Earth
Earth rules the strength of body and bone, the world, and living things. Cultivators of Earth eschew the flashy powers of other disciplines for the quiet confidence of focus and dedication.
Blessing: The Rootsong
Your minstrations of the soil improve the health and balance of all Harmony
- You gain a new Harvesting option: Tend
- Tending teaches you the nature and needs of the target
- Tending is the intentional release of cultivated energy that could otherwise have been harnessed
- This expends the Harvest as usual; you must surrender the other benefits of Harvesting
- You may Tend both reagents and crystals; the benefits are identical for both types
Tending has two effects:
- First, it improves the Harmony of the land
- The storyteller manages Harmony of each region, incorporating your efforts
- Higher Harmony values create stronger ley lines and forces the storyteller to spend more resources on negative effects
- Check the Overworld section for more details
- Second, Tending grants you energy of Land, Sky, or Sea
- Land rules Earth and Fire
- Sky rules Air
- Sea rules Water
- Each time you Tend, mark Charge in one of these three categories based on the element of your Tending
- When you Tend to something with multiple elements, you pick between Land, Sky, or Sea as matches the available elements
Like the Charge of elements, you spend this Charge to gain benefits. However, this energy source persists up to a full year
- Land, Sky and Sea reset to zero at Equilibrium
Land
- Max: 3
The power and safety of the bones of Seln
Synchronization (Land)
- Cost: 1
- Effect: Generate a Bonus Ki into Earth or Fire
Draw (Land)
- Cost: 2
- Effect: Generate 2 Charge between Earth or Fire
Channel (Land)
- Cost: 3
- Effect: Instead of rolling for Result, use your Earth standard value.
- You may spend 1 Earth charge to add an additional +Prowess to your standard value
- You may use this for any Challenge of any element, even your Bane
Force Gate
- Cost: 3
- Effect: You may force open a Gate of Earth or Dark
- You must be aware the Gate exists to use this power
- This requires one Action and physical touch on the Gate
Sky
- Max: 2
The freedom and potential of the open sky
Synchronization (Sky)
- Cost: 1
- Effect: Generate a Bonus Ki into Air
Draw (Sky)
- Cost: 2
- Effect: Generate 2 Charge into Air
Songs of Allure
- Cost: 2
- Effect: Summons small birds or insects that are friendly to you and will aid you
- Generates 2d4 such animals; each may Challenge once as an animal proxy
- The exact type of the animals will match your surroundings
- If there are no living creatures capable of answering your call, the effect fails; you retain your Charge of Sky
Aid in Spirit
- Cost: 2
- Effect:
- You may only use this effect while your character is not in the active Scene
- You may Challenge in the active Scene up to C times; this occurs through natural intermediares such as animals, gusts of wind, and other acts of seeming chance
- Foes may Challenge your Earth to recognize you as the source of the disturbance
Corvo
- Cost: 2
- Effect: Through blatant bribery and offerings, summon Corvo the Corvid
- Though smug and pompous, Corvo has an ear in every corner of Seln and can provide a wealth of hints and direction
- He can find most lost things (including people) for a price
- Corvo usually charges steeply for his services, but he has two soft spots: folk held against their will and pretty girls
Sea
- Max: 2
The beautiful contradiction of raging and calm seas
Synchronization (Sea)
- Cost: 1
- Effect: Generate a Bonus Ki into Water
Draw (Sea)
- Cost: 2
- Effect: Generate 2 Charge into Water
Signs of the Wave Cost: 1 Effect: You may Track or Chase over water for this Scene
Azure respect
- Cost: 1
- Effect: Offer a token of your respect to the waves and the Sirens.
- Though of little practical value, these tokens of respect are considered very good manners by spirits of the waters and the sirens
- Many Gates of Water open before such offerings
Soothe the waters
- Cost: 2
- Effect: Temporarily negating the dampening effect of Water
- All characters ignore the range reduction and movement penalties of Water for this Scene
Bubblebreath
- Cost: 2
- Effect: Creates shimmering bubbles of water and air suitable for breathing
- Effective for underwater traversal, protection from smoke, travel through poison air, or any other situation where you need air filtration
- The bubbles last one scene
Professions
Each profession in the Grace of Earth grants specialization in a subset of the mystical reagents
For your specialties:
- Gain a Bonus Ki to Harvesting Challenges
- Treat Disasters as Failures
- In effect, for your specialties, you are immune to the reagent curses
Stalker
Found you
Reagent specialties: Sinew and Perfume
P1
Keen Sense
- Gain a Bonus Ki to Stealth, Tracking, and Chasing Challenges
P2
Smell Ki
- You may read Ki signatures for up to a week after placement, regardless of the target’s cultivation level
- When you successfully identify Ki, you may then Track (Earth) that Ki
- For Ki signatures that have been destroyed, you may spend 1 Earth Charge to Challenge against the destroyer
- On a Success, you may read the Ki signature anyways
P3
Lock and Ki
- You may use Earth for lockpicking Challenges
- Your own Ki signatures are only worth a portion of a Challenge
- Foes must collect C of your Ki signatures for each Challenge they want to make
P4
Through another’s eyes
- You may spend 1 Earth charge to impress your senses upon a critter such as a squirrel, bird, rat
- You may then control that animal for the rest of the Scene or until the critter takes damage
- Use your normal Ki pools and add 1/2 Attributes to your Challenges
- Foes may Challenge your Earth to recognize your behavior as abnormal
- Your normal body falls into a light slumber
- If you must act or defend yourself, this effect instantly ends and you snap awake in your regular body to react
P5
Defy the borders
- You may use Track and Chase on targets in any Realm, ignoring the gulf of dimensions
- When you investigate, track or Chase the Fae, the target does not automatically become aware of you
P6
Implacable Hunter
- Mystical effects that would change your position fail unless you consent
- Covers teleports, false doors, illusionary terrain, Gates, or any other terrain distortions
- You may still suffer the Throw Action
Farmer
Reagent specialties: Leaf and mineral
P1
Food for the weary
- You may forage for food under literally any conditions
- In normal lands, you automatically find enough food for subsistence of you and your allies
- Under duress, the storyteller may require an Earth Challenge
P2
Green thumb
- Each Equilibrium, choose one leaf reagent of your Circle or less
- You must have encountered this leaf reagent and Tended it at least once
- You then generate 1 of this reagent each season, requiring no downtime
P3
Strength of deep roots
- Gain +C to your elemental defenses against attempts to inflict you with a Condition, excluding Wounds
P4
Small improvements
- You make small improvements to anywhere you stay
- Any region you stay in for at least a week enjoys an increase in Harmony
- Max one increase per year (across all characters)
- Maximum Harmony increases with your Circle
- C2: d4
- C3: d6
- C4: d8
P5
Metal orchardist
- You learn the secrets of Metalbloom orchards
- You may now staff a metalbloom orchard at your Hearth
P6
Warded reprieve
- Whenever you make Camp, treat that camp as warded by a Ward of rank C
Tamer
Aw, he’s a right sweet one, soon as he stops chewing on your head
Reagent specialities: Leaf and sinew
P1
Pocket full of squirrels
- You may spend 1 Earth Charge to generate an animal proxy
- The proxy is loyal to you and uncannily intelligent
- It remains for C challenges or one Scene
- Use your normal Ki pool. Add your full Attribute with this animal proxy
P2
Nurtured Growth
- Each Equilibrium, choose one sinew reagent of your Circle or less
- You must have encountered this sinew reagent and Tended it at least once
- You then generate 1 of this reagent each season, requiring no downtime
P3
Superior Animal Handling
- You automatically succeed to detect when a foe is using an animal proxy
- Any attempt to degrade your Camp takes a Penalty Prowess
- Gain Armor C against the Attacks of animals
P4
Beast tongue
- You may speak to any living animal, fish, or insect
- In general, fish and insects are morons
- Folk currently shapechanged into beasts may speak to you
- You may Challenge Earth to recognize the abnormality of their “accent”
P5
Kin of beasts
- Choose an animal form. You may shapechange into it
- Your statistics remain unchanged
P6
Nurture the beginning
- Once per year, you may cultivate in Harmony with a wild animal, slowly altering its nature
- This elevates the animal into a minor (one element) spirit
- The new spirit considers you kin; like any child, however, you have no control over its further evolution
Crystal Tender
Delicate touch. Patience. Trust me - you don’t want these things to explode
Reagent specialty: Crystal cores
P1
Ear to the Ground
- The first C-1 times you Draw Charge in a Scene, do not expend the power from the ley line
- You may choose to ignore ley line surges
P2
Delver’s Luck
- Each Equilibrium, choose one mineral reagent of your Circle or less
- You must have encountered this mineral reagent and Tended it at least once
- You then generate 1 of this reagent each season, requiring no downtime
P3
Questionable explosives
- Each morning at dawn, generate C-1 Essence Grenades of your Circle
P4
Stabilizing care
- Your Hearth may now achieve rank C+1 crystals
- This benefit carries forward if you retire to the Hearth
P5
Crystaline Growth
- You learn how to focus latent Essence inside your body into fragments of crystal
- Generate 1 Crystal Core of your choice among the elements you could Harvest at the start of each season
P6
Crystal dictat
- Each year at Equilibrium, you may shift the element of your Hearth crystal by one step
- This adjusts the matching ley line and may ripple into other regions of the overworld
- Very rare crystals (such as LightDark) are likely to draw a great deal of covetous attention