Acanum: The feat Arcanum is used differently than written in True20. Rather than granting access to a fixed number of powers, the feat generates power instructions points, or pips. To learn a power an adept spends pips to gain knowledge and ability in a power. When an adept has acquired threshold with a power she may use that power. The threshold is the number given in brackets for the power.
Example Powers: Arcane Insight (2), Beast Link(2), Bind (7), Bliss (3), Body Control (3), Calm (2), Cold Shaping (5)
The number of pips acquired by taking the arcanum feat, depends on the magic level of the environment. In a standard True20 high magic setting this is 5 pips per feat, while in a low magic modern setting this may be only 3 pips.
Certain powers are held to be the work of sorcery in many worlds. While these powers are not evil or corrupting in their own right, an adept can reduce the number of pips required to learn a power by 3 (minimum 1) by aligning themselves with a corrupt power to learn those powers. The pips saved in this way become the adepts corruption value. Thus, an adept who had learned five sorcerous powers from their master would have a corruption of 15.
When an adept gains an arcanum feat she does not have to spend the pips to bring the power to threshold. Indeed, she may spend as little as one pip in a power.
For example, the White Witch Alanu is a 1st level hero in an unopposed magic setting. With four feats at first level, she chooses all arcanum, gaining 20 pips. She spends these in the following way: Cure (3), Cure Disease (2), Cure Poison (1), Heart Reading (2), Heart Shaping (5), Earth Shaping (4), Visions (1), Wind Shaping (2).
As she only has four powers at threshold, she can only access those powers, but as she gains new levels, she may spend pips in those powers to bring them to threshold, or she may learn new powers.
Optional Rule: A narrator may allow access to powers not yet at threshold. The rank of these powers is reduced by the threshold difference, the difference between the threshold and the pips invested in the power. This also applies to any spell DC check. Further, the fatigue DC of the spell is increased by threshold difference. If the power does not normally cause a fatigue check, it now does with a base
DC of 10 + threshold difference.
In our example, Alanu attempts to use her power Visions to gain an accurate glimpse of the future: The check DC is now 17 (from 15), and the fatigue check is DC 12, as no check usually applies.
