Professional Documents
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IA - Basic Rulebook
IA - Basic Rulebook
LARP Rules
Version: 1.85
Phil Shuttlewood
1
Table of Contents
TABLE OF CONTENTS...............................................................................................................................2
INVICTUS: WILLIAM ERNEST HENLEY:.............................................................................................3
WHAT IS LARP?:..........................................................................................................................................5
DISCLAIMER:...................................................................................................................................................6
INRITIUS ALLIANCE CODE OF CONDUCT:............................................................................................................. 7
INRITIUS ALLIANCE RELEASE FORM....................................................................................................................8
PARTICIPANTS:.................................................................................................................................................9
OTHER ELEMENTS OF THE GAME:.....................................................................................................................12
GAME RULES:............................................................................................................................................14
THE CORE RULES:.........................................................................................................................................14
COMBAT RULES:............................................................................................................................................18
REFEREE CALLS AND GAME MECHANISMS:.......................................................................................................27
CHARACTER GENERATION WALKTHROUGH:.............................................................................. 29
CHARACTER PROGRESSION:..............................................................................................................................33
CHARACTER FLAWS:.......................................................................................................................................35
STARTING EQUIPMENT:....................................................................................................................................42
ALIGNMENT:..................................................................................................................................................43
FAITH AND RELIGION.............................................................................................................................47
IN THE BEGINNING..................................................................................................................................52
GEOGRAPHY:................................................................................................................................................55
RACES OF GEOS........................................................................................................................................57
MANKIND:....................................................................................................................................................58
SHIREFOLK:...................................................................................................................................................61
ELVES:......................................................................................................................................................... 71
BEASTKIN:.................................................................................................................................................... 79
RACIAL STATISTICS TABLE:.............................................................................................................................82
SKILLS AND ABILITIES:.........................................................................................................................83
AGILITY SKILLS :............................................................................................................................................86
CONNECTION SKILLS :......................................................................................................................................91
INTELLECT SKILLS :.........................................................................................................................................96
MAGIC SKILLS :............................................................................................................................................100
MIGHT SKILLS :............................................................................................................................................104
MASTERY OF MAGIC.............................................................................................................................107
RITUALISM..................................................................................................................................................110
FIRE:..........................................................................................................................................................111
WATER:......................................................................................................................................................113
AIR:...........................................................................................................................................................115
EARTH:.......................................................................................................................................................117
ICE:............................................................................................................................................................119
LIGHT:........................................................................................................................................................121
DARK:........................................................................................................................................................123
LIFE:..........................................................................................................................................................125
DEATH:......................................................................................................................................................127
PROTECTION:...............................................................................................................................................129
MIND:........................................................................................................................................................131
2
ARCANE:.....................................................................................................................................................133
FAITH:........................................................................................................................................................135
NATURE:.....................................................................................................................................................138
STEALTH:....................................................................................................................................................141
META MAGIC:.............................................................................................................................................143
APPENDICES:...........................................................................................................................................145
BESTIARY:...................................................................................................................................................145
GLOSSARY:................................................................................................................................................. 145
ABBREVIATIONS:..........................................................................................................................................146
3
What is LARP?:
Live Action Role Play (herein referred to as LARP) originally evolved in the late 1970’s when
Tolkien’s fans and Dungeons and Dragons players wanted more. For those role-players,
tabletop playing was simply not enough! Why roll dice when you can swing a sword?
As children we played LARP games, for every child pretending to be their hero and shooting
imaginary bad-guys with their fingers is role-playing. LARP simply puts rules to our childhood
games; your character has skills and hit-points, his weapons and spells deal specific damage,
and different combinations of abilities are required to complete the adventure. Your character
learns and develops over time, collecting new items, learning new spells and new secrets and,
in time, your peasant sword-swinger could become anything. More importantly for role-players;
your character can live and die, laugh and cry, feel joy and wither in despair, forge friendships
or learn to mistrust, find true love or learn true hate.
LARP has been described as cross-country pantomime and that is actually a very apt
description. Everything happens in ‘real’ time. If you decide your character is going to hit the
bad guy, you don’t roll the dice or ask the dungeon master, you get your weapon, walk up and
hit the bad guy. You immerse yourself into a fantasy world and into a fictional character. You
are no longer Mr. Pete Average from down the road, you are a mighty hero, or a dreadful
villain; a figure who wields the powers of destiny, life and death and who has the potential to
shape the world or to perform great feats of magic.
Inritius Alliance was designed to bring a touch of European LARP to the North American style
of roleplay. The rules, and the system itself, draw on the creator’s extensive knowledge and
experience from several different LARP systems around the world. The system is mainly
original, but several components of the Inritius Alliance framework were adapted from Heart of
Pargon, with the permission of the system manager.
We advise all players to read the background as well as the rules. How can you immerse
yourself in a world when you don’t understand it? The group website and forums are also a
huge supply of information and roleplay.
Note: This is the simplified version of the Inritius Alliance rulebook. There are also
four separate books which cover, in detail, The World, The Races, The Skills and The
Magic.
The Inritius team’s wish was to create a system which is both fresh and new to as great a
degree as possible. Any references and work within the background are also original and
fictional, and any references to persons living and/or dead are purely co-incidental.
The system is an open system which means that anything is possible even if it involves
tweaking some things. Note: That does not mean you will be given powerful abilities and
characters without earning them. One of the wonderful aspects of LARP is starting a weak
character and evolving them into a knight, a king, a princess, an arch-mage or even a God.
The author of this work absolves himself and Inritius Alliance from any responsibility regarding
the outcomes of persons using these rules or backgrounds, and will not accept blame for
damages to a person’s physical or mental health resulting in negligent role playing or fighting,
over-involvement, or any events causing damage that were not directly caused by the author
or the club. All participants are required to sign a declaration accepting the nature of the game
and noting that by playing they are undertaking a small amount of risk and committing
themselves to continue the game as safely as possible.
Throughout these rules, the Inritius Alliance team have used the male pronoun as a
generalization, this is not because we are misogynistic sexist scumbags who believe that
women live in the kitchen, but for ease of writing, as such, the terms he, him and his should be
taken to include she and her as well. Inritius Alliance encourages diversity and discourages
any prejudice. If the way someone is role-playing something, like a xeno-phobic character,
causes offence, then please take a moment to discuss the issue with them or a referee before
becoming overly stressed or offended.
1. I will conduct myself in accordance with all rules and rulings during an Inritius Alliance
Live Action Role-Playing event or meeting. I will especially heed the decisions of the
referees on grounds of safety and will not perform any action which may endanger the
health of others. I will only use safe live-action role-playing weapons that have been
approved and inspected by the safety referee before they are used in any game. I
understand that the nature of the game may render a safe weapon unsafe and that it is
my responsibility to monitor the condition of my weapons at all times. I will always be
careful of the force behind my blows. I understand that during the course of the game
others will physically interact with me, any blows struck will be from open hands or by
weapons that have been passed by a safety referee. I understand that this is a physical
game and that there will, from time to time, be physical contact between Inritius Alliance
Players and Crew, and accept any risks inherent to such interaction;
2. I understand that if I choose to engage in reckless or dangerous behavior then I will be
removed from the game. Reckless behavior includes, but is not limited to, the use of
glass bottles, sharp instruments or any form of fireworks. The use of excessive force is
also expressly forbidden. If I learn of anyone engaging in such behavior, I will
immediately inform the Referee;
3. I understand that the use of alcohol and drugs is strictly forbidden during day games
and alcohol may only be used at overnight or late night events in moderation, and within
legal limits;
4. I will also endeavor to be aware of my actions and words. I will be careful about
distressing others or of discriminating against people. Discriminating terms within a
role, such as by a xenophobic character will be used with discretion;
5. I will also endeavor to be aware of the affect my words and actions, both within and
outside of the game, have on other people outside of the game. The "Fade to Black"
option, outlined in the rulebook, may be used if a player is feeling uncomfortable for any
reason about actions within the game. I understand that the fantasy use of rituals and
magics is purely within the game and that such things are not designed to mock real
world religions or spirituality. I also understand that this is a fantasy game, that it is not
real, and that it can not affect the mundane world;
6. I will also be careful of the effect that my words and actions have on people who are not
involved with the game world. I will be careful of offending or worrying pedestrians or
passers by. As games are often hosted out of doors or in park areas, I will endeavor to
avoid disturbing wildlife and under no circumstances will I harm any animal or pet. I will
moderate my behavior so that it does not reflect badly on the club and I understand that
I am at all times an ambassador between the club and the mundane world.
1. I have read the Inritius Alliance Code of Conduct and agree to abide by the conditions
set out therein. I understand that failure to follow the Code of Conduct can lead to my
immediate expulsion from the game;
3. I understand that the funds and assets of the game are held in trust for the group. All
fees are made as donations, rather than as payment. All donations are put towards the
running of the game, covering fees, acquisition of new props and costumes, and
maintenance of existing equipment.
I represent and certify that my true age is either 18 years old or, if I am under 18 years old on
this date, my parent or legal guardian has read and signed this form. I have read this entire
Release, fully understand it, and I agree to be legally bound by it.
D.O.B. ___________________________________________________________________
Contact Number: __________________________________________________________
Email Address: ___________________________________________________________
We ask that all players treat new participants with respect. Crew and referees are trying to
provide you with a great days adventuring and deserve consideration. We also require that
players treat the public and the sites we use with respect. This includes not littering, closing
gates and keeping bad language to a minimum when members of the public are around. It is
worth noting at this point that certain bad language is not necessarily appropriate in a fantasy
world, and that this should be kept in mind. We also ask that players endeavor to arrive at the
designated meeting place on time and that they contact the organizer if it appears that they will
be late.
Players are charged $5 for a public day adventure or $10 for a private day game. Weekend or
other special events are priced depending on site and transport costs. All money collected on
adventures goes straight into running the club. Any donations to the club will be rewarded.
System Manager:
A system manager is the person who is responsible for the running of the system, including
OOC (Out of Character) issues, IC (In Character) plot and the game system itself. The system
manager aims to maintain the following principles and goals throughout his time running
Inritius Alliance:
• To be considerate and respectful of players, monsters, referees and any other persons they
might have dealings with in the name of Inritius Alliance.
• To be as efficient and organized as possible in organizing adventures, writing rules and
dealing with any issues that may arise.
• To be unafraid to ask for help and assistance from those around him.
• To be available and approachable to everyone within Inritius Alliance. This includes rules
queries and the bringing up of issues with anyone within the club, including the system
manager themselves.
• To stick to the fundamental belief of Inritius Alliance that we are here for the players, not
that the players are here for us. Plot should ideally be player driven, not system driven.
Characters should die through their own choices and actions within the system, not the
other way around. Live Role Playing is a hobby, not a game. People spend a lot of money,
time and effort investing in characters, and they have a right for the characters to be
respected for this.
• To be honest and open about all OOC dealings.
• To be firm and strong when dealing with negative issues within the club.
Referees:
Referees are those who run the adventure and often those who write the adventure. They are
also those who have a definite say in the development of the system. They are vital in ensuring
the smooth running of the day. There are several different types of referees; each type of
referee has a role, although the same individual may cover many roles during a day. Only
referees are allowed to make calls on rules or otherwise, and they are expected to be available
to discuss and assist with said rules at any time. If unsure as to the answer, ask the game
system manager. If you have any concerns with the conduct of a referee ask the system
manager.
The four different types of referee are as follows: Player Ref, Monster Ref, Writing Ref and
Spirit Ref.
• The player ref spends most of his time playing a character within the party. The player
ref is almost always one of the most experienced players in the group.
• The monster ref sets, provides statistics for and organizes the monsters. The monster
ref also manages the kit that is taken on event.
• The writing ref writes the plot for the adventure. For obvious reasons the person who
writes the adventure is expected to be refereeing in some other capacity on the day.
• The ghost ref refers to any referee wearing a referee tabard, they are totally intangible,
but can be asked out of character questions. A ghost ref will often encourage characters to
play up their flaws in certain ways.
Crew:
The Crew is perhaps the most essential part of a successful adventure. No matter how well
written it might be, without a good monster crew, the adventure will fail. Monstering is free.
Furthermore, you are awarded one boon for monstering with the potential to earn extra boons
for outstanding contribution. Boons may also be awarded for other contributions to the club, at
the system manager’s discretion. Boons can be used to bolster your character.
Chain of Command:
The current referee team is listed below. If you are interested in joining the referee team then
please see a member of the referee team. There will be a probation period for new referees
and they will start with few responsibilities or privileges.
If a character has a plan or some quest that they would like to achieve then they can submit it
to the plot team as a potential for the next adventure. If a lot of characters want to achieve the
same goal then the referee team will often write the next adventure around that goal. If a single
character or a small group of characters want to achieve a private goal then they can approach
the referee team for a private quest. The private quest will be run on a suitable day and will be
priced at $10 per player; but the players will usually achieve some personal objective. In
addition the loot and experience totals tend to be higher on private games.
www.ialarp.com:
Due to the dedicated efforts of our resident Technomancer, there is a dedicated website
available for the players of our game. There will be an in character forum available for those
players who wish to interact with other players outside of the game world. There will be a
dedicated email address which will solely be used by the plot team to monitor and answer
downtime (that is things that players would like to do outside of the game) inquiries. The plot
team will also be available through dedicated email addresses.
The Website will have many parts to it, although, some parts may be later additions. There will
be an adventure journal, a photograph gallery, a graveyard, a downloads section and a
character development section.
Rulebook:
The rulebook, which you are now reading, is the heart of Inritius Alliance and as such we will
endeavor to keep it updated. There will be two separate rulebooks, a basic rulebook and an
advanced rulebook. In addition to those two books the advanced rulebook will be split into four
parts, The World Book, The Races Book, The Skills Book and the Magic Book. The front of the
book will keep a version counter so you can make sure that the copy of the rulebook that you
are using is up to date
Boons:
Inritius Alliance has an additional currency called Boons. Boons are rewarded by the referees
to those participants who make the game better for everyone else. It gives us a way to reward
players for their contributions. It also gives us a way to reward people for coming and crewing
our games.
Rule of Occurrence: One of the fundamental undertakings of Inritius Alliance is that once
something has happened, then it has happened; we will do our utmost to never turn back time
to re-enact an event. Players are held to the same ideal, if a character declares to a ref, that
one of their limbs has been severed then that has happened, even if the character then
calculates that their limb is still attached by a single strand.
Location:
In the real world, many people die from a single stab would, a blow to the head or from having
their throat cut; for the purposes of this game, we are assuming that those people only had one
point of Location.
Inritius Alliance is a location hit system as opposed to a global hit point system. Characters
count hits against each of six locations (right and left arms, right and left legs, torso and head).
If any Location is reduced to zero it stops working; a limb hangs useless and head or torso
renders the character unconscious. If any location is reduced to minus ten, it is destroyed. In
the case of limbs, this means they are severed or torn off; with critical locations (head and
torso), this renders the character DEAD.
Bleeding Out: If a location is reduced to below zero, then the location begins to deteriorate at
a rate of one point per wounded location per two minutes (steady count of 120.) This
deterioration can kill a character or destroy a limb if left for too long. Deteriorating locations can
be stabilized via chirurgery or magically healed.
Broken Bones: Certain effects can break a bone; this is normally at a referee’s discretion, but
reducing a location to -8 usually breaks a bone. Fixing a broken bone requires the Restore
Limb spell, the Mend spell or high level Chirurgery, although the latter is not an instant fix.
Head Shots: In IA, the head is a legal target area, however this is mainly designed for spells,
realism and to avoid the “I block with my head tactic.” Unless you (the player) are given
Inritius Alliance: Basic Rulebook Page 13 of 147
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specific permission, you may not strike someone in the head on purpose. Experienced
participants may obtain permission from the System Manager to make safe head shots. Face
hits are never acceptable. Head hits will most usually be used to strike at opponents gently
from behind. However while the head is the most vulnerable location on the body we do not
want to encourage head shots more than is absolutely necessary. As such, the head will have
the same resiliency as the other locations. If you are fighting and a blow accidentally and
safely strikes your head, the blow is legal and counts. If the blow strikes you in the face in an
unsafe way or causes more pain than a normal blow, that blow will be considered illegal and
will not count.
Hands and Feet: Hits which strike a characters hands and feet are ignored, this is to
encourage heroic fighting. Foot shots only count in normal combat if the victim has raised his
foot high off of the ground (a kick motion for example). Traps and certain small animals (like
ferrets) strike the feet and this damage counts. Damage dealt to a foot affects the leg. Hand
shots do not usually count, however, if a character blocks a weapon with his hand or grabs an
opponent’s weapon while it is striking, that character will take damage to the hand. Likewise, if
a character raises his hand in surrender or supplication, then the hand can be struck.
Additionally, many traps and magical effects are triggered by touch and can affect hands.
Hand damage affects the arm.
Packets: Safely delivered packets take effect regardless of where they strike the target.
Hands, feet, head, garb, weapon and even shield hits are enough for the effect to occur.
Global Hits: Not everything that protects a character is measured by location. DAC (Dexterity
Armour Class), parry skills and many protective spells provide a global defense. It is best to
think of global hits as a force field; no damage is dealt to the characters locations until after the
global hits have been used up and the force field has been expended. With dexterity, for
example, it is all about the amount of agility, speed and luck your character has and once you
have used it up avoiding a head hit you will have none left for the blow that is about to
disembowel you. One upside is that secondary effect blows like spell-strikes and attacks with
poisoned weapons are avoided as long as the blow was entirely absorbed by your force-field.
Constitution:
Every character also has a Constitution score which is used to measure their resiliency against
non-damaging effects like poisons, diseases and the corruption of dark magics. All poisons,
drugs, herbs and alchemies will be assigned a rating and the character will only be affected if
the rating is higher than the character’s Constitution score. If a character’s constitution reaches
zero they pass out, if their constitution reaches minus ten they die. Constitution degenerates
when it reaches the negatives at a rate of one point per two minutes. First aid cannot stop the
deterioration of Constitution, it requires magical healing. Constitution also reflects a
character’s stamina.
Starvation: If a character is starving he loses one point of constitution per day without food,
this loss cannot be healed until the character has eaten properly.
Suffocation and Drowning: A character can hold his breath for a number of minutes equal to
half of his constitution. After that time a character loses one point of constitution per minute
until his constitution reaches zero, at which point he drowns or suffocates (which takes a slow
count of two minutes). This loss cannot be restored until the character can breathe normally.
Willpower:
Willpower is a measure of a character’s self control and stubbornness. Willpower is primarily
designed to function as a defense against mental effects and mental based spells. For
instance, when a caster with Willpower 5 casts Dominate, any character with Willpower 6 or
higher is immune. Willpower is only used for controlling spells like Dominate and is not taken
into consideration with simple spells like those that deal direct damage.
Willpower is also used by the referees when we are considering the effects of character’s
actions. If a character with Appraise Rank 5 looks at a forgery made by a character with Craft
Forgery Rank 5 the Willpower is the primary mechanism which is used to determine the effect.
Some mental and psionic affects deal Willpower damage to the target.
A character’s Racial Willpower is the rank of Willpower that a member of that race starts with.
To purchase additional Willpower they must purchase the next rank; for example a high elf
(Racial Willpower 2) wants extra willpower, he must purchase Willpower Rank 3.
Halo:
Everything that lives is connected; it is part of the vast web of souls and energy that was the
last aspect of the Ultimate’s creation. It is believed that herbalists are using the halo of the
plant to create their ointments and compounds. Halo is used by characters to fuel their
supernatural and extraordinary abilities. These may be racial abilities like an elf’s innate
powers, or extraordinary like an assassins ability to slay with one strike. Psionics users have
created their own type of magic that uses Halo instead of mana.
Those creatures who have no Halo are those who are not attached to the soul-web because
they don’t have souls. Those people who chose to ally themselves with Inritius and his divine
Oblivion generate a Shadow Halo. Shadow halo is used to fuel certain dark abilities like the
Necromancer’s Touch ability which animates bodies to serve the Necromancer. Creatures of
darkness or death are often drawn to living creatures and feed off their halos.
Mana:
Mana is a reserve of magical energy which casters store to fuel their spells. Most casters fill
their mana reserve from the world halo, but sorcerers cast spells directly from their own halos.
Casters automatically gain more mana every time they learn a new level of spell-casting.
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When a character casts a spell they use an amount of mana equal to the level of the spell.
Some creatures feed on mana and attack casters to gain it.
Casters gain 10 free points of mana for every level of casting they purchase.
Death:
Characters die when their Constitution, Torso or Head are reduced to negative ten. When a
character dies, his soul remains in his body for two minutes; after which time his spirit moves
on to the next life. While the spirit remains within the body, it is much easier to restore the
character to life. There are spells that restore the soul to the body hours, days or even weeks
after the demise of the character. Every time a character’s soul leaves his body returning it will
result in permanent constitution damage, therefore the character’s permanent Constitution acts
as a limitation for how many times they can be returned to life.
Base Damage: In the hands of the proficient, all single handed weapons deal a single point of
damage, two handed melee weapons deal two points of damage and huge weapons deal
three points of damage. Hand and a half weapons, deal one damage when one hand is
holding the weapon and two damage when two hands are holding the weapon. Bows and
Crossbows cannot be used by any character that is non-proficient. Thrown weapons have a
base damage of one. Characters cannot use unarmed attacks to deal real damage until they
have bought unarmed proficiency.
Calculating Damage: In Inritius Alliance a character has two damage codes, his standard
damage code and his maximum damage code. In normal combat the character uses their
standard damage code, but when they get a really good hit in or when they want to drop the
bad-guy fast they use their maximum damage code. Once per minute, a character can call
maximum damage with one of his strikes for free; if the character wants to call
maximum damage more often than that, they may do so, at a cost of 10 halo per strike.
Inritius Alliance: Basic Rulebook Page 17 of 147
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• Standard Damage Code: Weapon Base, Plus half weapon mastery rank, plus any suitable
modifiers.
• Maximum Weapon Damage: Weapon Base, Plus weapon mastery rank, plus Strength,
Plus any suitable modifiers.
Being Struck: If your character is hit, by a weapon or by a spell, you must react to it
regardless of whether it penetrated your armour or your magical defenses. The blow
represents a solid weapon striking you with great force, and someone striking you, especially
with a large weapon or an arrow, will leave you staggered, no matter how tough you are! Not
doing this is called Rhino Hiding and is cheating.
Grappling: The system encourages safe grappling; obviously this does not include any
attempt to harm a player (as opposed to a character). Rugby and body tackling people is also
discouraged, as someone heavy, or wearing plate armour falling on you can hurt you. The
strength skill and the grappling skill are more important than real world skill. When starting a
grapple you must make sure your target is willing and that the environment is safe. The limits
of what you can and can’t do should be mainly down to common sense.
Strength: Strength is important for restraining monsters, opening doors and moving heavy
objects. A character’s maximum damage rating takes into account his strength score; if a
character has the brutal strike skill then he can include his strength score in his standard
damage code. Strength can be called by rank or it can be called at the strength of the race that
would commonly hold it: Ogre Strength (4) Troll Strength (6) Vampire Strength (8) and
Demon Strength (10). This doesn’t mean that all demons have strength ten, but it gives a
general idea. If you are being thrown by a character with strength you should aim to move
approximately five feet per rank of strength that they have greater than yours, if your flight is
interrupted by a tree or a wall you will take damage equal to the number of five meter
increments left to move. Ex: A demon with strength 10 throws an Ogre with strength 4,
the ogre will move 6x5 feet 30ft. If after the first 10ft the ogre strikes a hard object then
he will take 5 levels of damage to whatever location strikes the object.
Falling: If a character falls, then they will take one point of damage (through armour) for every
five feet fallen excluding the first ten feet, although ranks in balance reduce the damage by one
per rank. The damage from falling is applied to the location that hits the floor, although it runs
through the body if that location is destroyed.
Base: The basic damage code for a weapon is as follows; a one handed weapon (Under 42”)
deals one point of damage. A hand and a half weapon (Between 40” and 45”) deals one point
if swung with one hand and two points if swung with two hands. A two handed weapon deals
two points of damage. Any character who strikes someone with a two handed weapon (45”
plus) with only one hand holding the weapon will lose safety points. The only exception to this
rule is quarterstaffs, which are simple wooden poles, so only deal one point of damage.
Certain huge weapons exist that deal four points of damage per blow. These weapons will
have minimum strength requirements (usually 3) to wield and their use will be judged very
harshly by the safety referee. If you think a weapon you are using is huge then ask the
referee’s opinion. Normal projectile weapons deal three points of damage and hand or dart
crossbows deal one point of damage.
Claw/Blunt/Sharp/Axe: These basic damage calls do not usually need to be made; however,
there are certain monsters and types of monsters that have immunity, resistance or
vulnerability to a certain type of weapon. In order to make sure that the monster understands
your blow, you can precede it with the damage type, for example “Blunt four.” This is an
especially good idea if the monster is wearing an elaborate mask and cannot see your weapon
properly. For example: Skeletal Champions require blunt damage, Animated Trees require
Through: Certain damage bypass most normal types of armour; the most common of this is
the archer’s once a minute shot. This damage either neatly pierces the armour as most
projectile weapons do, or bypasses the armour in another way like the knife master who
locates the joins in his opponents armour. This does not circumvent damage reduction, but it
does ignore soak and renders almost all armour types useless. Through damage ignores PAC
(Physical armour class) and does not ignore DAC or magical protections.
Through Regardless: Certain damage types bypass not only physical protections, but also
magical protections and dexterity. These strikes always land regardless of physical, magical or
dexterity defenses. Through Regardless ignores soak and damage reduction.
Fire/Ice/Light/Dark/Earth (And so on): This damage usually comes from elemental spells or
weapons. The weapons deal purely elemental damage, therefore if a fire weapon strikes a
character who is immune to fire damage then they would take no damage, however if the
same weapon hits someone with a fire vulnerability then they would take extra damage.
Magic/Divine/Druidic/Psionic: These weapons are rare and are usually in the possession of
powerful characters. If one of your characters obtains one of these weapons you MUST always
call the damage type before the damage level. For example “Magic four.”
Magic/Divine/Psionic/Druidic weapons are those who are imbued with magic specifically to
harm those creatures that are immune to mundane damage.
Incorporeal/Pure Magic/Pure Spirit: These weapon types are not present in the physical
world. A blow struck by a weapon of this type can not be parried or blocked with a shield. The
damage strikes the body regardless of armour or damage reduction. If a blow is struck to a
weapon or a shield then the damage is passed onto the nearest location. These weapons deal
through damage.
Raw: Raw weapons are magic weapons that have been imbued with pure unadulterated
magic and harm those creatures whose immunities have now exceeded the damage of normal
magical weapons. They ignore all normal and magical protections dealing Through
Regardless damage. It is almost impossible for a creature to be immune to Raw damage.
Holy/Un-Holy: Holy and Un-Holy weapons are those which have been blessed by powerful
beings in order to harm those who they deem blasphemous, these weapons are usually used
to harm undead, angels, daemons or paladins. Holy/Unholy damage relies on the power of a
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God to carry the blow home as such it is almost impossible for a creature to be immune to
Holy/Unholy damage. Holy/Unholy damage ignore all normal and magical protections dealing
Through Regardless damage.
Spell-Strike: Many spell effects can be tied to attacks. With this ability it means that a touch or
packet delivered spell changes its delivery method to strike. When damage is dealt it also
deals triggers the spell effect. For example a sword imbued with Spell-Strike death deals
whatever damage the character would deal with a sword with the added spell effect of death.
Knock-back/Knock-down: These abilities are like the character abilities Overpowering blow
and Strike down in that they force their opponents back or to the floor. However, the monster
abilities are not resistible with strength or balance. These abilities will normally be used by the
referee team to balance a combat or for dramatic effect.
Poison: Many of those without morals taint their weapons to cause additional harm. There are
three classes of poisons, Contact Venom (CV), Ingested Venom (IV) and Blade Venom (BV).
In order to suffer the poison from a CV poison the poison must touch the bare flesh of the
victim. In order to suffer the effects of a BV poison, the victim must take at least one point of
locational damage from the attack. In order to suffer the effects of an IV poison the victim must
swallow or inhale at least a portion of the venom. One minute after a character is poisoned
their Constitution degenerates at a rate of one point every ten minutes in addition to the other
effects of the blow. When poison is applied it is given a rating, if a character’s constitution is
higher than the rating they are immune to the poison. As well as the common poison effect
there are many others, those which do instant damage over time, those which cause disease,
paralysis, sleep, death or any one of a million other effects.
Vampiric: This damage code has no detrimental effect on the victim, however, it does mean
that the attacker is healing himself with every wound he inflicts on his foe. Some versions of
this ability allow the attacker to regain Halo, Will, Con or Mana for every point of damage dealt.
Loc to Zero: This damage call represents the ability of many master swordsmen or certain
magical strikes to totally incapacitate a location of a victim with a single swing; however no
long turn harm occurs to the victim. For all intents and purposes the characters location is at
exactly zero until healed. The character’s armour is unaffected by this blow.
Coma: This effect can be delivered by a weapon, but its effect always comes from a spell. The
effect is to put the struck character into a coma. The effect is like a magical sleep effect that is
not resistible by willpower. The other important thing to remember about coma is that there is
no duration on the effect; there is usually a specific thing which will rouse the character. The
spell Total heal will often end a coma.
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Crush: This damage type is only available to those who possess five ranks of strength or
greater. A damage call of crush will shatter any normal weapon or shield. The first such blow
will remove all armour and dexterity from a location, the second blow (or the first blow is not
armour of dexterity is present) will reduce the location struck to zero, the third Crush will
Obliterate the location taking it to negative ten. Crush must only be used with a blunt weapon.
Sever: This damage code represents a weapon master’s ability to strike with sufficient force
and accuracy to sever a limb or even a head. The same effect can be achieved with powerful
magics. Sever may only be used with an edged weapon. The limb stuck is severed from the
victim’s body regardless of the characters physical, dexterity or magical protections. Sever
cannot be used against a torso.
Fatal: This damage type will be used very rarely, there are two ways that this damage type
can be attained, a weapon master can learn to strike with such deadly accuracy that a single
swift blow can kill or those who master forbidden magics can bond them to a blade so that its
merest touch can end a life. A character struck with a fatal blow falls to the ground and will die
if the application of magical healing has not started within thirty seconds (the steady count of
thirty).
Null Magic: Some damage types are so strongly anti-magical that magical spells often break
when struck by them. These weapons resist all magic apart from RAW magic. A character
does not benefit from any magical protections on their person when they are struck by a Null
Magic Weapon; however, they still gain the benefit of their dexterity and physical defenses.
Bane [Insert Creature Type]: Bane Weapons are those weapons designed to deal additional
damage to certain foes. Bane Undead or Bane Demon weapons are common in the hands of
heroes, while Bane Human or Bane Life weapons are common in the hands of villains. If the
target creature is struck with the damage code then the damage code is considered two points
higher.
Affect [Insert Creature Type]: Affect Weapons are designed to hurt a creature type
regardless of that creature’s immunities. If the target creature is hit with an Affect weapon then
it counts as if it were a damage code that could hurt the creature, it does not make it into the
damage type that the creature is most vulnerable to, but an Affect blow will almost always
cause some damage to the target creature.
Permanent: Any damage type can be prefixed with permanent. Under normal circumstances
permanent wounds cannot be healed with normal magic or chirurgery, nor will they get better
over time. Powerful magic can cure permanent wounds, but you will need to experiment.
On Defense:
Inritius Alliance hopes to achieve a realistic combat system, where characters avoid getting hit
whenever possible. The game is not designed around people being able to stand still and hack
each other into the floor; the better players will learn to dodge, parry and avoid blows
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whenever possible. Characters choose to defend themselves in many ways; some develop
their own ability to withstand a certain amount of damage, others use layers of armour, others
roll with the punches, and others hide behind powerful defensive spells. The most successful
heroes protect themselves in each of those ways.
Global: Global hits function like a force-field protecting the character; it doesn’t matter whether
the character is struck in the arm or the head, the damage is taken from their global hits first.
Once the characters global hits are used up, any extra damage goes through to the characters
locational hits. If a blow is evaded totally by Global hits then any secondary effect is also
ignored, for instance, a character with ten points of global DAC is hit with a sword dealing 10
Edge Spell-strike Death he would have used up his global hits, but he would have avoided the
damage and with it the spell-strike.
Dexterity Armour Class [DAC]: DAC is the first defense of an agile character; it represents
the characters moving with the blow to reduce damage. DAC gives the character a number of
global hits that can be absorbed per fight; a character gets two global hits per rank of DAC.
DAC may only be applied if the character can see/sense the blow coming and if the character
has freedom of movement. DAC hits are regained at the end of every combat following a rest
period of at least five minutes; during rest the characters cannot march, run, fight, cast or
shout. Characters can only use DAC while wearing 3 or less points of hindrance. Some
armoured characters have learned Armoured DAC (ADAC) which allows characters to use
their DAC while they are heavily hindered. The damage code ‘through regardless’ negates
DAC.
Physical Armour Class [PAC]: Wearing protective clothing traditionally defends combatants.
In IA, anyone can wear any common kind of armour, although hindrance from armour can limit
dexterity and magical ability. Armour is calculated per location; in the heat of combat, if armour
covers 50% of a location then it can be assumed to cover the location, but if someone can
effectively strike an unarmoured part of the location then the armour is useless against that
blow. The damage codes ‘through’ and ‘through regardless’ negate PAC.
Armour Quality: Better quality armour provides additional protection. Armour made of certain
special materials affects the level of protection offered and the level of hindrance caused. In
addition, if the character is wearing an actual version of that armour type, then they should
receive a game benefit for the actual hindrance and weight that they are suffering, actual
armour types provide an additional two points of armour.
Stacking Armour: Additional layers of armour provide additional protection. Most characters
can wear one layer of light armour, one layer of medium armour and one layer of heavy
armour. You can only count armour layers you are actually wearing. For armor to be stacked it
must be real or at least an excellent fake prop.
Soak: Many armours offer immunity to normal low level damage strikes. Soak tends to come
from solid metal armour, from high quality armour and from special materials. For example, a
suit of plate-mail has soak 2, this means that any normal blow which deals 1 or 2 damage has
no effect on the wearer, assuming it strikes part of the body protected by the armour. Through
Soak, a character is immune to low damage codes, but has no protection at all against higher
damage codes; Soak is not Damage Reduction. A Willpower/Halo/Constitution or Mana
blow would still affect the victim. If characters have Soak and Damage Resistance then they
must choose which they wish to apply to each blow that they are struck with. The damage
codes ‘through’ and ‘through regardless’ negate Soak. Soak from multiple sources do not
stack.
Damage Reduction: If a character is struck with a damage type that they are resistant to then
the character treats the blow as if it was one level lower for each level of resistance the
character possesses. This attribute can represent many things; a special aura protecting the
character from harm perhaps, or training to learn how to avoid the worst of a blow from a
mace. If characters have Soak and Damage Resistance then they must choose which they
wish to apply to each blow that they are struck with. The damage codes ‘raw’ and ‘holy/un-
holy’ negate damage resistance. Damage Resistance from multiple sources does not stack.
Shields: Any character can pick up a shield and defend themselves with it. Shields serve a
simple purpose on the battlefield, that purpose is hiding a large part of your body away from
the enemy. Shields have significant levels of soak and most blows do not damage them;
however, when blows exceed the shields Soak they start removing the hits of the shield, when
the shield runs out of hits, it breaks. Spells affect shields in an unusual way, they ignore them;
when a spell hits a shield it ignores the shield and functions as it struck the individual carrying
Special Materials:
The table below shows the effects on pieces of armour or weapons crafted from special
materials. An item can be made of one material and it can be embellished with a second
material; any additional materials are wasted.
Rem-Innocent: To work Rem-Innocent, a smith must have the halo bridge/gift skill. Rem-
Innocent, remembers its original form and it will return to that form in an hour. Rem-Innocent
assumes its original form faster in hot environments and the cold slows its mutation. A
character using Halo-Bridge can mend a Rem-Innocent item for 10 halo. Sentient weapons are
usually crafted of Rem-Innocent.
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Mithral: To work Mithral, the smith must have the ability to mana bridge/gift. This material is
formed as Mithros and only transmutes through an intense magical process. Mithral is an
innately magical substance.
Adamantine: Adamantine is a form of Iron that has been superheated and subjected to
extreme pressure. For some reason, the Fey do not have an issue with Adamantine as a
substance.
Cold Iron: Cold Iron is a substance found only in the deepest iron seems. The substance must
be worked mundanely and must be worked cold; heating Cold Iron creates adamantine. Cold
Iron itself cannot be affected by any spells; this means that a weapon forged from it cannot be
lifted using telekinesis, mended, vibrated or disintegrated. Armour made of Cold Iron also
cannot be directly affected by spells and it protects the wearer against damaging effects that
only strike the armour (for instance a fire dart packet strikes a cold iron breastplate, the
protectee is unharmed). Cold Iron shields can be used to block damaging packets but not
non-damaging effects such as sleep.
Time-In: Your character is active as is the world you are playing in. You are representing your
character and should play the part of your character and react as your character would. Acting
out of character at this time will be penalized.
Time Freeze: Stand still, close your eyes and hum. Something is happening that is too fast for
you to react to. When “Time In” is called, carry on as you were before, you may or may not
notice any change. Acting in or out of character at this time will be penalized.
Time Faff: This is an in game pause, you must represent your character as if it is time-in, but
the party may not advance beyond the position of the furthest character. You may be attacked
or you may experience new encounters approaching you. This time status is usually called
because the monsters are setting an encounter. It does not mean you should let your guard
down!
Time Stop: Stand still and listen. The referee is probably giving a description about what is
ahead or what is occurring. Your characters would be able to see what is happening and it will
be to your advantage to listen, for example if there is a pit before you. “Time Stop” is also used
when the situation has gotten too hectic, if certain abilities are used or if a few moments are
needed to sort out events.
Time Out: Come out of character, you may talk normally. It is probably the end of the day.
This is the only time that you may discuss out of world things without risking being penalized.
Man Down: This is called when a player is hurt and any qualified first aiders should seek out
the injured party. Everyone else should drop to their knees on the floor and should not move or
make excessive noise. If someone is injured but able, then they should just move out of the
way.
Side of the Path: This time situation is called when members of the public are coming. You
should go out of character and move to the side of the path out of the way of members of the
public. If horses or dogs are present then extra care is required.
There are a couple of other OOC mechanisms which help the day run smoothly:
Hand in Air: A monster or player with their hand in the air cannot be seen! They are either
actually not there and moving to another encounter, or they are using some ability that renders
them invisible. If you have some ability that may reveal them, declare your ability and the
person will inform you if they can be seen or sensed.
Languages: If a character is speaking a different language then they should form their hand
into an L shape to signify to listeners than the listener may not understand what is being said.
Telepathy: If a character is speaking telepathically, then they should form their hands into a T
shape to signify to those nearby that they cannot hear anything being said.
• Assign Multipliers to Skill Sets: There are five basic classifications for skills; Might,
Agility, Magic, Connection and Intellect. Every character can learn skills from each type,
however, some types will come more naturally to your character than others. The next step
is to determine which skill types your character uses best. You may want to read the
descriptions of all the skills from each group in the skill chapter before starting this step.
Skill multipliers: Each skill-set has a number (a multiplier) associated with it representing
how much experience your character will spend when learning a skill in that group; a high
multiplier makes the skills in its group more difficult to learn; a multiplier of 5 means you will
spend 5 times more experience for a skill from that group than if you had a multiplier of 1
for that skill-set.
Every character begins with a multiplier of three for each skill-set, but you can decrease
your multipliers by up to three points to get the balance of skills you desire for your
character.
Examples:
Fighter: Might: 1, Agility: 2, Connection: 3, Intellect: 3, Magic: 3
Spellcaster: Might: 3, Agility: 3, Connection: 3, Intellect: 2, Magic: 1
Diplomat: Might: 3, Agility: 3, Connection: 1, Intellect: 2, Magic: 3
Dancer: Might: 3, Agility: 1, Connection: 2, Intellect: 3, Magic: 3
Versatile Rogue: Might: 3, Agility: 2, Connection: 2, Intellect: 2, Magic: 3
It is also possible to obtain a fourth point with which to decrease your multipliers, but to
do so, you must increase another two skill multipliers by one each. This is only possible
once, and should be done cautiously as skills become prohibitively expensive at higher
multipliers.
Example:
Thug: Might: 1, Agility: 1, Connection: 3, Intellect: 4, Magic: 4
• Pick Race: There are a wide range of races to choose from and each has a long list of
advantages and disadvantages to consider when building your character. For your first
character, it is a good idea to choose an Argead as they are the simplest and the base to
which the others are compared. You will want to read the section on races to familiarize
yourself with your race and how it will colour your opinion on the world as well as any
special abilities your race may give you or special costuming requirements. Among other
• Pick your Flaw(s): In Inritius Alliance, everyone has a few character quirks or flaws that
affect how they are played. Each flaw you choose will provide you with a number of bonus
experience points with which to develop your character. You can choose up to five flaws,
however, the number of bonus experience points you can gain is limited to 25. There is a
minor list in the section on character flaws, please note that the list in the book is only a
limited list and the referee team is open to suggestions of alternative flaws. Depending on
the severity of the flaws you take, you will also gain merit points which can be spent on
other embellishments for your character. More details can be found in the Merits and Flaws
section.
• Pick Skills: Every character has 24 experience points to spend generating their
character in addition to those you gain from your flaw(s). It is not necessary to spend all of
your skill points during character creation, you can save any remainder for later. To
determine how much experience is required to learn a skill, multiply the base cost for the
skill by the skill type multiplier. This will be the true cost for the skill.
• Work out Attributes: During the game your attributes [location, halo, willpower,
constitution and mana] will be referred to several times. Your starting race and the skills
and flaws you have chosen will likely modify these, so it is important now to calculate their
final values. To do so, take your racial starting point (found on a chart at the end of the
chapter on Races) and modify it for flaws, skills and anything else. Note: If your character
buys levels of casting he will gain mana and if your character spends at least 25 experience
points he will become level 1 and as such will gain halo for gaining a level.
• Choose Alignment: Select your character’s alignment, or moral compass, from the
alignments section. Alignment is an essential tool for you to understand how your
character will react in certain situations.
• Pick your Magical Specialty: All normal characters in the game of Inritius Alliance
have a leaning towards one sphere of magic or another, this choice must be made during
character creation. If your character has the Attuned skill he can use his magic, if not then
his personality is still subtly shaped by the sphere that you choose.
• Sort out your Starting Equipment: A character needs to select one of the starting
packages listed in the character wealth section. Characters are designed to be able to start
the game only with basic weapons and equipment. Each character also starts with an
additional ten silver pieces which they can use to purchase additional items.
• Write your Character Background: All characters are required to submit a detailed
character background, see the character development section. Without submitting a
background, no character will be able to attain level 3 (75 spent experience). If you are
having trouble coming up with a history for your character, see the character development
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section in the handbook; there are tips for character detailing and a list of questions which
will help create an intricate story for your character.
• Get Referee Approval: All characters are subject to referee approval; this is designed
to make sure that all characters are people and not just statistics. Characters with ‘special’
backgrounds, with evil or oblivion alignments or with an anything else out of the ordinary
will definitely need approval.
• Sort out Equipment: You also need to make sure that your character has suitable
props. This includes weapons, armour, trinkets, holy symbols and anything else you want
your character to have. Everything your character is supposed to have much be
represented on your person by a prop, for instance if you are are going to tie someone up,
feed a wolf, or collect a sample in a bottle then you must have the required prop.
• Play: All that is left is to work out when the next game is, turn up and play.
In order to better write a good background and to better understand your character, it is worth
working out the answers to the following questions:
• How many members of your character’s family still live?
• What relationship does your character have with his family?
• What scares your character the most?
• What is your character’s idea of the perfect lover?
• What is your character’s idea of a really fun time?
• Is your character religious or superstitious?
• What’s your character’s greatest regret?
• What accomplishment gives your character the most pride?
• What are your character’s goals?
• How old is your character?
• What kind of personality does your character have?
• Was there anything unique about your character’s childhood?
• Where does your character live? Where does he call home? Where does he sleep? Where
does he keep his treasures?
• What does your character consider to be his biggest flaw?
• Do you consider your character to be a combat character, a caster, a thinking character or
a social character?
Characters earn additional experience points for each adventure that they play. In order to
calculate how many experience points a character earns for any given game, the referees start
by comparing the level of the character against the level of the adventure. A characters level is
his spent experience point total divided by 25. The experience score will take into account
costume, role-play, safety and level of participation. If a player fails to meet the costume
requirements for his character’s race or templates then the characters experience award will
be halved. At the end of each adventure a character will usually receive between 4 and 40
experience points, although, higher or even negative awards are possible.
Once you have received your experience award you can look at this chart to get a good
guideline of what the referee team thought of your performance.
• 41 +: Once-in-a-career 'wow' moments. Things that other characters will tell stories about
later, fabulous things that you wouldn’t be able to pull off again.
• 31-40: Brilliant use of abilities/roleplay. Made game-shaping contributions to the
progress/immersion of the game through very clever/skilled/well timed use or
abilities/roleplay.
• 25-31: Good, effective use of abilities/ roleplay. Made significant contributions to the
progress/immersion of the game.
• 20-24: Average. Got involved in the game but didn't pull off anything truly spectacular
• 13-19: Sub-par. Didn't really get involved, or dropped OOC rather too often.
• 6-12: Poor. Barely got involved. Disrupted the game through inappropriate comments and
by dropping OOC at really inappropriate times.
• 5 -: Really screwed up, might as well have been not there or even, the game would have
been better off if they had not been there.
Flaws: Because of the nature of hopelessness and the spirit of the game flawed characters
often advance faster; if a character role-plays his flaws well then he will be eligible for an
experience bonus for every game where his flaws were relevant; the more severe a flaw the
higher the bonus and the more often it will be awarded.
Enhanced Characters: Characters can spend boons to augment their characters, but they
cannot buy levels or experience points. However, someone who has made a major
contribution to the game may be awarded additional levels or experience points; this is
designed to allow active members of the crew to have characters who are able to keep up with
the party. A referee’s primary character starts at half the level of the highest level player and
has a number of minor benefits.
Shelved Characters: In most cases, a player may only play one player character at any
game. The other characters are referred to as shelved for the duration of the game. The only
character that gains exp as a result of a game is the character that was played. If a character
dies permanently during a game, the player is able to use the experience gained during that
game towards the creation of a new character. Any unused exp for a dead character is gone.
During the month following a game, only the character that played in the game may expend
effort towards creation skills. If a player’s character dies during a game, their other characters
are not allowed to expend effort towards creation skills in its place. If a player crews for a
game, then one of their characters may expend effort.
Halo and Mana: As players progress their characters gain a certain amount of Halo
automatically. A Character gains 10 points of free Halo per level until level 75, after level 75
characters no longer gain free halo. In addition in order to keep magic users well rounded they
will gain 10 points of free mana per casting level they purchase.
Skill Levels/Caps: Every game will have a skill level; this does not prevent characters of
higher skill levels from playing, however they would not earn experience points and if they
dominate the game they will be penalized! Some games will have a skill cap which means that
characters above that level will not be permitted to play.
A character may start with a maximum of 5 flaws totaling no more than 25 points. Flaws are
divided into general areas below; Physical, Mental, Social and Supernatural. Please consider
the relevance of your flaws to your characters class, race, alignment and background. No
character will be permitted to take a flaw that will never affect them. Your character will start
with bonus experience equal to the value of the flaws he has taken. Those characters who
role-play their flaws well often receive high experience awards. In addition, characters get
merit points equal to the value of the flaws they have taken; merit points are used to purchase
templates, advanced races and advantages for a character, unspent merit points after
character creation are lost [Merit points are worth the equivalent of 5 boons].
Buying off flaws: If a character wants to get around a flaw then they must find an in game
reason for the removal of the flaw, often a ritual or the result of a quest. They must also pay
boons equal to five times the flaws value and experience points equal to five times the flaws
val. Flaws cannot be cured simply, for instance a missing eye cannot be regrown with a
regenerate spell unless the experience points and boons are spent at the same time.
New flaws: The list of flaws below is a short list. Others can be found in the advanced
rulebooks. If you want an alternative flaw for your character please ask the referees and we
will create it for you.
Physical Flaws:
• Addiction: 4-24: A character with this flaw has an addiction to a drug or other
substance. The value of the flaw depends on the nature of the substance (common (cheap)
1, moderate (moderate) 3, rare (expensive) 6, the level of the dependency (low 1, high 3 or
extreme 6), the effect of the character while on the substance (low 1, high 3, or extreme 6),
and the effect of the character while lacking the substance (extreme 1, debilitating 3, and
terminal 6).
• Blind: 25: A character that has the blind flaw cannot see at all out of either eye.
Needless to say they cannot read or use maps. They are also usually unable to use craft
skills. Blind characters have great difficulty learning new spells. It is difficult for the blind to
receive training, unless the teacher is particularly patient.
Social Flaws:
• Argead Slave: 2/3/4/6/12: This character is an Argead slave and bears the branding of
a slave (usually on the shoulder or neck), the branding is usually about three square
inches. For the 2pt flaw: the character has been legally freed and is now a freedman. For
the 3pt flaw the character is a slave, but all records of his slavery are believed lost. For the
4pt flaw the character is a slave in good standing with orders from his master, he will have
to answer to an NPC master, but his master is sending him on adventures and is giving him
a fair amount of freedom. For the 6pt character the character has no freedom and must
answer to a PC or NPC master (who must view the character as a slave), for 12pts the
character is an escaped slave, he is wanted and hunted. If found out the character will be
tortured to death (you have been warned). Argead slaves should phys rep their brand on
their body. Remember that Argea is a political nation and even freed slaves do not have the
right to vote and nor do they have the ability hold social rank.
• Cannot Lie: 8: A character with this flaw cannot tell lies. The character cannot tell even
the smallest white lies. This is a person code, but if the character lies, even by mistake
they will receive no experience points for that adventure.
• Cannot Tell the Truth: 25: A character with this flaw cannot tell the truth. This usually
stems from an oath, a magical effect or from a curse. If this character ever tells the truth,
they will receive no experience points for that adventure.
• Debts: 2/6/12/25: Your character owes a group of loan sharks a large amount of
money. It is up to you to determine the whys. If a character ever manages to pay off his
debt then the flaw goes away, of course you must remember the crippling rates of interest
required from loan sharks [3% per month]. For 2 points the character owes 10 gold. For 6
points the character owes 30 gold. For 12 points the character owes a 100gold and for 25
points the character owes a million in gold. The loan sharks do not leave the character in
peace and often come around with thugs and threats. Please note that your character must
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owe the loan sharks this money for a legitimate reason. Please also note that debt slavery
is a very real thing on the world of Geos.
• Pacifist: 6/10: A character with this flaw abhors violence. The character will not kill any
living creature with the intelligence higher than that of an insect. Pacifists can still destroy
undead, combat Oblivion spirits (but not their hosts) and defeat demons and spirits. These
characters will not engage in willful combat unless defending themselves. With the
increased flaw the character refuses to even defend himself. These characters usually use
non-lethal damage types, specialize in subdual damage and avoid casting direct damage
spells.
• Superstitions: Variable: Due to the culture the character comes from or the tales told
on dark nights there are certain things your character will not do. Some examples are listed
here, but the referee team will consider other suggestions that are made. Lightning is the
speech of the Gods: 1. Can never attack a pregnant woman or a mother protecting her
young: 2. Will never use a weapon after it has been broken: 7. Will never carry poison
(Non-good characters only): 2. Can never accept a gift without giving back an equal or
greater gift: 3. Will never attack a woman or a female: 10. Will never eat meat: 2. Must bury
all opponents he has killed: 6. Will not drink alcohol: 2. Will not use alchemy 4. Will not use
herbs 4.
• Wanted Criminal: 2/4/6/8/12: The character has broken one or more laws and has fled
from justice. As a result, the Alliance currently wishes to bring the character to justice. For
the 2pt flaw, the characters crime was minor and he isn’t being actively pursued. For 4pts,
the infraction was minor, but local authorities watch out for the character. The 6pt flaw,
represents a major infraction, and many officers have studied the characters likeness and
know to watch for him, there is also a bounty on the characters head, however the
character is wanted alive. For 8pts, the character has been condemned in absentia and
orders have been given to kill on sight. For 12pts, the character is wanted for a major
infraction, all bounty hunters and lawgivers know of the individual and a shoot first ask
questions later order has been given. Disguising ones appearance is paramount to survival
with the higher pt flaws. You have been warned.
Mental Flaws:
• Amnesia: 3/10: A character with the 3pt flaw has huge black spots in his past memory.
The 10pt flaw means that the character cannot remember anything beyond the current day.
Note: Players who choose this flaw are warned that it gives the referee’s permission to
write your background ourselves. A character with Amnesia can spend additional points [up
to 15] to incorporate dark deeds into their background.
• Cannot Dream: 2: A character with this flaw cannot dream. Nightmares still affect the
caster by causing panic and terror, but there is no rhyme or reason to the nightmares. The
Keltoi kill children who cannot dream.
• Deep Sleeper: 3: A character with this flaw finds it difficult to wake up. This is in some
ways an advantage as it makes it easier for the character to get a good nights sleep as
they are less likely to be disturbed while trying to regain mana or halo. However, when
there is an assassin in your bedchamber or when your companions are trying to rouse you
from magical sleep it becomes a flaw.
Supernatural Flaws:
Note: Many Supernatural flaws stem from some kind of Oblivion taint, people with very high
ranks in Sense Oblivion are able to sense this taint.
Fighter Kit
• May choose up to four weapons crafted from bronze, wood, or bone.
• May choose a shield made of bronze, wood or bone.
• May choose up to a full suit of armour (one piece of armour per location) crafted from
bronze wood, bone, leather, fur, or padded cloth. Characters may not normally start with
scale-mail or better armour.
Rogue Kit
• May choose up to two one handed weapons crafted from bronze, wood, or bone.
• May choose up to ten small throwing weapons crafted from bronze, wood, or bone.
• May choose a shield no larger than a buckler crafted of bronze, wood or bone.
• May choose to start with a lock-picking/trap removal kit.
• May choose up to a full suit of armour (one piece per location) crafted from leather/furs or
padded cloth.
Caster Kit
• May choose any single one or two handed weapon crafted from bronze wood or bone.
• May choose a book to record all spells they know.
• May choose 2 scrolls of rank 2 or below, even if they cannot cast rank 2 spells.
Crafter Kit
• May choose any single weapon crafted of bronze, wood or bone.
• May choose a shield no larger than a buckler crafter of bronze, wood or bone.
• May start with any items that have crafted in the previous 3 months.
• May choose up to a full suit of armour (one piece per location) crafted from leather/furs or
padded cloth.
Note: Anyone with Faith may start with a holy symbol for free.
Note: Anyone starting with ranks in alchemy starts with a basic alchemist’s kit.
Note: Anyone starting with ranks in herbalism starts with a basic herbal kit.
Note: Anyone starting with ranks in chirurgery starts with a basic first aid kit.
Note: Anyone starting with ranks in smithing starts with basic field repair equipment.
Note: Bards start with knowledge of three levels of songs per rank in Bardic Performance.
Note: In addition, casters start the game with knowledge of every spell they can cast.
The first tier includes the alignments of GOOD, NEUTRAL and EVIL.
The second tier includes the alignments of LAWFUL, NEUTRAL and CHAOTIC.
The third tier includes the alignments of HOPE, NEUTRAL and OBLIVION.
Note: While the game has been written to allow players to play Evil and Oblivion based
characters these characters are ALL subject to the referee’s discretion for one of these
characters poorly or selfishly played has the potential to ruin the game.
• Neutral characters tend towards good acts and are still shocked by evil acts. They are
the characters though who see in shades of gray. People who are neutral with respect to
good and evil have compunctions against killing the innocent but lack the commitment to
make sacrifices to protect or help others. Neutral people are committed to others by
personal relationships and bonds, neutral characters can be as loyal as a good character,
but they are much more likely to falsely declare loyalty.
• Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
"Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no
compassion for others and kill without qualms if doing so is convenient. Others actively
pursue evil, killing for sport or out of duty to some evil deity or master.
Being good or evil is rarely a conscious choice, most people as they were growing up made
certain decisions about what is and isn’t acceptable behavior and when the ends do not justify
the means. For most people, though, being good or evil is an attitude that one recognizes but
does not choose. Being neutral on the good-evil axis usually represents a lack of commitment
one way or the other, but for some it represents a positive commitment to a balanced view,
some feel that there needs to be a balance. All animals or creatures incapable of moral action
are neutral rather than good or evil, even deadly tigers that eat people or vipers that poison
people are neutral because they lack the capacity for morally right or wrong behavior.
• Neutral characters follow traditions, laws and codes; at least they do when there is no
need to break them. Neutral characters are willing to steal to feed the hungry, or break any
other restriction if they believe that it is necessary. Someone who is neutral with respect to
law and chaos has a nominal respect for authority and feels neither a compulsion to obey
nor a compulsion to rebel. Neutral characters are generally honest, but can be tempted into
lying or deceiving others.
• Chaotic characters follow their consciences, resent being told what to do, favour new
ideas over tradition, and do what they promise, as long as they feel like it. "Chaos" implies
freedom, adaptability, and flexibility. On the downside, chaos can include recklessness,
resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who
promote chaotic behavior say that only unfettered personal freedom allows people to
express themselves fully and lets society benefit from the potential that its individuals have
within them.
Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that
is recognized rather than being chosen. Neutrality on the lawful-chaotic axis is usually simply a
middle state, a state of not feeling compelled toward one side or the other. Some few such
neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an
extreme with its own blind spots and drawbacks. Animals and other creatures incapable of
moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the
moral capacity to be truly lawful or chaotic.
Oblivion is a force outside of everything else. It was there before creation and wants everything
to return to quiet nothingness. Oblivion imposes itself over everything else disintegrating and
voiding everything it touches. Oblivion wants hope to subside in order to reduce opposition.
Oblivion is in conflict with the Ultimate and needs the Ultimate to fade in order to destroy Geos.
There is a huge wave of apathy across the world as the war consumes resources, energy and
hope and as people slowly destroy everything. Oblivion is not evil because evil has hopes and
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desires; it is a fact that everything will inevitably return to nothing. In Oblivion’s way, matter can
be destroyed, fortunately in the Ultimate’s way, matter can be created.
• Hopeful characters keep going when things are bleak. They are able to withstand a
million pressures because they know that something better is coming. The hope that drives
the character could be anything that their heart desires, we are not talking about the hope
to not starve the next day (unless that is an actual concern) we are talking more of the
desire to be king or the desire to save the world. These are often the people who are
always smiling, who cope with every problem. However some of the hopeful have no hope
for themselves and they can be very bleak, their hope is for their children, for the next
generation or for the world itself. Almost all hopeful characters have taken an active step
against Inritius and seek to destroy him and the void that he perpetrates.
• Neutrality is the most common step on the third axis, 95% of the people on Geos are
neutral or unaware of the new Great War. These characters go though their lives in a
normal manner, they do mundane tasks, but they live for their pleasures whether it is their
wives or a game of darts. Many of those who fight for or against Inritius are neutral.
• Hope-Starved characters find it hard to do anything active even take a step outside their
normal acts. They live their lives in a pall, they eat their food, drink their drink go to their
jobs and go through the motions of their lives, however they have no true passions or
desires. Obliviated characters would not kill themselves for suicide involves the hope that
ending this life would result in something better even if it just means nothingness. Hope-
Starved characters are almost completely apathetic.
• Those characters that have chosen Oblivion are called, in the parlance of the Alliance,
the Corrupted. They have welcomed Oblivion and while they have no true desires of their
own they serve Inritius and his dark shadow with a great passion and inner fire. They are
able to spring into action and hey can conceive great works. The Corrupted are also willing
to pay for things with their lives if it serves the cause. Many say that the Corrupted have
found Faith in Inritius’s dark master.
Devotion to Hope or Oblivion almost always stems from a choice the characters made either
consciously or unconsciously. Those who consciously choose hope have pledged to stand
resolute against the spreading shadow caused by Inritius’s apparent ascension. Those who
have consciously chosen Oblivion either support Inritius personally or they believe that
Oblivion’s reign is right and just. Neutrality on the Hope-Oblivion axis is usually simply a middle
state, a state of not feeling compelled toward one side or the other. Many neutrals actually
have no idea of this axis. Most Animals and other creatures are Neutral, but animals have also
been known to become Hope-Starved.
On Geos, normal people don’t have faith, they have certainty. They know the Gods exist for
they have seen their works. They have seen the storm clouds boil across the skies, they have
seen the healing charms of the priests and they know in their hearts their gods are there. The
closest people have to atheism is the belief that the Gods are simply immortal, all powerful
demons, fairies, or angels (which actually isn’t too far from the truth). For people on Geos, not
believing in the Gods would be like not believing in the postman.
At character creation, the player should decide whether their character worships the standard
deity(s) for their race or whether they have taken to worshiping a different deity. Atheist or
Gnostic characters are very rare. Particularly pious or religious characters are expected to
carry a holy symbol of their god as a focus for the divine power they channel.
If a character wishes to actively engage with Divine worship and Divine abilities, they will
require a Faith rating. Under normal circumstances, the character would need to purchase
ranks of Faith, although ranks in certain skills, like Divine spell casting, provides free ranks in
Faith. Characters who select Faith as their minor access sphere at character creation gain a
plus one bonus to their Faith rating. Characters who select Faith as their specialist access
sphere at character creation gain a plus two bonus to their Faith rating [Note: Buying access to
the Faith sphere after character creation does not offer this bonus]. These bonus ranks. In
addition certain races start with automatic ranks in the Faith skill. Characters who manage
some work of divine importance such as creating a Cathedral, writing a work of divine
significance, converting a society, or recovering a lost divine relic may receive additional ranks
of faith or a permanent bonus to their faith rating. A Faith rating brings with it roleplay
requirements. Characters who fail to meet their Faith roleplay requirements will suffer an
experience penalty and if they continue to do so, they will suffer a penalty to their Faith score.
During the course of an average game a faithful character should actively attempt to discuss
his faith and his deity with others. Characters with faith ratings think about their deity a lot and
they have questions which they are eager to discuss and debate. The higher a characters faith
rating the more eager they are to debate and the more involved they get in such debates. If
the opportunity presents itself faithful characters should actively attempt to convert others.
Faithful characters should observe which races or groups are considered to be opponents or
enemies of their faith. As character’s faith ratings develop the intensity of their campaign
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against the enemies of their faith magnifies and eventually they are willing to die to kill an
enemy of their enemy.
Characters with a Faith rating are required to pray regularly. For characters with low faith
ratings this could be a quiet blessing or an invocation in their deity’s name. As characters Faith
ratings develop they regularly abase themselves and openly and vocally pray to their deity for
several minutes at a time. High faith rating characters should thank their deity for every spell
granted and for every divine ability fuelled. High faith characters should engage in prayer
before and after major encounters and they should thank their deity for every reward they
receive and for protecting them throughout the adventure.
Note: In the World of Geos Book, there is further description of the Religions and Deities
worshiped across Geos. In the Skills of Geos Book, there are rules for skills and advanced
skills related to Religion and Faith. In the Magic of Geos Book, there are rules for Divine Spell-
casting.
Argeads:
The Emperor: The Argead people worship their Ancestral Emperor; they believe that on his
death the emperor undergoes an apotheosis into a divine form. They also honour the living
emperor as he possesses divine blood and on his death he will ascend. Worship of the
emperor is usual and is favored by those interested in politics, the acquisition of wealth,
bravery and fortune.
Urbanus: The God of the Cities. The Argeads have always had a chief deity, but they seem
short lived; over time the god of thunder evolved into the god of buildings who evolved into the
god of armies who eventually evolved into the god of cities. Urbanus is a stable deity who
believes in slow progress and strong fortification. His worshippers only take calculated risks
and his temples are often huge. He is the god of cities, trade, wealth, buildings and civilization.
Keltoi:
The Triple Goddess: The Keltoi people worship their triple goddess. A single divinity form
made up of three lesser parts. The trinity is comprised by the mother called the Cerridwen, the
maiden called the Blodwyn and the crone called the Morrigan. They believe that those three
deities they cover the entire cycle of life.
The Cerridwen: The Keltoi mother Goddess is a wise mother who protects her children. She
is known for her mirror of all seeing which allows her to see the past, present and future. She
is all-seeing in a real manner. She is a goddess of sight and of the senses, she is a protector
goddess and she is invoked before childbirth.
The Blodwyn: The Keltoi maiden Goddess is a voluptuous maiden who is the perfect image of
a woman. She is known for her chalice; a single drop of liquid from her chalice will cure all but
the most mortal of wounds. She is a virgin goddess, but she is much desired. She is a goddess
of fertility, beauty, love and healing.
Cerunnos: The horned son of the trinity, Cerunnos calls all three deities mother. This deity
goes through an interesting cycle of life and death, or birth and rebirth which results in him
being his own father. His image is that of the green horned man. He is said to favour hunting
with a bow and with an axe. Cerunnos is a god of the hunt, of nature and of stealth.
Barbarians:
Cult of the Strong: The barbarians worship a pantheon of warrior gods. Their pantheon is led
by Odin the All-Father and is made up of Loki, God of lies and trickery, Thor, God of thunder
and lightning, Freya the Goddess of fertility and love, Heimdall God of guardians and Hel the
goddess of death. The host of the cult of the strong is made up of several other lesser deities
and the Valkyries who follow the pantheon as the Choosers of the Slain. Very little is known of
the religion of the Northmen by outsiders because they believe that their Gods are strong
enough to look after themselves and they do not talk of them often in the presence of others.
Elves:
Eirlys: The elves worship Eirlys, their goddess of all. Eirlys is believed to be the mother of all
goddesses and she is a sorceress of unmatched power. Among the other races she is
worshipped as the Goddess of magic. She is believed to have woven the weave of magic
which connects all things. Her son Cerelleon is a noble and just archer and he is invoked
before the council sessions.
Elemental Deities: The elves also worship the embodiment of each of the elements. The
deities associated with the elements are as follows Ignatius, God of Fire; Aquatus, God of
Water; Terras, God of Earth; Aether, God of Air and Glacius the God of Snow and Ice. All of
the Elemental Gods are respected by their worshippers for their powerful qualities. The
followers of each of the elemental lords respect the followers of the other elemental lords
although they often clash regarding the respective powers of their deities.
Melusine:
The Melusine worship their creator. She is a being of extreme purity that created her race far
away from the corruption that she saw in the land-walker races. The Goddess Melusine
named her people after herself; she is commonly believed to be the daughter of the sea and
the ocean. This Goddess is almost unknown amongst the land-walkers, although seafarers
have oft been known to worship the Lady Melusine before long or dangerous voyages.
Shirefolk:
Himtos: The Dwarves at their forge and in their underground caverns worship Himtos the
Lord of the Forge. He was a mighty dwarven warrior who used his hammer to forge the earth.
The dwarven god channels fire but recognizes the qualities of the earth. He is the God of the
forge of armour-smithing, blacksmithing, weapon-making and of iron.
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Taylor: The Hobbits at their play and in their travels worship Taylor the Wanderer. He is a
young god dedicated to excitement and new exciting things. The elves believe that Taylor was
created in a flash of belief after an elven sage, describing the elemental lords to a Hobbit in the
throws of wanderlust, mentioned the element of surprise. Taylor is the god of surprise, shiny
objects, wanderings, and fortune. Taylor seeks to never grow bored.
Gizmo Fireflash: The Gnomes at their tinkering and inventing worship Gizmo Fireflash. He
was a mighty tinkerer who channeled the power of fire from the heavens to Geos for the use of
mortals. Gizmo is a god of trinkets, usefulness and of invention. His temples often have
trampolines to propel his faithful into the upper levels.
Beastkin:
Lord of the Hunt: The feral beastkin worship their nameless Lord of the Hunt. He is a horned
dark robed figure who can take on any animal form. Theologians have hypothesized that this
godform is the same as the Keltoi God Cerunnos during the dark phase of nature. The
beastkin worship him that they will be successful in their hunt or that they will escape from the
next hunters to seek them.
The First: The beastkin also often worship the ancestral spirit of the first of their race. They
believe that in a place called the Happy Hunting Ground the first wolf perpetually hunts the first
deer and so on. They believe that these first animals are what the animals themselves
worship. Beastkin feel that the totems that they work with are aspects of the divine first form of
the animal.
Others.
Gaea: Those individuals who worship nature, either through Druidic practice or Nature magic,
venerate Gaea as the creator. The belief that Gaea is the closest godform to the actual creator
is fairly common. She is a goddess of creation, birth, rebirth and life. Her magic includes the
light and dark sides of nature, the light and dark sides of nature are represented by the twisted
thorn and the mighty oak. Gaea is a goddess whose power shifts and changes with the
passing of her seasons. Gaea’s daughters embody the seasons and are often prayed and
sacrificed to as the wheel of Geos turns. Gaea’s daughters are Autumn Willow, Spring Bud,
Winter Chill and Summer Bloom. Gaea’s druids have separated into a patriarchal and
matriarchal order called the Druids of the Moon and the Druids of the Sun; these druids
worship the deified form of the male sun Solaris and the feminine moon Luna.
The Ever-Changing One: In the wake of Oblivion’s attacks on the Creators world many
species of flora and fauna have been lost, many unique items are no more and countless
secret knowledges have been obliviated. The Cult of the Ever-Changing preaches that change
is the only way to survive and that stagnation and failure to evolve is what brought forward the
coming of Oblivion. This is only a small cult and cannot yet be truly considered a religion
because it is still in its youth.
The jewel glowed with a dull light, pulsing with power and energy. This jewel contained the
infinite possibilities of the universe. The Ultimate reached out and stars flowed from it’s
fingertips littering the pitch black of the void with shining diamonds of light. The Ultimate
concentrated and the jewel span, the god-form conjured each element in turn into the spinning
jewel. Fire came first and it lit the darkness with a true brightness; the jewel absorbed the heat
and energy of life for an age. The Fire would energize the jewel for all of time and that fire
would fuel the spinning of the world. Then came Earth and the Ultimate spun the essence of
substance out from it’s fingertips, the spinning jewel collected the strands and they clothed the
jewel in matter. As the jewel spun the collected Fire heated the Earth bonding it into shapes
and hardening those shapes to form the body of the world. From the earthen encasement
sprang mountains and volcanoes, vents for the energy boiling beneath the surface. Dents and
depressions were created also, vast areas where the crust was thin, and the power could
reach forth into the void. The Ultimate rolled a drop of fluid around it’s mouth collecting the
divine nectar and then allowing the drop to run from its tongue onto the spinning world. The
element of water met the divine heat and mist generated around the world. The liquid filled the
furrows and hollows creating rivers, seas and huge oceans from the shapes caused by the
way Earth hugged the eternal jewel. The Water flowed from space to space linking each ocean
with rivers and streams and tributaries. The Ultimate concentrated and breathed, as it breathed
it created the winds and the rains and it expanded the swirling mass of mist until it shrouded a
vast area of the void. The Ultimate smiled and from it’s smile came a brilliance which was
reflected through the mists and from that brilliance was created the sun and the paired moons.
The Ultimate reached within the mists and concentrated, its ageless brow furrowed with effort.
It generated life and death and fed that into the forming, spinning world. As it did so, the mists
parted and the world burst forth life. With that act was created grass and trees, and all manner
of plant life. Majestic trees stretched into the skies, which were now filled with the boiling mists
of creation. The Ultimate wove matter into strands of light and darkness which the spinning
world used to generate the animals; thousands of species so diverse and unique in their own
ways were generated in a single moment. On the forming world the birds soared, the fish
glided, the wolves hunted and myriad lives ended and started. Then the Ultimate generated
Spirit and Force, and added them to the gestalt magics that made the world. With this final act
the sentient races were created. First came the Elves long lived and fair, wisest of all, masters
of great magics. From underground caverns came the Dwarves, sturdy and tough, long lived
and skilled. From the darkest places of the world came the Orks and their kin, Trolls, Ogres,
and Goblins, green skinned, brutal and maliciously clever. The addition of spirit to the animals
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created a host of races blurring the boundaries between humanoids and beasts and with them
came all manner of other races, too numerous and diverse to name. Lastly the Ultimate
created the Humans, as strong as they were short lived, adaptable, their lives like the burst of
a match flame, brief yet vivid. The Ultimate then settled back and faded away.
For generations the world settled itself. Its populations developed skills and trades, languages
and traditions. They built their homes, supported themselves with agriculture. They met their
neighbours and developed the matched arts of communication and warfare. Each race
blossomed in its own area and approached the other races to purchase or steal their specialty.
Each individual of each race developed their own hopes, dreams and fears.
One night when both moons were full a young Keltoi tribesman sitting on the rocks outside of
his village called out and asked the darkness where the Ultimate had gone, where had the
divine force that shaped the world gone? And somewhere above, the Ultimate stirred. The
Ultimate formed itself into a spiritual diamond, a creation so vast and diverse that every
individual that looked upon the Ultimate saw a different deity or a different interpretation of a
deity, even though each of these deities was formed of the essence of the Ultimate. Several
deities were formed to answer the pleas of man and they in turn grew strong from the faith of
their people. The Argead worshiped their Ancestral Emperor and Urbanus, the god of cities.
The Keltoi people worshipped their triple goddess the Cerridwen, the Morrigan and the
Blodwyn, as well as the horned son of that trinity, Cerunnos. The barbarians worshipped the
Valkyries and Odin the All-Father. The elves worshipped the embodiment of their element and
Eirlys their goddess of all. The Dwarves worshipped Himtos the lord of the forge. The feral
beast-kin worshipped their nameless Lord of the Hunt and the Harsh Peoples worshipped their
brutal Godz.
As the civilizations on Geos settled one rapidly became dominant. The race of man called the
Argeads soon mastered their own resources and went looking for more. For more than an age
Argea was dominant, they fought the other races and soon subjugated them. The other races
paid homage and taxes to the Argead Empire as the price for their continued survival. The
Elves withdrew into their hidden forest cities, the dwarves into their mountain fastnesses and
the harsh peoples pulled back into the wastelands. Argea was dominant because of its unique
military maneuvers, superior military equipment, superior training, military discipline and a
unique style of anti-magic.
During the fourth age of the Argead Empire, a wave of apathy spread across the world and
various undead and demons appeared. The crown prince of Argea, Inritius, a young general
and the leader of the Scorpion Legion encountered a dark force. He appeared to win the
engagement and pulled back to Argea in victory. Once back in Argea the prince and his legion
kept to themselves. They practiced hedonistic rituals and they started a new cult to honour
Inritius as a living god. As time passed the emperor’s priests and advisors persuaded him that
the new cult could be a threat to the empire. The high priests went to Inritius to inform him that
his cult was against the will of the Empire and that he was under arrest. The prince laughed
and he and his legion turned into black mist and vanished.
In 2007, the Argeads called a great conclave of all the civilizations they had contact with. They
called the races of man, the elves, the shire-folk and some of the beastkin tribes to a
discussion of how best to fight the growing threat posed by Inritius. The other races mistrusted
the Argeads and resented them for the years of mistreatment. During the forging of the
Alliance the other races achieved great concessions from the Argeads in the form of the
revocation of draconian laws, land grants and reparations. The Alliance cost the Argead
Empire dearly, but they needed the assistance of the other races. A few months later a major
battle was fought by the fledgling Alliance against Inritius’s army of Horrors. The Alliance
suffered for the majority of the first battle, but the tide was turned when unlikely allies offered
support. Some of the feral beastkin tribes, the Harsh peoples and even the Drow elves offered
their support in exchange for recognition and a place in the new world order that would follow
Inritius’s defeat. The final battle was impressive and many world shattering spells were cast.
Eventually Inritius’s legions found they could not stand against the wide variety of magics that
were used against them. Using the last of his magic, Inritius Shadow Gated the remnants of
his army to his planar fortress. Inritius left only the weak and those who had failed him to be
slaughtered by the Alliance.
Following that battle the Alliance reshaped the world. The darker races of the Alliance
benefited from trade and exposure to the Argead Empire. The Alliance flourished, but Inritius
was far from beaten. His minions, his undead, his demons, and his Scorpion Legion continue
to harass the Alliance. There have been clashes between ancient enemies as shadow elves
and high elves, orcs and Argeads, feline beast-kin and wolf beast-kin live and work together.
The characters start their adventures in this new world. The Alliance offers some protection,
but Geos is still under threat. Whether your characters save or damn the world is up to you
and your actions.
The Argead people have sent out explorers but as such none have returned with anything of
note. The invading Northmen are the biggest sign of the existence of other peoples, they have
explained that they have come from the far north, a land where snow is present all year around
and that it is hard to farm, as such they have come here hoping to find a better life. The
Corsairs who sail the sea are rare on Antios as the Argeads have laws against piracy, but
those who have come abroad have told many tales of other lands and other peoples. Many of
the Corsairs tales refer to the Empire of the Rising Sun, a vast Empire to equal the Argead
Empire which is made up of an oriental people.
Chandlers Ford.
Chandlers Ford is a smallish Argead town that grew rapidly during the wars against Inritius as
it represented one of the major crossing points of the river Rom. It is believed that the town
used to be named for a Ford but that was dug out to better allow the barges to move up and
down the river; crossing the river is now done by the new stone, and older wooden bridge, that
span the mighty river. Many travelers stop to rest and purchase supplies in Chandlers Ford
before they cross the Rom and leave Argea proper.
The town has a fairly large and well equipped garrison and is designed to be easily defended.
The town has stout walls and even has a few arbalests designed for firing to the far side of the
river. The town itself only saw minor action during the Wars of Inritius, although it has recently
been having some difficulties with undead and feral beastkin.
The market place of Chandlers Ford is often an excellent place to shop as many craftsmen
who wouldn’t travel beyond the River Rom stopped there to trade and many even stopped and
made a life for themselves there. Now the canny shopkeepers make a practice of trading well
with travelers who pass through or trading with the boatmen who move their barges up and
down the mighty river. Chandlers Ford boasts several craftsmen of different crafts and
professions and one is usually to find what one needs in its market places.
The town has two public houses of note. The first is the Drunken Rat, a low tavern which will
serve anyone with a few coppers; it is a den of scum and villainy. The drink is cheap and often
stronger than you would expect. The site is known for its skilled maidens of vice and it is not
uncommon for there to be a red paper lantern at the top of the stairs. While private rooms are
available they are almost always full and most who want a night’s sleep end up bedding down
on the rushes that floor the main room. The landlady of the Drunken Rat is a grisly and scarred
hobbit so ugly that many believe her to be half ork; she earned her gold adventuring and
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retired to have fun. The second public house is the Honest Lawyer and it is designed to serve
those willing to pay its higher prices for better quality food and drink. This location is aimed at
gentlemen and ladies of rank. It boasts several excellent chefs and is believed to pay well for
exotic supplies and recipes. The bar is protected by several well armed and well trained
doormen who are kept sober and focused and who provide excellent protection for the bars
patrons. The Honest Lawyer has several well decorated, clean and safe suites for rent
although their prices are high. The landlord of the honest lawyer is an ex-Argead lawyer who
decided he wouldn’t make his fortune being an honest lawyer, so took a large bribe and bought
his pub.
Note: The racial advantages, disadvantages and statistics are solid, they cannot be swapped
around. It is sometimes possible for a character to opt out of something, but nothing is gained
outside of story/roleplay development.
Note: There are dozens of other races and templates in the Races of Geos Manual.
Mankind:
The race of man was the last created by the Ultimate. It was designed to be a balanced race,
capable of true beauty, true good and true evil. The Ultimate designed the human race to be
able to rapidly adjust and imbued in them the ability to change; the Ultimate believes that
humans are able to rapidly develop towards the perfection that they were capable of achieving.
After the creation of the flighty Elves, the grounded Shirefolk, and the harsh peoples of the
barren wastes, the Ultimate created Man. Man was built to be able to burn brightly and develop
rapidly. Man was designed to be superior, above the other races, or at least, so believe the
scholars of mankind.
The race of man is scattered across the world and is far more numerous than any of the other
races. Men have formed their own tribes, cities and civilizations across the earth. There are
very few places in the world where mankind has not been able to settle. In this part of Geos
the lands are dominated by the Argead Dynasty and men from the Keltoi tribes are common.
There are other races of man all over the world; these include the Barbarian Tribes, the
Shaman-Kin, the Orientals, the Amazonians and the Corsairs.
The Argeads venerate their emperors, living and deceased, believing that the emperor
assumes a divine mantle on his death. The current emperor is the Emperor Gaius Maximus.
Each of their older civic religions has been subsumed by a new one. Their civic priests drew
the power of the old gods together to create their new one. Their present Chief God is a god of
wealth and civilization called Urbanus.
Note: Argeads are based closely of the Roman people and can be considered to follow
Roman practices and procedures in most cases.
Role-play Hints:
• Judge others by appearance.
• Desire wealth and possessions.
• Speak well and attempt to retain courtesy at all times even when speaking to your
enemies.
• Seek knowledge.
Costuming Hints:
• Fine armour and shields are your best defense.
• White, red, crimson and gold are rich colours; purple is an imperial colour.
• In a combat situation the more richly dressed you are the more likely you are to be
captured and ransomed, instead of being killed.
Equipment Hints:
• Carry the correct piece of equipment for each task.
• Crossbows and fine swords are gentleman’s weapons.
• Bows, axes and large double handed weapons (except swords, spears and staves) are
for savages.
Costuming Requirements:
• A good quality costume. Your costume must reflect your status.
• Your costume should bear your family or personal crest.
• A slave character needs to bear a two square inch brand of his master and a slave
collar. Please see the slave flaw. A slave collar could be as brutal as a ring of iron or as
delicate as a fine silver chain.
Racial Benefits:
Racial Disadvantages:
• Past mistakes: Argead characters will often be doomed by the actions of their
forefathers. In times past the Argeads have attacked, slaughtered and wronged all of the
other races. The Argead’s new-found policy of peace and cooperation is not trusted by
those of the long lived “lower races” who remember their atrocities. The Keltoi especially
hate the Argeads for everything they have done to their people.
Keltoi People:
The only civilization of man that successfully avoided assimilation into the Argead Empire was
the Keltoi. They lived in the high mountain valleys and the glens in the great forests. They are
an intensely religious people and they protect their freedom with all that they have. The Keltoi
worship a powerful triad of female deities who are most commonly named the Morrigan (the
Crone), the Blodwyn (the Maiden) and the Cerridwen (the Mother); each possesses great
treasures and powerful magics. The Keltoi also honour the son of the triad; a great horned
hunter called Cerunnos.
The Keltoi raise large numbers of warriors, scouts and priests. There are very few Keltoi
knights who they see as heroes and even fewer Keltoi mages who are seen in a mix of respect
and dread. The Keltoi farm huge hordes of cattle and steal cattle whenever they can, seeing it
as a game. Many Keltoi men write songs for the cattle they wish to steal to lull the beasts into
being stolen. The Keltoi are led by a great clan chief who has temporarily united the clans.
Each Keltoi has two names, a usual name for common use and a soul name given to them at
their coming of age ceremony. A Keltoi’s soul name represents who he is and how he found
his name. Examples are Wind Speaker, Errant Spirit, Path Finder and Dawn Child.
The Keltoi nation is divided into many different clans, although, after their ages long conflict
with the Argeads there are very few clans remaining outside of slavery. The current clans are
the Dumnoni, the Eceni, the Siluries, the Cornovii, the Caledonii and the Trinovantes. The
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current Bretwalla (king) of the Keltoi is of the Dumnoni. The Eceni live on the Sacred Isle of the
Keltoi called Yns Mon and are seen as the spiritual authority of the Keltoi. The Eceni work to
interpret the words of the Gods and they adopt dreamers from other clans.
Note: No Keltoi character may start as part of the Eceni tribe. The Eceni can be found as a
separate race in the Races of Geos Rulebook.
Role-play Hints:
• The Keltoi way involves respect for the spirits and the spiritual. They have a great
respect for the living and consider the undead to be a true abomination.
• The Keltoi are extremely noble and will often not commit acts that are deemed as
cheating, unless it is done in jest; although, stealing cattle is an honorable thing.
Costuming Hints:
• Tattoos are often used to show key events in the character’s life.
• War paint and Celtic swirls are common, if not uniform.
• Kilts are commonly worn by the strongest of Keltoi characters. The wearing of tartan
was forbidden by the Argeads, but the Keltoi people took back the right to wear a tartan as
part of the Alliance concessions.
Equipment Hints:
• Axes and large swords are common, as is mastery of the bow.
• Excessive armour is a sign that you believe that your fighting skills are poor.
• Crossbows are a weak man’s weapon.
Costuming Requirements:
• A Celtic aspect to the costume such as tartans or kilts.
• The character is required to mark his face and body with woad and paint in Celtic
patterns.
Racial Benefits:
• Ancestral Spirit: Each Keltoi has an ancestral spirit which follows and protects him.
The presence of this spirit allows the Keltoi to ask Ref team to answer questions that the
spirit may know the answer to, each use of this ability costs the Keltoi ten Halo, the Keltoi
can choose to expend additional Halo in order to obtain a more detailed answer.
• Weapon Proficiency (Sword, Large Sword, Axe, Unarmed, Bow and Throwing
Axe): These skills are free to the character.
• Increased starting skill points: A Keltoi character starts the game with an additional
ten skill points, this means that the starting skill points for each Keltoi character is 35 rather
than 25.
Racial Disadvantages:
• Non-Eceni Keltoi may not purchase Ritual Magic. The Eceni alone have mastered ritual
magic.
A child born to Shirefolk parents who are of the same subrace is more likely to be of that
subrace, but it is not uncommon for two dwarves to produce a hobbit child. Because of the
nature of Shirefolk childbirth, it is common practice for the child to go to a family who is known
by the counsel to be ready to have the child; although the parents may elect to keep their own
child. The nature of childrearing in Shirefolk society leads to a situation akin to fostering where
the community as a whole raises the child. It is common for Shirefolk to have close
relationships with their birth and rearing parents. Shirefolk do have an abnormally large
number of still born babies, because of this when the mother is starting to show the priests
have developed a spell to tell if the child will be still-born and if so they abort the child. The
aborted children are treated as part of life for the Shirefolk, but their unformed cadavers are
taken to special temples to guard their unformed souls.
The Shirefolk are known for their craftsmanship and earthly passions. Fabricating, inventing,
parlaying, trading and business are the purview of these peoples. They are artisans and
artists, and true children of Geos in their temperaments and traits. They complement each
other and inter-group trust is almost automatic. Each subsection has their own ways of
interacting with other races and the outside world, but they will almost always support each
other. Normally this means that each subrace of the Shirefolk only interact for extended
periods of time with the other races when they’re under contract, traveling, or seeking
business. With the Inritius situation, however, the Shirefolk changed their usual rule of non-
interference due to the urging of the Gnomes.
Approximately three years ago, Gnomish astronomers and astrologers were reading the stars
for omens and mathematical theories when they found a new set of stars. Not only had these
stars never been seen in the sky before, but their alignment was unnatural and a few of the
stars in the cluster even overlapped. The portents the astrologers read from the new
constellation were terrible and brutally nonsensical, although they displayed a consistency that
suggested a hidden message. Even the specialized Gnomish measuring tools could not
translate the message properly, though perhaps they were the only ones with a chance of
doing so. The Gnomish Council of Peers, the wisest of each “trade” (the general headings of
Technicians, Scientists, Alchemists, Mages, Astronomers, and Tradesmen) met and discussed
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this puzzling and worrisome phenomenon. During their meeting, the sky slowly drained of
colour and tinted the world an ugly violet. The Council looked up and realized they were
watching an unscheduled lunar eclipse. Doing an augury and reading the stars, the message
they had been attempting to interpret had suddenly been made clear; it read, “Darkness is
growing. Fight for light or everything is lost.”
Alarmed into quick action, the Gnomes called the Hobbits and Dwarves in to a grand council.
They told them of the forewarning and confirmed the Dwarves and Hobbits had been
approached over the last few years by other races, mostly the Argeads, to help them with a
war. Shirefolk usually have a ‘live and let live’ philosophy, and viewed this as a human
problem. Now, however, there was no mistaking that the Gnomes were probably the only race
who could have interpreted the eclipse’s message. All three groups agreed that to attempt to
derail the dark fate portrayed in the stars, they must add their lot to that of the humans and
help defeat the ‘darkness.’ For this reason the Shirefolk have, for the first time in any memory,
united together while allying themselves with other races for a greater goal.
Each Shirefolk subrace brings valuable skills to the Alliance against Inritius. Allowing them to
work together, of course, makes them much more valuable, and since each subrace balances
out the other two, the Shirefolk are fairly self-sustaining as a resource.
Note: While Shirefolk are looked down upon for being short in stature they are actually not
much shorter than the other races. The description of the Shirefolk as ‘half’lings comes from an
old racial stereotype which is no longer true. As such there are no height restrictions on playing
a Shirefolk.
Dwarves:
Dwarves are the keepers of tradition in Shirefolk society. They are the master craftsmen,
priests, and law-keepers of their kind. They are the only Shirefolk who are commonly able to
grow beards, and their beards are extremely important to them. Dwarves are the embodiment
of the stability of the Earth, therefore they are slow to anger, but they can erupt like a volcano if
antagonized for long enough. They have a natural distrust of new ideas, foreign ways, and
experimentation. They have developed their methods and techniques over millennia, and each
piece of craftwork they make is of unquestionable quality; this is also why Dwarves don’t
haggle; the price of an item is firm.
Dwarven etiquette is hierarchal, and any challenge to a Dwarf of higher station must first follow
the proper lines and rules. A Dwarf who wishes to challenge the word of one of higher station
or rank must first acknowledge that Dwarf’s station, rank and accomplishments. To not do so is
not only an insult to the Dwarf, but to his line and house as well. Dwarves have an
unshakeable sense of honour and an unimpeachable word (they see absolutely no cause to
lie.) Based on this, they expect to be treated as the trustworthy people they are. Those who
question a Dwarf’s word do so at their extreme peril. Slights to a Dwarf’s honour are a sure
and immediate way to earn their wrath. A Dwarf will never forget a slight and an angry,
vengeful Dwarf will fight like a well-trained machine until all foes are vanquished. Dwarves will
never promote war or strife, but will see it to its end, until there are no more opponents or
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engineers of war against the Dwarves. Their creed is “War to the death,” for Dwarves are
sworn to fight until their enemies are destroyed. Picking a fight with one Dwarf means picking a
fight with ALL Dwarves.
Despite this part of their nature, Dwarves do not go looking for violence, nor do they start wars
with other races, preferring to be left alone. Generally calm, lucid and reasonable, their warring
attitudes are merely a reaction of resolution to extreme threats. The Dwarven demeanor can
best be described as coming off as taciturn, curmudgeonly and cheap. Dwarves are
practicalists and see no reason to beat around the bush or embellish; they talk straight and can
be rather tactless. In Dwarven society, however, speaking plainly and honestly is a valued trait.
Races who specialize in flamboyant words and pretty phrases are less likely to be trusted by
Dwarves, the High elves, as elven politicians, are rarely trusted and bards are appreciated for
skill but not for humour.)
Dwarves may seem cheap, but they are in actuality just frugal (although to most other races
that is merely a matter of semantics). Despite their parsimony, Dwarves appreciate and value
well-made goods and have a special love of gems. Seen as the embodiment of the perfection
of Earth and time together, Dwarves do not value gems merely for their monetary cost, but for
their rarity, quality and cut. They are true connoisseurs. Metalwork goods are their other
specialty, one they take a painstaking amount of time and effort in that few others would be
able to perfect. Dwarven armour, weapons and luxury items are of unsurpassed quality and
beauty, proving that, despite how gruff or practical they may be, Dwarves are true artists.
Dwarves view other races with at least a slight bit of suspicion. Other Shirefolk races are given
much more leeway than any others. A Dwarf will always trust a Shirefolk’s word over someone
else’s, unless it is quite proven that the Shirefolk was lying (which they almost never do when it
comes to Dwarves, since they know the consequences). For their part, Hobbits and Gnomes
rely on the Dwarves’ stable natures and enduring strength and loyalty. These are the traits that
the Dwarves bring to the group known as Shirefolk.
Historical Note: In ages past some dwarves pulled away from the other Shirefolk and created
their own civilizations deep under the mountains, they found that by avoiding contact with the
other Shirefolk they started to have almost all dwarven children. The dwarves of these ‘lost’
cities started to believe that the dwarven line was stronger than the line of the other Shirefolk
and they had a very fascist attitude with this belief; however, without the sense of the gnomes
and the lightheartedness of the hobbits these cities fell to enemy invaders, civil war or the
forces of Inritius. Some of these Dark Dwarves have survived and now serve Inritius, for more
information on the Dark Dwarves please see the Races of Geos Handbook.
Role-play hints:
• Be reserved.
• You have little patience for stupidity or silliness, unless it comes from a Hobbit and even
then do not encourage it.
• You are resistant to change and should place serious weight on tradition.
• Automatically be on guard should someone attempt to sell you something.
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• Be gruff and make your answers to questions as to-the-point as possible.
• Only offer help to other Shirefolk; only offer help to other races if asked first.
• Respect your race’s elders and your betters by status.
• Be more patient with Shirefolk than they probably deserve by Dwarven standards.
• Take good care of your belongings, which should be well-made.
• Do not lie.
• Do not haggle.
Costuming Hints:
• Wear simple and practical but well-made clothes, though they should denote your rank
and station in some way (quality, design, ornamentation.)
• Dark earth tones tend to be favored.
• For combat dress, heavy armour is your preference, again functional over decorative,
but very well-made with some denotation of your rank and station.
• You should have a long beard; the older you are and the higher your status, the longer it
should be.
Equipment Hints:
• Always, always carry whatever tools you need for any trades you practice.
• Make the highest quality of everything that you use, or purchase it from another Dwarf.
• If you are a warrior, carry a hammer and an axe.
Costuming Requirements:
• Your PC must have a beard. It must have a beard length equal to 3 x your social rank in
inches. Having a beard longer than you are entitled is an extreme offense to other
Dwarves. This is even true for women.
• Beards are often highly adorned and braided. Those knowledgeable about Dwarven
braids will be able to tell your role, guild, etc.
• Dark earthen tones are a must. A dark knapsack for your equipment and smaller bags
for other necessities is also required.
Racial Benefits:
• Dwarves start with Craft Arms and Armour at Rank 2 for free.
• Dwarves start with Craft Generic (Gems/Blacksmith/Jeweler/Stonemason or Tanner) at
Rank 2 for free.
• In regards to production skills, when a dwarf is working alone on a project the effort
required to create the item is halved in regards to metal working and stone-crafting.
• In regards to stacking armour dwarves can stack an additional medium and an
additional heavy layer.
• Dwarves are very resilient to poison and disease. For usual terms the effects of these
things are halved, for instance a usual poison causes one constitution damage per ten
minutes for dwarves it does 1 constitution damage per twenty minutes. See the referee for
the effects with unusual poisons and diseases.
Hobbits:
Hobbits are the explorers and adventurers of Shirefolk society. Many other races think them to
be stupid, but this is untrue; they are merely insatiably curious, to the point that it overwhelms
their common sense. They are childlike, innocent, light-hearted and fond of practical jokes.
Music and artwork are the only things that they are truly passionate about. Everything else falls
under the “Que sera sera” category to them. They go through life with a light heart, and regard
those who don’t do so with well-balanced and gentle humour. They love new objects, things of
interest and pretty items, especially pretty items in the possession of others. Hobbits aren’t bad
by nature, but they have an equally liberal view of ownership to complement their easy-going
philosophies. Hobbits often ‘acquire’ things during the course of their lives, these are things
that interest or entertain them that they gather to examine later; Hobbits rarely steal for
malicious, greedy or jealous reasons. Anything they successfully ‘acquire’ is clearly supposed
to be in their possession, at least for now. There are few things a Hobbit will not pick up during
their travels, however, they will always respect the rightful place of works of art such as music
or masterworks that an artist has worked hard and honestly on unless they are being misused
or mishandled.
For their own trade, Hobbits specialize in tailoring, weaving and leatherworking. Superior
clothing and light armour come from the hands that can also pick a well-concealed pocket. The
Hobbits themselves prefer to dress in jewel-bright colours and eye-catching designs. Not
ostentatious or overly accessorized, their clothing is instead made of fine, bright fabrics in
unusual cuts. They are also quite skilled at putting in unseen, clever pockets for storing and
hiding their pilfered goods. Anything properly made by a Hobbit is guaranteed to wear very well
and outlast most other clothing or leatherwork. Hobbits do, however, reserve the right to sell
substandard goods to those who they feel have earned a pranking, either through their
attitudes or actions.
The Hobbits’ easy-going nature and sense of humour give them a bonus when making new
friends and allies. Their guilelessness puts even wary races at their ease. Their insatiable
curiosity gives them an equally insatiable wanderlust, a need to explore the world and its
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wonders. They have a fine appreciation for the good things in life, which they can use to
bargain or sell goods. Their peacefulness makes them good diplomats, Hobbits feel
tactlessness and rudeness are completely unnecessary, although their concept of etiquette is
often different to that of other races. Strangers bearing gifts, items for trade or stories are
always welcome at their camps. They especially love good jokes, dirty limericks and clever
bawdy stories. They love riddles and question games to occupy their quick minds (they also
love annoying others with these games.)
The Hobbits’ love of riddles and stories can represent itself in surprisingly good Bardic skills.
Hobbits have a secret love of music and art, something they express themselves with privately
for the enjoyment of the Shirefolk only. The very rare members of outside races who have
seen a Hobbit perform or create art know that the Hobbits’ reputation as childish ne’er-do-wells
is merely a convenient mask. Hobbits value art and beauty: both their own and that of others.
They will never willingly destroy objects of true beauty. Objects that are in danger from others
will mysteriously disappear. A very few Hobbits display their talents as Bards, these Hobbits
are exceptionally quick-minded and crafty, they use their surprising skills to escape blame
when they are accused of other, less legal, actions.
No matter how far or high or low a Hobbit travels, he or she always returns to the hills and
fields of their birth. Hobbits past the age where they can travel or fight with speed and ease
retire to work the lands of their folk. As farmers, Hobbits enjoy the stable seasons of the Earth,
and despite their seemingly lazy ways, are actually quite good at working hard for their
harvests. Older Hobbits who farm work hard at their tasks and play with as much enthusiasm
after them. Those aged Hobbits who choose not to work the verdant lands of the Shirefolk use
their travel and stealing experience to become traders and diplomats. They specialize in
international prices for goods, interracial customs and laws, where to get good items and the
best shipping routes. Hobbits prove their frolicking time was well used when they can deal with
any people in any land to sell just about anything.
Note: All Hobbits are Hopefully aligned. While it is possible that some Hobbits could succumb
to Oblivion this has not happened yet.
Role-play hints:
• Smile a lot and be the first to laugh at every joke. Share this knowledge with anyone
nearby.
• Never take anyone, especially yourself, seriously.
• Inquire about everything; always let your curiosity get the better of you. For example “I
wonder what this button does…”
• Hobbits are able to take in more information than most people and rarely forget
something they see or hear even if it seems as though they are distracted when they
experience it.
• Prank anyone who seems too serious for their own good, as long as you’re pretty sure
you won’t get hurt, or caught.
• Use jibes and jokes when daggers and kicks aren’t necessary.
Costuming Hints:
• Wear bright colours, unless trying to be stealthy.
• Should have many pouches and pockets and perhaps even concealed ones.
• Battle wear would include light armour and the like, and should not impede movement
too much during a fight. Always have something interesting to pull out of your pockets.
Costuming requirements:
• Feet must appear bare and hairy (wear appropriate footwear, but alter them to look as
though they are bare feet.) Jewel-bright colours and interesting cuts for clothing.
• You must choose one signature piece of clothing, i.e. a jaunty hat with a jauntier
feather, which the character must always have.
Racial Benefits:
• Hobbits start the game with Pick Pocket rank one.
• Hobbits start the game with Open Lock rank one.
• Hobbits start the game with Hide rank one.
• Hobbits may choose to start the game with Bardic Performance Rank 1.
• The effort required to make leather goods or fabric goods is halved for Hobbits as long
as the task can be completed in three days and they are working alone.
• Hobbits start the game with Appraise rank two.
• Hobbits start the game with an Agility multiplier of 2 rather than 3.
• Hobbits find it much easier to resist the corrupting power of Inritius’s magic.
• Hobbits have +4 Willpower against all fear effects; however, if they are within this
threshold the character must approach and be interested in the source of the fear.
• Hobbits are naturally lucky; this will be adjudicated by the referee team. If a situation
arises where you feel luck would be a factor please consult the referees (overuse of this
power will make it less effective as everyone’s luck runs out sometime).
Racial Disadvantages:
• Hobbits are believed by many other races to be thieves. This makes it hard for them to
be accepted by some races.
• Hobbits are naturally weak. Their might multiplier starts at 4 rather than 3.
• Hobbits may not purchase Strength above rank 3.
• All Hobbits automatically suffer the flaws Insatiable Curiosity and Overactive
Imagination.
Gnomes make their homes in low hills near arable land. They live in the Earth, like Dwarves,
but close to the fields like Hobbits. They can also be found living in trees, depending on the
needs of their families or necessities of their studies and experiments. Dangerous experiments
are always done under the Earth to minimize the risk to others. Engineering, building
machines, stone-cutting, gem-work and alchemy are the Gnomes’ best skills. Carpentry and
brewing are lesser skills that they also often possess. Their favorite gemstone is the diamond,
which they value for both its value and its ability to retain and refract light, their second
preference being coal (due to its amazing usefulness).
When speaking of magic, alchemy and the sciences, all Gnomes have a natural interest and
skill. Gnome society has a stunning array of astrologers and astronomers as well, since time,
cycles and the celestial order of things comprise the greatest working machine of all. Gnomes
apply their unending curiosity about what makes things tick to the universe in general to try
and define how it applies to practical things and peoples. In this, they quest for nothing less
than a complete understanding of the cosmos’s workings. Because Gnomes deeply respect
wisdom and knowledge, they carry that respect to the methods that rule how anything works;
magic, growing things, time, stars, energy and balance. This is also why all Gnomes follow a
Lunar calendar and strictly follow the festivals and portents it provides (eclipses are seen as
particularly important due to their effect on creatures and tides.) They have so many festivals
that some outside races mistake them for Hobbits, who will take any excuse to celebrate.
Because Gnomes understand and appreciate the necessity of balance in all things, they
naturally oppose those who despoil; especially Goblins and Ogres, who not only despoil but
are ancient racial foes for consistently targeting the Gnomes and Shirefolk. Some Gnomes
choose to farm more unique crops and they enjoy caring for living things because they work on
a cycle; they enjoy working with Earth because of the properties and mysteries of its makeup.
No matter what task a Gnome chooses to do, however, they are diligent workers who enjoy
their leisure time and festivals with equal enthusiasm.
Like Hobbits, Gnomes like a good tale and are often skilled tellers. Also like Hobbits, Gnomes
are tolerant and good-tempered, but dislike rudeness (they take Dwarven “straight talk” with
good humour because they trust the source.) Like Dwarves, they are fastidiously hard-working,
but whereas the Dwarves rely on millennia of traditions and honing to perfect their skills,
Gnomes research and adapt theirs as things change. Gnomes prefer the company of other
Gnomes; they don’t dislike other races, but have a practical view of outsiders’ lack of
understanding on how the Shirefolk work. People who do manage to befriend a Gnome are
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adopted into that Gnome’s family. Gnomes require a nightly hearth fire to gather around.
Missing this necessity lowers their morale. Gnomes need to be able to connect with their kin
around a fire for communication and community. Star Reading is a popular pastime at
Gnomish fires when camping out and they often tell the tales of how the stars got there or were
named or moved around. Some of the more arcane and ancient magics, along with the
alchemy they possess, are sometimes displayed at these gatherings for very special
occasions, including illusion magic which is favored by Gnomish ancestors.
When Gnomes travel, it is to begin to satisfy their enormous curiosity about the mysteries of
the world. They do, of course, have an especial interest in anything mechanical, magical or
scientific. They will spend an immense amount of time and an even more immense amount of
wealth researching anything that promises to be worthwhile. They even use travel as an
experiment, testing their philosophies and theories to see if they need to be revised or
adapted. Gnomes also do double duty as diplomats and philosophers, helping to promote the
Shirefolk and their skills.
Roleplay Hints:
• Gnomes are very logical about their curiosity. Any working mechanism interests them.
• Gnomes are not easily offended and will ask questions despite others’ prejudices.
• Gnomes hate waste and view it as unnecessary. This also means that they do not
favour races that despoil or waste like Orcs.
• Gnomes are the middle ground between the airy Hobbits and the solid Dwarves.
• Gnomes will always automatically trust and cooperate with members of their own race
first, although they are not averse to having allies.
• Gnomes always take opportunities to learn.
Equipment Hints:
• Gnomes tend to wear aprons and/or multi-pouched belts that hold trade tools or
components for magic/alchemy.
• Gnomes tend to always have the tool or spell component necessary for any reasonable
task.
• Gnomes tend to be adaptable to any situation and have the objects to aid this.
Costuming Hints:
• Gnomes tend to wear strong colours with designs and decorative shoes.
• Whatever a Gnome wears should be a solid colour with some type of at least
reasonably intricate design on it.
• Gnomes really like hats of all kinds.
Costuming Requirements:
• All Gnomes have big noses. They’re a sign of status, and the size of your nose should
reflect your rank or potential.
• Clothing comes in solid colours and shoes are optional.
• Gnomes must have the accoutrements of your trade visible; books and pouches for
spell components for mages, tool belts for technicians, measuring instruments and books
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for scientists and general reference articles for any other occupations. When others look at
a gnome, the gnome’s profession should be obvious.
Racial Benefits:
• Gnomes are very focused on intellect tasks. Their base multiplier for Intellect starts at 2
rather than 3.
• Gnomes are extremely social characters. Their base multiplier for Connection starts at 2
rather than 3.
• Enhanced Crafting: For Gnomes as a race, the effort required for scribing scrolls,
herbalism, gem cutting or alchemy tasks is halved as long as the character is working
alone. Each individual Gnome feels a calling towards one or two of the above crafts, at
character creation the Gnome should decide which one or two of those crafts they wish to
benefit from Enhanced Crafting with.
• Gnomes may take Lore Mechanics Rank 2 (Rare) for free at character creation.
• Resist Illusions: Gnomes resist illusions as if their Willpower was four points higher. In
addition, the referee team will commonly give Gnomes additional clues when they are
dealing with Illusions.
• Illusionists: If a Gnome pursues Illusion magic and ever manages to find a teacher,
then the Gnome halves the cost required to attune to that exotic school of magic.
• Star Reading: During the set-up phase of each game, a Gnomish character can
approach the referee and ask what the stars foretell will happen this day. The Gnome may
choose to be given a general reading or may elect to know what the stars suggest about a
certain topic.
• Gnomes may choose to start the game with Bardic Performance Rank 1.
• Enhanced Lore: Gnome characters generate free lore skills at twice the rate their
Intellect modifier suggests. Normally a character generates one free point of lore skill per X
games, where X is their Intellect modifier.
• Gnomish Technology: Gnomes tend to tinker with things in an attempt to make them
work better, but they normally just make them more complicated. If a Gnomish character
wants to acquire a piece of technology, then the boon cost for that piece of technology will
be halved, assuming that piece of technology is suitable for Gnomish design.
Racial Disadvantages:
• Weak Form: Gnomes are naturally weaker so their might skill multiplier to start the
game is 5 rather than 3.
• Gnomes may not purchase Strength above Rank 3.
• Gnomes may not purchase Weapon mastery above Rank 3.
• Gnomes tend to be more likely to flee than any other race; their Willpower against fear
is considered to be four less than it really is.
• Un-Burdened: Gnomes cannot wear more than six points of hindrance per location.
• Gnomes cannot become psionically active.
The Elves enjoyed their place as the Ultimate’s first race and they became arrogant and
narcissistic. They were convinced that the Ultimate had chosen them to inherit and rule the
world. After the Ultimate had finished creating the Elven peoples they lived in relative harmony,
for about ten minutes. Soon after this the Ultimate learned the problem with her experiment;
each of the Elven races believed that their magic was superior and they were willing to kill to
prove it. The biggest clashes came between Elves with opposing forces of magic: for years the
Elven races bickered and battled amongst themselves although eventually the Dark and Death
Elves made a bid to rule the Elven peoples. During this Kin-Strife war the Elven kingdom was
sundered. The Dark and Death Elves retired to live together far underground and the light and
life Elves, who had been conscientious objectors throughout the struggle, were unwilling to live
with their kindred on whose hands they saw the blood of their kin.
The new Elven Alliance was made up of the Water Elves, the Fire Elves, the Earth Elves,
Nature’s Elves and some scattered members of the rarer Elven races. However the Elven
Alliance could not decide who would rule their new civilization. The arguments grew heated
and nearly evolved into another war when an old Nature’s Elf called Oaken Owl suggested that
the only Elves who could rule were those who had achieved a balance in their magic. A mixed
group of Elves from the major and minor Elven races underwent a ritual and created
themselves into a new breed of Elves, they called themselves the high Elves because they
were created to rule. The Elven Alliance was just starting to establish themselves; they rebuilt
their cities, repaved their roads and the mines and harvests became profitable again. However,
the Ultimate’s next experiment, the race of man, clashed with the Elven Alliance; the Argead’s
combination of tactics and null-magic soon prevailed and the Elves submitted to the Argead
Empire. To public view the Elven cities capitulated and paid their taxes, but the three great
Elven cities stayed concealed and continued to thrive.
Role-play Hints:
• The High Elves are made up of those Elves that were willing to give up their innate magic
for the betterment of the Elven peoples. As such their arrogance is greater than the general
arrogance of the Elves.
• The High Elves are convinced that their actions will save the Elven people, as such they
are often willing to commit acts others would deem unthinkable because they can almost
always see the gain in a tragedy.
• High Elves work hard to avoid stains to their honour.
• High Elves defend their word and uphold their status.
• High Elves are not true pacifists, but they will rarely open hostilities themselves.
• High Elves are very arrogant.
Costuming Hints:
• High Elves are the diplomats and nobles of the Elven alliance and their costumes should
reflect that.
• A large part of a negotiation is through a display of power; High Elves wear a lot of jewelry
and carry fine equipment to show their status. They also often travel with an entourage.
Equipment Hints:
• High Elves do not use the tools of the barbarian, this includes axes and furs. Try to use
tools and weapons of finesse and not crude blundering objects.
• High Elves use items of the finest quality you can afford. Avoid using second class or
damaged items.
Costuming Requirements:
• High Elves must have a good quality costume. This costume will be well cut and must be
clean at the start of each adventure. They will usually not wear furs as they deem it
barbaric, but a touch of fur lining is permitted in cold weather.
• High Elves must have pointed ears.
• High Elves must have silver or gold tinted skin.
Racial Benefits:
• Masters of Magic: High Elven characters are masters of many spells. A High Elven
character starts with minor access to four lists and major access to two lists. When an Elf
Racial Disadvantages:
• High Elves do not start the game with a specialization, nor do they gain Elven Sorcery with
any list. It is possible for High Elves to purchase specializations and spell list access later
as normal characters do. However, whenever a High Elf wants to purchase a new list, or
better access to a list, the High Elf must be able to purchase the list and its opposing list at
the same time in order to retain the balance of magic. A High Elf purchasing two lists at the
same time pays the standard cost for both lists. Before a High Elf can learn any Exotic lists
he must have at least that level of access in the parent list and in one of the two major lists
to which that Exotic list is opposed.
• Elves are arrogant, slow to learn and slow to understand, it often takes them a year to learn
something a human can master in a month. In game terms this will mean that each award
given to an Elf with be five experience points less than the same award given to a human.
• High Elves are frail of body. High Elves find it harder to master might skills and as such
start with an additional multiplier cost to learning might skills.
• High Elves must be balanced in the spells they know as well as well as in the lists they
possess, as such a character can only learn a new spell if he can acquire the parallel spell
on the opposing list at the same time. This also works with crafted spells; as such a High
Elf cannot learn a second (or third) spell of any given level on any given list unless they can
also learn a second (or third) spell of that level on the opposing list.
• High Elves struggle with the balance of magics within them. They must spend a period of at
least 15 minutes in silent meditation during each game. The meditation calms the High Elf
but doesn’t allow him to regain mana, willpower or halo. If the referee team feels that a
character is becoming unbalanced then they will approach the character and tell him that
he needs to meditate. Failure to meditate or continuous in-balances towards one list over
its mirror will cause the High Elf to breach the original ritual; the most common effect of this
is for the High Elf to lose one half of his lists, or one pair of lists, although, the breach of the
ritual could, in theory, damn the entire High Elf race.
• High Elves were made to be diplomats, as such; a High Elf must attempt to find a fair and
reasonable settlement to any issue, argument or disagreement. They are also required to
accept fair offers and be willing to negotiate.
• Scholar: All High Elves start the game with one Free Lore Skill rated Secret at level 2.
• Enhanced Etiquette: High Elf characters generate free etiquette skills at twice the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.
Role-play Hints:
• Air Elves are constantly curious. They are very interested in everything and tend to have
a question for every situation.
• Air Elves often wander the world and usually learn many things.
• Air Elves often know a little bit of everything.
Costuming Hints:
• Air Elves do not have a typical look. It is common for Air Elves to wear mismatched
costumes made up of things that they think look trendy. Their costumes tend to be touched
by every culture they have visited.
• Air Elves favour scarves and swatches of fabric which they wrap around various parts of
their bodies.
Equipment Hints:
• Air Elves do not tend to over burden themselves by carrying anything unnecessary.
• Air Elves tend to carry only minimal equipment.
• Air Elves tend to carry items that intrigue you.
Costuming Requirements:
• Air Elves must have pointed ears.
• Air Elves must have pale tinted skin.
• Air Elves must wear mismatched, bright, intriguing costumes.
Racial Benefits:
• Tourist: All Air Elf characters start the game with 15exp worth of free lore or etiquette
skills that they picked up in their travels.
• Sorcery: An Elf who chooses his natural sphere of magic as his specialist list gains the
use of sorcery with that list.
• An Elf gains the use of a spell which shapes his natural form of magic in a new way.
Purify Air: For ten halo, an Air Elf can cleanse the air in an area no larger than a five metre
cube [This is a level 4 spell]. Control Breath: For ten halo an Air Elf can control his own
breathing, removing the need for him to breathe for ten minutes. An Air Elf can use this
ability on an ally for thirty halo [This is a level 4 spell].
Racial Disadvantages:
• Frail of Body: Air Elves are frail of body. Air Elves find it harder to master might skills
and start with a Might multiplier of 4 rather than 3.
• An Elf purchases spell access to lists that oppose his natural list in the same way a
normal character purchases lists that oppose his specialty, if the Air Elf is also an Air
specialist then the cost increase is doubled.
• Each breed of Elves is tied to their own sphere of magic and it has shaped their
personality and the way they react to things. Like when a character gains a specialization
the Elves personalities are affected by their element. If the Elf gains specialization in that
sphere as well the effects are tripled.
• Flighty: Air Elves find it extremely difficult to concentrate and meditate. This is, in its
own way, as extreme as the Overactive Imagination or Insatiable Curiosity flaws, but is
different to those flaws. When an Air Elf with a meditate skill meditates, it takes twenty
minutes before he starts gaining that attribute.
• Unfocused Learning: Most Elves are arrogant and slow to learn; however Air Elves
are not, however, their flighty minds find it difficult to process what they have learn in a
meaningful way. In game terms this will mean that each award given to an Elf with be five
experience points less than the same award given to a human.
• Chthonic Discomfort: Air Elves are creatures of freedom and movement, they long for
a breeze and for large open spaces. Many Air Elves become claustrophobic as soon as
they enter small spaces, but all Air Elves get uncomfortable when they are surrounded by
earth such as when they are in caves or caverns. Air Elves are terrified of being petrified as
that would literally make them earth.
• Anti-Smoking League: Smoking is spreading rapidly across Geos. It used to be mainly
practiced by shamanic tribal people as part of their rites, but now Shirefolk, Humans and
Hordelings are picking up that habit smoking tobacco and other herbs which cause various
effects. Air Elves hate smoking, they feel that choosing to inhale polluted air is positively
criminal. Air Elves tend to react explosively when the witness people smoking.
Nature’s Elves:
These Elves are the children of nature. They are possibly the most natural creatures alive.
The Ultimate gave them guardianship over nature herself. They do not reveal themselves until
they want to be seen. Nature’s Elves are at one with nature and are the born protectors of the
land. Many become rangers or druids of the land. Should anyone bring harm to the forests or
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its creatures the forest Elves will extract vengeance for the earth and for this they are blessed
with attributes that reflect their dedication. Any Nature’s Elf that turns down aid to a true
protector of Nature is brought to justice by the Druid Council.
As the second most populated breed of Elf, Nature's Elves may be discovered in almost any
biome, undeveloped or close to civilization. These Gatherings, as they are called, can range in
numbers from small tribes to massive collections of naturally grown houses. Each gathering is
focused around a Druid, who dictates the movements of that tribe. In turn, that Druid's actions
are usually watched or monitored by the shapeless and formless Druid council.
The earliest of gatherings simply lived in and amongst the branches or underbrush of their
predominant species of plant or tree. While it is still common for these people to live
unsheltered, Druids have taken new practice to coax the trees and roots to develop huge
cavities in which these Elves now live in. The variety of constructs is almost unlimited,
depending on the local flora. Recent accounts of Nature-kin's living quarters speak of ancient
bulbous trees, massive hollows of fungi and root-born sub dwellings. While it has never been
once confirmed, it is mythed that the greatest gatherings of Nature’s Elves bear grand druids
encased in the cores of trees who communicate by thoughts and vibrations; as fantastic a
story as that is, it is not beyond what Nature's Elves have already proven in their crafts.
Nature's Elves abstain from eating killed plant life; they prefer the remains of animals instead.
While this practice may vary by gatherings, individualism and by influence from other cultures
(some have adopted the act of eating fruit from other forests), traditionalist Nature-kin refer to
this diet as a mandate. A fundamentalist diet for a Nature-kin may include meat from kills, cuts
of fat, fermented pig's milk (a drink named Aatya) insects, eggs and ground bone-meal which
is used to make a variety of unusual breads. It is a startling thing the first time many witness
the Nature's Elf mealtime act of eating bones whole.
Role-play Hints:
• Nature’s Elves should always obey the Druid Council.
• Nature’s Elves should always give aid to Nature’s protectors.
• Nature’s Elves should not take unnecessary action.
• Nature’s Elves should not hesitate when action is needed.
• Nature’s Elves should not, under any circumstances, harm nature.
Costuming Hints:
• Your costume is designed to be camouflage. Make it from browns, greens, plant life,
etc. Don’t make it one piece; rough edges make it harder for you to be spotted.
Equipment Hints:
• Nature’s Elves should not carry anything they do not need.
• Nature’s Elves prefer to use bows, and fast light weapons.
• Nature’s Elves tend to avoid heavy armour and shields larger than a buckler.
Costuming Requirements:
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• Nature’s Elves must have pointed ears.
• Nature’s Elves must have brown and green tinted skin.
• Nature’s Elves must have camouflaged costuming.
Racial Benefits:
• An Elf who chooses his natural sphere of magic as his specialist list gains the use of
sorcery with that list.
• An Elf gains the use of a spell which shapes his natural form of magic in a new way.
Camouflage: A Nature’s Elf can, for 20 halo, become camouflaged against a natural
background. This spell is identical to invisibility except it can only be used in a natural
setting [This is a level 5 spell].
• Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.
• Nature’s Elves start the game with Rank 1 DAC.
• Nature’s Elves start the game with Bow proficiency.
• Nature’s Elves start the game with Hide in Shadows: Rank 1.
• Nature’s Elves start the game with Tracking: Rank 1.
• Nature’s Elves start the game with Move Silently: Rank 1.
• Nature’s Elves start the game with General Natural Etiquette rank 2.
Racial Disadvantages:
• Elves are slow to learn and slow to understand, it often takes them a year to learn
something a human can master in a month. In game terms this will mean that each award
given to an Elf with be five experience points less than the same award given to a human.
An Elf purchases spell access to lists that oppose his natural list in the same way a normal
character purchases lists that oppose his specialty if the Nature’s Elf is also a Nature
specialist then the cost increase is doubled.
• Each breed of Elves is tied to their own sphere of magic and it has shaped their
personality and the way they react to things. Like when a character gains a specialization
the Elves personalities are affected by their element. If the Elf gains specialization in that
sphere as well the effects are tripled.
• Natural Armour: A Nature’s Elf’s armour should be manufactured from Natural
Materials.
• Reduced Lore: Nature’s Elf characters generate free lore skills at half the rate their
Intellect modifier suggests. Normally a character generates one free point of lore skill per X
games, where X is their Intellect modifier.
• Reduced Etiquette: Nature’s Elf characters generate free etiquette skills at half the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.
The forces of creation in and around Geos have begun to react to the ancient forces of
destruction. Within the last few centuries the races of the world have noticed odd new changes
in the fauna and flora of their world. One of the most disturbing changes noticed is one that
imparts partial and sometimes full consciousness to beasts and plants. Some of these
creatures were raised by one of the older races; some were raised by the animals that they
were spawned from and others were hardly raised at all. The evolving nature of creation
makes it very hard to discuss the Beastkin. It sometimes seems that these changes in
evolution are random, but it could be said that many of the beastkin have evolved to fill a void
or to thwart Oblivion.
Beastkin are strongly linked to the land, and can often tell when something it awry with their
natural surroundings. They are fierce warriors who carry the rage of nature against the
despoiler and Beastkin are not to be taken lightly as enemies in battle. Many Beastkin are also
powerful nature casters and druids and their shamans and dream-weavers are the equals of
those of any other race. The majority of the wandering beastkin are known to belong to a
powerful group called the Children of Grendel, a brutal tribe of beastkin.
Wolf-Kin (Cainids).
Of the tribes of pure-blood beastkin, the most common are the wolf packs. There are packs of
wolf-kin across Geos, they thrive in the mountains, in the depths of the forests and some packs
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even thrive close to human settlements. The wolf-kin are extremely close-knit and they almost
always mate within the pack. Some people have suggested that wolf-kin are born when randy
human women choose to mate with actual wolves, but those who spread this rumour tends to
get ripped apart by proud wolf-kin.
Wolf packs are some of the cleverest and most cunning hunters on Geos. Their prey often falls
because of the packs ability to think as one and to trust each other implicitly. There are many
wolf-kin amongst the Children of Grendel. The majority of wolf kin worship The First Wolf as a
god figure. Lone wolf characters are always very unhappy as it is the song of the pack that
keeps wolves happy and in-sink with themselves and the world.
Role-play Hints:
• Wolf-kin can feel the power of nature within them and they are unlikely to live within
cities or urban environments, although they commonly live close by and scavenge from
them.
• The wolf-kin are careful around Argeads who hunt them for their pelts and they often
hate Argeads for their enslavement of many of their race and their cousins.
• Many beastkin are very conscious of understanding where their next meal is coming
from as such food is often a constant thought for them.
Costuming Hints:
• Wolf-kin should be clad in blacks and browns.
• Fur should make up a large part of a wolf-kin’s costume.
Equipment Hints:
• Beastkin tend to carry and use crude weapons and implements.
• Beastkin’s costumes are often dirty and unclean. Non-pack members should be careful
when allowing a Beastkin to perform chirurgery.
• Most wolf-kin are nomadic tribal peoples and they tend to carry simple equipment and
weapons. They try not to burden themselves.
• Most Wolf-kin do no wear heavy or metal armours.
• Wolf-kin should carry plenty of food and water.
Costuming Requirements:
• Wolf-kin are required to wear face paint or prosthetics to make them appear wolfen.
The higher status a wolf-kin attains the more wolfen he is required to look.
• High status wolf-kin should have tails, teeth and pointed ears.
Racial Benefits:
• Pack Loyalty: Wolf packs enjoy a minor amount of protection against mind-effects
which would cause them to harm their pack-mates. All wolf-kin are able to double their
Willpower against effects which would cause them to harm someone else in their pack.
• Heightened Senses: Wolf-kin benefit from the enhanced senses of their patron animal.
They are considered to have Heightened Sense Rank 2.
• Speak with Wolves: Wolf-kin gain the ability to speak to wolves and other canines.
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Activating this ability costs 5 Halo.
• Track by scent: Wolf-kin find it easy to track their prey by scent. They gain an
additional 2 ranks in Track which stacks with most things assuming they are able to use
their scent to track.
• Lore Wolves: Wolf-kin start the game with Lore Wolf (Secret) 2.
• Pack Etiquette: Wolf-kin start the game with Etiquette Wolf 2.
• Howl: Wolf-kin can howl and scream into the night. While this howling noise sounds like
simple screaming to most races wolves and other wolf-kin are able to understand the
simple message in the howl. Use of this ability costs 10 Halo.
• Claws/Bite: Wolf-kin are able to fight with their natural weapons when needed. They
can use their teeth and claws are weapons for a base damage of one.
• Some wolf-kin choose to make themselves more intone with their wolf heritage, as such
if a character chooses he can purchase more abilities from the beastkin list as long as
those abilities suit a wolf totem.
Racial Disadvantages:
• Colour-Blind: All wolf-kin, like all wolves, are colour blind.
• Unconcealable scent: The natural scent of a wolf, and thus a wolf-kin, is very strong
and it is thus easy to track a wolf-kin by scent; difficulties to do so are reduced by two.
• Feral heart: Beastkin characters have tapped into the instincts and abilities of their
totems. Their reactions to things are often instinctual and poorly-thought out. They may
attack, eat, insult or ask questions when it is not appropriate to do so. The nature of their
instincts usually stems from their totems; for instance a cat beastkin may purr when happy,
a dog may growl when threatened and a frog may see every insect as a tasty snack.
• Reduced Etiquette: Wolf-kin characters generate free etiquette skills at half the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.
• Pack Loyalty: Wolf-kin almost never suspect members of their own pack of seeking to
do them harm. They are totally loyal to the pack and subservient wolves will often lay down
their lives for their pack Alpha.
When working out which type of skills your character favours you need to allocate multiplier
reductions to your character. Each of the skill sets start with a multiplier of times three. When a
character buys a skill off of a list they multiply the value of the skill by that characters multiplier
for that skill set. A normal starting character has three points of multiplier reductions, they
would reduce the costs of the skills they are likely to buy.
Note: A character can increase two of his multipliers by one in order to reduce another one by
one; a character can only do this once. A characters multiplier can never be less than one.
Examples: The following examples show suggested starting multipliers for classes.
Warrior: Might: 1, Agility: 2, Connection: 3, Intellect: 3, Magic: 3.
Barbarian: Might: 1, Agility: 1, Connection: 3, Intellect: 4, Magic: 4.
Rogue: Might: 3, Agility: 2, Connection: 3, Intellect: 3, Magic: 3.
Wizard: Might: 3, Agility: 3, Connection: 3, Intellect: 2, Magic: 1.
Warlock: Might: 1, Agility: 3, Connection: 4, Intellect: 4, Magic: 1.
Bard: Might: 3, Agility: 3, Connection: 1, Intellect: 2, Magic: 3.
Ritualist: Might: 4, Agility: 4, Connection: 1, Intellect: 3, Magic: 1.
A starting character has 24 experience points with which to buy his skills and during each
adventure he will earn more through role-playing. It is the characters experience points that he
spends to acquire new skills. When buying a skill for a character you take the base cost of the
skill, multiply it by the rank you are buying and then multiply it by the character’s multiplier for
that skill set. Example: Our barbarian from above would pay base cost for agility and might
skills, but to buy casting, for example, he would multiply the final cost by four.
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There are three common types of skills, Ranked skills, One-off skills and Multiple Purchase
skills. Once a one-off skill has been purchased, the character has that skill. Ranked skills are
the most common as most skills can be further developed with practice and development.
When buying a ranked skill, take the base cost for the skill and multiply it by the rank you are
buying. However each rank must be purchased in order. Multiple purchase skills may be
bought over and over again each purchase gives the character more of that thing; some
multiple purchase skills are also ranked skills.
In order to work out the total cost to purchase a skill to a rank higher than rank one use the
following list to work out the cost of the skill. The cost listed represents the cost of buying the
rank indicated and all the ranks before it.
Training:
Before character can learn a new skill, spell or ability they must find someone with the skill,
spell or ability that they are seeking. The would be tutor must also have ranks in the teach skill;
in order to teach a ranked skill the character must have teach to that rank; in order to teach a
one off purchase or multiple purchase skill then the tutor must have teach ranks equal to the
base cost of the skill divided by ten (maximum 10) and that also reflects the price of learning a
one off purchase. The character will almost always be required to pay for the training unless
the character has a personal relationship with the tutor. Finding a trainer can be tricky,
especially when we are looking for rare skills or higher levels of skills (5+). Many characters
get around this problem by joining guilds. Guilds benefit from having strong members and they
are often willing to link their members up with trainers. Outside of a guild, a character will need
to find a trainer in game, although, sometimes it is possible to find a trainer through forum
roleplay. Trainers tend to make money by offering training; they offer services to those in need
and profit from it. It takes a significant amount of time to offer training and trainers are rarely
willing to do it from the kindness of their hearts.
Please note that when learning recipes/spells/songs the cost can never be reduced below 50%
of that listed as 50% of the cost represents the cost of ingredients and regents.
If a character has guild membership the guild is often able to reduce the cost of training for its
members. If you are a member in good standing you only have to pay the percentage of the
training cost indicated below. Through roleplay, characters with the teach skill are often able to
swap training for training.
Learning level 10 in a skill should be a real achievement. In order to learn a level 10 skill the
character must have found a trainer with the skill required and the teach skill to rank 10, as
such, these trainers are few and far between. Characters may not purchase rank 10 in any skill
without permission.
In order to calculate how many free lore and etiquette skills a character has, divide the number
of games that a character has played (including private games and counting weekend games
as four) by their Intellect modifier for Lore skills and by their Connection modifier for Etiquette
skills.
Example: Peter has played 20 games. Peter has an Intellect of 2 and a Connection of 2.
Peter therefore has 10 Lore points and 10 Etiquette points.
Rank one in a common lore will cost 1 lore point. Rank one in a rare lore will cost 2 lore points.
Rank one in a secret lore will cost 3 lore points. In order to purchase higher ranks, multiply the
cost for rank one by the rank you desire.
Rank one in a specialized etiquette will cost 1 etiquette point. Rank one general etiquette will
cost 5 etiquette points. In order to purchase higher ranks, multiply the cost for rank one by the
rank you desire.
When choosing your free lores and etiquettes you will still need to explain where the
knowledge came from and you will still be required to pay your trainers if you do not have a
personal relationship with the trainer.
Note: With Free Lores and Etiquettes, as with buying Lores and Etiquettes, each rank must be
purchased in order.
Base
Agility Skills Type of Skill Pre-Requisite
Cost
Ambidexterity One Off 25 Two Weapon Fighting
ADAC Ranked 12 DAC at same
Balance Ranked 3
Climb Ranked 3
DAC Ranked 8
Disarm Ranked 10 WM/WF at same
Disarm Trap Ranked 5
Escape Artist Ranked 5
Hide Ranked 9
Jump One off 20 Balance Rank 3
Move Silently Ranked 5
Open Lock Ranked 8
Pick Pocket Ranked 8
Projectile Mastery Ranked 14 WP with weapon
Swimming Ranked 3
Trip Ranked 12 WP with weapon
Two Weapon Fighting One Off 10
Use Rope Ranked 2
Weapon Finesse [Specific] Ranked 28 WP with weapon
Jump: Cost 20. One off. Halo cost 10. PR: Balance Rank 3.
Some characters have practiced the skill of jumping either very far or very high. With a halo
cost a character can either jump 3 meters vertically or 4 meters horizontally. Jumps occur in
real time, time does not stop for this ability to be used and a character can be struck mid-jump.
Some other abilities may affect horizontal distance with ref approval.
Trip: Cost 12. Ranked. Halo Cost 5. PR: WP with weapon used.
Some fighters are able to quite literally take the feet out from under someone with a well timed
swipe of their weapon. This skill is only usable with appropriate weapons, the most common
tripping weapons are staffs or spears. The strike must hit the lower leg of the target. “Trip
Rank X” is called instead of damage. The characters ranks in trip are opposed by the targets
ranks in balance.
Two Weapon Fighting: Cost 10. One off Purchase. PR: None.
The ability to use a weapon clasped in the off hand. If a character does not have this skill, any
weapon used in the off hand will be limited to dealing a single point of damage as if the
character was not proficient. If the character has this skill they can deal Standard damage with
a weapon held in their off hand, they may not call maximum damage.
Weapon Finesse [Specific Melee Weapon]: Cost 28. Ranked. PR: WP [Specific Weapon].
Finesse fighters sacrifice power in exchange for landing hits on weak points on their
opponent’s armour or on their opponent’s vulnerable locations. Weapon Finesse replaces
Weapon Mastery and Strength and does not stack with those skills. Every odd rank that a
character purchases adds to the character’s standard damage with that weapon. Every rank
that the character purchases adds to the character’s maximum damage with that weapon.
Base
Connection Skill Type of Skill Pre-Requisite
Cost
Bardic Performance Ranked 15
Break Will One off Purchase 50 Enthrall
Calm One off Purchase 15
Conceal Lie One off Purchase 15
Detect Deceit One off Purchase 30
Diplomacy One off Purchase 50
Embolden Ranked 5
Enrage One off Purchase. 25 Incite Rank 5.
Enthrall One off Purchase. 20
Etiquette {General} Ranked 6
Etiquette {Specialized} Ranked 2
Handle Animal Ranked 5
Halo Mult. Purchases 5
Halo Bridge One off Purchase. 30 Halo Gift
Halo Gift One off Purchase. 15
Heightened Senses Ranked 8
Incite Ranked 10
Intimidate Ranked 3
Persuade Ranked 3
Profession {Specify} Ranked 5 Lore {specific}
Read Other Ranked 3
Support Ranked 30
Teach Ranked 2
Break Will: Cost 50. One off Purchase. Halo Cost 25. PR: Enthrall.
This skill allows one individual to erode another’s willpower, typically for the purpose of gaining
information. The difference between the willpower score of the aggressor and that of the
defender is subtracted from the target's willpower for the next hour. The effects of this ability
do not stack. This skill takes at least a whole minute to use, though a referee may rule that
some tactics are slower than others. Character’s that end up with negative willpower are in a
very bad state. This ability can only be used against one target at a time.
Detect Deceit: Cost: 30. One off Purchase. Halo Cost 10. PR: None.
Some on Geos have learned the knack of calculating when someone is lying. Those lying give
themselves away with certain “tells.” This character can for 10 halo call detect deceit on any
statement that was just said by a character. This ability is fooled by the deceive spell or the
conceal lie skill.
Enthrall: Cost: 20. One off purchase. Halo Cost 5 per target. PR: None.
Many charmers are able to weaken their victims resolve against their amorous advances. After
spending at least one minute interacting with their audience, the character may reduce their
target's willpower against charm effects for the next hour. The character may not have
engaged in hostile activity prior to enthralling. The difference between the willpower score of
the aggressor and that of the defender is subtracted from the target's willpower for the next
hour.
Halo Bridge: Cost 30. One off Purchase. PR: Halo Gift.
A caster with this skill has the ability to give his halo to others or draw it from willing
participants. With this ability a character opens a channel that allows halo to be moved
between individuals. All participants must be willing. It takes one second per point of halo to be
transferred and all halo must be transferred first into the bridging character and then out of him
again.
Incite: Cost 10. Ranked. Halo Cost 5 per target. PR: None.
Clever speakers use this skill to incite others into action. An inciter must spend at least 1
minute speaking to his target(s); inciters may incite themselves. Incited characters are highly
agitated and may not use skills that require attention to detail. Incited characters are resistant
to mind effects; they gain a bonus equal to the inciter’s rank in incite to their defensive
Rank 1 5sp
Rank 2 1gp
Rank 3 2gp
Rank 4 4gp
Rank 5 6gp
Rank 6 10gp
Rank 7 (Req. Mgt) 15gp
Rank 8 20gp
Rank 9 30gp
Rank 10 50gp
Base
Intellect Skill Type of Skill Pre-Requisite
Cost
Appraise Ranked 3
Burst of Will Ranked 5
Chirurgery Ranked 10
Craft: Alchemy Ranked 10
Craft: Arms and Armour Ranked 10
Craft: Generic [Specific] Ranked 5
Craft: Herbalism Ranked 10
Detect Oblivion Ranked 10
Lore: Common Ranked 3
Lore: Rare Ranked 5
Lore: Secret Ranked 7
Mapmaking Ranked 3 Read/Write
Read/Write Multiple Purchases 5 Speak Language.
Research One off Purchase 50
Speak Language Multiple Purchases 3
Teach Ranked 2 Thing to be taught.
Tracking Ranked 3
Willpower Ranked 25
Note: We are looking for this skill to represent a set of real world skills, as such we are looking
for people to put in the time and effort required to properly roleplay the administrations of a
medieval doctor. Chirurgery is not the same as magical healing, the wounds still hurt and
physiotherapy may be required to help the character recover.
Base
Magic Skills Type of Skill Prerequisite
Cost
Arcane Casting Ranked 15 Attuned.
Attuned One off Purchase 4
Contribute to Ritual Ranked 3
Counter-Spell Ranked 8 Release own Spell.
Craft: Potions Ranked 20 Herbalism and Alchemy at same
Craft: Scrolls Ranked 10 R/W Magic
Detect Magic Ranked 7
Magic Blow One off Purchase 10 Attuned, WP.
Major Sphere Access Multiple Purchases 50 Minor access to that sphere.
Mana Multiple Purchases 10
Mana Bridge One off Purchase 30 Mana Gift.
Mana Gift One off Purchase 15 Attuned.
Mana Percept One off Purchase 5
Minor Sphere Access Multiple Purchases 25
Read/Write Magic One off Purchase 7 Read/Write.
Release Own Spell One off Purchase 10 Attuned.
Ritual Magic Ranked 10 Contribute to Ritual at same.
Silent Spell Ranked 12 Casting at level.
Sorcery Multiple Purchases 100 Specialist access to sphere.
Specialist Sphere Access Multiple Purchases 75 Major access to that sphere.
Craft: Potions: Cost 20. Ranked. PR: Craft Alchemy and Craft Herbalism at same rank.
Many heroes have used magical potion to help them in difficult situations. Potion making
combines herbalism and alchemy with magic to make elixirs. In order to fully understand the
crafting process please see the Skills of Geos manual. The character receives Common Lore
in his crafting subject for free at the same rank as his craft.
Magic Blow: Cost 10. One off Purchase. Halo Cost 10. PR: Attuned. WP.
Many warriors have found themselves face to face with a monster that resists mundane
effects, some of these characters have learned to draw on the magic within themselves to
strike their foe with a magical blow. The characters next melee blow deals magical damage.
Major Sphere Access: Cost 50. Multiple Purchases. PR: Minor Sphere Access.
This ability allows a mage to develop the understanding of a new type of magic. The character
can now learn high level spells from a new sphere. Major access allows a character to cast
levels 1-10 of that list. If the new list opposes one of his specialist lists the cost of this
purchase is doubled.
Mana Bridge: Cost 30. One off Purchase. PR: Mana Gift.
A caster with this skill has the ability to give his mana to others or draw it from willing
participants. With this ability a character opens a channel that allows mana to be moved
between individuals. All participants must be willing. It takes one seconds per point of mana to
be transferred, all mana must be transferred first into the mage and then out of him again.
Release Own Spell: Cost 10. One off Purchase. PR: Attuned.
Many spell casters have found it inconvenient that some of their spells have longer durations;
they do not want to wait for their circle of silence to fade or for their wall of fire to drop. This is
a counter-spell ability, which allows the caster to end any of their own spells, which do not
have instantaneous or permanent durations, with an action as simple as a click of the fingers.
This ability works exactly the same as counter-spell but has no casting time or mana cost.
Ritual Magic: Cost 10. Ranked. PR: Contribute to Ritual at same level.
The basic tool of ritual leaders the world over; a ritual can be made up of any number of
contributors, but only one ritualist. Ritual magic allows a character to open and close a ritual
circle. When calculating the rank of a ritual, add the ranks of the contributors to the rank of the
ritualist. A ritualist must have ranks in contribute to ritual at least equal to the number of ranks
in ritual magic.
Sorcery- Base Cost 100. Multiple Purchases. PR: Specialist Access to that sphere.
Certain specialists are linked closer to their lists than others. They have learned to cast their
specialist spells using either their mana or their halo. A character with this ability can elect to
spend halo or mana on the casting of any given spell. Casting via sorcery is uncomfortable to
the user, although, some sorcerers have developed a liking for the feeling of throwing away
one’s own life essence. Sorcery cannot be used with accuracy, silent casting or verbalize.
Specialist Sphere Access: Cost 75. Multiple Purchases. PR: Major Sphere Access.
This ability allows an arch-mage to develop mastery of a new sphere of magic. The character
can now reduce the level of any spell from his new specialist sphere by one as per his original
specialty. If the new list opposes one of his specialist lists the cost of this purchase is doubled.
Base
Might Skill. Type of skill. Pre-Requisite.
Cost.
Brutal Strike Ranked 20 Strength at same rank
Burst of Strength Ranked 5
Constitution Ranked 5
Disarm Ranked 10 WM/WF at level
Location Multiple Purchases 10
Master of Arms One off Purchase 10 3x WP proficiency.
Numbing Strike One off purchase 50 3x WM
Overpowering Blow One off purchase 25 STR 3.
Rage Ranked 10
Strength Ranked 20
Strike-Down Ranked 50 Overpowering Blow
Subdual Strike Ranked 3
Swimming Ranked 3
Weapon Mastery [Melee] Ranked 14 Weapon Proficiency
Weapon Proficiency Multiple Purchases 3
Disarm: Cost 10. Halo Cost 10. Ranked. PR: WM or WF at same level.
A skilled master with a weapon can disarm their opponent with skill. By striking your opponents
weapon you may attempt to disarm them. This skill allows you to attempt to disarm your
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opponent with a melee blow by spending 5 halo and declaring your level of disarm. If your rank
in disarm is equal or greater then your targets weapon mastery or weapon finesse then he
must drop his weapon at least 3 feet away.
Numbing strike: Cost 50. Halo cost 25. One off Purchase. PR: WM Rank 3.
Use of this skill allows you to incapacitate a limb for a short period. When you strike someone
with this ability you effectively reduce their locational total on one of their limbs to zero with a
melee strike, however, the effect only lasts for ten minutes then the limb starts working again
normally. This ability has no effect on targets that regenerate naturally, including those who
have the Natural Healing advanced skill. This ability has no effect if it strikes heavy armour. A
character with Chirurgery Rank 3 may cut this time in half, or magical healing can remove the
effect completely. If this specialty strike hits the head or torso then it has no effect.
Overpowering Blow: Cost 25. Halo cost 10. One off Purchase. PR: STR Rank 3.
Warriors with great strength have the ability to force their opponents back with the force of their
blow. A character may use an Overpowering Blow with a melee attack to force an opponent
back five feet per rank of strength that they possess; this effect is in lieu of damage. The
opponent subtracts his strength score or his rank in balance from his opponents STR. The
monster ability knock-back works the same way but is not resistible.
Weapon Mastery (Melee weapon): Cost 14. Ranked. PR: Weapon Proficiency.
Warriors train themselves to be able to apply additional force with specific weapons. Every odd
rank that a character purchases adds to the character’s standard damage with that weapon.
Every rank that the character purchases adds to the character’s maximum damage with that
weapon. Note: During a warrior’s life he may want to buy mastery with further weapons, a
warrior can buy additional masteries at half price as long as your ranks in your secondary
weapon never exceeds primary mastery.
Casting Time: Those who cast magic must sculpt the energy to do their bidding. This process
takes mere seconds for the simplest spells, but could take hours for the greatest magics. The
character must incant for 5 seconds per level of the spell, level 0 spells require a mere 3
seconds. The verbals of a spell must be pronounced proudly and vocally for the magic to
have effect. Some specialists have learned silent casting or casting that focuses on somantic
or material components. For the true masters of the arcane art it is possible to simplify a spell
to a single word, these verbalized or power word spells do not need verbals but must be
preceded with the Power Word prefix, e.g. Power Word Touch of Death.
Mana Expenditure: When a character casts a spell it costs a number of mana equal to the
level of the spell. Characters start with a certain amount of mana, gain more mana with every
rank of casting and those players who wish to become powerful casters would do well to
purchase large amounts of mana. Casting certain spells affects a characters connection to the
World Halo and as such casting those spells costs permanent mana. All spells of level 1-9
costs temporary mana and level 10 spells cost permanent mana.
Hitting your target: Magic in Inritius Alliance is represented by spell packets [packets of bird
seed] thrown to strike a foe. Spells which have packet as the range only take effect if the
thrown packet strikes a foe, however, due to the power of magic the packet only needs to
touch the character or his garb [which makes shields packet magnets]. Packets deal their
effect to the location struck [or the closest location in the case of garb strikes. Some powerful
casters such as demons and arch-mages possess accuracy and which means that their spells
are assumed to hit their target; accuracy spells are assumed to strike the target’s chest.
Spheres of Magic: Almost all characters feel a twist towards a certain type of magic. Each
character starts with one Specialty sphere from the various types of magic available; each
character also has minor access to a secondary sphere. Minor access allows the character to
cast levels 1-5 of that sphere. Major access allows the character to cast levels 1-10 of that
sphere. Specialists have access to levels 1-10 of their sphere; however Specialists also
reduce the level of each of their spells by one. This means that their level 1 spell becomes
level 0 which can be cast for 0 mana once per minute. In addition the locked level 11 spell
becomes level 10 and therefore castable. However, purchasing opposing spheres to your
specialist sphere is twice as expensive and characters personalities are often affected by the
sphere of magic they chose.
Learning Spells: Learning a spell is a basic task, at least it is once the character has located
someone who knows the spell who has the teach spell to the correct rank. The usual cost to
learn a spell can be found in the training section; if a character can find someone willing to
teach them the spell for free then the cost of learning the spell is halved. Learning a spell from
a friend isn’t free because the character still has to buy the material components and tools to
allow them to understand the spell and practice it enough to master it. It is not normally
possible to learn spells from spell-books or scrolls, although some mages have apparently
found some success in that field.
Meta-Magic: Certain magics, those on the meta-magic list have the ability to alter other spells-
players should be very careful when using this list and should consult plot if they have any
uncertainty whatsoever about the use of the spell. It is also worth noting that meta-spells
never stack with themselves.
Counter-Spells: The usual way to end an opponent’s spells is the Counter-spell ability. The
Counter-spell ability is ranked and the character is only able to break spells which are equal to
(or less than) the character’s counter-spell rank. Counter-spells are by no means a certainty
and they can usually only be used against spells with a duration. In order to initiate a
counter-spell the dispelling character spends mana equal to the (unmodified) level of
the spell and must incant for 5 seconds per spell level. The dispeller must know what level
counter spell they are using and if they accidentally call a weaker level than the spell level then
they need then the dispelling attempt will fail. If you are attempting to dispel a modified spell
such as one enhanced by meta-magic then you must have more ranks in counter spell than
the rank of the spell plus the rank(s) of any Meta magic spells that modify it. The only way to
break level eleven spells or greater spell effects that have been created by ritual magic or high
magic is by combining the abilities of several dispellers with the Union Dispel ability.
On Armour: For whatever reason the magic of Geos does not respond well to iron or to
armour. Characters wearing 10 or more points of hindrance cannot cast spells. Characters
wearing less than 10 points of hindrance can cast spells of equal level to the difference
between the hindrance they are wearing and ten, so if a character is wearing six points of
hindrance he would be able to cast spells of up to level four. Characters wearing Iron (or any
iron derivative) armour cannot cast spells of level 3 or higher.
Exotic Spheres of Magic: There are rumors of many other spheres of magic hidden in the
shadows. These spheres of exotic magic can be found in the Magic of Geos rulebook.
Examples of these spheres include: Poison, Disease, Curses, Madness, Divination, Oblivion,
Hope, Illusion, Chronomancy, Demonology, Necromancy, Lightning, Blood, Battle Magic,
Creation, Conjuring, Nymphology, Telepathy, Research, Spirit, Magma and Pain.
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Psionic Casting: There are also rumors of powerful mind mages who have developed an
entirely cerebral type of magic called Psionics which is totally powered by the casters own
connection to the World Halo.
Faith Casting: Priests, and other clergy, focus on Divine magic, channeling the power of the
divine into their spells. Divine spell-casting represents a characters absolute belief in a higher
being. Intangible higher beings rarely directly interfere with the mortal world, but when they do;
their more faithful servants are usually the focus of their attentions. Divinely cast magic is
fueled by Divine Mana and not by Arcane Mana. A character using Faith magic must carry a
holy symbol. Characters cannot divinely cast spells of a level higher than their faith rating.
Arcane Divine Casting: One of the arcane spheres of magic is also Faith. This stems from
faithful wizards writing spells to allow them better access to their deity. A character can only
have access to the Faith list if they are playing a character that has true faith in one of the
deities of the realm. Arcanely cast Faith spells are equally fueled by Divine Mana and Arcane
Mana. A character using Faith magic must carry a holy symbol. Characters cannot cast Faith
spells of a level higher than their faith rating.
Druid Casting: True Druids focus on Natural magic which they draw from the ground and from
the sky. Druid magic is divided into four categories: Druidry, Moon Druidry, Sun Druidry, and
Dark Druidry.
The goal of the ritual must be clear. Rituals are marked on clarity, sacrifice, performance,
suitability, costume and roleplay. The clarity of a ritual includes not using the word um and not
deviating from your point. The sacrifice is what the ritual team sacrifices to the circle in order to
achieve their effect; remember anything you are willing to give up is not a true sacrifice. The
performance is based on the actual ritual itself and will get points for excellent use of props.
Rituals should be viewed like little plays and must be suitable and relevant to the required
effect. The characters costumes will also be taken into consideration. The roleplay points are a
catchall bonus category for the ritual refs to be able to take other factors into consideration like
a fire mage calling on water magics. The best rituals will be worked out and practiced in
advance; they will use all of the participants in the ritual and will leave audiences amazed. The
ritual referee will judge the ritual and explain what effect, if any the ritual had. Certain rituals
require specific casters, for example, purity rituals require virgin ritualists and resurrection
rituals require the combination of a priest and a mage. Rituals are excellent party building
events and can have whole adventures shaped around the party finding their sacrifice, working
out their ritual, practicing their ritual and then enacting their ritual; not to mention of course
dealing with the aftermath.
1) Ignite:
Calling on the power of fire, the caster causes a flammable item to start burning. Only
flammable objects can be the target of this spell, which excludes flesh, bone, stone and metal.
The rate of consumption is based on the nature of the object. Paper and scrolls are consumed
instantly and thin wooden or cloth items will be burned up after a few minutes. If someone is in
contact with the item, like the clothes they are wearing, then the person takes one point of
damage per 20 seconds until the item is removed or consumed. The damage occurs at the
end of the ten seconds. If used offensively, this spell can only cause harm to one location at a
time.
2) Fire Dart:
Darts represent the basic offensive spell in the mage’s arsenal. Through the use of this spell
the mage shapes fire into a dart and hurls it at a foe. A thrown packet deals three points of fire
damage to the struck location.
3) Fire Shroud:
Harnessing fire’s destructive power, the caster prepares retribution for the next person to strike
him. When the caster is next hit by a melee weapon or unarmed strike, the Fire Shroud forms
itself into a fire dart which strikes the chest of the aggressor. The spell ends when the duration
expires or when the aura turns into a fire dart.
6) Fire Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes fire into a long bolt and hurls it at a foe. A thrown packet deals ten points of
fire damage to the struck location.
7) Wall of Fire:
The caster builds and shapes fire energy to form a blistering barrier. The caster summons a
wall of fire along a clearly drawn line. The wall is 20 feet high and cannot be longer than 50
feet long. Those who are on the line at the time of casting are ejected off of the line. Anyone
who chooses to force their own way through the wall (or who is forced through the wall) takes
five points of fire damage to every location that is forced through the wall.
8) Fire Storm:
Storms are a mage’s solution to clustered foes. Through the use of this spell, the mage
gathers fire into a ball and throws it into the air so that it rains down upon a group of foes. The
caster throws a packet and anyone within 10ft of where the packet lands takes five points of
fire damage to each location.
9) Fire Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers fire and hurls it against a foe. A thrown packet deals twenty points of fire
damage to the struck location.
10) Incinerate:
Incinerate is one of the most powerful spells at a pyromancer’s disposal. Using this spell the
caster is able to unleash devastating fires against a foe. A thrown packet unleashes a fire
burst dealing twenty damage to each location. Any flammable objects on the character are
reduced to ash and destroyed.
11) Immolate:
The pyromancer channels the purest essence of fire into a destructive touch. This spell is the
pivotal point of the argument that everything burns. The object or person touched is destroyed
by 200 points of RAW Fire damage. Raw damage cannot be reduced by normal means.
1) Extinguish:
This spell creates a water burst which extinguishes a normal sized fire. This spell will
extinguish a fire, although it will have little effect on a larger fire, such as a house fire. The
burst of water created by this spell might have alternative uses such as hydrating the
dehydrated or washing blood from a ritual circle.
2) Identify Liquid:
Through this spell the caster magically asks a sample of liquid to identify itself. The caster is
able to ask the referee to identify the liquid; the caster can touch the liquid or its container.
This spell is often used to work out if a liquid has been poisoned or if it carries a disease. This
spell will also identify most potions.
3) Purify Liquid:
Through the use of this spell, the caster cleanses fluid of impurities leaving pure, clean water.
This spell will usually affect around a barrel of non-viscous liquid. Potions lose all magical
abilities, poisons are no longer harmful, alcohol is no longer intoxicating, and acid is no longer
harmful. Casting purify liquid on quicksand allows the victim to escape. This spell has no effect
on blood or ichor or any other fluid inside a creature.
4) Walk on Water:
Through the use of this spell, the caster blesses his target so that if he were to step onto water
the water itself would bear the target’s weight. For the duration, the subject can walk on water,
quicksand, or marshland. We advise that while under this spell the target doesn’t try to go
swimming.
5) Breathe Water:
Through the use of this spell, the caster blesses the target with the ability to breathe water. For
the duration the character’s system can allow water to flow through them and they can extract
oxygen as needed. The water must be relatively clean or salt water otherwise the swimmer
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would suffer from inhaling the pollution. A creature under the effect of this spell gains Swim
Rank 5. A creature under the effects of a Breathe Water spell is immune to the Drown spell or
any similar effects.
6) Water Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes water into a long bolt and hurls it at a foe. A thrown packet deals ten points
of water damage to the struck location.
7) Control Water:
By focusing his attention, the caster is able to make water dance to his will. For the duration of
the spell the character can shape or move water. Normal effects for this ability include
channeling water into a fire, making water take an unnatural course, drying an area of swamp,
levitating water or parting water to make an easier crossing. The longer a character
concentrates the more water he can manipulate; magically throwing a bucket’s worth of water
at someone requires much less effort than parting a sea. Controlling an element is a difficult
effect and requires the absolute concentration of the caster.
8) Dehydrate:
Through this spell, the caster summons all of the water from a victim’s body. The target slips
into unconsciousness for one minute while the body draws water from its blood. After that
minute, the victim wakes up in desperate need of water; they will consume any form of liquid
that they can find; they will even kill to slake their thirst.
9) Drown:
Through this spell, the caster floods the victim’s body with water making the victim choke and
drown. The target starts to choke and drown, after two minutes the character passes out, two
minutes after that, the character dies. Anyone with Chirurgery rank 5 can revive the character
before he dies by role-playing CPR. While drowning, the character cannot take any action,
speak or cast.
10) Spring:
Through this spell, the caster establishes a permanent spring by tapping into the water course.
This spell is usually used to create wells and to provide clean water sources. If this spell is
used in an area of drought or desert then the effect is reduced to a single day. Certain
destructive aquamancers have used this effect to undermine structures.
11) Drought:
By draining all of the water from an area the aquamancer dooms a locale. The caster drains all
water from an area the streams, wells and even lakes dry up and the water table that would
normally replenish these reserves drain into the ground before reaching the area. These
water sources will not even start to recover until a full month has passed. In addition, no rain
will fall over the area for a month. Those who are within the area at the time of casting find that
their water skins and even their potion bottles now contain only dust.
1) Push:
Calling on the winds the caster is able to force air against a single target. This spell forces the
target back ten feet. A target with Rank 2 STR or Rank 3 Balance is unaffected by this spell
assuming they are able to step back safely to resist.
2) Disarm:
Through this spell, the mage buffets his opponent’s hands making him drop his weapon. The
victim’s main weapon acts as if struck with a rank 3 disarm effect. If a character is fighting with
natural weapons, a basket hilted weapon, a shield or a weapon that is strapped onto his body
then the spell buffets the weapon, but does not disarm the victim.
3) Cone of Air:
Calling on the winds the caster is able to force air against an area. Everyone in a ten foot long
cone that is 10 foot wide at its widest point is forced back ten feet. A target with Rank 2 STR or
Rank 3 Balance is unaffected by this spell assuming they are able to step back safely to resist.
4) Mute:
Through this spell, the caster assaults his victim’s voice attempting to robs the victim’s voice of
the ability to carry sound. For the duration, the victim cannot make any vocally created noises
including grunts or screaming. Ritual magic and spell casting are impossible under this effect,
although the most powerful casters have mastered sub-vocal casting. This spell is resistible
by Willpower.
5) Fluttering Winds:
Through this spell, the caster wraps himself in winds preventing items thrown or fired at him
from hitting him. For the duration, any missile or projectile that is fired at him is deflected, this
includes arrows, bolts, thrown weapons, and alchemical compounds. Any particularly huge or
powerful projectiles such as huge boulders or the bolt from an arbalest will still strike the
caster. Any projectile which deals through regardless damage will still strike the caster.
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6) Fly:
Through manipulation of the air, the caster is able to join the birds in the air. The caster finds
that he is able to fly; he may increase or decrease his height one foot at a time. The caster can
carry equipment or others as his strength allows. If the caster wants to use a projectile
weapons or spells then he must move away (distance as height) and successfully strike his
target as usual.
7) Manipulate Object:
Through this spell many mages have made objects dance to their will. The caster gains the
ability to manipulate a small object (weighing less than a kilogram) that he can touch or strike
with a packet. If the caster chooses to use the object offensively in combat it deals the same
damage as the caster would if they were wielding it, to a maximum of three points of damage.
The caster must concentrate on the object for the entire time that the object is being
manipulated, if the casters manipulation lapses or if the caster loses sight of the item (even for
a moment) then the spell ends. The manipulated object cannot move more than 20 feet away
from the caster. Note: This spell follows all of the usual rules for telekinetic manipulation as
highlighted in the Magic of Geos book.
8) Breath Crisis:
Through this spell, the mage robs his victim of breath. The target of this spell starts to struggle
to breathe. The victim will struggle for breath for 2 minutes and then pass out; after passing
out the character takes one point of constitution damage per minute until he dies or is given
assistance. Anyone with Chirurgery rank 5 can revive the character before he dies by role-
playing CPR and the application of healing magic will also allow the victim to breathe again.
The victim cannot speak, move or cast while struggling for breath.
9) Lightning Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers lightning and hurls it against a foe. A thrown packet deals twenty points of
lightning damage to the struck location.
11) Hurricane:
Through the use of this spell a wind master unleashes an unstoppable wind storm. The caster
designates his target and vast damage is dealt. This storm is capable of collapsing buildings,
uprooting trees and ending lives. The winds are capable of causing destruction and death.
The hurricane is almost impossible to stop before it has run its course.
1) Pin:
Through this spell, the mage commands the earth to seize one of the target’s feet. For the
duration of the spell, one of the targets legs is pinned to the floor. The target may not move
that foot although, he can pivot. A target with Rank 2 STR or higher is able to rip his leg free.
Somebody with Escape Artist Rank 5 can free themselves.
2) Stone skin:
This spell toughens the mage’s skin giving them greater resilience. For the duration, the target
gains two additional points of location which are taken off after armour and DAC, but before
Location. While the recipient is under the effect of this spell they suffer from an extremely
weak tactile sense. Characters can only be protected by one skin spell at a time.
3) Stone Fists:
Through this spell, the caster surrounds his fists with earth. For the duration, the caster loses
the use of his fingers, but gains a pair of stone boxing gloves that have a base damage code
of two magic blunt. This damage code is modified for STR and Unarmed Mastery.
4) Shatter:
By cracking the bonds that hold an object together, the mage is able to cause any normal
object to break into many pieces. The pieces of a shattered object are relatively large, the
object is not disintegrated. Mastercrafted items and magical items are not affected. The shatter
spell will only affect objects of shield size or smaller. Crystal objects are not affected by this
spell.
5) Slow:
Through this spell, the mage adds the weight of the earth to his victim’s shoulders. For the
duration, the victim feels like a huge pressure is making their every move harder. The victim
must slow their movement by half, including their talking, walking, casting and fighting speeds.
6) Earth Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes the power of earth into a long bolt and hurls it at a foe. A thrown packet
deals ten points of earth damage to the struck location.
7) Paralysis:
Through the use of this spell, the caster is able to solidify the muscles and sinews of a target.
The victim finds that he is unable to move any part of his body. For the duration, the target is
paralyzed, which renders their entire body immobile, the victim cannot utter a word, take a
step or even open his eyes. A major or total heal spell will end the effect prematurely.
Somebody with Escape Artist Rank 8 can free themselves.
8) Quicksand:
Through this spell, the caster pulls substance from the earth leaving the ground a fluid mass. A
ten foot radius circle area around a thrown packet is turned into quicksand. Those within the
area have a few seconds to get out of the way before the transmuted earth starts pulling in it’s
victims. Anyone who remains in the area or who enters the quicksand afterwards is trapped.
Once trapped, the victim is unable to escape on their own unless they have Escape Artist
Rank 5 and will die within five minutes.
9) Earth Armour:
Through this spell, the caster augments his form with a suit of rigid earthen armour. For the
duration the caster is protected by Soak 2 and by 50 Global hits which are taken off before
anything else. While wearing the armour the caster moves slower and cannot use DAC. This
armour does not stack protection from any other source. The casters fists deal base 10 magic
blunt damage, unmodified for anything. While the recipient is under the effect of this spell they
suffer from an extremely weak tactile sense. Characters can only be affected by one armour
spell at a time.
10) Petrify:
Through the use of this spell, the caster is able to solidify the muscles and sinews of a target
until the target permanently becomes a stone statue. The victim becomes paralyzed and after
one minute permanently becomes a stone statue until the effect is some how broken through
powerful magic. If the paralysis is removed during the first minute the spell ends.
11) Earthquake:
Through this spell geomancer pulls at the ancient earth elementals that make up the crust of
Geos. The caster starts a reaction which unleashes an unstoppable, raging earthquake. The
caster designates his target and the referees describe the effects. The earthquake is
devastating; it ends lives, utterly destroys buildings and shatters defenses. The quake is
almost impossible to stop before it has run its course.
1) Slip:
Calling on ice magic, the caster coats the ground under the targets feet with a layer of ice
causing the victim to slip and slide. This spell causes the victim to slip and fall; targets with
Balance Rank 3 are immune as long as they are able to safely step back to steady
themselves.
2) Chill:
The caster pulls the warmth from a victim subjecting them to an inner chill. For the duration,
the victim shivers and is lethargic. The victim is unable use halo in any way, cannot use DAC,
cannot sleep and cannot focus enough to use ritual magic or to meditate. This spell is
resistible by willpower.
3) Encase Limb:
Through this spell, the caster weaves ice around one of the targets limbs. The ice encases the
limb rendering it unusable and very heavy. The spell lasts for one minute. If the ice is
subjected to a crushing, sundering or shattering effect the spell ends early. If a creature has
STR 4, they can burst free of the restraining ice. If the thrown packet strikes the victims torso
the nearest limb is affected. Somebody with Escape Artist Rank 5 can free themselves.
5) Blizzard:
Through this spell the caster summons a powerful localized snow storm. The area in a 10 foot
radius from a thrown packet is blanketed with heavy freezing snow. Creatures within the
Blizzard are cold and are unable to see, however, the caster and any ice based creatures can
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see as can anyone with Heightened Senses Rank 7. This is a physical effect so magical
resistance doesn’t help and the storm moves snow within it making blind-fight and dark-vision
equally useless.
6) Ice Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes ice into a long bolt and hurls it at a foe. A thrown packet deals ten points of
ice damage to the struck location.
7) Freeze:
Through this spell, the caster weaves ice around a target’s body. The ice encases the target
rendering him immobile and paralyzed. The spell lasts for one minute. If the ice is subjected to
a crushing, sundering or shattering effect the spell ends early. If a creature has STR 6, they
can burst free of the restraining ice. Somebody with Escape Artist Rank 8 can free
themselves.
8) Ice Weapon:
Through this spell, the caster generates a blade of ice from his hand. The blade literally
springs from the casters hand. The caster can make any one handed weapon, the weapon is
normal for its type only its base damage is 5 Magical. This weapon cannot be dropped,
disarmed, disintegrated or shattered.
9) Ice Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers ice and hurls it against a foe. A thrown packet deals twenty points of ice
damage to the struck location.
1) Flash:
Calling on light magic, the caster generates a flash of light in front of a target’s face. The
target is momentarily blinded, and usually takes a step or two backwards; the effect lasts for
around three seconds. Creatures that are blind, who not use their eyes or who have dark-
vision active are immune to this effect.
2) Light:
By focusing illumination, the caster generates enough light to light up a room. The caster
generates a globe of soft light in a 10ft radius allowing those within enough light to see details
comfortably. The caster can centre this spell around a packet or on a touched object. This
spell counters and cancels darkness.
3) Flare:
By focusing illumination, the caster generates a huge burst of light blinding those in its path.
Everyone in a ten foot long cone that is 10 foot wide at its widest point is momentarily blinded,
and usually takes a step or two backwards; the effect lasts for around three seconds.
Creatures that are blind, who not use their eyes or who have dark-vision active are immune to
this effect.
4) Shining Aura:
Through this spell, the caster gathers light around a target granting him an auric protection.
The caster is represented by a global aura which absorbs ten points of damage which are
taken off after DAC but before everything else; this global aura does not stack with other aura
effects. While so protected, the caster glows and cannot hide, even using invisibility. While so
protected, the caster is a target for evil and tainted creatures.
5) Remove Curse:
Through the power of this spell, the caster calls upon the powers of light to lift a curse that
afflicts a victim. This spell ends a single normal curse, the casters willpower is compared to the
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willpower of the person who laid down the curse. Many specific curses can only be lifted by
certain circumstances and are thus immune to this spell.
6) Star Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes light into a long bolt and hurls it at a foe. A thrown packet deals ten points of
light damage to the struck location.
7) Sanctuary:
Through the power of this spell, the caster lays a powerful ward on a target, a ward that staves
off death himself. For the duration, any effect that would kill the target will reduce the target to
zero CON and zero to every LOC. While protected, the target does not bleed or degenerate.
This spell cannot be affected in any way by the meta-magic list. Any individual caster can only
have one Sanctuary spell active at any given time.
8) Continual Light:
Through this spell, the caster causes a well crafted object to shed light for an entire year. If
cast on a mastercrafted item, the duration of this light spell is one year, but if cast on a lesser
item the duration is one hour. A darkness spell can dim the light for ten minutes assuming the
opposing spell caster touches the object.
9) Solar Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers light and hurls it against a foe. A thrown packet deals twenty points of light
damage to the struck location.
Note: Dark damage is potentially more dangerous to angelic creatures and is considered bane
to them unless they already have a specific vulnerability to it.
1) Call Shadows:
Through this spell, the caster gathers shadows around himself to conceal his position. The
casters hide rank is increased by three ranks for the duration. The spell lasts one hour,
assuming that the caster remains hidden, quiet and still, if the character moves, speaks or acts
then the spell ends.
2) Impair Vision:
Through this spell, the caster afflicts a foe by generating a thin veil of darkness over their eyes.
The victim’s sight is impaired, it becomes hard for them to fight and impossible for them to
track, find traps or read. A character with dark-vision is immune to this effect and a character
with Heightened Senses Rank 3 can carry on regardless. A character with impaired vision
must not flail wildly. This effect can be represented by wearing a blindfold of black gauze.
3) Dark-vision:
Calling on the magic of darkness, the caster imbues the subject with this spell with a blessing.
For the duration, the subject gains the ability to see in natural or magical darkness. While
under the effect of a dark-vision spell, the target cannot be affected by the impair vision or
blindness spells, although this does not give immunity to other things that cause blindness.
Because of the dark magic in the subjects eyes they are immune to flash and flare spells. This
spell does not allow vision within a Blizzard or within a Demonic or Deeper darkness spell.
4) Darkness:
By banishing illumination, the caster generates enough darkness to fill up a room. The caster
generates a globe of darkness in a 10ft radius denying those within enough light to see. The
caster can centre this spell around a packet or on an inanimate touched object. This spell
counters and cancels light. The caster, those with dark-vision, Demons and Undead can see.
5) Blindness:
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Through this spell, the caster afflicts a foe by filling their eyes with utter darkness to remove
their ability to see. For the duration, the target’s sight is removed, the target cannot see to fight
or cast spells. The target is absolutely unable to track, find traps, pick pockets, open locks,
read or do a huge number of other mundane tasks. A character with blind-sight or dark-vision
is immune to this effect. For safety reasons, a blind character must not flail wildly.
6) Wracking Pain:
Calling on dark magic, the caster wracks his victim’s body with unbearable pain by running
darkness through his body. The target is wracked with pain and will writhe on the floor crying
and screaming for the duration. A victim can choose to suffer through the pain by taking 5
points of Con damage.
7) Shadow Shift:
Using the linked nature of shadow, the caster is able to flit from one shadow to another. Once
this spell is cast, the caster is able to step into one shadow and reappear from another within
20ft. The caster is out of game for up to thirty seconds while he positions himself in his new
location. A caster cannot step into or out of the shadow of a person.
8) Shadow Gate:
Using the linked nature of shadow, the caster is able to flit from one shadow to another. The
shadowmancer has learned to trace all shadows back to a single safe location. The caster
steps into a shadow and reappears in his safe place. For all intents and purposes the
character is removed from the adventure. This is a one way spell and the caster cannot step
home and step back. The main use of this spell is for an instant untraceable escape.
9) Disintegrate:
Through this spell, the caster runs darkness over an item shattering it into pieces too small to
see. The pieces drift away meaning that the item cannot be mended. The touched object is
destroyed, this spell can affect master worked items and even most magical items, although
powerful magical items and artifacts will resist this effect.
1) Diagnose:
Before a healer can cure a patient he needs to understand what ails them. Through this spell,
the caster learns what is afflicting the target; this includes some curses, most poisons, most
diseases, sensory afflictions and missing body parts. The caster also gains a rough
percentage of how much Location and Constitution the target has remaining.
2) Minor Heal:
Calling on the power of life magic, the healer is able to close minor wounds. The target is
healed of either 1 Loc per location, 5 Loc to one location, or 2 Constitution. The caster must
designate which variant of the spell he is casting.
3) Restore Sense:
Through this spell the healer restores a damaged sense. The target is cured of blindness,
muteness, lack of tactile sense, lack of taste or any other effect which denies its target a
sense. This spell cures temporary sensory afflictions, not permanent ones.
4) Cure Affliction:
Through this spell, the healer purifies the blood of the patient. The patient is cured of one
mundane disease or poison. The healer’s willpower is taken into account when working out
whether or not an affliction is affected by this spell. There are many poisons and diseases that
this spell does not normally affect such as lotus extract, lycanthropy and mummy rot.
5) Major Heal:
Calling on the power of life magic, the healer is able to close major wounds. The target is
healed of either 5 Loc per location, 25 Loc to one location, or 10 Constitution. The caster must
designate which variant of the spell he is casting. If Major Heal is cast on a Paralyzed victim,
then they may end the paralysis effect instead of receiving the healing.
6) Restore Limb:
Through this spell, the healer is able to restore a missing body part. This spell mends bones
and repairs or replaces a severed or destroyed limb. The limb is restored to perfect working
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order. If the missing body part is absent then this spell costs double mana to cast. The process
of restoring a limb is painful to the recipient and takes several minutes. The act of restoring a
severed part makes the old part turn to dust. This spell can only be cast upon a living recipient.
7) Total Heal:
Calling on the power of life magic, the healer is able to close all wounds on a target. The
targets Location and Constitution scores are restored to full. This spell has no effect on
poisons, diseases, sensory damage or severed limbs. If this spell is cast within two minutes of
death then this spell has been known to restore people to life. If this spell is used to restore a
being to life then they do not receive the other benefits of this spell. If this spell is used to
restore someone to life then it requires concentration.
8) Destroy Undead:
Through this spell, the healer turns the power of life against the abomination of Undeath. This
spell banishes the essence of undeath from a target destroying a targeted undead creature or
removing a possessing spirit from it’s host. This spell is resistible by willpower. Many greater
undead including vampire counts, Liches and mummy kings have been known to shrug off this
spell.
9) Restoration:
Through this spell, the healer draws on the power of the stream of life itself to restore a patient
to health. As the magic flows through the target, all wounds are healed, all bones are
mended, all senses are restored, most poisons are cured, most diseases are cured, limbs are
regrown and most negative effects are removed. The healer’s willpower is taken into account
when working out whether or not an affliction is removed by this spell. This spell cannot repair
character flaws.
10) Resurrection:
Through this spell, the healer immerses a corpse into the stream of life and calls the spirit back
to the body. The target of this spell must be mostly intact and must have died within the last
month. The target is restored to life at 1 halo, 1 mana (if the target is a caster), 1 per location
and 1 constitution. This spell cannot be used against demons, fey, constructs or undead. This
spell only works if the being is willing to return to life. Being restored to life in this way costs the
victim two permanent points of constitution.
1) Detect Undead:
Through this spell, the caster detects the taint of Undeath. The caster learns the approximate
position of all undead, regardless of whether they are disguised, shape-shifted, invisible,
incorporeal or ethereal. This spell is most often used to identify the greater dead who are
masquerading as the living. This spell will reveal the presence of an undead spirit possessing
or riding a living victim.
2) Chill:
The caster replaces the warmth of life with the chill of death. For the duration, the victim
shivers and is lethargic. The victim is unable use halo in any way, cannot use DAC, cannot
sleep and cannot focus enough to use ritual magic or to meditate. This spell is resistible by
willpower.
3) Cause Wound:
By exposing the victim to the energies of death, the caster opens a grievous wound on his
target. This spell causes considerable pain and does five points of damage, which ignores
armour.
5) Cause Harm:
Through this spell, the caster exposes the victim’s entire body to the harming energies of
death. This spell causes painful wounds all over the body of a victim. A wound opens on each
of the target’s locations causing five points of damage per location, which ignores armour.
6) Wither:
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Through this spell, the death mage drains all life and succulence from a struck limb; the
remaining dead skin and hollow bone retract and hang uselessly from the victim’s body. The
victim has completely lost the use of the limb struck. If the torso or head are struck with this
ability then the nearest limb takes the effect. The usual way to restore a withered limb is to use
a Restore Limb spell.
7) Vampiric Bolt:
The caster opens a conduit which draws life energy from the victim into his own form. A thrown
packet causes ten points of death damage to the struck location. The caster uses the life
energy that his spell stole from his victim to heal his own wounds; the caster cannot use this
energy to gain more health than he had originally, nor can he heal more health than the victim
lost.
9) Touch of Death:
This simple spell uses targeted death magic to still the victim’s heart and close the mind. The
target simply dies regardless of Location or Constitution. This is a death effect. If a victim is
given magical healing or CPR in the moments following the fatal touch then they may survive.
1) Endure Elements:
Through this spell, the caster wraps the target in a neutral environment protecting the
character from heat and cold. For the duration the target benefits from D/R (Fire and Cold) 1.
The target can also cope with cold winters or hot desert days.
2) Protective Aura:
Through this spell the caster generates a field of tangible magic around himself. For the
duration, the caster is protected by a 5 point global defense aura which is taken off after DAC,
but before all other hits. This spell ends automatically when the global hits have been used up.
5) Deflecting Shield:
Through this spell, the caster generates a field of tangible magic around himself which will
ward off a single physical blow. The next melee or projectile weapon that strikes the caster is
deflected. The spell deflects the next blow; the spell is unable to differentiate between a friend
slapping the character on the back, a peasant with a stick or a knight’s mortal strike. This spell
does not affect packet delivered spells as there is nothing physical to deflect. If a blow if
deflected by this spell the caster should call deflect as the blow did not strike home.
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6) Mundane Weapon Immunity:
Through this spell, the caster generates a field of tangible magic around himself which
drastically slows any mundane items. The caster creates a ward around himself which reduces
the damage from any mundane weapon to zero. The caster is still affected normally by
environmental effects, falling, enchanted weapons, spells and alchemical effects. This spell
cannot be affected by meta-magic.
7) Spell Barrier:
Through this spell the caster generates a field of disruptive magic around himself which
disrupts most incoming spells. The target is protected by a Magical Barrier which will disrupt
and dispel the next single spell of unmodified Level 7 or below that targets the subject. This
barrier cannot differentiate between positive and negative spells.
8) Wall of Force:
The caster builds and shapes protection energy to form a glistening barrier. The caster
summons a wall of force along a clearly drawn line. The wall is 30 feet high and cannot be
longer than 50 feet long. The wall is impenetrable, extends below the ground and exists on
every plane. Those who are on the line at the time of casting are ejected off of the line.
Anyone who is forced into the wall takes damage for hitting a solid object.
1) Calm:
Through this spell, the caster brings calm to a stormy mind. The victim calms down. This helps
with role-play situations, but also ends rage, incite and emotion effects. This spell lasts until
something annoys the victim. This spell does not make the target friendly or stupid. This spell
is resisted by Willpower.
2) Charm:
Through this spell, the caster makes a subject more affable. The victim of this spell will view
the next request from the caster in a favorable manner. The victim will not give up anything
that they value nor will this spell break any strongly held views by the victim. This spell is
resisted by Willpower.
3) Fear:
Through this spell, the caster makes the victim view the caster as a source of fear. The target
flees in fear seeking to get away from the caster. After the fear fades, the target remains wary
of the caster for an hour or so. This spell is resisted by Willpower.
4) Sleep:
Through this spell, the caster makes the victim fall into a deep natural sleep. The target
slumps to the floor and will then sleep for ten minutes (longer if fatigued) or until physically
woken. Falling from standing to sleeping does not wake the victim. This spell is resisted by
Willpower.
5) Confuse:
Through this spell, the caster clouds a clear stormy mind. The targets mind becomes
confused; it is very hard for the victim to hold onto a single thought. Spell casting, fighting,
opening locks and even putting one foot in front of the other becomes incredibly difficult; any
action that the victim takes has a fifty percent chance of failure. This spell is resisted by
Willpower.
6) Befriend:
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Through this spell, the caster makes the victim view the caster as a friend. For the duration,
the victim will not take aggressive actions towards the caster; the target does not however
become stupid or gullible. This spell lasts until that trust is broken by the caster or the casters
companions. The victim will not give up anything that they truly value nor will this spell break
any strongly held views by the victim. This spell is resisted by Willpower.
7) Impervious Mind:
Through this spell, the caster’s mind becomes impervious to mental effects. For the duration,
the caster’s defensive willpower is doubled; this has no effect on the caster’s offensive
willpower.
8) Forget:
Through this spell, the caster reaches into the victim’s mind causing him to forget the last hour.
If used on a conscious victim, the target forgets the last hour. If used on a conscious victim the
caster can select a single hour within the last month and remove it from the victim’s memory.
This spell is resisted by Willpower. Use of this spell cannot rob the victim of a skill, spell, song
or recipe they have learned.
9) Domination:
Through this spell, the caster instills a behavioral modification which causes the victim to
subconsciously obey the caster. For the duration, the victim does not think about any
instructions given. If the spell is cast subtly then the victim may not be aware of the spell until
an instruction is given. The victim will not kill themselves, their friends or their family; although
this spell doesn’t stop them hurting them. The victim cannot be forced to act against specific
honour oaths or to break faith with their patron deity. This spell is resisted by Willpower.
10) Mind-wipe:
Through this spell, the caster ruins the victim’s mind, reducing their abilities to those of a one
year old child. The target mentally becomes one, they are not toilet trained, only know a few
words, can walk, but cannot use skills or spells. This spell lasts until it is removed by a
restoration spell or broken by powerful magic. This spell is resisted by Willpower.
11) Enslave:
Through this spell, the caster instills a behavioral modification which causes the victim to
consciously, subconsciously and willingly obey the caster. The target is the slave of the caster
and sees the caster as his own personal god. The victim will kill, commit suicide, blaspheme
and act against vows at the whim of the caster. This spell is resisted by Willpower.
1) Vibrate:
Through this spell, the mage agitates the latent energy in an object which causes the object to
vibrate fiercely. If a character has STR Rank 2 then the character can hold on to the object but
the vibration will travel through the characters body which must be role-played. If this spell is
used against armour it provides an irritation which must be role-played, but which does not
incapacitate the target.
2) Protective Aura:
Through this spell the caster generates a field of tangible magic around himself. For the
duration, the caster is protected by a 5 point global defense aura which is taken off after DAC,
but before all other hits. This spell ends automatically when the global hits have been used up.
3) Mend:
Using arcane magic, the caster restores a broken or damaged item. The caster takes all of the
pieces of the item and flows magic across the breaks. Mending minor objects takes 1 whole
minute per square foot and 10 minutes per cubed foot. This spell cannot repair disintegrated
objects, items burned to ash, or items which are missing pieces. This spell also mends a
broken bones.
4) Analyze Magic:
Through this spell, the mage commands a spell to reveal information about itself. The mage
can target a spell or a magical item and the mage will learn information as if he had studied it
with Detect Magic Rank 6. The mage learns the casting level, duration, magic type, and the
effect of the magic. This spell can also be used to read texts written in magical script.
5) Contingency:
Through this spell, a mage can store a single spell which will trigger when a specific
circumstance occurs. The mage first casts contingency and then casts any spell of modified
level seven and below into the contingency; the spell will auto-cast whenever a certain
circumstance occurs. The contingency will last for no longer than one month. Any given caster
can only have one contingency spell in effect at any given time; if the caster attempts to cast a
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second contingency while the former is still active the spell fails. The spell to be made
contingent cannot be one that requires concentration.
6) Arcane Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes arcane magic into a long bolt and hurls it at a foe. A thrown packet deals ten
points of magic damage to the struck location.
7) Shifting Spell:
This spell allows the mage to generate a magical effect that he needs even though he doesn’t
know the spell or have access to the list. The mage casts this spell and names any spell of
unmodified level 5 and below, that spell occurs as if the mage had just cast it. The character
must know of and must understand the spell he is replicating. The spell cannot be from the
Faith list, nor can it be from an Exotic list; the mage cannot replicate a spell from any list that
opposes his specialty(s).
8) Teleport:
Using arcane magic, the caster moves himself a distance via the World Halo. The caster
concentrates and moves himself to any location that he knows well within 10 miles. The caster
cannot teleport to anywhere he hasn’t been before. The caster can carry himself and anything
he can comfortably carry. The spell usually works exactly, although, outside factors can affect
this spell.
9) Arcane Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers arcane magic and hurls it against a foe. A thrown packet deals twenty points of
magic damage to the struck location.
11) Disenchant:
Using arcane magic, the caster disrupts any lesser spell causing the ambient magic to fade
into the World Halo. This spell will break almost any enchantment and will destroy most
magical items even those which are normally considered permanent. This spell is the ultimate
version of dispel magic and only legendary spells and artifacts can resist.
1) Ceremonial Ritual:
Through this spell, the priest calls on his deity to add divine weight to his religious ceremony.
The next religious ceremony that is performed by the caster (within one hour) gains divine
significance, blessing and attention. This spell is usually used with handfastings, requiems and
birthings. The higher the priest’s faith rating the more powerful the blessing would be.
2) Divine Guidance:
After a suitable prayer and meditation the priest calls on his deity for divine guidance. The
character gains religious, often moral guidance. In the past this spell has been used to find
Holy places, lost relics or even people of the same faith. The higher the priest’s faith rating the
clearer the guidance would be.
3) Cleanse:
The priest sits and prays, calling on divine aid to cleanse corruption or desecration from a
target. The larger the area/object/person and the more corrupt the longer the cleansing takes.
The priests faith rating has to be higher than the corruption rating of the object in order to
cleanse the object successfully.
4) Truth:
Calling on the watchful and all seeing eyes of his deity the priest forbids his victim to speak
falsely. For the duration, the target is magically compelled to speak only the truth for the same
duration. He can voice his honest opinion, he can also avoid questions and mislead by
omission. This spell is resistible by Willpower. This spell is fooled by the spell Deceive.
5) Circle of Sanctuary:
Through this spell, the priest calls on his deity for protection; the priest kneels and prays and
around him there exists a place of sanctuary. The circle must be drawn before this spell is cast
and can be no larger than 10 foot radius. The spell ends if the priest stops praying, speaks,
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casts, or moves. Those within the circle are safe, no hostile action can be taken against or by
anyone within the circle. Any hostile effect that is generated from outside of the circle loses all
power as it enters the circle, this includes spells, arrows and alchemy. Those within the circle
may leave, but no-one who is not of the same faith as the priest can enter the circle.
7) Beseech:
After a suitable prayer and meditation the priest calls on his deity for direct assistance. The
power and nature of the deity’s response will depend on the faith of the character, the deity he
worships, the prayer and the piety of the priest. A priest should be careful what he asks his
deity for and with what regularity he asks. This spell is often used as part of a divine ritual. The
deity will rarely respond directly, but the caster is almost always given aid.
8) Consecrate:
After a suitable prayer and meditation the priest calls on his deity to make an item or location
sacred. Through this spell, the priest makes an item or place sacred. It is common for the
priest to use ritual, prayer and personal sacrifice to increase the effects of this spell and its
duration. The caster must always ask the referee to determine the effect and duration of this
spell. The priest’s faith rating is very important when determining the effects of this spell. If the
item is already consecrated to another deity, then the priest cannot consecrate it unless his
faith rating is higher than the previous priest.
10) Smite:
Via this spell, the priest channels his deity’s displeasure against an enemy of the faith. The
target is smitten by the god in question; the effects depend on the priest’s faith rating and the
referee. Smite taxes the caster but often destroys the target.
2) Heighten Sense:
Through this spell, the caster calls upon the spirit of a natural creature to heighten the target’s
senses. The caster can elect to heighten all senses (Heighten Senses Rank 2) or a single
sense (Heighten Sense Rank 4); this does not stack with anything else that heightens the
senses. Throughout the ages many ingenious casters have found different uses for this simple
spell.
4) Speak to Nature:
The caster gathers magic around himself and reaches into nature to ask questions of a natural
being. The caster targets an animal, plant or nature spirit. The caster can activate the spell to
allow a conversation with an animal, plant or nature spirit. As an alternative, the caster can
force the animal, plant or nature spirit to truthfully answer three questions; with this option, the
spell is resistible by willpower and when the third question is answered the spell ends.
5) Venom:
Calling on the natural worlds secrets the caster calls forth powerful venom into his foe. Venom
has a ten minute onset time. After ten minutes the target becomes ill and fatigued and loses
Constitution at a rate of one point per ten minutes. If the Venom isn't cured by sunrise then the
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character dies. Legends tell of venom mages who have turned this spell into a path of their
own or who have altered their magic to replicate another venom they know well. Using poisons
is not a good act.
6) Control Nature:
Calling on his alliance with the non-sentient spirits of nature the caster gains control over
normal plants. For the duration the caster can control plants or a tree. The caster can also
make the plant grow rapidly. A caster can call forth vines and roots to wrap the feet of those
standing in an area preventing movement. The very rich have also been known to hire casters
of this spell to sculpt their topiary into beautiful shapes. The most powerful druids have used
this spell to devastating effect and legends exist of destroyed cities and of forests that refuse
to rest again.
7) Contagion:
Calling on one of the weapons that nature reserves, the caster damns his foe with a powerful
contagion. The disease has a one hour onset time, but after that After the target becomes ill
and fatigued and loses Constitution at a rate of one point per two minutes. If the Contagion
isn't cured by sunrise then the character dies. The contagion spreads to anyone who remains
in contact with the victim (or his clothes) for more than ten seconds or anyone who tries to
cure the disease. Legends tell of disease mages who have turned this spell into a path of their
own or who have altered their magic to replicate another disease they know well. Using
diseases is not a good act.
8) Natures Champion:
The caster calls upon the power of nature to fill him. For the duration, the caster gains STR 2,
Stone skin, Trackless Step, Speak to Nature, Claws of the Beast and a bonus 10 Loc. For the
duration the caster is considered to be neutral to all animals and non-sentient nature spirits.
For the duration the character finds it almost impossible to act against nature. If the caster
needs a specific aspect from a natural animal then he may ask the referee for that instead of
the other benefits of this spell.
9) Natures Curse:
The caster calls upon the natural madness that dwells in the heart of man. The most common
uses of this spell involve the victim believing that they are a woodland creature, or make the
victim terrified of trees. This spell will implant one Major Phobia, one Major Addiction or One
derangement. Legends tell of curse and madness mages who have turned this spell into
paths of their own or who have altered their magic to replicate another madness or curse that
they know well. Using curses or unleashing madnesses is never a good act and shouldn’t be
undertaken lightly. This spell is resistible by Willpower.
10) Shapeshift:
Drawing on his link to the natural world and his understanding of natural creatures the caster
assumes the form of a natural non-magical animal. The statistics and abilities that this spell
confers depend on the referee. For the duration of the spell half of the characters mind thinks
like the animal. This lasts until countered or until the caster chooses to end it. If the caster has
silent spell then they may cast spells in the feral form.
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11) Natures Wrath:
The final spell in the nature-mage’s toolbox is never used lightly. It is an unstoppable spell and
almost always causes more damage than the caster intended. This spell has been known to
wipe out cities or end civilizations. The spell simply calls upon nature itself to destroy. The
caster designates a target and the referees determine the effects. Some common effects have
included earthquakes, tidal waves, sandstorms, drought, meteors, acid rain and climate shift.
The caster has no control over this spell once it is cast and it cannot be dispelled by any
means. During the duration of the spell Nature will not respond to anyone who attempts to talk
to her in the afflicted area.
1) Evaluate:
Many merchants and thieves need to be able to tell how much something is worth rapidly.
Stealth magic reveals whether or not the item being handled is worth stealing. Upon casting
this spell, the caster gains knowledge of one examined object equal to Appraise Rank 3. The
caster will learn the approximate local value and purpose of a mundane item.
2) Unlock/Lock:
Many adventurers have been faced with a lock or a padlock barring their way. Using stealth
magic the caster tricks a lock into opening or locking. The touched lock will spring open or
snap shut at the casters touch assuming that a thief would have been able to unlock/lock that
lock with Open lock Rank 3.
3) Disguise:
The trickster calls upon the rudiments of illusion magic to conceal himself. When cast rapidly
the spell makes the caster look like a completely average member of his own species, but the
caster can spend a minute or so sculpting the magic to change his appearance, gender, race,
height, weight or clothing. The caster cannot add major additional features (such as wings),
cannot disguise himself as a plant or an undead and cannot assume any form he is not
familiar with. This spell can only alter his height and weight within 50%. This spell is only an
illusion and does not conceal the characters scent, tracks or voice.
4) Deceive:
The trickster learns to deceive the abilities of others, through careful use of this spell, a
trickster is able to avoid compulsions to tell the truth. For the duration of this spell, the caster is
immune to truth spells, truth serums or the abilities of others to discern lies. The caster does
not become immune to mind affecting effects, it doesn’t, for instance, stop him being tortured
into telling the truth nor would it stop him telling the truth if dominated to do so.
5) Circle of Silence:
Through this spell, the caster fills a designated circle with pure silence. The caster draws a
circle 10 foot radius before casting the spell. The caster can either prevent noise from
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escaping the circle, or present noise from entering the circle, or both. Rumors tell of silence
mages who have altered this spell in any number of ways.
6) Ectoplasmic Form:
Through this spell, the caster twists and spins his body until it assumes the consistency of
warm wax. For the duration of this spell the caster is pliable and can squeeze under doors or
through very small gaps. The casters carried possessions join him in his Ectoplasmic form.
While so affected the caster is vulnerable as his armour cannot protect him. The caster is
assumed to have Escape Artist Rank 9 for the duration.
7) Invisibility:
Through this spell, the caster blurs the target’s outline until it disappears. For the duration, the
target is invisible and cannot be seen, although this spell does not mask the target’s scent,
noise or tracks. If the subject attacks, stumbles, casts or is loud then the spell is broken. All
that the subject is wearing and all immobile items he is carrying also disappear. Objects are
suitable targets for this spell. All objects the character is carrying at the time of casting are also
invisible, but anything he picks up afterwards remains visible.
8) Ethereal Form:
Through this spell, the caster blurs his body until it simply ceases to be. For the duration of the
spell the caster cannot interact with mundane objects. The caster can walk through walls or
mundane objects, but also cannot choose to interact with them. The casters equipment joins
him in this state, but he cannot use it. While in this state the caster is immune to mundane
weapons.
9) Mass Invisibility:
Through this spell, the caster spins and extends a cloak of invisibility to cover a group. The
caster is able to lay an invisibility spell on a number of targets equal to his Willpower. He
gathers a group close around him and makes them vanish. At the time of casting all subjects
must be entirely within five feet of the caster. Each subject of this spell is under the effects of
an invisibility spell.
Note: Meta-magic spells cannot be used on themselves, on Faith spells, nor can they be used
on the locked spells of each sphere.
Note: Most Meta-mages also practice ritual magic in order to create magical items.
1) Detect Magic:
Many mages need to be able to see the vibrations of magic. For the duration of the spell the
caster gains Detect Magic Rank 3. If the caster specifically concentrates he may be able to
work out the diameters of spell effects or even which list the spell belongs to. A close study of
magical auras could also reveal other details.
2) Mana Bridge:
The mage turns himself into a bridge across which mana can be passed. Mana can flow out of
and into the caster from any willing participant(s) who is touching him at the moment the spell
is cast. All mana must flow into the caster and then out of him. This spell takes one second per
mana point to be transferred.
3) Silent Spell:
Through this spell, the caster alters his next spell so that the verbals only need to be mouthed.
The next spell that the meta-mage casts, within the next ten minutes, is silent; the caster can
mouth the words, but this doubles the casting time.
4) Enchant:
Through this spell, the mage turns a mundane item magical. For the duration, the item (usually
a weapon) is magical. This spell’s most common use is on the battlefield to harm those who
ignore mundane weapons although many riddles, tricks and traps have been fooled by
applications of this spell. The item in question cannot be predominantly made of Iron or any
derivative of Iron.
5) Extend Duration:
Through this spell, the caster alters his next spell so that it lasts longer. The mage‘s next spell,
within the next ten minutes, has its duration doubled. For instance a spell set to last ten
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minutes will now last twenty minutes, or a spell set to end at sunrise will last until the second
sunrise. This spell cannot be stacked with itself.
6) Extend Range:
Through this spell, the caster alters his next spell so that it’s range changes. The mage‘s next
spell, within the next ten minutes, has its range increased. A caster spell becomes touch, a
touch spell becomes packet. This spell has no effect on a packet range spell. The most
devastating uses of this spell affect circles, lines and cones which have their maximum size
doubled. This spell cannot be stacked with itself.
7) Imbue Item:
Through this spell, the mage turns a high quality item magical and stacks spells within it. The
mage prepares an object of at least mastercrafted quality to hold five levels of spells. The
person bearing the object can release the spells one at a time by concentrating for a few
seconds; as the wielder is forced to concentrate the spells cannot be delivered by weapon
strike. This spell lasts until used or until sunrise. The item in question cannot be predominantly
made of Iron or any derivative of Iron.
8) Reflect Spell:
Through this spell, the mage protects himself with a spell-web which causes the next spell to
strike him to unerringly strike its caster. The next spell to affect the caster is reflected,
assuming the spells caster is within 100ft. Level 10 or higher spells cannot be reflected. The
caster cannot choose which spell is reflected as the spell cannot differentiate between positive
and negative spells.
9) Bolster Spell:
Through this spell, the mage bolsters his next spell. The mage‘s next spell, within the next ten
minutes, is bolstered. Commonly this doubles the effect of the spell. However the exact effects
vary and must be agreed with the ref team. This spell cannot be stacked with itself.
Demons: These are creatures from the various Hells. They tend towards evil alignments. They
tend towards combat or social forms. Specific forms of demon include Imps, Succubae, Incubi,
Maralithes and Balors. Demons are almost always evil, but they are not necessarily oblivion
aligned.
Angels: These are creatures from the Heavens who directly serve a deity. They function as
the voice of their deity. They are often a shining beacon to those of their faith. Seeing an angel
is a major event. Angels serve a deity, their alignment almost always reflects the deity they
serve, evil gods have evil angels and goodly gods have goodly angels.
The Hopestarved: The Hopestarved are those followers of Inritius who are without hope. They
are immune to fear and many mind affecting spells. They have desires but they do not put any
power or passion behind their desires.
The Scorpion Legion: The Scorpion legion was the legion led by Prince Inritius before he
turned against the Argead Empire. They were considered the best of the best and officers from
other legions would surrender their rank for a chance to enlist as a grunt in the Scorpion
legion. They were always the first into a conflict and they were usually the last men to leave
the field. When Prince Inritius led his rebellion and started his new religion the Scorpion Legion
were his first recruits. They can be recognized by their Argead blue uniforms with a heraldic
scorpion emblazoned on the chest. It is safe to assume that their weapons are poisoned.
Vermin Beast-kin: The first group to pledge loyalty to Inritius was the vermin-beast-kin. They
had long been seen as the lowest of the low by the other creatures of the world. They were
quick to realize that they had been living without hope all along, they know that hoping not to
starve to death wasn’t the type of hope that Inritius was preaching against, plus it’s hard to
starve when you will eat anything that you can chew.
Glossary:
Boons: A currency used by players to persuade the refs to allow them special abilities, races,
templates, spells or characters.
Constitution: A character’s Constitution is used to resist physical effects. A characters
constitution is often targeted by poisons and diseases.
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Experience: A character will earn experience points as they develop. Experience points can
be spent on new skills for the character.
Global: Global hits are almost like a force protecting your character. They are effectively a
safe zone. It doesn’t matter whether your character is struck in the arm or the torso all hits
come off the Global hits before going through to your armour and locational hits. DAC, ADAC
and magic auras are good examples of Global hits.
Halo: A characters Halo represents his link to the world halo and is used to fuel supernatural
and extraordinary abilities.
Joining: A child of whose parents are from different races.
Level: A characters level is calculated by dividing his spent experience characteristic by
twenty-five.
Location: Each character will have a locational value assigned to each location. When that
value is exceeded they can no longer use that location. The key locations are two arms, two
legs, torso and the head.
Mana: A caster has a reserve of magical power used to fuel his spells.
Multiplier(s): A characters multipliers often shape the type of character he can become. The
multipliers are Might, Agility. Intellect, Connection and Magic.
Willpower: A characters Willpower is used to resist mental effects including spells, social
interactions and torture.
Abbreviations:
AC: Armour Class.
ADAC: Armoured Dexterity Armour Class.
BV: Blade Venom.
CON: Constitution.
CP: Copper Piece called a farthing.
CV: Contact Venom.
DAC: Dexterity Armour Class.
EXP: Experience. Earned every game and spent to buy skills.
GAWD: General Assistant World Designer.
GOD: Game Over Designer (General of Death).
GP: Gold Piece called a sovereign.
IV: Ingested Venom.
LOC: Location.
MAC: Magical Armour class.
PAC: Physical Armour class.
PP: Platinum Piece.
REF: Referee
SP: Silver Piece called a shilling.
STR: Strength
TEM: Time, Effort and Money. A crafting mechanic.
WF: Weapon Finesse.
WM: Weapon Mastery.
WP: Weapon Proficiency.
Stats:
Loc Con Halo Will Mana
Base
Total
Perm Mana
Experience:
Gained Spent Unspent Boons
Skill Multipliers:
Might Agility Connection Intellect Magic
Flaws: