

The characters are informed of this ahead of time. At this point, even if the players manage to defeat the construct at the center of the city, they will be quarantined inside and killed by this weapon. The Foundation issues a kill order for the city, intent on destroying the City of Three Ports with a magical superweapon. Random Encounters are rolled on the d8 Major Encounter table, available below. Many infected citizens are not hostile to the party, merely practicing in the streets or basking in the sunlight. Most of the city has been infected by the Aberration by this point. These suns shine in the shape of a five-pointed star. The city is plunged into perpetual daylight, with five "suns" beating down overhead. Players must make a CTRL Save or take a point of Stress as the Aberration begins to infect them. ( Roll a d10 and divide the result by 2, rounding up to the nearest whole.) All rolls with a d6 are now made with a d5 instead. The constellations, visible in the brief nights, are replaced with sparkling Pentad Church symbology. Stop signs are pentagonal, traffic lights gain an additional two colors, the like. Reality warps as many things seem to take on a quinary characteristics. Loudspeakers on every street warn citizens to stay inside and avoid making contact with the Aberration. The artificial day/night cycle in the City of Three Ports goes berserk, resulting in "days" that are minutes long and nights that last mere seconds, causing a disorienting atmosphere. Random Encounters are rolled from the d6 Moderate Encounter pool, available below. Infected Cervine College students are attempting to break the quarantine, and a fight has broken out. Magical lights begin flickering at the center of the city. A thin line of smoke and shadow blossoms in the center of the city, a beacon to the source of the Aberration. Symbology of the Pentad Church begins spreading around the city. Space is warped so as to disallow travel across the city. Random Encounters are rolled from the Minor Encounter pool, available below. The Mayor of the City of Three Ports quarantines the area, sealing it from the outside world, as the Aberration begins to spread. The Doom Clock also progresses by one upon the death of a player, and by one if the players take a quick rest. The Doom Clock progresses at various intervals throughout this module, depending on the actions of the Avatars, and does not roll back once progressed. As a general or Great Knight, Amelia can get access to Garm, which gives her +5 speed).From this point on, this module makes use of a unique table (hereafter called a "Doom Clock") to track the spread of the antagonistic force (" Aberration"). Though many of these drawbacks are compensated with bonuses (like Ewan's access to the entire trinity of magic and Amelia's higher speed cap), some of the other promotional paths can cancel some of these bonuses out (i.e. The only major drawback of Super trainee classes are that they do not gain any Constitution bonuses when they are promoted, which can bring down their attack speed when wielding heavier weapons. These can only be obtained after beating both of Eirika and Ephraim's stories and appear as a third promotion choice for the regular trainees. Recruit (2), to distinguish them from regular trainees. They are promoted from second-stage Trainees, which fans usually include a "2" after their class name, e.g. The "Super" Pupil can wield Anima, Light and Dark magic. The "Super" Journeyman and "Super" Recruit have an innate 15% critical boost, similar to the Swordmaster or Berserker classes. It should be noted that phrases such as "Super Trainee", "Super Journeyman", "Super Recruit" and "Super Pupil" are fan-made terms and the classes themselves are simply called "Journeyman" "Recruit" and "Pupil" in the game itself. The Super Recruit, Super Journeyman, and Super Pupil are exclusive to Amelia, Ross, and Ewan respectively. Super Trainees look exactly the same as normal trainees ( Recruit, Journeyman or Pupil), but are much stronger, as they are promoted classes.
