Players Guide v. 2013.1

Transcription

Players Guide v. 2013.1
Players Guide
v. 2013.1
TABLE OF CONTENTS
EPOCH TORONTO
Table of Contents
Players Guide v. 2013.1
Welcome to Epoch! _________________ 2
Rules of Play _______________________ 3
Based on the Original EPOCH Rules by Howling
Falcon
Death and Resurrection ______________ 5
This guide is for use by EPOCH Toronto. Although
based on the original rules of EPOCH as written by
Howling Falcon, much of what it contains is intended
for use solely in EPOCH Toronto games. If you
intend to use these rules in whole or in part for
another EPOCH chapter, it is recommended that you
first check with the organizers of that club to ensure
the rules you are using are in fact the same, as each
may have modified local effects.
Complete Skill List___________________ 7
Creating a Character _______________ 13
Races ____________________________ 16
Disadvantages, Advantages and Traits_ 24
Alchemy _________________________ 27
Combat __________________________ 37
This work is a collaborative effort over the years, and
many thanks go out to all those who have helped
make it what it is. We would also like to
acknowledge those players past, present, and future
who put in the time, dedication, and personal drive to
bring us to where we are, and take us to places we
never thought possible. We appreciate it all and thank
you.
Magic ___________________________ 48
Psychic___________________________ 66
Trades, Life Skills and Lores __________ 73
This edition published and printed by:
EPOCH Toronto, January 2013
You can reach EPOCH Toronto on the Internet at:
www.epoch-larp.ca
[email protected]
Join us on our message boards at:
www.epoch-larp.ca/forums
No part of this book may be reproduced without
written permission from EPOCH Toronto, except for
short excerpts for review purposes.
NOTE: The male forms of pronouns (“he,” “his,”
“him”) are used to save space, and can refer to
characters and players of any gender.
1
INTRODUCTION
Welcome to Epoch!
What is Epoch?
“Well, if this is a game, how do I
win?”
EPOCH Toronto is a Live Action Role-Playing
(LARP) game and system of rules, allowing people to
safely enjoy fantasy role-playing. You create a
fantasy character that you will play much like an
actor does when interacting with other characters. To
aid you in this, you will require a costume and a few
props to enhance the abilities and skills of your
character.
Winning means different things to different people;
every character should have their own goals, desires,
flaws, and fears/phobias. “Winning” can mean a few
things when LARPing:
• Take an active part! Don’t just be a bump on
a log – work on a plan, be
heroic/evil/mysterious/odd – whatever the
goals are for your character. As they say
“No guts, no glory.” Take a few risks.
•
Grow! Your character should advance in
life. Not just XP or skills, but all aspects of
life. Learn what foods they like, which
organizations they detest, how motivated
they are or what history they share with
others. Make your character a fully fleshed
person.
• Have Fun! This is the most important thing
of all. After all, if you’re not having fun,
then something’s not right.
“Um…okay, I got my stuff. Now
what?”
Most players will be in character. The important
thing to remember is to do your part. The more you
put into the game, the more you will get out of your
experience. Worry about your own character and
experiences and let others worry about their own.
2
RULES OF PLAY
Rules of Play
Anyone who is not directly helping with the situation
must remain in the ‘Hold’ position to alert other
players that the game remains suspended. When the
situation is resolved, play will resume with the player
who called the ‘Hold’ originally calling ‘Ready, Set,
Go’ or “Three, Two, One, Lay On”. All players must
remain in the ‘Hold' position until ‘Go’ or 'Lay on' is
said. Use ‘Hold’ with caution. Before calling a
‘Hold’ on someone else’s behalf, be certain that they
are in fact in need of a ‘Hold’ and not acting out an in
character effect.
What Everybody Needs to Know
Although the EPOCH game is written in such a way
as to enable people to play with a minimum of rules
knowledge, there is some information that everyone
needs to know. These are the basic rules of play and
they are here at the front of the book, so that they will
always be easy to find. These are the most important
rules of the game!
As such, it is important that all players of the game
know these rules completely before moving on to the
rest of the game.
OOG
IG (In Game) and OOG (Out of
Game)
Players may indicate themselves as being OOG by
wearing a yellow headband. Any player with a
yellow headband on does not exist to anyone in game
nor does anyone in game exist to this player. If a
player must go OOG and does not have a yellow
headband, they may temporarily indicate their OOG
state by placing their closed fist on top of their head.
Items must also be marked OOG or they will be
considered in play and may be taken and/or stolen by
other players. Any necessary personal possessions
(i.e. medicine, medic alert bracelets, wallets etc.)
should be marked OOG by placing a strip of yellow
tape in a visible spot on the item or keeping the item
in a yellow bag. If you are unsure as to whether an
item is IG or OOG, but it is an item which doesn’t
appear to be an IG item (such as an obviously
modern item like a watch, camera or other electronic
item, but which is not marked as OOG) check with
the item’s owner before assuming it is IG.
During play, we must make important distinctions.
For simplicity’s sake, consider any object, speech or
action not specifically marked OOG (Out of Game)
as IG (or in game) while the game is on. For
example, if you were to turn to another player and
say, “How do explosions work?” or “Am I dead?”
without showing that the statement was OOG, then it
would be considered to have been a statement or a
question from one character to another.
Going to an OOG state should not be done lightly or
frequently, as it is very disruptive to the game.
The various types of, and markings of, OOG are as
follows:
“Hold!”
‘Hold' is a special type of OOG – it stops game play
in the area and takes you out of game. Game play
will be on hold until the ‘Hold' is finished. Only call
‘hold' in the case of a medical emergency or other
dangerous situation. ‘Hold' called for any reason
other than a dangerous situation are abuses of the rule
and the club’s directors may discipline the player.
You may call ‘Hold' if someone’s glasses fall off
during combat and run the risk of being stepped on, If
a weapon has become unsafe and poses a threat, (if a
large battle is going on, it is preferable you remove
yourself) if someone may require medical attention,
or in the event of any other unsafe condition. A ‘hold'
is called by yelling ‘Hold!” and immediately taking
the ‘Hold' position – kneel with one knee on the
ground and look at the ground (so that you cannot see
who may have been sneaking up on you before ‘Hold'
was called). If you are holding a weapon, you should
position it vertically so that you will not accidentally
hit another player. Anyone who hears the ‘hold' call
or sees another person in the ‘Hold' position must
immediately adopt the ‘Hold’ position as well.
Talking OOG
It is not necessary to drop out of play entirely to ask
simple questions to other players regarding rules or
other OOG situations. To show that what you are
saying is out of game, place your thumb at the side of
your mouth, hand open, with your palm facing out.
An open hand makes the fact that the statement is
OOG much more visible. Speaking OOG is shown so
that the amount of completely OOG moments is kept
to a minimum. Since questions can be asked and
answered while still IG, the game does not suffer
from characters suddenly appearing and disappearing
OOG all over the place.
3
RULES OF PLAY
possible while acting out as much as you can in a real
time demonstration. Some described actions might
require you to go OOG completely to adjust your
position and present the effects of your described
action(s).
For example, Fats the Dwarf is trapped inside the Inn
by a monster on a rampage. Rather than face the
monster, Fats decides to break the window and climb
out it. To do so, the player makes the talking OOG
sign and says, “Described Action: I’m breaking the
window out with my fist. Now, I’m tossing my axe
out in front of me, grabbing the windowsill with both
hands and pulling myself out. I’m out!” The player
now drops OOG and runs around to the other side of
the window where play resumes.
Do not abuse Described actions. For example, you
cannot, just say, “Described Action: I take off my
armour”, if you could have done it for real since the
armour prop is available. Make sure when miming a
described action that you take the amount of time that
the action really should take to perform.
OOP or Out of Play
Another special form of OOG, OOP is when the
player is not completely removed from game but
cannot be seen or interacted with under normal
circumstances. Unlike OOG, the types of OOP vary
according to their circumstances. For example, a
character magically hidden might still be able to see
their surroundings, though not move or speak, but
other characters will not see him. Another example
could be a character that has been magically
swallowed into the earth and may not be seen, move
or speak but they cannot see the other players either.
A player who is OOP will mark their state by holding
their yellow headband in one hand where it can be
plainly seen. If they do not have a headband, then
they can use the hand signal of holding their hand in
front of their face, fingers open.
A player who is OOP may need to ask a passer-by
some questions or tell them information related to
their state of play – this is considered to be out of
game speech. For example, a player who is a spirit
traveling to the Land of the Dead is OOP and may
not be seen or interacted with normally but any
characters that are psychic could see and interact with
the character.
Consented Actions
Much like described actions, but these actions require
the consent of another player. This rule allows such
things as physical searches of bodies, without causing
any embarrassment or discomfort. When you are
interacting with another player in a way that you
think they might object to, describe the action first.
For example, “Described Action: I roll you onto your
back”. The player can either respond with ‘Go
ahead”, or some other indication of permission,
which informs you that you can roll them over
physically, or they will adjust themselves as
necessary miming a response. If they respond with an
affirmative to an action which you are not willing to
perform, repeat your described action and the player
should respond with their own described action.
Remember to use the talking OOG hand sign at all
times.
Described Actions
The described action is another special kind of OOG.
Described actions are used when something is too
dangerous to perform, or is otherwise improper to be
done for real (for example: biting someone’s ear,
climbing a building or running around topless,). If an
action can be done safely, you should do it, you
should not use a described action – e.g., if you cannot
physically pick up another player, your character
cannot do this either. However, if you are playing a
very strong character, such as a giant or troll, you
could use a described action to pick someone up.
To show a described action, make the Talking OOG
hand sign (see Talking OOG) and describe your
action(s) in as much detail and as realistically as
4
DEATH AND RESURRECTION
Death and Resurrection
How to Get Killed in a Fun &
Painless Fashion
Every character has a Health score (hit points or HP).
A character’s HP represents how much damage he
can take before unconsciousness and/or death. When
a character has taken damage sufficient to reduce
them to zero (0) points of health, they fall
unconscious. You do not go below zero (0) Health.
When a character reaches zero (0) Health and fall
unconscious they may no longer take any action(s)
and become unaware of their surroundings. If some
form of aid does not reach them before their bleed
time is over (players start with ten (10) minute
bleed), then they are considered to have bled to death
and will be dead. First aid, applied by a skilled
character, or any form of healing, will bring them
above zero (0) Health points and will prevent further
bleeding, at least until another injury occurs.
they can remember the experience. This knowledge is
then wiped as described below in Resurrection.
It is important to remember the difference between
taking damage and taking a killing blow. Damage is
always stated in a numeric form, such as ‘seven
metal’, ‘ten points’, etc. A killing blow will be
defined as ‘reduced to zero Health’, such as in the
case of a poison or some other effects, or will simply
state ‘killing blow’. You may only perform a killing
blow on an immobilized or incapacitated character,
or one already at zero Health. A killing blow is a
described action that results in a reduced or
eliminated time of bleeding before death. So, if a
character were magically or alchemically put to
sleep, tied up, or otherwise incapacitated, and had
their throat slit, they would go into a sixty (60)
second bleed, regardless of their Health score at the
time. If the same character had their head cut off,
they would die instantly, regardless of how much
Health a character has. Losing a Grapple does not
count as incapacitated, as the character can still
squirm and struggle.
Damage can be taken in any number of ways, such as
weapon strikes, spells, poisons and traps. A number
accompanies each instance of damage. The person
dealing the damage will call out the damage (e.g.
with a weapon strike or a spell) or it will be written
as part of the prop (e.g. a poison or a trap).
A Described Action may also reduce a character to
death – the important thing is to react appropriately to
the damage described. Whereas a beheading will
obviously skip the entire bleeding period, a slit throat
might leave someone with about sixty (60) seconds to
receive healing before the character bleeds to death.
Upon dying, the player will need to leave behind
their IG possessions and if possible a representation
of their corpse. This may be as simple as a piece of
clothing and a note explaining what it represents. The
player will then go OOP and progress to the
appropriate location to report their death. There may
be a specific area set aside as the Land of the Dead
but in all cases, you should immediately find the
game’s Artistic Director (Also referred to as the AD)
and let them know what has happened. No matter
where you go to deal with the logistics of your death
you are now a spirit and must travel around OOP. A
character in spirit form may not speak with any other
character who is not themselves a spirit or a psychic
and may not affect any other character until once
again given physical form. During the characters time
as a spirit they do not remember the last minutes of
life (15 minutes prior to their death), up to and
including their death,. Within the Land of the Dead
The process of an instant kill takes five seconds to
perform. A non-instant killing blow takes three
seconds to perform and results in the above
mentioned one(1) minute bleed. As Per Described
Action you must describe the actions in a clear
voice and mime the actions performed
appropriately and safely. At the end of your
described action you must state "Killing Blow" in a
clear voice.
Alternately, rather than waiting out the time required
to bleed to death, a player has the option of regaining
consciousness for a period of no more than thirty (30)
seconds for the purpose of making a dramatic
statement just before dying. This could be a
confession, vow for revenge, or any other dramatic
statement. Once the statement is made though, the
character dies instantly, completely foregoing the
5
DEATH AND RESURRECTION
remove both skills from your character sheet
simultaneously to maintain your balance.
time required to bleed to death. No abilities, skills, or
other means can then stop the character from dying at
the end of their dramatic outburst.
The experience point cost for resurrection is as
follows:
Also, a player does have the option of choosing to
take a death at any time. So, if the character is in a
position where they could possibly die, and the
player chooses to take a death, they may simply
describe how their character dies and take the death.
Resurrection
If a character dies too often, he will eventually find
himself unable to buy his way free and will pass from
the Land of the Dead to the Land Beyond and never
be seen again. Even if you can afford it, you may at
any time choose to have your character not return
to the Land of the Living.
Death
XP Cost
1st
2nd
3rd
4th
5th
Beyond
1
2
4
8
16
Double Previous
Resurrection
Method
Automatic
Automatic
Spell/Ritual
Spell/Ritual
Spell/Ritual
Spell/Ritual
Many interesting things may happen in the Land of
the Dead – for example, your character could
interact with other dead beings, or see visions of the
future of the world and bring the memories back to
the Land of the Living, should you return to life.
No character must resurrect. It is entirely at the
discretion of the player whether they wish their
character to come back.
Once a character comes back to life, the trauma of
the experience destroys their perception of the last
minutes of life (15 minutes prior to their death), up
to and including their death, thus effectively wiping
the memory from them.
When (and if) the characters who are still alive
arrange to have your character resurrected, you have
a chance to escape the Land of the Dead. Every time
your character’s spirit escapes the Land of the Dead,
it will cost experience points paid from your
character’s total. The number of points depends on
how often you have died, as it becomes harder and
harder to break free from the Veil. These experience
points are payable immediately. You cannot wait
until the end of the event and use the XP you gain
from the event to pay it. If you do not have enough
unused points available to spend, you have the option
to use points allocated to skills. If you must use
points already allocated for skills, you will lose the
skill most recently learned and all training associated
with it. If the point cost of the skill is greater than the
points required to resurrect, the balance of points will
be returned to your character sheet as unspent points.
In the event that your character dies and the most
recent skill purchase was the Void and Essence levels
required to maintain a balanced Archmage, you may
Multiple Characters
If you play multiple PCs or NPCs or a combination
of both, you must be consistent with the rule that
your characters have never met each other in the past.
They can never have seen, heard, touched or even
communicated with each other second hand. They
can be aware of each other but no meaningful
contact.
6
COMPLETE SKILL LIST
Complete Skill List
during the training, then training is lost unless the
teacher is still available, and continuing to teach the
character.
This is a list of skills attributes and abilities that are
available to characters in the EPOCH rules system.
The skill name lists the skill as it will be listed on the
character sheet. Although characters may (and are
encouraged to) use different titles and descriptions of
their abilities in play, this is the listing that will be
considered as ‘official’ for purposes of reference.
Each skill is listed with the following information,
whether a teacher is necessary to learn the ability, the
skill name, the cost, prerequisite, type of ability and
page that the rules governing that skill will be found
on. When a character purchases a skill, it is the
responsibility of the player to read and understand the
skills that they have purchased before using them in
play. In the instance that another player does not
understand what you have done, it is your
responsibility to explain the effects of your ability.
The cost is the listing of the cost to purchase that
level of the skill. The costs are cumulative. For
instance, to buy Alchemy 2 costs 10 points, but the
prerequisite of Alchemy 1 must have already been
purchased at a cost of 5 points.
The prerequisite lists the skills and abilities that the
character must already have in order to buy the skill.
The need for a teacher is keyed with the following
code:
The ability type is the section in which the rules
pertaining to that skill are found. For ease of use the
skills are grouped according to their category. The
ability types are: Alchemy. Combat, Disadvantages,
Advantages, Psychic, Racial, Magic and Trades.
Each section will have its own chapter to explain all
of the related skills. It is not necessary to learn about
skills that you do not have, but it is a good idea to be
familiar with all of the rules in any ability type from
which you have taken a skill
C- Skill cannot be learned without a teacher
L- Skill costs double without literacy
N- Skill cannot be taught
O- Skill doesn't require a teacher
T- Skill costs double without a teacher
A teacher is defined as a willing character, already in
possession of the skill, who role plays teaching the
skill in game. In Game teaching does not have a
rigidly defined time frame required for teaching
skills, however base the time needed to teach and
learn a skill on the point cost of the skill and on the
level of the teacher. The higher the point cost of the
skill and the lower the level of the teacher, the longer
it will take to teach the skill.
A character cannot receive teaching in a skill which
they do not already possess the pre-requisite for. So,
skills may only be taught one level at a time. The
only exception to this is where the total XP cost of all
skills learned does not exceed the total XP the
character will earn at an event. So, a character can
have training in 3 skills, all of which cost 2 XP,
provided they pay the XP for all three skills before
learning another skill.
In order to make use of teaching, the character must
put all their points into the skill being taught until it is
paid off in full. If points are spent on another skill
7
COMPLETE SKILL LIST
C
T
T
T
T
Ability
Alchemy 1
Alchemy 2
Alchemy 3
Alchemy 4
Alchemy 5
Cost
5
10
15
20
25
Prerequisite
Literacy
Alchemy 1
Alchemy 2
Alchemy 3
Alchemy 4
Ability Type
Alchemy
Page
27
C
T
Assassinate 1
Assassinate 2+
16
16/Lvl
Offensive Skill
Previous Level
Combat
39
T
T
T
T
T
T
T
Average Weapon 1
Average Weapon 2
Average Weapon 3
Average Weapon 4
Average Weapon 5
Average Weapon 6
Average Weapon 7+
4
6
8
10
12
14
16/Lvl
None
Average Weapon 1
Average Weapon 2
Average Weapon 3
Average Weapon 4
Average Weapon 5
Previous Level
Combat
44
C
T
T
T
T
Awareness 1
Awareness 2
Awareness 3
Awareness 4
Awareness 5
5
10
20
40
80
None
Awareness 1
Awareness 2
Awareness 3
Awareness 4
Magic
50
C
T
T
T
T
T
Axemaster 1
Axemaster 2
Axemaster 3
Axemaster 4
Axemaster 5
Axemaster 6+
6
8
10
12
14
16/Lvl
Dwarf Only, no Requisite
Axemaster 1
Axemaster 2
Axemaster 3
Axemaster 4
Previous Level
Racial
17
T
Backstab
20
Offensive Skill & Wear Armour 1
Combat
39
T
T
Berserker 1
Berserker 2+
5
10/Lvl
None
Previous Level
Combat
Combat
39
N
Blindly Loyal
-10
None
Disadvantage
24
N
Book Mage
0
Awareness, Literacy
Advantage
26
T
Bypass
10/Use
Weapon Skill 10+ & Wear Armour 1
Combat
40
N
N
N
Contacts, Major
Contacts, Intermediate
Contacts, Minor
10
8
5
None
None
None
Advantage
26
N
N
Delusion: Minor
Delusion: Major
-5
-10
None
None
Disadvantage
25
T
Disarm
16
Weapon skill at 10+
Combat
40
8
COMPLETE SKILL LIST
T
T
T
T
T
T
T
T
Ability
Easy Weapon 1
Easy Weapon 2
Easy Weapon 3
Easy Weapon 4
Easy Weapon 5
Easy Weapon 6
Easy Weapon 7
Easy Weapon 8+
Cost
2
4
6
8
10
12
14
16/Lvl
Prerequisite
None
Easy Weapon 1
Easy Weapon 2
Easy Weapon 3
Easy Weapon 4
Easy Weapon 5
Easy Weapon 6
Previous Level
Ability Type
Combat
Page
44
C
Enchanter
40
Awareness 4 or any 7 Psychic
Disciplines or Alchemy 5 or Smith 7
or Scroll Maker 6
Magic/Alchemy
65
C
T
T
Escapology 1
Escapology 2
Escapology 3
3
6
9
None
Escapology 1
Escapology 2&Locksmith 1
Trades
73
T
Essence Power
16/Tier
Any Tier 5 Prime Element Power
Magic
51
C, L
Essence Spell
16
Essence Power of Equal Magic or
Greater Tier
Magic
60
C
T
T
Evaluate 1
Evaluate 2
Evaluate 3
1
2
4
Another Skill
Evaluate 1
Evaluate 2
Trades
73
O
O
Fast Healer 1
Fast Healer 2+
16
32/Lvl
None
Previous Level
Combat
40
T
T
Fury 1
Fury 2+
5
10/Lvl
None
Previous Level
Combat
40
N
Goblin Affinity
5
None
Advantage
26
N
Gullible
-10
None
Disadvantage
25
C
T
T
T
T
T
Hammermaster 1
Hammermaster 2
Hammermaster 3
Hammermaster 4
Hammermaster 5
Hammermaster 6+
6
8
10
12
14
16/Lvl
Dwarf Only, no Requisite
Hammermaster 1
Hammermaster 2
Hammermaster 3
Hammermaster 4
Previous Level
Racial
17
O
O
O
O
O
Hardy Constitution 1
Hardy Constitution 2
Hardy Constitution 3
Hardy Constitution 4
Hardy Constitution 5
5
5
5
5
5
Health 10+
Health 20+ and Hardy Constitution 1
Health 30+ and Hardy Constitution 2
Health 40+ and Hardy Constitution 3
Health 50+ and Hardy Constitution 4
Combat
40
9
COMPLETE SKILL LIST
T
T
T
T
T
Ability
Hard Weapon 1
Hard Weapon 2
Hard Weapon 3
Hard Weapon 4
Hard Weapon 5+
Cost
8
10
12
14
16/Lvl
Prerequisite
None
Hard Weapon 1
Hard Weapon 2
Hard Weapon 3
Previous Level
Ability Type
Combat
Page
44
O
O
O
Health+1 to+10
Health+11 to+20
Health+21 up
1 per
2 per
4 per
Previous Level
Previous Level
Previous Level
Combat
41
O
Income 1+
2/Lvl
Appropriate Skill
Trades
73
N
Intolerance: Physical
Small Group
Intolerance: Physical
Large Group
Intolerance: Verbal
Small Group
Intolerance: Verbal
Large Group
-7
None
Disadvantage
25
-10
None
-3
None
-7
None
N
N
N
T
Knockout
20
Offensive Skill
Combat
41
C
T
T
Life/Lore Skills 1
Life/Lore Skills 2
Life/Lore Skills 3
1
2
4
None
Life/Lore Skills 1
Life/Lore Skills 2
Trades
74
C
Literacy
5
None
Trades
75
C
T
Locksmith 1
Locksmith 2
3
6
None
Locksmith 1
Trades
Trades
T
T
Marksmanship 1
Marksmanship 2+
16
32/Lvl
None
Previous Level
Combat
41
C
T
T
T
T
Medic 1
Medic 2
Medic 3
Medic 4
Medic 5
3
6
9
12
15
None
Medic 1
Medic 2
Medic 3
Medic 4
Trades
75
N
Mute
-10
None
Disadvantage
25
N
N
Pacifism
Pacifism: militant
-5
-10
None
None
Disadvantage
Disadvantage
25
N
N
Phobia: uncommon
Phobia: common
-5
-10
None
None
Disadvantage
Disadvantage
25
T
T
Psychic
Psychic Discipline
10
10
None
Psychic or other psychic discipline
Psychic
66
10
COMPLETE SKILL LIST
N
N
N
N
N
N
N
N
N
Ability
Race- Arluru
Race- Dwarf
Race- Elf
Race- Elemental Kin
Race- Faun
Race- Halfling
Race- Human
Race- Kaern
Race- Orc
Cost
15
15
20
15
10
10
0
15
15
Prerequisite
Must be purchased at creation
Must be purchased at creation
Must be purchased at creation
Must be purchased at creation
Must be purchased at creation
Must be purchased at creation
Must be purchased at creation
Must be purchased at creation
Must be purchased at creation
Ability Type
Race
Page
16
O
O
Recuperate 1
Recuperate 2+
8
16/Lvl
Hardy Constitution 1
Hardy Constitution of equal level
Combat
41
C
T
T
T
T
T
Scroll Maker 1
Scroll Maker 2
Scroll Maker 3
Scroll Maker 4
Scroll Maker 5
Scroll Maker 6
1
2
4
8
16
32
Literacy, Awareness
Scroll Maker 1
Scroll Maker 2
Scroll Maker 3
Scroll Maker 4
Scroll Maker 5
Magic
52
T
T
T
T
Shield 1
Shield 2
Shield 3
Shield 4
5
10
15
20
None
Shield 1
Shield 2
Shield 3
Combat
41
C
T
T
T
T
T
Skilled Weapon 1
Skilled Weapon 2
Skilled Weapon 3
Skilled Weapon 4
Skilled Weapon 5
Skilled Weapon 6+
6
8
10
12
14
16/Lvl
None
Skilled Weapon 1
Skilled Weapon 2
Skilled Weapon 3
Skilled Weapon 4
Previous Level
Combat
44
C
T
T
T
Smith 1
Smith 2
Smith 3
Smith 4+
3
6
9
12/Lvl
None
Smith 1
Smith 2
Previous Level
Trades
77
O
O
O
O
O
Strong Will Alchemy 1
Strong Will Alchemy 2
Strong Will Alchemy 3
Strong Will Alchemy 4
Strong Will Alchemy 5+
8
10
12
14
16/Lvl
None
Previous Level
Previous Level
Previous Level
Previous Level
Alchemy
35
O
O
O
O
O
Strong Will Magic 1
Strong Will Magic 2
Strong Will Magic 3
Strong Will Magic 4
Strong Will Magic 5+
8
10
12
14
16/Lvl
None
Previous Level
Previous Level
Previous Level
Previous Level
Magic
65
O
O
O
O
O
Strong Will Psychic 1
Strong Will Psychic 2
Strong Will Psychic 3
Strong Will Psychic 4
Strong Will Psychic 5+
8
10
12
14
16/Lvl
None
Previous Level
Previous Level
Previous Level
Previous Level
Psychic
71
11
COMPLETE SKILL LIST
C
T
T
T
T
Ability
Tier 1 Power
Tier 2 Power
Tier 3 Power
Tier 4 Power
Tier 5 Power
Cost
1
2
4
8
16
Prerequisite
Awareness 1+
Tier 1 Power
Tier 2 Power
Tier 3 Power
Tier 4 Power
Ability Type
Magic
Page
51
T, L
T, L
T, L
T, L
C, L
Tier 1 Spell
Tier 2 Spell
Tier 3 Spell
Tier 4 Spell
Tier 5 Spell
1
2
4
8
16
Tier 1 Power
Tier 2 Power
Tier 3 Power
Tier 4 Power
Tier 5 Power
Magic
52
T
T
Toughness 1
Toughness 2+
8
16/Lvl
None
Previous Level
Combat
42
C
T
T
T
Traps 1
Traps 2
Traps 3
Traps 4
3
6
9
12
None
Traps 1
Traps 2 & Locksmith 1
Traps 3 & Alchemy 1
Trades
78
C
T
T
Two Weapon Fighting 1
Two Weapon Fighting 2
Two Weapon Fighting 3
4
6
8
Weapon Skill
Two Weapon Fighting 1
Two Weapon Fighting 2
Combat
42
T
T
T
T
T
T
T
T
Unarmed Grapple 1
Unarmed Grapple 2
Unarmed Grapple 3
Unarmed Grapple 4
Unarmed Grapple 5
Unarmed Grapple 6
Unarmed Grapple 7
Unarmed Grapple 8+
2
4
6
8
10
12
14
16/Lvl
None
Unarmed Grapple 1
Unarmed Grapple 2
Unarmed Grapple 3
Unarmed Grapple 4
Unarmed Grapple 5
Unarmed Grapple 6
Previous Level
Combat
45
T
T
T
T
T
T
T
T
Unarmed Strike 1
Unarmed Strike 2
Unarmed Strike 3
Unarmed Strike 4
Unarmed Strike 5
Unarmed Strike 6
Unarmed Strike 7
Unarmed Strike 8+
2
4
6
8
10
12
14
16/Lvl
None
Unarmed Strike 1
Unarmed Strike 2
Unarmed Strike 3
Unarmed Strike 4
Unarmed Strike 5
Unarmed Strike 6
Previous Level
Combat
45
T
C, L
Void Power
Void Spell
16/Tier
16
Any Tier 5 Prime Elemental Power
Void Power of Equal or Greater Tier
Magic
Magic
63
C
T
Weaponmaster 1
Weaponmaster 2+
16
32/Lvl
None
Previous Level
Combat
43
T
T
T
Wear Armour 1
Wear Armour 2
Wear Armour 3+
1
2
4/Lvl
None
Wear Armour 1
Previous Level
Combat
43
12
CREATING A CHARACTER
Creating a Character
The game is written as clearly as possible so that it is
not necessary to memorize large sections of rules that
don’t apply to you. For instance, if I really wish to
enjoy living by my wits and my skill with a sword,
would I really need to memorize all of the magic
rules? As much as is possible, skills should be fairly
self-explanatory when in use and should just do what
the spell or skill would seem to do. Never feel afraid
to ask someone, especially the person who used the
skill on you, what the proper response is. It is the
responsibility of the user of a skill to explain how it
functions. It is important to ask any questions as
quickly and as quietly as possible so as not to disturb
game but most things have obvious responses and
this should not occur often.
•
When making a character, you should first consider
what that character is going to be like. Brave and
forthright? Cautious and sneaky? Are they going to
be a thinker or a fighter? Are they careless or careful?
A character of action, or an observer? Your character
is really another person and should behave like one –
it’s best to not be a copy of yourself. Consider ways
to make your character a distinct individual. And
always remember, your character is a real person,
with real views, ideas, beliefs, and opinions. Try
asking yourself a few things about the character at the
very beginning stages of character creation. Are they
married, single, do they have brothers or sisters,
children, parents? Are they religious, and what do
they believe in? What are their views on magic,
alchemy, killing, robbing? In short, who are they?
T
•
•
•
If a teacher is required or not to learn this skill.
The need for a teacher is keyed with the
following code:
C Skill cannot be learned without a teacher
L Skill costs double without literacy
N Skill cannot be taught
O Skill doesn't require a teacher
T Skill costs double without a teacher
The name of the skill
The experience points required to buy the skill
Prerequisites that may be required to purchase
the skill
For example, here is how to read a typical skill entry:
Ability
Cost
Prerequisite
Smith 3
9pts.
Smith 2
You read this chart as follows: ‘T’ means that the
price will be double if the character does not have a
teacher for the skill. When creating a starting
character, it is assumed that a teacher has taught them
all of the skills that they start play with. Once a
character has been played, however, a character
needs to find a teacher to teach any further skills.
The name of the skill is ‘Smith 3’. The experience
points required to purchase the skill (if the character
can find a teacher for the skill), is ‘9’. ‘Smith 2’
shows that the character must already know Level 2
of Smithing in order to learn Smith 3.
A teacher is defined as a willing character, already in
possession of the skill, who role plays teaching the
skill in game. In Game teaching does not have a
rigidly defined time frame required for teaching
skills, however base the time needed to teach and
learn a skill on the point cost of the skill and on the
level of the teacher.
Once you figure out your character, it’s easy to figure
out what they can do. EPOCH uses a point allocation
system – you can buy as many abilities as you can
afford. You use experience points to create your
character.
A character cannot receive teaching in a skill which
they do not already possess the pre-requisite for.
Skills may only be taught one level at a time. The
only exception to this is where the total XP cost of all
skills learned does not exceed the total XP the
character will earn at an event. So, a character can
have training in 3 skills, all of which cost 2 XP,
provided they pay the XP for all three skills before
learning another skill.
Every character starts with a base of twenty (20)
experience points. These can be increased or
decreased by using Creation Points, Disadvantages,
Advantages, and your character history. These
starting Experience Points are to be spent on
character abilities. Character abilities (skills) are
listed with four key pieces of information:
In order to make use of teaching, the character must
put all their points into the skill being taught until it is
paid off in full. If points are spent on another skill
during the training, then training is lost unless the
teacher is still available, and continuing to teach the
character.
13
CREATING A CHARACTER
with her experience points. Kelly realized that she
preferred healing with magic rather than with the
Medic skill so she removes Medic 1 from her
character. She now has a total of nine (9) experience
points to spend (3 experience points from Medic 1
and 6 experience points from the event).
Character Growth
Once a character is created, it will generally grow in
play. When your character goes on an adventure or
otherwise participates in game play, you character
gains experience points that can be spent
in the same way as the original points.
Experience points are earned at a rate of two
(2) points for the first day (or part thereof) and
two (2) additional points for every additional
day for longer events.
Experience points can be augmented in other
ways. Experience points may also be increased
through the use of Creation Points (explained
elsewhere), earned through special
circumstances In Game, and by other means.
Due to their nature, these items will be
explained further during play.
Kelly decides that she wished to learn more Earth
Magic, so she buys Earth Power Tier 2 (2pts) and
Earth Power Tier 3 (4pts). She also wants to buy the
Tier 3 Earth Spell, ‘The Earth Will Hide You
‘x’ minutes’ but only has three (3) experience
points left, so she decides to save the three
(3) remaining experience points so that
she can buy the spell later when she has
more experience points.
Please remember that Artist Director
approval is required for character concept. This is
a short form of the character background. The
character background can be submitted for bonus
XP. When creating and updating your character
sheet, you will be restricted to only the skills and
racial packages as noted within the rule book.
Character
Adjustment
If you have never played a LARP before,
it is quite difficult to go into play with a
clear picture of what a game is going to
be like. After your first EPOCH game, you
can take your character’s starting and earned
experience points and reallocate them
completely, referred to as a
“Mulligan”, in essence
completely recreating your character.
This allows novice players to benefit from the
things they learned in their first event without being
forced to live with the mistakes made in creating their
first character. Occasionally even an experienced
player will make mistakes in the creation of future
characters. As long as the new character has only
been in one event and it has been approved by the
Executive team, even an older player has the option
to mulligan a character.
Presentation Bonus
Armour, weapons and shields are
subject to a presentation bonus. This bonus is
applied to the phys rep. For armour, a +1
presentation bonus can be applied
per location depending on the
authenticity or look of the piece. For
weapons, a +1 presentation bonus can be applied to
the damage call. For shields, a +1 presentation bonus
can be applied to the resists. This bonus must be
agreed upon by a combination of at least 3 safety or
executive officers and must be done before game
starts. This bonus does not apply to the requirements
for materials needed in game. A separate tag will be
created for the presentation bonus and will be affixed
to the phys rep.
An Example of Character Creation
Creation Points
Kelly wants to play a healer in game and decides that
it sounds like fun to be a Halfling. With her initial
twenty (20) experience points she buys Race –
Halfling (10pts), Medic 1 (3pts), Awareness 1 (5pts),
Earth Power Tier 1 (1pt.) and the Tier 1 Earth Spell
‘The Earth Will Heal You _____ Points’. All of these
skills total up to a cost of 20 points, so the character
is complete.
Creation Creation points, also known as CRPs, are
points given to a player for doing work on behalf of
the club, such as building or donating props, making
mana or casting. They are used for gaining more
Experience Points (XP) for your character, acquiring
resources such as coins or mana, or creating a
scenario you want played out for your character,
called a Plot Force.
After her first weekend event, she has earned six (6)
experience points. Because it was her first event, she
has the option of rebuilding her character completely
Gaining CRPs
Creation Points are obtained by doing volunteer work
for the club, through donating props and materials,
14
CREATING A CHARACTER
casting for a certain amount of time, or helping out
with other EPOCH functions. The Treasurer will give
you your CRPs at the following event or upon
request. Please be sure to send the Treasurer a
message detailing what you have done to earn some
CRPs.
Plot Force: You may write a scenario for the Artistic
Director (AD) to bring into the game. After writing
the scenario and submitting it to the AD, he or she
will then inform you of the cost in CRPs to run the
scenario at an EPOCH event. The AD has the
authority modify the plot force.
Donations: CRPs will be given for the dollar amount
spent on materials and hours of work done to create a
prop. Be sure to give the Treasurer a receipt for all
materials purchased. Players can earn one (1) CRP
for every $5 spent, or one (1) CRP for every half
hour of work.. Other work on club props or other
club work will be compensated similarly.
For instance, a player who donates one hundred (100)
mana packets of any type can earn five (5) to ten (10)
CRPs, depending on the quality of the mana packets
of any type will gain you 5-10 CRPs, depending on
the quality of the mana. The Logistics Officer has the
final say on what is good quality and what is poor
quality mana.
Training: If you are unable to find a teacher for a
skill that requires it, instead of paying double the XP
to learn the skill without a teacher you may pay the
extra cost in CRPs instead. This is called a ‘teaching
story’ and it involves your character finding a method
to learn the skill outside of being taught by another
PC. A write up explaining how your character
learned the skill (from an NPC outside of town,
strange training regime, divine intervention, etc) must
be submitted to the Ads and approved before the
CRPs can replace the extra XP. For example:
learning Backstab without a teacher costs 40XP or
20XP and 20 CRPs.
Casting: The rewards for casting depend on the
payment option that the player chooses when casting.
This is displayed on the website
New Equipment: New equipment can be purchased
using CRPs. Basic equipment only that can be made
with standard materials, ie: wood, metal, no
exceptional or masterwork items. The cost is 1 CRP
per unit of material used. For example, Joe the
warrior lost his longsword last event and forgot to ask
the town smiths to make him a new one. Before the
start of the event 4 CRPS can be paid for a regular
longsword.
How to spend CRPs
When CRPs are used, the CRP Expenditure Form on
the website must be filled out and sent to Logistics
with your pre-log, and the CRPs must be turned in
when logging. If you did not pre-log, bring in a
printed, filled out copy of your CRP Expenditure
Form with the two copies of your character sheet.
CRPs can be used in several ways:
Controlling an NPC: In certain rare instances, it is
possible for a player who has been the only cast
member to role play a certain NPC role to purchase
that NPC as a new playable character. For example,
you have played a reoccurring NPC role as a farmer
who comes into town to learn how to be an
adventurer, and have had a lot of fun with the
character and made many in game friends. You can
approach the Ads ask if it would be possible to make
that NPC become a PC. The President can then be
approached to find out what the CRP cost to purchase
that NPC will be. Not all NPCs can be bought in this
way and it is always up to AD And President
discretion.
Doubling Out: At the end of a full weekend event
(Friday night, Saturday and Sunday morning) your
character will gain 6 XP. You may spend 1 CRP for
every XP you gain to obtain another XP. Spending 6
CRPs to gain all 6 bonus XP is called Doubling Out.
Replace 8 with 6 for longer weekend events.
New Characters: A new characters 20 starting XP
can be doubled out to a maximum of 40 by spending
up to 20 CRPs.
Income: You may gain 1 unit of any income. 1 CRP
is equivalent to 1 Silver Coin in this regard. Prime
Mana (Earth, Air, Water, Fire) costs 1 CRP. Pure
Mana (Essence, Void) costs 2 CRPs. This can be
done with logistics before game starts.
Substance and Masterwork Materials require an AD
plot force as described below and is up to AD
discretion.
Golden Monkey: 1000 CRPs (yes, one thousand)
will give you the fabled Golden Monkey award. Once
the CRPs are handed in, the President decides what
benefit your character gains. The Golden Monkey
gives you an item or ability that is purely beneficial
to your character and is game altering
15
CREATING A CHARACTER
Races
N
N
N
N
N
N
N
N
N
Ability
Arluru
Dwarf
Elemental Kin
Elf
Faun
Halfling
Human
Kaern
Orc
Cost
15
15
15
20
10
10
0
15
15
Prerequisite
Creation Only
Creation Only
Creation Only
Creation Only
Creation Only
Creation Only
Automatic
Creation Only
Creation Only
Racial Terms
Race Only Skill: A skill that may only be possessed
by a member of a certain race. For instance, only
Dwarves may learn Axemaster, and only Elves may
learn certain spells.
Note: While In some cases the background of a
character is completely up to the player to write,
there are some aspects, which are completely
inflexible. If you are unsure whether your story
conflicts, check with an AD.
Racial Identifiers: Certain pieces of costume or
make up that will mark a character as of a certain
Race.
Race Descriptions
Racial Disadvantage: Unlike regular Disadvantages
(see the chapter on Disadvantages) a racial
Disadvantage cannot be bought off, or cured except
in extremely rare circumstances.
Race is a key consideration in creating and playing
your character. When playing a character that is a
Human, there are very few restrictions on how your
character is to behave, beyond those that you impose
on yourself.
A key part of your character is their race. The races
of EPOCH are: Human, Arluru, Dwarf, Elemental
Kin, Elf, Faun, Halfling, Kaern or Orc.
When playing a character that is a race other than
Human, you will be expected to play that race
believably. For starters, remember that these races are
not human! They have different standards, beliefs
and goals, as they come from different cultures. If,
for example, you play an Elven character, behave like
an Elf, not a human with pointy ears.
The experience point cost of a character’s race must
come from the initial supply of experience points
when creating a character; you cannot change your
character’s race after creation (except under
extremely extraordinary conditions!) nor can a
character be more than one race at a time.
For more information about the culture and
background of a specific race, you can ask your
club’s Artistic Director or check the website. Most of
all, do not make assumptions about any race or
character based on what you have seen or read in the
past.
If you want to play a character of mixed ancestry,
that is acceptable for role-playing purposes, however,
for ease of game play you must choose which parent
your character takes after and pay the cost for that
race. You will only receive the racial advantages (and
disadvantages) of the race that you have paid
experience points for! Also, you must comply fully
with the appearance requirements and characteristic
traits of the race you pay for.
Each race has at least one specific physical trait that
distinguishes them from others. Any player whose
character belongs to that race must wear this trait. For
example, you must wear some type of pointy ear
prosthetic as an Elf. You cannot simply wear a
headband or large hat over your ears and claim that
they are pointed. You must wear the proper
prosthetic(s) or makeup for your race.
You should read about your character’s race before
play, as you will need to know about the background
culture, information on the culture of each race is
available on the EPOCH website.
16
RACIAL SKILLS
Arluru
Dwarves
Advantages
Advantages
•
•
•
Start play with Unarmed Strike 1 and
Unarmed Grapple 1
Berserker, Fury and Two-Weapon Fighting
skills cost half
Take half damage from Berserker and Fury
fallout damage
•
•
Disadvantages
•
Disadvantages
•
•
Learn Smith and Toughness without a
teacher
Dwarf Only Skills: Axemaster and
Hammermaster
Shield skills, and Void Spells and Tiers of
Power cost double
Silver breaches the Toughness and
Berserker thresholds (Does not apply to
Wear armor thresholds)
•
•
It costs 15 experience points to play an Arluru
All two-handed weapons or polearms cost
double to purchase except Great Axe or
Maul
Ranged weapon skills cost double to
purchase except throwing axe and throwing
hammer
May never have another weapon’s skill at a
higher level than their highest axe or
hammer skill.
Arluru characters start play with 10 Health
It costs 15 experience points to play a Dwarf.
Arluru are wolf-like hunters, whose rage fills their
minds and hearts. They dwell in the untamed
wilderness, taking up and protecting their territory
with extreme vigilance. Arluru in a pack are not to be
trifled with. A group can explode into a frenzy and
tear the offender apart without a moment's notice.
Dwarf characters start play with 10 Health
Dwarf Only Skills
Arluru are, by instinct, berserkers. When provoked,
backed into a corner, or outnumbered, they unleash
their anger in desperation. And while one Arluru is
dangerous, a pack of them is unfathomably terrifying.
The Arluru are Fey, and they believe their purpose is
to protect and keep the wild lands wild. As such,
seeing one in a small town is rare, and one in a major
city is unheard of.
Only recently have the Arluru begun to emerge from
wherever they came from into The Known World.
Before this, they were in a much more horrible place
which they call the Black Oblivion.
C
T
T
T
T
T
Ability
Axemaster 1
Axemaster 2
Axemaster 3
Axemaster 4
Axemaster 5
Axemaster 6+
Cost
6
8
10
12
14
16/Lvl
Prerequisite
None
Axemaster 1
Axemaster 2
Axemaster 3
Axemaster 4
Previous Level
C
T
T
T
T
T
Hammermaster 1
Hammermaster 2
Hammermaster 3
Hammermaster 4
Hammermaster 5
Hammermaster 6+
6
8
10
12
14
16/Lvl
None
Hammermaster 1
Hammermaster 2
Hammermaster 3
Hammermaster 4
Previous Level
Axemaster
This skill allows a Dwarf character to use any and all
axe weapons (i.e. throwing hatchet, handaxe,
battleaxe and the greataxe, one of two weapons
which Dwarves are able to wield with two hands). It
also includes the two weapon fighting skill for axes
only, equal to the level of Axemaster). It is bought at
the same price as a skilled weapon.
Arluru are recognized In Game by their wolf-like
facial features.
Hammermaster
This skill allows a Dwarf character to use any and all
hammer weapons (i.e. throwing hammer, warhammer
and the maul, one of two weapons which Dwarves
are able to wield with two hands). It also includes the
two weapon fighting skill for hammers only, equal to
the level of Hammermaster). It is bought at the same
price as a skilled weapon.
17
RACIAL SKILLS
Dwarves are the second eldest of the Fey races, less
pure in Faerie blood than the Elves, but more pure
than other Fey. Though their heritage is
acknowledged by the Faerie, they are not considered
as close of kin to the Faerie as Elves are. Since their
blood marks them as different from other races, Elves
and Dwarves, though frequently rivals, always treat
each other with respect. All other Fey are considered
so much more distant from Faerie blood that they
lack this bond.
An Elemental kin is a being made from one of the
four (4) prime elements: Earth, Fire, Air, and Water.
Each species is as different as their elements to each
other and each have traveled to the plane in which
Carreg Wynn resides for their own reasons.
Elemental Kin greatly revere their respective
Elemental Lords as their creator and gods. There is
no natural animosity between each element. They are
taught by their Lords that all elements are needed
together to continue the circle of life. None are
commonly seen on the prime material plane. Each
elemental has a natural affinity for magic of their
element. Their magic power is as much a part of their
essence as it is a learned ability. Because of this they
cannot teach the magic of their element to others.
Elemental Kin
Advantages
Learn spells and tiers of their element’s magic
without a teacher.
• Start with Elemental Affinity
• Start play with Awareness 1
•
Can purchase the “blend” ability for their
element (Requires tier 3 of the element)
Ability
Cost
O “My Essence Will Blend With Earth”
4
•
4
O “My Essence Will Blend With Air”
4
The Fire Kin are known to be fierce warriors with
tempers as hot as their element. They tend towards
the Chaotic and hot headed rather than calmly
working through a problem. Fire Kin are natural
tricksters but they will always follow their own clan’s
Code of Honour. They have come to the prime
material plane to prepare for their coming of age
trials.
The Earth Kin are normally calm and steady. Rarely
making hasty decisions, they value the long process
of decision making and generally do not favour
change. Earth Kin tend to be very slow to anger but
once it happens their anger comes swiftly and can be
devastating. They value the balance of life and so
will seek peaceful resolutions to conflicts, however,
they understand that death is a part of the life cycle
and they are known to be good fighters. The first
All Blend abilities are considered Magical States
Disadvantages
•
Cannot learn spells or tiers in opposite element
Cannot teach spells or tiers in their element
Elemental Affinity
This ability allows an Elemental Kin to buy mana
income to triple their tiers in their element. This
would allow up to a maximum of income mana: 15 in
their element.
Dwarves are recognized In Game by their beards.
Females often grow dainty goatees, but for a male
Dwarf, anything less than a full beard would be
considered a shame to the race.
O “My Essence Will Blend With Fire”
•
•
Elemental Kin characters start play with 5 Health
Less than one Dwarf in ten is female, and as such
females are prized in Dwarven society, and all doors
of opportunity are open to her. If anything, Dwarves
tend to imbue respect upon female Dwarves without
concern as to whether it has been earned or not.
4
Double damage/effect from opposite element of
the above marked spells. Damage/effect as
follows:
• Fire Kin – Water Strikes (double damage)
• Earth Kin – Air Spins (double effect)
• Water Kin – Fire Strikes (double damage)
• Air Kin – Earth Heals (double damage)
It costs 15 points to play an Elemental Kin
Dwarves are often a blunt people, with an eye on the
bottom line. Dwarves are long-term planners and
profit-oriented as a race, with generally makes them
fairly honest. Dwarves have long memories and tend
to be tenacious when exacting revenge if wronged,
though they may not seek revenge immediately.
O “My Essence Will Blend With Water”
•
Cannot be healed with Earth (except Earth Kin).
Heal instead as follows:
• Fire Kin – Fire Strikes
• Earth Kin – Earth Heals
• Water Kin – Water Strikes
• Air Kin – Air Spins
18
RACIAL SKILLS
Earth Kin came to the prime material plane to assist
the first Earth Champion with restoring the life
balance after the plague.
•
Subject to the Elven Code, a race-specific code
of honour (see below for details)
To play an Elf, it costs 20 Experience Points.
The Air Kin are a flighty people, changing moods
rapidly and unpredictably. They do not tend to
remain in one place for very long. Their
unpredictable nature makes them ideal for the life of
a rogue. Not much is known about why the Air Kin
came to the prime material plane, it could have just
been a whim one day.
Elf characters start play with 5 Health.
Elves are known by all Fey to have the greatest claim
of kinship with the Faerie. Because of this, many of
the other Fey refer to Elves respectfully as “older
brothers” or “older sisters” in deference to their purer
Faerie blood. Their blood marks them as akin to the
Faerie, so much so that Elves are inherently magical.
For Elves, Magic is as natural as breathing. Elves
tend to become powerful mages.
The Water Kin are normally very steady and slow to
anger. Once angered, however, it’s very difficult to
slow them down. They tend to be emotional,
empathetic, and intuitive; however, they can also be
over-sensitive and irrational. They often present a
calm visage while hiding their true self. Water Kin
are also very adaptable. The Water Kin have been
coming to the prime material plane occasionally for
adventure since the creation of the first Water Circle.
The Elven strength is also their weakness. Many
Faerie consider Elves to be “their business” thus
forcing Elves to adhere to a strict code of honour; if
an Elf strays from The Code, there can be severe
consequences. Conversely, dealings with the Faerie
are more likely to end poorly if a group seeking
audience does not have an Elf to speak for them. This
is, of course, a generalization, as all Fey were made
in the image of the Faerie, and there are some Faerie
who see their non-Elven children as being their own
personal direct descendants.
Elemental Kin can be recognized in game by their
horns and pointed ears. There must be 3 or more
horns as well as skin coloured as follows:
Fire Kin : Easily noticeable red and orange tint to
skin with veins a darker shade of red to mimic the
colours of fire
Water Kin : Easily noticeable green and blue tint to
skin with veins a darker shade of green to mimic the
colours of water
Earth Kin : Easily noticeable brown and grey tint to
skin with veins a darker shade of brown or gold to
mimic the colours of earth and stone
Air Kin : Easily noticeable blue and white tint to skin
with veins a darker shade of blue to mimic the
‘colours’ of air
In Elven society, the sexes are equal in their roles and
duties.
Elves often feel themselves to be above moral issues
of good and evil, though personal tastes can lead
Elves
Advantages
•
•
•
•
May learn Spells, Tiers of Power, Enchanter and
Awareness without a teacher and do not require
literacy as a prerequisite.
Access to some spells not available to other races
(see below)
May learn any bow skill without a teacher.
Start play with Awareness 1
Disadvantages
•
•
Cannot teach Awareness, power, spells, or
Enchanter at all.
Cost of health is double
19
RACIAL SKILLS
elves to be on opposite sides of a conflict. Though
they understand the concepts of good and evil, most
feel that their duty to enforce the Faerie's wishes in
this world overrides such human views. They see
themselves as part of a cosmic greater whole, and
totally above the limited morality of the lesser races.
Also, according to the Elven Code of Honour, an Elf
may not knowingly allow another Elf to be harmed
physically, and must help to find food, shelter and
healing for another Elf if needed, it is perfectly
acceptable for Elves to argue or debate with another
Elf, or to play mind games, annoy, or steal from
Elves. Even to slaughter another Elf’s non-Elven
friends is permissible (of course, this must be done in
an elegant fashion and other Elves cannot physically
suffer for it).
smoke), Water (any liquid), Earth (rocks, dirt or
plants), or Fire. While within the element they are
OOP, and while they remain aware of their
surroundings, they may not reach outside of, speak,
cast spells or otherwise act outside of their chosen
container. They may move anywhere within their
chosen ‘container’ (depending upon the element) and
may exit it at any time of their choosing (up to the
maximum allowable time of the spell). Elves
cohabitating an element together may interact with
each other. When traveling through an element, an
Elf is limited to the extent of the element that they
enter. For instance; if an Elf entered a tree, they may
come out of any part of the tree, but not the ground,
or anything touching the tree. An Elf that blended
with water may emerge from anywhere the water
goes, but if it evaporates or turns to steam, the Elf
must exit it, as it has now become an air related spell.
Even if committed to scroll, or imparted by an
enchantment, this spell cannot affect a non-elf unless
approved by an AD.
These are timed spells.
Below is an excerpt of the Elven Code of Honour:
• An Elf may never knowingly allow another Elf
to come to physical harm.
• An Elf must try to prevent physical harm from
coming to other Elves.
• An Elf must assist other Elves who have fallen
on hard times.
• An Elf must never break their word or lie to a
Faerie or another Elf.
• An Elf should strive for the overall betterment of
all Fey in the world.
• An Elf must be a role model for all Fey and live
elegantly.
In-Game Effect: The elf is seen to be absorbed by
the item and disappear. When they emerge they are
seen to step from the item as a fog and become solid
instantly.
Elves are recognized In Game by their pointed ears.
These must be prosthetic ears, and not an arbitrary
object mounted on the ears like paper or tape.
Also remember, Elves are magic. They perceive
magic in a very different way than any other race. It
comes naturally to them. It is important to remember
that there is little point in playing an Elf if you do not
wish to have some magical abilities.
Fauns
Advantages
•
•
•
While an Elf will take part in almost all aspects of
society (albeit in an elegant fashion), it will always
be in combination with magic.
May learn Alchemy, and Life Skills: Herbalism
and Geology without a teacher at no penalty
Start play with Traps 2
Start play with Ingredient Affinity
Disadvantages
Elven Specific Spells
Ability
O “My Essence Will Blend With
Earth”
O “My Essence Will Blend With
Water”
O “My Essence Will Blend With
Fire”
O “My Essence Will Blend With
Air”
Cost
Prerequisite
4
Earth Tier 3
4
Water Tier 3
4
Fire Tier 3
4
Air Tier 3
•
•
To purchase the Wear Armour skill costs double
Skilled and Hard weapons (except shortbow),
Weaponmaster or Marksmanship skills cost
double
To play a Faun, it costs 10 Experience Points.
Faun characters start play with 5 Health.
Ingredient Affinity
This ability allows a Faun to buy double income in
their ranks of Life Skill: Herbalism/Geology. This
would allow up to maximum income in herb/ore of 6
per event
All Blend abilities are considered Magical States.
These spells allow the Elf to enter into the element in
its visible manifestations, such as Air (fog, steam,
20
RACIAL SKILLS
•
Fauns are known as flighty forest-dwellers.. Though
some fauns may take a fancy to the social scene of
civilized areas, they tend remain near their beloved
woods. Fauns are a passionate, sensual and socially
oriented race; a Faun who prefers to be alone is
unknown! Fauns love nothing more than being the
centre of attention, especially with an admiring
audience.
Disadvantages
•
All non-ranged weapon skills cost double – this
includes the Weaponmaster and Two Weapon
Fighting skills.
To play a Halfling costs 10 Experience Points.
Fauns are naturally devious; constantly playing
harmless practical jokes, in an effort to make
everyone else relax a little bit. Fauns have had
enough experience with other races, though, to keep
an eye on the possible escape routes, just in case their
joke is taken the wrong way!
Halfling characters start play with 5 Health
Halflings are a cheerful, gregarious, and curious
people, they are never happier than when sitting
down in comfortable surroundings to a good meal.
The Halfling ideology can be summed up simply
with “good food, good drink, good song, good friends
... and some more good food!”
Fauns are inherently a bisexual people. They consider
members of any race who prefer one sex to be
prudish and in need of enlightenment. Most Fauns
consider monogamy to be a deviant and bizarre
behaviour. Polygamy is the norm for Fauns
Halflings are generally a peaceful people who often
seem strangely ill-equipped to deal with the troubles
that can be brought on by their curiosity.
Appearances can be deceiving in these situations,
however - a Halfling’s cheerful nature often allows
them to charm their way out of most negative
situations and, in most cases, a Halfling has many
friends willing to come to their aid. Though not
designed for the hardships of hand to hand combat, a
Halfling with a ranged weapon is indeed a dangerous
foe! A Halfling’s nimble fingers can rain missile
weapons upon their foes with a fierce and deadly
accuracy. Fights of any sort are generally avoided by
Halflings, as fights tend to interfere with the
satisfaction of a good day’s work, and can lead to late
meal times!
Fauns usually rely on their quickness of mind and
their fleetness of foot, as well as advance preparation
to deal with whatever troubles may come their way.
Fauns have no real cultural practices to speak of.
They find no reason to form governments of their
own, or to support anyone else's government.
The most common misconception about Fauns is that
they are all nymphomaniacs whose lives entirely
revolve around the search for sexual experience.
While all Fauns do generally enjoy sex, and most will
have sex regularly, and with many various partners,
sex is a part of their lives, not the centre of it. Fauns
are by nature a very sensual people, but this should
not be mistaken for sexual. Fauns love all things that
stimulate the senses, including food, drink,
comfortable silk, velvet, and other clothes, good
music, and anything that stimulates the senses.
However, Fauns are the Faerie’s most upbeat
creations, and even when things look their darkest,
the Fauns are the ones with the light joke or million
to one plan. Sometimes, the plan even works.
The sexes in Halfling society are treated equally and
share the workload equally.
Halflings are identified the fur on the backs of their
hands.
Human
Advantages
•
Fauns are identified by their horns In Game. Males
also often have small beards.
Start play with two Life Skill: 1 (of player choice
as per AD approval during character Creation)
Disadvantages
Halflings
•
Advantages
•
•
Traps and Locksmith skills are purchased at half
cost
None
It costs no experience points to play a Human.
All life skills are purchased at half cost
All ranged weapon skills are purchased at half
cost (this includes the Marksmanship skill)
Human characters start play with 5 Health.
21
RACIAL SKILLS
Throughout the world, there are a variety of distinct
Human cultures. The two largest are the Tawdonian
Empire, and The Confederacy of the Great Woods. In
addition, there are also many smaller groups, such as,
Wastelanders, Northern Wildsmen, Southlander
tribes, Crescent Islanders, Frontiers Folk, and
numerous other smaller groups as well.
breed, used to constant conflict, and some of the
greatest hardships in the land. It is also home to some
of the most diverse people, unusual monsters, and
one of a kind circumstances. If anything can happen
anywhere, it will happen on the Frontier.
In some instances, Human characters may have
access to special skills or abilities, and these will be
explained to you by the AD.
The Tawdonian Empire occupies the Western
portions of the known world, and is much like the old
Roman Empire. It is a class-based society with
citizens and slaves, nobles, middle class merchants,
and peasants. It grew centuries back out of the
original Pentaverate states, and became the great
super power of the world. Its greatest detriment has
been the constant infighting amongst its own senators
and noble families. The Imperial official religion is
NOSianism, the belief of the three-sided god.
Kaern
Advantages
•
•
•
The Confederates are more of a tribal society, and
based on a compact between three main tribes; the
Curn, the Pyren, and the Skae. Each tribe is unique in
its own way, and has its own views and moralities.
They do all follow a belief in spirits and a natural
order. Although the tribes unified centuries ago,
mostly to face the threat of the growing might of the
Empire, tensions between them still regularly flare
up, and each still maintains their own views of the
world, the spirits, the Empire, and each other.
•
Start play with Unarmed Grapple 1 and Unarmed
Strike 1
Can learn the Assassinate skill without a teacher
Start play with Sudden Clarity (see Psychic for
details) and the one (1) state that comes with that
ability
Backstab does not require Wear Armour as a
Prerequisite
Disadvantages
•
•
The Shield skill and Wear Armor skill costs
double
Tiers of magical Power (of any type) and spells
cost double the experience points to purchase
It costs 15 experience points to play a Kaern.
Squeezed between the Empire and Confederacy is the
Frontier. The people of the Frontier are a hardy
Kaern characters start play with 5 Health.
22
RACIAL SKILLS
Kaern are a cat-like race which has a female
dominated culture. Though they can be found in
human society, Kaern tend to congregate in areas that
they mark as their territory. Trespassing into Kaern
territory can be a dangerous activity, as the
passionate Kaern tend to act first and ask questions
later, if they ask at all!
proficiencies. It does not apply to the
Weaponmaster or Marksmanship skills, or Wear
Armour
Disadvantages
•
Kaern, especially the males, are notably impulsive
beings, relying on gut instincts, removing the need
for unnecessary and tedious thought. If any person
doesn’t know the local Kaern’s feelings and opinions
toward them, it is solely because they haven’t been
paying attention. Kaern are quite emotional and often
share their feelings with everyone. Kaern revel in the
sensuality of living and emotions, they consider their
own pleasure (and displeasure) to be of the highest
importance in their life; it is said that no Kaern has
ever mastered a “poker face”.
It costs 15 experience points to play an Orc.
Orc characters start play with 10 Health
Orcs are generally competitive, seeking to dominate
those that they perceive as being weaker, they are
also clan-oriented and seek honour in battle for their
clan. Orcs are, for the most part, considered to be
bloodthirsty, ignorant savages; generally speaking
they deserve this designation. However, when the
need arises to defend themselves, their homes, or
friends, Orcs are capable of extreme acts of selfsacrifice and bravery.
In Kaern society, females are the dominant sex; they
tend to be better suited to deep thinking than males;
Kaern females tend to be very possessive of anyone
or anything that they feel they have a right to. Kaern
males usually give up their possessions to their
female leader, and own no more than they can carry.
Orcs are generally mentally lazy, considered their
greatest weakness, though excellent specimens of
health, Orcs have never mastered mental discipline.
This does not mean they are stupid. In fact, they are
quite intelligent in their own areas of expertise
(weapons, armour, combat, tactics, and warfare).
Orcs are sly, animalistic and cunning, but lack the
focus required for mental exercise and study.
All Kaern males are owned by a female. The female
cares for her male, in exchange for complete loyalty
from her males. Dominant female Kaern each have a
harem of several males, usually with two to eight
members. In Kaern society, it is unheard of for males
to be paired with more than one female, though loans
and trades and even sometimes gifts of males are
arranged between females.
Orcish politics are generally swift and brutal. In an
Orcish tribe, the Chieftain is the one who has enough
muscle to push their way to the top. An Orcish
Chieftain will stay in this position until another Orc
gathers the support and courage to oust them.
Chieftains are often physically stronger than they are
wise; truly smart Orcs know it is best to be an
advisor, since new Chieftains always need someone
to tell them what is going on.
In Orcish society, females aren’t considered second
class, but due to the reproductive nature of the race,
and the generally short life span, many females are
relegated to the job of “baby factory”, more out of
habit than tradition. If a female Orc chooses to follow
the path of a warrior, advisor or even (not entirely
unheard of) a Chieftain, she will not be stopped
because of her gender, only her ability to perform the
required duties.
A Kaern male who does not have a female is
considered ‘rogue’ and is either absorbed or
destroyed by other Kaern groups.
Cat-like facial features (mask or makeup) distinguish
Kaern In Game; some Kaern have tails. If you do not
have a prosthetic for your Kaern, you must have a
tail. Kaern generally take on the characteristic traits
of the cat their coloration most resembles.
Orcs
Advantages
•
•
All Psychic, Magic and Alchemy skills cost
double. (Does not apply to Strong Will)
May purchase Health at half cost
May learn weapon skills at half price. This
applies only to Unarmed Grapple, Unarmed
Strike, Shield, Two-Weapon Fighting, Easy,
Average, Skilled and Hard Weapon
Green-tinted skin and protruding lower teeth identify
Orcs In Game. Orcs are generally very proud of their
tusks (tusks are sexy) and will gnaw on things to
keep their tusks at their sharpest and whitest.
23
DISADVANTAGES, ADVANTAGES AND TRAITS
problems for your character – if it didn’t then it
would not be a disadvantage!
Disadvantages,
Advantages and Traits
If you choose a disadvantage, remember to role-play
it. If you feel that you cannot do justice to a
disadvantage, don’t take one. It is wiser in the long
run not to take a disadvantage than to have to pay the
penalty for failure to play it. If at some point in the
future of play, you feel that your character has
outgrown their disadvantage, you may use experience
points to buy it off.
Disadvantages
N
N
N
N
N
N
N
N
N
N
N
N
N
Ability
Blindly Loyal
Delusion, Minor
Delusion, Major
Gullible
Intolerance: Physical Attack – Small
Group
Intolerance: Physical Attack – Large
Group
Intolerance: Verbal Attack – Small
Group
Intolerance: Verbal Attack – Large
Group
Mute
Pacifism
Pacifism – Militant
Phobia, Uncommon
Phobia, Common
Cost
-10
-5
-10
-10
-7
Buying off a disadvantage represents in game the
ongoing struggle that the character has fought against
their disadvantage. This is a role-playing experience
and is usually done over a period of time. Once this
has been done, the character should speak with the
Artistic Director, who will then usually allow the
character to buy off the disadvantage with earned
experience points at the same point value that the
disadvantage gave them (e.g. to buy off the
disadvantage of Blindly Loyal would cost fifteen (15)
experience points).
-10
-3
-5
-10
-5
-7
-5
-10
If a disadvantage has not been properly and/or fairly
role-played, it and its bonus may be removed from
the character with the possibility of an equal penalty.
A Militant Pacifist could be assessed as much as a
fourteen experience point penalty -double its valueby the Artistic Director.
Disadvantages are traits that affect your character in a
negative fashion and generally make the character’s
life more interesting, or more difficult. The
disadvantages that are permitted in game are specific
and add to both the fullness of experience for the
character and the game. As an example, though it
would be an inconvenience for your character to have
one leg, this does not change who your character is,
nor does make the game more interesting. Also, a leg
can be re-grown through magic in game.
Additional Disadvantages may be available. Speak to
your Artistic Director.
Any Disadvantage you choose must be approved
by the club’s AD prior to being played.
A disadvantage gives a negative value that you then
apply to your character’s starting point total. For
example, a character with the disadvantage of ‘Mute’
pays nothing for this trait; in fact they gain ten (10)
extra experience points for use in the creation of that
character. Each character is allowed only one (1)
disadvantage. A disadvantage must be chosen at the
time of creation.
Description of Disadvantages
Blindly Loyal
A Blindly Loyal character has one institution or
person to whom they give their unquestioning
service. When it comes to serving this cause or
individual, nothing (not even their own life), takes
precedence over their master's order. A Blindly Loyal
character will march off a cliff, slaughter their best
friend or do anything at the word of their
commander. Blind Loyalty is a rare disadvantage and
is only handed to a few individuals. You cannot be
Blindly Loyal to a specific player character, gods, or
any super powers (such as elemental lords, daemons,
angels). If you are Blindly Loyal to a group, you
must list the group's history, their chain of command,
what they fight for and why, as well as your own
character's involvement within the group.
Any character’s disadvantage must be properly roleplayed; failing to do so allows the Artistic Director to
assess penalties against the character.
A player who wants to cheat can quite easily abuse
disadvantages. It is also easy to become so caught up
in play that you forget to be intolerant/ afraid/gullible
etc. Some players find it incredibly frustrating to play
a Blindly Loyal or Gullible character. When choosing
your disadvantage, remember that it will cause
24
DISADVANTAGES, ADVANTAGES AND TRAITS
Delusions
Mute
A character who takes a delusion as a disadvantage
believes in something that the rest of the world
believes to be completely untrue. A delusional
character cannot be convinced that they are wrong
about their delusion; all evidence to disprove their
belief will be seen as suspect or false. They will
claim that anything disproving their belief is a trick,
fixed, planted, or an outright lie.
A mute character may not speak. The character is
forced to communicate by other means. Keep in mind
that if you wish to write notes, both characters
communicating must be literate (and you will use a
great deal of paper).
Delusions are divided into two (2) categories – major
and minor, depending on how seriously they affect
the character. Examples of major delusions are “I can
turn invisible at will”, “No one can harm me from
behind” and “All Ogres and Trolls and other nasty
beasts are my friends”. Examples of minor delusions
are “Any weapons I use become magical”, “I can
speak with trees”, or “I am a werewolf”.
Any character with a delusion believes their delusion
wholly and completely and will go out of their way to
demonstrate ‘the truth’ to others.
A ‘Code of Honour’ or ‘Vow’ might qualify as a
delusion – speak with the Artistic Director.
Pacifism
At the basic level, a Pacifist character is morally
opposed to violence of any kind. The character will
not take up arms against another. Militant Pacifism
means that the character will not harm or let harm
come to any living creature. The character must do
everything in their power (non-violently, of course!)
to convert others to their point of view. Militant
Pacifists are vegetarians.
Gullible
A gullible character is likely to believe almost any
story that they are told. A gullible character can
easily be conned into new things without even
realizing that they are being taken advantage of.
Furthermore a gullible character is utterly unable to
detect a lie – even friends can pose a threat if they
dabble in too much sarcasm!
Phobia
Intolerance
A character with a phobia has an extreme fear of
something that might be encountered in game. When
in the presence of the object of their phobia, the
character’s only thought will be to get as far away
from it as possible. If unable to escape, the phobic
character will be unable to unable to think straight or
engage in any sort of useful activity. All they can do
is stutter out short answers to any questions they
might be asked. If attacked by the subject of their
phobia, the character will defend himself but cannot
attack. Furthermore the character will flee given the
first opportunity.
An intolerant character is bigoted against some other
type of character found in game. The points that a
character gains for this disadvantage depend on how
intolerant they are. A ‘Small Group’ refers to a type
of character that does not appear in game frequently
(i.e. devils, demons, dragons, etc.). A ‘Large Group’
refers to a type of character that could be met on a
regular basis (i.e. Elves, Dwarves, Humans, etc.).
Intolerant characters with ‘Verbal Attack’ will
verbally abuse those to whom they are intolerant.
This generally means slurs, insults, arguments and
constant demeaning remarks. Intolerant characters
with ‘Physical Attack’ will attempt a campaign of
violence against the characters that have earned their
hatred, directly attacking whenever logically possible
and success is feasible.
Phobias are divided into two (2) categories –
common and uncommon. The categories refer to the
likelihood of the object of phobia being encountered
in game, how easy it is to avoid. Examples of a
common phobia are: Halflings, fire and dead things.
Examples of uncommon phobias are: dragons, giant
spiders, and Dwarven bartenders.
25
DISADVANTAGES, ADVANTAGES AND TRAITS
Moon: Goblins. It could be because somewhere along
their family’s history, they aided or helped a Goblin
and was granted a boon as a result.
Advantages
N
N
N
N
N
Ability
Contacts, Major
Contacts, Intermediate
Contacts, Minor
Elemental Affinity
Goblin Affinity
Cost
10
8
6
5
Perhaps the character has some minute traces of
Goblin blood in their bloodline. Whatever the reason,
they have a bond of some sort with Goblin kind. It is
up to the player to write up how they received this
gift, and must get it approved by the AD. The in
game effect of this is two things. First, the character’s
maximum Income in any type of mana is now triple
the Tier of power in the element, not double. The
other effect is that the character will receive more
notice in game from Goblins.
Advantages are a special type of skill. These are traits
that affect your character in a positive fashion, but
are not learned skills but part of the essence of who
and what the character is. Any advantage that a
character takes must be properly role-played; failing
to do so will lead the Artistic Director to assess
penalties against the character. An advantage may
only be taken at character creation, and cannot be
learned later in game. Characters found not properly
playing their Advantage (such as a character with
Goblin Affinity attacking goblins on sight) will have
the Advantage’s effects taken away, but will not
receive the XP back for the ability.
Traits
N
Ability
Cost
Prerequisite
Book Mage
0
Awareness & Literacy
Traits are special characteristics of your character,
which are really neither Advantages nor
Disadvantages, or could be seen as both. Traits are
different from skills in that they are natural aspects to
your character, and like Advantages or
Disadvantages, cannot be taught, but unlike
Disadvantages these cannot be bought off. Because
these are both part Advantage and part Disadvantage,
they cost nothing but give the character no points
either.
Additional Advantages may be available. Speak to
your Artistic Director. Also, any Advantage you
choose must be approved by your AD prior to being
played. A character may only have one Advantage.
Description of Advantages
Contacts
Additional Traits may be available. Speak to your
Artistic Director. Also, any Trait you choose must be
approved by your AD prior to being played. A
character may only have one Trait.
A character with contacts can use these as limited
versions of plot forces. They may request of the AD
that items or events be brought into game. However,
the final decision is at the discretion of the AD, and it
must be understood that even a character with Major
Contacts is limited in what strings they can pull. So,
minor contacts could include a local Imperial captain
in the army, a minor Confederate shaman, or some
other minor local. An intermediate contact could be a
local Baron, a council Elder, or possibly some other
local power or authority. A major contact could be a
Senator, Imperial Legate, or other mid powered
individual.
Description of Traits
Book Mage
This Trait affects how a character learns, casts, and
perceives magic. A mage with this trait learns and
casts all their spells by reading them from spell books
and tomes. Note that this is not the same as casting a
spell from a scroll. Non-book mages cannot use a
book mage’s spell book as a scroll. All book mages
buy Spells as if they were 1 Tier lower. All Tier 1
spells cost 0.5XP. However, on the down side, every
time the book mage wishes to cast the spell, they
must read it from the book, touch the mana to their
spell book, and then cast. In order to learn new spells,
a book mage must learn them from another book
mage, or another book mage’s spell book. A book
mage’s spell book may be no smaller than 6 inches
by 8 inches, and no more than one spell may be
written on each page. In order to use this skill, the
character must possess Awareness and Literacy.
You cannot take supernatural entities such as Faeries,
Elementals (though an Imp might be possible), super
powerful individuals such as the Prime or Emperor,
or other extremely powerful individuals as contacts.
Contacts like those must be made by characters in
game.
Goblin Affinity
Through some means or another, this character has a
natural affinity to the esoteric inhabitants of the
26
ALCHEMY
cannot be memorized. Once the Alchemist starts the
brewing process, he cannot leave the brew
unattended, or the brew goes to waste and all the
components destroyed. Another Alchemist CAN
take over watching the brew, but that new Alchemist
must have a level equal to or greater than that of the
potion being made, even if a higher level Alchemist
started the brew.
Alchemy
C
T
T
T
T
O
Ability
Alchemy 1
Alchemy 2
Alchemy 3
Alchemy 4
Alchemy 5
Income ___
O
O
O
O
O
Strong Will 1
Strong Will 2
Strong Will 3
Strong Will 4
Strong Will 5+
Cost
5
10
15
20
25
2/item/lvl
of lifeskill
8
10
12
14
16/Lvl
Prerequisite
Literacy
Alchemy 1
Alchemy 2
Alchemy 3
Alchemy 4
Life Skill
Equivalent
Previous Level
Previous Level
Previous Level
Previous Level
Previous Level
Alchemical Terms
Once the correct time has passed, if it is the first time
your character has ever brewed this potion, you have
to get your recipe checked by the AD and they will
give you permission to write the tags for the potions.
Once its been checked, anytime you brew that potion
again, its is on the honor system that you add the
right ingredients in the right order, but you should be
able to write you own tags at the end of the process,
unless otherwise noted by the AD.
Addiction: Certain potions can cause addictions;
they include, but are not limited to: Black Lotus,
Dwarfskin, Kickstart, Malice and Strength. You
should notify the AD’s if you are an avid user or if
you have taken a certain amount in one day.
Dirt Commons: Ingredients that are not tagged and
are therefore considered to be always available but
still must be listed in the recipe for it to work. For
example: water, grass, a copper piece.
Flora: A type of plant ingredient that is fairly
common and cheap. These must be found in game as
they are tagged items. You may also take this as an
income. However, taking income is based on a
character’s level in the prerequisite life skill,
Herbalism. For example any flora income maxes out
at three due to it being related to a life skill
(Herbalism 3 – the maximum three levels for a life
skill). The maximum anyone can take in a single
flora/ore no matter what the name or nickname used
for it, is 3. Taking income in the same flora/ore under
different names is considered cheating. All tagged
items must be signed or they are considered null and
void.
Alchemist: Any character possessing the alchemy
skill.
Alchemy: Alchemy is the ability to identify and
create elixirs, potions and other items with a useful
effect. An alchemist can identify an alchemical item
in game at a rate determined by their level in
alchemy. It will take a level one alchemist five
uninterrupted minutes to identify an unknown potion,
a level two alchemist 4 minutes, and so on, with a
level five alchemist being able to identify it in one
minute. An alchemist may create potions if they
possess the prerequisite level and recipe. An
alchemist must learn in game what level potions are.
Gather: A nickname that is given to things acquired
IG from creatures and other organisms that are
required signed tags. Example: Claws, Blood, Skin.
Life skills that are required or can be used in order to
gather these components: Skinner, Arcane Dissection
etc. Possessing the right amount of life skills will aid
in gathering components during game. All tagged
items must be signed or they are considered null and
void.
Batch: Multiple doses of the same potion created
simultaneously to save time. The size of your batch is
limited by your cauldron & alchemy lab size. The
minimum batch of alchemy is one set of the
ingredients. You cannot decrease potency of a potion
past its regular standard. For example, a level 5
Alchemist will automatically create a level 5 Malice
potion.
Brewing: The process by which an alchemist creates
a potion. To brew a potion, a character must have an
Alchemy lab of equal or greater value to the recipe he
wishes to brew. He must also have their own recipe
book present and open to start to brew. Note: Recipes
Income: While some can take income in silver, an
alchemist can take an income in Flora, Ore, Random
Flora and Random Ore. The income ability indicates
that the character in question has a continuing source
of wealth/ ability to find the material. An income in
27
ALCHEMY
Random Flora/Ore lets the logistics officer pick at
random what you would find in-between months.
However a life skill prerequisite is needed in order to
take or gather the income. Rare alchemical
ingredients cannot be taken as an income.
Level 1 Recipe
Flora
Gather
Dirt
Dirt
Dirt
Ingredient: An item that must be included in the
recipe in order for it to work. All potions consist of at
minimum five ingredients, however someone may
choose to dirty their potions by adding fake
ingredients in order to make it harder to rend.
Level 2 Recipe
Flora
Flora
Gather
Dirt
Dirt
Laboratory: Also called a lab. A collection of
equipment that is necessary for the creation of
alchemical potions. Labs must be rated by the Artistic
Director to determine the maximum level of skill and
maximum batch size it can support.
Level 3 Recipe
Ore
Flora
Gather
Dirt
Dirt
Ore: A type of rock ingredient that is rare and
expensive in game. These must be found in game as
they are tagged items. You may also take this as an
income. However, taking income is based on a
character’s level in the prerequisite life skill,
Geology. For example any flora income maxes out at
three due to it being related to a life skill (Geology 3
– the maximum three levels for a life skill). The
maximum anyone can take in a single flora/ore no
matter what the name or nickname is can be 3.
Taking income in the same flora/ore under different
names is considered cheating. All tagged items must
be signed or they are considered null and void.
Level 4 Recipe
Ore
Flora
Flora
Gather
Dirt
Level 5 Recipe
“Special”
Ore
Flora
Flora
Gather
Recipe: A recipe is an in game list of ingredients that
are broken down into 5 base ingredients, a brew
level, cook time and a brewing order. An alchemist
must know these to make a potion or other
alchemical items. A player may buy, sell, steal and or
copy a recipe in game. They cannot be marked OOG
or OOP to prevent theft. Recipes are in game items
and if lost or stolen it is up to the player to recover
them again. Recipes may contain instructions that
must be followed in order to produce the desired
result. The batch amount of a potion or concoction
created may differ with each recipe. A recipe is
broken down into 5 base ingredients and a brew
level/cook time. An alchemist must also have the
recipes present when brewing. Each set of potions
has a standard format. Recipes have on or two of the
following things: an Ore, a Flora, a Gather, and Dirts;
or in the case of level five recipes, one of the
“special” ingredients.
Other things can be added to a potion to contaminate
or confuse other alchemists in order to make it harder
for them to rend a potion. These other things can be
added anywhere in the potion as long as the five base
ingredients are put in order. When brewing a recipe
for the first time, you must take your ingredients to
the artistic director to have them approved. When
brewing a fifth level potion you must always bring all
the tags to the artistic director and to have them sign
the tags. This applies to in between game brewing as
well.
Rend: Also called dissecting. An alchemist may
systematically destroy a potion in a lab to gain some
knowledge of its ingredients, effectiveness and order.
Substance: Also known as Rares, The rarest and
most expensive types of ingredients. These must be
found in game as they are a tagged item and cannot
be taken as an income.
28
ALCHEMY
other alchemists, searching texts and other papers
found in game and taking life skills for the purpose of
better understanding ingredients. Alchemists have the
option of dissecting (rending) found or made
alchemical potions to determine the effectiveness of
various ingredients and their combinations.
Whenever an Alchemist dissects a potion, it is
destroyed. They gain certain information about the
mixture depending upon their intent and level of
ability. When an Alchemist dissects a potion, they
must have access to a working laboratory and they
must choose what particular type of knowledge they
are searching for: Contents, Order or Effectiveness.
Dissecting a potion requires one (1) full hour of time
in game and access to a laboratory. They may eat,
talk or otherwise interact while dissecting a potion,
but if the lab is left unattended, even briefly, the
potion is destroyed and the alchemist learns nothing.
It takes at least Alchemy 1 to be considered an
alchemist for purposes of attending an experiment.
After the hour is complete the player then asks the
AD one of the three questions. For each level the
character has in Alchemy, he should be given one
answer. So a level 3 Alchemist would get 3 of the
Contents of a potion he dissected, randomly chosen
by the AD.
Tagged Items: This is an item that is represented in
game by a tag. The Artistic Director or other officials
sign tags. If a tag is not signed it is not a valid item.
For Alchemy tagged items that need to be signed by
the AD’s include but are not limited to cauldron,
alchemy lab, rare components and level five potions.
As a player you must create your own recipe book
tags. If your book is stolen and you no longer have
tags then you have lost your recipes and must start
collecting them again.
Alchemy is not a field of study for the impatient.
Certain forms of Incomes and Life Skills may be
alchemically related. Information about these abilities
can be found in the Trades section. Like spells,
alchemical recipes are rated by level and may not be
manufactured by anyone without the prerequisite
skill level. To attempt otherwise is suicidal.
Ingredients
Ingredients are props used in game to
represent herbal, biological, chemical and/or mystical
items that, when joined in the proper sequence and
combination, produce chemical and/or magical
reactions. Like recipes, ingredients may be sold,
bought, stolen and traded but not normally ‘copied’.
Once an ingredient is used in a recipe it is generally
consumed in the process. There are 5 types of
ingredients in alchemical recipes; Ore, Flora, Gather,
Dirt Common, and Substance “Special”. Please see
related terms for more information.
1. Contents
When an Alchemist dissects a potion for contents
they will gain a randomly selected and out of order
listing of a number of ingredients in the potion equal
to their level of Alchemy (e.g. a level 3 Alchemist
would learn three (3) ingredients). It is important to
keep in mind that most Alchemists will include extra
ingredients in their potions. They are not necessary
for it to work as long as the correct ingredients are
included in the correct order. There can be several
reasons for the extra ingredients. Some may believe
them to be necessary, while other Alchemists may
add them to make dissection, and therefore learning
the secret of the potion, more difficult for others or
they may simply be a contamination in the lab that
produced the original potion.
Skill
The Character’s Skill level represents their
knowledge of alchemical philosophies and techniques
(i.e. distillation, separation, melting points,
powdering and general scientific procedure). The
Skill level also includes esoteric elements such as
mysticism, basic astronomy and the like. The more
the character knows of these things the more
complicated the recipe they can follow. At the
highest level, an Alchemist can unlock the secrets of
life itself. All ingredients, actions and level of skill
called for in a recipe must be available and performed
or the recipe will fail. Ingredients used in an
alchemical concoction are consumed. When creating
a potion the base or “potency” of the potion is based
off of your skill and will automatically default to
your level. Example; A level five (5) Alchemist can
create a Dwarfskin potion. Said potion will have a
minimum level of five (5)..
2. Order
Once the Alchemist knows some or all of the
ingredients in the potion, they may dissect another of
the same potion to seek the order in which the
ingredients must be added. The Alchemists may
choose a number of known ingredients up to their
level of skill and determine what order they are added
in relation to each other. For example, a level 3
Alchemist may choose three (3) ingredients by name
and determine the order that these ingredients appear
in relation to each other.
Rending
An Alchemist must gather information in game in
order to be successful at their chosen profession. This
can include, but is not limited to, bargaining with
29
ALCHEMY
3. Effectiveness
Despite the added expense, Alchemists often add a
number of extraneous ingredients that provide no
function to the potion itself, but increase the
difficulty in dissecting it to discover its properties.
An Alchemist may choose any known ingredients up
to the level of their skill and determine whether or
not the specific ingredient has a value to the potion.
For example, a level 3 Alchemist may choose three
(3) ingredients by name and determine whether or not
that ingredient is necessary to the potions
effectiveness.
Description of Alchemical
Potions/Concoctions
Aesculapius: Instant Effect
This potion will remove all diseases currently
affecting the subject.
Amnesia: Constant Effect Until Cured
Any character who ingests this potion will lose all of
their memories (but not skills) until such a time as the
potion’s effects are counteracted. The character may
speak and use skills as normal, but will not remember
their name, experiences, location of belongings etc.
In Game and Between Game
Creation
An Alchemist may create or dissect a number of
batches equal to their skill level between games. To
brew a potion, the character must have an Alchemy
lab of equal or greater value of the recipe they wish
to brew. They must then add the ingredients to their
cauldron in the correct order. The Alchemist then
must brew the potion for a number of minutes equal
to what is required for the level of the recipe.
Antidote: Instant Effect
Any character that ingests this potion will
immediately cease to suffer the effects of any
alchemy or poison that is currently in their system.
One dose of Antidote will cleanse the body of all
alchemical effects.
Aphasia: Duration 1 Hour
For one hour after the ingestion of this potion, the
character will be unable to speak or write clearly. No
words the character speaks or writes will be
understandable. The only form of communication
available to the character is gestures. Spell casting is
impossible while under the effects of this potion.
Psychic abilities would not be affected.
First Level Recipe Ten (10) Minutes
Second Level Recipe Twenty (20) Minutes
Third Level Recipe Thirty (30) Minutes
Fourth Level Recipe Forty-Five (45) Minutes
Fifth Level Recipe Sixty (60) Minutes
The level of skill does not reduce these times for an
Alchemist. During the creation of alchemical recipes
the Alchemist may not leave them unattended; if
there is not an Alchemist of a level equal to or greater
than the recipe being made at the laboratory during
the entire creation process the batch fails and all
ingredients are wasted. Only one batch may be
brewed at a time, and a batch is considered up to or
equal to 10 doses. However, in order to brew a batch,
all components of the recipe must be increased by the
amount of potions being brewed. So, to make a batch
of 5, all components required by the recipe must be
increased by five times.
Babylon: Duration 24 Hours
For twenty-four (24) hours after ingesting this potion,
the character will be unable to trust anyone. They
will imagine others to be plotting against them and
will not trust even previously close friends and
companions.
Barrier of Life: Duration Until Removed
When this alchemical concoction is applied to a door
(or wall or any other surface or entrance) it becomes
impossible for any undead creature to pass through
the affected area. They may be carried over but are
unable to do so under their own power. The
maximum area covered by one dose would be the
size of a regular double door. Although multiple
potions may be used to treat a larger entrance, the
whole potion must be used on any single entrance. In
the case of a dose being used to block entrance to an
immaterial or gaseous state undead, one dose will
prevent passage through a 5 foot section of wall.
Anyone is capable of applying this potion; they do
not have to possess any levels of the alchemy skill.
Alchemical Rituals
Like magic, alchemy has a huge body of secret lore
that the character will not know about when they
enter play. This lore, known as rituals, has the
capacity to accomplish almost anything. Rituals are
mysterious, fickle and, quite often, dangerous.
Alchemical rituals are put into play by your club’s
Artistic Director(s); as such the particulars of the
ritual are up to them. Rituals are fickle by nature and
they may only be a local effect that will not function
should you travel to another club’s events.
30
ALCHEMY
Base to Gold: Duration Instant
This recipe allows the alchemist to turn inanimate
objects into pure gold. The type of object and the
amount of gold that it produces is specific to the
recipe found by the Alchemist.
Caustic Tar: Duration: Until Used
When this potion is applied to a weapon, it increases
the amount of damage done on the next several
strikes with that weapon. On the next swing made
with the weapon, the damage will increase by an
amount equal to the skill level of the alchemist who
created the potion. As an example, if a Caustic Tar
potion is made by a level 4 Alchemist and applied to
a weapon that strikes for ‘Three Metal’, then the next
strike would be for ‘Seven Metal’. Caustic Tar does
not wear off immediately; instead it diminishes in
effect until it has worn off completely. To continue
the above example, the following strikes would be for
‘Six Metal’, ‘Five Metal’,‘Four Metal’ at which point
the potion has worn off. Only one dose of Caustic Tar
can be applied to a weapon at a time; a new dose
cannot be applied until the previous dose has worn
off. Caustic Tar may not be combined with Blade Oil
or Viper’s Blade. This potion if applied directly to
your hands does not modify grapple and if applied to
bare hands it does the equal ammount of damage to
you as it does your opponent.
Black Cauldron: Duration until Next Sunrise
This potion, when doused over a dead body, causes
the spirit to remain trapped in the body. The body
rises as a Blindly Loyal (see the Disadvantages
section for details) undead servant to the character
that applied the potion until the next sunrise. Anyone
is capable of applying this potion; they do not have to
possess any levels of the alchemy skill. At the end of
that time, if another application of this potion is not
applied, the spirit may escape and the body will fall
again. While undead after the application of this
potion, the subject loses one level of every skill the
subject had in life and they double their Health score.
This potion lasts until the next sunrise. There must be
a spirit still present in order to raise a body.
Black Lotus: Duration until Removed
When this potion is ingested, the affected character
becomes immediately addicted to the potion and will
do anything to procure it. Any disadvantages that
would prevent the character from acquiring the
potion are held in abeyance; all blind loyalties are
removed and replaced with a blind loyalty to anyone
who can supply the character with more of this
potion. The character will fight to retain the
addiction, refusing any antidote offered. Everything
and everyone is considered expendable to the
character who is in need of the potion. If a full
twenty-four (24) hours pass without the addiction
being indulged in, the affected character will die.
Contact Gel: Until Used
This potion turns another potion into a contact
activated elixir. A character with the skill Alchemist
or Traps of level 2 or higher may apply it to any
surface. Should it come into contact with the skin of a
character then the potion immediately affects them as
if they had ingested the potion. Contact Gel potions
are represented in game by the tags affixed to the
weapon exactly like an Enchantment and then
removed after the call.
Create Air Mana: Instant
When this mixture is made by an Alchemist, a Mage
or mana keeper must be present for the end result is
not a potion but mana. When this recipe is properly
executed the alchemist creates one (1) Air mana for
each level of skill possessed by the Alchemist. For
example, a level 3 Alchemist would produce three (3)
Air mana.
Blade Oil: Duration 24 Hours
This concoction may be applied to any weapon,
whether bladed or not. For the next twenty-four (24)
hours after the application of this oil, the weapon will
strike for Magic damage (see Combat section for
details). Blade Oil may not be combined with Caustic
Tar or Viper’s Blade potions. Anyone is capable of
applying this potion; they do not have to possess any
levels of the alchemy skill. This potion can be added
to fighting gloves, knuckles however it will not
combine with bare hands.
Create Earth Mana: Instant
When this mixture is made by an Alchemist, a Mage
or mana keeper must be present for the end result is
not a potion but mana. When this recipe is properly
executed the alchemist creates one (1) Earth mana for
each level of skill possessed by the Alchemist. For
example, a level 3 Alchemist would produce three (3)
Earth mana.
Burnout: Duration 1 Hour
When a character ingests this potion all skills are
immediately reduced to zero (0) for one (1) hour. The
character will be left with no usable skills or abilities
whatsoever for the duration of this potion’s effect.
This does not effect HP.
Create Essence Mana: Instant
When this mixture is made by an Alchemist, a Mage
or mana keeper must be present for the end result is
31
ALCHEMY
character may only have one (1) of these potions in
their system at a time. This potion cannot be
combined with a Strength potion. Dwarfskin potions
are addictive.
not a potion but mana. When this recipe is properly
executed the alchemist creates one (1) Essence mana
for each level of skill possessed by the Alchemist.
For example, a level 4 Alchemist would produce four
(4) Essence mana.
Explosive: Until Used
When this elixir is activated by fire or by a trigger
made by a character with level 3 or higher Traps, it
explodes, inflicting ten (10) points of Mauling
damage to everyone within a five (5) foot radius. One
dose of Explosive should be marked in game by a
prop of any shape but of no less than five (5) cubic
centimetres in size.
Create Fire Mana: Instant
When this mixture is made by an Alchemist, a Mage
or mana keeper must be present for the end result is
not a potion but mana. When this recipe is properly
executed the alchemist creates one (1) Fire mana for
each level of skill possessed by the Alchemist. For
example, a level 3 Alchemist would produce three (3)
Fire mana.
Fireproof: Duration Until Removed
When applied to an inanimate object, each dose will
make up to one (1) square meter of surface area
immune to fire and fire magic. If the object to be
protected is less than one (1) square meter in surface
area, the entire potion is still used. This potion has no
effect on animate objects. This does not make the
wearer of the inanimate object immune to fire and
fire magic. Anyone is capable of applying this potion;
they do not have to possess any levels of the alchemy
skill.
Create Void Mana: Instant
When this mixture is made by an Alchemist, a Mage
or mana keeper must be present for the end result is
not a potion but mana. When this recipe is properly
executed the alchemist creates one (1) Void mana for
each level of skill possessed by the Alchemist. For
example, a level 4 Alchemist would produce four (4)
Void mana.
Create Water Mana: Instant
When this mixture is made by an Alchemist, a Mage
or mana keeper must be present for the end result is
not a potion but mana. When this recipe is properly
executed the alchemist creates one (1) Water mana
for each level of skill possessed by the Alchemist.
For example, a level 3 Alchemist would produce
three (3) Water mana.
Gas Cloud: Until Used
When mixed with another potion(s), either by hand or
by a trap made by a level 3 or higher Trapper, the
second potion immediately affects the nearest person
once triggered. If several potions of the same type are
mixed together, the Gas Cloud potion will cause the
same effect with the next closest characters up to a
maximum of twenty (20) feet. For example, one Gas
Cloud and three Sleep potions are in a trap that is
triggered. The three (3) characters closest to the trap
will be affected. The gas dissipates almost instantly,
and does not linger in the area. Holding your breath
will not prevent the effect.
Dermal Ink: Until Used
When this is mixed with any ingestible potion, they
combine to become an ink which may be spread on
the skin of a subject (the tags may be kept in a pocket
or taped to the skin, whichever the pain tolerance of
the subject permits). The potion is now on the skin of
the character and will be activated by working it in.
Any smear or rub will suffice to activate the potion’s
effects.
Glue: Duration 1 Hour or Until Removed
When applied to an item’s surface, this potion will
have a functional life of one (1) hour. In that time,
whatever comes in contact with the glue will remain
fastened to the surface. Living tissue may be freed in
one (1) hour; however, all other objects are stuck
permanently unless the Vitriol potion is applied. Each
dose will cover up to one (1) square meter of surface
area. Anyone is capable of applying this potion; they
do not have to possess any levels of the alchemy
skill. If someone or something has exceptional
strength (Master book ability) they may rip free the
person.
Deserved Rest: Duration 1 Minute
This potions acts as if it were Fast Poison but it only
affects undead creatures. When ingested, the victim
has one minute to live. If they do not receive an
Antidote or Purification spell within sixty (60)
seconds of ingesting the potion, they will die.
Dwarfskin: Duration 10 minutes
When this potion is ingested it grants the character a
level of Toughness (see the Combat section for
details) equal to double that of the Alchemist for ten
(10) minutes (i.e. if made by a level 4 Alchemist,
then the character would have level 8 Toughness). A
32
ALCHEMY
Kick Start: Duration 1 Hour
Each time the Alchemist creates this potion, the
appropriate skill must be labelled. When this potion
is ingested the affected character has the appropriate
skill doubled for one (1) hour up to the maximum
listed level of that skill. For example, a character
could not use this potion to raise their Power in Earth
Magic Tiers to more than five (5). After that hour
elapses, however, the character will have another
hour where that skill is unavailable to them at all. For
example, a character with Longsword 4 who drinks a
Longsword Kick Start potion would have their
effective skill level increased to Longsword 8 for one
(1) hour. However, after that time elapses, they will
have an effective skill of Longsword 0 for the next
hour.
Greater Healing: Until Used
When imbibed this potion immediately heals four (4)
points of Health for each level of the Alchemist (i.e. a
level 4 Alchemist will create a potion that will heal
sixteen (16) points of Health).
Hate: Until Removed
When ingested, the first person the character sees will
become an object of intense hatred. The hate that the
character feels towards this person is permanent
unless an antidote is found. The hatred is
overpowering and there is no room for compromise.
Healing: Until Used
When imbibed this potion immediately heals two (2)
point of Health for each level of the Alchemist (i.e. a
level 4 Alchemist will create a potion that will heal
eight (8) points of Health).
The initial effects of the potion are alchemical in
nature; however the ‘burn out’ period is not. This
means although the initial effect of the potion may be
cut short by an Antidote potion or by a Purification
spell, the character will still suffer the burn out
period of one (1) hour. Nothing can prevent this
burnout period from occurring.
Immunity to Fire: Duration 24 Hours
The character who imbibes this potion becomes
completely immune to the effects of fire and fire
magic for a period of twenty-four (24) hours. This
immunity extends to possessions on the character’s
person.
This potion has a highly addictive effect; every time a
character imbibes a Kick Start potion, they must
inform the Artistic Director immediately. The exact
nature of the addiction must be discovered in game.
Ink 1: Until Used
This ink will work for writing scrolls for First Tier
Prime Elemental spells.
Light: Duration However long the phys rep lasts.
This potion is represented in play by a ‘glow stick’.
Available at most hardware or party supply stores,
this is a plastic stick filled with a liquid which, when
snapped, emits light. Lights left on covered in a green
or red gel have also been accepted. However turning
off the light ends the duration of that alchemical
light.
Ink 2: Until Used
This ink will work for writing scrolls for Second Tier
Prime Elemental spells.
Ink 3: Until Used
This ink will work for writing scrolls for Third Tier
Prime Elemental spells.
Ink 4: Until Used
This ink will work for writing scrolls for Fourth Tier
Prime Elemental spells.
Love: Until Removed
A character who drinks this potion will immediately
fall in love with the first sentient being of the
appropriate gender (according to the taste of the
character…) that they see. This emotional bond
cannot be undone unless an antidote is found.
Ink 5: Until Used
This ink will work for writing scrolls for Fifth Tier
Prime Elemental spells and/or any Pure Elemental
Spell.
Lust: Duration 1 Hour
When this potion is ingested the subject will have
overwhelming feelings of lust for a period of one (1)
hour. In no way does this force the affected
individual to fixate on any particular person; the
feeling is general in nature. In no way does it force
your character to feel lustful towards an opposing
gender and your role play should only what makes
you feel comfortable.
Intoxicate: Duration 1 Hour
When this potion is ingested the character will
become wildly drunk. All skills drop by one (1) level
but never below the first level. The character will be
happy, boisterous and will exhibit extremely poor
judgement. The player should role-play
appropriately. The effects of this potion last for one
(1) hour and leave behind no adverse side effects.
33
ALCHEMY
not received within that time, the character dies. This
poison does not affect the character’s health score
and thus cannot be resisted however can be strong
willed.
Madness: Duration 10 Minutes
When this potion is ingested the subject becomes a
raving, gibbering loon for ten (10) minutes. Although
the subject will still run from pain or fight if attacked,
all alchemical, magic, psychic and/or trade skills are
rendered unusable for the duration of the potion’s
effect. For role-playing purposes the affected
character may not make any sense, in either word or
action, and should generally behave in a nonsensical
fashion.
Poison, Instant: Instant
When a character ingests this poison they die unless
an Antidote or Purification spell is immediately
administered. This poison does not effect a characters
health score and thus cannot be resisted, however can
be strong willed.
Malice: Duration 1 Hour (Non-Psychic)
When ingested by a non-psychic, this potion will
grant them the skill of Psychic 1 for one (1) hour.
When ingested by a Psychic, it will grant them one
more psychic state ribbon for each level of the
Alchemist, up to the maximum number of psychic
states that the character can possess. Any psychic
states gained through this potion do not count as part
of a character’s meditation limits. This potion is
highly addictive.
Poison, Slow: Duration 10 Minutes
When a character ingests this potion they will suffer
one (1) Health point of damage every ten (10)
minutes until they receive an antidote, are purified or
die. Slow poison also has the added effect of cutting
bleed time in half. This poison can be resisted and
strong willed.
Poultice 1: Until Applied.
This poultice is a form of bandage that, when applied
to a character at zero (0) Health, allows them to
regain consciousness and mobility. They are still at
zero (0) Health but may act and are no longer
bleeding to death. Should the poultice fall off the
subject then it no longer has any effect and the
character will again enter their bleed. Anyone is
capable of applying this potion; they do not have to
possess any levels of the alchemy skill.
Mana Keeper: Until Destroyed
When the Alchemist uses this recipe they are creating
an object capable of holding magical energy (mana)
within it. The Alchemist may make a container equal
in size to an object that could be made with the
amount of special hair that the Alchemist has.
Mouths of the Dead: Instant
This potion allows an individual to speak to the dead.
When the potion is brushed on the lips of a dead
body, one dose allows the user to ask one (1)
question of a corpse. The corpse must answer the
question truthfully and to the best of its ability.
Poultice 2: Until Applied.
This behaves exactly the same as Poultice 1 but it
also heals one (1) point of damage per level of the
creating Alchemist but only for as long as the
poultice is worn. Anyone is capable of applying this
potion; they do not have to possess any levels of the
alchemy skill.
Munchausen: Duration 1 Hour
After this potion is ingested the subject is unable to
speak truthfully for one (1) hour. It is not required
that the character communicate, but if they do, and in
any way that they do, they must lie, deceive and
obfuscate for the duration of the potion’s effect.
Regenerative Sleep: Duration 3 Hours minimum
When this potion is ingested it will stay in the
character’s system until such a time as the character
goes to sleep. The next time that the character falls
asleep they will be unable to awaken for at least three
(3) hours during which time their body will heal itself
of all damage that was incurred before falling asleep,
regenerate lost limbs and purge itself of all
alchemical substances. The character will awaken
hungry and weak but with a full Health score and
undamaged.
Permanent Rest: Instant or Duration 24 Hours
This item works on any dead body. When this potion
is introduced to a corpse’s system (which may
require some work…) then the body may not be
raised as undead by any means whatsoever. This
potion may also be imbibed while the character is
still alive. In this case, it will remain in the body for
twenty-four (24) hours unless the subject is purified
or ingests an Antidote.
Silver Cauldron: Instant
When rubbed on a body, or any part thereof, this
potion will cause the corpse to resurrect according to
the rules of resurrection (see How to Get Killed in a
Poison, Fast: Duration 1 Minute
When ingested, the target of the potion has one (1)
minute to live. If an Antidote or Purification spell is
34
ALCHEMY
Fun and Painless Fashion for details).
This potion is addictive.
Sleep: Duration 1 Hour
When ingested the affected character falls
immediately asleep. They can only be awoken by one
(1) full minute of violent shaking (described action
only!) or by physical pain (i.e. suffering damage)
until the potion’s duration ends. The sleep will last
for one (1) hour if the sleeper is no awoken.
Strike Dumb: Duration 1 Hour
When this potion is ingested the affected character
will be unable to speak or make any sort of vocal
sound for a period of one (1) hour. This effect
prevents spell casting.
Subjugation: Duration 24 Hours
For a period of twenty-four (24) hours, the character
affected by this potion becomes Blindly Loyal (see
the Disadvantages section for details) to the first
person that they see after ingestion.
Solomon: Duration 1 Hour
When ingested the affected character must for one
hour tell the truth to the best of their abilities. They
can choose not to talk but otherwise any questions
answered but be as truthful as possible
Viper’s Blade: Duration 24 Hours
When this elixir is applied to a weapon an Alchemist
must attach the tag to it. For the next twenty-four (24)
hours, the weapon will strike for an additional two
(2) points of damage but at the end of this twentyfour (24) hour period the weapon is destroyed. The
weapon cannot be saved by removing the elixir
before the end of the twenty-four (24) hour period.
This potion cannot be combined with Caustic Tar or
Blade Oil. This potion must be applied to a weapon
and will not work on someones bare hands (Unarmed
Strike).
Stall: Duration 1 Hour
When this potion is ingested all other potions or
alchemical effects currently affecting the character
are held in abeyance for a period of one (1) hour. At
the end of this hour, the other potions in the
character’s system will again have effect as if no time
had passed. For example, a character suffering from
the effects of a Love potion drinks a Stall potion, the
Love potion does not affect the character for the next
hour but will return to its previous effectiveness after
that time.
Vitriol: Once Used
This is the solvent for the Glue potion. It will also
dissolve any adhesive substance (e.g. spider webbing
etc.). It will also destroy any surface applied alchemy
such as Contact Gel or Waterproof. Each dose will
cover up to one (1) square meter of surface area.
Anyone is capable of applying this potion; they do
not have to possess any levels of the alchemy skill.
Stasis: Until Cured
Once this potion affects a character they will fall into
a deep hibernation-like state that will last until
counteracted by Antidote or Purification. During this
time the character may take damage or be killed by
dismemberment but will not bleed to death. The
character does not need to breathe and is unaffected
by any alchemy except Antidote potions which will
end the Stasis. Note, a medic with a level of four (4)
or higher can determine if a character is under the
effects of a stasis.
Waterproof: Duration Until Removed
When applied to an inanimate object, each dose will
make up to one (1) square meter of surface area
immune to water and water magic. If the object to be
protected is less than one (1) square meter in surface
area, the entire potion is still used. This potion has no
effect on animate objects. This does not make the
wearer of the inanimate object immune to water and
water magic. It is permitted for the object to be sealed
in a plastic bag this is considered OOG (see IG,
OOG, OOP and Rules of Play). Anyone is capable of
applying this potion; they do not have to possess any
levels of the alchemy skill.
Strength: Duration 24 Hours
A character that ingests this potion will have their
strength increased for a period of twenty-four (24)
hours. The effect of this is to increase the base
damage done with any weapon by two (2) points and
for the base unarmed strike and unarmed grapple skill
of the character to increase by two (2) levels. The
character can also do described actions or feats of
strength up to the ability of two people, working in
unison, could accomplish. For example, if a table
took two people to lift it normally, a character under
the influence of this potion could (with a described
action) lift the table by themselves. The character
may only have one (1) Strength potion in their system
at a time; additional potions will have no effect. This
potion cannot be combined with a Dwarfskin potion.
Strong Will: Alchemy
The skill Strong Will Alchemy allows a character to
resist the effects of an alchemical potion through
sheer force of will immediately after it takes effect.
Each level of Strong Will allows the character to
fight off the effects of one application of alchemy per
35
ALCHEMY
level up to their level in minutes. For the purposes of
this skill, an application is a single instance of contact
with an alchemical potion in whatever form,
regardless of the number of doses, complexity or
form of the potion. For example, a character with
Strong Will – Alchemy 1 is struck by Gas CloudSleep. The player immediately resists the effect of
this potion to avoid being sliced and diced to death.
Gritting their teeth under the effort (in other words,
role playing heavily so that others can see that they
just didn’t fail to hear the call) they fight off the
potion’s effects for one (1) minute before
succumbing and nodding off. To further this example
this same character is struck by yet another sleep
potion but as their skill is only level 1 they are
overcome by the potion and fall asleep
Another example would be a character
possessing Strong Will Alchemy 3, is struck with
Instant Poison. The character knows that if an
antidote or purifying spell is not applied in mere
moments he will fall to this insidious concoction.
Gritting their teeth under the effort (in other words,
role playing heavily so that others can see that they
just didn’t fail to acknowledge it) they fight off its
effects. He starts to searches for help, because he has
3 minutes to find it and others are nearby. He is
struck by a second one within moments of his escape,
but he is okay for the remainder of the 3 minutes (3
minutes from when he first started resisting). He
starts to run, and is struck by a third, and yet he is
still okay for the time remaining until a fourth potion
hits him. This time it is a sleep potion, but his system
cannot handle a fourth in any form and he is
overcome and falls. The potions take effect in the
order they were applied, so the sleep never gets the
chance to take effect, because he died of the instant
poison before it could.
Once a character chooses to resist a potion using this
skill, they may not pick and choose which to resist.
It’s all or nothing past this point. Any Poultices
currently applied count as one application, so beware.
36
COMBAT
Combat
C
T
T
T
T
T
T
T
T
T
Ability
Assassinate 1
Assassinate 2+
Avg Weapon 1
Avg Weapon 2
Avg Weapon 3
Avg Weapon 4
Avg Weapon 5
Avg Weapon 6
Avg Weapon 7+
Backstab
Cost
16
16
4
6
8
10
12
14
16/Lvl
20
T
T
T
Berserker 1
Berserker 2+
Bypass
5
10/Lvl
10
T
Disarm
16
T
T
T
T
T
T
T
T
O
O
T
T
O
O
Easy Weapon 1
Easy Weapon 2
Easy Weapon 3
Easy Weapon 4
Easy Weapon 5
Easy Weapon 6
Easy Weapon 7
Easy Weapon 8+
Fast Healer 1
Fast Healer 2+
Fury 1
Fury 2+
Hardy Con. 1
Hardy Con. 2
2
4
6
8
10
12
14
16/Lvl
16
32/Lvl
5
10/Lvl
5
5
O
Hardy Con. 3
5
O
Hardy Con. 4
5
O
Hardy Con. 5
5
T
T
T
T
T
O
Hard Weapon 1
Hard Weapon 2
Hard Weapon 3
Hard Weapon 4
Hard Weapon 5
Health +1 to +10
8
10
12
14
16/Lvl
1 per
Prerequisite
Offensive Skill
Previous Level
None
Avg Weapon 1
Avg Weapon 2
Avg Weapon 3
Avg Weapon 4
Avg Weapon 5
Previous Level
Offensive Skill &
Wear Armour 1
None
Previous Level
Weapon Skill at
10+ and Wear
Armour 1
Weapon Skill at
10+
None
Easy Weapon 1
Easy Weapon 2
Easy Weapon 3
Easy Weapon 4
Easy Weapon 5
Easy Weapon 6
Previous Level
None
Previous Level
None
Previous Level
Health 10+
Health 20+,
Previous Level
Health 30+,
Previous Level
Health 40+,
Previous Level
Health 50+,
Previous Level
None
Hard Weapon 1
Hard Weapon 2
Hard Weapon 3
Previous Level
Previous Level
O
O
T
T
T
O
O
T
T
T
T
C
T
T
T
T
T
T
T
C
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
C
T
T
T
T
37
Ability
Health +11 to +10
Health +21 up
Knockout
Marksmanship 1
Marksmanship 2+
Recuperate 1
Recuperate 2+
Cost
2 per
4 per
20
16
32/Lvl
8
16/Lvl;
Shield 1
Shield 2
Shield 3
Shield 4
Skilled Weapon
Skilled Weapon 2
Skilled Weapon 3
Skilled Weapon 4
Skilled Weapon 5
Skilled Weapon 6+
Toughness 1
Toughness 2+
2 Weapon Fight 1
2 Weapon Fight 2
2Weapon Fight 3
Unarm. Grapple 1
Unarm. Grapple 2
Unarm. Grapple 3
Unarm. Grapple 4
Unarm. Grapple 5
Unarm. Grapple 6
Unarm. Grapple 7
Unarm. Grapple
8+
Unarmed Strike 1
Unarmed Strike 2
Unarmed Strike 3
Unarmed Strike 4
Unarmed Strike 5
Unarmed Strike 6
Unarmed Strike 7
Unarmed Strike 8+
Weaponmaster 1
Weaponmaster 2+
Wear Armour 1
Wear Armour 2
Wear Armour 3+
5
10
15
20
6
8
10
12
14
16/Lvl
8
16/Lvl
4
6
8
2
4
6
8
10
12
14
16/Lvl
Prerequisite
Previous Level
Previous Level
Offensive Skill
None
Previous Level
Hardy Con. 1
Previous Level &
Hardy Con. of
equal Lvl
None
Shield 1
Shield 2
Shield 3
None
Skilled Weapon 1
Skilled Weapon 2
Skilled Weapon 3
Skilled Weapon 4
Skilled Weapon 5
None
Previous Level
Weapon Skill
2 Weapon Fight 1
2 Weapon Fight 2
None
Unarm. Grapple 1
Unarm. Grapple 2
Unarm. Grapple 3
Unarm. Grapple 4
Unarm. Grapple 5
Unarm. Grapple 6
Previous Level
2
4
6
8
10
12
14
16/Lvl
16
32/Lvl
1
2
4/Lvl
None
Unarmed Strike 1
Unarmed Strike 2
Unarmed Strike 3
Unarmed Strike 4
Unarmed Strike 5
Unarmed Strike 6
Previous Level
None
Previous Level
None
Wear Armour 1
Previous Level
COMBAT
Combat Terms
Armour: Specific types of garments worn to absorb
damage.
Magic Damage: Damage done by magic weapons or
by spells.
Base Damage: Base damage is the total damage
done by a character including the base damage of the
weapon and any skill modifiers, but does not include
any enchantments or alchemical or otherwise unless
specifically noted.
Mauling Damage: Damage done by natural
weaponry
Natural Weaponry: Horns, fists, teeth, rocks, etc.
Metal Damage: Damage done by weapons made out
of metal – swords, spears, maces, etc.
Baseball Batting: Swinging a weapon too hard; an
unsafe practice.
Offensive Strike: A hit with a weapon, fist or spell.
Basic Damage: The amount of damage a weapon
does in the hands of a character with only the first
level of skill in the weapon excluding any
enchantments.
Projectile Weapon: Crossbows and Bows
Silver Damage: Damage done by weapons with a
silver coated striking surface.
Fist: For safety reasons, change to “A twelve inch
(12”) length of foam representing a character's hand.
A fist is necessary for unarmed combat.
Surprise Attacks: A form of attack required for
specific skills requiring surprise. This can be done
once anyone has his back turned towards him, or
striking from cover, or with a concealed weapon
Head Shot: To hit someone in the head. Head shots
are against the rules.
Weapon Strike: A hit with a weapon, but not a fist
or spell.
Machine Gunning: Swinging a weapon faster than
you can coherently call damage. Another unsafe
practice.
Wood Damage: Damage done with wood weapons –
clubs, staves, etc.
Some skills work together or with only certain weapons. This table is a quick reference to which skill will work in
conjunction with each other and which ones will not.
Name of Skill
Knockout
Assassinate
Backstab
Fury
Berserker
No
Yes
No
No
Assassinate
Yes
Yes
No
No
Backstab
Yes
No
No
Yes
Berserker
Yes
Yes
No
No
Bypass
No
No
No
N/A
N/A
Explosive or Trap
Yes
No
No
Yes
Fury
Yes
Yes
Yes
Yes*
Yes*
Grapple
Yes
Yes
Yes
Yes
Knockout
Yes**
Yes
Yes
No
No
Projectile Weapon
No
No
No
No
No
Spell***
Yes
Yes
Yes
Yes
Yes
Thrown Weapon
Yes
Yes
Yes
Yes
Yes
Unarmed Strike
Yes
Yes
Yes
Yes
Yes
Weapon Strike
*-Grapple cannot pin or hold, only throw people/things around
**-must strike shoulder, arrow must have a specially made blunt tip which can only do knockout, not damage
***-damage causing spell
38
COMBAT
anyone who has his back turned towards him, or
striking from cover, or with a concealed weapon. The
character may not then use Backstab against that
person again during the same battle unless the
attacker moves to attack from a new location and can
again attack from surprise. This is subject to the same
limitations as the Assassinate skill for striking from
surprise.
Multipliers
Items, powers, and/or skills like “Kick Start”, “Focus
Power”, and “Assassinate” are considered
multipliers. Incremental increase examples are
“Bless” and “Caustic Tar”. When any of these skills
are mixed, the lowest damage result is taken. This is
usually done by applying the multipliers first and
followed by any additional incremental increases.
e.g.: A character strikes for 5 normally with a long
sword. This character then uses “Bless” 5 times to
strike for 10 and then takes a Kick Start potion which
doubles your weapon strike.
The Backstab skill can be used simultaneously with
the Assassinate skill.
When using the Backstab skill, the character will call
whatever damage is normal for the weapon used, and
then call “Backstab”. For example, instead of calling
“five metal (or magic, silver, etc.), a character would
call “five metal Backstab”. When a character uses
Backstab, it indicates that to the character receiving
the Backstab that his armour has been breached by
the strike for which Backstab was called. For
example, a character with Wear Amour 4 is wearing
Threshold 5 armour. Ordinarily this would stop any
attacks doing damage less than five. However, if a
character who successfully uses Backstab against him
only does three points of damage normally, then
these three points of damage are not stopped by the
armour and go directly to health.
The math for this will be the multipliers first:
5x2 (kick start) + 5 (bless) = 15.
An added example will be the use of kick start and
focus power and caustic tar:
5x2 (kick start) x 2 (focus power) + 5 (caustic tar) =
25 for the first swing, 14 for the second (unless
additional focus power is used), 13 then 12, 11 and
finally 10 for the remainder or the duration of kick
start.
Skill Descriptions
Assassinate
Assassinate affects the damage done for one weapon
strike, making the damage equal to the base damage
of the weapon skill and adding the same amount
again for each level of assassinate skill. For example,
a character with Assassinate 3 using their skill to
strike with a dagger would do 8 points of damage
(2+2+2+2) instead of 2. A character with Dagger 4
and Assassinate 4 would do 5 damage (2 base
damage + 3 proficiency) 5+5+5+5 (once for each
level of the Assassinate skill) for a total damage of
25.
Berserker
A character with the ability to enter a state of Berserk
may activate it at any time. When in the Berserk
state, a character trades off good judgment and higher
brain functions for toughness in battle. While under
the effects of this skill, they may do nothing that isn’t
directly related to fighting or to continuing a fight.
This means talking, using magic, alchemy or psychic
states, listening to or obeying yelled instructionsanything that doesn’t involve bashing things (with
weapons or hands) dodging or blocking things, or
running after someone you want to bash. As soon as
the character makes intelligible conversation, uses a
skill other then hitting things or otherwise pursuing
battle, they are out of their Berserk state and may
not reactivate their Berserk skill until they engage
in a new fight. This means that they cannot drop in
and out of a Berserk state in combat and that if a
Berserk state ends in the middle of combat, then they
may not reengage it unless the fight ends. For the
purpose of this skill, a fight ending means that the
character falls due to injuries, that they stop striking
at their foes on purpose or that their enemy escapes.
Assassinate may only be used on surprise attacks and
only on the first strike. For example: a character may
use Assassinate one time against anyone who has his
back turned towards him, or striking from cover, or
with a concealed weapon; however, after that strike
must revert to calling regular damage. The character
may not then use Assassinate against that person
again during the same battle, as the target is now
aware of the assassin’s presence. In order to call
Assassinate a second time they must disengage from
the battle for a minute and re-enter from a new
direction.
Backstab
While under the effects of Berserk, a character acts as
if they have one level of Toughness per level of
Berserk. This can be combined with any natural
Toughness the character possesses, but has no effect
Backstab can only be used during surprise attacks
and only on the first strike of the attack. For example,
a character may use Backstab one time against
39
COMBAT
on armour Threshold. However, the physical toll of
this on the body is great, and once the character falls
out of the Berserker state, they immediately lose 2
Health per Level of Berserk they possess.
psychic discipline Healing Trance will not change,
but will act exactly as stated in the rule book,
delivering no added benefits though possession of
this skill.
Bypass
Fast Healer 1:
This skill is similar to Backstab in that it allows a
character to bypass armour and strike directly to
Health. This skill must be taken per weapon skill it is
to be combined with, and unlike Backstab is specific
to a weapon skill. Using this, the character would call
the damage and call Bypass as well, such as “14
Metal Bypass”. Note that like Backstab, this effects
only armour, and has no effect on toughness, magical
protections, etc. Unlike Backstab, this does not have
to be a surprise attack. It cannot be combined with
Fury, Berserker. It can be used with Assassinate;
however, in order for these skills to be used
simultaneously, the attack must be a surprise attack
as per the Assassinate rules. Note also that Bypass
may only be attempted once per combat (regardless
of how many people are involved or if the attempt
was successful) per purchase of the skill, but it may
be purchased multiple times. The same weapon skill
is not required to teach bypass.
Fast Healer 2:
Fast Healer 3:
In whatever manner healing is
administered to the character, the
number of Health Points regained
is multiplied by two (2).
As level one, but the effect is
multiplied by three (3).
As level one, but the effect is
multiplied by four (4).
Fast Healer of higher levels could be taken, and the
effects continue along the above progression.
Fury
A character with the ability to enter a state of Fury
may activate it at any time, although most characters
will have some sort of trigger. This can be an
Intolerance, a hated creature, sunshine, or anything
else the character decides on. When in the Fury state,
a character trades off all good judgment and higher
brain functions for ferocity in battle. While under the
effects of this skill, they may do nothing that isn’t
directly related to fighting or to continuing a fight.
This means talking, using magic, alchemy, or psychic
states, listening to or obeying yelled instructions –
anything that doesn’t involve bashing things (with
weapons or hands) dodging or blocking things, or
running after someone you want to bash. As soon as
the character makes intelligible conversation, uses a
skill other then hitting things, or otherwise pursuing
battle, they are out of their Fury state and may not
reactivate their Fury skill until they engage in a
new fight. This means they cannot drop in and out of
a Fury state in combat and that if a Fury state ends in
the middle of combat, then they may not reengage it
unless the fight ends. For the purpose of this skill, a
fight ending means that the character falls due to
injuries, that they stop striking at their foes on
purpose or that their enemy escapes.
Disarm
This skill permits a non-damaging attack which
forces the subject to drop anything held by the
affected limb. To use the skill, the appropriate
weapon must be used, each weapon being a separate
Disarm skill (i.e. someone with a weapon skill of 10
in Longsword may Disarm with his longsword but
must learn the skill again if another weapon with a
skill level of 10 or higher is to be used to Disarm).
To use the Disarm skill, the player must strike the
hands or forearm of another player and call
“Disarm”. Anything held by that limb (hand, arm,
tail, etc.) must be immediately dropped. In the case of
a creature which doesn’t have a definable ‘forearm’,
the initial twelve (12) inches of the limb count.
Note that this skill does not prevent the subject from
picking up the weapons (or object) again, nor does it
take into account any glued weapons, or lanyard that
may be used.
While under the effects of Fury, a character adds +1
to all hand and thrown weapon skills and/or unarmed
combat skills possessed by the character per level of
Fury. However, the toll this takes on the body is
extreme, and each time a character enters a state of
Fury, they lose 2 Health per Level of Fury they
possess as soon as the Fury state ends.
Fast Healer
This skill represents the incredible recuperative
ability of the character. The effect can be explained
however the player likes, but in essence, the
character’s body simply reacts better to the effects of
healing. It should be noted that the effects of the
alchemical potion Regenerative Sleep and the
Hardy Constitution
Each level of this ability causes a character to cling
more stubbornly to life while in an unconscious state.
40
COMBAT
Instead of bleeding to death in 10 minutes, a
character that has a Hardy Constitution will last
longer according to their level of ability:
Hardy Constitution 1
Hardy Constitution 2
Hardy Constitution 3
Hardy Constitution 4
Hardy Constitution 5
To wake a person who has been knocked out, they
may be shaken for 1 minute. Two People attempted
to wake a person will lower the time to 30 seconds.
Otherwise, they will remain unconscious for 10
minutes. Causing damage will not wake a person
from knockout.
Twenty (20) minutes
Forty (40) minutes
Eighty (80) minutes
One Hundred and Sixty
(160) minutes
Will not bleed to death. This
means that they cannot
likewise be killed by the
removal of arms or legs, or
in fact, some organs. Killing
blows that rely on blood loss
such as slit throats or stabs
to the heart are similarly
ineffective. Killing blows of
extreme dismemberment
(decapitation, removal of
heart/lungs/brain) will still
kill the character.
Marksmanship
This skill allows the player to use any and all missile
weapons, from small thrown weapons to longbows.
This means that a character with both Marksmanship
and Weaponmaster can pick up and use any weapon
at base skill.
A character with Marksmanship 1 can teach all
missile related skills at Level 1, with Marksmanship
2, a character can teach all missile related skills at
Level 2, etc. Specific skills may not be taught at an
augmented rate. (i.e. a character with Marksmanship
2 and Longbow 1 has an effective proficiency of
Longbow 3.) In combat, he may strike for 8 metal,
with the longbow, but he does not have the ability to
teach Longbow 3.)
Health
Your Health score (also known as Hit Points or HP)
measure how far away from death you are. When you
are low on health, you are running out of time!
Recuperate
This skill allows the character to naturally heal,
without the need for magic, alchemy, or a medic. To
use this skill, the character must remove all heavy
armour (hard leather and heavier), weapons, and
everything other than light, comfortable clothing. The
character must relax, rest (but not sleep), must eat
and drink, and cannot take part in any strenuous
activity, mental or physical. So, they cannot be
brewing potions, making scrolls, casting spells,
meditating for psychic states, arguing, or doing
anything else which may be considered “active”.
They may talk, but nothing above a casual
conversation (no arguing, teaching skills, etc.). The
eating requirement does not have to be a full meal
and can instead be snacking. This is to represent the
bodies increased need for nutrients during the
recuperating period. If the character does anything
active during the ten minutes, all effects are lost. The
effect of this skill is to allow the character to heal one
Health every 10 minutes per level of Recuperate they
have. This skill can be combined with Fast Healer.
Knockout
Knockout is the ability to render another character
unconscious without doing damage. In order to use
this skill, a character with Knockout must
successfully tap their target from behind on the
shoulder blade with the padded butt of a weapon (any
hard object [mug, stick, chair, etc.] can be used for
Knockout, as long as the character holds the object in
one hand and taps the target person on the shoulder
with the other). Instead of calling normal damage, the
character instead calls “Knockout” to alert the other
character to what just occurred. Calling “Knockout”
represents the character smashing the object in hand
is over the head of the target. Obviously, item being
used for Knockout must be something that the
character using the skill can lift.
If a character has Unarmed Grapple 1 or Unarmed
Strike 1 or higher, he requires no weapon to use
Knockout. Knockout does not work against undead,
or any creature with a Toughness of three (3) or
greater. Full plate armour on the head stops
Knockout, unless the character also uses Backstab or
Bypass, allowing him to ignore the armour. In these
instances, the attacking character would call
“Knockout, Backstab” or “Knockout Bypass”.
Shield
The Shield skill allows the player to effectively use a
shield. The skill has four (4) levels:
Shield 1
41
This allows the player to use a small
shield or buckler. The maximum
dimension may not exceed 12” inches
between two points on the shield.
COMBAT
Shield 2
Shield 3
Shield 4
_____” and the wearer will take all physical and
magical damage as if they have no shield. It is
advisable to fix it or get rid of it immediately as it
then becomes a large target!
This allows the player to use a medium
shield. The maximum dimension may not
exceed 24” inches between two points on
the shield.
This allows the player to use a large
shield. The maximum dimension may not
exceed 36” inches between two points on
the shield.”
This allows the player to use any shield.
The maximum dimension may not exceed
60” inches between two points on the
shield.”
Toughness
Toughness is a character’s natural resistance to
physical attack; it represents a character’s high pain
tolerance (threshold), thick hide, extreme reflexes, or
whatever other reasonable explanation the character
assigns to it. Regardless the explanation, the in-game
function is as follows: each level of toughness is
equal to one Threshold level of armour. Toughness
does not provide additional health like armour does,
but the Threshold it provides may not be removed. A
character’s personal Toughness threshold does not
affect any armour worn by the character.
Note: a shield may never exceed the distance
between the top of the user's shoulder and the ground.
All size limits refer to the height of the shield.
A player using a shield for which they do not have
the appropriate level of the Shield skill must use both
hands to wield the shield, and thus may not make any
offensive attacks. A shield will stop most spells, all
weapon strikes, or unarmed attacks that it blocks so
long as it is being properly deployed. However, an
improperly worn shield will only count as baggage
carried rather than a shield in use. A shield will be
affected by spells which target the shield directly, i.e.
“With fire I burn your shield” or “With Water I Rust
your shield”. The spell “The Air Will Take Your
_______” will still have no effect to shields which
are strapped to the arm.
Characters with Toughness Three or greater are
immune to Knockout.
Two Weapon Fighting
This skill allows the player to use one weapon in
each hand. The skill is divided up into three levels.
Two Weapon 1
Two Weapon 2
A Buckler or Small Shield may be simply strapped to
the forearm, but all larger shields must be strapped on
and held by a handle. A Buckler or Small Shield does
not have to cover the hand, but any strikes to the
hand will do full damage. You may not use a buckler
on both arms. If the buckler does not extend past the
wrist, you may still use a weapon in the hand of that
side and may still use 2 handed weapons.
Two Weapon 3
For example: Two Weapon Fighting 1 allows the
character to use a battleaxe and a dagger. Two
Weapon Fighting 2 allows the character to use a
longsword and a handaxe. Two Weapon Fighting 3
allows the character to use two battleaxes.
Shields will have different in game ratings the same
as armour: Poor, Average, Exceptional, and
Masterwork. Each rating provides a different level of
strength for the shield. A shield may be broken if the
damage from a single swing exceeds the threshold of
the shield. Some shields will have the ability to resist
these forces ‘x’ times per combat depending on their
rating.
Poor
Average
Exceptional
Masterwork
Allows the player to use up to a
Skilled Weapon in the main hand
and an Easy Weapon in the other or
off hand.
Allows the player to use up to a
Skilled Weapon in the main hand
and an Average Weapon in the
other or off hand.
Allows the player to use up to a
Skilled Weapon in the main hand
and a Skilled Weapon in the other
or off hand.
Remember: if the character is not proficient in both
individual weapons, the non-proficient weapon only
does one point of damage. Hard weapons may never
be used in conjunction with Two Weapon Fighting
(see the ‘Weapon Proficiency’ description below for
details). If a character does not have a high enough
two weapon fighting skill and the character uses two
weapons, then both weapons strike for 1 point of
damage regardless of weapon skill. This includes
active attacking and active/passive blocking.
15 threshold
20 threshold
40 threshold, 1 resist per combat
60 threshold, 3 resists per combat
Once a shield is broken it must be repaired by a smith
or by using the spell “The Earth Will Mend Your
42
COMBAT
Weaponmaster
How Combat Works
This skill allows the player to use all hand-to-hand
weapons, from daggers to polearms. It also includes
proficiency in Unarmed Strike and Unarmed Grapple.
This means a character with both the Weaponmaster
and Marksmanship skills can pick up and use any
weapon at base skill.
A character with Weaponmaster 1 can teach all handto-hand weapons skills at Level 1, a character with
Weaponmaster 2 may teach all hand-to-hand fighting
skills at Level 2, etc. Specific skills may not be
taught at an augmented rate. (i.e., a character with
Weaponmaster 1 and Longsword 2 has an effective
proficiency of Longsword 3. In combat he may strike
for 6 metal with the Longsword but he does not have
the ability to teach Longsword 3.)
This section will cover the effects of weapons In
Game, and the Out of Game rules that govern their
use.
In Game, two things will govern each weapon’s
damage: The type of weapon and the skill of the
person using it. To determine the base damage done
by a weapon, turn to the weapons table; the table will
list two pieces of information:
• Skill type (Easy, Average, Skilled, Hard)
• Basic weapon damage
Skill type will determine how many experience
points the skill will cost, while base weapon damage
determines how much damage a character with level
1 skill in that weapon will do. For example, a
character with Dagger 1 armed with an ordinary
dagger will strike for two points.
Weapon Proficiency
Weapon proficiency allows a character to use a
specified weapon with skill. The higher the
proficiency, the more damage can be done with the
weapon. A character must have a separate
proficiency for every weapon used. For example: in
order to have Level 1 proficiency in both hatchet and
dagger (both Easy Weapons), the character must take
Easy Weapon Hatchet 1 and Easy Weapon Dagger 1.
A character may use any weapon he is not proficient
in, but the maximum damage he can do is one point,
regardless of the weapon.
The higher the level of the skill that a character has,
the more damage he will do. For each level of skill
(beyond the first) that a character possesses, he will
do an additional point of damage. For example, a
character with Dagger 4 armed with an ordinary
dagger will strike for five points of damage.
Using a weapon you are not proficient in will result
in one point of damage regardless of the weapon.
Weapons also do different types of damage. The five
types of damage that characters may inflict are:
• Mauling
• Magic
• Metal
• Silver
• Wood
There are four weapon classifications, for the purpose
of buying weapons skills: Easy, Average, Skilled,
and Hard. The Experience Point cost for a weapon is
based on its classification. For example, a hatchet is
an easy weapon, therefore Easy Weapon Hatchet 1
would cost two points; Easy Weapon Hatchet 2
would cost four points, and so on as the skill
progresses. For Thrown Weapon, the character must
specify the type of weapon (rock, throwing knife,
hatchet, dart, etc).
It is important to distinguish the type of damage done
because some creatures In Game are affected
differently by different types of weapons. It is
generally believed, for example, that werewolves are
only affected by silver and that vampires can only be
killed by wood. In Game weapons will be marked
according to the type of damage that they do.
If Weaponmaster or Marksmanship and any other
Weapon Proficiency are possessed, the levels are
added together to determine the final proficiency
level. For example, if a character possessed Battleaxe
1&2 and Weaponmaster 1, then the effective
proficiency would be Battleaxe 3. This does not
apply to training in weapon skills, as the character
cannot combine Weaponmaster or Marksmanship
with their weapon skills and train at the total level.
Holding Weapons
Holding the blade of a weapon being used to attack
you is not an illegal move, however, it is strongly
discouraged. If you choose to hold an attacking
weapon you will continue to take the damage called
by the attacker at their regular attack speed.
Wear Armour
This skill allows a character to make use of the
Threshold provided by any armour that he may be
wearing.
43
COMBAT
the weapons to gain enough momentum to sting. If
your arc is too wide, someone who sees this may call
“baseball batting” to make you aware of the problem.
The head is not a viable target. If you see that you
have hit your opponent in the head accidentally, or
you opponent calls “head shot”, immediately stop
fighting that person until he is reoriented and ready to
continue.
Mauling
Mauling is damage done by natural weaponry (fists,
fangs, claws, rocks, etc.). Fists, claws, fangs, etc. are
represented In Game by hollow tubes of foam to be
wielded by the character. Weapons made of bone also
do Mauling Damage. Bone weapons are marked with
blue duct tape.
Magic
You will be removed from play if you are called too
frequently for “baseball batting”, “machine gunning”
or “head shots”. This is in effect until you prove your
ability to play by the rules. For this reason, be very
careful when using overhand swings.
Magical weapons strike for magical damage (e.g.
“Four Magic”) and are denoted by red duct tape.
Metal
Metal weapons (swords, axes, arrows, spear tips, etc.)
call for Metal damage (e.g. “Two Metal”) and are to
be made with grey or black duct tape. Any weapon
with grey or black tape is assumed to be steel.
Remember: infractions of these rules should be
reported to the next Safety Officer or Executive that
you see so that records may be kept and those who
are not playing safely can be dealt with appropriately.
Silver
Silver weapons are any ordinary weapons that have
had silver bands, strips, or ingots applied in some
fashion, or have been entirely made out of silver.
Silver weapons are represented by white duct tape on
a weapon. If a silver weapon is metal or wood
underneath the silver, the wielder can, if he so
chooses, call either type of damage, but can only call
one type of damage per strike.
Weapons Table
Category
Weapon
Easy
Dagger
Hatchet
Thrown Weapon (rock, etc)
Throwing Dart/Shuriken
Unarmed Grapple
Unarmed Strike
Base
Damage
2
2
2
2
2
2
Average
Shortsword
Handaxe
Mace/Club
Light Crossbow
Staff*
Short/light Spear#
3
3
3
3
3
3
Skilled
Longsword
Battleaxe
Footman’s Mace/Hammer
Spear*
Shortbow*
4
4
4
4
4/6¹
Hard
Bastard/Broad Sword
Warhammer
Heavy Crossbow*
Two Handed Sword*
Greataxe/Maul*
Polearm*
Longbow*
5
5
5
6
6
6
6/8¹
Wood
Wood weapons (clubs, staves, etc.) are denoted by
brown duct tape. Whenever using a wood weapon,
the user will call Wood damage (i.e., “three wood”)
The character wielding the weapon will call the type
and amount of damage done. For example, “two
silver” for a silver hatchet with no bonuses, “five
wood” for a staff wielded by someone with Staff 3
and so on.
It is important that you enunciate clearly when you
attack so that the defender takes the proper type and
amount of damage. Remember, fights get loud and
confusing, so it is important to speak clearly and
loudly. You should never be swinging and hitting so
fast that you cannot call damage clearly for each
strike. Not only will your opponent be unable to
calculate the damage appropriately, but it also
demonstrates that you are not keeping proper control
of your weapon. This may lead to an officer
removing you from game. If someone notices that
you are striking too fast, they may call “machine
gunning” to make you aware of the problem.
*-must be used two handed
** Each type of thrown weapon is a separate skill
¹-greater damage applies to boffer arrows
#-Damages with the tip only
When fighting, weapons should never be swung in an
arc greater than 180°; a swing greater than this allows
44
COMBAT
Unarmed Combat
When transferring the damage, the winner of the
grapple can describe a simple to elaborate means of
gaining this result. For example; bending their arm
the wrong way to throwing them face-first on the
ground or even flip! The resulting damage from this
move is the winner's grapple skill minus the loser's,
applied as if being struck normally. All thresholds
and armor bonuses apply.
A specialized type of combat is Unarmed Combat,
represented In Game by two skills:
• Unarmed Combat: Striking
• Unarmed Combat: Grappling
These two skills are like any weapon skill and are
purchased as such; the major difference is that all
character may attempt to use these skills whether
they have training or not. All characters begin game
with the ability to call Grapple 1 in the same way that
all characters can cause 1 point of damage with any
weapon. The two skills have different effects when
used, as described below:
If the winner chooses they may take one (1) item
from the loser's hand. If the item is strapped or glued
to the loser's hand then the disarm is unsuccessful.
Should you choose to hold or pin an opponent, you
may only do so for one minute before they struggle
free. This can range from throwing them to the
ground and sitting on their chest to locking their
hands behind their back or any other creatively
described hold. When struck only the character that is
hit is the one affected by the strike or spell.
Regardless if is the captor or captive that is hit this
immediately breaks the hold/pin.
Unarmed Strike
Striking is straight up, good, old-fashioned punching
and kicking. For a character to strike another in
unarmed combat, they must use a “fist” (also called a
“foam fist”). Fists are represented In Game by foam
tubes, about three times as long as a real fist and are
used when striking in combat, like other padded
weapons. The base damage for a fist at a proficiency
level of one is two (2) points of mauling damage:
each level of skill beyond the first adds one point to
the damage.
When faced with a foe that has a much higher
grapple than yourself, you may team up with one (1)
other player to simultaneously 'gang-up' on your
target. In this case as before stated the target is hit in
the chest with a foam fist and the two grapples are
declared and then added up. If the single character
who was ganged-up on still wins the fight and may
chose to either deal equal damage to both of you or
throw both of you. Because off the fantastic
commotion this causes, the single character can now
proceed with one action only out of the options
previously stated.
While Unarmed Combat allows character to act as if
they have weapons, anything they parry with their
fists does full damage to them!
Unarmed Grapple
All characters begin game with the ability to call
Grapple 1. Grappling represents any type of wrestling
combat. In order to engage another character in
grappling combat, a grappler must touch their
opponent on the torso with a foam fist and announce
“Grapple #”. Grappling with bare hands is not
permitted under any circumstances. You cannot use
the hilt of a weapon as a foam fist in the initiation of
Grapple and you must have nothing in your hands in
order to grapple.
Armour
Armour is divided into two categories:
• Threshold
• Armour Points
Threshold is a combination of the armour’s toughness
and the wearer’s skill in deflecting weapons without
any damage.
When declaring your level of grapple you declare the
amount of force you use. You can use any level of
force you posses. aka James have 3 levels of grapple
but can use all full three or he may only use part
force if he so chooses aka grapple one.
Armour points represent how much damage amour
can take before it offers no protection. Example, a
character is wearing armour that, combined with his
Wear Armour skill, gives him a Threshold of four
and 44 Armour Points. When he is attacked by a
character calling “four metal” damage, he takes no
damage at all, because the damage does not surpass
the armour’s threshold. However, if the attacker
called for “five metal”, the Threshold would not stop
the weapon and all damage would apply.
The winning (controlling) character may do one of
four actions once in control of the grapple:
- Transfer the difference in grapple skill into damage.
- Disarm one item from the loser's hands.
- Pin the target for one minute
- Throw the target in a direction up to 5 feet.
45
COMBAT
worn, making it chain on leather. But putting on a
tagged piece of chain over a tagged piece of studded
leather will only gain the protection of the chain on
leather, with no bonus for the studs. However, a
single tagged piece may not be separated; for
instance, a piece of chain over leather cannot be
taken apart to become chain armour, and leather
armour.
Amour Points add directly to a character’s health
when calculating how much damage he can take.
Continuing the above example, even though the
weapon damage is higher than the armour threshold,
the character will not immediately start to take
damage. The 44 armour points have to be destroyed
first, so that after the character has been hit six times
for five points of damage each time, he will still have
14 armour points left. If at any point during a fight
you lose all your armour, you lose all Threshold
points immediately after combat.
Armour quality is important. This is determined by
inspecting the costume itself. If the chain mail is
made out of a light metal links (such as aluminum or
copper) and hooked together leaving small gaps, it is
of average quality. If it is made of knitted yarn, spray
painted to look like chain mail, it is of poor quality. If
it is made of tightly linked steel, it is of good quality.
These are just examples, but it is the same for all
types of armour. If the director judges armour to be
of poor quality, it is scored as if it were one category
lower. If it is good quality, it is scored as if it was one
level higher. For example, Average chain mail is
worth 5 points per location. Poor is 4 points per
location, and Good is 6 points per location.
Threshold and Armour Points are figured as follows:
1
Heavy Cloth
2
Leather, or studded, padded, or quilted
Heavy Cloth
3
Studded, Padded, or Quilted Leather
4
Studded Padding, or Rings on Leather
5
Small Plates on Leather (Scale Mail) or
Chain Mail
6
Chain Mail on Leather, or Large Plate
7
Large Plate on Leather, or Full Plate
8
Full Plate on Leather
9
Full Plate on Chain Mail
10
Full Plate on Chain Mail on Leather
Once the point value of armour is determined, it is
simple to determine the Threshold value of the
armour. Armour has a maximum Threshold value of
1 for each full 10 Armour Points. In other words,
armour worth 0 to 9 points has a maximum Threshold
of 0, whereas armour with between 10 and 19
Armour Points has a maximum Threshold of 1. A
Threshold of 1 may seem pointless, but it will stop
the blows of someone who is unskilled in a weapon.
The body is divided into 11 areas:
1
Head
2
Shoulders
3
Upper Torso
4
Lower Torso
5
Upper Arms
6
Lower Arms
7
Pelvis
8
Upper Leg
9
Lower Leg
10
Hands
11
Feet
Armour Points
0-9
10-19
20-29
30-39
40-49
50-59
60-69
70-79
80-89
90-99
100-109
To determine Armour Points, check which parts of
the body are covered by which types of armour and
calculate the numbers. For example, a character is
wearing a chain mail hauberk, which covers his upper
torso, lower torso, upper arms, shoulders, pelvis and
upper legs – for a total of 30 Armour Points
(5+5+5+5+5+5=30). If this character puts on leather
boots (feet, leather = 2 points) and a metal helmet
(head, full plate = 7 points), his Armour Points would
increase to 39.
Maximum Threshold
0
1
2
3
4
5
6
7
8
9
10
Further progression of Armour Points and Threshold,
though unlikely, continue following to the same
formula.
The maximum Threshold of armour can only be used
by a character with suitable levels of the Wear
Armour skill. Example, a character wearing armour
with a maximum Threshold of 5 and Level 4 in the
Wear Armour skill would have a Threshold of 4. If
the character had a Wear Armour skill at Level 5,
Armour may be layered but only one layer of the
same armour may be worn to any effect on a body
part. Also, the layered armour is then considered
whatever it closest matches on the chart. A tagged
piece of chain over a tagged piece of leather may be
46
COMBAT
their threshold would be 5. If the character had a
Wear Armour skill at Level 6, their Threshold would
still only be 5, since the maximum threshold of the
armour is only 5. Threshold is equal to either your
level of Wear Armour skill or your maximum
Threshold calculated from your Armour Points –
whichever is lower.
the tip cut off and replaced with a penny and padding
(please see website for construction information)
which will be fired from the bow. A packet arrow is a
large grey packet (see Dart construction on website)
with 2 feet of ribbon attached at the end which will
be thrown by hand. A full sized quiver is still
required with the packet arrows. To ‘fire’ a packet
arrow, you must first draw the packet through a loop
attached to the arrow rest (front to back), draw the
pack back to the ear as if firing a real arrow and then
throw the packet at the intended target. Packet flight
must go in a straight line and cannot be fired around a
corner.
Bow
There are a few options for the use of a bow. You
may use a longbow (49-72 inches when strung), a
shortbow (35-48 inches when strung) or a crossbow.
The bow phys rep must have a string on it. A
crossbow must always have a cross piece on it. All
NERF weapons are considered crossbows and must
be fitted with a cross piece. When using a NERF
weapon there is a 5 count to ‘reload’ the weapon of
“loading crossbow 1, loading crossbow 2 …” etc.
You may not use a bow to block a weapon strike. If
you do the bow is considered broken.
There is a minimum firing distance of 10 feet from
the intended target (at the time of release) with the
boffer arrows. There is no minimum firing distance
with packet arrows.
The Bypass skill may be purchased at 5 ranks of Bow
skill but can only be applied with using a boffer
arrow. If you are using the packet arrows the Bypass
skill must still be used after 10 ranks has been
reached.
Once you have decided on the type of bow to use you
must now choose what type of arrow you will use;
boffer or packet. A boffer arrow is a real arrow with
47
MAGIC
Magic
C
T
T
T
T
C
Ability
Awareness 1
Awareness 2
Awareness 3
Awareness 4
Awareness 5
Enchanter
Cost
5
10
20
40
80
40
T
Essence Power
Tiers
16/tier
C/L
Essence Spell
16
O
O
C
Resist: Magic 1
Resist: Magic 2+
Scroll Maker 1
2
4/Lvl
1
T
T
T
T
T
Scroll Maker 2
Scroll Maker 3
Scroll Maker 4
Scroll Maker 5
Scroll Maker 6
2
4
8
16
32
Prerequisite
None
Awareness 1
Awareness 2
Awareness 3
Awareness 4
Awareness 4
or any 7
Psychic
Disciplines or
Alchemy 5 or
Smith 7 or
Scroll Maker 6
Any Tier 5
Prime Element
Power
Equal or
Higher Level
of Essence
Power
None
Previous Level
Literacy and
Awareness
Scroll Maker 1
Scroll Maker 2
Scroll Maker 3
Scroll Maker 4
Scroll Maker 5
O
O
O
O
O
C
T
T
T
T
T/
L
T/
L
T/
L
T/
L
T/
L
T
C/
L
Ability
Strg Will Magic 1
Strg Will Magic 2
Strg Will Magic 3
Strg Will Magic 4
Strg Will Magic
5+
Tier 1 Prime
Element Power
Tier 2 Prime
Element Power
Tier 3 Prime
Element Power
Tier 4 Prime
Element Power
Tier 5 Prime
Element Power
Tier 1 Prime
Element Spell
Tier 2 Prime
Element Spell
Tier 3 Prime
Element Spell
Tier 4 Prime
Element Spell
Tier 5 Prim e
Element Spell
Void Power Tiers
Cost
8
10
12
14
16/Lvl
Prerequisite
None
Previous Level
Previous Level
Previous Level
Previous Level
1
Awareness 1
2
Void Spell
16
Tier 1 Prime
Element Power
Tier 2 Prime
Element Power
Tier 3 Prime
Element Power
Tier 4 Prime
Element Power
Tier 1 Prime
Element Power
Tier 2 Prime
Element Power
Tier 3 Prime
Element Power
Tier 4 Prime
Element Power
Tier 5 Prime
Element Power
Any Tier 5
Prime Element
Equal or
Higher Level
of Void Power
4
8
16
1
2
4
8
16
16/tier
Magical Terms
Archmage: An honorary title given to someone who
has attained and kept both Void and Essence Power.
Void and Essence power must be learned either
simultaneously or separately; in other words an
archmage’s powers in Void and Essence must always
be equal. Any time that an Archmage purchases a
level of Void or Essence power, which would
imbalance their levels, they will lose all of the lower
tiered power in favour of the other. For example, if
the Archmage has Tier 3 power in both Void and
Essence, to gain Tier 4 power in both elements, they
would have to be bought at the same time thus
spending points to buy Tier 4 Void and Tier 4
Essence at the same time. If, however, the Archmage
only bought Tier 4 Essence, then all three tiers of
Void power would automatically become Essence
power. Once an Archmage has become imbalanced in
Void and Essence power, they may never relearn the
lost element in any normal way. In the above
example, the Archmage would now become a Tier 7
Essence mage.
Awareness: The ability to see and manipulate
magical energy (see mana) in game.
Borrowing: Starting at Awareness 3, a mage has the
ability to use other mage’s spells and tiers. If they
borrow a spell from another mage that requires tiers
in an element they don't have, they must also borrow
the other mage’s tiers as well and will be considered
as casting at the other mage’s level. If they borrow a
spell in an element that they have tiers in, they still
have the option of using the other mage’s tiers;
however, they cannot then stack their tiers on top of
48
MAGIC
the other mage’s in order to max out the power of the
spell being cast.
mana may be used to cast a spell of its element or a
spell of any Prime Element.
Enchanter: A Mage, Psychic, Alchemist, Smith or
Scroll Maker skilled in making magical items.
Reform: To recreate a mana after it has been cast as
a spell but before it dissipates.
Enchantment: A lasting spell, one that remains until
a set of circumstances discharges it. Certain
enchantments last only one event. All Enchantments
cast on a person must be displayed visible as those
with Awareness will recognize the swirl of magic.
Scroll: A one-use magic item that allows a literate
Mage to cast a spell they may not know; knowledge
of the spell being cast with a scroll gives no bonus.
Spell(s): The Mage’s ability to discharge energy in a
specifically determined fashion; the ability to make
energy (mana) do what the Mage wants it to do.
Incant/Incantation: The specific words and actions
used to create a spell. All spell incantations are
audible to any race of Epoch whether they have the
skill or not (including Awareness). However, the
spell's duration, damage calls, and target location are
unknown, in the instance spells like 'The Power of
Void takes you to ____.'.
Stacking Tiers: The process of combining the tiers
of multiple mages to increase the power of a spell
being cast. Please note, only the tiers possessed by
the casting mage on their character sheet can be
maxed. Borrowed tiers cannot be maxed.
Timed Spell(s): A spell which the incant contains a
time duration in the form of “, ‘x’ minutes”. The
duration of a timed spell is 10 minutes per tier of the
appropriate power. If the time aspect of the incant is
not stated then the spell will only last for 10 minutes
regardless of the casters total tiers. Should the caster
leave line of sight of the target at any point, the
spell's duration is automatically reduced to ten (10)
minutes When calculating the time duration, Void
and Essence tiers will stack on all Prime timed spells.
Mage: Someone who is Aware (i.e. possesses the
Awareness skill); a magic user.
Magical Item: An item that has been imbued with a
form of magic. Usually marked in game with red duct
tape.
Mana: Also called a mana packet. A piece of
magical energy (represented in game by small
throwing ‘bean bags’) is the capacity for magic that
only Aware characters can see and manipulate. Mana
only exists when in the vicinity of, or when held by a
Mage or when encased in a magical container of
some sort (e.g. a mana keeper or a scroll). If mana
leaves the vicinity of a Mage or falls to the ground, it
disappears.
Magic
Magic is complicated by nature, causing it to be
among Epoch's skillsets that require a good deal more
consideration to play.. It is not, in and of itself,
complex or difficult to master, but it does require
time and clear thought in order to be used (things not
always in ready supply when LARPing). In Game,
Mages must be able to think and act under pressure,
relying on memory of the incantations and mastery of
aim to affect their opponents with the right spell at
the right time.
Miscant: Also called a failed spell. A spell is miscast
either by using the wrong words, failing to cast a
spell in the right order or violating the specific
conditions that apply to that spell.
Power: The Mage’s ability to use mana to its fullest.
The measurement of a Mage’s ability to use mana of
a certain type; the higher their tier of power, the more
powerful the spell they are able to learn and cast.
In Game, Magic is divided by the elements. All
powers, spells, and mana belong to one of the six
elements of magic. The six elements are: Earth, Fire,
Water, Air, Essence, and Void. The first four
elements are known as the Prime elements, where
Void and Essence are known as the Pure elements. In
game, a character may encounter creatures associated
with specific elements, and these will be noted in
game by wearing headbands of a colour appropriate
to the mana of their element. These creatures may
only be seen/interacted with by a mage with at least
one tier of Power in their element. A Mage who
Prime Element: One of the four (4) main types of
energy – Earth, Air, Fire, Water. Each type of Prime
Elemental mana may only be used to cast a spell of
the same element (i.e. an Earth mana can only be
used to cast an Earth spell).
Pure Element: One of the two more flexible types of
energy – Void and Essence. Each prime elemental
49
MAGIC
dropped to the ground. If the thrown mana misses its
target, then the spell has failed. Also, if the Mage
uses the wrong type of mana, throws the mana before
finishing the incant or uses an incorrect incant, then
the spell has no effect and anyone who spots the
mistake may call “Miscant” to let everyone know that
the spell has failed.
possesses both Void and Essence power is called an
Archmage. A mage must also possess up to the fifth
tier in at least one Prime element before continuing
into Pure magics. While their application is similar, if
not identical to the Prime elemental magics, there are
some differences that should be noted. Firstly, Void
and Essence mana may be used to cast spell for their
own element or any Prime elemental spell. Secondly,
Void and Essence powers must be learned either
simultaneously or separately. This is to say that a
mage’s power must always be equal or completely
favour one of the Pure elements. And thirdly, for the
purposes of scroll making, all Pure element spells are
considered to be Tier 5 Prime Elemental spells. This
means that any Pure elemental spell requires a Level
5 Scroll Maker with a Level 5 Ink for it to be
inscrolled.
For example, a Mage wishes to cast the spell, “The
Earth Will Throw You”. The mage must possess at
least Awareness 1. As the spell in question is a Tier 1
Earth Spell, the Mage must also possess Earth Power
Tier 1 and must know the spell “The Earth Will
Throw You”. The Mage must also have an Earth
mana packet available to them. The Mage must then
say aloud the incant “The Earth Will Throw You”
and after completing the incant, throw the mana
packet at the target of the spell. If the mana packet
strikes the target, then the spell effect takes place. If
the mana packet misses its target, then the spell has
failed and the mage is out a mana packet and very
likely in trouble!
Another thing to remember regarding Essence and
Void power/spells is that they are not necessarily
good or evil. Mages will view these Pure elements in
different ways. Both Void and Essence are actually a
combination of the other elements. However, Essence
is a creative element, and Void is by nature a
destructive one. So they could also be viewed as life
and death, as well as the beneficial and destructive
natures of each specific element. So to a fire mage,
Essence may be viewed as heat and warmth while
Void may be seen as raging bonfires and ash. Mages
dedicated to a specific element may even refer to the
Pure elements only by names related to their chosen
element.
Awareness
Awareness 1: Allows the character to see and hold
mana, learn to cast spells and to see Elemental
circles. Allows the Mage to have one (1) timed spell
active at any time.
Awareness 2: Allows the character to link with other
Mages to lend their power to increase the
effectiveness of a spell. While there is no limit to the
number of Mages who can lend their power while
linked, they can never more than triple the power of
the Mage who is actually casting the spell.
To be able to cast a spell in game the minimum
criteria must be met:
1.
The character must possess the minimum level
of Awareness as required by the level of power
and/or spell (see the above chart for
prerequisites).
2.
The character must have the ability to cast that
spell (i.e. the posses the correct level or power
and have learned the spell).
3.
The character must have the correct element of
mana – either the same as the spell or a Pure
element may be used to cast any Prime elemental
spell.
4.
The character must recite the correct words (the
incant).
5.
The character must then throw the mana at the
target of the spell.
Allows the character to know if another character is a
Mage by touching them. Allows the ability to learn
any Tier 1 Prime elemental power or Tier 1 Prime
elemental spell without a teacher. Allows the Mage to
have two (2) timed spells active at any time.
Awareness 3: Gives the character the ability to use
the abilities (tiers of power and spells only) of
another Mage with the other character’s consent (or
having them unconscious) by touching them with one
hand.
Allows the ability to reform cast spells by catching
the mana in the hand(s) and saying “Reform”.
The character gains the ability to know the magical
abilities (i.e. levels of Awareness and Power and
specific spells) possessed by another character by
touching the target and asking specific questions (e.g.
If the mana strikes a valid target, then the spell takes
effect. When touch casting a spell, the incant must be
said as the Mage is touching the mana to the intended
subject. Once the spell is cast, the mana is to be
50
MAGIC
What is the highest tier of Air power that your
character has?). The target must answer the questions
truthfully.
be noted that the Mage using this ability would also
suffer from the effects that having a lowered
Awareness score may bring.
Allows the Mage to have three (3) timed spells active
at any time.
Another ability the mage gains with this level of
Awareness is the ability to take two complimentary
Prime elemental mana (i.e. earth and water, earth and
fire, air and fire, air and water) and combine them
into one Essence mana. This also allows the mage to
take two opposite Prime elemental mana (i.e. earth
and air, fire and water) and combine them into one
Void mana.
The character is also now able to learn any Tier 2
Prime element power or Tier 2 Prime elemental spell
without a teacher.
Awareness 4: Grants the character the ability to draw
mana from another mage. To use this ability the
Mage must touch another character and incant “Draw
One _______ Mana” The blank in the incant is the
specific type of mana that the Mage wishes to draw.
If the target of this ability does not have that type of
mana on their person (in a pouch etc.) then the ability
fails, otherwise they must give the Mage one mana of
that type. Only one mana at a time can be drawn
using this ability. Also allows the Mage to use the
magical abilities (tiers of power and spells only) of
another Mage by touch. The other character does not
have to be willing for this ability to work.
Allows the mage to have five (5) timed spells active
at any time.
The Mage is now able to learn Tiers of Power in any
Prime or Pure elements without a teacher. The Mage
is also able to learn any Prime elemental spells and
any Tier 1 Pure elemental spells without a teacher.
As a general note, any Awareness ability that requires
touch can only be done at a normal talking speed.
Any questions or answers are considered to be out of
game speech (i.e. even if overheard by another
player, that other player’s character does not hear it
and therefore is unable to act on any knowledge
gained from overhearing), but the information may
not be imparted at anything faster than normal
speech. When an appropriate level of mage asks the
questions, the subject must answer promptly and
truthfully (they cannot stall for time). If the subject is
also a Mage then they are fully aware of the other
mage’s ‘probing’ and although they must answer the
questions, they are under no obligation to remain in
contact.
The Mage is also able to learn any Tier 5 Prime
element power or Tier 5 Prime element spell without
a teacher.
Allows the Mage to have four (4) timed spells active
at any time.
Awareness 5: At this level of ability, the Mage is
able to destroy any mana (not enchantments) by
pointing at the mana and using the incant “Destroy
_____ Mana” The blank in this incant is the specific
type of mana that the mage wishes to destroy. This
ability is only usable against one mana at a time.
Power
Power is a Mage’s ability to use mana to its fullest
potential. A more powerful Mage can do more with
less. Power is the measurement of a mage’s ability to
use mana of a certain type; the higher their tier of
power the more powerful the spell they are able to
learn and to cast. Power is divided into six (6) types:
Earth, Air, Fire, Water, Essence and Void.
Each type of power must be learned as a separate
ability and in no way affects a Mage’s ability to learn
the other powers. Power is a prerequisite for learning
spells.
Furthermore, the Mage is now able to temporarily
suppress another Mage’s Awareness by touching the
other Mage and subtracting the levels of Awareness
from their own Awareness. To use this ability, the
mage must touch the target character and incant “I
Suppress Your Awareness ‘x’ Tiers.” The ‘x’ in the
incant is the number of levels that the mage subtracts
from their own Awareness score to reduce the
target’s Awareness score. Should the target’s
Awareness be reduced to zero (0), then the target is
no longer capable of holding mana or casting spells.
Any mana that the target is carrying that is not in a
magical container (such as mana keepers or scrolls)
will fall to the ground and disappear. This
suppression of another’s Awareness, lasts for one
hour, or until the Mage touches the subject again and
incants “I Release Your Awareness” or dies. It should
Some spells have a time element attached to them.
Timed spells are marked as such in their description.
All timed spells have a base duration of ten (10)
minutes per tier of power that the Mage possesses in
that element. A Mage may never have more timed
51
MAGIC
spells active than are allowed for by their level of
Awareness (see the Awareness section above for
specifics). The Mage who cast the spell (and only
them) may also end any spell they have cast at any
time that they wish. Furthermore, if a Mage leaves
the vicinity of a timed spell that they have cast, or is
rendered unconscious or killed, then any timed
spell(s) that mage may have had active will dissipate
in ten (10) minutes. The mage may drop additional
mana packets, one (1) packet per ten (10) minutes, to
extend the duration of the spell to the full incanted
duration should they have a need to leave the
vicinity. For ease of use, vicinity is defined as the
range at which the Mage cast the spell. For example,
if the Mage cast the spell from five (5) feet away,
then if the Mage leaves that five (5) foot area, then
the spell will dissipate in ten (10) minutes time. It
should also be noted that if the spell was touch cast
then the Mage must remain beside the subject of the
spell. With any spell that has a time element spoken
aloud as part of the incant, the time portion of the
incant is considered to be an OOG (see IG, OOG,
OOP and Rules of Play) statement; in other words, it
is there for player information alone – the characters
In Game do not know how long a spell will last.
Timed spells require one (1) mana to cast and one (1)
additional mana for each ten (10) minutes beyond the
first ten (10) if the mage wishes to leave the area.
Alchemy, or any other means unless specifically
stated in the ability or effect.
To use a scroll, a literate Mage must pull off the
attached mana and read the incant written on the
scroll aloud and then throw the mana at the target to
complete the spell. Please note that if you can’t
actually read what is written on the scroll, then you
cannot cast the spell. In short, make sure that when
writing a scroll that the handwriting is legible.
Master Scrolls
At Scroll Maker 6, the character learns to create
Master Scrolls. Master Scrolls come in one of three
varieties – Teaching, Imbuing or Multiple.
A Teaching Master scroll does not allow the spell to
be cast but instead acts as a teacher for any Mage
who studies the scroll.
An Imbuing Master scroll will act as a regular scroll;
however, no mana is attached to it. Instead, a Mage
touches the scroll with one of their own mana, read
the scroll aloud and cast the spell. The scroll will
maintain its power as long as the scroll itself remains
intact and legible. The scroll may not be taped back
together; once it’s broken the scroll is ruined. These
scrolls may be used by a Book Mage (and only a
Book Mage) as a teacher.
Spells
Each type of spell is the ability to cause a certain type
of magical effect by expending a mana packet.
A Multiple Master Scroll may have as many pieces of
mana as the creator wishes attached to it. Each
individual mana may be plucked off and cast as a
separate spell. The additional mana may also be used
to extend the duration of a timed spell. Once all of
the mana is expended, the scroll loses its
enchantment and becomes useless.
Scroll Making
A scroll is made by a Mage capable of casting the
spell that is to be inscrolled. The Mage must also
possess the Make Scroll skill at the equivalent or
higher level of the spell that is to inscrolled (i.e. to
create a Tier 1 scroll, the Mage must possess Tier 1
Scroll Maker etc. as well as the spell to be
inscrolled). The Mage must also be in possession of
special alchemical ink (see the Alchemy section for
further details) of the same level as the spell that is to
be inscrolled. To make the scroll, the character must
write the full incant of the spell (including any time
requirements) on a letter-sized piece of paper (8.5”
by 11”). Once that is done, the character must attach
the mana used to cast the spell to the piece of paper.
Each scroll made requires 10 minutes per Tier of the
spell being written. This time is used to magically
prepare the parchment/paper, focus the magical
energies, and transfer the spell from the caster to the
scroll. The scroll maker’s level of Make Scroll cannot
be raised or increased by Psychic disciplines,
Rituals
Rituals are another part of Magic, different from
spells but capable of just as much - if not more! All
rituals are different and implementation may range
from the simply inconvenient to the downright epic.
Rituals, when performed in game, if they are done
correctly, will produce whatever effect they are
intended to. It can be quite a simple thing to prevent a
ritual from being completed and thus stopping
whatever effect was intended.
There is not an official list of complete rituals
available. Rituals must be found in game and, like
everything else, there are certain risks attached.
Rituals found may be incomplete, incorrect, or more
dangerous than expected.
52
MAGIC
Second Tier
Rituals are one of the most diverse forms of magic
and each type of ritual may have separate
prerequisites. The ritual must be performed in game;
you may not perform a ritual at a non-sanctioned
event. The characters must carry out any instructions
for the performance of the ritual; described actions
may only be used to simulate dangerous and/or
impossible elements of the ritual.
“The Earth Will Bind Your _____, ‘x’
Minutes”
The blank in this incant is a specific singular body
part of the subject that is touching the ground. When
struck by this spell, the recipient may not move the
named body part until they have spent at least one (1)
minute digging the body part free or the spell ends,
whichever comes first. The ‘x’ part of the incant is
the duration of the spell.
This is a timed spell.
Spells
Earth Spells
For purposes of Earth spells, Earthen is defined as
natural wood, stone, dirt, earth, mineral, metal, etc.
Once the material has been worked or treated (wood
walls, steel weapons, wood weapons, etc.) it no
longer qualifies as Earthen.
In-Game Effect: The ground flows over the named
body part, packing the ground as if buried there.
“The Earth Will Protect You from Air”
When casting this spell, the Mage must attach (with a
pin, tape etc.) an Earth mana packet onto the
character upon whom it the spell was cast. Should it
fall off, the spell is considered to have worn off
prematurely. If the character which this enchantment
has been imparted to is struck by an Air spell, the
character must call ‘No Effect’ and remove the mana,
dropping it to the ground. The character has no
choice but to discharge this enchantment the next
time any Air spell is cast upon them; the character
may not choose to allow the spell to hit them – any
Air spell that strikes them will discharge the
protection.
First Tier
“The Earth Will Heal You _____ Points”
The blank in this incant is the total tiers of Earth
Power and Essence and/or Void Power (if any)
possessed by the caster. The recipient of this spell
will regain the number of lost health points stated in
the incant up to their original health score. This spell
will only work on living creatures.
In Game Effect: The wounds of the subject close
and heal
In-Game Effect: Only characters that possess the
Awareness ability can see the enchantment upon the
character. When attacked with an Air spell, it fails to
strike them instead being pulled to the earth
harmlessly.
“The Earth Will Throw You”
When struck by this spell, the recipient must fall to
the ground, lying on their front. After falling to the
ground, the player can get up and continue play as
normal.
“The Earth Will Seal This Opening, ‘x’
Minutes”
In-Game Effect: The ground momentarily changes
shape to trip the character.
Using this spell, a caster may seal off a door,
window, or other opening. The portal, once sealed,
cannot be opened by any means. The earthen closure
which covers the opening is indestructible, and
cannot be breached by physical damage. The portal
must be connected to the earth in some way (stone
floor, wood frame, etc). The maximum size of the
opening is 1’ by 1’ per Tier of Earth, Essence, and
Void the caster possesses. Once sealed, the caster
must mark the portal with a brown rope or tape, and
an OOG note stating that the portal is magically
sealed.
“The Earth Will Mend Your _____”
The blank in this incant is an object in need of simple
structural repair. The item must be made of wood,
metal, stone, clay, or some other substance from the
earth. It will repair up to one crack or break per tier
of Earth power the caster possesses. On armour, this
will repair 2 points of armour per Tier of the caster.
This spell does not stack with Tiers of Essence or
Void power.
In Game Effect: The cracks and breaks re-attach
themselves, dents straighten out, and the damage
repairs itself almost instantly.
This is a timed-effect spell.
53
MAGIC
In Game Effect: The earth spreads from the rims of
the opening, joining in the centre to seal the portal
completely.
In Game Effect: The body grows another body part
to replace the missing one.
Third Tier
“The Earth Will Build a Wall, ‘x’ Minutes”
This spell allows a character to build an Earthen wall
ten (10) feet high and up to five (5) feet long. This
wall cannot be passed through, climbed over or
destroyed as long as it is in existence. The player
must provide a rope or another prop to mark the
dimensions of the wall, up to the maximum length.
The wall remains for as long as the character that cast
the spell remains conscious, awake and in contact
with the wall, up to the maximum duration of the
spell.
“The Earth Will Hide You, ‘x’ Minutes”
When cast upon a voluntary target who is in contact
with earthen ground, that character will go OOP (see
the IG, OOP, OOG and Rules of Play section). Note:
this will not work on wood, stone, or other
manufactured floors. While the character is OOP,
they cannot be seen for as long as the spell lasts but
they may not move or speak; doing so immediately
ends the spell.
This is a timed spell.
This is a timed spell
The effect of this spell is considered a Magical State
In Game Effect: A wall grows out of the ground that
is impossible to climb, pass through or destroy.
In-Game Effect: The character seemingly blends
into the earth, taking on the shape, colour and texture
of their surroundings.
“The Earth Will Petrify You, ‘x’ Minutes”
This is a timed spell.
When cast upon a target character/creature, it turns to
stone. While in this state, the target cannot act and is
unaffected by any further game effects; the target is
effectively removed from the game while remaining
in-game and aware of their surroundings. Any preexisting timed effects continue to affect the target.
The spell “The Power of Essence Dispels Your
Magical State” can end this effect prematurely, but
otherwise the target is unable to affect or be affected
by anything.
In-Game Effect: The character’s skin hardens and
becomes hard as stone.
This is a timed spell.
The effect of this spell is considered a Magical State
“The Earth Will Open a Passage”
In Game Effect: The target struck by this spell
instantly becomes solid stone, freezing in whatever
position they were in when struck.
“The Earth Will Toughen You, ‘x’ Minutes”
The recipient of this spell receives a threshold of five
(5) for the duration of the spell. If the subject is
struck for five (5) points of damage or less, then the
subject must call out “No Effect” and does not take
the damage. The character also becomes immune to
the knockout skill for the duration of the spell.
This spell allows a character to pass through any
earthen barrier no thicker than 2 inches per tier of
Earth the caster has. This is virtually instant, and
allows the caster (and only the caster) to pass through
it. The caster cannot stay in the earth, and must pass
through IMMEDIATELY.
Fifth Tier
“The Earth Will Swallow You, ‘x’ Minutes”
The subject of this spell is swallowed immediately by
the earth, removing them from play. The subject
remains in the earth and while entombed is
considered to be OOP (see the IG, OOP, OOG and
Rules of Play section) and is unaware of anything
occurring in game. Other players cannot see the
subject of this spell.
In Game Effect: In an instant flash, the character
slips right through the wall or other earthen barrier.
Fourth Tier
“The Earth Will Regrow Your _____”
The blank in the incant refers to a body part that is
missing from the recipient of the spell. This spell
allows a limb or organ that has been lost to be
regrown instantly. The character must still be alive
for this spell to function.
This is a timed spell.
The effect of this spell is considered a Magical State
54
MAGIC
In Game Effect: A chasm opens in the earth and
takes the character into it, burying them alive. When
the spell ends, the character is disgorged, disoriented
but otherwise unharmed.
hands (the blank part of the incant). If the spell caster
names an item that the subject was not carrying in
their hands, the spell has no effect. Dropping the item
includes letting go of the object and allowing it to
fall; if it is tied on, glued to the hand or otherwise
secured then it will not fall and the hand may close
on the item again. Even if attached the spell still
buffets the item with wind and a momentary
disruption must be mimed.
“The Earth Will Regenerate Your Body”
When this spell is cast on the remains of a body, it
will reform, structurally intact but inanimate. On its
own, this spell is not enough to bring someone back
to life but, combined with the other three Prime
elemental resurrection spells, will resurrect the
character.
In-Game Effect: A sudden gust of wind twists the
object out of the character’s hand.
Only functions on a dead body or corpse
“The Air Will Allow Me Breath, ‘x’ Minutes”
In-Game Effect: The subject’s dead body (or
whatever part of it is recovered) grows into a
complete and original (but cold and lifeless) form.
For the duration of this spell, the target does not need
to breath. This means they cannot be drowned,
suffocated, but will not prevent alchemical gas cloud
effects.
“The Earth Will Cause a Tremor”
This is a Timed Spell
When cast this spell causes an earthquake like wave
to surge through the ground, reaching a range of ten
(10) feet from the caster in a circle. The effect of this
spell is identical to The Earth Will Throw You other
than that it affects all within a ten-foot radius of the
caster. So, once cast, all struck by this spell (all
within ten feet of the caster) must fall to the ground.
As soon as they have done this, the player may get up
and continue play as normal. The caster cannot
choose who is and is not affected by the spell.
In Game Effect: During the spell, small clouds
continually swirl around the nose and mouth of the
target
Second Tier
“The Air Will Carry You”
In order to cast this spell, a mage must first touch the
character to be affected with a mana packet before
throwing it. The character who was touched with the
mana then must go as quickly as possible to where
the mana landed. On their way, they cannot make any
attacks or use any game skills, and are immune to all
attacks, magic, and alchemy until they arrive where
the mana landed.
The caster is unaffected by the spell.
In Game Effect: The ground shakes and rumbles as
a minor earthquake centred on the caster spreads out
for ten feet in all directions
Air Spells
First Tier
In-Game Effect: A gust of powerful wind lifts the
character off the ground and carries them through the
air to the mana’s landing place.
“The Air Will Spin You _____ Times”
“The Air Will Protect You from Earth”
This enchantment is identical in effect to “The Earth
Will Protect You from Air” except that it is
discharged by earth spells.
The ______ in this spell is the total tiers of power
that the caster has in Air, Essence and Void. When
hit by this spell, the subject must immediately turn
360 degrees as many times as indicated by the spell.
While spinning, the subject cannot attack or cast
spells.
In-Game Effect: When attacked by an earth spell it
simple dissipates into the air before striking the
target.
In-Game Effect: The subject is caught up in a small
cyclone of wind that surrounds the body.
“The Air Will Unbind You”
“The Air Will Disarm Your _____”
Once cast, the caster must touch the binding to be
opened with the mana. This will only work on
personal bindings and restraints, such as being tied
up, shackled, or handcuffed, etc. This has no effect
When hit by this spell, the subject must drop
whatever named item they were carrying in their
55
MAGIC
on locked doors, chests, or other locks, unless being
used to bind a person. Once touched by the mana, the
restraints are immediately released.
passing right through whatever it was in as soon as
the container is moved. If this is cast on an item in a
pouch, container, etc, it must immediately be marked
with an OOG yellow marking and removed from the
container.
In Game Effect: A small cloud covers the bindings,
and when it clears a moment later, the bindings are
undone.
This is a timed spell.
In Game Effect: The item becomes translucent and
hazy, as if made of smoke, and can be seen through.
Third Tier
“The Air Will Take Your _____, ‘x’ Minutes”
Fourth Tier
When this spell is cast the target of the spell who has
whatever the named item that is in the blank of the
incant carried on their person will have that object fly
into the air, unless it is glued, tied down or otherwise
firmly secured (although it will be easily pulled from
their hands). The item will remain out of sight in the
air until the spell ends. Items affected by this spell
must be given to the casting Mage who will mark the
item(s) OOG (see IG, OOG, OOP and Rules of Play)
and must carry the item(s) with them until the return
is called for.
“The Air Will Seal Your _____, ‘x’ Minutes”
A character struck by this spell will immediately
have the orifice named in the incantation (i.e. nose,
mouth, eyes, ears) sealed against their environment.
This does not prevent breathing, but it does prevent
the related sense from being used or, in the case of
the mouth, prevent speech and as a result, spell
casting.
This is a timed spell.
In-Game Effect: Small but powerful gusts of wind
buffet the named body part constantly and forcefully
thus preventing it from being used properly.
This is a timed spell.
In-Game Effect: A powerful wind takes the item and
carries it out of sight into the sky. When the spell
ends the item falls unharmed at the feet of the spell’s
caster.
The Air Will Make Me Immaterial, ‘x’
Minutes”
A Mage who casts this spell immediately become
immaterial. While in this form, the character can still
be seen but cannot be affected by weapons or spells
or any other effect. For the duration of this spell, the
character is mute and may not cast spells. The
character also cannot move their feet; if they do so,
the spell ends.
“The Air Will Defend You”
When casting this enchantment, the mana must be
affixed to the spell’s recipient. On the next weapon
blow to strike the character, they must declare ‘No
Effect’, remove the enchantment, dropping it to the
ground. This spell does not protect the subject against
unarmed strikes or unarmed grapples.
This is a timed spell.
The effect of this spell is considered a Magical State
In-Game Effect: The incoming blow is knocked
aside by a gust of wind leaving the character
unharmed.
In-Game Effect: The character’s physical form
changes into the very air itself, making them no more
solid than a cloud.
“The Air Will Make This ______ Immaterial,
‘x’ Minutes”
“The Air Will Slow You, ‘x’ Minutes”
The blank in the incant is the item to be made
immaterial. This spell can be used to make any item,
small enough to be carried by the caster, immaterial.
Once made immaterial, the item must be labelled
with a yellow note indicating that it is immaterial.
While immaterial, the item can still be seen, but
cannot be touched or affected in any way, even by
those who are themselves immaterial. Note that if this
were cast on an item which was in a pouch, pack,
weapon sheath, etc, the item will remain in the exact
place and position it was in at the time of casting,
Once hit by this spell, the target is buffeted by
powerful winds, pushing at them from all directions.
These winds make it impossible for the character to
run, move quickly, or perform any fast actions. This
also prevents any sort of thrown or fired weapon use,
including thrown mana. During the effects of this
spell, the target cannot move any faster than a slow
walk, and all weapon swings require a slow count of
5 seconds between swings.
This is a timed spell.
56
MAGIC
In-Game Effect: The Mage causes a red light to
appear.
In Game Effect: During this spell, the target is
surrounded by gales which buffet against them,
striking from all sides, and pushing against the
character.
“With Fire I Fuel the Flames”
This spell is used to speed up the burning time of any
flammable item. It will work on forges, fuels, or any
other flammable substance. Once cast, it reduces the
time a flame takes to burn an item by ten minutes, to
a minimum of one minute. This will reduce the warm
up time for a forge to one minute as well.
Fifth Tier
“The Air Will Shield Me, ‘x’ Minutes”
When casting this spell, a Mage will drop the mana
and hold their arms out straight in front of them with
their palms facing forward. The character can
assume/resume this position at any point during the
timed spell, they are then immune to all ranged
weapons and thrown spells and must declare ‘No
Effect’ when struck. The character can still be
affected by hand held weapons and touch cast spells.
In Game Effect: The caster causes the flames to
glow brightly and enlarge for a moment, drastically
increasing the heat output.
Second Tier
“With Fire I Engulf My Hands”
This is a timed spell.
Once cast, this spell lasts for one minute. During that
time, the caster’s Grapple and Unarmed Strike are
both increased by one lever per Tier the caster
possesses of Fire power. If the caster does not
possess at least one level of Grapple, Unarmed
Strike, or Weaponmaster, this spell has no effect.
This is the ONLY effect that this spell has, and the
flames will not ignite anything or start fires when the
character touches things. This can only be used on
the caster.
In-Game Effect: When in the correct position, any
ranged attack or thrown spell is knocked aside by
powerful winds.
“The Air Will Give You Breath”
This spell will resuscitate a body that is not
breathing. Note that this spell by itself will not bring
someone back from the dead. See “The Earth Will
Regenerate Your Body” for more details.
In Game Effect: For the duration of the spell, the
caster’s hands are totally wrapped in flames.
In-Game Effect: A complete body will begin to
breathe.
“With Fire I Heat Your _____”
Fire Spells
The _____ in this incantation is the name of an item
carried in the hand of the subject of the When struck
by this spell, the subject must drop the stated item
from their hands immediately.
First Tier
“With Fire I Strike You _____ Points”
The _____ in this incantation is the total number of
tiers of power that the caster has in Fire, Essence and
Void. The recipient of this spell takes the stated
amount of damage.
In-Game Effect: The named item burns white-hot
for a moment, sufficient enough to cause pain and
shock and force the subject to drop the named item.
In-Game Effect: A burst of flame strikes where the
mana lands.
This enchantment is identical to “The Earth Will
Protect You from Air” except that it is discharged by
water spells.
“With Fire I Protect You from Water”
“With Fire I Light Your Way”
In-Game Effect: When a water spell approached the
subject it fizzles away in a puff of steam.
This spell, when cast, allows the subject to use a red
filtered flashlight as a magical light. The flashlight in
this case is not considered to be an object and as such
cannot be given to another character. This spell will
last until the next morning or until the flashlight is
turned off for any reason.
Third Tier
“With Fire I Burn Your _____”
The blank in this incant is to be filled with the name
of a combustible item that is carried by the subject of
57
MAGIC
this spell. The caster of this spell must be able to see
the item in order to be able to name it in the incant.
When the spell strikes its target the named item is
immediately destroyed and removed from game.
In-Game Effect: A wall of flame springs up from the
ground, ten (10) feet tall.
“With Fire I Entrance You, ‘x’ Minutes”
In-Game Effect: The named object bursts into
flames and is immediately turned to ash.
When a Mage strikes the target with this spell, the
Mage will extend their arm towards the subject with
their index finger pointing at the subject’s face. For
as long as the Mage remains in that position (or until
the spell’s duration ends), the subject can do nothing
but walk towards the caster of the spell and stare at
the finger. The spell ends if the caster drops their
arm, leaves the subject’s line of sight or the subject of
the spell is killed. While using this spell, the Mage
may take no other action than speaking and a slow
walk.
“With Fire I Enchant Your _____, ‘x’ Points”
This enchantment requires a mana packet to be
affixed to the item named in the black of the incant
upon which it has been cast. For one weapon strike
only, when the subject chooses to use this spell, they
will call for extra damage equal to the total tiers of
power of Fire, Essence and Void possessed by the
caster of the enchantment. This attack is called as
magic damage (see Combat). This total must be
declared in the second blank in the incant. Should the
strike miss, the enchantment is wasted and must be
removed from the item. This enchantment may only
be cast on an object and not a person and therefore
may not be used for an unarmed grapple. It may,
however, be cast on a glove or gauntlet and thus
could be used for an unarmed strike.
This is a timed spell.
In-Game Effect: The flames dancing on the fingers
of the caster mesmerize the subject.
Fifth Tier
“With Fire I Guard Myself, ‘x’ Minutes”
In-Game Effect: The object burns with a brief but
intense flame that causes flame damage to whomever
it strikes.
“With Fire I Guard Myself, ‘x’ Minutes”
When casting this spell, the Mage must hold out their
arms to the side, bent at the elbows in a rough 90
degree angle with both of their hands clenched in a
fist pointing at the sky. The character can
assume/resume this position at any point during the
timed spell, they are then immune to all hand held or
natural weapons (e.g. claws, fists, etc) and must
declare "No Effect" when struck. This spell does not
provide protection against thrown spells or ranged
attacks.
“With Fire I Instill This _____ with Magic”
The blank in this incant is a weapon, and once the
enchantment is cast, the mana is attached to the
weapon. For ten minutes, the weapon swings for
Magic damage. This has no other effect, and does not
increase the amount of damage done.
In Game Effect: For the duration of the spell, the
weapon glows with a magical light.
This is a timed spell.
Fourth Tier
In-Game Effect: Any hand held weapons strikes at
the Mage are warded off by bursts of flame, which
scorch the hands and weapons of the attacker(s).
“With Fire I Build a Wall, ‘x’ Minutes”
This spell creates a wall of fire up to five (5) feet
long that will last for as long as the Mage remains
conscious and in contact with the wall or until the
spell duration ends. This spell requires the player to
use a rope, string, chalk, or any other prop to mark
off the area of the spell. The wall can be freely
passed through, but any wood items that attempt to
pass through the wall are destroyed. Any character
that attempts to pass through any part of the wall will
suffer magic damage equal to the caster’s total tiers
of power in Fire, Essence and Void.
“With Fire I Give You Warmth”
This spell will return a body to life sustaining
temperatures. This spell by itself will not bring
someone back from the dead. See “The Earth Will
Regenerate Your Body” for details.
In-Game Effect: The body grows warmer and
returns to normal body temperature.
Water Spells
This is a timed spell.
58
MAGIC
In-Game Effect: When a fire spell approaches the
subject it fizzles away leaving a damp mark.
First Tier
“With Water I Strike You, _____ Points”
Third Tier
The blank in this incant is the total number of tiers of
power that the caster has in Water, Void and Essence.
Whoever is struck by this spell takes the stated
amount of damage. A damage descriptor of either
‘with lightning’ or ‘with ice’ may be appended to this
incant before the actual damage call if desired.
“With Water I Rust Your _____”
When cast, the Mage may render useless the item
named in the blank of the incant, that is carried by the
subject, so long as that item is made out of metal (and
not bronze, silver or gold). As soon as the subject is
struck, the named item is rendered useless until
repaired by a Smith. Any weapon or armour struck
becomes unusable and will be destroyed if it is hit,
but can be repaired using the normal repair rules (see
the Trades section). Unless a weapon or item is
completely covered in or made completely of silver
or bronze, it will be affected by this spell.
In-Game Effect: A bolt of lightning or ice bursts
from the caster’s hand, striking where the mana
landed.
“With Water I Purify This Food”
When cast, this spell will remove all alchemical
substances and poisons from any one container of
food or drink touched by the spell.
In-Game Effect: The item immediately becomes
rusted and useless.
In-Game Effect: There is no visible effect but any
poisons etc. are gone.
“With Water I Untaint You”
When cast, this spell removes all poisons and
alchemical effects from a character, preventing any
further effect.
“With Water I Douse This Fire”
This spell allows a caster to extinguish any flame or
fire, up to the size of a small camp fire. Once cast, the
caster touches the mana to the flame and extinguishes
the source instantly. This also immediately cools the
fire to a level where it can be comfortably touched.
This is a touch range spell, and the mana may NOT
be thrown.
In-Game Effect: Nothing is visible, but all alchemy
and poisons in the subject’s bodies are turned to
water.
“With Water I Thicken Your Blood”
This enchantment affects the characters blood flow.
Once cast, the mana must be attached to the target
character. It remains active on the character until the
next time they reach zero Health and goes into a
bleed count. At that time, the enchantment takes
effect, and the character’s bleed time is doubled. So,
a regular character with a ten-minute bleed would
now have twenty minutes before they bleed to death.
This works in combination with any other skills and
abilities which affect the characters bleed time.
Multiple uses of this enchantment all take effect
when the character enters a bleed, but have no more
effect than a single one would.
In Game Effect: The fire or flame sizzles and
steams, as if water were poured on it. The fire goes
out instantly, and immediately cools.
Second Tier
“With Water I Repel You, ‘x’ Minutes”
When struck by this spell, the subject may do nothing
to the caster but leave the area at a minimum of a
normal walking pace. The subject will move directly
away from the caster as long as the caster holds their
hand, palm facing outwards, towards the subject, up
to the maximum time of the spell.
In Game Effect: The characters blood becomes
thicker, and flows out of their wounds at a much
slower rate than normal.
This is a timed spell.
In-Game Effect: A spout of magical water pushes
the target away from the caster.
Fourth Tier
“With Water I Protect You from Fire”
“With Water I Command You to _____, ‘x’
Minutes”
This enchantment is identical to “The Earth Will
Protect You from Air” except that it is discharged by
fire spells.
Any character struck with this spell must, for the
duration of the spell, actively engage in the verb that
59
MAGIC
fills the blank in the incant (e.g. eat, run, drink, laugh,
spin etc.). Other actions may still be possible,
depending on the verb chosen. Note that this spell
will not render someone to sleep instantly, although
the subject will attempt to go to sleep (i.e. will lie
down and close their eyes and try to fall asleep). The
verb in question must be a physical action and cannot
result directly in the death of the character under the
effects of the spell.
“With Water I Alter Your Memory, ‘x’
Minutes”
This is a timed spell.
In-Game Effect: There is no visible effect.
In-Game Effect: There are no visible effects beyond
the actions of the subject.
“With Water I Restore Your Blood”
After the spell is successfully cast, the caster has
thirty (30) seconds to tell the spell’s subject what part
of their memory is being altered. The subject
completely believes the new memory and will not
notice any gaps or paradoxes created by the spell.
This is a timed spell.
This spell will restore a life sustaining blood supply
to a body. This spell by itself will not bring someone
back from the dead. See “The Earth Will Regenerate
Your Body” for details.
“With Water I Fog Your Mind, ‘x’ Minutes”
This spell affects the targets ability to focus their
mind and think clearly. For the duration of the spell,
the target is confused, and has difficulty thinking
straight. They will be disoriented, and suffer a
penalty of minus two levels to all magical and
alchemical abilities. No skill can be reduced below
level one using this spell. For psychics, this causes
the loss of two states for the duration of the spell.
Note that the effects are cumulative, so if the target
possesses more than one of the listed abilities
(awareness, tiers of power in more than one element,
alchemy, and psychic states) all effects take place.
This is a timed effect spell.
In-Game effect: The body regains any blood that it
has lost and the heart begins to beat again.
“With Water I Thin Your Blood”
This enchantment affects the characters blood flow.
Once cast, the mana must be attached to the target
character. It remains active on the character until the
next time they reach zero Health and go into a bleed
count. At that time, the enchantment takes effect and
the character’s bleed time is cut in half. A regular
character with a ten-minute bleed would now have
five minutes before they bleed to death. This works
in combination with any other skills and abilities
which affect the characters bleed time. Multiple uses
of this enchantment all take effect when the character
enters a bleed, but have no more effect than a single
one would.
In Game Effect: The target becomes disoriented and
confused, with difficulty thinking clearly or focusing
on coherent thoughts.
With Water I Freeze You, ‘x’ Minutes”
When cast upon a target character/creature, it turns to
ice. While in this state, the target cannot act and is
unaffected by any further game effects; the target is
effectively removed from the game while remaining
in-game and aware of their surroundings. Any preexisting timed effects continue to affect the target.
The spell “The Power of Essence Dispels Your
Magical State” can end this effect prematurely, but
otherwise the target is unable to affect or be affected
by anything.
In Game Effect: The characters blood becomes
thinner and watery, and flows out of their wounds at
a much faster rate than normal.
Essence Spells
First Tier
“The Power of Essence Heals You _____
Points”
This is a timed spell.
The effect of this spell is considered a Magical State
The blank in this incant is total tiers of essence power
possessed by the caster multiplied by five (5). The
subject of this spell will regain the number of lost
Health points as stated in the incant, up to their
original Health score.
In-Game Effect: The subject becomes frozen in a
large, indestructible block of ice.
Fifth Tier
In-Game Effect: A bolt of positive energy strikes the
target, closing wounds and healing damage.
60
MAGIC
The blank in this incant refers to any one specific
alchemical or other effect (e.g. disease or natural
poison) that the caster wishes to remove from the
subject. The spell will remove the specified taint
without affecting other alchemical effects.
skills or abilities and timed spells are not put on hold
and if they were in their bleed then they will continue
to bleed while travelling. When they arrive at the
location named in the spell, they will return to play as
normal. Please note, while you are able to understand
the incant, you are not able to understand the location
and so are unable to follow.
In-Game Effect: A bolt of positive energy strikes the
subject. No other effects are visible unless the
removal of the impurity is obvious.
In-Game Effect: The character becomes a being of
light and disperses. At the destination, the light
reappears and coalesces into the character.
Second Tier
“The Power of Essence Repels Magic, ‘x’
Minutes”
“The Power of Essence Reveals To You, ‘x’
Minutes”
When the Mage casts this spell, they must hold the
mana used to cast the spell in their hand. As long as
they hold the mana in their hand, up to the maximum
duration of the spell, no sort of magic power will
affect them (this includes awareness abilities and any
magical damage). If they drop the mana, open
the hand, or use the hand for any other
purpose (even if the hand does not open
or the mana does not drop) the spell
ends. The character may not cast spells
or use any Awareness ability for the
duration of this spell.
“The Power of Essence Purifies You of ____”
The Mage who casts this spell will be able to see any
OOP (see IG, OOG, OOP and Rules of Play) for as
long as this spell lasts. It will not reveal to them the
reason that they are OOP, nor will it
necessarily allow them to interact
with them, but the subject of
this spell may now see them.
This is a timed spell.
In-Game Effect: This spell has
no visible effects save making
characters whom were OOP
become visible to the caster.
This is a timed spell.
In-Game Effect: All spells are
swallowed in a burst of positive energy.
“The Power of Essence
Protects You”
Fourth Tier
This enchantment is identical to
the Prime elemental protection
enchantments (see “The Earth Will
Protect You from Air” for details)
except that it will protect the subject
from all but Essence spells.
“The Power of Essence Enchants You
with _____”
The blank in this incant refers to the incant
of another spell known by the casting Mage.
Both mana must be touched to the subject
during the casting of this spell. The subject may
now cast the named spell once by removing the
enchantment and throwing it as they would a
regular spell, subject to the same time limits
and powers as the original caster. The subject
does not require Awareness or Literacy to use the
enchantment. The enchantment will only last until the
end of the event at which time it dissipates if unused.
In-Game Effect: The spell is
consumed in a burst of positive
energy.
Third Tier
“The Power of Essence Takes You to _____”
The blank in this incant is the location that is named
by the caster of the spell. The subject of this spell is
transported to the location named. This location may
be anywhere on the physical game site; it cannot be
used to remove someone from the site. When struck
by this spell, the character will go OOG and move
directly towards the destination at a quick walking
pace. During this time they are not able to use any
In-Game Effect: The subject appears to cast the
spell when this enchantment is used.
“The Power of Essence Grants You Rest”
Any undead struck with this spell are immediately
reduced to zero (0) Health and enter into their ten
(10) minute bleed.
61
MAGIC
In-Game Effect: A bolt of positive energy strikes the
subject down.
In-Game Effect: The subject is swathed in positive
energy that alters their form.
Fifth Tier
Seventh Tier
“The Power of Essence Dispels Your Magical
State”
“The Power of Essence Will Hide Us, ‘x’
Minutes”
When the subject of this spell, who must be
considered in a magical state as listed below, is
struck by the mana, they are immediately returned to
a fully material state. This spell will only affect
magical states and will not work against psychic or
alchemical effects. It should be noted that the Mage
must be able to see the subject to be able to cast this
spell, so, it will often be used in conjunction with
spell “The Power of Essence Reveals to You, ‘x’
Minutes”.
This spell, when cast on a group of voluntary
subjects, all of whom must be touching the Mage
casting the spell, will cause them to go OOP (see IG,
OOG, OOP and Rules of Play). While they are OOP,
they cannot be seen for as long as the spell lasts and
for as long as they remain in contact the caster. While
under the effects of this spell, the subjects cannot
move or speak. If any of the subjects move, that
character immediately becomes visible again. If the
caster should move, all subjects of the spell become
visible.
Magical states include; Earth Hides, Earth Swallows,
Void Shadow, Air Immaterial, all Elemental Blends,
Earth Petrifies, and Water Freezes
This is a timed spell.
In-Game Effect: The characters’ forms blend into
their surroundings and become invisible.
In-Game Effect: A burst of positive energy strikes
the target causing them to reappear or to become
material again.
Eighth Tier
“The Power of Essence Resurrects You”
“The Power of Essence Bars You from _____,
One Hour”
When cast upon the recovered body of a dead
character (or a reasonable portion thereof) they shall
return to life, at full Health and uninjured. They must
pay the appropriate experience costs (see ‘How To
Get Killed In A Fun And Painless Fashion’ for
details).
The blank in this incant is a specific structure or
building. The subject of this spell becomes incapable
of entering into the named structure or building for
the duration of the spell.
In-Game Effect: The subject is prevented from
entering the named structure or building by bursts of
positive energy.
In-Game Effect: The body is swathed in positive
energy and rebuilds itself, regaining life.
Sixth Tier
Ninth Tier
“The Power of Essence Transforms Your
Body, ‘x’ Minutes”
“The Power of Essence Nullifies Your _____,
One Hour”
The subject of this spell will change as directed by
the caster. This spell is subject to the following
limitation: the caster must have the appropriate
costuming available for the subject. The subject’s
form will change their memories and skills will
remain the same. This is not to say, however, that
someone turned into a frog will still be able to wield
a sword regardless if they have the knowledge to or
not.
The blank in this incant is a specific magical item
that the subject has in their possession. The named
item has all of its magical abilities held in abeyance
for the duration of this spell after which, it returns to
functioning normally.
In-Game Effect: The named item is struck with a
bolt of positive energy.
This is a timed spell.
62
MAGIC
Tenth Tier
This is a timed spell.
The effect of this spell is considered a Magical State
“The Power of Essence Creates _____”
The blank in this incant refers to the name of a
character previously affected by the spell ‘The Power
of Void Destroys _____” or a character who has gone
to the Land of the Dead. The aforementioned
character is returned whole and unharmed from the
Land of the Dead, complete with any possessions
they had on them (with the exception of items that
may have been stolen after their death). It will not
re-create any destroyed character that willingly chose
to enter the Land Beyond. This spell also allows the
resurrection of a character whose body has not been
recovered. It will not work if the character is still
alive.
In-Game Effect: The subject darkens and becomes a
living shadow.
“The Power of Void Protects You”
This enchantment is identical to the Prime elemental
protection enchantments (see “The Earth Will Protect
Your from Air” for details) expect that it will protect
the subject from all but Void spells.
In-Game Effect: The spell is consumed in a burst of
negative energy.
Third Tier
In-Game Effect: The character coalesces out of
positive energy.
“The Power of Void Takes You to _____”
The blank in this incant is the location that is named
by the caster of the spell. The subject of this spell is
transported to the location named. This location may
be anywhere on the physical game site; it cannot be
used to remove someone from the site. When struck
by this spell, the character will go OOG and move
directly towards the destination at a quick walking
pace. During this time they are not able to use any
skills or abilities and timed spells are not put on hold
and if they were in their bleed then they will continue
to bleed while travelling. When they arrive at the
location named in the spell, they will return to play as
normal. Please note, while you are able to understand
the incant, you are not able to understand the location
and so are unable to follow.
Void Spells
First Tier
“The Power of Void Strikes You, ___ Points”
The blank in the incant is the number tiers of power
the caster possesses in Void multiplied by five (5).
Whoever is struck by this spell takes the stated
amount of damage.
In-Game Effect: A bolt of negative energy flies
from the hand of the mage and strikes where the
mana lands.
“The Power of Void Infects You”
In-Game Effect: The character becomes darkness
and disappears. At the destination, darkness
reappears and coalesces into the character.
This spell acts as a malign enchantment. It will act as
the spell “The Power of Void Protects You” but only
towards curative magics such as healings, Untaint
and purifications. This spell is unique in that, once
enchanted, the mana cannot be reformed (see
Awareness 3).
“The Power of Void Repels Magic, ‘x’
Minutes”
When the Mage casts this spell, they must hold the
mana used to cast the spell in their hand. As long as
they hold the mana in their hand, up to the maximum
duration of the spell, no sort of magic power will
affect them (this includes awareness abilities and any
magical damage). If they drop the mana, open the
hand, or use the hand for any other purpose (even if
the hand does not open or the mana does not drop)
the spell ends. The character may not cast spells or
use any Awareness ability for the duration of this
spell.
In-Game Effect: The healing spell is swallowed by a
burst of negative energy before it strikes the target.
Second Tier
“The Power of Void Makes You Shadow, ‘x’
Minutes”
The subject of this spell becomes a living shadow; an
immaterial being. Although they can be seen
weapons or spells cannot affect them. They can,
however, be affected by other people in Shadow. The
Shadowed person can still move around while in this
state.
This is a timed spell.
63
MAGIC
In-Game Effect: All spells as swallowed in a burst
of negative energy.
“The Power of Void Kills You”
Fourth Tier
Anyone struck by this spell immediately has their
Health score reduced to zero (0) and enters into their
bleed.
“The Power of Void Dispels Your
Enchantments”
In-Game Effect: A bolt of negative energy strikes
the subject down.
When struck by this spell the subject will lose all
enchantments on their person. This affects all
magical enchantments from all elements. Note that
“The Power of Essence Protects You” or any other
spell or effect that would avoid this spell will still do
so.
Sixth Tier
“The Power of Void Transforms Your Mind,
‘x’ Minutes”
In-Game Effect: Only a Mage will see a bolt of
negative energy consume the enchantments of the
subject.
This spell allows the casting Mage to temporarily add
or remove a single mental disadvantage from the
subject. When this spell is successfully cast, the
Mage must inform the subject of what mental
disadvantage has been gained or lost.
“The Power of Void Heals You _____ Points”
This is a timed spell
The blank in this incant is total tiers of void power
possessed by the caster multiplied by ten (10). If the
subject of this spell is undead, then the subject will
regain the number of lost Health points as stated in
the incant, up to their original Health score. This spell
has no effect on living subjects. This spell will affect
even those undead creatures not normally affected by
healing.
In-Game Effect: This spell has no visible effect.
Seventh Tier
“The Power of Void Will Hide Us, ‘x’
Minutes”
This spell, when cast on a group of voluntary
subjects, all of whom must be touching the Mage
casting the spell, will cause them to go OOP (see IG,
OOG, OOP and Rules of Play). While they are OOP,
they cannot be seen for as long as the spell lasts and
for as long as they remain in contact the caster. While
under the effects of this spell, the subjects cannot
move or speak. Should any one of the subjects move
that character immediately becomes visible again.
Should the caster move, all subjects of the spell
become visible.
In-Game Effect: A bolt of negative energy strikes
the target, wounds and damage on the undead being
to heal.
Fifth Tier
“The Power of Void Raises You, ‘x’ Minutes”
When this spell is cast upon a freshly dead body or
one in which the spirit has become trapped, the
corpse will rise as a zombie. Zombies lose one level
of every skill the subject had in life, they double their
Health score and become blindly loyal (as per the
Blindly Loyal disadvantage, see the Disadvantage
section) to their creator. Zombies may not be healed
through any regular means and when they are
reduced to zero (0) Health, the spirit may flee the
body and go to the Land of the Dead. This spell lasts
until the Zombie is killed or the spell duration
expires; in either case the zombie dies again when the
spell ends.
This is a timed spell.
In-Game Effect: The characters’ forms blend into
their surroundings and become invisible.
Eighth Tier
“The Power of Void Imprisons You in _____,
One Hour”
The blank in this incant is a specific structure or
building. The subject of this spell becomes incapable
of leaving the named structure or building for the
duration of the spell.
This is a timed spell.
In-Game Effect: A swath of negative energy
surrounds the body and it rises again and stands ready
to do its master’s bidding.
In-Game Effect: The subject is prevented from
leaving the named structure or building by bursts of
negative energy.
64
MAGIC
ritual must be determined. This is discovery based
skill. AD should be contacted between events to
begin planning this as there is preparation involved.
Ninth Tier
“The Power of Void Nullifies Your _____,
One Hour”
What effects does a Magic Item have?
The blank in this incant is a specific magical item
that the subject has in their possession. The named
item has all of its magical abilities held in abeyance
for the duration of this spell after which it returns to
functioning normally.
A character with Enchanter can discern what a magic
item does. They must be holding the item in order to
identify the effects. This takes one (1) minute per
effect the magical item has in the order listed.
Strong Will: Magic
In-Game Effect: The named item is struck with a
bolt of negative energy.
The skill Strong Will Magic allows a character to
resist the effects of a spell through sheer force of will
immediately after it takes effect. Each level of Strong
Will allows the character to fight off the effects of
one spell per level for one minute per level. In the
case of an ability that is always in effect or is used at
will, like a Will o’ the Wisp’s entrancing appearance
or a vampire’s gaze, it may be resisted for one minute
per day (24hr period) up to your level. This is treated
like resisting any other spell. If struck with another
spell it may overcome your willpower altogether.
For example, a character with Strong Will – Magic 1
is struck by the spell, “The Air Will Spin You 5
Times”. The player immediately resists the effect of
this spell, to avoid being sliced and diced to death.
Gritting their teeth under the effort (in other words,
role playing heavily so that others can see that they
just didn’t fail to hear the incant…) they fight off the
spell effects for one (1) minute before succumbing to
the spell and spinning wildly.
Tenth Tier
“The Power of Void Destroys _____”
The blank in this incant is a name by which the
subject of the spell is known. When struck by this
spell the subject and all items carried go immediately
to the Land of the Dead and leave behind no trace
that may be resurrected. The subject may only leave
the land of the Dead under two (2) circumstances:
(One) that they be created through the Tenth Tier
Essence spell “The Power of Essence Creates _____”
(Two) they go to the Land Beyond and leave game
forever.
In-Game Effect: The character is disintegrated in a
blast of negative energy.
Enchanter
This skill is the apex of the magical artificer’s trade.
At this level, the character can actually create
permanent magical items. The particular method of
manufacture is a one shot deal, working only for that
specific item, and will be determined by the prerequisite the character possesses. However, the
general method of manufacture will always be the
same for all characters. By combining the correct rare
and esoteric ingredients in the correct way, the
character can manufacture magical items ranging
from simple talismans which duplicate minor spells
or abilities once or twice a day, to truly phenomenal
items of immense power. The higher and more varied
skills the character possesses, the better and more
powerful the items they can make.
To further the same example, the same character is
now resisting the spell’s effects when another mage
strikes him with “The Earth will bind your Feet 40
minutes” He is now overcome and the spells take
effect in the order they struck, so he starts to spin
wildly but gets his limbs trapped which halts the
spinning. Another example would be a character who
possesses Strong Will Magic 3 that is struck with
“With Water I Command You To ___.” He
immediately resists and ignores the command for 3
minutes, then begins what he was commanded to do.
Once a character chooses to resist a spell using this
skill, they may not selectively choose which they
do or do not resist. It is all or nothing past this
point. This includes beneficial magic or
enchantments which are bestowed during this time,
but not any enchantments which were previously
present or discharge during this time.
The prerequisites the character has will determine
which types of items they can manufacture, and the
materials and methods of the manufacture. The AD
will have more complete details about the process of
manufacturing items, but remember each ritual for
making an enchanted item will work only once, and
after that even to make an identical item an additional
65
PSYCHIC
Psychic
T
T
Ability
Psychic
Psychic Discipline
Cost
10
10
O
O
O
O
O
Strong Will: Psychic 1
Strong Will: Psychic 2
Strong Will: Psychic 3
Strong Will: Psychic 4
Strong Will: Psychic 5+
8
10
12
14
16/Lvl
other worldly beings, gain insight into a character’s
past, present or future, read minds and have moments
of sudden clarity. This skill does not allow for mental
communication.
Prerequisite
None
Psychic & As
Noted
None
Previous Level
Previous Level
Previous Level
Previous Level
The purchase of the Psychic skill allows the character
to see the Psychic States of other characters. Also,
psychics may see some spirits and ghosts. Any
creature or character wearing a purple headband may
only be seen or interacted with by psychics. It also
permits occasional other effects as deemed
appropriate by the directors (visions, intuitions, etc.).
All skills require contact with the target affected.
Psychic Terms
Meditation: The act of gaining and storing mental
power. The exact form varies from Psychic to
Psychic, but will always contain both a physical
activity and an audible element.
Psychic Discipline
A Psychic Discipline skill costs double if the student
does not have a teacher who possesses that specific
discipline (e.g. the teacher may not teach Compel
Truth if they themselves do not possess Compel
Truth.) The purchase of the first Psychic Discipline
gives a character the ability to enter a psychic state.
The Psychic State is an in-game representation of the
state of readiness for a Psychic to employ their
powers. The Psychic disciplines cannot be activated
if the Psychic State is not gained. A Psychic is able to
gain a Psychic State by meditation or other
appropriate in-game ceremony. No character may
possess more Psychic States than they have Psychic
Powers.
Discipline: A psychic ability. Each Discipline
purchased includes one psychic state.
Psychic State: A (Psychic) State is represented by a
purple ribbon that denotes storage of Psychic power.
Psychic States must be spent in order to power
Psychic Disciplines. Each Psychic State can only be
purchased once.
Subject: The person affected by Psychic Discipline.
Touch: Psychics need to touch another person to use
their powers on someone other than themselves.
Touch may be done out of combat situation with a
bare hand, or in combat with a foam fist (see
combat). Touch also includes another person’s
clothing, weapon, worn or carried items, but not a
shield in use.
For each Psychic State that a player has gained, they
must affix a purple ribbon, in plain view, upon their
clothes or person (purple duct tape is also
acceptable). These ribbons represent psychic powers
and only another psychic may see them in-game.
When a character spends a Psychic State (as detailed
in the description of the Psychic Discipline), the
ribbon must be removed before another Psychic State
can be spent.
Psychic
The psychic skill allows the character to interpret
omens and visions in play or attempt to foretell the
futures of other characters. This ability requires the
player to inform the directors of any plans he has for
telling futures or receiving visions so that the
appropriate information may be gathered. Since it
takes time to gather the information, this skill works
slowly, but makes the character privy to a large
amount of information that is not otherwise
accessible.
The only disciplines with no cost to use are the
‘Transfer State’, ‘Quicken State’ and ‘Meditate’
disciplines.
Psychic States automatically replenish between
events, and can replenish in-game by using the
Psychic Discipline ‘Meditate’.
The length of time between a request and the
receiving of information depends on the number of
characters involved in the request, when and where
the request is placed, etc. Psychics have been known
to communicate with spirits, sense the presence of
Each level of Psychic Discipline that is purchased
allows the character to pick one of the following
abilities, provided they have the prerequisites:
66
PSYCHIC
Astral Form
Block Pain
When this Discipline is activated, the psychic
becomes completely immaterial. The Psychic cannot
affect the ‘material world’ in any way, nor may the
Psychic speak, except to other creatures in the Astral
Plane. All of the character’s in-game possessions
must be left behind with a note representing the
character’s helpless body. The body may be searched
or killed in their absence. This Psychic State lasts
only ten (10) minutes, but can be extended by
expending another state. Each state spent in this way
allows another ten minutes of Astral Form. If a
character runs out of time while in Astral Form, and
cannot spend another state or return to their body,
then they enter their ten (10) minute bleed. If they do
not return to their body before the bleed is
complete, they die.
When the Psychic activates this Discipline, they gain
ten (10) points of Health that will last only a minute
for each State spent. If damaged in that time, the
temporary Health Points will be lost first. These
temporary points may not be used for Empathic
Healing, or any other form of transfer. A psychic
with this ability may activate it when they hit zero (0)
Health due to damage.
Prerequisite: Trance
Compel Truth
When this Discipline is activated on another player,
the subject cannot exaggerate, lie or deny the truth in
any other way to the Psychic for ten (10) minutes.
The subject does not have to speak, but if they do,
they must tell the exact truth. The truthfulness also
extends to gesturing, writing, and any other form of
communication.
Prerequisite: Visit Other Plane
Avoid
Prerequisite: Project Emotion
When this Discipline is activated on two
subjects, (either two other characters
touched at the same time, or the
Psychic and another touched) the
two characters involved become
completely unaware of the other’s
existence for the next ten (10) minutes.
They cannot interact with each other,
intentionally or even accidentally. The characters will
have no knowledge of each other and must not affect
the other in any way. If either character uses the skill
Psychic Block, the Avoid will not take effect on
either character.
Curse
This Discipline acts like Bless, but it subtracts from
the specified skill; Curse lasts until a Psychic
removes the affliction, the Cursing party dies or
until the Cursing party has lost consciousness. This
effect will not last more than one day. In order to
maintain a Curse, the psychic may not meditate to
regain the Psychic State used for the Curse. For
example, if the Psychic has six states but is
maintaining two Curses, the Psychic may only use up
to four more Psychic States without releasing the
Curses. Curses must be applied on the subject by
touch. If a prerequisite skill is cursed the character
will still have access to the subsequent skills in that
line.
Prerequisite: Psychic Imprint or Bless
Prerequisite: Project Emotion
Bless
When this Discipline is used on a character, a skill
must be specified for the effect (i.e. Longsword,
Awareness, Smithing, etc.). The target player must
have at minimum the first level of the skill being
Blessed. For the next ten (10) minutes, the skill will
act as if it was one level higher. Blesses may be
stacked, i.e. used more than one time on a single
skill. Bless must be granted to the subject by touch.
Bless will not allows a character to go beyond a
maximum normally available level in a skill. For
instance, no one could be Blessed to a Tier Six
Awareness. The rank of skill gained by Bless cannot
be trained, even through Knowledge Conduit or
similar means.
Dematerialize
Allows a character, when using Astral Form or Visit
Other Plane to expend a second state and bring their
physical body with them. This negates the need to
leave behind a representation of the character’s body
or possessions. This costs an extra State for each
State spent on Astral Form, or Visit Other Plane, and
lasts as long as the underlying State.
A character who is Dematerialized must say
‘rematerialize’ at a normal speaking speed, before
affecting anything in normal play.
Prerequisite: Focus Power or Curse
Prerequisite: Astral Form
67
PSYCHIC
describes as if it is real, including smells, sounds, and
all other aspects. If physical contact is broken, the
state ends.
Dowse
When this Discipline is activated, it allows the
Psychic to be aware for ten (10) minutes of any
single item in the possession of another person whom
they touch. When a person is touched, they must
answer truthfully (out of game) whether or not the
item specified is in their possession. They may touch
as many people as they can in ten minutes, but must
ask for the same information from all of them.
Prerequisite: Send Dream
Harmonize
When activated on two players, this ability brings
about a state of harmony upon the subjects. For ten
(10) minutes, neither of the affected characters can
insult, fight, attack, hurt, kill or otherwise
inconvenience the other. They will behave like good
friends, and assist each other as necessary until the
effect of the State ends.
Prerequisite: Psychic
Empathic Healing
When a Psychic activates this skill, they may then
transfer any Health Points that they have remaining
to another character. The Psychic loses the Health
Points that are gained by the other character, e.g. a
Psychic with twenty (20) Health Points activates this
ability on a fallen friend. He chooses to transfer ten
(10) Health to his comrade; his comrade now has ten
(10) Health, and he has ten (10) Health.
Prerequisite: Project Emotion
Healing Trance
When a Psychic activates this skill, they instantly
enter a Healing Trance. The Psychic cannot be
awoken and is unaware of the world around them.
They will remain in this trance for five (5) hours
minus one (1) hour for each additional state used, to a
minimum of one (1) hour. While in the Trance, the
Psychic is helpless, but at the end of that time the
psychic will wake up fully healed, cleansed of any
alchemical or magical effects, and any missing body
parts will be fully regenerated. A medic with a level
of 2 or higher can determine if a character is
under the effects of a trance.
Prerequisite: Block Pain
Prerequisite: Impart State
Focus Power
This Discipline allows for the addition of base
Weapon Damage for each Psychic State expended for
one weapon’s blow before Magical and/or
Alchemical modifiers are added (e.g. a character with
Shortsword 4 swings for 6 metal. If they spend a
Psychic State, they swing for 12 metal. If they spend
two Psychic States, they swing for 18 metal. If their
sword also has a +3 fire enchantment, they swing for
21 magic). This bonus counts for only one swing. If
the attack misses, the bonus is lost.
Impart State
This discipline allows a Psychic to give Psychic or
one of their Disciplines to another character.
Imparting a state requires the psychic to use two
states. One is expended at the time of the imparting
and the other is attached to the subject. The subject
removes the state when they use the discipline. If an
imparted state is not used by the end of the event, the
state disappears. If Psychic is imparted, it lasts for
one hour and then is removed.
Prerequisite: Psychic
Focused Mind
When this State is activated, the Psychic may
remove, or avoid, one mental effect, caused by
Psychic powers, Magic, or Alchemy that has affected
them (e.g. Harmonize, "With water I alter your
memory", Hate potion, etc.). The psychic may only
remove the effect from themselves if the effect would
not prevent them from acting. Effects like Fire
Entrance, Sleep, and anything that causes Blind
Loyalty may only be avoided by pulling the state
immediately. If the psychic allows the effect to
happen they cannot undo it.
Prerequisite: Psychic
Prerequisite: Transfer State
Iron Mind
When activated, the Psychic must place their palms
together with the ribbon from the spent Psychic State
between them. As long as the player maintains this
physical position (palms together in front of the
body) they will remain immune to any and all mental
effects of Psychic abilities, Magic or Alchemy. This
includes an immunity to memory alteration, truth,
and sleep or command magics. The effect of the State
ends when the Psychic moves their palms apart. The
State may continue even if the Psychic is
unconscious, as long as their hands are tied together.
Hallucinations
Allows the Psychic to describe anything to the
subject character as long as they are in contact. The
subject character will see everything that the psychic
68
PSYCHIC
Prerequisite: Psychic Block
Mesmerize
When triggered by a touch, mesmerize allows the
Psychic to lock the character in place by sheer force
of will. When activated the Psychic and subject must
lock eyes. As long as the Psychic doesn’t break eye
contact, neither one of them may move any more
than is required to speak. Blocking the line of sight
will NOT end the state, but the Psychic must tell the
other player if they look away. Blinking is allowed
but if the Psychic looks away then the state ends.
Knowledge Conduit
When the Psychic touches the target and then pulls
the psychic ribbon, they activate the state. The
psychic then names a skill. If the target has that skill,
out of game the target must tell the player at what
level they possess the skill. If the target does not have
the skill in question, then the target calls ‘no effect’
and the state is expended and no information is
gained. If the target possesses the skill, the psychic
may then act as a trainer, to themselves or anyone
else, as if the possessed the skill at the level the target
possessed. This ability to train will last for the
remainder of the event. The target does not have to be
a willing target. This discipline allows a psychic to
conduit knowledge from any target, including an elf,
and to teach the Conduited abilities to a non-elf.
However, it does not allow a character to learn a skill
that they do not qualify for (see Races, Elves and
Racial Abilities for further information on this
limitation).
Prerequisite: Compel Truth
Psychic Battle
Allows a psychic to engage another psychic in a
battle of mental energy. The attacking psychic must
touch the subject and declare “Psychic Battle”, and
then the total number of unspent psychic states that
he possesses. The subject psychic will reply with the
number of unspent psychic states possessed. BOTH
of the combatants will take damage equal to the total
number declared by their opponent, either from
health or from unspent psychic states. Each
combatant must declare his or her total number of
unspent psychic states.
If a non-psychic is attacked by Psychic Battle, there
is no effect unless they are carrying imparted states,
in which case the imparted states are immediately
removed, but no health damage is incurred.
Prerequisite: Psychic Disruption
Prerequisite: Psychic Imprint
Meditate
When using Meditate, a Psychic can replenish spent
Psychic States in-game. There must be both an
auditory component (chanting. humming, drumming,
singing, clapping, praying, etc.) and a physical
component (sitting cross legged while keeping eyes
closed, dancing, lying with arms crossed on chest,
etc.) to the meditation ceremony or ‘psychic trigger’.
The Meditation must be maintained without
interruption for the full period of use in order to be
effective. Meditating must be done in game and a
player may not use a phys. rep. doll in replacement of
themselves to represent the meditation.
Psychic Block
The use of this Discipline allows the Psychic to
remove a psychic effect (i.e. Trance, Curse,
Knowledge Conduit, etc) from themselves or another
character.
Prerequisite: Focused Mind
Psychic Disruption
If either the audible or physical component is
disturbed, the attempt to regain the psychic state is
ineffective, and the psychic state is not regained. The
first ten (10) minutes of the Meditation is considered
a ‘warm-up’ period. No Psychic States are regained
during this period. For each ten (10) minutes period
beyond this ‘warm-up’, the character receives one (1)
Psychic State, up to the maximum number of states
allowed for the character. A psychic can only
meditate back up to their maximum amount of states.
This can be broken up into multiple meditation
sessions but they can still only get back up to their
total number of states as listed on their character
sheet.
When used, this Discipline allows a Psychic to
remove the Psychic states from another Psychic, one
at a time. For each Psychic State used by the
attacking Psychic, the subject must remove one State
as well.
Prerequisite: Dowse or Transfer State
Psychic Imprint
This Discipline allows a Psychic to leave a psychic
message in a location where other characters may
receive it. The message must be written on an out of
game (yellow) piece of paper and affixed where it
may be seen by passers-by. The Psychic will write
the name(s) of anyone who is intended to receive the
message on the outside of the folded page, with the
ribbon from the spent state, and an explanation that
the note is a Psychic Imprint. The effect is that a
Prerequisite: Psychic
69
PSYCHIC
Psychic message is received by any of the listed
passers-by. This lasts until all have read it, or the
Psychic dispels the imprint.
Prerequisite: Dowse
destroyed and may only contain a maximum amount
of states equal to double the creator’s current state
total as written on their character sheet. This total
will increase as the creator purchases new psychic
disciplines.
Project Emotion
A psychic within their own Sanctum may draw upon
the stored States as if using their regular states. If
they possess Transfer State, they may also ‘refill’
their own personal States from those stored at the
Sanctum. Anyone may enter a Sanctum that is not
theirs and add/remove states via Transfer State. If the
Sanctum has its markings removed, then the Sanctum
is considered defiled and all stored States are lost. A
psychic may only have one Sanctum active at a time
and you must possess the Sanctum ability to maintain
the Sanctum. Unlike natural States, Sanctums do not
replenish States on their own between games, but
must be refilled by the psychic.
When this Discipline is activated on another
character, the Psychic can impose one emotion upon
the subject which they will feel strongly towards the
Psychic for ten (10) minutes.
Please note: an individual’s reaction to Project
Emotion is completely open for how you would role
play it. However, there are certain Emotions that
have a standard effect on people.
Project Emotion: Fear - Please react to this in the
same way as suddenly having received a lesser
version of the disadvantage "Phobia: ____".
If the Sanctum ability is imparted upon another
psychic then they may create a Sanctum, however,
the Sanctum would not last past the end of the event
as the imparted state would no longer exist.
Project Emotion: Terror - This is a much more
extreme version of fear. Your reaction to this should
ALWAYS be as if it was the disadvantage "Phobia:
____". Please refer to the Disadvantage section for
further clarification.
Prerequisite: Psychic
You can only maintain one Sanctum at a time.
Prerequisite: Quicken State
Send Dream
Quicken State
This Discipline allows the psychic to send a dream to
a sleeping character. This will work on unconscious,
comatose, tranced, or otherwise suspended
characters. The characters may interact in the dream
if desired. Active physical contact is not required in
order to initiate send dream however 'previous
physical contact must have occured in order to send
another person a dream. No training can occur via
Send Dream.
Prerequisite: Psychic Imprint
This Discipline allows a Psychic to ignore the
preliminary 10 minute “warm-up” segment of a
psychic trigger and immediately begin earning
Psychic States at a rate of one per 10 minutes.
Prerequisite: Meditate
Sanctum
Permits a Psychic to imbue a space with personal
psychic power, essentially creating a battery that they
may tap for extra energy. To create a Sanctum, a
psychic must have a clearly marked area, of sufficient
size for them to physically enter into. The markings
do not have to be understandable, but must be
obvious. For instance, a sanctum in the woods may
be marked with ribbons, but may not be marked with
twigs on the ground as that would not be an obvious
marking.
Spirit Bond
Causes the subjected individuals to be unable to leave
each other’s presence. They will not willingly leave
each other’s line of sight, and their lives are now
linked. Should one of the affected characters die, then
the other will immediately die as well. The effects of
this discipline last until the end of an event.
Prerequisite: Harmonize
To create a Sanctum, the psychic with a full
complement of States must stay within the
boundaries of their Sanctum and Meditate as long as
they wish, up to the amount of time it would take to
fully replenish their own States (i.e. ten minutes for
every Psychic State to be imbued to the sanctum).
The ribbons accrued for this ‘extra’ Meditation are
not attached to the Meditating psychic, but rather to
the markings of the Sanctum. Once the Sanctum has
been created, the psychic may also put states into it if
they posses Transfer State. A Sanctum will last until
Sudden Clarity
When activated immediately after an avoidable event,
the Psychic is deemed to have avoided any damage,
or to a reasonable degree, any actions related to the
event. The event still occurs, but the psychic avoids
the effects through use of this discipline. A psychic
may not Sudden Clarity their own actions (drinking a
poisoned beverage, shaking someone's hand) but may
Sudden Clarity the effects of some things they
70
PSYCHIC
themselves have done. So, if a psychic opens a
trapped chest, they may not use Sudden Clarity to say
they never opened it, but may use Sudden Clarity to
avoid the effects of the trap. Sudden Clarity is only
effective if the character could avoid the effects by
moving five (5) feet or less. A character could
Sudden Clarity a weapon swing, a poisoned dart, but
not a ten (10) foot radius explosive unless they were
within five (5) feet of the edge of the effect. Also, a
character using this must call “Clarity” and then
remove the state. They may not use another Sudden
Clarity before they remove the state from the first
Sudden Clarity.
Prerequisite: Focused Mind
There exist rituals that allow more Psychic effects, as
determined by your club’s Artistic Director.
Although these rituals are usually club specific, they
are capable of almost anything. They can be helpful,
harmful, or somewhere in between. They can be
fickle indeed.
Strong Will: Psychic
The skill Strong Will Psychic allows a character to
resist the effects of a psychic discipline through sheer
force of will immediately after it takes effect. Each
level of Strong Will allows the character to fight off
the effects of one discipline per level for up to one
minute per level. In the case of an ability that is a
continual effect or is used at will, it may be resisted
for one minute per day up to your level. This is
treated like resisting any other discipline. If affected
with another discipline during this time, it may
overcome your will power all together.
Trance
Using this state pushes the Psychic into a death-like
Trance that cannot be differentiated from actual death
except by a skilled Medic. While in this state, the
psychic is aware of their surroundings and cannot
bleed to death, but cannot speak, move or use Psychic
Disciplines until they end the trance. A medic with a
level of 2 or higher can determine if a character is
under the effects of a trance.
Prerequisite: Meditate
For example, a character with Strong Will – Psychic
1 is struck by the Discipline, “Compel Truth”. The
player realizes that if they do not immediately resist
the effect of this Discipline, they are likely to end up
condemning themselves. Gritting their teeth under the
effort (in other words, role playing heavily so that
others can see that they just didn’t fail to hear the
incant…) they fight off the Psychic effects for one (1)
minute before succumbing to the effect and spilling
their guts.
Transfer State
This Discipline allows a Psychic to give Psychic
States to another Psychic, up to the capacity of the
receiving Psychic. The number of states that the
initiating Psychic removes from their person are then
given to the other Psychic. This skill also allows the
taking of Psychic States with the permission of the
other Psychic or if the other Psychic is unconscious.
Prerequisite: Psychic
Another example would be a combatant with Strong
Will Psychic 3, struck by a psychic using “Project
Emotion: Fear”. He realizes that his comrades are
still in the battle, so he fights the effects. He now has
3 minutes to help his friends before the fear kicks in.
The hostile psychic realizes he didn’t run in fear and
uses “Project Emotion: Fear” again. Still no effect, so
the psychic tries it once more. He is still okay for the
remainder of the 3 minutes and continues resisting.
Luckily the Psychic does not try it again, because a
further use would overcome the combatant’s will
power and cause the effects of the disciplines to
happen immediately.
Visit Other Plane
When activated, this Discipline allows the psychic to
travel to another plan which they have been to
previously. The Psychic may remain there for as long
as they wish, but may not engage in psychic triggers
while there. Returning to the plane of origin ends the
State.
Elves may use this to visit The Mists; some
creatures native to other planes, like the Land of
the Dead, may use this to materialize in our plane.
Once a character chooses to resist a psychic
discipline using this skill, they may not selectively
choose which they do or do not resist. It is all or
nothing past this point. This includes the use of their
own disciplines, such as activating Sudden Clarity.
Active Curses and Blesses count towards the total.
Prerequisite: Trance
Psychic Rituals
Like Mages and Alchemists, Psychics have a history
and body of lore that is not commonly known, or
listed in this book.
71
PSYCHIC
72
TRADES, LIFE SKILLs AND LORES
Evaluate
Trades, Life Skills and
Lores
C
T
T
Ability
Escapology 1
Escapology 2
Escapology 3
Cost
3
6
9
C
T
T
O
C
T
T
C
T
T
C
C
T
C
T
T
T
T
C
T
T
T
C
T
T
Evaluate 1
Evaluate 2
Evaluate 3
Income 1
Language Skill 1
Language Skill 2
Language Skill 3
Life/Lore Skills 1
Life/Lore Skills 2
Life/Lore Skills 3
Literacy
Locksmith 1
Locksmith 2
Medic 1
Medic 2
Medic 3
Medic 4
Medic 5
Smith 1
Smith 2
Smith 3
Smith 4
Traps 1
Traps 2
Traps 3
1
2
4
2/Lvl
1
2
4
1
2
4
5
3
6
3
6
9
12
15
3
6
9
12/Lvl
3
6
9
T
Traps 4
12
The Evaluate skill allows a character to determine the
value of an item in-game. The three levels of
Evaluate permit different levels of success:
Prerequisite
None
Escapology 1
Escapology 2 &
Locksmith 1
Another Skill
Evaluate 1
Evaluate 2
Appropriate Skill
See Skill
Language Skill 1
Language Skill 2
None
Life/Lore Skills 1
Life/Lore Skills 2
None
None
Locksmith 1
None
Medic 1
Medic 2
Medic 3
Medic 4
None
Smith 1
Smith 2
Previous Level
None
Traps 1
Traps 2 &
Locksmith 1
Traps 3 &
Alchemy 1
Evaluate 1
Able to provide the approximate value
of an item related to any skill possessed
by the character.
Evaluate 2 Able to provide accurate value
assessment of an object of a related
skill, or a rough assessment of any
object.
Evaluate 3 Able to provide accurate assessment of
the value of many objects, given the
appropriate information.
The skill description refers to ‘related skill’, meaning
that the object in question is something related to any
skill possessed by the character. Therefore a
character with the Battleaxe skill could evaluate a
battleaxe; a character with Life Skill Jeweller could
evaluate jewellery, and so on.
Income
This ability shows that the
character has a continuing source
of income. At the beginning of
each event a character attends, he
will receive a silver piece (or the
equivalent of mana or
materials) for each level
of Income a character
purchases.
Income is available
in the following
forms:
Note: Each form
of income has a
different prerequisite.
Escapology
Escapology 1
Allows a character to escape from
ropes and other simple bindings.
Escapology 2 Allows a character to escape from
all of the above, tied by a skilled
person and from simple locks.
Escapology 3 Allows a character to escape from
any type of restraint, binding or pin
For the purposes of Escapology, a person skilled in
restraining is a character with Life Skill in Ropes,
slavery or another director-approved skill.
Note: the Escapology skill applies only to personal
body restraints, unless used in conjunction with the
Locksmith skill. Escapology will not work with
magical bindings and will not negate a grapple. It can
be used to escape an ‘Earth binds” spell as well as the
mentioned above with a five (5) second count."
Mana
Prerequisite: Tiers of Power in the appropriate
element.
Income in mana cannot be higher than double the
Tiers of Power a character possesses in that element.
For every level of Income: Mana, one (1) Prime
Mana is gained per event (or for every two [2] levels
of Income: Mana, one [1] Pure Mana).
Silver
Prerequisite: Any skill (other than Income).
For every level of Income: Silver, the character earns
one (1) silver piece per event.
73
TRADES, LIFE SKILLs AND LORES
Flora
Specific Life Skill Descriptions
Prerequisite: Life Skill: Herbalism
Arcane Dissection
This is the process of removing Alchemy/Enchanter
ingredients from creatures and organisms.
Essentially, items such as Giant Rat Claws, many
types of blood, Giant Snake Skin, etc.
Every individual kind of flora (an alchemical
ingredient) is purchased as a separate Income. You
may choose to take a random income. No income in
any individual Flora may be higher than the
character’s Herbalism skill. For each level of Income:
Flora a character possesses, he receives ten (10) Flora
tags per event of the appropriate Flora.
Bow-Making
This skill allows a character to create bows (but not
crossbows or arrows) as if he were a Smith of the
same level.
Ores
Prerequisite: Life Skill: Geology
Fletching
Every type of Ore (an alchemical ingredient) is
purchased as a separate Income. No income in a
specific Ore may be higher than the character’s
Geology skill. For each level of Income: Ore a
character possesses, he receives one (1) Ore tag per
event.
This skill allows a character to create arrows,
including crossbow bolts, as if he were a Smith of the
same level.
Geology
This skill permits a great understanding of ores.
Geology is a prerequisite for Income: Ore, and at the
discretion of the Artistic Director may allow the
character to start game with some knowledge of Ores.
A Geologist may attempt to identify any Ores
encountered in play, and can evaluate the quality of
any Ore that they are familiar with.
Materials
Prerequisite: Life Skill: Merchant or an appropriate
Life Skill (i.e. weaving, tanning, etc.)
Each classification of material (Cloth, Leather, Steel,
or Wood) is purchased as a separate Income. The
character’s level of income in a material is limited to
two times the level of the prerequisite skill. Each
level of Income: Material purchased earns the
character one (1) tag worth of material per event.
Herbalism
This skill permits a greater understanding of herbs.
Herbalism is a prerequisite for Income: Flora, and at
the discretion of the Artistic Director, may allow the
character to enter game with some knowledge of
Flora. An Herbalist may attempt to identify any Flora
encountered in play and can evaluate the quality of
any Flora that they are familiar with.
Life Skills/Lores
Life Skills are the catchall for any general knowledge
skills not covered by the list of abilities provided. For
instance, a life skill could be taken in weaving,
masonry, carpentry, history, glass blowing, cooking,
jewellery, demonology, mythology, or any other skill
which the directors allow. When referring to a craft
skill, the three levels of the life skill can also be
referred to as apprentice, journeyman and master. A
character entering game with an appropriate life skill
may choose to introduce themselves with an
appropriate title.
Leatherworking
This skill allows a character to make items out of
leather. A leather worker can make armour out of
leather at the same rate as a Smith of the same level.
This includes riveted and studded leather, but does
not include attaching leather to other forms of
armour. A leatherworker may assist a Smith in the
creation of armour that incorporates leather.
While Life Skills may be for almost any skills, and
the Artistic Director may assign any special treatment
they wish to it, there are several Life Skills that are
common enough in game to have set abilities. They
are Arcane Dissection, Bow-Making, Fletching,
Geology, Herbalism, Leatherworking, Tanning and
Woodworking. A life skill should have a body of
knowledge and specialized training.
Tanning
This skill allows a character to create leather out of
carcasses of creatures. The collecting of carcasses,
skinning and tanning them when role-played in game
allows a tanner to earn item tags for units of leather at
the discretion of the Artistic Director. Tanners at a
higher level will gain more usable leather than a
lower level Tanner.
74
TRADES, LIFE SKILLs AND LORES
Woodworking
Locksmith 1
This skill allows a character to build and create items
out of wood, at the same rate as a Smith of the same
level and may build wood weapons (clubs, staves,
etc.) or wood parts of weapons.
Locksmith 2
Between Game Creation
Those with the applicable creation skills may make,
between games, a number of items stipulated by their
level in the appropriate skill, provided that they have
the necessary materials.
Allows character to attempt to ‘pick’
any In Game lock prop. It does not
guarantee success; it merely allows
the attempt to be made.
Allows the character to bring into
game as many lock props as they
want, however they must demonstrate
to the Artistic Director that the lock
props can be picked.
Between Game creation
Those with the applicable creation skills may make,
between games, a number of items stipulated by their
level in the appropriate skill, provided that they have
the necessary materials.
Life Skills: (i.e. engineer, tanner, carpenter, etc.) A
character with the appropriate life skill(s) can make a
number of items up to twice their level of skill,
subject to the Artistic Director’s approval. If
applicable, the Artistic Director may consider
allowing ‘batches’ as per the alchemy rules.
Locksmiths: No limit
In Game creation
Those with the applicable skills may make items
during game by spending the appropriate amount of
time, materials and described actions.
In Game Creation
Those with the applicable skills may make items
during game by spending the appropriate amount of
time, materials and described actions.
Locksmiths: A locksmith may create or repair locks
at the rate of one lock per hour.
Life Skills: All life skills must be applied in game
with the appropriate described action. The player
should ensure that the described action takes the
appropriate amount of time.
Material Requirements
Whenever a character in game uses a skill to create
an item, materials will be required. The materials will
vary according to what is to be made in game, and
must be supplied by the player for the creation
process to work.
Material Requirements
Whenever a character in game uses a skill to create
an item, materials will be required. The materials will
vary according to what is to be made in game, and
must be supplied by the player for the creation
process to work.
Locksmiths require one unit of steel per lock they
create. Repairing an already existing lock costs no
materials.
Any time a life skill is used to create an item for play
the character should expend an appropriate amount of
material.
Medic
The Medic skill allows a character to assess the
physical condition of another character and to heal
another character as described below. Any character
can guess whether something is wrong with someone
but without the Medic skill they cannot know for
sure.
Multiple Medics may work on a patient together to
heal them faster, however, this will not affect the
time it takes to remove an effect such as poison. Up
to 3 Medics may work on the same patient at any
time.
Literacy
A character cannot read or write in-game without this
skill, nor may he use any other skill which requires
literacy.
Locksmithing
This skill allows the creation and manipulation of
locks in game. Locks are represented In Game by
lock ‘props’ that allow attempts to ‘pick’ the locks
but do not require actual lock picks as the possession
of real lock picks is a criminal offence. Anyone
found to be in possession of real lock picks will be
expelled from the club and reported to the police.
Medic 1: Allows a character with this skill to prevent
another character, whose Health score has reached
zero (0), from bleeding to death. A character who
wishes to apply first aid must use a real bandage (it
may be improvised – paper, cape or whatever). The
75
TRADES, LIFE SKILLs AND LORES
Medic 4: After five (5) uninterrupted minutes, with a
patient who is poisoned, the Medic can halt the
effects of the poison. The medic must be in contact
with the patient for the full duration and mime
removing the poison (for example opening up the
med kit, or sucking the blood) They do not need to
be in an operating theatre.
act of tying it around the other player is based on
permission for touch. If no permission is granted then
described action is used.
A medic of this level can assess whether a patient has
a pulse.
They cannot tell the difference between a patient who
is dead, in a trance or in stasis.
Can assess whether someone is in stasis and whether
someone is diseased. An operating theatre is not
needed when assessing a patient.
They cannot assess how many “points” the character
has remaining or have been taken.
While in an undisturbed/assisted operating theatre
using a surgical kit, a medic of this level can do the
following:
• After ten (10) uninterrupted minutes of attention
the medic can remove poison. Any effects that
have occurred before the medic started treatment
have still taken effect. If the medic starts to
remove the poison while the patient is resisting
the poison effects and is interrupted, the patient
can continue the resisting count from where it
was left off before the medic began treatment.
• Can remove all parasites or symbiotic creatures
(includes eggs) after ten (10) uninterrupted
minutes of attention.
• Can re-attach small exterior body parts (3 inches
in length max) i.e. can re-attach a finger but not
an arm. This process takes ten (10) minutes.
• For every five (5) uninterrupted minutes with the
patient, the physician can heal four (4) Health
points.
They cannot tell whether someone is diseased or
poisoned.
They can assess if someone has been knocked
unconscious.
Medic 2: Allows the Medic to bring a character with
zero (0) HP to consciousness. It will also allow the
wounded character to move at a walking speed while
he is accompanied by the character with Medic 2.
Can assess approximately how much damage
someone has taken. The patient does not have to give
the amount of “points” but must describe the damage.
This is an OOG description. (i.e. “I look pretty beat
up” or “I am about half way down”)
Can tell the difference between someone in a trance
or who is dead.
A Level 2 Medic can tell whether the patient is
regenerating health, but not by how much.
Medic 5: While in an undisturbed/assisted operating
theatre using a surgical kit, a medic of this level can
do the following:
• For every one (1) uninterrupted minute with
the patient, the physician can heal one (1)
Health point using a surgical kit.
• A Tier 5 Medic may also surgically reattach
lost limbs. Assuming some form of magic,
psychic or alchemical stasis; a medic of this
level may engage in organ transplants, or
other long involved surgical procedures.
Please see the AD for the time duration of
such procedures.
Cannot assess whether someone is diseased or
poisoned.
Medic 3: Allows the physician with the appropriate
medical equipment to treat wounds and injuries. A
physician of this level, with an appropriate field kit,
may work for one uninterrupted minute on a patient
who is in their bleed or stabilized (0 health). After
this time the patient will gain 1 health. This health
does not stack with any other effect or skill.
Can assess whether someone is poisoned.
Field Kit
•
•
•
•
•
While in an undisturbed/assisted operating theatre
using a surgical kit, a medic of this level can do the
following:
• For every five (5) uninterrupted minutes with the
patient, the physician can heal three (3) Health
points using a surgical kit.
76
Bandages
Needles for stitches (mock)
Thread
Antiseptic
Smelling Salts
TRADES, LIFE SKILLs AND LORES
of a Smithy adds another one (1) for a total possible
of three (3). When multiple Smiths work together this
bonus is only applied once.
Surgical Kit
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Bandages
Syringe
Needles for stitches (mock)
Disinfectant (pure alcohol or water)
Splint
Scalpel
Leeches
Scissors
Operating Sheet
Proper lighting Conditions
Bone Saw (boffer)
Sponges
Maggots
Tray, Bowl or Basin (for used bits)
A Forge must be heated before a Smithy can be used.
A Forge takes ten (10) minutes to reach a hot enough
temperature for use.
Between Game creation:
Between Events a Smith can manufacture one (1)
item per level of Smith including Smithy bonuses
based on availability of the required materials.
Material Requirements
Weapon
Manufacturing a normal weapon requires an amount
of material equal to the base damage of the weapon.
The type of material used will dictate the weapon’s
damage type(s). A single item can only have up to
two (2) types of damage calls when manufactured.
The cost of the materials is split evenly between the
two (2) types of materials. Both type of materials
weaknesses apply to the object created.
Smith
A character with the Smith ability is skilled in the
manufacture and repair of weapons, armour and
metal objects such as pans, horseshoes, grappling
hooks, etc. In order to properly smith, the character
must have access to a Smithy.
Smith 1
Smith 3
Smith 7
A smith of this level can repair any item.
They can only create items of regular or
poor quality.
A smith of this level is considered a
Journeyman and can create exceptional
quality items.
A smith who has attained this level of
skill is considered a master smith. These
smiths are the only ones that can create
master worked items.
Shield
Manufacturing a normal shield requires an amount of
material equal to two (2) times the level of Shield
skill that would be required to use the shield.
Armour
Manufacturing normal armour requires one (1) unit
of material per location for leather armour, one (1)
unit of material for chain/scale armour, two (2) units
of material for full plate. i.e leather bracers would
require one (1) unit of leather, leather and chain
bracers would require one (1) unit of leather and one
(1) unit of metal, and leather/chain/plate bracers
would require one (1) unit of leather and three (3)
units of metal.
Smithy
- An Anvil
- A Forge
- Bellows
- Tools (various hammers, tongs, files, grinders,
punches, etc.)
- Trio of buckets (oil, water, and saltwater)
Misc
Manufacturing miscellaneous items varies based on
the size of the item.
The Anvil and Tools are the only tagged items above
that require a physical representation. A minimum
size Anvil is 12”x6”x6”, and allows for three (3)
Smiths to work at a Smithy at a time. No more than
three (3) Smiths can work on a single item at a time.
In Game creation:
A Smith can manufacture a new item at a rate of one
(1) unit of material per level of Smith per fifteen (15)
minutes spent.
A Smith can melt down an item at a rate of three (3)
units of material per level of Smith per fifteen (15)
minutes spent.
Smithies are rated for quality. A Smith with higher
quality tools can work more units at a time.
Exceptional Tools and add one (1) to the effective
level of the Smith. Masterwork Tools and add two (2)
instead of one (1). Finally, a presentation bonus
approved by AD for physically representing all parts
77
TRADES, LIFE SKILLs AND LORES
surrounding players to its existence; or be obvious to
function (i.e.; big foam spikes) so that the closest
character may then read the tag on the trap and all
affected characters will take the appropriate damage.
Repairing
A Smith can repair an item at a rate of one tagged
item per level of Smith per fifteen (15) minutes spent.
No Materials are required to repair an item.
Traps 1: This skill allows a character to attempt to
disarm any trap he finds. Success is not guaranteed;
the trap must actually be disarmed by the player.
Quality
Weapons and armour come in four (4) different
quality levels; Poor, Average, Exceptional,
Masterwork. These can only be made by a smith or
character with equivalent level in the appropriate
lifeskill; with at least the minimum skill level. Poor,
Average, and Exceptional items can all be made with
mundane and easily found materials. The material
costs double at each level of quality (i.e. an item
which requires 2 units of wood for Poor quality will
require 4 units for Average and 8 units for
Exceptional). All Masterwork items require
Masterwork materials. Material costs in Masterwork
materials will be equal to the required common
materials for an Average quality item.
Traps 2: This skill allows a character to attempt to
reset a disarmed trap which has not been moved. This
also allows a character to remove a trap which has
not been discharged, or has salvageable parts left
behind.
Traps 3: This skill allows a character to build a trap.
Traps 4: This skill allows a character to manipulate
explosives, creating fragmentation charges or shaped
charges. Shaped Charges of more than one dose of
explosive can be made to increase the range of the
blast. For every dose beyond the first, the range may
be extended an additional five (5) feet, but it does not
increase the damage. For example, a Trapper may
create two doses of explosive to do twenty (20)
points of damage in a five (5) foot radius, or ten (10)
points of damage in a ten (10) foot radius.
The damage call of a weapon is modified based on its
quality. The Modifier column denotes the damage
modifier used by a character that has skill in the
weapon. Any player can use a weapon they are not
skilled with and will always call for “one” damage.
The quality of the weapon does not affect this call as
a user that is unskilled in a weapon can only wield it
so well, even if it is of the utmost quality.
By adding more doses of explosive, charges may be
shaped to cause greater damage and have a greater
radius, but the damage must be uniform for the entire
range. For example: a Trapper shaping six doses of
explosive may cause a thirty (30) point explosion
with a range of ten (10) feet, or a twenty (20) point
explosion with a range of fifteen (15) feet, or a ten
(10) point explosion with a range of thirty (30) feet.
Fragmentation Charges can be created to allow
explosives to do types of damage other than Mauling.
It takes ten (10) minutes per dose of explosive, and
one (1) unit of the appropriate material per dose for a
Fragmentation Charge. The type of damage caused
will vary according to the type of fragmentation
material used per dose:
• Magic damage: one unit of enchanted
material (metal, wood), enchanted with
“with fire I enchant your ____”, OR one
dose of blade oil.
• Mauling damage: normal explosive
• Metal damage: one unit of metal
• Silver damage: one unit of silver
• Wood damage: one unit of wood (wood is
considered freely available, unless stated the
character is unable to access any wood at
all)
Explosives can be both shaped and fragmented.
Similarly, armour quality also affects the armour
point value of each location. For each location of
armour, apply the modifier.
Traps
Traps are represented In Game by (safe!) devices
designed to execute the function of the trap effect.
Traps must rely upon a physical trigger, built by a
character with Traps 3 or higher. The appropriate
damaging material must also be supplied (in-game,
demonstrative purposes only! – traps must be safe!)
Example: for an explosive trap, the Alchemical
explosive(s) must be supplied. For mechanical traps,
a fitting noise must be present to alert the
78
TRADES, LIFE SKILLs AND LORES
Material
Damage
Call
Duct Tape
Representation
Vulnerability
Notes
Metal
(Copper is
too soft to
make
weapons)
Metal
Black or grey
Can be rusted (even if it is
made out of gold, as rusting
in our game is usually a
magical effect)
Even though Silver is
a metal, it has special
properties and is
listed separately.
Wood
Wood
Brown
Can be burnt
Silver
Silver
White
Bone or
Natural
Material
(Materials
from a
creature or
plant)
Mauling
Blue
Stone
Mauling
Grey or
Camouflage
(tag will denote
it is not a metal
weapon)
Leather
N/A
N/A
Magic
Magic
Red
Quality
Poor
Minimum Skill Level
Level 1
Normal
Exceptional
Level 1
Level 3
Masterwork
Level 7: Master Smith
Common
or Tagged
Item
Tagged
Common
Requires two units of
silver per every unit
of tagged item it is
replacing
Tagged
This includes cloth
for armour.
Common
Stone weapons
require Exceptional
Strength to use
normally. If not
available then must
be wielded twohanded. Two-handed
Stone weapons
require Exceptional
Strength.
Common
Can be burnt
Can only be used for
armour. It can be
burnt.
Tagged
Can magically be
suppressed
Magic items are items
made of normal
materials but imbued
with magic.
Tagged
Can be burnt
Notes
Not normally created by players. These are usually cast
items.
Requires double the materials of a normal weapon. You
cannot make an existing weapon/armour exceptional. The
weapon/armour must be created from scratch.
All materials used in the weapon/armour must be of
masterwork quality
79
Modifier
-1
0
+1
+2