| Secret of Magistery |
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| The character knows how to create COLLEGIUMS by investing holy vows that bind. The vows are created by one or more PRAY (V) checks made into Effects which determine the power of the vows and the consequences for breaking them. The collegium is created by choosing a Secret the character knows, renaming it appropriately, perhaps changing some Abilities it requires and reducing its Pool cost by one point per vow connected to it. (The vows can also provide bonus or penalty dice as appropriate to Secrets that do not have a Pool cost.) The magister can now teach the new Secret to his collegiates without caring for any requirements the Secret used to have. The magister can have the collegial magic strike anybody who knows the Secret with the power of the Effect to cause the consequences indicated by the vows to befell him, but only once per Effect per target. The target may RESIST (R) the magic. This does not expend the collegial Effect; it (and the discount on the Secret) remains as long as the magister continues to maintain the collegium. |
| Secret of the Skyfire Cult |
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| The Skyfire Cult is native collegium of Inselburg. It believes that the Skyfire was a fortunate event that saved the world from tyranny; Skyfire cultists tend to argue for liberty even at pain of death in the Congress. The first degree initiates learn to shape “skyfire”: the initiate’s touch is sufficient to ignite things, and he may shape fire by hand, even making it cling to empty air for a while. |
| Cost: 1 VIGOR (1 vow) |
| Secret of the Star Captain Brotherhood |
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| The Star Captain Brotherhood is a native collegium that only initiates captains, pilots and hopefuls. Its members usually vote for increased trade and Fleet patrols. The initiate can use a compass or other divining tools to find his way towards a clearly visualized goal. |
| Cost: 1 INSTINCT (1 vow) |
| Secret of the Wind Scout Collegium |
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| Despite its name, this collegium is actually a cult worshipping Lady of Wind, a minor aspect of the Goddess. Only women are initiated. Members vote with the Star Captain Brotherhood in Congress. The initiate can fly on the slightest winds. |
| Cost: 1 INSTINCT (1 vow) |
| Secret of the Eclectic |
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| The character is skilled at predicting and avoiding bad magics. He needs a metal staff and gloves to do his trick. A successful PRAYER (V) check transfers an incoming magic’s power through the staff into the earth, the sea or into another person, depending on where the eclectic roots his staff. Success levels equal to the eclectic’s check are diverted from the opposing magician’s check before it reaches its target. This trick suffers a circumstance penalty die against Three-Corner magic and two against any other magics, except collegial arts of Inselburg. |
| Cost: 2 REASON |
| Secret of High Seas Fleet |
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| The character has been taught how to sail the black ships, and he is thus capable of using his appropriate Abilities for the purpose. The ships and their equipment are a technological aberration at present time, so operating them ranges from difficult to impossible without in-depth tutelage in various applied sciences. Characters with this training may consider any High Seas Fleet equipment to have an appropriate EXPERT IMBUEMENT for free. |
| Black Sail Imbuement |
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| The black ship sails are superior to modern solutions, being usually the only propulsion such a ship uses. The ship with this rigging can compete or overcome galley arrangements in most winds, especially when it has room to maneuver. It has SUPERIOR LEVERAGE against galleys on open sea when it comes to maneuvers or long journeys; the black ship chooses whether to engage and how in those conditions. |
| Black Hull Imbuement |
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| The larger black ships are much taller than most modern ones, except perhaps for the giant galleys of Ammeni. This is not entirely beneficial in shallow waters, but in close engagement it makes boarding action impossible for an unprepared enemy. The ship may also have an unlimited number of other imbuements thanks to its size. |
| Cannon Imbuement |
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| The black ship has cannons. There is very little that lesser ships can do against them at range: when the cannons are used with DEMOLITION (R) (or COMMAND (I) if directing fire for a battery), normal Ability checks cannot be used to resist them at all. An opposing ship or coastal target needs magic or other equivalent leverage to defend or counterattack meaningfully, otherwise a simple check suffices for the cannons. Cost: 1 Vigor per shot |