With a great amount of effort, you ready yourself to unleash your most potent methods again within a short period of time.

Standard, At-Will

Choose an expended Encounter, Daily, or Utility power which you have already expended. Spend a healing surge, though you do not gain healing from it. Make a saving throw. On a success, you immediately regain the use of the specified power, though you must use a normal action as required by the power to use it. If the power specified has the Daily keyword, you take a -5 penalty to the roll.

You may use this power during a short rest, paying one healing surge for each attempt.

Bonus XP:

Standard bonus XP award: (Current Level) x 10.

The following are examples of bonus XP criteria:

-Scuttlebutt (Rumors)
-Bookkeeping (Quartermaster, Quotes, Synopsis)
-Player MVP (1 per session, given by players)
-“For your consideration” award (separate from standard XP for role-playing encounters)
-Stroke of Genius: given for excellence in creative thinking and interpretation, including:

Using abilities in interesting, out-of-the-box ways.
Evocative, interpretive, and unique description of actions and powers.
Creative, off-the-grid* solutions to problems.

Each player may receive up to one Stroke of Genius Award per session.

*Off the Grid: Players are encouraged to take actions that, while perhaps not mechanically apparent, would make sense within the context of a given situation. Essentially a system for performing “stunts,” such actions may incur bonuses or penalties depending on their situation or difficulty, or may include one or more skill checks to pull off. They might be easier or harder than a normal action, depending on the situation and description. Such actions, when successful, might often qualify for a player’s Stroke of Genius award for that session.

Available Bookkeeping:

Quartermaster/Loot: Responsible for any and all material rewards gained by the party, including seeing that such is distributed in an even manner, and that the party has received the appropriate amount of treasure parcels per level from the DM.

Quotes/NPC’s: Responsible for logging memorable quotes. Also will track any and all named NPC’s for future reference.

Synopsis/Quests: Responsible for logging synopsis of events. Also should track any Quests that are given to the party, for follow-up at a later date, and keep a running total of Party XP.

Party XP vs. Player XP:

The party will track all Encounter and Quest XP as a separate pool of XP, which applies to any and all players and characters. This amount will always be the same for every character, regardless of attendance.

All players will keep track of their individual bonus XP; this will apply to any characters created and played by that player.

To determine total XP, add the total Party XP to your current player bonus XP.

The Reserves:

The structure of the game will be such that players may, upon request, introduce more than one character into the greater structure of their available forces. As their charges move along with them, said charges always require someone to guard them. Thus, depending on the mission requirements, availability, and in-character circumstance, different characters may be chosen to go on “away missions,” while others stay back and guard their charges, fending off the occasional incursion. The process for choosing different away characters will occur mostly in-character, but will allow for necessary out-of-character abstractions to ensure each player brings only one character, and that all party roles remain covered. This will also allow for continuation of participation should characters die in the course of their duty.


The more accomplishments a given character accrues, the more highly favored said character becomes. The more honored and lauded a character, the more their exploits benefit them. Their word is often more heeded in discussions, they can more easily volunteer for missions, they may receive promotions in rank, and more easily may requisition goods, equipment, and recovered artifacts.

On the other hand, more responsibility for the well-being of others will be laid upon their shoulders, and should word of their deeds reach their enemies, they will find themselves made much more of a target.

It is certainly possible to make an effort not to receive Renown, though such lauded praises often bring fame to great individuals, whether they seek it or not.

It is also possible to lose Renown through misdeeds and failures. Should one fall far enough to be considered infamous, they may actually have a negative Renown rating.

Generally, Renown is given by the storyteller as an additional award for completing a large task, or for performing impressive feats in such a way as to impress the general population. Also, each promotion of rank a character attains adds one point, and one point is automatically given at 11th and 21st level. An individual’s Renown rating cannot exceed one-half their level.


In this setting, little opportunity will exist to buy and sell goods, especially at the beginning, for reasons which will become clear. In general, any wealth or items found by a given party are to be turned over to the Quartermaster, with any useful items being requisitioned for use. Exceptions to this may exist, especially specific artifacts or powerful items which would be better off in use than not. In general, this allows an abstract system for ensuring all characters can gain the use of improved equipment. In lieu of receiving a specifically acquired piece of equipment, any character can requisition one item of ½ their level, plus their renown rating, per level, or its equivalent in residuum or engineering components, which can be used to upgrade existing equipment. It is up to the Quartermaster to determine when a character has received the appropriate amount of materiel, and when they are lacking, and to deny requests in time of shortage.

Skills and Feats.

*Each character may select one additional feat for which they meet the prerequisites, and may select training in one additional skill, whether it is from their class list or not. These bonus traits should reflect the character’s life and experiences before the start of the campaign. Storyteller suggestions for this bonus feat include Skill Training, Skill Focus, Linguist, and the various Multiclassing feats.

New Feat: Performer
You are trained in a type of performance. Specify a musical instrument, singing, dancing, storytelling, poetry, dramatic acting, weapon exposition, or any other performance art. Whenever making a skill check involving this type of performance, you are considered trained, whether or not you are trained in that particular skill in general. Common skills that might qualify for this in certain situations include Acrobatics and Athletics (for dance) Bluff (improvising), Diplomacy and History (reciting an epic poem or a traditional song), Intimidate (weapon exposition), etc. Creative uses of a performance art in critical situations are encouraged.

Special: This feat may be selected multiple times; each time represents a separate performance art.

Virtuoso: Prerequisite: You must have the Performer feat.

You gain a +3 feat bonus to all skill checks involving your chosen performance art.

New Feat: Seasoned Airman

Prerequisite: Level 6
You know how to navigate and fly most examples of a particular class of craft, and can direct others to do so as well. You and those directly under your command gain a +2 proficiency bonus with all skill checks regarding this particular class of ship. In addition, you (not your subordinates) may act as if trained in any skill with regard to checks related to the operation of this particular class of ship, including gaining the +5 trained skill bonus if it is not already provided by skill training.

Special: This feat may be taken multiple times. Each purchase represents extensive training with a different class of ship with which one is familiar. When achieving a new level, you may retrain it to specialize in a different class of ship.

Flying an airship:

Multiple varied skills are often needed to properly operate any sort of flying craft. A cross-section of skilled individuals is often required for successful operation, and even a skilled captain can only do so much with an unskilled crew. Below are some possible new applications of existing skills:

Navigation: Nature, sometimes History when flying over currently or previously populated areas.
Forecast Weather: Nature
Notice Hazards: Perception
Steering: Athletics
Walking, Climbing in Rigging: Althletics, Acrobatics
Command a crew: Bluff, Diplomacy, Intimidation
Repair: Engineering (see below)

New Skill: Engineering (Artificer, Engineer, Grenadier, Rogue; Intelligence)

A new and versatile discipline, Engineering uses Scientific principles and inspiration to achieve feats before only possible with magic, and is quickly finding application in every facet of the modern world. Everything from steam engines to skyships to personal arms has seen new and dangerous innovations. Characters with Engineering will find it useful not only for piloting skyships, but also building mechanical wonders to aid in their adventuring career, as well as performing certain Engineering-only rituals, called Procedures. Engineers can make either small-scale personal equipment, or large-scale items, such as ships, engines, etc. Components used for either large or small scale creations must be tracked separately. Whenever building a skyship, the Engineer must also have access to the necessary amount of lodestone (cost included in component cost)

Engineering Procedures:

Though following the same mechanics of Rituals, one need not possess the Ritual Caster feat to learn them; only training in Engineering. Each individual procedure need not be purchased; characters trained in Engineering automatically may take advantage of them upon reaching the requisite level. Engineering rituals also use special, specific components which do not usually share the benefit of residuum of being easily portable.


Lvl 4,
Time: Special
Duration: Permanent
Component Cost: Special
Key Skill: Engineering

This ritual mirrors the Enchant Magic Item ritual, with the necessary components and products being Engineering-based. Customizing involves improvements to existing items, while Building specifically constructs something from scratch.

Small, personal items take 1d6 hours to customize or 1d6 days to craft, while larger items like engines and ships take 1d6 days to customize or 1d6 weeks (or longer) to build, as well as access to a crew of skilled laborers. Regardless, the Engineer must have access to the appropriate Engineering components.

The Engineer decides on what he will build or customize, rolls 1d6 to determine build time, then at the end of the duration makes an Engineering check, difficulty 10+ the level of the item being created. For every increment of 5 by which he exceeds the difficulty, the build time is reduced by one, to a minimum of one.

Like magical equipment, Engineered weapons and armor may carry enhancement bonuses and provide certain powers or properties to the wearer.


Lvl 8,
Category: Creation
Time: Special
Duration: Special
Component Cost: Special
Key Skill: Engineering

The quick version of Customize, this allows the engineer to quickly create something on a personal scale during a short rest, or modify something existing on a personal scale as a standard action, or large within the space of a short rest, intended to be useful for a short time before failure. A jury-rigged device cannot be scavenged, and a normal device with a jury-rigged addition becomes inoperable after the duration has expired until the engineer can Repair it. Jury-rigged items use 1/10th the normal cost to make a permanent item of the same function.

The Engineering check determines the duration of its usefulness, depending on whether the device runs continuously or is based on activations.

9 or less: the device fails to operate; the expended component cost is lost.
10-15: 1d6 hours or activations.
Every +5 beyond 15: +1 hour or activation.


Level 1
The Engineer can make a repair check to fix a broken Engineering device. This ritual in some ways mirrors the Mending ritual, with the following exceptions:

Every character with training in Engineering automatically knows this ritual. The DC for the repair check is based on the level of the item or its equivalent cost.
This takes 1d6 hours for smaller, personal devices, including weapons, armor, and tools, and 1d6 days for larger things such as engines, vehicles, and mechanized systems.


Level 10
Category: Creation
Time: 10 min.
Component Cost: None

Anyone can break an Engineering device, and anyone with Engineering can break it efficiently. With this ritual, an Engineer can choose the timing and nature of that failure. At DC 20+, he can designate one from the following, with the DM arbitrating the unspecified ones, with the first of each of the pairs of options being the default. For every five points beyond this, he can specify one more:

Localized or System-wide
Failsafe or Catastrophic
Easily Fixed or Nearly Irreparable
Immediate or Delayed*
Obvious or Subtle

*1d6 hours for continuously running machines, or 1d6 uses for intermittent activations.

Thus, with a check of 17, he could specify one option; with a 29, three of them. Anyone seeking to locate a Subtle problem or fix an Irreparable one must first make an initial Engineering check that meets or exceeds the original check of the saboteur before they can attempt a repair.


Level: 6
Category: Creation
Time: Special
Duration: Instantaneous
Component Cost: Special
Key Skill: Engineering.

Not one to let something go to waste, the Engineer may systematically disassemble an Engineering-based device for scrap. This ritual mirrors the Disenchant ritual, though the Engineer must have someplace to put all of his spare parts, with remain at regular size. Like the Disenchant ritual, he may retrieve components equivalent to 1/5th the market value of the item destroyed. This procedure follows the same timing rules as customization.


Skystorm JonathanTimmermann