Players Guide v. 2011.2

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Players Guide v. 2011.

TABLE OF CONTENTS
EPOCH TORONTO
Players Guide v. 2011.1
Based on the Original EPOCH Rules by Howling Falcon This guide is for use by EPOCH Toronto. Although based on the original rules of EPOCH as written by Howling Falcon, much of what it contains is intended for use solely in EPOCH Toronto games. If you intend to use these rules in whole or in part for another EPOCH chapter, it is recommended that you first check with the organizers of that club to ensure the rules you are using are in fact the same, as each may have modified local effects. This work is a collaborative effort over the years, and many thanks go out to all those who have helped make it what it is. We would also like to acknowledge those players past, present, and future who put in the time, dedication, and personal drive to bring us to where we are, and take us to places we never thought possible. We appreciate it all and thank you. This edition published and printed by: EPOCH Toronto, 2011 You can reach EPOCH Toronto on the Internet at:
www.epoch-larp.ca president@epoch-larp.ca

Table of Contents
Welcome to Epoch! _________________ 2 Rules of Play_______________________ 3 Death and Resurrection ______________ 5 Creating a Character ________________ 7 Races _____________________________ 9 Disadvantages, Advantages and Traits _ 17 Alchemy _________________________ 20 Combat __________________________ 29 Magic ___________________________ 40 Psychic __________________________ 58 Trades, Life Skills and Lores _________ 65 Complete Skill List _________________ 74

Join us on our message boards at:


www.epoch-larp.ca/forums

No part of this book may be reproduced without written permission from The Howling Falcon and/or EPOCH Toronto, except for short excerpts for review purposes.

NOTE: The male forms of pronouns (he, his, him) are used to save space, and can refer to characters and players of any gender.

INTRODUCTION
Welcome to Epoch!
What is Epoch?
EPOCH Toronto is a Live Action Role-Playing (LARP) game and system of rules, allowing people to safely enjoy fantasy role-playing. You create a fantasy character that you will play much like an actor does when interacting with other characters. To aid you in this, you will have to have a costume and a few props to enhance the abilities and skills of your character.

Well, if this is a game, how do I win?


Winning means different things to different people; every character should have their own goals, desires and fears/phobias. Winning can mean a few things when LARPing: Take an active part! Dont just be a bump on a log work on a plan, be heroic/evil/mysterious/odd whatever the goals are for your character. As they say No guts, no glory. Take a few risks. Grow! Your character should advance in life. Not just XP or skills, but all aspects of life. Learn what foods they like, which organizations they detest, how motivated they are or what history they share with others. Make your character a fully fleshed person. Have Fun! This is the most important thing of all. After all, if youre not having fun, then somethings not right.

Umokay, I got my stuff. Now what?


Most of the players will be in character. The important thing to remember is to do your part. The more you put into the game, the more you will get out of your experience. Worry about your own character and experiences and let others worry about their own.

RULES OF PLAY
Rules of Play
What Everybody Needs to Know
Although the EPOCH game is written in such a way as to enable people to play with a minimum of rules knowledge, there is some information that everyone needs to know. These are the basic rules of play and they are here at the front of the book, so that they will always be easy to find. These are the most important rules of the game! As such, it is important that all players of the game know these rules completely before moving on to the rest of the game. Anyone who is not directly helping with the situation must remain in the Hold position to alert other players that the game remains suspended. When the situation is resolved, play will resume with the player who called the Hold originally calling Ready, Set, Go or Three, Two, One, Lay On. All players must remain in the Hold' position until Go or 'Lay on' is said. Use Hold with caution. Before calling a Hold on someone elses behalf, be certain that they are in fact in need of a Hold and not acting out an in character effect.

OOG

IG (In Game) and OOG (Out of Game)


During play, we must make important distinctions. For simplicitys sake, consider any object, speech or action not specifically marked OOG (Out of Game) as IG (or in game) while the game is on. For example, if you were to turn to another player and say, How do explosions work? or Am I dead? without showing that the statement was OOG, then it would be considered to have been a statement or a question from one character to another. Going to an OOG state should not be done lightly or frequently, as it is very disruptive to the game. The various types of, and markings of, OOG are as follows:

Hold!
Hold' is a special type of OOG it stops game play in the area and takes you out of game. Game play will be on hold until the Hold' is finished. Only call hold' in the case of a medical emergency or other dangerous situation. Hold' called for any reason other than a dangerous situation are abuses of the rule and the clubs directors may discipline the player. You may call Hold' if someones glasses fall off during combat and run the risk of being stepped on, If a weapon has become unsafe and poses a threat, (if a large battle is going on, it is preferable you remove yourself) if someone may require medical attention, or in the event of any other unsafe condition. A hold' is called by yelling Hold! and immediately taking the Hold' position kneel with one knee on the ground and look at the ground (so that you cannot see who may have been sneaking up on you before Hold' was called). If you are holding a weapon, you should position it vertically so that you will not accidentally hit another player. Anyone who hears the hold' call or sees another person in the Hold' position must immediately adopt the Hold position as well.

Players may indicate themselves as being OOG by wearing a yellow headband. Any player with a yellow headband on does not exist to anyone in game nor does anyone in game exist to this player. If a player must go OOG and does not have a yellow headband, they may temporarily indicate their OOG state by placing their closed fist on top of their head. Items must also be marked OOG or they will be considered in play and may be taken and/or stolen by other players. Any necessary personal possessions (i.e. medicine, medic alert bracelets, wallets etc.) should be marked OOG by placing a strip of yellow tape in a visible spot on the item or keeping the item in a yellow bag. If you are unsure as to whether an item is IG or OOG, but it is an item which doesnt appear to be an IG item (such as an obviously modern item like a watch, camera or other electronic item, but which is not marked as OOG) check with the items owner before assuming it is IG.

Talking OOG
It is not necessary to drop out of play entirely to ask simple questions to other players regarding rules or other OOG situations. To show that what you are saying is out of game, place your thumb at the side of your mouth, hand open, with your palm facing out. An open hand makes the fact that the statement is OOG much more visible. Speaking OOG is shown so that the amount of completely OOG moments is kept to a minimum. Since questions can be asked and answered while still IG, the game does not suffer from characters suddenly appearing and disappearing OOG all over the place.

RULES OF PLAY
OOP or Out of Play
Another special form of OOG, OOP is when the player is not completely removed from game but cannot be seen or interacted with under normal circumstances. Unlike OOG, the types of OOP vary according to their circumstances. For example, a character magically hidden might still be able to see their surroundings, though not move or speak, but other characters will not see him. Another example could be a character that has been magically swallowed into the earth and may not be seen, move or speak but they cannot see the other players either. A player who is OOP will mark their state by holding their yellow headband in one hand where it can be plainly seen. If they do not have a headband, then they can use the hand signal of holding their hand in front of their face, fingers open. A player who is OOP may need to ask a passer-by some questions or tell them information related to their state of play this is considered to be out of game speech. For example, a player who is a spirit traveling to the Land of the Dead is OOP and may not be seen or interacted with normally but any characters that are psychic could see and interact with the character. possible while acting out as much as you can in a real time demonstration. Some described actions might require you to go OOG completely to adjust your position and present the effects of your described action(s). For example, Fats the Dwarf is trapped inside the Inn by a monster on a rampage. Rather than face the monster, Fats decides to break the window and climb out it. To do so, the player makes the talking OOG sign and says, Described Action: Im breaking the window out with my fist. Now, Im tossing my axe out in front of me, grabbing the windowsill with both hands and pulling myself out. Im out! The player now drops OOG and runs around to the other side of the window where play resumes. Do not abuse Described actions. For example, you cannot, just say, Described Action: I take off my armour, if you could have done it for real since the armour prop is available. Make sure when miming a described action that you take the amount of time that the action really should take to perform.

Consented Actions
Much like described actions, but these actions require the consent of another player. This rule allows such things as physical searches of bodies, without causing any embarrassment or discomfort. When you are interacting with another player in a way that you think they might object to, describe the action first. For example, Described Action: I roll you onto your back. The player can either respond with Go ahead, or some other indication of permission, which informs you that you can roll them over physically, or they will adjust themselves as necessary miming a response. If they respond with an affirmative to an action which you are not willing to perform, repeat your described action and the player should respond with their own described action. Remember to use the talking OOG hand sign at all times.

Described Actions
The described action is another special kind of OOG. Described actions are used when something is too dangerous to perform, or is otherwise improper to be done for real (for example: biting someones ear, climbing a building or running around topless,). If an action can be done safely, you should do it, you should not use a described action e.g., if you cannot physically pick up another player, your character cannot do this either. However, if you are playing a very strong character, such as a giant or troll, you could use a described action to pick someone up. To show a described action, make the Talking OOG hand sign (see Talking OOG) and describe your action(s) in as much detail and as realistically as

DEATH AND RESURRECTION


Death and Resurrection
How to Get Killed in a Fun & Painless Fashion
Every character has a Health score (hit points or HP). A characters HP represents how much damage he can take before unconsciousness and/or death. When a character has taken damage sufficient to reduce them to zero (0) points of health, they fall unconscious. You do not go below zero (0) Health. When a character reaches zero (0) Health and fall unconscious they may no longer take any action(s) and become unaware of their surroundings. If some form of aid does not reach them before their bleed time is over (players start with ten (10) minute bleed), then they are considered to have bled to death and will be dead. First aid, applied by a skilled character, or any form of healing, will bring them above zero (0) Health points and will prevent further bleeding, at least until another injury occurs. Damage can be taken in any number of ways, such as weapon strikes, spells, poisons and traps. A number accompanies each instance of damage. The person dealing the damage will call out the damage (e.g. with a weapon strike or a spell) or it will be written as part of the prop (e.g. a poison or a trap). A Described Action may also reduce a character to death the important thing is to react appropriately to the damage described. Whereas a beheading will obviously skip the entire bleeding period, a slit throat might leave someone with about sixty (60) seconds to receive healing before the character bleeds to death. Upon dying, the player will need to leave behind their IG possessions and if possible a representation of their corpse. This may be as simple as a piece of clothing and a note explaining what it represents. The player will then go OOP and progress to the appropriate location to report their death. There may be a specific area set aside as the Land of the Dead but in all cases, you should immediately find the games Artistic Director (Also referred to as the AD) and let them know what has happened. No matter where you go to deal with the logistics of your death you are now a spirit and must travel around OOP. A character in spirit form may not speak with any other character who is not themselves a spirit or a psychic and may not affect any other character until once again given physical form. It is important to remember the difference between taking damage and taking a killing blow. Damage is always stated in a numeric form, such as seven

metal, ten points, etc. A killing blow will be defined as reduced to zero Health, such as in the case of a poison or some other effects, or will simply state killing blow. You may only perform a killing blow on an immobilized or incapacitated character, or one already at zero Health. A killing blow is a described action that results in a reduced or eliminated time of bleeding before death. So, if a character were magically or alchemically put to sleep, tied up, or otherwise incapacitated, and had their throat slit, they would go into a sixty (60) second bleed, regardless of their Health score at the time. If the same character had their head cut off, they would die instantly, regardless of how much Health a character has. Losing a Grapple does not count as incapacitated, as the character can still squirm and struggle. The process of an instant kill takes a five-count to perform. Although you do not have to count aloud, you do have to mime the action the whole time. Alternately, rather than waiting out the time required to bleed to death, a player has the option of regaining consciousness for a period of no more than thirty (30) seconds for the purpose of making a dramatic statement just before dying. This could be a confession, vow for revenge, or any other dramatic statement. Once the statement is made though, the character dies instantly, completely foregoing the time required to bleed to death. No abilities, skills, or other means can then stop the character from dying at the end of their dramatic outburst. Also, a player does have the option of choosing to take a death at any time. So, if the character is in a position where they could possibly die, and the player chooses to take a death, they may simply describe how their character dies and take the death.

DEATH AND RESURRECTION


Resurrection
When (and if) the characters who are still alive arrange to have your character resurrected, you have a chance to escape the Land of the Dead. Every time your characters spirit escapes the Land of the Dead, it will cost experience points paid from your characters total. The number of points depends on how often you have died, as it becomes harder and harder to break free from the Veil. These experience points are payable immediately. You cannot wait until the end of the event and use the XP you gain from the event to pay it. If you do not have enough unused points available to spend, you have the option to use points allocated to skills. If you must use points already allocated for skills, you will lose the skill most recently learned and all training associated with it. If the point cost of the skill is greater than the points required to resurrect, the balance of points will be returned to your character sheet as unspent points. In the event that your character dies and the most recent skill purchase was the Void and Essence levels required to maintain a balanced Archmage, you may remove both skills from your character sheet simultaneously to maintain your balance. The experience point cost for resurrection is as follows: Death 1st 2nd 3rd 4th 5th Beyond XP Cost 1 2 4 8 16 Double Previous Resurrection Method Automatic Automatic Spell/Ritual Spell/Ritual Spell/Ritual Spell/Ritual If a character dies too often, he will eventually find himself unable to buy his way free and will pass from the Land of the Dead to the Land Beyond and never be seen again. Even if you can afford it, you may at any time choose to have your character not return to the Land of the Living. Many interesting things may happen in the Land of the Dead for example, your character could interact with other dead beings, or see visions of the future of the world and bring the memories back to the Land of the Living, should you return to life. No character must resurrect. It is entirely at the discretion of the player whether they wish their character to come back. Once a character comes back to life, the trauma of the experience destroys their perception of the last minutes of life (15 minutes prior to their death), up to and including their death, thus effectively wiping the memory from them.

CREATING A CHARACTER
Creating a Character
The game is written as clearly as possible so that it is not necessary to memorize large sections of rules that dont apply to you. For instance, if I really wish to enjoy living by my wits and my skill with a sword, would I really need to memorize all of the magic rules? As much as is possible, skills should be fairly self-explanatory when in use and should just do what the spell or skill would seem to do. Never feel afraid to ask someone, especially the person who used the skill on you, what the proper response is. It is the responsibility of the user of a skill to explain how it functions. It is important to ask any questions as quickly and as quietly as possible so as not to disturb game but most things have obvious responses and this should not occur often. When making a character, you should first consider what that character is going to be like Brave and forthright? Cautious and sneaky? Are they going to be a thinker or a fighter? Are they careless or careful? A character of action, or an observer? Your character is really another person and should behave like one its best to not be a copy of yourself. Consider ways to make your character a distinct individual. And always remember, your character is a real person, with real views, ideas, beliefs, and opinions. Try asking yourself a few things about the character at the very beginning stages of character creation. Are they married, single, do they have brothers or sisters, children, parents? Are they religious, and what do they believe in? What are their views on magic, alchemy, killing, robbing? In short, who are they? Once you figure out your character, its easy to figure out what they can do. EPOCH uses a point allocation system you can buy as many abilities as you can afford. You use experience points to create your character. Every character starts with a base of twenty (20) experience points. These can be increased or decreased by using Creation Points, Disadvantages, Advantages, and your character history. These starting Experience Points are to be spent on character abilities. Character abilities (skills) are listed with four key pieces of information: If a teacher is required or not to learn this skill. The need for a teacher is keyed with the following code: C Skill cannot be learned without a teacher L Skill costs double without literacy N Skill cannot be taught O Skill doesn't require a teacher T Skill costs double without a teacher The name of the skill The experience points required to buy the skill Prerequisites that may be required to purchase the skill

For example, here is how to read a typical skill entry: Ability Cost Prerequisite T Smith 3 9pts. Smith 2

You read this chart as follows: T means that the price will be double if the character does not have a teacher for the skill. When creating a starting character, it is assumed that a teacher has taught them all of the skills that they start play with. Once a character has been played, however, a character needs to find a teacher to teach any further skills. The name of the skill is Smith 3. The experience points required to purchase the skill (if the character can find a teacher for the skill), is 9. Smith 2 shows that the character must already know Level 2 of Smithing in order to learn Smith 3. A teacher is defined as a willing character, already in possession of the skill, who role plays teaching the skill in game. In Game teaching does not have a rigidly defined time frame required for teaching skills, however base the time needed to teach and learn a skill on the point cost of the skill and on the level of the teacher. A character cannot receive teaching in a skill which they do not already possess the pre-requisite for. Skills may only be taught one level at a time. The only exception to this is where the total XP cost of all skills learned does not exceed the total XP the character will earn at an event. So, a character can have training in 3 skills, all of which cost 2 XP, provided they pay the XP for all three skills before learning another skill. In order to make use of teaching, the character must put all their points into the skill being taught until it is paid off in full. If points are spent on another skill during the training, then training is lost unless the

CREATING A CHARACTER
teacher is still available, and continuing to teach the character. After her first weekend event, she has earned six (6) experience points. Because it was her first event, she has the option of rebuilding her character completely with her experience points. Kelly realized that she preferred healing with magic rather than with the Medic skill so she removes Medic 1 from her character. She now has a total of nine (9) experience points to spend (3 experience points from Medic 1 and 6 experience points from the event). Kelly decides that she wished to learn more Earth Magic, so she buys Earth Power Tier 2 (2pts) and Earth Power Tier 3 (4pts). She also wants to buy the Tier 3 Earth Spell, The Earth Will Hide You x minutes but only has three (3) experience points left, so she decides to save the three (3) remaining experience points so that she can buy the spell later when she has more experience points. Please note when creating your character that you are not able to play a character of the opposite sex from yourself. As well, when creating and updating your character sheet, you will be restricted to only the skills and racial packages as noted within the rule book.

Character Growth
Once a character is created, it will generally grow in play. When your character goes on an adventure or otherwise participates in game play, you character gains experience points that can be spent in the same way as the original points. Experience points are earned at a rate of two (2) points for the first day (or part thereof) and two (2) additional points for every additional day for longer events. Experience points can be augmented in other ways. Experience points may also be increased through the use of Creation Points (explained elsewhere), earned through special circumstances In Game, and by other means. Due to their nature, these items will be explained further during play.

Character Adjustment
If you have never played a LARP before, it is quite difficult to go into play with a clear picture of what a game is going to be like. After your first EPOCH game, you can take your characters starting and earned experience points and reallocate them completely, referred to as a Mulligan, in essence completely recreating your character. This allows novice players to benefit from the things they learned in their first event without being forced to live with the mistakes made in creating their first character. Occasionally even an experienced player will make mistakes in the creation of future characters. As long as the new character has only been in one event and it has been approved by the Executive team, even an older player has the option to mulligan a character.

Presentation Bonus
Armour, weapons and shields are subject to a presentation bonus. This bonus is applied to the phys rep. For armour, a +1 presentation bonus can be applied per location depending on the authenticity or look of the piece. For weapons, a +1 presentation bonus can be applied to the damage call. For shields, a +1 presentation bonus can be applied to the resists. This bonus must be agreed upon by a combination of at least 3 safety or executive officers and must be done before game starts. This bonus does not apply to the requirements for materials needed in game. A separate tag will be created for the presentation bonus and will be affixed to the phys rep.

An Example of Character Creation


Kelly wants to play a healer in game and decides that it sounds like fun to be a Halfling. With her initial twenty (20) experience points she buys Race Halfling (10pts), Medic 1 (3pts), Awareness 1 (5pts), Earth Power Tier 1 (1pt.) and the Tier 1 Earth Spell The Earth Will Heal You _____ Points. All of these skills total up to a cost of 20 points, so the character is complete.

Creation Points
Creation Points, or CRPs, are points given to a player for doing work on behalf of the club. They are used for gaining more Experience Points (XP) for your character, acquiring resources such as coins or mana, or creating a scenario you want played out for your character, called a Plot Force. Brand new players receive 26 CRPs to double out their starting XP as well as the XP for their second event.

CREATING A CHARACTER
Races
N N N N N N N N N Ability Arluru Dwarf Elemental Kin Elf Faun Halfling Human Kaern Orc Cost 15 15 20 20 10 10 0 15 15 Prerequisite Creation Only Creation Only Creation Only Creation Only Creation Only Creation Only Automatic Creation Only Creation Only

Racial Terms
Race Only Skill: A skill that may only be possessed by a member of a certain race. For instance, only Dwarves may learn Axemaster, and only Elves may learn certain spells. Racial Identifiers: Certain pieces of costume or make up that will mark a character as of a certain Race. Racial Disadvantage: Unlike regular Disadvantages (see the chapter on Disadvantages) a racial Disadvantage cannot be bought off, or cured except in extremely rare circumstances. A key part of your character is their race. The races of EPOCH are: Human, Arluru, Dwarf, Elemental Kin, Elf, Faun, Halfling, Kaern or Orc. The experience point cost of a characters race must come from the initial supply of experience points when creating a character; you cannot change your characters race after creation (except under extremely extraordinary conditions!) nor can a character be more than one race at a time. If you want to play a character of mixed ancestry, that is acceptable for role-playing purposes, however, for ease of game play you must choose which parent your character takes after and pay the cost for that race. You will only receive the racial advantages (and disadvantages) of the race that you have paid experience points for! Also, you must comply fully with the appearance requirements and characteristic traits of the race you pay for. You should read about your characters race before play, as you will need to know about the background culture, information on the culture of each race is available on the EPOCH website. Note: While In some cases the background of a character is completely up to the player to write, there are some aspects, which are completely inflexible. If you are unsure whether your story conflicts, check with an AD.

Race Descriptions
Race is a key consideration in creating and playing your character. When playing a character that is a Human, there are very few restrictions on how your character is to behave, beyond those that you impose on yourself. When playing a character that is a race other than Human, you will be expected to play that race believably. For starters, remember that these races are not human! They have different standards, beliefs and goals, as they come from different cultures. If, for example, you play an Elven character, behave like an Elf, not a human with pointy ears. For more information about the culture and background of a specific race, you can ask your clubs Artistic Director or check the website. Most of all, do not make assumptions about any race or character based on what you have seen or read in the past. Each race has at least one specific physical trait that distinguishes them from others. Any player whose character belongs to that race must wear this trait. For example, you must wear some type of pointy ear prosthetic as an Elf. You cannot simply wear a headband or large hat over your ears and claim that they are pointed. You must wear the proper prosthetic(s) or makeup for your race.

RACIAL SKILLS
Arluru
Advantages
Start play with Unarmed Strike 1 Learn Berserker and Fury without a teacher Take half damage from Berserker and Fury fallout damage Two Weapon Fighting costs half Start play with 10 Health

Dwarves
Advantages
Learn Smith and Toughness without a teacher Dwarf Only Skills: Axemaster and Hammermaster 10 Health points to start play

Disadvantages Disadvantages
Cannot purchase Void Tiers/Spells Shield skills cost double Silver goes through any Thresholds (except armour) Can never use two-handed weapons or pole arms except Great Axe or Maul Ranged weapon skills cost double to purchase. May never have another weapons skill at a higher level than their axe or hammer skill.

It costs 15 experience points to play an Arluru It costs 15 experience points to play a Dwarf. Arluru are wolf-like hunters, whose rage fills their minds and hearts. They dwell in the untamed wilderness, taking up and protecting their territory with extreme vigilance. Arluru in a pack are not to be trifled with. A group can explode into a frenzy and tear the offender apart at the drop of a hat. Arluru are, by instinct, berserkers. When provoked, backed into a corner, or outnumbered, they unleash their anger in desperation. And while one Arluru is dangerous, a pack of them is unfathomably terrifying. The Arluru are Fey, and they believe their purpose is to protect and keep the wild lands wild. As such, seeing one in a small town is rare, and one in a major city is unheard of. Only recently have the Arluru begun to emerge from wherever they came from into The Known World. Before this, they were in a much more horrible place which they call the Black Oblivion. Arluru are recognized In Game by their wolf-like facial features.

Dwarf Only Skills


C T T T T T C T T T T T Ability Axemaster 1 Axemaster 2 Axemaster 3 Axemaster 4 Axemaster 5 Axemaster 6+ Hammermaster 1 Hammermaster 2 Hammermaster 3 Hammermaster 4 Hammermaster 5 Hammermaster 6+ Cost 6 8 10 12 14 16/Lvl 6 8 10 12 14 16/Lvl Prerequisite None Axemaster 1 Axemaster 2 Axemaster 3 Axemaster 4 Previous Level None Hammermaster 1 Hammermaster 2 Hammermaster 3 Hammermaster 4 Previous Level

Axemaster
This skill allows a Dwarf character to use any and all axe weapons (i.e. throwing hatchet, handaxe, battleaxe and the greataxe, one of two weapons which Dwarves are able to wield with two hands). It also includes the two weapon fighting skill for axes only, equal to the level of Axemaster). It is bought at the same price as a skilled weapon.

Hammermaster
This skill allows a Dwarf character to use any and all hammer weapons (i.e. throwing hammer, warhammer and the maul, one of two weapons which Dwarves are able to wield with two hands). It also includes the two weapon fighting skill for hammers only, equal to the level of Hammermaster). It is bought at the same price as a skilled weapon.

10

RACIAL SKILLS
Dwarves are the second eldest of the Fey races, less pure in Faerie blood than the Elves, but more pure than other Fey. Though their heritage is acknowledged by the Faerie, they are not considered as close of kin to the Faerie as Elves are. Since their blood marks them as different from other races, Elves and Dwarves, though frequently rivals, always treat each other with respect. All other Fey are considered so much more distant from Faerie blood that they lack this bond. Dwarves are often a blunt people, with an eye on the bottom line. Dwarves are long-term planners and profit-oriented as a race, with generally makes them fairly honest. Dwarves have long memories and tend to be tenacious when exacting revenge if wronged, though they may not seek revenge immediately. Less than one Dwarf in ten is female, and as such females are prized in Dwarven society, and all doors of opportunity are open to her. If anything, Dwarves tend to imbue respect upon female Dwarves without concern as to whether it has been earned or not. Dwarves are recognized In Game by their beards. Females often grow dainty goatees, but for a male Dwarf, anything less than a full beard would be considered a shame to the race.

Disadvantages
Cannot purchase Medic, instead can purchase Elemental Anatomy-Your Medic skill counts as 1 rank less when used on non-Elemental targets, Medic used by non-Elementals on you counts as 1 rank less. Skill costs the same as Medic. Cannot be healed with Earth (except Earth Kin). Heal instead as follows: Fire Kin Fire Strikes Water Kin Water Strikes Air Kin Air Spins Double damage and duration from opposite element Cannot learn spells or tires in opposite element Cannot teach spells or tiers in their element

It costs 20 points to play an Elemental Kin Elemental Affinity This ability allows an Elemental Kin to buy mana income to triple their tiers in their element. This would allow up to a maximum of income mana: 15 in their element. The Elemental Kin are beings made of the four (4) prime elements: Earth, Fire, Air, and Water. Each species is as different as their elements to each other and each have traveled to the prime material plane for their own reasons. Elemental Kin greatly revere their respective Elemental Lords as their creator and gods. There is no natural animosity between each element. They are taught by their Lords that all elements are needed together to continue the circle of life. None are commonly seen on the prime material plane. Each elemental has a natural affinity for magic of their element. Their magic power is as much a part of their essence as it is a learned ability. Because of this they cannot teach the magic of their element to others. The Fire Kin are known to be fierce warriors with tempers as hot as their element. They tend towards the Chaotic and hot headed rather than calmly working through a problem. Fire Kin are natural tricksters but they will always follow their own clans Code of Honour. They have come to the prime material plane to prepare for their coming of age trials. The Earth Kin are normally calm and steady. Rarely making hasty decisions, they value the long process of decision making and generally do not favour change. Earth Kin tend to be very slow to anger but once it happens their anger comes swiftly and can be devastating. They value the balance of life and so will seek peaceful resolutions to conflicts, however,

Elemental Kin
Advantages

Learn spells and tiers of their elements magic without a teacher Start with Elemental Affinity Start play with 10 Health Start play with Awareness 1 Can purchase the blend ability for their element at creation (do not require tier 3 of the element) Ability Cost 4 4 4 4

O My Essence Will Blend With Earth O My Essence Will Blend With Water O My Essence Will Blend With Fire O My Essence Will Blend With Air

All Blend abilities are considered Magical States

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RACIAL SKILLS
they understand that death is a part of the life cycle and they are known to be good fighters. The first Earth Kin came to the prime material plane to assist the first Earth Champion with restoring the life balance after the plague. The Air Kin are a flighty people, changing moods rapidly and unpredictably. They do not tend to remain in one place for very long. Their unpredictable nature makes them ideal for the life of a rogue. Not much is known about why the Air Kin came to the prime material plane, it could have just been a whim one day. The Water Kin are normally very steady and slow to anger. Once angered, however, its very difficult to slow them down. They tend to be emotional, empathetic, and intuitive; however, they can also be over-sensitive and irrational. They often present a calm visage while hiding their true self. Water Kin are also very adaptable. The Water Kin have been coming to the prime material plane occasionally for adventure since the creation of the first Water Circle. Elemental Kin can be recognized in game by their horns and pointed ears as well as skin coloured as follows: Fire Kin : Easily noticeable red and orange tint to skin with veins a darker shade of red to mimic the colours of fire Water Kin : Easily noticeable green and blue tint to skin with veins a darker shade of green to mimic the colours of water Earth Kin : Easily noticeable brown and grey tint to skin with veins a darker shade of brown or gold to mimic the colours of earth and stone Air Kin : Easily noticeable blue and white tint to skin with veins a darker shade of blue to mimic the colours of air Cost of health is double Subject to the Elven Code, a race-specific code of honour (see below for details)

To play an Elf, it costs 20 Experience Points. Elf characters start play with 5 Health. Elves are known by all Fey to have the greatest claim of kinship with the Faerie. Because of this, many of the other Fey refer to Elves respectfully as older brothers or older sisters in deference to their purer Faerie blood. Their blood marks them as akin to the Faerie, so much so that Elves are inherently magical. For Elves, Magic is as natural as breathing. Elves tend to become powerful mages. The Elven strength is also their weakness. Many Faerie consider Elves to be their business thus forcing Elves to adhere to a strict code of honour; if an Elf strays from The Code, there can be severe consequences. Conversely, dealings with the Faerie are more likely to end poorly if a group seeking audience does not have an Elf to speak for them. This is, of course, a generalization, as all Fey were made in the image of the Faerie, and there are some Faerie who see their non-Elven children as being their own personal direct descendants. In Elven society, the sexes are equal in their roles and duties. Elves often feel themselves to be above moral issues

Elves
Advantages
May learn Spells, Tiers of Power, Enchanter and Awareness without a teacher and do not require literacy as a prerequisite. Access to some spells not available to other races (see below) May learn any bow skill without a teacher. Start play with Awareness 1

Disadvantages
Cannot teach Awareness, power, spells, or Enchanter at all.

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of good and evil, though personal tastes can lead elves to be on opposite sides of a conflict. Though they understand the concepts of good and evil, most feel that their duty to enforce the Faerie's wishes in this world overrides such human views. They see themselves as part of a cosmic greater whole, and totally above the limited morality of the lesser races. Also, according to the Elven Code of Honour, an Elf may not knowingly allow another Elf to be harmed physically, and must help to find food, shelter and healing for another Elf if needed, it is perfectly acceptable for Elves to argue or debate with another Elf, or to play mind games, annoy, or steal from Elves. Even to slaughter another Elfs non-Elven friends is permissible (of course, this must be done in an elegant fashion and other Elves cannot physically suffer for it). Below is an excerpt of the Elven Code of Honour: An Elf may never knowingly allow another Elf to come to physical harm. An Elf must try to prevent physical harm from coming to other Elves. An Elf must assist other Elves who have fallen on hard times. An Elf must never break their word or lie to a Faerie or another Elf. An Elf should strive for the overall betterment of all Fey in the world. An Elf must be a role model for all Fey and live elegantly. These spells allow the Elf to enter into the element in its visible manifestations, such as Air (fog, steam, smoke), Water (any liquid), Earth (rocks, dirt or plants), or Fire. While within the element they are OOP, and while they remain aware of their surroundings, they may not reach outside of, speak, cast spells or otherwise act outside of their chosen container. They may move anywhere within their chosen container (depending upon the element) and may exit it at any time of their choosing (up to the maximum allowable time of the spell). Elves cohabitating an element together may interact with each other. When traveling through an element, an Elf is limited to the extent of the element that they enter. For instance; if an Elf entered a tree, they may come out of any part of the tree, but not the ground, or anything touching the tree. An Elf that blended with water may emerge from anywhere the water goes, but if it evaporates or turns to steam, the Elf must exit it, as it has now become an air related spell. Even if committed to scroll, or imparted by an enchantment, this spell cannot affect a non-elf unless approved by an AD. These are timed spells. In-Game Effect: The elf is seen to be absorbed by the item and disappear. When they emerge they are seen to step from the item as a fog and become solid instantly. Elves are recognized In Game by their pointed ears. These must be prosthetic ears, and not an arbitrary object mounted on the ears like paper or tape.

Also remember, Elves are magic. They perceive magic in a very different way than any other race. It comes completely natural to them. It is important to remember that there is little point in playing an Elf if you do not wish to have some magical abilities. While an Elf will take part in almost all aspects of society (albeit in an elegant fashion), it will always be in combination with magic.

Fauns
Advantages
May learn Alchemy, and Life Skills: Herbalism and Geology without a teacher at no penalty Start play with Traps 2

Disadvantages Elven Specific Spells


Ability O My Essence Will Blend With Earth O My Essence Will Blend With Water O My Essence Will Blend With Fire O My Essence Will Blend With Air Cost 4 4 4 4 Prerequisite Earth Tier 3 Water Tier 3 Fire Tier 3 Air Tier 3 To purchase the Wear Armour skill costs double Cannot learn Skilled or Hard weapons (except shortbow), Weaponmaster or Marksmanship skills

To play a Faun, it costs 10 Experience Points. Faun characters start play with 5 Health. Fauns are known as flighty, forest dwellers. Though some fauns may take a fancy to the social scene of civilized areas, they tend remain near their beloved

All Blend abilities are considered Magical States

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woods. Fauns are a passionate, sensual and socially oriented race; a Faun who prefers to be alone is unknown! Fauns love nothing more than being the centre of attention, especially with an admiring audience. Fauns are naturally devious; constantly playing harmless practical jokes, in an effort to make everyone else relax a little bit. Fauns have had enough experience with other races, though, to keep an eye on the possible escape routes, just in case their joke is taken the wrong way! Fauns are inherently a bisexual people. They consider members of any race who prefer one sex to be in need of enlightenment and prudish. Most Fauns consider monogamy to be a deviant and bizarre behaviour. Polygamy is the norm for Fauns. Fauns usually rely on their quickness of mind and their fleetness of foot, as well as advance preparation to deal with whatever troubles may come their way. Fauns have no real cultural practices to speak of. They find no reason to form governments of their own, or to support anyone elses government. The most common misconception about Fauns is that they are all nymphomaniacs whose lives entirely revolve around the search for sexual experience. While all Fauns do generally enjoy sex, and most will have sex regularly, and with many various partners, sex is a part of their lives, not the centre of it. Fauns are by nature a very sensual people, but this should not be mistaken for sexual. Fauns love all things that stimulate the senses, including food, drink, comfortable silk, velvet, and other clothes, good music, and anything that stimulates the senses. However, Fauns are the Faeries most upbeat creations, and even when things look their darkest, the Fauns are the ones with the light joke or million to one plan. Sometimes, the plan even works. Fauns are identified by their horns In Game. Males also often have small beards.

Disadvantages
All non-ranged fighting skills cost double this includes the Weaponmaster and Two Weapon Fighting skills.

To play a Halfling costs 10 Experience Points. Halfling characters start play with 5 Health Halflings are a cheerful, gregarious, and curious people, they are never happier than when sitting down in comfortable surroundings to a good meal. The Halfling ideology can be summed up simply with good food, good drink, good song, good friends ... and some more good food! Halflings are generally a peaceful people who often seem strangely ill-equipped to deal with the troubles that can be brought on by their curiosity. Appearances can be deceiving in these situations, however - a Halflings cheerful nature often allows them to charm their way out of most negative situations and, in most cases, a Halfling has many friends willing to come to their aid. Though not designed for the hardships of hand to hand combat, a Halfling with a ranged weapon is indeed a dangerous foe! A Halflings nimble fingers can rain missile weapons upon their foes with a fierce and deadly accuracy. Fights of any sort are generally avoided by Halflings, as fights tend to interfere with the satisfaction of a good days work, and can lead to late meal times! The sexes in Halfling society are treated equally and share the workload equally. Halflings are identified the fur on the backs of their hands.

Human
Advantages
None

Halflings
Advantages
All life skills are purchased at half cost All ranged weapon skills are purchased at half cost (this includes the Marksmanship skill) Traps and Locksmith skills are purchased at half cost

Disadvantages
None It costs no experience points to play a Human. Human characters start play with 5 Health. Throughout the world, there are a variety of distinct Human cultures. The two largest are the Tawdonian Empire, and The Confederacy of the Great Woods. In

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addition, there are also many smaller groups, such as Gypsies, Wastelanders, Northern Wildsmen, Southlander tribes, Crescent Islanders, Frontiers Folk, and numerous other smaller groups as well. The Tawdonian Empire occupies the Western portions of the known world, and is much like the old Roman Empire. It is a class-based society with citizens and slaves, nobles, middle class merchants, and peasants. It grew centuries back out of the original Pentaverate states, and became the great super power of the world. Its greatest down side has been the constant infighting amongst its own senators and noble families. The Imperial official religion is NOSianism, the belief of the three-sided god. The Confederates are more of a tribal society, and based on a compact between three main tribes; the Curn, the Pyren, and the Skae. Each tribe is unique in its own way, and has its own views and moralities. They do all follow a belief on spirits and a natural order. Although the tribes unified centuries ago, greatest hardships in the land. It is also home to some of the most diverse people, unusual monsters, and one of a kind circumstances. If anything can happen anywhere, it will happen on the Frontier. In some instances, Human characters may have access to special skills or abilities, and these will be explained to you by the AD.

Kaern
Advantages
Can learn the Assassinate skill without a teacher Start play with Unarmed Grapple 1 and Unarmed Strike 1 Start play with Sudden Clarity (see Psychic for details) and the one (1) state that comes with that ability

mostly to face the threat of the growing might of the Empire, tensions between them still regularly flare up, and each still maintains their own views of the world, the spirits, the Empire, and each other. Squeezed between the Empire and Confederacy is the Frontier. The people of the Frontier are a hardy breed, used to constant conflict, and some of the

Disadvantages
Cannot wear any metal armour (with the exception of studded leather) The Shield skill costs double Tiers of magical Power (of any type) and spells cost double the experience points to purchase

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It costs 15 experience points to play a Kaern. Kaern characters start play with 5 Health. Kaern are a cat-like race which has a female dominated culture. Though they can be found in human society, Kaern tend to congregate in areas that they mark as their territory. Trespassing into Kaern territory can be a dangerous activity, as the passionate Kaern tend to act first and ask questions later, if they ask at all! Kaern, especially the males, are notably impulsive beings, relying on gut instincts, removing the need for unnecessary and tedious thought. If any person doesnt know the local Kaerns feelings and opinions toward them, it is solely because they havent been paying attention. Kaern are quite emotional and often share their feelings with everyone. Kaern revel in the sensuality of living and emotions, they consider their own pleasure (and displeasure) to be of the highest importance in their life; it is said that no Kaern has ever mastered a poker face. In Kaern society, females are the dominant gender; they tend to be better suited to deep thinking than males; Kaern females tend to be very possessive of anyone or anything that they feel they have a right to. Kaern males usually give up their possessions to their female leader, and own no more than they can carry. All Kaern males are owned by a female. The female cares for her male, in exchange for complete loyalty from her males. Dominant female Kaern each have a harem of several males, usually with two to eight members. In Kaern society, it is unheard of for males to be paired with more than one female, though loans and trades and even sometimes gifts of males are arranged between females. A Kaern male who does not have a female is considered rogue and is either absorbed or destroyed by other Kaern groups. Cat-like facial features (mask or makeup) distinguish Kaern In Game; some Kaern have tails. If you do not have a prosthetic for your Kaern, you must have a tail. Kaern generally take on the characteristic traits of the cat their coloration most resembles. Strike, Easy, Average, Skilled and Hard Weapon proficiencies. It does not apply to the Weaponmaster or Marksmanship skills, or Shield, Wear Armour, or Two Weapon Fighting.

Disadvantages
All Psychic, Magic and Alchemy skills cost double.

It costs 15 experience points to play an Orc. Orc characters start play with 10 Health Orcs are generally competitive, seeking to dominate those that they perceive as being weaker, they are also clan-oriented and seek honour in battle for their clan. Orcs are, for the most part, considered to be bloodthirsty, ignorant savages; generally speaking they deserve this designation. However, when the need arises to defend themselves, their homes, or friends, Orcs are capable of extreme acts of selfsacrifice and bravery. Orcs are generally mentally lazy, considered their greatest weakness, though excellent specimens of health, Orcs have never mastered mental discipline. This does not mean they are stupid. In fact, they are quite intelligent in their own areas of expertise (weapons, armour, combat, tactics, and warfare). Orcs are sly, animalistic and cunning, but lack the focus required for mental exercise and study. Orcish politics are generally swift and brutal. In an Orcish tribe, the Chieftain is the one who has enough muscle to push their way to the top. An Orcish Chieftain will stay in this position until another Orc gathers the support and courage to oust them. Chieftains are often physically stronger than they are wise; truly smart Orcs know it is best to be an advisor, since new Chieftains always need someone to tell them what is going on. In Orcish society, females arent considered second class, but due to the reproductive nature of the race, and the generally short life span, many females are relegated to the job of baby factory, more out of habit than tradition. If a female Orc chooses to follow the path of a warrior, advisor or even (not entirely unheard of) a Chieftain, she will not be stopped because of her gender, only her ability to perform the required duties. Green-tinted skin and protruding lower teeth identify Orcs In Game. Orcs are generally very proud of their tusks (tusks are sexy) and will gnaw on things to keep their tusks at their sharpest and whitest.

Orcs
Advantages
May purchase Health at half cost May learn weapon skills at half price. This applies only to Unarmed Grapple, Unarmed

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DISADVANTAGES, ADVANTAGES AND TRAITS


Disadvantages, Advantages and Traits
Disadvantages
N N N N N N N N N N N N N Ability Blindly Loyal Delusion, Minor Delusion, Major Gullible Intolerance: Physical Attack Small Group Intolerance: Physical Attack Large Group Intolerance: Verbal Attack Small Group Intolerance: Verbal Attack Large Group Mute Pacifism Pacifism Militant Phobia, Uncommon Phobia, Common Cost -15 -5 -10 -10 -7 -10 -3 -5 -10 -5 -7 -5 -10 problems for your character if it didnt then it would not be a disadvantage! If you choose a disadvantage, remember to role-play it. If you feel that you cannot do justice to a disadvantage, dont take one. It is wiser in the long run not to take a disadvantage than to have to pay the penalty for failure to play it. If at some point in the future of play, you feel that your character has outgrown their disadvantage, you may use experience points to buy it off. Buying off a disadvantage represents in game the ongoing struggle that the character has fought against their disadvantage. This is a role-playing experience and is usually done over a period of time. Once this has been done, the character should speak with the Artistic Director, who will then usually allow the character to buy off the disadvantage with earned experience points at the same point value that the disadvantage gave them (e.g. to buy off the disadvantage of Blindly Loyal would cost fifteen (15) experience points). If a disadvantage has not been properly and/or fairly role-played, it and its bonus may be removed from the character with the possibility of an equal penalty. A Militant Pacifist could be assessed as much as a fourteen experience point penalty -double its valueby the Artistic Director. Additional Disadvantages may be available. Speak to your Artistic Director. Any Disadvantage you choose must be approved by the clubs AD prior to being played.

Disadvantages are traits that affect your character in a negative fashion and generally make the characters life more interesting, or more difficult. The disadvantages that are permitted in game are specific and add to both the fullness of experience for the character and the game. As an example, though it would be an inconvenience for your character to have one leg, this does not change who your character is, nor does make the game more interesting. Also, a leg can be re-grown through magic in game. A disadvantage gives a negative value that you then apply to your characters starting point total. For example, a character with the disadvantage of Mute pays nothing for this trait; in fact they gain ten (10) extra experience points for use in the creation of that character. Each character is allowed only one (1) disadvantage. A disadvantage must be chosen at the time of creation. Any characters disadvantage must be properly roleplayed; failing to do so allows the Artistic Director to assess penalties against the character. A player who wants to cheat can quite easily abuse disadvantages. It is also easy to become so caught up in play that you forget to be intolerant/ afraid/gullible etc. Some players find it incredibly frustrating to play a Blindly Loyal or Gullible character. When choosing your disadvantage, remember that it will cause

Description of Disadvantages
Blindly Loyal
A character who is Blindly Loyal has one institution or person to which they give their unquestioning service. Nothing, not even the characters own life, takes precedence over their masters orders when it comes to serving this cause or individual. A Blindly Loyal character will march off a cliff at the instruction of his commander without a second thought, and will never betray their loyalty in any way.

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DISADVANTAGES, ADVANTAGES AND TRAITS


Delusions
A character who takes a delusion as a disadvantage believes in something that the rest of the world believes to be completely untrue. A delusional character cannot be convinced that they are wrong about their delusion; all evidence to disprove their belief will be seen as suspect or false. They will claim that anything disproving their belief is a trick, fixed, planted, or an outright lie. Delusions are divided into two (2) categories major and minor, depending on how seriously they affect the character. Examples of major delusions are I can turn invisible at will, No one can harm me from behind and All Ogres and Trolls and other nasty beasts are my friends. Examples of minor delusions are Any weapons I use become magical, I can speak with trees, or I am a werewolf. Any character with a delusion believes their delusion wholly and completely and will go out of their way to demonstrate the truth to others. A Code of Honour or Vow might qualify as a delusion speak with the Artistic Director.

Mute
A mute character may not speak. The character is forced to communicate by other means. Keep in mind that if you wish to write notes, both characters communicating must be literate (and you will use a great deal of paper).

Pacifism
At the basic level, a Pacifist character is morally opposed to violence of any kind. The character will not take up arms against another. Militant Pacifism means that the character will not harm or let harm come to any living creature. The character must do everything in their power (non-violently, of course!) to convert others to their point of view. Militant Pacifists are vegetarians.

Gullible
A gullible character is likely to believe almost any story that they are told. A gullible character can easily be conned into new things without even realizing that they are being taken advantage of. Furthermore a gullible character is utterly unable to detect a lie even friends can pose a threat if they dabble in too much sarcasm!

Phobia Intolerance
An intolerant character is bigoted against some other type of character found in game. The points that a character gains for this disadvantage depend on how intolerant they are. A Small Group refers to a type of character that does not appear in game frequently (i.e. devils, demons, dragons, etc.). A Large Group refers to a type of character that could be met on a regular basis (i.e. Elves, Dwarves, Humans, etc.). Intolerant characters with Verbal Attack will verbally abuse those to whom they are intolerant. This generally means slurs, insults, arguments and constant demeaning remarks. Intolerant characters with Physical Attack will attempt a campaign of violence against the characters that have earned their hatred, directly attacking whenever logically possible and success is feasible. A character with a phobia has an extreme fear of something that might be encountered in game. When in the presence of the object of their phobia, the characters only thought will be to get as far away from it as possible. If unable to escape, the phobic character will be unable to unable to think straight or engage in any sort of useful activity. All they can do is stutter out short answers to any questions they might be asked. If attacked by the subject of their phobia, the character will defend himself but cannot attack. Furthermore the character will flee given the first opportunity. Phobias are divided into two (2) categories common and uncommon. The categories refer to the likelihood of the object of phobia being encountered in game, how easy it is to avoid. Examples of a common phobia are: Halflings, fire and dead things. Examples of uncommon phobias are: dragons, giant spiders, and Dwarven bartenders.

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DISADVANTAGES, ADVANTAGES AND TRAITS


Advantages
N N N N N Ability Contacts, Major Contacts, Intermediate Contacts, Minor Elemental Affinity Goblin Affinity Cost 10 8 6 5 somewhere along their familys history, they aided or helped a Goblin and was granted a boon as a result. Perhaps the character has some minute traces of Goblin blood in their bloodline. Whatever the reason, they have a bond of some sort with Goblin kind. It is up to the player to write up how they received this gift, and must get it approved by the AD. The in game effect of this is two things. First, the characters maximum Income in any type of mana is now triple the Tier of power in the element, not double. The other effect is that the character will receive more notice in game from Goblins.

Advantages are a special type of skill. These are traits that affect your character in a positive fashion, but are not learned skills but part of the essence of who and what the character is. Any advantage that a character takes must be properly role-played; failing to do so will lead the Artistic Director to assess penalties against the character. An advantage may only be taken at character creation, and cannot be learned later in game. Characters found not properly playing their Advantage (such as a character with Goblin Affinity attacking goblins on sight) will have the Advantages effects taken away, but will not receive the XP back for the ability. Additional Advantages may be available. Speak to your Artistic Director. Also, any Advantage you choose must be approved by your AD prior to being played. A character may only have one Advantage.

Traits
Ability N Book Mage Cost 0 Prerequisite Awareness & Literacy

Description of Advantages
Contacts
A character with contacts can use these as limited versions of plot forces. They may request of the AD that items or events be brought into game. However, the final decision is at the discretion of the AD, and it must be understood that even a character with Major Contacts is limited in what strings they can pull. So, minor contacts could include a local Imperial captain in the army, a minor Confederate shaman, or some other minor local. An intermediate contact could be a local Baron, a council Elder, or possibly some other local power or authority. A major contact could be a Senator, Imperial Legate, or other mid powered individual. You cannot take supernatural entities such as Faeries, Elementals (though an Imp might be possible), super powerful individuals such as the Prime or Emperor, or other extremely powerful individuals as contacts. Contacts like those must be made by characters in game.

Traits are special characteristics of your character, which are really neither Advantages nor Disadvantages, or could be seen as both. Traits are different from skills in that they are natural aspects to your character, and like Advantages or Disadvantages, cannot be taught, but unlike Disadvantages these cannot be bought off. Because these are both part Advantage and part Disadvantage, they cost nothing but give the character no points either. Additional Traits may be available. Speak to your Artistic Director. Also, any Trait you choose must be approved by your AD prior to being played. A character may only have one Trait.

Description of Traits
Book Mage
This Trait affects how a character learns, casts, and perceives magic. A mage with this trait learns and casts all their spells by reading them from spell books and tomes. Note that this is not the same as casting a spell from a scroll. Non-book mages cannot use a book mages spell book as a scroll. All book mages buy Spells as if they were 1 Tier lower. All Tier 1 spells cost 0.5XP. However, on the down side, every time the book mage wishes to cast the spell, they must read it from the book, touch the mana to their spell book, and then cast. In order to learn new spells, a book mage must learn them from another book mage, or another book mages spell book. A book mages spell book may be no smaller than 6 inches by 8 inches, and no more than one spell may be written on each page. In order to use this skill, the character must possess Awareness and Literacy.

Goblin Affinity
Through some means or another, this character has a natural affinity to Goblins. It could be because

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ALCHEMY
Alchemy
C T T T T O O O O O O O Ability Alchemy 1 Alchemy 2 Alchemy 3 Alchemy 4 Alchemy 5 Resistance: Magic 1 Resistance: Magic 2+ Strong Will 1 Strong Will 2 Strong Will 3 Strong Will 4 Strong Will 5+ Cost 5 10 15 20 25 2 4/Lvl 8 10 12 14 16/Lvl Prerequisite Literacy Alchemy 1 Alchemy 2 Alchemy 3 Alchemy 4 None Previous Level Previous Level Previous Level Previous Level Previous Level Previous Level gems, etc. These must be found in game as they are tagged items Recipe: A list of ingredients and their order. An Alchemist must know these to make a potion or other alchemical item Rend: Also called dissecting. An Alchemist may systematically destroy a potion in a lab to gain some knowledge of its ingredients or its making Substance: The rarest and most expensive type of ingredient. These must be found in game as they are tagged items Tagged Item(s): This is an item that is represented in game by a tag. The Artistic Director or another club official signs tags. If a tag is not signed, then it is not a valid item in game

Alchemical Terms
Alchemist: Any character possessing the alchemy skill Batch: Multiple doses of the same potion created simultaneously to save time Dirt Commons: Ingredients that are not tagged and are therefore considered to be always available but still must be listed in the recipe for it to work Flora: A type of ingredient that is fairly common and cheap. Flora are plants, herbs, weeds, etc. These must be found in game as they are tagged items Ingredient: An item that must be included in the recipe for it to work Laboratory: Also called a lab. A collection of equipment that is necessary for the creation of alchemical potions. Labs must be rated by the Artistic Director to determine the maximum level of skill and maximum batch size it can support. A basic lab (suitable for a low level alchemist) would contain items to measure, stir, mix, and ingredient props. For example your basic alchemy lab might contain a bowl, measuring spoons, a wooden spoon, a mortar and pestle and some small jars of ingredients. An advance alchemy lab might also include items to heat, strain, weigh, decant, and time. For example an advance alchemy lab might contain a cauldron, scales, spoons, a grinder, sieve, funnel, egg timer and various bottles and jars to hold ingredients. Ore: A type of ingredient that is less common and more expensive than Flora. Ores are minerals, stones, Alchemy is the ability to create and identify potions, elixirs, and other items with a useful effect. Alchemists can identify an in game alchemical item at a rate determined by their level in Alchemy. It will take a Level 1 Alchemist five (5) uninterrupted minutes to identify an unknown potion, a Level 2 Alchemist four (4) minutes, and so on, with a Level 5 Alchemist being able to identify it in one (1) minute. An Alchemist may create potions if they possess the prerequisite level, recipe, ingredients and lab. The level of potion, just like the recipe itself, is an in game piece of knowledge and might not be known to the alchemist before attempting the potion. If any of these are unavailable, then the alchemical potion may fail. Alchemy is not a field of study for the impatient. Certain forms of Incomes and Life Skills may be alchemically related. Information about these abilities can be found in the Trades section. Like spells, alchemical recipes are rated by level and may not be manufactured by anyone without the prerequisite skill level. To attempt otherwise is suicidal.

Recipes
Recipes are in game items that tell you all the ingredients and methods needed to prepare a specific alchemical potion or other concoction. The recipe itself may be copied, sold, bought and/or stolen. Alchemy recipes and recipe books may not be marked OOG (see IG, OOG, OOP and Rules of Play) to prevent theft. Recipes may contain instructions that must be followed in order to produce the desired result. The batch amount of a potion or concoction created may differ with each recipe. A recipe is broken down into 5 base ingredients and a brew level/cook time. Recipes have between 1-2 of the

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ALCHEMY
following things, an Ore, a Flora, a Gather, and Dirt Commons or in the case of level 5 recipes, 1 of the special ingredients. the character knows of these things the more complicated the recipe they can follow. At the highest level, an Alchemist can unlock the secrets of life itself. All ingredients, actions and level of skill called for in a recipe must be available and performed or the recipe will fail. Ingredients used in an alchemical concoction are consumed.

Ingredients
Ingredients are props used in game to represent herbal, biological, chemical and/or mystical items that, when joined in the proper sequence and combination, produce chemical and/or magical reactions. Like recipes, ingredients may be sold, bought, stolen and traded but not normally copied. Once an ingredient is used in a recipe it is generally consumed in the process. There are 5 types of ingredients in alchemical recipes; Ore, Flora, Gather, Dirt Common, and Special. An Ore is a type of rock taken as an Income or found other ways in game. Income in ores is based on a characters level in Life Skill: Geology. As this is a Life Skill, it can only be taken up to level 3. So the max anyone can take in a single ore is 3. These require a tag to brew with them. A Flora is a type of plant taken as an Income or found other ways in game. Income in flora is based on a characters level in Life Skill: Herbalism. As this is a Life Skill, it can only be taken up to level 3. So the max anyone can take in a single flora is 3. These require a tag to brew with them. A Gather is an ingredient acquired in game from creatures and other organisms. Claws, blood, and skin are all examples of Gathers. There is no income for these. These require a tag to brew with them. Dirt Commons are everything else that is in the potion. They are always things that are easily obtained in game for you character. Fireflies, seeds from a plant, ale, charcoal are all examples of Dirt Commons. These do not require a tag to brew with them. Special ingredients are rare ingredients used in high level potions. These are limited by the AD. You cannot take an income in these. These require a tag to brew with them.

Rending
An Alchemist must gather information in game in order to be successful at their chosen profession. This can include, but is not limited to, bargaining with other alchemists, searching texts and other papers found in game and taking life skills for the purpose of better understanding ingredients. Alchemists have the option of dissecting (rending) found or made alchemical potions to determine the effectiveness of various ingredients and their combinations. Whenever an Alchemist dissects a potion, it is destroyed. They gain certain information about the mixture depending upon their intent and level of ability. When an Alchemist dissects a potion, they must have access to a working laboratory and they must choose what particular type of knowledge they are searching for: Contents, Order or Effectiveness. Dissecting a potion requires one (1) full hour of time in game and access to a laboratory. They may eat, talk or otherwise interact while dissecting a potion, but if the lab is left unattended, even briefly, the potion is destroyed and the alchemist learns nothing. It takes at least Alchemy 1 to be considered an alchemist for purposes of attending an experiment. After the hour is complete the player then asks the AD one of the three questions. For each level the character has in Alchemy, he should be given one answer. So a level 3 Alchemist would get 3 of the Contents of a potion he dissected, randomly chosen by the AD.

1. Contents
When an Alchemist dissects a potion for contents they will gain a randomly selected and out of order listing of a number of ingredients in the potion equal to their level of Alchemy (e.g. a level 3 Alchemist would learn three (3) ingredients). It is important to keep in mind that most Alchemists will include extra ingredients in their potions. They are not necessary for it to work as long as the correct ingredients are included in the correct order. There can be several reasons for the extra ingredients. Some may believe them to be necessary, while other Alchemists may add them to make dissection, and therefore learning the secret of the potion, more difficult for others or

Skill
The Characters Skill level represents their knowledge of alchemical philosophies and techniques (i.e. distillation, separation, melting points, powdering and general scientific procedure). The Skill level also includes esoteric elements such as mysticism, basic astronomy and the like. The more

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they may simply be a contamination in the lab that produced the original potion. equal to 10 doses. However, in order to brew a batch, all components of the recipe must be increased by the amount of potions being brewed. So, to make a batch of 5, all components required by the recipe must be increased by five times.

2. Order
Once the Alchemist knows some or all of the ingredients in the potion, they may dissect another of the same potion to seek the order in which the ingredients must be added. The Alchemists may choose a number of known ingredients up to their level of skill and determine what order they are added in relation to each other. For example, a level 3 Alchemist may choose three (3) ingredients by name and determine the order that these ingredients appear in relation to each other.

Alchemical Rituals
Like magic, alchemy has a huge body of secret lore that the character will not know about when they enter play. This lore, known as rituals, has the capacity to accomplish almost anything. Rituals are mysterious, fickle and, quite often, dangerous. Alchemical rituals are put into play by your clubs Artistic Director(s); as such the particulars of the ritual are up to them. Rituals are fickle by nature and they may only be a local effect that will not function should you travel to another clubs events.

3. Effectiveness
Many potions contain a number of extraneous ingredients in the potion that have no function in the actual usefulness of the potion but add expense and difficulty to the creation of the potion. An Alchemist may choose any known ingredients up to the level of their skill and determine whether or not the specific ingredient has a value to the potion. For example, a level 3 Alchemist may choose three (3) ingredients by name and determine whether or not that ingredient is necessary to the potions effectiveness.

Description of Alchemical Potions/Concoctions


Aesculapius
This potion will remove all diseases currently affecting the subject.

Amnesia

In Game and Between Game Creation


Between games an Alchemist may create or dissect a number of batches equal to their skill level between games. To brew a potion, the character must have an Alchemy lab of equal or greater value of the recipe they wish to brew. They must then add the ingredients to their cauldron in the correct order. The Alchemist then must brew the potion for a number of minutes equal to what is required for the level of the recipe. First Level Recipe Second Level Recipe Third Level Recipe Fourth Level Recipe Fifth Level Recipe Ten (10) Minutes Twenty (20) Minutes Thirty (30) Minutes Forty-Five (45) Minutes Sixty (60) Minutes

Any character who ingests this potion will lose all of their memories (but not skills) until such a time as the potions effects are counteracted. The character may speak and use skills as normal, but will not remember their name, experiences, location of belongings etc.

Antidote
Any character that ingests this potion will immediately cease to suffer the effects of any alchemy or poison that is currently in their system. One dose of Antidote will cleanse the body of all alchemical effects.

Aphasia
For one hour after the ingestion of this potion, the character will be unable to speak or write clearly. No words the character speaks or writes will be understandable. The only form of communication available to the character is gestures. Spell casting is impossible while under the effects of this potion.

The level of skill does not reduce these times for an Alchemist. During the creation of alchemical recipes the Alchemist may not leave them unattended; if there is not an Alchemist of a level equal to or greater than the recipe being made at the laboratory during the entire creation process the batch fails and all ingredients are wasted. Only one batch may be brewed at a time, and a batch is considered up to or

Babylon
For twenty-four (24) hours after ingesting this potion, the character will be unable to trust anyone. They will imagine others to be plotting against them and will not trust even previously close friends and companions.

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Barrier of Life
When this alchemical concoction is applied to a door (or wall or any other surface or entrance) it becomes impossible for any undead creature to pass through the affected area. They may be carried over but are unable to do so under their own power. The maximum area covered by one dose would be the size of a regular double door. Although multiple potions may be used to treat a larger entrance, the whole potion must be used on any single entrance. In the case of a dose being used to block entrance to an immaterial or gaseous state undead, one dose will prevent passage through a 5 foot section of wall. Anyone is capable of applying this potion; they do not have to possess any levels of the alchemy skill. hours after the application of this oil, the weapon will strike for Magic damage (see Combat section for details). Blade Oil may not be combined with Caustic Tar or Vipers Blade potions. Anyone is capable of applying this potion; they do not have to possess any levels of the alchemy skill.

Burnout
When a character ingests this potion all skills are immediately reduced to zero (0) for one (1) hour. The character will be left with no usable skills or abilities whatsoever for the duration of this potions effect.

Caustic Tar
When this potion is applied to a weapon, it increases the amount of damage done on the next several strikes with that weapon. On the next swing made with the weapon, the damage will increase by an amount equal to the skill level of the alchemist who created the potion. As an example, if a Caustic Tar potion is made by a level 4 Alchemist and applied to a weapon that strikes for Three Metal, then the next strike would be for Seven Metal. Caustic Tar does not wear off immediately; instead it diminishes in effect until it has worn off completely. To continue the above example, the following strikes would be for Six Metal, Five Metal, Four Metal, Three Metal and Two Metal at which point the potion has worn off. Only one dose of Caustic Tar can be applied to a weapon at a time; a new dose cannot be applied until the previous dose has worn off. Caustic Tar may not be combined with Blade Oil or Vipers Blade.

Base to Gold
This recipe allows the alchemist to turn inanimate objects into pure gold. The type of object and the amount of gold that it produces is specific to the recipe found by the Alchemist.

Black Cauldron
This potion when doused over a dead body causes the spirit to remain trapped in the body. The body rises as a blindly loyal (see the Disadvantages section for details) undead servant to the character that applied the potion for one hour. Anyone is capable of applying this potion; they do not have to possess any levels of the alchemy skill. At the end of that time, if another application of this potion is not applied, the spirit may escape and the body will fall again. While undead after the application of this potion, the subject loses one level of every skill the subject had in life and they double their Health score. This potion lasts for one hour.

Contact Gel
This potion turns another potion into a contact activated elixir. A character with the skill Alchemist or Traps of level 2 or higher may apply it to any surface. Should it come into contact with the skin of a character then the potion immediately affects them as if they had ingested the potion. Contact Gel potions are represented in game by a three (3) centimetre long strip of Velcro with the potion tag attached.

Black Lotus
When this potion is ingested the affected character becomes immediately addicted to the potion and will do anything to procure it. Any disadvantages that would prevent the character from acquiring the potion are held in abeyance; all blind loyalties are removed and replaced with a blind loyalty to anyone who can supply the character with more of this potion. The character will fight to retain the addiction, refusing any antidote offered. Everything and everyone is considered expendable to the character who is in need of the potion. If a full twenty-four (24) hours pass without the addiction being indulged in, the affected character will die.

Create Air Mana


When this mixture is made by an Alchemist, a Mage or mana keeper must be present for the end result is not a potion but mana. When this recipe is properly executed the alchemist creates one (1) Air mana for each level of skill possessed by the Alchemist. For example, a level 3 Alchemist would produce three (3) Air mana.

Blade Oil
This concoction may be applied to any weapon, whether bladed or not. For the next twenty-four (24)

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Create Earth Mana
When this mixture is made by an Alchemist, a Mage or mana keeper must be present for the end result is not a potion but mana. When this recipe is properly executed the alchemist creates one (1) Earth mana for each level of skill possessed by the Alchemist. For example, a level 3 Alchemist would produce three (3) Earth mana.

Deserved Rest
This potions acts as if it were Fast Poison but it only affects undead creatures. When ingested, the victim has one minute to live. If they do not receive an Antidote or Purification spell within sixty (60) seconds of ingesting the potion, they will die.

Dwarfskin
When this potion is ingested it grants the character a level of Toughness (see the Combat section for details) equal to double that of the Alchemist for ten (10) minutes (i.e. if made by a level 4 Alchemist, then the character would have level 8 Toughness). A character may only have one (1) of these potions in their system at a time. This potion cannot be combined with a Strength potion. Dwarfskin potions are addictive.

Create Essence Mana


When this mixture is made by an Alchemist, a Mage or mana keeper must be present for the end result is not a potion but mana. When this recipe is properly executed the alchemist creates one (1) Essence mana for each level of skill possessed by the Alchemist. For example, a level 4 Alchemist would produce four (4) Essence mana.

Create Fire Mana


When this mixture is made by an Alchemist, a Mage or mana keeper must be present for the end result is not a potion but mana. When this recipe is properly executed the alchemist creates one (1) Fire mana for each level of skill possessed by the Alchemist. For example, a level 3 Alchemist would produce three (3) Fire mana.

Explosive
When this elixir is activated by fire or by a trigger made by a character with level 3 or higher Traps, it explodes, inflicting ten (10) points of Mauling damage to everyone within a five (5) foot radius. One dose of Explosive should be marked in game by a prop of any shape but of no less than five (5) cubic centimetres in size.

Create Void Mana


When this mixture is made by an Alchemist, a Mage or mana keeper must be present for the end result is not a potion but mana. When this recipe is properly executed the alchemist creates one (1) Void mana for each level of skill possessed by the Alchemist. For example, a level 4 Alchemist would produce four (4) Void mana.

Fireproof
When applied to an inanimate object, each dose will make up to one (1) square meter of surface area immune to fire and fire magic. This potion has no effect on animate objects. Anyone is capable of applying this potion; they do not have to possess any levels of the alchemy skill.

Gas Cloud Create Water Mana


When this mixture is made by an Alchemist, a Mage or mana keeper must be present for the end result is not a potion but mana. When this recipe is properly executed the alchemist creates one (1) Water mana for each level of skill possessed by the Alchemist. For example, a level 3 Alchemist would produce three (3) Water mana. When mixed with another potion(s), either by hand or by a trap made by a level 3 or higher Trapper, the second potion immediately affects the nearest person. If several potions of the same type are mixed together, the Gas Cloud potion will cause the same effect with the next closest characters up to a maximum of twenty (20) feet. For example, one Gas Cloud and three Sleep potions are in a trap that is triggered. The three (3) characters closest to the trap will be affected. The gas dissipates almost instantly, and does not linger in the area. Holding your breath will not prevent the effect.

Dermal Ink
When this is mixed with any ingestible potion, they combine to become an ink which may be spread on the skin of a subject (the tags may be kept in a pocket or taped to the skin, whichever the pain tolerance of the subject permits). The potion is now on the skin of the character and will be activated by working it in. Any smear or rub will suffice to activate the potions effects.

Glue
When applied to an items surface, this potion will have a functional life of one (1) hour. In that time,

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whatever comes in contact with the glue will remain fastened to the surface. Living tissue may be freed in one (1) hour; however, all other objects are stuck permanently unless the Vitriol potion is applied. Each dose will cover up to one (1) square meter of surface area. Anyone is capable of applying this potion; they do not have to possess any levels of the alchemy skill.

Ink 5
This ink will work for writing scrolls for Fifth Tier Prime Elemental spells and/or any Pure Elemental Spell.

Intoxicate
When this potion is ingested the character will become wildly drunk. All skills drop by one (1) level but never below the first level. The character will be happy, boisterous and will exhibit extremely poor judgement. The player should role-play appropriately. The effects of this potion last for one (1) hour and leave behind no adverse side effects.

Greater Healing
When imbibed this potion immediately heals two points of Health for each level of the Alchemist (i.e. a level 4 Alchemist will create a potion that will heal eight (8) points of Health).

Hate
When ingested, the first person the character sees will become an object of intense hatred. The hate that the character feels towards this person is permanent unless an antidote is found. The hatred is overpowering and there is no room for compromise.

Kick Start
Each time the Alchemist creates this potion, the appropriate skill must be labelled. When this potion is ingested the affected character has the appropriate skill doubled for one (1) hour up to the maximum listed level of that skill. For example, a character could not use this potion to raise their Power in Earth Magic Tiers to more than five (5). After that hour elapses, however, the character will have another hour where that skill is unavailable to them at all. For example, a character with Longsword 4 who drinks a Longsword Kick Start potion would have their effective skill level increased to Longsword 8 for one (1) hour. However, after that time elapses, they will have an effective skill of Longsword 0 for the next hour. The initial effects of the potion are alchemical in nature; however the burn out period is not. This means although the initial effect of the potion may be cut short by an Antidote potion or by a Purification spell, the character will still suffer the burn out period of one (1) hour. Nothing can prevent this burn out period from occurring. This potion has a highly addictive effect; every time a character imbibes a Kick Start potion, they must inform the Artistic Director immediately. The exact nature of the addiction must be discovered in game.

Healing
When imbibed this potion immediately heals one point of Health for each level of the Alchemist (i.e. a level 4 Alchemist will create a potion that will heal four (4) points of Health).

Immunity to Fire
The character who imbibes this potion becomes completely immune to the effects of fire and fire magic for a period of twenty-four (24) hours. This immunity extends to possessions on the characters person.

Ink 1
This ink will work for writing scrolls for First Tier Prime Elemental spells.

Ink 2
This ink will work for writing scrolls for Second Tier Prime Elemental spells.

Light
This potion is represented in play by a glow stick. Available at most hardware or party supply stores, this is a plastic stick filled with a liquid which, when snapped, emits light.

Ink 3
This ink will work for writing scrolls for Third Tier Prime Elemental spells.

Ink 4
This ink will work for writing scrolls for Fourth Tier Prime Elemental spells.

Love
A character who drinks this potion will immediately fall in love with the first sentient being of the appropriate gender (according to the taste of the character) that they see. This emotional bond cannot be undone unless an antidote is found.

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Lust
When this potion is ingested the subject will have overwhelming feelings of lust for a period of one (1) hour. In no way does this force the affected individual to fixate on any particular person; the feeling is general in nature.

Permanent Rest
This item works on any dead body. When this potion is introduced to a corpses system (which may require some work) then the body may not be raised as undead by any means whatsoever. This potion may also be imbibed while the character is still alive. In this case, it will remain in the body for twenty-four (24) hours unless the subject is purified or ingests an Antidote.

Madness
When this potion is ingested the subject becomes a raving, gibbering loon for ten (10) minutes. Although the subject will still run from pain or fight if attacked, all alchemical, magic, psychic and/or trade skills are rendered unusable for the duration of the potions effect. For role-playing purposes the affected character may not make any sense, in either word or action, and should generally behave in a nonsensical fashion.

Poison, Fast
When ingested, the target of the potion has one (1) minute to live. If an Antidote or Purification spell is not received within that time, the character dies.

Poison, Instant
When a character ingests this poison they die unless an Antidote or Purification spell is immediately administered.

Malice
When ingested by a non-psychic, this potion will grant them the skill of Psychic 1 for one (1) hour. When ingested by a Psychic, it will grant them one more psychic state ribbon for each level of the Alchemist, up to the maximum number of psychic states that the character can possess. These additional states only last for one hour. If they are not used within that time, they will disappear. Any psychic states gained through this potion do not count as part of a characters meditation limits. This potion is highly addictive.

Poison, Slow
When a character ingests this potion they will suffer one (1) Health point of damage every ten (10) minutes until they receive an antidote, are purified or die.

Poultice 1
This poultice is a form of bandage that, when applied to a character at zero (0) Health, allows them to regain consciousness and mobility. They are still at zero (0) Health but may act and are no longer bleeding to death. Should the poultice fall off the subject then it no longer has any effect and the character will again enter their bleed. Anyone is capable of applying this potion; they do not have to possess any levels of the alchemy skill.

Mana Keeper
When the Alchemist uses this recipe they are creating an object capable of holding magical energy (mana) within it. The Alchemist may make a container equal in size to an object that could be made with the amount of special hair that the Alchemist has.

Mouths of the Dead


This potion allows an individual to speak to the dead. When the potion is brushed on the lips of a dead body, one dose allows the user to ask one (1) question of a corpse. The corpse must answer the question truthfully and to the best of its ability.

Poultice 2
This behaves exactly the same as Poultice 1 but it also heals one (1) point of damage per level of the creating Alchemist but only for as long as the poultice is worn. Anyone is capable of applying this potion; they do not have to possess any levels of the alchemy skill.

Munchausen
After this potion is ingested the subject is unable to speak truthfully for one (1) hour. It is not required that the character communicate, but if they do, and in any way that they do, they must lie, deceive and obfuscate for the duration of the potions effect.

Regenerative Sleep
When this potion is ingested it will stay in the characters system until such a time as the character goes to sleep. The next time that the character falls asleep they will be unable to awaken for at least three (3) hours during which time their body will heal itself of all damage that was incurred before falling asleep, regenerate lost limbs and purge itself of all alchemical substances. The character will awaken

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hungry and weak but with a full Health score and undamaged. at a time; additional potions will have no effect. This potion cannot be combined with a Dwarfskin potion. This potion is addictive.

Silver Cauldron
When rubbed on a body, or any part thereof, this potion will cause the corpse to resurrect according to the rules of resurrection (see How to Get Killed in a Fun and Painless Fashion for details).

Strike Dumb
When this potion is ingested the affected character will be unable to speak or make any sort of vocal sound for a period of one (1) hour. This effect prevents spell casting.

Sleep
When ingested the affected character falls immediately asleep. They can only be awoken by one (1) full minute of violent shaking (described action only!) or by physical pain (i.e. suffering damage) until the potions duration ends. The sleep will last for one (1) hour if the sleeper is no awoken.

Subjugation
The character affected by this potion become blindly loyal (see the Disadvantages section for details) to the first person that they see for a period of twentyfour (24) hours after ingestion.

Vipers Blade Stall


When this potion is ingested all other potions or alchemical effects currently affecting the character are held in abeyance for a period of one (1) hour. At the end of this hour, the other potions in the characters system will again have effect as if no time had passed. For example, a character suffering from the effects of a Love potion drinks a Stall potion, the Love potion does not affect the character for the next hour but will return to its previous effectiveness after that time. When this elixir is applied to a weapon an Alchemist must attach the tag to it. For the next twenty-four (24) hours, the weapon will strike for an additional two (2) points of damage but at the end of this twentyfour (24) hour period the weapon is destroyed. The weapon cannot be saved by removing the elixir before the end of the twenty-four (24) hour period. This potion cannot be combined with Caustic Tar or Blade Oil.

Vitriol
This is the solvent for the Glue potion. It will also dissolve any adhesive substance (e.g. spider webbing etc.). It will also destroy any surface applied alchemy such as Contact Gel or Waterproof. Each dose will cover up to one (1) square meter of surface area. Anyone is capable of applying this potion; they do not have to possess any levels of the alchemy skill.

Stasis
Once this potion affects a character they will fall into a deep hibernation-like state that will last until counteracted by Antidote or Purification. During this time the character may take damage or be killed by dismemberment but will not bleed to death. The character does not need to breathe and is unaffected by any alchemy except Antidote potions which will end the Stasis. Note, a medic with a level of four (4) or higher can determine if a character is under the effects of a stasis.

Waterproof
When coated with this salve, an object becomes immune to the effects of water and water magic. It is permitted for the object to be sealed in a plastic bag this is considered OOG (see IG, OOG, OOP and Rules of Play). Each dose will cover up to one (1) square meter of material but no more than one object. If the object to be protected is less than one (1) square meter in surface area, the entire potion is still used.

Strength
A character that ingests this potion will have their strength increased for a period of twenty-four (24) hours. The effect of this is to increase the base damage done with any weapon by two (2) points and for the base unarmed strike and unarmed grapple skill of the character to increase by two (2) levels. The character can also do described actions or feats of strength up to the ability of two people, working in unison, could accomplish. For example, if a table took two people to lift it normally, a character under the influence of this potion could (with a described action) lift the table by themselves. The character may only have one (1) Strength potion in their system

Resistance: Alchemy
This skill allows a character to resist one alchemical effect which directly affects ones health score. This resistance may be called at any time once per event per purchase. This will work against all poisons but will not work against alchemical explosions.

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Strong Will: Alchemy
The skill Strong Will Alchemy allows a character to resist the effects of an alchemical potion through sheer force of will immediately after it takes effect. Each level of Strong Will allows the character to fight off the effects of one application of alchemy per level up to their level in minutes. For the purposes of this skill, an application is a single instance of contact with an alchemical potion in whatever form, regardless of the number of doses, complexity or form of the potion. For example, a character with Strong Will Alchemy 1 is struck by Gas Cloud-Sleep. The player immediately resists the effect of this potion to avoid being sliced and diced to death. Gritting their teeth under the effort (in other words, role playing heavily so that others can see that they just didnt fail to hear the call) they fight off the potions effects for one (1) minute before succumbing and nodding off. To further this example this same character is struck by yet another sleep potion but as their skill is only level 1 they are overcome by the potion and fall asleep Another example would be a character possessing Strong Will Alchemy 3, is struck with Instant Poison. The character knows that if an antidote or purifying spell is not applied in mere moments he will fall to this insidious concoction. Gritting their teeth under the effort (in other words, role playing heavily so that others can see that they just didnt fail to acknowledge it) they fight off its effects. He starts to searches for help, because he has 3 minutes to find it and others are nearby. He is struck by a second one within moments of his escape, but he is okay for the remainder of the 3 minutes (3 minutes from when he first started resisting). He starts to run, and is struck by a third, and yet he is still okay for the time remaining until a fourth potion hits him. This time it is a sleep potion, but his system cannot handle a fourth in any form and he is overcome and falls. The potions take effect in the order they were applied, so the sleep never gets the chance to take effect, because he died of the instant poison before it could. Once a character chooses to resist a potion using this skill, they may not pick and choose which to resist. Its all or nothing past this point. Any Poultices currently applied count as one application, so beware.

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Combat
C T T T T T T T T T T T T Ability Assassinate 1 Assassinate 2+ Avg Weapon 1 Avg Weapon 2 Avg Weapon 3 Avg Weapon 4 Avg Weapon 5 Avg Weapon 6 Avg Weapon 7+ Backstab Berserker 1 Berserker 2+ Bypass Cost 16 16 4 6 8 10 12 14 16/Lvl 20 5 10/Lvl 10 Prerequisite Offensive Skill Previous Level None Avg Weapon 1 Avg Weapon 2 Avg Weapon 3 Avg Weapon 4 Avg Weapon 5 Previous Level Offensive Skill & Wear Armour 1 None Previous Level Weapon Skill at 10+ and Wear Armour 1 Weapon Skill at 10+ None Easy Weapon 1 Easy Weapon 2 Easy Weapon 3 Easy Weapon 4 Easy Weapon 5 Easy Weapon 6 Previous Level None Previous Level None Previous Level Health 10+ Health 20+, Previous Level Health 30+, Previous Level Health 40+, Previous Level Health 50+, Previous Level None Hard Weapon 1 Hard Weapon 2 Hard Weapon 3 Previous Level Previous Level O O T T T O O Ability Health +11 to +10 Health +21 up Knockout Marksmanship 1 Marksmanship 2+ Recuperate 1 Recuperate 2+ Cost 2 per 4 per 20 16 32/Lvl 8 16/Lvl; Prerequisite Previous Level Previous Level Offensive Skill None Previous Level Hardy Con. 1 Previous Level & Hardy Con. of equal Lvl None Shield 1 Shield 2 Shield 3 None Skilled Weapon 1 Skilled Weapon 2 Skilled Weapon 3 Skilled Weapon 4 Skilled Weapon 5 None Previous Level Weapon Skill 2 Weapon Fight 1 2 Weapon Fight 2 None Unarm. Grapple 1 Unarm. Grapple 2 Unarm. Grapple 3 Unarm. Grapple 4 Unarm. Grapple 5 Unarm. Grapple 6 Previous Level None Unarmed Strike 1 Unarmed Strike 2 Unarmed Strike 3 Unarmed Strike 4 Unarmed Strike 5 Unarmed Strike 6 Previous Level None Previous Level None Wear Armour 1 Previous Level

T T T T T T T T T O O T T O O O O O T T T T T O

Disarm Easy Weapon 1 Easy Weapon 2 Easy Weapon 3 Easy Weapon 4 Easy Weapon 5 Easy Weapon 6 Easy Weapon 7 Easy Weapon 8+ Fast Healer 1 Fast Healer 2+ Fury 1 Fury 2+ Hardy Con. 1 Hardy Con. 2 Hardy Con. 3 Hardy Con. 4 Hardy Con. 5 Hard Weapon 1 Hard Weapon 2 Hard Weapon 3 Hard Weapon 4 Hard Weapon 5 Health +1 to +10

16 2 4 6 8 10 12 14 16/Lvl 16 32/Lvl 5 10/Lvl 5 5 5 5 5 8 10 12 14 16/Lvl 1 per

T T T T C T T T T T T T C T T T T T T T T T T T T T T T T T T C T T T T

Shield 1 Shield 2 Shield 3 Shield 4 Skilled Weapon Skilled Weapon 2 Skilled Weapon 3 Skilled Weapon 4 Skilled Weapon 5 Skilled Weapon 6+ Toughness 1 Toughness 2+ 2 Weapon Fight 1 2 Weapon Fight 2 2Weapon Fight 3 Unarm. Grapple 1 Unarm. Grapple 2 Unarm. Grapple 3 Unarm. Grapple 4 Unarm. Grapple 5 Unarm. Grapple 6 Unarm. Grapple 7 Unarm. Grapple 8+ Unarmed Strike 1 Unarmed Strike 2 Unarmed Strike 3 Unarmed Strike 4 Unarmed Strike 5 Unarmed Strike 6 Unarmed Strike 7 Unarmed Strike 8+ Weaponmaster 1 Weaponmaster 2+ Wear Armour 1 Wear Armour 2 Wear Armour 3+

5 10 15 20 6 8 10 12 14 16/Lvl 8 16/Lvl 4 6 8 2 4 6 8 10 12 14 16/Lvl 2 4 6 8 10 12 14 16/Lvl 16 32/Lvl 1 2 4/Lvl

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Combat Terms
Armour: Specific types of garments worn to absorb damage. Base Damage: Base damage is the total damage done by a character including the base damage of the weapon and any skill modifiers, but does not include any enchantments or alchemical or otherwise unless specifically noted. Baseball Batting: Swinging a weapon too hard; an unsafe practice. Basic Damage: The amount of damage a weapon does in the hands of a character with only the first level of skill in the weapon excluding any enchantments. Fist: A length of foam (about 12) representing a characters hand. A fist is necessary for unarmed combat. Head Shot: To hit someone in the head. Head shots are against the rules. Machine Gunning: Swinging a weapon faster than you can coherently call damage. Another unsafe practice. Magic Damage: Damage done by magic weapons or by spells. Mauling Damage: Damage done by natural weaponry Natural Weaponry: Horns, fists, teeth, rocks, etc. Metal Damage: Damage done by weapons made out of metal swords, spears, maces, etc. Offensive Strike: A hit with a weapon, fist or spell. Projectile Weapon: Crossbows and Bows Silver Damage: Damage done by weapons with a silver coated striking surface. Surprise Attacks: A form of attack required for specific skills requiring surprise. This can be done once anyone has his back turned towards him, or striking from cover, or with a concealed weapon Weapon Strike: A hit with a weapon, but not a fist or spell. Wooden Damage: Damage done with wooden weapons clubs, staves, etc.

Some skills work together or with only certain weapons. This table is a quick reference to which skill will work in conjunction with each other and which ones will not. Name of Skill Knockout Assassinate Backstab Fury Berserker Yes Yes No No Assassinate Yes Yes No No Backstab Yes No No Yes Berserker No Yes No No Bypass No No No N/A N/A Explosive or Trap Yes No No Yes Fury Yes Yes Yes Yes* Yes* Grapple Yes Yes Yes Yes Knockout Yes** Yes Yes No No Projectile Weapon No No No No No Spell*** Yes Yes Yes Yes Yes Thrown Weapon Yes Yes Yes Yes Yes Unarmed Strike Yes Yes Yes Yes Yes Weapon Strike *-Grapple cannot pin or hold, only throw people/things around **-must strike shoulder, arrow must have a specially made blunt tip which can only do knockout, not damage ***-damage causing spell

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Multipliers
Items, powers and/or skills like Kick Start, Focus Power, and Assassinate. Incremental increase examples are Bless and Caustic Tar. When any of these skills are mixed, the lowest damage result is taken. This is usually done by applying the multipliers first and followed by any additional incremental increases. e.g.: A character strikes for 5 normally with a long sword. This character then uses Bless 5 times to strike for 10 and then takes a Kick Start potion which doubles your weapon strike. The math for this will be the multipliers first: 5x2 (kick start) + 5 (bless) = 15. An added example will be the use of kick start and focus power and caustic tar: 5x2 (kick start) x 2 (focus power) + 5 (caustic tar) = 25 for the first swing, 14 for the second (unless additional focus power is used), 13 then 12, 11 and finally 10 for the remainder or the duration of kick start. anyone who has his back turned towards him, or striking from cover, or with a concealed weapon. The character may not then use Backstab against that person again during the same battle unless the attacker moves to attack from a new location and can again attack from surprise. This is subject to the same limitations as the Assassinate skill for striking from surprise. The Backstab skill can be used simultaneously with the Assassinate skill. When using the Backstab skill, the character will call whatever damage is normal for the weapon used, and then call Backstab. For example, instead of calling five metal (or magic, silver, etc.), a character would call five metal Backstab. When a character uses Backstab, it indicates that to the character receiving the Backstab that his armour has been breached by the strike for which Backstab was called. For example, a character with Wear Amour 4 is wearing Threshold 5 armour. Ordinarily this would stop any attacks doing damage less than five. However, if a character who successfully uses Backstab against him only does three points of damage normally, then these three points of damage are not stopped by the armour and go directly to health.

Skill Descriptions
Assassinate
Assassinate affects the damage done for one weapon strike, making the damage equal to the base damage of the weapon skill and adding the same amount again for each level of assassinate skill. For example, a character with Assassinate 3 using their skill to strike with a dagger would do 8 points of damage (2+2+2+2) instead of 2. A character with Dagger 4 and Assassinate 4 would do 5 damage (2 base damage + 3 proficiency) 5+5+5+5 (once for each level of the Assassinate skill) for a total damage of 25. Assassinate may only be used on surprise attacks and only on the first strike. For example: a character may use Assassinate one time against anyone who has his back turned towards him, or striking from cover, or with a concealed weapon; however, after that strike must revert to calling regular damage. The character may not then use Assassinate against that person again during the same battle, as the target is now aware of the assassins presence. In order to call Assassinate a second time they must disengage from the battle for a minute and re-enter from a new direction.

Berserker
A character with the ability to enter a state of Berserk may activate it at any time. When in the Berserk state, a character trades off good judgment and higher brain functions for toughness in battle. While under the effects of this skill, they may do nothing that isnt directly related to fighting or to continuing a fight. This means talking, using magic, alchemy or psychic states, listening to or obeying yelled instructionsanything that doesnt involve bashing things (with weapons or hands) dodging or blocking things, or running after someone you want to bash. As soon as the character makes intelligible conversation, uses a skill other then hitting things or otherwise pursuing battle, they are out of their Berserk state and may not reactivate their Berserk skill until they engage in a new fight. This means that they cannot drop in and out of a Berserk state in combat and that if a Berserk state ends in the middle of combat, then they may not reengage it unless the fight ends. For the purpose of this skill, a fight ending means that the character falls due to injuries, that they stop striking at their foes on purpose or that their enemy escapes. While under the effects of Berserk, a character acts as if they have one level of Toughness per level of Berserk. This can be combined with any natural Toughness the character possesses, but has no effect

Backstab
Backstab can only be used during surprise attacks and only on the first strike of the attack. For example, a character may use Backstab one time against

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on armour Threshold. However, the physical toll of this on the body is great, and once the character falls out of the Berserker state, they immediately lose 2 Health per Level of Berserk they possess. but will act exactly as stated in the rule book, delivering no added benefits though possession of this skill.

Bypass
This skill is similar to Backstab in that it allows a character to bypass armour and strike directly to Health. This skill must be taken per weapon skill it is to be combined with, and unlike Backstab is specific to a weapon skill. Using this, the character would call the damage and call Bypass as well, such as 14 Metal Bypass. Note that like Backstab, this effects only armour, and has no effect on toughness, magical protections, etc. Unlike Backstab, this does not have to be a surprise attack. It cannot be combined with Fury, Berserker, or Knockout. It can be used with Assassinate; however, in order for these skills to be used simultaneously, the attack must be a surprise attack as per the Assassinate rules. Note also that Bypass may only be attempted once per combat (regardless of how many people are involved or if the attempt was successful) per purchase of the skill, but it may be purchased multiple times.

Fast Healer 1:

Fast Healer 2: Fast Healer 3:

In whatever manner healing is administered to the character, the number of Health Points regained is multiplied by two (2). As level one, but the effect is multiplied by three (3). As level one, but the effect is multiplied by four (4).

Fast Healer of higher levels could be taken, and the effects continue along the above progression.

Fury
A character with the ability to enter a state of Fury may activate it at any time, although most characters will have some sort of trigger. This can be an Intolerance, a hated creature, sunshine, or anything else the character decides on. When in the Fury state, a character trades off all good judgment and higher brain functions for ferocity in battle. While under the effects of this skill, they may do nothing that isnt directly related to fighting or to continuing a fight. This means talking, using magic, alchemy, or psychic states, listening to or obeying yelled instructions anything that doesnt involve bashing things (with weapons or hands) dodging or blocking things, or running after someone you want to bash. As soon as the character makes intelligible conversation, uses a skill other then hitting things, or otherwise pursuing battle, they are out of their Fury state and may not reactivate their Fury skill until they engage in a new fight. This means they cannot drop in and out of a Fury state in combat and that if a Fury state ends in the middle of combat, then they may not reengage it unless the fight ends. For the purpose of this skill, a fight ending means that the character falls due to injuries, that they stop striking at their foes on purpose or that their enemy escapes. While under the effects of Fury, a character adds +1 to all hand and thrown weapon skills and/or unarmed combat skills possessed by the character per level of Fury. However, the toll this takes on the body is extreme, and each time a character enters a state of Fury, they lose 2 Health per Level of Fury they possess as soon as the Fury state ends.

Disarm
This skill permits a non-damaging attack which forces the subject to drop anything held by the affected limb. To use the skill, the appropriate weapon must be used, each weapon being a separate Disarm skill (i.e. someone with a weapon skill of 10 in Longsword may Disarm with his longsword but must learn the skill again if another weapon with a skill level of 10 or higher is to be used to Disarm). To use the Disarm skill, the player must strike the hands or forearm of another player and call Disarm. Anything held by that limb (hand, arm, tail, etc.) must be immediately dropped. In the case of a creature which doesnt have a definable forearm, the initial twelve (12) inches of the limb count. Note that this skill does not prevent the subject from picking up the weapons (or object) again, nor does it take into account any glued weapons, or lanyard that may be used.

Fast Healer
This skill represents the incredible recuperative ability of the character. The effect can be explained however the player likes, but in essence, the characters body simply reacts better to the effects of healing. It should be noted that the effects of the alchemical potion Regenerative Sleep and the psychic discipline Healing Trance will not change,

Hardy Constitution
Each level of this ability causes a character to cling more stubbornly to life while in an unconscious state.

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Instead of bleeding to death in 10 minutes, a character that has a Hardy Constitution will last longer according to their level of ability: Hardy Constitution 1 Hardy Constitution 2 Hardy Constitution 3 Hardy Constitution 4 Hardy Constitution 5 Twenty (20) minutes Forty (40) minutes Eighty (80) minutes One Hundred and Sixty (160) minutes Will not bleed to death. This means that they cannot likewise be killed by the removal of arms or legs, or in fact, some organs. Killing blows that rely on blood loss such as slit throats or stabs to the heart are similarly ineffective. Killing blows of extreme dismemberment (decapitation, removal of heart/lungs/brain) will still kill the character. To wake a person who has been knocked out, they may be shaken for 1 minute. Otherwise, they will remain unconscious for 10 minutes. Causing damage will not wake a person from knockout.

Marksmanship
This skill allows the player to use any and all missile weapons, from small thrown weapons to longbows. This means that a character with both Marksmanship and Weaponmaster can pick up and use any weapon at base skill. A character with Marksmanship 1 can teach all missile related skills at Level 1, with Marksmanship 2, a character can teach all missile related skills at Level 2, etc. Specific skills may not be taught at an augmented rate. (i.e. a character with Marksmanship 2 and Longbow 1 has an effective proficiency of Longbow 3.) In combat, he may strike for 8 metal, with the longbow, but he does not have the ability to teach Longbow 3.)

Health
Your Health score (also known as Hit Points or HP) measure how far away from death you are. When you are low on health, you are running out of time!

Recuperate
This skill allows the character to naturally heal, without the need for magic, alchemy, or a medic. To use this skill, the character must remove all heavy armour (hard leather and heavier), weapons, and everything other than light, comfortable clothing. The character must relax, rest (but not sleep), must eat and drink, and cannot take part in any strenuous activity, mental or physical. So, they cannot be brewing potions, making scrolls, casting spells, meditating for psychic states, arguing, or doing anything else which may be considered active. They may talk, but nothing above a casual conversation (no arguing, teaching skills, etc.). The eating requirement does not have to be a full meal and can instead be snacking. This is to represent the bodies increased need for nutrients during the recuperating period. If the character does anything active during the ten minutes, all effects are lost. The effect of this skill is to allow the character to heal one Health every 10 minutes per level of Recuperate they have. This skill can be combined with Fast Healer.

Knockout
Knockout is the ability to render another character unconscious without doing damage. In order to use this skill, a character with Knockout must successfully tap their target from behind on the shoulder blade with the padded butt of a weapon (any hard object [mug, stick, chair, etc.] can be used for Knockout, as long as the character holds the object in one hand and taps the target person on the shoulder with the other). Instead of calling normal damage, the character instead calls Knockout to alert the other character to what just occurred. Calling Knockout represents the character smashing the object in hand is over the head of the target. Obviously, item being used for Knockout must be something that the character using the skill can lift. If a character has Unarmed Grapple 1 or Unarmed Strike 1 or higher, he requires no weapon to use Knockout. Knockout does not work against undead, or any creature with a Toughness of three (3) or greater. Full plate armour on the head stops Knockout, unless the character also uses Backstab or Bypass, allowing him to ignore the armour. In these instances, the attacking character would call Knockout, Backstab or Knockout Bypass.

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Shield
The Shield skill allows the player to effectively use a shield. The skill has four (4) levels: Shield 1 Allows the player to use a small shield or buckler with a maximum dimension of 12. Allows the player to use a medium shield with a maximum dimension of 24. Allows the player to use a large shield with a maximum dimension of 36. Allows the player to use a shield of any size up to 60. Once a shield is broken it must be repaired by a smith or by using the spell The Earth Will Mend Your _____ and the wearer will take all physical and magical damage as if they have no shield. It is advisable to fix it or get rid of it immediately as it then becomes a large target!

Shield 2 Shield 3 Shield 4

Toughness
Toughness is a characters natural resistance to physical attack; it represents a characters high pain tolerance (threshold), thick hide, extreme reflexes, or whatever other reasonable explanation the character assigns to it. Regardless the explanation, the in-game function is as follows: each level of toughness is equal to one Threshold level of armour. Toughness does not provide additional health like armour does, but the Threshold it provides may not be removed. A characters personal Toughness threshold does not affect any armour worn by the character. Characters with Toughness Three or greater are immune to Knockout.

Note: a shield may never be taller than the users shoulders. All size limits refer to the height of the shield. A player using a shield for which they do not have the appropriate level of the Shield skill must use both hands to wield the shield, and thus may not make any offensive attacks. A shield will stop most spells, all weapon strikes, or unarmed attacks that it blocks so long as it is being properly deployed. However, an improperly worn shield will only count as baggage carried rather than a shield in use. A shield will be affected by spells which target the shield directly, i.e. With fire I burn your shield or With Water I Rust your shield. The spell The Air Will Take Your _______ will still have no effect to shields which are strapped to the arm. A Buckler or Small Shield may be simply strapped to the forearm, but all larger shields must be strapped on and held by a handle. A Buckler or Small Shield does not have to cover the hand, but any strikes to the hand will do full damage. You may not use a buckler on both arms. If the buckler does not extend past the wrist, you may still use a weapon in the hand of that side and may still use 2 handed weapons. Shields will have different in game ratings the same as armour: Poor, Average, Exceptional, and Masterwork. Each rating provides a different level of strength for the shield. A shield may be broken if the damage from a single swing exceeds the threshold of the shield. Some shields will have the ability to resist these forces x times per combat depending on their rating. Poor Average Exceptional Masterwork 15 threshold 20 threshold 40 threshold, 1 resist per combat 60 threshold, 3 resists per combat

Two Weapon Fighting


This skill allows the player to use one weapon in each hand. The skill is divided up into three levels. Two Weapon 1 Allows the player to use up to a Skilled Weapon in the main hand and an Easy Weapon in the other or off hand. Allows the player to use up to a Skilled Weapon in the main hand and an Average Weapon in the other or off hand. Allows the player to use up to a Skilled Weapon in the main hand and a Skilled Weapon in the other or off hand.

Two Weapon 2

Two Weapon 3

For example: Two Weapon Fighting 1 allows the character to use a battleaxe and a dagger. Two Weapon Fighting 2 allows the character to use a longsword and a handaxe. Two Weapon Fighting 3 allows the character to use two battleaxes. Remember: if the character is not proficient in both individual weapons, the non-proficient weapon only does one point of damage. Hard weapons may never be used in conjunction with Two Weapon Fighting (see the Weapon Proficiency description below for details). If a character does not have a high enough two weapon fighting skill and the character uses two weapons, then both weapons strike for 1 point of damage.

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Wear Armour Weaponmaster
This skill allows the player to use all hand-to-hand weapons, from daggers to polearms. It also includes proficiency in Unarmed Strike and Unarmed Grapple. This means a character with both the Weaponmaster and Marksmanship skills can pick up and use any weapon at base skill. A character with Weaponmaster 1can teach all handto-hand fighting skills at Level 1, a character with Weaponmaster 2 may teach all hand-to-hand fighting skills at Level 2, etc. Specific skills may not be taught at an augmented rate. (i.e., a character with Weaponmaster 1 and Longsword 2 has an effective proficiency of Longsword 3. In combat he may strike for 6 metal with the Longsword but he does not have the ability to teach Longsword 3.) This skill allows a character to make use of the Threshold provided by any armour that he may be wearing.

How Combat Works


This section will cover the effects of weapons In Game, and the Out of Game rules that govern their use. In Game, two things will govern each weapons damage: The type of weapon and the skill of the person using it. To determine the base damage done by a weapon, turn to the weapons table; the table will list two pieces of information: Skill type (Easy, Average, Skilled, Hard) Basic weapon damage Skill type will determine how many experience points the skill will cost, while base weapon damage determines how much damage a character with level 1 skill in that weapon will do. For example, a character with Dagger 1 armed with an ordinary dagger will strike for two points. The higher the level of the skill that a character has, the more damage he will do. For each level of skill (beyond the first) that a character possesses, he will do an additional point of damage. For example, a character with Dagger 4 armed with an ordinary dagger will strike for five points of damage. Using a weapon you are not proficient in will result in one point of damage regardless of the weapon. Weapons also do different types of damage. The five types of damage that characters may inflict are: Mauling Magic Metal Silver Wooden It is important to distinguish the type of damage done because some creatures In Game are affected differently by different types of weapons. It is generally believed, for example, that werewolves are only affected by silver and that vampires can only be killed by wood. In Game weapons will be marked according to the type of damage that they do.

Weapon Proficiency
Weapon proficiency allows a character to use a specified weapon with skill. The higher the proficiency, the more damage can be done with the weapon. A character must have a separate proficiency for every weapon used. For example: in order to have Level 1 proficiency in both hatchet and dagger (both Easy Weapons), the character must take Easy Weapon Hatchet1 and Easy Weapon Dagger 1. A character may use any weapon he is not proficient in, but the maximum damage he can do is one point, regardless of the weapon. There are four weapon classifications, for the purpose of buying weapons skills: Easy, Average, Skilled, and Hard. The Experience Point cost for a weapon is based on its classification. For example, a hatchet is an easy weapon, therefore Easy Weapon Hatchet 1 would cost two points; Easy Weapon Hatchet 2 would cost four points, and so on as the skill progresses. For Thrown Weapon, the character must specify the type of weapon (rock, throwing knife, hatchet, dart, etc). If Weaponmaster or Marksmanship and any other Weapon Proficiency are possessed, the levels are added together to determine the final proficiency level. For example, if a character possessed Battleaxe 1&2 and Weaponmaster 1, then the effective proficiency would be Battleaxe 3. This does not apply to training in weapon skills, as the character cannot combine Weaponmaster or Marksmanship with their weapon skills and train at the total level.

Holding Weapons
Holding the blade of a weapon being used to attack you is not an illegal move, however, it is strongly discouraged. If you choose to hold an attacking

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weapon you will continue to take the damage called by the attacker at their regular attack speed.

Mauling
Mauling is damage done by natural weaponry (fists, fangs, claws, rocks, etc.). Fists, claws, fangs, etc. are represented In Game by hollow tubes of foam to be wielded by the character. Weapons made of bone also do Mauling Damage. Bone weapons are marked with blue duct tape.

When fighting, weapons should never be swung in an arc greater than 180; a swing greater than this allows the weapons to gain enough momentum to sting. If your arc is too wide, someone who sees this may call baseball batting to make you aware of the problem. The head is not a viable target. If you see that you have hit your opponent in the head accidentally, or you opponent calls head shot, immediately stop fighting that person until he is reoriented and ready to continue. You will be removed from play if you are called too frequently for baseball batting, machine gunning or head shots. This is in effect until you prove your ability to play by the rules. For this reason, be very careful when using overhand swings. Remember: infractions of these rules should be reported to the next Safety Officer or Executive that you see so that records may be kept and those who are not playing safely can be dealt with appropriately.

Magic
Magical weapons strike for magical damage (e.g. Four Magic) and are denoted by red duct tape.

Metal
Metal weapons (swords, axes, arrows, spear tips, etc.) call for Metal damage (e.g. Two Metal) and are to be made with grey or black duct tape. Any weapon with grey or black tape is assumed to be steel.

Silver
Silver weapons are any ordinary weapons that have had silver bands, strips, or ingots applied in some fashion, or have been entirely made out of silver. Silver weapons are represented by white duct tape on a weapon. If a silver weapon is metal or wood underneath the silver, the wielder can, if he so chooses, call either type of damage, but can only call one type of damage per strike.

Weapons Table
Category Easy Weapon Dagger Hatchet Thrown Weapon (rock, etc) Shuriken Throwing Dart Unarmed Grapple Unarmed Strike Shortsword Handaxe Mace Club Light Crossbow Staff* Short/light Spear# Longsword Battleaxe Footmans Mace Spear* Shortbow* Bastard Sword Broad Sword Warhammer Heavy Crossbow* Two Handed Sword* Greataxe* Polearm* Longbow* Base Damage 2 2 2 2 2 2 2 3 3 3 3 3 3 3 4 4 4 4 4/6 5 5 5 5 6 6 6 6/8

Wooden
Wooden weapons (clubs, staves, etc.) are denoted by brown duct tape. Whenever using a wooden weapon, the user will call Wood damage (i.e., three wood) The character wielding the weapon will call the type and amount of damage done. For example, two silver for a silver hatchet with no bonuses, five wood for a staff wielded by someone with Staff 3 and so on. It is important that you enunciate clearly when you attack so that the defender takes the proper type and amount of damage. Remember, fights get loud and confusing, so it is important to speak clearly and loudly. You should never be swinging and hitting so fast that you cannot call damage clearly for each strike. Not only will your opponent be unable to calculate the damage appropriately, but it also demonstrates that you are not keeping proper control of your weapon. This may lead to an officer removing you from game. If someone notices that you are striking too fast, they may call machine gunning to make you aware of the problem. Skilled Average

Hard

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*-must be used two handed ** Each type of thrown weapon is a separate skill -greater damage applies to boffer arrows #-Damages with the tip only the process of comparing skill levels, the players are considered to be rolling around in a tangle of arms and legs, actively trying to throw the other, trying to apply joint locks etc. Neither grappler should be considered a viable target to players not participating in the grapple. However, as soon as the levels of grapple have been declared, the character with the higher skill has control of the fight, and both players have once again become viable targets. You may choose to respond to the initiating grapple call with a weapon strike or spell. If you decide to respond with a single attack you may keep your weapon/shield in your hands, however, by doing a damage call instead of grappling you forfeit the grapple and are now "in their hands". If you think it's wise to try calling a spell, your choice to begin casting is your '1 action and the grappler may throw you against the ground or away from them before you finish saying the incant, thus breaking the grapple. Should the attacker choose to take the effect of the spell they may use Strong Will, Resistance, or an enchantment defence and continue the grapple. If they use Strong Will, they will take the effect at the end of the grapple. Using Focus Mind to ward off the effects of a spell would end the grapple as that ability takes more mental focus and is considered an action. The defenders action will take Effect before the attacker may give the description of what action they are taking with the resolution of the grapple. If you choose to counter the grapple with your own grapple skill and cause damage, you must drop everything you are carrying. If you have beat the attackers grapple score with your own and wish to simply push the person away from you, then you may maintain a hold on the items in your hand. The winning (controlling) character may do damage (one point for each level of grappling skill which surpasses that of their opponents) by throwing them against the ground/tree/table/other convenient hard thing or one described action per engagement: they may disarm their opponent, they may pin (described action!), arm lock, or otherwise restrain them. Although this is a described action, the winner grappler must be able to clearly explain what they have done (I throw you on the ground and sit on your legs, I grab your wrists, etc.). As a general guideline, the higher the difference in the grapple comparison the more complex the action that may be taken. It is still only one action though. Should you choose to hold the other person you can hold them in spot for 1 minute before they break free. During this time if either of you get hit then both of you take damage. If you choose to disarm something from your opponent, you cannot remove something from their hands if it is

Unarmed Combat
A specialized type of combat is Unarmed Combat, represented In Game by two skills: Unarmed Combat: Striking Unarmed Combat: Grappling These two skills are like any weapon skill and are purchased as such; the major difference is that all character may attempt to use these skills whether they have training or not. Any character who has not bought proficiency in these areas is considered to have a proficiency of zero. The two skills have different effects when used, as described below:

Striking
Striking is straight up, good, old-fashioned punching and kicking. For a character to strike another in unarmed combat, they must use a fist (also called a foam fist). Fists are represented In Game by foam tubes, about three times as long as a real fist and are used when striking in combat, like other padded weapons. The base damage for a fist at a proficiency level of one is two (2) points of mauling damage: each level of skill beyond the first adds one point to the damage.

Grappling
Grappling represents any type of wrestling combat. In order to engage another character in grappling combat, a grappler must touch their opponent on the torso with a foam fist and announce Grapple. Grappling with bare hands is not permitted under any circumstances. You cannot use the hilt of a weapon as a foam fist in the initiation of Grapple. When characters are grappling, they will remain stationary and compare levels of grappling skill. The person who initiates the grapple must drop/put away anything they are holding prior to initiating the grapple, this includes mana. You cannot initiate the skill Grapple if you have any item in either of your hands or 'tucked under' your arms. Neither character is required to use their full score (for example, a character with Grapple 5 may decide to keep their level of skill secret and only declare a grapple skill of three) but that contest will be decided using the declared skill level. The player may not increase their declared skill if they realize that they have made a tactical error, they must wait until another grapple is initiated before using a higher level of skill. While in

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tied or strapped down. It must be in their hands when the grapple is initiated and when you remove the item/weapon it becomes tossed aside. A grapple is ended when the controlling player declares ready, set, break, after which both players are free to separate and may attempt to flee, grab weapons, re-initiate Grapple, or whatever they desire. In the case of a tie, both players break the grapple immediately. If more than two characters are wrestling, the side with the higher combined total of grapple has control. Groups greater than three must form smaller groups. Except in rare circumstances, such as very large monsters, the ratio in a Grapple may never be more than 2:1. So, two characters may join to Grapple a third, but three cannot gang up on a fourth. All characters begin game with the ability to call Grapple 1 in the same way that all characters can cause 1 point of damage with any weapon While Unarmed Combat allows character to act as if they have weapons, anything they parry with their fists does full damage to them! you lose all your armour, you lose all Threshold points immediately after combat. Threshold and Armour Points are figured as follows: 1 Heavy Cloth 2 Leather, or studded, padded, or quilted Heavy Cloth 3 Studded, Padded, or Quilted Leather 4 Studded Padding, or Rings on Leather 5 Small Plates or Leather (Scale Mail) or Chain Mail 6 Chain Mail on Leather, or Large Plate 7 Large Plate on Leather, or Full Plate 8 Full Plate on Leather 9 Full Plate on Chain Mail 10 Full Plate on Chain Mail on Leather The body is divided into 11 areas: 1 Head 2 Shoulders 3 Upper Torso 4 Lower Torso 5 Upper Arms 6 Lower Arms 7 Pelvis 8 Upper Leg 9 Lower Leg 10 Hands 11 Feet To determine Armour Points, check which parts of the body are covered by which types of armour and calculate the numbers. For example, a character is wearing a chain mail hauberk, which covers his upper torso, lower torso, upper arms, shoulders, pelvis and upper legs for a total of 30 Armour Points (5+5+5+5+5+5=30). If this character puts on leather boots (feet, leather = 2 points) and a metal helmet (head, full plate = 7 points), his Armour Points would increase to 39. Armour may be layered but only one layer of the same armour may be worn to any effect on a body part. Also, the layered armour is then considered whatever it closest matches on the chart. A tagged piece of chain over a tagged piece of leather may be worn, making it chain on leather. But putting on a tagged piece of chain over a tagged piece of studded leather will only gain the protection of the chain on leather, with no bonus for the studs. However, a single tagged piece may not be separated; for instance, a piece of chain over leather cannot be taken apart to become chain armour, and leather armour.

Armour
Armour is divided into two categories: Threshold Armour Points Threshold is a combination of the armours toughness and the wearers skill in deflecting weapons without any damage. Armour points represent how much damage amour can take before it offers no protection. Example, a character is wearing armour that, combined with his Wear Armour skill, gives him a Threshold of four and 44 Armour Points. When he is attacked by a character calling four metal damage, he takes no damage at all, because the damage does not surpass the armours threshold. However, if the attacker called for five metal, the Threshold would not stop the weapon and all damage would apply. Amour Points add directly to a characters health when calculating how much damage he can take. Continuing the above example, even though the weapon damage is higher than the armour threshold, the character will not immediately start to take damage. The 44 armour points have to be destroyed first, so that after the character has been hit six times for five points of damage each time, he will still have 14 armour points left. If at any point during a fight

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Armour quality is important. This is determined by inspecting the costume itself. If the chain mail is made out of a light metal links (such as aluminum or copper) and hooked together leaving small gaps, it is of average quality. If it is made of knitted yarn, spray painted to look like chain mail, it is of poor quality. If it is made of tightly linked steel, it is of good quality. These are just examples, but it is the same for all types of armour. If the director judges armour to be of poor quality, it is scored as if it were one category lower. If it is good quality, it is scored as if it was one level higher. For example, Average chain mail is worth 5 points per location. Poor is 4 points per location, and Good is 6 points per location. Once the point value of armour is determined, it is simple to determine the Threshold value of the armour. Armour has a maximum Threshold value of 1 for each full 10 Armour Points. In other words, armour worth 0 to 9 points has a maximum Threshold of 0, whereas armour with between 10 and 19 Armour Points has a maximum Threshold of 1. A Threshold of 1 may seem pointless, but it will stop the blows of someone who is unskilled in a weapon. Armour Points 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100-109 Maximum Threshold 0 1 2 3 4 5 6 7 8 9 10 Wear Armour skill at Level 6, their Threshold would still only be 5, since the maximum threshold of the armour is only 5. Threshold is equal to either your level of Wear Armour skill or your maximum Threshold calculated from your Armour Points whichever is lower.

Bow
There are a few options for the use of a bow. You may use a longbow (49-72 inches when strung), a shortbow (35-48 inches when strung) or a crossbow. The bow phys rep must have a string on it. A crossbow must always have a cross piece on it. All NERF weapons are considered crossbows and must be fitted with a cross piece. When using a NERF weapon there is a 5 count to reload the weapon of loading crossbow 1, loading crossbow 2 etc. You may not use a bow to block a weapon strike. If you do the bow is considered broken. Once you have decided on the type of bow to use you must now choose what type of arrow you will use; boffer or packet. A boffer arrow is a real arrow with the tip cut off and replaced with a penny and padding (please see website for construction information) which will be fired from the bow. A packet arrow is a large grey packet (see Dart construction on website) with 2 feet of ribbon attached at the end which will be thrown by hand. A full sized quiver is still required with the packet arrows. To fire a packet arrow, you must first draw the packet through a loop attached to the arrow rest (front to back), draw the pack back to the ear as if firing a real arrow and then throw the packet at the intended target. Packet flight must go in a straight line and cannot be fired around a corner. There is a minimum firing distance of 10 feet from the intended target (at the time of release) with the boffer arrows. There is no minimum firing distance with packet arrows. The Bypass skill may be purchased at 5 ranks of Bow skill but can only be applied with using a boffer arrow. If you are using the packet arrows the Bypass skill must still be used after 10 ranks has been reached.

Further progression of Armour Points and Threshold, though unlikely, continue following to the same formula. The maximum Threshold of armour can only be used by a character with suitable levels of the Wear Armour skill. Example, a character wearing armour with a maximum Threshold of 5 and Level 4 in the Wear Armour skill would have a Threshold of 4. If the character had a Wear Armour skill at Level 5, their threshold would be 5. If the character had a

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Magic
C T T T T C Ability Awareness 1 Awareness 2 Awareness 3 Awareness 4 Awareness 5 Enchanter 1 Cost 5 10 20 40 80 5 Prerequisite None Awareness 1 Awareness 2 Awareness 3 Awareness 4 Scroll Maker 6 or Alchemy 5 or Awareness 4 or any 7 Psychic Disciplines Enchanter 1 Enchanter 2 Enchanter 3 Enchanter 4 Any Tier 5 Prime Element Power Equal or Higher Level of Essence Power None Previous Level Literacy and Awareness Scroll Maker 1 Scroll Maker 2 Scroll Maker 3 Scroll Maker 4 Scroll Maker 5 O O O O O C T T T T T/ L T/ L T/ L T/ L T/ L T C/ L Ability Strg Will Magic 1 Strg Will Magic 2 Strg Will Magic 3 Strg Will Magic 4 Strg Will Magic 5+ Tier 1 Prime Element Power Tier 2 Prime Element Power Tier 3 Prime Element Power Tier 4 Prime Element Power Tier 5 Prime Element Power Tier 1 Prime Element Spell Tier 2 Prime Element Spell Tier 3 Prime Element Spell Tier 4 Prime Element Spell Tier 5 Prime Element Spell Void Power Tiers 1-20 Void Spell Cost 8 10 12 14 16/Lvl 1 2 4 8 16 1 2 4 8 16 16/tier 16 Prerequisite None Previous Level Previous Level Previous Level Previous Level Awareness 1 Tier 1 Prime Element Power Tier 2 Prime Element Power Tier 3 Prime Element Power Tier 4 Prime Element Power Tier 1 Prime Element Power Tier 2 Prime Element Power Tier 3 Prime Element Power Tier 4 Prime Element Power Tier 5 Prime Element Power Any Tier 5 Prime Element Equal or Higher Level of Void Power

T T T T T

Enchanter 2 Enchanter 3 Enchanter 4 Enchanter 5 Essence Power Tiers 1-20 Essence Spell

10 20 40 80 16/tier

C/L

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O O C T T T T T

Resist: Magic 1 Resist: Magic 2+ Scroll Maker 1 Scroll Maker 2 Scroll Maker 3 Scroll Maker 4 Scroll Maker 5 Scroll Maker 6

2 4/Lvl 1 2 4 8 16 32

Magical Terms
Archmage: An honorary title given to someone who has attained and kept both Void and Essence Power. Void and Essence power must be learned either simultaneously or separately; in other words an archmages powers in Void and Essence must always be equal. Any time that an Archmage purchases a level of Void or Essence power, which would imbalance their levels, they will lose all of the lower tiered power in favour of the other. For example, if the Archmage has Tier 3 power in both Void and Essence, to gain Tier 4 power in both elements, they would have to be bought at the same time thus spending points to buy Tier 4 Void and Tier 4 Essence at the same time. If, however, the Archmage only bought Tier 4 Essence, then all three tiers of Void power would automatically become Essence power. Once an Archmage has become imbalanced in Void and Essence power, they may never relearn the lost element in any normal way. In the above example, the Archmage would now become a Tier 7 Essence mage. Awareness: The ability to see and manipulate magical energy (see mana) in game. Borrowing: Starting at Awareness 3, a mage has the ability to use other mages spells and tiers. If they borrow a spell from another mage that requires tiers in an element they don't have, they must also borrow the other mages tiers as well and will be considered as casting at the other mages level. If they borrow a spell in an element that they have tiers in, they still have the option of using the other mages tiers; however, they cannot then stack their tiers on top of

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the other mages in order to max out the power of the spell being cast. Enchanter: A mage, Alchemist, or Psychic skilled in making magical items. Enchantment: A lasting spell, one that remains until a set of circumstances discharges it. Certain enchantments last only one event Incant/Incantation: The specific words and actions used to create a spell. All spell incantations are audible to any race of epoch whether they have the skill or not (including Awareness). However, the duration of time and damage calls are still unknown. Mage: Someone who is Aware (i.e. possesses the Awareness skill); a magic user. Magical Item: An item that has been imbued with a form of magic. Usually marked in game with red duct tape. Mana: Also called a mana packet. A piece of magical energy (represented in game by small throwing bean bags) is the capacity for magic that only Aware characters can see and manipulate. Mana only exists when in the vicinity of, or when held by a Mage or when encased in a magical container of some sort (e.g. a mana keeper or a scroll). If mana leaves the vicinity of a Mage or falls to the ground, it disappears. Miscant: Also called a failed spell. A spell is miscast either by using the wrong words, failing to cast a spell in the right order or violating the specific conditions that apply to that spell. Power: The Mages ability to use mana to its fullest. The measurement of a Mages ability to use mana of a certain type; the higher their tier of power, the more powerful the spell they are able to learn and cast. Prime Element: One of the four (4) main types of energy Earth, Air, Fire, Water. Each type of Prime Elemental mana may only be used to cast a spell of the same element (i.e. an Earth mana can only be used to cast an Earth spell). Pure Element: One of the two more flexible types of energy Void and Essence. Each prime elemental mana may be used to cast a spell of its element or a spell of any Prime Element. Re-Form: To recreate a mana after it has been cast as a spell but before it dissipates. Scroll: A one-use magic item with allows a literate Mage to cast a spell they may not know; knowledge of the spell being cast with a scroll gives no bonus. Spell(s): The Mages ability to discharge energy in a specifically determined fashion; the ability to make energy (mana) do what the Mage wants it to do. Stacking Tiers: The process of combining the tiers of multiple mages to increase the power of a spell being cast. Please note, only the tiers possessed by the casting mage on their character sheet can be maxed. Borrowed tiers cannot be maxed. Timed Spell(s): A spell which the incant contains a time duration in the form of , x minutes. The duration of a timed spell is 10 minutes per tier of the appropriate power. If the time aspect of the incant is not stated then the spell will only last for 10 minutes regardless of the casters total tiers. When calculating the time duration, Void and Essence tiers will stack on all timed spells.

Magic, as suits its nature, is one of the more complicated parts of the game to use. It is not, in and of itself, complex or difficult to master, but it does require time and clear thought in order to be used (things not always in ready supply when LARPing). In Game, Mages must be able to think and act under pressure, relying on memory of the incantations and mastery of aim to affect their opponents with the right spell at the right time. In Game, Magic is divided by the elements. All powers, spells, and mana belong to one of the six elements of magic. The six elements are: Earth, Fire, Water, Air, Essence, and Void. The first four elements are known as the Prime elements, where Void and Essence are known as the Pure elements. In game, a character may encounter creatures associated with specific elements, and these will be noted in game by wearing headbands of a colour appropriate to the mana of their element. These creatures may only be seen/interacted with by a mage with at least one tier of Power in their element. A Mage who possesses both Void and Essence power is called an Archmage. A mage may have more power in Essence and/or Void but their total tiers in Pure power may not exceed 20. This means that if a mage choose to become an Archmage, they may not have higher than 10 tiers in Essence and 10 tiers in Void. A mage must also possess up to the fifth tier in at least one Prime element before continuing into Pure magics. While

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their application is similar, if not identical to the Prime elemental magics, there are some differences that should be noted. Firstly, Void and Essence mana may be used to cast spell for their own element or any Prime elemental spell. Secondly, Void and Essence powers must be learned either simultaneously or separately. This is to say that a mages power must always be equal or completely favour one of the Pure elements. And thirdly, for the purposes of scroll making, all Pure element spells are considered to be Tier 5 Prime Elemental spells. This means that any Pure elemental spell requires a Level 5 Scroll Maker with a Level 5 Ink for it to be inscrolled. Another thing to remember regarding Essence and Void power/spells is that they are not necessarily good or evil. Mages will view these Pure elements in different ways. Both Void and Essence are actually a combination of the other elements. However, Essence is a creative element, and Void is by nature a destructive one. So they could also be viewed as life and death, as well as the beneficial and destructive natures of each specific element. So to a fire mage, Essence may be viewed as heat and warmth while Void may be seen as raging bonfires and ash. Mages dedicated to a specific element may even refer to the Pure elements only by names related to their chosen element. To be able to cast a spell in game the minimum criteria must be met: 1. The character must possess the minimum level of Awareness as required by the level of power and/or spell (see the above chart for prerequisites). The character must have the ability to cast that spell (i.e. the posses the correct level or power and have learned the spell). The character must have the correct element of mana either the same as the spell or a Pure element may be used to cast any Prime elemental spell. The character must recite the correct words (the incant). The character must then throw the mana at the target of the spell. finishing the incant or uses an incorrect incant, then the spell has no effect and anyone who spots the mistake may call Miscant to let everyone know that the spell has failed. For example, a Mage wishes to cast the spell, The Earth Will Throw You. The mage must possess at least Awareness 1. As the spell in question is a Tier 1 Earth Spell, the Mage must also possess Earth Power Tier 1 and must know the spell The Earth Will Throw You. The Mage must also have an Earth mana packet available to them. The Mage must then say aloud the incant The Earth Will Throw You and after completing the incant, throw the mana packet at the target of the spell. If the mana packet strikes the target, then the spell effect takes place. If the mana packet misses its target, then the spell has failed and the mage is out a mana packet and very likely in trouble!

Awareness
Awareness 1: Allows the character to see and hold mana, learn to cast spells and to see Elemental circles. Allows the Mage to have one (1) timed spell active at any time. Awareness 2: Allows the character to link with other Mages to lend their power to increase the effectiveness of a spell. While there is no limit to the number of Mages who can lend their power while linked, they can never more than triple the power of the Mage who is actually casting the spell. Allows the character to know if another character is a Mage by touching them. Allows the ability to learn any Tier 1 Prime elemental power or Tier 1 Prime elemental spell without a teacher. Allows the Mage to have two (2) timed spells active at any time. Awareness 3: Gives the character the ability to use the abilities (tiers of power and spells only) of another Mage with the other characters consent (or having them unconscious) by touching them with one hand. Allows the ability to reform cast spells by catching the mana in the hand(s) and saying Reform. The character gains the ability to know the magical abilities (i.e. levels of Awareness and Power and specific spells) possessed by another character by touching the target and asking specific questions (e.g. What is the highest tier of Air power that your character has?). The target must answer the questions truthfully.

2.

3.

4. 5.

If the mana strikes a valid target, then the spell takes effect. When touch casting a spell, the incant must be said as the Mage is touching the mana to the intended subject. Once the spell is cast, the mana is to be dropped to the ground. If the thrown mana misses its target, then the spell has failed. Also, if the Mage uses the wrong type of mana, throws the mana before

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Allows the Mage to have three (3) timed spells active at any time. The character is also now able to learn any Tier 2 Prime element power or Tier 2 Prime elemental spell without a teacher. Awareness 4: Grants the character the ability to draw mana from another mage. To use this ability the Mage must touch another character and incant Draw One _______ Mana The blank in the incant is the specific type of mana that the Mage wishes to draw. If the target of this ability does not have that type of mana on their person (in a pouch etc.) then the ability fails, otherwise they must give the Mage one mana of that type. Only one mana at a time can be drawn using this ability. Also allows the Mage to use the magical abilities (tiers of power and spells only) of another Mage by touch. The other character does not have to be willing for this ability to work. The Mage is also able to learn any Tier 5 Prime element power or Tier 5 Prime element spell without a teacher. Allows the Mage to have four (4) timed spells active at any time. Awareness 5: At this level of ability, the Mage is able to destroy any mana (not enchantments) by pointing at the mana and using the incant Destroy _____ Mana The blank in this incant is the specific type of mana that the mage wishes to destroy. This ability is only usable against one mana at a time. Furthermore, the Mage is now able to temporarily suppress another Mages Awareness by touching the other Mage and subtracting the levels of Awareness from their own Awareness. To use this ability, the mage must touch the target character and incant I Suppress Your Awareness x Tiers. The x in the incant is the number of levels that the mage subtracts from their own Awareness score to reduce the targets Awareness score. Should the targets Awareness be reduced to zero (0), then the target is no longer capable of holding mana or casting spells. Any mana that the target is carrying that is not in a magical container (such as mana keepers or scrolls) will fall to the ground and disappear. This suppression of anothers Awareness, lasts for one hour, or until the Mage touches the subject again and incants I Release Your Awareness or dies. It should be noted that the Mage using this ability would also suffer from the effects that having a lowered Awareness score may bring. Another ability the mage gains with this level of Awareness is the ability to take two complimentary Prime elemental mana (i.e. earth and water, earth and fire, air and fire, air and water) and combine them into one Essence mana. This also allows the mage to take two opposite Prime elemental mana (i.e. earth and air, fire and water) and combine them into one Void mana. Allows the mage to have five (5) timed spells active at any time. The Mage is now able to learn Tiers of Power in any Prime or Pure elements without a teacher. The Mage is also able to learn any Prime elemental spells and any Tier 1 Pure elemental spells without a teacher. As a general note, any Awareness ability that requires touch can only be done at a normal talking speed. Any questions or answers are considered to be out of game speech (i.e. even if overheard by another player, that other players character does not hear it and therefore is unable to act on any knowledge gained from overhearing), but the information may not be imparted at anything faster than normal speech. When an appropriate level of mage asks the questions, the subject must answer promptly and truthfully (they cannot stall for time). If the subject is also a Mage then they are fully aware of the other mages probing and although they must answer the questions, they are under no obligation to remain in contact.

Power
Power is a Mages ability to use mana to its fullest potential. A more powerful Mage can do more with less. Power is the measurement of a mages ability to use mana of a certain type; the higher their tier of power the more powerful the spell they are able to learn and to cast. Power is divided into six (6) types: Earth, Air, Fire, Water, Essence and Void. Each type of power must be learned as a separate ability and in no way affects a Mages ability to learn the other powers. Power is a prerequisite for learning spells. Some spells have a time element attached to them. Timed spells are marked as such in their description. All timed spells have a base duration of ten (10) minutes per tier of power that the Mage possesses in that element. A Mage may never have more timed spells active than are allowed for by their level of Awareness (see the Awareness section above for specifics). The Mage who cast the spell (and only them) may also end any spell they have cast at any

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time that they wish. Furthermore, if a Mage leaves the vicinity of a timed spell that they have cast, or is rendered unconscious or killed, then any timed spell(s) that mage may have had active will dissipate in ten (10) minutes. The mage may drop additional mana packets, one (1) packet per ten (10) minutes, to extend the duration of the spell to the full incanted duration should they have a need to leave the vicinity. For ease of use, vicinity is defined as the range at which the Mage cast the spell. For example, if the Mage cast the spell from five (5) feet away, then if the Mage leaves that five (5) foot area, then the spell will dissipate in ten (10) minutes time. It should also be noted that if the spell was touch cast then the Mage must remain beside the subject of the spell. With any spell that has a time element spoken aloud as part of the incant, the time portion of the incant is considered to be an OOG (see IG, OOG, OOP and Rules of Play) statement; in other words, it is there for player information alone the characters In Game do not know how long a spell will last. Timed spells require one (1) mana to cast and one (1) additional mana for each ten (10) minutes beyond the first ten (10) if the mage wishes to leave the area. To use a scroll, a literate Mage must pull off the attached mana and read the incant written on the scroll aloud and then throw the mana at the target to complete the spell. Please note that if you cant actually read what is written on the scroll, then you cannot cast the spell. In short, make sure that when writing a scroll that the handwriting is legible.

Master Scrolls
At Scroll Maker 6, the character learns to create Master Scrolls. Master Scrolls come in one of three varieties Teaching, Imbuing or Multiple. A Teaching Master scroll does not allow the spell to be cast but instead acts as a teacher for any Mage who studies the scroll. An Imbuing Master scroll will act as a regular scroll; however, no mana is attached to it. Instead, a Mage touches the scroll with one of their own mana, read the scroll aloud and cast the spell. The scroll will maintain its power as long as the scroll itself remains intact and legible. The scroll may not be taped back together; once its broken the scroll is ruined. These scrolls may be used by a Book Mage (and only a Book Mage) as a teacher. A Multiple Master Scroll may have as many pieces of mana as the creator wishes attached to it. Each individual mana may be plucked off and cast as a separate spell. The additional mana may also be used to extend the duration of a timed spell. Once all of the mana is expended, the scroll loses its enchantment and becomes useless.

Spells
Each type of spell is the ability to cause a certain type of magical effect by expending a mana packet.

Scroll Making
A scroll is made by a Mage capable of casting the spell that is to be inscrolled. The Mage must also possess the Make Scroll skill at the equivalent or higher level of the spell that is to inscrolled (i.e. to create a Tier 1 scroll, the Mage must possess Tier 1 Scroll Maker etc. as well as the spell to be inscrolled). The Mage must also be in possession of special alchemical ink (see the Alchemy section for further details) of the same level as the spell that is to be inscrolled. To make the scroll, the character must write the full incant of the spell (including any time requirements) on a letter-sized piece of paper (8.5 by 11). Once that is done, the character must attach the mana used to cast the spell to the piece of paper. Each scroll made requires 10 minutes per Tier of the spell being written. This time is used to magically prepare the parchment/paper, focus the magical energies, and transfer the spell from the caster to the scroll. The scroll makers level of Make Scroll cannot be raised or increased by Psychic disciplines, Alchemy, or any other means unless specifically stated in the ability or effect.

Rituals
Rituals are another part of Magic, different from spells but capable of just as much - if not more! All rituals are different and implementation may range from the simply inconvenient to the downright epic. Rituals, when performed in game, if they are done correctly, will produce whatever effect they are intended to. It can be quite a simple thing to prevent a ritual from being completed and thus stopping whatever effect was intended. There is not an official list of complete rituals available. Rituals must be found in game and, like everything else, there are certain risks attached. Rituals found may be incomplete, incorrect, or more dangerous than expected.

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Rituals are one of the most diverse forms of magic and each type of ritual may have separate prerequisites. The ritual must be performed in game; you may not perform a ritual at a non-sanctioned event. The characters must carry out any instructions for the performance of the ritual; described actions may only be used to simulate dangerous and/or impossible elements of the ritual.

Second Tier
The Earth Will Bind Your _____, x Minutes
The blank in this incant is a specific body part of the subject that is touching the ground. When struck by this spell, the recipient may not move the named body part until they have spent at least one (1) minute digging the body part free or the spell ends, whichever comes first. The x part of the incant is the duration of the spell. This is a timed spell. In-Game Effect: The ground flows over the named body part, packing the ground as if buried there.

Spells
Earth Spells
For purposes of Earth spells, Earthen is defined as natural wood, stone, dirt, earth, mineral, metal, etc. Once the material has been worked or treated (wooden walls, steel weapons, wood weapons, etc.) it no longer qualifies as Earthen.

First Tier
The Earth Will Heal You _____ Points
The blank in this incant is the total tiers of Earth Power and Essence and/or Void Power (if any) possessed by the caster. The recipient of this spell will regain the number of lost health points stated in the incant up to their original health score. This spell will only work on living creatures. In Game Effect: The wounds of the subject close and heal

The Earth Will Protect You from Air


When casting this spell, the Mage must attach (with a pin, tape etc.) an Earth mana packet onto the character upon whom it the spell was cast. Should it fall off, the spell is considered to have worn off prematurely. If the character which this enchantment has been imparted to is struck by an Air spell, the character must call No Effect and remove the mana, dropping it to the ground. The character has no choice but to discharge this enchantment the next time any Air spell is cast upon them; the character may not choose to allow the spell to hit them any Air spell that strikes them will discharge the protection. In-Game Effect: Only characters that possess the Awareness ability can see the enchantment upon the character. When attacked with an Air spell, it fails to strike them instead being pulled to the earth harmlessly.

The Earth Will Throw You


When struck by this spell, the recipient must fall to the ground, lying on their front. After falling to the ground, the player can get up and continue play as normal. In-Game Effect: The ground momentarily changes shape to trip the character.

The Earth Will Mend Your _____


The blank in this incant is an object in need of simple structural repair. The item must be made of wood, metal, stone, clay, or some other substance from the earth. It will repair up to one crack or break per tier of Earth power the caster possesses. On armour, this will repair 2 points of armour per Tier of the caster. This spell does not stack with Tiers of Essence or Void power. In Game Effect: The cracks and breaks re-attach themselves, dents straighten out, and the damage repairs itself almost instantly.

The Earth Will Seal This Opening, x Minutes


Using this spell, a caster may seal off a door, window, or other opening. The portal, once sealed, cannot be opened by any means. The earthen closure which covers the opening is indestructible, and cannot be breached by physical damage. The portal must be connected to the earth in some way (stone floor, wood frame, etc). The maximum size of the opening is 1 by 1 per Tier of Earth, Essence, and Void the caster possesses. Once sealed, the caster must mark the portal with a brown rope or tape, and an OOG note stating that the portal is magically sealed. This is a timed-effect spell.

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In Game Effect: The earth spreads from the rims of the opening, joining in the centre to seal the portal completely. regrown instantly. The character must still be alive for this spell to function. In Game Effect: The body grows another body part to replace the missing one.

Third Tier
The Earth Will Hide You, x Minutes
When cast upon a voluntary target who is in contact with earthen ground, that character will go OOP (see the IG, OOP, OOG and Rules of Play section). Note: this will not work on wood, stone, or other manufactured floors. While the character is OOP, they cannot be seen for as long as the spell lasts but they may not move or speak; doing so immediately ends the spell. This is a timed spell The effect of this spell is considered a Magical State In-Game Effect: The character seemingly blends into the earth, taking on the shape, colour and texture of their surroundings.

The Earth Will Build a Wall, x Minutes


This spell allows a character to build an Earthen wall ten (10) feet high and up to five (5) feet long. This wall cannot be passed through, climbed over or destroyed as long as it is in existence. The player must provide a rope or another prop to mark the dimensions of the wall, up to the maximum length. The wall remains for as long as the character that cast the spell remains conscious, awake and in contact with the wall, up to the maximum duration of the spell. This is a timed spell. In Game Effect: A wall grows out of the ground that is impossible to climb, pass through or destroy.

The Earth Will Petrify You, x Minutes


Using this spell, the caster turns any living target to stone. Once struck, the target becomes solid stone, and cannot be damaged by weapons or combat. The character remains aware of their surroundings, still able to hear, and see but unable feel anything. This also affects everything being carried by the target, so items cannot be removed from the target once the spell takes effect. This is a timed spell. The effect of this spell is considered a Magical State In Game Effect: The target struck by this spell instantly becomes solid stone, freezing in whatever position they were in when struck.

The Earth Will Toughen You, x Minutes


The recipient of this spell receives a threshold of five (5) for the duration of the spell. If the subject is struck for five (5) points of damage or less, then the subject must call out No Effect and does not take the damage. The character also becomes immune to the knockout skill for the duration of the spell. This is a timed spell. In-Game Effect: The characters skin hardens and becomes hard as stone.

The Earth Will Open a Passage


This spell allows a character to pass through any earthen barrier no thicker than 2 inches per tier of Earth the caster has. This is virtually instant, and allows the caster (and only the caster) to pass through it. The caster cannot stay in the earth, and must pass through IMMEDIATELY. In Game Effect: In an instant flash, the character slips right through the wall or other earthen barrier.

Fifth Tier
The Earth Will Swallow You, x Minutes
The subject of this spell is swallowed immediately by the earth, removing them from play. The subject remains in the earth and while entombed is considered to be OOP (see the IG, OOP, OOG and Rules of Play section) and is unaware of anything occurring in game. Other players cannot see the subject of this spell. This is a timed spell. The effect of this spell is considered a Magical State

Fourth Tier
The Earth Will Regrow Your _____
The blank in the incant refers to a body part that is missing from the recipient of the spell. This spell allows a limb or organ that has been lost to be

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In Game Effect: A chasm opens in the earth and takes the character into it, burying them alive. When the spell ends, the character is disgorged, disoriented but otherwise unharmed. hands (the blank part of the incant). If the spell caster names an item that the subject was not carrying in their hands, the spell has no effect. Dropping the item includes letting go of the object and allowing it to fall; if it is tied on, glued to the hand or otherwise secured then it will not fall and the hand may close on the item again. Even if attached the spell still buffets the item with wind and a momentary disruption must be mimed. In-Game Effect: A sudden gust of wind twists the object out of the characters hand.

The Earth Will Regenerate Your Body


When this spell is cast on the remains of a body, it will reform, structurally intact but inanimate. On its own, this spell is not enough to bring someone back to life but, combined with the other three Prime elemental resurrection spells, will resurrect the character. Only functions on a dead body or corpse In-Game Effect: The subjects dead body (or whatever part of it is recovered) grows into a complete and original (but cold and lifeless) form.

The Air Will Allow Me Breath, x Minutes


For the duration of this spell, the target does not need to breath. This means they cannot be drowned, suffocated, but will not prevent alchemical gas cloud effects. This is a Timed Spell In Game Effect: During the spell, small clouds continually swirl around the nose and mouth of the target

The Earth Will Cause a Tremor


When cast this spell causes an earthquake like wave to surge through the ground, reaching a range of ten (10) feet from the caster in a circle. The effect of this spell is identical to The Earth Will Throw You other than that it affects all within a ten-foot radius of the caster. So, once cast, all struck by this spell (all within ten feet of the caster) must fall to the ground. As soon as they have done this, the player may get up and continue play as normal. The caster cannot choose who is and is not affected by the spell. The caster is unaffected by the spell. In Game Effect: The ground shakes and rumbles as a minor earthquake centred on the caster spreads out for ten feet in all directions

Second Tier
The Air Will Carry You
In order to cast this spell, a mage must first touch the character to be affected with a mana packet before throwing it. The character who was touched with the mana then must go as quickly as possible to where the mana landed. On their way, they cannot make any attacks and are immune to all attacks until they arrive where the mana landed. In-Game Effect: A gust of powerful wind lifts the character off the ground and carries them through the air to the manas landing place.

Air Spells First Tier


The Air Will Spin You _____ Times
The ______ in this spell is the total tiers of power that the caster has in Air, Essence and Void. When hit by this spell, the subject must immediately turn 360 degrees as many times as indicated by the spell. While spinning, the subject cannot attack or cast spells. In-Game Effect: The subject is caught up in a small cyclone of wind that surrounds the body.

The Air Will Protect You from Earth


This enchantment is identical in effect to The Earth Will Protect You from Air except that it is discharged by earth spells. In-Game Effect: When attacked by an earth spell it simple dissipates into the air before striking the target.

The Air Will Unbind You


Once cast, the caster must touch the binding to be opened with the mana. This will only work on personal bindings and restraints, such as being tied up, shackled, or handcuffed, etc. This has no effect on locked doors, chests, or other locks, unless being

The Air Will Disarm Your _____


When hit by this spell, the subject must drop whatever named item they were carrying in their

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used to bind a person. Once touched by the mana, the restraints are immediately released. In Game Effect: A small cloud covers the bindings, and when it clears a moment later, the bindings are undone. the container is moved. If this is cast on an item in a pouch, container, etc, it must immediately be marked with an OOG yellow marking and removed from the container. This is a timed spell. In Game Effect: The item becomes translucent and hazy, as if made of smoke, and can be seen through.

Third Tier
The Air Will Take Your _____, x Minutes
When this spell is cast the target of the spell who has whatever the named item that is in the blank of the incant carried on their person will have that object fly into the air, unless it is glued, tied down or otherwise firmly secured (although it will be easily pulled from their hands). The item will remain out of sight in the air until the spell ends. Items affected by this spell must be given to the casting Mage who will mark the item(s) OOG (see IG, OOG, OOP and Rules of Play) and must carry the item(s) with them until the return is called for. This is a timed spell. In-Game Effect: A powerful wind takes the item and carries it out of sight into the sky. When the spell ends the item falls unharmed at the feet of the spells caster.

Fourth Tier
The Air Will Seal Your _____, x Minutes
A character struck by this spell will immediately have the orifice named in the incantation (i.e. nose, mouth, eyes, ears) sealed against their environment. This does not prevent breathing, but it does prevent the related sense from being used or, in the case of the mouth, prevent speech and as a result, spell casting. This is a timed spell. In-Game Effect: Small but powerful gusts of wind buffet the named body part constantly and forcefully thus preventing it from being used properly.

The Air Will Defend You


When casting this enchantment, the mana must be affixed to the spells recipient. On the next weapon blow to strike the character, they must declare No Effect, remove the enchantment, dropping it to the ground. This spell does not protect the subject against unarmed strikes or unarmed grapples. In-Game Effect: The incoming blow is knocked aside by a gust of wind leaving the character unharmed.

The Air Will Make Me Immaterial, x Minutes


A Mage who casts this spell immediately become immaterial. While in this form, the character can still be seen but cannot be affected by weapons or spells or any other effect. For the duration of this spell, the character is mute and may not cast spells. The character also cannot move their feet; if they do so, the spell ends. This is a timed spell. The effect of this spell is considered a Magical State In-Game Effect: The characters physical form changes into the very air itself, making them no more solid than a cloud.

The Air Will Make This ______ Immaterial, x Minutes


The blank in the incant is the item to be made immaterial. This spell can be used to make any item, small enough to be carried by the caster, immaterial. Once made immaterial, the item must be labelled with a yellow note indicating that it is immaterial. While immaterial, the item can still be seen, but cannot be touched or affected in any way, even by those who are themselves immaterial. Note that if this were cast on an item which was in a pouch, pack, weapon sheath, etc, the item will remain in the exact place and position it was in at the time of casting, passing right through whatever it was in as soon as

The Air Will Slow You, x Minutes


Once hit by this spell, the target is buffeted by powerful winds, pushing at them from all directions. These winds make it impossible for the character to run, move quickly, or perform any fast actions. This also prevents any sort of thrown or fired weapon use, including thrown mana. During the effects of this spell, the target cannot move any faster than a slow walk, and all weapon swings require a slow count of 5 seconds between swings.

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This is a timed spell. In Game Effect: During this spell, the target is surrounded by gales which buffet against them, striking from all sides, and pushing against the character. In-Game Effect: The Mage causes a red light to appear.

With Fire I Fuel the Flames


This spell is used to speed up the burning time of any flammable item. It will work on forges, fuels, or any other flammable substance. Once cast, it reduces the time a flame takes to burn an item by ten minutes, to a minimum of one minute. This will reduce the warm up time for a forge to one minute as well. In Game Effect: The caster causes the flames to glow brightly and enlarge for a moment, drastically increasing the heat output.

Fifth Tier
The Air Will Shield Me, x Minutes
When casting this spell, a Mage will drop the mana and hold their arms out straight in front of them with their palms facing forward. For as long as the spell lasts, the character may assume this position and become immune to all ranged weapons and thrown spells. The character can still be affected by hand held weapons and touch cast spells. This is a timed spell. In-Game Effect: When in the correct position, any ranged attack or thrown spell is knocked aside by powerful winds.

Second Tier
With Fire I Engulf My Hands
Once cast, this spell lasts for one minute. During that time, the casters Grapple and Unarmed Strike are both increased by one lever per Tier the caster possesses of Fire power. If the caster does not possess at least one level of Grapple, Unarmed Strike, or Weaponmaster, this spell has no effect. This is the ONLY effect that this spell has, and the flames will not ignite anything or start fires when the character touches things. This can only be used on the caster, and has no effect if the caster is wearing gloves. In Game Effect: For the duration of the spell, the casters hands are totally wrapped in flames.

The Air Will Give You Breath


This spell will resuscitate a body that is not breathing. Note that this spell by itself will not bring someone back from the dead. See The Earth Will Regenerate Your Body for more details. In-Game Effect: A complete body will begin to breathe.

With Fire I Heat Your _____

Fire Spells First Tier


With Fire I Strike You _____ Points
The _____ in this incantation is the total number of tiers of power that the caster has in Fire, Essence and Void. The recipient of this spell takes the stated amount of damage. In-Game Effect: A burst of flame strikes where the mana lands.

The _____ in this incantation is the name of an item carried in the hand of the subject of the When struck by this spell, the subject must drop the stated item from their hands immediately. In-Game Effect: The named item burns white-hot for a moment, sufficient enough to cause pain and shock and force the subject to drop the named item.

With Fire I Protect You from Water


This enchantment is identical to The Earth Will Protect You from Air except that it is discharged by water spells. In-Game Effect: When a water spell approached the subject it fizzles away in a puff of steam.

With Fire I Light Your Way


This spell, when cast, allows the subject to use a red filtered flashlight as a magical light. The flashlight in this case is not considered to be an object and as such cannot be given to another character. This spell will last until the next morning or until the flashlight is turned off for any reason.

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Third Tier
With Fire I Burn Your _____
The blank in this incant is to be filled with the name of a combustible item that is carried by the subject of this spell. The caster of this spell must be able to see the item in order to be able to name it in the incant. When the spell strikes its target the named item is immediately destroyed and removed from game. In-Game Effect: The named object bursts into flames and is immediately turned to ash. that attempts to pass through any part of the wall will suffer magic damage equal to the casters total tiers of power in Fire, Essence and Void. This is a timed spell. In-Game Effect: A wall of flame springs up from the ground, ten (10) feet tall.

With Fire I Entrance You, x Minutes


When a Mage strikes the target with this spell, the Mage will extend their arm towards the subject with their index finger pointing at the subjects face. For as long as the Mage remains in that position (or until the spells duration ends), the subject can do nothing but walk towards the caster of the spell and stare at the finger. The spell ends if the caster drops their arm, leaves the subjects line of sight or the subject of the spell is killed. While using this spell, the Mage may take no other action than speaking and a slow walk. This is a timed spell. In-Game Effect: The flames dancing on the fingers of the caster mesmerize the subject.

With Fire I Enchant Your _____, x Points


This enchantment requires a mana packet to be affixed to the item named in the black of the incant upon which it has been cast. For one weapon strike only, when the subject chooses to use this spell, they will call for extra damage equal to the total tiers of power of Fire, Essence and Void possessed by the caster of the enchantment. This attack is called as magic damage (see Combat). This total must be declared in the second blank in the incant. Should the strike miss, the enchantment is wasted and must be removed from the item. This enchantment may only be cast on an object and not a person and therefore may not be used for an unarmed grapple. It may, however, be cast on a glove or gauntlet and thus could be used for an unarmed strike. In-Game Effect: The object burns with a brief but intense flame that causes flame damage to whomever it strikes.

Fifth Tier
With Fire I Guard Myself, x Minutes
When casting this spell, the Mage must hold out their arms, bent at the elbows with their hands in fists out by their side. As long as the character maintains this position, they are immune to all hand held or natural weapons (e.g. claws, fists, etc.) and must declare No Effect when struck. This spell does not provide protection against thrown spells or ranged attacks. This is a timed spell. In-Game Effect: Any hand held weapons strikes at the Mage are warded off by bursts of flame, which scorch the hands and weapons of the attacker(s).

With Fire I Instill This _____ with Magic


The blank in this incant is a weapon, and once the enchantment is cast, the mana is attached to the weapon. For ten minutes, the weapon swings for Magic damage. This has no other effect, and does not increase the amount of damage done. In Game Effect: For the duration of the spell, the weapon glows with a magical light.

Fourth Tier
With Fire I Build a Wall, x Minutes
This spell creates a wall of fire up to five (5) feet long that will last for as long as the Mage remains conscious and in contact with the wall or until the spell duration ends. This spell requires the player to use a rope, string, chalk, or any other prop to mark off the area of the spell. The wall can be freely passed through, but any wooden items that attempt to pass through the wall are destroyed. Any character

With Fire I Give You Warmth


This spell will return a body to life sustaining temperatures. This spell by itself will not bring someone back from the dead. See The Earth Will Regenerate Your Body for details. In-Game Effect: The body grows warmer and returns to normal body temperature.

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Water Spells First Tier
With Water I Strike You, _____ Points
The blank in this incant is the total number of tiers of power that the caster has in Water, Void and Essence. Whoever is struck by this spell takes the stated amount of damage. A damage descriptor of either with lightning or with ice may be appended to this incant before the actual damage call if desired. In-Game Effect: A bolt of lightning or ice bursts from the casters hand, striking where the mana landed.

With Water I Protect You from Fire


This enchantment is identical to The Earth Will Protect You from Air except that it is discharged by fire spells. In-Game Effect: When a fire spell approaches the subject it fizzles away leaving a damp mark.

Third Tier
With Water I Rust Your _____
When cast, the Mage may render useless the item named in the blank of the incant, that is carried by the subject, so long as that item is made out of metal (and not bronze, silver or gold). As soon as the subject is struck, the named item is rendered useless until repaired by a Smith. Any weapon or armour struck becomes unusable and will be destroyed if it is hit, but can be repaired using the normal repair rules (see the Trades section). Unless a weapon or item is completely covered in or made completely of silver or bronze, it will be affected by this spell. In-Game Effect: The item immediately becomes rusted and useless.

With Water I Purify This Food


When cast, this spell will remove all alchemical substances and poisons from any one container of food or drink touched by the spell. In-Game Effect: There is no visible effect but any poisons etc. are gone.

With Water I Douse This Fire


This spell allows a caster to extinguish any flame or fire, up to the size of a small camp fire. Once cast, the caster touches the mana to the flame and extinguishes the source instantly. This also immediately cools the fire to a level where it can be comfortably touched. This is a touch range spell, and the mana may NOT be thrown. In Game Effect: The fire or flame sizzles and steams, as if water were poured on it. The fire goes out instantly, and immediately cools.

With Water I Untaint You


When cast, this spell removes all poisons and alchemical effects from a character, preventing any further effect. In-Game Effect: Nothing is visible, but all alchemy and poisons in the subjects bodies are turned to water.

With Water I Thicken Your Blood


This enchantment affects the characters blood flow. Once cast, the mana must be attached to the target character. It remains active on the character until the next time they reach zero Health and goes into a bleed count. At that time, the enchantment takes effect, and the characters bleed time is doubled. So, a regular character with a ten-minute bleed would now have twenty minutes before they bleed to death. This works in combination with any other skills and abilities which affect the characters bleed time. Multiple uses of this enchantment all take effect when the character enters a bleed, but have no more effect than a single one would. In Game Effect: The characters blood becomes thicker, and flows out of their wounds at a much slower rate than normal.

Second Tier
With Water I Repel You, x Minutes
When struck by this spell, the subject may do nothing to the caster but leave the area at a minimum of a normal walking pace. The subject will move directly away from the caster as long as the caster holds their hand, palm facing outwards, towards the subject, up to the maximum time of the spell. This is a timed spell. In-Game Effect: A spout of magical water pushes the target away from the caster.

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Fourth Tier
With Water I Command You to _____, x Minutes
Any character struck with this spell must, for the duration of the spell, actively engage in the verb that fills the blank in the incant (e.g. eat, run, drink, laugh, spin etc.). Other actions may still be possible, depending on the verb chosen. Note that this spell will not render someone to sleep instantly, although the subject will attempt to go to sleep (i.e. will lie down and close their eyes and try to fall asleep). The verb in question must be a physical action and cannot result directly in the death of the character under the effects of the spell. This is a timed spell. In-Game Effect: There are no visible effects beyond the actions of the subject.

Fifth Tier
With Water I Alter Your Memory, x Minutes
After the spell is successfully cast, the caster has thirty (30) seconds to tell the spells subject what part of their memory is being altered. The subject completely believes the new memory and will not notice any gaps or paradoxes created by the spell. This is a timed spell. In-Game Effect: There is no visible effect.

With Water I Restore Your Blood


This spell will restore a life sustaining blood supply to a body. This spell by itself will not bring someone back from the dead. See The Earth Will Regenerate Your Body for details. In-Game effect: The body regains any blood that it has lost and the heart begins to beat again.

With Water I Fog Your Mind, x Minutes


This spell affects the targets ability to focus their mind and think clearly. For the duration of the spell, the target is confused, and has difficulty thinking straight. They will be disoriented, and suffer a penalty of minus two levels to all magical and alchemical abilities. No skill can be reduced below level one using this spell. For psychics, this causes the loss of two states for the duration of the spell. Note that the effects are cumulative, so if the target possesses more than one of the listed abilities (awareness, tiers of power in more than one element, alchemy, and psychic states) all effects take place. This is a timed effect spell. In Game Effect: The target becomes disoriented and confused, with difficulty thinking clearly or focusing on coherent thoughts.

With Water I Thin Your Blood


This enchantment affects the characters blood flow. Once cast, the mana must be attached to the target character. It remains active on the character until the next time they reach zero Health and go into a bleed count. At that time, the enchantment takes effect and the characters bleed time is cut in half. A regular character with a ten-minute bleed would now have five minutes before they bleed to death. This works in combination with any other skills and abilities which affect the characters bleed time. Multiple uses of this enchantment all take effect when the character enters a bleed, but have no more effect than a single one would. In Game Effect: The characters blood becomes thinner and watery, and flows out of their wounds at a much faster rate than normal.

With Water I Freeze You, x Minutes


When a character is struck by this spell, they become frozen in the position that they currently occupy and may not move. The subject of this spell becomes immune to any damage and all spells for the duration of the spell. The character can still see but cannot hear. This is a timed spell. The effect of this spell is considered a Magical State In-Game Effect: The subject becomes frozen in a large, indestructible block of ice.

Essence Spells First Tier


The Power of Essence Heals You _____ Points
The blank in this incant is total tiers of essence power possessed by the caster multiplied by five (5). The subject of this spell will regain the number of lost Health points as stated in the incant, up to their original Health score.

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In-Game Effect: A bolt of positive energy strikes the target, closing wounds and healing damage.

The Power of Essence Purifies You of ____


The blank in this incant refers to any one specific alchemical or other effect (e.g. disease or natural poison) that the caster wishes to remove from the subject. The spell will remove the specified taint without affecting other alchemical effects. In-Game Effect: A bolt of positive energy strikes the subject. No other effects are visible unless the removal of the impurity is obvious.

directly towards the destination at a quick walking pace. During this time they are not able to use any skills or abilities and timed spells are not put on hold and if they were in their bleed then they will continue to bleed while travelling. When they arrive at the location named in the spell, they will return to play as normal. Please note, while you are able to understand the incant, you are not able to understand the location and so are unable to follow. In-Game Effect: The character becomes a being of light and disperses. At the destination, the light reappears and coalesces into the character.

Second Tier
The Power of Essence Reveals To You, x Minutes
The Mage who casts this spell will be able to see any OOP (see IG, OOG, OOP and Rules of Play) for as long as this spell lasts. It will not reveal to them the reason that they are OOP, nor will it necessarily allow them to interact with them, but the subject of this spell may now see them. This is a timed spell. In-Game Effect: This spell has no visible effects save making characters whom were OOP become visible to the caster.

The Power of Essence Repels Magic, x Minutes


When the Mage casts this spell, they must hold the mana used to cast the spell in their hand. As long as they hold the mana in their hand, up to the maximum duration of the spell, no sort of magic power will affect them (this includes awareness abilities and any magical damage). If they drop the mana, open the hand, or use the hand for any other purpose (even if the hand does not open or the mana does not drop) the spell ends. The character may not cast spells or use any Awareness ability for the duration of this spell. This is a timed spell. In-Game Effect: Attacking spells are swallowed in a burst of positive energy.

The Power of Essence Protects You


This enchantment is identical to the Prime elemental protection enchantments (see The Earth Will Protect You from Air for details) except that it will protect the subject from all but Essence spells. In-Game Effect: The spell is consumed in a burst of positive energy.

Fourth Tier
The Power of Essence Enchants You with _____
The blank in this incant refers to the incant of another spell known by the casting Mage. Both mana must be touched to the subject during the casting of this spell. The subject may now cast the named spell once by removing the enchantment and throwing it as they would a regular spell, subject to the same time limits and powers as the original caster. The subject does not require Awareness or Literacy to use the enchantment. The enchantment will only last until the end of the event at which time it dissipates if unused. In-Game Effect: The subject appears to cast the spell when this enchantment is used.

Third Tier
The Power of Essence Takes You to _____
The blank in this incant is the location that is named by the caster of the spell. The subject of this spell is transported to the location named. This location may be anywhere on the physical game site; it cannot be used to remove someone from the site. When struck by this spell, the character will go OOG and move

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The Power of Essence Grants You Rest
Any undead struck with this spell are immediately reduced to zero (0) Health and enter into their ten (10) minute bleed. In-Game Effect: A bolt of positive energy strikes the subject down. This is a timed spell. In-Game Effect: The subject is swathed in positive energy that alters their form.

Seventh Tier
The Power of Essence Will Hide Us, x Minutes
This spell, when cast on a group of voluntary subjects, all of whom must be touching the Mage casting the spell, will cause them to go OOP (see IG, OOG, OOP and Rules of Play). While they are OOP, they cannot be seen for as long as the spell lasts and for as long as they remain in contact the caster. While under the effects of this spell, the subjects cannot move or speak. If any of the subjects move, that character immediately becomes visible again. If the caster should move, all subjects of the spell become visible. This is a timed spell. In-Game Effect: The characters forms blend into their surroundings and become invisible.

Fifth Tier
The Power of Essence Dispels Your Magical State
When the subject of this spell, who must be considered in a magical state as listed below, is struck by the mana, they are immediately returned to a fully material state. This spell will only affect magical states and will not work against psychic or alchemical effects. It should be noted that the Mage must be able to see the subject to be able to cast this spell, so, it will often be used in conjunction with spell The Power of Essence Reveals to You, x Minutes. Magical states include; Earth Hides, Earth Swallows, Void Shadow, Air Immaterial, all Elemental Blends, Earth Petrifies, and Water Freezes In-Game Effect: A burst of positive energy strikes the target causing them to reappear or to become material again.

Eighth Tier
The Power of Essence Bars You from _____, One Hour
The blank in this incant is a specific structure or building. The subject of this spell becomes incapable of entering into the named structure or building for the duration of the spell. In-Game Effect: The subject is prevented from entering the named structure or building by bursts of positive energy.

The Power of Essence Resurrects You


When cast upon the recovered body of a dead character (or a reasonable portion thereof) they shall return to life, at full Health and uninjured. They must pay the appropriate experience costs (see How To Get Killed In A Fun And Painless Fashion for details). In-Game Effect: The body is swathed in positive energy and rebuilds itself, regaining life.

Ninth Tier
The Power of Essence Nullifies Your _____, One Hour
The blank in this incant is a specific magical item that the subject has in their possession. The named item has all of its magical abilities held in abeyance for the duration of this spell after which, it returns to functioning normally. In-Game Effect: The named item is struck with a bolt of positive energy.

Sixth Tier
The Power of Essence Transforms Your Body, x Minutes
The subject of this spell will change as directed by the caster. This spell is subject to the following limitation: the caster must have the appropriate costuming available for the subject. The subjects form will change their memories and skills will remain the same. This is not to say, however, that someone turned into a frog will still be able to wield a sword regardless if they have the knowledge to or not.

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Tenth Tier
The Power of Essence Creates _____
The blank in this incant refers to the name of a character previously affected by the spell The Power of Void Destroys _____ or a character who has gone to the Land of the Dead. The aforementioned character is returned whole and unharmed form the Land of the Dead complete with any possessions they had on them. It will not re-create any destroyed character that willingly chose to enter the Land Beyond. This spell also allows the resurrection of a character whose body has not been recovered. It will not work if the character is still alive. In-Game Effect: The character coalesces out of positive energy. The effect of this spell is considered a Magical State In-Game Effect: The subject darkens and becomes a living shadow.

The Power of Void Protects You


This enchantment is identical to the Prime elemental protection enchantments (see The Earth Will Protect Your from Air for details) expect that it will protect the subject from all but Void spells. In-Game Effect: The spell is consumed in a burst of negative energy.

Third Tier
The Power of Void Takes You to _____
The blank in this incant is the location that is named by the caster of the spell. The subject of this spell is transported to the location named. This location may be anywhere on the physical game site; it cannot be used to remove someone from the site. When struck by this spell, the character will go OOG and move directly towards the destination at a quick walking pace. During this time they are not able to use any skills or abilities and timed spells are not put on hold and if they were in their bleed then they will continue to bleed while travelling. When they arrive at the location named in the spell, they will return to play as normal. Please note, while you are able to understand the incant, you are not able to understand the location and so are unable to follow. In-Game Effect: The character becomes darkness and disappears. At the destination, darkness reappears and coalesces into the character.

Void Spells First Tier


The Power of Void Strikes You, ___ Points
The blank in the incant is the number tiers of power the caster possesses in Void multiplied by five (5). Whoever is struck by this spell takes the stated amount of damage. In-Game Effect: A bolt of negative energy flies from the hand of the mage and strikes where the mana lands.

The Power of Void Infects You


This spell acts as a malign enchantment. It will act as the spell The Power of Void Protects You but only towards curative magics such as healings, Untaint and purifications. This spell is unique in that, once enchanted, the mana cannot be reformed (see Awareness 3). In-Game Effect: The healing spell is swallowed by a burst of negative energy before it strikes the target.

The Power of Void Repels Magic, x Minutes


When the Mage casts this spell, they must hold the mana used to cast the spell in their hand. As long as they hold the mana in their hand, up to the maximum duration of the spell, no sort of magic power will affect them (this includes awareness abilities and any magical damage). If they drop the mana, open the hand, or use the hand for any other purpose (even if the hand does not open or the mana does not drop) the spell ends. The character may not cast spells or use any Awareness ability for the duration of this spell. This is a timed spell. In-Game Effect: Attacking spells as swallowed in a burst of negative energy.

Second Tier
The Power of Void Makes You Shadow, x Minutes
The subject of this spell becomes a living shadow; an immaterial being. Although they can be seen weapons or spells cannot affect them. They can, however, be affected by other people in Shadow. The Shadowed person can still move around while in this state. This is a timed spell.

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Sixth Tier Fourth Tier
The Power of Void Dispels Your Enchantments
When struck by this spell the subject will lose all enchantments on their person. This affects all magical enchantments from all elements. Note that The Power of Essence Protects You or any other spell or effect that would avoid this spell will still do so. In-Game Effect: Only a Mage will see a bolt of negative energy consume the enchantments of the subject.

The Power of Void Transforms Your Mind, x Minutes


This spell allows the casting Mage to temporarily add or remove a single mental disadvantage from the subject. When this spell is successfully cast, the Mage must inform the subject of what mental disadvantage has been gained or lost. This is a timed spell In-Game Effect: This spell has no visible effect.

Seventh Tier
The Power of Void Will Hide Us, x Minutes
This spell, when cast on a group of voluntary subjects, all of whom must be touching the Mage casting the spell, will cause them to go OOP (see IG, OOG, OOP and Rules of Play). While they are OOP, they cannot be seen for as long as the spell lasts and for as long as they remain in contact the caster. While under the effects of this spell, the subjects cannot move or speak. Should any one of the subjects move that character immediately becomes visible again. Should the caster move, all subjects of the spell become visible. This is a timed spell. In-Game Effect: The characters forms blend into their surroundings and become invisible.

The Power of Void Heals


This spell allows the Mage to heal undead creatures to their full hit points. This spell will affect even those undead creatures not normally affected by healing. In-Game Effect: The undead being heals.

Fifth Tier
The Power of Void Raises You, x Minutes
When this spell is cast upon a freshly dead body or one in which the spirit has become trapped, the corpse will rise as a zombie. Zombies lose one level of every skill the subject had in life, they double their Health score and become blindly loyal (as per the Blindly Loyal disadvantage, see the Disadvantage section) to their creator. Zombies may not be healed through any regular means and when they are reduced to zero (0) Health, the spirit may flee the body and go to the Land of the Dead. This spell lasts until the Zombie is killed or the spell duration expires; in either case the zombie dies again when the spell ends. This is a timed spell. In-Game Effect: A swath of negative energy surrounds the body and it rises again and stands ready to do its masters bidding .

Eighth Tier
The Power of Void Imprisons You in _____, One Hour
The blank in this incant is a specific structure or building. The subject of this spell becomes incapable of leaving the named structure or building for the duration of the spell. In-Game Effect: The subject is prevented from leaving the named structure or building by bursts of negative energy.

The Power of Void Kills You


Anyone struck by this spell immediately has their Health score reduced to zero (0) and enters into their bleed. In-Game Effect: A bolt of negative energy strikes the subject down.

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Ninth Tier
The Power of Void Nullifies Your _____, One Hour
The blank in this incant is a specific magical item that the subject has in their possession. The named item has all of its magical abilities held in abeyance for the duration of this spell after which it returns to functioning normally. In-Game Effect: The named item is struck with a bolt of negative energy. making an enchanted item will work only once, and after that even to make an identical item an additional ritual must be determined.

Resistance: Magic
This skill allows a character to resist one magical effect which directly affects ones health score. This resistance may be called at any time once per event per purchase. This skill will not work against Void Kills or Void Destroys.

Strong Will: Magic


Tenth Tier
The Power of Void Destroys _____
The blank in this incant is a name by which the subject of the spell is known. When struck by this spell the subject and all items carried go immediately to the Land of the Dead and leave behind no trace that may be resurrected. The subject may only leave the land of the Dead under two (2) circumstances: (One) that they be created through the Tenth Tier Essence spell The Power of Essence Creates _____ (Two) they go to the Land Beyond and leave game forever. In-Game Effect: The character is disintegrated in a blast of negative energy. The skill Strong Will Magic allows a character to resist the effects of a spell through sheer force of will immediately after it takes effect. Each level of Strong Will allows the character to fight off the effects of one spell per level for one minute per level. In the case of an ability that is always in effect or is used at will, like a Will o the Wisps entrancing appearance or a vampires gaze, it may be resisted for one minute per day (24hr period) up to your level. This is treated like resisting any other spell. If struck with another spell it may overcome your willpower altogether. For example, a character with Strong Will Magic 1 is struck by the spell, The Air Will Spin You 5 Times. The player immediately resists the effect of this spell, to avoid being sliced and diced to death. Gritting their teeth under the effort (in other words, role playing heavily so that others can see that they just didnt fail to hear the incant) they fight off the spell effects for one (1) minute before succumbing to the spell and spinning wildly. To further the same example, the same character is now resisting the spells effects when another mage strikes him with The Earth will bind your Feet 40 minutes He is now overcome and the spells take effect in the order they struck, so he starts to spin wildly but gets his limbs trapped which halts the spinning. Another example would be a character, who possesses Strong Will Magic 3, is with struck with With Water I Command You To___ . He immediately resists and ignores the command for 3 minutes, then begins what he was commanded to do. Once a character chooses to resist a spell using this skill, they may not selectively choose which they do or do not resist. It is all or nothing past this point. This includes beneficial magic or enchantments which are bestowed during this time, but not any enchantments which were previously present or discharge during this time.

Enchanter
This skill is the apex of the magical artificers trade. At this level, the character can actually create permanent magical items. The particular method of manufacture is a one shot deal, working only for that specific item, and will be determined by the prerequisite the character possesses. However, the general method of manufacture will always be the same for all characters. By combining the correct rare and esoteric ingredients in the correct way, the character can manufacture magical items ranging from simple talismans which duplicate minor spells or abilities once or twice a day, to truly phenomenal items of immense power. The higher the level of Enchanter the character possesses, the better and more powerful the items they can make. All items made by an enchanter fall into one of four categories: Inscribed items, Combined items, Imbued items, and Fetishes. Effectively, any type of item may perform the same abilities and have the same traits. The prerequisites the character has will determine which types of items they can manufacture, and the materials and methods of the manufacture. The AD will have more complete details about the process of manufacturing items, but remember each ritual for

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PSYCHIC
Psychic
T T O O O O O Ability Psychic Psychic Discipline Strong Will: Psychic 1 Strong Will: Psychic 2 Strong Will: Psychic 3 Strong Will: Psychic 4 Strong Will: Psychic 5+ Cost 10 10 8 10 12 14 16/Lvl Prerequisite None Psychic & As Noted None Previous Level Previous Level Previous Level Previous Level other worldly beings, gain insight into a characters past, present or future, read minds and have moments of sudden clarity. This skill does not allow for mental communication. The purchase of the Psychic skill allows the character to see the Psychic States of other characters. Also, psychics may see some spirits and ghosts. Any creature or character wearing a purple headband may only be seen or interacted with by psychics. It also permits occasional other effects as deemed appropriate by the directors (visions, intuitions, etc.). All skills require contact with the target affected.

Psychic Terms
Meditation: The act of gaining and storing mental power. The exact form varies from Psychic to Psychic, but will always contain both a physical activity and an audible element. Discipline: A psychic ability. Each Discipline purchased includes one psychic state. Psychic State: A (Psychic) State is represented by a purple ribbon that denotes storage of Psychic power. Psychic States must be spent in order to power Psychic Disciplines. Each Psychic State can only be purchased once. Subject: The person affected by Psychic Discipline. Touch: Psychics need to touch another person to use their powers on someone other than themselves. Touch may be done out of combat situation with a bare hand, or in combat with a foam fist (see combat). Touch also includes another persons clothing, weapon, worn or carried items, but not a shield in use.

Psychic Discipline
A Psychic Discipline skill costs double if the student does not have a teacher who possesses that specific discipline (e.g. the teacher may not teach Compel Truth if they themselves do not possess Compel Truth.) The purchase of the first Psychic Discipline gives a character the ability to enter a psychic state. The Psychic State is an in-game representation of the state of readiness for a Psychic to employ their powers. The Psychic disciplines cannot be activated if the Psychic State is not gained. A Psychic is able to gain a Psychic State by meditation or other appropriate in-game ceremony. No character may possess more Psychic States than they have Psychic Powers. For each Psychic State that a player has gained, they must affix a purple ribbon, in plain view, upon their clothes or person (purple duct tape is also acceptable). These ribbons represent psychic powers and only another psychic may see them in-game. When a character spends a Psychic State (as detailed in the description of the Psychic Discipline), the ribbon must be removed before another Psychic State can be spent. The only disciplines with no cost to use are the Transfer State, Quicken State and Meditate disciplines. Psychic States automatically replenish between events, and can replenish in-game by using the Psychic Discipline Meditate. Each level of Psychic Discipline that is purchased allows the character to pick one of the following abilities, provided they have the prerequisites:

Psychic
The psychic skill allows the character to interpret omens and visions in play or attempt to foretell the futures of other characters. This ability requires the player to inform the directors of any plans he has for telling futures or receiving visions so that the appropriate information may be gathered. Since it takes time to gather the information, this skill works slowly, but makes the character privy to a large amount of information that is not otherwise accessible. The length of time between a request and the receiving of information depends on the number of characters involved in the request, when and where the request is placed, etc. Psychics have been known to communicate with spirits, sense the presence of

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Astral Form
When this Discipline is activated, the psychic becomes completely immaterial. The Psychic cannot affect the material world in any way, nor may the Psychic speak, except to other creatures in the Astral Plane. All of the characters in-game possessions must be left behind with a note representing the characters helpless body. The body may be searched or killed in their absence. This Psychic State lasts only ten (10) minutes, but can be extended by expending another state. Each state spent in this way allows another ten minutes of Astral Form. If a character runs out of time while in Astral Form, and cannot spend another state or return to their body, then they enter their ten (10) minute bleed. If they do not return to their body before the bleed is complete, they die. Prerequisite: Visit Other Plane

Block Pain
When the Psychic activates this Discipline, they gain ten (10) points of Health that will last only a minute for each State spent. If damaged in that time, the temporary Health Points will be lost first. These temporary points may not be used for Empathic Healing, or any other form of transfer. A psychic with this ability may activate it when they hit zero (0) Health due to damage. Prerequisite: Trance

Compel Truth
When this Discipline is activated on another player, the subject cannot exaggerate, lie or deny the truth in any other way to the Psychic for ten (10) minutes. The subject does not have to speak, but if they do, they must tell the exact truth. The truthfulness also extends to gesturing, writing, and any other form of communication. Prerequisite: Project Emotion

Avoid
When this Discipline is activated on two subjects, (either two other characters touched at the same time, or the Psychic and another touched) the two characters involved become completely unaware of the others existence for the next ten (10) minutes. They cannot interact with each other, intentionally or even accidentally. The characters will have no knowledge of each other and must not affect the other in any way. If either character uses the skill Psychic Block, the Avoid will not take effect on either character. Prerequisite: Project Emotion

Curse
This Discipline acts like Bless, but it subtracts from the specified skill; Curse lasts until a Psychic removes the affliction, the Cursing party dies or until the Cursing party has lost consciousness. This effect will not last more than one day. In order to maintain a Curse, the Psychic must not reuse the Psychic State used for the Curse. For example, if the Psychic has six states but is maintaining two Curses, the Psychic may only use up to four more Psychic States without releasing the Curses. Curses must be applied on the subject by touch. If a prerequisite skill is cursed the character will still have access to the subsequent skills in that line. Prerequisite: Psychic Imprint or Bless

Bless
When this Discipline is used on a character, a skill must be specified for the effect (i.e. Longsword, Awareness, Smithing, etc.). The target player must have at minimum the first level of the skill being Blessed. For the next ten (10) minutes, the skill will act as if it was one level higher. Blesses may be stacked, i.e. used more than one time on a single skill. Bless must be granted to the subject by touch. Bless will not allows a character to go beyond a maximum normally available level in a skill. For instance, no one could be Blessed to a Tier Six Awareness. Prerequisite: Focus Power or Curse

Dematerialize
Allows a character, when using Astral Form or Visit Other Plane to expend a second state and bring their physical body with them. This negates the need to leave behind a representation of the characters body or possessions. This costs an extra State for each State spent on Astral Form, or Visit Other Plane, and lasts as long as the underlying State. A character who is Dematerialized must say rematerialize at a normal speaking speed, before affecting anything in normal play. Prerequisite: Astral Form

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Dowse
When this Discipline is activated, it allows the Psychic to be aware for ten (10) minutes of any single item in the possession of another person whom they touch. When a person is touched, they must answer truthfully (out of game) whether or not the item specified is in their possession. They may touch as many people as they can in ten minutes, but must ask for the same information from all of them. Prerequisite: Psychic

Hallucinations
Allows the Psychic to describe anything to the subject character as long as they are in contact. The subject character will see everything that the psychic describes as if it is real, including smells, sounds, and all other aspects. If physical contact is broken, the state ends. Prerequisite: Send Dream

Harmonize
When activated on two players, this ability brings about a state of harmony upon the subjects. For ten (10) minutes, neither of the affected characters can insult, fight, attack, hurt, kill or otherwise inconvenience the other. They will behave like good friends, and assist each other as necessary until the effect of the State ends. Prerequisite: Project Emotion

Empathic Healing
When a Psychic activates this skill, they may then transfer any Health Points that they have remaining to another character. The Psychic loses the Health Points that are gained by the other character, e.g. a Psychic with twenty (20) Health Points activates this ability on a fallen friend. He chooses to transfer ten (10) Health to his comrade; his comrade now has ten (10) Health, and he has ten (10) Health. Prerequisite: Impart State

Healing Trance
When a Psychic activates this skill, they instantly enter a Healing Trance. The Psychic cannot be woken and is unaware of the world around them. They will remain in this trance for five (5) hours minus one (1) hour for each additional state used, to a minimum of one (1) hour. While in the Trance, the Psychic is helpless, but at the end of that time the psychic will wake up fully healed, cleansed of any alchemical or magical effects, and any missing body parts will be fully regenerated. A medic with a level of 4 or higher can determine if a character is under the effects of a trance. Prerequisite: Block Pain

Focus Power
This Discipline allows for the addition of base Weapon Damage for each Psychic State expended for one weapons blow before Magical and/or Alchemical modifiers are added (e.g. a character with Shortsword 4 swings for 6 metal. If they spend a Psychic State, they swing for 12 metal. If they spend two Psychic States, they swing for 18 metal. If their sword also has a +3 fire enchantment, they swing for 21 magic). This bonus counts for only one swing. If the attack misses, the bonus is lost. Prerequisite: Psychic

Impart State
At the cost of one extra State, this allows a Psychic to give a Psychic State for one of their Disciplines to a character who does not have that discipline (i.e. at the cost of two Psychic States, the Psychic gives another character a one-use discipline). If an imparted state is not used by the end of the event, the state disappears. Prerequisite: Transfer State

Focused Mind
When this State is activated, the Psychic may remove, or avoid, one mental effect, caused by Psychic powers, Magic, or Alchemy that has affected them (e.g. Harmonize, "With water I alter your memory", Hate potion, etc.). The psychic may only remove the effect from themselves if the effect would not prevent them from acting. Effects like Fire Entrance, Sleep, and anything that causes Blind Loyalty may only be avoided by pulling the state immediately. If the psychic allows the effect to happen they cannot undo it. Prerequisite: Psychic

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Iron Mind
When activated, the Psychic must place their palms together with the ribbon from the spent Psychic State between them. As long as the player maintains this physical position (palms together in front of the body) they will remain immune to any and all mental effects of Psychic abilities, Magic or Alchemy. This includes an immunity to memory alteration, truth, and sleep or command magics. The effect of the State ends when the Psychic moves their palms apart. The State may continue even if the Psychic is unconscious, as long as their hands are tied together. Prerequisite: Psychic Block during this period. For each ten (10) minutes period beyond this warm-up, the character receives one (1) Psychic State, up to the maximum number of states allowed for the character. A psychic can only meditate back up to their maximum amount of states. This can be broken up into multiple meditation sessions but they can still only get back up to their total number of states as listed on their character sheet. Prerequisite: Psychic

Mesmerize
When triggered by a touch, mesmerize allows the Psychic to lock the character in place by sheer force of will. When activated the Psychic and subject must lock eyes. As long as the Psychic doesnt break eye contact, neither one of them may move any more than is required to speak. Blocking the line of sight will NOT end the state, but the Psychic must tell the other player if they look away. Blinking is allowed but if the Psychic looks away then the state ends. Prerequisite: Compel Truth

Knowledge Conduit
When the psychic touches the target and then pulls the psychic ribbon thus activating the state. The psychic then names a skill. If the target has that skill, out of game the target must tell the player at what level they possess the skill. If the target does not have the skill in question, then the target calls no effect and the state is expended and no information is gained. If the target possesses the skill, the psychic may then act as a trainer, to themselves or anyone else, as if the possessed the skill at the level the target possessed. This ability to train will last for the remainder of the event. The target does not have to be a willing target. This discipline allows a psychic to conduit knowledge from any target, including an elf, and to teach the Conduited abilities to a non-elf. However, it does not allow a character to learn a skill that they do not qualify for (see Races, Elves and Racial Abilities for further information on this limitation). Prerequisite: Psychic Imprint

Psychic Battle
Allows a psychic to engage another psychic in a battle of mental energy. The attacking psychic must touch the subject and declare Psychic Battle, and then the total number of unspent psychic states that he possesses. The subject psychic will reply with the number of unspent psychic states possessed. BOTH of the combatants will take damage equal to the total number declared by their opponent, either from health or from unspent psychic states. Each combatant must declare his or her total number of unspent psychic states. If a non-psychic is attacked by Psychic Battle, there is no effect unless they are carrying imparted states, in which case the imparted states are immediately removed, but no health damage is incurred. Prerequisite: Psychic Disruption

Meditate
When using Meditate, a Psychic can replenish spent Psychic States in-game. There must be both an auditory component (chanting. humming, drumming, singing, clapping, praying, etc.) and a physical component (sitting cross legged while keeping eyes closed, dancing, lying with arms crossed on chest, etc.) to the meditation ceremony or psychic trigger. The Meditation must be maintained without interruption for the full period of use in order to be effective. Meditating must be done in game and a player may not use a phys. rep. doll in replacement of themselves to represent the meditation. If either the audible or physical component is disturbed, the attempt to regain the psychic state is ineffective, and the psychic state is not regained. The first ten (10) minutes of the Meditation is considered a warm-up period. No Psychic States are regained

Psychic Block
The use of this Discipline allows the Psychic to remove a psychic effect (i.e. Trance, Curse, Knowledge Conduit, etc) from themselves or another character. Prerequisite: Focused Mind

Psychic Disruption
When used, this Discipline allows a Psychic to remove the Psychic states from another Psychic, one at a time. For each Psychic State used by the attacking Psychic, the subject must remove one State as well. Prerequisite: Dowse or Transfer State

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Psychic Imprint
This Discipline allows a Psychic to leave a psychic message in a location where other characters may receive it. The message must be written on an out of game (yellow) piece of paper and affixed where it may be seen by passers-by. The Psychic will write the name(s) of anyone who is intended to receive the message on the outside of the folded page, with the ribbon from the spent state, and an explanation that the note is a Psychic Imprint. The effect is that a Psychic message is received by any of the listed passers-by. This lasts until all have read it, or the Psychic dispels the imprint. Prerequisite: Dowse To create a Sanctum, the psychic with a full complement of States must stay within the boundaries of their Sanctum and Meditate as long as they wish, up to the amount of time it would take to fully replenish their own States (i.e. ten minutes for every Psychic State to be imbued to the sanctum). The ribbons accrued for this extra Meditation are not attached to the Meditating psychic, but rather to the markings of the Sanctum. Once the Sanctum has been created, the psychic may also put states into it if they posses Transfer State. A Sanctum will last until destroyed and may only contain a maximum amount of states equal to double the creators current state total as written on their character sheet. This total will increase as the creator purchases new psychic disciplines. A psychic within their own Sanctum may draw upon the stored States as if using their regular states. If they possess Transfer State, they may also refill their own personal States from those stored at the Sanctum. Anyone may enter a Sanctum that is not theirs and remove states via Transfer State. If the Sanctum has its markings removed, then the Sanctum is considered defiled and all stored States are lost. A psychic may only have one Sanctum active at a time and you must possess the Sanctum ability to maintain the Sanctum. Unlike natural States, Sanctums do not replenish States on their own between games, but must be refilled by the psychic. If the Sanctum ability is imparted upon another psychic then they may create a Sanctum, however, the Sanctum would not last past the end of the event as the imparted state would no longer exist. You can only maintain one Sanctum at a time. Prerequisite: Quicken State

Project Emotion
When this Discipline is activated on another character, the Psychic can impose one emotion upon the subject which they will feel strongly towards the Psychic for ten (10) minutes. Please note: an individuals reaction to Project Emotion is completely open for how you would role play it. However, there are certain Emotions that have a standard effect on people. Project Emotion: Fear - Please react to this in the same way as suddenly having received a lesser version of the disadvantage "Phobia: ____". Project Emotion: Terror - This is a much more extreme version of fear. Your reaction to this should ALWAYS be as if it was the disadvantage "Phobia: ____". Please refer to the Disadvantage section for further clarification. Prerequisite: Psychic

Quicken State
This Discipline allows a Psychic to ignore the preliminary 10 minute warm-up segment of a psychic trigger and immediately begin earning Psychic States at a rate of one per 10 minutes. Prerequisite: Meditate

Send Dream
Allows the psychic to send a dream to a sleeping character. This will work on unconscious, comatose, Tranced, or otherwise suspended characters. The characters may interact in the dream if desired. Prerequisite: Psychic Imprint

Sanctum
Permits a Psychic to imbue a space with personal psychic power, essentially creating a battery that they may tap for extra energy. To create a Sanctum, a psychic must have a clearly marked area, of sufficient size for them to physically enter into. The markings do not have to be understandable, but must be obvious. For instance, a sanctum in the woods may be marked with ribbons, but may not be marked with twigs on the ground as that would not be an obvious marking.

Spirit Bond
Causes the subjected individuals to be unable to leave each others presence. They will not willingly leave each others line of sight, and their lives are now linked. Should one of the affected characters die, then the other will immediately die as well. The effects of this discipline last until the end of an event. Prerequisite: Harmonize

Sudden Clarity
When activated immediately after an avoidable event, the Psychic is deemed to have avoided any damage,

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PSYCHIC
or to a reasonable degree, any actions related to the event. The event still occurs, but the psychic avoids the effects through use of this discipline. A psychic may not Sudden Clarity their own actions (drinking a poisoned beverage, shaking someone's hand) but may Sudden Clarity the effects of some things they themselves have done. So, if a psychic opens a trapped chest, they may not use Sudden Clarity to say they never opened it, but may use Sudden Clarity to avoid the effects of the trap. Sudden Clarity is only effective if the character could avoid the effects by moving five (5) feet or less. A character could Sudden Clarity a weapon swing, a poisoned dart, but not a ten (10) foot radius explosive unless they were within five (5) feet of the edge of the effect. Also, a character using this must call Clarity and then remove the state. They may not use another Sudden Clarity before they remove the state from the first Sudden Clarity. Prerequisite: Focused Mind

Psychic Rituals
Like Mages and Alchemists, Psychics have a history and body of lore that is not commonly known, or listed in this book. There exist rituals that allow more Psychic effects, as determined by your clubs Artistic Director. Although these rituals are usually club specific, they are capable of almost anything. They can be helpful, harmful, or somewhere in between. They can be fickle indeed.

Strong Will: Psychic


The skill Strong Will Psychic allows a character to resist the effects of a psychic discipline through sheer force of will immediately after it takes effect. Each level of Strong Will allows the character to fight off the effects of one discipline per level for up to one minute per level. In the case of an ability that is a continual effect or is used at will, it may be resisted for one minute per day up to your level. This is treated like resisting any other discipline. If affected with another discipline during this time, it may overcome your will power all together. For example, a character with Strong Will Psychic 1 is struck by the Discipline, Compel Truth. The player realizes that if they do not immediately resist the effect of this Discipline, they are likely to end up condemning themselves. Gritting their teeth under the effort (in other words, role playing heavily so that others can see that they just didnt fail to hear the incant) they fight off the Psychic effects for one (1) minute before succumbing to the effect and spilling their guts. Another example would be a combatant with Strong Will Psychic 3, struck by a psychic using Project Emotion: Fear. He realizes that his comrades are still in the battle, so he fights the effects. He now has 3 minutes to help his friends before the fear kicks in. The hostile psychic realizes he didnt run in fear and uses Project Emotion: Fear again. Still no effect, so the psychic tries it once more. He is still okay for the remainder of the 3 minutes and continues resisting. Luckily the Psychic does not try it again, because a further use would overcome the combatants will power and cause the effects of the disciplines to happen immediately. Once a character chooses to resist a psychic discipline using this skill, they may not selectively choose which they do or do not resist. It is all or nothing past this point. This includes the use of their own disciplines, such as activating Sudden Clarity. Active Curses and Blesses count towards the total.

Trance
Using this state pushes the Psychic into a death-like Trance that cannot be differentiated from actual death except by a skilled Medic. While in this state, the psychic is aware of their surroundings and cannot bleed to death, but cannot speak, move or use Psychic Disciplines until they end the trance. A medic with a level of 4 or higher can determine if a character is under the effects of a trance. Prerequisite: Meditate

Transfer State
This Discipline allows a Psychic to give Psychic States to another Psychic, up to the capacity of the receiving Psychic. The number of states that the initiating Psychic removes from their person are then given to the other Psychic. This skill also allows the taking of Psychic States with the permission of the other Psychic. Prerequisite: Psychic

Visit Other Plane


When activated, this Discipline allows the Psychic to enter travel to another plane which the Psychic has previously been to. The Psychic may remain there for as long as they wish, but may not engage in psychic triggers while there. Returning to the plane of origin ends the State. Elves may use this to visit The Mists; some creatures native to other planes, like the Land of the Dead, may use this to materialize in our plane. Prerequisite: Trance

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TRADES, LIFE SKILLs AND LORES


Trades, Life Skills and Lores
C T T C T T O C T T C T T C C T C T T T T C T T T T T C T T T C T T T Ability Escapology 1 Escapology 2 Escapology 3 Evaluate 1 Evaluate 2 Evaluate 3 Income 1 Language Skill 1 Language Skill 2 Language Skill 3 Life/Lore Skills 1 Life/Lore Skills 2 Life/Lore Skills 3 Literacy Locksmith 1 Locksmith 2 Medic 1 Medic 2 Medic 3 Medic 4 Medic 5 Researcher 1 Researcher 2 Researcher 3 Researcher 4 Researcher 5 Researcher 6+ Smith 1 Smith 2 Smith 3 Smith 4 Traps 1 Traps 2 Traps 3 Traps 4 Cost 3 6 9 1 2 4 2/Lvl 1 2 4 1 2 4 5 3 6 3 6 9 12 15 1 2 4 8 16 32/Lvl 3 6 9 12/Lvl 3 6 9 12 Prerequisite None Escapology 1 Escapology 2 & Locksmith 1 Another Skill Evaluate 1 Evaluate 2 Appropriate Skill See Skill Language Skill 1 Language Skill 2 None Life/Lore Skills 1 Life/Lore Skills 2 None None Locksmith 1 None Medic 1 Medic 2 Medic 3 Medic 4 Literacy and related skill Researcher 1 Researcher 2 Researcher 3 Researcher 4 Previous Level None Smith 1 Smith 2 Previous Level None Traps 1 Traps 2 & Locksmith 1 Traps 3 & Alchemy 1 slavery or another director-approved skill. Note: the Escapology skill applies only to personal body restraints, unless used in conjunction with the Locksmith skill. Escapology will not work with magical bindings and will not negate a grapple. It can be used to escape and Earth binds spell with a 5 count.

Evaluate
The Evaluate skill allows a character to determine the value of an item in-game. The three levels of Evaluate permit different levels of success: Evaluate 1 Able to provide the approximate value of an item related to any skill possessed by the character. Able to provide accurate value assessment of an object of a related skill, or a rough assessment of any object. Able to provide accurate assessment of the value of many objects, given the appropriate information.

Evaluate 2

Evaluate 3

The skill description refers to related skill, meaning that the object in question is something related to any skill possessed by the character. Therefore a character with the Battleaxe skill could evaluate a battleaxe; a character with Life Skill Jeweller could evaluate jewellery, and so on.

Income
This ability shows that the character has a continuing source of income. At the beginning of each event a character attends, he will receive a silver piece (or the equivalent of mana or materials) for each level of Income a character purchases. Income is available in the following forms: Note: Each form of income has a different prerequisite.

Escapology
Escapology 1 Escapology 2 Allows a character to escape from ropes and other simple bindings. Allows a character to escape from all of the above, tied by a skilled person and from simple locks. Allows a character to escape from any type of restraint or binding.

Mana
Prerequisite: Tiers of Power in the appropriate element. Income in mana cannot be higher than double the Tiers of Power a character possesses in that element.

Escapology 3

For the purposes of Escapology, a person skilled in restraining is a character with Life Skill in Ropes,

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TRADES, LIFE SKILLs AND LORES


For every level of Income: Mana, one (1) Prime Mana is gained per event (or for every two [2] levels of Income: Mana, one [1] Pure Mana). may choose to introduce themselves with an appropriate title. While Life Skills may be for almost any skills, and the Artistic Director may assign any special treatment they wish to it, there are several Life Skills that are common enough in game to have set abilities. They are Arcane Dissection, Bow-Making, Fletching, Geology, Herbalism, Leatherworking, Tanning and Woodworking. A life skill should have a body of knowledge and specialized training.

Silver
Prerequisite: Any skill (other than Income). For every level of Income: Silver, the character earns one (1) silver piece per event.

Flora
Prerequisite: Life Skill: Herbalism Every individual kind of flora (an alchemical ingredient) is purchased as a separate Income. You may choose to take a random income. No income in any individual Flora may be higher than the characters Herbalism skill. For each level of Income: Flora a character possesses, he receives ten (10) Flora tags per event of the appropriate Flora.

Specific Life Skill Descriptions


Arcane Dissection
This is the process of removing Alchemy ingredients from creatures and organisms. Essentially, items such as Giant Rat Claws, many types of blood, Giant Snake Skin, etc.

Bow-Making
This skill allows a character to create bows (but not crossbows or arrows) as if he were a Smith of the same level.

Ores
Prerequisite: Life Skill: Geology Every type of Ore (an alchemical ingredient) is purchased as a separate Income. No income in a specific Ore may be higher than the characters Geology skill. For each level of Income: Ore a character possesses, he receives one (1) Ore tag per event.

Fletching
This skill allows a character to create arrows, including crossbow bolts, as if he were a Smith of the same level.

Geology
This skill permits a great understanding of ores. Geology is a prerequisite for Income: Ore, and at the discretion of the Artistic Director may allow the character to start game with some knowledge of Ores. A Geologist may attempt to identify any Ores encountered in play, and can evaluate the quality of any Ore that they are familiar with.

Materials
Prerequisite: Life Skill: Merchant or an appropriate Life Skill (i.e. weaving, tanning, etc.) Each classification of material (Cloth, Leather, Steel, or Wood) is purchased as a separate Income. The characters level of income in a material is limited to two times the level of the prerequisite skill. Each level of Income: Material purchased earns the character one (1) tag worth of material per event.

Herbalism
This skill permits a greater understanding of herbs. Herbalism is a prerequisite for Income: Flora, and at the discretion of the Artistic Director, may allow the character to enter game with some knowledge of Flora. An Herbalist may attempt to identify any Flora encountered in play and can evaluate the quality of any Flora that they are familiar with.

Life Skills/Lores
Life Skills are the catchall for any general knowledge skills not covered by the list of abilities provided. For instance, a life skill could be taken in weaving, masonry, carpentry, history, glass blowing, cooking, jewellery, demonology, mythology, or any other skill which the directors allow. When referring to a craft skill, the three levels of the life skill can also be referred to as apprentice, journeyman and master. A character entering game with an appropriate life skill

Leatherworking
This skill allows a character to make items out of leather. A leather worker can make armour out of leather at the same rate as a Smith of the same level. This includes riveted and studded leather, but does not include attaching leather to other forms of

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armour. A leatherworker may assist a Smith in the creation of armour that incorporates leather.

Literacy
A character cannot read or write in-game without this skill, nor may he use any other skill which requires literacy.

Tanning
This skill allows a character to create leather out of carcasses of creatures. The collecting of carcasses, skinning and tanning them when role-played in game allows a tanner to earn item tags for units of leather at the discretion of the Artistic Director. Tanners at a higher level will gain more usable leather than a lower level Tanner.

Locksmithing
This skill allows the creation and manipulation of locks in game. Locks are represented In Game by lock props that allow attempts to pick the locks but do not require actual lock picks as the possession of real lock picks is a criminal offence. Anyone found to be in possession of real lock picks will be expelled from the club and reported to the police. Allows character to attempt to pick any In Game lock prop. It does not guarantee success; it merely allows the attempt to be made. Allows the character to bring into game as many lock props as they want, however they must demonstrate to the Artistic Director that the lock props can be picked.

Woodworking
This skill allows a character to build and create items out of wood, at the same rate as a Smith of the same level and may build wooden weapons (clubs, staves, etc.) or wooden parts of weapons, thus allowing a Smith to make the weapons faster.

Locksmith 1

Between Game Creation


Those with the applicable creation skills may make, between games, a number of items stipulated by their level in the appropriate skill, provided that they have the necessary materials. Life Skills: (i.e. engineer, tanner, carpenter, etc.) A character with the appropriate life skill(s) can make a number of items up to twice their level of skill, subject to the Artistic Directors approval. If applicable, the Artistic Director may consider allowing batches as per the alchemy rules.

Locksmith 2

Between Game creation


Those with the applicable creation skills may make, between games, a number of items stipulated by their level in the appropriate skill, provided that they have the necessary materials. Locksmiths: No limit

In Game Creation
Those with the applicable skills may make items during game by spending the appropriate amount of time, materials and described actions. Life Skills: All life skills must be applied in game with the appropriate described action. The player should ensure that the described action takes the appropriate amount of time.

In Game creation
Those with the applicable skills may make items during game by spending the appropriate amount of time, materials and described actions. Locksmiths: A locksmith may create or repair locks at the rate of one lock per hour.

Material Requirements Material Requirements


Whenever a character in game uses a skill to create an item, materials will be required. The materials will vary according to what is to be made in game, and must be supplied by the player for the creation process to work. Any time a life skill is used to create an item for play the character should expend an appropriate amount of material. Whenever a character in game uses a skill to create an item, materials will be required. The materials will vary according to what is to be made in game, and must be supplied by the player for the creation process to work. Locksmiths require one unit of steel per lock they create. Repairing an already existing lock costs no materials.

Medic
The Medic skill allows a character to assess the physical condition of another character and to heal

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another character as described below. Any character can guess whether something is wrong with someone but without the Medic skill they cannot know for sure. Multiple Medics may work on a patient together to heal them faster, however, this will not affect the time it takes to remove an effect such as poison. Up to 3 Medics may work on the same patient at any time. Medic 1: Allows a character with this skill to prevent another character, whose Health score has reached zero (0), from bleeding to death. A character who wishes to apply first aid must use a real bandage (it may be improvised paper, cape or whatever), but it may not just be mimed or a described action. A medic of this level can assess whether a patient has a pulse. They cannot tell the difference between a patient who is dead, in a trance or in stasis. They cannot assess how many points the character has remaining or have been taken. They cannot tell whether someone is diseased or poisoned. They can assess if someone has been knocked unconscious. Medic 2: Allows the Medic to bring a character with zero (0) HP to consciousness. It will also allow the wounded character to move at a walking speed while he is accompanied by the character with Medic 2. Can assess approximately how much damage someone has taken. The patient does not have to give the amount of points but must describe the damage. This is an OOG description. (i.e. I look pretty beat up or I am about half way down) Can tell the difference between someone in a trance or who is dead. A Level 2 Medic can tell whether the patient is regenerating health, but not by how much. Cannot assess whether someone is diseased or poisoned. Medic 3: Allows the physician with the appropriate medical equipment to treat wounds and injuries. A physician of this level, with an appropriate field kit, may work for one uninterrupted minute on a patient who is in their bleed or stabilized (0 health). After this time the patient will gain 1 health. This health does not stack with any other effect or skill. Can assess whether someone is poisoned. While in an undisturbed/assisted operating theatre using a surgical kit, a medic of this level can do the following: For every five (5) uninterrupted minutes with the patient, the physician can heal three (3) Health points using a surgical kit. Medic 4: After five (5) uninterrupted minutes, with a patient who is poisoned, the Medic can halt the effects of the poison. The medic must be in contact with the patient for the full duration and mime removing the poison (for example opening up the med kit, or sucking the blood) They do not need to be in an operating theatre. Can assess whether someone is in stasis and whether someone is diseased. An operating theatre is not needed when assessing a patient. While in an undisturbed/assisted operating theatre using a surgical kit, a medic of this level can do the following: After ten (10) uninterrupted minutes of attention the medic can remove poison. Any effects that have occurred before the medic started treatment have still taken effect. If the medic starts to remove the poison while the patient is resisting the poison effects and is interrupted, the patient can continue the resisting count from where it was left off before the medic began treatment. Can remove all parasites or symbiotic creatures (includes eggs) after ten (10) uninterrupted minutes of attention. Can re-attach small exterior body parts (3 inches in length max) i.e. can re-attach a finger but not an arm. This process takes ten (10) minutes. For every five (5) uninterrupted minutes with the patient, the physician can heal four (4) Health points. Medic 5: While in an undisturbed/assisted operating theatre using a surgical kit, a medic of this level can do the following: For every one (1) uninterrupted minute with the patient, the physician can heal one (1) Health point using a surgical kit. A Tier 5 Medic may also surgically reattach lost limbs. Assuming some form of magic, psychic or alchemical stasis; a medic of this

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level may engage in organ transplants, or other long involved surgical procedures. Please see the AD for the time duration of such procedures. another skill, only apply it to a skill they already possess, and research a new use. So, an Alchemist could use it to create a brand new potion recipe, but not to research a recipe that already exists but they dont yet have. Also, there is no way to research Psychic Disciplines. A psychic may research new information about Astral planes, spirits, and many other things, but cannot create new Disciplines through research. Also, at the ADs discretion, different life skills may affect the success or failure of the research. In game, the physical requirements for this skill are one cubic foot of books, scrolls, or other research material per level of the skill. This is assuming the character has access to some form of library, collection or body of knowledge and has acquired and is now working from the appropriate materials.

Field Kit
Bandages Needles for stitches (mock) Thread Antiseptic Smelling Salts

Surgical Kit
Bandages Syringe Needles for stitches (mock) Disinfectant (pure alcohol or water) Splint Scalpel Leeches Scissors Operating Sheet Proper lighting Conditions Bone Saw (boffer) Sponges Maggots Bowl or Basin (for used bits)

Smith
A character with the Smith ability is skilled in the manufacture and repair of weapons, armour and metal objects such as pans, horseshoes, grappling hooks, etc. In order to properly smith, the character must have access to a forge.

Smithy Requirements
An Anvil Forge Bellows Tools (various hammers, tongs, files, grinders, punches, etc) Bucket containing quenching material

Researcher
This skill allows a character to research any skill which they possess. So, if a character had tier 4 Earth Power and wanted to try to create a new spell, they may research any Earth Spell up to Tier 4 provided they have Researcher of equal to or higher level. A character needs only take the Researcher skill once for all skills they possess, and may then apply it to any skills they possess. Research is a highly flexible skill, and allows a character to attempt to research any new or different use for a skill they already possess. This can apply to writing new spells, creating new potion recipes, designing new armour and weapons, researching Enchanter rituals, trying to learn about Totem Spirits, or any other use that a player can think of. This also allows characters to research information in game, such as histories of magic items, details about specific places, people, and things, or any other In Game information. The more difficult or obscure the information, the higher level of Researcher required to find the information However, there are some very specific things Researcher cannot do. First, it is a research tool, but not a trainer. No character may use this skill to learn

A minimum size anvil phys rep must by 12x6x6. 10 units of metal can be worked at one time on a smithy of minimum size. For each increase of 12x6x6, 10 more units can be worked. A maximum of five (5) smiths can work on a smithy at one time. A smithy and tools are rated for quality. If a smith uses exceptional tools, they may work one (1) extra unit at the same time. If a smith uses an exceptional smithy, they will need one (1) less unit of material in total for the item they are working on. For example, if a weapon requires 20 units of material, using an exceptional smithy will require the smith to only use 19 units of material as the smith is of such fine quality that less material is wasted using it. A smith may use both exceptional tools and an exceptional smithy at the same time. A Smith may work up to his level in material units per half hour (i.e. first level one unit per half hour, second level one unit every fifteen minutes, third level one unit every ten

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TRADES, LIFE SKILLs AND LORES


minutes, fourth level one unit every seven and a half minutes, fifth level one unit every six minutes, sixth level one unit every five minutes: Master smith one unit every four and a half minutes) Smith 1 A smith of this level can repair any item. They can only create items of regular or poor quality. A smith of this level is considered a Journeyman and can create exceptional quality items. A smith who has attained this level of skill is considered a master smith. These smiths can create master worked items. Common items not requiring a tag (bone, wood, etc) require twice the amount to make the material strong enough to withstand combat. Smiths: See below for specific material requirements

Weapons
Weapons are made of one or multiple of the materials listed above. Any other material on a weapon is considered decorative. If a weapon contains any of these materials it can call for that type of damage, however, the weapon is also susceptible to every vulnerability of the material as well. For example, a spear made of wood and metal can both be burnt and rusted, however can call for metal or wood damage. The number of materials needed for non-ranged weapons is one less the base damage of the weapon. Common items are considered to be plentiful and available at no cost. These items do not require a tag, but require twice the amount of units to make an item of equivalent quality using tagged items. For example, a pole arm is base 6, thus it requires 5 units of material. If the weapon is to be made of wood and metal, then the pole arm could be made of 2 units of metal and 6 units of wood. The total time taken to create the weapon would then be 8 units of time total.

Smith 3

Smith 7

Other levels of smith do not add additional bonuses other than the amount of time needed to create or repair items.

Between Game creation:


Those with the applicable creation skills may make, between games, a number of items stipulated by their level in the appropriate skill, provided that they have the necessary materials. A Smith may work up to five times their skill level in units of materials between each game, providing that they have the materials to use. . (i.e.: a Tier Four Smith may work up to twenty (20) units of material. Consult the material requirement list for details about required units. Master Smith does not add to between game production) Tags for uncommon materials used in creating or repairing items are to be handed in at log of the next game attended. At this point, tags for new items created will be signed by the logistics officer. New phys reps must always be looked at by a safety officer before using in game.

Shields
Shields are generally made out of wood or steel but can occasionally be made from other materials. Material costs for shields are one (1) unit of material per level of shield.

In Game creation
Those with the applicable skills may make items during game by spending the appropriate amount of time, materials and described actions.

Material Requirements
Whenever a character in game uses a skill to create an item, materials will be required. The materials will vary according to what is to be made in game, and must be supplied by the player for the creation process to work. Tagged items may be taken as income. Note: Copper cannot be used in weapons or armour as it is too soft. It can only be used as decorative.

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Material Damage Call Metal Duct Tape Representation Black or grey Vulnerability Notes Common or Tagged Item Tagged

Metal (Copper is too soft to make weapons) Wood Silver

Can be rusted (even if it is made out of gold, as rusting in our game is usually a magical effect)

Even though Silver is a metal, it has special properties and is listed separately.

Wood Silver

Brown White

Can be burnt Requires two units of silver per every unit of tagged item it is replacing Can be burnt This includes cloth for armour.

Common Tagged

Bone or Natural Material (Materials from a creature or plant) Stone

Mauling

Blue

Common

Mauling

Grey or Camouflage (tag will denote it is not a metal weapon) N/A Can be burnt Can only be used for armour. It can be burnt. Magic items are items made of normal materials but imbued with magic.

Common

Leather

N/A

Tagged

Magic

Magic

Red

Can magically be suppressed

Tagged

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TRADES, LIFE SKILLs AND LORES


Armour
For every 2 points of armour an Average suit has, one unit of an appropriate tagged material must be used in its creation. In the case of armour that uses multiple types of material, an even amount of each must be used when applicable. (i.e. a 2 location plate on leather on chain item is worth 20 points. To make this, 10 units - 5 steel and 5 leather, of tagged material are required). In order to increase the quality of the armour to Exceptional, the material costs are doubled (i.e. that same 20 point item would now take 20 units, 10 steel and 10 leather, of tagged material to make). Masterwork armour requires Masterwork materials and uses the same formula as Average (i.e. 20 points requires 10 units of tagged materials). A Smith may melt down or dismantle an item to receive the same amount of materials back from the item.

Quality
Weapons and armour come in four (4) different quality levels; Poor, Average, Exceptional, Masterwork. These can only be made by a smith or character with equivalent level in the appropriate lifeskill; with at least the minimum skill level. Poor, Average, and Exceptional items can all be made with mundane and easily found materials. The material costs double at each level of quality (i.e. an item which requires 2 units of wood for Poor quality will require 4 units for Average and 8 units for Exceptional). All Masterwork items require Masterwork materials. Material costs in Masterwork materials will be equal to the required common materials for an Average quality item. The damage call of a weapon is modified based on its quality. The Modifier column denotes the damage modifier used by a character that has skill in the weapon. Any player can use a weapon they are not skilled with and will always call for one damage. The quality of the weapon does not affect this call as a user that is unskilled in a weapon can only wield it so well, even if it is of the utmost quality. Similarly, armour quality also affects the armour point value of each location. For each location of armour, apply the modifier.

Repairing
Repairing armour requires a smith, a forge, and 1 unit of appropriate material (based on material used in the armours construction) per 20 points of armour (round up). So, the above vest of chainmail would require 1 unit of steel to repair, and could be done in 15 minutes by a level 2 Smith. Repairing a full plate chest plate (shoulder, upper torso, and lower torso) would require 2 units of steel (21 points at 7 per location). Repairing Exceptional quality armour requires double the materials and consequently time. However, repairing armour assumes that the armour was salvaged and returned; if it was totally destroyed or left behind, new armour will have to be built from scratch! The repairs cannot make the armour superior to its original state. If a weapon is totally destroyed, for example a weapon that is burnt or rusted and hit once, then it must be rebuilt from scratch and cannot be mended.

Quality Poor Normal Exceptional

Minimum Skill Level Level 1 Level 1 Level 3

Notes Not normally created by players. These are usually cast items. Requires double the materials of a normal weapon. You cannot make an existing weapon/armour exceptional. The weapon/armour must be created from scratch. All materials used in the weapon/armour must be of masterwork quality

Modifier -1 0 +1

Masterwork

Level 7: Master Smith

+2

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TRADES, LIFE SKILLs AND LORES


Field Repair
A Smith can do basic quick field repairs to damaged armour. This is NOT complete repair. Using a field repair kit, and the proper materials; a smith may repair 5 pts of armour per smith level for every 1 minute of uninterrupted high focus attention per unit of metal used. However, each time armour is repaired in the field, its total value is reduced by 1 point per location. So, a 50 point suit of 10 locations of chain mail would be reduced to 40 points after the first field repair, 30 points after the second, etc. A 9 point suit covering 3 locations would be reduced to 6 points after the first field repair, 3 points after the second, etc. Once armour has been reduced to 0 points through field repair penalties, it is destroyed and can no longer be repaired by any means, and must be replaced. Field Repair penalties only last until it is properly repaired at a forge, at which point it returns to full value and can be Field Repaired again at a later date. This skill affects repairs only, and has no effect on the manufacture of new items. Each of the four levels of the traps skill allows a character a different ability. Traps 1: This skill allows a character to attempt to disarm any trap he finds. Success is not guaranteed; the trap must actually be disarmed by the player. Traps 2: This skill allows a character to attempt to reset of a disarmed trap which has not been moved. This also allows a character to remove a trap which has not been discharged, or has salvageable parts left behind. Traps 3: This skill allows a character to build a trap. Traps 4: This skill allows a character to manipulate explosives, creating fragmentation charges or shaped charges. Shaped Charges of more than one dose of explosive can be made to increase the range of the blast. For every dose beyond the first, the range may be extended an additional five (5) feet, but it does not increase the damage. For example, a Trapper may create two doses of explosive to do twenty (20) points of damage in a five (5) foot radius, or ten (10) points of damage in a ten (10) foot radius. By adding more doses of explosive, charges may be shaped to cause greater damage and have a greater radius, but the damage must be uniform for the entire range. For example: a Trapper shaping six doses of explosive may cause a thirty (30) point explosion with a range of ten (10) feet, or a twenty (20) point explosion with a range of fifteen (15) feet, or a ten (10) point explosion with a range of thirty (30) feet. Fragmentation Charges can be created to allow explosives to do types of damage other than Mauling. It takes ten (10) minutes per dose of explosive, and one (1) unit of the appropriate material per dose for a Fragmentation Charge. The type of damage caused will vary according to the type of fragmentation material used per dose: Magic damage: one unit of enchanted material (metal, wood), enchanted with with fire I enchant your ____, OR one dose of blade oil. Mauling damage: normal explosive Metal damage: one unit of metal Silver damage: one unit of silver Wooden damage: one unit of wood (wood is considered freely available, unless stated the character is unable to access any wood at all) Explosives can be both shaped and fragmented.

Field Repair Kit


Tools

Material

Traps
Traps are represented In Game by (safe!) devices designed to execute the function of the trap effect. Traps must rely upon a physical trigger, built by a character with Traps 3 or higher. The appropriate damaging material must also be supplied (in-game, demonstrative purposes only! traps must be safe!) Example: for an explosive trap, the Alchemical explosive(s) must be supplied. For mechanical traps, a fitting noise must be present to alert the surrounding players to its existence; or be obvious to function (i.e.; big foam spikes) so that the closest character may then read the tag on the trap and all affected characters will take the appropriate damage.

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COMPLETE SKILL LIST


Complete Skill List
This is a list of skills attributes and abilities that are available to characters in the EPOCH rules system. Each skill is listed with the following information, whether a teacher is necessary to learn the ability, the skill name, the cost, prerequisite, type of ability and page that the rules governing that skill will be found on. When a character purchases a skill, it is the responsibility of the player to read and understand the skills that they have purchased before using them in play. In the instance that another player does not understand what you have done, it is your responsibility to explain the effects of your ability. The need for a teacher is keyed with the following code: C- Skill cannot be learned without a teacher L- Skill costs double without literacy N- Skill cannot be taught O- Skill doesn't require a teacher T- Skill costs double without a teacher A teacher is defined as a willing character, already in possession of the skill, who role plays teaching the skill in game. In Game teaching does not have a rigidly defined time frame required for teaching skills, however base the time needed to teach and learn a skill on the point cost of the skill and on the level of the teacher. The higher the point cost of the skill and the lower the level of the teacher, the longer it will take to teach the skill. A character cannot receive teaching in a skill which they do not already possess the pre-requisite for. So, skills may only be taught one level at a time. The only exception to this is where the total XP cost of all skills learned does not exceed the total XP the character will earn at an event. So, a character can have training in 3 skills, all of which cost 2 XP, provided they pay the XP for all three skills before learning another skill. In order to make use of teaching, the character must put all their points into the skill being taught until it is paid off in full. If points are spent on another skill during the training, then training is lost unless the teacher is still available, and continuing to teach the character. The skill name lists the skill as it will be listed on the character sheet. Although characters may (and are encouraged to) use different titles and descriptions of their abilities in play, this is the listing that will be considered as official for purposes of reference. The cost is the listing of the cost to purchase that level of the skill. The costs are cumulative. For instance, to buy Alchemy 2 costs 10 points, but the prerequisite of Alchemy 1 must have already been purchased at a cost of 5 points. The prerequisite lists the skills and abilities that the character must already have in order to buy the skill. The ability type is the section in which the rules pertaining to that skill are found. For ease of use the skills are grouped according to their category. The ability types are: Alchemy. Combat, Disadvantages, Advantages, Psychic, Racial, Magic and Trades. Each section will have its own chapter to explain all of the related skills. It is not necessary to learn about skills that you do not have, but it is a good idea to be familiar with all of the rules in any ability type from which you have taken a skill

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COMPLETE SKILL LIST


C T T T T C T T T T T T T T C T T T T C T T T T T T T T N N T N N N N N T Ability Alchemy 1 Alchemy 2 Alchemy 3 Alchemy 4 Alchemy 5 Assassinate 1 Assassinate 2+ Average Weapon 1 Average Weapon 2 Average Weapon 3 Average Weapon 4 Average Weapon 5 Average Weapon 6 Average Weapon 7+ Awareness 1 Awareness 2 Awareness 3 Awareness 4 Awareness 5 Axemaster 1 Axemaster 2 Axemaster 3 Axemaster 4 Axemaster 5 Axemaster 6+ Backstab Berserker 1 Berserker 2+ Blindly Loyal Book Mage Bypass Contacts, Major Contacts, Intermediate Contacts, Minor Delusion: Minor Delusion: Major Disarm Cost 5 10 15 20 25 16 16/Lvl 4 6 8 10 12 14 16/Lvl 5 10 20 40 80 6 8 10 12 14 16/Lvl 20 5 10/Lvl -15 0 10/Use 10 8 5 -5 -10 16 Prerequisite Literacy Alchemy 1 Alchemy 2 Alchemy 3 Alchemy 4 Offensive Skill Previous Level None Average Weapon 1 Average Weapon 2 Average Weapon 3 Average Weapon 4 Average Weapon 5 Previous Level None Awareness 1 Awareness 2 Awareness 3 Awareness 4 Dwarf Only, no Requisite Axemaster 1 Axemaster 2 Axemaster 3 Axemaster 4 Previous Level Offensive Skill & Wear Armour 1 None Previous Level None Awareness, Literacy Weapon Skill 10+ & Wear Armour 1 None None None None None Weapon skill at 10+ Ability Type Alchemy Page 20

Combat

31

Combat

36

Magic

42

Racial

10

Combat Combat Combat Disadvantage Advantage Combat Advantage

31 31

17 19 32 19

Disadvantage

18

Combat

32

75

COMPLETE SKILL LIST


T T T T T T T T C Ability Easy Weapon 1 Easy Weapon 2 Easy Weapon 3 Easy Weapon 4 Easy Weapon 5 Easy Weapon 6 Easy Weapon 7 Easy Weapon 8+ Enchanter 1 Cost 2 4 6 8 10 12 14 16/Lvl 5 Prerequisite None Easy Weapon 1 Easy Weapon 2 Easy Weapon 3 Easy Weapon 4 Easy Weapon 5 Easy Weapon 6 Previous Level Scroll Maker 6 OR Awareness 4 OR Alchemy 5 OR any 7 Psychic Disciplines Enchanter 1 Enchanter 2 Enchanter 3 Enchanter 4 None Escapology 1 Escapology 2&Locksmith 1 Any Tier 5 Prime Element Power Essence Power of Equal Magic or Greater Tier Another Skill Evaluate 1 Evaluate 2 None Previous Level None Previous Level None None Dwarf Only, no Requisite Hammermaster 1 Hammermaster 2 Hammermaster 3 Hammermaster 4 Previous Level Health 10+ Health 20+ and Hardy Constitution 1 Health 30+ and Hardy Constitution 2 Health 40+ and Hardy Constitution 3 Health 50+ and Hardy Constitution 4 Ability Type Combat Page 36

Magic/Alchemy

57

T T T T C T T T C, L

Enchanter 2 Enchanter 3 Enchanter 4 Enchanter 5 Escapology 1 Escapology 2 Escapology 3 Essence Power Essence Spell

10 20 40 80 3 6 9 16/Tier 16

Trades

65

Magic Magic

43 52

C T T O O T T N N C T T T T T O O O O O

Evaluate 1 Evaluate 2 Evaluate 3 Fast Healer 1 Fast Healer 2+ Fury 1 Fury 2+ Goblin Affinity Gullible Hammermaster 1 Hammermaster 2 Hammermaster 3 Hammermaster 4 Hammermaster 5 Hammermaster 6+ Hardy Constitution 1 Hardy Constitution 2 Hardy Constitution 3 Hardy Constitution 4 Hardy Constitution 5

1 2 4 16 32/Lvl 5 10/Lvl 5 -10 6 8 10 12 14 16/Lvl 5 5 5 5 5

Trades

65

Combat

32

Combat

32

Advantage Disadvantage Racial

19 18 10

Combat

32

76

COMPLETE SKILL LIST


T T T T T O O O O N N N N Ability Hard Weapon 1 Hard Weapon 2 Hard Weapon 3 Hard Weapon 4 Hard Weapon 5+ Health+1 to+10 Health+11 to+20 Health+21 up Income 1+ Intolerance: Physical Small Group Intolerance: Physical Large Group Intolerance: Verbal Small Group Intolerance: Verbal Large Group Knockout Life/Lore Skills 1 Life/Lore Skills 2 Life/Lore Skills 3 Literacy Locksmith 1 Locksmith 2 Marksmanship 1 Marksmanship 2+ Medic 1 Medic 2 Medic 3 Medic 4 Medic 5 Mute Pacifism Pacifism: militant Phobia: uncommon Phobia: common Psychic Psychic Discipline Cost 8 10 12 14 16/Lvl 1 per 2 per 4 per 2/Lvl -7 -10 -3 -7 Prerequisite None Hard Weapon 1 Hard Weapon 2 Hard Weapon 3 Previous Level Previous Level Previous Level Previous Level Appropriate Skill None None None None Ability Type Combat Page 36

Combat

33

Trades Disadvantage

65 18

T C T T C C T T T C T T T T N N N N N T T

20 1 2 4 5 3 6 16 32/Lvl 3 6 9 12 15 -10 -5 -10 -5 -10 10 10

Offensive Skill None Life/Lore Skills 1 Life/Lore Skills 2 None None Locksmith 1 None Previous Level None Medic 1 Medic 2 Medic 3 Medic 4 None None None None None None Psychic or other psychic discipline

Combat Trades

33 66

Trades Trades Trades Combat

67

33

Trades

67

Disadvantage Disadvantage Disadvantage Disadvantage Disadvantage Psychic

18 18

18

58

77

COMPLETE SKILL LIST


N N N N N N N N N O O Ability Race- Arluru Race- Dwarf Race- Elf Race- Elemental Kin Race- Faun Race- Halfling Race- Human Race- Kaern Race- Orc Recuperate 1 Recuperate 2+ Cost 15 15 20 20 10 10 0 15 15 8 16/Lvl Prerequisite Must be purchased at creation Must be purchased at creation Must be purchased at creation Must be purchased at creation Must be purchased at creation Must be purchased at creation Must be purchased at creation Must be purchased at creation Must be purchased at creation Hardy Constitution 1 Hardy Constitution of equal level & Previous Level Literacy and related skill Researcher 1 Researcher 2 Researcher 3 Researcher 4 Previous Level None Previous Level Literacy, Awareness Scroll Maker 1 Scroll Maker 2 Scroll Maker 3 Scroll Maker 4 Scroll Maker 5 None Shield 1 Shield 2 Shield 3 None Skilled Weapon 1 Skilled Weapon 2 Skilled Weapon 3 Skilled Weapon 4 Previous Level None Smith 1 Smith 2 Previous Level None Previous Level Previous Level Previous Level Previous Level Magic 44 Ability Type Race Page 9

Combat

33

C T T T T T O O C T T T T T T T T T C T T T T T C T T T O O O O O

Researcher 1 Researcher 2 Researcher 3 Researcher 4 Researcher 5 Researcher 6+ Resistance 1 Resistance 2+ Scroll Maker 1 Scroll Maker 2 Scroll Maker 3 Scroll Maker 4 Scroll Maker 5 Scroll Maker 6 Shield 1 Shield 2 Shield 3 Shield 4 Skilled Weapon 1 Skilled Weapon 2 Skilled Weapon 3 Skilled Weapon 4 Skilled Weapon 5 Skilled Weapon 6+ Smith 1 Smith 2 Smith 3 Smith 4+ Strong Will Alchemy 1 Strong Will Alchemy 2 Strong Will Alchemy 3 Strong Will Alchemy 4 Strong Will Alchemy 5+

1 2 4 8 16 32/Lvl 2 4/Lvl 1 2 4 8 16 32 5 10 15 20 6 8 10 12 14 16/Lvl 3 6 9 12/Lvl 8 10 12 14 16/Lvl

Trades

69

Magic & Alchemy

57

Combat

34

Combat

36

Trades

69

Alchemy

28

78

COMPLETE SKILL LIST


O O O O O O O O O O C T T T T T, L T, L T, L T, L C, L T T C T T T C T T T T T T T T T T Ability Strong Will Magic 1 Strong Will Magic 2 Strong Will Magic 3 Strong Will Magic 4 Strong Will Magic 5+ Strong Will Psychic 1 Strong Will Psychic 2 Strong Will Psychic 3 Strong Will Psychic 4 Strong Will Psychic 5+ Tier 1 Power Tier 2 Power Tier 3 Power Tier 4 Power Tier 5 Power Tier 1 Spell Tier 2 Spell Tier 3 Spell Tier 4 Spell Tier 5 Spell Toughness 1 Toughness 2+ Traps 1 Traps 2 Traps 3 Traps 4 Two Weapon Fighting 1 Two Weapon Fighting 2 Two Weapon Fighting 3 Unarmed Grapple 1 Unarmed Grapple 2 Unarmed Grapple 3 Unarmed Grapple 4 Unarmed Grapple 5 Unarmed Grapple 6 Unarmed Grapple 7 Unarmed Grapple 8+ Cost 8 10 12 14 16/Lvl 8 10 12 14 16/Lvl 1 2 4 8 16 1 2 4 8 16 8 16/Lvl 3 6 9 12 4 6 8 2 4 6 8 10 12 14 16/Lvl Prerequisite None Previous Level Previous Level Previous Level Previous Level None Previous Level Previous Level Previous Level Previous Level Awareness 1+ Tier 1 Power Tier 2 Power Tier 3 Power Tier 4 Power Tier 1 Power Tier 2 Power Tier 3 Power Tier 4 Power Tier 5 Power None Previous Level None Traps 1 Traps 2 & Locksmith 1 Traps 3 & Alchemy 1 Weapon Skill Two Weapon Fighting 1 Two Weapon Fighting 2 None Unarmed Grapple 1 Unarmed Grapple 2 Unarmed Grapple 3 Unarmed Grapple 4 Unarmed Grapple 5 Unarmed Grapple 6 Previous Level Ability Type Magic Page 57

Psychic

63

Magic

43

Magic

44

Combat

34

Trades

73

Combat

34

Combat

37

79

COMPLETE SKILL LIST


T T T T T T T T T C, L C T T T T Ability Unarmed Strike 1 Unarmed Strike 2 Unarmed Strike 3 Unarmed Strike 4 Unarmed Strike 5 Unarmed Strike 6 Unarmed Strike 7 Unarmed Strike 8+ Void Power Void Spell Weaponmaster 1 Weaponmaster 2+ Wear Armour 1 Wear Armour 2 Wear Armour 3+ Cost 2 4 6 8 10 12 14 16/Lvl 16/Tier 16 16 32/Lvl 1 2 4/Lvl Prerequisite None Unarmed Strike 1 Unarmed Strike 2 Unarmed Strike 3 Unarmed Strike 4 Unarmed Strike 5 Unarmed Strike 6 Previous Level Any Tier 5 Prime Elemental Power Void Power of Equal or Greater Tier None Previous Level None Wear Armour 1 Previous Level Ability Type Combat Page 37

Magic Magic Combat

55

35

Combat

35

80

Epoch Toronto Character Sheet


PLAYER NAME: GAME DATE: LAST GAME PLAYED: HEALTH: IN-BETWEEN GAME PRODUCTION: Smithing: Life skills: INCOME: Silver: Metal: Leather: DISADVANTAGE: ENCHANTMENTS: SKILLS: XP CHARACTER NAME: CHARACTER CREATION DATE: XP UNUSED: DEATHS:

Alchemy: Traps/Locks:

Flora: Ores:

Fire Mana: Earth Mana: Void Mana: RACE:

Air Mana: Water Mana: Essence Mana:

Skills

Date

NOTES:

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