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	<updated>2026-05-15T03:09:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95684</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95684"/>
		<updated>2008-11-23T00:33:36Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Player_Characters|Player Characters]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game Universe]]===&lt;br /&gt;
:[[Geos:Game_Universe:Magic|Magic]]&lt;br /&gt;
::[[Geos:Game_Universe:Magic:Imperial_Laws|Imperial Laws of Magic]]&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge Rules]]===&lt;br /&gt;
:[[Geos:Fate-Fudge_Rules:Magic|Magic]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Magic:Imperial_Magic|Imperial Magic]]&lt;br /&gt;
&lt;br /&gt;
:[[Geos:Fate-Fudge_Rules:Characters|Characters]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Skills|Skills]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Extras|Extras]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Character_Creation|Character Creation]]&lt;br /&gt;
:::[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Brotherhood_of_Foresters|Brotherhood of Foresters]]&lt;br /&gt;
:::[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Gebrok_Academy|Gebrok Academy]]&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Session Chronicles|Session Chronicles]]===&lt;br /&gt;
:[[Geos:Session Chronicles:November 17 2008|November 17 2008]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95683</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95683"/>
		<updated>2008-11-23T00:32:56Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Player_Characters|Player Characters]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Session_Chronicles|Session Chronicles]]&lt;br /&gt;
:[[Geos:Session_Chronicles:November_17_2008|November 17, 2008]]&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game Universe]]===&lt;br /&gt;
:[[Geos:Game_Universe:Magic|Magic]]&lt;br /&gt;
::[[Geos:Game_Universe:Magic:Imperial_Laws|Imperial Laws of Magic]]&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge Rules]]===&lt;br /&gt;
:[[Geos:Fate-Fudge_Rules:Magic|Magic]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Magic:Imperial_Magic|Imperial Magic]]&lt;br /&gt;
&lt;br /&gt;
:[[Geos:Fate-Fudge_Rules:Characters|Characters]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Skills|Skills]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Extras|Extras]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Character_Creation|Character Creation]]&lt;br /&gt;
:::[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Brotherhood_of_Foresters|Brotherhood of Foresters]]&lt;br /&gt;
:::[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Gebrok_Academy|Gebrok Academy]]&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Session Chronicles|Session Chronicles]]===&lt;br /&gt;
:[[Geos:Session Chronicles:November 17 2008|November 17 2008]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Player_Characters&amp;diff=95623</id>
		<title>Geos:Player Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Player_Characters&amp;diff=95623"/>
		<updated>2008-11-21T22:07:31Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Current PCs== &amp;lt;!-- link to campaign and retitle --&amp;gt;&lt;br /&gt;
* Patrizio Leonardo di Morduco  (J. Neudorf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Barname (J. Rochon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Mary &amp;quot;Ciel&amp;quot; Rossil (S. Carless)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Bazname (A. D. Blaylock) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PC Rewards Program==&lt;br /&gt;
Yes, you, the player, can generate Fate points for your character through our player character rewards program.  Interested?  Good ideas include&lt;br /&gt;
* Bringing munchies&lt;br /&gt;
* Typing up notes from the previous session and adding them to this Wiki&lt;br /&gt;
* Proofreading and prettifying this Wiki, including adding pictures from the public domain&lt;br /&gt;
* Soundly pummeling anyone that insults the GM and/or his game world&lt;br /&gt;
* Writing up plot, NPC, and background ideas&lt;br /&gt;
* Writing fanfic (no slash)&lt;br /&gt;
* Typing up a short summary for your character that links them to the game world&lt;br /&gt;
* Dressing up in character&lt;br /&gt;
* Creating props, like writing up magical texts&lt;br /&gt;
* Petting Finn so he doesn&#039;t keep distracting the GM&lt;br /&gt;
* Making maps or providing art&lt;br /&gt;
* Anything game-related that makes the GM like you&lt;br /&gt;
&lt;br /&gt;
(Actually, on second thought some of these are bad ideas, so don&#039;t try those.)&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95622</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95622"/>
		<updated>2008-11-21T21:53:07Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: /* Fate-Fudge Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Player_Characters|Player Characters]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game Universe]]===&lt;br /&gt;
:[[Geos:Game_Universe:Magic|Magic]]&lt;br /&gt;
::[[Geos:Game_Universe:Magic:Imperial_Laws|Imperial Laws of Magic]]&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge Rules]]===&lt;br /&gt;
:[[Geos:Fate-Fudge_Rules:Magic|Magic]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Magic:Imperial_Magic|Imperial Magic]]&lt;br /&gt;
&lt;br /&gt;
:[[Geos:Fate-Fudge_Rules:Characters|Characters]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Skills|Skills]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Extras|Extras]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Character_Creation|Character Creation]]&lt;br /&gt;
:::[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Brotherhood_of_Foresters|Brotherhood of Foresters]]&lt;br /&gt;
:::[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Gebrok_Academy|Gebrok Academy]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules&amp;diff=95620</id>
		<title>Geos:Fate-Fudge Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules&amp;diff=95620"/>
		<updated>2008-11-21T21:40:25Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Rules for Fate-Fudge=&lt;br /&gt;
These rules are modelled on [http://www.faterpg.com/dl/ Fate 3.0], the rules system for [http://www.evilhat.com/home/ Evil Hat&#039;s] [http://www.evilhat.com/home/?page_id=103 Spirit of the Century] and [http://www.dresdenfilesrpg.com/ Dresden Files RPG].  The magic system is based on [http://www.atlas-games.com/arsmagica/ Ars Magica], which is available [http://e23.sjgames.com/item.html?id=AG0204 free] (and is highly recommended.)  &lt;br /&gt;
&lt;br /&gt;
==Significant Departures From Fate 3.0==&lt;br /&gt;
I&#039;ve changed many of the rules from the [http://www.faterpg.com/dl/sotc-srd.html Spirit of the Century SRD].  While [http://spiritoftheblank.blogspot.com/ Spirit of the Blank] has been an inspiration, very little of it has been directly adapted for Geos.&lt;br /&gt;
&lt;br /&gt;
Specific changes include:&lt;br /&gt;
* &#039;&#039;&#039;Combat:  &#039;&#039;&#039;  Weapons provide modifiers to hit, to damage and also provide aspects, which can be tagged for effect.  Shields provide defense, while armour provides protection.  There is no stress track, but a distinction is made between &#039;&#039;situational consequences&#039;&#039; and &#039;&#039;injury consequences&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Geos:Game_Universe:Magic|Magic]]:  &#039;&#039;&#039;  Magic is &#039;&#039;the&#039;&#039; primordial force in Geos.  Current approaches, however, can only partially describe it.  [[Geos:Fate-Fudge Rules:Magic:Imperial_Magic|Imperial thaumatology]], currently the dominant theory of magic (among humankind), is explicitly logocentric - magic is equated with language and meaning.  Other theories exist, with different restrictions and completely different styles.&lt;br /&gt;
* &#039;&#039;&#039;Stunts:  &#039;&#039;&#039;  The current Geos campaign doesn&#039;t use stunts, making it somewhat more simulationist than Spirit of the Century.  (Stunts may be added later for a more cinematic flavour.) &lt;br /&gt;
* &#039;&#039;&#039;[[Geos:Fate-Fudge Rules:Characters:Skills|Skills]]:  &#039;&#039;&#039;  Geos uses Fudge-style skills (and dice), but with significant modifications.  Skills may have &#039;&#039;specializations&#039;&#039; and &#039;&#039;extensions&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Geos:Fate-Fudge_Rules:Characters:Extras|Extras]]&lt;br /&gt;
&lt;br /&gt;
[[Geos:Fate-Fudge_Rules:Characters:Character_Creation|Character Creation]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95619</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95619"/>
		<updated>2008-11-21T21:31:32Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Player_Characters|Player Characters]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game Universe]]===&lt;br /&gt;
:[[Geos:Game_Universe:Magic|Magic]]&lt;br /&gt;
::[[Geos:Game_Universe:Magic:Imperial_Laws|Imperial Laws of Magic]]&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge Rules]]===&lt;br /&gt;
:[[Geos:Fate-Fudge_Rules:Magic|Magic]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Magic:Imperial_Magic|Imperial Magic]]&lt;br /&gt;
&lt;br /&gt;
:[[Geos:Fate-Fudge_Rules:Characters|Characters]]&lt;br /&gt;
:[[Geos:Fate-Fudge_Rules:Characters:Skills|Skills]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Extras|Extras]]&lt;br /&gt;
::[[Geos:Fate-Fudge_Rules:Characters:Character_Creation|Character Creation]]&lt;br /&gt;
:::[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Brotherhood_of_Foresters|Brotherhood of Foresters]]&lt;br /&gt;
:::[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Gebrok_Academy|Gebrok Academy]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95618</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95618"/>
		<updated>2008-11-21T21:17:25Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game Universe]]===&lt;br /&gt;
====[[Geos:Game_Universe:Magic|Magic]]====&lt;br /&gt;
=====[[Geos:Game_Universe:Magic:Imperial_Laws|Imperial Laws]]=====&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge Rules]]===&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Magic|Magic]]====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Magic:Imperial_Magic|Imperial Magic]]=====&lt;br /&gt;
&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Characters|Characters]]====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Characters:Skills|Skills]]=====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Characters:Extras|Extras]]=====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Characters:Character_Creation|Character Creation]]=====&lt;br /&gt;
======[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Brotherhood_of_Foresters|Brotherhood of Foresters]]======&lt;br /&gt;
======[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Gebrok_Academy|Gebrok Academy]]======&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Gebrok_Academy&amp;diff=95617</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation:Gebrok Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Gebrok_Academy&amp;diff=95617"/>
		<updated>2008-11-21T21:14:24Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;	&lt;br /&gt;
Graduates of the Gebrok Academy of the Magical Arts have a fairly rigid curriculum.  All magical graduates require an aspect related to their magical ability (&#039;Graduate of the Gebrok Academy&#039; is sufficient) as well as these skills and extras:&lt;br /&gt;
* Humanities 1&lt;br /&gt;
* Natural Philosophy 1&lt;br /&gt;
* Metaphysics 1&lt;br /&gt;
* Group Knowledge (Imperial Wizardry) 1&lt;br /&gt;
* Magic Theory 2&lt;br /&gt;
* Wizard&#039;s Imperial (Ext: Literacy) 2 (3 points)&lt;br /&gt;
* Social Status 1&lt;br /&gt;
* Corpus 1&lt;br /&gt;
* Vim 1&lt;br /&gt;
&lt;br /&gt;
Most magical graduates of Gebrok Academy have 2-4 more points in the scientia and tractii magia.  The prospective student should also have some way of paying for their education: Resources or a wealthy Ally are helpful for versimilitude.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Gebrok Academy also offers an unstructured program, where --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Gebrok_Academy&amp;diff=95616</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation:Gebrok Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Gebrok_Academy&amp;diff=95616"/>
		<updated>2008-11-21T21:12:58Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;	&lt;br /&gt;
Graduates of the Gebrok Academy of the Magical Arts have a fairly rigid curriculum.  All magical graduates require these skills and extras:&lt;br /&gt;
* Humanities 1&lt;br /&gt;
* Natural Philosophy 1&lt;br /&gt;
* Metaphysics 1&lt;br /&gt;
* Group Knowledge (Imperial Wizardry) 1&lt;br /&gt;
* Magic Theory 2&lt;br /&gt;
* Wizard&#039;s Imperial (Ext: Literacy) 2 (3 points)&lt;br /&gt;
* Social Status 1&lt;br /&gt;
* Corpus 1&lt;br /&gt;
* Vim 1&lt;br /&gt;
&lt;br /&gt;
Most magical graduates of Gebrok Academy have 2-4 more points in the scientia and tractii magia.  The prospective student should also have some way of paying for their education: Resources or a wealthy Ally are helpful for versimilitude.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Gebrok Academy also offers an unstructured program, where --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Gebrok_Academy&amp;diff=95615</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation:Gebrok Academy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Gebrok_Academy&amp;diff=95615"/>
		<updated>2008-11-21T21:09:19Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;	&lt;br /&gt;
Graduates of the Gebrok Academy of the Magical Arts have a fairly rigid curriculum.  All graduates require these skills and extras:&lt;br /&gt;
Humanities 1&lt;br /&gt;
Natural Philosophy 1&lt;br /&gt;
Metaphysics 1&lt;br /&gt;
Group Knowledge (Imperial Wizardry) 1&lt;br /&gt;
Magic Theory 2&lt;br /&gt;
Wizard&#039;s Imperial (Ext: Literacy) 2 (3 points)&lt;br /&gt;
Social Status 1&lt;br /&gt;
Corpus 1&lt;br /&gt;
Vim 1&lt;br /&gt;
&lt;br /&gt;
Most graduates of Gebrok Academy have 2-4 more points in the scientia and tractii magia.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=95614</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=95614"/>
		<updated>2008-11-21T21:04:22Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation=&lt;br /&gt;
Beginning Geos PCs have eight [http://www.faterpg.com/dl/sotc-srd.html#aspects aspects].  These aspects are not organized into phases, but players are encouraged to describe their character&#039;s history and background.  &lt;br /&gt;
&lt;br /&gt;
Characters in the 2008 Geos campaign do not have stunts.  A more cinematic campaign could include stunts.&lt;br /&gt;
&lt;br /&gt;
Each aspect comes with four [[Geos:Fate-Fudge Rules:Characters:Skills|skill]] points, which can also be spent on [[Geos:Fate-Fudge Rules:Characters:Extras|extras]].  Since Geos character creation doesn&#039;t use phases, the skill pyramid only needs to be balanced once, when character creation is complete.&lt;br /&gt;
&lt;br /&gt;
Some aspects warrant special rules:&lt;br /&gt;
* Characters with a fae heritage may invoke that aspect to add +2 to any roll involving magic, so long as the effect is natural.  (Calling rain from a cloudy sky is natural, calling rain from a clear sky is not.)  If they do, the first negative collateral aspect &amp;lt;!--Link to magic rules--&amp;gt; is always the injury consequence &#039;&#039;Exhausted&#039;&#039;.  The character is -1 to all rolls until they have a chance to rest for fifteen minutes.&lt;br /&gt;
* Some aspects may modify skills.  An aspect like Weapon Master could, for example, give a character +1 in every weapon skill they haven&#039;t spent skill points in.  Polyglot reduces the cost of languages by 2 (min. 1).  Once taken, these aspects can&#039;t be swapped out until the character&#039;s skill point total is balanced.&lt;br /&gt;
&lt;br /&gt;
Characters with certain backgrounds may require related aspects and skills:  &lt;br /&gt;
* The human-dominated lands of Geos, as a rule, discriminate against women. A female character may take the Female aspect.  Female characters without this aspect will still experience discrimination, though it won&#039;t be as blatant, and they won&#039;t get Fate points for it.&lt;br /&gt;
* Most of Geos is also racist (well, speciesist.)  Currently, the only PC-suitable nonhuman race is the Ayrin. &amp;lt;!--Link--&amp;gt; PCs may also be fae-blooded - take an aspect like Changeling or Faerie Blooded.  If you play a halfling, you must take the Ayrin aspect.  Fae-descended characters may take a suitable aspect - if they don&#039;t, their heritage is merely a special effect.&lt;br /&gt;
* A member of the Brotherhood of Foresters &amp;lt;!-- link to background--&amp;gt; have a broad [[Geos:Fate-Fudge_Rules:Characters:Character_Creation:Brotherhood of Foresters|variety of requirements]]. &lt;br /&gt;
* Wizards of the Gebrok Academy of the Magical Arts require [[Geos:Fate-Fudge_Rules:Characters:Character_Creation:Gebrok Academy|intensive training]].&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95613</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95613"/>
		<updated>2008-11-21T21:02:16Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main_Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki_Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game_Universe]]===&lt;br /&gt;
====[[Geos:Game_Universe:Magic|Magic]]====&lt;br /&gt;
=====[[Geos:Game_Universe:Magic:Imperial_Laws|Imperial_Laws]]=====&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge_Rules]]===&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Magic|Magic]]====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Magic:Imperial_Magic|Imperial_Magic]]=====&lt;br /&gt;
&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Characters|Characters]]====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Characters:Skills|Skills]]=====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Characters:Extras|Extras]]=====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Characters:Character_Creation|Character_Creation]]=====&lt;br /&gt;
======[[Geos:Fate-Fudge Rules:Characters:Character_Creation:Brotherhood of Foresters|Brotherhood of Foresters]]======&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Character_Creation:Brotherhood_of_Foresters&amp;diff=95612</id>
		<title>Geos:Fate-Fudge Rules:Character Creation:Brotherhood of Foresters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Character_Creation:Brotherhood_of_Foresters&amp;diff=95612"/>
		<updated>2008-11-21T20:59:59Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Character Creation:Brotherhood of Foresters moved to Geos:Fate-Fudge Rules:Characters:Character Creation:Brotherhood of Foresters: Recategorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Geos:Fate-Fudge Rules:Characters:Character Creation:Brotherhood of Foresters]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Brotherhood_of_Foresters&amp;diff=95611</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation:Brotherhood of Foresters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Brotherhood_of_Foresters&amp;diff=95611"/>
		<updated>2008-11-21T20:59:59Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Character Creation:Brotherhood of Foresters moved to Geos:Fate-Fudge Rules:Characters:Character Creation:Brotherhood of Foresters: Recategorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A member of the Brotherhood of Foresters &amp;lt;!-- Link to background --&amp;gt; must have the following:&lt;br /&gt;
* The aspect Member of the Brotherhood of Foresters (not necessary for former Foresters.)&lt;br /&gt;
* At least two points in (armed) combat skills.  Bow is very common.  &lt;br /&gt;
* Area Knowledge 2 in the character&#039;s patrol region.&lt;br /&gt;
* Endurance 1.  A specialty in Hiking is particularly appropriate.&lt;br /&gt;
* Language (Rhye) 1 (partially fluent).  Rhye is a &#039;&#039;lingua franca&#039;&#039; among Foresters.  &lt;br /&gt;
* Observation and/or Perception at level 1.&lt;br /&gt;
* Survival 2, or Survival 1 with a specialty in Woodlands or Mountains.&lt;br /&gt;
* Stealth 1.&lt;br /&gt;
* Social Status (Imperial) 1 - all Foresters are freedmen.&lt;br /&gt;
&lt;br /&gt;
Optional skills and extras for Foresters include:&lt;br /&gt;
* Group Knowledge (Rhye or Greenwood Elves). &lt;br /&gt;
* Boating.&lt;br /&gt;
* Athletics.&lt;br /&gt;
* Profession (Hunter or Gamekeeper). &lt;br /&gt;
* Chiurgy. &lt;br /&gt;
* Riding.&lt;br /&gt;
* Reputation (Grenwood Elves, or local area).  &lt;br /&gt;
&lt;br /&gt;
A few Foresters even understand Rhydian magic and rituals - this is, of course, a carefully kept secret.  Most Foresters are Thaenoch, while some mountain-based Foresters are Skellan.&lt;br /&gt;
&lt;br /&gt;
To be initiated into the secrets of Druidic magic, a Forester must have&lt;br /&gt;
* The aspect Druidic Initiate (Thaenoch).&lt;br /&gt;
* Language (Rhye) 2.  If the character wants to learn Rune Ritual, they must also take the extension Literacy.&lt;br /&gt;
* Magic Theory (Druidic) 1.&lt;br /&gt;
* Natural Science 0 (Spc: Herbology).&lt;br /&gt;
* Metaphysics 1.&lt;br /&gt;
* Chiurgy 1.&lt;br /&gt;
* Religion (Druidism) 2.&lt;br /&gt;
* Two of Blood Ritual 1, Leaf Ritual 1, Wood Ritual 1, Fire Ritual 1, Stone Ritual 1, Spirit Ritual 1, Skin Ritual 1, Ritual of the Dead 1, or Rune Ritual 1.&lt;br /&gt;
* One of Blood Power 1, Silver Power 1, Holly Power 1, or Sacrifice Power 1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Blood: fuil  - Need to revise this to account for Druidic magic, also make prettier format --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=95610</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=95610"/>
		<updated>2008-11-21T20:59:03Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation=&lt;br /&gt;
Beginning Geos PCs have eight [http://www.faterpg.com/dl/sotc-srd.html#aspects aspects].  These aspects are not organized into phases, but players are encouraged to describe their character&#039;s history and background.  &lt;br /&gt;
&lt;br /&gt;
Characters in the 2008 Geos campaign do not have stunts.  A more cinematic campaign could include stunts.&lt;br /&gt;
&lt;br /&gt;
Each aspect comes with four [[Geos:Fate-Fudge Rules:Characters|Skills|skill]] points, which can also be spent on [[Geos:Fate-Fudge Rules:Characters:Extras|extras]].  Since Geos character creation doesn&#039;t use phases, the skill pyramid only needs to be balanced once, when character creation is complete.&lt;br /&gt;
&lt;br /&gt;
Some aspects warrant special rules:&lt;br /&gt;
* Characters with a fae heritage may invoke that aspect to add +2 to any roll involving magic, so long as the effect is natural.  (Calling rain from a cloudy sky is natural, calling rain from a clear sky is not.)  If they do, the first negative collateral aspect &amp;lt;!--Link to magic rules--&amp;gt; is always the injury consequence &#039;&#039;Exhausted&#039;&#039;.  The character is -1 to all rolls until they have a chance to rest for fifteen minutes.&lt;br /&gt;
* Some aspects may modify skills.  An aspect like Weapon Master could, for example, give a character +1 in every weapon skill they haven&#039;t spent skill points in.  Polyglot reduces the cost of languages by 2 (min. 1).  Once taken, these aspects can&#039;t be swapped out until the character&#039;s skill point total is balanced.&lt;br /&gt;
&lt;br /&gt;
Characters with certain backgrounds may require related aspects and skills:  &lt;br /&gt;
* The human-dominated lands of Geos, as a rule, discriminate against women. A female character may take the Female aspect.  Female characters without this aspect will still experience discrimination, though it won&#039;t be as blatant, and they won&#039;t get Fate points for it.&lt;br /&gt;
* Most of Geos is also racist (well, speciesist.)  Currently, the only PC-suitable nonhuman race is the Ayrin. &amp;lt;!--Link--&amp;gt; PCs may also be fae-blooded - take an aspect like Changeling or Faerie Blooded.  If you play a halfling, you must take the Ayrin aspect.  Fae-descended characters may take a suitable aspect - if they don&#039;t, their heritage is merely a special effect.&lt;br /&gt;
* A member of the Brotherhood of Foresters &amp;lt;!-- link to background--&amp;gt; have a broad [[Geos:Fate-Fudge_Rules:Characters:Character_Creation:Brotherhood of Foresters|variety of requirements]]. &lt;br /&gt;
* Wizards of the Gebrok Academy of the Magical Arts require [[Geos:Fate-Fudge_Rules:Characters:Character_Creation:Gebrok Academy|intensive training]].&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Character_Creation&amp;diff=95609</id>
		<title>Geos:Fate-Fudge Rules:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Character_Creation&amp;diff=95609"/>
		<updated>2008-11-21T20:57:16Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Character Creation moved to Geos:Fate-Fudge Rules:Characters:Character Creation: Recagorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Geos:Fate-Fudge Rules:Characters:Character Creation]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=95608</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=95608"/>
		<updated>2008-11-21T20:57:16Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Character Creation moved to Geos:Fate-Fudge Rules:Characters:Character Creation: Recagorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation=&lt;br /&gt;
Beginning Geos PCs have eight [http://www.faterpg.com/dl/sotc-srd.html#aspects aspects].  These aspects are not organized into phases, but players are encouraged to describe their character&#039;s history and background.  &lt;br /&gt;
&lt;br /&gt;
Characters in the 2008 Geos campaign do not have stunts.  A more cinematic campaign could include stunts.&lt;br /&gt;
&lt;br /&gt;
Each aspect comes with four [[Geos:Fate-Fudge Rules:Skills|skill]] points, which can also be spent on [[Geos:Fate-Fudge Rules:Extras|extras]].  Since Geos character creation doesn&#039;t use phases, the skill pyramid only needs to be balanced once, when character creation is complete.&lt;br /&gt;
&lt;br /&gt;
Some aspects warrant special rules:&lt;br /&gt;
* Characters with a fae heritage may invoke that aspect to add +2 to any roll involving magic, so long as the effect is natural.  (Calling rain from a cloudy sky is natural, calling rain from a clear sky is not.)  If they do, the first negative collateral aspect &amp;lt;!--Link to magic rules--&amp;gt; is always the injury consequence &#039;&#039;Exhausted&#039;&#039;.  The character is -1 to all rolls until they have a chance to rest for fifteen minutes.&lt;br /&gt;
* Some aspects may modify skills.  An aspect like Weapon Master could, for example, give a character +1 in every weapon skill they haven&#039;t spent skill points in.  Polyglot reduces the cost of languages by 2 (min. 1).  Once taken, these aspects can&#039;t be swapped out until the character&#039;s skill point total is balanced.&lt;br /&gt;
&lt;br /&gt;
Characters with certain backgrounds may require related aspects and skills:  &lt;br /&gt;
* The human-dominated lands of Geos, as a rule, discriminate against women. A female character may take the Female aspect.  Female characters without this aspect will still experience discrimination, though it won&#039;t be as blatant, and they won&#039;t get Fate points for it.&lt;br /&gt;
* Most of Geos is also racist (well, speciesist.)  Currently, the only PC-suitable nonhuman race is the Ayrin. &amp;lt;!--Link--&amp;gt; PCs may also be fae-blooded - take an aspect like Changeling or Faerie Blooded.  If you play a halfling, you must take the Ayrin aspect.  Fae-descended characters may take a suitable aspect - if they don&#039;t, their heritage is merely a special effect.&lt;br /&gt;
* A member of the Brotherhood of Foresters &amp;lt;!-- link to background--&amp;gt; have a broad [[Geos:Fate-Fudge_Rules:Character_Creation:Brotherhood of Foresters|variety of requirements]]. &lt;br /&gt;
* Wizards of the Gebrok Academy of the Magical Arts require [[Geos:Fate-Fudge_Rules:Character_Creation:Gebrok Academy|intensive training]].&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Extras&amp;diff=95607</id>
		<title>Geos:Fate-Fudge Rules:Extras</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Extras&amp;diff=95607"/>
		<updated>2008-11-21T20:56:08Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Extras moved to Geos:Fate-Fudge Rules:Characters:Extras: Recategorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Geos:Fate-Fudge Rules:Characters:Extras]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Extras&amp;diff=95606</id>
		<title>Geos:Fate-Fudge Rules:Characters:Extras</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Extras&amp;diff=95606"/>
		<updated>2008-11-21T20:56:08Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Extras moved to Geos:Fate-Fudge Rules:Characters:Extras: Recategorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extras=&lt;br /&gt;
	Extras are like skills, in that they are bought with skill points, but they represent more what you have than what you know.  Including extras in the skill pyramid is optional – they never form a pyramid of their own, and may support higher-level skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources: &#039;&#039;&#039;&lt;br /&gt;
The amount of income one has above what it required to survive respectably (if frugally) at the character&#039;s social station.  A serf with Resources 0 would barely be able to feed himself and his family, while a baron with Resources 0 would have a run-down manor, a few hundred acres and a handful of servants.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Income (varies):  &#039;&#039;&#039;&lt;br /&gt;
Similar to Resources, only in this case the resource is not monetary.  It could mean favours, goods, thauma, or a steady source of information.  Unlike Resources, Income has no connection with Social Status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Status (varies): &#039;&#039;&#039;	&lt;br /&gt;
Social status is dependent upon culture; the default for player characters is Former Imperial.  Serfs, slaves and indentured freeedmen have Status (Former Imperial) 0.  Unindentured freedmen (even the poorest) and priests have status 1.  Knights and squires have status 2, as do many senior clergy, whereas true nobles and high clergy (bishops and higher) have a status of 3 or greater.  Other cultures interpret levels of Social Satus differently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence: &#039;&#039;&#039;&lt;br /&gt;
This extra measures one&#039;s influence – specifically, political influence over and above what one would have according to their Social Status.  Meddling in mundane political affairs for reasons other than survival is frowned upon by most Wizards of the Imperial tradition, but there are always exceptions.  &lt;br /&gt;
&lt;br /&gt;
The reach of one&#039;s political influence is widened by advancing levels in this extra.  A character may specialize in a specific type of influence, e.g., among wizards, in the Deistic Church, in a specific county, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation: &#039;&#039;&#039;&lt;br /&gt;
This determines how widely your reputation is spread, and how likely you are to be recognized.  Without invoking a related aspect (e.g., Respected, Feared, Hated), this Resource gives a generic +1 on reaction rolls. Specialization (in a specific region, or among a certain class of people) is both permitted and encouraged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ally/Allies:  &#039;&#039;&#039;&lt;br /&gt;
Each skill point taken gives the Ally (or group of Allies) one aspect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Property:  &#039;&#039;&#039;&lt;br /&gt;
Any thing the character owns (including real estate) can be given aspects by spending skill points.  Each skill point equals one aspect for the property or object.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Skills&amp;diff=95605</id>
		<title>Geos:Fate-Fudge Rules:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Skills&amp;diff=95605"/>
		<updated>2008-11-21T20:55:20Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Skills moved to Geos:Fate-Fudge Rules:Characters:Skills: Recategorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Geos:Fate-Fudge Rules:Characters:Skills]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Skills&amp;diff=95604</id>
		<title>Geos:Fate-Fudge Rules:Characters:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Skills&amp;diff=95604"/>
		<updated>2008-11-21T20:55:20Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Skills moved to Geos:Fate-Fudge Rules:Characters:Skills: Recategorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skills=&lt;br /&gt;
Skills are restricted by the &#039;skill pyramid&#039;, i.e., every skill level N greater than 1 must have more skills of level N-1.   So if a character has 3 skills at level 2, that character must have at least 4 skills at level 1.&lt;br /&gt;
&lt;br /&gt;
For simplicity, &#039;default&#039; skill is 0.  Some skills may have no default for certain characters: no peasant would get a default in Humanities, though a baron might.  &lt;br /&gt;
&lt;br /&gt;
==Variable Skills==&lt;br /&gt;
Variable skills are really families of thematically related skills with little or no overlap.  Profession (Brewer), for example, has very little in common with Profession (Shipwright).  Therefore, when selecting a variable skill, a subskill must be selected.  Subskills are treated as skills in their own right, and may have extensions and specializations.&lt;br /&gt;
&lt;br /&gt;
==Specialties and Extensions==&lt;br /&gt;
A specialty is a chosen within a skill or subskill.  Spending one point on a specialty does not improve the main skill, bu adds 2 skill levels within that subdomain.  One can have a specialty in a skill without taking the base skill.&lt;br /&gt;
&lt;br /&gt;
An extension is an area related to but not included in a skill or subskill.  For example, Alchemy, Chiurgy and Natural Science don&#039;t cover the study of poisons very well – they might help to create a poison, but wouldn&#039;t tell you about how to deliver one.  To have skill in poisons specifically, take one of these skills and spend a skill point for an extension.  (An extension always has the same value as the skill it&#039;s attached to, unless it is also a specialty.)&lt;br /&gt;
&lt;br /&gt;
When evaluating the skill pyramid, look at the number of points spent on a skill, not its level.  In other words, extensions and specializations count.&lt;br /&gt;
&lt;br /&gt;
==Familiarity==&lt;br /&gt;
A character doesn&#039;t necessarily know everything covered by their skills.  Someone with Profession (Brewer) may, for example, have never had experience with fermenting strawberries.  It only costs a Fate point to have familiarity with a minor subtopic within a skill, or the character could simply practice that subtopic for a while in play and acquire it for free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill List=&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
A character may specialize in a specific weapon only if the skill it includes two or more weapons.  Any skill covering a throwable weapon can be extended to include throwing that weapon.  Weapon skills that overlap are not cumulative, e.g., Simple Weapons +1 and Polearms +2 does not give a character +3 when using a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple Weapons:  &#039;&#039;&#039;&lt;br /&gt;
Dagger, quarterstaff, club&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polearms:  &#039;&#039;&#039; &lt;br /&gt;
Spear, pike, halberd, glaive, ranseur, quarterstaff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword, one-handed:  &#039;&#039;&#039;&lt;br /&gt;
Dagger, short sword, long sword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sword, two-handed:  &#039;&#039;&#039;&lt;br /&gt;
Bastard sword, greatsword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Club:  &#039;&#039;&#039;&lt;br /&gt;
Club, mace, sap, quarterstaff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axe:  &#039;&#039;&#039;&lt;br /&gt;
Hand axe, throwing axe, great axe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flail:  &#039;&#039;&#039;&lt;br /&gt;
Flail, morning star&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile:  &#039;&#039;&#039;&lt;br /&gt;
Throwing dagger, throwing axe, javelin, shortbow, sling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bow:  &#039;&#039;&#039;&lt;br /&gt;
Shortbow, longbow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow:  &#039;&#039;&#039;&lt;br /&gt;
Light crossbow, heavy crossbow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield:  &#039;&#039;&#039;&lt;br /&gt;
Buckler, Shield, Tower Shield.  A character with Shield skill reduces the penalty for multiple attackers by one when using a shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted:  &#039;&#039;&#039;&lt;br /&gt;
Lance.  This skill limits weapon skill when attacking from astride a mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Weapon Combat (varies):  &#039;&#039;&#039;&lt;br /&gt;
Varies by offhand weapon.  A character using a second weapon in lieu of a shield may use their skill in that weapon limited by Two Weapon Combat.  If a character using a secondary weapon has any skill in Two Weapon Combat, the penalty to defense for facing multiple attackers is reduced by one.&lt;br /&gt;
&lt;br /&gt;
A character can instead opt to use the second weapon to attack.  Usually, this is only done if the opponent leaves himself open.  If a character has not used the second weapon for defense gains spin (success by 3 or more) on an attack, she may take another strike with the off-hand weapon.  Doing so forgoes using the second weapon in defense for that round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brawling:  &#039;&#039;&#039;&lt;br /&gt;
The skill of simply beating on another with one&#039;s bare hands.  A character can choose to use this skill for using an improvised weapon, or the skill of the weapon that the improvised weapon most resembles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrestling:  &#039;&#039;&#039;&lt;br /&gt;
Using Wrestling is an attempt to immobilize an opponent.  Doing so forgoes all active defenses (i.e., the character&#039;s skill in defense is considered 0, plus his armour modifier, but not shield.)  Conditions inflicted on the defender affect all actions and defenses (except wrestling), and are fragile.  If the margin of success of the success is 3+, the condition inflicted is sticky, and also affects Wrestling skill.  A sticky condition may only be broken if the defender succeeds by 3+, or successfully defends twice in a row.&lt;br /&gt;
&lt;br /&gt;
==Academic Skills==&lt;br /&gt;
&#039;&#039;&#039;Religion (variable):  &#039;&#039;&#039;&lt;br /&gt;
Knowledge of a specific religion.  High skill (or an appropriate specialization) may indicate a knowledge of theology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humanities:  &#039;&#039;&#039;&lt;br /&gt;
The study of the arts and literature, along with mathematics and geometry.  Specialization is optional.  Specializations include Mathematics, Literature and Poetry, the Classics, Rhetoric, and Ethical Philosophy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Philosophy:  &#039;&#039;&#039;&lt;br /&gt;
The study of the natural (nonmagical) world.  Specialization is optional.  Specialties include Mechanics, Zoology, Herbology, Physics of Esoteric Phenomena, and Chemistry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metaphysics:  &#039;&#039;&#039;&lt;br /&gt;
The study of what defines reality: this world and others.  Specialization is optional.  Specialties include World Travel, Heaven, Hell, the Ether, and the Nature of Thauma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History (variable):  &#039;&#039;&#039;&lt;br /&gt;
Knowledge of a specific culture&#039;s written or oral history.  Note that this skill sometimes overlaps with Group Knowledge.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Area Knowledge (variable):  &#039;&#039;&#039;&lt;br /&gt;
Knowledge of (not necessarily firsthand) an area or a type of area.  Examples: A specific city, county, or country, Mountains (in general), Magical Places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group Knowledge (variable):   &#039;&#039;&#039;&lt;br /&gt;
Requires specialization in a specific group of people (or creatures.)  Often modifies social skill rolls when interacting with that group.  Examples: Nobility, the Demimonde, Fae of the Greenwood, sailors.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
&#039;&#039;&#039;Magic Theory (varies): &#039;&#039;&#039;&lt;br /&gt;
Knowledge of  a specific theory of magic.  This skill is vital for magical research of any kind.  &lt;br /&gt;
Magic Theory (Imperial) is the dominant theory, at least among humans; Magic Theory (Rhydian) can also be found amongst the druids of Notton.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy:  &#039;&#039;&#039; &lt;br /&gt;
Practical and theoretical knowledge of alchemy, i.e., the production of magically active substances from inactive substances.  Almost all alchemy is of the Imperial/Doi tradition.&lt;br /&gt;
&lt;br /&gt;
==Scientia Magia==&lt;br /&gt;
There are ten scientia in the Imperial traditio of magic, each a broad and formalized area of magical knowledge.  These were described together for the first time in Plonius&#039; &#039;&#039;Formus Thauma&#039;&#039;, written about 30 A.D.  Older texts describe scientia, though without the cohesiveness or reach of Plonius&#039; work.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animál:  &#039;&#039;&#039;&lt;br /&gt;
Deals with any creature that has no soul or intelligent mind.  Animál also deals with many kinds of faeries.  Possible specialties: any specific kind of animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquam:  &#039;&#039;&#039;&lt;br /&gt;
Though originally Aquam dealt exclusively with water, later research added ice and all other liquids.  Phenomena like fog and clouds are split between Aquam and Auram, while cold is shared with Ignem.  &lt;br /&gt;
Possible specialties: water, cold, weather, any specific kind of liquid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auram:  &#039;&#039;&#039;&lt;br /&gt;
Deals with air and all its phenomena, like scents and wind, plus lightning and weather.  Smoke is part of both Auram and Ignem.  &lt;br /&gt;
Possible specialties: winds, weather, lightning, scents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpus:  &#039;&#039;&#039;&lt;br /&gt;
Corpus covers the human body (or that of any other intelligent being.)  Any spell that affects another intelligent being may be limited by Corpus.&lt;br /&gt;
Possible specialties: disease, healing, personal transformations, specific organs or systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herbam:  &#039;&#039;&#039;&lt;br /&gt;
All plants are affects by Herbam, as well as non-living vegetable substances.&lt;br /&gt;
Possible specialties: wood, trees, herbs, crops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignem:  &#039;&#039;&#039;&lt;br /&gt;
Ignem deals with fire, heat (and its absence), light, and energy.  It also has something to do with raw creativity, destruction and rejuvenation.&lt;br /&gt;
Possible specialties: heat, cold, light, flame&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imáginem:  &#039;&#039;&#039;&lt;br /&gt;
This scientia deals with images, not the imagination (which is part of Mentem.)  Many Imáginem spells concern illusions.  Spells concerning perception, information and knowledge may be limited by Imáginem.  Imáginem combined with Ignem can potentially create ideas of genius.&lt;br /&gt;
Possible specialties: any specific sense, or type of image&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentem:  &#039;&#039;&#039;&lt;br /&gt;
Mentem deals with all magic affecting the mind or persona (the collection of memories, attitudes and beliefs built upon the foundation of the soul.)  It also affects dreams, the ethereal world, and ghosts.  One can control emotions with Mentem, but this is limited by Corpus, since emotions are expressed in the body as humours.&lt;br /&gt;
Possible specialties: enhancement, memory, mind control, emotion control&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terram:  &#039;&#039;&#039;&lt;br /&gt;
Dealing literally with earth, Terram also covers minerals and metals.  It overlaps with Vim when dealing with inherently magical metals (like gold) and with Ignem when affecting magma.    &lt;br /&gt;
Possible specialties: stone, metal, shaping, mining&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vim: &#039;&#039;&#039;&lt;br /&gt;
Vim (literally &#039;power&#039;) is the scientia of magic itself.  All magic that directly affects other magic is part of Vim.  Vim overlaps with Ignem when dealing with raw energy.&lt;br /&gt;
Possible specialties: wards, enhancement, investigation.&lt;br /&gt;
&lt;br /&gt;
==Tractii Magia== &lt;br /&gt;
(sing. Tractus Magia)&lt;br /&gt;
Though the Imperial theory of magic was created and developed from about 100 B.E. To 50 A.D., many wizards have worked to extend it.  The Imperial theory has been comprehensive enough to subsume many of these extensions (or tractii, as they are called), but others remain outstanding.  As a result, the Imperial theory is inarguably incomplete, and will remain so until a complete revision of the art as it is known is completed.&lt;br /&gt;
	&lt;br /&gt;
Tractii are supplemental fields of study available to the Imperial wizard.  Casting a spell always requires at least one level in the correct scientia; one cannot cast a spell with a tractus alone.  A wizard usually only studies the basics of a tractus; having a tractus (of any level) that is relevant to the spell being cast grants a +1.  (Only one tractus can be used to get a +1 bonus with a specific spell, though other effects do combine.)  At higher levels, many tractii have other implications for the spellcaster, but being underdeveloped branches of knowledge the consequences of further study aren&#039;t clear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elicio:  &#039;&#039;&#039;&lt;br /&gt;
The art of conjuration, bringing forth something from another world or the imagination.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creo:  &#039;&#039;&#039;&lt;br /&gt;
The study of raw creation of matter from nothing.  With Creo, raw materials may be produced permanently without the use of static thauma.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intellego:  &#039;&#039;&#039;&lt;br /&gt;
The tractus of understanding and awareness; deals with creating new senses or comprehension.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Augurio:  &#039;&#039;&#039;&lt;br /&gt;
Divination – the production of knowledge from nothing, or where knowledge would not be possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adduco:  &#039;&#039;&#039;&lt;br /&gt;
The study of visible physical movement. Does not cover teleportation, which is part of Elicio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transfiguro:  &#039;&#039;&#039;&lt;br /&gt;
The art of changing the shape of something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muto:  &#039;&#039;&#039;&lt;br /&gt;
Mutation; changing the substance of something into another substance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perdo:  &#039;&#039;&#039;&lt;br /&gt;
Raw destruction or disintegration of a thing, or a property of that thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aether:  &#039;&#039;&#039;&lt;br /&gt;
The study of the ether and dreams.  Overlaps with Mentem, but Mentem is inadequate for many spells that deal directly with the ether.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animus Spiritus:  &#039;&#039;&#039;&lt;br /&gt;
The study of the soul.  This tractus is very limited, as the soul is impossible to change, but it is absolutely necessary to deal with the soul directly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortalis:  &#039;&#039;&#039;&lt;br /&gt;
The art of death, not just of the body, but of the metaphysical process itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thaumatropia:  &#039;&#039;&#039;&lt;br /&gt;
The art of introducing entropy into magic, or of destroying meaning.  Enhances counterspells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perpator:  &#039;&#039;&#039;&lt;br /&gt;
The study of making a spell endure with or without static thauma.  Knowing Perpator reduces the difficulty of making a spell permanent by 1, and can thus be combined with other tractii.&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
&#039;&#039;&#039;Athletics:  &#039;&#039;&#039;&lt;br /&gt;
The ability to sprint, jump, swim and climb.  Also covers dodging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endurance:  &#039;&#039;&#039;&lt;br /&gt;
The ability to resist fatigue.  It does not cover resistance to disease or injury, but does cover marathon running.  Endurance often limits other skills on long tasks.&lt;br /&gt;
&lt;br /&gt;
==Social Skills==&lt;br /&gt;
&#039;&#039;&#039;Charisma:  &#039;&#039;&#039;&lt;br /&gt;
The ability to be respected or feared.  Characters with high Charisma skill are often confident or self-possessed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charm:  &#039;&#039;&#039;&lt;br /&gt;
The ability to be liked or desired.    Characters with high Charm are at ease in many social situations and have a knack for saying what people want to hear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathy:  &#039;&#039;&#039;&lt;br /&gt;
A measure of the degree to which one understands people – both others and oneself.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deceit:  &#039;&#039;&#039;&lt;br /&gt;
The ability to feign emotions and lie convincingly.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entertain (varies):  &#039;&#039;&#039;&lt;br /&gt;
The ability to amuse or entertain others.   Covers every job that specifically requires a performance; subskills include Stage Acting, Jongleur, Musician, and Storyteller.  A character may specialize in a more specific area, e.g., Entertain (Musician)/Singing.&lt;br /&gt;
&lt;br /&gt;
==Language Skills==&lt;br /&gt;
&amp;lt;!-- Todo - link to language list --&amp;gt;&lt;br /&gt;
Languages usually require two full skill points for mastery: one point for rudimentary fluency, and two for complete fluency; one additional point is required for literacy in that language.  Some languages are particularly difficult, and may require more skill points to learn.&lt;br /&gt;
	&lt;br /&gt;
All languages require a teacher, and some languages can&#039;t be learned by mortals at all (e.g., Aleph, Beth and maybe Gimmel.) &lt;br /&gt;
	&lt;br /&gt;
Some languages are better equipped for specific magical tasks.  To cast a spell in an ancient language, one must have fully mastered that language and be literate in it.  Note that the following languages assume the spell being cast is of the Imperial/Doi tradition: casting a spell directly from an ancient Mehluki tablet would not use these rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Doi:  &#039;&#039;&#039;&lt;br /&gt;
Spellcasting in Ancient Doi adds one to a spellcaster&#039;s attempts to deal with souls, the dead, or to change one thing into another.  Ancient Doi cannot be used to create or destroy anything directly.  Permanently enchanting something requires one less measure of thauma than normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Mehluki:  &#039;&#039;&#039;&lt;br /&gt;
Casting a spell in Ancient Mehluki adds two to any attempt to conjure or destroy something.  Ancient Mehluki cannot directly affect the mind, body or soul of humans other than the caster, nor can it create anything except fire.  No spell can be made permanent without an anchor object (i.e., a magic item must be created) not can Mehluki magic affect magic itself.  Spells and enchanted objects in Mehluki are always obvious, and are two levels more difficult to dispel, control or alter.  (They may be countered normally, though.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Wazari:  &#039;&#039;&#039;&lt;br /&gt;
Using Ancient Wazari adds one to any attempt to control or alter a living being.  Wazari magic cannot affect magic itself, and cannot create anything except the raw elements. Wazari spells are also one level more difficult to dispel, control or alter.  &lt;br /&gt;
&lt;br /&gt;
==Awareness Skills==&lt;br /&gt;
&#039;&#039;&#039;Observation:  &#039;&#039;&#039;&lt;br /&gt;
The ability to recognize the important details among the mass of information supplied by the senses, and to note their relevance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception:  &#039;&#039;&#039;&lt;br /&gt;
The ability to find (or notice the absence of) a detail you are looking for.	&lt;br /&gt;
&lt;br /&gt;
==Wilderness Skills==&lt;br /&gt;
&#039;&#039;&#039;Survival:  &#039;&#039;&#039;&lt;br /&gt;
Finding food, shelter and water in a hostile environment.  A character may specialize in a specific type of environment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding:  &#039;&#039;&#039;&lt;br /&gt;
The ability to control a mount.  Riding limits weapon skill when attacking from a mount.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boating:  &#039;&#039;&#039;&lt;br /&gt;
Boating ability allows one to operate and command a small watercraft.  It does not cover seagoing vessels; take Profession (Sailor) for that.&lt;br /&gt;
&lt;br /&gt;
==Deception Skills==&lt;br /&gt;
&#039;&#039;&#039;Disguise:  &#039;&#039;&#039;&lt;br /&gt;
The skill of changing and obscuring your appearance.  Stage makeup is also covered by this skill, and it is possible to specialize.	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgery:  &#039;&#039;&#039;&lt;br /&gt;
The ability to falsify objects and documents.  Forgery is often modified by a corresponding Craft subskill, such as Craft (Jeweller) and Craft (Glassworker) when trying to create a fake gemstone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of Hand:  &#039;&#039;&#039;&lt;br /&gt;
Sleight of Hand is the skill of deceiving with one&#039;s fingers: pickpocketing, palming coins, cheating at dice, etc.  Also includes the ability to conceal an object on one&#039;s person, and can often be applied to any task requiring manual dexterity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:  &#039;&#039;&#039;&lt;br /&gt;
The Stealth skill allows one to both move quietly and hide effectively.  &lt;br /&gt;
&lt;br /&gt;
==Trade Skills==&lt;br /&gt;
&#039;&#039;&#039;Craft (varies):  &#039;&#039;&#039;&lt;br /&gt;
The ability to create an object of a specified type.  Craft is a variable skill because individual subskills do not overlap; Craft (Blacksmithing) helps very little with Craft (Painting).&lt;br /&gt;
&lt;br /&gt;
This skill covers quality only; true artistic merit requires both Craft and use of a creativity-related aspect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession (varies):  &#039;&#039;&#039;&lt;br /&gt;
A catchall skill, covering every type of profession that does not involve creating a performance or finished product.  It also covers secondary tasks, e.g., someone with Profession (Weaver) at a high level would also be able to judge the quality of a dye, run a small shop, and know how to find suppliers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chirurgy:  &#039;&#039;&#039;&lt;br /&gt;
Knowledge of medicine and healing.  Advanced skill may indicate that the character knows some of the secrets of Doi medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law (varies): &#039;&#039;&#039;&lt;br /&gt;
Knowledge of a specific legal code and its application.  A character may specialize in a specific subclass of that legal code as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administration:  &#039;&#039;&#039;&lt;br /&gt;
The skill of running an organization.  This does not include the ability to lead (which is a function of the Charisma skill.)  A character may choose to specialize in a specific type of organization.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95603</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95603"/>
		<updated>2008-11-21T20:54:29Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main_Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki_Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game_Universe]]===&lt;br /&gt;
====[[Geos:Game_Universe:Magic|Magic]]====&lt;br /&gt;
=====[[Geos:Game_Universe:Magic:Imperial_Laws|Imperial_Laws]]=====&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge_Rules]]===&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Magic|Magic]]====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Magic:Imperial_Magic|Imperial_Magic]]=====&lt;br /&gt;
&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Characters|Characters]]====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Characters:Skills|Skills]]=====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Characters:Extras|Extras]]=====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Characters:Character_Creation|Character_Creation]]=====&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95602</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95602"/>
		<updated>2008-11-21T20:47:13Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main_Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki_Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game_Universe]]===&lt;br /&gt;
====[[Geos:Game_Universe:Magic|Game_Universe:Magic]]====&lt;br /&gt;
=====[[Geos:Game_Universe:Magic:Imperial_Laws|Game_Universe:Magic:Imperial_Laws]]=====&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge_Rules]]===&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Magic|Fate-Fudge_Rules:Magic]]====&lt;br /&gt;
=====[[Geos:Fate-Fudge_Rules:Magic:Imperial_Magic|Fate-Fudge_Rules:Imperial_Magic]]=====&lt;br /&gt;
Skills&lt;br /&gt;
Extras&lt;br /&gt;
Character_Creation&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Imperial_Magic&amp;diff=95601</id>
		<title>Geos:Fate-Fudge Rules:Imperial Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Imperial_Magic&amp;diff=95601"/>
		<updated>2008-11-21T20:44:38Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Imperial Magic moved to Geos:Fate-Fudge Rules:Magic:Imperial Magic: Simple recategorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Geos:Fate-Fudge Rules:Magic:Imperial Magic]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95600</id>
		<title>Geos:Fate-Fudge Rules:Magic:Imperial Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95600"/>
		<updated>2008-11-21T20:44:38Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: Geos:Fate-Fudge Rules:Imperial Magic moved to Geos:Fate-Fudge Rules:Magic:Imperial Magic: Simple recategorization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Using Magic in FATE-Fudge==&lt;br /&gt;
	In order to reliably cast a spell, a character needs skill in a school of magic, or a magical text.  Some creatures also have specific powers, but these aren&#039;t considered &#039;spells&#039; per se.&lt;br /&gt;
	&lt;br /&gt;
Casting a spell from a scientia magia the character knows is by far the most reliable method.  The player declares they&#039;re casting the spell and rolls 4dF against the modified difficulty, applying the relevant magical skill.  A Fate point must be spent on casting a spell, unless it is a counterspell.&lt;br /&gt;
	&lt;br /&gt;
If the character has a tractus magia that would be relevant to casting the spell, she gets a +1 bonus to her effective magical skill.  No more than one tractus may be applied to any single spell.&lt;br /&gt;
&lt;br /&gt;
===Base Difficulty===&lt;br /&gt;
	The simplest effects – creating a light breeze, bringing rain down from a cloudy sky, making a person friendly towards you – are the easiest.  These affect the world in a limited and natural way – they&#039;re effects that could happen, even  if somewhat unlikely.  These have a base difficulty of 0, and may be made permanent without using static thauma if doing so would be natural.  So a breeze or rain couldn&#039;t be made permanent (at a base difficulty of 0, at least), but a spring could be called from a ditch in the desert or a person&#039;s attitude permanently shifted.&lt;br /&gt;
&lt;br /&gt;
	Simple natural effects in natural circumstances that wouldn&#039;t normally happen spontaneously, like causing a bridge to collapse, or setting wood on fire, are more difficult.  Calling a thunderstorm in a desert would also qualify because, although it could happen, it&#039;s so plainly unnatural that something unusual must have called it.  These have a base difficulty of 1. &lt;br /&gt;
&lt;br /&gt;
	Natural effects in alien circumstances are more difficult still.  Coming through a burning building unscathed is an example: while it&#039;s natural not to be burnt, it&#039;s not natural in this specific circumstance.  Growing a lion&#039;s claws would count, too.  The base difficulty for these effects is 2.&lt;br /&gt;
&lt;br /&gt;
	Unnatural effects have a base difficulty of 3, regardless of circumstances.  Creating a house ex nihilo or growing wings sufficient to fly would be an example – although wings are natural, big wings aren&#039;t.  &lt;br /&gt;
&lt;br /&gt;
	Effects that are completely alien to reality have a base difficulty of 4 or more.  Creating cold fire that freezes what it consumes, being in two places at once, or are completely alien things.  Not only are they unnatural, they&#039;re also plainly impossible by the commonly understood laws of nature.&amp;lt;!--  @todo:  permanency rules--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modifying the Difficulty: Caster===&lt;br /&gt;
Casting a spell typically takes one turn, during which the character can&#039;t do anything else, other than take a supplemental action.  A caster can defend herself against attack (and take other free actions) without penalty.  If the result is an injury, the difficulty of the spell increases by the level of the injury; if the result is a situational consequence, one or more of the aspects inflicted may increase the difficulty of the spell. &amp;lt;!-- May edit this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	A character can take extra time for a +1 to skill.  How much time is necessary depends upon the spell&#039;s base difficulty:&lt;br /&gt;
		* Base difficulty 0: one minute&lt;br /&gt;
		* Base difficulty 1: one hour (or scene)&lt;br /&gt;
		* Base difficulty 2: one day (or game session)&lt;br /&gt;
		* Base difficulty 3: one week (or adventure)&lt;br /&gt;
		* Base difficulty 4: one month (or longer)&lt;br /&gt;
&lt;br /&gt;
	Casting a spell reactively (i.e., as a free action) increases the effective difficulty by 2.  Any number of spells can be cast during a combat turn.  However, the consequences of failing are potentially extreme, since the caster is cutting out safeguards and self-protective measures.  Failure to successfully roll the effective difficulty doubles the negative consequences.&lt;br /&gt;
&lt;br /&gt;
	Casting a spell without using gestures adds one to effective (not base) difficulty.  Casting a spell with only gestures adds one to the effective difficulty.  A caster cannot do both, unless they are channelling natural magic – something normally impossible for humans.&lt;br /&gt;
&lt;br /&gt;
	Using a number of measures of static thauma equal to the base difficulty of a spell adds one to effective skill.  Additionally, if the spell is potentially permanent, a similar amount of thauma can be used to seal the enchantment.&lt;br /&gt;
&amp;lt;!-- Adding to a spell adds to modified difficulty, caster pulling funny stunts alters effecive skill--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Distraction, etc., adds to mod diff.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Aspects can be invoked--&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
===Modifying the Difficulty: Spell===&lt;br /&gt;
	Every aspect the character wishes to add to the spell increases the modified or base difficulty by one.  The modified difficulty is increased if the effect is merely to be enhanced – made bigger, better, longer, more powerful.  (Multiple aspects may be necessary for extreme effects.)  If the spell is to be fundamentally changed, or if is to have secondary effects, add to the base difficulty.  &lt;br /&gt;
&lt;br /&gt;
	Another reason to add to base difficulty would be if the spell does not properly fit into the caster&#039;s magical theory, or if the caster should know something she doesn&#039;t.  For example, casting a spell to inspire someone to creative genius is normally a Mentem spell – but creativity is an aspect of fire, so the GM may specify that several levels of Ignem would be necessary.  If the caster doesn&#039;t have the requisite levels of Ignem, a +1 to the base difficulty (or +1 per missing level of Ignem) would be appropriate.&lt;br /&gt;
&amp;lt;!-- GM may also modify spell dif for Rping and for play balance. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Casting the Spell===&lt;br /&gt;
	Once the difficulties are determined, the caster should roll 4dF and add her effective skill.  Compare this to the base difficulty.  If the roll is less than the base difficulty, the spell fails completely.  Otherwise, for every point the roll exceeds the base difficulty, the GM adds one aspect to the spell, using the caster&#039;s chosen aspects first &amp;lt;!-- opt: GM chooses randomly, weighted towards player&#039;s desired aspects --&amp;gt;.  These aspects should generally make the spell more powerful or dramatic; they are, after all, the direct result of the caster&#039;s competence and caution.  &lt;br /&gt;
&lt;br /&gt;
	On rare occasion, these beneficial aspects may be a nuisance.  The caster may find a spell expanding past the bounds he desires, or conjuring a much smarter and devious monster than is wise.  When the GM does this, he should offer a Fate point to the player as compensation.  The player must spend a Fate point of his own to cancel the undesirable bonus aspect, or accept the Fate point from the GM.&lt;br /&gt;
&lt;br /&gt;
	If the spell roll is less than the modified difficulty, add one aspect for each point the roll missed.  These aspects should be negative, reducing the power and effectiveness of the spell.  If the player doesn&#039;t like these aspects, she can use a Fate point to counter them (one Fate point per aspect.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Number of free tags by success? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Complete spellcasting example: --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Maintaining spells --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Other aspects (e.g., Air talent, extensive spell list) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relevant Links==&lt;br /&gt;
* [[Geos:Game_Universe:Magic|The Imperial theory of magic: an introduction]]&lt;br /&gt;
* [[Geos:Game_Universe:Magic:Imperial_Laws|The limits of Imperial thaumatology]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note these rules are subject to change.  I&#039;m working on it, dammit.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95599</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95599"/>
		<updated>2008-11-21T20:43:46Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main_Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki_Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game_Universe]]===&lt;br /&gt;
====[[Geos:Game_Universe:Magic|Game_Universe:Magic]]====&lt;br /&gt;
=====[[Geos:Game_Universe:Magic:Imperial_Laws|Game_Universe:Magic:Imperial_Laws]]=====&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge_Rules]]===&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Imperial_Magic|Fate-Fudge_Rules:Imperial_Magic]]====&lt;br /&gt;
Skills&lt;br /&gt;
Extras&lt;br /&gt;
Character_Creation&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95598</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95598"/>
		<updated>2008-11-21T20:32:02Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main_Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki_Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game_Universe]]===&lt;br /&gt;
====[[Geos:Game_Universe:Magic|Game_Universe:Magic]]====&lt;br /&gt;
=====[[Geos:Game_Universe:Magic:Imperial_Laws|Game_Universe:Magic:Imperial_Laws]]=====&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge_Rules]]===&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Imperial_Magic|Game_Universe:Imperial_Magic]]====&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95597</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95597"/>
		<updated>2008-11-21T20:30:16Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main_Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki_Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game_Universe]]===&lt;br /&gt;
====[[Geos:Game_Universe:Magic|Game_Universe:Magic]]====&lt;br /&gt;
=====[[Geos:Game_Universe:Magic:Imperial_Laws|Game_Universe:Magic:Imperial_Laws]]=====&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge_Rules]]===&lt;br /&gt;
====[[Geos:Fate-Fudge_Rules:Magic:Imperial_Magic|Game_Universe:Magic:Imperial_Magic]]====&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95596</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95596"/>
		<updated>2008-11-21T20:28:46Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Main_Page|Main_Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Wiki_Index|Wiki_Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Game_Universe|Game_Universe]]===&lt;br /&gt;
====[[Geos:Game_Universe:Magic|Game_Universe:Magic]]====&lt;br /&gt;
=====[[Geos:Game_Universe:Magic:Imperial_Laws|Game_Universe:Magic:Imperial_Laws]]=====&lt;br /&gt;
&lt;br /&gt;
===[[Geos:Fate-Fudge_Rules|Fate-Fudge_Rules]]===&lt;br /&gt;
====[[Geos:Game_Universe:Magic:Imperial_Magic|Game_Universe:Magic:Imperial_Magic]]====&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95595</id>
		<title>Geos:Wiki Index</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Wiki_Index&amp;diff=95595"/>
		<updated>2008-11-21T20:24:11Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Geos==&lt;br /&gt;
&lt;br /&gt;
===[[Main_Page]]===&lt;br /&gt;
&lt;br /&gt;
===[[Wiki_Index]]===&lt;br /&gt;
&lt;br /&gt;
===[[Game_Universe]]===&lt;br /&gt;
====[[Magic]]====&lt;br /&gt;
=====[[Imperial_Laws]]=====&lt;br /&gt;
&lt;br /&gt;
===[[Fate-Fudge_Rules]]===&lt;br /&gt;
====[[Imperial_Magic]]====&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Main_Page&amp;diff=95594</id>
		<title>Geos:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Main_Page&amp;diff=95594"/>
		<updated>2008-11-21T20:17:44Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Geos=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brief History==&lt;br /&gt;
Geos is a fantasy campaign world I&#039;ve been working on ever since 1987. Initially, it was very derivative, based strongly on &#039;&#039;Advanced Dungeons &amp;amp; Dragons&#039;&#039; and &#039;&#039;Lord of the Rings&#039;&#039;.  Since then, other influences have settled mosslike on the gameworld; it&#039;s still highly derivative, but now I hide my sources better. &lt;br /&gt;
I ran a game set in Geos for Harbourfront Day Camp in 1991 (and I got paid for it, too.)  I&#039;ve also run the gameworld under D&amp;amp;D 3.5.  The history of Geos has changed radically as it has migrated through several different game systems, including GURPS and Ars Magica.&lt;br /&gt;
&lt;br /&gt;
Currently (2008) I&#039;m using a variation of [http://www.faterpg.com/ Evil Hat&#039;s Fate 3.0].  Major departures include the combat and magic systems.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In the beginning there was chaos - everything that could exist, existing alongside its own negation.  After nameless time, this cacophony was shattered by the Word That Spake Itself.  The Word then called into existence many servants and set about to construct the material world.  The Word&#039;s most powerful servant, Lucifer, was given the job of overseeing this task.&lt;br /&gt;
&lt;br /&gt;
When the world was done, the Creator gathered his subordinates and announced his intent to depart.  As with everything the Creator said, saying it made it so - a shock that neither Heaven nor the world have fully recovered from.&lt;br /&gt;
&lt;br /&gt;
Geos, then, is an explicitly &#039;&#039;deistic&#039;&#039; universe.  Not everyone believes that the architect of the universe is gone, but it is a common trope among many religions that the ur-power is absent, fragmented or simply uninterested in terrestrial affairs.&lt;br /&gt;
&lt;br /&gt;
The history and social dynamic of Geos closely resembles our own world, though with many changes, each of with far-reaching consequences.  I chose this route to give players a sense of familiarity while retaining complete artistic license for myself.  Some major departures from medieval Earth reality include&lt;br /&gt;
&lt;br /&gt;
* As mentioned, God has come and gone.  There is no Saviour, Eden or original sin.  The dominant human religion is Deism, which claims that the Creator&#039;s servants are still active in world affairs.&lt;br /&gt;
* Magic exists, but there is much less of it around than in the Age of Creation.  Magic works by inflicting meaning on the universe - ancient and divine languages can liberate more raw power, but modern magical theory is more sophisticated and flexible.&lt;br /&gt;
* As in our world, there was a great empire, now fallen.  The Empire (the word has since become generified) spread civilization and swept away the faerie, who retreated to their own staunchly-defended enclaves.  &lt;br /&gt;
* The world is in decline.  In ancient days, great and terrible men did great and terrible things: Valius I built an entire city in one year; the body of the dragon Espergon became a volcano; out of spite Athantos cursed the world such that the dead might still haunt the living.  The Ages of Myth and Man are long gone, and even the Age of Heroes is fading to a close: no single being can hope to affect the world so profoundly any more...at least, not without help.&lt;br /&gt;
&lt;br /&gt;
An experienced roleplayer will notice several rules and background assumptions that make Geos different from the standard D&amp;amp;D-inspired world:&lt;br /&gt;
&lt;br /&gt;
* Magic is truly unpredictable.  A spellcaster never knows exactly what they&#039;re going to get when they start casting a spell.  Magic is also less useful in combat than in other game systems - only the best wizards can toss off an offensive spell in the same time it takes to swing a sword.&lt;br /&gt;
* Magic is also expensive.  Casting a spell requires the use of a limited resource, Fate points - the same things that keep you alive in combat.&lt;br /&gt;
* Dead is dead.  Once the soul has passed on to its final reward, there&#039;s no way to get it back.  &lt;br /&gt;
* Nonhumans are rare and alien.  As a rule, they&#039;re not suitable for PCs.  Elves are preternaturally capricious, halflings are insular and rustic, and no one is quite sure how dwarves reproduce.  &lt;br /&gt;
&lt;br /&gt;
==Where to go from here==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Game_Universe|Geos - the game universe]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Fate-Fudge Rules|Fantasy Fate-Fudge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Player Characters|Player Characters]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Wiki_Index|Geos Wiki Index]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Wiki is a work in progress.  If you want to help, email the author and tell him to get off his ass.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Main_Page&amp;diff=95593</id>
		<title>Geos:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Main_Page&amp;diff=95593"/>
		<updated>2008-11-21T20:17:03Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Geos=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brief History==&lt;br /&gt;
Geos is a fantasy campaign world I&#039;ve been working on ever since 1987. Initially, it was very derivative, based strongly on &#039;&#039;Advanced Dungeons &amp;amp; Dragons&#039;&#039; and &#039;&#039;Lord of the Rings&#039;&#039;.  Since then, other influences have settled mosslike on the gameworld; it&#039;s still highly derivative, but now I hide my sources better. &lt;br /&gt;
I ran a game set in Geos for Harbourfront Day Camp in 1991 (and I got paid for it, too.)  I&#039;ve also run the gameworld under D&amp;amp;D 3.5.  The history of Geos has changed radically as it has migrated through several different game systems, including GURPS and Ars Magica.&lt;br /&gt;
&lt;br /&gt;
Currently (2008) I&#039;m using a variation of [http://www.faterpg.com/ Evil Hat&#039;s Fate 3.0].  Major departures include the combat and magic systems.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In the beginning there was chaos - everything that could exist, existing alongside its own negation.  After nameless time, this cacophony was shattered by the Word That Spake Itself.  The Word then called into existence many servants and set about to construct the material world.  The Word&#039;s most powerful servant, Lucifer, was given the job of overseeing this task.&lt;br /&gt;
&lt;br /&gt;
When the world was done, the Creator gathered his subordinates and announced his intent to depart.  As with everything the Creator said, saying it made it so - a shock that neither Heaven nor the world have fully recovered from.&lt;br /&gt;
&lt;br /&gt;
Geos, then, is an explicitly &#039;&#039;deistic&#039;&#039; universe.  Not everyone believes that the architect of the universe is gone, but it is a common trope among many religions that the ur-power is absent, fragmented or simply uninterested in terrestrial affairs.&lt;br /&gt;
&lt;br /&gt;
The history and social dynamic of Geos closely resembles our own world, though with many changes, each of with far-reaching consequences.  I chose this route to give players a sense of familiarity while retaining complete artistic license for myself.  Some major departures from medieval Earth reality include&lt;br /&gt;
&lt;br /&gt;
* As mentioned, God has come and gone.  There is no Saviour, Eden or original sin.  The dominant human religion is Deism, which claims that the Creator&#039;s servants are still active in world affairs.&lt;br /&gt;
* Magic exists, but there is much less of it around than in the Age of Creation.  Magic works by inflicting meaning on the universe - ancient and divine languages can liberate more raw power, but modern magical theory is more sophisticated and flexible.&lt;br /&gt;
* As in our world, there was a great empire, now fallen.  The Empire (the word has since become generified) spread civilization and swept away the faerie, who retreated to their own staunchly-defended enclaves.  &lt;br /&gt;
* The world is in decline.  In ancient days, great and terrible men did great and terrible things: Valius I built an entire city in one year; the body of the dragon Espergon became a volcano; out of spite Athantos cursed the world such that the dead might still haunt the living.  The Ages of Myth and Man are long gone, and even the Age of Heroes is fading to a close: no single being can hope to affect the world so profoundly any more...at least, not without help.&lt;br /&gt;
&lt;br /&gt;
An experienced roleplayer will notice several rules and background assumptions that make Geos different from the standard D&amp;amp;D-inspired world:&lt;br /&gt;
&lt;br /&gt;
* Magic is truly unpredictable.  A spellcaster never knows exactly what they&#039;re going to get when they start casting a spell.  Magic is also less useful in combat than in other game systems - only the best wizards can toss off an offensive spell in the same time it takes to swing a sword.&lt;br /&gt;
* Magic is also expensive.  Casting a spell requires the use of a limited resource, Fate points - the same things that keep you alive in combat.&lt;br /&gt;
* Dead is dead.  Once the soul has passed on to its final reward, there&#039;s no way to get it back.  &lt;br /&gt;
* Nonhumans are rare and alien.  As a rule, they&#039;re not suitable for PCs.  Elves are preternaturally capricious, halflings are insular and rustic, and no one is quite sure how dwarves reproduce.  &lt;br /&gt;
&lt;br /&gt;
==Where to go from here==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Game_Universe|Geos - the game universe]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Fate-Fudge Rules|Fantasy Fate-Fudge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Player Characters|Player Characters]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Wiki Index|Geos:Wiki_Index]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Wiki is a work in progress.  If you want to help, email the author and tell him to get off his ass.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95592</id>
		<title>Geos:Fate-Fudge Rules:Magic:Imperial Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95592"/>
		<updated>2008-11-21T20:14:11Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Using Magic in FATE-Fudge==&lt;br /&gt;
	In order to reliably cast a spell, a character needs skill in a school of magic, or a magical text.  Some creatures also have specific powers, but these aren&#039;t considered &#039;spells&#039; per se.&lt;br /&gt;
	&lt;br /&gt;
Casting a spell from a scientia magia the character knows is by far the most reliable method.  The player declares they&#039;re casting the spell and rolls 4dF against the modified difficulty, applying the relevant magical skill.  A Fate point must be spent on casting a spell, unless it is a counterspell.&lt;br /&gt;
	&lt;br /&gt;
If the character has a tractus magia that would be relevant to casting the spell, she gets a +1 bonus to her effective magical skill.  No more than one tractus may be applied to any single spell.&lt;br /&gt;
&lt;br /&gt;
===Base Difficulty===&lt;br /&gt;
	The simplest effects – creating a light breeze, bringing rain down from a cloudy sky, making a person friendly towards you – are the easiest.  These affect the world in a limited and natural way – they&#039;re effects that could happen, even  if somewhat unlikely.  These have a base difficulty of 0, and may be made permanent without using static thauma if doing so would be natural.  So a breeze or rain couldn&#039;t be made permanent (at a base difficulty of 0, at least), but a spring could be called from a ditch in the desert or a person&#039;s attitude permanently shifted.&lt;br /&gt;
&lt;br /&gt;
	Simple natural effects in natural circumstances that wouldn&#039;t normally happen spontaneously, like causing a bridge to collapse, or setting wood on fire, are more difficult.  Calling a thunderstorm in a desert would also qualify because, although it could happen, it&#039;s so plainly unnatural that something unusual must have called it.  These have a base difficulty of 1. &lt;br /&gt;
&lt;br /&gt;
	Natural effects in alien circumstances are more difficult still.  Coming through a burning building unscathed is an example: while it&#039;s natural not to be burnt, it&#039;s not natural in this specific circumstance.  Growing a lion&#039;s claws would count, too.  The base difficulty for these effects is 2.&lt;br /&gt;
&lt;br /&gt;
	Unnatural effects have a base difficulty of 3, regardless of circumstances.  Creating a house ex nihilo or growing wings sufficient to fly would be an example – although wings are natural, big wings aren&#039;t.  &lt;br /&gt;
&lt;br /&gt;
	Effects that are completely alien to reality have a base difficulty of 4 or more.  Creating cold fire that freezes what it consumes, being in two places at once, or are completely alien things.  Not only are they unnatural, they&#039;re also plainly impossible by the commonly understood laws of nature.&amp;lt;!--  @todo:  permanency rules--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modifying the Difficulty: Caster===&lt;br /&gt;
Casting a spell typically takes one turn, during which the character can&#039;t do anything else, other than take a supplemental action.  A caster can defend herself against attack (and take other free actions) without penalty.  If the result is an injury, the difficulty of the spell increases by the level of the injury; if the result is a situational consequence, one or more of the aspects inflicted may increase the difficulty of the spell. &amp;lt;!-- May edit this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	A character can take extra time for a +1 to skill.  How much time is necessary depends upon the spell&#039;s base difficulty:&lt;br /&gt;
		* Base difficulty 0: one minute&lt;br /&gt;
		* Base difficulty 1: one hour (or scene)&lt;br /&gt;
		* Base difficulty 2: one day (or game session)&lt;br /&gt;
		* Base difficulty 3: one week (or adventure)&lt;br /&gt;
		* Base difficulty 4: one month (or longer)&lt;br /&gt;
&lt;br /&gt;
	Casting a spell reactively (i.e., as a free action) increases the effective difficulty by 2.  Any number of spells can be cast during a combat turn.  However, the consequences of failing are potentially extreme, since the caster is cutting out safeguards and self-protective measures.  Failure to successfully roll the effective difficulty doubles the negative consequences.&lt;br /&gt;
&lt;br /&gt;
	Casting a spell without using gestures adds one to effective (not base) difficulty.  Casting a spell with only gestures adds one to the effective difficulty.  A caster cannot do both, unless they are channelling natural magic – something normally impossible for humans.&lt;br /&gt;
&lt;br /&gt;
	Using a number of measures of static thauma equal to the base difficulty of a spell adds one to effective skill.  Additionally, if the spell is potentially permanent, a similar amount of thauma can be used to seal the enchantment.&lt;br /&gt;
&amp;lt;!-- Adding to a spell adds to modified difficulty, caster pulling funny stunts alters effecive skill--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Distraction, etc., adds to mod diff.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Aspects can be invoked--&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
===Modifying the Difficulty: Spell===&lt;br /&gt;
	Every aspect the character wishes to add to the spell increases the modified or base difficulty by one.  The modified difficulty is increased if the effect is merely to be enhanced – made bigger, better, longer, more powerful.  (Multiple aspects may be necessary for extreme effects.)  If the spell is to be fundamentally changed, or if is to have secondary effects, add to the base difficulty.  &lt;br /&gt;
&lt;br /&gt;
	Another reason to add to base difficulty would be if the spell does not properly fit into the caster&#039;s magical theory, or if the caster should know something she doesn&#039;t.  For example, casting a spell to inspire someone to creative genius is normally a Mentem spell – but creativity is an aspect of fire, so the GM may specify that several levels of Ignem would be necessary.  If the caster doesn&#039;t have the requisite levels of Ignem, a +1 to the base difficulty (or +1 per missing level of Ignem) would be appropriate.&lt;br /&gt;
&amp;lt;!-- GM may also modify spell dif for Rping and for play balance. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Casting the Spell===&lt;br /&gt;
	Once the difficulties are determined, the caster should roll 4dF and add her effective skill.  Compare this to the base difficulty.  If the roll is less than the base difficulty, the spell fails completely.  Otherwise, for every point the roll exceeds the base difficulty, the GM adds one aspect to the spell, using the caster&#039;s chosen aspects first &amp;lt;!-- opt: GM chooses randomly, weighted towards player&#039;s desired aspects --&amp;gt;.  These aspects should generally make the spell more powerful or dramatic; they are, after all, the direct result of the caster&#039;s competence and caution.  &lt;br /&gt;
&lt;br /&gt;
	On rare occasion, these beneficial aspects may be a nuisance.  The caster may find a spell expanding past the bounds he desires, or conjuring a much smarter and devious monster than is wise.  When the GM does this, he should offer a Fate point to the player as compensation.  The player must spend a Fate point of his own to cancel the undesirable bonus aspect, or accept the Fate point from the GM.&lt;br /&gt;
&lt;br /&gt;
	If the spell roll is less than the modified difficulty, add one aspect for each point the roll missed.  These aspects should be negative, reducing the power and effectiveness of the spell.  If the player doesn&#039;t like these aspects, she can use a Fate point to counter them (one Fate point per aspect.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Number of free tags by success? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Complete spellcasting example: --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Maintaining spells --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Other aspects (e.g., Air talent, extensive spell list) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relevant Links==&lt;br /&gt;
* [[Geos:Game_Universe:Magic|The Imperial theory of magic: an introduction]]&lt;br /&gt;
* [[Geos:Game_Universe:Magic:Imperial_Laws|The limits of Imperial thaumatology]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note these rules are subject to change.  I&#039;m working on it, dammit.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95591</id>
		<title>Geos:Fate-Fudge Rules:Magic:Imperial Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95591"/>
		<updated>2008-11-21T20:01:30Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Using Magic in FATE-Fudge==&lt;br /&gt;
	In order to reliably cast a spell, a character needs skill in a school of magic, or a magical text.  Some creatures also have specific powers, but these aren&#039;t considered &#039;spells&#039; per se.&lt;br /&gt;
	&lt;br /&gt;
Casting a spell from a scientia magia the character knows is by far the most reliable method.  The player declares they&#039;re casting the spell and rolls 4dF against the modified difficulty, applying the relevant magical skill.  A Fate point must be spent on casting a spell, unless it is a counterspell.&lt;br /&gt;
	&lt;br /&gt;
If the character has a tractus magia that would be relevant to casting the spell, she gets a +1 bonus to her effective magical skill.  No more than one tractus may be applied to any single spell.&lt;br /&gt;
&lt;br /&gt;
===Base Difficulty===&lt;br /&gt;
	The simplest effects – creating a light breeze, bringing rain down from a cloudy sky, making a person friendly towards you – are the easiest.  These affect the world in a limited and natural way – they&#039;re effects that could happen, even  if somewhat unlikely.  These have a base difficulty of 0, and may be made permanent without using static thauma if doing so would be natural.  So a breeze or rain couldn&#039;t be made permanent (at a base difficulty of 0, at least), but a spring could be called from a ditch in the desert or a person&#039;s attitude permanently shifted.&lt;br /&gt;
&lt;br /&gt;
	Simple natural effects in natural circumstances that wouldn&#039;t normally happen spontaneously, like causing a bridge to collapse, or setting wood on fire, are more difficult.  Calling a thunderstorm in a desert would also qualify because, although it could happen, it&#039;s so plainly unnatural that something unusual must have called it.  These have a base difficulty of 1. &lt;br /&gt;
&lt;br /&gt;
	Natural effects in alien circumstances are more difficult still.  Coming through a burning building unscathed is an example: while it&#039;s natural not to be burnt, it&#039;s not natural in this specific circumstance.  Growing a lion&#039;s claws would count, too.  The base difficulty for these effects is 2.&lt;br /&gt;
&lt;br /&gt;
	Unnatural effects have a base difficulty of 3, regardless of circumstances.  Creating a house ex nihilo or growing wings sufficient to fly would be an example – although wings are natural, big wings aren&#039;t.  &lt;br /&gt;
&lt;br /&gt;
	Effects that are completely alien to reality have a base difficulty of 4 or more.  Creating cold fire that freezes what it consumes, being in two places at once, or are completely alien things.  Not only are they unnatural, they&#039;re also plainly impossible by the commonly understood laws of nature.&amp;lt;!--  @todo:  permanency rules--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modifying the Difficulty: Caster===&lt;br /&gt;
Casting a spell typically takes one turn, during which the character can&#039;t do anything else, other than take a supplemental action.  A caster can defend herself against attack (and take other free actions) without penalty.  If the result is an injury, the difficulty of the spell increases by the level of the injury; if the result is a situational consequence, one or more of the aspects inflicted may increase the difficulty of the spell. &amp;lt;!-- May edit this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	A character can take extra time for a +1 to skill.  How much time is necessary depends upon the spell&#039;s base difficulty:&lt;br /&gt;
		* Base difficulty 0: one minute&lt;br /&gt;
		* Base difficulty 1: one hour (or scene)&lt;br /&gt;
		* Base difficulty 2: one day (or game session)&lt;br /&gt;
		* Base difficulty 3: one week (or adventure)&lt;br /&gt;
		* Base difficulty 4: one month (or longer)&lt;br /&gt;
&lt;br /&gt;
	Casting a spell reactively (i.e., as a free action) increases the effective difficulty by 2.  Any number of spells can be cast during a combat turn.  However, the consequences of failing are potentially extreme, since the caster is cutting out safeguards and self-protective measures.  Failure to successfully roll the effective difficulty doubles the negative consequences.&lt;br /&gt;
&lt;br /&gt;
	Casting a spell without using gestures adds one to effective (not base) difficulty.  Casting a spell with only gestures adds one to the effective difficulty.  A caster cannot do both, unless they are channelling natural magic – something normally impossible for humans.&lt;br /&gt;
&lt;br /&gt;
	Using a number of measures of static thauma equal to the base difficulty of a spell adds one to effective skill.  Additionally, if the spell is potentially permanent, a similar amount of thauma can be used to seal the enchantment.&lt;br /&gt;
&amp;lt;!-- Adding to a spell adds to modified difficulty, caster pulling funny stunts alters effecive skill--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Distraction, etc., adds to mod diff.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Aspects can be invoked--&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
===Modifying the Difficulty: Spell===&lt;br /&gt;
	Every aspect the character wishes to add to the spell increases the modified or base difficulty by one.  The modified difficulty is increased if the effect is merely to be enhanced – made bigger, better, longer, more powerful.  (Multiple aspects may be necessary for extreme effects.)  If the spell is to be fundamentally changed, or if is to have secondary effects, add to the base difficulty.  &lt;br /&gt;
&lt;br /&gt;
	Another reason to add to base difficulty would be if the spell does not properly fit into the caster&#039;s magical theory, or if the caster should know something she doesn&#039;t.  For example, casting a spell to inspire someone to creative genius is normally a Mentem spell – but creativity is an aspect of fire, so the GM may specify that several levels of Ignem would be necessary.  If the caster doesn&#039;t have the requisite levels of Ignem, a +1 to the base difficulty (or +1 per missing level of Ignem) would be appropriate.&lt;br /&gt;
&amp;lt;!-- GM may also modify spell dif for Rping and for play balance. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Casting the Spell===&lt;br /&gt;
	Once the difficulties are determined, the caster should roll 4dF and add her effective skill.  Compare this to the base difficulty.  If the roll is less than the base difficulty, the spell fails completely.  Otherwise, for every point the roll exceeds the base difficulty, the GM adds one aspect to the spell, using the caster&#039;s chosen aspects first &amp;lt;!-- opt: GM chooses randomly, weighted towards player&#039;s desired aspects --&amp;gt;.  These aspects should generally make the spell more powerful or dramatic; they are, after all, the direct result of the caster&#039;s competence and caution.  &lt;br /&gt;
&lt;br /&gt;
	On rare occasion, these beneficial aspects may be a nuisance.  The caster may find a spell expanding past the bounds he desires, or conjuring a much smarter and devious monster than is wise.  When the GM does this, he should offer a Fate point to the player as compensation.  The player must spend a Fate point of his own to cancel the undesirable bonus aspect, or accept the Fate point from the GM.&lt;br /&gt;
&lt;br /&gt;
	If the spell roll is less than the modified difficulty, add one aspect for each point the roll missed.  These aspects should be negative, reducing the power and effectiveness of the spell.  If the player doesn&#039;t like these aspects, she can use a Fate point to counter them (one Fate point per aspect.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Number of free tags by success? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Complete spellcasting example: --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Maintaining spells --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Other aspects (e.g., Air talent, extensive spell list) --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95590</id>
		<title>Geos:Fate-Fudge Rules:Magic:Imperial Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95590"/>
		<updated>2008-11-21T19:56:45Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Using Magic in FATE-FUDGE==&lt;br /&gt;
	In order to reliably cast a spell, a character needs skill in a school of magic, or a magical text.  Some creatures also have specific powers, but these aren&#039;t considered &#039;spells&#039; per se.&lt;br /&gt;
	&lt;br /&gt;
Casting a spell from a scientia magia the character knows is by far the most reliable method.  The player declares they&#039;re casting the spell and rolls 4dF against the modified difficulty, applying the relevant magical skill.  A Fate point must be spent on casting a spell, unless it is a counterspell.&lt;br /&gt;
	&lt;br /&gt;
If the character has a tractus magia that would be relevant to casting the spell, she gets a +1 bonus to her effective magical skill.  No more than one tractus may be applied to any single spell.&lt;br /&gt;
&lt;br /&gt;
===Base Difficulty===&lt;br /&gt;
	The simplest effects – creating a light breeze, bringing rain down from a cloudy sky, making a person friendly towards you – are the easiest.  These affect the world in a limited and natural way – they&#039;re effects that could happen, even  if somewhat unlikely.  These have a base difficulty of 0, and may be made permanent without using static thauma if doing so would be natural.  So a breeze or rain couldn&#039;t be made permanent (at a base difficulty of 0, at least), but a spring could be called from a ditch in the desert or a person&#039;s attitude permanently shifted.&lt;br /&gt;
&lt;br /&gt;
	Simple natural effects in natural circumstances that wouldn&#039;t normally happen spontaneously, like causing a bridge to collapse, or setting wood on fire, are more difficult.  Calling a thunderstorm in a desert would also qualify because, although it could happen, it&#039;s so plainly unnatural that something unusual must have called it.  These have a base difficulty of 1. &lt;br /&gt;
&lt;br /&gt;
	Natural effects in alien circumstances are more difficult still.  Coming through a burning building unscathed is an example: while it&#039;s natural not to be burnt, it&#039;s not natural in this specific circumstance.  Growing a lion&#039;s claws would count, too.  The base difficulty for these effects is 2.&lt;br /&gt;
&lt;br /&gt;
	Unnatural effects have a base difficulty of 3, regardless of circumstances.  Creating a house ex nihilo or growing wings sufficient to fly would be an example – although wings are natural, big wings aren&#039;t.  &lt;br /&gt;
&lt;br /&gt;
	Effects that are completely alien to reality have a base difficulty of 4 or more.  Creating cold fire that freezes what it consumes, being in two places at once, or are completely alien things.  Not only are they unnatural, they&#039;re also plainly impossible by the commonly understood laws of nature.&lt;br /&gt;
&amp;lt;!--  @todo:  permanency rules--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modifying the Difficulty: Caster===&lt;br /&gt;
 	Casting a spell typically takes one turn, during which the character can&#039;t do anything else, other than take a supplemental action.  A caster can defend herself against attack (and take other free actions) without penalty.  If the result is an injury, the difficulty of the spell increases by the level of the injury; if the result is a situational consequence, one or more of the aspects inflicted may increase the difficulty of the spell. &amp;lt;!--May edit this--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	A character can take extra time for a +1 to skill.  How much time is necessary depends upon the spell&#039;s base difficulty:&lt;br /&gt;
		* Base difficulty 0: one minute&lt;br /&gt;
		* Base difficulty 1: one hour (or scene)&lt;br /&gt;
		* Base difficulty 2: one day (or game session)&lt;br /&gt;
		* Base difficulty 3: one week (or adventure)&lt;br /&gt;
		* Base difficulty 4: one month (or longer)&lt;br /&gt;
&lt;br /&gt;
	Casting a spell reactively (i.e., as a free action) increases the effective difficulty by 2.  Any number of spells can be cast during a combat turn.  However, the consequences of failing are potentially extreme, since the caster is cutting out safeguards and self-protective measures.  Failure to successfully roll the effective difficulty doubles the negative consequences.&lt;br /&gt;
&lt;br /&gt;
	Casting a spell without using gestures adds one to effective (not base) difficulty.  Casting a spell with only gestures adds one to the effective difficulty.  A caster cannot do both, unless they are channelling natural magic – something normally impossible for humans.&lt;br /&gt;
&lt;br /&gt;
	Using a number of measures of static thauma equal to the base difficulty of a spell adds one to effective skill.  Additionally, if the spell is potentially permanent, a similar amount of thauma can be used to seal the enchantment.&lt;br /&gt;
&amp;lt;!-- Adding to a spell adds to modified difficulty, caster pulling funny stunts alters effecive skill--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Distraction, etc., adds to mod diff.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Aspects can be invoked--&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
===Modifying the Difficulty: Spell===&lt;br /&gt;
	Every aspect the character wishes to add to the spell increases the modified or base difficulty by one.  The modified difficulty is increased if the effect is merely to be enhanced – made bigger, better, longer, more powerful.  (Multiple aspects may be necessary for extreme effects.)  If the spell is to be fundamentally changed, or if is to have secondary effects, add to the base difficulty.  &lt;br /&gt;
&lt;br /&gt;
	Another reason to add to base difficulty would be if the spell does not properly fit into the caster&#039;s magical theory, or if the caster should know something she doesn&#039;t.  For example, casting a spell to inspire someone to creative genius is normally a Mentem spell – but creativity is an aspect of fire, so the GM may specify that several levels of Ignem would be necessary.  If the caster doesn&#039;t have the requisite levels of Ignem, a +1 to the base difficulty (or +1 per missing level of Ignem) would be appropriate.&lt;br /&gt;
&amp;lt;!-- GM may also modify spell dif for Rping and for play balance. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Casting the Spell===&lt;br /&gt;
	Once the difficulties are determined, the caster should roll 4dF and add her effective skill.  Compare this to the base difficulty.  If the roll is less than the base difficulty, the spell fails completely.  Otherwise, for every point the roll exceeds the base difficulty, the GM adds one aspect to the spell, using the caster&#039;s chosen aspects first &amp;lt;!-- opt: GM chooses randomly, weighted towards player&#039;s desired aspects --&amp;gt;.  These aspects should generally make the spell more powerful or dramatic; they are, after all, the direct result of the caster&#039;s competence and caution.  &lt;br /&gt;
&lt;br /&gt;
	On rare occasion, these beneficial aspects may be a nuisance.  The caster may find a spell expanding past the bounds he desires, or conjuring a much smarter and devious monster than is wise.  When the GM does this, he should offer a Fate point to the player as compensation.  The player must spend a Fate point of his own to cancel the undesirable bonus aspect, or accept the Fate point from the GM.&lt;br /&gt;
&lt;br /&gt;
	If the spell roll is less than the modified difficulty, add one aspect for each point the roll missed.  These aspects should be negative, reducing the power and effectiveness of the spell.  &lt;br /&gt;
&amp;lt;!-- Number of free tags by success? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Complete spellcasting example: --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Maintaining spells --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Other aspects (e.g., Air talent, extensive spell list) --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95589</id>
		<title>Geos:Fate-Fudge Rules:Magic:Imperial Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95589"/>
		<updated>2008-11-21T19:55:29Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Using Magic in FATE-FUDGE==&lt;br /&gt;
	In order to reliably cast a spell, a character needs skill in a school of magic, or a magical text.  Some creatures also have specific powers, but these aren&#039;t considered &#039;spells&#039; per se.&lt;br /&gt;
	Casting a spell from a scientia magia the character knows is by far the most reliable method.  The player declares they&#039;re casting the spell and rolls 4dF against the modified difficulty, applying the relevant magical skill.  A Fate point must be spent on casting a spell, unless it is a counterspell.&lt;br /&gt;
	If the character has a tractus magia that would be relevant to casting the spell, she gets a +1 bonus to her effective magical skill.  No more than one tractus may be applied to any single spell.&lt;br /&gt;
&lt;br /&gt;
===Base Difficulty===&lt;br /&gt;
	The simplest effects – creating a light breeze, bringing rain down from a cloudy sky, making a person friendly towards you – are the easiest.  These affect the world in a limited and natural way – they&#039;re effects that could happen, even  if somewhat unlikely.  These have a base difficulty of 0, and may be made permanent without using static thauma if doing so would be natural.  So a breeze or rain couldn&#039;t be made permanent (at a base difficulty of 0, at least), but a spring could be called from a ditch in the desert or a person&#039;s attitude permanently shifted.&lt;br /&gt;
	Simple natural effects in natural circumstances that wouldn&#039;t normally happen spontaneously, like causing a bridge to collapse, or setting wood on fire, are more difficult.  Calling a thunderstorm in a desert would also qualify because, although it could happen, it&#039;s so plainly unnatural that something unusual must have called it.  These have a base difficulty of 1. &lt;br /&gt;
	Natural effects in alien circumstances are more difficult still.  Coming through a burning building unscathed is an example: while it&#039;s natural not to be burnt, it&#039;s not natural in this specific circumstance.  Growing a lion&#039;s claws would count, too.  The base difficulty for these effects is 2.&lt;br /&gt;
	Unnatural effects have a base difficulty of 3, regardless of circumstances.  Creating a house ex nihilo or growing wings sufficient to fly would be an example – although wings are natural, big wings aren&#039;t.  &lt;br /&gt;
	Effects that are completely alien to reality have a base difficulty of 4 or more.  Creating cold fire that freezes what it consumes, being in two places at once, or are completely alien things.  Not only are they unnatural, they&#039;re also plainly impossible by the commonly understood laws of nature.&lt;br /&gt;
&amp;lt;!--  @todo:  permanency rules--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modifying the Difficulty: Caster===&lt;br /&gt;
 	Casting a spell typically takes one turn, during which the character can&#039;t do anything else, other than take a supplemental action.  A caster can defend herself against attack (and take other free actions) without penalty.  If the result is an injury, the difficulty of the spell increases by the level of the injury; if the result is a situational consequence, one or more of the aspects inflicted may increase the difficulty of the spell. &amp;lt;!--May edit this--&amp;gt;&lt;br /&gt;
	A character can take extra time for a +1 to skill.  How much time is necessary depends upon the spell&#039;s base difficulty:&lt;br /&gt;
		Base difficulty 0: one minute&lt;br /&gt;
		Base difficulty 1: one hour (or scene)&lt;br /&gt;
		Base difficulty 2: one day (or game session)&lt;br /&gt;
		Base difficulty 3: one week (or adventure)&lt;br /&gt;
		Base difficulty 4: one month (or longer)&lt;br /&gt;
	Casting a spell reactively (i.e., as a free action) increases the effective difficulty by 2.  Any number of spells can be cast during a combat turn.  However, the consequences of failing are potentially extreme, since the caster is cutting out safeguards and self-protective measures.  Failure to successfully roll the effective difficulty doubles the negative consequences.&lt;br /&gt;
	Casting a spell without using gestures adds one to effective (not base) difficulty.  Casting a spell with only gestures adds one to the effective difficulty.  A caster cannot do both, unless they are channelling natural magic – something normally impossible for humans.&lt;br /&gt;
	Using a number of measures of static thauma equal to the base difficulty of a spell adds one to effective skill.  Additionally, if the spell is potentially permanent, a similar amount of thauma can be used to seal the enchantment.&lt;br /&gt;
&amp;lt;!-- Adding to a spell adds to modified difficulty, caster pulling funny stunts alters effecive skill--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Distraction, etc., adds to mod diff.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Aspects can be invoked--&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
===Modifying the Difficulty: Spell===&lt;br /&gt;
	Every aspect the character wishes to add to the spell increases the modified or base difficulty by one.  The modified difficulty is increased if the effect is merely to be enhanced – made bigger, better, longer, more powerful.  (Multiple aspects may be necessary for extreme effects.)  If the spell is to be fundamentally changed, or if is to have secondary effects, add to the base difficulty.  &lt;br /&gt;
	Another reason to add to base difficulty would be if the spell does not properly fit into the caster&#039;s magical theory, or if the caster should know something she doesn&#039;t.  For example, casting a spell to inspire someone to creative genius is normally a Mentem spell – but creativity is an aspect of fire, so the GM may specify that several levels of Ignem would be necessary.  If the caster doesn&#039;t have the requisite levels of Ignem, a +1 to the base difficulty (or +1 per missing level of Ignem) would be appropriate.&lt;br /&gt;
&amp;lt;!-- GM may also modify spell dif for Rping and for play balance. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Casting the Spell===&lt;br /&gt;
	Once the difficulties are determined, the caster should roll 4dF and add her effective skill.  Compare this to the base difficulty.  If the roll is less than the base difficulty, the spell fails completely.  Otherwise, for every point the roll exceeds the base difficulty, the GM adds one aspect to the spell, using the caster&#039;s chosen aspects first &amp;lt;!-- opt: GM chooses randomly, weighted towards player&#039;s desired aspects --&amp;gt;.  These aspects should generally make the spell more powerful or dramatic; they are, after all, the direct result of the caster&#039;s competence and caution.  &lt;br /&gt;
	On rare occasion, these beneficial aspects may be a nuisance.  The caster may find a spell expanding past the bounds he desires, or conjuring a much smarter and devious monster than is wise.  When the GM does this, he should offer a Fate point to the player as compensation.  The player must spend a Fate point of his own to cancel the undesirable bonus aspect, or accept the Fate point from the GM.&lt;br /&gt;
	If the spell roll is less than the modified difficulty, add one aspect for each point the roll missed.  These aspects should be negative, reducing the power and effectiveness of the spell.  &lt;br /&gt;
&amp;lt;!-- Number of free tags by success? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Complete spellcasting example: --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Maintaining spells --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Other aspects (e.g., Air talent, extensive spell list) --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Game_Universe:Magic:Imperial_Laws&amp;diff=95588</id>
		<title>Geos:Game Universe:Magic:Imperial Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Game_Universe:Magic:Imperial_Laws&amp;diff=95588"/>
		<updated>2008-11-21T19:54:05Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==What Magic Can&#039;t Do==&lt;br /&gt;
Imperial wizards generally accept that their understanding of magic is limited.  Certainly, the Imperial tradition has difficulty creating with some kinds of effects; this is why the tractii magia were created.  Note, then, that these rules apply to Imperial magic only.  Many of these rules also have subtle exceptions – wizards are very good at working around the inherent restrictions of Imperial magic theory.&lt;br /&gt;
&lt;br /&gt;
* Magic cannot permanently enchant an already-magical object.  A good enchanter can get around this rule, however, by altering the previous enchantment.  Magical metals and gemstones can be enchanted, but it is more difficult.  A conjured object can&#039;t be enchanted; the background magic keeping the object in existence is too strong and erratic.&lt;br /&gt;
&lt;br /&gt;
* Magical objects cannot be conjured from thin air without the use of static thauma.  This includes gems and magical metals like gold, silver, mithril and adamantite.&lt;br /&gt;
&lt;br /&gt;
* Magic cannot change the soul.  When the Word made these, He built them to last.  It can, however, affect the persona built upon the soul.  It can also move the soul around temporarily, or prevent it from leaving a dead body for a while.  Magic can also probe a soul&#039;s form, showing what the possessor is potentially capable of.&lt;br /&gt;
&lt;br /&gt;
* Magic can&#039;t create a spirit or soul.  Creating a truly intelligent being is impossible without a soul.  It is known, however, that some ancient magical items have their own personalities, that elves and druids can awaken the soul sleeping in a tree, and that souls can be taken from the ether and sealed into physical objects with an enchantment.&lt;br /&gt;
&lt;br /&gt;
* In theory, magic could affect the archangels.  In practice, though, it&#039;s not possible – the mightiest magician simply couldn&#039;t channel enough thauma.&lt;br /&gt;
&lt;br /&gt;
* Magic cannot the affect the Celestial Spheres.  Since Heaven is outside the lunar sphere, and Hell beneath the very foundations of the world, magic can&#039;t get you to either place directly.  If the soul of a dead person has passed on, it cannot be retrieved (though they usually hang around in the ether for up to three days.)  Magic can, however, transmit and receive messages through the Celestial Spheres, and move one to the ethereal realm (the land of dreams and the recently dead) from which passage to the  other worlds may be possible.  Magic can also banish demons from the material world by altering reality such that the demon is forced to leave.  &lt;br /&gt;
&lt;br /&gt;
* One cannot compel a being to come through the Celestial Sphere, unless the being is capable of coming on its own and its name is known.  (Otherworldly beings like demons and angels cannot actually exist in the material world, and so always bring a pocket of their world with them.)&lt;br /&gt;
&lt;br /&gt;
* Magic cannot permanently alter a thing&#039;s nature without the use of static thauma.  One therefore couldn&#039;t create a permanent zone of reverse gravity, because it is the nature of gravity to pull down.  One could, however, use magic to slay a living being: though many bodies are alive, it is natural for them to not be so.  Similarly, a person could not be turned into a frog permanently without using static thauma, since animals do not have souls.&lt;br /&gt;
&lt;br /&gt;
* It is possible to divert ambient or living thauma to a physical object to empower it with static thuama.  Doing so permanently, however, changes the object&#039;s fundamental nature, and requires as much static thauma as is to be stored.  &lt;br /&gt;
&lt;br /&gt;
* Magic cannot predict the future, though it can give a good idea what the future is likely to be like.  The uncertainty principle of magic dictates that the more specific a divination of the future is, the more unlikely and unpredictable the future taken as a whole will be.  Striving for perfect detail in a  divination practically guarantees the future will be utterly bizarre.&lt;br /&gt;
&lt;br /&gt;
* One cannot travel to the past with magic, or send a message back in time.   &lt;br /&gt;
&lt;br /&gt;
* A magician can&#039;t deliberately create information out of nothing: there must be a source.  Magic, however, can.  One could, for example, conjure a book that&#039;s never been written, but there would be no way to control the contents.  Magic can copy a book, or conjure one from someone&#039;s dream.  Similarly, a magician couldn&#039;t teleport to a place if he didn&#039;t know where it was (or if he was lost.)  The laws of contagion and sympathy are exceptions – one could cast a spell to find someone if they had a piece of clothing the subject had worn recently, or find hidden gold if one had a gold nugget.  &lt;br /&gt;
&lt;br /&gt;
* Anything with a magical nature resists spells cast upon it.  This includes living beings, magical metals, and enchanted objects.  Note that because diseases are caused by demonic infestation of the body, they resist being dispelled by magic, while wounds do not.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95120</id>
		<title>Geos:Fate-Fudge Rules:Magic:Imperial Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Magic:Imperial_Magic&amp;diff=95120"/>
		<updated>2008-11-12T21:46:44Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A stub, yay.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules&amp;diff=95119</id>
		<title>Geos:Fate-Fudge Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules&amp;diff=95119"/>
		<updated>2008-11-12T21:46:09Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Rules for Fate-Fudge=&lt;br /&gt;
These rules are modelled on [http://www.faterpg.com/dl/ Fate 3.0], the rules system for [http://www.evilhat.com/home/ Evil Hat&#039;s] [http://www.evilhat.com/home/?page_id=103 Spirit of the Century] and [http://www.dresdenfilesrpg.com/ Dresden Files RPG].  The magic system is based on [http://www.atlas-games.com/arsmagica/ Ars Magica], which is available [http://e23.sjgames.com/item.html?id=AG0204 free] (and is highly recommended.)  &lt;br /&gt;
&lt;br /&gt;
==Significant Departures From Fate 3.0==&lt;br /&gt;
I&#039;ve changed many of the rules from the [http://www.faterpg.com/dl/sotc-srd.html Spirit of the Century SRD].  While [http://spiritoftheblank.blogspot.com/ Spirit of the Blank] has been an inspiration, very little of it has been directly adapted for Geos.&lt;br /&gt;
&lt;br /&gt;
Specific changes include:&lt;br /&gt;
* &#039;&#039;&#039;Combat:  &#039;&#039;&#039;  Weapons provide modifiers to hit, to damage and also provide aspects, which can be tagged for effect.  Shields provide defense, while armour provides protection.  There is no stress track, but a distinction is made between &#039;&#039;situational consequences&#039;&#039; and &#039;&#039;injury consequences&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Geos:Game_Universe:Magic|Magic]]:  &#039;&#039;&#039;  Magic is &#039;&#039;the&#039;&#039; primordial force in Geos.  Current approaches, however, can only partially describe it.  [[Geos:Fate-Fudge Rules:Imperial_Magic|Imperial thaumatology]], currently the dominant theory of magic (among humankind), is explicitly logocentric - magic is equated with language and meaning.  Other theories exist, with different restrictions and completely different styles.&lt;br /&gt;
* &#039;&#039;&#039;Stunts:  &#039;&#039;&#039;  The current Geos campaign doesn&#039;t use stunts, making it somewhat more simulationist than Spirit of the Century.  (Stunts may be added later for a more cinematic flavour.) &lt;br /&gt;
* &#039;&#039;&#039;[[Geos:Fate-Fudge Rules:Skills|Skills]]:  &#039;&#039;&#039;  Geos uses Fudge-style skills (and dice), but with significant modifications.  Skills may have &#039;&#039;specializations&#039;&#039; and &#039;&#039;extensions&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Geos:Fate-Fudge_Rules:Extras|Extras]]&lt;br /&gt;
&lt;br /&gt;
[[Geos:Fate-Fudge_Rules:Character_Creation|Character Creation]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fudge-Fate_Rules:Imperial_Magic&amp;diff=95118</id>
		<title>Geos:Fudge-Fate Rules:Imperial Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fudge-Fate_Rules:Imperial_Magic&amp;diff=95118"/>
		<updated>2008-11-12T21:42:47Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A stub - Rules for Imperial magic go here.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Game_Universe:Magic&amp;diff=95117</id>
		<title>Geos:Game Universe:Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Game_Universe:Magic&amp;diff=95117"/>
		<updated>2008-11-12T21:40:42Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Magic=&lt;br /&gt;
What magic is, and what qualifies as magic and what doesn&#039;t, are questions that have not been satisfactorily answered, despite millenia of trying.  Many different traditions (methods of practicing) of magic exist, each with one or more theories purporting to explain it in whole or in part.  Important human traditions include the Imperial/Doi, Druidic (actually a family of related traditions), and the the Wazari/Achaeman tradition.  &lt;br /&gt;
&lt;br /&gt;
Since the former Imperial provinces dominate Domiterrus, the setting for the current Geos campaign, and the other traditions remain nigh-unknown to non-Imperials, these rules will primarily deal with the Imperial tradition of magic.  &lt;br /&gt;
&lt;br /&gt;
==The Imperial Tradition of Magic==&lt;br /&gt;
&lt;br /&gt;
There are many theories about magic&#039;s role in metaphysics.  Arcane fundamentalists believe that all matter is merely magic, baked like clay into a permanent form.  Arcane dualists believe, conversely, that matter is natural, but all form and meaning are themselves magic to some extent.  Whatever the truth is, it is generally agreed that magic is left over from the creation of the universe, echoes of echoes of the first Word, and that is is in decline.&lt;br /&gt;
&lt;br /&gt;
Raw magical potential is called thauma, a Doi word simply meaning &#039;magic&#039;.  There are two sorts of thauma usable by wizards – ambient thauma (which ebbs and flows throughout the world), and static thauma (pockets of raw magical potential trapped in physical objects.) There is also living thauma, a kind of static thauma which fixes the soul or spirit in the body; unlike regular static thauma, though, it is constantly expended and replenished.&lt;br /&gt;
&lt;br /&gt;
A spell is simply an incantation that manipulates thauma and uses it to alter the physical world.  It is an attempt by the magician to alter the grand design of the universe, albeit ever so slightly.  If the spell is cast with static thauma, it may alter the universe permanently (or at least long enough that the point is moot.)  This is usually called an enchantment, an attempt to permanently alter the nature of a subject from mundane to magical.&lt;br /&gt;
&lt;br /&gt;
Casting a spell or enchantment requires the creation of meaning, usually through words and gestures.  Creatures with inherently magical natures, like elves or dragons, can just channel their own reserves of living thauma to create specific effects, but for humans, casting a spell always requires a physical expression.&lt;br /&gt;
&lt;br /&gt;
The usual first step is to use a very little bit of the caster&#039;s living thauma to make a machina, a spell-within-a-spell that exists to power another spell with ambient thauma.  The machina, powered by living thauma, penetrates the barrier between reality and possibility to allow the flow of ambient thauma.  Some of this ambient thauma is then directed to powering the machina itself, the remainder being used to power whatever spell is desired.  Poorly cast machina usually result in the spell ending too quickly, as too much thauma flows though and destabilizes it, or insufficient thauma is tapped to maintain the spell.&lt;br /&gt;
&lt;br /&gt;
Since spells are just expressed information, technically, anyone could cast a spell.  Making the spell work is another matter – using ambient thauma to reliably power a spell is the skill that separates a magician from an apprentice.  Context is everything: a magician must take into account such things as the environment, the local ambient thauma climate, the phase of the moon, and the situation.  Furthermore, the magician must compensate for flaws and mistakes on the fly, as the spell is cast.  A spell text, then, isn&#039;t really a spell; it&#039;s a guide to creating the proper incantation for the circumstances.&lt;br /&gt;
&lt;br /&gt;
A miscast or underpowered spell can go drastically wrong.  The worst way a spell can go wrong is a feedback, where a miscast machina draws more and more power without immediately collapsing, to the point where it exhausts the source.  Usually, in the case of living thauma, the caster realizes what is happening and shuts off the supply before she is seriously injured, and static thauma is limited by definition.  But an ambient thuama feedback could completely drain the area of magic, drawing everything nearby into the ethereal world or chaos itself – that which existed before the Word.  Reality can be literally unwritten, and neighboring areas are warped to fit.  &lt;br /&gt;
&lt;br /&gt;
Casting an unknown spell from a text, then, is a risky venture, though less so if the text has been infused with static thauma to power it.  This simplifies the task of the caster enormously, since she doesn&#039;t have to worry about creating a machina and the myriad complexities that go with it.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Game_Universe&amp;diff=95116</id>
		<title>Geos:Game Universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Game_Universe&amp;diff=95116"/>
		<updated>2008-11-12T21:40:26Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Geos=&lt;br /&gt;
&lt;br /&gt;
==Metaphysics==&lt;br /&gt;
===Magic===&lt;br /&gt;
[[Geos:Game_Universe:Magic|Magic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
===Continents, Islands and Regions===&lt;br /&gt;
* Astesus  &amp;lt;!-- Southern Continent  --&amp;gt;&lt;br /&gt;
* Domiterrus &amp;lt;!-- Western Continent--&amp;gt;&lt;br /&gt;
** Ajeanus (island) &amp;lt;!--Ajestral --&amp;gt;&lt;br /&gt;
** Astadoi Islands &amp;lt;!-- Doi --&amp;gt;&lt;br /&gt;
** Combri (region) &amp;lt;!-- Notton/Ajestral --&amp;gt;&lt;br /&gt;
** Gremium (region) &amp;lt;!-- Central region--&amp;gt;&lt;br /&gt;
** Porontea Island &amp;lt;!-- Big island somewhere --&amp;gt;&lt;br /&gt;
** Skaga (region) &amp;lt;!-- Northern coast --&amp;gt;&lt;br /&gt;
** Turmanus Peninsula &amp;lt;!-- Bulge east of Astadoi Islands --&amp;gt;&lt;br /&gt;
* Pantagorea &amp;lt;!-- Eastern continent --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supernatural Places===&lt;br /&gt;
* The Anhedron&lt;br /&gt;
* Aran, the First City &lt;br /&gt;
* Fuilhenge &amp;lt;!-- Bloodhenge --&amp;gt;&lt;br /&gt;
* Höbor &amp;lt;!-- Warm city of the Snöli --&amp;gt;&lt;br /&gt;
* Morang (pl. morangim) &amp;lt;!-- Dwarf Surface tomb --&amp;gt;&lt;br /&gt;
* The Springs of Gania&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Countries==&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
===Supernatural Beings===&lt;br /&gt;
Caelum &amp;lt;!--Lord of Chaos --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Famous Individuals===&lt;br /&gt;
Andarax the Terrible&lt;br /&gt;
Athantos, King of the Dead&lt;br /&gt;
Colossus &amp;lt;!-- Brother of Leviathan --&amp;gt;&lt;br /&gt;
Cornisia &amp;lt;!-- Sister of Stanthicus and Valius --&amp;gt;&lt;br /&gt;
Eschinilil&lt;br /&gt;
Espergon&lt;br /&gt;
Leviathan &amp;lt;!-- Giant Kraken --&amp;gt;&lt;br /&gt;
Mohrg the Hun-King&lt;br /&gt;
Stanthicus the Strong&lt;br /&gt;
Taraska, the Witch-Queen of the Snows &lt;br /&gt;
Valius I, founder of the Empire&lt;br /&gt;
&lt;br /&gt;
===Not-So-Famous Individuals===&lt;br /&gt;
&amp;lt;!-- PCs and NPCs --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules&amp;diff=95115</id>
		<title>Geos:Fate-Fudge Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules&amp;diff=95115"/>
		<updated>2008-11-12T21:23:44Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Rules for Fate-Fudge=&lt;br /&gt;
These rules are modelled on [http://www.faterpg.com/dl/ Fate 3.0], the rules system for [http://www.evilhat.com/home/ Evil Hat&#039;s] [http://www.evilhat.com/home/?page_id=103 Spirit of the Century] and [http://www.dresdenfilesrpg.com/ Dresden Files RPG].  The magic system is based on [http://www.atlas-games.com/arsmagica/ Ars Magica], which is available [http://e23.sjgames.com/item.html?id=AG0204 free] (and is highly recommended.)  &lt;br /&gt;
&lt;br /&gt;
==Significant Departures From Fate 3.0==&lt;br /&gt;
I&#039;ve changed many of the rules from the [http://www.faterpg.com/dl/sotc-srd.html Spirit of the Century SRD].  While [http://spiritoftheblank.blogspot.com/ Spirit of the Blank] has been an inspiration, very little of it has been directly adapted for Geos.&lt;br /&gt;
&lt;br /&gt;
Specific changes include:&lt;br /&gt;
* &#039;&#039;&#039;Combat:  &#039;&#039;&#039;  Weapons provide modifiers to hit, to damage and also provide aspects, which can be tagged for effect.  Shields provide defense, while armour provides protection.  There is no stress track, but a distinction is made between &#039;&#039;situational consequences&#039;&#039; and &#039;&#039;injury consequences&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Geos:Fate-Fudge Rules:Magic|Magic]]:  &#039;&#039;&#039;  Magic is &#039;&#039;the&#039;&#039; primordial force in Geos.  Current approaches, however, can only partially describe it.  Imperial thaumatology, currently the dominant theory of magic (among humankind), is explicitly logocentric - magic is equated with language and meaning.  Other theories exist, with different restrictions and completely different styles.&lt;br /&gt;
* &#039;&#039;&#039;Stunts:  &#039;&#039;&#039;  The current Geos campaign doesn&#039;t use stunts, making it somewhat more simulationist than Spirit of the Century.  (Stunts may be added later for a more cinematic flavour.) &lt;br /&gt;
* &#039;&#039;&#039;[[Geos:Fate-Fudge Rules:Skills|Skills]]:  &#039;&#039;&#039;  Geos uses Fudge-style skills (and dice), but with significant modifications.  Skills may have &#039;&#039;specializations&#039;&#039; and &#039;&#039;extensions&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Geos:Fate-Fudge_Rules:Extras|Extras]]&lt;br /&gt;
&lt;br /&gt;
[[Geos:Fate-Fudge_Rules:Character_Creation|Character Creation]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules&amp;diff=95114</id>
		<title>Geos:Fate-Fudge Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules&amp;diff=95114"/>
		<updated>2008-11-12T21:23:10Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Rules for Fate-Fudge=&lt;br /&gt;
These rules are modelled on [http://www.faterpg.com/dl/ Fate 3.0], the rules system for [http://www.evilhat.com/home/ Evil Hat&#039;s] [http://www.evilhat.com/home/?page_id=103 Spirit of the Century] and [http://www.dresdenfilesrpg.com/ Dresden Files RPG].  The magic system is based on [http://www.atlas-games.com/arsmagica/ Ars Magica], which is available [http://e23.sjgames.com/item.html?id=AG0204 free] (and is highly recommended.)  &lt;br /&gt;
&lt;br /&gt;
==Significant Departures From Fate 3.0==&lt;br /&gt;
I&#039;ve changed many of the rules from the [http://www.faterpg.com/dl/sotc-srd.html Spirit of the Century SRD].  While [http://spiritoftheblank.blogspot.com/ Spirit of the Blank] has been an inspiration, very little of it has been directly adapted for Geos.&lt;br /&gt;
&lt;br /&gt;
Specific changes include:&lt;br /&gt;
* &#039;&#039;&#039;Combat:  &#039;&#039;&#039;  Weapons provide modifiers to hit, to damage and also provide aspects, which can be tagged for effect.  Shields provide defense, while armour provides protection.  There is no stress track, but a distinction is made between &#039;&#039;situational consequences&#039;&#039; and &#039;&#039;injury consequences&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Geos:Fate-Fudge Rules:Magic]]:  &#039;&#039;&#039;  Magic is &#039;&#039;the&#039;&#039; primordial force in Geos.  Current approaches, however, can only partially describe it.  Imperial thaumatology, currently the dominant theory of magic (among humankind), is explicitly logocentric - magic is equated with language and meaning.  Other theories exist, with different restrictions and completely different styles.&lt;br /&gt;
* &#039;&#039;&#039;Stunts:  &#039;&#039;&#039;  The current Geos campaign doesn&#039;t use stunts, making it somewhat more simulationist than Spirit of the Century.  (Stunts may be added later for a more cinematic flavour.) &lt;br /&gt;
* &#039;&#039;&#039;[[Geos:Fate-Fudge Rules:Skills|Skills]]:  &#039;&#039;&#039;  Geos uses Fudge-style skills (and dice), but with significant modifications.  Skills may have &#039;&#039;specializations&#039;&#039; and &#039;&#039;extensions&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Geos:Fate-Fudge_Rules:Extras|Extras]]&lt;br /&gt;
&lt;br /&gt;
[[Geos:Fate-Fudge_Rules:Character_Creation|Character Creation]]&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Game_Universe&amp;diff=95113</id>
		<title>Geos:Game Universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Game_Universe&amp;diff=95113"/>
		<updated>2008-11-12T20:49:51Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Geos=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
===Continents, Islands and Regions===&lt;br /&gt;
* Astesus  &amp;lt;!-- Southern Continent  --&amp;gt;&lt;br /&gt;
* Domiterrus &amp;lt;!-- Western Continent--&amp;gt;&lt;br /&gt;
** Ajeanus (island) &amp;lt;!--Ajestral --&amp;gt;&lt;br /&gt;
** Astadoi Islands &amp;lt;!-- Doi --&amp;gt;&lt;br /&gt;
** Combri (region) &amp;lt;!-- Notton/Ajestral --&amp;gt;&lt;br /&gt;
** Gremium (region) &amp;lt;!-- Central region--&amp;gt;&lt;br /&gt;
** Porontea Island &amp;lt;!-- Big island somewhere --&amp;gt;&lt;br /&gt;
** Skaga (region) &amp;lt;!-- Northern coast --&amp;gt;&lt;br /&gt;
** Turmanus Peninsula &amp;lt;!-- Bulge east of Astadoi Islands --&amp;gt;&lt;br /&gt;
* Pantagorea &amp;lt;!-- Eastern continent --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supernatural Places===&lt;br /&gt;
* The Anhedron&lt;br /&gt;
* Aran, the First City &lt;br /&gt;
* Fuilhenge &amp;lt;!-- Bloodhenge --&amp;gt;&lt;br /&gt;
* Höbor &amp;lt;!-- Warm city of the Snöli --&amp;gt;&lt;br /&gt;
* Morang (pl. morangim) &amp;lt;!-- Dwarf Surface tomb --&amp;gt;&lt;br /&gt;
* The Springs of Gania&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Countries==&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
===Supernatural Beings===&lt;br /&gt;
Caelum &amp;lt;!--Lord of Chaos --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Famous Individuals===&lt;br /&gt;
Andarax the Terrible&lt;br /&gt;
Athantos, King of the Dead&lt;br /&gt;
Colossus &amp;lt;!-- Brother of Leviathan --&amp;gt;&lt;br /&gt;
Cornisia &amp;lt;!-- Sister of Stanthicus and Valius --&amp;gt;&lt;br /&gt;
Eschinilil&lt;br /&gt;
Espergon&lt;br /&gt;
Leviathan &amp;lt;!-- Giant Kraken --&amp;gt;&lt;br /&gt;
Mohrg the Hun-King&lt;br /&gt;
Stanthicus the Strong&lt;br /&gt;
Taraska, the Witch-Queen of the Snows &lt;br /&gt;
Valius I, founder of the Empire&lt;br /&gt;
&lt;br /&gt;
===Not-So-Famous Individuals===&lt;br /&gt;
&amp;lt;!-- PCs and NPCs --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Main_Page&amp;diff=95094</id>
		<title>Geos:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Main_Page&amp;diff=95094"/>
		<updated>2008-11-12T19:59:59Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Geos=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brief History==&lt;br /&gt;
Geos is a fantasy campaign world I&#039;ve been working on ever since 1987. Initially, it was very derivative, based strongly on &#039;&#039;Advanced Dungeons &amp;amp; Dragons&#039;&#039; and &#039;&#039;Lord of the Rings&#039;&#039;.  Since then, other influences have settled mosslike on the gameworld; it&#039;s still highly derivative, but now I hide my sources better. &lt;br /&gt;
I ran a game set in Geos for Harbourfront Day Camp in 1991 (and I got paid for it, too.)  I&#039;ve also run the gameworld under D&amp;amp;D 3.5.  The history of Geos has changed radically as it has migrated through several different game systems, including GURPS and Ars Magica.&lt;br /&gt;
&lt;br /&gt;
Currently (2008) I&#039;m using a variation of [http://www.faterpg.com/ Evil Hat&#039;s Fate 3.0].  Major departures include the combat and magic systems.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In the beginning there was chaos - everything that could exist, existing alongside its own negation.  After nameless time, this cacophony was shattered by the Word That Spake Itself.  The Word then called into existence many servants and set about to construct the material world.  The Word&#039;s most powerful servant, Lucifer, was given the job of overseeing this task.&lt;br /&gt;
&lt;br /&gt;
When the world was done, the Creator gathered his subordinates and announced his intent to depart.  As with everything the Creator said, saying it made it so - a shock that neither Heaven nor the world have fully recovered from.&lt;br /&gt;
&lt;br /&gt;
Geos, then, is an explicitly &#039;&#039;deistic&#039;&#039; universe.  Not everyone believes that the architect of the universe is gone, but it is a common trope among many religions that the ur-power is absent, fragmented or simply uninterested in terrestrial affairs.&lt;br /&gt;
&lt;br /&gt;
The history and social dynamic of Geos closely resembles our own world, though with many changes, each of with far-reaching consequences.  I chose this route to give players a sense of familiarity while retaining complete artistic license for myself.  Some major departures from medieval Earth reality include&lt;br /&gt;
&lt;br /&gt;
* As mentioned, God has come and gone.  There is no Saviour, Eden or original sin.  The dominant human religion is Deism, which claims that the Creator&#039;s servants are still active in world affairs.&lt;br /&gt;
* Magic exists, but there is much less of it around than in the Age of Creation.  Magic works by inflicting meaning on the universe - ancient and divine languages can liberate more raw power, but modern magical theory is more sophisticated and flexible.&lt;br /&gt;
* As in our world, there was a great empire, now fallen.  The Empire (the word has since become generified) spread civilization and swept away the faerie, who retreated to their own staunchly-defended enclaves.  &lt;br /&gt;
* The world is in decline.  In ancient days, great and terrible men did great and terrible things: Valius I built an entire city in one year; the body of the dragon Espergon became a volcano; out of spite Athantos cursed the world such that the dead might still haunt the living.  The Ages of Myth and Man are long gone, and even the Age of Heroes is fading to a close: no single being can hope to affect the world so profoundly any more...at least, not without help.&lt;br /&gt;
&lt;br /&gt;
An experienced roleplayer will notice several rules and background assumptions that make Geos different from the standard D&amp;amp;D-inspired world:&lt;br /&gt;
&lt;br /&gt;
* Magic is truly unpredictable.  A spellcaster never knows exactly what they&#039;re going to get when they start casting a spell.  Magic is also less useful in combat than in other game systems - only the best wizards can toss off an offensive spell in the same time it takes to swing a sword.&lt;br /&gt;
* Magic is also expensive.  Casting a spell requires the use of a limited resource, Fate points - the same things that keep you alive in combat.&lt;br /&gt;
* Dead is dead.  Once the soul has passed on to its final reward, there&#039;s no way to get it back.  &lt;br /&gt;
* Nonhumans are rare and alien.  As a rule, they&#039;re not suitable for PCs.  Elves are preternaturally capricious, halflings are insular and rustic, and no one is quite sure how dwarves reproduce.  &lt;br /&gt;
&lt;br /&gt;
==Where to go from here==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Game_Universe|Geos - the game universe]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Fate-Fudge Rules|Fantasy Fate-Fudge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Geos:Player Characters|Player Characters]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Wiki is a work in progress.  If you want to help, email the author and tell him to get off his ass.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=94994</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=94994"/>
		<updated>2008-11-10T21:47:39Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation=&lt;br /&gt;
Beginning Geos PCs have eight [http://www.faterpg.com/dl/sotc-srd.html#aspects aspects].  These aspects are not organized into phases, but players are encouraged to describe their character&#039;s history and background.  &lt;br /&gt;
&lt;br /&gt;
Characters in the 2008 Geos campaign do not have stunts.  A more cinematic campaign could include stunts.&lt;br /&gt;
&lt;br /&gt;
Each aspect comes with four [[Geos:Fate-Fudge Rules:Skills|skill]] points, which can also be spent on [[Geos:Fate-Fudge Rules:Extras|extras]].  Since Geos character creation doesn&#039;t use phases, the skill pyramid only needs to be balanced once, when character creation is complete.&lt;br /&gt;
&lt;br /&gt;
Some aspects warrant special rules:&lt;br /&gt;
* Characters with a fae heritage may invoke that aspect to add +2 to any roll involving magic, so long as the effect is natural.  (Calling rain from a cloudy sky is natural, calling rain from a clear sky is not.)  If they do, the first negative collateral aspect &amp;lt;!--Link to magic rules--&amp;gt; is always the injury consequence &#039;&#039;Exhausted&#039;&#039;.  The character is -1 to all rolls until they have a chance to rest for fifteen minutes.&lt;br /&gt;
* Some aspects may modify skills.  An aspect like Weapon Master could, for example, give a character +1 in every weapon skill they haven&#039;t spent skill points in.  Polyglot reduces the cost of languages by 2 (min. 1).  Once taken, these aspects can&#039;t be swapped out until the character&#039;s skill point total is balanced.&lt;br /&gt;
&lt;br /&gt;
Characters with certain backgrounds may require related aspects and skills:  &lt;br /&gt;
* The human-dominated lands of Geos, as a rule, discriminate against women. A female character may take the Female aspect.  Female characters without this aspect will still experience discrimination, though it won&#039;t be as blatant, and they won&#039;t get Fate points for it.&lt;br /&gt;
* Most of Geos is also racist (well, speciesist.)  Currently, the only PC-suitable nonhuman race is the Ayrin. &amp;lt;!--Link--&amp;gt; PCs may also be fae-blooded - take an aspect like Changeling or Faerie Blooded.  If you play a halfling, you must take the Ayrin aspect.  Fae-descended characters may take a suitable aspect - if they don&#039;t, their heritage is merely a special effect.&lt;br /&gt;
* A member of the Brotherhood of Foresters &amp;lt;!-- link to background--&amp;gt; have a broad [[Geos:Fate-Fudge_Rules:Character_Creation:Brotherhood of Foresters|variety of requirements]]. &lt;br /&gt;
* Wizards of the Gebrok Academy of the Magical Arts require [[Geos:Fate-Fudge_Rules:Character_Creation:Gebrok Academy|intensive training]].&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Brotherhood_of_Foresters&amp;diff=94993</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation:Brotherhood of Foresters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation:Brotherhood_of_Foresters&amp;diff=94993"/>
		<updated>2008-11-10T21:43:24Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A member of the Brotherhood of Foresters &amp;lt;!-- Link to background --&amp;gt; must have the following:&lt;br /&gt;
* The aspect Member of the Brotherhood of Foresters (not necessary for former Foresters.)&lt;br /&gt;
* At least two points in (armed) combat skills.  Bow is very common.  &lt;br /&gt;
* Area Knowledge 2 in the character&#039;s patrol region.&lt;br /&gt;
* Endurance 1.  A specialty in Hiking is particularly appropriate.&lt;br /&gt;
* Language (Rhye) 1 (partially fluent).  Rhye is a &#039;&#039;lingua franca&#039;&#039; among Foresters.  &lt;br /&gt;
* Observation and/or Perception at level 1.&lt;br /&gt;
* Survival 2, or Survival 1 with a specialty in Woodlands or Mountains.&lt;br /&gt;
* Stealth 1.&lt;br /&gt;
* Social Status (Imperial) 1 - all Foresters are freedmen.&lt;br /&gt;
&lt;br /&gt;
Optional skills and extras for Foresters include:&lt;br /&gt;
* Group Knowledge (Rhye or Greenwood Elves). &lt;br /&gt;
* Boating.&lt;br /&gt;
* Athletics.&lt;br /&gt;
* Profession (Hunter or Gamekeeper). &lt;br /&gt;
* Chiurgy. &lt;br /&gt;
* Riding.&lt;br /&gt;
* Reputation (Grenwood Elves, or local area).  &lt;br /&gt;
&lt;br /&gt;
A few Foresters even understand Rhydian magic and rituals - this is, of course, a carefully kept secret.  Most Foresters are Thaenoch, while some mountain-based Foresters are Skellan.&lt;br /&gt;
&lt;br /&gt;
To be initiated into the secrets of Druidic magic, a Forester must have&lt;br /&gt;
* The aspect Druidic Initiate (Thaenoch).&lt;br /&gt;
* Language (Rhye) 2.  If the character wants to learn Rune Ritual, they must also take the extension Literacy.&lt;br /&gt;
* Magic Theory (Druidic) 1.&lt;br /&gt;
* Natural Science 0 (Spc: Herbology).&lt;br /&gt;
* Metaphysics 1.&lt;br /&gt;
* Chiurgy 1.&lt;br /&gt;
* Religion (Druidism) 2.&lt;br /&gt;
* Two of Blood Ritual 1, Leaf Ritual 1, Wood Ritual 1, Fire Ritual 1, Stone Ritual 1, Spirit Ritual 1, Skin Ritual 1, Ritual of the Dead 1, or Rune Ritual 1.&lt;br /&gt;
* One of Blood Power 1, Silver Power 1, Holly Power 1, or Sacrifice Power 1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Blood: fuil  - Need to revise this to account for Druidic magic, also make prettier format --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=94992</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=94992"/>
		<updated>2008-11-10T21:17:28Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation=&lt;br /&gt;
Beginning Geos PCs have eight [http://www.faterpg.com/dl/sotc-srd.html#aspects aspects].  These aspects are not organized into phases, but players are encouraged to describe their character&#039;s history and background.  &lt;br /&gt;
&lt;br /&gt;
Characters in the 2008 Geos campaign do not have stunts.  A more cinematic campaign could include stunts.&lt;br /&gt;
&lt;br /&gt;
Each aspect comes with four [[Geos:Fate-Fudge Rules:Skills|skill]] points, which can also be spent on [[Geos:Fate-Fudge Rules:Extras|extras]].  Since Geos character creation doesn&#039;t use phases, the skill pyramid only needs to be balanced once, when character creation is complete.&lt;br /&gt;
&lt;br /&gt;
Some aspects warrant special rules:&lt;br /&gt;
* Characters with a fae heritage may invoke that aspect to add +2 to any roll involving magic, so long as the effect is natural.  (Calling rain from a cloudy sky is natural, calling rain from a clear sky is not.)  If they do, the first negative collateral aspect &amp;lt;!--Link to magic rules--&amp;gt; is always the injury consequence &#039;&#039;Exhausted&#039;&#039;.  The character is -1 to all rolls until they have a chance to rest for fifteen minutes.&lt;br /&gt;
* Some aspects may modify skills.  An aspect like Weapon Master could, for example, give a character +1 in every weapon skill they haven&#039;t spent skill points in.  Polyglot reduces the cost of languages by 2 (min. 1).  Once taken, these aspects can&#039;t be swapped out until the character&#039;s skill point total is balanced.&lt;br /&gt;
&lt;br /&gt;
Characters with certain backgrounds may require related aspects and skills:  &lt;br /&gt;
* The human-dominated lands of Geos, as a rule, discriminate against women. A female character may take the &#039;&#039;Female&#039;&#039; aspect.  Female characters without this aspect will still experience discrimination, though it won&#039;t be as blatant, and they won&#039;t get Fate points for it.&lt;br /&gt;
* Most of Geos is also racist (well, speciesist.)  Currently, the only PC-suitable nonhuman race is the Ayrin. &amp;lt;!--Link--&amp;gt; PCs may also be fae-blooded - take an aspect like Changeling or Faerie Blooded.  If you play a halfling, you must take the Ayrin aspect.  Fae-descended characters may take a suitable aspect - if they don&#039;t, their heritage is merely a special effect.&lt;br /&gt;
* A member of the [[Geos:Fate-Fudge_Rules:Character_Creation:Brotherhood of Foresters|Brotherhood of Foresters]] must have:&lt;br /&gt;
** The aspect Member of the Brotherhood of Foresters (not necessary for former Foresters.)&lt;br /&gt;
** At least two points in (armed) combat skills.  Bow is very common.  &lt;br /&gt;
** Area Knowledge 2 in the character&#039;s patrol region.&lt;br /&gt;
** Endurance 1.  A specialty in Hiking is particularly appropriate.&lt;br /&gt;
** Language (Rhye) 1 (partially fluent).  Rhye is a &#039;&#039;lingua franca&#039;&#039; among Foresters.  &lt;br /&gt;
** Observation and/or Perception at level 1.&lt;br /&gt;
** Survival 2, or Survival 1 with a specialty in Woodlands or Mountains.&lt;br /&gt;
** Stealth 1.&lt;br /&gt;
** Social Status (Imperial) 1 - all Foresters are freedmen.&lt;br /&gt;
** Many Foresters also have Group Knowledge (Rhye or Greenwood Elves), Boating, Athletics, Profession (Hunter or Gamekeeper), Chiurgy, Riding, and Reputation.  A few even understand Rhye magic and rituals - this is, of course, a carefully kept secret.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=94991</id>
		<title>Geos:Fate-Fudge Rules:Characters:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Geos:Fate-Fudge_Rules:Characters:Character_Creation&amp;diff=94991"/>
		<updated>2008-11-10T21:15:31Z</updated>

		<summary type="html">&lt;p&gt;Dccarles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation=&lt;br /&gt;
Beginning Geos PCs have eight [http://www.faterpg.com/dl/sotc-srd.html#aspects aspects].  These aspects are not organized into phases, but players are encouraged to describe their character&#039;s history and background.  &lt;br /&gt;
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Characters in the 2008 Geos campaign do not have stunts.  A more cinematic campaign could include stunts.&lt;br /&gt;
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Each aspect comes with four [[Geos:Fate-Fudge Rules:Skills|skill]] points, which can also be spent on [[Geos:Fate-Fudge Rules:Extras|extras]].  Since Geos character creation doesn&#039;t use phases, the skill pyramid only needs to be balanced once, when character creation is complete.&lt;br /&gt;
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Some aspects warrant special rules:&lt;br /&gt;
* Characters with a fae heritage may invoke that aspect to add +2 to any roll involving magic, so long as the effect is natural.  (Calling rain from a cloudy sky is natural, calling rain from a clear sky is not.)  If they do, the first negative collateral aspect &amp;lt;!--Link to magic rules--&amp;gt; is always the injury consequence &#039;&#039;Exhausted&#039;&#039;.  The character is -1 to all rolls until they have a chance to rest for fifteen minutes.&lt;br /&gt;
* Some aspects may modify skills.  An aspect like Weapon Master could, for example, give a character +1 in every weapon skill they haven&#039;t spent skill points in.  Polyglot reduces the cost of languages by 2 (min. 1).  Once taken, these aspects can&#039;t be swapped out until the character&#039;s skill point total is balanced.&lt;br /&gt;
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Characters with certain backgrounds may require related aspects and skills:  &lt;br /&gt;
* The human-dominated lands of Geos, as a rule, discriminate against women. A female character may take the &#039;&#039;Female&#039;&#039; aspect.  Female characters without this aspect will still experience discrimination, though it won&#039;t be as blatant, and they won&#039;t get Fate points for it.&lt;br /&gt;
* Most of Geos is also racist (well, speciesist.)  Currently, the only PC-suitable nonhuman race is the Ayrin. &amp;lt;!--Link--&amp;gt; PCs may also be fae-blooded - take an aspect like Changeling or Faerie Blooded.  If you play a halfling, you must take the Ayrin aspect.  Fae-descended characters may take a suitable aspect - if they don&#039;t, their heritage is merely a special effect.&lt;br /&gt;
* A member of the [[Brotherhood of Foresters]] must have:&lt;br /&gt;
** The aspect Member of the Brotherhood of Foresters (not necessary for former Foresters.)&lt;br /&gt;
** At least two points in (armed) combat skills.  Bow is very common.  &lt;br /&gt;
** Area Knowledge 2 in the character&#039;s patrol region.&lt;br /&gt;
** Endurance 1.  A specialty in Hiking is particularly appropriate.&lt;br /&gt;
** Language (Rhye) 1 (partially fluent).  Rhye is a &#039;&#039;lingua franca&#039;&#039; among Foresters.  &lt;br /&gt;
** Observation and/or Perception at level 1.&lt;br /&gt;
** Survival 2, or Survival 1 with a specialty in Woodlands or Mountains.&lt;br /&gt;
** Stealth 1.&lt;br /&gt;
** Social Status (Imperial) 1 - all Foresters are freedmen.&lt;br /&gt;
** Many Foresters also have Group Knowledge (Rhye or Greenwood Elves), Boating, Athletics, Profession (Hunter or Gamekeeper), Chiurgy, Riding, and Reputation.  A few even understand Rhye magic and rituals - this is, of course, a carefully kept secret.&lt;/div&gt;</summary>
		<author><name>Dccarles</name></author>
	</entry>
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