Echos of the Past

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Summary

Void Collection Skill List
General Social
Name Attribute Source Name Attribute Source
Athletics Brawn Core Rulebook Charm Presence Core Rulebook
Computers(Hacking) Intellect Core Rulebook Coercion Willpower Core Rulebook
Computers(SysOps) Intellect Shadow of the Beanstalk Deception Cunning Core Rulebook
Cool Presence Shadow of the Beanstalk Leadership Presence Core Rulebook
Coordination Agility Core Rulebook Negotiation Presence Core Rulebook
Chemistry Intellect Core Rulebook (Alchemy) Combat
Disclipline Willpower Core Rulebook Name Attribute Source
Driving Agility Core Rulebook Brawl Brawn Core Rulebook
Mechanics Intellect Core Rulebook Melee Brawn Core Rulebook
Medicine Intellect Core Rulebook Ranged Light Agility Core Rulebook
Operating Intellect Core Rulebook Ranged Heavy Agility Core Rulebook
Perception Cunning Core Rulebook Gunnery Agility Core Rulebook
Piloting Agility Core Rulebook Knowledge
Resilience Brawn Core Rulebook Name Attribute Source
Skullduggery Cunning Core Rulebook Knowledge Intellect Core Rulebook
Stealth Agility Core Rulebook InfoSphere Intellect Void Collection
Streetwise Cunning Core Rulebook Magic
Survival Cunning Core Rulebook Name Attribute Source
Vigilance Willpower Core Rulebook Spellcrafting Intellect Core Rulebook
Grit Willpower Core Rulebook
Meta Intellect Void Collection

Its the Year 2563 in Sol time and the Garm believe they are in the Age of Observation. After years of unregulated Experimentation, the Collective has decided to sit back and focus on cleaning up the messes they have left all over the Galaxy. With the Garm busy with that the Arakona have began mobilizing some of their forces with a focus to expanding into the Unclaimed section of space. The Sovar and Revalents have been silently fighting over a plant with an absurd about of Aether in it, with both hiring PMCs to mine the planet's supply of Aether for their own use.

Important Groups

Garm Collective

A collection of systems ran by a Council. This group was the first to reach the stars, Due to this they own a good chunk of the galaxy. The most common species you will find in this group are the Garm, though you will find Hu'zark a close 2nd, followed by Humans.

Sovar Federation

Started by a group of systems near the northern tip of the Garm Collective. This group slipped off wanting to escape the bureaucracy of the Garm Collective, Over time more and more systems have joined the Federation.

Revalents

A Collection of systems owned by the Wassie, one of the younger civilizations in the galaxy. They generally have open borders and don't mind letting the other species of the galaxy come and go.

Milran

The Systems that you will find most Arakona located. This civilization has a focus on robotics and generally rejects outsiders. This rejection will usually mean you won't find a good port to land in this section of space. Though having an Arakona in the crew will get you special treatment.

PMCs

Pheonix Shroud

Leader: Zakres

A stealth based PMC created by Zakres, a Hu'zark who was 2nd in command of another PMC called 'Raven's Stash'. When his original PMC collapsed due to betrayal and internal conflict, he took those who remained and made 'Pheonix Shroud'.

Jrillvis

Leader: Mi-quan (Mi)

This PMC puts the MILITARY in PMC, they are ruthless and unforgiving. This PMC has a focus on pure Lethal action, their armor can withstand most bullets and there shielding tech can block most shots.

The Rectifiers

Leader: Yanivos Serrel

A PMC with a focus on energy. Their guns fire off arcs electricity and their shields can withstand most bullets easily. This specific group is known for its rather strange way of enter the Area of Operations, with drop pods and cannons.

Void Groups

Groups that work with or involved with the Void.

Sal'Nu Foundation

A group based out of Kol-No, while the foundation has many different projects. The main focus is spent on studying the void. Sal'Nu is led by Three leaders.

Reclaimers

A small group that is attempting to understand the 'Abyss'. They've been known to displace people with the intention of studying the effects it has on them and the universe.

Soul Order

This group believes that the current universe is improperly setup. Believing that only those who are truly important need Souls. They want to bring about a great change to correct this.

Technology Level

Well into the space age, most people can buy a ticket and travel all the way across the galaxy in a couple weeks. Most people carry around super computers that can hold their own personal AI if someone wanted.

You'll find some crazy wizards carrying medieval weapons due to some limitations on Digi-Bags when it comes to enchanting more complex weapons, though some will go for guns if they wanted.

Most guns are energy based, though some PMCs have used Ballistic due to them being cheaper and easier to store in a Digi-bag.

You'll find many cities are designed with foot traffic or public transport in mind. Most cars that are owned by your normal person are used for traveling between towns.

Background

Backgrounds represent your life overall. The things you focused on before adventuring. This determines your Attributes, starting skill, and your Wound and Strain Threshold. By default you are free to make your own, but below a few pre-made ones if you wish to use them.

Something Your Own

Balancing Your Threshold

You can take points from one threshold to convert into +5 EXP Mod. So if you have 12 Wounds and 10 Strain, you can bring your stain down to 8 to give yourself a +10 to your starting Modifier. Which would offset the -10 you got from have 12 Wounds Threshold.

  1. Pick your Major and Minor Skill, the Major starts at 3, and the minor starts at 1
  2. Pick 1 skill related to your Major skill and increase its rank by 1
  3. Set your Wounds and Strain to 10 for each.
  4. Adjust Both thresholds by subtracting some amount from one and adding it to the other.

Below are some generic examples of a background.

Well Rounded

Well Rounded
Wounds 10 Strain 10
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 2 2 2
Skill
Pick 1 skill from any section.


Hard Labor

Hard Labor
Wounds 12 Strain 8
Brawn Agility Intellect Cunning Willpower Presence
3 2 2 1 2 2
Skill
Pick 1 Skill with the attribute; Brawn


Long Study Nights

Long Study Nights
Wounds 8 Strain 12
Brawn Agility Intellect Cunning Willpower Presence
2 2 3 2 2 1
Skill
Pick any skill with the attribute; Intellect


Socialite

Socialite
Wounds 8 Strain 12
Brawn Agility Intellect Cunning Willpower Presence
1 2 2 2 2 3
Skill
Gain One rank in any Social Skills


Divine Worshiper

Divine Worshiper
Wounds 10 Strain 10
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 1 3 2
Skill
You gain 1 Rank in Divine


Rogue

Rogue
Wounds 10 Strain 10
Brawn Agility Intellect Cunning Willpower Presence
1 3 2 2 2 2
Skill
Gain 1 rank in any skill that uses Agility


Races In the Milky Way

This section is all the races that can show up in the Milky way Galaxy. They are the most common and the kind you will see everywhere you go.

Each Ancestry grants you two talents, you should have one that is focused on combat, and one that is narrative focused. If not I probably haven't touched that race in a bit.

Human

Lore Page: Humans

Human
Humans from the planet Earth, and for some reason Kul'dah. You know what a human is, squishy apes with a love for tools.
Ready for Anything Cool Under Pressure
Once per session as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool. When a Cool roll is required you can spend 1 strain to add a Bonus Die, this can be used after the roll is made.

Possible Malus

Name Description
Lone Wolf You prefer working alone, and ain't much of a team player. You do not gain the benefit of the help action, and can only gain 2 j from your fellow teammates.
Magically Lame The spark inside you never bloomed like it did with many others. You are unable to put points into any Magic Skill, and cannot increase these skills. You also suffer 2 j When trying to use any magical item.

Hu'zark

Lore Page: Hu'zark

Humanoid dragons created by the Garm a long time ago. They usually stand around 5-6 feet in height. Mutations within the species cause them to have many different layouts for their horns and sometimes digitigrade legs.

Hu'zark
Humanoid reptiles with a touch of magical powers. Created from DNA of a species of Dragon's found on a small planet .
Draconian Roar The Garm's Expirement
You may spend 1 strain and a select a nearby enemy. You let out a terrifying roar that afflicts Disoriented onto the enemy. You may spend additional strain to increase the ranks of Disoriented or to add additional targets. You ignore one rank of Burn.

Possible Malus

Name Description
Not The Most Powerful You cannot increase you Brawn rating above 3 during character creation.
Cold Blooded Some Hu'zark's Dragon blood isn't strong enough to keep them warm. Without the proper clothes, you will quickly perish in the cold.

When in an environment that is too cold, each minute you stay in this environment will cause you to gain 1 wound. During Combat you upgrade all checked by 1 Difficulty.

The Clothes needed to protect against this takes up your armor slot, and has the Stats of Padded Clothes.

Garm

Lore Page: Garm

The Garm are one of the first to travel the stars, and are the creators of the Hu'Zark. Large bulky humanoids with grey leathery skin, with the most unique characteristic being their lack of a mouth. You will find many old Labs created during the Age of Experimentation that were made by the Garm.

Garm
Large Grey aliens with rough leather skin, bulky bodies, small black eyes, and a deep connection to the aether.
Telepathic Aetherly Charged
Since you lack a mouth, you have to speak by projecting your thoughts. This allows you to easily sneak messages to select people. You can also send multiple different messages at once, albeit with some difficulty. AS a Garm, you do not need to directly eat any food. Instead surviving on Aether within the air. You can use an Aether battery to give yourself a Upgrade to your dice pool.

Possible Malus

Name Description
Lost in Translation When performing a social check against Non-Garm Ancestrys. Upgrade your difficulty by 2
Not the Most Agile You cannot increase your Agility beyond 3 during character creation.

Arakona

Lore Page: Arakona

Arakona are large spider like creatures that mostly stay within their own section of space. Though you can find some drones who will leave the hive, they are far and few. The Arakona are known to be builders of many of the machines that exist, and its rumored they created the Sentient factory. {{

Arakona
Humanoid Spiders that have a two caste society. Drones and Queens, most drones struggle to live away from the cluster. But still make do.
Poisons Claws Amazing Climbers
When attacking with your fist. You can use claws instead that do +2 damage, and can spend aa to inflict poison onto a person. This does 2 damage a turn on the enemy for 2 Turns and gives the enemy a j on their next roll. You can upgrade a die in your pool when climbing a surface.

Possible Malus

Name Description
Simple Drone You cannot increase your Intellect above 3.
Without The Queen Without the queen your mind seems always a bit jumbled.

You always add h to your Dice pool when using a skill that needs Intellect.

Wasie

Lore Page: Wasie

Wasie are shapeshifters and so are not defined by a notable size or shape. Despite being able to replicate other species’ forms, they are unable to replicate coloration. Instead, Wasie have their own unique color patterns.

Wasie
Walking Slimes with a sort of, lavalamp look. They have no definite shape, and come in actually all shapes and forms.
Change Shape Unstable Blood
AT the cost of 1 Strain With +1 strain being added for any changes to silhouette, you are able to change your entire shape and size.

This change can also be done per limb  to turn them into sharp melee weapons, a tool like a crowbar, or something of similar size and shape.

Your blood is extremely dangerous for others to touch. When attacked you can spend 2 threat to cause your target to be covered in some of your blood.

This inflicts Burn 2 on them using your Brawl damage for the base.

Possible Malus

Name Description
Lost In the Sauce You have some form of Addiction, this has to be dealt with each In-game Day. You increase the difficulty of each check by the amount of days you have not gotten your Fix.

Your drugs are illegal, and are not the easiest thing to find.

Poisoned Blood Anyone who tends to your wounds must upgrade the difficulty of a medicine check by 2, unless they have medical supplies on hand.

Any h can be Spent on dealing damage to the healer

Machine Ancestries

AI are common in the milky way, businesses use simple ones for their front desk, some people have them as companions, and even some are judges. Playing as an AI nets you some unique benefits, that makes them a bit more advanced than your average ancestry. They get a few extra talents that are built around them being hardware.

Each Ancestry gains the following, and starts with a shell listed below.

Name Description
Pre-installed Functions Built into your body is.

-V Scope: Letting you look into Virtual space without connecting to it. -Bridge: Letting you fully connect to Virtual Space, when connected your body is left alone, but you are fully aware of its status. Dropping in and out is a full round action. -PAD: You have a built in Personal Assistant Device (A cellphone).

All Software Your mind is backed up in some way, thats just natural for being a machine. You may, after experiencing death, always come back as long as your server is safe. You must of course be activated again by a another person or spend Two nudges to activate on your server.
MACHINE You take no penalty for negative weather conditions. Your shell is properly protected from such things.

Your base form is some device that holds your AI. This device can have a hardlight shell and work outside of any shells. Its shape and size is roughly up to the player, within reason.

You can be installed in any shell, and you gain the benefits of that shell while inside it. A shell boost your ST and WT, and grants you 1 Additional Talent. Characteristics are generally unmodified, unless a shell states so. NO matter what happens, you always have access to a basic hard light shell that offers no bonuses.

You may also choose from one of the following shells to have access to at the start.

Android
A clearly robotic shell with a basic humanoid shape.
WT Bonus +2 ST Bonus 0
Attribute Modifiers None
Armored Shell
You gain +1 Soak.


Legion
A small device with 8 tendrils hanging off of it. This device can float gently off the ground using its basic gravity generator, and in Zero G can use that to move freely in space.
WT Bonus 0 ST Bonus +2
Attribute Modifiers None
Synergistic Link
You may as an action link up with another character. While linked, half the wounds they gain are taken by you as strain. You are still able to activate your turn as normal. But cannot move while linked.


Synth (Friendly Face, No Bonus, +1 Presence)

Synth
Similar to the Android, but prettied up to atleast look like a normal person.
WT Bonus -2 ST Bonus +2
Attribute Modifiers None
A Pretty Face
j when performing Social Checks, and a j for performing stealth checks to pass as a living creature.


The following Malus are specifically for AI, but can be used for anyone who finds them useful.

Possible Malus
Name Description
Made by The Imperfect When you break your strain threshold. You suffer a Non-Permanent critical injury. This injury can be fixed by performing a Full Reboot, which takes a full round of combat. Requires: Your Ancestry to be a Machine or Construct.
Machine in Mind and Body When you perform a Social related check. You always add jj to your pool.

NOT OF THIS UNIVERSE

Occasionally creatures from another reality make their way into our own. There are a couple ways to arrive here, as listed below. Choosing one of these backgrounds does not allot your character any particular bonuses, but gives you an idea of their past and placement in the world. You can also pick races from Star of Solestine and Gears in the Machine.

A complete list of all extra ancestries can be found here Complete Ancestries


When it comes to being from another land, you generally should talk to your GM about why you are here. Below are some common examples for EOP on how you got here.

Name Description
Void Refugee You were rescued from the void. Either your original universe was thrown into the void or you were cast there by yourself. Due to this your introduction to your current universe was Kol-No.
Misplaced A spell that went wrong, an old artifact that supposedly removes people, or maybe you were in the wrong place. Either way you were misplaced and somehow landed in this universe.
Reclaimers Experiment A mysterious faction of people who claim to be researching the ‘Abyss’. You were living a normal life when they brought you here against your will. They might have given you a job, or maybe you are a part of one of their experiments.
Actually, From here. The Garm had labs all over the place, who knows what was made in those things. You grew up here, though you might have spent some time in a lab.

Goblin

A humanlike species that is short with green skin.

Extra: Silhouette 0 (maybe Remove)

Goblin
{{{RaceDesc}}}
Anythings Food if You're Brave enough Love for Fire
Goblins are able to consume a good amount of things that most races can’t. When rolling a resistance check to resist the effects of something you ate, you can add a Bonus Die to the roll.

You can also add a Bonus Die to survival checks when looking for food. Though the stuff you find might not be edible for everyone else.

Something about your kind is drawn to the aspect of fire. When attacking a target you can 2 strain to add Burn 1 to your weapon. You can spend multiple amounts of stain to increase the rating. This doesn't require a to trigger.

Dwarf

A humanlike species that is shorter, thicker, and hairier. Most dwarves sport beards of some length. Many dwarven societies put a focus on mining and blacksmithing.

Dwarf
{{{RaceDesc}}}
The Power of Beard Stout and Sturdy
Your Beard doesn’t just serve the purpose of being cool. You can use that beard of yours to detect vibrations. When it's pressed against a surface, you can feel any vibrations going on.

Pressing  your beard against a door lets you feel if anyone is talking. Or against the floor gives you a vague idea of where people are up to medium range.

add 1 to your soak, and you can add a Bonus Die To any Resilience checks related to poison or disease.

Paziki

Humanoid rat creature with Digitigrade legs. Used to be apart of a hivemind, but some giant tree's decided to try something new.

Paziki
Humanoid rat creature with Digitigrade legs. Used to be apart of a hivemind, but some giant tree's decided to try something new.
The Old Collective Strange Sense
As a maneuver you can form a connection with another person. While connected, You upgrade any checks related to a target that both you and your bond are attacking.

Out of combat this connection allows you to upgrade any check you are helping the bonded with. You also can suffer strain in place of the bonded, this will end the connection.

You can only have one connection at a time, unless you perform an Average Discipline check. The difficulty for this check increases for each extra connection you make.

Paziki have an innate sense of smell for aether or mana in general. You gain two Bonus die to find items with magical properties, and gain 2 Bonus die to identify a magical item.

Possible Malus

Name Description
Hole in Your Head Increase the Difficulty twice for any check for resisting Mental Effects. EX: Spells that influences your thoughts, someone attempting to read your mind, resisting urges to do something.
Missing The Connection Requires: "The Old Collective"

You don't feel right without being connected to another person. When you do not have a Connection to another person via "The Old Collective", Increase the Difficulty of all checks.

Monophobia Something about being alone leaves you feeling unnerved. When acting alone you upgrade the Difficulty of all checks.

Kobold

Small lizard looking creatures with dragon features. Known most for their diminutive stature.

Extra: Silhouette 0 (Maybe Remove)

Kobold
{{{RaceDesc}}}
Shake it Off Dragon's Breathe
You can make a Hard (kkk) Discipline Check to negate any strain you might take while in a social encounter. You always have a breath weapon...well unless you can’t open your mouth. You can pick a scale color below to change your Breath weapon. This can only be done during character creation.

Bronze Scales: Instead of Fire breath; You can breathe out a cloud of gas. Instead of Burn you weapon has "Stun Damage"

Gold: instead of Fire Breath; you release a bolt of energy You lose Blast and Burn, instead it gains "Weaken"

Silver: Instead of Fire Breath; You release a cloud of gas. Instead of burn Your breath weapon now has Concussive 1.

Copper: Instead of Fire Breath; You spit up a sticky liquid. Instead of Burn. Your breath weapon now has Ensnare 1

Name Skill DAM CRIT RANGE SPECIAL
Breath, Fire Ranged (Light) 3 2 Short Blast 2, Burn 1

Weaken: Spend aa to sap 1 Attribute of your choice. This last for 1 hour.

Salamanders

(Salamander-like Humanoids)

Salamanders
{{{RaceDesc}}}
Regenerative Limbs Toxic Spit
Once per Session you can spend a story point to instantly recover from any critical wound. This can be done as an Action while in a structured encounter. You can spit  a ball of poison at your enemies, unless you can’t open your mouth.
Name Skill DAM CRIT RANGE SPECIAL
Spit, Poison Ranged (Light) 4 5 Short 'Burn' 2

Burn: You can spend two Advantages to inflict poison on your foe. Causing them to take poison damage 4 for 2 turns

A Fragment

Lore Page: Fragement

You are nothing more than a fragmented memory of someone, split by a powerful force, you only remember flashes of your former life. You appear as a humanoid blob, with two glowing eyes.

Fragment
{{{RaceDesc}}}
Connected to the Universe A Moment Remembered
You can spend One Story Point to cast a Meta spell with no strain cost. You do not choose what spell is cast, and you treat it as if you gained 1 Success.

This can only happen once per encounter.

At the cost of 2 Strain, you may use any Skill as if you had 2 ranks in it.

In addition to the above. You can regain shards of yourself. How you get these are left up to your DM. Though it doesn't have to be your goal. Doing this lets you 'Return to your Former self'. Both of these are really something you should talk to your DM about ahead of time due to the effect these shards can have.

When acquiring shards you can choose to embrace them or forget them. Embracing gives you some small bonus. While Leaving behind gets you nothing. No matter what you gain a hint of who you were. The only exception is on the 4th fragment, where you are given back all your memories and can choose to embrace fully or forget. If you Embrace the 4th your character is replaced with your original form. Keeping only some skills, while Leaving the 4th behind will let you keep the memories, but you will stay as you are.

A Shard can take on any form, but in most cases it takes on the form of something related to the character. They can spread anywhere, but do move around from time to time.

Fragment Embraced Leave Behind
1 You gain a concrete memory from your former life. This can be plot relevant or just a random memory You gain a concrete memory from your former life. This can be plot relevant or just a random memory
2 You gain 1 Career Skill from your Previous Life, and another memory hinting at who you were You remember another memory hinting at who you were
3 You gain 1 Racial Talent from your Previous Life, and a fact about your previous life You remember a fact about your previous life
4 You are Whole once again. You lose your racial talents in favor of your original Races. Your skills are replaced with your Original forms skill list. You can keep 2 Skills from your fragmented form. You Know fully who you once were. But for your own reasons decide to let go of this former life.

Malus

A Malus is a negative talent that is picked at character creation, these talents are worth +10 Character Creation EXP. This excludes the first Malus you must pick during character creation.

Negative Talents

These are flaws that create issues when your character performs certain actions, or when certain events happen. Taking these gives you a +10 to your starting EXP modifier. You can find possible Malus Talents related to each ancestry, underneath each ancestries stat block. You can ask about taking Malus Talents from other ancestries, but you should stick to your ancestries Malus Talents. If your Ancestry has no Malus Talents, you are free to pick a Malus from other Ancestries or ask me about possible Ideas.

Here is a full list of Malus Talents: Malus Talents

Armor, Weapons, Gear

EOP:Gear

Talents

Talents

Meta Magic

Lore Page: Meta

Meta spells are a list of powerful spells that those with the Meta skill can cast, unlike normal magic these have a unique cost that changes depending on your ranks in Meta.

Meta magic are spells that mimic certain unseen functions of the universe. Using these spells takes a large amount of energy at first, but as a caster gets more experience with these spells the cost decreases.

Anyone can learn these spells but it's not common for someone to learn about them by themselves. It can happen but most of the time the knowledge is passed on from someone who has already figured it out.  You can only put ranks into Meta If you have at least 3 rank in either Arcana or Spellcrafting.

No matter what the cost of Meta magic starts at 7 and goes down by 1 per rank in Meta.


To cast a spell you make a Hard (kkk) Meta Check. Every success makes the spell stronger. If the check is a wash or failure then the spell fizzles out and you take the strain cost, plus any additional gained from Threat.

Structured Encounters

Spell Effect
Sight For some turn equal to your Success. Any attacked targeting the caster increases its Difficulty by 2.
Revert When cast, each success lets you cancel out the action of 1 target.
Pause Every Success gives you a bonus action or Maneuver. If Successfully cast you may ignore the Maneuver limit.

You cannot Spend strain to get additional actions while using this spell

Meta spells can cancel each other out, in a simple rock, paper, scissors way.

Sight counters Revert, Revert counters Pause, and Pause counters Sight.

Any Meta caster can cast a Meta spell as a reaction to another caster. Both losing Strain but neither gains the bonus effects of the spell.

Narrative Encounters

Meta spells generally function the same in both structural and narrative encounters, they still have the same cost. With each rank the effect should be a bit stronger. Example,

Meta Descriptions

Spell Effect
Sight The caster gets a hint of some event about to happen. How useful the hint is depends on the dice pool.
Revert The Caster is able to return to a previous moment in time they have marked.

Every hour increases the Strain cost by 1, this is canceled out by the amount of success the caster has in their pool.

Pause The Caster is able to stop the flow of time around them. The caster can move freely for a minute per each success.

Spending Threat and Despair on Meta rolls

With the power these bring, there is also a chance it will backfire. While threats might make the spell cost a bit more, it could do other things depending on the spell cast.

Cost Result Options
h Or d The spark inside the character fizzles a bit. For one round the caster adds jj to all magical checks for 2 rounds
h h Or d The Strain cost of the spell is Doubled.
h h h Or d Something goes wrong while they are casting, until their next turn the caster upgrades all magical checks by 2. As if the universe is actively trying to make them fail.
d The caster is overwhelmed by the spell. The spell increases their wounds instead of their strain.


The Caster falters during the casting and the spell backfires. Pause freezes them in time for one turn. Sight increases the difficulty of all checks by 2 for a turn, and

Revert misplaces the caster into a dangerous spot.

ddd The caster is unable to control the spell and the energy blast back. Fragmenting them slightly. Until they are able to reform, all skills and Attributes are capped at 2. This can be reverting through the story (The caster is able to find their fragment) or via a Formidable Arcane check.

Do not do this unless the player is ok with it.