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Running the Game

Running the Game

The Narrator’s job in Level Up is to guide the story and create the world for the other players to adventure in. This includes all of the elements required to create that adventure. The Narrator builds a world and populates it with monsters, people, treasure and traps. They create villains in their towers, allies met on the road, angry blacksmiths and bar staff in posh parlours. The Narrator also runs combat, acts as rules referee, lore repository, and of course improvises when the unexpected happens.

Apotropaics

Apotropaics

The influence of the plane Amrou has enhanced the effectiveness of mundane items in fending off the supernatural. What once were mere superstitions now can have meaningful effect, such as using a line of salt to block the advance of a ghost, or ringing a bell to drive back a demon. 

Nonmagical items that possess the ability to avert evil influences are collectively called apotropaics, and they are particularly common in Crisillyir, where such threats are most famous. 

Firearms of ZEITGEIST

Firearms of ZEITGEIST

 

Most armories will include pistols, carbines, shotguns, and muskets, with each nation’s manufactories producing subtle differences. Those who can afford costlier investments carry superior rifled firearms. Additional innovations such as metal cartridge ammunition are known to exist, but they are the domain of specialized gunsmiths, and as yet are only produced in limited quantities, almost never for sale.

Usually only soldiers bother to carry grenades. Most countries have restrictions on civilian use.

Explosive Alchemicals

Explosive Alchemicals

Early firearms used smoky black gunpowder as propellant for its ammunition, but alchemical advances produced ruby-red firedust. This powdered variant of alchemist’s fire produces no smoke when used in firearms, has a lower risk of fouling or corroding the weapon’s internals, and is hydrophobic, allowing it to burn even after immersion in water. 

Civilized Gear

Civilized Gear

Fey Pepper. This rare plant only grows near paths to the Dreaming, and after the fall of the Elfaivaran empire five hundred years ago it became a black market item in most of Lanjyr.  When chewed or smoked, the pepper makes the user giddy and upbeat. With a sufficient dosage, the user begins to hallucinate, though many claim these visions are actually glimpses into the Dreaming.

Martial Scientist Techniques

Martial Scientist Techniques

The Martial Studies feat lets a character of any class make limited use of the Savant class’s tricks. Herein is a selection of renowned martial theses from around the world, and the tricks they let you acquire. A Savant or character with the Martial Studies feat that has a copy of one of these theses can spend a long rest to swap one of the tricks they know for the trick the thesis details.

As a reminder, there are two main categories of savant tricks – aegis and flourish.

Godhand Investiture

Godhand Investiture

Supernatural gift, rare

Requirements: The requirements are up to the Narrator, but at minimum godhand investiture is only granted to members of the Clergy religion who are proficient with Culture and Religion, have some sort of ability to fight unarmed, and are at least 6th level.

Pagination