order, starting with the lowest Tier. If you are smaller than Size 0, treat the Wind as a number of Tiers higher equal to the number of sizes smaller than
interact with the players. While many only need a small amount of personality and a purpose for being where you place them, some will need to be more detai
ects can be sensed from a greater distance, while smaller subjects require being closer. For each multiple of the range beyond the first from you to the su
r soul and exerting energy, a creature can tear a small hole between the Physical Realm and the Umbral Realm allowing a small amount of soul energy to flow
ected by the size of your target. Against targets smaller than you, suffer a penalty on your roll equal to half the size difference. Against larger targets
h a Manipulation Limb, DL 3 + the number of sizes smaller than 0 the object is. Gain +2 for each additional Manipulation Limb you use. You can increase the
es on your roll based on the surface. Having only small handholds causes -1 on your roll. Having no handhold, a surface steeper than 60 degrees, and a surf
rt of your application. Some guilds, normally the smaller, less reputable ones, allow open membership where you can be a member in any number of guilds as
erything you already have. Tier 1 is often a very small tinge of the effect while Tier 6 has a significant impact on the subject. Tier 12 is normally overw
ange the ages when they change age categories. If smaller, decrease the ages by 25% for each size smaller they are. If larger, increase the ages by 50% for
d fines. Larger towns and cities may have guards. Smaller locations commonly use adventurers as guards or bounty hunters. Filling these roles often require