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Basic Rulebook

“No Dice, All Adrenalin.”

LARP Rules
Version: 1.85

Phil Shuttlewood

Warning: This document contains explicit words, pictures and material.


This book is designed for the use of adults.

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

Invictus: William Ernest Henley:

Out of the night that covers me,


Black as the Pit from pole to pole,
I thank whatever gods may be,
For my unconquerable soul.

In the fell clutch of Circumstance,


I have not winced nor cried aloud.
Under the bludgeoning of Chance,
My head is bloody, but unbowed.
Beyond this place of wrath and tears,
Looms but the Horror of the shade,
And yet the menace of the years,
Finds, and shall find me, unafraid.

It matters not how strait the gate,


How charged with punishments the scroll,
I am the master of my fate:
I am the captain of my soul.

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.

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Version: March, 2009
Disclaimer:
All work and references contained within these rules are original ideas, as much as any idea is
original in this day and age. These rules are not intended to copy any other system, although,
though through the nature of role-play, some similarities will be apparent, for which I apologize.
The exception is the Heart of Pargon system, from which several components were drawn,
with the permission of the system manager.

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.

Inritius Alliance: Basic Rulebook Page 5 of 147


Version: March, 2009
Inritius Alliance Code of Conduct:
I, ________________________________________________________, wish to be a
participant in the Inritius Alliance Live Action Roleplaying Game. I agree to:

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.

Inritius Alliance: Basic Rulebook Page 6 of 147


Version: March, 2009
Inritius Alliance Release Form
I,__________________________________________________________________, apply to
become a participant in the Inritius Alliance Live Action Roleplaying Game. As a condition of
being allowed to participate in the Inritius Alliance Live Action Roleplaying Game, I agree to the
following:

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;

2. In consideration of being granted the opportunity to participate in the Inritius Alliance


Live Action Roleplaying Game, I, for myself, my executors, administrators, agents and
assigns do further release and forever discharge Inritius Alliance, the Inritius Alliance
Referees, other Inritius Alliance Players and Crew, and the cooperating landowner from
all claims of damages, demands, and any actions whatsoever, including those based on
negligence, in any manner arising out of my participation in this activity. I understand
that this Release means that, among other things, I am giving up my right to sue for any
such losses, damages, injury or costs that I may incur.

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.

Participant's Signature: __________________________________________________


Printed Name: __________________________________________________________
Date: _____________________

Parent/Guardian's Signature: _____________________________________________


Printed Name: __________________________________________________________
Date: ___________________

D.O.B. ___________________________________________________________________
Contact Number: __________________________________________________________
Email Address: ___________________________________________________________

Approved by: ___________________________________________________________


Signature: ______________________________________________________________
Date Approved: ___________________

Attach the signed Code of Conduct to the Release Form.


Inritius Alliance: Basic Rulebook Page 7 of 147
Version: March, 2009
Participants:
Players:
Players in any LARP system have the potential to make or break the adventure. Good within
party role-play can make the refs and monsters seem unimportant! Parties being
uncooperative, unfriendly and antisocial can make the day miserable for any new players (and
indeed everyone else), especially if they feel left out of the group. Players would do well to
remember that whilst maintaining your role-play is important, you should also consider the
consequences to other people’s enjoyment.

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.

Inritius Alliance: Basic Rulebook Page 8 of 147


Version: March, 2009
• The current system manager is Phil Shuttlewood and he can be contacted via
phil@ialarp.com to discuss any issues or questions that you may have.

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.

The referees promise to


• Actively seek to understand the entire system and plot.
• To treat players, monsters and other referees with respect and consideration
• To be dedicated and committed, reliable and responsible.
• To remember that they are acting on behalf of Inritius Alliance, and are representatives
of the club.
• 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.

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.

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Version: March, 2009
Crew are expected to adhere to the following guidelines:
• Endeavour to wear dark and appropriate clothing, including good boots and a belt!
• Crew are not here to kill the party mercilessly; they are here to give the party a good time.
This includes big impressive fights, excellent role play and player consideration. Players
should die through their own actions and mistakes, not because the monsters have decided
it’s time for them to die. For instance, most monsters will not strike players who are on the
floor.
• Be respectful of players, other monsters and the referees.
• Be dedicated and enthusiastic.
• 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.

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.

• Phil Shuttlewood: System Manager.


• Adam Elm: Head Player Ref.
• Kane Makowski: Head of Referee Support
• Alex Nixon: Head of Plot.
• Christopher Glascock: Support Player Ref and Support Technomancer.
• Emily Dueckman: Technomancer.
• Andrew N: Combat Referee.

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Version: March, 2009
Other Elements of the Game:
Adventure:
The referee who has written the adventure will endeavor to have an advance synopsis of the
adventure listed a week before game day, unless there is a game world reason for this not to
be the case. This will allow the players to decide whether their character would like to attend
that adventure and whether there is any preparation their characters would like to do before
the adventure starts. It would be appreciated if any players who wish to attend the adventure
book their place in advance. This is done using the Sign-Up section of the forums.

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.

Inritius Alliance: Basic Rulebook Page 11 of 147


Version: March, 2009
Spending boons is best described as bribing the referees to allow strange and wonderful
things for your characters. As Inritius Alliance is a live action game, and we want it to remain
that way, boons are also spent to achieve things outside of games. Boons can be spent for
many things, to play a member of a rare or restricted race, to play someone from a higher
social order, to find a trainer for a rare skill, to join a guild and so on. Boons are often also used
to generate success or assistance within a game, such as to avoid a trap or solve a riddle.

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Version: March, 2009
Game Rules:
The Core Rules:
1. No player can assume the success of an event; the player will need a referee that is aware
of the situation to judge its success.
2. Play to the spirit of the game, not to the letter of the rules.
3. Sometimes, the rules will be bent or broken by the referee team for the sake of enjoyment or
for plot. Do not argue with such instances and if you have a serious grievance, bring it up in a
quiet moment in private.
4. A referee’s call is final.
5. No more than one blow may be landed per second per weapon. Any more blows than that
may be ignored; this is to encourage ‘Heroic’, enjoyable fighting. No more than one blow per
three seconds can be landed with a huge weapon per second.
6. Pull your blows; if someone says you are hitting them too hard: you are.
7. Don’t take the piss! [Obey the spirit of the rules, not the letter] (Rule 7).

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
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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.

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Dehydration: If a character is suffering dehydration then he loses Constitution at a rate of two
points per day, three per day if it is hot or if the character is exerting himself. This loss cannot
be restored until the character has drunk 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.

Characters gain 10 free points of halo every level below 75.

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.

Rest and Recuperation:


Overnight, assuming the character received a full eight hours of rest, his Halo, Will and Mana
refresh automatically. A character’s Location and Constitution do not refresh without being
healed. If a character receives less than a full night’s sleep due to nightmares or a midnight
attack then he starts the game with less than his usual mana and halo allotment. DAC alone is
refreshed after five minutes of rest. The Masters of the Harmonious Zen have perfected skills
to rapidly replenish their reserves.

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Combat Rules:
Safety Rules:
• All weapons to be used in Inritius Alliance MUST be LARP safe foam weapons.
• Never stab or thrust. Thrusting points are not permitted.
• Always pull your blows: If someone says you are hitting them too hard then you are.
• Avoid head and groin shots.
• Never rest weapons point down or lean on them.
• All weapons must be approved by the safety referee prior to their use.
• At all times the condition of a weapon is the responsibility of the wielder.
• Participants must seek referee permission to use projectile weapons.
• Participants must seek referee permission to fight unarmed.
• Participants must seek referee permission to use injection molded weapons, such as
Calimcil weapons.

Game Combat Rules:


When a weapon strikes somebody, the wielder calls the damage level and the victim suffers
one point of damage from the location struck for each damage level. Anyone can pick up a
weapon and hit someone with it; however, someone trained in the use of that weapon will be
much more effective. A character requires proficiency with the weapon they are using before
they can deal more than a single point of damage or before they can use specialized weapon
skills such as ‘disarm.’

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.

Proficiency: Options include: Bows, Crossbows, Dart/hand Crossbows, Swords, Large


Swords, Huge Swords, Daggers, Thrown Knives, Staffs, Pole-arms, Thrown Spears,
Hammers/Maces, Large Hammers/Maces, Huge Hammers/Maces, Thrown Hammers/Maces,
Clubs, Large Clubs, Huge Clubs, Thrown Rocks, Natural Weapons, Unarmed, Axes, Large
Axes, Huge Axes, Thrown Axes.

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.
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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.

Ambidexterity: Under normal circumstances, if a character wields a weapon in each hand


then his proficiency only applies to his prime hand. If the character has ambidexterity then his
proficiency applies to both hands. If a victim is struck with both weapons simultaneously then
the damage for each blow must be called separately, Do NOT hit someone with two weapons
at the same time and call a combined damage grade.

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.

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Damage Codes:
Simple damage codes are just represented by a number, but during a character’s life they
benefit from something special about their damage and they will definitely be struck by
something special.

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.

Weapon Type Damage


Dagger 1
1 Handed Sword 1
1.5 Handed Sword 1 or 2
2 Handed Sword 2
Great (Huge) Sword 4
Throwing Axe/Hammer 1
Axe/Hammer (1HW) 1
Great Axe/Hammer (2HW) 2
Huge Axe/Hammer 4
Staff 1
Spear 2
Pole-arm 2
Bow 3
Long Bow 4
Hand Crossbow 1
Crossbow 3
Heavy Crossbow 4

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

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axes, Zombies require sharp damage, and certain fae creatures can only be harmed by claws
or other natural weapons.

Silver/Gold/Cold Iron/Mithral/Adamantine/Bone/Jade/Obsidian/Lead: These calls should


be made with every blow struck by the specific weapon. Against normal opponents the weapon
acts normally, but you should make the call in case the monster has a specific immunity or
vulnerability to your weapon type. For example “Silver four.” It is important to remember to call
your damage type. For example: Lycanthropes are usually vulnerable to silver and many fae
creatures are vulnerable to cold iron.

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.

Mana/Will/Halo/Constitution: These damage types work differently to normal damage types


in that they cause no harm to the physical body. Instead they damage the
Mana/Halo/Willpower or constitution of the character struck. The character suffers a loss of
points from that statistic. Dark rumors suggest that weapons exist which can drain a character
of ranks of strength, skill or even experience.

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.

Type of Armour Soak Armour Hindrance Class


Padded (cloth) 0 1 0 Light
Leather/Furs 0 2 1 Light
Hard Leather 0 3 2 Light
Studded Leather 0 4 3 Light
Ring-Mail 0 6 5 Medium
Chain-Mail 0 8 6 Medium
Riveted Chain 1 9 8 Medium
Scale-Mail 1 8 8 Heavy
Plate-Mail 2 12 10 Heavy
Articulated Plate 3 16 12 Heavy

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Hindrance: Any piece of armour that a character wears generates hindrance which affects a
characters DAC and magic use. A characters general hindrance is considered to be equal to
his most heavily hindered/encumbered location. Characters can only use DAC while wearing 3
or less points of hindrance. 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.

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

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the shield on whatever location is behind the shield. [This rule is because of game balance].
The hindrance from a shield is applied to the characters arm that is carrying the shield.

Type of Shield Soak Hits Hindrance


Buckler 2 10 2
Small Shield 3 20 3
Medium Shield 5 30 4
Large Shield 5 40 5
Tower Shield 8 50 12
Pavise 10 75 30

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.

Material Special Ability- Armour Special Ability- Weapon


Iron +1 PAC. Fey dislike Iron. +1 Max Dmg. Fey Dislike Iron.
Silver Gilded Location cannot be bitten by Bane Lycanthrope.
lycanthrope. Lycanthropes
dislike silver.
Journeyman Iron +2 PAC Fey Detest +1 Std Dmg, +1 Max Dmg. Fey
(Steel) Journeyman Iron. Detest Journeyman Iron.
Mithros +2 PAC +1 Soak. -2 +1 Std Dmg, +1 Max Dmg.
Hindrance.
Embedded Jade/Jade Protectee Cannot be Level Bane Undead.
Drained/Gifted.
Embedded Protectee Cannot be Bane Angel. Weapon Cannot
Obsidian/Obsidian Obliviated. be Obliviated.
Adamantine +4 Armour. +1 Soak. +1 Std Dmg, +3 Max Dmg.
Mithral +3 Armour. +1 Soak. -5 +1 Std Dmg, +2 Max Dmg.
Hindrance. Magical. Counts as Magical.
Rem Innocent +2 Armour. +1 Soak. -2 +1 Std Dmg, +1 Max Dmg. See
Hindrance. See Text Below. Text Below.
Cold Iron +2 Armour, +1 Soak. Fey +1 Std Dmg, +1 Max Dmg. Fey/
Bane. See Text Below. Elemental Bane. See Text.

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.

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Referee Calls and Game Mechanisms:
During the course of a game, the referees are likely to make several calls. With the exception
of “Man-Down,” these calls should only be made by a referee.

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.

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Flying: A person who is flying will declare it by holding their arms out at right angles to their
body and declaring their height in feet periodically.
Climbing: A character that is climbing must hold tight to the thing they are climbing and
declare their height periodically.

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.

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Character Generation Walkthrough:
• Create Character Concept: The first step to creating a character is to create a basic idea
of what type of character you want to play. The options are endless; you could choose to
play a sword for hire, a priest, a druid, a soldier, a young hero or even a prostitute. But first,
in order to create the framework around which you will build your character concept, you
need to decide whether your character is essentially a fighting character, a social character,
a know based character or a magic-user. Once you've decided this, you will begin to build a
clearer image of your character.

• 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

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things, some races alter your basic skill multipliers and determine what your starting
location, halo, willpower, constitution and mana will be.

• 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 Costume: A character is required to have a suitable costume; ; it is important


for the game atmosphere and will increase your enjoyment as well, so you should make
sure you have a costume planned for your character. While it is true that characters do not
wear the same set of clothes every day, it is nice for people to be able to recognize which
character you are playing from your costume. As well, it is important to ensure that your
costume covers the costuming requirements of your race, there are specific requirements
for each race and it is important that you follow them so that plot can identify what you are
playing. Preparing your costume for the weather is also important; a costume inappropriate
to the weather can utterly ruin the game experience and can be deleterious to your health.
Note: Your costume will be penalized if it includes white trainers, blue jeans, modern
backpacks or any neon colours.

• 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.

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Character Background:
No character will be allowed to progress to level three until the ref team has a copy of his
background. This is because your character has been living in this world for their entire life; it
also allows us to tailor games to involve individual characters. A good background should be
told from the third person and should be at least a typed page. Your background should
include how your character learned his major skills. If you are spending boons on your
background then you need to describe how the benefit came about, for instance who your
character inherited his magical sword from.

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?

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Character Progression:
All characters start the game with twenty four experience points to spend on their skills. The
amount of Halo, Location, Mana and Constitution that a character starts the game with will vary
according to their race. A character must also take a flaw for their character. All characters
must have at least one flaw, but some of the flaws are very minor and will rarely take effect.

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.

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Active Characters: Players are allowed to have three active characters in the character
database. They may terminate or retire characters that they are tired of playing. This is
designed to allow characters to have one high level, one low level and one dark side character,
although this is a guideline not a restriction. If players wish to get around this rule a boon cost
will be attached. All characters must be in the database and any time a character is updated
they must make sure that it is recorded in the database; it will be considered cheating to use
any skill, spell or ability which is not found on the copy of your character in the database.

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.

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Character Flaws:
Many characters in the fantasy genre are renowned because of their flaws, Achilles is well
known for his vulnerable heel, Daredevil is blind and Professor Xavier is crippled. As such all
characters in Inritius are required to choose a flaw during character creation and during the
course of the game they may well end up with many more. Flaws are not just a way to min-
max a character better; they have a real effect in our game. Be careful when you create your
character because cripples are not always heroes. Oblivion Magic targets the spirit corrupting
the being; those characters that are severely flawed have lived with suffering and the
unfairness of the world for quite some time. As such they are often the most dedicated
followers of Hope and Oblivion. The way a character deals with flaws will be taken into
consideration when assessing corruption and hopelessness.

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.

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• Clumsy: 12: A character with this flaw is hugely clumsy and accident prone. Characters
with this will find it difficulty to balance, climb, catch and do any number of agility related
tasks. The player should bear in mind that their character is clumsy and the referee team
can activate your clumsiness at any time.
• Colour Blind: 2/3/5: A character with this flaw cannot distinguish colours. This flaw can
be tricky to roleplay. A character with the 2 point flaw confuses two colours, a character
with the 3 point flaw confuses four colours, and a character with the 5 point flaw is only able
to see shades of grey.
• Deaf: 15: A character with this flaw cannot hear anything. They cannot hear spoken
riddles, cannot hear shouts of alarm and have difficulty speaking because they have never
heard the sound of words. Deaf characters have difficulty learning spells. It is difficult for
the deaf to receive training, unless the teacher is particularly patient.
• Disfigured: 3: The character is dreadfully scarred, disfigured or burned. This is shown
on the face of the character and must be phys-repped.
• Impotent: 2: Male only flaw: A character with this flaw cannot achieve or sustain an
erection. You may only take this flaw if your character cares that he cannot sustain an
erection.
• Infertile: 2: A character with the infertile flaw cannot sire or bear children. Note: in a
fantasy setting the inability to sire children is believed to be a curse from the Gods. You
may only take this flaw if your character cares that he is infertile.
• Infirm: 3/5/10: A character with this flaw is extremely ill. The character is frail and
weak, while this flaw does not limit the character in terms of skills and abilities the character
has no stamina at all and any exertion will leave them out of breath and coughing. The
three levels of this flaw are there to show how extreme the flaw is, for 2 points the
characters ill health is a nuisance, for 5 points the characters ill health is a constant
problem and for 10 points the character is almost always suffering in some way.
• Lame: 8/16/24: The characters legs are damaged. They cannot run and have difficulty
walking properly. For 8pts this is a painful dehabilitating flaw, but the character can cope
although he cannot run. For 16pts the character struggles in pain even to walk normally.
For 24pts the damage is absolute and the character can only just walk: every step is
unsteady and uncertain. The character must have crutches or be carried.
• Low Pain Tolerance: 5/8: This character has a low pain tolerance. This should be
shown in how characters respond to receiving damage. With the increased flaw the
character suffers pain when being grabbed or roughly handled.
• Missing Limb: 18: A character with this flaw is missing a limb, this could be an arm or a
leg at the players selection. Characters missing arms often have difficulty in combat and
characters missing legs often have trouble moving around.
• Mute: 20: A character with the mute flaw cannot speak, at all in any language. These
characters can usually not cast any spells at all. We recommend that mute characters learn
how to read and how to master sign language. They are able to grunt unintelligibly. It is
difficult for a mute to receive training, unless the teacher is particularly patient.
• Night Blindness: 7: A character with this flaw loses vision well before others do. In full
darkness the character is blind and in the period before dusk a character sees as if it were
already totally dark.

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• One Eye: 7: A character with one eye has difficulties with perception. Buying
heightened senses sight costs double. The player must wear an eye patch over the missing
eye. A character must fight carefully and his safety will be judged harshly.
• Smells: 4/8: A character with this flaw is one of the great unwashed. Whether the smell
comes from a physical problem or a magical curse the character is unpleasant to be
around, easy to track and can rarely get anywhere in society.
• Speech Impediment: 6: A character with this flaw has a serious stutter or speech
impediment which must be role-played, even during casting and rituals.
• Unchaste: 1: A character with this flaw has lost their virginity. You may only take this
flaw if, in your character’ belief, it is wrong that he has lost his virginity.
• Unfit/Overweight: 3: A character with this flaw has difficulty keeping up when the party
is moving at a speed. They are not likely to be able to jump or climb to any great extent. A
character with this flaw is often lazy.
• Weak Immune System: 9: A character with this flaw finds it easier to contract
diseases, suffers from them more acutely and finds it harder to cure them, even magical
healing does not always work. This characters constitution is reduced by 4 when resisting
poisons or diseases.

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.

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• Deranged: Variable: A character with this flaw is mad. The madness can be
specifically chosen from the list below or discussed with the referee. Anyone taking this
flaw should discuss the concept with the referee team. The prices here are for manageable
versions of these disorders; if you want a more extreme version please discuss that with
the referee team. Psychotic 3: Multiple Personalities: 2 (per extra personality),
Nymphomaniac: 2, Bulimic/Anorexic: 4, Lunacy: 6, Manic Depressive: 7, Bi-Polar: 7,
Pyromaniac: 4, Anger Issues: 3.
• Hero Complex: 10: This character is destined to be a great hero, he is likely to save
many innocents and generally improve the world. Characters with this flaw may not be of
any evil alignment. Characters with this flaw must always try to save innocents even when
it involves risking themselves or using needed resources. Heroic characters should always
think about who will be hurt by lies they tell or items that they steal. Heroic characters may
not commit any dark acts such as mental enslavement or torture, nor may they use poison
or disease. A heroic character should not harm defenseless opponents, nor should they
despoil the dead. The character must generally act like a hero, the referee team will be
watching closely.
• Iconic Dependence: 6: The character has developed a dependence on an object. If the
character does not have his object his Halo, Will and Mana are halved and he loses access
to some of his abilities.
• Insatiable Curiosity: 6: A character with this flaw is incredibly curious and will walk into
traps, go and question vampires or do any of a million other things. Remember, curiosity
killed the Hobbit.
• Nightmares: 2/6/9: A character with the nightmare flaw has difficulty sleeping. If
subjected to a sleep effect then after a few minutes the character starts experiencing
nightmares and should writhe and scream. There are three levels of severity to this flaw;
the severity level will effect how hard it is for the character to get rest from sleep and will
also see how badly a character should react to sleep effects. Note: A character that doesn’t
rest properly does not properly heal, regain mana or regain halo from a nights sleep.
• Overactive Imagination: 4: A character with this flaw is extremely flighty. They are
prone to jumping at shadows either in wonder or fear. Characters with this flaw are usually
very gullible. These characters will either cower in fear in case there is a monster or run
haphazardly ahead in case there might be treasure. Characters with this flaw often tell
hugely tall stories and parties are advised not to trust what they say.
• Phobia: 2-6: A character with this flaw has an irrational phobia of something which they
have linked to a key event in their lives. A phobia is judged on two criteria, first is how
common the thing is Common 3, Uncommon 2, Rare 1 and the second is the severity of the
phobia Incapacitating 3, Severe 2, Moderate 1. The character reacts in fear to the thing in
question. Common fears include rats, darkness, ice etc. A character cannot take a phobia
against a dangerous thing (like dragons: being afraid of dragons isn’t a flaw it’s a rational
state of being).

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.

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• Absent Halo: 25: The character has not got a halo and cannot use halo powered
abilities. Essentially this character is not part of the web of life that surrounds the world. Any
attempt to Halo gift or Halo bridge mana to this person loses the Halo. This character is
immune to halo damage.
• Absent Mana: 8: A character with this flaw can never have any mana. A character with
this flaw loses his specialist and minor list. A character without mana has no magical power
within their body at all. Any attempt to Mana gift or Mana bridge mana to this person loses
the Mana. This character is immune to mana damage. A non-Elven with this flaw loses his
specialist and minor list.
• Black Mantle: 25: A character with this flaw for some reason or another is immune to
healing magic. No magical spells which restore life force, including mend spells for those
with un-living skin, help the character. This affects damage which is dealt to the characters
location or constitution.
• Black Thumb: 4: This characters touch kills plants, for whatever reason normal plants
that are touched by your character wither and die. This will often affect herbs as well. Note:
This is a flaw and not a merit, it will not save your character from attacks by plants, nor will
it have a devastating effect on plant monsters, in fact such monsters are more likely to
target your character and plants dying against your skin have a possibility of poisoning you.
• Casts No Reflection: 4: For whatever reason your character cannot be seen in a
mirror, by himself or by others. This is usually because your reflection has been captured.
Your character does not feel whole while his reflection is missing.
• Casts No Shadow: 4: For whatever reason your character’s shadow cannot be seen.
This is usually because your shadow has been captured. Your character does not feel
whole while his shadow is missing.
• Cursed: Variable: A character with this flaw has been cursed by powerful magic. There
are infinite possibilities for the curse and suggestions should be submitted to the referee
team.
• Dark Fate: 25: A character with a dark fate is going to die. These characters will never
live more than six months and could die in their first game. A player can choose whether
their character is generally doomed or if there is a specific prophecy that affects the
characters demise. All such prophesies are subject to referee approval.
• Fey Disgust: 7: For some reason all of those of fey blood dislike your character. They
don’t like your smell, the way you look etc. They are unlikely to kill you although they may
cause you subtle harm and will rarely help you.
• Haunted: 4/8/16: A character with this flaw has an incorporeal spirit that follows him
around. The spirit blames the character for causing its death. The creature is not an
undead and cannot be harmed. There will usually be a specific set of circumstances which
will allow it to be laid to rest. The different levels of ghosts are irritation 4pts, malicious 8pts,
and homicidal 16pts.
• Mana Dependency: 7: A character with this flaw does not have access to his mana in
the way of normal people. Essentially, unless this character is carrying a certain, specific
object the character cannot use mana in anyway. Without the object, the character
essentially has the Absent Mana flaw. Many ex-slaves have this flaw as common mage-
collars separate the slave from his mana.

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• Material Casting: 10: A caster with this flaw requires arcane components to cast his
spells. Such characters always carry spell components with them and much handle the
components while casting the character should use different components for each spell
they wish to cast. The components do not need to be expensive. In order to take this flaw,
the character must be a caster type.
• No Casting: 10: A character with this flaw can never cast a spell of any kind. This
includes casting from scrolls, items or wands. A character with this flaw loses his specialist
and minor list.
• No Minor List: 5: A character with this flaw does not start the game with minor access
to a second list. Only characters with a minor list are eligible to take this flaw. In order to
take this flaw, the character must be a caster type.
• No Specialist List: 10: A character with this flaw does not start the game with a
specialist list. Only characters with specialist lists are eligible to take this flaw.
• Oblivion tainted: 1-25: A character with this flaw is tainted by the dark powers that
corrupted Prince Inritius. This corruption may whisper to the character or it may have
already tainted him. Characters with this flaw are rarely truly hopeful. The stronger an
Oblivion taint is, the easier it is to detect the taint.
• Offensive to Animals: 6: For whatever reason your character offends those creatures
of the natural world. Most animals will attack you outright, while others will flee.
• Somatic Casting: 10: A caster with this flaw requires his hands to cast spells. He must
form his hands into different shapes and wave his hands and arms while casting. The
caster cannot cast spells while both of his hands are full. In order to take this flaw, the
character must be a caster type.

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Starting Equipment:
Very few people exist in the world of Geos naked and possession-less. Almost everyone is
walking around with clothing and equipment to suit their lifestyle. Upon creating a character to
live in the world of Geos, you may choose any of the following lists of equipment to start with at
no cost to your character. Any additions to the list including better quality items and whatnot
may come with a boon cost. Any changes that a player wishes to make to any of these lists
must be discussed and approved by a referee; they may assign boon costs where they see fit.
Note: All characters start the game with an additional 10 silver pieces in funds.

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.

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Alignment:
All creatures on Geos follow their own moral code, as an out of game mechanic we use the
alignment system; this is a way for players and refers to understand how characters think and
feel. Alignment is a tool for developing your character’s identity. It is not a straitjacket for
restricting your character. Inritius Alliance uses the normal Dungeons and Dragons alignment
system, used under the open game license, but when Prince Inritius accepted Oblivion a third
axis was created. Each alignment represents a broad range of personality types or personal
philosophies, so two characters of the same alignment can still be quite different from each
other.

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.

Good Vs. Evil


• Good characters and creatures protect innocent life. The term “Good" implies altruism,
respect for life, and a concern for the dignity of sentient beings. Good characters often
make personal sacrifices to help others.

• 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.

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Law Vs. Chaos
• Lawful characters tell the truth, keep their word, respect authority, honour traditions, and
judge those who fall short of their duties. "Law" implies honour, trustworthiness, obedience
to authority, and reliability. On the downside, lawfulness can include close-mindedness,
reactionary adherence to tradition, judgmentalness, superiority complexes and a lack of
adaptability. Those who consciously promote lawfulness say that only lawful behavior
creates a society in which people can depend on each other and make the right decisions
in full confidence that others will act as they should.

• 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.

Hope Vs. Oblivion


The third axis functions in a similar way to the other two. The three alignments on the new axis
are completely compatible with the old alignments; it is as common for a LG Paladin to be
Hopeful or Obliviated as for a CN berserker to be Hopeful or Obliviated. You will find below
that there are two sets of rules for Obliviated characters; this is because those characters who
are loyal to Inritius have found a new dark purpose to replace their lost hope.

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.

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Note: Dark and Evil Acts.
This is referee note, to save arguments later on. These are the moral views across Geos.
Poison: The use of Poison is never a good act and the use of poison that causes death over a
long term is also an evil act. Many Neutral characters are very willing to use poisons that
cause sleep or unconsciousness.
Disease: The use of Disease as a weapon is an Evil act. It is never a good act.
Madness: The offensive use of Madness as a weapon is never a good act.
Fear: Inflicting fear on those weaker then you is rarely a good act. Terrorism, or using magical
fear as a weapon is never a good act; by this we do not mean using fear to deter highwaymen
or scaring children away from a dangerous path, we are referring to those who use magical
fear to torture and abuse others.
Domination: Choosing to take the freedom of choice away from somebody is seldom a good
act. Making a madman sit down rather than letting him slaughter people is one of those events
which would be acceptable, however there are very few events which would warrant brain
raping somebody.
Rape: Is always an evil act. Note: Anyone choosing to include a rape storyline should make
sure they are not offending anyone, especially not the participants.
Willfully inflicting Pain: The use of torture whether it is mental, physical or magical is never a
good act. Using prolonged torture is always an Evil act. Spells such as Wracking Pain are
almost never used by goodly characters.
Trafficking with demons: Until recently trafficking with demons was considered to always be
an Evil act. However, since the Alliance many demons have appeared offering their services
because they seek to oppose this new force that is robbing them of prey, servants, dark places
and pleasures. One must always be very careful when dealing with a demon and doing so is
not considered a good act.
Undead and Necromancy: Undead are created solely by Oblivion magic, they are almost
always evil and oblivion aligned. Undead are a relatively new horror to plague Geos, especially
in the numbers in which they can now be found. There are rumors of cabals of necromancers
who are experimenting with necromancy who want to use it against Oblivion, but most believe
that they are pulling Oblivion’s corruption into their bodies with every spell they cast. These
Cabals include those Necromancers who patrol the border between life and death seeking to
stop the dead crossing into the lands of life.

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Faith and Religion.
“Most witches don't believe in gods. They know that the gods exist ... it would be like believing
in the postman.” Terry Pratchett, Witches Abroad

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.

Faith Based Roleplay Requirements:


Faithful characters are required to carry a holy symbol. As the character’s Faith rating
increases, the holy symbol of their faith should feature heavily in their costume and
accessories. As a symbol of their deity, faithful characters should not conceal their holy
symbol, nor should they allow other to profane it; the reaction to such profanity will depend on
the faith rating of the character.

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.

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The Morrigan: The Keltoi crone Goddess is a wizened hag and she is the goddess of death.
The Morrigan is also a warrior goddess and her skill with spear, shield and sword is well
renowned. The Morrigan is often followed and accompanied by a crowd of crows as they
swarm to feed on the dead that litter her path. She is a goddess of wisdom, death, battle and
fate.

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.

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The Ultimate: Some scholars and theologians, especially the Minerians, have suggested the
existence of an Ultimate deity. This genderless form comprises all of the divinity of all the gods
of all the peoples of Geos. The Ultimate rarely takes an active hand, but is likely to be the
creator. It is likely that the Ultimate itself sleeps and that the other deities are the dreaming
sleeps of the Ultimate deity.

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In the Beginning...
In the beginning there was nothing; literally nothing. There were no scraps of substance to
randomly collide and create energy, there was simply nothing; some might call it a void, an
abyss or oblivion. After an eternity of nothingness the Ultimate opened it’s eyes and within
them all of time could be seen. It had opened its eyes many times before, but nothing had
happened. This time it decided to act. The Ultimate shed a single tear and bled a single drop
of blood. The two drops of vital fluid collided and created a tiny spark. That spark slowly grew
until it became a flawless perfect jewel.

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.

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What followed has been called the Wars of Inritius and they lasted for four years. The Argead
legions were finally beaten because they did not know how to combat their own tactics.
Inritius’s legions practiced necromantic, demonic and fell magics; they struck fear into the
hearts of the legions and pulled life-force from their very souls. Inritius approached various
groups and strengthened his hand. When the Argeads suffered a great slaughter they finally
sent emissaries to the subjugated kingdoms offering them an alliance. Each of the great races
had suffered as Inritius gathered to himself a great army of undead, demons and those with
few enough morals to serve him.

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.

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Geography:
The world of Geos is vast; it is a huge place roughly the size of earth. Inritius Alliance takes
place on one of the continents called Antios. It is this continent that the Argeads dominate.
Antios has a wide mix of geography, it is a huge space about the size of Canada, but with a
more varied environment. The geography includes two sizeable mountain ranges, several vast
forests, several sizeable lakes, a huge area of swamp, and a noted desert. The Forest of
Talien is home to the remaining elves cities. The Plains of Dust make up the home of several
of the tribes of the harsh people and the nomad beastkin tribes.

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.

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Races of Geos
Geos is populated by countless races. In this chapter you will find a record of the most
common races, along with a touch of their history and culture and some hints about how to
best play a typical member of that race.

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 Argead Dynasty:


One of the first cities of man was created in an excellent position; it was immensely successful
and it used all of the nearby resources well. Certain scientists within its confines developed
weapons, armour and military techniques that allowed Argea to rapidly become the dominant
city on the continent. As the centuries passed, Argea spread; it created colonies and new cities
across Geos. In order to obtain additional resources they challenged their neighbours in
combat and warfare using both magical and mundane methods; they soon dominated and
controlled almost all of the other cities of man. They also challenged the civilizations of the
other races using a combination of military techniques, powerful magic and null-magic.

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.

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The majority of mankind in this area count themselves are Argead citizens and trace their
lineage back to the holy city of Argea. The other races on Antios fell back to their own ancient
lands, but have a working peace with the Argead civilization. The Argeads have now calmed
their actions in the name of civility and are working to make themselves masters of academic,
social and civil pursuits; however, their military might, when riled, is still unparalleled.
The humans of the Argead dynasty and type place their focus on the gaining of wealth and the
building of their civilization. Their universities are studying the sciences, philosophy and
geography of the world and they make regular new discoveries. The citizens of Argea judge
others as lower, they believe that humans were designed to rule the world and while they
understand that the other races have knowledges and abilities that they lack they still consider
them to be lesser races. The culture of Argea is still based on a slave culture although many of
their slaves live well and are educated; although the fact that some are pampered is to many
no achievement at all while others are used as gladiators or miners.

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:

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• Increased starting funds: An Argead character in good standing starts the game with
a bonus of thirty silver pieces.
• Increased starting skill points: An Argead character starts the game with an
additional ten skill points, this means that the starting skill points for each Argead character
is 35 rather than 25.
• Ability to read and write the common Argead language.
• An Argead character starts the game with Rank One General Etiquette and Rank 2
Argead Etiquette.
• An Argead citizen can also use an ability called “Word of Honour” this allows an
Argead to speak the truth and to be believed. An Argead citizen in good standing can use
this ability at will; use of the ability costs ten halo plus one Halo per person that the Argead
is attempting to convince.
• Due to military service and Argean military education, all Argeads gain proficiency in
one handed swords for free. Argead characters can opt out of this option.
• Right to Vote: An Argead citizen, who has never been condemned or enslaved has the
ability to speak in law courts and to vote in the assembly.

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.

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• Keltoi characters are forbidden by their Gods to cast any of the great spells [the level
eleven spells].
• Keltoi are almost always willing to die to destroy undead.
Shirefolk:
The Shirefolk are rightly one race, but when they are born their gods determine their rightful
place in the world and this manifests in one of three different forms and personalities. The
Shirefolk, do not normally differentiate between the races. Shirefolk society is structured
around the three divinely mandated groups; all three groups are individuals, but they function
as a part of a bigger whole. Apart each group has specialized skills, but when the three skill-
sets are bought together their skills harmonize. Even in their pastimes the groups can meet
harmoniously; during Shirefolk festivals the nights are filled with Dwarven drums, Gnomish
woodwinds, Hobbit strings and a chorus of surprisingly talented singers.

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.

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Racial Disadvantages:
• All dwarves find it hard to be nimble and dexterous; their agility multiplier starts at 4
rather than 3.
• Dwarven movement is significantly slower than that of other races; this must be shown
by the character. Dwarves rarely run and never run first. Their movement must be plodding
and methodical.
• Dwarves will get “short-tempered” when people mock them or their heritage.
• The effect of all potions, poisons, herbs, drugs and spirits is halved on a dwarf.
• Once a dwarf has been affected by a substance he is twice as likely to become addicted
to that substance.
• Dwarves may not purchase additional mana.
• Dwarves should not lie. This is not the same as the flaw cannot lie, but the referees are
likely to penalize Dwarves who make a habit of lying.

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.

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Equipment hints:
• First aid kit, pouches, light weaponry, any tools that will help you get into things, crow
bars, lock picks, etc.
• Clever devices to boggle and amaze.
• Props for funny stories.

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.

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Gnomes:
Between the adventurous Hobbits and traditionalist Dwarves lie the middle-of-the-road
Gnomes. If Hobbits are the inspiration and Dwarves are the labour, then Gnomes are the plan
that makes the pieces fit together. Alchemists, engineers, scientists and technicians, Gnomes
concern themselves with how things work, making them the most learned and academic of the
Shirefolk races. They love knowledge for knowledge’s sake and are insatiable about any new
gadget, method, element, spell or idea. Gnomes are the primary mages, herbalists and
alchemists for the Shirefolk, and have a cultural heritage for technology and mystic studies.

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.

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Elves:
The Elves are the oldest race and were the first sentient creatures created. The world halo
runs through them, as through all creatures, and the Elves can easily access the magic within
them to replicate spell effects. All, bar the High Elves, are tied to a single form of magic and a
way of life. Elves tend to be lean and graceful. They are slighter than humans and possess
less strength; they are also less hardy and they suffer sickness badly. The Elves were the
Ultimate’s first creation of sentient life; they were to mirror the innate power of the fey that
populated the Ultimate’s eternal dream. The Ultimate watched the fey in its dream, it watched
them thrive on magic and enjoy their lives. The Ultimate wanted to bless it’s creation with an
innate affinity to a certain type of magic and it wanted it’s creation to live together in harmony
each using their magic for the tasks that particular magic was intended for. The Ultimate first
created a dull race without magic and then she gave them energy and character in the form of
the magic that each people were to possess.

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.

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High Elves:
The High Elves are the descendants of those Elves who sacrificed their personal link to their
own sphere to rule the Elves. They claim it was a great sacrifice for the betterment of the Elven
people; however many of the ‘lesser’ Elven races are convinced that it was a calculated trade.
The High Elves are aloof, arrogant and willing to do anything necessary to achieve their goals.
High Elf mages maintain balance in their magics and are often able to achieve great things
through powerful combinations of spells.

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

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chooses his lists he must choose in pairs of lists between the list and the list that opposes
it.
• High Elves start the game with the ability to read and write common, Elven and magic.
• High Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can be used to reduce magic, agility or connection.
• A High Elf’s Connection multiplier starts at 2 rather than 3.

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.

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Air Elves:
Air Elves are the most common race among the Elven people. They are the most numerous
and it is not uncommon for an Air Elf family to have a dozen or more children. Air Elves are
very interested in the other races and they spend as much time as they can interacting with
other races, learning new cultures and magics. Air Elves suffer from wanderlust, as soon as
an area holds no more thrills for them they move on. Air Elves believes mean that they are less
in tune with the land, but this does not mean that they have turned their back on nature; they
have simply left others to care for her while they pursue other tasks.

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].

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• Feather Fall: Due to their innate link to the element of Air, Conscious Air Elves never
take damage from falling. Their ambient magic slows and cushions their fall so that the
worst damage they ever receive is a bruise.
• 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.
• Enhanced Lore or Enhanced Etiquette: Air Elf characters tend to pick up ambient
knowledge quickly, some pick up Lores and others pick up Etiquettes. Air Elf characters
generate free lore skills or Free Etiquette skills at twice the rate their Intellect/Connection
modifier suggests. Normally a character generates one free point of lore skill per X games,
where X is their Intellect/Connection modifier. The decision is made at character creation.

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.

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Beastkin:
This savage race comes in many forms as beastkin are both humanoid and animal in origin.
Most Beastkin differ from one another with no two alike, although, there are whole lines of
beastkin who are linked to a single animal. Features such as claws, horns, wings and other
animal traits can be seen and in most cases a single animal dominates their appearance. Due
to the nature of creation and evolution many of the now near-humanoid races of the world
seem to be bondings of the various animal races and humans. The progenitors of these races
were probably not the results of humans experimenting with bestiality, they may have
stemmed from ritual magic, they may have stemmed from evolution, but most likely they were
created by the Ultimate.

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.

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Racial Statistics Table:
The following table shows the statistics that a character of each race would start the game
with; these statistics are modified by the characters skill purchasing, their casting level (for
mana) and their actual level (for halo).

Table 4-x: Racial Statistics


Locatio Constitutio
Halo Willpower Mana
Race: n n
Argead 3 10 10 0 0
Keltoi 4 12 5 0 0
Dwarf 6 16 0 1 0
Hobbit 2 5 10 0 0
Gnome 2 5 10 0 10
High Elf 2 5 10 2 20
Air Elf 2 5 10 0 10
Nature’s Elf 3 8 10 1 10
Wolf-kin 4 14 10 0 0

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Skills and Abilities:
A character is a lot more than the skill list that makes him up, however, his skills and abilities
are vital for the way the game is played. Inritius doesn’t have a class system; however, it
stands to reason that different types of characters are more skilled in different areas. In Inritius
there are five different sets of skills, Might skills, Agility skills, Connection skills, Intellect skills
and Magic skills.

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.

Rank 1: Base times 1


Rank 2: Base times 3
Rank 3: Base times 6
Rank 4: Base times 10
Rank 5: Base times 15
Rank 6: Base times 21
Rank 7: Base times 28
Rank 8: Base times 36
Rank 9: Base times 45
Rank 10: Base times 55
Rank 11: Base times 66

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.

Training costs (without affiliation) price as indicated


Lore training (common) 2 sp per rank.
Lore training (rare) 5 sp per rank
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Lore training (secret) 1 gp+ per rank.
Skills training (Normal) 2 sp per rank.
Skills training (Advanced) 2 gp per rank

Training costs (Spells/Recipes/Songs) Full Price.


Level 1 5sp
Level 2 1gp
Level 3 2gp
Level 4 3gp
Level 5 5gp
Level 6 10gp
Level 7 20gp
Level 8 30gp
Level 9 40gp
Level 10 50gp
Level 11 500gp

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.

Honorary Member: 100%


Guild Rank 1-3: 75%
Guild Rank 4-6: 50%
Guild Rank 7-9: 25%
Guild Rank 10: 0%

Learning Skills/Spells Above Rank Five:


Trainers for common Skills/Spells of level five and below are common and easy to find,
however, it is hard to find trainers above that rank. There are several different methods of
getting around that problem. The first is to meet the trainer in game and persuade him to teach
you. The second is to learn the Skills/Spells from another player character. The third is to
learn the Skills/Spells from a guild. The fourth is to find a teacher using boons. There are no
hard and fast rules for the first two options as they depend on role-played interactions. For the
third option, if a character has rank in a guild that is tied to a Skill/Spell they want to learn
(Mages Conclave and Casting for example) they may automatically find trainers for that skill up
to their rank in that guild. For the fourth option, characters may spend boons to find a teacher.

Skill Rank 1-5: Zero Boons.


Skill Rank 6: 5 Boons
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Skill Rank 7: 10 Boons
Skill Rank 8: 15 Boons
Skill Rank 9: 20 Boons
Skill Rank 10: Special

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.

Free Lores and Etiquettes:


In order to help create balanced characters, Inritius Alliance includes a system to assign each
character free lore and etiquette skills based on their Connection and Intellect modifiers.

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.

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Agility Skills:
Agility skills are those skills whose main talent stems from hand eye coordination and manual
dexterity. Masters of agility dodge rapidly and strike with deft blows.

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

ADAC: Cost 12. Ranked. PR: DAC to same rank.


Armoured Dexterity Armour Class is a warrior’s battle endurance and the ability to duck and
dodge during the stress of a fight no matter how burdened they are. This is an enhancement
bought to modify the rules for DAC. Any armour may be worn. This skill replaces any ranks of
DAC while armour is worn, they do not stack.

Ambidexterity: Cost 25. One off. PR: Two Weapon Fighting.


The ability to use the off hand with as much skill as the dominant hand. If a character only has
the Two Weapon Fighting skill then he is only able to call Standard damage with his off hand.
With Ambidexterity the character can call Maximum damage with either hand (but not both)
once a minute for free and he can expend 10 halo to call maximum damage on any other
swing.

Balance: Cost 3. Ranked. PR: None.


Increasing ranks in this skill will fine tune one’s equilibrium. The benchmark of this skill is the
ability cross a thin wire in gale force winds. The character’s success is determined by
comparing their rank in balance to a difficulty determined by the ref team. Balancing on a
sturdy tree branch with no wind has a difficulty of 1.
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Climb: Cost 3. Ranked. PR: None.
The ability of a character to ascend a variety of different objects, trees are the most common.
The benchmark of the skill is the capability to scale a vertical glass wall. The character’s
success is determined by comparing their rank in climb to a difficulty predetermined by the ref
team. Climbing a tree which provided suitable handholds with no negative factors has a
difficulty of 1.

DAC: Cost 8. Ranked. PR: None.


“Dexterity Armour Class” refers to the ability to duck and dodge during the stress of a fight.
Most characters are not able to move as skillfully while burdened with armour. A character
gains two points of DAC per purchase. A point of DAC functions as one hit globally which is
taken off before armour and health as long as the blow is expected and the character is
capable of moving to avoid the blow. A character can only receive a DAC bonus while
wearing three or less points of hindrance. After 5 minutes of uninterrupted rest, known as
“Catching Breath” the points are renewed. The character may not fight, run, march, shout,
cast, meditate, participate in a ritual, mana/halo bridge/gift while attempting to catch breath.

Disarm: Cost 10. Halo Cost 5. 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
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.

Disarm Trap: Cost 5. Ranked. PR: None.


The ability to disarm and deactivate a wide variety of traps. Having this ability will allow a
person to find and disarm traps that they are familiar with. When a character spends one
minute attempting to find or disarm a trap, the referee team will compare the level of the trap to
the rank the character has in this skill.

Escape Artist: Cost 5. Ranked. PR: None.


A person’s ability to twist and contort or think their way out of constraints of confinement. A
master thief was once reported to have picked the lock on his tightly fitting stocks while his feet
were chained to the floor. The character’s success is determined by comparing their rank in
escape artist to a difficulty predetermined by the ref team, or if tied, directly compared to the
handle rope skill of the individual that constrained them. An escape artist can often escape
from the grasp of a stronger character, if grabbed a character can choose to resist with
strength or escape artist.

Hide: Cost 9. Ranked. PR: None.


Many characters succeed by not being seen by searching eyes. Stealth characters must take
cover and must act stealthily. The mechanism for hide compares the stealth character’s Hide
rank against the spotters Heightened Senses rank. Characters who are not dressed for stealth
suffer a -2 penalty to their Hide skill. Moving while hidden is possible, but it is increasingly
difficult to remain unnoticed the faster you move: Slow walk -2; Walking -4; Jogging -6;
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Sprinting -8. Hindrance is irrelevant until the stealth character attempts to move, while
attempting to move while hiding the character suffers a -1 penalty for every 5 points of
hindrance they are wearing. To signify that your character is using stealth, you should hold
your hands up in front of your face with a number of fingers extended equal to the your
modified rank in hide. As soon as a character attacks or casts a spell they become visible.

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.

Move Silently: Cost 5. Ranked. PR: None.


Many stalker or hunter characters master the art of the soft step. When moving silently,
compare your Move silently ranks against the spotter’s Heightened Senses ranks. Hide in
Shadows and Move Silently are often used in conjunction, as the penalty one suffers while
moving and hiding mainly stems from attention drawn to them from noise. A character’s ranks
in Move Silently are used to offset the penalty suffered by moving while using the Hide in
Shadows skill. For example, a character with 2 ranks in both skills, can slowly walk without any
penalty, since the 2 ranks of Move Silently offset the -2 penalty of a slow walk while Hiding in
Shadows.

Open Locks: Cost 8. Ranked. PR: None.


For centuries people have protected their houses, treasure chests and dungeons with locks. A
few days after the invention of locks the first lock was picked. In order to use this skill, a
character must be carrying lock picks and must spend a minute opening the lock. The referee
team will compare the characters skill to a difficulty level set by the referee team.

Pick Pocket: Cost 8. Ranked. PR: None.


For years those with fast fingers have lightened the pockets of those they mingle with. The
most skilled individuals have even been used to plant items rather than take them. A pick-
pocket’s rank is compared to the victim’s heightened senses. Rank 1 requires the pick pocket
to be in contact with the victim for 30 seconds, but each rank decreases that time by 3
seconds. The player must declare to a ref what they are trying to do and what pocket or area
they are targeting. The referee may assign penalties or bonuses for tricky objects such as a
worn ring, or for picking (or planting) a large object.

Projectile Mastery: Cost 14. Ranked. PR: Weapon Pro [Specific]


Many fighters elect to harm their opponents with missile weapons rather than fighting toe to
toe. 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: If a character wants to learn mastery in an additional
projectile weapon he may do so at half price as your ranks in your secondary weapons never
exceed your weapon mastery in your primary projectile weapon.

Swimming: Cost 3. Ranked. PR: None


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Many in the world of Geos have learned to propel themselves in water. Many, especially
sailors and bargemen have learned how not to drown. Only a basic level in this ability is
required to not drown, but more ranks are needed to swim in difficult waters. This skill and the
identical skill on the might list are totally interchangeable.

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.

Use Rope: Cost 2. Ranked. PR: None.


Whether using a bowline to rescue a comrade, or binding a fugitive the ability to tie knots is
vital. The character’s success is determined by comparing their rank in use rope to a difficulty
determined by the ref team. When attempting to constrain someone the character’s rank in
use rope is directly compared to the victim’s rank in escape artist or strength.

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.

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Connection Skills:
Connection skills are the abilities of the socialite, the bard and the seducer. These represent
the ability to sway the minds of others. Social skills are designed to enhance rather than
replace roleplay.

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

Bardic Performance: Cost 15. Ranked. PR. None.


Every person can inspire others with words. A bard is able to expand this to a degree that is
beyond that of normal men and story tellers. People are inspired by the words heard within the
bard’s song. Please see Bardic songs section in the Skills of Geos book for more details.

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.

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Calm: Cost 15. One off purchase. Halo Cost 10 per target. PR: None.
This skill can be used to talk down someone from incite, enrage or from any other effect that
has caused extreme emotion. The character must gain the attention of the person he wishes
to calm and talk, uninterrupted for at least 10 seconds. The calm attempt is successful if the
character’s willpower equals or exceeds the target's willpower he is calmed. Unless the referee
states otherwise a character must resist this skill to their full ability.

Conceal Lie: Cost 15. One off Purchase. PR: None.


Master liars have learned to conceal their tells so that it is incredibly hard to tell whether or not
they are lying. This character is immune to the ability Detect Deceit.

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.

Diplomacy: Cost: 50. One off Purchase. PR: None.


Some individuals find it easier to learn the niceties of society than others. A character with this
skill gains free etiquette points at double the rate of normal characters.

Embolden: Cost 5. Ranked. Halo Cost 5 per target. PR: None.


Master motivators can fortify their audience to render them almost immune to fear. The
motivator spends at least one minute speaking to their targets and increases their target’s
willpower by one per rank against fear effects for the next hour.

Enrage: Cost 25. One off Purchase. PR: Incite Rank 5.


Very skilled inciters are able to incite unwilling targets. This skill enhances incite and allows a
character to use incite to target an unwilling individual. In order to affect an unwilling target the
inciter’s willpower must exceed the target’s willpower.

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.

Etiquette {General}: Cost 6. Ranked. PR: None.


The ability to interact with people from all groups without offending them or upsetting them. A
character may ask a ref any questions about social expectations suitable to the character’s
rank in Etiquette (General). Etiquette is required to maintain social or guild rank. Etiquette
(General) covers most specialized etiquettes, but the specialized etiquette is preferred by
individuals of that circle.

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Etiquette {Specialized}: Cost 2. Ranked. PR: None.
The ability to survive in a specific social situation without calling the lord an earl or picking your
nose. A character may ask a ref any questions about social expectations for the specialized
group suitable to the character’s rank in Etiquette (Specialized). Etiquette is required to
maintain social or guild rank. Specific groups prefer dealing with people using their specific
etiquette rather than general etiquette.

Handle Animal: Cost 5. Ranked. PR: None.


This is the ability used by horseman, falconers and dog handlers. It allows a master to handle
or calm animals. This ability can even be used to train animals to perform tricks or services.
Characters can use this ability to calm down vicious animals, to train animals or even to
command beasts. The character compares their rank in this ability to a difficulty determined
by the referee.

Halo: Cost 5. Multiple purchases. PR: None.


Some individuals are more connected to the world halo than others. This may be purchased
multiple times. Each purchase grants you 10 extra Halo. It is only possible to purchase
additional Halo 10 times.

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.

Halo Gift: Cost 15. One off Purchase. PR: None.


A character with this skill has the ability to give some of his halo to others. With this ability a
character can gift some of his halo temporarily to another who has a halo of their own. It takes
one second per point of halo to be transferred.

Heightened Senses: Cost 8. Ranked. PR: None.


Focused characters develop the ability to perceive better, to notice hiding thieves, to detect the
taint of rot in a wound or taste the tang of poison in their food. A character with this skill has
heightened their sight, smell, hearing, taste and touch. A character can choose to focus and
the referee will inform the character if any additional information is available; the results of the
information gleaned will be up to the ref’s discretion. Heightened senses provides a degree of
protection against pick pockets, ambushers and poisoners. Referees may sometimes inform
characters with heightened senses of additional things that they would not inform others of.

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

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willpower for one hour. Affected characters should role-play an enraged or highly agitated
state.

Intimidate: Cost 3. Ranked. Halo cost 5 per target. PR: None.


Some brutal characters frighten or bully others to agree with them or comply. When this skill is
used, the character acts or speaks in a threatening way for at least one minute and then calls
their intimidate rank, the higher the rank the more effective the threat. This is a soft (roleplay)
skill; it can be used to expedite roleplay and must be reacted to, but it alone cannot force
anyone to agree with you or do anything against their will.

Persuade: Cost 3. Ranked. Halo Cost 5 per target. PR: None.


Some characters are able to persuade others easily of their opinion on things. This ability can
only be used within a suitable speech or a persuading argument that lasts at least one minute.
The higher the rank a character has in this skill the more persuasive they are. This is a soft
(roleplay) skill; it can be used to expedite roleplay and must be reacted to, but it alone cannot
force anyone to agree with you or do anything against their will.

Profession {Specify}: Cost 5. Ranked. PR: Lore (specific).


Many people in the world of Geos find ways to make money that don’t involve breaking into
innocent monsters homes and robbing them. The higher the character’s rank the more money
they earn. Characters using profession to earn money in any given month have only 15 units
of time available for crafting. A crafter whose ranks in craft at least equal his ranks in
profession can double the money he earns if he sacrifices all effort for that month. Only a
player who participated in a public or private game that month can select to earn money by
using profession in the month following the game. As a Prerequisite to purchasing Rank 7 in
this skill, the character must have the Management skill.

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

Read Other: Cost 3. Ranked. Halo cost. 20: PR: None.


Some adventurers are so observant that they are able to perceive weaknesses in others. By
studying another character for ten minutes the character using this skill may acquire
knowledge of the target. If you have analyzed your target’s combat style then all of his damage
against you is halved. This may only be used against one target at a time.

Rank 1 Mild mannerisms are noticeable.


Rank 2 Target’s strength level is noticeable.
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Rank 3 Major Flaws are noticeable.
Rank 4 Target’s multipliers are noticeable.
Rank 5 Fears are discovered.
Rank 6 Target’s health is noticeable.
Rank 7 Subtle Flaws are noticeable.
Rank 8 Target’s Willpower is noticeable.
Rank 9 Target’s mana/halo are noticeable.
Rank 10 Combat style analyzed.

Support: Cost: 30. Ranked. PR: None


The best sergeants are able to bolster recruits’ skills using their own knowledge. When using
support, a character designates which skill they are supporting; every person they support
gains a bonus equal to the character’s rank in support, assuming that the supporting character
also has an equal rank in the skill they are supporting. You are able to support a number of
people equal to your rank in support. Using support requires all your attention, you may not
use any other skill while supporting, and when you cease role-playing the support, the effect
ends.

Teach: Cost 2. Ranked. PR: Knowledge of subject.


‘Those who can do, those who can’t teach.’ That maxim is almost never true, those who have
done it before teach those who want to do it in the future. Almost all skills, spells and recipes in
the game must be taught. In order to teach something a character must know that thing and
they must have ranks in teach equal to the rank of the thing to be taught. For One Off
Purchases divide the cost of the purchase by 10 and the result is the required level of teach
(maximum rank 10). Note: The Intellect skill Teach and the Connection skill Teach are exactly
the same.

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Intellect Skills:
These are the skills of the sage, the professional and the wise. These skills are invaluable to
every type of character. Intellect skills include lore and crafting skills.

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

Appraise: Cost 3. Ranked. PR: None.


The ability to estimate the worth of any item or to identify a forgery. The higher a rank in this
ability the better a chance a character has to determine the worth and use of an item. Appraise
is used in direct opposition to the Create Forgery skill. Characters with rank five or higher with
this ability will often be able to identify special qualities or abilities that are particular to a given
item and masters of this ability can often identify the uses of magical items, even artifacts.

Burst of Will: Cost 5. Ranked. Halo Cost 20. PR: None.


Many characters despair of ever matching the willpower of the great bards and mages.
However even the weakest willed fighter can muster enough stubbornness or desperation to
fight off the onslaughts of mind magic. A character can activate a burst of will in order to boost
his willpower to defend against a single effect. This willpower is only useful for defense and
cannot be used offensively. Note: This ability does not stack with Willpower it replaces it.

Chirurgery: Cost 10. Ranked. PR: None.


The most skilled chirurgens are actually able to cut open the body and remove pieces without
causing death. To the majority of those living on Geos, however, the ministrations of a doctor
are no better than those of a torturer. Through the use of a first-aid kit, the chirurgen is able to
restore a one point of Loc per rank that they have in this skill. This ability may only be used
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once per patient per set of wounds [a set of wounds is all the wounds a character received in
one encounter]. Performing Chirurgery takes a minimum of one minute per point of damage to
be healed. At ranks one to five chirurgery must be used within one hour of the wounds being
inflicted. At ranks five to ten, Chirurgery can be used as long as it is started within one week
of the wounds being inflicted. Characters cannot perform chirurgery on themselves.

Rank 1 Can diagnose the target’s general well being.


Rank 2 Can stop bleeding.
Rank 3 Can diagnose poisons and disease.
Rank 4 Can splint and cauterize broken and severed limbs.
Rank 5 Can clear a characters air-ways (CPR)
Rank 6 Can repair broken bones.
Rank 7 Can attempt to reattach severed limbs.
Rank 8 Can attempt to repair permanent damage or organ damage.
Rank 9 Can attempt to restore the recently dead to life.
Rank 10 Could potentially augment the human form.

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.

Craft: Alchemy: Cost 10. Ranked. PR: None.


Alchemy is the ancient science that is rumored to be able to change lead to gold. Alchemy has
been taken in many different directions, or Paths, throughout the world. Every alchemist will
need a laboratory to work and experiment in if they wish to be successful at all in their studies.
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.

Craft: Arms and Armour: Cost 10. Ranked. PR: None.


Many warriors do not think much about the origins of their weapons and armour, but to the
people that made them they meant everything. Craft: Arms and Armour represents all of the
skills a crafter would need to make a wide range of weapons and armour. It clusters together
the ability to carve, mould and forge items. 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.

Craft: Generic: Cost 5. Ranked. PR: None.


Every item used on Geos was made by someone, each crafter whether they are a jeweler, a
tailor, a locksmith, a carpenter, a wheelwright, a shipwright, a chandler, a cobbler or a
glassblower had to understand the intricacies of their craft. When a character takes this skill
they pick one crafting area. Ranks in this skill represent a crafting profession rather than an
ability to make a single object. In order to fully understand the crafting processes 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.

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Craft: Herbalism: Cost 10. Ranked. PR: None.
Witches, primitives and wise women have used the powers and properties of herbs throughout
time. A character with this skill is able to find, prepare and use herbs for a variety of uses. 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.

Detect Oblivion: Cost 10. Ranked. PR: None


The ability to sense the taint and corrupting touch of Oblivion. The character can ask the
referee whether they can sense Oblivion energies coming from a person, object or place. The
higher the character’s rank in this skill the more subtle the taint they are able to detect.

Lore: Common: Cost 3. Ranked. PR: None.


Common knowledge of a subject. Characters with lore skills may approach the referees for
assistance on a certain subject. Lore skills are designed to represent the difference between
what the player knows and what the character should know. The higher rank a character has
in each more the more information they will have available to them.

Lore: Rare: Cost 5. Ranked. PR: None.


Rare knowledge of a subject. Characters with lore skills may approach the referees for
assistance on a certain subject. Lore skills are designed to represent the difference between
what the player knows and what the character should know. Characters may upgrade common
lores to rare lores by paying the difference. The higher rank a character has in each more the
more information they will have available to them.

Lore: Secret: Cost 7. Ranked. PR: None.


Secret knowledge of a subject. Characters with lore skills may approach the referees for
assistance on a certain subject. Lore skills are designed to represent the difference between
what the player knows and what the character should know. Characters may upgrade common
or rare lores to secret lores by paying the difference. The higher rank a character has in each
more the more information they will have available to them.

Mapmaking: Cost 3. Ranked. PR: Read/Write.


Map-makers are much sought after by architects and armies. This character can draw good
maps, although they must have a phys-rep for the map and their map making tools. Higher
ranks in this skill allow the character to create better maps.

Read/Write: Cost 5. Multiple purchases. PR: Speak that language.


A character that can comprehend and speak a language can also learn how to write that
language. This skill may be purchased multiple times. Each purchase represents a different
language. The cost does not increase for consecutive purchases. Note: Some languages cost
more to learn to read and write: Draconic: (Costs triple to buy.) Abyssal: (Costs triple to buy.)
Infernal: (Costs triple to buy.) Celestial: (Costs triple to buy.) Sign Language: (Costs Triple to
Buy. No written Form.) Braille: (Costs Triple to Buy. No Spoken Form.) Norse: (Costs quintuple
to buy.) Melusine: (Costs triple for all non-aquatic races to buy.) High Fae: (Costs triple to buy)
Common Fae: (Costs triple to buy) Dwarven Runes: (Costs triple to buy) Gnome Shorthand:

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(Costs triple to buy for a non-Gnome.) Ancient Elven: (Costs triple to buy). Ignian, Terran,
Aquan, Auran (Each cost quintuple to buy.)

Research: Cost: 50. One off Purchase. PR: None.


Some individuals find it easier to retain knowledge than others. A character with this skill
gains free lore points at double the rate of normal characters.

Speak Language: Cost 3. Multiple purchases. PR: None.


Many travelers find it useful to learn additional languages. This skill may be purchased multiple
times. Each purchase represents a different language. The cost does not increase for
consecutive purchases. Note: Some languages cost more to learn Draconic: (Costs triple to
buy.) Abyssal: (Costs triple to buy.) Infernal: (Costs triple to buy.) Celestial: (Costs triple to
buy.) Sign Language: (Costs Triple to Buy. No written Form.) Braille: (Costs Triple to Buy. No
Spoken Form.) Norse: (Costs quintuple to buy.) Melusine: (Costs triple for all non-aquatic
races to buy.) High Fae: (Costs triple to buy) Common Fae: (Costs triple to buy) Dwarven
Runes: (Costs triple to buy) Gnome Shorthand: (Costs triple to buy for a non-Gnome.) Ancient
Elven: (Costs triple to buy). Ignian, Terran, Aquan, Auran (Each cost quintuple to buy.)

Teach: Cost 2. Ranked. PR: Knowledge of subject.


‘Those who can do, those who can’t teach.’ That maxim is almost never true, those who have
done it before teach those who want to do it in the future. Almost all skills, spells and recipes in
the game must be taught. In order to teach something a character must know that thing and
they must have ranks in teach equal to the rank of the thing to be taught. For One Off
Purchases divide the cost of the purchase by 10 and the result is the required level of teach
(maximum rank 10). Note: The Intellect skill Teach and the Connection skill Teach are exactly
the same.

Tracking: Cost 3. Ranked. PR: Special.


Scouts and hunters use tracking to find their targets and prey. The best trackers can follow
their prey anywhere. A character compares their tracking rank to a difficulty predetermined by
the ref team. Note: Before gaining every third rank of track [3,6,9], the character must have a
suitable rank of Heightened Senses [1,2,3].

Willpower: Cost 25. Ranked. PR: None.


Mental and spiritual strength that allows someone to avoid deviating from their moral path. This
is also useful to prevent regurgitation of disgusting food cooked by important people.
Willpower is used to impose your will on another being or to resist another imposing their will
on you. Many magical and social effects are resistible by willpower and the higher your
willpower the harder you will be to effect and the easier you will find it to resist others. Many
races start with ranks in this skill and characters must build on those ranks.

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Magic Skills:
Magical skills are the domain of spell casters everywhere. They revolve around mana and its
use. Masters of magic can change the very world itself with their spells.

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.

Arcane Casting: Cost 15. Ranked. PR: Attuned.


The ability to cast arcane spells is based on this ability. The rank in this ability dictates what
levels of spells the character can cast. The character still needs to learn the spell and still
needs to have access to the relevant sphere. Note: A caster gains ten free points of mana
every time they buy a new rank in casting.

Attuned: Cost 4. One off purchase. PR: None.


This ability represents the simple line between minor magic users and normal people. A
character with this ability understands the magic within them and can shape it to achieve
simple effects. Almost all people have a specialist sphere, but only those with this ability can
use that list to cast their modified level zero spell.

Contribute to Ritual: Cost 3. Ranked. PR: None.

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The basic tool of ritualists the world over. It allows a character to participate in a ritual circle
either positively or negatively. A character’s rank affects how much energy a character can
contribute to a ritualist.

Counter-Spell: Cost 8. Ranked. PR: Release Own Spell.


Some mages learn how to disrupt and break the spells of others. This is the arcane ability to
reach out and subtly end the energies of a spell. In order to counter a spell, a character
spends mana equal to the (unmodified) spell to be dispelled and incants as if casting a spell. It
is only possible to break spells with a durational effect. If a character wishes to break a spell
that cost the caster permanent mana, then the counter-spell has to use permanent mana to be
successful.

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.

Craft: Scrolls: Cost 10. Ranked. PR: R/W Magic.


Many mages make magical scrolls so that they are not without spells when their mana has run
out. 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.

Detect Magic: Cost 7. Ranked. PR: None.


Many adventuring mages learn how to sense the presence and effects of spells. This ranked
ability allows a character to sense the presence of magic. The higher the rank the character
possesses the easier it will be for him to sense subtle effects, and the more details the
character gets about the magical effect, higher ranks will let the character know the spell level,
duration or sphere of magic. If a character uses this ability on an overwhelming source of
magic the character will be stricken with various effects, although the higher the rank a
character buys in this ability the more protected he will be from this effect.

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: Cost 10. Multiple Purchases. PR: None.


A spell caster must fuel his spells using mana points. While many mages rely on the ten free
mana that a caster gets with each level of spell casting many others feel the need to
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supplement their power with more mana. Each purchase of mana gives the caster an
additional 10 points of mana. It is only possible to purchase additional Mana 10 times.

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.

Mana Gift: Cost 15. One off Purchase. PR: Attuned.


A caster with this skill has the ability to give some of his mana to others. With this ability a
character can gift some of his mana temporarily to another who has the Attuned skill. It takes 3
seconds per point of mana to be transferred.

Mana Percept: Cost 5. One off Purchase. PR: None.


This ability allows a mage to keep better track of their own mana. The character can ask the
-referee at any reasonable time for assistance in working out how much mana the character
has remaining. With abilities that steal mana, a character without mana percept will sometimes
not know how much mana has been stolen.

Minor Sphere Access: Cost 25. Multiple Purchases. PR: None.


This ability allows a mage to gain the understanding of a new type of magic. The character can
now learn spells from a new sphere. Minor access allows a character to cast levels 1-5 of that
list. If the new list opposes one of the character’s specialist lists the cost of this purchase is
doubled.

Read/Write Magic: Cost 7. One off Purchase. PR: Read/Write.


The language of mages is secretive and rare. Their scrolls and spell books are written in a
hidden language known only to students of the arcane arts. A character with this ability can
read the language of magic. With this ability a character will also be able to use spell scrolls of
a level equal to or less than their level in casting.

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.

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Silent Spell: Cost 12. Ranked. PR: Casting at same level.
Some mutes are still powerful casters; some assassins have mastered the ability to cast
without revealing their presence to others. The character can mouth or whisper the verbals,
although this means that the casting time and mana costs are doubled; silent casting cannot
be used with halo fueled spells. A mute caster or one who chooses to can even replace the
verbals by using his hands to form the symbols of magic; however in this instance the casting
time of the affected spell is tripled.

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.

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Might Skills:
These are the skills that are used by a warrior or fighter during their general tasks. This is the
ability that links to strength, health and might of arms.

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

Brutal Strike: Cost 20. Ranked. PR: Strength at same rank.


Some melee fighters rely on huge brutal blows to smash their opponents. A character can add
his rank in Brutal strike to his standard damage code, but brutal strike does not affect
maximum damage as strength is already adds to maximum damage.

Burst of Strength: Cost 5. Halo cost 10. Ranked. PR: None.


There are stories of weak and feeble women lifting wagons off of their loved ones or the punch
of a diplomat felling a warrior. This is an ability for characters who want to be able to call on
great strength to achieve instant effects, but who don’t want to pay the high cost of strength.
This temporary burst of strength would allow a character to strike a single blow, burst free of
bonds, throw off a weight or knock down an obstacle. The effect only lasts for one call and
cannot be used for any prolonged effect. The character gains strength equal to the number of
ranks he has in this skill. Note: This ability does not stack with strength it replaces it.

Constitution: Cost 5. Ranked. PR: None.


Some people have an exceptional ability to stave off the effects of illnesses, poisons,
substances and even dark magics. Each rank a character has in this skill increases his
permanent constitution by 1 point.

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.

Location: Cost 10. Multiple Purchases. PR: None.


Some individuals have trained their bodies to absorb more damage and take more injuries
before succumbing to the effects of pain. Each set of Location that your character purchases
increases your characters locational points per location by 1. It is only possible to purchase
additional Location a number of times equal to the starting Constitution of your race.

Master Of Arms: Cost 10. One off Purchase. PR: 3xWP .


The character with this skill is considered to be proficient with all weapons, both melee and
projectile. He may use any weapon, object or his own body as if he had proficiency with that
weapon. The implement to be used must be able to actually hurt someone, a feather for
example is not a weapon. Weapon proficiencies that come from racial benefits will meet the
prerequisites for this skill.

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.

Rage: Cost: 10. Halo cost 10. Ranked. PR: None.


Some men, especially the Orks and the Northmen, have learned the ability to fly into a rage,
they use their rage to bolster their defenses against attacks on their minds, to help them stave
off wounds and to bolster their strength. A character with this ability gains the ability to enter a
bloodthirsty rage for ten halo. While raging the character gains Willpower, Constitution and
Location equal to their rank in this skill. While raging, to the characters strength is considered
increase by half his rage rating. A raging character does not have to show pain or react to
blows. While raging the character cannot use finesse, intellect or connection skills, nor can the
character cast. If a character is still raging when his enemies have been slain he will turn on
his allies unless they throw themselves prone. A rage lasts for two minutes per rank in this
ability. At the end of a rage a character will be fatigued to an extreme degree; this fatigue will
last for at least ten minutes.

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Strength: Cost 20. Ranked. PR: None.
The stronger a character is the higher his capacity for exertion or acts of force . Each purchase
of strength increases your strength by one allowing for feats of strength. A characters strength
rank is added to their maximum damage code; strength does not affect a characters standard
damage code unless they also have the Brutal Strike skill.

Strike-down: Cost 50. Ranked. PR: Overpowering Blow.


Warriors with great strength have the ability to knock their opponents over with forceful blows.
A character may use knock down with a melee weapon to force an opponent to his knees.
This effect is in lieu of damage. The aggressor calls his strength and, unless the targets
strength or balance exceeds the aggressor’s strength they fall over. The monster ability
Knockdown is the same as this but is not resistible.

Subdual Strike: Cost 3. Ranked. PR: None.


Some warriors can strike their opponent in such a way that they are knocked unconscious
rather than permanently harmed. The maximum subdual damage code a character can call is
equal to their rank in this skill or their regular damage call, whichever is lower. When striking
with this ability call Subdual (damage code). This ability can only be used with a melee
weapon, but it can be used with edged or blunt weapons.

Swimming: Cost 3. Ranked. PR: None


Many in the world of Geos have learned to propel themselves in water. Many, especially
sailors and bargemen have learned how not to drown. Only a basic level in this ability is
required to not drown, but more ranks are needed to swim in difficult waters. This skill and the
identical skill on the agility list are totally interchangeable.

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.

Weapon Proficiency (Weapon): Cost 3. Multiple Purchases. PR: None.


This skill grants the ability to use the full damage call for any weapon. It is a pre-requisite for
all weapon skills. This ability gives the character proficiency in one weapon group only.
Weapon types available for proficiency include: Bows, Crossbows, Swords, Large Swords,
Huge Swords, Daggers, Thrown Knives, Staffs, Pole-arms, Thrown Spears, Hammers/Maces,
Large Hammers/Maces, Huge Hammers/Maces, Thrown Hammers/Maces, Clubs, Large
Clubs, Huge Clubs, Thrown Rocks, Natural Weapons, Unarmed, Axes, Large Axes, Huge
Axes, Thrown Axes.

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Mastery of Magic
Magic is a very important part of everyday life in the world of Geos. Across Geos magic fills the
air, magic grows the trees and magic changes the seasons. The essential elements and other
forms of power are each represented by a sphere of magic.
Casting: In order to cast a spell the character must have access to a sphere, have casting of
sufficient level to cast the modified spell and they must also know the spell.

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.

Earth opposes Air and vice-a-versa.


Fire opposes Water and vice-a-versa.
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Light opposes Dark and vice-a-versa.
Life opposes Death and vice-a-versa.
Faith opposes Arcane and vice-a-versa.
Stealth opposes Protection and vice-a-versa.
Meta opposes Nature and vice-a-versa.
Mind opposes Ice and vice-a-versa.

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.

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Ritualism
Certain characters (those who have purchased the Ritual magic skill) can attempt to sculpt
magic to achieve any goal. First they draw a circle and activate it and then the character or
characters enact a ritual. A ritual team must be made up of a ritualist and any number of
contributors, all of whom add their skill level together to calculate the effective ritual level of the
group. An active ritual circle will bar entrance to anyone outside of the circle, however, another
ritualist or group of ritualists can open the ritual circle in the same way as a ritualist or group of
ritualists initially opened the ritual circle assuming their combined ritual level is equal or greater
to the level of the original group [counter-spell can also be used to break a ritual circle]. Ritual
circles are sentient and are an excellent source of information.

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.

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Fire:
1 Ignite Instant Touch
2 Fire Dart Instant Packet
3 Fire Shroud 10mins Caster
4 Protection from Fire 1 hour Touch
5 Control Flame 10mins Caster
6 Fire Bolt Instant Packet
7 Wall of Fire 10mins Drawn Line
8 Fire Storm Instant Packet
9 Fire Strike Instant Packet
10 Incinerate Instant Packet
11 Immolate Instant Touch
Note: Fire damage is potentially more dangerous to water or ice based creatures and is
considered bane to them unless they already have a specific vulnerability to it.
Note: Fire spells give off a noticeable level of heat, if a fire spell misses its target it may, at the
discretion of the referee, cause a fire.
Note: The fire list, unlike all others, is opposed by both the Water and the Ice list.

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.

4) Protection from Fire:


The caster wards the target against the ravages of fire. For the duration of the spell, the target
reduces all damage they receive from flame or fire based attacks by 50%. A character
protected by this spell can survive in an environment of extreme heat, like the elemental plane
of fire.
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5) Control Flame:
By focusing his attention, the caster is able to make fire dance to his will. For the duration of
the spell the character can shape, dim, grow, or move fire. Enhanced fire does double normal
damage and diminished fires deal half normal damage. The longer a character concentrates
the more fire he can manipulate. Controlling an element is a difficult effect and requires the
absolute concentration of the caster.

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.

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Water:
1 Extinguish Instant Packet
2 Identify Liquid Instant Touch
3 Purify Liquid Instant Touch
4 Walk on Water 1 hr Touch
5 Breathe Water 1 hr Touch
6 Water Bolt Instant Packet
7 Control Water 10mins Caster
8 Dehydrate Instant Packet
9 Drown Instant Touch
10 Spring PERM Touch
11 Drought Month 5 miles
Note: Water damage is potentially more dangerous to fire based creatures and is considered
bane to them unless they already have a specific vulnerability to it.

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.

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Version: March, 2009
Air:
1 Push Instant Packet
2 Disarm Instant Packet
3 Cone of Air Instant Cone
4 Mute 5mins Packet
5 Fluttering Winds 10mins Caster
6 Fly 10mins Caster
7 Manipulate Object 10mins Caster
8 Breath Crisis Instant Packet
9 Lightning Strike Instant Packet
10 Control Winds 10mins Caster
11 Hurricane Sunrise 5 miles
Note: Lightning damage is potentially more dangerous to earth based creatures and is
considered bane to them unless they already have a specific vulnerability to it.

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.

10) Control Winds:


By focusing his attention, the caster is able to make the air and the winds dance to his will. For
the duration of the spell the character can use the air to support himself or other objects, is
protected by fluttering winds, can control the weather, can throw cones of air at will and can
unleash aggressive wind storms. The longer a character concentrates the more air he can
manipulate. Controlling an element is a difficult effect and requires the absolute concentration
of the caster.

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.

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Version: March, 2009
Earth:
1 Pin 1min Packet
2 Stone skin 10mins Caster
3 Stone Fists 10mins Caster
4 Shatter Instant Touch
5 Slow 10mins Packet
6 Earth Bolt Instant Packet
7 Paralysis 1min Packet
8 Quicksand Sunrise Packet
9 Earth Armor 10mins Caster
10 Petrify Instant Touch
11 Earthquake Sunrise 5 miles
Note: Earth damage is potentially more dangerous to air based creatures and is considered
bane to them unless they already have a specific vulnerability to it.

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.

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Version: March, 2009
Target’s with STR rank 4 or higher are unaffected. Somebody with Escape Artist Rank 6 can
free themselves.

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.

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Version: March, 2009
Ice:
1 Slip Instant Packet
2 Chill 1min Packet
3 Encase Limb 1min Packet
4 Protection from Ice 1 hour Touch
5 Blizzard 10mins Packet
6 Ice Bolt Instant Packet
7 Freeze 10mins Packet
8 Ice Weapon 1 hr Caster
9 Ice Strike Instant Packet
10 Crystallize Creature Instant Touch
11 Ice Age Month 5 miles
Note: Ice damage is potentially more dangerous to fire based creatures and is considered
bane to them unless they already have a specific vulnerability to it.

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.

4) Protection from Ice:


The caster wards the target against the ravages of cold. For the duration of the spell, the
target reduces all damage they receive from ice or cold based attacks by 50%. A character
protected by this spell can survive in an environment of extreme cold, like the elemental plane
of ice.

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.

10) Crystallize Creature:


Through this spell, the caster weaves ice around a target’s body freezing every drop of fluid in
the target’s form. The ice encases the target rendering him immobile and paralyzed, the
victim’s tears freeze contracting his eyes (blinding him), his reproductive fluid freezes (making
him infertile), his stomach acid freezes (causing huge pain), his sweat freezes (rendering him
immobile), and his blood freezes (making him die).

11) Ice Age:


Through this spell, the caster unleashes the absolute cold of an ice age, damning an area with
his magic. The caster designates his target and the referees describe the effects. Animals and
crops die, water freezes, stone weakens and humans suffer. For the duration no heat exists or
is generated in the affected area. Almost everything is damaged, glass shatters, stone cracks,
wood degrades, metal becomes brittle and everything is covered in perma-frost.

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Version: March, 2009
Light:
1 Flash Instant Packet
2 Light 10mins Packet
3 Flare Instant Cone
4 Shining Aura 10mins Caster
5 Remove Curse Instant Touch
6 Star Bolt Instant Packet
7 Sanctuary 10mins Touch
8 Continual Light 1 Year Touch
9 Solar Strike Instant Packet
10 Banish Demon Instant Touch
11 Shining Form 1 Month Caster
Note: Light damage is potentially more dangerous to undead and demons and is considered
bane to them unless they already have a specific vulnerability to it.

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.

10) Banish Demon:


This spell forces a demonic creature of darkness back to the nether hell from which it came.
If a demon is affected by this spell then that demon returns to hell and must remain there for
one year. If this spell is used against a possessed victim, the spell forces the occupying
demon out of the host body. This spell is resistible by willpower. It has been suggested by
demonologists that demons born in this realm would be immune to this effect.

11) Shining Form:


Through this spell, the caster assumes a glowing form akin to that of an angel. While in this
form the caster’s weapon deals solar strike damage. The caster can also fly and they are
protected by an enhanced aura that offers 50 global hits that are removed after DAC but
before anything else; this aura regenerates at a rate of one point per minute. The caster is
surrounded by a field of light which extends for ten feet from the caster and anyone within that
area is protected by a sanctuary spell.

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Version: March, 2009
Dark:
1 Call Shadows 1 hr Caster
2 Impair Vision 10mins Packet
3 Dark-vision 10mins Touch
4 Darkness 10mins Packet
5 Blindness 10mins Touch
6 Wracking Pain 1min Packet
7 Shadow Shift Instant Caster
8 Shadow Gate Instant Caster
9 Disintegrate Instant Touch
10 Blood Contract PERM Contract
11 Eternal Night PERM 5 miles

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.

10) Blood Contract:


Using the powers of night the caster turns a willingly signed contract into a pact with a dark
force. The contract willingly signed in blood by two or more parties becomes unbreakable. If
anyone does endeavor to break the letter of the contract then dire circumstances befall them.
Legends tell of people breaking the contract who become undead or who cried blood until their
corpse was empty.

11) Eternal Night:


The spell is the darkest of dark magic. Using the power of darkness the shadowmancer casts a
pall over the world. In this area the sun does not rise and no natural light is shed. Anyone in
the area is chilled, has their vision impaired and starts to lose hope. Being within the area is a
depressing and negative experience. All within the area are badly affected. The caster,
undead and demons are bolstered by this effect. This spell is taken by many to be a sign that
Dark and Oblivion magics are inter-linked.

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Version: March, 2009
Life:
1 Diagnose Instant Touch
2 Minor Heal Instant Touch
3 Restore Sense Instant Touch
4 Cure Affliction Instant Touch
5 Major Heal Instant Touch
6 Restore Limb Instant Touch
7 Total Heal Instant Touch
8 Destroy Undead Instant Touch
9 Restoration Instant Touch
10 Resurrection Instant Touch
11 True Resurrection Instant Touch

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.

11) True Resurrection:


Through this spell, the healer immerses a fragment of a corpse into the stream of life and calls
the spirit back to the body. This spell is the absolute pinnacle of the healer’s art; it allows a
healer to take ashes, or a finger bone, or a zombie and restore them to life. The target is
resurrected at perfect health. If this spell is successfully cast then all removed parts of the
victim turn to dust. This spell only works if the being is willing to return to life. Being restored to
life in this way costs the victim one permanent point of constitution. If someone has been
resurrected from a fragment, from Undeath or after being dead for centuries then they almost
always gain additional permanent flaws.

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Death:
1 Detect Undead 10mins Caster
2 Chill 10mins Touch
3 Cause Wound Instant Touch
4 Speak With Dead 10 mins Caster
5 Cause Harm Instant Touch
6 Wither Instant Packet
7 Vampiric Bolt Instant Packet
8 Cross the Shroud 1 hour Caster
9 Touch of Death Instant Touch
10 Life Drain Instant Touch
11 Destroy the Soul Instant Touch

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.

4) Speak With Dead:


The caster gathers death magic around himself and reaches into death to ask questions of a
corpse. The caster targets a corpse or an undead with this spell. The caster can activate the
spell to allow a conversation with an undead or dead being. As an alternative, the caster can
force the undead or dead being 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) 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.

8) Cross the Shroud:


Through this spell, the caster moves his physical body into the wraith realm leaving behind a
form akin to a ghost. For the duration, the caster is a ghost and can move through physical
objects. The caster loses the ability to use anything which is on his body and he finds it very
difficult to manipulate physical objects. The character can only be harmed by magical weapons
and is considered to be an undead for all effects. While across the shroud the caster can float
and can converse with the dead freely.

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.

10) Life Drain:


Through this spell, the death-mage drains the life force from a victim and fills the space where
it was with death magic to avoid the life force healing. The target suffers a loss of ten points of
permanent constitution. If a restoration spell is not cast by sunset then the loss is permanent
and is extremely difficult to reverse.

11) Destroy the Soul:


Calling on the true power of death the caster pulls the soul from the targets body and
obliterates it. The body itself is filled with death magic and immediately dies and begins to
degenerate. The target of this terrible spell dies; their soul dies as well and does not pass on
to the afterlife. If resurrection or disenchant is cast within an hour then the target can be saved,
if not then only Divine intervention or a truly amazing ritual can save target.

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Protection:
1 Endure Elements 10mins Touch
2 Protective Aura 10mins Caster
3 Lesser Spell Barrier 10mins Caster
4 Protection from Element 10mins Touch
5 Deflecting Shield 10mins Caster
6 Mundane weapon immunity 1min Caster
7 Spell Barrier 10mins Caster
8 Wall of Force 1 hr Drawn Line
9 Greater Spell Barrier 1 hr Caster
10 Immunity to Magic 1min Caster
11 Unerring Defense 1 yr Caster

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.

3) Lesser Spell Barrier:


Through this spell the caster generates a field of disruptive magic around himself which
disrupts minor incoming spells. The target is protected by a Magical Barrier which will disrupt
and dispel the next single spell of unmodified Level 3 or below that targets the subject. This
barrier cannot differentiate between positive and negative spells.

4) Protection from Element:


Through this spell, the caster protects the target against the effects of an element. The caster
chooses the element (fire, earth, ice, air or water) and the target gains a 50% resistance to all
damage from that element. The target is protected against mundane occurrences of the
element like extreme heat or bitter cold. A target with protection against an element gains no
other protection from the element, for instance Protection from Water does not prevent
drowning and effects such as petrify or crystallize creature work normally.

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.

9) Greater Spell Barrier:


Through this spell the caster generates a field of disruptive magic around himself which
disrupts the next incoming spell. The target is protected by a Magical Barrier which will disrupt
and dispel the next single spell of unmodified Level 10 or below that targets the subject. This
barrier cannot differentiate between positive and negative spells.

10) Immunity to Magic:


Through this spell the caster generates a field of disruptive magic around himself which
cancels all spells that would affect him. The caster renders himself immune to magic for the
duration of the spell. The caster does not benefit from any existing beneficial spell of level ten
and below. The target can ignore the effects of all magics of level 10 and below. Certain Faith
spells and spells that create physical effects (like Blizzard) also ignore this defense. Because
of the nature of this spell, it cannot be augmented via meta-magic.

11) Unerring Defense:


This spell represents the pinnacle of the defender’s art; the caster cannot be harmed while this
spell is active. This spell creates a lasting defense that grants the character immunity to the
next thing that would cause him actual damage to his life-form, his location or his constitution.
The character must call no effect to the next thing that would harm him and cannot decide to
store the effect until a worse thing would harm him. However, the attack must actually harm
the caster, a blow which is defended against by DAC, armour or another spell does not trigger
this spell. When Unerring Defense is triggered the attack is totally defeated, if the attack stems
from a weapon then the weapon is disintegrated, if it stems from a spell then that spell is Most
weapons are disintegrated and most spells are reflected. Characters cannot normally be under
more than one unerring defense spell at a time.
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Mind:
1 Calm Instant Touch
2 Charm 10mins Touch
3 Fear 1min Touch
4 Sleep 10mins Touch
5 Confuse 10mins Touch
6 Befriend Instant Touch
7 Impervious Mind 1 hr Caster
8 Forget Instant Touch
9 Domination Sunrise Touch
10 Mind-wipe Instant Touch
11 Enslave Instant Touch

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.

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Arcane:
1 Vibrate 1min Touch
2 Protective Aura 10mins Caster
3 Mend Instant Touch
4 Analyze Magic Instant Touch
5 Contingency 1 month Caster
6 Arcane Bolt Instant Packet
7 Shifting Spell Varies Varies
8 Teleport Instant Caster
9 Arcane Strike Instant Packet
10 Mass Teleport Instant Caster +
11 Disenchant Instant Packet

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.

10) Mass Teleport:


Using arcane magic, the caster moves himself and everyone else touching him a distance via
the World Halo. The caster concentrates and moves himself and anyone else touching him at
the time of casting 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 as can those who are touching the mage at the time of casting. The spell
usually works exactly, although, outside factors can affect this spell. If the mage chooses to
cast this spell when he is travelling alone, he may travel up to 100 miles to a location that he
knows well.

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.

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Version: March, 2009
Faith:
1 Ceremonial Ritual Instant Ceremony
2 Divine Guidance Instant Prayer
3 Cleanse Instant Ceremony
4 Truth 10mins Touch
5 Circle of Sanctuary Indefinite Prayer
6 Question the Divine Instant Prayer
7 Beseech Instant Prayer
8 Consecrate Instant Ceremony
9 Create Sacred Item 10mins Ceremony
10 Smite Instant Touch
11 Commune with Deity Instant Prayer
Note: A caster cannot cast any Faith spell which is of a higher level than his faith rating. To
cast a faith spell, the character must carry a holy symbol. All Faith spells require
concentration.

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.

6) Question the Divine:


After a suitable prayer and meditation the priest calls on his deity to answer a question.
Following a suitable prayer the caster can ask the referee one question. This spell represents
the priest beseeching his deity or a servant of his deity to answer his question, the longer the
prayer and the higher the priest’s faith rating the better the answer that is given. The answer is
almost always true, although can be cryptic especially if the questions is not faith related.

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.

9) Create Sacred Item:


Following suitable prayer, the caster calls the attention of his deity to a specific item of good
quality that is clean of corruption. Assuming the deity finds the priest’s prayer and the object
acceptable it becomes Sacred. The item can only be wielded/worn by the priest or by another
character of the same faith. Assuming the item is a weapon it deals Divine damage, cannot be
destroyed and is considered bane against enemies of the faith; the wielder can use the
weapon to call Holy/UnHoly damage for a number of strikes equal to his faith rating. Assuming
the item is a protective item; it is considered to be Divine and can deflect a number of
incoming blows from weapons (melee or projectile) equal to the wearer’s faith rating.

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.

11) Commune with Deity:

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Following suitable prayer, the caster begs a divine audience. A truly devout priest can
converse with his deity. This spell could achieve anything, limited only by the faith of the caster
and the attitude of the deity.

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Nature:
1 Pass without Trace 1 hour Touch
2 Heighten Sense 10mins Touch
3 Claws of the Beast 10mins Caster
4 Speak with Nature 10mins Caster
5 Venom Instant Touch
6 Control Nature 10mins Caster
7 Contagion Instant Touch
8 Natures Champion 10mins Caster
Permanen
9 Natures Curse t Touch
10 Shapeshift Instant Caster
11 Natures Wrath Instant 5 miles

1) Pass without Trace:


Through this spell, the target is blessed to not disturb nature with his passing; the branches he
pushes against bend and do not break, the mud he steps in oozes to fill his footprints and the
grass he steps on stands up straight after he passes. In the natural environment the target
leaves no tracks, breaks no branches and leaves no scent. A character with Tracking Rank 5
or Track Essence can still track 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.

3) Claws of the Beast:


Through this spell, the caster turns his hands into vicious claws to rend foes. For the duration,
the caster loses the use of his fingers, but gains a pair of claws that have a base damage code
of two magic claw. This damage code is modified for STR and Unarmed Mastery.

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.

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Stealth:
1 Evaluate Instant Touch
2 Unlock/Lock Instant Touch
3 Disguise 1 hour Touch
4 Deceive 10mins Caster
5 Circle of silence 1 hour Circle
6 Ectoplasmic Form 10mins Caster
7 Invisibility 10mins Touch
8 Ethereal Form 10mins Caster
9 Mass Invisibility 10mins Packet
10 True Invisibility 10mins Caster
11 Perfect Crime Instant Caster

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.

10) True Invisibility:


Through this spell, the master of stealth has learned to perfect his cloak of invisibility. The
caster becomes truly invisible for the duration of the spell. For the duration the character can
attack, cast, run and shout, but still cannot be seen. The target is invisible and cannot be
seen, although this spell does not mask his scent, his noise or his tracks. All objects the
character is carrying at the time of casting are invisible, and anything he picks up afterwards
disappears or remains visible at the caster’s discretion.

11) Perfect Crime:


The pinnacle of the criminal’s art, through this spell, the caster spins a yarn to the air
explaining his innocence and a suitable alternative explanation. Following the telling of this tale
the caster is completely vindicated for a single crime that he has committed. All evidence is
useless, all witnesses forget and all records are overlooked, nothing except divine intervention
can cause the caster to be found guilty.
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Meta Magic:
1 Detect Magic 10mins Caster
2 Mana Bridge Instant Caster
3 Silent Spell Instant Caster
4 Enchant 1 hour Touch
5 Extend Duration Instant Spell
6 Extend Range Instant Spell
7 Imbue Item Sunrise Item Touched
8 Reflect Spell 10mins Caster
9 Bolster Spell Instant Spell
10 Power Word Instant Spell
11 Unfading Spell PERM 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.

10) Power Word:


Through this spell, the mage alters his next spell so that he can cast it with a single word. The
mage‘s next spell, within the next ten minutes, is simplified to a single word. For that spell no
verbals are required and no casting time is required. The character casts the modified spell by
saying Power Word (Insert Spell Name), e.g. Power Word Touch of Death.

11) Unfading Spell:


Through this spell, the mage alters his next spell so that it never ends. The mage‘s next spell,
within the next ten minutes, is rendered permanent; the spell will not end because of the
passing of time, although it can be used up, dispelled or disenchanted. Most powerful meta-
mages are protected by a host of never ending spells.

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Appendices:
Bestiary:
The Undead: Unnatural undead are created by necromancy from the bodies of the dead.
Natural Undead are those creatures who at the moment of death had a stronger shadow halo
than their halo. When fighting undead it is worth remembering that most are immune to
poisons, subdue effects, mind affecting spells, fear, sleep and disease. The more common
forms of undead include Skeletons, Zombies, Wraiths, Ghouls, Wights, Banshees, Ghosts,
Mummies, Vampires and Liches. Legends discuss some creatures that are between life and
death that retain their halos.

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.

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Player: __________ Character: _______ Race: ___________ Age: ___

Stats:
Loc Con Halo Will Mana
Base
Total
Perm Mana

Experience:
Gained Spent Unspent Boons

Skill Multipliers:
Might Agility Connection Intellect Magic

Agility Rank Cost Rank Cost Rank Cost

Connection Rank Cost Rank Cost Rank Cost

Intellect Rank Cost Rank Cost Rank Cost

Might Rank Cost Rank Cost Rank Cost

Magic Rank Cost Rank Cost Rank Cost

Flaws:

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Version: March, 2009
Contributors
Adam Elm, Mark Charke, Emily Dueckman, Tiffany Fox, Chris Glascock,
Johanes Huver, Jeff Sandison, Kevin, Michael Hickson, Michael Sugden, Mark Dollar, Shane
McRae, Helen Moore, Nathan, Alex Nixon, Will Power, Richard Coles, Vince, Bart, Will and
Charlie Rivers,
Thank you!

Photo and Art Contributors


Mark Dollar, Tamsin Lambert, Will Power
Charlie Rivers, Mark Charke, Will and Phil Shuttlewood
And thank you too!

© Intellectual Copyright Phil Shuttlewood and Kane Makowski, 2008

Inritius Alliance: Basic Rulebook Page 147 of 147


Version: March, 2009

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