the Rules version: Beta

Transcription

the Rules version: Beta
LEGYNDS
SECOND DAWN PLAYER’S GUIDE
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R I N G I N G
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A N T A S Y
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The digital copy of the Legynds Players Guide is offered free for download. The published version of this book can be
purchased from Splintered Dream Productions LLC.
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Credits
Legynds and its campaigns have been a labor of love for not only the administrators of Splintered Dream Productions LLC,
but also those players and other individuals who have involved themselves in the process. Simply stated, Legynds is a game
designed and run by gamers, intended to be enjoyed by gamers. The goal was for a live action setting to be enabled in a fun
and competitive manner, and the success of Legynds is a testament to the efforts of everyone who has helped throughout the
process.
To a l l o u r p la y t e ste r s, f ri en d s , lo ved o n e s, a n d eve ryo n e el se wh o h e lp e d o u t,
Th a n k yo u fo r ma kin g L eg yn d s a rea l it y.
Concept and Game Design: Chris Dodson, Mark Faubion, Jay Lastinger, McKell Mcintyre , Matt Meldrum, Lee Smith
Additional Rules Development: Chris Carpinello, Tim Davies, Jeremy Fulton, Adam Gerstin, Saleem Halabi, and thanks to all
the input from the Legynds players.
Initial World Development: Adam Gerstin, Richard Glosson, McKell McIntire, Travis Melton, John Morehead, Darrin
Myers, Curtis Tidwell, Greg Tomaselli, Briana Westmoreland
Creative Consulting: Trace O'Connor
Layout and Editing: Mark Faubion, McKell Mcintyre. Magic Diagram, Logo, and other graphics created by McKell
McIntyre
Legal
Legynds Player’s Guide is Copyright  2014, Splintered Dream Productions LLC. All rights reserved.
Legynds is a trademark of Splintered Dream Productions LLC.
Use of these rules in any unsanctioned game where admission is charged is prohibited. Possession of this book implies
acceptance of the above terms.
Splintered Dreams, Inc. | http://www.legynds.com/
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CREDITS..................................................................................................................................................................... 2
WELCOME TO LEGYNDS...................................................................................................................................... 4
THE AGE OF MYSTERY ......................................................................................................................................... 9
THE AGE OF REVELATION .................................................................................................................................. 9
THE WORLD ........................................................................................................................................................... 15
CHARACTER CLASSES ........................................................................................................................................ 34
ORGANIZATIONS .................................................................................................................................................. 52
ORDERS .................................................................................................................................................................... 54
ORISONS .................................................................................................................................................................. 56
CULTURES............................................................................................................................................................... 64
COMBAT .................................................................................................................................................................. 78
THE EFFECTS SYSTEM ....................................................................................................................................... 85
WHAT TO BRING TO AN EVENT....................................................................................................................... 91
APPENDICES ........................................................................................................................................................... 94
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Welcome to Legynds
The game of Legynds provides a world of magic and melee, where the arcane and martial collide. It is a land of
Lords and Ladies, Mages and Warriors, of battles and politics. Through pursuit of the game, players have the
opportunity to scribe their own legend. Empires can rise and fall from power, kings ascend and tumble from the
throne, and the races of the world unite or divide. The story of the game is written each time that the players
gather to play. In this fashion, Legynds is born.
What is a LARP?
LARP is an acronym for Live Action Role Playing. The singular difference between a traditional Role Playing
Game and a LARP is the execution. Rather than sitting at a table describing activities and actions, players in a
LARP physically perform those actions and activities as their character. The chance to play the role of a mighty
warrior, powerful wizard, or wise healer can be challenging and extremely entertaining for everyone involved.
What happens if you protest in outrage the arrest of a friend due to trumped up charges? Do so and find out. How
will your comrade react if you stand silent while he is hauled off in chains? Again, try it and see.
A Live Action RPG is a chance to literally become an actor. Many accomplished LARPers have acting talent
within them, and many people who would have previously described themselves as ‘ordinary,’ or ‘nothing
special’ discover they have more inside themselves than they thought. All that is required to be a Live Action
Role Player is to be willing to put on a costume appropriate to the game’s setting and pretend to be someone else.
When Roleplaying, you can become almost any character you wish. Think of the characters in the books that you
have read, in the films you have seen, in the music you have heard. You do not have to be able to do accents, to be
able to cry or rage on demand, or to be of a specific look. It does not matter if you are an accomplished martial
artist or fitness freak or simply an office worker couch potato. You only have to be willing to play, to show up
and to have fun with everyone present.
In-Play vs. Out-of-Play
Since Legynds is a fictional world, the players are all using their imaginations to make it come alive. Players wear
costumes and carry phys-reps (physical representations of the objects their characters have), and some might even
be talented enough to speak with accents or use period vernacular. In-play, or in-game, is referred to as something
existing in the fictional world of the game. Out-of-play, or out-of-game, is something that doesn’t exist in the
game. That guy over there might be an influential Baronet with a retinue of guards, standing next to a shimmering
portal into another realm, in-game. But out-of-game he’s Joe Smith, who works as a banker, with a bunch of other
Joe Smiths, all wearing costumes, standing next to a piece of blue paper taped to the wall.
Unless otherwise indicated, all players are assumed to be in-game at all times; while eating at the tavern, while
walking to a location where a specific event will be held, and so forth. To indicate that you are out-of-game, and
thus are a person and not a character to be interacted with, you must have a neon orange colored strip of cloth
looped prominently across your torso. You should only be out-of-game for a valid reason. Reasons for being outof-game include going to and from a bathhouse for a shower or restroom break, for medical reasons (such as
injury), while packing or unpacking your car, and other similar occurrences. Valid reasons for being out-of-game
do not include “because a huge band of bandits is coming up the trail that will kill my character,” “because I’m
trying not to be found by the town guard” or “well, I just am, okay?!”’ If you have a legitimate and valid reason
for being out-of-game, the Administrators and Marshals of Legynds ask that you make an active effort to avoid
players, as you will ruin the atmosphere of their game. When fighting a Troll, it does tend to spoil the illusion if
some people are standing complacently nearby wearing neon bands, talking about the office.
Administrators, Marshals and Entertainers
The Administrators of Legynds are the owners and creators of the game, who have worked to bring Legynds into
existence as a LARP for us all to enjoy. Entertainers are those who work to Entertain players through various
encounters and scenarios. Marshals are certain individuals who work to assist the game in a variety of ways.
Together, Administrators, Entertainers and Marshals are responsible for the game running smoothly and
enjoyably. They are the primary authors and moderators of story lines in Legynds, and serve as judges in the
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event of rule disputes during play. They also serve as points of contact in event of an emergency, and can answer
player questions about Legynds.
Please understand that all of these people work very hard at events and are usually running an endless stream of
errands, doing what needs to be done in order to provide you, the player, with an enjoyable experience. These
individuals would like to help everyone, but also may not be able to aid every player at every time. Please be
patient, every player is important in Legynds, and their concerns will be addressed. If a rules dispute arises in a
specific situation, the ruling of an Administrator, Entertainer or Marshals is final for that situation. Let the game
continue. If an error occurs, it will be corrected afterwards when there is time to examine the issue more closely.
The Character Sheet
In a tabletop RPG, one uses a character sheet to keep track of all the little details required to properly play a
character within the tabletop game system. Legynds also uses a character sheet to track character details. All your
skills are listed on the character sheet. The character sheet also details other information Legynds Administrators
might need to know about a character or player. This character sheet should be kept on a player’s person at all
times while playing the character, as it may be referred to by an Administrator or Marshal at need. At the end of
an Event, Players should turn their character sheet in before leaving site. Failure to do so can complicate and
possibly prevent character advancement. Upon request from an Administrator, a player should be prepared to
show a character sheet for any skill or spell that they used or wish to use. Combat Marshals may spot check
character sheets for the appropriate skills.
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Player Ethics and Cheating
A LARP is unique from many other types of games since the player is the ‘piece’ being moved and manipulated
within the game. Because of this, a commitment to ethical conduct is required on behalf of all involved players
toward one another and the game itself. Legynds simply will not work without honesty and fair play.
Any game relies upon its rules to have integrity, to be fun. The developers of Legynds have striven to create a
balanced rules system that supports this concept of game integrity. Intentionally breaking the rules is cheating,
and those players who attempt to cheat the system will certainly be able to find ways of doing so sooner or later.
Cheating not only takes away from the cheater’s game experience, but also from the experience of everyone else
in the game. As such, they are unwelcome as players at Legynds. To this end, there is a standard method for
dealing with cheating. If a player is caught cheating, they will be verbally warned. If the behavior continues, they
will be put on probation. Future infractions will result in suspension from playing the game until invited back. In
all cases, it is the Administrators’ decision to issue the warnings, not other players’. If players know of an instance
of another player cheating, they should bring this to the attention of an Administrator.
Aside from outright cheating, ‘sloppy play’ must be watched for. Sloppy play is being constantly ignorant of the
rules and thus inadvertently breaking the rules. Inadvertently breaking the rules can be just as bad, if not worse,
than actual cheating, because it creates tension between honest players. The player who broke the rules without
knowing is angry because they are being accused of cheating, and the other is frustrated as they saw someone
break the rules and assumed they were intentionally cheating. When Administrators see instances of this behavior,
they will issue verbal warnings to make the player more aware of the situation he is creating. These are not open
accusations of cheating, but should a player continue to inadvertently break the rules, they will have to be dealt
with in a disciplinary manner just as if they were intentionally cheating.
Another type of cheating is called meta-gaming. The meta-game refers to the game outside of the game, the outof-game elements revolving around game play, and is part of any social game. Metagaming, however, is a form of
cheating in Legynds and will be handled as such. Metagming is the use of out-of-game information, that the
character could not know in-game, to the advantage of that character or to the detriment of another character.
Beyond rules infractions are the considerations of player ethics and conduct. As with any interesting and
enjoyable game, Legynds fosters a competitive atmosphere among many players. It is important that entertaining
competition not turn to anger and aggression. Don’t let your character’s failures create anger in you, the player;
and please, do not take such anger out on the other players. They are simply acting as they feel their characters
would. It does not make a player bad just because his character did something to yours. All players should
remember to be respectful of other players, just as every person in civilized society is to be respectful to others.
If you feel you are close to losing your temper, walk away to cool off. Go back at your cabin or car for a bit.
Intense anger is certainly a good reason to go out-of-play, if it keeps you from saying or doing something that
would hurt others. Hopefully such incidents of unhappiness will be rare, but if they do occur, it is important that
players not end up taking action they will later regret. If a rules dispute occurs, do not let it spiral into a shouting
match that will lead to players hating one another. Find an Administrator or Marshal. And if one is not available
to rectify the situation, come up with some agreement so the game may continue. Again, it is just a game.
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Attending an Event
Check-In
Check-in usually occurs near the Game Center, and there you will be given a cabin assignment for your sleeping
quarters for the Event. Administrators and Marshals are available during check-in to help you to get your first
character made, and answer your questions about what you will need to start playing. After defining the character
you wish to play, you will be given a Character Sheet containing all the information about your character.
New Player Orientation
Upon attending your first event, you must go through the New Player Orientation Course. At this time you will
be able to see how things work in action before having to experience them in-game. This is a good time to get
any questions answered that you may have about how the game is played. You will also go on a short adventure
where you get to test all your skills, acquire some treasure and gain experience in a very safe environment before
heading out into the big world. This course is mandatory, and will take approximately three hours, including the
adventure.
Character Update
There is a specified time after each event and before the next when a player may advance his character through by
learning new skills. This time is called Character Update, and is usually from the following Sunday after the
event, until the Sunday prior to the next event. The player may submit an update through email following the
event: [email protected].
Dawn Points / Resource Points
Players in the 2nd Dawn Campaign earn Dawn Points (AKA Resource Points), for ‘out-of-game’ contributions. At
the event, Dawn Points can be earned by volunteering time as an NPC (non-player character) or monster, working
in the Tavern, helping with site setup or cleanup, or similar activities. Between events, Dawn Points may be
earned by volunteering time and materials, making weapons, spell packets, or monster costumes, or generally
helping out the campaign staff with the game. The rates at which Dawn Points can be converted into other
resources are subject to change. More information on what can be purchased with Dawn Points can be found on
the Legynds website, including the ability to purchase Resources and ability to retrain from skills. Resource
Points are earned specific to the campaign that is contributed to, for use within that campaign. For example,
contributing spell packets to Second Dawn will earn a player Dawn Points for use within that campaign. US
Dollars may be used to purchase Dawn/Resource Points at the rate of $1 dollar to 2 DP/RPs.
Spending Resource Points
A number of different items and services are available for purchase using Resource Points or US Dollars. Please
review the Resource Point list in Appendix H.
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The World of 2 Dawn – Campaign Information
In Brief
The Second Dawn brings with it a new era. The Dawn is a literal one, shining light across what the
world has become in its absence. Many secrets lay in the shadows of this forlorn world. The world of
Memora has spent countless generations under the pale light of a Great Eclipse. Since the Second
Dawn the denizens of Memorahave struggled to usher in an age of hope and opportunity. The Age
of Darkness still clings to the hearts of the old and wise. Ruins of a once great and terrible Empire
still live like scars upon the landscape. Nobility is a tradition turned sour by the taint of the Eclipsing
Emperor. From the Elderkin to the Org, the beings of Memora have little faith in those who would
claim rulership by birth. Instead, many garner respect and advance in prestige through the organization
they choose to represent. Be it clan, brotherhood, order, faction, circle, or caravel, those who dare
the Wasteland do not do so alone. After more than a thousand years spent in darkness under the
Infernal rule of a tyrannical Empire, Memora has awakened. Magic calls to those who would listen.
Shaken out of a still nightmare the Wells have renewed. With the Second Dawn came the rebirth of
the cycles. The seasons of Memora live and breathe with magics of Everbreath, Embercrown,
Darkhollow, and Grimfrost. The Wells of the world await those who have the knowledge and power
to access them. Comrades in arms band together to lay claim to these fonts of power.
The Eclipsing Empire
Stones record the exploits of the Fallen Empire. They dot the land in ruins and gravestones. The
Eclipsing Empire once reached to all corners of Memora. Now it is barely a memory. The Empire
was crushed by heroes who shone bright as the Dawn and who were as merciless as Dusk. Many
cultures, organizations, and races maintain stories of this time. What little is remembered of the
Empire and the Emperor was an obsession with obliterating the practice of Aspects. Magic was all
but outlawed by the Eclipsing Emperor. Ancient and powerful Magi were put to the Pits. Races who
possessed connection with the Aspects were hunted down and tortured.
Those of the Second Dawn
Despite the terrible wounds wrought to the land by the Eclipsing Empire and the Infernal powers it
brought to bear, the world of Memora survives. The cultures, organizations, and races of the land
have rebounded and begun rebuilding. They seek to uncover the mysteries buried in the sands of
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time. They have established loose sets of rules for engagement and the establishment of trade-posts.
Strength, cunning, and perseverance still define those who call Memora home. Many have begun to
call those who have been born with no memory of the Great Eclipse the generation of the Second
Dawn. They are believed to be not unlike the heroes of old. Heroes who fought and died protecting
the world from encroaching evil. Perhaps there is still time for this generation to unravel the infernal
web that grips the land. Perhaps there is time still to do so before the Sun is once again locked in an
Eternal Eclipse.
The Passage of Ages
The Age of Mystery
The practice of keeping time was nearly lost during generations spent under the Great Eclipse, as
the persistent darkness made tracking the hours no easy task. Since the Dawn, the art of
timekeeping has been restored if not improved upon. Many practices have been invented and rediscovered towards this end. Organizations and cultures alike have been debating heavily over how
much time has indeed passed since the world’s first extra hour of darkness. To this end they have
used key events and the counting of generations.. The Age of Mystery came to a close with the
Great Vanishing and when the Calendar, and the expedition responsible for its turning, disappeared.
The Age of Mystery was not the same after the disappearance of the first Expeditionary Caravan,
and the Calendar. Memora was torn apart by strife both mundane and magical. The return of the
Dead to the land, and the resulting Wars of the Dead, followed by the Epoch of Defilement,
changed Memora before the Age of Mystery drew to a close. The Organizations, and the
Concordant Council became second to the dwindling seasons and paranoia that gripped people of
the world. A Dark Lord, and a Fallen Leviathan nearly returned Memora to a state before the
Second Dawn. Even with the Faith tile placed, it would not be until the Age of Revelation that the
Orisons were fully revealed.
The Age of Revelation
This age brought a grander scale of conflict, as each Epoch saw the rise and fall of Primordial
dominance over the land. The Age of Immolation, Silence, Tempest, and Reaping drove hard lines
across the races, cultures, and denizens of Memora. Even with the growing guidance of Apotheons,
those who spoke for the Orisons, war was a harsh teacher. Strange new discoveries, lost since the
Ages before the Eclipse, resurfaced from the land. With these antiquities, new understanding,
power, and danger changed Memora. It wasn’t until nearly four hundred years after the Second
Dawn, that the Age of Revelation would reach it’s current rebirth from crisis. It is due in no small part
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to the combined efforts of societies across many borders. Now, the Organizations, Orders, Orisons,
and the Concordant Council finally stand poised to renew Memora. They are the protectors,
inheritors, and custodians of its glory. Only time will tell if this Renaissance proves lasting, or a
footnote in the long struggle for Memora.
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Memora’s Lands
The Wasteland
Even with the Epochs, and the concentrated efforts to restore Memora, some of the land is
blanketed in a vast inhospitable waste. Grey ash, white desert, and black earth welcome those who
dare its expanse. What’s more, the Wasteland is now simply the vacancy of an even more horrid
affliction. The Defilement has claimed places that would otherwise not be claimed by the Wasteland.
The Wasteland is home to horrid creatures that have been malformed by its harsh reality, while the
more sentient beings who call it home are bent and haggard from its oppressive power. The
Wasteland is more than a vacancy of nourishment or shelter. It is the absence of the precious mana
that perpetuates the natural cycle. Instead, the Wasteland is dotted with chasms and trenches, many
of which descend for miles into an abyssal blackness. Strange beings find their home on the edges of
these vast scars in the landscape. Some are recognized for what they once were, many are forever
changed. Few dare the Wasteland without a stout company and excellent supplies. Some have made
a trade of navigating its farthest reaches.
The Defilement
A curse upon the land, born during the Age of Mystery. The Defilement is an extension of the
Infernal affliction of the Wasteland into the natural world dominated by the Aspects. Where the
Defilement exists, snowy tundras drain more than warmth, they drain hope. Where there are lush warm
plains, there are sulfurous clouds choking those who would cross. Where there are verdant glades, life
has become malformed and malignant. Where there are rocky vistas, the land opens to consume those
who pass with screaming trenches. The Defilement can be restored. Though only through the
concentrated efforts of those who have a unique set of skills. Still, the Defilement is endemic. The
root cause has not been cured, and many fear the cursed state of the land will never be lifted.
The Wells
The Wells are the counterbalance. Where one finds a Well, one finds the cycles of the Primal intact.
Trees, springs, winds, weather and beasts exist because the cycle permits. Wells are the springs from
which magic flows, and where life finds a way.They are essential for establishing any kind of foothold
within the blight and likewise,withstanding the ravages of the Wasteland is nearly impossible without a
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visit to even the weakest Wells. Many Wells are powerful bastions around which towns, keeps,
homesteads, and villages find the resources necessary for existence. There are many types of Wells.
Wave Wells
These are Wells that have a set time of activity. Wave wells are typically in contested areas, a few are
even unmarked. These wells often vary in their regularity and are fairly common. They offer mana to
those around them during the peak of their flow which corresponds to a specific time of the year.
Spring Wells
These Wells are mostly active. Almost always giving a steady stream of mana, they are the rarest and
most highly sought after As such, they are carefully protected and often times heavily guarded.Most
stable oasis are built on or around Spring wells, the most sought after type of well. Many Spring
wells begin their life as Wave Wells or Pool Wells.
Pool Wells
TheseWells that have finite reserves. They tend to be the remnants of Wells that have been overtapped. Sometimes they are an indication of a nearby Spring Well. Pool wells are more common,
though not as prized as many of these wells were once Springs that have been “cut off” from the flow
of magic.
Storm Wells
These are Wells that surge randomly. They are an uncommon yet abundant source of mana when
they occur. Not only are they unpredictable but they are unstable. They can occur in strange places
and at strange times. Storm Wells are risky to those who seek power from them. These wells are
sudden events that infuse the surrounding lands with raw magical power. They are known for being
dangerous though full of potential. Predicting such storms is thought to be a lost art.
Founts
These are spoken of only as myth. They are
the sources of raw Magical power. As rare
as active volcanoes, and usually just as
dangerous. Founts are usually surrounded
by the Spring Wells that they create, and
marked by the Storm Wells that surge
around them. They produce Magical power
an order of magnitude greater than the other four types of Wells.
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Death of a Well
When a well dies, typically it simply becomes dormant. There is a theory that sometimes when it is
intentionally pushed beyond its reserve with infernal power, it can be transformed into a Pitt. Very
little is known of these phenomena.
The Nature of Cycles
Physical
Wells form the cornerstone of power. Every hero of Memora understands that without Wells they
are nearly powerless. Wells are the source of renewal for all cycles. A fighter exhausted from wielding
his mighty axe finds that in the presence of a well he finds his strength renewed. Magi in particular find
it essential to refresh their reserves of power between conflicts. Doing so is made possible while in an
area occupied by a Well. It is believed that the concentration of Mana from these places renews all
facets of a being.
Metaphysical
Much is debated about the relationship between the Aspects, their patterns, and the truth about the
source of Mana. What little is understood suggests that Mana is created by forces understood as
Primal and Celestial that circulates mana through both macro and micro cycles The long, macro cycles
are formed by the Primal Aspects. These are more commonly understood as the Seasons. Most
Wells wax and wane over this period much as life’s ebb and flow of birth and death. The small, micro
cycles are understood by the Dawn and Dusk that brings smaller cycles to the Wells. The short
cycles are formed by the Celestial. The Dawn brought with it a rebirth of mana, demonstrating its
power over the micro cycles. As to whether or not the Aspects of the Celestial remain is the spark of
much debate as.the lore of their practice is lost to myth. Perhaps it is due to their great power or the
fear they invoke. With Dusk comes the fear that the Dawn will yet appear, yet without Dusk there
can be no renewal of the Dawn. It is thought that through the Night mana is refreshed outside of the
Primal
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Layers of the World
The world is not so simple as what has been counted or mapped. Those who have come since the Second
Dawn remember a time when the world was like many layers of glass; glass that was shattered into the broken
world known today. This is one such collection of the lore surrounding the world of Memora.
Memora is composed of several layers; not unlike layers of skin. Each layer combines to create a peace of what
forces comprise the world. Even the most learned Magi have the barest understanding of these layers. Those
who master and understand the way these interact are sometimes known as Fugue-walkers. They are an
enigmatic and dangerous lot. The art of daring the depths of reality has broken those without a talent for it.
The diagram below is courtesy of the Librarians of Lat Maro.
The Primal
This layer represents the very tangible world.
The layer of incarnations. Where that which
is possible exists. The realm of Primordials.
The Celestial
This layer represents things that might be.
The layer of potential. The realm of
Celestials.
The Fugue
This layer represents the skin between
layers, a place where the impossible, possible,
and the potential are woven together. The
realm of Incorporeals.
The Infernal
This layer represents things that were never
meant to be. The layer of impossibility. The
realm of Infernals.
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Anatomy of the Fugue
Near Fugue
The Near Fugue or Low Fugue is the home to immediate incorporeal denizens. It is very different from the
Deep Fugue, or what some call True Fugue. It is a requisite of entering the Fugue, except for travel to the
Dream Fugue.
Deep Fugue
The Deep Fugue, is much more alien. Sometimes called True Fugue or, it is home to many strange elements
and rule-sets.
Bright Fugue
The Bright Fugue or High Fugue, is sometimes home to creatures like the Fae, Shining ones, and other
generally balanced beings. The Bright Fugue is a place of relative peace and wisdom. It is sometimes wicked
and definitely capricious. The term bright should not be confused with a state of benevolence.
Dark Fugue
The Dark Fugue or is a dread place, twisted and malevolent. It is a nightmarish world of unspeakable horrors.
Dream Fugue
The Dream Fugue is a place only accessed by Dreamers, Meditation, or Visions. This place is just as “real”
as any other part of the Fugue
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Characters of 2
Dawn – Character Creation
Creating a Character History
The Legynds campaign: Second Dawn has its own Game World called Memora. As such, you will want to take
your rough ideas and work them into the specifics of the world. To do this you should read some basic
information about the places in the game world (provided in this book and on the 2nd Dawn Web Site) and speak
with other players and staff. This will give you the context you need to create a rich character history that fits
well into the goings on of Memora. If you take the extra step of writing your character background down, you
should send it to the Entertainment Committee. The Developers will read it and advise you on any
inconsistencies or impossible situations you may have created, and help you to tweak things so that they fit
perfectly. Once your history is complete, the Developers can use it to write encounters for not only you, but for
the game as a whole. You may change your character up through the third event you participate in.
Choosing a Race
The races in the 2nd Dawn campaign affect both the character creation rules and the personality that applies to
your character. Mostly, one chooses a race for roleplaying reasons. Each race has specific tendencies towards
personality or class. Just as with a personality, choose a race you will enjoy playing.
Choosing a Class
The character creation rules and the costs of character skills and types of abilities depend on the Class chosen for
your character. This choice impacts whether you will use weapons, magic, or a blend of both, and whether your
character will be better at flanking, supporting, or assaulting in combat.
Choosing an Organization
These are agenda based groups of people that all have the same goal. They are also an easy way for you, the
player, to be entertained in a style that you prefer. Organizations teach Lost Arts (skills found only in-game),
provide access to resources, and entertainment at the price of loyalty and duty. They can be joined during the
course of play, but we encourage all characters to join an organization at character creation or shortly after.
Choosing an Order
Most characters find an Order in-game and join it during play. They focus on more specialized goals than the
Organizations, but offer greater opportunities within their narrow focus. They usually require greater loyalty and
more strenuous duty than the Organizations.
Choosing an Orison
Orisons reflect an ideal within their Pantheon. Characters that choose to reflect one of these ideals may choose a
Pantheon and Orison either at character creation, or later on, in-play.
Choosing Background and Skills
Now you may select the skills with which your character will begin the game. These define how you will interact
in dramatic moments, such as combat. Additionally, each character may choose one Background that defines
what Secondary Skills they begin play with. Additional Backgrounds, up to 3 total, may be purchased with
Resource Points.
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Skills
Build Points and Character Advancement
All character growth in Legynds is measured through Build Points. Built Points are used to purchase character
skills. More complex skills cost more Build Points to learn. The Build cost for skills usually varies by character
path. All characters in Legynds begin with fifty (50) Build Points at third (3rd) level with which to purchase their
starting skills. Unless it is explicitly stated in the event notes, each player earns 5 build for each event they attend
and play at.
Character Levels and Earning Build Points
Character ‘levels’ are a direct measure of how experienced a character is. For every ten Build Points a character
earns, he or she goes up one ‘level.’ These new Build Points can be spent on new skills, thus increasing the
effectiveness of your character. The maximum character level is 30, or 320 Build Points.
Costuming
The last thing you need to do is get some costuming. Costuming can range from the extremely simple (and often
inexpensive) to the very elaborate (and often quite expensive). Some experienced LARPers have spent hundreds
of dollars on custom or special clothing and authentic period armor. No one need invest this much time and
money to present a perfectly useful character appearance. A little bit of time at a thrift store and maybe watching a
few period films (Braveheart, The Princess Bride, Conan the Barbarian) should give you enough ideas to piece
together an outfit that will be presentable enough for the game. Experienced players can help you with costuming,
and point you to useful resources.
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Skills
Races
The races of 2nd Dawn are varied and distinctive, each coming from their own region of the world, and possessed
with a unique culture. Most races, even humans, have specific makeup or styles of garb (costuming) that mark
them; and some have mannerisms or racial tendencies that must be role-played. For this reason, newer players
may find it simpler to start with a human character, and later begin playing a non-human character when they’re
more comfortable with role playing and with the Legynds game.
Some races are restricted, limited in number for one reason or another; any race thus restricted requires the
approval of an administrator before a character may be brought into play from that race. Some of the reasons for
racial restriction are for play balance, to keep the races more mixed than they might otherwise work out; other
reasons include a need for some races to be portrayed by more experienced role players. This means that you
should not go out and spend lots of money on costuming and make-up until you have confirmed with the Legynds
administrators that your race is available.
If a race requires makeup, it must be worn at all times. Makeup should cover all exposed skin and be applied in a
manner appropriate to the race. Some races, such as Elderkin or Org, are required to wear cosmetic prosthetics on
their ears or hands and feet to indicate their race. As Legynds is a live action game, other players must be able to
recognize that you are an Elderkin, rather than a human. Again, this is to enable other players to properly make
the distinctions between the characters they are interacting with.
A final thing to consider about races is that although Legynds is fair to its players, characters in-game may have
differing views on each race.
Race Name
Description
Benefit
Emberheart
The Emberheart embodies the tireless
dedication of elves. Proud and deliberate,
and always up for a challenge, the
Emberheart never fail to stand up for
what they believe to be right. Emberheart
are master swordsmen, archers, and
warriors. They prefer clear and direct
enemies and open and honorable
combat. Their wrath is hard to match.
The fire that fuels their valiant nature
sometimes makes them merciless killers.
Emberheart are also some of the most
passionate of The Elder Kin. They
sometimes have a hard time hiding their
feelings. Bold and true, the Emberheart
light the world with their vitality. They
are adorned with red or yellow markings.
The Emberheart are among the only
Elderkin to bear striking red markings
across their face. The markings the
Emberheart are born with are natural
patterns. Like other Elderkin they have
delicate pointed ears and sometimes
adorned with piercings or jewelry.
Typically, the Emberheart do not wear
more than a simple goatee or mustache.
The Emberheart usually are of natural
skin colors; though some seem to have a
perpetual tan.
Gains a Low Slot for use with
any magic (packet) attack
using Embercrown spells or
when using a Two-Handed
Weapon.
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Skills
Race Name
Description
Benefit
Mockmein
The Mockmeins are the most secretive of
the elves. Deep in their marshlands or
caverns; they are seen as the most
calculating and inquisitive of their race.
Some would say a quiet madness plagues
them. Mockmeins argue that true
knowledge breeds fear in those who do
not have it. They are given to trickery
towards the foolish or blind. Their
questioning nature serves to breakdown
useless ways of thinking. Mockmeins are
cunning and sometimes cruel, and they
still manage to find kinship among those
who appreciate their insight.
It’s been said that the Mockmein skulk
more than they walk; grin when they
mean to do harm, and have eyes on the
backs of their heads. They claim it’s the
aura of fear they tend to project, and not
due to any true malice. Though it is true
the Mockmein tend to look through those
they speak with. Their eyes and mouths
are darkened by black or deep brown,
and which are marked by weeping lines
or spiraling patterns. However, their most
pronounced feature is their large
darkened grin. It is so pronounced that it
is sometimes adorned with jagged lines
extending all the way from ear to ear.
The Chillsworn are the grimmest of the
elves. Hailing from the foothills of the
frozen Fingers they see the world through
a pale gaze. Fascinated with the end of
things, they do not fear death. Quiet and
detached, some would argue they are the
least empathic of the elves. They are
never given over to joy or revelry. They
have snow-white skin and darkened blue
eyes interrupted by weeping lines across
their faces. Cold and calculating they are
some of the most deadly of the elves.
When in colder climates they seem to
become more talkative and at ease.
Despite their demeanor and countenance
they are trusted for their skill and honor.
It pays to have one by your side since
they do not fear the end. These practiced
hunters are perhaps the most talented in
the known world. They can track a snow
leopard up or downwind, and day or
night without making a sound or a track.
The males and females are both practiced
in sword or magic, and are able to defend
their own at a moment’s notice. The
Chillsworn are self-sufficient with their
unique talents in hunting, gathering and
lumbering skills. They keep to
themselves although on occasion some
do adventure outside their racial home.
Gains a Low Slot for use with
any magic (packet) attack
using Darkhollow spells or
when using Daggers and
Hatchets.
None
Gains a Low Slot for use with
any magic (packet) attack
using Grimfrost spells or
when using One-Handed or
Two-Handed Axes.
None
Chillsworn
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Skills
Race Name
Description
Benefit
Eversent
The Eversent are said to be the first
among the elves. They are marked by
fierce passion and an eternal
youthfulness. Compassionate and wise,
they seem to sparkle with green or blue
twinkling light. Sometimes their eyes are
adorned with a light blue or green hue.
Although no one doubts their talents at
war, Eversent also have a talent for
bringing peace where they go, calming
the storms in the hearts of those around
them.
The Eversent have been said to be the
most like their cousins the Fae than any
of the Elderkin. The light green
sometimes seen around their eyes and
lips and in a strange decorative pattern
typically sparkle. This is more common in
the women than the men, but they are all
marked by the Elderkin’s grace and
youthfulness. The Eversent exemplify
this with the way they carry themselves.
Eversent males sometimes have little to
no markings. It is said this is because
Everbreath favors the women of their
race more.
The Gorebeards live and die by their code
of the battlefield — only the strong bring
victory. Honorable yet savage in combat,
Gorebeards are a remarkable sight in
battle. Master warriors, they favor any
weapon that draws the most blood from
its enemy, axes and bows are both
weapons and tool as they primary trades
are lumbering and hunting. Of all the
beardedfolk, the Gorebeards are said to
be the most formidable in a fight. Blunt
and rash at times, the Gorebeards enjoy a
friendly fight and the thrill of the hunt
amongst their peers.
Gorebeards are identified by their long
blood red beards. These beards
sometimes braided with bits of bone
often cover countless scars. In additional
to the occasional scar, Gorebeards
adorned with gray tattoos marking their
accomplishments such as their first kill in
a hunt. Their clothing consists of furs,
leathers of animals around the area and
armor made of steel. Females either red
braids in their prominently worn in their
hair, or they have red yarn or ribbons in
their braids.
Gains a Low Slot for use with
any magic (packet) attack
using Everbreath spells or
when using One-Handed or
Two-Handed Maces and
Clubs.
None
+2 Health.
Cannot gain the
Strength effect while
using a Shield
Gorebeard
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Skills
Race Name
Description
Benefit
Deepbeard
Deepbeards are an always-resourceful
people; they spend their time tinkering in
their halls deep in the hills all around the
lands. What might seem like a simple
home built into the side of a hill may
extend hundreds of feet downwards cut
through dirt and stone. Their homes are
often cluttered with tools, but in their
own system of what goes where, are
more like workshops then living quarters.
You can often see the dark smoke curling
up from the metal vents dotting the areas
that they inhabit. They are a private
people that value their secrets just as
much their gold. There is a saying among
them: “People don’t have traps unless
they have something to protect.” They
are masters of metal-craft and clockwork
and they have perfected the art of
subtlety and precaution.
Frostbeards-The white bearded folk are
resilient to a fault and stubborn as the
grave, and seem to be revered among
their kin. Of all the bearded folk they
possess the greatest endurance and
tirelessness. In open dialogue this would
never be admitted by any of the Bearded
Folk. At the end of any fight the Bearded
Folk look to the Frostbeards to be the last
ones standing. Frostbeards say this is
because they are patient; patient to die;
patient to fight. They understand the end
comes to all. Willing to face any foe eyeto-eye and steel-to-steel, they see the
fight as the ultimate sign of respect and
courage. The ice has left their beards
frozen in blue and white as well as some
of their skin, but their hearts beat fast
and hot. Their forges of ice and of fire
ring with the music of their people and
they all sing along.
Hearthbeards-With a knack for Magic,
this race of bearded folk brings new
meaning to the word comrade. The most
loyal of soldiers and hospitable of
merchants, these green-bearded folk
have a unique gift for magic as well as a
gift for gab. They make a home wherever
they set their boots. Old-timers say it isn’t
a home until a Hearthbeard has called it
so. Guardians and custodians of their kin,
it’s been said among the other bearded
Folk that it is folly to set upon a journey
without a Hearthbeard in your company.
Counted on for their master brewing
ability and a knack for finding a meal
among the most difficult of conditions;
they are often seen as providers among
the Bearded Folk. No one, not even the
Frostbeards, fights well on an empty belly
without a swig of ale.
+1 Health.
Gains a Low Slot for use with
One-Handed or Two-Handed
Hammers.
None
+1 Health.
Once per combat the
character may take an attack
using the Ice tagline as
healing, instead of damage.
The character should
announce "Taken as Healing,"
when using this abiliy.
Must role-play a deep
fear of Fire
+1 Health.
Gains an extra background at
character generation, and
may have up to 4
backgrounds, total.
Immune to the
Strength effect
Frostbeard
Hearthbeard
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Skills
Race Name
Description
Benefit
Crowned
Crowned- They are noble of heart, deed,
and mind; a race of kings and queens. The
Crowned carry themselves with a born
regality even in this bleak world. They
count family as wealth. They often take
people on their word, and should they fail
to keep it, are quick to hold them
accountable. Some disregard their
nobility, and instead are true to their
ideals, treating them like honored family.
Few, however, are known for their
complacency. The Crowned are people of
action. Among all of the Humans they are
recognized as great leaders.
The Forgotten- These Humans fled
traditional society. They are nomadic,
mysterious, and cunning in nature. These
peoples are often seen as vagabonds and
untrustworthy. Two major types of social
groups represent them: the Wanderers
and the People of the Sand.
Adept at Survival (always
considered to have the
Survival skill).
System Shock time reduced
from 1 minute to 30 seconds.
Gains an additional Low Slot.
None
Adept at Survival (always
considered to have the
Survival skill).
System Shock time reduced
from 1 minute to 30 seconds.
Gains an additional Low Slot.
None
Scarred
The Scarred- The Scarred are weathered,
powerful, and honorable. They trust in
strength and they honor those who die
valiantly. The Scarred are the most
warlike of all the Humans. They seek the
comfort of battle and adorn themselves
in ritual scarring to strike fear into their
enemies.
Adept at Survival (always
considered to have the
Survival skill).
System Shock time reduced
from 1 minute to 30 seconds.
Gains an additional Low Slot.
None
Wild
The Wild, or in other words the
barbarians, are humans that live life to
the fullest with a reckless abandon. They
are true fearless visionaries and one with
nature. The Wild choose to live a more
primitive life. They possess the savagery
of the Scarred and the nobility of the
Crowned. They adorn their bodies with
the furs and leather of their kills from
their hunts. They also tattoo themselves
to mark rites of passage and significant
events.
Adept at Survival (always
considered to have the
Survival skill).
System Shock time reduced
from 1 minute to 30 seconds.
Gains an additional Low Slot.
None
Forgotten
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Skills
Race Name
Description
Benefit
Disadvantage
Bloodletters
Bloodletters: Called the Bloodletters by
outsiders because of the tales of their
savage nature and mysterious ritual
sacrifices, these catlike people refer to
themselves as the Xsawah (pronounced
“Eks-ah-wah”), a word which means “The
Children Between.” While the Xsawah
prefer the proper name for their people,
most have come to accept the new
moniker. Hailing from deep within a
dense and untamed jungle, the Xsawah
are an old and proud race, valuing battle
prowess and strength of mind and body;
the elements necessary to survive the
daily trials of life in their home. The
Xsawah’s interaction with the rest of the
world has been limited to occasional
trade, and war with those that have
pushed too far into their beloved jungle,
most notably the Saurians. Since the
return of the sun, more Xsawah have
ventured into the world at large,
sometimes as lone adventurers, or more
commonly in small hunting packs.
Xsawah have a coat of short, fine fur
covering the entire body, and their
markings resemble those of ocelots,
having a base tan color with black and
white markings. They have long wicked
claws that they use for hunting and
fighting, and a spirit to match.
Ukronos- For millennia the Ukronos have
survived unchanged. With memories as
old as the mountains from whence they
came, the Ukronos return to the world as
the Empire Falls. It is said that they were
awoken from their slumber by the
movements of the world itself. Creatures
of stone, the Unbroken laugh at the
raging winds, changing seasons, and
tides. Ukronos are new to the world but
an ancient part of it. This new world is a
puzzle to them. It seems in the last 500
years they are only beginning to
acclimate to the “new young” races
around them. However, their ways
remain unchanged and their views
unwavering. Their place on the surface
has been reclaimed and the sun’s rebirth
is their invitation to learn and grow.
Their stone like appearance makes them
easy to miss while underground and
amongst the mountains. Their skin, the
colors of stones and earth hint at their
ancestry as they are said to be of the
earth and stone.
Claws (Base 1 Damage).
Pounce: Gains the Strength
effect with Claws.
May use the Hide in Shadows
effect at the cost of a High
Slot.
The Bloodletter must
attempt to killing blow
each opponent that it
drops in combat, per
the Hate
effect.
The Hate effect for a
given opponent ends
upon successful
delivery of a killing
blow to that
opponent.
+2 Armor.
Once per combat the
Ukronos may plant his or her
feet and upon a 3 count
(“Stoneroot 1, Stoneroot 2,
Stoneroot 3”) the Ukronos
gains Threshold effect. This
increase to Threshold lasts
until the Ukronos moves his
or her feet.
The character is
disadvantaged in
situations requiring
the ability to swim, at
a marshal's discretion.
Ukronos affected by a
Destroy effect take 3
damage, in addition to
the base effect.
Ukronos
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Skills
Race Name
Description
Benefit
Disadvantage
Entgrown
Entgrown-It is argued that the Entgrown
are possibly the oldest of races; even
older than the Elderkin or any of the
Bearded Folk. The Entgrown may even
say older than the Ukronos. Judging by
their memories it would be hard to argue
otherwise. As old and as wise as the
trees that grew them, the Entgrown are
the first children born of spring. The
Entgrown make their homes among
trees. They are slow to anger and careful
in their deep thinking. The Entgrown are
among the greatest of philosophers and
the most virtuous of heart, and they see
themselves as advisors to the younger
races.
They have bark skin, leafy hair, horns like
branches, and eyes like the knots of an
old wise oak. They are slow to anger and
careful in their deep thinking. Their
textures and patterns indicate the real
flora they spring from. From mossy
beards to thorny manes, each and every
Entgrown is unique. It’s not uncommon
for the eldest among their kind to
resemble trees so closely as to be nearly
indistinguishable. The Entgrown are the
children of the Ents, yet are a unique race
unto themselves.
Entgrown Regeneration:
Upon reaching 49 seconds
into his or her bleeding
count, the Entgrown begins
regenerating and must clearly
announce (in a voice that can
be heard up to 10 feet away)
“Regenerating 1,
Regenerating 2,…
Regenerating 10: Entgrown
Regeneration.” At the end of
this count the Entgrown
enters the system shock state
and is restored to 1 body.
Entgrown may communicate
with natural creatures and
forces. This is a role-playing
ability that marshals will
adjudicate.
Make-Up changes with
the seasons.
Hitori
The Hitori are a jet-skinned race who
hails from deep below the waves at the
ocean’s floor. Their home has been lost
into the deep places of the earth, so they
now roam the surface. They are now a
homeless people; refuges that wander
from place to place. A few may find
homes within the clans, but most find
themselves along the road adventuring or
offering their services as gatherers or
hunters. They hunt below the waters of
oceans or lakes gathering treasures or
hunting water-breathing monsters. The
ways of many Hitori’s lives are like that of
a simple monk. They spend their time
walking the surface in hopes of finding a
home like the one that was lost to them.
Their keen sense of honor and survival
has allowed for their race to persevere
over the past many hundreds of years.
To insult a Hitori is to invite disaster as
many stand as one if need be.
Water Breathing.
Gains the Strength effect
when fighting with OneHanded and Two-Handed
Spears or with Two-Handed
Pole-Arms.
None
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Skills
Race Name
Description
Benefit
Saurian
Saurian-These reptilian humanoids are a
lizard-man race that follows a tribal
society in nature. These creatures seem
to be the least affected by the everchanging world around them. They
constantly seek new stories and lore to
add to their great stones. Why? Because
as far back as they can remember this is
what they have done. The Saurian can be
found almost anywhere due to their need
to travel to find new information.
There are many tribes of the Saurian but
the four major tribes are the Apaec, the
Katal, the Si, and the Supay.
They can be recognized by their scaled
skin that can be seen in several colors
including gray, red, or yellow.
Dreadtusk Org- From a brutal journey
these warriors have emerged. They are a
young race among the Strange. Born of
the recent age of darkness, they are a
twisted creation of the Eclipsing Empire.
Malformed by experimentation and
twisted magic, the Dreadtusk have no
true home. They are the shock troops
from a grim war. Untold amounts of
blood were spilled and bones were bent
and broken to the will of the Emperor as
the creatures originated in slavery. After
harrowing this existence, there is not a
weak one among them. They have
weathered war and tribulation beyond
that of most races and they have
conquered even their own kind to find
freedom.
They have a harsh appearance. Bearing
twisted faces with scars and sharpened
teeth. Their skin is a dull green or cool
grey with darkened eyes while great tusks
protrude from their lower jaws. The
greatest among them decorate
themselves with the teeth and horns of
their greatest adversaries.
+2 Armor.
The character may throw
packets of 1 <tagline> up to 5
times per combat. Available
taglines are Air, Fire, Earth, or
Ice.
The character gains a Low
and Mid Slot that may not be
used with weapon-delivered
abilities.
None
+1 Health.
The character permanently
operates under the Strength
effect.
None
Dreadtusk
Org
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Skills
Race Name
Description
Benefit
Sewn
The Sewn- Mademen, the Created, the
Sandmen, the living scarecrows;
physically they are an amalgamation of
steel and cloth, and often filled with sand,
straw, or leaves. These materials are
used to fill up their form. A ridged metal
skeleton holds them upright. Their minds
however are a different matter. There is
no explanation of what awakens them,
and none remember anything more than
the point and time at which they became
aware. Often with no one around them,
they wander out of some ancient
storeroom or tomb covered in dust and
cobwebs. They appear as beings of burlap
and leather stitched together. They are
clearly constructed from some unknown
origin, but of common materials and
resources.
+1 Health.
A Sewn may choose to
immediately Recover from
the Disease or Poison effect,
at the cost of a Low Slot each
time the ability is used. This
ability may be used once per
combat for each effect.
At the end of the bleed
count, the Sewn remains at
59 seconds and will not enter
the dead state from the
bleeding
state. The Sewn may
voluntarily choose to die
after an additional 2 minutes
pass and enter the dead state
if they
wish at that time.
Sewn take 3 damage
from the Destroy
effect in addition to
the base effect.
Lith
The Lith- During the times of darkness
man was on the decline. To save them,
the leaders of five villages beseeched a
local Vampire Lord to help. In return for
his protection and powers they would
serve as his vassals. In time this seemingly
unthinkable relationship did indeed paid
off. Some people remained human while
others became vampires, but in the end
the blood intermingled until they became
their own race. The offspring still retain
many of their human traits but have lived
under the curse that their first lord
passed on. His vassals did something
they never had expected: they tempered
his lust. Some say that it returned some
of his humanity to him. Because of this
they had communities where the Lith
became guardians of the night. They even
were allies against the Eclipsing Emperor.
They appear as any other human with the
exception of slightly pale skin with light
purple rings under their eyes and long
canine teeth.
Transformational Immunity:
The character may not be
animated, transformed or
created into another form.
Blood Drain: The character
may drink the blood (causing
2 points of Health damage) of
a willing or immobilized living
target to restore 2 Health on
a 3 count. The Lith should
announce: "Drinking Blood 1,
Drinking Blood 2, Drinking
Blood 3: 2 Body." Upon
resolution of the 2 Body
effect, the Lith gains 2 Health
(up to his or her maximum).
Child of Night: Between Dusk
and Dawn, at the end of the
bleed count, the Lith may
choose to remain at 59
seconds and will not enter
the dead state from the
bleeding state. The Lith may
voluntarily choose to die
after an additional 2 minutes
pass and the dead state if
they wish at that time.
When in direct
sunlight, the Lith's
base bleed count and
death count are 30
second and 1 minute,
respectively.
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Skills
Race Name
Description
Benefit
Disadvantage
Tuatha
The Tuatha- Everyone knows that you
don’t disturb mushroom circles and that
there are hidden gates that lead to the
fugue. If you live near the edge of any of
the remaining forests you might want to
leave a gift on your doorstep or near the
edge of your fire. From the third Realm,
the Fugue, the land of the Ever-changing,
hails the Fairies. Unlike their distant
cousins the Elderkin, the Fairies are not
primal bound. They are the walkers
between the spheres. They can navigate
the ways between the worlds of the
Primal and the Fugue. They can be
recognized by the wings that sprout from
their backs. Some think that the Fairies
are bound to the forests or are creatures
of nature but they are far more than that.
They are a mystery to some degree to
their own minds. No one can say what
the origins of the Fairies are. Though
ageless on the Fugue, they sometimes
decide to leave what they have among
their peers for reasons unknown. Tuatha
can always be found with 2 of 3
identifying features, wings, horns or
elongated pointed ears (longer than the
elderkin’s).
Abnehmer- Perhaps the youngest race to
walk the world, often called the Shunned
or the Strangers, call themselves the
Abnehmer. Born during the last centuries
of the Great Eclipse, their brief history is a
tale full of misery, pain, and sadness. The
Abnehmer first began to appear a little
more than 200 years prior to the return
of the sun. Human parents throughout
the Empire were struck with horror as
they found their new born child twisted
and deformed. Where there should have
been a healthy arm instead was a
tentacle of slick black and purple skin like
that of an octopus or squid. Many of the
Abnehmer never survived past birth as
their distraught parents drowned the
infants or left them to die from exposure
to the elements. Some however survived.
The Abnehmer appear perfectly human
with the stunning exception that one arm
is in fact a slick purple tentacle
Ishaan- The Ishann are the children of the
Sun. Their strength and health were born
from the Sun’s rays and some say that
Brightgaze bestowed upon the favored
son, Father Spirit, a brace of children.
These children would yield lines of
peoples from who hope and prosperity
would flow in his name. They would
speak with his voice, fight with his will,
and hold dear all that he loved. Some say
that the Ishann are able to perceive
things in ways that ordinary men cannot.
May replace any other tagline
with the Silver tagline
(weapons or spells).
Bargained Boon: May grant 1
Healthstore to an ally (but
not him or herself) in return
for reasonable consideration
up to 3 times per event. The
Bargained Boon lasts until
the next dusk or dawn.
Kenning: This ability allows
the Tuatha to perceive
beyond the bounds of normal
vision. It's use and results are
determined by a marshal.
Many weapons
(notably those made
with ferrous metals)
call Bane against
Tuatha. All "rusty"
weapons may call
Bane against Tuatha,
as well as other
weapons which may
note that option on
the weapon card as
Bane Fey.
Must role-play intense
pain when in contact
with ferrous metals.
Administrator
Approval Required.
May use 1 Claw (Calls 1
Normal).
Gains Strength while using
their racial claw.
May use the Cancel <Named>
effect by packet once per
combat at no slot cost.
None
May produce the
Reinvigorate effect once per
combat, at no slot cost.
May produce the Light effect
at will. This light may not be
dropped, given or
transmitted to another
character, place, or object.
May produce up to 10 points
of Healing by "touch" per
combat, in increments of 1.
The verbal for this is "1
Healing".
None
Abnehmer
Ishaan
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Skills
Race Name
Description
Benefit
Disadvantage
Moonsworn
Moonsworn- The Moonsworn are the
chosen predators of Shadowmaw. Halfman and half wolf, they stalk the night as
the embodiment of the hunt. The
Moonsworn personify the terror of prey,
the howling darkness, the eerie calm
before becoming nourishment for
another animal. With the clarity of primal
instincts, they embrace the night, the
moon, and their heritage as merciless
killers. The Moonsworn are born
resembling humans, a form they shed
when the hunt calls to them at a young
age. From that point on they begin their
life striving to live between two worlds. In
one they are a member of the Herd, and
in the other the Hunt calls to them. They
do this to serve Shadowmaw. The Moon
gazes upon them, ever watchful,
reminding them of their sorrow, and
inspiring them to greatness. Just as it
changes shape through the night, so do
they, and for each of its faces a lineage of
Moonsworn find their calling.
Adept at Scouting (always
assumed to have the
Scouting skill, and may gain
increased benefit in some
cases).
May use Claws (Calls 1 Body).
Moonsworn Regeneration:
Upon reaching 49 seconds
into his or her bleeding
count, the Moonsworn
begins regenerating and must
clearly announce (in a voice
that can be heard up to 10
feet away) “Regenerating 1,
Regenerating 2,…
Regenerating 10: Moonsworn
Regeneration.” At the end of
this count the Moonsworn
enters the system shock state
and is restored to 1 body.
Moonsworn regeneration
does not work for the
duration of the combat if the
Moonsworn has taken the
Silver tagline in that combat.
Takes the Silver tagline
as Bane.
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Skills
Race Name
Description
Benefit
Disadvantage
Ankou
Called the Ankou after their savior, these
strange Fae have learned hard lessons
with the dark forces of Memora. Initially
among the first to come into creation and
leave the Fugue like their brothers the
Tuatha, they met with tragedy. It cost
them an eternity in darkness, suffering,
and servitude to the darkest beings of the
Low Fugue. Their story is one of
determination, mercilessness, and
cruelty. Without these qualities, the
Ankou would have spent their eternity
under the yoke of Abyssals.
Ankou come in a variety of colors and
shapes. They appear to be Tuatha at first
glance, with horns, ears, tails, or wings
adorning their form. However, they are
notably different in that they are
strangely colored and marked by some
form of suffering. They typically have a
portion of their face covered in skin that
is white, black, purple, red, or grey. The
other portion is marked by metallic hues
be they bronze, silver, gold, or copper.
Between these colored portions, scars of
the opposing color either weep, dance,
swirl, or pattern across the rest of their
face. All of the Ankou possess horns,
usually that are quite elaborate. Their
appearance is believed to have been
brought about by their servitude as
miners in Pandemonium, and their
subsequent time in Tenebrous. There are
more uncommon markings, including but
not limited to thorns protruding from the
face, chains around the neck, or other
strange adornments that speak of
suffering. One thing is certain: No two
Ankou are alike and none are easily
confused for any other race.
At the cost of a High Slot, for
the duration of the combat,
the character may replace
any other tagline with the
Body tagline when targeting
an opponent who has broken
a contract with the Ankou.
The chatracter gains the
Shadow Sight ability,
permanently.
Many weapons
(notably those made
with ferrous metals)
call Bane against
Ankua. All "rusty"
weapons may call
Bane against Ankua, as
well as other weapons
which may note that
option on the weapon
card as Bane Fey.
Must role-play intense
pain when in contact
with ferrous metals.
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Skills
Race Name
Description
Dead
The Dead walk Memora. Shadowmaw
saw fit to open up a way: Pan’s Way, and
the Dead took it. Some say this occurred
when the lost caravan turned the
Shadowmaw and Brightgaze keys in the
calendar in 113. It was at that time when
Lilliana Devereux arrived in Drakes Well
and heralded the coming of the Dead.
Since then, they have increased in
frequency and established a foothold on
Memora. Their appearance in numbers
struck a terrifying cord in many of the
peoples of Memora. It led to many
unkind introductions and hostile
encounters. People were not prepared to
see the dead rise. As a result, the Dead
were shunned wherever they went.
Many were destroyed out of ignorance,
but many survived to join the Mother of
Bones. She would go gather her people
around a powerful well. She named it
blood well and eventually a city would
grow around it. This city, the Necropolis,
would grow to stand as a testament to
the power of the Dead and Lilliana would
become a mother to all of her kind.
Benefit
The Dead may choose to
take Shadow damage as
Healing, at no Slot cost.
The dead may choose to
immediately Recover from
the Disease or Poison
effect, at the cost of a Low
Slot each time the ability is
used.
Disadvantage
Make-Up Example
Immune to the Healing
effect.
The Dead are found in a variety of forms.
The Risen appear to be cadavers fresh
from the coffin. The Rotting climb from
the grave with decrepit flesh, reminding
all of the decay of aging corpses. The
Ravaged have been eaten by time,
leaving nothing but bones and grinning
skulls. The Restless are haunting figures,
ghostly, and phantasmal, searching for
peace in a world they desperately still
feel. Each of these represent the different
stages of decay and death. All of them are
united in their strange condition and their
hunger to exist.
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Skills
Character Classes
Core Class Concepts
Per Combat Slots
Each class resolves conflict/combat using different effects and different combinations of tools. Regardless of whether the
class you choose primarily uses weapons or packets, focuses on getting up close and personal, flanking, staying at range, or
some combination thereof, all of them have abilities that are powered by Per Combat Slots. Per combat slots come in three
levels (Low/Mid/High) and most of the important skills and abilities you purchase for your character usually requires an
expenditure of a Slot upon use.
You must purchase slots in a Pyramid, and you must purchase the highest level of slot available before you may add
additional lower level slots.
Name
Build
Cost
Required
Level
Low Slot 1-3
5
1
This grants the character a Low Slot for use with other skills.
None
Low Slot 4+
10
1
This grants the character a Low Slot for use with other skills.
Low Slot 3
Mid Slot 1-2
5
1
This grants the character a High Slot for use with other skills. The
character must have at least one more Low Slot than the character has
High Slots.
Low Slot +1
Mid Slot 3+
10
1
This grants the character a High Slot for use with other skills. The
character must have at least one more Low Slot than the character has
High Slots.
Mid Slot 2
Mid Slot +1
High Slot 1
Effect/Ability
Prerequisite
High Slot 1
10
5
This grants the character a High Slot for use with other skills. The
character must have at least one more Mid Slot than the character has
High Slots.
Mage's High Slots require a Common (or better) Hand Focus or Weapon
to use.
High Slot 2+
20
10
This grants the character a High Slot for use with other skills. The
character must have at least one more Mid Slot than the character has
High Slots.
Refreshing Slots
Slots return for use in two ways:
1.) You may choose to use the Battle Respite ability. All characters are granted this skill, and it allows the character to spend
30 seconds of quiet focus with both fists together to restore one Low and one Mid Slot. If the character’s 30 seconds of
focus are interrupted, the count must be restarted. – There are some specific circumstances and locations in Memora that
prevent Battle Respite from operating; notably in areas of the Fugue, portions of the Wasteland, and near the worst of the
Defilement. Your marshal will ensure such areas are properly labelled or inform you if Battle Respite does not function
or functions differently in a given encounter.
2.) You may make contact with (or stand within the area of) a friendly Well, or a Bonded Primestone. After 3 minutes of
focusing or 15 minutes of relaxation while you are within the bounds of the Well or Primestone, all of your Per Combat
Slots and other abilities refresh. Some powerful wells, notably Drake’s Well, Sol’s Well and Hope’s Well, grant this
ability simply by being within line of sight of them.
Common Skills
All classes have access to the following abilities at no build cost, usable as the effect descriptions specify:
1.) Battle Respite – As mentioned above under Refreshing Slots, all characters have the Battle Respite skill.
2.) Bind Wounds - All characters may use the Bind Wounds effect at will. Bind Wounds enables a character to come to the
assistance of a bleeding character. While tending a character that is Bleeding to Death, the Bleeding character should
reverse his or her count, counting back to zero. If a Bleeding character reaches a count of zero under the ministrations of
Bind Wounds, the character is restored to one (1) Health Point, and may regain consciousness; the character still enters a
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Skills
System Shock State. If a Bleeding character that has not reached zero while being aided stops receiving Bind Wounds,
the count must continue in the direction of Death (back toward 60) from the point the Bleeding character was at in the
count.
3.) Defenses, by Class - There are four Defenses in the game, each is associated with a particular class or monster role and
used to describe a different means of defending against an attack, but that otherwise work identically: Dodge
(Rogue/Striker), Parry (Warrior/Brute), Resist (Warden/Champion), Shield (Mage/Artillery).
 Each time one of the above Defenses is announced in response to a non-True attack it nullifies the effect of the
attack. The character should announce the Defense in a clear voice that can be heard at least ten (10) feet away.
 True attacks cannot be nullified without a True Defense. To use a True defense usually requires the expenditure of a
High Slot to activate, but otherwise works as above, nullifying the True effect. In addition, to use a True Defense, the
character must prepend or post-pend the affix "True" to the announcement of the Defense. For example: "Parry
True," or "True Dodge." Usually, a character may only use one True Defense per combat, resettable when an Slot
refreshes.
 Each Player Character has 3 uses of their class's Defense ability usable each combat, the cost of a Low Slot. These
defenses come back whenever any Slot is refreshed, but always require a Slot to use. Defenses require that the
character be conscious in order to use them.
 Through equipment (armor and amulets) or Lost Arts, it's possible for characters to gain additional uses of their
class's Defense, also at the cost of Low Slots. When using a non-True Defense beyond the initial three (3) granted by
class skills, the character should announce "Dire <Defense>." For example a rogue using a Defense granted by his
Amulet or Chest Armor would announce: "Dire Dodge."
4.) Diagnose - This effect is usable by all characters, at will. It may only target allied beings. Diagnose reveals all ailments
and effects presently within their duration. It also allows a character to determine how many Body/Health an allied
character is missing.
Seasons of Second Dawn – Game Effects
Each season of Second Dawn refers to a season in the real world. When scheduling events, our out of game
calendar will reflect the nature of the season as well as it’s in-game name. You should otherwise know the
following as it pertains to many of the skills, particularly for the Mage and Warden, that gain a benefit from being
used in the appropriate season:
 Everbreath is equivalent to Spring
 Embercrown is equivalent to Summer
 Darkhollow is equivalent to Fall
 Grimfrost is equivalent to Winter
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Skills
Mage
Wizards, healers, enchanters, sorcerers; through knowledge, ability, research, dedication and sacrifice, Mages
are masters of obscure Magics. By selecting which magical paths to tread, each Mage makes himself distinct
from his fellows; where one Mage chooses the path of healing and defense, another chooses the route of battle
spells and offense. Players considering a Mage character should carefully study the skills available to a Mage,
and plan out how they will choose to advance as they play their character.
Mages have great ability to lay opponents low, but only if they stay at range and are supported by allies in
melee. Mages also excel at manipulating the field of battle or healing their allies, depending on the types of
magic the mage chooses to focus on. Some mages choose to focus on all Primal Aspects to gain multiple uses
of many abilities in each season. Other Mages specialize on a single Primal or Celestial magic and choose to
buy more slots to increase the number of uses in the smaller set of abilities granted by their skills.
The Mage has incredible range and the ability to quickly change the course of a combat. Importantly; Mages
have access to a wider range of very powerful abilities than any other class. Many of the Mage’s magical
abilities gain increased power based on a condition, such as the season or the lighting conditions, be sure to
choose skills in a way that maximizes your specialties and offset any gaps. Although Mages may pick up a
weapon, or even a shield from time to time, they do not excel at melee combat.
Weapon Use: Unless otherwise specified, no Mage abilities may be delivered by boffer weapon.
Packet Use: Unless otherwise specified, all Mage abilities may be delivered by packet.
Base Health: 10
Mage Class Abilities
Build
Cost
Effect/Ability
Battle Respite
0
The character may choose to reset a Low& Mid slot as well as all expended defenses by
focusing uninterrupted for 30 seconds. The player must state clearly: "Battle Respite 1,…
Battle Respite 30, Slot Refresh". If the player moves, or interrupts the count, the ability is
wasted and must begin again. This ability is should be symbolized by placing both fists
against each other in front of the chest.There are numerous locations in Memora where
this ability may be impeded as directed by a Marshal.
None
Bind Wounds
0
This ability allows the character to use the Bind Wounds effect at no slot cost, by hand,
on a bleeding or unconscious character any number of times per combat.
None
5
- The character may deliver the "3 Healing" effect by packet, up to 5 times per combat
at no slot cost, by using the verbal: "I call upon Brightgaze to restore you, 3 Healing."
While during the day or within arm/weapon's reach of a light or Light effect, this
increases to "5 Healing". All (5) uses of this ability are restored when any Slot is
refreshed.
- The character may generate the Light effect at the cost of a Low Slot.
School of
Everbreath or
Embercrown, or
any Conjuration
Skill
May not have
Celestial Art of
Shadowmaw.
- The character may deliver the "3 Shadow" effect by packet, up to 5 times per combat
at no slot cost, by using the verbal: "I call upon Shadowmaw to strike you, 3 (5) Shadow."
When not standing in direct sunlight the damage increases to 5 Shadow. All (5) uses of
this ability are restored when any Slot is refreshed.
- The character may generate the Cancel Light effect at the cost of a Low Slot.
School of
Darkhollow or
Grimfrost, or
any Invocation
Skill
May not have
Celestial Art of
Brightgaze
Mage Skills
Celestial Art of
Brightgaze
Celestial Art of
Shadowmaw
5
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Skills
Mage Skills
Build
Cost
Conjuration
Mastery
5
Conjuration of
Brightgaze
5
Conjuration of
Darkhollow
Conjuration of
Embercrown
Conjuration of
Everbreath
Conjuration of
Grimfrost
5
5
5
5
Effect/Ability
Prerequisite
If you have 4 or more "Conjuration of" skills, then you gain an additional packet/use of
any of the Low and Mid Healing, Reset Armor, or Cancel abilities granted by your
conjuration skills
The following effects may be used at the cost of the listed slot, without a verbal. They
may only be used during the Day or while within arm or weapon's reach of a light or
Light effect.
- Mid: Spirit Grace
- Low: Reinvigorate
- Resuscitate - This ability allows the character to use the Bind Wounds ability to reverse
a death count and restore a person to life.
The following effects may be used at the listed slot cost, without a verbal. During the
associated season, each slot generates up to 3 packets, using any of the listed effects.
- Mid: 5 Healing or Reinvigorate or Cancel <Named>
- Low: Bolster Health
- The character may use the Reduce effect once per combat, at cost of a Low Slot
The following effects may be used, at the listed slot cost, without a verbal. During the
associated season, each slot generates up to 3 packets, using any of the listed effects.
- Mid: 5 Reset Armor or Reinvigorate or Cancel <Named>
- Low: Bolster Threshold
- The character may Reflect damage delivered by packet once per combat at cost of a
Mid Slot
The following effects may be used, at the listed slot cost, without a verbal. During the
associated season, each slot generates up to 3 packets, using any of the listed effects.
- Mid: 5 Healing or Reinvigorate or Cancel <Named>
- Low: Bolster Strength
- The character may take a non-damage effect as 5 Healing, once per combat at cost of
a Mid Slot
The following effects may be used, at the listed slot cost, without a verbal. During the
associated season, each slot generates up to 3 packets, using any of the listed effects.
- Mid: 5 Reset Armor or Reinvigorate or Cancel <Named>
- Low: Bolster Armor
- The character may Phase Door at will, at cost of a Low Slot
- Use Claw(s) at will.
4 or more
"Conjuration
of" skills
Celestial Art of
Brightgaze
School of
Darkhollow
School of
Embercrown
School of
Everbreath
School of
Grimfrost
Defense
0
- The character may defend against any attack up to three (3) times per combat at the
cost of a Low Slot, by announcing "Shield."
- Once Per Combat the character may defend against a True Attack (Weapon, Packet or
otherwise) using a High Slot. When defending against a True attack, the character
expends the appropriate slot and then says: "True Shield" or "Shield True".
All uses of the above abilities are reset whenever a slot refreshes.
Diagnose
0
This ability allows the character to use the Diagnose effect at no slot cost, by hand, on a
friendly allied character, any number of times per combat.
None
Invocation
Mastery
5
If you have 4 or more "Invocation of" skills, then you gain an additional packet/use of
any of the Low and Mid Damage abilities granted by each of your invocation skills.
4 or more
"Invocation of"
skills
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Skills
Mage Skills
Invocation of
Darkhollow
Invocation of
Embercrown
Invocation of
Everbreath
Invocation of
Grimfrost
Build
Cost
5
5
5
5
Effect/Ability
Prerequisite
The following effects may be used, at the listed slot cost, without a verbal. During the
associated season, each slot generates up to 3 packets, using any of the listed effects.
- Mid: 5 Earth or Terror
- Low: Fear or Disease
School of
Darkhollow
The following effects may be used, at the listed slot cost, without a verbal. During the
associated season, each slot generates up to 3 packets, using any of the listed effects.
- Mid: 5 Fire or Berserk
- Low: Destroy or Attraction
School of
Embercrown
The following effects may be used, at the listed slot cost, without a verbal. During the
associated season, each slot generates up to 3 packets, using any of the listed effects.
- Mid: 5 Air or Paralyze
- Low: Pin or Repel
School of
Everbreath
The following effects may be used, at the listed slot cost, without a verbal. During the
associated season, each slot generates up to 3 packets, using any of the listed effects.
- Mid: 5 Ice or Imprison
- Low: Disable or Slow
School of
Grimfrost
Invocation of
Shadowmaw
5
The following effects may be used at the cost of the listed slot, without a verbal. The
Body tagline may not be used when standing in direct sunlight.
- Mid: Two Packets of 5 Body, or two packets of 5 Shadow.
- Low: 5 Body or Disease
- Hands of Shadow: The character may throw packets of 3 Shadow Damage at no slot
cost without a verbal, save when standing in direct sunlight.
Personal Combat
Refresh 1
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
High Slot
Personal Combat
Refresh 2
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
Personal
Combat Refresh
1
Personal Combat
Refresh 3
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
Personal
Combat Refresh
2
5
- The character may deliver the "2 Earth" effect by packet, using the verbal: "I call upon
Darkhollow to strike you down, 2 Earth." During the season of Darkhollow, this increases
to "3 Earth".
- The character may deliver the "2 Healing" effect by packet or by hand, at the cost of a
Low Slot, by using the verbal: "I call upon Darkhollow to restore you, 2 Healing." During
the season of Darkhollow, this increases to "3 Healing".
Spellcraft 1
5
- The character may deliver the "2 Fire" effect by packet, using the verbal: "I call upon
Embercrown to strike you down, 2 Fire." During the season of Embercrown, this
increases to "3 Fire".
- The character may deliver the "2 Healing" effect by packet or by hand, at the cost of a
Low Slot, by using the verbal: "I call upon Embercrown to restore you, 2 Healing." During
the season of Embercrown, this increases to "3 Healing".
Spellcraft 1
School of
Darkhollow
School of
Embercrown
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Skills
Build
Cost
Effect/Ability
5
- The character may deliver the "2 Air" effect by packet, using the verbal: "I call upon
Everbreath to strike you down, 2 Air." During the season of Everbreath, this increases to
"3 Air".
- The character may deliver the "2 Healing" effect by packet or by hand, at the cost of a
Low Slot, by using the verbal: "I call upon Everbreath to restore you, 2 Healing." During
the season of Everbreath, this increases to "3 Healing".
Spellcraft 1
5
- The character may deliver the "2 Ice" effect by packet, using the verbal: "I call upon
Grimfrost to strike you down, 2 Ice." During the season of Grimfrost, this increases to "3
Ice".
- The character may deliver the "2 Healing" effect by packet or by hand, at the cost of a
Low Slot, by using the verbal: "I call upon Grimfrost to restore you, 2 Healing." During
the season of Grimfrost, this increases to "3 Healing".
Spellcraft 1
Spell Mastery
5
The character gains an additional packet (or "Chain") for any damage, healing, cancel, or
reset armor effect generated by a Low or Mid Slot with a School, Celestial Art,
Invocation, or Conjuration skill. The character must either use this ability with an effect
that requires a verbal or instead prepend a 9 syllable verbal when using this skill. Please
see the game center for verbal approvals at check-in.
None
Spellcraft 1
5
The character may deliver the "1 Normal" effect by packet, at will without requiring a
verbal.
None
Spellcraft 2
5
True Conjuration
of Brightgaze
5
True Conjuration
of Darkhollow
5
True Conjuration
of Embercrown
5
True Conjuration
of Everbreath
5
True Conjuration
of Grimfrost
5
Mage Skills
School of
Everbreath
School of
Grimfrost
Prerequisite
The character no longer requires the use of a verbal to deliver a damaging or healing
effect created by School of X or Celestial Art of X skills.
True Remanifest (during day or in light) - May only be used within 30 seconds of target
character's Dissipation.
- While you have a High Slot available, you gain Spirit Sight <Allies>. This ability only
works on characters that are friendly to you, and does not allow tracking of spirits.
Spellcraft 1
Conjuration of
Brightgaze
The character may use True Blight at the cost of a High Slot.
Conjuration of
Darkhollow
The character may use True Protection Aura at the cost of a High Slot.
Conjuration of
Embercrown
The character may use True Blink at the cost of a High Slot.
Conjuration of
Everbreath
The character may use True Null Magic at the cost of a High Slot.
Conjuration of
Grimfrost
5
The character may use True 10 Earth (2 packets in season) or True Doom at the cost of a
High Slot.
5
The character may use True 10 Fire (2 packets in season)
or True Hate at the cost of a High Slot.
Invocation of
Darkhollow
Invocation of
Embercrown
True Invocation of
Everbreath
5
The character may use True 10 Air (2 packets in season)
or
True Constrict at the cost of a High Slot.
Invocation of
Everbreath
True Invocation of
Grimfrost
5
True Invocation of
Shadowmaw
5
True Invocation of
Darkhollow
True Invocation of
Embercrown
The character may use True 10 Ice (2 packets in season) or True Invulnerability at the
cost of a High Slot.
The character may, at night or while in shadow, use True Death or True Spiritwrack at
the cost of a High Slot.
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Invocation of
Grimfrost
Invocation of
Shadowmaw
Last Updated: March 17th, 2014
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Skills
Rogue
Thieves, brigands, cutthroats, smugglers, swashbucklers, robbers, pirates, scoundrels; those who would take up
these titles have always moved to their own unique rhythm. Though Rogues make great villains, a Rogue is not,
by nature, necessarily evil or dishonest. A Rogue is simply someone who finds unconventional solutions to
unusual problems, picking their way through life not quite the same way as another character that is more
traditional might. The typical Rogue seeks to use cunning, guile, intelligence, tactics and planning to overcome
obstacles rather than methods that are more direct.
Rogues can find a way to contribute to almost any situation, but excel at turning the tide of combat by stealth,
trickery, guile, and less conventional means of warfare. They are masters of killing quickly, and bringing down
well-armored opponents. They use a combination of weapons and ranged effects (packets & weapons) to solve
their problems, but the key to playing a rogue is usually in making use of stealth and the Hide in Shadows ability.
Weapon Use: Unless otherwise specified, all Rogue abilities may be delivered by boffer weapon.
Packet Use: Unless otherwise specified, all Rogue abilities may be delivered by packet.
Base Health: 10
Positional Combat: Many of the Rogue’s abilities only function when the Rogue stands fully behind the plane of
their opponent’s back. This plane is defined by an imaginary line going through the opponent’s shoulder blades.
Rogue Class Abilities
Rogue Skills
Build
Cost
Effect/Ability
Prerequisite
Assassinate
5
While standing wholly behind the opponent, the rogue may deliver the True Death
effect by weapon to his or her opponent at the cost of a High Slot.
At 10th level, the character may deliver the True Death effect by weapon, without
regard for direction or position.
At 15th level, the character may replace the True Death effect with the True 10
<Weapon Tagline> damage effect.
Backstab 1
5
This ability allows the character to call "2 Body," at no slot cost using any weapon while
standing wholy behind the back of his or her opponent.
None
5
This ability allows the character to call "3 Body," at no slot cost using any weapon while
standing wholy behind the back of his or her opponent.
The character may use the tagline of his or weapon's base damage for Backstab instead
of the Body tagline.
Backstab 1
Battle Respite
0
The character may choose to reset a Low& Mid slot as well as all expended defenses by
focusing uninterrupted for 30 seconds. The player must state clearly: "Battle Respite 1,…
Battle Respite 30, Slot Refresh". If the player moves, or interrupts the count, the ability is
wasted and must begin again. This ability is should be symbolized by placing both fists
against each other in front of the chest.There are numerous locations in Memora where
this ability may be impeded as directed by a Marshal.
None
Bind Wounds
0
This ability allows the character to use the Bind Wounds effect at no slot cost, by hand,
on a bleeding or unconscious character any number of times per combat.
None
Deception of
Shadowmaw
5
The character may deliver the Cancel Light effect by packet at no slot cost.
The character may use the Feign Death effect on him or her self at the cost of a Low Slot.
None
Backstab 2
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Backstab 2
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Skills
Build
Cost
Effect/Ability
0
- The character may defend against any attack up to three (3) times per combat at the
cost of a Low Slot, by announcing "Dodge."
- Once Per Combat the character may defend against a True Attack (Weapon, Packet or
otherwise) using a High Slot. When defending against a True attack, the character
expends the appropriate slot and then says: "True Dodge" or "Dodge True".
All uses of the above abilities are reset whenever a slot refreshes.
None
Dexterity 1
5
The character may place one foot in an illegal or harmful space without penalty so long
as the other foot stays in a legal space. A marshal will define what areas are affected by
this ability. Examples include: Bottomles Pits, Vats of Acid, or Fiery Lava.
Additionally, at the cost of a High Slot, the character may immediately recover from the
Massive tagline when blocking weapons, for the duration of a combat.
None
Dexterity 2
5
The character may use a Low Slot to Dire Dodge any non-True and non-damage effects.
Dexterity 1
Dexterity 3
5
When struck by an area delivered effect while at night or in deep shadow, the character
may expend a High Slot to immediately Recover from the effect and Blink to a location
just outside of the area of effect or out of line of sight.
Upon remaining Hidden in Shadows for a full minute, the character gains the effects of
Battle Respite.
Dexterity 2
Diagnose
0
This ability allows the character to use the Diagnose effect at no slot cost, by hand, on a
friendly allied character, any number of times per combat.
None
Hide in Shadows
5
The character may use the Hide in Shadows effect, at no slot cost. (Note that movement
while hidden is prohibited without the use of additional skills.)
None
Mission
Accomplished
5
The character may deliver the True Spiritwrack effect to him or herself at the cost of a
High Slot. The use of this ability is free if you have no High Slots left available.
None
Perforate
5
The character may deliver the 5 Body effect at the cost of a Low Slot or two strikes of the
5 Body effect at the cost of a Mid Slot by weapon, while standing wholy behind the back
of his or her opponent.
The character also gains the ability to use the Body tagline with weapons at no cost,
regardless of direction or position.
Backstab 1
Personal Combat
Refresh 1
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
High Slot
Personal Combat
Refresh 2
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
Personal
Combat Refresh
1
Personal Combat
Refresh 3
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
Personal
Combat Refresh
2
Rogue Skills
Defense
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Prerequisite
Last Updated: March 17th, 2014
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Skills
Rogue Skills
Build
Cost
Effect/Ability
Prerequisite
5
The character gains the Quick Search ability, and may now search bodies on a 3 count:
"Quick Search 1, Quick Search 2, Quick Search 3"
The character may deliver a Killing Blow on a 3 count instead of a 10 count.
The character may throw two uses of the Disease effect at the cost of a Low Slot each.
None
5
The character may choose to immediately recover from the Disease and Poison effects,
or any ingested effect for the duration of a combat at the cost of a High Slot.
Poisonous
Cunning 1
5
The character may deliver the Dissipate effect by packet or weapon at the cost of a Low
Slot. Each time Dissipate is used in this way, if it successfully resolves, the character may
choose to be affected by the 5 Healing effect or reset all of his or her defenses.
The character may deliver the True Death effect, by packet, oncer per combat at the cost
of a High Slot.
Poisonous
Cunning 2
5
The character may take up to 10 steps while hidden in shadows at the cost of a Low Slot.
The character may use the Shadow Door (Phase Door) effect at no slot cost while Hidden
in Shadows, and the character may choose to phase-in to the Hidden in Shadows stance
when using this ability.
Hide in
Shadows
5
The character may take ten (10) steps while hidden in shadows at no slot cost. The
character must expend a Low Slot to take more than ten (10) steps, up to 20 steps.
The character may deliver the True Sleep effect by packet or weapon at the cost of a
High Slot. If the True Sleep effect resolves, then the character may re-apply it to the
same target again, by hand, at no additional cost, for the duration of the combat.
Shadow
Mastery 1
Shadow Mastery
3
5
The character may use the True Blink ability by stating "True Blink Out" and then "True
Blink In," to return at the cost of a High Slot.
In addition to any other valid locations the character may Blink to (such as a nearby well
or bonded primestone), the character may also choose to Blink to a location within 30
paces of his or her originating location.
Shadow
Mastery 2
Shadow Sight
5
The character gains the Shadow Sight and Phase Sight abilities.
Hide in
Shadows
Sniper
5
The character may deliver the 5 Body effect by packet or ranged weapon at the cost of a
Mid Slot.
The character may deliver the 5 Massive effect by ranged weapon at the cost of a Low
Slot
None
Trickery of
Darkhollow
5
The character may use the Burrow Door effect by packet, at the cost of a Low Slot.
The character may use the Reduce effect once per combat, at the cost of a Low Slot.
The character may deliver the Cancel All effect at the cost of a Mid Slot.
None
Trickery of
Embercrown
5
The character may Reflect a packet delivered damage attack once per combat at the cost
of a Mid Slot. This may not be used against True effects or weapon delivered effects.
The character may deliver the Cancel <Named> effect at the cost of a Low Slot.
None
5
The character may take a non-damaging, non-True effect as "5 Healing" once per
combat at the cost of a Mid Slot. The character, when using this ability should announce:
"Taken as 5 Healing," when using this effect.
The character may deliver the Cancel <Named> effect at the cost of a Low Slot.
None
Poisonous
Cunning 1
Poisonous
Cunning 2
Poisonous
Cunning 3
Shadow Mastery
1
Shadow Mastery
2
Trickery of
Everbreath
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Last Updated: March 17th, 2014
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Skills
Rogue Skills
Build
Cost
Effect/Ability
Prerequisite
Trickery of
Grimfrost
5
The character may use the Phase Door effect, at the cost of a Low Slot.
The character may use one or two claws at no slot cost. When using these claws in
temperatures below 60 degrees Fahrenheit, the character may expend a Low Slot to
gain the Strength effect.
The character may deliver the Cancel All effect at the cost of a Mid Slot.
Venomous
Aggression 1
5
The character may deliver the Poison effect by weapon at the cost of a Mid Slot.
None
Venomous
Aggression 2
5
The character may deliver the Disease effect, by weapon at the cost of a Low Slot.
The character may deliver two uses of the Disease effect, by weapon, at the cost of a
Mid Slot.
Venomous
Aggression 1
Venomous
Aggression 3
5
When standing wholly behind the target, the character gains an extra swing of any
weapon delivered abilities.
Venomous
Aggression 2
©2014
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None
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Skills
Warden
Rangers, knights, reavers, friars, spell blades; the warrior who can wield both sword and magical power is a
familiar theme in the fantasy genre. The Warden is suited both to the study of magic and weapon fighting. In this
fashion, he or she proves to be of great use in most circumstances. Living both on the front line of the battlefield
and amid the stacks in the library, Wardens revel in both, but are married to neither. This gives them the
disadvantage of never being able to master either subject to its fullest, but they make up for this in their extreme
versatility. When playing a Warden, one must be resigned to the inability to ever be known as a master of either
field. However, it can be very exciting as a Warden to be swinging a weapon with one hand and firing off a spell
with the other.
The Warden class’s advantage is the ability to combine the versatility of each of the other classes. They resolve
conflict using both boffer weapons and packets. Most Wardens choose a single Primal Aspect and then either
Shadowmaw or Brightgaze to focus on, but many successful variations exist.
Weapon Use: Unless otherwise specified, all Warden abilities may be delivered by boffer weapon.
Packet Use: Unless otherwise specified, all Warden abilities may be delivered by packet.
Base Health: 10
Warden Class Abilities
Build
Cost
Effect/Ability
Battle Respite
0
The character may choose to reset a Low& Mid slot as well as all expended defenses by
focusing uninterrupted for 30 seconds. The player must state clearly: "Battle Respite 1,…
Battle Respite 30, Slot Refresh". If the player moves, or interrupts the count, the ability is
wasted and must begin again. This ability is should be symbolized by placing both fists
against each other in front of the chest.There are numerous locations in Memora where
this ability may be impeded as directed by a Marshal.
None
Bind Wounds
0
This ability allows the character to use the Bind Wounds effect at no slot cost, by hand, on
a bleeding or unconscious character any number of times per combat.
None
5
The following abilities may only be used during the day, or within arm's or weapon's reach
of a light or Light effect.
- Mid: Spirit Grace - Low: Reinvigorate or Light
- No Slot: The character may choose to employ the Massive Tagline for base damage with
his or her weapons. - No Slot: Resuscitate - This ability allows the character to use the
Bind Wounds ability to reverse a death count and restore a person to life (at one health),
similarly to how Bind Wounds may normally be used to restore a bleeding or unconscious
character to one health.
Any School, May
not have
Celestial Calling
of Shadowmaw
5
The following abilities may not be used while standing in direct sunlight.
- Mid: 2 Packets or Swings of 5 Body
- Low: Dissipate or Disease
- Upon successfully resolving the Dissipate effect, the character may choose to gain either
the Strength effect for the duration of the combat, or the 5 Healing effect, upon him or
herself.
Any School, May
not have
Celestial Calling
of Brightgaze
Warden Skills
Celestial Calling of
Brightgaze
Celestial Calling of
Shadowmaw
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Prerequisite
Last Updated: March 17th, 2014
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Skills
Build
Cost
Effect/Ability
Prerequisite
5
The character may replace any other tagline with the Silver tagline.
The character may deliver the Repel effect by weapon at the cost of a Low Slot.
The character may deliver three swings of the Stun effect by weapon at the cost of a High
Slot.
The character may use the 5 Healing effect each time a Repel or Stun effect resolves on an
opponent. An effect is resolved when it lands and is not blocked physically or by a game
ability.
Celestial Calling
of Brightgaze
5
The character may replace any other tagline with the Shadow tagline.
The character may deliver the 5 Shadow or Cancel All effect at the cost of a Low Slot.
The character may delivery the Agony effect at the cost of a Mid Slot.
If the character resolves a 5 Shadow effect on a target, the character may utilize another 5
shadow effect at no additional cost. This ability may be used two (2) times for a total of 3
uses of the 5 Shadow effect. An effect is resolved when it lands and is not blocked
physically or by a game ability.
Celestial Calling
of Shadowmaw
Defense
0
- The character may defend against any attack up to three (3) times per combat at the
cost of a Low Slot, by announcing "Resist."
- Once Per Combat the character may defend against a True Attack (Weapon, Packet or
otherwise) using a High Slot. When defending against a True attack, the character
expends the appropriate slot and then says: "True Resist" or "Resist True".
All uses of the above abilities are reset whenever a slot refreshes.
None
Diagnose
0
This ability allows the character to use the Diagnose effect at no slot cost, by hand, on a
friendly allied character, any number of times per combat.
None
Insight into
Cunning
5
The character may use the Hide in Shadows effect, at the cost of a Mid Slot. (Note that
movement while hidden is prohibited without the use of additional skills.) While hidden,
the character gains the Shadow Sight effect.
Warding Strike
Insight into
Discipline
5
The character is immune to the Fear, Attraction, and Repel effects.
Warding Strike
Insight into
Finesse
5
The character may deliver the 5 Body effect at the cost of a Low Slot.
The character may deliver the Stun effect at the cost of a Mid Slot.
Warding Strike
Insight into Glory
5
The character may deliver the 5 Massive effect at the cost of a Mid Slot.
The character may deliver two uses of the 10 Normal effect at the cost of a High Slot.
Warding Strike
Insight into
Vengeance
5
The character may take Body damage to their Armor total rather than their Health total,
when physically struck by packets or weapoins on a location covered by physically
represented armor.
Warding Strike
Personal Combat
Refresh 1
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
High Slot
Personal Combat
Refresh 2
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
Personal
Combat Refresh
1
Personal Combat
Refresh 3
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
Personal
Combat Refresh
2
5
- The character may replace any other tagline with the Earth tagline.
- The character may deliver the Fear or Disease effect at the cost of a Low Slot.
- The character may deliver the Terror effect at the cost of a Mid Slot. If delivered by
weapon, the character may immediately deliver the 5 Earth or 5 Healing effect by packet.
School of
Darkhollow
Warden Skills
Celestial Insight of
Brightgaze
Celestial Insight of
Shadowmaw
Primal Insight of
Darkhollow
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Skills
Warden Skills
Build
Cost
Effect/Ability
Prerequisite
5
- The character may replace any other tagline with the Fire tagline.
- The character may deliver the Destroy or Attraction effect at the cost of a Low Slot.
- The character may deliver the Berserk effect at the cost of a Mid Slot. If delivered by
weapon, the character may immediately deliver the 5 Fire or 5 Healing effect by packet.
School of
Embercrown
5
- The character may replace any other tagline with the Air tagline.
- The character may deliver the Pin or Repel effect at the cost of a Low Slot.
- The character may deliver the Paralyze effect at the cost of a Mid Slot. If delivered by
weapon, the character may immediately deliver the 5 Air or 5 Healing effect by packet.
School of
Everbreath
Primal Insight of
Grimfrost
5
- The character may replace any other tagline with the Ice tagline.
- The character may deliver the Disable or Slow effect at the cost of a Low Slot.
- The character may deliver the Imprison effect at the cost of a Mid Slot. If delivered by
weapon, the character may immediately deliver the 5 Ice or 5 Healing effect by packet.
School of
Grimfrost
Primal Warden
5
The character may, at the cost of a Mid slot, Reflect a Packet Delivered effect that strikes
his or her weapons, shield, or physically represented armor.
For Packet delivered effects, the appropriate verbal to use is: "Reflect, <Effect Name>".
None
5
- The character may deliver the "2 Earth" effect by packet or weapon, using the verbal: "I
call upon Darkhollow to strike you down, 2 Earth." During the season of Darkhollow, this
increases to "3 Earth".
- The character may deliver the "2 Healing" effect by packet or by hand, at the cost of a
Low Slot, by using the verbal: "I call upon Darkhollow to restore you, 2 Healing." During
the season of Darkhollow, this increases to "3 Healing".
Spellcraft 1
5
- The character may deliver the "2 Fire" effect by packet or weapon, using the verbal: "I
call upon Embercrown to strike you down, 2 Fire." During the season of Embercrown, this
increases to "3 Fire".
- The character may deliver the "2 Healing" effect by packet or by hand, at the cost of a
Low Slot, by using the verbal: "I call upon Embercrown to restore you, 2 Healing." During
the season of Embercrown, this increases to "3 Healing".
Spellcraft 1
5
- The character may deliver the "2 Air" effect by packet or weapon, using the verbal: "I
call upon Everbreath to strike you down, 2 Air." During the season of Everbreath, this
increases to "3 Air".
- The character may deliver the "2 Healing" effect by packet or by hand, at the cost of a
Low Slot, by using the verbal: "I call upon Everbreath to restore you, 2 Healing." During
the season of Everbreath, this increases to "3 Healing".
Spellcraft 1
5
- The character may deliver the "2 Ice" effect by packet or weapon, using the verbal: "I
call upon Grimfrost to strike you down, 2 Ice." During the season of Grimfrost, this
increases to "3 Ice".
- The character may deliver the "2 Healing" effect by packet or by hand, at the cost of a
Low Slot, by using the verbal: "I call upon Grimfrost to restore you, 2 Healing." During the
season of Grimfrost, this increases to "3 Healing".
Spellcraft 1
Primal Insight of
Embercrown
Primal Insight of
Everbreath
School of
Darkhollow
School of
Embercrown
School of
Everbreath
School of
Grimfrost
Sigil of Light
5
At the cost of a High Slot, the character may use True Remanifest (during day or in light) May only be used within 30 seconds of target character's Dissipation.
- While you have a High Slot available, you gain Spirit Sight <Allies>. This ability only
works on characters that are friendly to you, and does not allow tracking of spirits.
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Celestial Insight
of Brightgaze
Last Updated: March 17th, 2014
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Skills
Warden Skills
Build
Cost
Effect/Ability
Prerequisite
Sigil of Shadow
5
The character may deliver the True Spiritwrack effect by packet or weapon at the cost of a
High Slot. When True Spiritwrack is delivered by weapon and resolves on an opponent,
the character may deliver the 10 Shadow or 10 Healing effect by Hand.
Celestial Insight
of Shadowmaw
5
At the cost of a High Slot, the character may use True 10 Earth or True Doom effect.
5
At the cost of a High Slot, the character may use True Protection Aura.
5
At the cost of a High Slot, the character may use True Blink.
Skein of Grimfrost
5
At the cost of a High Slot, the character may use True 10 Ice or True Invulnerability
School of
Grimfrost
Spellcraft 1
5
The character may deliver the "1 Normal" effect by packet, at no cost without requiring a
verbal.
None
Trickery of
Darkhollow
5
The character may use the Burrow Door effect by packet, at the cost of a Low Slot.
The character may use the Reduce effect once per combat, at the cost of a Low Slot.
The character may deliver the Cancel All effect at the cost of a Mid Slot.
School of
Darkhollow
Trickery of
Embercrown
5
The character may Reflect a packet delivered damage attack once per combat at the cost
of a Mid Slot. This may not be used against True effects or weapon delivered effects.
The character may deliver the Cancel <Named> effect at the cost of a Low Slot.
School of
Embercrown
5
The character may take a non-damaging, non-True effect as "5 Healing" once per combat
at the cost of a Mid Slot. The character, when using this ability should announce: "Taken
as 5 Healing," when using this effect.
The character may deliver the Cancel <Named> effect at the cost of a Low Slot.
School of
Everbreath
Trickery of
Grimfrost
5
The character may use the Phase Door effect, at the cost of a Low Slot.
The character may use one or two claws at no slot cost. When using these claws in
temperatures below 60 degrees Fahrenheit, the character may expend a Low Slot to gain
the Strength effect.
The character may deliver the Cancel All effect at the cost of a Mid Slot.
School of
Grimfrost
Warding Strike
5
While standing within weapon's reach of an ally, the character may use a Low or Mid Slot
to deliver the 5 Normal or 5 Silver effect by weapon or packet against an opponent.
None
Skein of
Darkhollow
Skein of
Embercrown
Skein of
Everbreath
Trickery of
Everbreath
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School of
Darkhollow
School of
Embercrown
School of
Everbreath
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Skills
Warrior
Man-at-arms, fighter, soldier, hunter, duelist; these are the men and women who stand on the front lines, who
punish their bodies at hard labor and in grueling hours of training. Warriors excel at feats of physicality and
combat prowess, often grimly battling on when other classes are fleeing or dying from the carnage that has
descended. Each warrior can choose from a wide range of weapons and abilities that match the play style that is
preferred. Warriors could choose a sword and shield to maximize their personal defense, or a choose a large two
handed weapon to deliver steady offense at long melee range.
All Warriors excel at melee combat, delivering bursts of offensive power at close range and persisting through
damage that would have defeated members of the other classes. Warriors can make maximum use of armor to
provide them tremendous endurance verses physical damage. Although Warriors lack access to magical (packet)
attacks, they can deter or harry opponents at range using archery or thrown weapons.
Weapon Use: Unless otherwise specified, all Warrior abilities may be delivered by boffer weapon.
Packet Use: Unless otherwise specified, no Warrior abilities may be delivered by packet.
Base Health: 10
Warrior Class Abilities
Warrior Skills
Build
Cost
Effect/Ability
Prerequisite
5
The character gains an additional swing with any Warrior ability that grants one or more
swings of damage or swings of an effect gained from using a Low, Mid, or High Slot. The
second swing must be used on a different opponent from the first.
Discipline
Mastery, Finesse
Mastery, Glorious
Mastery,
Vengeful Mastery
Battle Respite
0
The character may choose to reset a Low& Mid slot as well as all expended defenses by
focusing uninterrupted for 30 seconds. The player must state clearly: "Battle Respite 1,…
Battle Respite 30, Slot Refresh". If the player moves, or interrupts the count, the ability is
wasted and must begin again. This ability is should be symbolized by placing both fists
against each other in front of the chest.There are numerous locations in Memora where
this ability may be impeded as directed by a Marshal.
None
Bind Wounds
0
This ability allows the character to use the Bind Wounds effect at no slot cost, by hand,
on a bleeding or unconscious character any number of times per combat.
None
Bladeturn
5
The character may Reflect weapon delivered True attacks that strike his or her physically
represented armor by expending a High Slot and a use of the True Parry ability.
When Reflecting the attack, the character expends a High Slot and then says: "True
Reflect: <Named True Effect>" or "Reflect True: <Named True Effect>" and then striking
an opponent.
Parry
Command
Mastery
5
The character may deliver the 5 Reset Armor effect, by weapon, at the cost of a Low
Slot.
The character may deliver the 5 Healing effect by weapon, at the cost of a Mid Slot.
Path of Command
Battle Mastery
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Skills
Warrior Skills
Build
Cost
Defense
0
Diagnose
0
Discipline
Mastery
5
Effect/Ability
Prerequisite
- The character may defend against any attack up to three (3) times per combat at the
cost of a Low Slot, by announcing "Parry." All three (3) defenses are reset when any slot
is reset.
- Once Per Combat the character may defend against a True Attack (Weapon, Packet or
otherwise) using a High Slot. When defending against a True attack, the character
expends the appropriate slot and then says: "True Parry" or "Parry True".
All uses of the above abilities are reset whenever a slot refreshes.
None
This ability allows the character to use the Diagnose effect at no slot cost, by hand, on a
friendly allied character, any number of times per combat.
While the character still has an unused High Slot, he or she is immune to the Dissipate
effect.
None
Path of Discipline
5
The character gains the ability to use the Body tagline for their base weapon damage for
the duration of the Stance. The character's Stance remains in effect until another Stance
is gained. Activating or renewing a stance requires the character to announce the effect
at a normal speaking voice.
Path of
Vengeance &
Path of Discipline
5
The character gains the ability to deliver the Bolster Armor or Bolster 5 Health effect to
an ally (or self) upon seeing him or her physically block an attack with a weapon, at the
cost of a Low Slot.
None
Finesse Mastery
5
The character may defend against up to three (3) weapon-delivered effects that strike
his or her physical armor, each combat, at the cost of a Low Slot, each.
All three (3) uses of this ability may be reset by one use of Warrior's Battle Respite.
To use this ability, the character should announce: "Dire Parry" when using this ability.
Path of Finesse
Finessed Stance
of Discipline
5
The character gains the Threshold effect for the duration of the Stance. The character's
Stance remains in effect until another Stance is gained. Activating or renewing a stance
requires the character to announce the effect at a normal speaking voice.
Path of Discipline
& Path of Finesse
Glorious Mastery
5
The character may deliver the True Death effect at the cost of a High Slot.
Path of Glory
Glorious Stance of
Finesse
5
The character gains the Strength effect for the duration of the Stance. The character's
Stance remains in effect until another Stance is gained. Activating or renewing a stance
requires the character to announce the effect at a normal speaking voice.
Path of Finesse &
Path of Glory
5
The character may deliver the 5 Reset Armor effect, by weapon, at the cost of a Low
Slot.
The character may deliver the 5 Healing effect to him or herself, by weapon at the cost
of a Mid Slot.
Any Stance
Path of Command
5
When another character within weapon's length of you successfully completes a Battle
Respite, you may reset your uses of Parry and True Parry. This portion of Path of
Command may be used no more than once every 30 seconds.
When hit in a location where physical armor is worn, the warrior may chain an additional
bolster armor, targeting himself only, the next time he activates a Student of Command
ability.
Student of
Command
Path of Discipline
5
The character may deliver two swings of the Repel effect at the cost of a Low Slot.
The character may deliver two swings of the Disable effect at the cost of a Mid Slot.
Student of
Discipline
Path of Finesse
5
The character may block attacks using the Massive tagline with their weapons or shield
without taking damage.
Student of
Finesse
Disciplined Stance
of Vengeance
Field Hardening
Mend Armor,
Mend Self
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Skills
Warrior Skills
Build
Cost
Path of Glory
Effect/Ability
Prerequisite
5
The character may choose to take 10 damage instead of the normal effect when
targetted by the Terror, Berserk, or Dominate effects. The character should announce
"Wounding 10," when resolving this ability.
Student of Glory
Path of
Resolution
5
When a true effect resolves (is not defended) on the character the character may
refresh one high slot and their true defense using a 10 second Battle Respite.
Student of
Resolution
Path of
Vengeance
5
The character may use the Reflect ability against any non-True weapon delivered attack
at the cost of a Mid Slot.
Student of
Vengeance
Personal Combat
Refresh 1
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
High Slot
Personal Combat
Refresh 2
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
Personal Combat
Refresh 1
Personal Combat
Refresh 3
5
Upon announcing "Combat Refresh," the character's per combat slots (but no other
abilities) are immediately restored and ready for use. Usable once per event per time
purchased.
Personal Combat
Refresh 2
5
The character may Reduce any non-True instance of damage (from packet, weapon, or
otherwise) to 2 damage. The damage otherwise retains it's tagline. This ability may be
used up to three (3) times per combat at no slot cost.
All three (3) uses of this ability may be reset by one use of Battle Respite.
None
Resolute Mastery
5
The character may expend a High Slot, plant his or her feet, and then announce
"Resolute Master." Until he or she moves a foot, the character may deliver the Dissipate
effect at no Slot cost. Upon successfully resolving the Dissipate effect on an opponent,
he or she gains the 10 Healing and 10 Reset Armor effects, in addition to any other
effects of Dissipate.
Path of
Resolution
Slaying Blow
5
The character may use Low and Mid Slots to deliver the 5 Normal or 5 <Weapon
Tagline> effect by weapon.
None
Student of
Command
5
The character may deliver the Bolster 5 Armor effect by weapon at the cost of a Low
Slot.
The character may deliver the Cancel Berserk, Cancel Agony, Cancel Paralyze, or Cancel
Terror effects by weapon at the cost of a Mid Slot.
May not have
Student of
Resolution
Student of
Discipline
5
The character is immune to the Fear, Attraction, and Repel, effects.
None
Student of
Finesse
5
The character may deliver the 5 Body effect at the cost of a Low Slot.
The character may deliver the Stun effect at the cost of a Mid Slot.
None
Student of Glory
5
The character may deliver the 5 Massive effect at the cost of a Mid Slot.
The character may deliver two swings of the True 10 Normal effect at the cost of a High
Slot.
None
Student of
Resolution
5
The character may deliver the destroy effect by weapon at the cost of a low slot.
The character may deliver the dissipate effect at the cost of a mid slot. When a dissipate
effect delivered by this ability resolves the character may choose to either gain the
Bolster 5 Health effect or deliver his or her next Low or Mid ability at no slot cost.
May not have
Student of
Command
Student of
Vengeance
5
The character may take Body damage to their Armor total rather than their Health total,
when physically struck by packets or weapoins on a location covered by physicall
represented armor.
None
Reduce
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Skills
Warrior Skills
Build
Cost
Effect/Ability
Prerequisite
Path of Glory &
Path of
Vengeance
Path of
Vengeance
Vengeful Stance
of Glory
5
The character gains the ability to use the Massive tagline for their base weapon damage
for the duration of the Stance. The character's Stance remains in effect until another
Stance is gained. Activating or renewing a stance requires the character to announce
the effect at a normal speaking voice.
Vengeful Mastery
5
The character may deliver three swings of the Agony effect at the cost of a High Slot.
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The Organizations
These are the chosen factions of the Concordant Council. They are unique in their purpose, for they once
served as the singular groups responsible for protecting the Keys of Memora. Some rumor that they still
serve this primary charge. Each one has a calling assigned to them based on their talents, beliefs, and
interests. Many join Organizations for the stability they bring, to make a name for themselves, or to hone
their skills among the best. Organizations are renowned for their people; the kind of heroes whose names
are remembered. They are the movements and causes that bring meaning and purpose to the otherwise
chaotic world outside of civilization. Heroes choose them to make their mark on the world, change it, or
prove themselves to be a worthy part of it. Among their number are the Templars, the Caravel, the
Lorekeepers, and the Iron Legion.
The Templars
Rising from the ashes of the Organizations of Antiquity, the Templars exemplify honor, innovation,
strength, and virtue. They fight for a better Memora with their knowledge of artifacts, ingenuity,
martial combat, and will. No other Organization combines the multitude of schools of thought into
such a fine weapon as do the Adamant Brotherhood. They are unwavering, powerful, resilient, and
insightful. Those who join them wish to improve themselves physically, mentally, and virtuously into
weapons worthy of Memora’s glory. To do so they must rise above the fray, both inwardly and
outwardly, to find victory in their war for virtue. Heroes among the Templars find their calling as
sentinels clad in the armor of knowledge and with weapons forged of will.
The Lorekeepers
Formed from those who were left behind of the Librarians, Alizarins, and friends of lost heroes, the
Lorekeepers exemplify strategic knowledge, arcane secrets, education, and enlightenment. They are
custodians of Memora, though it is through the preservation and dissemination of knowledge that
memory survives. They are defenders of knowledge. They are the champions who are experts in their
chosen field. They are some of the most strategic of commanders and soldiers. They are the masters
of secret writings and ciphering texts. They are the purveyors of lost rituals and researchers of new
ones. In recent decades, the Concordant Council has relied on them in times of need. No other
Organization has access to, nor the ability to acquire, the same amounts of ancient information as the
Lorekeepers. Those who flock to their ranks do so because they find that the pursuit of knowledge
to be the ultimate tool, either for power, compassion, preservation, or for its own sake. Heroes with
the Lorekeepers find their calling as endless pools of strategy, magic, and lore.
The Caravel
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Formed from the some of the most adventurous hearts brave enough to dare the Wasteland. The
Caravel has brought civilization, culture, and stability to a wild frontier fraught with danger. Not mere
tradesmen or merchants, but a distinguished network of diplomats, travelers, crafters, and informants.
Heroes seeking fame and fortune have found their cause funded by this organization. Few in fact
have the resources to spread themselves so completely across Memora. Without them, recovering
from thousands of years of darkness and the Epochs of the Primordial would have been impossible.
Their cunning membership provides resources so desperately needed to keep the far reaches of the
world moving. Following a code of ethics and system of honor, the Caravel serves as the
infrastructure by which the Concordant Council relies upon to get things done. Those within the
Caravel come from every background seeking to make a name for themselves. The Caravel’s
reputation has made even the most nefarious of scoundrels, privateers, courtesans, bards, fixers, sellswords, and made-men into heroes. All seek to join the Caravel’s highest ranks so that their names
will be known far and wide. Heroes from the Caravel are known for their ability to adapt, manage
resources, and leave with a legendary reputation.
The Iron Legion
Formed from the broken remains of the Empire’s forces and the most brutal gladiators of the
Wasteland. The Iron Legion brought meaning and purpose to some of the most violent and deadly
beings to grace the surface of Memora. The Iron Legion is renowned for living and dying by the
sword. The Iron Legion keeps its ranks disciplined, agile, merciless, and lethal. Some would argue
that without the Iron Legion, the Concordant Council would have even bigger problems on its hands.
It was with their guidance that the Iron Legion gave the barbaric militant groups of Memora something
to aspire to. They serve as a symbol, that battle exalts the glorious and honors the brave. They are
the ones that the Concordant Council turns to when the greatest battles are before them. Their
hearts are not the cold iron that many purport them to be. In fact, those among the Iron Legion are
known for the passion they carry, they fight for their own higher calling, each member of the Iron
Legion is a Kingdom unto themselves. They bow to no Emperor, their shoulders are among the stars.
Heroes from the Iron Legion are known for their indomitable nature, and the fearlessness in combat.
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The Orders
These are where the brilliant, daring, adventurous, and inspired gather to take on greater challenges than
any other. The Orders are recognized by the Concordant council as elite and talented folk with a focused
set of skills. Without these skills, Memora would have few to turn to for their unique and highly-coveted
abilities. Only under the auspices of the Orders may the stranger talents of Memora be mastered, and only
at great risk. Those who seek membership within the Orders must seek them out and be prepared to prove
themselves. Hand-selected from among the elite specialists within each Organization, those who join
Orders are few in number, and fewer still survive. Among their numbers are the Wayfarers, the
Runemasters, and the Convocation.
The Wayfarers
The Wayfarers have mastered the paths of Memora. There is no place they cannot find, and fewer
places still that they are not brave enough to travel. The titles within their company bring awe to those
who hear them, be it a Fuguewalker, Dreamwalker, Farwalker, or Relicwalker. Without the
Wayfarers, many of the goals of the Concordant Council would be outside of their reach.
Organizations would not be able to function without skilled Wayfarer’s within their ranks. Within a
Wayfarer’s presence the world becomes both smaller, and much more vast. Wayfarer’s are known for
their far-off stare, their steady walk, and their ability to find passage through any place. These
nomads find company among one another rarely, but when they do, it is certainly to dare the strangest
places of Memora, on quests that would mean certain annihilation to those less talented. Their
secrets of travel are closely guarded, and the sacrifice they make for this knowledge, is almost
unparalleled. They have an almost spotless reputation among the denizens of Memora as the best
guides, scouts, path-finders, and metaphysicians the world has to offer. Their understanding of the
nature of Creation is unrivaled, for they step on the nails, stitches, and wrinkles it was made from.
Heroes from the Wayfarers find themselves among the most daring, cunning, and weathered
adventurers to journey the far realms of Memora.
The Convocation
Reborn from almost utter destruction, the Convocation serves as a reminder to the mortal denizens of
Memora that they are it’s true inheritors. The Convocation stands as a symbol of the unshaking will,
dedicated to eradicating Infernal influence from Memora. The Concordant Council could not hope
to restore Memora without them. Lead by the Ancorum, they are comprised of Sanctifiers and
Absolvers. They stand to uphold the Conordance through banishing, rebuking, exorcising,
castigating, cleansing, vanquishing, or utterly destroying anything that hails from the Abyss. Those
who join the Convocation do not do so lightly. Their understanding of the Infernal is hard to match,
and those who wish to deal with it wisely turn to the Convocation for aid. Any Organization that
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counts members of the Convocation within their ranks is blessed with the knowledge, tools, and
tactics to deal with the Infernal. To be among their ranks is to be like a quickly burning flame
threatened by all the dark winds that scream from the Infernal. Heroes from the Convocation have a
reputation of being unshakable, direct, insightful, and deadly. Their lives may be short, glorious, and
un-recognized. However, those that do survive their calling are among the most revered Heroes of the
Primal.
The Runemasters
Made from tougher material than your average group, the Runemasters have helped shape much of
the Memora we know today. The art of Runes is a mystery to most, dangerous to some, and an
indisputable weapon to others. The Runemasters pride themselves on their knowledge of not only
Runes, but the best ways in which to use them. Runes are much more than markings to Memora. Rune
stones are a prize among all the peoples of Memora, for the act of gathering them, crafting with them,
and understanding their nature is the same as mastering the land itself. The act of naming, crafting,
and shaping the world to one’s will connects the Runesmith with the greater world around them, and
exemplifies their inheritance over the Primal. Without the Runemasters, the Calendar would be
nothing but an enigma wrapped in an indecipherable puzzle. In addition, their mastery over Arcanism,
the art of combining material engineering with magical power, is unrivaled. The Organizations would
be without the right equipment or knowledge would it not be for the Runemaster among their ranks.
Those who join the Runemasters do so because they can hear the true-names of Memora calling to
them, they hear the hum of Creation and must respond.
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The Orisons
Here is where those who wish to reach for greater meaning aspire. The constellations in the sky carry
more meaning than before. Those who are born under an Orison sometimes find that they gain strength
from identifying with their archetypes. Orisons are exemplary of the greatest virtues of the Primordials.
Born during the Age of Myth, ever have they been instrumental in guiding Memora. Some strive towards
the values that bring balance, serenity, understanding, and power to the world. Some cannot help but
bring conflict as they mirror those who define them. These Orisons represent the ideals upon which
heroes are built. Those who exalt their chosen progeny of the Primordial, emulate them, seek their power,
and through them, hope to elevate themselves. The Orisons are numerous, each with their own qualities,
oaths, virtues, and vices. Those who choose to exalt an Orison find hidden power within them when their
actions, thoughts, and ideals exemplify that for which their Orison stands. Moving through each
Primordial cycle there are four Orisons, one from each of four Pantheons for a total of sixteen. These four
Pantheons are Purity, Might, Eminence, and Wisdom.
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The Pantheon of Purity
The Orisons within the Pantheon of Purity are among the most incorruptible powers in Creation. They
embody that which is the essence of creation, dynamism, genesis, growth, passion, and untamed beauty.
The Orisons within this Pantheon find a common purpose in preserving the balance of Memora. They
seek to restore, explore, create, and purge that which does not belong in the Primal. Those who become
supplicants to these Orisons find that many turn to them when seeking the truth of the world. This is the
kind of understanding that can only be found with faith in the ideals present in beauty, compassion,
creativity, and innocence. To exalt an Orison within the Pantheon of Purity is to purge that which seeks to
subdue identity, purpose, virtue, or meaning from ones own being. Those on this journey find it to be a
hard road, as Memora is full of strife, corruption, and pain. Heroes among their ranks find kinship in their
ideals for a better Memora, free of these evils, and a helping hand to guide them.
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Delphexia - The Oracle
The eyes ever gazing toward the brightest of futures, she is the hope that swells upon the sight of the
first fallen snow. Her domain lies over that which is new or soon to come. Every life walks the infinitely
branching paths of infinite possible futures. The Oracle sees them all and some say she bestows her
sight upon her chosen when the need arises. Her followers exult her through their constant drive
toward harmony with between what has passed, what is, and what is to come. These Three Pillars of
Delphexia together form the Threshold, where the faithful may celebrate rites of passage or the
Turning of the new year in late Grimfrost while the days grow ever longer and the snows glisten under
the rays that will melt them at last.
Maiyarra - The Mother
The loving arms that nurture the young and comfort the old, she is caregiver and life-giver.
Her voice is heard as the call of creation that echoes across the darkening sky at their height of
Everbreath’s most violent of storms. The thunder from her lips reminds her followers that the
tempests that will wash away what is dead and nourish that which has found new life are upon them.
Her Embrace is one consoles as easily as it protects. All living things are her children and like the
ferocity of the she-bear she is said to strike out against those that would do them harm. Her faithful
make no distinction between the creation, preservation, and cultivation of all life. Times of birth and
planting are celebrated with much ceremony as Maiyarra watches with love in her eyes over all of
nature’s beginnings.
Valgarin - The Zealot
The violent schism separating those of true passion from the pretenders, he is as exemplary as he is
divisive. His desire is for action over endless words, deeds over empty promises. He grants favor upon
those whose fervor gives them strength to pass through the trails and crucibles of life and like cinders
from a volcano, they harden preserving each and every scratch and scar. His followers know that the
rightness of their cause is of no consequence to Valgarin, he cares only for their devotion to it. It is
not an uncommon sight for the faithful to see others like them on the opposite end of the battlefield,
marked like themselves with The Zealot’s Commission. He stands with a raised fist almost at the apex
of Embercrown’s brilliance, but the flame that burns twice as bright burns half as long.
Bliss Harmonia - The Artisan
The strike of inspiration that guides the painter’s brush and the composer’s quill, she is the muse to all
those across Memora for whom creativity is life. Her sometimes cold perfectionism can make her
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difficult to please. She expects to be exalted with the purest of expressions be they ballads, plays,
sculptures, or paintings. The patience of Grimfrost’s early nights is the virtue by which her faithful
hone their craft like a well-polished gem until its brilliance is undeniable. Still she sings softly in the
melancholy twilight when the inventor has reached his wit’s end, promising that soon she will descend
once more and shower her gift upon him like so many falling leaves.
The Pantheon of Might
The Orisons within the Pantheon of Might are among the strongest forces in Creation. They embody that
which is the essence of battle, strength, valor, vigilance, and honor. The Orisons within this Pantheon find
a common purpose in fighting for that which they care for. They seek to survive, guard against, hunt, and
battle the forces that would destroy the Primal. Those who wish to become supplicants to them must
exemplify this kind of strength, courage, and bravery necessary to win such a war. Many turn to those
who exalt the Pantheon of Might for their strength, training, and protection. To exalt the Pantheon of
Might is to expunge weakness from ones being. Those on this quest find it hard, for Memora is filled with
doubt, frailty, suffering, and betrayal. Heroes among their ranks find kinship in the song of battle, being
united as comrades in arms against the terrifying threats against Memora.
Kerukes - The Herald
The swift, resounding cry throughout the wasteland, he is the undaunted harbinger of the word and
communication for good or ill. Kerukes’s strength springs from honesty and transparency, no
distractions or hindrance to cloud the exchange of ideas. So like the driving rain he washes away the
silt and extinguishes the fires of misunderstanding before they erupt into an inferno. Those who seek
communion with The Herald strive to live a life unfettered by petty material concerns, a simple life
which allows for them to take in the value of others as they come. The essence of communication is
aimed at the preservation of life, to that end Kerukes is offended by the spilling of blood. His purview
over the sanguine is in the remembrance of family lines legacies. Those who refuse to learn from their
fathers’ mistakes are doomed to repeat them.
Leorte’Amus - The Huntress
The tireless stalker on moonless nights, she is the unseen bolt from the shadows that lashes forth
upon the weak who are her prey. Sure-eyed and fierce, Leorte’Amus is the warden of all that lives
and dies in the wild places of Memora. It is by her bowstring that lets fly the arrows of death, smiting
the unworthy and thinning the heard should nature’s denizens grow too numerous and untamed in
Everbreath’s throes. When all is dark and nothing but the Wasteland is visible for miles, it is said that
Leorte’Amus grants the smallest of her favors to the bewildered ranger, igniting a mighty flash from
the sky to illuminate his way, if only for a moment. Calling those faithful to her to a life a discipline, the
Huntress cares deeply for those under her protection. Her quick temper is thought by some to be
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quite an ill match for one who values such composure and discipline. However, no one would be so
foolish as to question her duality openly for fear of becoming her next quarry.
Maxorian - The Champion
The towering pinnacle of success at all costs, he is the victor among victors and a model for every
would-be competitor in all of Memora. Unbridled competition is the flame that burns away the
impurities and leaves only the best in those who compete. Followers of Maxorian believe that all life
can be filtered through the lens of competition. With this in mind, swordsman, hunter, bricklayer,
jeweler, baker and stablehand alike all strive to prove their valor by being the very best at whatever
task they undertake. Valor is considered the highest of virtues, but it is well understood by the faithful
that victory’s price will not leave them unscathed. Oftentimes, to ascend above all the rest in a blaze of
glory, is to leave naught but ash in one’s wake. Tenacious and gallant as he is ruthless, The
Champion’s highest ideal is that history is written by the victors, the vanquished have no voice.
Vigil - The Guardian
The sentinel against the ever-present aggressor, through unbreakable will and courage like steel she
shepherds the unwashed of the land through inevitable periods of warfare and stride. Unlike her
mighty siblings it is perhaps Vigil that understands war the most. War is hell and upon it’s altar are the
innocent sacrificed, but with every year as Grimfrost swells, her unending watch is a reminder that it is
in strife and struggle that the weak find their strength like a steel blade folded again and again by the
blacksmith. Those faithful to her hold protection and defense amongst their highest virtues and will
stand steadfast for the sake of those who fall under their charge. Still, in Vigil’s solemn task she
reflects a glimmer of hope. The fight to protect the innocent is one that ends on the day that the
innocent no longer need protecting. Wars do indeed end and she continues to guard until that day
comes.
The Pantheon of Eminence
The Orisons from the Pantheon of Eminence are among the most elevated entities in Creation. They are
formed of that which is the essence of nobility, status, wealth, and majesty. The Orisons within this
Pantheon find a unifying principle in understanding the journey to greatness. They seek to exalt, lead,
judge, and inspire the denizens of Memora to the great potential within. Those who wish to become
servants to them must exemplify their purpose, command, discipline, and reverence to raise Memora from
darkness. Naturally, many turn to those who exemplify the Pantheon of Eminence for their natural
charisma, reliability and guidance in times of need. To exalt the Pantheon of Eminence is to hold oneself
to higher requirements than those of others, and seek greatness from others in the process. Those on this
path find it hard, for Memora is filled with treachery, lies, debasement, and squalor. Heroes among their
ranks find kinship in their understanding that to rule, one must rule themselves with great will, and find
unity in purpose to realize great potential.
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Skills
Nai de’Moc E’koj - The Comedian
The richness found in uproarious fits of genuine laughter or the uneasy chuckle from the bite of satire
that settles like a cold mist upon its target, his cavalier attitude and boisterous persona earn his place
upon the stage of Memora. The value of a performance is in it’s fleeting nature, seen only once by
one audience, then never again. Deftly oscillating between caricature and critic, he encapsulates the
irony of Grimfrosts wane. Death giving way to life can be truly humorous and as the suns rays turn the
melting ice to vapor on cool Everbreath mornings. His one-man-show enraptures the faithful in a
constant reminder that life need not always be so grave. Even the worst of luck can change in an
instant and when it does, one may just glimpse the single red rose of the Comedian lingering nearby.
After all, a performer must always take credit for his work and Nai de’Moc E’koj expects his bow to
be met with a standing ovation.
Pravitel - The Prince
The crown and scepter that marks the chosen ruler, he is the glimmer of opulence and gold upon the
crests of nobility. Benevolent yet strict, the Prince is the model of the even-handed ruler, demanding
no more of those who serve him than he would of himself. The halls of lords and kings echo with
petitions to Pravitel in times of crucial decision-making and only items of noted finery are offered up
to him in exaltation. His followers know and understand that their Prince asks that tradition be
maintained above all else. The values of family, patriarchy, home and hearth will garner the highest of
blessings. Resplendent in his ascension toward Embercrown’s glory, his eminent domain is parceled
among his followers by divine right. The faithful know their place, be they ruler or servant, to ensure
that Pravitel’s order endures.
Sbo J’evets - The Merchant
The peal of the bell that puts hearts to racing as the market opens each day, he is the overseer and
regulator of commerce itself. No trading of goods or services takes place outside of his knowledge,
the honest are rewarded, the dishonest are punished. The flow of coin is the lifeblood of civilization
and Sbo J’evets is the ever present patron in fostering the wealth of nations. He smiles upon the
well-trodden paths of heavy-laden caravans and blesses the sands that cover the boots of those
travelers along their journey. Nearing the end of Embercrown and the peak of Darkhollow, he
welcomes the harvest. The faithful know his blessings are given to those traders and businessmen
most devoted to their craft. The accumulation of wealth alone is not enough, it is the Merchant that
commands that commerce be carried far and wide and exchange be conducted where the need is
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Skills
greatest. There and only there does true value lie, where the buyer and the seller are not adversaries,
but partners.
Gavel - The Judge
The unwavering arbiter and unflinching paragon on impartiality, he strikes at the heart of falsehood
that the diamond of truth may be unearthed from beneath a mountain of lies. The high honor and
authority granted by the law is on full display in The Judge’s presence. The faithful endeavor to
display their determination in all challenges they encounter, for no high mountain to be climbed is half
so daunting a task as the arbitration of true justice across Memora. It is in living a life of truthfulness
that followers of the judge are most richly rewarded. It is said that being unhindered by the burden of
lies is akin to standing alone upon a mountaintop and worth more than any chest of gold. Those
weighed on the scales of justice and found wanting are punished, and Gavel’s mighty hammer falls only
once. As the stillness of Grimfrost settles over the land, all know that his verdict is final.
The Pantheon of Wisdom
The Orisons within the Pantheon of Wisdom are among the most enlightened beings in Creation. They
embody that which is the essence of understanding, knowledge, insight, vision, and unrivaled awareness.
The Orisons within this Pantheon find a common purpose in guiding Memora through their near limitless
sight. They seek to unearth, unravel, falsify, and discredit that which does not belong in the Primal. Many
turn to followers of these Orisons for their obvious skill in discovering the nature of Memora, or
themselves. Those who exalt this Pantheon seek to quiet their minds of deception, obfuscation, fear, or
arrogance. To seek great understand begins with humility, a willingness to learn from ones mistakes, and
an openness to strange answers that await them. Those who set upon this path for enlightenment may find
it to be the hardest of the Pantheons to pursue, as knowledge never comes without a price. The world of
Memora is filled with madness, damnation, hubris, and paradox. Heroes among their ranks find
themselves among peers on the same journey for understanding, and those whom they may seek the same
from them.
Zae’Zurel - The Wanderer
The ever amorphous window into the fate of all Memora, shifting and changing like endless
formations of cloud, he is the keeper at the gates of destiny. Zae’Zurel’s fleeting and nomadic nature
gives insight to the nature of his very domain. He is everywhere yet nowhere, just as fate is unwritten,
yet unavoidable. His voice can be heard in the gentle Everbreath breezes that shapes the cumulous
and the faithful know they need only look skyward in order to catch a fleeting glimpse of the
Wanderer’s presence. Zae’Zurel’s followers place a great deal of importance on the shaping of their
lives as they allow him to order their steps. To the Wanderer, wisdom is born of mindfulness and
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contemplation upon the course of one’s life. Many are the branching pathways and one must always
mark where they intersect. Too often the fates of others ultimately are what shape our own.
Ten’sei - The Ascetic
The smoldering brand that forever marks that which the Infernal has tainted, his is the wisdom of pain
and tribulation. So many walk the lands of Memora blind to the forces that would see the land
corrupted and brought to ruin, but those for those whose lives then Infernal has destroyed and left
them alone in the smoldering ruin, there they will truly see for the first time. Through the smoke of their
pain will Ten’sei grant them insight into the true enemy. His followers know well the corrupting
influences of pride and opulence and so eschew such worldly temptations with unparalleled discipline.
The Ascetic calls his faithful to dedicate themselves to the cleansing of Memora of the Infernal’s
defilement. The world must be healed of its blindness, through Ten’sei they may yet see.
Shengren - The Sage
The tired old eyes that gaze wistfully upon the repeated errors of history, he bears witness to the
folly of all in eternal hope that lessons may be learned. Shengren lends the wisdom that comes with
age and experience to his petitioners. The rash actions of young men are met with silent disapproval
from The Sage who has seen the same mistakes before and will see them yet again. His followers are
taught to value the wisdom gained from their failures. It is through the failure of others as well that one
learns cunning, tact, and caution. It is patience and discipline that are Shengren’s virtues. A man
dying a thirst in the desert under the heat of Embercrown should be deceived by a mirage only once.
For the same man to have his hopes dashed a second time places him among the ranks of the truly
foolish.
De’Jima - The Scholar
The silence that falls in the long, cold nights of endless reflection, he is the greatest among teachers
and bestows his knowledge upon those who choose to receive it. Like the branching, unlit expanses of
a great cavern, so are the lost bastions of knowledge and secrets sill hidden throughout Memora. In
recent decades it is the faithful of De’Jima who have learned the virtue to be had in uncovering the
gifts that time has obscured. The Scholar requires that his followers not only be learners but that
they too follow his example and share their knowledge with those most in need of it. Standing near the
apex of Grimfrost before the cycle begins anew, he is the consent chronicler scribbling frantically
upon parchment as the candle flickers for the final time. For it is in the stillness of the coldest nights,
just before the book closes, that wisdom is born in contemplation of the unexplained.
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Skills
Cultures
Much broader and less defined than Organizations, Orders, and Orisons, are the traditions people
maintain. Several kingdoms were lost before the Great Eclipse and some perished under its terrible gaze.
Many who count themselves among the ranks of the heroes commonly descend from one of the following
cultures.. There are several scattered societies and peoples across the Wasteland that have garnered the
reputation of preserving their heritage despite these strange times.
The lost Kingdom of Yaun Xain
Once a thriving Empire of its own a thousand years before the rise of the Eclipsing Empire, it was a
great force for order and law. It reached from the lower left of the great continent to the lower right.
Never penetrating far inland into the great Forest of Boa-Tang it was a nation of seafaring folk.
They had a great number of small settlements that dotted the many islands in the Southern Ocean.
It was referred to by its inhabitants as the Ocean of Thunders Reach.
The people of this general region tend to be stoic yet caring, and have a tendency to follow those
laws explained to them. Their dress consists of simple, long silk robes with basic to elaborately
embroidered depictions of dragons, cranes, tigers and other animals believed to be mystical.. They
favor wide brimmed reed hats and flat soft sided shoes. While these are not the only styles they are
the most common.
The Folkmar
“A steady eye and steady steel is all I require, a fair price and a handshake will bind the deal”
--Cassius Majoris, broker and bodyguard
The Folkmar were a nomadic people who ceased to wander once the sun rose. Having found a home
near to what is now known as the Bothvar Barrow Wells, these ex-nomads built a hamlet which has
grown over the past four hundred and fourteen years into a stable colony of warrior tradesmen. The
Folkmar peoples are renowned for their love of the hunt, a keen blade, and a forthright willingness to
haggle-a trait from their nomadic days that has carried over to the present. Often times seen wearing
furs, they also have been known to wear long tunics or flowing robes. Contemporaries find the belted
tunic a more casual approach to daily activities wherein ceremonial furs and armor are worn for special
occasions and battle. A dagger may always be found at their side to seal a deal in their brutal
tradition of “Abstergo,” wherein the two parties make a cut lengthwise along their left arm, grab the
blood in their right hand and then shake hands. This supposedly cleans the slate or clears the deal
making way for the next deal or arrangement.
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Skills
Rosado – The City of Freedom
As the sun sets over the ocean, it gleams off the sand covered walls of the city of Rosado. People
come from miles around to visit Rosado, rich or poor. It is a place where you can make a name for
yourself, or end up washing out with the tide. In Rosado, only the strong survive…the strong, or those
that have a talent in pleasing others.. After all it was a guild of entertainers that founded Rosado
shortly after the collapse of the Empire. They wanted a place where people could come and enjoy
themselves, take their minds of their troubles, and leave all their money. They say the people of
Rosado aim to please, especially themselves.
The Jaital
This great culture was once powerful and vast, predating the Eclipsing Empire and most other
known cultures. The Kings of this culture swore an oath of allegiance to the Eclipsing Empire and
were granted their current lands and ranks with one exception, their King would be known as prince
and life would go on as normal. The people were happy and their lives appeared to go on,
unaffected. Modern Jaital culture, much like the city itself, has been ravaged by time, and only faintly
resembles what it once was. The culture revolves around a few primary beliefs. First and foremost,
the Immaculate Hierarchy, a belief that the last Jaital king leveraged to ensure the loyalty of the
Jaital people to the Empire. The Immaculate Hierarchy, in the simplest terms is this: everyone plant,
animal, and person has their place in their world, and that place must be respected above all else. This
shows itself in many ways, the most striking is the rigid caste structure of the Jaital. Jaital society is
structured with the family of the Prince at the peak. During the Eclipse, the last Jaital king
proclaimed to the people that he was swearing fealty to the Emperor, as he recognized that the
Emperor sat above him in the Immaculate Hierarchy. While the populace would grow to disbelieve
this over the time of the Eclipse, the unquestioning belief in the Immaculate Hierarchy was enough for
the Jaital people to accept this change without a question.
The Lost Nionians
Nionia is not so much a culture, as a lost civilization. The Nionians are given credit for many of
Memora’s incredible artifacts. During their time they built great wonders on such a scale that Memora
was forever changed. Today, all that is left of them is their ruined city. Nionia, with it’s elaborate
architecture, lore, dangers, and mysteries, sits as a ruined reminder of the Hubris of their great
people. Much of the progress made during the Resurgence is credited with the discoveries made in
Nionia. Their Arcanism, as it is today called, was a blend of runes, engineering, rituals, and
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Skills
mysterious lore. Much of this ingenuity has seeded the accomplishments of the new Organizations,
Orders, and Orisons. These gifts are taken with caution. Some great calamity befell their people,
and today, very little is understood as to what heights they reached. It is as if Memora itself seeks to
hide the once great city with each crisis. Despite the danger of its exploration, the knowledge and
majesty within its walls is too great to resist.
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Skills
Backgrounds and General Skills
Backgrounds:
At character creation, each character chooses a Background and Organization which each grant one or more
General Skills. Later, in-game when if your character chooses an Order or an Orison, that association also grants a
General Skill. The skills granted to you by your Background(s) are yours to use forever. The skills granted by
membership or direct association with an Organization, Order or Orison, are accessible to you only while you
retain that membership and are immediately lost if you lose that association for any reason.
Although Backgrounds and General Skills usually have no impact outside of the Dynamic Action System (DAS),
they help you define and flesh out your character’s background.
Additional backgrounds can be purchased for your character up to a total of 3 backgrounds through the RP Shop.
See the Appendix for the RP Shop costs. Backgrounds marked in red must be purchased through the RP Shop.
Some Backgrounds grant similar skills. Having a skill more than once can have an impact on DAS encounters,
effectively granting you or your group additional impact. Further, there are objects and Runes within the game
world that can also enhance General Skills in a similar fashion.
Backgroun
d Name
Well-Off
Craftsman
Tracker
Soldier
Entertaine
r
Thief
Steward
Scribe
Description
Whether by birth, hard work,
or larceny, your character
has experience with, and an
eye for wealth.
Talented at producing goods
in the form of tools, luxury
items, buildings, pieces of
art, or otherwise; your
character has a knack for
finding the best materials
and using them to build
quality products.
Scouts and Rangers, trackers
excel at wilderness
navigation and survival.
Successful soldiers are aware
of their surroundings, adept
at surviving tough
circumstances, and learning
from mistakes their
opponents make.
Entertainers are characters
that persuade, either by
music, oration, logic, trickery,
or through the exercise of
knowledge.
Thieves have made their lives
by deception, usually starting
on the streets as pickpockets
and working their way up to
greater acts of burglary.
Stewards are responsible for
developing land and
maintaining holdings.
Adept at the written word,
geography and mathematics;
scribes fill the ranks of
librarians, accountants, and
occasionally serve as key
functionaries in less savory
enterprises.
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General Skill 1
General Skill 2
General Skill 3
Stealth
Insight
Prospecting
Crafting
Prospecting
Attunement
Scouting
Insight
Cartography
Tactics
Scouting
Insight
Rumormonger
Medium
Attunement
Stealth
Attunement
Rumormonger
Prospecting
Tactics
Crafting
Medium
Crafting
Cartography
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Skills
Sailor
WellTouched
Seer
Sailors comprise ranks of
merchants and pirates, and
usually have a knack for
knowing where they are,
finesse in their movements
aboard ship, and skill at
dealing with diverse peoples
and customs.
This Premium Background
(See RP Chart in Appendix)
represents a deeper
connection to the Wells that
dot Memora.
This Premium Background
(See RP Chart in Appendix)
represents exceptional
perceptive abilities.
Cartography
Survival
Tactics
Attunement
Scouting
Medium
Medium
Insight
Stealth
General Skills:
Secondary Skill Name
Secondary Skill Name
Used with Dynamic Action
System:
Attunement
Attunement
Cartography
Explore
Crafting
Craft
Insight
Insight
Medium
Medium
Prospect
Gather
Rumormonger
Gather Information
Scouting
Reconnaissance
Stealth
Covert
Tactics
Assault
Organization Skills
Granted by membership to, and
enabling associated actions with
an Organization:
Restoration
Templar associated actions
Deep understanding of the order of the world, and how to rectify
things that are out of balance. Correcting corruptions found in the
world, holding to virtues and oaths.
Strategy
Iron Legion associated actions
Large and encompassing military planning, and world-scale war
efforts, both in execution and logistics to support these operations
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Typical Uses
Temporarily meld one's psyche with objects, wells, or elements in
order to learn more about them. Extremely dangerous for anything
more than short times, and may take a toll on the the psyche and the
item or location
Read and understand maps. Knowledge of navigation and
orientation in all types of environments
Create and Modify Items of all types in play
Cast your vision and awareness far to gain access to information.
Information will be of a broad nature and the process does contain
risk.
Communicate with ancestor spirits and lesser representatives of
Orisons to gain knowledge through a host. Can be risky both to the
medium, and in the form of the presence hosted
Identify sources of wealth and valuables. Identify the best ways to
extract and obtain these things
Distribute and gather information to and from a wide range of
sources and people
Tracking, military assessment, situational information acquisition,
and observation of others
Familiarity with techniques like subterfuge, concealment,
assassination, and spying
Unit and formation tactics, understanding of martial and direct
actions on a small scale
Typical Uses
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The ability to architect and understand complex social and business
transactions, treasure hunting, wealth expeditions, and advanced
appraisal.
Familiarity with all forms of information storage, archival, and
retrieval.
Venture
Caravel associated actions
Lorefind
Lorekeeper associated actions
Order Skills
Granted by membership to, and
enabling associated actions with
an Order:
Consecrate
Convocation associated actions
The ability to identify, ward, or remove the taint of the abyssal from
the natural world
Wayfind
Wayfarer associated actions
The ability to understand the complex relationships and paths of the
fugue, navigation of places beyond the normal world
Innovation
Runemaster associated actions
Obfuscate
[REDACTED] associated actions
Orisonology
Granted by association to, and
enabling associated actions with
an Organization:
Orisonology
Typical Uses
The ability to create new and never before seen works of both
ingenuity and powerful design using Runes or Arcanism devices.
Mastery of tradecraft and the ability to plan and execute complex
operations from the shadows including advanced espionage and
concealment
Typical Uses
Knowledge of orison beliefs, habits, and ceremonies. Understanding
of how to appease the Orisons, and how to Exalt them. Occasionally
may provide information about future events directly related to the
Orisons.
Orison associated actions
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Equipment
Acquiring Equipment:
Eq u ip me n t i s u s ua ll y ac q ui r ed i n o ne o f t hre e wa ys :
1 .) Fi nd i n g i t i n - g a me . – M an y o f yo ur a ll ie s o r o p p o ne n t s ma y h a ve acc es s to gear . Yo u s ho u ld
al wa ys keep a n e ye o ut f o r a n o p p o rt u n it y to b e g , b o rro w o r s tea l it.
2 .) Cra fti n g b et we e n e ve n t s o r o n - s it e a t e ve n t s b y a c har act er wi t h t he Cra fti n g Ge ner al S k il l
and ap p r o p r iat e r e so ur c es. A c h ara cter wi t h t he Cra fti n g Ge n era l S k il l c an al so up gr ad e
eq u ip me n t, r e - fo r gi n g a co m mo n we ap o n to a n u nco m mo n , o r r are o n e, o r ad d i n g ad d i tio na l
p ro p erti e s t hr o u g h t he u se o f Ar c a ne fo r mu l a e.
3 .) P urc ha s i n g o utr i g ht o n -s ite at a n e v e nt o r at lo gi st ic s fro m t he C ara ve l.
- P ur c ha s i n g i n - g a me i s d o ne at wh a te ve r p ri ce t h e C ara ve l o r t he ir rep r e s en ta ti ve s et,
wh et h er i n tr ad e o r fo r Marc s ( t he i n - ga me c urr en c y).
- P ur c ha s i n g a t l o g i st ic s i s d o ne i n Marc s a nd a t a p rice t ha t re fle ct s ap p r o xi mat el y
d o ub le t h e va l ue o f t he r a w re a ge n ts req uir ed to cra ft t he it e m.
4 .) P urc ha s i n g b e t we e n e v e nt s f o r Re so urc e P o i nt s (t he b e n e fi t we o ffe r i n th a n k s fo r
vo l u n te er i n g o r d o nat i n g to t h e ga me ).
- O nl y cer t ai n it e ms a nd r ar it ie s a re a v ai lab l e fo r p urc h a se wi t h Re so urce P o in ts .
- Co m mo n it e ms ar e us u al l y so ld a t a rea so nab le r ate, wi t h le ss co m mo n it e ms co sti n g
ma n y mo r e RP s. See t he Ap p e nd i x fo r d e ta il s.
Equipment Benefits:
Eq u ip me n t c a n p r o vid e n u me r o us b e ne fit s. Ke y a mo n g t ho se are t he ab i l it y to o ffer ad d i tio n al u s es
o f yo ur cl as s ’ s d e fe n se at t h e co s t o f Lo w Slo ts (o r e ve n T r ue d e fe n se s a t t he hi g he s t ge ar l e vel s ),
o r mo re i mp o r t a nt l y ad d itio n al S lo t s fo r u se wi t h yo ur ab i li ti es. F ur t her , eq uip me n t ca n b e
au g me n t ed b y t h e ad d it i o n o f Ar c a ni s ms , R u ne s, o r R u n es to ne s o r E nc ha nt me nt s. T he se eac h us e
up b et wee n 2 a nd 8 “So c ke t s”. Ap p l yi n g a u g me n tat io n s u s ual l y req u ire s a Lo st Art. I f yo u a re
cap ab l e o f cr ea ti n g a n a u g me n ta tio n, yo u ca n al so re mo ve (a nd lo se al l b en e fi t/r eso ur ce s o f t he
Au g me n tat io n) o r o v er wr ite i t wi t h a no t h er.
Equipment on the Character Sheet:
Yo u ma y ele ct , d ur i n g t he co ur se o f t he g a me, t o cla i m p e r ma ne n t o wn e rs hip o f t h e eq u ip me n t y o u
u se. At t ha t ti me , yo u m a y co nt act lo g is ti cs a n d tu r n i n a n eq u ip me n t c ar d to ha ve i t p l aced o n
yo ur c hara cte r s h ee t, p e r ma ne nt l y. Up o n d o i n g s o , t he it e m i s b o nd ed to yo u a nd wi l l fi nd i ts wa y
b ac k to yo u up o n Re ma n i fe sta tio n . A co n sid er ab le b e n e fi t o f t hi s is n e ve r h a vi n g to wo rr y ab o u t
lo s i n g yo ur i te m ( o r it ’ s car d ) , b u t t h ere i s a d i s ad v a nta g e i n t ha t t here i s no k no wn wa y to trad e
o r se ll t he it e m, t her ea ft er .
- No te : So me it e ms ca n no t b e sto red o n yo ur c har acte r s h ee t, a nd so me ra re ab i li ti es
ma y al lo w f o r t a ki n g it e ms o ff o f yo ur c h arac ter s he et.
Equipment Examples:
Equipment
Name
Bow /
Crossbow
Bow /
Crossbow
Type
Weapon
Weapon
Quality
Damage
/ Armor
/
Health
Extra Slots
Granted
Properties
Materials to
Craft (in
Essence)
Cost to
Buy from
the
Caravel
(in
Marcs)
2
N/A
- Used for Weapon Damage
- Cannot receive any
modifications (0 Sockets)
N/A
0
2
None (May
grant a low
slow with
Runestone)
- Used for Weapon Damage
- Normal Tagline or Bane vs
Fey
- 2 Sockets available for
modification
4 Common
40
Rusty
Common
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Equipment
Name
Bow /
Crossbow
Type
Weapon
Quality
Damage
/ Armor
/
Health
Extra Slots
Granted
Properties
Materials to
Craft (in
Essence)
Cost to
Buy from
the
Caravel
(in
Marcs)
2
Low (May
grant
Low+Mid
with
Runestone)
- Used for Weapon Damage
- Silver Tagline
- Immune to Destroy
- 4 Sockets available for
modification
4 Common,
4
Uncommon
120
- Used for Weapon Damage
- Magic Tagline
- Immune to Destroy
- 8 Sockets available for
modification
4 Common,
4
Uncommon,
4 Rare
280
Uncommon
Bow /
Crossbow
Weapon
Rare
2
Low (May
grant
Low+Mid
with
Runestone)
One
Handed
Weapon
Rusty
1
N/A
- Used for Weapon Damage
- Cannot receive any
modifications (0 Sockets)
N/A
0
1
None (May
grant a Low
Slot with
Runestone)
- Used for Weapon Damage
- Normal Tagline or Bane vs
Fey
- 2 Sockets available for
modification
4 Common
40
1
Low (May
grant
Low+Mid
with
Runestone)
- Used for Weapon Damage
- Silver Tagline
- Immune to Destroy
- 4 Sockets available for
modification
4 Common,
4
Uncommon
120
- Used for Weapon Damage
- Magic Tagline
- Immune to Destroy
- 8 Sockets available for
modification
4 Common,
4
Uncommon,
4 Rare
280
One
Handed
One
Handed
Weapon
Weapon
Common
Uncommon
One
Handed
Weapon
Rare
1
Low+Mid
(May grant
Low+Mid+H
igh with
Runestone)
Shield
Weapon
Any
N/A
N/A
- Can block physical attacks
N/A
0
Throwing
Weapon
Rusty
1
N/A
- Used for Weapon Damage
- Cannot receive any
modifications (0 Sockets)
N/A
0
1
None (May
grant a Low
Slot with
Runestone)
- Used for Weapon Damage
- Normal Tagline or Bane vs
Fey
- 2 Sockets available for
modification
4 Common
40
1
Low (May
grant
Low+Mid
with
Runestone)
- Used for Weapon Damage
- Silver Tagline
- Immune to Destroy
- 4 Sockets available for
modification
4 Common,
4
Uncommon
120
1
Low+Mid
(May grant
Low+Mid+H
igh with
Runestone)
- Used for Weapon Damage
- Magic Tagline
- Immune to Destroy
- 8 Sockets available for
modification
4 Common,
4
Uncommon,
4 Rare
280
Throwing
Throwing
Throwing
Weapon
Weapon
Weapon
Common
Uncommon
Rare
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Equipment
Name
Two
Handed
Two
Handed
Two
Handed
Two
Handed
Wand /
Rod
Wand /
Rod
Wand /
Rod
Type
Weapon
Weapon
Weapon
Weapon
Focus
Focus
Focus
Quality
Damage
/ Armor
/
Health
Extra Slots
Granted
Properties
Materials to
Craft (in
Essence)
Cost to
Buy from
the
Caravel
(in
Marcs)
2
N/A
- Used for Weapon Damage
- Cannot receive any
modifications (0 Sockets)
N/A
0
2
None (May
grant a Low
Slotx2 with
Runestone)
- Used for Weapon Damage
- Normal Tagline or Bane vs
Fey
- 2 Sockets available for
modification
4 Common
40
2
Low x2
(May grant
2xLow+2xM
id with
Runestone)
- Used for Weapon Damage
- Silver Tagline
- Immune to Destroy
- 4 Sockets available for
modification
4 Common,
4
Uncommon
120
2
2xLow +
2xMid (May
grant 2xLow
+ 2xMid +
2xHigh with
Runestone)
- Used for Weapon Damage
- Magic Tagline
- Immune to Destroy
- 8 Sockets available for
modification
4 Common,
4
Uncommon,
4 Rare
280
N/A
None (May
grant a Low
Slot with
Runestone)
- Only benefits magically
(packet) delviered effects
- 2 Sockets available for
modification
4 Common
40
N/A
Low (May
grant
Low+Mid
with
Runestone)
- Only benefits magically
(packet) delviered effects.
- +1 Chain to Spells Cast
with Low Slots
- Immune to Destroy
- 4 Sockets available for
modification
4 Common,
4
Uncommon
120
N/A
Low+Mid
(May grant
Low+Mid+H
igh with
Runestone)
- Only benefits magically
(packet) delviered effects.
- +1 Chain to Spells Cast
with Low or Mid Slots
- Immune to Destroy
- 8 Sockets available for
modification
4 Common,
4
Uncommon,
4 Rare
280
Rusty
Common
Uncommon
Rare
Common
Uncommon
Rare
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Equipment
Name
Amulet
Amulet
Amulet
Ring
Type
Jewelry
Jewelry
Jewelry
Jewelry
Quality
Damage
/ Armor
/
Health
Common
Uncommon
Rare
Common
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Splintered Dream Productions LLC
3
4
5
N/A
Extra Slots
Granted
Properties
Materials to
Craft (in
Essence)
Cost to
Buy from
the
Caravel
(in
Marcs)
N/A
- Grants Armor
- Grants 1 extra use of your
class defense, per combat, at
the cost of a Low Slot. This
defense may only be used
against magical (packet)
defenses and resets when
other defenses reset. To use
this defense, you should
announce: "Dire <Defense>".
- 2 Sockets available for
modification
4 Common
40
4 Common,
4
Uncommon
120
4 Common,
4
Uncommon,
4 Rare
280
4 Common
40
- Grants Armor
- Grants 2 extra uses of your
class defense, per combat, at
the cost of a Low Slot. These
defenses may only be used
against magical (packet)
attacks and reset when other
defenses reset. To use this
ability you should announce:
"Dire <Defense>".
- 4 Sockets available for
modification
- Grants Armor
- Grants 2 extra uses of your
class defense, per combat, at
the cost of a Low Slot. These
defenses reset when other
defenses reset. To use this
ability you should announce:
"Dire <Defense>".
- Grants 1 extra use of your
class True defense, when
struck by True magical
(packet) attack, each combat,
at the cost of a High Slot.
This defense resets when
other defenses reset. To use
this ability you should
annount: "True <Defense," or
"<Defense> True."
- 8 Sockets available for
modification
N/A
N/A
None (May
grant a Low
Slot with
Runestone)
73
- Takes the place of a handheld item (may not be used
with a weapon, wand, rod, or
shield on the hand wearing
the ring)
- 2 Sockets available for
modification
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Equipment
Name
Ring
Type
Jewelry
Quality
Damage
/ Armor
/
Health
Uncommon
N/A
Extra Slots
Granted
Properties
Materials to
Craft (in
Essence)
Cost to
Buy from
the
Caravel
(in
Marcs)
Low (May
grant
Low+Mid
with
Runestone)
- Takes the place of a handheld item (may not be used
with a weapon, wand, rod, or
shield on the hand wearing
the ring)
- Immune to Destroy
- 4 Sockets available for
modification
4 Common,
4
Uncommon
120
- Takes the place of a handheld item (may not be used
with a weapon, wand, rod, or
shield on the hand wearing
the ring)
- Immune to Destroy
- 8 Sockets available for
modification
4 Common,
4
Uncommon,
4 Rare
280
N/A
0
4 Common
40
Ring
Jewelry
Rare
N/A
Low+Mid
(May grant
Low+Mid+H
igh with
Runestone)
Chest
Armor
Rusty
4
N/A
- Grants Armor
- Cannot receive any
modifications (0 Sockets)
N/A
- Grants Armor
- Grants 1 extra use of your
class defense, per combat, at
the cost of a Low Slot. This
defense may only be used
against physical/weapon
(boffer) defenses and resets
when other defenses reset.
To use this defense, you
should announce: "Dire
<Defense>".
- 2 Sockets available for
modification
Chest
Armor
Common
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Equipment
Name
Chest
Type
Armor
Quality
Damage
/ Armor
/
Health
Uncommon
6
Extra Slots
Granted
Properties
Materials to
Craft (in
Essence)
Cost to
Buy from
the
Caravel
(in
Marcs)
N/A
- Grants Armor
- Immune to Destroy
- Grants 2 extra uses of your
class defense, per combat, at
the cost of a Low Slot. These
defenses may only be used
against physical/weapon
(boffer) defenses and reset
when other defenses reset.
To use this defense, you
should announce: "Dire
<Defense>".
- 4 Sockets available for
modification
4 Common,
4
Uncommon
120
4 Common,
4
Uncommon,
4 Rare
280
Chest
Armor
Rare
7
N/A
- Grants Armor
- Immune to Destroy
- Grants 2 extra uses of your
class defense, per combat, at
the cost of a Low Slot. These
defenses may only be used
against physical/weapon
(boffer) defenses and reset
when other defenses reset.
To use this defense, you
should announce: "Dire
<Defense>".
- Grants 1 extra use of your
class True defense, when
struck by True
physical/weapon (boffer)
attacks, per combat, at the
cost of a High Slot. This
defense resets when other
defenses reset. To use this
ability you should annount:
"True <Defense," or
"<Defense> True."
- 8 Sockets available for
modification
Limb /
Extremity
Armor
Rusty
1
N/A
- Grants Armor
- Cannot receive any
modifications (0 Sockets)
N/A
0
N/A
- Grants Armor
- Immune to Destroy
- 0 Sockets available for
modification
2 Common
10
N/A
- Grants Armor
- Immune to Destroy
- 2 Sockets available for
modification
2 Common,
2
Uncommon
30
Limb /
Extremity
Limb /
Extremity
Armor
Armor
Common
Uncommon
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Equipment
Name
Limb /
Extremity
Healing
Drought
Liquid Light
Spirit Grace
Potion
Major
Healthstore
Elixir
Minor
Healthstore
Elixir
Minor
Mana Elixir
Type
Armor
Potion
Potion
Potion
Elixir
Elixir
Elixir
Quality
Damage
/ Armor
/
Health
Rare
Common
Common
Uncommon
Uncommon
Common
Common
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Splintered Dream Productions LLC
2
N/A
N/A
N/A
2
1
N/A
Materials to
Craft (in
Essence)
Cost to
Buy from
the
Caravel
(in
Marcs)
N/A
- Grants Armor
- Immune to Destroy
- 4 Sockets available for
modification
2 Common,
2
Uncommon,
2 Rare
70
N/A
- Creates 1 Dose that may be
used each combat
- Lasts one season
- The character may deliver
the 5 Healing effect by hand,
at the cost of a Low Slot,
once per combat.
2 Common
10
N/A
- Creates 1 Dose that may be
used each combat
- Lasts one season
- The character may deliver
the Light effect by hand, at
the cost of a Low Slot, once
per combat.
2 Common
10
N/A
- Creates 1 Dose that may be
used each combat
- Lasts one season
- Allows any character to
deliver the Spirit Grace effect
1/combat at the cost of a
Mid Slot
2
Uncommon
20
N/A
- Creates 1 Dose
- Lasts one season (Elixirs
last through death, but each
character can only use one
Elixir. Subsequent Elixirs
over-write previous Elixirs.)
- Grants Health
2
Uncommon
20
N/A
- Creates 1 Dose
- Lasts one season (Elixirs
last through death, but each
character can only use one
Elixir. Subsequent Elixirs
over-write previous Elixirs.)
- Grants Health
2 Common
10
N/A
- Creates 1 Dose
- Lasts one season (Elixirs
last through death, but each
character can only use one
Elixir. Subsequent Elixirs
over-write previous Elixirs.)
- Grants 1 Low Slot Per
Combat
2 Common
10
Extra Slots
Granted
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Equipment
Name
Death
Toxin
Paralysis
Toxin
Type
Toxin
Toxin
Quality
Damage
/ Armor
/
Health
Common
Common
©2014
Splintered Dream Productions LLC
N/A
N/A
Extra Slots
Granted
Properties
Materials to
Craft (in
Essence)
Cost to
Buy from
the
Caravel
(in
Marcs)
N/A
- Creates 1 Dose that is
expended on use
- Lasts one year
- This toxin immediately
delivers the Death Bane
effect by consumption upon
being administered /
ingested.
2 Common
10
N/A
- Creates 1 Dose that is
expended on use
- Lasts one year
- Delivers the Paralyze effect
by consumption upon being
administered / ingested.
2 Common
10
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Weapons:
 Basic Weapon Rules
o The tagline granted by a weapon only applies to basic damage with the weapon unless specified
otherwise.
 Weapons and Slots
o Uncommon or better weapons (or Common weapons that have a Runestone) grant additional slots.
These bonus slots are in addition to ones granted by your skills or other abilities and may be used
for any purpose.
Armor:
 Basic Armor Rules
o Points are only granted once for each location.
 Armor that covers more than one location grants points for only a single area.
o Stacking armor provides no point benefit.
o Better coverage benefits a number of class skills, but does not provide an additional point benefit.
o Common or better armor grants Dire or True defenses, in addition to the base defenses granted by
your class skills. These defenses each require a Slot be expended at time of use. (Low Slots for Dire
Defenses, and High Slots for True Defenses.)
 Armor Locations
o Chest (Includes Belt or Chest Armor)
o Neck (Includes magical jewelry, such as a Necklace, Pendant, Amulet or Brooch)
o Head (Includes Head or Neck Armor)
o Right Arm (Includes Shoulder, Arm, Elbow, or Hand Armor)
o Left Arm (Includes Shoulder, Arm, Elbow, or Hand Armor)
o Right Leg (Includes Hip, Leg, Knee, Calf or Foot Armor)
o Left Leg (Includes Hip, Leg, Knee, Calf or Foot Armor)
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Combat and Effects
As a Live Action Role Playing game, Legynds doesn’t use dice or some other abstract system to determine the
results when characters come into physical conflict. Instead, Legynds settles the matter directly, with ‘boffer
weapons’ and ‘spell packets’. In Legynds, if a sword or a spell hits you, you should know it, and so should
everyone else around you. It will happen for everyone to see. In addition to the physical attack, effects are
called that enable other players to appropriately role-play the things that happen to their characters “in game”.
Effects are delivered in specific ways, such through weapons, magic spells, etc. Every Effect has limitations
on its use; some fairly broad, others quite restrictive. Learning the Effects is what actually makes Legynds
combat work, and you will eventually come to know them all. First you must understand the physical aspect
of combat.
Physical Contact and Safety in Combat
Again, as a Live Action game, there will be physical combat during an in-game combat encounter. However,
this contact has very specific rules regulating it. Approved ‘boffer weapons’ and ‘spell packets’ are the only
things players may use to affect each other. AT NO TIME during combat may any player touch another player
with anything other than a boffer weapon or spell packet. This rule is non-negotiable and intentional violation
will result in severe penalty to both character and player. Repeated violation will result in being asked to leave
the game. Repeated violation over multiple Legynds events will result in being asked to not return to future
events.
Common misunderstandings of Physical Contact include Charging. Charging is where one player ‘bulls’ into
or ‘runs over’ another player during a combat. This is not allowed; if two players are dueling, one backing the
other in a hard press, and the backing player stops moving backwards, the advancing player must also stop
moving. To continue moving forward, in an attempt to continue pressing the opponent back, would probably
result in Physical Contact, and thus is illegal. If a character refuses to move, your character will have to make
him or her move through some in-game effect (killing him, using a spell effect to throw her, etc…).
Another common error of Physical Contact is Trapping. Trapping is where one player ‘catches’ or ‘pins’
another player’s boffer weapon with their body or weapon against a surface. It is illegal to restrain boffer
weapons without another boffer weapon; you can’t ‘catch’ the sword under your arm and hold it there; nor
may you step on it and ‘trap’ it against the ground. Trapping a weapon that uses any part of the body is illegal.
Again, only boffer weapons and spell packets may be used to affect another character. Punching, kicking,
bumping, shoving, biting, head butting, wrestling, brawling; any form of physical contact is strictly
prohibited. Even if you have the other player’s permission to engage in some ‘special maneuver the two of
you have worked out’, do not touch another player. This rule is inviolate for the safety of all participants in
the simulated combat of Legynds. Yes, this means if your character loses or is otherwise separated from his or
her boffer weapon(s), he or she is helpless in combat. This is something players and characters will learn to
handle; but again, no physical contact. This cannot be stressed enough.
Holds
The most important rule every Legynds player should know is the Hold rule. A Hold is when a player,
administrator or marshal shouts ‘HOLD!’ As soon as a Hold is called, all activity ceases INSTANTLY. All
combat must stop; all players should stop moving and remain where they are. In Combat, it is often
recommended and desired that all participants drop to one knee to indicate they are complying. During a
Hold, all in-game activity is at a complete standstill. No characters may take any actions during a Hold; they
are in a bubble of stopped time. During a Hold a character cannot move, talk or otherwise interact with other
characters or with the Legynds world. Nothing any other character or effect does to your character can harm
or otherwise affect your character during a Hold.
Holds are called for safety reasons, and sometimes to sort out a crucial game problem. Holds should only be
called by administrators and marshals for rules or game issues, but any player who sees a valid and urgent
medical reason for a Hold to be called should do so. Again, players may only call a Hold for safety reasons.
Administrators and marshals may call Holds for game play reasons, and administrators and marshals only. If a
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player has a complaint about a ruling or circumstance, a Hold should not be called to protest; rather, the
matter should be taken up after the combat with an administrator or marshal.
Holds are very intrusive to the flow of the game, and often jar players out of the immersive reality of the game
world; but Holds exist because safety requires they be called sometimes. However, because of game play
concerns, Holds should be called only when necessary, and never frivolously. The game should be able to
continue whenever possible.
Valid Reasons for Calling a Hold
Anytime the safety of players is at risk, a Hold should be called. If a boffer weapon has broken in the heat
of combat, resulting in bare or jagged PVC pipe becoming exposed, a Hold should be called. If a player
has become injured and is unable to continue, a Hold should be called. If a situation near the combat is
dangerous, such as an open flame, broken glass, a steeply sloping hillside, or a lake, a Hold should be
called. If a person in the combat is urgently needed elsewhere at the game site (for example, if a player
with medical training is involved in a combat, and someone has become injured at another location onsite),
a Hold should be called.
Invalid Reasons for Calling a Hold
Because your character is about to be killed by monsters. Because you’re waiting for the return of a player
who left to go to the bathroom, eat, or sleep. Because you need to pick up some more spell packets.
Because you’re tired of running, and want to rest. Because it starts raining, and you don’t want to get wet.
Because the combat looks to be headed for some muddy ground, and you don’t want to get your costume
dirty. Basically, for any reason not related to Player Safety, a Hold should never be called except by a
marshal or administrator.
Boffer Weapon Combat
 When swinging a boffer weapon, the swing must be at least forty-five degrees (45), but no more than
ninety degrees
 Roundhouses swings, windup swings, overhead swings, baseball swings and other large swings that
move through more than 90 of movement are illegal.
 Players should do their best to “pull their blows”. This means that instead of striking with the full
force of the weapon, you pull the attack back as it contacts with the target.
 Thrusting is not legal. Although we still require traditional and ultralight core weapons to be built
with a thrusting tip, we are encouraging the use of latex weapons that do not always have a safe
thrusting tip; and therefore have made all thrusting illegal.
 Legal targets are: the torso (avoiding the chest area of female players), arms, legs, and feet. Any ingame strike to a legal area is a valid strike, and the character struck should suffer all appropriate
effects, even if the strike accidentally hits a prop that otherwise covers that location (such as armor, a
tome, or a satchel).
 All effect announcements are in-play and any character hearing them may identify the effect
automatically.
 Quiet Combat: If you are struck with a boffer weapon without a damage call, the effect is “1
Normal.”
 In order to slow combat, you must take a 1 second after striking the same location twice in a row with
a given weapon. If you vary the locations you strike on your target or the weapons you strike with (in
the case of two weapons), you need not take a 1 second pause.
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Illegal Targets for Boffer Weapons
There are certain areas of the body that are NOT legal targets for a boffer weapon. Anywhere on the head,
neck or throat, the groin, and the hands are illegal targets. Strikes should not be aimed at these areas, and any
strikes that do impact illegal target areas are considered invalid.
Blocking Weapons
Only another legal weapon may be used to physically block a weapon swung at a player. Any foam weapon or
shield a character may legally use is eligible to successfully block swung weapons. When physically blocked,
the target ignores the weapon’s damage and effects (unless the effect or tagline specifically states otherwise).
Blocks need to be substantial in the eyes of the defender and with regard to the defender’s strength. Simply
touching the oncoming weapon does not constitute a block. A player with greater upper-body strength should
never be encouraged to swing forcefully to blow through the block of a player with less upper-body strength.
Similarly a defending player with less upper-body strength needs to exert a reasonable force (in the eyes of the
defender) against an incoming weapon in order to constitute a block. While the defender is the judge of
reasonable force with regard to blocking, staff and marshals will take steps to correct swings that are too
forceful or blocks that are not substantial.
Claws:
Some monsters in Legynds use a very specific type of boffer weapon called a ‘Claw’. Claws look
similar to Swords, but have no hilt or cross guard; they’re simply boffer weapons held in each hand.
Claws may always be used to block weapons; hitting the claws of a clawed creature does not count as a
successful hit.
Shields:
When using a boffer shield, a player may not shelter behind the shield in such a manner so as to expose
only their head and hands; doing this results in only illegal targets being exposed to the opponent(s),
and thus is both unfair and dangerous. Sheltering behind a shield in this manner is called ‘Turtling’,
and is illegal. The shield should be used to block boffer weapons, not to cower behind.
Packet Combat
Magic, harmful vapors, venomous spittle and many other harmful or beneficial effects are abstracted with a
physical component (the spell packet) and sometimes an incantation (also called a spell verbal).
 Quiet Combat: If you are struck with a weapon or spell packet without a damage call, the effect is “1
Normal.”
Spell Packets
A spell packet is a small square of white cloth, about three inches on a side. Birdseed is placed in the center of
the cloth, and then the cloth is wrapped up into a little package and tied off with string or rubber bands. The
‘tail’ of the spell packet, the loose cloth left hanging after the bird seed has been tied off inside, can be
trimmed or left hanging, as the user desires. Birdseed should be used for the weight in a spell packet because
it is heavy enough to give proper mass to the spell packet, so it can be thrown properly, but light and diffuse
enough to not cause a heavy impact against a player. Sand, gravel, kitty litter, dirt and other types of material
often have different properties when made into a spell packet and thrown at someone; some may cause pain or
serious injury, and thus should not be used. White cloth should be used for spell packets because the spells are
clearly visible to characters within the world of Legynds, and thus need to also be clearly visible to players
taking the role of those characters. No other color is acceptable.
All spell packets in Legynds are Out-Of-Play until a character uses one to cast a spell. Up until that time, spell
packets in hand are considered to be obvious magical or alchemical components, or the representation of
appropriate monster parts. While the spell packets required to cast a spell in Legynds are out-of-play, all effect
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announcements are in-play; other characters can understand the effect and determine the spell being cast if
they are familiar with it.
When throwing a spell packet, the throw should never be hard enough to leave bruises, welts, or otherwise be
painful. Sometimes a throw may ‘sting’ momentarily, but any throw that results in more than a briefly passing
sensation of pain is too hard. A throw should be hard and fast enough to cover the distance between yourself
and your target, but not hard enough to injure the player being thrown at. This means you should throw less
hard, and less fast, at targets that are closer than you would at targets dozens of yards distant. Note that
although there are no illegal targets for spell packets, the player should always attempt to aim for the body.
Players caught consistently aiming for or hitting heads or sensitive areas will be reprimanded.
Death and Dying
There are several states that a player must understand in order to play the game. The states are: Bleeding to
Death, Dead, System Shock, Dissipation, Spirit Form, and Remanifestation. If another player comes up to you
and asks you what state your character is in, you cannot tell them; it takes a special spell effect for this
(Diagnose). If they do not Diagnose you, they just have to guess and attempt skills and effects to aid you.
The Death Cycle
Healthy
Wounded
Bleeding to Death
Full Health
Bellow Full, above 1 Health
Negative Health
60 Second Count
Dead
Dissipate
Spirit Form
120 Second Count
Healthy State
Characters at Full Health . Characters in this state may act normally. Characters who are diagnosed in this state
should reply “Healthy” and their maximum health total.
Wounded State
Characters bellow Full Health, but above zero Health. Characters in this state may act normally. Characters
who are diagnosed in this state should reply “Wounded – down X health” where X is the amount of damage
they have taken. Any character who is moved into the wounded state from the Bleeding to Death State or the
Death State will always have one health and be in the System Shock state.
Bleeding to Death State
Characters below one health are Bleeding to Death.. Fortunately for the character, actually dying in this state
takes some time. The character should fall down and begin counting seconds (a Bleeding Count). If this count
reaches sixty (60; one minute), the character has bled to Death, and is now in the Dead State. There are two
ways to prevent a character who is Bleeding to Death from entering the Dead State. The quickest way is for
another character to apply a healing effect of any amount via a spell or potion to the bleeding character. In
this case, any amount of healing will move the bleeding character to the Wounded state at the appropriate
amount of Health and in the System Shock state. The second and slower way is for another character can use
the Bind Wounds skill on the bleeding character. If the skill Bind Wounds is used on the bleeding character,
the bleeding character reverses their count from whatever number they have counted up to, and counts back
down to zero. At the end of this bind wounds count, the bleeding character enters the Wounded and System
Shock States at one health. If for any reason the bind wounds count is stopped, the bleeding character
resumes their bleed count again at the point that Bind Wounds left off. Note that some abilities and effects
may reduce Bleeding Count time. Characters in the Bleeding to Death State may use any spirit (player)
activated defenses to protect themselves from further attack, but they may not use any skills or physical
actions.
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Killing Blows
Any immobilized character, such as one who is Bleeding to Death or who has been completely immobilized
by an effect, may be killed by another character. The character should deliver a Killing Blow to the hapless
victim, which is done by taking any weapon, placing it against the torso of the target, and announcing the
Killing Blow verbal “Killing Blow-10, Killing Blow-9, Killing Blow-8,… Killing Blow-1: Death”. If this
verbal is completed, with a weapon held to the target, with the target unable to knock it away or otherwise
prevent the action, the character is immediately rendered Dead. If the verbal is not completed, or if the
weapon is knocked away from the victim, the Killing Blow is not executed, and the victim is left in the state
he or she previously was. Neither missile weapons or spells may be used to deliver Killing Blows. A character
can killing blow another character with his hands, but this requires a 15 count instead of a three count. A
character may not killing blow himself in this manner. As always, players should be mindful of the physical
contact rules, and not actually touch the other player, but keep hands one foot away.
Dead State
A character enters the Dead State by either completing a bleeding count from the Bleeding to Death State, or
having the Death effect resolve on them from an attack. The character should begin a Death Count, this time
for one hundred twenty seconds (120), two minutes, counting one per second. Once the count is complete, the
character’s body will dissipate and the character will enter spirit form. The primary way for a character to be
returned to a living state once in the Dead State is by the Revive effect. A character in the Dead State who is
Revived will enter the Wounded state with one health and in System Shock. Being in a Dead state is not the
same as suffering the Death effect, and thus cannot be shielded or resisted. All effects will fail on a being in a
dead state unless the effect states it works on a “Dead Target”. If a dead character is successfully struck with
the Dissipate effect, they will dissipate immediately. Characters that return to the Wounded State from the
Dead State do not lose any existing beneficial effects that still have time limit or per combat durations
remaining. Likewise, any negative effects that have not been healed or cancelled are still in effect. For
example a character that was paralyzed, and then killed, would still be paralyzed upon being revived. Some
abilities and effects may reduce the Death Count time by Hastening the count, but it may never be reduced
below 10 seconds by any Hasten effect. Characters in the Dead State may use any shields, resists, or spirit
(player) activated defenses to protect themselves from further attack, but they may not use any skills or
physical actions.
Dissipation
After reaching the end of the two-minute death count is called Dissipation. Should a character become Dead
and have his or her body Dissipate, all of the character’s non-prop possessions, and all tagged objects
remaining on the body that the character entered the event with, with the exception of coins and reagents (any
item that is a reagent, including such things as blocks, brown or red packets, gems, or hides) will enter spirit
form with them and re-enter the world upon Remanifestation. To remove someone's possessions effectively
requires that a character be searched prior to dissipation. Any treasure or reagent, in addition to items or ingame objects held or acquired after coming into the event should be placed on the ground immediately. A
player in the midst of Dissipation who is divesting treasure is out of play until entering spirit form.
Spirit Form State
After a character Dissipates, he must at some point enter a state called Spirit Form, indicated by wearing a
Spirit Band, or by holding both hands palms together upright in front of their chest, as if in prayer. Spirit form
is a state of partial manifestation where the character is in play, but cannot really interact with anyone. When
your character Dissipates, you the player may wish to take a break for a while, and may do so by putting on
an out-of-play band and going somewhere to relax. Whenever you are ready to get back into character, first
put on a spirit band and find a marshal. You can do this from anywhere you want, not just where your
character Dissipated. Your character is now in spirit form and is subject to the following rules:
1. A spirit may not do anything but walk, and all skills and effects of any kind are suppressed while in this
form.
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2.
3.
4.
5.
No one can see or a Spirit except another Spirit, or someone with Spirit Sight.
Spirits cannot communicate or interact at all with any being or each other, including gestures of any kind.
A Spirit is immune to all effects save those that specifically say “Spirit” in the effect.
A Spirit has no memory of the 10 minutes prior to Dissipating. This memory loss is temporary, as the
character will have full memory of everything that happened while the character was alive upon
Remanifestation.
6. The character will have no memory of his time as a Spirit after Remanifestation.
Players in Spirit Form may not enter any building with magical barriers to which they are not attuned. They
cannot be trapped by any type of magical barrier, and may always leave a building through any such magical
barrier, even if they are not attuned. Note that effects that specifically state they affect spirits may override the
above rules.
System Shock State
Whenever a character has been brought up from being Waylaid, Incapacitated, Bleeding to Death, Dead, or
Spirit Form, they are in a state of System Shock. This state is easy for a player to forget in the heat of battle,
so it is important to keep remembering to role-play it. The State of System Shock lasts for one minute (a count
of 60 seconds) and during this time the player should role-play intense pain or disorientation, and may not
walk (but may crawl very slowly), fight, cast spells, or use skills (this means they cannot defend themselves,
save to ward off killing blows/strikes/spells). This state is not the same as the Shock effect, though the Shock
effect puts the target in this state. Some abilities and effects may reduce System Shock Count time by
Hastening the count, but it may never be reduced below 10 seconds by any Hasten effect.
Remanifestation
To return to play as a living character, the character must Remanifest. The player should proceed to the Game
Center or find a marshal and inform them that they wish to return to normal game play and Remanifest.
Anytime a character Remanifests, all effects end that are not True or Arcane/Ritual. The Game Center will
then direct the character to a nearby Well, which is an in-game location where the character may reenter play.
A character only has a limited number of lives, but multiple lives are part of Legynds because it makes the
game more enjoyable for the players. To work on building a character into a powerful figure within the
Legynds world to lose it all to a single misstep would be a very harsh penalty. With Remanifestation, players
may feel more confident in their characters’ abilities to take a few chances and thus see their characters do
legendary things.
A character is granted two lives that return at the beginning of each event. These represent the character’s
heroic inner strength and are granted to all Player Characters. They are not recorded on the character sheet,
but instead represent “free” lives.
In addition, a character begins the game with three lives that remains on his or her character sheet from event
to event.
There is one exception to the Dissipation effect; if a character dies while on his or her last life, the body does
not Dissipate. This is referred to as 'final death'. Seek out a staff member if you die a final death.
If a character suffers final death, the player must generate a new character, although this character can be
created with the original 30 build plus one half of the last character’s build gained through experience, or:
(total build – 30)/2 +30. A player can “half” his current character at any time and apply this same formula for
his/her new character. This is a reward for being a repeat Legynds customer.
Dragging Bodies
A character may drag a body (being mindful of the physical contact rules) by taking baby steps so that the
heel of the foot moving forward does not surpass the toe of the opposite foot, and repeat “dragging” while
reaching down with an outstretched hand to the body. Two characters, or a single character with Strength may
drag a body by moving at walking speed and extending his or her hand to the player being dragged, who must
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follow along behind the dragging player(s). When multiple people or characters with Strength wish to drag the
being in opposite directions, the greater number of characters will win. Equal numbers create a standstill.
Each character with strength counts as two characters.
Searching Bodies
Whenever a character or being is unconscious, they may be searched. Searching is not instant—a character
must search a fallen body on a 10-count (Searching one, searching two, searching three…searching ten). You
must turn over all of your carded or tagged possessions unless you have an ability that modifies this. Items that
are listed on your character sheet are bonded to you and need not be turned over.
Item Cards
Most items in the game have a corresponding card, such as an Armor Card or Weapon Card. All cards contain
the item name, a brief description of the item, and any rules or values it may have associated with it. Of
course, all such items must also have a phys-rep to go with them; a card alone does not indicate character
possession of an item. Cards must stay with the phys-rep at all times; if an item and a card become separated,
neither has any value until the two can be reunited.
Combat Resolution
The period following major encounters a combat is called ‘Combat Resolution’. Any skills or durations that
last for one combat (per combat) are reset at this time. A marshal can enact a Combat Resolution as needed; if
no marshal is present to call it, Combat Resolution comes automatically when all combatants within line of
sight of each other have stopped fighting for five full minutes. Combat Resolution can only end for all
combatants involved; in other words, one player running off to hide for 5 minutes does not allow him to reset
his skills and rejoin a combat, for Combat Resolution has not passed for that combat.
The Effects System
Delivery of Effects
Magically Delivered: Theses are effects delivered by a white spell packet. This almost always refers to spells
or alchemical substances. Defenses (Dodge, Parry, Resist, or Shield) may be used against Magically
Delivered effects normally. Delivering a Magically Delivered attack requires that you announce the effect
while launching a white packet. The packet must physically leave your hand to be a Magically Delivered
effect. If your target is willing, you may choose to make any Magically Delivered effect instead by a Hand
Delivered effect.
Weapon Delivered: These are effects delivered via a legal foam weapon. Defenses (Dodge, Parry, Resist, or
Shield) may be used against Weapon Delivered effects normally. Delivering a Weapon Delivered effect
requires that you announce the effect while swinging/striking with your weapon. All rules for boffer combat
must be observed for legal hits.
Area Delivered: These are effects delivered to all targets within weapon’s reach of the originator. Everyone
within the area takes the effect. Note that area delivered effects automatically apply to all beings (and items)
in the area that cannot use a defense effect against them. Defenses (Dodge, Parry, Resist, or Shield) may be
used against Area Delivered effects normally. Delivering an Area Delivered effect requires that the character
announce clearly: “<Effect> by Area,” and then quickly wave his or her hand or weapon gently above the
heads of all nearby characters. If the hand or weapon rests above a target’s body (and not merely objects he
or she is holding) at any time then that character is affected.
Hand Delivered: These are effects that are delivered by “Hand”. Hand Delivered effects may never cause
harm to the target. The target of a Hand Delivered effect may choose to immediately Recover from the effect
at no cost. This is represented by placing the hand and a packet near the target, without physically touching
the target.
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Marshal Delivered: In some encounters, a marshal will state what effects are delivered. These are effects
delivered over an entire area or radius, often from Arcane effects or Trap effects. Everyone within the
marshal-defined area takes the effect. Note that area delivered effects automatically apply to all beings (and
items) in the area that fail to use a defense effect against them. Defenses (Dodge, Parry, Resist, or Shield)
may be used against Marshal Delivered effects normally. To deliver a Marshal Delivered effect, the marshal
should define the limitations, the area, or the targets that may be susceptible to the effect in advance, and
then marshal should announce: “<Effect> by Marshal,” while in combat. An example of this would be a
Marshal explaining that the characters are in a cavern that may not be entirely stable, and that all characters
may be susceptible to effects while within a proscribed area. The marshal would then represent falling rocks
by announcing: “1 Normal, by Marshal,” and all those within the proscribed area would take the effect.
Ingested Delivered: These are effects delivered through an imbibed food or liquid. Normal Defenses (Dodge,
Parry, Resist, or Shield) may not be used against ingested effects. To deliver an Ingested Delivered effect
you must notify a marshal and then make a motion across the food or liquid to be affected for 3 seconds. Any
time after the 3 second motion, the marshal will then notify the next person to consume the food or beverage
with the effect, or direct a delegate to do so.
Voice Delivered: These are effects delivered by voice over an extended area. Defenses (Dodge, Parry, Resist,
or Shield) may be not used against Voice Delivered effects. To deliver a Voice Delivered effect the character
should announce: “<Effect>, by Voice,” at which time all characters that hear the announcement will take the
effect.
Announcing Effects: Verbals
There are two elements to Legynds combat; the first is the physical element, the part where you have to
actually hit your opponent with the spell packet or boffer weapon. The second is the “verbal”, the part where
you announce an effect when you swing the weapon or throw the packet. This allows the target to know what
has happened to him and how he should role-play the effect he has just taken. When all players know what
each effect does, the game runs along smoothly as each player takes effects and reacts accordingly. As soon as
possible, you should begin to learn the effects list so that you will know how to properly react when you take
an effect. If you don’t know what an effect does, simply ask the player who hit you what the effect does. All
verbals, whether spells, weapons or substances, must be voiced clearly and understandably. A player need not
say them slowly, but the verbals must be formed of complete words and articulated audible sounds. If the
target of the effect cannot understand the verbal due to mumbling, slurring words, shouting too fast, or
anything else, the strikes are “flubbed” and will not count. However, this rule goes the other way; a player
cannot simply say “I didn’t understand the call, I am not taking the effect.”
True Effects
A True effect is the most powerful effect in Legynds. Any effect can be delivered as a True effect, indicated
by announcing “True” before the effect, such as “True Agony.” Some effects are only delivered as True
Effects as denoted in the Appendices.
 True effects may only be stopped by True defenses.
Counts
Some effects require an audible repeated count. These verbals must be stated clearly and out loud as well.
Such verbals will be stated within the description of the effect or the skill either within quotes (“Killing Blow1, Killing Blow-2, etc.”) or by saying that the count must be audible. Other counts in the game do not require
an audible count, such as the death Count or the Bleeding Count. Counted actions require at least one second
per count. If more than one party begins a counted action, the first one who started will always be the first one
who finishes.
Weapon Delivered Counted Effects:
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At times, characters or creatures may deliver an effect to a downed opponent or immobilized opponent with
their weapons or claws, utilizing a count. These are not normal combat swings, and involve placing the
weapon on the torso of the opponent gently.
Weapon (or claw) delivered counted effects require announcing the effect in a loud voice that can be heard
clearly at least 10 feet away. To deliver an effect using this method, a count referring to the effect must be
recited and then the effect delivered at the end. The effect does not occur until the final announcement at the
end of the count. An example would be: Consuming 1, Consuming 2,… Consuming 10: True Disintegrate. To
stop a weapon delivered counted effect, another character need only touch the originator, or his or her weapon
to disrupt the delivery of the effect.
Chain Spells
Chain spells are spells that allow the caster to throw more than one packet to deliver their effects. The verbals
for chain spells, including the effects, must be said continuously and may not be interrupted by more than a
brief pause between syllables. This includes the effect portion of the spell. It is therefore illegal to pause for
more than a second between throws of the packets.
Damage
“Damage” is a number effect used in combat that subtracts from another character or creature’s Health total.
Some characters and creatures will have bonuses above this total that must be subtracted first, such as Armor.
The total amount of Damage a character can take is figured by adding the number of Health Points and the
number of Armor Points. This total is the full amount of damage points the character can sustain. When in
combat, any damage the character receives comes first from Armor, then from Health. If a character has no
Armor Points, damage is reduced directly from Health Points. If a character ever drops below one Health
Point, the character falls down and begins Bleeding to.
Taglines
Taglines are verbals that do nothing by themselves, but are used to describe another effect (including
damage). Examples are “Body”, “Bane”, etc.. When called alone, “Bane” does nothing; when added to
another effect, it describes the effect as a “Bane” effect in addition to whatever else it was. There are two very
simple rules effects using taglines:
1. Only one effect can be called in a verbal (“20 Fire”, but not “Poison Disease”)
2. One tagline can be added to any effect verbal following rule #1 (“20 Fire Bane”, “Poison Massive”)
Overlapping Effects on a Target
Multiple effects can stack onto the same target. Thus, a target could be under the effects of Paralyze, Sleep,
and Bind all at the same time. Some effects will cause contradictions; in such cases the following rules apply:
1. When a new but not identical effect directly contradicts a current one, the last effect must be played; the
other effects are merely suspended, not cancelled. Only a Cancel can actually remove an effect.
Example 1: A character is under the Hate effect. Suddenly he is hit with a Sleep. The target takes the
Sleep, but is still under the Hate effect when he wakes up.
Example 2: A character is under the Attraction effect. The character is then hit with a Repel. The
Repel is played, but if it is cancelled, the target is still under the Attraction effect.
2. Immobilizing effects always take precedence over all other effects.
Example 1: A target is under the Paralyze effect and is hit with a Repel. The target is must role-play
the Bind, but is still under the Repel effect if the Paralyze is cancelled.
Example 2: A target that is under the Hate effect is hit with a Paralyze. He must role-play the Paralyze
with precedence.
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4. Only one effect of a specific type can affect a character, duplicate applications of an identical effect will
fail. The appropriate courtesy feedback to provide the character that applied the duplicate effect is "No
Effect, Duplicate.”
Named Targets in Effects
Some effects have a variable in the verbal and in the targeting, represented by <named> after the effect. Such
effects always explain what may be targeted with the effect, and can be chosen at the time when the effect is
used. Often items will be named in these effects. In these cases, if a target holds only a single item, such as a
sword, then simply saying ‘Sword’ or ‘Sword’ as the named item is sufficient. If the target has multiple items
of the same type (two swords, etc.), then if the item is not named specifically the target may choose the item.
Specified Targets in Effects
Some effects are limited to a certain type of creature or target, denoted with <specified>. A specified target
only affects the type of target announced. An example would be the Pin Undead effect; the Pin effect will
work against all targets, but the Pin Undead effect will work only against undead targets. If unspecified, a
target is considered to be any one being, object, or structure. An item is anything that has been produced with
a production skill or a spell, anything that has a card associated with it, or anything that has a Legynds stamp
on it. All other items are considered props and costuming and are not affected. A structure is any three or
more connected walls with a ceiling and a floor. Each room is a structure, as is the entire building.
Defense Effects
An effect of your own that stops another effect is called a defense effect. Defense effects are announced in
response to being hit with another effect, indicating that the unwanted effect did not work. When a player hits
you with a packet or a weapon after saying an effect, there is a split second process that should go through
your mind:
1. What was the name of the effect I just got hit with, and what does it do?
2. Do I have an effect of my own that can stop it? If so, I announce my effect to indicate that the
unwanted effect does not work.
3. If I cannot stop it, I must role-play the effect appropriately.
No Effect” is a response that is used when the effect does not work for some reason, usually because the effect
is being delivered incorrectly or to an invalid target. For example, a player would say “No Effect” when in a
Dead State when hit by a Paralyze effect. If you do not announce a defensive effect, it means you must take
the effect with which you were hit. You should never be hit with an effect and just ignore it; you must either
role-play the effect or announce the appropriate defense. Sometimes in the heat of combat, you will be
shouting effects of your own, and may find it hard to announce your defensive effects. There is a simple rule
about this: If you announce any other effect other than weapon delivered damage before you announce your
defensive effect, you forfeit the right to use your defense and must take the effect. Additionally, you must
announce the defense effect within three seconds of the attack. You are allowed to finish verbalizing a single
effect before announcing a defensive effect(s). (For example, say a Rogue is hit with a spell while saying
“Poison”. He can finish saying “Poison” but must then say Dodge before stating another effect or else he takes
the spell.) Courtesy should be provided to combatants engaged against multiple attackers. In those cases, if the
defender fails to acknowledge your attack within 3 seconds, you may consider your ability to have not been
expended.
Immunities
Some targets may be completely immune to an effect. The target will indicate this by saying, “Immune.”
Immunity means that although the effect was not stopped, it simply did not and will not ever work on this
target. If the player keeps getting hit with the same effect, he is not obliged to continue repeating “Immune”.
Sometimes a marshal will assist by announcing which effects are obviously not working.
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Traps
Traps are devastating implements made by ancient peoples or those with the appropriate Lost Arts. The general
rules for traps are presented here so that characters may roleplay their effects properly. Disarming or setting a
trap requires the Sleight of Hand Secondary Skill.
Basic Trap Rules
Any trap that suffers a Destroy effect is immediately activated. This allows for multiple explosive trap effects
to trigger. They go off sequentially, one right after the other. Some traps can be reset when disarmed, others
cannot. Mechanical traps can often be reset after activation. Each trap’s effect must be defended against
separately. Of all the defensive effects versus different ‘Delivery Methods,’ only ones versus ‘Area Delivered’
effects will counter an area delivered trap. There are five kinds of engineering traps:
Explosive Traps (area delivered)
These traps call damage effects. Variations on this trap include Fire traps, which create the “X Fire” effect.
These traps can be generally be reset when successfully disarmed.
Destruction Traps (area delivered)
These traps deliver the Destroy effect. This means that everything will be destroyed in the radius of the trap.
Weapon Traps (weapon delivered)
These traps are delivered from a weapon, and have a tagline that is often used with a weapon, such as X
Massive. They are treated just like weapon attacks, and can be defended as such.
Mechanical Traps (area delivered)
These traps are large mechanical devices that affect all those within an area (pit traps, falling ceilings, etc.).
The can have any number of effects, but are often “X massive”. Mechanical Traps require a marshal to put on
a cabin and must be recorded in the Game Center.
Setting and Moving Traps
Setting traps requires both hands and a 10-count be executed by a character with the Sleight of Hand
Secondary Skill. Traps set may not have their mass supported by a being, unless that being is in a Dead State.
A trap that “goes off” is considered expended and may not be repaired. Any movement of a set trap
immediately expends the trap, setting off the Effect. (Players are not able to strap traps to their chest and go
running hundreds of feet away.) Any use of a trap must be planned with the understanding that moving the
trap away from where it was set will cause the trap to go off. When a trap goes off for whatever reason, it goes
off. As Traps are area delivered, they affect beings in Hidden in Shadows, Burrowed or Blinked, or that are
Out of Phase. Traps set in cabins must be recorded at the Game Center. Every trap must have a physical
tripwire or disabling mechanism of some sort, in order to give a player a chance to disarm it.
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What to bring to a Legynds Event
The closest, most appropriate comparison to attending a Legynds event, from a packing and preparation
perspective, is a camping trip. Legynds events are weekend-long, and most are held at state parks, which are
usually located away from major urban areas. To get the most out of the experience, a little attention to
packing is required, so players don’t find themselves in the middle of a rural area at two in the morning
without things they need. The outline below is not meant to be an all inclusive list of what to bring, rather, it is
intended to provide a useful guideline for players.
Clothing
Always ensure you check the weather conditions for the weekend prior to completing packing. Legynds
events are held year-round, including during the winter and summer months, rain or shine. As Legynds is an
active game involving a lot of exercise (running around, a lot of walking, jumping about enthusiastically),
lacking the proper clothing for an entire weekend during adverse weather can result in not just discomfort, but
also lead to serious medical complications.
Costumes
As Legynds is a game of fantasy, costuming is a vital component of the game. While costumes should strive
to be appropriate to the setting of the game, and for the character and race they represent, costumes must also
meet more basic requirements. Costuming should be sturdy enough to survive being worn during an active
weekend in the woods. This is usually a simple requirement to meet, but it must be remembered when
designing and purchasing costuming. Some costumes are more suitable for convention atmospheres than
they are for use during a field battle at Legynds. Costuming should also be flexible enough to protect the
player in non-temperate weather conditions. This means summer weight costumes should breathe well
enough to allow perspiration to escape, and cooler air to circulate in. A heavy costume during summer, one
that does not allow for adequate body cooling, can result in heat stroke or heat exhaustion; both serious
conditions. Winter weight costumes should be warm enough to prevent too much body heat from being lost,
but also be breathable enough to prevent a player from perspiring heavily while engaged in activity.
Frostbite can be a concern with very low temperatures during the winter months, and sweating heavily may
cause a player to chill rapidly once the exercise halts. Legynds goes on rain or shine, so bring appropriate
rain gear. A clear poncho that covers costuming is ideal. Most of the time, play continues indoors when it’s
raining, but there is nothing stopping players from playing on in the rain, especially when it is drizzling.
Aside from weather considerations, attention should be given to footwear. A weekend of activity can be
rough on the feet. Shoes or boots should be comfortable and well constructed. Sore feet are a quick end to a
fun experience. Because they are anachronistic, modern running shoes or ‘sneakers’ are strongly
discouraged. Anachronistic clothing, or clothing which looks ‘modern’, should be avoided. At first, you will
be able to get away with some basic generic costuming, but you will eventually want to improve your
costume as you define your character.
Normal Clothing
Not all of a player’s time at a Legynds event will be in character. Warriors especially enjoy the chance to
climb out of authentic metal armor for a rest. Bring comfortable, weather appropriate, clothing in which to
sleep, relax, or head off-site for a bite to eat.
A few words should be said about clothing and attire while ‘off-site’ during a Legynds event. While there is
no law that says how one may dress, Legynds events are generally held in more rural areas and discretion is
advised. For both your own convenience, and for the convenience of all Legynds players as a whole, it is
asked that you ‘dress out’ into everyday attire when leaving the site during an event.
Legynds will be holding events for years to come, in familiar locations. To keep rumors and mainstream
hysteria to a minimum, it is simply easier to not give the locals strange things to look at while they’re trying
to sip their coffee at the local diner. Leaving site during play is not encouraged, but if it is necessary, the
Administrators ask that Legynds’ players keep the above guidelines in mind.
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Sleeping and Camping Gear
Players should bring items and material suitable to make beds, as the cabins in State Parks are not supplied
with bed linens. Sleeping bags, sheets and blankets, and pillows should be brought. Players will often be
fatigued after retiring for the day (or evening), and an uncomfortable sleep period will detract from the overall
experience. During winter, additional covers should be brought to ensure comfort and safety.
Cabin Items
Bring the kinds of items you feel would be useful, or needed, during the event. This might include, but not be
limited to:
- Chairs (folding or other easily portable camp chairs or stools)
- Fans (during summer)
- Cooler (for drinks and snacks)
- Drinks, snacks, and sandwiches
- Incense and/or candles (for use only when attended)
- Flashlights or ‘camp lanterns’
- Garbage bags and a broom (for cleanup)
- Decorative props (treasure chests or strongboxes, pictures and prints, tablecloths, mirrors, etc…)
If desired, players should bring items that may be used to decorate their quarters. Wall hangings, tiki torches,
and other items can bring a more authentic feel to the cabin, and make the event seem more ‘real’. Stereos
and such are welcome, but only if properly ‘appropriate’ music is played at reasonable volume levels.
Modern, non-period music is not appropriate at Legynds as it interferes with the atmosphere of the game.
Personal Hygiene
Everything required to tend to the individual needs of a player should be brought along. While an exhaustive
list is not provided here, most players’ lists would probably include:
- Soap, shampoo, conditioner
- Toothbrush, toothpaste, dental floss
- Bath towel, bath robe, sandals or ‘flip-flops’
- Toilet tissue and paper towels
- Deodorant or antiperspirant
- Baby Powder (soothes rashes or skin rubbed raw by chafing clothing)
- Aftershave, cologne, and/or perfume
- Eyeglasses case (and an extra pair, if you have them)
- Contact lens case and solutions
- Small hand mirror (for use in your cabin)
- Combs and brushes
- Bug spray
- Sun block
Medical Supplies
Legynds keeps and provides an emergency first-aid kit on-site. Further, some Legynds players may have jobs
or skills in providing medical first-aid in the event of mishap. These players, designated as Medics, are
available for emergencies on site. However, it is suggested players bring routine medical items to handle the
usual assortment of bumps and scrapes one can accrue during an active weekend in a rural setting. The
Administrators suggest the following as a basic first-aid kit:
- Band-Aids, gauze pads, medical tape (does not irritate skin)
- Aspirin, ibuprofen, and/or acetaminophen (Tylenol)
- Topical anti-bacterial ointments and/or sprays
- Aloe Vera lotion (helps with sunburned and dried skin)
- Hydrogen peroxide
- Chemical Ice-pack (in case of a sprain, helps reduce swelling)
- Ace bandage wrap
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-
Any prescription medications your doctor has prescribed, even if you only take them infrequently (the
middle of a rural wooded setting is not the time to realize you did not bring your asthma inhaler)
Game Items
Those items needed to play the game should be brought; this not only includes ‘paperwork’ needed for your
character, but also those items that would be of use to carry with you as you move about the site while
playing:
- Foam Weapons
- Character makeup (if you play a makeup race, and include cleanup materials)
- ‘Real’ money for off-site restaurants and other expenses
- Small flashlight (useful for looking at your sheet, or looking for a dropped items out of play)
- Spell Packets (white)
- Light Sticks (for light effects generated by magic)
Also, duct tape, extra pipe foam, and maybe spare PVC pipe for Repair of boffer weapons is highly
recommended for those players whose characters use boffer weapons. Some players choose to bring extra
weapons to swap out with if something happens to their primary use weapon phys-reps.
What Not to bring to a Legynds Event
As always, there are things inappropriate to an event such as Legynds:
- Alcohol (regardless of age)
- Illegal or prohibited drugs
- Cigarettes or smoking materials (only if under age)
- Real weapons of any kind (swords, daggers, firearms, etc…)
- Religious symbols (they should not be displayed as character props)
- Unattended flames of any kind (candles, tiki torches, etc…)
These rules are inviolate and no exceptions will be made. They are for the safety of the players, of the game,
and to help preclude any misunderstandings or hurt feelings between participants of Legynds events, or
between Legynds and other authorities (such as the Park Service, the Police, Parents, etc…). Those found in
violation of these prohibitions will be subject to ejection from the event, and possibly banned from future
Legynds events. Those violating civil or state ordinances may be subject to prosecution under the auspices of
the civil or state authorities.
A Note About Stealing
Characters may from time to time wish to steal the possessions of other characters. This is allowed, but in no
circumstance may a player steal from another player. Doing so is out of game theft and will be dealt with
accordingly. To further define this distinction, a character may steal game coins or any item that has a card
associated with it (includes items made with Production skills, see Skills section). Examples of such items
include: Boffer Weapons, books, shields and armor. Props of any kind should never be destroyed or stolen:
clothing, costume jewelry, banners, etc. When a phys rep is taken, it should be brought to the Entertainment
Center immediately, so that nice phys reps (owned out of play) can be returned to their owners, even though
another character now possesses the item.
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Appendix A: The Effects List
The effects list is the most important thing a player needs to understand to interact in the Legynds game world.
Throughout this rulebook, the Effects List is referred to in order to define what happens when an Effect is
applied in-play. Players should familiarize themselves with these Effects, so they can react appropriately.
Default
Duration
Fixed By
Effect
Level
10
Seconds,
then 1
Minute
Cancel
Mid
Attraction
Target must move at a brisk walk or faster directly to Caster, without delaying or
resisting for 5 paces. Since Target must take a direct path to Caster, Target may
not purposefully choose a route that will cause Line of Sight to be interrupted. If
Target is affected by more than one (1) Attraction or Repel effect, the first effect is
the only one that works. The target may take no offensive action until completing
the 5 paces.
Action
Cancel
Low
Berserk
The target becomes enraged and attacks the nearest possible Ally three (3) times.
The target isn't forced to use expendable skills or per combat slots, but must
otherwise attack to the best of its ability (i.e., cannot call less than maximum
damage). If the target attempts to attack a being and it is obvious that the being
cannot be harmed, the berserked target will move on to the next viable being. If
the target does not have a weapon, the target will attempt to engage at range and
refuse to be helpful in any way to his comrades (no healing or cooperation of any
sort is allowed). This effect ends in 10 seconds if no targets are within line of sight.
Action
Cancel
Mid
All characters may use the Bind Wounds effect at will. Bind Wounds enables a
character to come to the assistance of a bleeding character. While tending a
character that is Bleeding to Death, the Bleeding character should reverse his or
her count, counting back to zero. If a Bleeding character reaches a count of zero
under the ministrations of Bind Wounds, the character is restored to one (1)
Health Point, and may regain consciousness; the character still enters a System
Shock State. If a Bleeding character that has not reached zero while being aided
stops receiving Bind Wounds, the count must continue in the direction of Death
(back toward 60) from the point the Bleeding character was at in the count.
Action
N/A
N/A
Effect Name
Agony
Bind Wounds
Complete Description
Agony causes the target of the effect to writhe or scream in pain for 10 seconds,
preventing use of any game abilities. After 10 seconds, the target is affected by
the disease effect.
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Effect Name
Complete Description
Default
Duration
Fixed By
Effect
Level
Burrowing
Burrowing allows the target to dig into the earth, represented by claws or hands
held parallel to the ground and above the shoulders, with the player moving them
as they walk to indicate digging. Burrowed creatures cannot be seen, and can see
nothing, but make a rumbling noise that can be detected within 10 feet. The
burrowed target can also sense moving targets within 10 feet (that are normally
detectable). Any earth or stone that has not been covered in another surface (such
as wood) can be used for burrowing. The verbal used is “Burrowing in-1,
Burrowing in-2, Burrowing in-3”, for entering and “Burrowing out-1, etc.” for
exiting the earth. Reversing the Burrowing requires reversing the count. While
entering or existing the ground, burrowing creatures can be affected as normal.
Burrowed creatures may not see or interact with each other unless a marshal
allows for it on a specific encounter. Burrowed beings may also not “navigate”
underground, such as moving around buildings, and must attempt to maintain a
straight path, coming up to see the next destination and burrowing again, etc.
CLAs, Enchantments, Personal Arcane, and Creature abilities last for the duration
of the action. List effects that generate this effect have 1 minute duration at which
time the character must end the effect, if able.
Action
N/A
N/A
Bolster
<Effect>
The Bolster effect temporarily boosts or grants the named statistic until the next
combat reset/resolution or until the statistic is otherwise
diminished/expended/cancelled.
Bolster Health grants the target 5 Health for the duration of the combat.
Bolster Armor grants the target 5 Armor for the duration of the combat.
Bolster Strength grants the target the Strength effect for the duration of the
combat.
Bolster Threshold grants the target the Threshold effect for the duration of the
combat.
Characters can benefit from multiple Bolster effects, but they must be of different
types. For example, a character can benefit from both a Bolster Armor effect and a
Bolster Health effect, but a second Bolster Health effect will only serve to refresh
the Health bonus back to its maximum of 5, and won't add an additional 5 points
of Health on top of the normal Bolster Health's maximum.
Until
Combat
Reset /
Until
Expended
Cancel
Low
Cancel
<Effect>
Removes any game effects named by the Cancel that are currently within their
duration. Cancel Effects may Target Dead Bodies. Effects that cancel applies to are
listed next to the effect description. Cancel All removes any applicable effect.
Some effects may not be cancelled while the caster remains in line of site. When a
character would otherwise be affected by a Cancel effect in this way, the character
should announce: "Recover, Line of Sight".
Instant
N/A
Mid
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Effect Name
Complete Description
Default
Duration
Fixed By
Effect
Level
Command
Caster must follow verbal with a single order of three words or less. Target must
then obey this order, absolutely, for one minute. Orders that are directly selfdestructive to Target will not be obeyed, nor will orders that require the target to
give away valued possessions or enter his dwelling. Commands that may result in
harm or death are allowable, so long as the Command is not directly damaging.
The Command cannot force the target to tell the truth. A Command effect applies
to Target regardless of whether or not Caster and Target share any common
language(s). Commands are not exclusive, meaning the target can do anything
that along with the command as long as he is still performing the command(s)
given. Note that this effect is not an excuse to engage in questionable or
objectionable behavior; those caught using Command to harass or hound other
players will be reprimanded.
1 Minute
Cancel
N/A
Defenses
There are four Defenses in the game, each is associated with a particular class or
monster role and used to describe a different means of defending against an
attack, but that otherwise work identically: Dodge (Rogue/Striker), Parry
(Warrior/Brute), Resist (Warden/Champion), Shield (Mage/Artillery).
- Each time one of the above Defenses is announced in response to a non-True
attack it nullifies the effect of the attack. The character should announce the
Defense in a clear voice that can be heard at least ten (10) feet away.
- True attacks cannot be nullified without a True Defense. To use a True defense
usually requires the expenditure of a High Slot to activate, but otherwise works as
above, nullifying the True effect. In addition, to use a True Defense, the character
must prepend or post-pend the affix "True" to the announcement of the Defense.
For example: "Parry True," or "True Dodge." Usually, a character may only use one
True Defense per combat, resettable when an Slot refreshes.
- Each Player Character has 3 uses of their class's Defense ability usable each
combat, at the cost of a Low Slot. The use of these defenses come back whenever
any Slot is refreshed or after using Battle Respite. Defenses require that the
character be conscious in order to use them.
- Through equipment (chest armor and amulets) or Lost Arts, it's possible for
characters to gain additional uses of their class's Defense. When using a non-True
Defense in excess of the 3 granted to all characters, the character should
announce "Dire <Defense>." For example a rogue using a Defense that costs a slot
would announce: "Dire Dodge."
Instant
N/A
N/A
Destroy
<Named>
Target named and visible tagged/hand-held object or any legally constructed
weapon or shield is rendered broken and unusable. Weapons and Shields should
be discarded by the player or held behind the back.
Items that are destroyed may be repaired in-game at the event. Usually this
requires the Crafting skill and 1 minute, but does not require expenditure of
resources. Consult with a marshal for specifics. - Destroyed items that aren't
repaired in-game at an event are assumed to be repaired at no cost between
games.
Instant
Crafting
Low
Diagnose
This effect is usable by all characters, at will. It may only target allied beings.
Diagnose reveals all ailments and effects presently within their duration. It also
allows a character to determine how many Body/Health an allied character is
missing.
Instant
N/A
N/A
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Default
Duration
Fixed By
Effect
Level
Target named Limb is Disabled, rendering it useless. Arms may not be used to
operate weapons or throw packets; Legs may not be used to walk or move with
(target must remain in place or go to one knee). Unless otherwise specified,
Disable lasts 1 minute or until cancelled.
1 Minute
Cancel
Low
Disease
Target may only walk (heal-to-toe), may not run, may only whisper, and may
deliver at most 1 damage per attack by packet or weapon.
1 Minute
Cancel
Low
Dissipate
This effect only targets dead bodies. A dead character affected by Dissipate
immediately goes into the Spirit state and must remanifest at an appropriate
location, such as a Mana Well or a bonded Primestone.
Dissipate, when it successfully resolves, frequently offers additional benefits to the
character that delivers the effect.
Instant
N/A
Low
Instant
N/A
N/A
Action
N/A
Low
1 Minute
Cancel
Low
Feign Death
Being enters an immediate state of apparent Death for exactly one (1) minute.
While Feigning Death, Being may say “no effect” to being Killing Blowed or Killing
Spelled, and the character may not go below one Health; all Diagnose effects
report the Being as Dead. Player may respond to any other effects as if Dead
(usually with “No Effect”). Cancel effects work on Dead targets, and will cancel the
Feign Death effect. While feigning death, being is unaware of what is happening
around him. Being may not choose to end the effect before one (1) minute has
passed.
1 Minute
Cancel
Low
Healing
Living Target receives Health Points for the amount specified, adding to his or her
Health Points, up to his or her maximum Health Points. If Target had less than 1
Health Point before Heal effect was applied, Target enters the System Shock state.
Instant
N/A
Low
Health Store
Target’s Maximum Health Points are increased for a particular duration, usually a
Season.
Season
N/A
N/A
Effect Name
Disable
<Named>
Dodge
Door <Named
Medium>
Fear
Complete Description
See Defenses.
Character, who must be “phased in”, throws a packet (packet is considered out of
play) and immediately Phases Out or Burrows (depending on the named medium),
with no count needed, and walks to the location where the spell packet landed
after it was thrown. Caster then immediately Phases In, with no count needed.
Target may not enter an area with a defense against Phasing. Target is subject to
all other phasing rules (see below). After Phasing in, any creature that Phase Doors
may not Phase Out again for 10 seconds. There can be Minor, Major or Greater
Phase Doors, though if the type is not specified, the effect employs minor phasing.
There can be specified Phase Doors (Shadow Door, Nature Door, etc.) that must
originate under the appropriate conditions. List effects that generate this effect
have 1 minute maximum duration at which time the character must end the
effect, if able.
The target character must stay at least 10 feet away from the character that
delivered the effect for the duration.
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Effect Name
Complete Description
Default
Duration
Fixed By
Effect
Level
Hide in
Shadows
Enables the character to hide within a suitably sized shadow, representing the
ability to vanish seemingly without a trace. To use the skill, the character must
stand within a shadow and count quietly to themselves ‘Hiding in Shadows one,
Hiding in Shadows two, Hiding in Shadows three’. Upon completion of the verbal,
the character is hidden within the shadow, and cannot be found so long as the
player is actually in the shadow. Any shadowed area a character can stand within
and be completely covered in shadow is sufficient for use of this skill; if the
shadow moves or is removed, the character takes the reveal effect. While Hidden
in Shadows, the player must fold his arms up with hands on the back of the neck
(similar to the position taken when under arrest) to indicate to other players that
their characters can’t see the hidden character. This skill may only be used at night
or in dark settings (in a cave, etc. at the Module Marshal’s discretion on
encounters) and the character hidden in shadows must remain still and attempt to
be quiet or they take the reveal effect. Characters my not enter Hide in Shadows
within 5 feet of a light source, if they attempt to do so the attempt fails
completely, and the rogue must move further away and attempt again. If the
Reveal Effect is used on the character, the character is no longer hidden in
shadows and must come out of Hidden in Shadows stance (can’t keep your hands
behind your head pretending you haven’t actually been Revealed). So long as the
character is attempting to make no noise, small noises (such as creaking twigs as
they shift their weight) will not Reveal them. Some monsters or characters may
still be able to discern the location of a character hidden in shadows through the
use of Shadow Sight or other extra-sensory perceptions. Characters or monsters
who can discern the location of a character hidden in shadows cannot reveal their
precise location to others without the use of a Reveal Effect of some sort, but may
directly attack the Hidden in Shadows target by announcing “Shadow Sight”
immediately prior or immediately after the attack. A character may not use this
skill while holding a light source. Hiding in Shadows breaks line of sight for the
purpose of effects. If the player is struck in combat, or an effect resolves on the
rogue during his or her Hide in Shadows Count, the count is interrupted, but the
hiding rogue may use defenses to complete the hiding count without interruption.
Action
Reveal
Low
Imprison
The target is completely immobilized for 10 seconds, and immune to all effects
save damage using the Air, Fire, Earth or Ice tagline during that duration. When
the Imprison effect ends or is cancelled, the target is affected by the Slow effect.
10
Seconds,
then 1
Minute
Cancel
Mid
Light
Caster creates (in-game) a light source. Out-of-game, this should by phys-repped
by a chemical glow stick or other approved light source. The light created by this
effect allows the user to call the Reveal Effect at will to any targets within a five
foot radius. Light sources must either remain immobile (placed upon an object or
on the ground when cast) or must continue to have their mass supported by a
sentient being or they are immediately extinguished. In no way may Light effects
move of their own accord, nor may they transition through the phase plane
without being extinguished. The Reveal Effect generated by a Light is only
effective on the Prime Sphere.
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Effect Name
Complete Description
Default
Duration
Fixed By
Effect
Level
No Effect
This effect indicates that the target is immune to the effect, and this effect will
probably not ever work against this target, so it’s not wise to waste time trying it
again. Note that another effect may not allow the use of any defense against it,
but in this case, although the effect is not stopped, it still has no effect once it
lands.
Announcing "No Effect" is a courteousy call and need not be repeated, or even
announced if the character communicates and role-plays the lack of effect clearly.
Permanent
N/A
N/A
Paralyze
The character must remain completely still, unable to move, speak or use skills for
10 seconds. When the Paralyze effect ends, the target is affected by the Pin effect.
10
Seconds,
then 1
Minute
Cancel
Mid
Instant
N/A
N/A
1 Minute
Cancel
Low
10
Seconds,
then
Instant
Cancel
Mid
Parry
Pin
See Defenses.
This effect causes both of the characters feet to be stuck to the ground, in place.
The character is otherwise unimpaired.
Phasing
The target leaves Memora physically and steps out of phase with reality. He or she
can only glide slowly along the ground. The Target’s physical state is altered in
such a way that it cannot be seen, heard, touched or otherwise affected by any
effects or characters except area delivered effects. While phased, a being may
take no voluntary action other than walking or using Defenses. Both arms must
stay crossed above the head to signify that the player is phased. Thus he cannot
drink potions, bend over, crawl, duck, step over objects, run or otherwise move
from an upright standing or walking posture. Any object that does not have its
mass supported by a being will block the passage of a phased individual. For
purposes of game play, the individual may brush past leaves and partially
obscuring objects, including weapons held by ‘phased-in beings,’ but anything that
entirely blocks his path may not be crossed. The player may not interact with any
phased creatures, but can see them. All items and possessions will phase in and
out with the being, but bodies will not. Any object that is phased with the player
will only remain phased out as long as a phased creature supports its mass. If a
being enters a dead state while phased out, he phases in. The being can only be
revived from another phased out source. Phasing out is indicated by a three count
of ‘Phasing Out-1, <etc…>’ and Phasing in by a three count of ‘Phasing In-1,
<etc…>’. This three count must be said in a normal voice, heard in game as a
shifting of atmosphere. Reversing phasing requires reversing the count. While
phasing in or out, the target is subject to effects from both spheres. Phasing out
breaks Line of Sight durations (10 seconds must still pass), although a being cannot
phase out if an effect renders him unable to walk (such as Paralyze, Pin, Imprison,
etc.). A Phasing count is considered one effect, so the player may finish his Phasing
count before announcing Defensive effects. To make this simple the player can
announce defensive effects between each Phasing count. CLAs, Enchantments,
Personal Arcane, and Creature abilities last for the duration of the action. List
effects that generate this effect have 1 minute duration at which time the
character must end the effect, if able.
Poison
After 10 seconds the character becomes unconscious, immediately drops to -1
health and begins a bleeding count. The effect may be cancelled any time before
the 10 second duration is up.
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Effect Name
Complete Description
Default
Duration
Fixed By
Effect
Level
Recover
<Specified>
Recover is a powerful ability that mitigates an effect that has resolved or
otherwise would resolve on the character. Recovery effectively negates the state
or effect specified. Usually Recovery is listed with an effect and the number of
seconds that must be counted for the Recovery to mitigate the named effect,
though some cases exist where Recovery is immediate. To use Recovery, the
character should announce: “Recover <Named>” at the time of use (or after the
appropriate count). When recovery is immediate, it mitigates any other attendant
effects such that it is as if the recovered effect/state never occurred. When
recovery is not immediate, it acts just as if the effect were cancelled or healed. For
example, if a character is able to recover from the dead state on a 10 count, after
the count and the successful resolution of the recovery effect, the character would
be left conscious, with one (1) body, and in the system shock state. Whereas if the
character is able to immediately recover from the death effect, the character,
upon invoking the recovery, should act as if the death effect never actually
resolved.
Varies,
Typically
with count
or instant
N/A
N/A
Reduce
The character uses the Reduce effect to minimize any non-True instance of
damage (from packet, weapon, or otherwise) to 1 damage. The damage otherwise
retains it's tagline.
Instant
N/A
Low
Reflect
Target may return one Effect, by announcing “Reflect” and then physically
returning the effect using the same delivery method and type of implement as the
originator. A white packet is required to return a Magically Delivered effect and a
Boffer weapon is required to return a Melee Delivered effect, for example. If the
character using the Reflect ability does not have the appropriate implement
available, the Reflect ability still negates the effect. It is not possible to reflect
effects that the Caster generates on him or her self.
Instant
N/A
Mid
Reinvigorate
This effect immediately restores a character who is conscious but in system shock.
It immediately ends the System Shock state.
Instant
N/A
Low
Repel
Target must move 5 paces away, at a brisk walk directly away from Caster. The
target should use the most direct route, and if all routes are blocked or require
moving toward the caster, then this effect will end once the character achieves
maximum distance away from the caster. The target may take no actions other
than speaking or calling Defenses until completing the 5 paces.
Action
Cancel
Low
Resist
See Defenses.
Instant
N/A
N/A
This effect allows the character to use Bind Wounds on a Dead character. It
otherwise operates as Bind Wounds, save that the character should announce:
"Resuscitate" and "Resuscitating" instead of "Bind Wounds" and "Binding
Wounds." The character using the Resuscitate effect must remain within 10 feet of
the target with his or her hand outstretched toward or over the target.
Action
N/A
N/A
Instant
N/A
N/A
1 Minute
Cancel
Low
Instant /
60
Seconds
N/A
Mid
Resuscitate
Shield
Slow
Spirit Grace
See Defenses.
Target must perform a 3 second count between all weapon or packet attacks.
Target may not run and must walk heel-toe.
This effect only targets dead bodies. A dead character affected by Spirit Grace
immmediately goes into the Spirit state and must remanifest, but suffers no life
loss.
The character may immediately remanifest at an appropriate location, such as a
Mana Well, or bonded Primestone; but may instead choose to remanifest within
10 feet of the conscious caster of the Spirit Grace effect, after 60 seconds.
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Default
Duration
Fixed By
Effect
Level
Until
Combat
Reset /
Permanent
Cancel /
N/A
Low
Stun
Target should role-play being stunned and disoriented, and may not walk, fight,
cast spells, or use skills (this means they cannot defend themselves), or use any
Per Combat Abilities. They may speak in a whisper only. Target may not be killingblowed or killing-spelled unless subjected to another effect that allows for a killing
blow. Stun lasts for ten seconds (10 second count).
10
Seconds
Cancel
Mid
Taken As
<Effect>
When a player responds with “Take As <Named Effect>”, it denotes that the effect
was modified and converted into the named effect. Also see the Wounding effect.
Instant
N/A
N/A
Terror
This ability renders the target paralyzed with fright and unable to move or use
skills (but still capable of whispering or screaming) for 10 seconds, and then after
10 seconds causes the character to move directly away from the originator of the
effect and deliver the Fear effect by packet or weapon to three (3) allies. The
character delivering the Fear effect is the originator. The character may take no
action aside from calling defenses until delivering the three (3) fear effects. This
effect ends after 10 seconds if no targets remain within line of sight.
10
Seconds
and then
Action
Cancel
Mid
Until
Combat
Reset /
Permanent
Cancel /
N/A
Low
Effect Name
Strength
Complete Description
A character under the Strength effect calls increased damage with their base,
unmodified weapon calls.
Specifically, the character calls "2 <tagline>" with one handed weapons and "3
<tagline>" with two handed weapons.
Threshold
Target reduces Damage of 4 or less to 1 damage. The tagline is not changed or
affected in any way. The player should announce “Threshold” so the attacker is
aware that his or her damage is being reduced.
Note that Body Damage ignores threshold.
There are greater levels of Threshold that apply to damage of 5 or more. When
using Threshold higher than 4, the character should announce Threshold <X>
where X is the damage number at which Threshold operates.
Torment
<Named>
This ability is usually used with a descriptor, such as “living” or “undead”. Upon
hearing the effect announced, all members of the descriptor must shout with pain
in a loud clear voice, roleplaying agony.
Instant
N/A
Low
True Blight
Target may not give or receive health from any source (immune to Healing, and
unable to produce the Healing effect). Bolster effects operate normally.
If target takes Damage from any tagline, target now takes damage from all
taglines.
The target may call no more than 1 damage while this effect persists.
If target has Threshold or Strength, those effects are suppressed for the duration
of Blight. This effect may not be cancelled within the first minute.
Until
Combat
Reset
Cancel
High
True Blink
Caster immediately vanishes and may immediately reappear at a nearby Well or a
Primestone to which he or she has Bonded. (Some abilities allow the character to
modify the location to which he or she blinks.) The player simply says “True Blink
Out” and puts on an out of play band, then walks to an appropriate location within
range. The player then comes back into play at that spot, and must say “True Blink
In” in a clear voice that may be easily heard 10 feet away. The character cannot
use this to enter a building her she does not own.
Action
N/A
High
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Default
Duration
Fixed By
Effect
Level
True Cloak of
the Pyreborn
For the duration the character summons the glorious destructive power of the
Pyreborn to aid him in defeating his enemies.
- While affected by True Cloak of the Pyreborn, the character may don a mask or
other Embercrown costume accents. While wearing a mask, the player is not
recognizable as his or her character.
- The character may choose to be immune to the Normal or Fire taglines, at will.
- The character may reflect any Normal, Earth, Air, Fire, or Massive damage
(including True effects), by packet or weapon, at the cost of a Low Slot. When
reflecting damage, the damage is converted and must use the Fire tagline. The
character should announce: "Reflect <damage+Fire>," or "True Reflect, <True
damage+Fire>."
- The character takes all Ice damage as Bane.
- The effect ends prematurely if the character goes unconscious.
Until
Combat
Reset
Cancel
High
True Constrict
The target is unable to move, speak, or take any action for one (1) minute. At the
end of 10 Seconds, the target takes 5 Bane damage. This effect may not be
cancelled within 1 Minute.
Until
Combat
Reset
Cancel
High
True Corpse
Aura
The target of this effect is instantly rendered "permanently" dead for the duration
of the effect, save that he or she is able to act normally while remaining within
Line of Sight to the spot where this effect was invoked. The caster announces "no
effect" to any effects or damage, including Arcane and True effects, with the
exceptions of the Cancel or True Disintegrate effects. For the purpose of all game
mechanics, the character is treated as if they had suffered permanent character
death, having 0 lives left. At the end of the duration or upon being hit with Cancel
All or Cancel Aura the effect ends and the character takes the Spiritwrack Bane
effect, and may remanifest normally at which point they are restored to their
former life total.
Until
Combat
Reset
Cancel
High
True Death
Target humanoid is rendered in a Dead State; some powerful targets and targets
larger than normal Humanoids may not be affected, or may simply take damage
(usually 10). Dead beings should immediately begin a Death Count.
Instant
Spirit
Grace
High
True
Disintegrate
One of the most feared effects, Disintegrate turns a being into a pile of ash,
putting the character directly into a Dissipation State. The Disintegrate Effect may
target Dead Bodies. Some powerful creatures take 10 or more damage instead.
Instant
Remanifest
High
Effect Name
Complete Description
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Effect Name
Complete Description
Default
Duration
Fixed By
Effect
Level
True
Dominate
The Target’s combat actions are under total control of the caster. The caster may
issue or change as many commands as desired during the duration, using complex
instructions, as long as they only involve the target attacking or defending. The
Target will follow these commands issued by the caster to the absolute best of
their ability including the use of spells, magic items, skills, per combat Slots, etc.
Target will follow the letter of all commands while doing their best to follow the
spirit of all commands as well. Target will not follow commands that do not relate
to combat, such as to Remanifest or Resurrect against their will, participate in a
cabin raid against their will, or hand over money or resources. Creative resistance
to commands is impossible due to the overwhelming control of the
caster. Commands and series of commands are considered exclusive in
nature. The relative intelligence of the Target is not a hindrance, as the caster's
will is what is driving the Target to act. It should be noted that the burden is on the
caster to be clear about how they want the Target to act (Dominate is no
substitute for sloppy commands). The player is not forced to do anything they
have an issue with out of game, or feel is unethical. This is not an escape clause for
the character; its intent is to avoid violating the privacy of the player. This effect
may not be cancelled within the first minute of the effect.
Until
Combat
Reset
Cancel
High
True Doom
The target of the effect takes all effects as if they were delivered with the Bane
tagline, and thus may not use any defenses whatsoever. This effect may not be
cancelled within the first minute of the effect.
Until
Combat
Reset
Cancel
High
True Hate
<Name>
Caster may name a person verbally to Target, causing Target to immediately begin
to act and believe named person is their most despised and hated enemy. Target
will immediately seek to attack and destroy hated person, as cleverly and
effectively as possible, using any and all means available. The target has not
become enraged or stupid, and thus will use calculating and covert means to
destroy this person if necessary. Upon the cessation of a Hate, Target will not
remember why named person seemed like someone to engage, nor will Target
recall who named the person to him or her. The name must be audible to Target
and Target must have some indication of who the named is.
If no character is indicated by the caster, then the target will choose the nearest
one of his or her allies.
Until
Combat
Reset
Cancel
High
Target is rendered immune to all effects, save the Cancel effect, and may not
move, talk, or take any actions or interact with anyone or anything for the
duration of the effect. This effect may not be cancelled within the first minute of
the effect.
Until
Combat
Reset
Cancel
High
Lasting Breath activates upon successful completion of a Bleeding Count; upon
activation, instead of beginning a Death Count, caster is restored to 1 Health Point
and enters System Shock. Diagnose effects do not indicate the presence of Lasting
Breath. When this effect is invoked, the player should announce loudly in a voice
that can be clearly heard up to ten (10) feet away: "Lasting Breath."
Instant
Cancel
High
True
Invulnerability
True Lasting
Breath
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Default
Duration
Fixed By
Effect
Level
True Mist
Form
The target gains a limited immunity to harm while Mist Form remains active. To
signal the effect, target places one hand on his or her opposite shoulder. While in
Mist Form, target may not take any actions except to walk, whisper, or use
Defenses. Target is immune to all effects save the Cancel effect, True effects (all
effects delivered with the True prefix), and attacks delivered with one particular
tagline, usually the Earth tagline. Mist Form lasts until combat reset, or until the
character removes his or her hand from the shoulder and announces in a clear,
loud voic: "Misting in 1, Misting in 2, Misting in 3: Cancel Mist Form."
Until
Combat
Reset
Cancel
High
True Null
Magic
The character immediately suffers a True Cancel All Bane effect and for the
duration of the effect is unable to use any magically delivered (packet) attacks or
use any per combat abilities (Slots for characters, and Per Combat Abilities for
Monsters).
Until combat reset, after successfully hitting with True Null Magic, the caster of
the True Null Magic effect may deliver an unlimited number of True Cancel All
Bane effects by packet at no slot cost, but only when targeting any creature
initially affected by True Null Magic in the combat.
This effect may not be cancelled in the first minute of the effect.
Until
Combat
Reset
Cancel
High
True
Protection
Aura
The caster stands with one arm outstretched directly above the head, with feet
planted as if under the Pin effect and announces “True Protection Aura”. While
doing so, the caster is immune to all undesired effects, save for the Cancel effect.
The caster may use/cast any Healing, Reset BAV, Cancel <Named> or Cancel All
effects they possess, but may use no other abilities. The effect ends after Combat
Reset or the caster puts his or her arm down.
Until
Combat
Reset
Cancel
High
True
Remanifest
This effect must be cast on a Spirit within 30 seconds of it's dissipation. The
targetted Spirit may refuse the effect, in which case the cost (usually a High Slot) is
refunded. Accepting the effect immediately results in the target returning from
Spirit form to full health, bypassing system shock. A character who is True
Remanifested loses a temporary Life, as usual, but characters affected by this
ability are prevented from sufferring permanent Life loss when brought back using
this effect.
Some abilities explicitly grant this effect to the caster him or herself. They
additionally require that this ability may only be used while the caster is standing
in the location in which he or she entered the spirit state.
Instant
N/A
High
True Shadow
Aura
The caster becomes immune to the Agony, Death and Dissipate effects for the
duration.
Until
Combat
Reset
Cancel
High
True Sleep
The character immediately loses consciousness for the duration of the combat.
This effect may be cancelled by shaking the target by hand for 10 full seconds.
Until
Combat
Reset
Cancel or
10 Second
Shake
High
True
Spiritwrack
The target of this effect immediately enters the spirit state and must remanifest as
normal. The Spiritwrack effect does not does not cause loss of Life the way
entering spirit state normally does, though staying in Spiritform for an extended
duration is known to have considerable negative side-effects.
Action
Remanifest
High
Effect Name
Complete Description
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Effect Name
Complete Description
Default
Duration
Fixed By
Effect
Level
True
Vengeance of
the
Terrorsent
For the duration the character becomes a terrifying force, capable of reaping
tremendous destruction.
- While affected by True Vengeance of the Terrorsent, the character may don a
mask or other Darkhollow costume accents. While wearing a mask, the player is
not recognizable as his or her character.
- The character may grow claws that swing 1 Body as their base damage.
- The character may use the True Terror or True Fear effect at will against any
character with claws, weapons, or packets in hand. This effect can be delivered by
packets, weapons or claws.
- Against any character with his or her back to the caster, the character may
deliver the 10 Body effect at will, by claw, weapon, or packet.
- The effect ends immediately if the character goes unconscious.
Until
Combat
Reset
Cancel
High
Wounding
<X>
Similar to "Taken as X," this ability is used in response to an attack or effect in the
same manner as a creature would call "No Effect", and denotes that the ability or
effect was immediately recovered from but cost the creature the named amount
<X> points of damage (from armor and then body) to mitigate.
When a target responds to an attack with "Wounding" without a number, it
denotes that the target took 5 damage.
Instant
N/A
N/A
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Taglines
Taglines are effects that do nothing by themselves but append other effects. There are two types of taglines: effect
modifiers, and damage modifiers. Only one tagline may be added to an effect at a time.
Tagline Name
Tagline Description
Bane
Bane is a tagline that, when combined with an effect or damage, means that the effect cannot be resisted or
defended against by the target. Note that although the effect cannot be stopped, if the target is immune or
recovers from the effect or damage, it still will not work This means that nothing but immunity or recovery
can defend against the Bane tagline. Bane is generally only used in combination with Damage, though some
very specific Bane Effects may be used with other Effects. Items\Abilities that do not explicitly state that they
add the Bane Tagline to a Specific Effect (i.e. Dominate Bane) should be considered to provide a Bane Tagline
to damage only.
Body
Body damage is taken directly to the Health of the target, and bypasses armor points regardless of how much
armor the target might be wearing. When the Body tagline is combined with damage, the damage is taken
straight to Health. Thus, “10 Body” means the player subtracts 10 Health from their total. Body Damage
bypasses Armor & Threshold.
Massive
Any Massive attack deals damage to a Target even if the Target blocked the strike with a weapon or shield. It
may be defended against using skills/defenses and game effects (but not physical blocks) normally.
Air
Some creatures are only hurt by Air damage, take more damage from Air, or are immune to Air. For any other
target, Air damage is considered Normal damage. This is the damage associated with Everbreath.
Fire
Some creatures are only hurt by Fire damage, take more damage from Fire, or are immune to Fire. For any
other target, Fire damage is considered Normal damage. This is the damage associated with Embercrown.
Earth
Some creatures are only hurt by Earth damage, take more damage from Earth, or are immune to Earth. For
any other target, Earth damage is considered Normal damage. This is the damage associated with Darkhollow.
Ice
Some creatures are only hurt by Ice damage, take more damage from Ice, or are immune to Ice. For any other
target, Ice damage is considered Normal damage. This is the damage associated with Grimfrost.
Normal
Normal damage is just that; normal. It’s the kind of damage most anything can cause; a knock on the head
with a rolling pin, falling into a pit of spears, being clawed by a monster. Normal damage has no special
effects, it’s just damage.
Silver
Some creatures may only be hurt by Silver damage. Against targets that require ‘Silver’ as the verbal, only
Silver damage will affect them. Against any other target, Silver damage is still damage.
Magic
Magic damage is generally the highest rated damage one can use. Against targets that require ‘Magic’ as the
verbal, only Magic damage will affect them. Against any other target, Magic damage is still damage.
Shadow
Lumin
Piercing
Creatures damaged by the Shadow tagline cannot use any Brightgaze abilities or use the Light or Reveal
effects for 10 seconds. This damage is otherwise considered normal damage.
Creatures damaged by the Lumin tagline cannot use any Shadowmaw abilities, the Shadow tagline, or Hide in
Shadows for 10 seconds. This damage is otherwise considered normal damage.
Creatures damaged by the Piercing tagline are affected no matter what state or phase their character is in.
This damage applies normally to characters out of phase, burrowed, hidden in shadows, or that are using
dream or X walking abilities.
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Appendix B: Dynamic Action System (DAS) Actions
Please see the chart posted on the tavern wall at check-in.
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Appendix C: Lost Arts
In the world of 2nd Dawn characters may, over time and through interaction with the world and its people,
gain strange or powerful abilities known as Lost Arts. Each of these abilities will be described, along with
the rules for the Lost Art’s use, on a card given to the Player or in the players’ character sheet.
Lost Arts are a means by which your character may customize your character, defining your character
through rare or even unique skills. Some Lost Arts are relatively common and teachable by other characters
(as denoted on the character sheet), others can reshape the world and must be earned or be taught by secret
orders or ancient forces at work in the world.
Lost arts are listed on the character sheet and include the name and the effect of the Lost Art. They also list
the category and requirements for learning the Lost Art. Further, the listing will include whether you may
teach the lost art to others who meet the requirement. Most importantly though, you may only have a number
of Lost Arts active at an event who’s values (as defined by the listing for Tier) add up to your Character
Level or less. Some lost arts must always be active. These are denoted on the sheet as being “locked.”
Important Note: You may, on occasion, wish to use a Lost Art you don’t have enabled. In that case, you
may choose to expend a High Slot to enable a Lost Art for the duration of the current encounter.
Examples of Lost Arts:
Master Invoker – A Mage who masters all of the Invoker’s Arts may strike foes considered immune to other
magic.
Steal Health – The best looters find themselves refreshed after stealing their opponents pocket change.
Cleaving Blow – Whirlwinds of destruction, a warrior with this ability finds he’s effective in crowds, following
up every attack with a follow-through against another nearby opponent.
Mettle – Wardens are renown for being more capable when nearby their allies. In the case of a Warden with
Mettle, their defenses are difficult to penetrate by normal attacks.
Bow Defense – An Archer or Crossbowman with this skill is adept at blocking with their bow or crossbow, but
remains agile enough to keep their weapon strung.
Shield Defense – Taught by shield-maidens of old, this ability provides a burst of energy to use costly defenses
at the outset of a fight.
Wolf Form – It’s said that Moonsworn are capable of taking on the form of their patron beasts. Those are just
rumors… Right?
Sewn Stitching – Sewn since ancient days have been patching themselves up. Some of them eschew normal
healing entirely.
Decimate – Rumor tells of an ancient Master of the Great Maul who can literally hit so hard he turns his
opponents to dust.
More interesting Lost Arts exist and are taught by Organizations. The most powerful are usually taught by the
Orders.
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Appendix D: WEAPON CONSTRUCTION
Legynds is a game; as such, it should be fun. A game is never fun if people are injured playing it, especially if
the injury is severe. Accordingly, Legynds uses a number of rules to ensure the participants in combat don’t
suffer any physical injury.
Spell Packets
A spell packet is a small square of white cloth, about three inches on a side. Birdseed is placed in the center of
the cloth, and then the cloth is wrapped up into a little package and tied off with string or rubber bands. The
‘tail’ of the spell packet, the loose cloth left hanging after the bird seed has been tied off inside, can be
trimmed or left hanging, as the user desires. Birdseed should be used for the weight in a spell packet because
it is heavy enough to give proper mass to the spell packet, so it can be thrown properly, but light and diffuse
enough to not cause a heavy impact against a player. Sand, gravel, kitty litter, dirt and other types of material
often have different properties when made into a spell packet and thrown at someone; some may cause pain or
serious injury, and thus should not be used. White cloth should be used for spell packets because the spells are
clearly visible to characters within the world of Legynds, and thus need to also be clearly visible to players
taking the role of those characters. No other color is acceptable.
Boffer Weapons
A ‘boffer weapon’ is a padded ‘weapon’ used to strike other players in LARP combat. Typically, a length of
PVC pipe is encased in 5/8" thick PVC pipe foam, taped securely with duct tape, but not tight enough to
compress the foam to the point of hardness. Swords and similar weapons use 1/2" PVC, while longer weapons
such as staves and polearms require 3/4" to prevent them from whipping. The resulting weapon should be soft
and a bit flexible, but should also not ‘whip’ when swung. A properly constructed boffer weapon will hit with
a discernable impact when swung properly, but not hurt, and certainly not cause serious injury. The key is to
use sufficient padding (5/8" thick or more), and to ensure all PVC pipe is padded and taped so as to not cause
injury.
Although we do not allow thrusting in Legynds, we do require thrusting tips for all non-latex weapons.
Thrusting Tips (minimum 2”) refer to padding placed on the ends of a weapon, and provide additional
protection when using the weapon to thrust at an opponent. Safe Pommels are padded and taped to prevent
any pipe from being close enough to the surface of the pommel to cause injury. All tape on the part of the
weapon that will strike a player must be applied along the length of the foam, not wrapped around in a spiral
like fashion, as this will compress the foam too much. All weapons must be checked in for safety; don’t be
upset if your weapon construction is considered unsafe. You may be asked to remake or modify the phys rep
in extreme cases, but there are plenty of people who can make sure that you are able to have a weapon for the
event.
Weapons Table
Base
Weapon
Arrow, Bolt
Bow, Crossbow
Small Club, Small Mace, Small Hammer
Dagger, Hatchet
Halberd / Polearm
Large Claws
Long Spear
Long Sword, Axe
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Damage Length Classification
1
Special Bow/Crossbow
1
33”-48” Bow/Crossbow
1
10” - 24” One Handed
Weapon
1
10” - 24” One Handed
Weapon
2
64” - 78” Two-H Edged
1
33” - 48” One Handed
Weapon
2
41” - 72" Two-H Weapon
1
33” - 48” One Handed
Weapon
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Base
Weapon
Mace , Club, Hammer
Damage Length
1
33” - 48”
Short Mace, Short Hammer, Short Club
1
25” - 32”
Shield
Short Sword, Short Axe
*
1
*
25” - 32”
Spear
1
33” - 48”
Staff
2
58” - 72”
Throwing Axe
Throwing Dagger
Throwing Hammer
Two Handed Bludgeon (Maul)
1
1
1
2
12” - 24”
6” - 10”
12” - 24”
50” - 72”
Two Handed Sword, Two Handed Axe
2
50” - 72”
Classification
One Handed
Weapon
One Handed
Weapon
Shield
One Handed
Weapon
One Handed
Weapon
Two Handed
Weapon
Throwing
Throwing
Throwing
Two Handed
Weapon
Two Handed
Weapon
Archery (Arrows, Bolts, Bows & Crossbows)
Arrows and bolts are represented by a thrown boffer packet in Melee. Thrown boffer packets use a 2-4 inch
section of PVC pipe foam (without a core), filled with bird seed, and then taped at both ends and along the
length of the foam.
A boffer bow is usually constructed from PVC. It must be curved and formed in the shape of a bow. Overall
length in a straight line from tip to tip must be between 34 and 58 inches. Thrusting tips must be on both ends
of the bow. The entire length of the bow, aside from the grip, must be padded.
A boffer crossbow must be a T-shape, with a stock length of 12 to 24 inches. The cross piece must be at least
half the stock length and may not exceed 24 inches. Thrusting tips must be on the front of the bow, as well as
both ends. The entire length of the crossbow, including the stock, must be padded; save for the grip.
Using Archery:
 The Bow must be held in front of the archer at arm’s length and must be aimed at the target when the
thrown boffer packet is thrown. The archer must take the packet out of the quiver, touch the packet to
the hand holding the bow, then bring the packet to the shoulder area while holding the bow before
throwing. The thrown boffer packet must be thrown in the normal flight path of an arrow fired from
the bow. It cannot be thrown overhead or around corners. It cannot be “flicked.” The damage call must
be completed before throwing the packet.
 You can use a boffer bow or crossbow in combat for blocking, but you may not attack with it. Once it
blocks an attack, the bowstring is considered cut or unstrung by combat. The bow or crossbow cannot
fire arrows until the bow or crossbow is unstrung. For safety reasons, no physical bowstrings are
allowed.
 Restringing involves roleplaying restringing (i.e., recovering a new bowstring, setting yourself, and
restringing the bow). Restringing requires a 30 second count. No physical representations for extra
bow strings are needed.
 The Bow must be held in front of the archer at arm’s length and must be aimed at the target when the
thrown boffer packet is thrown. The archer must take the packet out of the quiver, touch the packet to
the hand holding the bow, then bring the packet to the shoulder area while holding the bow before
throwing. The thrown boffer packet must be thrown in the normal flight path of an arrow fired from
the bow. It cannot be thrown overhead or around corners. It cannot be “flicked.” The damage call must
be completed before throwing the packet.
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Axes
The haft of the axe must be padded at least 24" from the tip. The axe blade must be 12"-18" in length (as
measured from blade edge to blade edge, through the haft). The blade must be made of a minimum of 4" of
padding in width (coming out from the haft), and there must be a thrusting tip of 1½" on the end of the axe.
The pommel must be safely padded.
Hand Axes
The haft of a Hand Axe must be padded at least half of the length of the weapon, starting from the tip. The axe
blade must be 6"-12" in length (as measured from blade edge to blade edge, through the haft). The blade must
be made of a minimum of 4" of padding, and there must be a thrusting tip of 1½" on the end of the axe. The
pommel must be safely padded.
Short Swords
Short Swords must have a hilt of 6"-10" in length. There must be a 2" padded thrusting tip, and safe pommel.
The sword construction must include a padded cross guard on the hilt.
Long Swords
Long Swords must have a hilt of 8"-15" in length. By definition, the sword should allow a wielder to use it
easily with two hands. There must be a 2" padded thrusting tip, and a safe pommel. The sword construction
must include a padded cross guard on the hilt.
Daggers
Daggers must have a hilt of 5"-6" in length. There must be a 2" padded thrusting tip, and a safe pommel.
Maces and Clubs
The haft of the mace or club must be padded at least 24" from the tip. The head of a mace must contain at
least 8" of padding from its tip, and can be made in any design that looks appropriate. There must be a 1"
thrusting tip, and a safe pommel.
Short Maces/Clubs
The haft of the mace or club must be padded at least 18" from the tip. The head of a mace must contain at
least 6" of padding from its tip, and can be made in any design that looks appropriate. There must be a 1"
thrusting tip, and a safe pommel.
Hammers
The bludgeon (striking surface) of the Hammer must be 4"-12" in length from the tip, (as measured down the
haft of the weapon) and contain at least 4" in width of padding for the actual head. There must be a 1"
thrusting tip, and a safe pommel. The haft of the hammer must be padded at least 24" from the tip.
Staves
Each Staff end must have at least 18" of padding on its ends, plus 2" thrusting tips.
Long Spears
Long Spears must have at least 24" of pipe foam below the top end, and there must be a thrusting tip made
from open cell foam at least 6” in length (that should look like a spear head). No more than 36" of the
weapon can be unpadded. There must be a safe pommel of at least 6". Generally special materials are needed
to prevent a longspear from whipping in combat. The best technique is to use kite spar for mastercrafted
weapons, and to run kite spar inside the PVC pipe for non-master crafted weapons.
Short Spears
There must be at least 20" of pipe foam below the top end of a Short Spear, and there must be a thrusting tip
made from open cell foam at least 6” in length (that should look like a spear head). No more than 18" of the
weapon can be unpadded. There must be a safe pommel of at least 6".
Halberds/Polearms
Halberds and Polearms must have padding of at least 30" in length from the tip, and the blade should provide
at least 12" of padding. There must be a 2" thrusting tip, which should be further extended at least 1" beyond
the padded tip. There should be a safe pommel. Weapons this long tend to whip, and will not pass safety if
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they do so. Generally special materials are needed to prevent a polearm from whipping in combat. The best
technique is to use kite spar for mastercrafted weapons, or to run kite spar inside the PVC pipe.
Two Handed Axes
The blade of a Two handed Axe must be 16"-20" long (as measured from blade edge to blade edge, through
the haft). The blade must be at least 6 inches in width (measuring out from the haft). There must be at least
12" of padding below the blade. There must be a thrusting tip of 1½", and a safe pommel.
Two Handed Bludgeons (Mauls)
The bludgeon (striking surface) of the Two Handed Bludgeon must be 12"-18" wide (as measured through the
haft of the weapon), and there must be 18" of padding below the bludgeon. The bludgeon must be at least 4
inches in width (measuring out from the haft) on either side. There must be a 1½"" thrusting tip, and a safe
pommel.
Two Handed Swords
The hilt of a Two handed Sword must be 12"-18" in length, and must include a padded cross guard. There
must be a 2" thrusting tip, and a safe pommel.
Thrown Weapons
The blade of a Throwing Axe, and head of a hammer, should be 6"-10" wide (as measured from blade edge to
blade edge, through the haft of the weapon). They must include a 1½" thrusting tip. As they are thrown
weapons, there should be no piping, or other hard objects within the finished weapon; padding and tape only,
and the tape should not be overly heavy or thick.
Throwing Daggers
Throwing Daggers must include a 1" thrusting tip if made of pipe foam. As they are thrown weapons, there
should be no piping, or other hard objects within the finished weapon; padding and tape only, and the tape
should not be overly heavy or thick.
Shields
Shields may be constructed using either of the following rules:
Method 1:
Shields may never be wider than the bearer’s shoulders, and no longer than the bearer’s arm (up to his fingertips), whether circular, oval, rectangular or other shapes. Shields should be constructed out of wood, plastic or
thin metal. The entire perimeter of the shield must be padded with at least 1" of padding. The rules for shield
sizes are very important, as shields in Legynds can be unbalancingly powerful. As such, no shield can ever be
wider than 26” or longer than 32”, no matter what the size of the wielder.
Method 2:
Shields should conform to the following: The longest dimension of a shield cannot exceed 36 inches. The
maximum area of a shield is 531 square inches (a 26 inch diameter circle). When calculating the area of a
shield, recesses, voids, holes and concavities in the shield silhouette are counted towards the total area of a
shield as if the recess, void, hole or concavity did not exist. Wrapping a taut string along the edge of the shield
and calculating the area of the figure that the string now defines allows the measurement of the shield are
according to this rule. - Shields using this method must attach to the arm and hand (no strapless shields).
Claws
Claws are used to simulate the being hitting with his arms, claws or physical body; several creatures in the
Legynds game world attack with claws. Claws have a base damage of 2 and no maximum damage (unless
stated otherwise). Damage to claws is not taken by the wielder of the claws. The classification of claws
depends on the creature type; when not specified, claws are considered either Short Edged or One Handed
Edged.
While not a weapon a player can buy with Build, some abilities, items or magic allows characters to grow
claws. If a character has an ability that allows him to grow claws, he is considered to automatically have the
claw weapon skill.
Claws may not be disarmed and are immune to disarm effects.
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Large Claws
Some creatures or players may use large claws. They have a base damage of 4 and no maximum damage. The
classification of claws depends on the creature type; when not specified, claws are considered One Handed
Edged.
Large claws may not be disarmed and are immune to disarm effects.
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APPENDIX E: Campaign Notes
Character Creation Info:
New characters should email their build here.
 New characters must have a three word True Name. This name will be reflected on your character
sheet. This does not have to be what you are called In-Play. The True Name can be up to 3 parts in
length. First, middle, and last.
 Don’t forget to include your culture, organization, and Orison, when applicable.
 Don’t forget to include your chosen Background.
New characters should send in their character histories here.
 New characters must be younger (born after) the Dawn one hundred and ten (110) years ago.
New groups should send in their group histories here.
Character Update Info:
Please email Second Dawn Character Logistics to update your characters.
Starting Equipment:
All Characters begin play with “Rusty” equipment for any items that they can rep. Additional “Rusty”
equipment can be found in-game by foraging in the woods or wastes for one (1) minute. See the equipment
section for additional details on the particulars of “Rusty” gear.
Material Values:
The following reagents at the listed values are commonly found in Memora.
Reagent Name
Marc - Currency
Simple Essence
Essence of Everbreath
Essence of Embercrown
Essence of Darkhollow
Essence of Grimfrost
Essence of Brightgaze
Essence of Shadowmaw
True Essence of Everbreath
True Essence of Embercrown
True Essence of Darkhollow
True Essence of Grimfrost
True Essence of Brightgaze
True Essence of Shadowmaw
Aspect
None
All
Everbreath
Embercrown
Darkhollow
Grimfrost
Brightgaze
Shadowmaw
Everbreath
Embercrown
Darkhollow
Grimfrost
Brightgaze
Shadowmaw
Value
1
5
10
10
10
10
10
10
20
20
20
20
20
20
Additionally, strange gems, stones with glowing runes within their depths, and a resource called Arcmanum
said to power amazing devices may be found, crafted or traded for.
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APPENDIX F: Resource Points





Players may purchase up to twenty (20) Marcs per event.
Players may purchase up to 4 Common Material or Equipment per event.
Players may purchase one Uncommon Material or Equipment per event.
Equipment must be immediately attached to a character sheet.
Marcs and Materials will be distributed at check-in or from the Caravel stores in the Tavern.
Type
RP Cost
Dollar Cost
In-Game Currency
Name
Material
10
2.5
1 Marc (Currency)
Essence Purchase - Common
Material
50
12.5
1 Common Essence - 5 Marcs
Essence Purchase - Uncommon
Material
100
25
1 Specific Uncommon Essence - 10 Marcs
Common Weapon
Equipment
200
50
Common Weapon - 20 Marcs
Common Armor - Chest
Equipment
200
50
Common Armor - Chest - 20 Marcs
Common Armor - Limb
Equipment
100
25
Common Armor - Limb - 10 Marcs
Common Amulet
Equipment
200
50
Common Amulet
Common Ring / Rod / Wand
Equipment
200
50
Common Wand / Rod
Uncommon Weapon
Equipment
600
150
Uncommon Weapon
Uncommon Armor - Chest
Equipment
600
150
Uncommon Armor - Chest
Uncommon Armor - Limb
Equipment
300
75
Uncommon Armor - Limb
Uncommon Ring / Rod / Wand
Equipment
600
150
Uncommon Ring / Rod / Wand
Uncommon Amulet
Equipment
600
150
Uncommon Amulet
Minor Healthstore Elixir (+1 Health)
Equipment
80
20
Minor Healthstore Elixir (+1 Health)
Major Healthstore Elixir (+2 Health)
Equipment
400
100
Major Healthstore Elixir (+2 Health)
Minor Mana Elixir(+1 Low Slot)
Equipment
400
100
Benefit
600
30
Minor Mana Elixir(+1 Low Slot)
Gain one permanent life, up to the normal
max of 3 - Each player may contribute to one
purchase of Increase Lifeforce in a calendar
year.
Increase Lifeforce
Additional Character Background
Benefit
120
Description
30
Gain one additional Character Background,
and it's associated Secondary Skills. This
option may be purchased up to two (2)
times, for a maximum of 3 Backgrounds in
total.
Benefit
400
100
Gain an additional Character Background
from the following: Well Guardian, Seer This does not count against your 3
Backgrounds. See EC for details.
Hunted
Background
200
50
Hunted
Cursed
Background
200
50
Cursed
Honored
Background
200
50
Honored
Famous / Infamous
Background
200
50
Famous / Infamous
Family Ties
Background
400
100
Family Ties
Fey Ties
Background
400
100
Fey Ties
Underworld Ties
Background
400
100
Underworld Ties
Infernal Ties
Background
Consult EC
Consult EC
Premium Character Background
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APPENDIX G: NPCing for Second Dawn
Everyone helps out. It’s a core philosophy in the volunteer driven organization that is Legynds: Second Dawn. One of the best ways to
do that is to help entertain others. This short brief should help you get the most out of your inner (or outer) monster while you help
make sure others have a fun and sometimes challenging time.
Know your ROLE: - Know what you should or should not do in an encounter
General Guidelines:
Be sportsmanly. Your job is usually to be defeated by the player characters so be gracious, courteous, obey the rules, and avoid
any conflict outside the game. If an out-of-game conflict does arise, please involve a marshal quickly and as expediently as
possible. Don’t ever argue with anyone on-site. Ever.
Stay in character. We want an immersive game. Try to stay in character as your monster and contribute to the scenes you’re in.
Don’t play it up (unless asked). But don’t play it down either. Fly casual, but don’t act like you’re flying casual.
Don’t talk out of game about what you participated in as an NPC. Some moments are private, either because they’re big secrets
in-game or because revealing information you may learn as an NPC could utterly ruin the story. Don’t spoil the surprise.
Be a part of the community. Tell us if you want to come NPC for us in advance and we’ll make sure you have cool roles to play,
and roles that you want to play.
Come prepared. Basic black clothing and safe weapons are safe bets to bring, but we’ll supply you with tabards and good, light
weapons if you need ‘em. Grab a water on the way if you’re NPCing during the summer. If you pre-register a week in advance to
NPC, your food on-site is on us.
Specifics about Monster Roles:
At the top of our NPC cards we list the role your monster is intended to play. This is key to getting the most out of the monster or
NPC role you’re in.
o Fodder – These creatures aren’t seen often because they’re intended to pose no challenge to the players. They’re
peasant-class characters or creatures that are occasionally used for thematic or atmospheric purposes. Occasionally
they’re necessary because another creature nearby needs a source of food, or living spell-shields… Fodder isn’t usually
smart, or fast or strong.
o Striker – These creatures are usually aggressive and work best as flankers. Sometimes they don’t get be flankers, and
are used as basic crunchies for the player characters to mow through. Try your best to be aggressive, fast, and cunning
when playing a Striker. If you’re given a Striker with multiple hits or packets of an attack, spread the love around the
players unless you’re told otherwise. Don’t triple-tap the characters unless you’re instructed by a marshal. Strikers
usually have low Health and Armor, but have a number of offensive or movement abilities.
o Brute – These creatures are hard to stop, and should help shape the battlefield. They’re intended to apply pressure and
be killed most efficiently with base weapon damage. They’re usually tough and strong, but not terribly skilled. Walk
with swagger when you’re playing a brute. Smart characters will either wittle you down over time, or pull out big guns
to down you if haste is a priority. Brutes usually have high health and armor, high base damage (2-3) and immunity to
the Massive Tagline (as they are usually massive creatures). Some Brutes are resistance to True effects as well.
o Artillery – Rarely seen, this creature type often works at range and requires a little skill to execute well. Don’t mix it up
directly as an artillery NPC. Apply pressure at range, and be smart. Support the other roles as needed. These are
Strikers that work best at range.
o Champion – This is the big leagues. Don’t play a champion until you can play all the other roles well, because the
champion is a synthesis of the other NPC types, with some extra ammo to boot. They’re tough, smart, quick, and
strong. They usually lead, and provide punch into the player ranks. They are often endowed with powerful True attacks
and defenses. A single Champion, with only minimal support, can hold 3-10 times their number at bay when played
well. Multiple champions with brutes as defenders, artillery to support, and strikers to flank and clean-up will wipe a
party, or provide a challenging mass combat or field battle. Champions usually have very high Health and Armor, and a
number of defenses and True defenses to boot.
Using your abilities. Quick and dirty guidelines:
o Strength – This is already taken into account in your base damage.
o Threshold – This makes any damage of 4 or less turn into 1 point of damage. Most Brutes have this.
o Per Combat abilities – These provide your punch. Try to make sure you use these, and spread them around. Don’t
target the same character with all your attacks unless you’re asked to. We provide our NPCs with good threatening
abilities to use when needed, but be judicious in applying them.
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APPENDIX H: Converting Age of Mystery Characters
In-Play Information:
All surviving characters from the Age of Mystery walked, were pulled, or otherwise ended up in the Rift
created by Marcus the Vile. Many characters were rightly regarded as heroes by the Concordant Council, so
when their dwellings were searched and their leftover possessions found, their gear and other wealth (from the
World System) was put aside in the hopes the heroes would return. Over time, it seemed that there would be no
return, so some of that equipment was loaned out to heroes of the age that followed, with the understanding that
some portion of wealth would be returned. The remnants of the original equipment left after the Rift as well as
the accumulated wealth collected in return by the Concordant Council was eventually called the Vault of
Heroes, and within it was massed an accumulated fortune.
Returning characters from the Age of Mystery may be disappointed to find that most of their original wealth is
long gone, expired or used in other pursuits, but the value of it has not diminished. The Concordant Council, as
stewards of the Vault of Heroes is happy to provide value to our returning heroes in approximate parity with the
amount left behind, within certain limitations. Up to the value of any wealth left behind, any hero from the Age
of Mystery may requisition up to the limit of what he or she can wear in Common forged armor, weapons,
jewels or foci, as well as one Uncommon item, up to the limit of what he or she can actually wear. Any leftover
wealth, to a group or individual, will remain available for the purposes of claiming or developing estates, in the
hope that returning heroes will find a place in the new world of Memora.
Out of Game Information:
Existing Item Cards –
- Existing Item Cards are usable through July 2014 as their equivalent items in Age of Revelation. Any cards
that were valid through September of 2013 remain and will not expire until July. Through July 2014 you
may turn in your item cards during the Saturday Queue and we will transcribe any of your items onto your
character sheet and convert them to Age of Revelation items permanently.
o Cards that expired before September 2013 are gone forever.
o Items made of Common materials become Common items in the Age of Revelation. Items made of
Uncommon materials become Uncommon items, and so on.
o Any special properties may convert over into AoR, but details will be worked out on a case by case
basis. We do not want you to lose value, but some properties may not translate into the new system
(such as +X to damage). Usually that is compensated for in some capacity (such as an extra slot)
but not always. – If you have a question, please see us on-site on Saturdays through July 2014
during the queue so that we can give you the individual assistance needed to resolve any issue.
(Quick questions about translation may be answerable during check-in, also.)
-
The values of any reagents turned in before March 1st, 2014 may be redeemed for items on the following
table, up to the number of items you can wear (based on the slots available in your character sheet).
o You may give any of your Hero Vault wealth to another Age of Mystery character or to any
member of your group/cabin. You may not directly give it to an Age of Revelation character who
is does not stay in your cabin.
o You may purchase any Common items for any open slots on your character sheet. These, like all
items on your character sheet, are not transferrable.
o You may purchase one Uncommon item for an open slot on your character sheet. This item is not
transferrable.
o Any leftover Hero Vault wealth will be available to you in the Estate System for advancing your
development.
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Name
-
Type
Hero Vault Purchase Cost
Common Weapon
Equipment
40
Common Armor - Chest
Equipment
40
Common Armor - Limb
Equipment
20
Common Amulet
Equipment
40
Common Ring / Rod / Wand
Equipment
40
Uncommon Weapon
Equipment
120
Uncommon Armor - Chest
Equipment
120
Uncommon Armor - Limb
Equipment
60
Uncommon Ring / Rod / Wand
Equipment
120
Uncommon Amulet
Equipment
120
Item Cards that cannot directly convert such as Ritual Tomes are considered “Antiquities” in-game and
may find discerning buyers in-game.
The ability to purchase items from the Hero Vault will end after July 2014. Time is limited!
An example:
o Hiram the Sly has an uncommon sword and two common armor bracers left from the Age of
Mystery. Hiram signs up in the Micro-Action-Queue for Saturday afternoon and meets with the
friendly Logistics folks who convert his cards and logs the gear on his sheet.
o Hiram the Sly converts his remaining Age of Mystery reagents for a total value of 354 hero vault
credits.
 He then buys common armor for all his remaining slots. Leg, Leg, Arm, Arm, Head,
Chest, and Amulet: (5 X 20) + (2 X 40) = 180
 Hiram decides to then purchase an uncommon sword for 60 using up his single uncommon
requisition from the hero vault. (1 X 120) = 120
o So having purchased all the common items available for their slots, and the single uncommon
available, that leaves 54 Hero Vault credit.
o He finally decides to give 30 credits to an Age of Mystery character that stays in his cabin, and 20
credits to an Age of Revelation character that stays in his cabin as well to help out his friends,
leaving 4 credit left in the Hero Vault.
o Someone he knows asked for some credits for their new Age of Revelation character, but because
they don’t normally stay in the same cabin, he had to say no.
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