Quad-Order
Quad-Order elohim possess a measure of the abilities of every Order, the martial skills of the Warrior, the social skills of the Messenger, the Spiritual Effects of the Ministering Spirit, and the powerful Songs of the Minstrel. That said, however, they will not easily excel in any of these.
Special Abilities
Warriors excel in the use of practiced Maneuvers. When using a learned Maneuver, Martial Mastery grants Warriors a bonus to Precision (or Guard, whichever is applicable) equal to the Mastery Level of the Maneuver.
Martial Mobility allows the Warrior to remain somewhat mobile while in Defensive Stance. Each Turn they are in Defensive Stance, they can perform one Maneuver without halving the distance travelled. Alternatively, they can add 1" (unhalved) to a single Move during that Turn. (Martial Mobility cannot allow the character to exceed the distance they would have travelled without Defensive Stance.)
Strength in Struggle reflects the Warrior’s toughness by reducing damage related to Strikes received by 10% for a Multi-Order Warrior. Damage related to Strikes dealt by a Multi-Order Warrior is increased by 10%.
Strength in Struggle |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Multi-Order Warrior |
+10% damage dealt with Strikes -10% damage received from Strikes |
no change |
+1 to Resist Checks |
no change |
Situational Awareness reduces the cost to improve all Social Attributes by 1 (to a minimum of 1).
Trained Eye lets a Messenger choose a Target to watch. The Messenger must pass a Perceive Interaction vs. the Target (with a Difficulty of 0) and will then have certain benefits against the Target. The Messenger ignores any Guard the Target gains from Defensive Stance. The Messenger also gains 1 Adjustment in their favor vs. any Strike made by the Target or when making Check Rolls and Resist Checks vs. the Target.
The Messenger may attempt to establish Trained Eye only once per Turn. The Messenger may drop the current Target to attempt to watch a new Target. If the Messenger loses line of sight with the Target for an extended time, Trained Eye may be lost.
Trained Eye |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Multi-Order Messenger |
1 Defensive Adjustment and ignore Guard from Defensive Stance on 1 Perceived Target |
no change |
2 Defensive Adjustments |
no change |
Ministering Sprits can use their strength of will to protect themselves. Resolute Stability allows the Ministering Spirit to ignore Falter:1 each time Falter is applied to them. It also allows them to ignore one Defensive Hit being caused to them. It also reduces damage related to Strikes received by 10% for a Multi-Order Ministering Spirit. The damage will always be reduced by at least 1.
All Falter from a Strike is totaled and applied at once. If a Strike causes Knock Back, any Falter from the Knock Back is applied separately.
Resolute Stability |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Multi-Order Ministering Spirit |
-10% damage received from Strikes ignore 1 Falter each time received ignore 1 Defensive Hits each Strike |
no |
no |
no |
Minstrels are prolific persuaders and can employ their Boundless Spark to make more frequent attempts to influence others. Multi-Order Minstrels may perform two Social Interactions in one of their Turns each Cycle.
Boundless Spark |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Multi-Order Minstrel |
may perform 2 Social Interactions |
no |
in 2 Turns |
no |
Quad-Order Discipline
Quad-Order elohim do not have the option to join a Discipline.
Attributes
Quads gain the following bonuses to their Basic Attributes during character creation:
Might = +3
Control = +3
Swiftness = +3
Endurance = +3
Resolve = +3
Quads' Seed Multipliers, meaning the amount of growth in a Basic Attribute for each Seed of Growth sprouted, are as follows:
Might = x1.5
Control = x2
Swiftness = x1.5
Endurance = x1.5
Resolve = x2
Passion = x2
Progression
As Quads progress, they will slowly grow in their mastery of Martial Maneuvers, improve their Social Attributes, learn new Spiritual Effects, and also Songs.
Each new Rank a Quad-Order will gain:
- +2 to their Primary Attribute (Rank:40+ increases 7 instead)
- +1 to their Secondary Attribute (Rank:40+ increases 3 instead)
- 12 Seeds of Growth (Rank:40+ adds 40 Seeds instead, 7 in Primary and Secondary, 12 at random, and 14 assigned how you like)
Irregular Gains:
Rank | Social Points | Maneuver Points | Spiritual Effects | Songs |
1 | +1 | +1 | +0 | +0 |
2 | +1 | +1 | +1 | +1 |
3 | +2 | +2 | +0 | +0 |
4 | +1 | +1 | +1 | +1 |
5 | +1 | +1 | +0 | +0 |
6 | +2 | +2 | +1 | +1 |
7 | +1 | +1 | +0 | +0 |
8 | +1 | +1 | +1 | +1 |
9 | +2 | +2 | +0 | +0 |
10 | +1 | +1 | +1 | +1 |
11 | +1 | +1 | +0 | +0 |
At certain milestones, Quads will also have the choice between gain bonus Maneuver Points, bonus Social Points, bonus Spiritual Effects, or bonus Songs. The character will gain other bonuses at these milestones as well that are not specific to their Order.
Milestone Bonuses:
- Rank:7 (graduation from Fledgling status) = 2 Maneuver Points or 2 Social Points or 1 Spiritual Effect or 1 Song
- Rank:12 (Tier:2) = (choice) 3 Maneuver Points or 3 Social Points or 1 Tier:2 Spiritual Effect or 3 Tier:1 Spiritual Effects (from different Families) or 1 Tier:2 Song or 3 Tier:1 Songs (from different Families)
- Rank:24 (Tier:3) = (choice) 4 Maneuver Points or 4 Social Points or 1 Tier:3 Spiritual Effect or 3 Tier:1-2 Spiritual Effects (from different Families) or 1 Tier:3 Song or 3 Tier:1-2 Songs (from different Families)
- Rank:40 (Tier:4) = (choice) 5 Maneuver Points or 5 Social Points or 3 Tier:1-3 Spiritual Effects (from different Families) or 3 Tier:1-3 Songs (from different Families)