Escolar Documentos
Profissional Documentos
Cultura Documentos
THE K/S AREA DESCRIPTIONS of all manner of small and large livestock. Bird handling (such as
And here it is - the section that you've all been waiting for! This is the falconry), horse breeding and breaking, herding, and just about anything
section to consult whenever you have questions about any of the K/S similar is part of animal husbandry.
areas or sub-areas. Additional rules for dweomercræfting can be found Crop Farming includes planting, maintenance, storage, and
in the Mythus Magick book, but for all the other, less complicated K/S marketing of anything from alfalfa to zucchini squash. The
Areas, the full details are given below. Note that it is not necessary, and knowledgeable persona can identify diseases, pests, curses, poor soil,
is probably impossible, to memorize every little rule for every K/S, such etc.
as the method by which contests of gambling are resolved. The best Floraculture covers all manner of ornamental plants, decorative
thing to do is just to remember which K/S Areas have different rules and shrubs, and flowers such as orchids, roses, and so on. Growing of herbs
to look them up as they are needed. is also covered under this heading.
There are four references (if applicable) listed at the end of each K/S Horticulture pertains principally to the maintenance of orchards or
area; they are intended to standardize elements common to many K/S fruit and nut trees, vegetable gardening, tree farming, and the growing
descriptions. If they are not applicable, they will not be listed. These and care of most sorts of other plants not otherwise covered herein.
references are as follows: Micoculture is the growing, harvesting, and preparation of various
Cross-feed(s) at #%: Lists the areas fed by the K/S described. Items in forms of edible mushrooms and fungi. The HP can identify poisonous
parenthesis indicate sub-areas in this section. varieties.
Heka Generation: This will be the initial (starting) Heka formula. Viticulture is the narrowest of the sub-areas, pertaining to the
STEEP Modifier: This is the formula added to base STEEP, which is the planting, growing, maintenance, and harvesting of grape vines and
initial amount for the Vocation, as applied to the K/S. grapes. It includes vintning, but to be a skilled wine maker, a persona
Sub-area gains: Refers to the specific table at the end of this would have to specialize in viticulture, and this would classify the HP as a
document, listed in Appendix III. vintner. K/S areas such as Cultured Palate are also needed to become
successful at making and purveying wine!
Cross-Feeding of K/S Areas STEEP Modifier: MMCap
Obviously, each field of ability is not so exclusive as to bar knowledge Sub-area gains: Table 1 (Standard)
or skill from another. For instance, an HP with the Toxicology,
Herbalism, or Botany K/S areas would know something about the Apotropaism: This is the science and art of averting Evil and evils by
properties of alchemical poisons; and the Alchemy K/S would convey use of incantations, rituals, talismans, charms, signs, marks, gestures,
some information regarding Toxicology, Herbalism, and Botany to a etc. Unlike Exorcism, Apotropaism acts before the malign exists in a
lesser extent. Some cross-feeds might be quite broad, but most are person, place, or thing, not afterwards (when the evil must be removed).
narrow and specific. In the example above, you will note the application It is a preventative, not curative, ability.
is quite limited. A persona with Journalism, however, would be able to There are certain powers usable by anyone with Apotropaism ability,
tell much about writings of a creative nature, so that cross-feed would be but these Heka-engendered operations are of such nature as to be
broad and extend to everything but the actual producing of creative work progressively more complex and demanding, so that the STEEP of the
and what was associated with that process of creation. individual determines which sorts are available. Note, however, that
In many instances we have allowed the persona to have a sort of these powers do not require the typical roll versus STEEP— the
spillover STEEP from one K/S to another. The Gamemaster (GM) should apotropaist simply expends the Heka required and calls forth the effect.
feel free to allow cross-feed of STEEP where they deem there is such There are nine different Heka-engendered powers whose name, Base
knowledge or skill. They should also be unconstrained in giving a base STEEP required, and description follow.
STEEP addition where there is, in the GM's opinion, a broader cross-feed
of the basics and specifics from field to field.
See the Mythus book, pages 99-100 for each master list of Mental, Apotropaist Powers
Physical, and Spiritual K/S Areas. STEEP Power
11-20 Warding Gesture
Mental K/S Area Descriptions 21-30 Marking of Safety
31-40 Sign of Aversion
Administration/Bureaucracy: This K/S allows an understanding of
41-50 Item of Determent
small to mid-level bureaucracies and how they work, as well as how to
51-60 Charm of Protection
manipulate them to their advantage. It deals with the structure and
61-70 Talisman of Security
delegation of authority, as well as the associated administrative levels.
71-80 Ritual of Closing
This knowledge can help cut some of the red tape typically encountered
81-90 Incantation for Guardians
in a bureaucracy. Unlike Public Administration, which can deal with
91+ Spirit Trap
government and large bureaucracies, this K/S is generally useful when
dealing with entities like temples, mid-size businesses, and smaller
community-related groups. It can be the black marketer’s best friend,
leading to some interesting, and maybe dangerous, contacts! The lower
Warding Gesture: This provides Mental and/or Spiritual Armor against
the bureaucracy level, the easier it is to navigate. Low-level clerks,
Castings directed at the individual. This simple process is faster than
secretaries, and so on generally require a Moderate roll. The more
Eyebiting, so that all things being equal, it can be employed before evil
important an individual or piece of information is, the higher the DR. To
Heka can be directed against the apotropaist. For each point of Heka
cut through a bureaucracy, it is usually necessary to make an
invested in the Warding Gesture, 1 point of either Mental or Spiritual
Administration roll for each level dealt with.
Armor is held by the persona. This protection lasts for 1 CT per STEEP in
Cross-feed(s) at 10%: Public Administration
this K/S Area, or until nullified by the force of any assailing Heka.
STEEP Modifier: (MMCap + MRCap) * 0.5
Marking of Safety: The apotropaist creates a magickal sigil for
warding against hostile evil creatures and spirits. While touching the
Agriculture: This K/S Area covers all manner of activities as shown by
marking, Personas will be practically invisible to beings intent on
the following list of sub-areas:
harming them, and may be considered hidden from all save a concerted
1. Animal Husbandry
search. In addition, those in contact with the marking will have an
2. Crop Farming
effective increase in armor versus Physical attacks equal to the Heka
3. Floraculture
expended by the apotropaist. It lasts for 1 CT per point of STEEP in this
4. Horticulture
K/S Area.
5. Micoculture
6. Viticulture
Biology: This Area assumes that the HP is informed in all areas of the
study of living things, from single-celled creatures to humans and
Botany: While the biologist is principally concerned with animal life, Criminology: For game purposes, this K/S is the opposite of Criminal
the botanist is chiefly concerned with flora. This K/S assumes knowledge Activities, Mental. It can be used for gaining leads in a case, finding out
of all sorts of vegetation, including fungi. While not attuned to information regarding the background of a suspect, and predicting a
Herbalism, the botanist will have some knowledge of the curative types criminal's next move. HPs with this K/S Area may learn that something
of plants and know the harmful ones and which poisons can be extracted smelly is afoot when an EP fails a Criminal Activities, Mental roll, and they
from them. may even learn how to obtain damning evidence against the EP by
Cross-feed(s) at 10%: Agriculture, Herbalism, and Nature Attunement matching their Criminology STEEP vs. the EP's Criminal Activities, Mental
(Growing Things). STEEP. Needless to say, using this K/S requires a lot of footwork, and the
STEEP Modifier: MMCap actual act of rolling against it should never replace the process of
research and adventure by an HP. The sole purpose of the Criminology
Business Administration: The persona is knowledgeable with K/S is to help an HP be in the right place at the right time to gain certain
regard to the administrative aspects of running of a large or small articles of important information, just as the Criminal Activities, Mental
business. This K/S assumes at least basic knowledge of accounting, K/S helps the baddies keep that info from getting to the authorities in
taxes, business law, banking, management, marketing, and other related the first place. It is possible for an HP to track down and destroy an
fields. HPs with good STEEP levels in this K/S will be able to maximize illegal operation with no successful rolls, but it is a lot harder!
the efficiency and money-making power of a business, deal with other Cross-feed(s) at 10%: Criminal Activities: Mental
companies in a professional manner, and find through research the STEEP Modifier: MRCap
current financial health of just about any corporation. Anyone with a
business (other than a craft or trade) must have this K/S to be sure of Cryptography: This is the art of making and breaking codes of
keeping it going. various sorts. All that can really be said here is that the higher the
STEEP Modifier: (MMCap + MRCap) * 0.5 STEEP, the better you are at it! The DR of attempts to decode is based
upon the maker's STEEP, as the Code Quality table illustrates.
Chemistry: This field deals with the nature and properties of base
elements as well as complex mixtures and formulas. The HP could run Code Quality
chemical analyses, make acids, and create chemical mixtures and Code-Maker's STEEP Base DR to Decode
compounds. The HP will also be familiar with current research trends in
1-15 Easy
chemistry (such as that for drugs, cures, and rarities with other
16-30 Moderate
applications) and might be able to reproduce certain substances that
31-35 Hard
may be frowned on by the local government, such as poisons, etc. The
36-40 Difficult
HP might even be able to invent whole new items using this K/S, though
41-45 Very Difficult
the typical DR for even a minor invention would probably range from
46 + Extreme
Very Difficult to Extreme, and would involve months of research,
experimentation, and lots of money! The quality of the HP's laboratory,
the time and materials available, and the importance of the discovery will
It is not necessary to directly match the coder’s STEEP against that of
all serve to modify a Chemistry DR. Note that chemical formulations
the code-breaker, because the table takes that sort of a struggle into
which would normally create explosives will not work in this milieu.
account. The DRs on the table assume that the code breaker has some
Cross-feed(s) at 10%: Alchemy, Toxicology
clue as to how the code works; if not, increase the ratings by two. Note
Heka Generation: None
that this would make solving codes created by those with STEEP 41+
STEEP Modifier: MMCap
impossible! One check per day is possible.
Sub-area gains: None
Cross-feed(s) at 10%: Mathematics
STEEP Modifier: (MMCap + MRCap) * 0.5
Criminal Activities: Mental: The following sub-areas are available,
including the knowledge and the ability to perform them: Current Events: Unlike in many other "modern" genres, current
1. Blackmail events knowledge in the Mythus game relies on a relatively modest
2. Bribery
amount of written information and a lot of word of mouth. Sources of
3. Confidence Games this data include the following: broadsides, handbills, posters,
4. Counterfeiting
newsletters, letters, criers, gossip, rumors, stories, and tales. Naturally,
5. Embezzling
much of this knowledge is gained through socialization, listening, and so
6. Extortion
forth, so illiterate individuals can still have STEEP of 50 in this K/S Area!
7. Fencing Goods
The timeliness of information is likely to be a bit retarded, save where
8. Forgery Heka-enabled sources of knowledge are concerned. Thus the average
9. Fraud
currency of data is summarized in the Current Event Datedness table.
10. Gambling Operations
11. Misappropriation
12. Money Laundering
13. Racketeering Current Event Datedness
14. Vice Origin Datedness
Generally, a single roll will be enough to spot such activity or to keep Immediate locale (up to city) 1 to 23 hours old
one of the above operations running unnoticed by authorities for a Locale's environs (county-like) 1 to 6 days old
month or so. Rolls are made using the STEEP of the leader and/or the Regional (and removed) 7 to 13 days old
average STEEP of the operation's most important participants. When National (and removed) 2 to 4 weeks old
such a roll fails, it means that something has been missed or Adjoining state 5 to 7 weeks old
information leaked and an investigation is imminent. Further rolls, Continental (and removed) 1 to 3 months old
depending on the situation, may allow the personas to locate activity or Overseas/more than 1,000 miles 2 to 12 months old
Extremely remote location 1 to 2 years old
Influence: This K/S measures one's skill at verbal communication of Lip Reading: The K/S enables individuals to be able to read lips as if
all sorts. The following Sub-areas are covered under this category: they were hearing a spoken language. But to gain the whole of the
1. Debating speaking observed, a success must be rolled. The lip reader must know
2. Persuasion the spoken language as well. Failure indicates a percentage of what was
3. Salesmanship spoken is not understood. That percentage is equal to the twice number
4. Demagoguery of points by which the success was missed. Special Failure means
5. Misinformation/Disinformation
Clothwork: This seemingly innocuous and useless ability is of value Combat: Lethal Hand-to-hand: This K/S is based on martial arts
in two areas. It enables the individual possessing it to judge the kind and skills. It assumes those plus some boxing and street-fighting skills, and
workmanship of fabric and actually make cloth, embellish it, and includes karate and kung-fu. The sub-areas of this K/S pertain to the
properly repair it. Thus, from coarse hemp, burlap, and wool, to different sorts of martial arts-related weapons the user may wield:
brocades, satin, and silk, the persona with this K/S Area is both 1. Hands
knowledgeable and capable. The individual can also make rope, weave, 2. Feet
braid, knit, crochet, embroider, tat, make lace, sew, and darn. Sail 3. Nunchaku
making is also included in this ability. Second, the able persona can 4. Sais
assess the quality of clothing and cloth armor. Such personae can also 5. Tui-fa
construct cloth-type armor for themselves or others—typically a heavy 6. Bagh Nakh
canvas material in two layers with felt or cotton padding between, quilted 7. Billy (club)
to prevent movement or loss from tearing, cutting, etc. 8. Brass Knuckles
If materials are on hand, most cloth work is not exceptionally time- 9. Knife, small
consuming. However, weaving, rug making, lace making, silk weaving, 10. Hook
and the like are very laborious and require weeks or months of game 11. Cane
time to complete. The same is true of fine needlepoint work. On the 12. Kama (paired)
practical side, mending and rough work is a matter of minutes—hours at 13. Neck-breaking Hold
the worst, usually. Hand making a coat of padded armor, for example, 14. Strangle Hold
will take 2D3 days of game time, 1D3 additional to make up to three Nunchaku consists of a pair of wooden or metal bars connected by a
others at the same time. short length of chain and swung during combat.
STEEP Modifier: PNCap Sais look a bit like weird but unsharpened daggers, and they are used
as punching weapons.
Combat: Hand Weapons: This K/S considers the use of all sorts of Tui-Fa are deceptively harmless-looking blocks of wood which are also
hand weapons, including the following: very useful for punching and blocking.
1. Axe Bagh Nakh are claws, typically on a band wrapped around the hand.
2. Club/Mace Cane, a seemingly harmless, or at best light defense weapon is as
3. Dagger/Knife potent as a sword in the hand of the individual steeped in the use of the
4. Spear & Pole-Arms (Thrusting) cane as an attack instrument.
5. One-Handed Swords Hook: A dangerous but slow weapon changes to something entirely
6. Two-Handed Swords different when the one wielding it is able to use the weapon properly.
7. Whip/Flail Kama: A pair of these 18-inch hafted, curved-blade headed weapons
8. Pole-Arms (Cutting) are used to defend and attack with terrible execution from their cutting
9. Pole-Axe and/or piercing blades (adaptations of the simple sickle).
10. Shields Neck Breaking Hold is attack is an attempt to obtain a lethal grip on
The various characteristics of each weapon, including damage amount the target subject and break that subject's neck. A Special Success
and type, weapon points, etc. are listed on pages 236 and 237 of indicates that the attack succeeds immediately, while a Special Failure
Chapter 12. The above sub-areas refer only to a general type of skill with indicates that the attacker has lost the hold and been thrown down
each weapon. Someone with the Club/Mace sub-area, for instance, could prone. Otherwise the attacker must engage in a K/S vs. K/S contest
use it with a morning star, a wooden cudgel, or a lead pipe. Note that pitting Combat, HTH-Lethal STEEP against the victim's STEEP in Combat,
the Spear sub-area assumes knowledge of all thrusting pole-arms such Hand-to-Hand, Lethal or Non-Lethal K/S. In the event neither of these
as a glaive, partisan, lance, or pike. abilities are possessed, the victim's must rely upon PMPow.
As STEEP increases, the HP grows more accurate, inflicts more All contest checks are made with additions for height and weight as
damage, and gains more attacks with the weapon as well. As usual, your indicated to the attackers K/S roll, while the defender subtracts a like
Base Attack Chance (BAC) is equal to your STEEP plus the Weapon Point amount from his or her K/S roll. Special Success and Special Failure are
Rating of your chosen implement of destruction and you may use any treated as indicated above.
attack to parry a foe's weapon instead of striking that foe offensively. This attack form can be applied only against human/humanoid
Note that the Shields Sub-area assumes parrying actions only. In order opponents of relatively the same height and weight as the attacker.
to attack with the shield one must have the Weapons, Special Skill Height of the target subject may up to 3" greater, or 6" if the opponent is
(Florentine) K/S (see below). The table below lists attacks for these sitting down or prone or totally surprised. Weight of the target subject
weapons according to the HP's STEEP. may be up to from 22 pounds greater if the opponent is sitting down or
prone or totally surprised. For each inch or height and/or pound of
weight above the indicated range, the attacker must add 1 to the dice
Hand Weapons Attack Rate roll for success.
STEEP Attack Rate Strangle Hold Attack is essentially an attack equal to that of a Garrote
weapon without using such an aid and sans any opportunity for
1-15 ½
immediate death of the victim. This attack form can be applied only
16-30 1
against human/humanoid opponents of relatively the same height and
31-45 1½
weight as the attacker. Height of the target subject may up to 3" greater,
46-60 2
or 6" if the opponent is sitting down or prone or totally surprised. Weight
61+ 3
of the target subject may be up to from 22 pounds greater if the
opponent is sitting down or prone or totally surprised. For each inch or
height and/or pound of weight above the indicated range, the attacker
In addition to more attacks, you also gain a skill-related damage
must add 1 to the dice roll for success.
bonus for high levels of STEEP, and if you have a high PMPow, you will
This attack is an attempt to obtain a lethal grip on the target subject
receive a damage bonus for that as well. Consult Chapter 12 for the
and kill the victim by suffocation be preventing air from reaching the
amounts of these bonuses.
subject's lungs. The attacker rolls against FAC to determine success. If
the roll is a Special Success, the target subject suffers both maximum
Drawing: This entails the skill of drawing detailed and accurate maps, Games, Physical: This K/S area covers physical contests between
renderings, and plans. This K/S is also useful for portraits and individuals, rather than teams, and involves tests of strength and
Game Traps
* No Strike Location roll is made for this device, so damage is as determined by the die.
** If the strike location is "Super-Vital," victim has a broken neck; if "Vital" then death by strangulation will occur in 1D3+3 BT; otherwise, the hit
will be considered "Ultra-Vital" for damage.
*** The three-hour time assumes relatively soft/easily dug ground and a good digging tool. Thus, one man working hard and fast might be
able to remove 1,000 cubic feet of dirt from the area, set stakes, and conceal the work and pit afterwards. Two working cut the time in half,
three to one-third. To double the length or breadth of the pit, double time required, but twice as many can work. To double depth you must
triple time (and the work assumes ropes and buckets, ladders, etc. Note that a 5' deep pit delivers only 1D3 PD, while a 20' one gives 3D6, but
stake damage is the same in either case. The GM must adjust for harder ground by adding increments of one hour to the above, it would take
12+ hours to dig a 10' x 10' x 10' pit in hardpan clay! The 2D3 AT additional time is for final cleaning up and hiding of the trap.
**** Remember to add together the tens of feet fallen, and that gives you the number of D6 to roll for damage: 1 for 10', plus 2 for 20', plus 3
for 30', etc.—so a 40' fall means 10D6 damage (1 +2+3+4 = 10). Then make a roll for damage location.
Tracking DRs
Nature of Tracks And Signs Base DR
Spoor is large, fresh, obvious Easy Adjusted Ranges for Knife Throwing
Spoor is small, fresh, mostly hidden Moderate STEEP Pt Blank Short Medium Long Extreme
Spoor is slight or aging Hard 20 4 7 10 13 16
Spoor is minute, hidden, confused by 40 5 8 11 14 17
crossing tracks, wind, etc. Difficult 60 6 9 12 15 18
Spoor is faint, old, confused, or mostly 80 7 10 13 16 19
obliterated by rain, snow, etc. Very Difficult 100+ 8 11 14 17 20
Spoor has been concealed by an able
hunter-tracker (see text) Extreme
Each day in which some partial This sub-area gives no combat bonuses to hit a target, but a persona
disturbance or obliteration occurs -1 DR (harder) doesn't need a Combat K/S to throw and hit a target, instead using the
* The base weight listed refers to that of the object before the transformation.
** This process can restore the Physical essence of an object, but not that of the Mental or
Spiritual. Mental energy could perhaps be restored via a Casting, but one would have to conjure
a spirit to do it if one wished for a Spiritual Trait. See the notes in the text.
OIL
Cooling 150 75 Difficult
Frictionless 300 150 Extreme
Inflammable 50 20 Moderate
Poison 50 20 Moderate
Warming 75 40 Hard
POWDER
Aqua-respiration 100 40 Hard
Astrality 500 150 Extreme
Etherality 400 100 Very Difficult
Inflammable 150 20 Moderate
Itching 25 10 Easy
Netherhedging 250 40 Hard
Phosphorescent 25 20 Moderate
Poison 25 20 Moderate
Pyrorespiration 200 100 Very Difficult
Sneezing 25 10 Easy
Terrarespiration 100 75 Difficult
Astrology Castings
STEEP Highest Casting Grade Available Enrage DRs
1-20 I Target Subject Base DR
21-30 II Present and hated Easy
31-40 III Absent and hated, present and disliked,
41-50 IV or the buffoon personally Moderate
51-60 V Present scapegoat Hard
61-70 VI Absent scapegoat, typical member of audience Difficult
71-80 VII Generally liked member of the audience Very Difficult
81-90 VIII Respected member of the audience Extreme
91+ IX
Conjuration proper concerns all of the above, but it excludes certain Dance: This is the rigorous discipline of performing dance, such as
Heka Castings which are dealt with hereafter (see the Mythus Magick with a troupe of acrobatic entertainers or ballet dancers. This area does
book). The type of spirit or being that is being conjured by the not include social dancing. While it is a Spiritual K/S, it brings a distinct
practitioner will determine the Base Difficulty Rating. Other things benefit to the persona's Physical being. For each 20 points of STEEP
Partial Practice White Dweomercræfter This persona cannot become a Full Practitioner until both Magick and
K/S Area STEEP Formula Heka a Primary School (Black, Gray, Green, Elemental, or White) is added.
The persona is able to use General Castings, as the Magick K/S is not
Dweomercræft: General 38 STEEP + MM CATEGORY 98 required for spell use.
Magick 38 STEEP + MR CATEGORY 88
Dweomercræft: White* 38 STEEP + MM CATEGORY 98
Heka Generation – Partial Practice (Vow of Priestcraeft) Partial Practice Alchemist (Vow of Service)
A Partial Practitioner vocational Priest calculates Heka as follows: K/S Area STEEP Formula Heka
First, their basic STEEP in Priestcræft is determined – it is the highest
Priestcræft: General 38 STEEP + SM CATEGORY 98
level of Priestcræft STEEP, either General or Vested, possessed by the
Religion 38 STEEP + SP CATEGORY 88
persona.
Priestcræft: Vested 38 STEEP + SM CATEGORY 98
Second, compare that Priestcræft STEEP to Religion. The lesser of
these STEEP totals gets a multiplier, ranging from 2 to 7, generating
This persona has access to Basic and General Tutelary Castings as
Heka using the formula (STEEP x Multiplier) + S-TRAIT. The greater
well as the Ethos-specific castings.
STEEP K/S is calculated as STEEP + S-TRAIT. If Priestcræft is the lower
score, the multiplier is applied against Priestcræft: General, even if it’s
STEEP is lower than that of the Vested K/S. Full Practice Alchemist (Vow of Service)
Third, Priestcræft: Vested is calculated as STEEP + SM Category. K/S Area STEEP Formula Heka
Priestcræft: General 38 (STEEP x Mult) + S-TRAIT *
Heka Generation – Full Practice (Vow of Service) Religion 38 STEEP + SP CATEGORY 88
A Full Practitioner non-vocational Priest calculates Heka as follows: Priestcræft: Vested 38 STEEP + SM CATEGORY 98
First, their basic STEEP in Priestcræft is determined – it is the highest
level of Priestcræft STEEP, either General or Vested, possessed by the This persona has a multiplier, ranging from 2 to 7, applied to Heka.
persona. The Heka in this example could range from 186 to 376.
Second, compare that Priestcræft STEEP to Religion. The lesser of
these STEEP totals gets a multiplier, ranging from 2 to 7, generating Full Practice Alchemist (Vow of Service)
Heka using the formula (STEEP x Multiplier) + S-TRAIT. The greater K/S Area STEEP Formula Heka
STEEP K/S is calculated as STEEP + S-TRAIT. If Priestcræft is the lower Priestcræft: General 38 STEEP + S-TRAIT 98
score, the multiplier is applied against Priestcræft: General, even if it’s Religion 34 (STEEP x Mult) + S-TRAIT *
STEEP is lower than that of the Vested K/S. Priestcræft: Vested 38 STEEP + SM CATEGORY 98
Third, Priestcræft: Vested is calculated as STEEP + SM Category.
Note that since Religion was the lowest STEEP score, it got the
Heka Generation – Partial Practice multiplier, and Priestcræft got the S-TRAIT bonus.
Any partial practitioner calculates Heka as follows: This persona has a multiplier, ranging from 2 to 7, applied to Heka.
First, Priestcræft: General is calculated as STEEP + SM Category. The Heka in this example could range from 178 to 348.
Second, Religion Heka is calculated as STEEP + SP Category.