NEWLARP Fantasy LARP Rules Version 5.0 - newlarp.com

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1. NEWLARP Fantasy LARP Rules. Version 5.0. Written and edited by Joshua Egstad. Contributors. -------. Adam Steineke. Dustin Brehmer. Branden Holfinger.
NEWLARP Fantasy LARP Rules Version 5.0

Written and edited by Joshua Egstad Contributors ------Adam Steineke Dustin Brehmer Branden Holfinger Keith Niemczyk Dan Loos

Copyright (c) 2010 by Joshua Egstad This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 License. This means that you are free to copy and reuse any of the content of this work (noncommercially) as long as you tell people where its from. A full copy of this license may be found at the end of this work.

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Contents NEWLARP Fantasy LARP Rules System ............................................................................................................................................................. 5 Organization ................................................................................................................................................................................................ 5 What happens at a Game Day? ................................................................................................................................................................... 5 Character Creation ........................................................................................................................................................................................... 7 Beginning Steps ........................................................................................................................................................................................... 7 Character Creation Steps............................................................................................................................................................................. 7 1. Choose a Concept .................................................................................................................................................................................... 7 2. Starting Character Points......................................................................................................................................................................... 7 3. Purchase a Race....................................................................................................................................................................................... 8 4. Buy Merits and Flaws .............................................................................................................................................................................. 8 5. Buy Starting Skill Group Packages ........................................................................................................................................................... 8 6.Buy Starting Skills ..................................................................................................................................................................................... 8 7.Choosing Professions ............................................................................................................................................................................... 9 8. Choosing a Religion ................................................................................................................................................................................. 9 9. Body Points .............................................................................................................................................................................................. 9 10. Starting Life Force.................................................................................................................................................................................. 9 11. Starting Money and Equipment ............................................................................................................................................................ 9 Races............................................................................................................................................................................................................... 10 Humanoid Races ........................................................................................................................................................................................ 10 Animal Kin ................................................................................................................................................................................................. 13 The Shape Shifters ..................................................................................................................................................................................... 14 Creating a new animal kin species ............................................................................................................................................................ 15 Racial Trait Descriptions ............................................................................................................................................................................ 17 Merits and Flaws ............................................................................................................................................................................................ 20 Skill Groups ..................................................................................................................................................................................................... 22 Package Alternative: Prime ................................................................................................................................................. 23 Assassin Skills Group ................................................................................................................................................................................. 23 Mage Skills Group...................................................................................................................................................................................... 25 Priest Skills Group...................................................................................................................................................................................... 28 Rogue Skills Group..................................................................................................................................................................................... 30 Warrior Skills Group .................................................................................................................................................................................. 32 General Skills ............................................................................................................................................................................................. 33 Professions ..................................................................................................................................................................................................... 34 Profession List................................................................................................................................................................................................. 36 Character Advancement ................................................................................................................................................................................. 47 Learning on Your Own ............................................................................................................................................................................... 47 Event Experience and Ratio ....................................................................................................................................................................... 47 Experience Table ....................................................................................................................................................................................... 48 Master Skill List ............................................................................................................................................................................................... 49 Spells............................................................................................................................................................................................................... 85 Rituals ............................................................................................................................................................................................................. 96 Mage Spell Lists ............................................................................................................................................................................................ 102 Cantrips ................................................................................................................................................................................................... 102 Air Elementalism ..................................................................................................................................................................................... 102 Arcane Power .......................................................................................................................................................................................... 103 Body Control............................................................................................................................................................................................ 103 Death Magic (Knowing and casting Death Magic is Illegal in most parts of the Empire) ........................................................................ 103 Defensive Auras....................................................................................................................................................................................... 104 Earth Elementalism ................................................................................................................................................................................. 104 Fire Elementalism .................................................................................................................................................................................... 104 Healing Arts ............................................................................................................................................................................................. 104 Matter Control ........................................................................................................................................................................................ 105 Mind Control ........................................................................................................................................................................................... 105 Necromancy ............................................................................................................................................................................................ 106 Restraining Force..................................................................................................................................................................................... 106 Religions ....................................................................................................................................................................................................... 107 The Balance ............................................................................................................................................................................................. 109 The Gods ................................................................................................................................................................................................. 109 Amneron ....................................................................................................................................................................................................... 110 Balahk ........................................................................................................................................................................................................... 112 Cephira ......................................................................................................................................................................................................... 113

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Chadus .......................................................................................................................................................................................................... 115 Endivarr......................................................................................................................................................................................................... 116 Jovius ............................................................................................................................................................................................................ 117 Kaervann ....................................................................................................................................................................................................... 118 Lucius ............................................................................................................................................................................................................ 119 Myrna ........................................................................................................................................................................................................... 120 Nameless One ............................................................................................................................................................................................... 121 Rivas .............................................................................................................................................................................................................. 123 Sevre ............................................................................................................................................................................................................. 124 Shaylo ........................................................................................................................................................................................................... 126 Varun ............................................................................................................................................................................................................ 127 Vestehar........................................................................................................................................................................................................ 129 Vindicare ....................................................................................................................................................................................................... 131 Coinage ......................................................................................................................................................................................................... 132 Item Costs ..................................................................................................................................................................................................... 133 Special Item Properties ................................................................................................................................................................................. 134 Item Creation ................................................................................................................................................................................................ 136 Item Creation Process.............................................................................................................................................................................. 136 Workshops............................................................................................................................................................................................... 137 Item Creation Specializations .................................................................................................................................................................. 141 Armor ............................................................................................................................................................................................................ 145 Wearing Armor ........................................................................................................................................................................................ 145 Types, Styles, and Enhancements ............................................................................................................................................................ 147 Basic Armor ............................................................................................................................................................................................. 147 Light Armors ............................................................................................................................................................................................ 147 Medium Armors ...................................................................................................................................................................................... 148 Heavy Armors .......................................................................................................................................................................................... 148 Enhancements ......................................................................................................................................................................................... 149 Weapons ....................................................................................................................................................................................................... 150 Weapon Types ......................................................................................................................................................................................... 150 Sticks and Stones ..................................................................................................................................................................................... 155 Shields ........................................................................................................................................................................................................... 156 Using a Shield .......................................................................................................................................................................................... 156 Shield Safety ............................................................................................................................................................................................ 156 Potions .......................................................................................................................................................................................................... 157 Potion List ................................................................................................................................................................................................ 157 Poo Example ............................................................................................................................................................................................ 157 Thrown Packets ............................................................................................................................................................................................ 160 Packet Colors ........................................................................................................................................................................................... 160 Combat Rules ................................................................................................................................................................................................ 161 Safety ....................................................................................................................................................................................................... 161 Holds ........................................................................................................................................................................................................ 161 Physical Contact ...................................................................................................................................................................................... 161 Eye Protection ......................................................................................................................................................................................... 162 Flashlights ................................................................................................................................................................................................ 162 Combat .................................................................................................................................................................................................... 162 Allowed Weapons.................................................................................................................................................................................... 162 Wielding a Weapon ................................................................................................................................................................................. 162 Attacking with a Weapon ........................................................................................................................................................................ 163 Legal Targets............................................................................................................................................................................................ 163 Dealing Damage....................................................................................................................................................................................... 163 Damage Bonuses ..................................................................................................................................................................................... 164 Hit Points and Taking Damage ................................................................................................................................................................. 164 Special Defenses ...................................................................................................................................................................................... 165 Healing ..................................................................................................................................................................................................... 165 Battle relief .............................................................................................................................................................................................. 166 Maiming Blow .......................................................................................................................................................................................... 166 Killing blow .............................................................................................................................................................................................. 166 Attack Types ............................................................................................................................................................................................ 167 Unusual Effects ........................................................................................................................................................................................ 169 Divine Power Indicators ........................................................................................................................................................................... 170 Magical Walls........................................................................................................................................................................................... 170

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Other Special Effects ............................................................................................................................................................................... 170 Death and Dying ........................................................................................................................................................................................... 171 The Winds of Magic ...................................................................................................................................................................................... 172 Spell Casting ............................................................................................................................................................................................ 172 Memorizing Spells ................................................................................................................................................................................... 172 Casting Spells ........................................................................................................................................................................................... 172 Spell types ............................................................................................................................................................................................... 173 Spell Durations ........................................................................................................................................................................................ 173 Spell Packets ............................................................................................................................................................................................ 173 Cantrips and Words ................................................................................................................................................................................. 173 Casting Scrolls.......................................................................................................................................................................................... 174 Spell Defenses ......................................................................................................................................................................................... 174 Taking Damage from spells ..................................................................................................................................................................... 174 Ritual Casting ................................................................................................................................................................................................ 175 The Casting of the Ritual ......................................................................................................................................................................... 176 Glyphs...................................................................................................................................................................................................... 176 Searching ...................................................................................................................................................................................................... 177 Picking Pockets ........................................................................................................................................................................................ 177 Strength Effects ............................................................................................................................................................................................ 179 Strength Tiers .......................................................................................................................................................................................... 179 Locks ............................................................................................................................................................................................................. 180 Lock Picking ............................................................................................................................................................................................. 181 Damaging Locks ....................................................................................................................................................................................... 181 Types of Locks ......................................................................................................................................................................................... 181 Lock Construction .................................................................................................................................................................................... 181 Traps ............................................................................................................................................................................................................. 182 Disarming Traps....................................................................................................................................................................................... 185 Item Rep Construction .................................................................................................................................................................................. 186 Padded Weapons .................................................................................................................................................................................... 186 Construction Tips .................................................................................................................................................................................... 189 Other Types of Weapons ......................................................................................................................................................................... 189 Shield Construction ................................................................................................................................................................................. 190 Armor Construction ................................................................................................................................................................................. 190 Packet Construction ................................................................................................................................................................................ 190 Resources ................................................................................................................................................................................................ 191

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NEWLARP Fantasy LARP Rules System This rules system is an ongoing project by a group of gamers with more than a decade of experience in live action role-play (LARP) gaming. Our goal is to build a framework that will allow the creation of an interactive story within a fantasy setting. At its simplest, LARP is improvisational theater where each person is able to create his or her own fantasy character. By reacting to various plot elements put before them, players work together to tell a story. The rules in this book give you the opportunity to play a fantasy character of your own creation. The rules are designed to make the game as fair as possible to everyone, and all players are expected to follow the rules to the best of their ability.

Organization Plot Committee The plot committee is a group of people who write the story lines and organize the game-days so that they are fun, interesting, and have continuity. Marshals Marshals help facilitate the running of the story as well as various game mechanics that are used to keep things going smoothly and fairly. Most plot committee members also act as marshals. Non-Player Characters Non-player characters (referred to as NPC's) fill all the roles needed to breathe life into the fantasy world. NPC's are directed by Plot Committee members on what role to play and how to play that role. NPC's can expect to play a variety of monster roles that will engage in battle with the players. Not all NPC roles will involve combat though; there are plenty of other roles to fill. Player Characters Player characters (referred to as PC's) play their persistent character at an event. PC's are free to role-play their character and react to plot events however they wish within the bounds of the rules.

What happens at a Game Day? A game day can be thought of as a big play, where the player characters are the main characters. Non-player characters act in the roles of all the antagonists and supporting characters with whom the players will interact. The non-player characters also act as the stage crew, making sure all the physical elements of the game are set up. The plot committee acts as the writers and directors for the game, orchestrating the adventures that the players go on.  Upon arrival at a game day there will be a location set aside for people to check in and register. It's at this time participants have to make up their mind as to whether they will be player characters (PC) or non-player characters (NPC).  After checking in, NPC's will report to "Monster Central", where the people who are organizing the game will brief them on the basic theme for the day and give out instructions on setting up any game locations or game encounters as needed. It is your responsibility as an NPC to make sure the player characters have a good time. In return, when it is your turn to play your character you can count on others to do the same.  Once checked in, PC's will need to get their costumes on, get their weapons checked for safety, and wait for the game to start.  The plot committee will start the game by giving out game day information and possible plot hooks, and then declare a start to the game.  Once the game starts, PC's roleplay their characters, interact with NPC's, go on adventures, get into fights, and hopefully have a good time.  At the end of the game day the plot committee will declare the end of the game followed by a wrap up session.

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First Timer Recommendation Even if it sounds easier to be a PC, it is recommended for newcomers to NPC at their first game. NPC'ing gives you a chance to see what the game is all about, to try out various fighting styles and other aspects of the game. When you are new to the system, you are much more likely to meet an untimely demise, so why not get a feel for how the rules work before hand? If you're a first time player, let the person running monster central know that you're interested in testing a character type out and they may be able to arrange a suitable NPC for you.

What to Wear If you're playing your PC, then you will be expected to bring a medieval fantasy appropriate costume of some sort. Wear whatever the character would wear. For new players a few props can be borrowed from monster central, but you are expected to bring your own costume. If you are playing as an NPC, you will most likely be playing a variety of roles, and basic costuming will be available at monster central. It is recommended that you come to the game wearing a dark t-shirt and comfortable pants. Avoid jeans and hats or clothes with advertisements' on them.  Be aware of the weather and bring weather appropriate items.  Bring footwear that is appropriate for a high activity sport. Footwear that visually fits the setting is best, but modern shoes are fine. No cleats.

Reality Breaks Sometimes people need a 'reality break'. There will normally be a place set aside to be out-of-game'; a place free from having goblin hordes ambush you and subject you to their will. The bathrooms are always out of game' areas, as are certain other places that will be marked. You will also be informed about those areas at the pre-game briefing. Avoid breaking character as much as possible in in-game areas.

Physical Disabilities The events can be taxing and most roles require being able to move around. However, there are always parts available for those who are not as limber or young as they would like, or who might suffer from some sort of disability. Though the camp setting is somewhat primitive, people confined to wheelchairs or suffering from some other challenge are still welcome. We recommend that you contact the plot committee prior to the event if possible, so that they can make arrangements to facilitate your involvement. There are more than enough parts that can be played by people with limited mobility; it's merely a matter of preparation.

Night Time Multi-day games will normally run Friday night through Saturday afternoon, so you'll need to bring a sleeping bag or blankets. Bunks are usually provided within cabins, but those who wish to may bring tents to camp in.

Out of Game Possessions While the game is going on, we try to keep to the idea that what you see is what you get. For example, if PCs see something on the ground, we want them to be able to pick it up and consider it an in-game item. Items that you wish to remain out of game need to be stashed in one place, and then marked obviously with "OOG" (Out of Game). This assures your personal property will not be touched.

In Closing... That's about all we can tell you for now; the next step is for you to join us at our event. Feel free to contact us using our web page, www.newlarp.com. We have a number of people who would be happy to answer your questions and give you further advice. Also, as you read through the rules be aware that there is a glossary located in the back of the book that can help you understand some of the game terminology.

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Character Creation This chapter will provide you with a general guideline on how to create your character and how to advance your abilities once you have played your character.

Beginning Steps Character creation is not hard, but you should take your time and understand the process as your going along. Before you continue, there are a couple things you should know. Rewrite Rule This is one rule that can save you if you make a mistake or change your mind shortly after creating your character. Everyone has the opportunity to play his or her character without risk of being stuck playing something they don't want to play until they reach 3rd level. What that means is that if you make a character, you can play that character until you reach 3rd level and have one chance to rewrite or re-make your character entirely. If you are above 3rd level, you must either make a new character starting at 1st level or continue playing your original character.

Character Creation Steps 1. 2. 3. 4. 5. 6. 7. 8. 9.

Choose a concept Starting character points Buy a race Buy merits and flaws Buy skill packages and skills Choose a religion (optional) Calculate starting body points Note your starting life force Purchase starting equipment

1. Choose a Concept Every character starts with a concept. A concept is the basic foundation of what you want your character to be or do. It could be as simple as, I want to be a healer or as complex as, I want to be a ritualist mage who can cast all the highest power spells. Goals You can also give your character a lot of depth just by defining some short-term and long-term goals. One common goal among warriors is knighthood. That is a good, but definitely long-term, goal. Short-term goals could consist of obtaining an item or weapon or simply some teaching for a skill you would like to learn. Costume Another thing to consider at this stage is costuming. To portray your chosen concept, you will need to have a costume that fits your vision of the character. For instance, a nobleman does not wear rags or torn clothing and an assassin would not usually wear plate mail. History Something else that can add a lot of depth to a character is a character history. If you write a character history and turn it in, you will receive 10 experience points. Writing a history at the time of character creation will amount to 1 character point (CP), if you are first level. There are no strict guidelines for character histories, but you should keep them within the realm of possibilities. Remember, you are a first level character.

2. Starting Character Points All characters start with 30 character points. Character points (CPs) are what players use to purchase their race, merits/flaws, skills, and abilities.

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3. Purchase a Race All characters must purchase a race using Character Points. Once you've decided on a concept, you should purchase your race. Humanoid Races  Boggles (Cost: 5 CP)  Dwarves (Cost: 9 CP)  Elves (Cost: 8 CP)  Goblins (Cost: 15 CP)  Half-Elves (Cost: 7 CP)  Half-Ogres (Cost: 13 CP)  Half-Orcs (Cost: 7 CP)  Humans (Cost: 5 CP)  Orc (Cost: 9 CP) Animal Kin Races  K'Tal (Cost: 10 CP)  Rodere (Cost: 9 CP)  Shagra (Cost: 10 CP)  Create your own animal kin species (Cost: Variable) Shape Shifters  Fenris (Cost: 11 CP)  Gollus (Cost: 13 CP)  Silene (Cost: 12 CP)  Mussan (Cost: 11 CP)

4. Buy Merits and Flaws Merits and Flaws are bonuses or hindrances to your starting character. You can buy up to 3 CP worth of merits and 3 CP worth of flaws.

5. Buy Starting Skill Group Packages There are 5 different Skill Groups, each with its own set of skill packages. The skill groups are:  Assassin  Mage  Priest  Rogue  Warrior A skill package costs 10 CP and gives you skills, abilities, access to group-only skills, and the in-group cost for all skills listed within that skill group. Alternatively you can purchase a 'prime' package for a specific skill group. A prime package gives you access to all skills in a skill group as well as the in-group cost for the skills in that group, but no bonus skills or abilities. Each prime package costs 6 CP.

6.Buy Starting Skills Skills are listed in tables under each skill group as well as in the master skill table. For each skill there is a base cost and a group cost. Base Cost You can purchase any skill at the base cost from any group provided there is a value listed for the base cost. If the base cost for a skill is listed as N/A, you may not purchase the skill unless you have a skill package from that skill group.

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Group Cost If you have a skill package from a skill group from which you are looking to purchase a skill, you get to buy that skill at the in-group cost. Certain skills have prerequisites that you must meet in order to purchase them. Those prerequisites are listed in the skill descriptions.

7.Choosing Professions You have the option to start as a professional in a particular trade. These trades are listed in the professions chapter. Professions have abilities and skills available to them at different levels. Definitions and explanations can all be found in the professions chapter.

8. Choosing a Religion If you purchase the initiated merit or a priest package, you may start your character as part of one of the game religions. The religion chapter outlines each religion, including the spell lists and powers that are available to initiates and priests. If you're character does not start initiated to a religion, your starting character may still choose to follow the tenants of a religion, or even choose one in the game.

9. Body Points Body points are the amount of damage your body can take before you go unconscious. Your body points are recalculated each event to reflect any changes in your character. Body points are calculated using the following formula: ((Level * Average Multiplier of All Packages) + Base Body +/- Miscellaneous) * Other % modifiers (racial, merits, flaws, etc.) Base Body Each race has a base body of 5 points. Rounding All body points are rounded to the closest whole number.

Package Multipliers Each skill group has a body point modifier attached to it. The modifiers of all the skill group packages you've purchased are averaged together before being applied in the body point formula. Package

Multiplier

Assassin

1.4

Mage

1.0

Priest

1.0

Rogue

1.2

Warrior

1.6

No Packages 0.8 Example: A 5th level Human with a Warrior package and a Mage package would have 12 Body. ((5 * (1.6 + 1.0) / 2) + 5) * 1.0 = 11.5 (rounded to 12).

10. Starting Life Force Unless otherwise noted, all characters start with 3 Life Force. Each time you die, there is a chance you can lose life force. See the section on death and dying for more information.

11. Starting Money and Equipment Starting characters receive 4 silver coins as starting money. This money may be used to purchase any equipment they can afford at the time of character creation. This includes weapons, armor, jewelry, potions, etc.

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Races Each race is listed with its character point cost, bonus traits, negative traits, required costuming, and background. Bonus traits and negative traits that are not described in the race listing are described at the end of this chapter. Skill Bonuses and Penalties Many of the races have skill discounts or penalties listed. These cost adjustments will always be written as a plus or minus to the cost of a skill or package. For example, if a bonus is written as "Wear Armor skills cost -1/-2 CP", this means that the skill will cost 1 CP less than the group cost, and 2 CP less than the base cost of the skill.

Humanoid Races Boggles

Dwarves

Cost: 5 CP Bonus Traits  Profession Affinity: Baker, Merchant, Cook, Farmer, and Tailor  Thrown Weapon Skill  The first level of Pick Pockets bought costs -1/-3 CP  Resist Death Magic*  Lucky*  Trap Dodge costs -1/-2 CP * Becoming an initiate of an evil god or learning spells from the Death Magic spell list will negate this ability. Negative Traits  -30% Body points  Cannot use two handed weapons but may purchase long weapons skills to use bastard weapons.  The first Mage Package bought costs +2 CP Costuming and Appearance  Boggles must significantly enhance their belly and eyebrows. Background The race of Boggles is one of carefree spirit and joy. Boggles try to spend every day enjoying themselves, whether through games, eating, or just taking a nice nap. They are a very curious race, often finding other people's goods within their pockets. It is also because of this curiosity that they find studying very boring, Boggle mages being few and far in-between. Because of their joyful nature, the gods of light and goodness favor them. Boggles are usually shorter in stature, standing only 32 to 48 inches high. Most are also plump, proudly patting their bellies that are full of baked goods.

Cost: 9 CP Bonus Traits  +20% Body points  Resist Disease (once per day)  Profession Affinity: Weapon Smith, Armor Smith, Blacksmith, and Locksmith  The Wear Light Armor skill is free at character creation  Mineral Lore costs -1 CP  The first Warrior Package bought costs -2 CP Negative Traits  The first Mage Package bought costs +5 CP  Each level of the Read Magic skill costs +2 CP to learn. Costuming and Appearance  Dwarves must wear full beards in-game; either real, with a prop, or through makeup Background Dwarves are renowned for their exceptional crafting skills and prowess in combat. They originated from deep within mountain societies, but have integrated into the general population over the last several centuries. They are a hardy race that rarely becomes ill. Dwarves are short but stout, usually measuring between 40 to 60 inches in height. Both females and males proudly grow out their beards. Males generally either sport full bushy beards or braid them. Females usually only have the sideburns, often decorating them with trinkets.

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Background Goblins are a primitive, tribal race, as opposed to the more advanced and civilized races. Goblins have just recently started opening themselves to civilization. Most of them still stay far away from cities, but some enterprising goblins have begun moving into the communities of the empire. They are a small, generally meek race, usually measuring between 36 to 53 inches tall. The race as a whole has yet to be declared citizens of the Empire, and this certainly poses problems for city goblins. The main redeeming quality of Goblins is their strong hold on life, seeming to outlive most of the other races.

Elves Cost: 8 CP Bonus Traits  Resist Sleep (once per day)  Resist Charm (once per day)  One pick of the Mana +10 skill is free at character creation  Sense Corruption*  Plant Lore costs -1 CP  The first Mage Package bought costs -2 CP * Becoming an initiate of an evil god or learning spells from the Death Magic spell list will negate this ability. Negative Traits  -20% Body points  Cannot wear heavy armors Costuming and Appearance  Elves must accent their eyes with makeup  Elves must wear pointed ears Background Elves are a race rich in magical energy. They originated from the deepest of the great forests and retain many of their nature traditions. Elves are said to be born with a natural affinity towards magic, some being able to cast spells at very early ages. Along with this comes a natural resistance to hostile magic. Elves have a lighter frame than humans, and are not able to properly function in heavy armor. They vary in height, ranging from 54 to 78 inches tall. Being so attuned to nature, Elves are able to sense out chaos and corruption.

Half-Elves Cost: 7 CP Bonus Traits  The first Rogue Package bought costs -2 CP  One pick of the Mana +10 skill is free at character creation Negative Traits  -10% Body points Costuming and Appearance  Half-elves must wear pointed ears Background This race came about from the union of a Human parent, and an Elf parent. Half-Elves seem to carry some of the benefits of both parents, but at a weaker potency. They are of a lighter frame than humans, but not as much as Elves. Half-Elves retain some of their Elvin affinity towards magic. Being more lithe and dexterous like Elves, Half-Elves find the Rogue arts easier to master than most. Their height ranges anywhere within the Elven and Human ranges.

Goblins Cost: 15 CP Bonus Traits  Start the game with 6 Life-Force Points Negative Traits  Cannot use long blades or long hafted weapons, but may purchase long weapons skills to use bastard weapons one-handed  -20% Body points  Non-Citizen  Soft Skull Costuming and Appearance  Goblins must wear green pointed ears  Green face paint is encouraged but not required

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adapting to civilization, and are fairly uncommon in the cities of the empire. They bear some resemblance to their Orcish heritage, but not all Half-Orcs are alike. Some have tusks, some have greenish skin, and some have both. Their height is anywhere in the range of Humans and Orcs.

Half-Ogres Cost: 13 CP Bonus Traits  Bigga is betta!  +30% Body points  Extra-thick skull Negative Traits  1 silver piece maintenance cost per month, collected at character check-in. If this is not payed, the character loses the Bonus Traits Bigga is Betta! and +30% body points for that game day  The first non-warrior package costs +2 CP  The first level of any profession costs +2 CP  Read & Write costs +3 CP Costuming and Appearance  Half-ogres must enhance their shoulders significantly (fur, shoulder pads, etc.) Background As the name implies, this is a race produced through the union of an Ogre and a Human. Half-Ogres are less worldly than their human counterparts, yet more in touch with civilization than their ogre kindred. Because of being part ogre, Half-Ogres have a harder time learning professions and skills requiring intellect or fine dexterity. What they lack in intelligence, they more than make up for with their brute size and strength. Because of their enormous size, Half-Ogres find normal sized weapons and armor unusable, and must buy specially made, extra-large, armor.

Humans Cost: 5 CP Bonus Traits  None Negative Traits  None Costuming and Appearance  No special requirements Background Humans are the most common race in the Empire. Humans are heralded for their diversity, and adaptability. You can find a human in any walk of life, from a lowly street beggar to the King of the Empire. Humans range in height from 60 to 77 inches tall.

Orc Cost: 9 CP Bonus Traits  +20% Body points  Berserker Rage (twice per day)  Thick Skull Negative Traits  Read & Write costs +2/+3 CP  The first Mage Package bought costs +5 CP  The first Rogue Package bought costs +2 CP  The first level of any Profession bought costs +1 CP  Non-Citizen Costuming and Appearance  Orcs must wear green face paint and tusks Background Orcs are a primitive, tribal race of humanoids. They resemble humans, with a few differences. Orcs bear tusks, greenish skin, and a somewhat piggish snout for a nose. Orcs are rare in civilized areas, usually working as mercenaries, caravan guards and other combative jobs for which they are well suited. Being in almost constant conflict with other tribes, Orcs are a savage breed, able to call upon their inner rage to aid them in battles. They are somewhat larger in size than humans, ranging from 65 to 84 inches in height.

Half-Orcs Cost: 7 CP Bonus Traits  +10% Body points  Berserker Rage (once per day)  Thick Skull Negative Traits  Read & Write costs +1 CP  The first Mage Package bought costs +2 CP Costuming and Appearance  Half-Orcs must wear either green face paint or tusks; wearing both is optional. Background Half-Orcs are a union of two races, Orc, and Human. Half-Orcs have qualities from both of their parents, but are neither as smart as a normal human, nor as strong as a full Orc. They are able to call upon their natural rage, but not as often as an Orc. Half-Orcs usually have trouble

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Animal Kin The Nameless One was the original creator of all Animal Kin. Taking animals and twisting them into half-man, half-animal creatures of chaos, the Nameless One used them as slaves, known commonly as beast-men, for many centuries. After generations of service, the final traces of chaos have been expunged from some of the Animal Kin lineages. With chaos no longer warping their sanity, many of these Animal Kin seek to join the cities of the empire and leave the wilds behind. Costuming Requirements K'Tal (kah-tall)  Rodere must wear a rat nose.  Rodere must wear a tail. Cost: 10 CP Background Bonus Traits Known for exploiting their opponents’ weaknesses, the  The first Warrior Package bought costs -1 CP Rodere are a deadly race that excels at stealthy combat.  The first Assassin Package bought costs -1 CP Born from the corruptive fusion of the rat packs of  +10% Body points Guame with a sect of human assassins, the Rodere were  Claws originally created by the Nameless One to be disposable  Pursue killers. The subject of heavy ritual conditioning, a Rodere Negative Traits was sent out into the world to slay their target, or die in  The first Rogue package bought costs +1 CP the process. As countless years passed, many Rodere  Cannot use thrown weapons began to evolve free of their bonds of corruption, and  Cannot use bows set out for themselves. There is little organization  Teaching costs +3 CP amongst these Rodere, as they are often found travelling Costume Requirements alone or in very small family groupings.  K'Tal must wear whiskers or cat-like ears  K'Tal must wear a tail Shagra Background (shah-gra) K'Tal are an old, proud race of warriors. K'Tal are a race Cost: 10 CP of humanoids descended from a fusion of humans and Bonus Traits the big cats, and still retain many feline features. K'Tal  Amphibious have a natural agility and grace that makes them well  Claws suited for battle. Their natural claws are formidable, and  Elemental Kinship: Water many K'Tal forego the use of weapons in favor of their Negative Traits natural armament. K'Tal have hands which are not as  -10% Body points evolved as most of the humanoid races. This reduces their manual dexterity a significant amount. As a result,  Water Dependency K'Tal find it impossible to use any sort of bow or thrown Costume Requirements weapon. K'Tal tend to be impatient, and lose their  Male Shagra must wear red, violet, or black tempers easily when frustrated. colored face paint. Rodere  Female Shagra must wear light blue or light green colored face paint. (roh-dare)  Shagra must accent their eyes with makeup. Cost: 9 CP Background Bonus Traits The Shagra live in our rivers and lakes. Once creatures of  The first Assassin package bought costs -2 cp legend, they now live amongst the land walkers. Shagra  Deadly strike (twice per day) stand around six feet tall on average. They are thin and  Scenting covered in a thin layer of scales. Males tend toward rusty Negative Traits red, dark violet, or black, while females tend toward  Cannot wear medium or heavy armor lighter, more opalescent colors. Shagra eyes are always  Trap Dodge costs +2 CP murky black, like the deeps that spawned them. They  Ritual Awareness costs +2 CP have sharp teeth, wide mouths, and almond shaped  Non-Citizen eyes. Shagra don't have ears as such.

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The Shape Shifters The four shape shifter races all have the ability to change between two forms: human and half-animal. In human form, all of the shifters resemble humans exactly, and there is no known way to tell a human from a shape shifter in human form. In half-animal form, they resemble an amalgam between a human and an animal. They walk upright, but have many features of their particular animal race. In shifted form, shape shifters gain some animal abilities, such as natural weapons, and the ability to talk to animals.

Shape Shifting Rules The process of shifting between forms takes five minutes, during which time the shifter must remain immobile, and may not enter combat. Once started, the process cannot be stopped. Because of this, shape shifters are very vulnerable while shifting forms, and usually will try to find some place very private and secure to do so. Quick Shifting A shapeshifter can lessen the time it takes to shapeshift, but this causes damage to the body of the shifter.  For each minute of time reduction, the shapeshifter takes 1 point of body damage, up to a maximum reduction of 4 minute

Fenris

Gollus

Cost: 11 CP Bonus Traits  +10% Body points Shifted Form Bonuses  Animal speech  Scenting  Claws Negative Traits  May not shift forms while wearing metal armor  May not wear metal armor while in shifted form Costume Requirements  Fenris must wear a wolf snout while in shifted form  Fenris must wear wolf-like ears while in shifted form Background In shifted form, Fenris somewhat resemble werewolves, but upon inspection are easily identifiable. Fenris in shifted form have the facial features of a wolf, perky triangular ears, and are covered in a fine gray fur. Their sense of smell is extremely sensitive, allowing them to identify creatures using smell alone. Fenris tend to be patient, focused individuals.

(gol-lus) Cost: 13 CP Bonus Traits  +20% Body points Shifted Form Bonuses  Animal speech  Thick Hide  Thick Skull  Claws Negative Traits  May not shift forms while wearing metal armor  May not wear metal armor while in shifted form  Slow learner Costume Requirements  Gollus must wear a large fur over shoulders while in shifted form  Gollus must wear a bear snout while in shifted form Background A Gollus in shifted form resembles a short, humanoid bear. While shifted, they are covered in a short fur and have the facial features of a bear. The fur of a Gollus is black, brown, or white. Gollus are slow learners, and it takes them longer than most to understand new things. They also tend to be slow to anger, but when enraged, are hard to stop.

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Silene

Mussan

(sie-leen) Cost: 12 CP Bonus Traits  +10% Body points Shifted Form Bonuses  Animal speech  Flee 2/day  Horns Negative Traits  May not shift forms while wearing metal armor  May not wear metal armor while in shifted form Costume Requirements  Silene must wear deer antlers while in shifted form  Silene must wear deer-like ears while in shifted form Background In shifted form, Silene resemble wild deer. Substantial antlers grow from their skull; their ears grow into large, furry, deer ears, and they become covered in a fine, short fur. Most Silene retain much of their human facial features, although there are some exceptions that look almost fully like a deer. In shifted form, the legs of the Silene grow much more powerful, allowing them to put on a burst of speed to flee from a dangerous situation. Silene tend to be very opinionated, and as a race they share a common love for the wilderness.

(moo-sahn) Cost: 11 CP Bonus Traits  The first Assassin package bought costs -1 CP Shifted Form Bonuses  Animal speech  Adrenaline strength  Claws Negative Traits  -10% Body points  May not shift forms while wearing metal armor  May not wear metal armor while in shifted form Costume Requirements  Mussan must wear a weasel snout while in shifted form  Mussan must wear weasel-like ears while in shifted form Background Mussan, when shifted, resemble humanoid weasels. Their faces take on much of the features of a weasel, and they become covered in a short fur. Mussan tend to be short with light bone structures. However, their metabolisms are very fast, and during combat some Mussan become whirlwinds of frenetic energy, dishing out punishment that belies their small stature. Mussan tend to think, talk, and move faster than other races. They become impatient quickly, and are always eager to find something new to do.

Creating a new animal kin species Base Cost: 10 CP Bonus Traits: 8 points maximum Negative Traits: 8 points maximum Requirements: Must take a minimum of 2 Makeup or Costume requirement negatives. Restrictions: CP cost after choosing all bonuses and negatives must be 5 CP or greater.

Creation Rules: Step 1: When creating an animal kin, the first step is to pick an animal. The animal should be a mammal, amphibian, or reptile. No birds, fish, shellfish, etc. No strictly water-bound mammals. For example, no sperm whales, no killer whales, no dolphins, etc. Optionally, you may also come up with name for the race. There is no option for any new animal kin species to be shifters. Step 2: Pick no more than the maximum allowed points in bonuses from the bonuses table below. These should be appropriate for the type of animal picked in step 1. Each bonus has a number in the Buy Limit column, and you may only purchase that bonus up to that many time, maximum. Each time you pick a bonus trait you add the cost of the trait to the total cost of your animal kin race. Step 3: Pick 2 costuming or makeup requirements that are appropriate for the type of animal picked in step 1. These apply towards the negatives maximum for the race. Each time you pick a negative trait you subtract the cost of the trait from the total cost of your animal kin race.

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Step 4: Pick no more than the maximum allowed points in negatives from the negatives table below. These should also be appropriate for the type of animal picked in step 1. Each negative has a number in the Buy Limit column, and you may only purchase that bonus up to that many time, maximum. Each time you pick a negative trait you subtract the cost of the trait from the total cost of your animal kin race. Step 5: Add the 'Non-Citizen' Trait to the list of negative traits for your race. This is a 0 CP negative trait that all new animal kin species have. Step 6: Calculate the starting CP for your animal kin species (10 + bonuses - negatives) and then record all the info about the race in a clear, concise fashion. Step 7: Get your animal kin race approved by a marshal. This should be done by giving the race to a marshal at the start or end of a game day. Do not expect the race to go in-game on the game day you hand the race in. If the race is approved, it will become an official race for that species of animal and will be available for anyone to buy. Animal Kin Bonus Traits Cost Limit Description 1

2

Class Aptitude

1

2

Skill Aptitude

1

1

Speak with animals

1

4

Thick skull

2

1

+10% body points

2

1

Amphibious

2

2

Deadly strike

2

3

Hardy Beast

2

1

Horns

2

1

Scenting

3

2

Blood Purification Organ

3

1

Claws

3

2

Pursue 2/day (Appropriate predator species only)

3

2

Spit Poison

3

1

Tough metabolism

4

1

+20% body points

4

2

Adrenaline Strength

4

1

Elemental Kinship

4

2

Flee 2/day (Limited to prey species only)

4

2

Scales

4

2

Thick Hide

5

1

+30% body points. Costume Requirement: bulky shoulders or torso

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Animal Kin Negative Traits Cost Limit Description 1

4

1 makeup or costume requirement.

1

1

Cannot Wear Heavy Armor

1

1

Class Unsuitability

1

2

Weapon Unsuitability

2

1

-10% body points

2

1

Cannot use weapon reps over minimum length.

2

1

Cannot Wear Medium or Heavy Armor

2

1

Metabolic Intolerance

2

2

Skill Unsuitability

2

1

Water dependency

2

1

Weak Willed

3

1

Animal paws

3

1

Cannot Wear Light, Medium, or Heavy Armor (not including costume)

3

2

Slow learners

3

2

Weak metabolism

4

1

-20% body points

4

1

Cannot wear any armor (including costume)

4

1

Large Size

4

2

Weak

6

1

-30% body points

Racial Trait Descriptions Adrenaline Strength - A race with this ability may give themselves Tier 1 strength for 10 minutes per day. See the section on Strength Effects for more information. Amphibious - An amphibious race may swim through water as fast as they can walk on land. Animal paws - This racial negative means that a race has very clumsy hands. Players of this race must wear mittens of some sort at all times. Berserker Rage - This ability grants a +1 rage damage bonus to all melee attacks for 10 minutes. A character using Berserker Rage is free to choose who they attack, but is encouraged to role-play this ability accordingly. Blood Purification organ - Resist Alchemy 1/day (This ability is "smart", meaning you may choose when to use it or not use it) Bigga is Betta! - This ability grants a +1 damage bonus while attacking with a maximum length weapon rep (within 1" of maximum), and a +1 damage bonus while attacking with thrown weapons. Class Aptitude - This race makes very good . -2 CP Cost on the first package purchased under the specified skill group. Class Unsuitability - This race makes poor . +1 CP cost on the first package purchased under the specified skill group.

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Claws - A race with this ability gains natural weapon claws (base damage 1), and the skill to use them in battle. To fight with two claws, they must purchase the florentine skill. Claws are not affected by drop, fumble, or break item spells. Deadly strike - A race with this ability may do +5 damage on a strike in melee combat once per day. Elemental Kinship - Pick one element. The race gains the knife and bolt spell for that elemental spell college for free. Elemental spirits of that element will not be aggressive towards you unless provoked. Elemental Kinship also includes the ability to speak with the spirits of your element. Elementals of the opposite element (fire vs. water etc) will always be openly aggressive towards you. Extra-Thick Skull - The skull of the character is far thicker than normal and provides 2 points of additional waylay protection. Flee - This ability allows a character to flee from combat. To use this ability, character must call out, "Flee", and then must run from the combat. The character cannot be attacked or chased while using the Flee ability. If a character is under the effects of a Fear spell when they use the flee ability, they can not stop running away, even when out of sight of being that they fear'. Hardy Beast - A race with this ability can resist disease once per day. Horns - Gains natural weapon (Base Damage 1) horns, and the skill to use them in battle. Limited to 1 weapon' (may not fight with two natural weapons if Florentine is purchased). Large Size - All weapons, food, and armor costs are doubled due to large size. Extra costume requirement: Bulky shoulders or legs. Lucky - This ability lets the user raise his/her body from negative to zero if they have completed their death count without receiving any healing or first aid. This ability can also be used to exactly mimic the effects of the Trap Dodge skill. This ability and can be used even while unconcious or incapacitated. This ability may be used once per day. Metabolic Intolerance - All poisons do double damage to the members of a race with this negative. Non-Citizen - A character with this racial negative does not have any legal rights within the Empire. This does not mean that a citizen can kill them without any consequences, but the law will usually side with the citizen if there is even minor proof of wrongdoing. Profession Affinity - A character with this ability is allowed to purchase rank 1 of a profession for a 2 CP discount. This profession must be one of those listed after the Craft Affinity skill found under the character's Bonus Traits section of their race. Pursue - Allows a character with this ability to chase after someone who is using Flee and attack them. Resist Charm - This ability will allow a character to resist the affects of a Charm spell or effect, once per day. The character does not have to use this ability, but must say Resist within five seconds of being struck by the Charm they want to resist. Resist Death Magic - This ability will allow a character to resist the affects of any effect listed on the Death Magic spell list, once per day. Examples include dark bolt, poison blood, and break limb. The character does not have to use this ability, but must say Resist within five seconds of being struck by a Death Magic spell or effect. Resist Disease - This ability will allow a character to resist the affects of any disease, no matter its type or source, once per day. The character does not have to use this ability, but must say Resist within five seconds of being infected. Resist Sleep - This ability will allow a character to resist the affects of a Sleep spell or a sleep carrier attack once per day. The character does not have to use this ability, but must say Resist within five seconds of being struck by the Sleep spell or carrier attack they want to resist.

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Scales - +1 point of repairable natural armor. Unaffected by break item spells. Scenting - A race with this ability may say "Scenting, what race are you?" and can identify the race of a target within 25'. This ability may be used an unlimited number of times per day. Sense Corruption - This ability will allow the character to sense any magical corruption that may be affecting another person. The character using this skill must touch, or indicate they are touching, the target of their examination. Divine powers such as Unscry, and some special rituals, will allow the target to conceal their corruption from the person using this ability. This ability may also be used to sense corruption power within an item. Skill Aptitude - A race with this bonus has a -0/-3 CP discount to the group cost/base cost on one specified skill. Restrictions: May not be used to discount skills that can be purchased more than once. Also, the minimum out-of-group cost for the skill is limited by the highest in-group cost for the skill that exists in any of the skill groups. See chapter 6 for more information on group cost and base cost. Skill Unsuitability - A race with this negative has +2/+2 CP penalty to the group cost/base cost on one specified skill. See chapter 6 for more information on group cost and base cost. Slow learners - A race with this negative must study under a teacher for two months to learn a skill. Also, to learn a skill without a teacher, they must study for double the normal time. Soft Skull - The skull of this race is thinner and thus more susceptible to waylay attacks. A character with this racial negative has one less point of waylay protection than normal. Speak with animals - A race with this bonus can understand and speak with animals. Spit Poison - This racial bonus gives the ability to throw a Poison Bolt effect attack, once per day. Thick hide - +1 point of repairable natural armor. Unaffected by break item spells. Thick Skull - The skull of the character is thicker than normal and provides an additional point of waylay protection. Tough metabolism - This racial bonus gives +20 seconds to death count. See chapter 17 for more information on death and dying. Water dependency - A race with this negative has skin that dries out, and must be re-wet during the day. Characters must role-play soaking in water 10 minutes per day. This could be in a stream, or covered by wet towels. In dry environments the requirement is tripled to 30 minutes per day. Weak - Races with this negative are much weaker than normal. -1 damage dealt (minimum of 1) Weak metabolism - This racial negative confers -20 seconds to death count. See chapter 17 for more information on death and dying. Weak Willed - These spells have double duration on you: repel, avoidance, fear, sleep, charm, paralysis, drop, fumble, quiet, silence. Weapon Unsuitability - Races with this negative cannot use one specified category of weapons from the following choices: swords, hafted, bows, thrown weapons, or small weapons. Furthermore, you need to come up with a reasonable explanation of why your animal kin race has this restriction.

19

Merits and Flaws Merits and flaws can be purchased at the time of character creation. They can be a nice addition to a character. Sometimes a flaw can add depth to a character and really add to the role-playing experience. But be careful, some flaws may hinder your characters chances of accomplishing certain tasks. Merits can sometimes be the deciding factor in extreme situations, or just give you the extra edge in combat.

Merit and Flaw Limits Each merit or flaw may be purchased only once unless otherwise noted. You are limited to 3 CP worth of merits, and 3 CP worth of flaws. Merits cost CPs, and Flaws give CPs back. So if you wanted to, you could take 3 points in flaws and start with more CPs, you could spend up to 3 of your starting CPs on merits, or you could have any combination thereof, to a max of 3 points worth in both categories. These are some examples of merits and flaws. If you wish to create your own, you need to first get it approved by the plot team.

Roleplaying Merits or Flaws If you decide to take a merit or flaw that has a roleplaying aspect, you are expect to roleplay that merit or flaw during the game. Merits

Cost Effects

Disease Resistance

1

Resist Disease once per day

Extra body

1

+5% body points. This merit may be purchased up to 3 times.

Extra starting 1 money

Three silver pieces of extra starting money. This merit may be purchased up to 3 times.

Good intuition 1

You can learn skills and spells without a teacher at an accelerated rate. Subtract 1 month from the total self study time.

Fast Learner

1

You can learn 3 skills (that require teaching) per month instead of 2

Initiated

1

Start game initiated into any Religion (Note: All Priest packages and lesser power gods allow initiation without this merit)

Multitasking

1

You can learn two skills or spells at the same time on your own instead of one

Untrained oracle

1

You can learn basic game day knowledge from a marshal at the start of a game day

Favored

2

Start game with a major vestment spell and get a new one when the Winds of Magic occur

Slow bleeder

2

+15 seconds to death count

Strong spirit

2

A black marble or chit in your death bag is replaced with a white one

Hard to kill

3

It takes two killing blows to kill you. You must say 'hard to kill' in a normal speaking voice after the first killing blow. The second killing blow must be done within 10 seconds of the first. If it is not, Hard to Kill takes effect again, with the new killing blow being considered the first killing blow.

Royal relation* 3

You have personal ties, perhaps even blood ties with a member of a royal family or high level house. This merit does not grant the relative any written benefits other than the chance that assistance could be gained or favor earned.

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Flaws

Cost Effects

Brash*

1

You are very hasty in making decisions and lack tact or sensibility

Club hand

1

Must wear a mitten, or something similar, on one hand at all times

Less body

1

-5% body points. This flaw may be purchased up to 3 times.

Poor

1

Your character starts with 4 less silver pieces of starting money at character creation

Cowardly*

2

You fear direct confrontation if there is any chance that it may end in violence

Fast bleeder

2

-15 seconds to death count

Lame arm

2

Cannot use one arm

Magically dysfunctional

2

All "smart" functionality of greater spell shields, greater guards and resists are lost. You must use up your shields, guards, and resists on the first spells or carrier/effect attacks that would affect you. You may still stack a greater spell shield on top of a normal spell shield to gain protection from the first two spells that would affect you.

Weak spirit

2

A white marble or chit in your death bag is replaced with a black one

Doomed

3

Immune to the Bind Spirit spell

Lame leg

3

Cannot run at all

Mute/Tongueless

3

This permanent wound prohibits the use of verbal speech and the casting of spells.

*signifies that the merit or flaw is only for roleplaying purposes. It has no game mechanic effect other than flavor.

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Skill Groups What are Skill Groups? Skill groups organize all the skills in the game into smaller collections of skills. Each skill group has a list of skills, and several skill packages associated with the skill group. Base Cost The base cost column shows the price of skills if a character has not purchased a package associated with that skill group. Group Cost The group cost column shows the price of skills if a character has purchased one of the packages associated with that skill group. Restricted Skills A skill marked as "N/A" in the base cost column may only be purchased if the character has purchased one of the packages associated with that skill group. Skill Group

Body Point Multipliers

Assassin

1.4

Mage

1.0

Priest

1.0

Rogue

1.2

Warrior

1.6

No Packages 0.8

What are Packages? A package is a way to buy into a skill group. By purchasing an initial package, this opens up all the skills in a skill group and allows for discounted prices of most basic skills. Skill groups also include special abilities and skills that are not otherwise available. Each item listed under a package is a skill or ability that comes with that package: Bonus Merits are free merits that do not count towards your maximum merit limit. See chapter 3 for the description of merits. Bonus Skills are free skills that come with the skill package. Some times there will be a choice of several skills, and you may choose one of them. Note that skill prerequisites must be met when choosing the bonus skill. Skill Discounts give you an opportunity to buy a skill, or a number of skills, at a cheaper cost than what the skills normally cost. Special Abilities are learned abilities that are usually unique to that skill package. Under each special ability is a limit section, which will indicate the number of times the ability can be used per day. Also under each special ability are instructions on the use of the special ability. Special Attacks are unusual attack moves that are learned as part of that skill package. There are special restrictions on using special attacks that are listed in the combat section. Under each special attack is a limit, which will indicate the number of times the attack can be used per day. Also under each special attack are instructions on the use of that attack. Note: You may not combine special attacks with each other. You can only use one special attack at a time.

How to Learn Packages At character creation:  A new character may purchase any packages they want to. After character creation:  You can purchase any package in a skill group after you have been taught by another character that has teaching and a package from the skill group you want.  You can spend CP cost + 1 months learning the package on your own. This works the same as self-taught skills. Note: You may only purchase a specific package once.

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Package Alternative: Prime The Prime package is an alternative to buying one of the packages listed underneath the skills groups. There are 5 Prime packages, one for each skill group: Warrior Prime, Assassin Prime, Rogue Prime, Mage Prime, and Priest Prime.

Cost and Details Each Prime package costs 6 CP, and gives access to the group cost for skills in that skill group. It also gives the regular body point multiplier for that Skill Group. The Prime package does not give ANY bonus skills or abilities. Example: Rogue Prime does not include the 2 base damage with short weapons; Mage Prime does not include cantrips, etc.

Assassin Skills Group Group Assassin Skills Cost

Base Prerequisites Cost

1

Short Blades

2

1

Medium Blades

2

1

Short Hafted

2

1

Medium Hafted

2

1

Thrown Weapon

4

1

Natural Weapon

4

1

Florentine

4

1

Apply Poison

2

2

Identify Elixir

5

2

Crossbow

4

3

Back Stab Training

N/A Any weapon skill

4

Back Stab Damage

N/A Two picks of Back Stab Training per pick of Back Stab Damage

3

Wear Light Armor

6

3

Wear Medium Armor 6

3

Tracking

4

2

Tracking (+1)

N/A

2

Counter-Tracking (+1) N/A

3

Waylay

Short Blades Short Hafted

Short Blade or Short Hafted or Natural Weapon or Master Weapon Skills

Wear Light Armor

N/A Any weapon skill

Special Ability: Disguise Poisonblade Every assassin package gets this special ability. It has the following effects: Limit: unlimited uses per day Usage: This assassin skill allows a character to hide the fact that a weapon is a poisonblade. This skill takes 10 uninterrupted minutes to use. During that time the poisonblade to be disguised must be in the open, in front of the assassin. Once the skill has been successfully used, the assassin does not have to have an (otherwise mandatory) green strip on their poisonblade. This effect is permanent until negated by another skill. The disguise poisonblade skill may also be used to discover if a weapon is a disguised poisonblade. This usage of the skill takes 5 uninterrupted minutes to do, with the weapon to be inspected in the hands of the assassin.

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Assassin Packages Those who study the skills of the assassin learn to exploit the weaknesses of their enemies, as well as the art of applying poisons. Assassins have a range of select skills that are passed on from one assassin to another. All assassin packages cost 10 Character Points.

Assassin A Bonus Skill: Choice of 'Short Blades' or 'Short Hafted' Bonus Skill: Choice of 'Medium Blades' or 'Medium Hafted' Special Ability: Resist poison Limit: once per day Usage: Allows a character to resist the effects of poison potions, either ingested, through traps, or otherwise. The character should announce "resist" or "resist poison" when you want to use this ability. Special Ability: Enhance Poison Limit: once per day Usage: An assassin may use this skill to add together the effects of two Poison potions. The resulting poison can be used for applying poison to a weapon, trap, or poisoning food or drink. Cannot use on an already enhanced poison. Special Ability: Disguise Poisonblade

Assassin B Bonus Skill: Choice of 'Short Blades' or 'Short Hafted' Bonus Skill: Choice of 'Medium Blades' or 'Medium Hafted' Special Ability: Cripple Limb Limit: Twice per day Usage: To use this skill, the assassin must strike their victim from behind. The assassin must hit their victim on the limb to be crippled and say, "Cripple ". The victim then cannot use either the arm or leg that was targeted, until a Repair Limb spell is cast on the victim. The target may block this attack as per the effect attack rules defined in the combat section. Special Ability: Disguise Poisonblade

Assassin C Bonus Skill: First Aid Bonus Skill: Counter-Tracking Special Ability: Find Vitals Limit: Once per day Usage: To use this skill, the assassin must strike the victim somewhere on the victim's back. When this skill is used, the assassin may add +5 damage to one of their weapon attacks. Special Ability: Disguise Poisonblade

Assassin D Special Ability: Quick Kill Limit: unlimited uses per day Usage: This skill allows the assassin to kill an immobilized foe in one swift strike. To use this skill, the assassin must lightly set the tip of their weapon on the victim's torso and say, "Killing Blow One, Killing Blow Dead" to the victim. When used successfully, the victim receives a killing blow. Special Ability: Disguise Poisonblade

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Assassin E Special Ability: Resist poison Limit: once per day Usage: Allows a character to resist the effects of poison potions, either ingested, through traps, or otherwise. The character should announce "resist" or "resist poison" when you want to use this ability. Special Ability: Poison Arrows Limit: unlimited uses per day Usage: Using this skill, the assassin may coat arrows in poison, adding points of damage, based on the strength of poison used. One vial of poison is enough to coat 6 arrows. This skill takes 10 uninterrupted minutes to use, with the arrows out in the open in front of the assassin. The poisoned arrows must be marked with a small black sticker. The poison remains on the arrows for the duration of the event, but after a poisoned arrow has been fired at a target, it is no longer poisoned, although some residue of the poison remains on the arrow. This residual poison can be detected by anyone who studies the arrow for 1 minute using the ID Elixir skill. Special Ability: Disguise Poisonblade

Mage Skills Group Group Mage Skills Cost

Base Prerequisites Cost

3

Mana +10

6

1

Mage Spell 1-9

2

2

Mage Spell 10+

N/A 150 mana; All prerequisite spells

1

Read Magic 1-3

3

Read & Write

1

Read Magic 4-6

3

Read Magic 1-3

1

Read Magic 7-9

5

Read Magic 4-6

1

Read Magic 10-12

5

Read Magic 7-9

4

Arcane Ritual Magic 1-4

8

4

Arcane Ritual Magic 5-8

N/A Arcane Ritual Magic 1-4

3

Arcane Ritual Magic 9-10 N/A Arcane Ritual Magic 5-8

3

Arcane Ritual Magic 11-12 N/A Arcane Ritual Magic 9-10

2

Arcane Ritual Magic 13+

N/A Arcane Ritual Magic 11-12

1

Memorize Arcane Ritual

N/A Arcane Ritual Magic

3

Read & Write

4

2

Teaching

4

1

Staff

3

2

Enhanced Cantrips +10

N/A Cantrips

10 mana per level of the spell; All prerequisite spells

Special Ability: Cantrips The cantrips special ability listed under all of the mage packages gives 10 picks from the following list of spells. Furthermore, mages get an additional +1 cantrip for every 10 mana that they have. i.e. a mage with 50 mana would get an extra 5 cantrips. See chapter 13 for descriptions and incants for these spells.  Create Light  Create Water  Detect Magic  Magic  Wizard's Mark

25

Mage Packages All mage packages cost 10 Character Points.

Mage A Special Ability: Cantrips Bonus Skill: Read Magic 1-3 is free with the purchase of read/write Special Ability: Catch Spell Limit: once per day Usage: This ability lets the mage catch any arcane spell with a specially prepared scroll. The effects of this ability change depending on the total amount of mana that the mage has. At less than 50 mana, the mage can catch one, level 1-3 spell per day. At 50 mana, the mage can catch one, level 1-6 spell per day. At 100 mana, the mage can catch two, level 1-6 spells per day. At 150 mana, the mage can catch two, level 1-9 spells per day. To use this ability, the mage must hold an 8.5" x 11" piece of scroll paper out in front of his or her body when they are hit by a spell and call out, "Catch spell". The mage does not actually have to catch the spell with the paper. Once caught, the spell should be written down on the scroll paper. The scroll may be used as normal after capturing the magic, and lasts indefinitely. If this ability is used to capture a divine spell that is listed in one of the arcane spell lists, the captured spell scroll will contain the arcane version of the spell. If this ability is used to attempt to capture a divine spell that is not listed in an arcane spell list, the spell is not captured, the ability acts as a spell shield towards that divine spell, and the capture spell ability is used up for that day.

Mage B Special Ability: Cantrips Special Ability: Magic Resistance Limit: N/A Usage: You start the game event with a free "Greater Spell Shield" spell, already in effect on you. Special Ability: Unerring Aim Limit: once per day Usage: This ability allows the mage to choose a single memorized spell and cast it, and if they miss all targets, they may recast that memorized spell again and again without expending it until they hit a target.

Mage C Special Ability: Cantrips Skill Discount: Arcane Ritual Magic skills cost 1 CP less Bonus Skill: Ritual Awareness Bonus Skill: Memorize Arcane Ritual Note: This bonus skill gives one, level 1 memorized ritual, chosen by the mage. Special Ability: Potent Glyphs Limit: N/A Usage: All glyph rituals done by the mage are more resistant to magic. Destroy magic spells cast on these glyphs are only 30% effective, rather than 50%. Special Ability: Battle Ritual Limit: 1/day Usage: Once per day, the mage can focus his energies to quickly cast any arcane ritual that would normally take 1 minute time and reduce the casting time to 5 seconds and with a 100% chance of success. The ritual is cast like a spell, and if the ritualist takes damage during the 5 second casting time the ritual is disrupted and the mana spent is lost, but no other negative effects occur. A ritual cast using the Battle Ritual ability cannot benefit from spectators or persons with ritual awareness.

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Mage D Special Ability: Cantrips Special Ability: Elemental Affinity Limit: N/A Usage: At character creation, the mage must choose an elemental list: air, earth, fire, or water. When one spell is purchased from the chosen elemental list, the mage gets another spell within that element for free, up to level 9. Special Ability: Lesser Element Resistance Limit: Unlimited uses per day Usage: All spells of your chosen element affect you as one tier lower. Example: If you chose Air for your elemental affinity, Air Bolt [10] affects you as Air Knife [5]; Air Knife has no effect. To use this ability, the mage must call, "No effect" when hit by an knife spell of the chosen element, and simply take the lessened damage for the more powerful air spells.

Mage E Special Ability: Cantrips Special Ability: Path Adept Limit: N/A Usage: At time this package is purchased the mage must choose one spell list. When one spell is purchased from the chosen spell list the mage may receive another spell within that spell list for free, up to level 9. Special Ability: Spell Ease Limit: N/A Usage: At character creation, the mage can choose one spell of level 2 or higher from the spell list the mage chose for Path Adept. This spell may be one that the mage has not learned yet. The mage can then memorize and cast that spell for one less mana. Note that this does not actually lower the level of the spell.

27

Priest Skills Group Group Priest Skills Cost

Base Prerequisites Cost

3

Karma +10

6

3

Basic Prayers 1-3

5

Karma +10

3

Basic Prayers 4-6

5

50 Karma; Basic Prayers 1-3 of the same list

3

Basic Prayers 7-9

5

100 Karma; Basic Prayers 4-6 of the same list

3

Basic Prayers 10-12

5

150 Karma; Basic Prayers 7-9 of the same list

1

Special Priest Spell

N/A 200 Karma; Basic Prayers 10-12 of the same list

5

Spell List 1-3

N/A 10 Karma; Initiation

5

Spell List 4-6

N/A 50 Karma; Prayers 1-3

5

Spell List 7-9

N/A 100 Karma; Prayers 4-6

5

Spell List 10-12 N/A 150 Karma; Prayers 7-9

1

Special Spell

N/A 200 Karma; Prayers 10-12

4

Divine Ritual Magic 1-4

8

4

Divine Ritual Magic 5-8

N/A Divine Ritual Magic 1-4

3

Divine Ritual Magic 9-10

N/A Divine Ritual Magic 5-8

3

Divine Ritual Magic 11-12

N/A Divine Ritual Magic 9-10

2

Divine Ritual Magic 13+

N/A Divine Ritual Magic 11-12

1

Memorize Divine Ritual

N/A Divine Ritual Magic

3

Read/Write

4

1

First Aid

2

2

Teaching

4

1

Short Hafted

2

1

Medium Hafted

2

3

Wear Light Armor

6

2

Enhanced Words +10 Picks

N/A Minor Words

Short Hafted

Special Ability: Minor Words The Minor Words special ability listed under the priest packages gives 10 picks from the following list of spells.  Create Light  Detect Corruption  Purify Food or Drink  Repel  Stop Bleeding

Priest Packages The Priest skill group and its packages offer a wide variety of options for the divine spell caster. The five different packages each offer unique abilities including options to buy powers multiple times, special prayers, increased success chances for rituals, and anti-undead abilities. All the packages include the ability to start initiated. If you purchase any priest package, you do not need to purchase the merit "initiated". All priest packages cost 10 Character Points.

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Priest A Bonus Merit: Initiated Special Ability: Minor Words Special Ability: Holy Might Limit: once per day Usage: To activate, the priest must announce "I invoke holy might". When used, Holy Might allows the priest to do Magic damage with any weapon, and grants the priest the Tier 2 strength. This power lasts for 10 minutes. See the section on Strength Effects for more information.

Priest B Bonus Merit: Initiated Special Ability: Minor Words Special Ability: Divine Favor A character with this package may buy any 9th level or lower power of their god twice. This only works for powers which work once a day or can be doubled up without changing the power itself.

Priest C Bonus Merit: Initiated Special Ability: Minor Words Special Ability: Bane of the Unliving May throw a "Destroy Undead" effect attack using a red packet, for free, once per day Special Ability: Ward Undead Limit: once per day Usage: To activate, the priest must announce "I invoke ward undead". When this ability is activated, the character will be immune to all carrier attacks from undead creatures for 10 minutes.

Priest D Bonus Merit: Initiated Special Ability: Minor Words Skill Discount: Divine Ritual Magic skills cost 1 CP less Bonus Skill: Ritual Awareness Special Ability: Ritual Affinity Limit: once per day Usage: If the character is attempting a ritual and fails, he or she may re-pick the failure chit, but must abide by the results of the second pick.

Priest E Bonus Merit: Initiated Special Ability: Minor Words Bonus Skill: First Aid Bonus Skill: Teaching Special Ability: Prayer of Healing Limit: once per day Usage: The initiate can pray over another being for 1 minute and almost completely heal the body and soul. This will repair broken limbs, heal all body points, cure most diseases and acts as a remedy. Scars and missing limbs are not affected. If the priest is interrupted while praying, the Prayer of Healing will not work, and the ability is used up for the day.

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Rogue Skills Group Group Rogue Skill Cost

Base Prerequisites Cost

1

Short Blades

2

1

Short Hafted

2

1

Florentine

4

1

Thrown Weapon

4

5

Thrown Weapon Training N/A Thrown Weapon

5

Thrown Weapon Damage N/A Two picks of Thrown Weapon Training per pick of Thrown Weapon Damage

1

Short Bow

3

1

Long Bow

N/A Short Bow

3

Bow Training

N/A Short Bow

4

Bow Damage

N/A Two picks of Bow Weapon Training per pick of Bow Weapon Damage

3

Wear Light Armor

6

2

Pick Locks (+1)

4

2

Disarm Trap (+1)

4

2

Trap Sense

N/A Disarm Trap

3

Trap Dodge

8

3

Set Traps (+2)

8

2

Evaluate Item (+1)

3

2

Pick Pockets (+1)

6

3

Conceal Item (+1)

N/A

3

Quick Search

8

2

Counter-Tracking (+1)

N/A

2

Tracking (+1)

4

2

Thrown Container

N/A Thrown Weapon

Rogue Packages All rogue packages cost 10 Character Points.

Rogue A Bonus Skill: Thrown Weapon Special Ability: Target Hand Limit: Three times per day Usage: This ability allows the rogue to throw a "Drop" effect attack using a thrown weapon. To use this ability, the rogue hits a target with a thrown weapon and calls out "Drop ". The effect is the same as the Drop spell. The target may block the attack as per the effect attack rules defined in the combat section. Special Ability: Cheating Limit: once per day Usage: This skill allows a rogue to surreptitiously cheat at almost any game of chance. To use this skill, a marshal must be present. The player will inform the marshal that they are using this skill. The marshal will decide on the outcome, and adjudicate the results of the skill. Special Ability: Nimble Blade Base damage with Short Blades and Short Hafted weapons is 2, instead of 1

30

Rogue B Bonus Skill: Choice of 'Short Blades' or 'Short Hafted' Bonus Skill: Choice of 'Medium Blades' or 'Medium Hafted' Bonus Skill: Florentine Special Ability: Escape Limit: once per day Usage: Allows the rogue to flee combat as per the Flee ability. See the end of chapter 3 for a description of the Flee ability. Special Ability: Nimble Blade Base damage with Short Blades and Short Hafted weapons is 2, instead of 1

Rogue C Special Ability: Deflect Blow Limit: once per day Usage: To use, the rogue must call out, "Deflect", after being struck by a melee weapon. The attack that was deflected will then be considered not to have hit any part of the rogue or his equipment. This may not be used to deflect a "Waylay" attack. Special Ability: Quick Reflexes Limit: once per day Usage: This ability allows a rogue to negate all damage inflicted on him or her from a trap. To use, simply inform the marshal who is handling the trap that you are using this ability to dodge the trap. Special Ability: Nimble Blade Base damage with Short Blades and Short Hafted weapons is 2, instead of 1

Rogue D Special Ability: Sleight of Hand Limit: unlimited uses per day Usage: Attach a 2 inch piece of masking tape, wrinkle free, to a 5 lb. or less object, and it is effectively pick-pocketed. The piece of tape should be marked in some way to indicate the rogue using Sleight of Hand. See chapter 19 for more information on picking pockets. Special Ability: Case Joint Limit: unlimited uses per day Usage: To use, the rogue must spend 10 minutes observing a location. The rogue gains knowledge of how many creatures are inside and how they are acting, whether the doors are locked and any additional information the marshal deems appropriate. To use this skill, a marshal must be present. Special Ability: Nimble Blade - Base damage with Short Blades and Short Hafted weapons is 2, instead of 1

Rogue E Bonus Skill: Short Bow Bonus Skill: Long Bow Special Ability: Snaring Shot Limit: Two times per day Usage: This ability allows the rogue to make a "Shackle" carrier attack using their bow. To use, the rogue shoots an arrow and calls out their damage followed by "Shackle". Special Ability: Nimble Blade Base damage with Short Blades and Short Hafted weapons is 2, instead of 1

31

Warrior Skills Group Group Warrior Skills Cost

Base Prerequisites Cost

1

Short Blades

2

1

Medium Blades

2

Short Blades

1

Long Blades

2

Medium Blades

1

Short Hafted

2

1

Medium Hafted

2

Short Hafted

1

Long Hafted

2

Medium Hafted

1

Staff

3

1

Thrown Weapon

4

1

Natural Weapon

4

1

Florentine

4

1

Short Bow

3

2

Long Bow

N/A Short Bow

2

Crossbow

4

4

Basic Weapon Skills

N/A

4

Master Weapon Skills

N/A Basic Weapon Skills

1

Shield

4

3

Wear Light Armor

6

3

Wear Medium Armor

6

2

Wear Heavy Armor

N/A Wear Medium Armor

5

Bladed Weapon Training N/A Short Blades or Master Weapon Skills

5

Bladed Weapon Damage N/A Two picks of Bladed Weapon Training per pick of Bladed Weapon Damage

5

Hafted Weapon Training N/A Short Hafted or Master Weapon Skills

5

Hafted Weapon Damage N/A Two picks of Hafted Weapon Training per pick of Hafted Weapon Damage

7

Master Weapon Training N/A Master Weapon Skills

6

Master Weapon Damage N/A Two picks of Master Weapon Training per pick of Master Weapon Damage

3

Florentine Training

N/A Florentine

4

Florentine Damage

N/A Two picks of Florentine Weapon Training per pick of Florentine Weapon Damage

5

Natural Weapon Training N/A Natural Weapon

5

Natural Weapon Damage N/A Two picks of Natural Weapon Training per pick of Natural Weapon Damage

3

Bow Training

N/A Short Bow or Long Bow or Crossbow

4

Bow Damage

N/A Two picks of Bow Training per pick of Bow Damage

Short Blade or Short Hafted or Natural Weapon or Master Weapon Skills

Wear Light Armor

Warrior Packages The warrior skill group and its five skill packages offer a wide array of skills and abilities all relating to weapon combat. After purchasing a warrior skill package, you have access to all the "in-group" prices for skills and access to "in-group only" skills. All warrior packages cost 10 Character Points.

Warrior A Bonus Skill: Wear Light Armor Skill Discount: Wear Medium Armor costs 2 CP Skill Discount: Wear Heavy Armor costs 1 CP Stat Bonus: +2 Body Points Special Ability: 5 seconds to Death Count

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Warrior B Bonus Skill: Long Blades is free with the purchase of Medium Blades Bonus Skill: Long Hafted is free with the purchase of Medium Hafted Special Ability: Berserker Rage Limit: once per day Usage: A character with Berserker Rage may go into a battle-frenzy for ten minutes. This frenzy gives the character a +1 rage damage bonus on all melee and thrown weapons attacks. The character must yell a battle cry or scream loudly to activate Berserker Rage. During the 10 minutes that the ability lasts, players are encouraged to role-play the berserk state. Special Ability: Cleave Limit: Once per day Usage: This attack requires one of the following weapons to use: two-handed sword, two-handed hafted, bastard sword, or bastard hafted. Successfully strike an item with your weapon and loudly say "break item", and the target item will be broken as per the "Break Item" spell. This ability is an affect attack. See the combat section for more information on effect attacks.

Warrior C Bonus Skill: Choice of 'Short Blades' or 'Short Hafted' Bonus Skill: Choice of 'Medium Blades' or 'Medium Hafted' Bonus Skill: Florentine Special Ability: Enhanced Florentine Limit: N/A Usage: A character with the Enhanced Florentine ability may use a medium blade or medium hafted weapon up to 34 inches long as a florentine weapon, with the florentine skill.

Warrior D Bonus Skill: Short Bow Bonus Skill: Long Bow Special Ability: Rapid shot Limit: once per day Usage: The character must say "Rapid Shot" to announce they are using the skill. The character may then fire up to 10 arrows without waiting out the normal reload time between shots. This special attack will not work with a crossbow.

Warrior E Bonus Skill: Choice of 'Short Blades' or 'Short Hafted' Bonus Skill: Choice of 'Medium Blades' or 'Medium Hafted' Bonus Skill: Shield Special Ability: Disarm Limit: Twice per day Usage: Upon successfully using your shield to block a weapon strike, you may force the attacker to drop their weapon by announcing, "Drop ". This ability is an effect attack. See the combat section for more information.

General Skills General skills can be learned by anyone at base cost. Cost Skills

33

2

Animal Lore

2

Mineral Lore

2

Plant Lore

4

Loremaster

3

Profession Rank +1

1

Ritual Awareness

1

Knowledge,

Professions Profession Skills

CP Cost

Profession Rank +1 3 Professions are specialized careers in which characters can train.  Ranks in professions are purchased with CP  The first rank in a profession grants the apprentice skill for that profession. As an apprentice you have basic knowledge and skill in a profession, and can make a basic living as the profession, but cannot do much else. In order to gain additional benefits of the profession you must purchase additional ranks and skill in the profession.

Profession Advancement Gaining ranks in most professions gives access to special skills available to that profession.  Unless noted in the skill description, profession skills may only be purchased once.  In most professions, there are some skills that are available in the regular skill group lists, but are also open to that profession for the in-list cost. These skills are marked with an asterisk *.  Each rank in a profession requires a teacher to teach you the profession rank before you can purchase it.  Each skill available to you in a profession requires a teacher to teach you the skill before you can purchase it.  Profession ranks and skills in a profession can also be self-taught by spending enough time. Refer to the selfteaching rules.  Rank 10 is the maximum in any profession.

Profession Skills Each profession has a table that shows what skills can be purchased through the profession  You must have the profession rank listed with the skill before you can purchase it.  Some professions have a rank 1 skill that must be purchased before you can purchase any additional ranks in a profession. Refer to the full skill description in the skills chapter.  A brief description of profession specific skills is provided with the professions. Refer to the full skill description in the skills chapter for detailed information and prerequisites.

Profession Skill Modus All professions have access to the possibility of learning special skills. These special skills are called modi. A character may learn a modus at profession ranks 3, 6, and 9. To learn a new modus, a character must usually go on a special adventure or quest, or get it taught by someone who already has the modus. If you wish to learn a modus, you should come up with a reasonable skill, ability, or power that matches your profession, then talk to a qualified marshal about your request to get it approved. If the marshal approves of the modus, an adventure will be written for the modus, which you then must complete to gain access to the modus.  Modi purchased through a profession can be taught like normal skills, but require the student to have a free modus slot with which to purchase the modus.  All modi skills costs 2 CP.

34

Profession Income Table c = Copper piecess = Silver pieces Rank Primary Secondary Profession Profession(s) 1

10c

5c

2

1s

10c

3

1s 10c

15c

4

2s

1s

5

2s 10c

1s 5c

6

3s

1s 10c

7

3s 10c

1s 15c

8

4s

2s

9

4s 10c

2s 5c

10

5s

2s 10c

Production Point Table Rank Primary Secondary Profession Profession(s)

Profession Income    

A character's highest-ranking profession is their primary profession, and generates monthly income at the rate of 10 copper pieces per rank. If a character has two professions of equal rank, only one of them counts as the primary profession for purposes of income. All other professions a character has generate monthly income at the rate of 5 copper pieces per rank, for all ranks. Profession income is handed out at character check-in time at a game day. It is the players responsibility to inform the check-in person of how much profession income they are entitled to.

Production Points 

1

15

8



2

30

15



3

45

23

4

60

30

5

75

38

6

90

45

7

105

53

8

120

60

9

135

68

10

150

75

   





Some professions are marked as Maker professions below the title of the profession. These professions have the ability to create items using their profession skills. If a character has a Maker profession, they may choose to choose to create items during a game day using production points (PP). If a character chooses to create items at a game day, they do not get the cash profession income for any of their Maker professions. Instead they get an amount of production points as indicated in the table below. A character's highest-ranking Maker profession is their primary profession for purposes of determing PP on the table below. If a character has two Maker professions of equal rank, only one of them counts as the primary profession for purposes of determining PP. All other Maker professions a character has adds to the characters PP total by an amount indicated on the table. If a character has both Maker and non-maker professions, they may still get profession income for their non-maker professions, but all of their nonmaker professions count as secondary for purposes of cash income. If a maker has PP left over after they have created all of their items, they can take the remaining PP as monetary income at a rate of 2 PP = 1 copper piece. Item Creation using Production Points is handled at check-in time at a game day. See the item creation chapter for more information.

A Warning about Profession Income and Production Points Profession income represents the character using their profession skills between the game days in ways that generate an income for the character. At any time, the plot committee can say that you cannot get profession income and/or tell you that you cannot create any items with PP that month due to plot reasons.

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Profession List Alchemist  Maker Profession Alchemists are potion makers. Alchemists use their recipes and alchemy labs to create magic brews from mundane materials. Harnessing magic in the way that alchemy does is an exacting science, and when Alchemists fail in their potionmaking attempts, it is usually loud, smelly, and painful. See the Alchemy section later in this chapter for complete information on potions and potion making. Alchemists require the use of an Alchemy Lab to create potions. Rank CP Name

Description

1

-

Apprentice

1

2

Alchemy

Create potions 1-5

1

1

Memorize Recipe

Create potions without a recipe item

1

3

*Read and Write

1

2

*Identify Elixir

2

2

*Thrown Container

2

3

*Loremaster

3

-

Modus Slot

4

1

Advanced Alchemy Create Potions 6+

4

3

*Teaching

5

1

Potion Lore

6

-

Modus Slot

9

-

Modus Slot

Reduce Identify Elixir time to 10 seconds

Sample Modus: Reverse Engineer Potion Using the Reverse Engineer Potion modus, you can take 3 potions of the same type and learn how to make that potion. You can then either learn the recipe with the memorize recipe skill, or you can write the recipe down if you know how. Once you reverse engineer a potion, the knowledge takes up one of your two learning slots until you either memorize the recipe or choose to get rid of it. Sample Modus: Thrown Salves This skill works exactly like the thrown container skill available to rogues, except it lets an alchemist prepare and throw salves instead.

36

Armor Smith  Maker Profession Armor Smiths use metallurgy and leather working skills to create a full range of armor types. Armor smiths require the use of a smithy workshop to create items. Rank CP Name

Description

1

-

Apprentice

1

2

Armor Smithing

1

1

*Short Hafted

1

1

Repair Broken Armor Repair armor that has been completely broken

2

1

Quick Repairs

2

3

*Loremaster

3

3

*Read and Write

3

-

Modus Slot

4

3

*Teaching

6

1

Exc. Quality Armor

6

-

Modus Slot

9

-

Modus Slot

Create all types of armor and shields

Reduce armor repair time during battle relief to 1 minute

Give armor resistance to breaking and easy enchantability

Blacksmith  Maker Profession Blacksmiths are the jack-of-all-trades of the metal working professions. They can create a wide range of items including the simpler weapons, some metal armors, and shops. Blacksmiths require the use of a smithy workshop to create items. Rank CP Name 1

-

Apprentice

1

2

Metal Smithing

1

1

*Short Hafted

2

3

*Loremaster

3

1

Shop Making

3

3

*Read and Write

3

-

Modus Slot

4

3

*Teaching

5

2

Technique Mastery

6

-

Modus Slot

9

-

Modus Slot

Description Create short blades, all types of hafted weapons, staffs, shields, 4-5 point armors, lock picks, and thieve clips

Create, upgrade and repair all types of workshops

10% PP discount while using a smithy workshop

Sample Modus: Technique Mastery 2 Technique Master 2 works like Technique Mastery, except it conveys a 20% discount.

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Bowyer  Maker Profession The creation of bows, crossbows, and arrows is the exclusive domain of the Bowyer. Archers, who rely on them to supply their weapons and arrows, prize their skills highly. Bowyers require the use of a Bowyer workshop to create items. Rank CP Name

Description

1

-

Apprentice

1

2

Craft Bows/Arrows

Create all types of bows, arrows

1

1

Repair Arrows

Repair broken arrows at a rate of 1 per minute

2

3

*Loremaster

3

1

Silver Arrows

3

-

Modus Slot

3

3

*Read and Write

4

3

*Teaching

5

1

Exceptional Quality Bows Give bows resistance to breaking and easy enchantability

6

-

Modus Slot

9

-

Modus Slot

Create silver arrows

Sample Modus: Create Magic Arrows This modus allows a bowyer with even minimal ritual skill to create a bundle of magic arrows. By using odyllis in the making of the arrows, the bowyer imbues them with enough magic power to affect creatures that require a magic weapon to hit.

Farmer Farmers are the lifeblood of any nation. Often a difficult and disdained way of life, farming nevertheless provides the surrounding area with a supply of food and other products. Rank CP Name 1

-

Apprentice

1

1

*Short Hafted

2

1

*Medium Hafted

2

3

*Loremaster

3

-

Modus Slot

4

3

*Teaching

5

2

Cultivate Plant

6

-

Modus Slot

6

2

Cash crop

9

-

Modus Slot

Description

Grow plant lore items each month Grow illicit crops for +2 silver income per month

Sample Modus: Grow Odyllis This modus is rarely taught, as those who grow Odyllis flowers jealously guard their secrets. If you somehow manage to learn it, the Grow Odyllis modus gives you all the know-how to grow most types of Odyllis flowers, care for them, harvest them, and create Odyllis powder from them. This modus depends totally on a marshal to tell you what you get from it, and your per-month yield will vary with season, amount of land, and other factors.

38

Fence/Smuggler A fence is a merchant who tends to stay in one spot, buying and selling in goods both legal and illegal. A smuggler is a merchant who transports goods (which tend to be illegal goods) from one area and sells them for a profit in another area. Rank CP Name

Description

1

-

Apprentice

1

2

Fence Goods

1

3

*Read and write

2

2

*Evaluate Item

3

2

Random Items

3

3

*Conceal Item +1

3

-

Modus Slot

5

2

Locate Illegal Special Item Gain access to purchase illegal items

6

-

Modus Slot

8

2

Locate Illegal Magical Item Gain access to purchase illegal magic items

9

-

Modus Slot

Freely sell items at 80% value

Choose to buy from 10 random items each game

Generic The generic profession is available to fill the needs of anyone who wants to be in a profession that is not otherwise covered in the rules. Rank CP Name

Description

Rank CP Name

Description

1

-

Basic Skill

4

3

*Read and Write

3

-

Modus Slot

6

-

Modus Slot

4

3

*Teaching

9

-

Modus Slot

Jeweler  Maker Profession Jewelers utilize metallurgy, gem cutting and polishing skills to create necklaces, rings, brooches, and other pieces of jewelry. Jewelers require the use of a locksmith/jeweler workshop to create items. Rank CP Name

Description

1

-

Apprentice

1

1

Silver/Gold Smithing

2

3

*Loremaster

3

3

*Read and Write

3

-

Modus Slot

4

3

*Teaching

5

1

Exceptional Quality Jewelry Give jewelry resistance to breaking and easy enchantability

6

-

Modus Slot

9

-

Modus Slot

Create all types of jewelry, Holy symbols

39

Locksmith  Maker Profession Locksmiths utilize their metallurgy and design skills to create locks. A basic knowledge of woodworking allows the locksmith to install locks in and reinforce pre-existing doors, windows, chests, and any other wooden object in which a lock might be installed. Locksmiths require the use of a locksmith/jeweler workshop to create locks. Rank CP Name

Description

1

-

Apprentice

1

1

Lock Construction

2

3

*Loremaster

2

2

*Pick Locks

3

1

Unusual Lock Design Create puzzle locks

3

3

*Read and Write

3

-

Modus Slot

4

3

*Teaching

6

-

Modus Slot

9

-

Modus Slot

Create all types of locks and copy keys

Lumberjack Lumberjacks become masters of the axe, the tool that provides them with their livelihood. Felling trees, stripping them, and turning them into useful lumber is the trade of the lumberjack. Rank CP Name

Description

1

-

Apprentice

1

1

*Short Hafted

3

-

Modus Slot

4

2

Axe Cleave

4

3

*Teaching

6

-

Modus Slot

7

2

Great Axe Cleave +10 axe damage 1/day

9

-

Modus Slot

+5 axe damage 1/day

40

Merchant Merchants buy and sell legal goods for profit as their business. Rank CP Name

Description

1

-

Apprentice

1

2

Trade route

1

3

*Read and write

2

2

*Evaluate Item

3

2

Supply line

3

3

*Teaching

3

-

Modus Slot

5

2

Locate Legal Special Item Gain access to purchase items with special properties

6

-

Modus Slot

8

2

Locate Legal Magical Item Gain access to purchase magic items

9

-

Modus Slot

Choose to buy from 20 random items each game

Order basic items at 80% cost

Musician Musicians include minstrels, composers, and any other individual who makes their living primarily from playing a musical instrument. The ability to play an instrument well is the foundation of a musician's skills. Because of the nature of this skill, if a player wishes to use it in-game, they must actually play an instrument. It is rumored that there are minstrel-mages who have learned how to cast many powerful rituals through their music. Rank CP Name 1

-

Apprentice

1

3

*Read and Write

2

1

Area Lore

3

-

Modus Slot

4

3

*Teaching

6

-

Modus Slot

9

-

Modus Slot

Description

Get monthly rumors, gossip, and other information

Sample Modus: Battle Song This skill gives the musician the following ritual, memorized. The musician still needs the appropriate ritual skills to cast the ritual. Name: Battle Song Type: Arcane or Divine Level: 1 Time Required: 1 min. Energy Cost: 10 Odyllis Requirement: 0 Spectators: No

Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 0 Ritual: The ritualist must use the Musician skill Play Instrument and play an appropriately inspiring song for the casting time of the ritual. All the recipients of the ritual must be within 20' of the musician, and must pay attention to their playing for the casting time of the ritual. Effects: All the eligible recipients of the ritual receive one resist fear, which lasts for the duration of the game day.

41

Failure Chits: 1 Critical Failure Chits: 0 Ritual: The ritualist must use the Musician skill Play Instrument and play an appropriately soothing song for the casting time of the ritual. All the recipients of the ritual must be within 20' of the musician, and must pay attention to their playing for the casting time of the ritual. Effects: All recipients of the ritual will have their body points fully healed.

Sample Modus: Song of Healing This skill gives the musician the following ritual, memorized. The musician still needs the appropriate ritual skills to cast the ritual. Name: Song of Healing Type: Arcane or Divine Level: 4 Time Required: 1 min. Energy Cost: 10 Odyllis Requirement: 0 Spectators: No Success Chits: 10

Physician Physicians study anatomy, surgery, and other disciplines that give them intimate knowledge with the workings of the humanoid body. Rank CP Name

Description

1

-

Apprentice

1

1

*First Aid

1

1

*Short Blades

3

1

Stabilize

3

-

Modus Slot

4

2

Quick First Aid Reduce first aid time by 20 seconds

5

2

Apply Salve

6

-

Modus Slot

9

-

Modus Slot

Extend patient death count to 5 minutes

Double healing salve effects

Researcher Researchers are general scholars who seek to gain knowledge and unravel mysteries. Rank CP Name 1

-

Apprentice

1

1

Research

1

3

*Read and Write

2

2

Professor

2

3

*Teaching

3

-

Modus Slot

4

2

Quick learning

6

-

Modus Slot

9

-

Modus Slot

Description Extensive knowledge of a specific subject Teach up to 5 people per month

Self teaching take half the normal time

42

Sample Modus: Ritual Design Your vast research experience and knowledge have given you many insights to the way the universe works. Using this knowledge of metaphysics, you can attempt to design new rituals. The mechanics of ritual design require working closely with a marshal to determine research time, research success chance, and ritual stats. In general, it takes a researcher 2 months of research time per level of a new ritual.

Scout Perception, an affinity for the natural world, and superb tracking abilities characterize the scout. Rank CP Name

Description

1

-

Apprentice

1

1

Scouting

1

2

*Tracking +1

1

2

*Counter Tracking +1

2

1

Nature Lore

2

2

*Counter Tracking (+1)

3

2

Monster Lore

3

-

Modus Slot

6

-

Modus Slot

8

3

Locate Person or Group Track a specific target

9

-

Modus Slot

Gain monthly information about the area you're in

See all lores but cannot harvest Can determine monster types easily

Scrollmaker  Maker Profession Using secret techniques, Scrollmakers make magical scrolls that contain the essence of spellcraft. Rank CP Name

Description

1

2

Scrollmaking

Create scrolls 1-6

1

1

Copy Potion Recipe

Copy recipes that you have.

2

1

Detect Forgery

Identify written forgeries

3

1

Copy Ritual 1-6

Copy level 1-6 rituals that you have

3

-

Modus Slot

4

1

Advanced Scrollmaking Create scrolls 7+

4

1

Forgery

Forge a document

5

1

Copy Ritual 7+

Copy level 7+ rituals that you have

6

-

Modus Slot

9

-

Modus Slot

43

Shepherd/Rancher Shepherds keep herds of smaller livestock, such as sheep, or goats. Ranchers keep herds of larger animals, such as cattle, buffalo, or bison. Keeping their herds fed and protected is the main job of shepherds and ranchers. Through their herds, they produce leather, cloth, and meat for the surrounding area. Rank CP Name

Description

1

-

Apprentice

1

1

*Staff

2

2

*First Aid

2

2

*Tracking +1

2

3

*Loremaster

3

-

Modus Slot

3

1

Wilderness tracking +2 tracking in wilderness areas

6

-

Modus Slot

9

-

Modus Slot

Tailor  Maker Profession Tailors use their skills to fashion cloth and leather into wearable garments. Tailors require the use of a tailor workshop to create items. Rank CP Name

Description

1

-

Apprentice

1

1

Tailoring

1

1

Repair Broken Light Armor Repair light armor and clothing that has been completely broken

2

3

*Loremaster

3

-

Modus Slot

3

2

Excep. Quality Clothes

3

3

*Read and Write

4

2

Anticipate Fashion Trends Create fancy clothes for +1 silver income per month

4

3

*Teaching

5

3

Hot new fashion

6

-

Modus Slot

9

-

Modus Slot

Create 1-4 point armor

Give light armors and clothing resistance to breaking and easy enchantability

Create even fancier clothes for +1 silver income per month

Sample Modus: Create Spell-Trap Garment Part ritual, part skill, this modus lets you weave power into your threads and create a piece of clothing with the ability to absorb and trap a spell. When worn, this item will trap any one spell that hits the fabric of the garment, and allows the wearer to then cast that spell once. The spell packet must actually hit the fabric for the trap to work, and you must call out "absorb". Once trapped, the spell stays in the garment until you cast the spell. To cast a spell out of the garment, you simply call out the spell name, and throw a spell packet at a target. Once the garment has absorbed a spell, it cannot do so again for 24 hours.

44

Weapon Smith  Maker Profession Weapon smiths shape and forge metal into weapons like swords and daggers, but also have woodworking skills that they apply to make pole arms, axes and other hafted weapons. Weapon smiths require the use of a smithy workshop to create items. Rank CP Name

Description

1

-

Apprentice

1

2

Weapon Smithing

1

1

*Short Hafted

1

1

Repair Broken Weapon Repair weapons that have been broken

2

3

*Loremaster

3

1

Silver Weapons

3

3

*Read and Write

3

-

Modus Slot

4

3

*Teaching

6

1

Exc. Quality Weapons

6

-

Modus Slot

7

2

Razor Sharp Weapons Make weapons do more damage

9

-

Modus Slot

Create silver coated weapons

Give weapons resistance to breaking and easy enchantability

Sample Modus: Create Poisonblade Poisonblades are rare and dangerous weapons, found almost exclusively in the hands of assassins. Despite their name, Poisonblades can be found in the form of hafted weapons as well. No matter in what form they come, they all have common characteristics. All Poisonblades have a cleverly hidden poison reservoir near the crossguard or hilt of the weapon. When poison is added to the reservoir, it travels along tiny channels within the weapon and is distributed to the striking areas of the weapon, where specially designed grooves keep the poison from dripping freely. The distribution system in the weapon works by the centrifugal force generated as the wielder swings his or her weapon. Poisonblades are illegal in the Empire, and knowledge of how to create them is very rare. This modus grants the Item Creation Specialization: Poison Blade Sample Modus: Create Slayer Weapon Almost every type of monster has a specific weakness. Over the centuries, talented weapon smiths have designed weapons to combat specific types of monsters and exploit their weakness. These weapons are known as slayer weapons. Slayer weapons do +1 damage to the type of creature they were designed to kill. There are known to be slayer weapons designed to kill the following types of monsters: trolls, ogres, lizard men, skeletons, zombies. Other types of slayer weapons may be possible. Each type of monster requires a separate create slayer weapon modus. This modus grants the Item Creation Specialization: Slayer Weapon Sample Modus: Manage Helpers There is an art to the ability to successfully manage a group of artists. Most of the time, multiple people working on a single small project will at best interfere with each others work, and at worst, make the project take longer. This modus allows you to successfully combine the efforts of a group of Makers of a type that can create the item(s) you are creating, and let them add their PP to yours for the month. This PP transfer is not perfect. You get only 50% of what any of your helpers put in. However, this will let you go over your maximum of 40 PP for that month. There is a maximum of 6 people that can work on a project at any one time, and they do not have any rank requirements in order to help you.

45

Woodsman/Hunter Hunters are those who primarily visit the wilderness to make their living hunting wild game. Woodsmen, on the other hand, are those who live primarily in the wilderness, in concert with the natural world. Rank CP Name

Description

1

-

Apprentice

1

1

Hunting

2

2

*Tracking +1

2

3

*Loremaster

3

-

Modus Slot

3

1

Wilderness tracking +2 tracking in wilderness areas

4

2

Sure shot

6

-

Modus Slot

9

-

Modus Slot

Gain information about the area each month

+5 bow damage 1/day

46

Character Advancement As you attend game events, you gain experience points, which in turn become character points. Each level has 10 character points in it. Character levels are referred to as a decimal, like level 1.5, 1.6, etc. Your character will usually start at level 1.0, or 1.1 if you submit a character history.

How to Advance Advancing your character is done at check-in before the start of each game. If you have unspent character points and you have the prerequisites and/or teaching required to learn new skills, you may purchase those at that time. The check-in person will inform you of how many unspent CPs that you have.

Buying Skills Some skills can be purchased without a teacher. For these skills you can simply pay the CP cost and buy them at character check-in. Most skills require a player or NPC with the teaching skill to teach you before you can buy your new skill. Being Taught First you must find a player or NPC that has the teaching skill and the skill you wish to learn. Once you convince them to teach you a skill, you mark it down on your character sheet in the teaching section and have your teacher sign their out-ofgame name by it. Remember to turn in your character sheet at the end of the game! Teaching takes 1 month, and at the start of the next game day after you have been taught you may buy your new skill. Teaching Limit You may only be learning two skills at one time. If you have been taught two skills but have not bought them yet you cannot be taught any more new skills until you buy your taught skills with CP. You can decide to drop any taught skill at any time before you purchase it. Time Limit After you have been taught a skill, you have a time limit of 6 months to purchase the skill. If you wait longer than 6 months, you lose the taught skill.

Learning on Your Own If you cannot find someone to teach you the skill you want, you can learn a skill on your own. To do this, you mark this down on your character sheet, and hand it in at the end of the game. After a number of months have passed equal to the CP cost of the skill + 1, you have figured the skill out on your own, and you may then purchase the skill with CP. Limits You can only learn one skill on your own at a time. Also, Learning on your own counts towards the limit of only being able to learn two skills at any one time.

Event Experience and Ratio To ensure players spend part of their time working for the game masters as monsters, a simple ratio system keeps track of how many times you've played or 'monstered'. Each time you play your character at an event (PC), your ratio decreases. Each time you choose to play non-player characters for an event (NPC), your ratio increases. How much ratio you gain or lose depends on the length of the event. Starting Ratio - Your ratio starts at 4. Drafts - Sometimes there aren't enough monsters for a game day. In these situations the game masters may Ratio Enforcement - If you play your PC when you have a draft players who thought they were going to play that ratio that is below 0, you will gain 0 XP for the day, and day. The game masters will draft the lowest ratio still get charged PC ratio for the day. numbers first. These situations are unfortunate, but it's necessary to maintain fairness.

XP and Ratio As you attend events, you get experience points (XP). The amount of XP depends on how long the event is. Below is a list of the three standard types of events and the list of XP and ratio adjustments for choosing to PC or NPC at those events. Saturday events Friday through Sunday events  PC: -2 ratio, 40 x level XP  PC: -6 ratio, 120 x level XP  NPC: +3 ratio, 30 x level XP  NPC: +9 ratio, 90 x level XP Friday through Saturday events  PC: -4 ratio, 80 x level XP  NPC: +6 ratio, 60 x level XP

47

Experience Table Level Start XP End XP 1 0 9 1.1 10 18 1.2 19 27 1.3 28 36 1.4 37 45 1.5 46 54 1.6 55 63 1.7 64 72 1.8 73 81 1.9 82 90 2 91 113 2.1 114 136 2.2 137 159 2.3 160 182 2.4 183 205 2.5 206 228 2.6 229 251 2.7 252 274 2.8 275 297 2.9 298 320 3 321 362 3.1 363 404 3.2 405 446 3.3 447 488 3.4 489 530 3.5 531 572 3.6 573 614 3.7 615 656 3.8 657 698 3.9 699 740 4 741 806 4.1 807 872 4.2 873 938 4.3 939 1,004 4.4 1,005 1,070 4.5 1,071 1,136 4.6 1,137 1,202 4.7 1,203 1,268 4.8 1,269 1,334 4.9 1,335 1,400 5 1,401 1,495 5.1 1,496 1,590 5.2 1,591 1,685 5.3 1,686 1,780 5.4 1,781 1,875 5.5 1,876 1,970 5.6 1,971 2,065 5.7 2,066 2,160 5.8 2,161 2,255 5.9 2,256 2,350

Level Start XP End XP 6 2,351 2,479 6.1 2,480 2,608 6.2 2,609 2,737 6.3 2,738 2,866 6.4 2,867 2,995 6.5 2,996 3,124 6.6 3,125 3,253 6.7 3,254 3,382 6.8 3,383 3,511 6.9 3,512 3,640 7 3,641 3,808 7.1 3,809 3,976 7.2 3,977 4,144 7.3 4,145 4,312 7.4 4,313 4,480 7.5 4,481 4,648 7.6 4,649 4,816 7.7 4,817 4,984 7.8 4,985 5,152 7.9 5,153 5,320 8 5,321 5,532 8.1 5,533 5,744 8.2 5,745 5,956 8.3 5,957 6,168 8.4 6,169 6,380 8.5 6,381 6,592 8.6 6,593 6,804 8.7 6,805 7,016 8.8 7,017 7,228 8.9 7,229 7,440 9 7,441 7,701 9.1 7,702 7,962 9.2 7,963 8,223 9.3 8,224 8,484 9.4 8,485 8,745 9.5 8,746 9,006 9.6 9,007 9,267 9.7 9,268 9,528 9.8 9,529 9,789 9.9 9,790 10,050 10 10,051 10,365 10.1 10,366 10,680 10.2 10,681 10,995 10.3 10,996 11,310 10.4 11,311 11,625 10.5 11,626 11,940 10.6 11,941 12,255 10.7 12,256 12,570 10.8 12,571 12,885 10.9 12,886 13,200

Level Start XP End XP 11 13,201 13,574 11.1 13,575 13,948 11.2 13,949 14,322 11.3 14,323 14,696 11.4 14,697 15,070 11.5 15,071 15,444 11.6 15,445 15,818 11.7 15,819 16,192 11.8 16,193 16,566 11.9 16,567 16,940 12 16,941 17,378 12.1 17,379 17,816 12.2 17,817 18,254 12.3 18,255 18,692 12.4 18,693 19,130 12.5 19,131 19,568 12.6 19,569 20,006 12.7 20,007 20,444 12.8 20,445 20,882 12.9 20,883 21,320 13 21,321 21,827 13.1 21,828 22,334 13.2 22,335 22,841 13.3 22,842 23,348 13.4 23,349 23,855 13.5 23,856 24,362 13.6 24,363 24,869 13.7 24,870 25,376 13.8 25,377 25,883 13.9 25,884 26,390 14 26,391 26,971 14.1 26,972 27,552 14.2 27,553 28,133 14.3 28,134 28,714 14.4 28,715 29,295 14.5 29,296 29,876 14.6 29,876 30,457 14.7 30,458 31,038 14.8 31,039 31,619 14.9 31,620 32,200 15 32,201 32,860 15.1 32,861 33,520 15.2 33,521 34,180 15.3 34,181 34,840 15.4 34,841 35,500 15.5 35,501 36,160 15.6 36,161 36,820 15.7 36,821 37,480 15.8 37,481 38,140 15.9 38,141 38,800

48

Master Skill List Group Skill Cost 1 2 2 2 1 1 4 4 3 3 2 1 2 2 4 3 3 3 3 3 4 5 5 4 3 2 3 1 1 1 2 2 2 2 1 2 4 4 3 3 2 2 2

Base Prerequisites Cost

Advanced Alchemy N/A Alchemy N/A Animal Lore N/A Anticipate Fashion N/A Trends Apply Poison 2 Apply salve N/A Arcane Ritual Magic 1- 8 4 Arcane Ritual Magic 5- N/A 8 Arcane Ritual Magic 9- N/A 10 Arcane Ritual Magic N/A 11-12 Arcane Ritual Magic N/A 13+ Area Lore N/A Armor Smithing N/A Axe Cleave N/A Backstab Damage N/A Backstab Training N/A Basic Prayers (10-12) 5 Basic Prayers (1-3) 5 Basic Prayers (4-6) 5 Basic Prayers (7-9) 5 Basic Weapon Skills N/A Bladed Weapon N/A Damage Bladed Weapon N/A Training Bow Damage N/A Bow Training N/A Cash Crop N/A Conceal Item +1 N/A Copy Potion Recipe N/A Copy Ritual 1-6 N/A Copy Ritual 7+ N/A Counter-Tracking +1 N/A Craft Bows/Arrows N/A Crossbow 4 Cultivate plant N/A Detect Forgery N/A Disarm Traps +1 4 Divine Ritual Magic 1- 8 4 Divine Ritual Magic 5- N/A 8 Divine Ritual Magic 9- N/A 10 Divine Ritual Magic N/A 11-12 Divine Ritual Magic N/A 13+ Enhanced Cantrips N/A Enhanced Words N/A

Skill Groups

Alchemist Rank 4 Alchemist Rank 1 None Tailor Rank 4

Alchemist(4) Alchemist(1) General Tailor(4)

None Physician Rank 5 None

Assassin Physician(5) Mage

Arcane Ritual Magic 1-4

Mage

Arcane Ritual Magic 5-8

Mage

Arcane Ritual Magic 9-10

Mage

Arcane Ritual Magic 11-12

Mage

Musician Rank 2 Musician(2) Weapon Smith Rank 1 Weapon Smith(1) Lumberjack Rank 4 Lumberjack(4) Two picks of the Backstab Training skill per pick of the Backstab Damage Assassin skill Any weapon skill Assassin 150 karma Priest Any karma Priest 50 karma Priest 100 karma Priest None Warrior Two picks of the Bladed Weapon Training skill per pick of the Bladed Warrior Weapon Damage skill Any bladed weapon skill Warrior Two picks of the Bow Training skill per pick in the Bow Damage Skill short bow, or longbow, or crossbow skill Farmer Rank 6 None Scrollmaker Rank 1 Scrollmaker Rank 3 Scrollmaker Rank 5 None Bowyer Rank 1 None Farmer Rank 5 Scrollmaker Rank 2 None None

Rogue, Warrior Rogue, Warrior Farmer(6) Fence/Smuggler(3), Rogue Scrollmaker(1) Scrollmaker(3) Scrollmaker(5) Assassin, Rogue, Scout(2) Bowyer(1) Assassin, Warrior Farmer(2) Scrollmaker(2) Rogue Priest

Divine Ritual Magic 1-4

Priest

Divine Ritual Magic 5-8

Priest

Divine Ritual Magic 9-10

Priest

Divine Ritual Magic 11-12

Priest

Cantrips Minor Words

Mage Priest

49

Group Skill Cost 2 1 1 1 1 1 2 1 1 2 2 2 5 5 3 1 2 3 2 2 2 2 3 1 1 2 1 5 2 1 3 6 4 7 1 1 1 1 1 2 2

Base Prerequisites Cost

Evaluate Item 3 Exceptional Quality N/A Armor Exceptional Quality N/A Bows Exceptional Quality N/A Clothes Exceptional Quality N/A Jewelry Exceptional Quality N/A Weapons Fence Goods N/A First Aid 2 Florentine 4 Florentine Damage N/A

Skill Groups

None Armor Smith Rank 6

Fence/Smuggler(2), Merchant(2), Rogue Armor Smith(6)

Bowyer Rank 5

Bowyer(5)

Tailor Rank 3

Tailor(3)

Jeweler Rank 5

Jeweler(5)

Profession Rank 6: Weapon Smith

Weapon Smith(6)

Fence/Smuggler Rank 1 Fence/Smuggler(1) None Physician(1), Priest, Shepherd/Rancher(2) Short Blade or Short Hafted or Natural Weapon or Master Weapon Skills Assassin, Rogue, Warrior Damage or Master Weapon Damage skill equal to Warrior or exceeding your Florentine Damage skill Florentine Training N/A Florentine Warrior Great Axe Cleave N/A Lumberjack Rank 7 Lumberjack(7) Hafted Weapon N/A Two picks of the Hafted Weapon Training skill per pick of the Hafted Warrior Damage Weapon Damage skill Hafted Weapon 5 Any hafted weapon skill Warrior Training Hot New Fashion N/A Tailor Rank 3 Tailor(3) Hunting N/A Woodsman/Hunter Rank 1 Woodsman/Hunter(1) Identify Elixir 5 None Alchemist(1), Assassin Karma +10 6 None Priest Locate Illegal Magical N/A Fence/Smuggler Rank 8 Fence/Smuggler(8) Item Locate Legal Magical N/A Merchant Rank 8 Merchant(8) Item Locate Illegal Special N/A Fence/Smuggler Rank 5 Fence/Smuggler(5) Item Locate Legal Special N/A Fence/Smuggler Rank 5 Fence/Smuggler(5) Item Locate Person or N/A Scout Rank 8 Scout(8) Group Lock Construction N/A Locksmith Rank 1 Locksmith(1) Long Blades 2 Medium Blades Warrior Long Bow N/A Short Bow Rogue, Warrior Long Hafted 2 Medium Hafted Warrior Loremaster N/A None General Mage Spell (10+) N/A 150 mana Must have all of the prerequisite spells for the spell being Mage purchased. Mage Spell (1-9) 2 10 mana per level of the spell being purchased Must have all of the Mage prerequisite spells for the spell being purchased. Mana +10 6 None Mage Master Weapon N/A Two picks of the Master Weapon Training skill per pick in the Master Warrior Damage Weapon Damage skill; Master Weapon Skills N/A Basic Weapon Skills Warrior Master Weapon N/A Master Weapon Skills Warrior Training Medium Blades 2 Short Blades Assassin, Warrior Medium Hafted 2 Short Hafted Assassin, Farmer(2), Priest, Warrior Memorize Arcane N/A Arcane Ritual Magic Mage Ritual Memorize Divine N/A Divine Ritual Magic Priest Ritual Memorize Recipe N/A Alchemist Rank 1 Alchemist(1) Metal Smithing N/A Blacksmith Rank 1 Blacksmith(1) Mineral Lore N/A None General

50

Group Skill Cost 2 5 5 1 1 2 2 2 1 3 2 2 2 1 3 2 1 1 1 1 1 1 1 1 1 1 1 1 2 3 1 1 1 1 1

1 1 1 5 5 5 5 1 1 1 2 2 1

Base Prerequisites Cost

Skill Groups

Monster Lore N/A Natural Weapon N/A Damage Natural Weapon N/A Training Natural Weapon 4 Nature Lore N/A Pick Locks +1 4 Pick Pockets +1 4 Plant Lore N/A Potion Lore N/A Profession Rank +1 N/A Professor N/A Quick First Aid N/A Quick Learning N/A Quick Repairs N/A Quick Search 8 Random Items N/A Razor Sharp Weapons N/A Read Magic 1-3 3 Read Magic 4-6 3 Read Magic 7-9 3 Read Magic 10-12 3 Repair Arrows N/A Repair Broken Armor N/A Repair Broken Light N/A Armor Repair Broken N/A Weapon Research N/A Ritual Awareness N/A Scouting N/A Scrollmaking N/A Set Trap +2 8 Shield 4 Shop Making N/A Short Blades 2 Short Bow 3 Short Hafted 2

Scout Rank 3 Scout(3) Two picks of the Natural Weapon Training skill per pick in the Natural Warrior Weapon Damage skill Natural Weapon Warrior

Silver Arrows N/A Silver Weapons N/A Silver/Gold Smithing N/A N/A Prayers 1-3 N/A Prayers 4-6 N/A Prayers 7-9 N/A Prayers 10-12 N/A Special Spell Stabilize N/A Staff 3 Supply line N/A Sure shot N/A Tailoring N/A

None Scout Rank 2 None None None Alchemist Rank 5 None Researcher Rank 2 Physician Rank 4 Researcher Rank 4 Armor Smith Rank 2 None Fence/Smuggler Rank 3 Weapon Smith Rank 7 Read Write Read Write Read Write Read Write Bowyer Rank 1 Armor Smithing Rank 1 Tailor Rank 1

Assassin, Warrior Scout(2) Locksmith(2), Rogue Rogue General Alchemist(5), Identify Elixir General Researcher(2) Physician(4) Researcher(4) Armor Smith(2) Rogue Fence/Smuggler(3) Weapon(7) Mage Mage Mage Mage Bowyer(1) Armor Smith(1) Tailor(1)

Weapon Smith Rank 1

Weapon Smith(1)

Researcher Rank 1 None Scout Rank 1 Scrollmaker Rank 1 None None Blacksmith Rank 3 None None None

Bowyer Rank 3 Weapon Smith Rank 3 Jeweler Rank 1 Initiation

Researcher(1) General Scout(1) Scrollmaker(1) Rogue Warrior Blacksmith(3) Assassin, Physician(1), Rogue, Warrior Rogue, Warrior Armor Smith(1), Assassin, Blacksmith(1), Farmer(1), Lumberjack(1), Priest, Rogue, Warrior, Weapon Smith(1) Bowyer(3) Weapon(3) Jeweler(1) Priest

Initiation

Priest

Initiation

Priest

Initiation

Priest

200 karma

Priest

Physician Rank 3 None Merchant Rank 3 Woodsman/Hunter Rank 4 Tailor Rank 1

Physician(3) Mage, Shepherd/Rancher(1), Warrior Merchant(3) Woodsman/Hunter(4) Tailor(1)

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Group Skill Cost

Base Prerequisites Cost

2

Teaching

4

1 2 5

1 2

Technique Mastery N/A Thrown Container N/A Thrown Weapon N/A Damage Thrown Weapon N/A Training Thrown Weapon 4 None Tracking +1 4 None

2 3 2 1 3 2 3 3 2 1

Trade route Trap Dodge Trap Sense Unusual Lock Design Waylay Weapon Smithing Wear Light Armor Wear Medium Armor Wear Heavy Armor Wilderness Tracking

5

N/A 8 N/A N/A N/A N/A 6 6 N/A N/A

Skill Groups

None

Alchemist(4), Armor Smith(4), Blackmith(4), Bowyer(4), Farmer(4), Generic(4), Jeweler(4), Locksmith(4), Lumberjack(4), Mage, Merchant(3), Musician(4), Priest, Researcher(2), Tailor(4), Weapon Smith(4) Blacksmith Rank 5 Blacksmith(5) Thrown Weapon Alchemist(2), Rogue Two picks of the Thrown Weapon Training per pick in the Thrown Rogue Weapon Damage skill Thrown Weapon Rogue

Merchant Rank 2 None Disarm Trap Locksmith Rank 5 Any weapon skill Weapon Smith Rank 1 None Wear Light Armor Wear Medium Armor Woodsman/Hunter Rank 3 or Shepherd/Rancher Rank 3

Rogue Assassin, Rogue, Scout(1), Shepherd/Rancher(2), Woodsman/Hunter(2) Merchant(2) Rogue Rogue Locksmith(5) Assassin Weapon Smith(1) Assassin, Priest, Rogue, Warrior Assassin, Warrior Warrior Woodsman/Hunter(3)

Skills Example The skill name will be followed by a description of the skill. Usage:  If the skill has special rules for being used beyond what the description says, they will be listed here. Group Cost: The CP cost of the skill if you have a group or profession that has the skill available in it. Base Cost: The CP cost of the skill without any discount. Skill Groups:  This is a list of skill groups and professions that has this skill listed in it.  If you have a skill group that is listed here you may purchase the skill at the Group Cost.  If a profession is listed here, the number in parentheses indicates the rank of the profession that grants access to the skill. Prerequisites:  Skills and/or profession ranks will be listed here as requirements that you must have before you can buy the skill. Notes:  Any additional information about the skill will be listed here.

Advanced Alchemy Advanced Alchemy allows an alchemist to create potions of level 6 and higher. Group Cost: 1 Base Cost: N/A Skill Groups: Alchemist(4) Prerequisites:  Profession Rank 4: Alchemist

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Advanced Lock Construction The Advanced Lock Construction skill allows you to create the following items: type D, E, and F locks Group Cost: 1 Base Cost: N/A Skill Groups: Locksmith(3) Prerequisites:  Profession Rank 3: Locksmith

Advanced Lock Knowledge The in depth knowledge gained from designing and creating locks for a living has given you all the special tricks to picking locks. When picking a lock, you get 2 free lock touches, as per the lock touch skill. Group Cost: 2 Base Cost: N/A Skill Groups: Locksmith(3) Prerequisites:  Profession Rank 3: Locksmith

Alchemy The basic sciences of alchemy allow an alchemist to create potions of levels 1 through 5. To create a potion an alchemist must either have the potion recipe memorized, or have access to a written recipe for the potion and the read/write skill in order to understand the recipe. Written potion recipes are in-game items, and may be sold, traded, stolen, etc, just like any other item. Unlike any other Maker profession, alchemists do not start with the knowledge to create anything. Just learning the Alchemist profession does not give you knowledge of any potion recipes, so new alchemists must obtain recipes ingame before they can start creating potions. (For more details on creating potions see: Item Creation, Alchemy) Group Cost: 2 Base Cost: N/A Skill Groups: Alchemist(1) Prerequisites:  Profession Rank 1: Alchemist Notes:  This skill is required to purchase more ranks of Alchemy.

Animal Lore The animal lore skill gives a character knowledge of all types of animals and insects. If a character finds an animal lore card in the world, this skill allows them to interact with it and harvest it according to the instructions on the card. Animal lore cards will be red colored and will contain information about the item and possible uses for it. See the section on lore items for examples of common items that can be found. Group Cost: 1 Base Cost: 2 Skill Groups: General Prerequisites:  None

Anticipate Fashion Trends You have your finger on the pulse of the fashion industry. Through merchants and other travelers you anticipate what is going to be in court fashions in the next few months, and make garments to match those trends. Using this skill a tailor can make an extra 1 silver coin of profession income per month. Tailors do not get this extra money if they use their PP to make items. This skill represents the tailor making fashionable clothing and selling them immediately to merchants. A marshal may require the tailor to get an in-game merchant contact to use this skill. Consult a marshal for more information. Group Cost: 2 Base Cost: N/A Skill Groups: Tailor(4) Prerequisites:  Profession Rank 4: Tailor

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Apply Poison A character with this skill can apply poisons to a weapon with the Poison Blade property to increase the damage they do with that weapon. The amount and duration of damage granted by applying a poison is detailed in the description of each type of poison potion. This skill only allows the safe application of the poison; it does not allow the character to identify poisons.  To use this skill to apply a poison potion to a weapon with the Poison Blade property, the wielder of the weapon must touch a poison potion to the hilt of the weapon and silently wait 3 seconds. Group Cost: 1 Base Cost: 2 Skill Groups: Assassin Prerequisites:  None Notes:  The possession or use of poisons in any form is illegal in most parts of the empire.

Apply salve By applying a healing salve as efficiently as possible, the physician gets twice the amount of healing from the salve as normal. Group Cost: 1 Base Cost: N/A Skill Groups: Physician(5) Prerequisites:  Profession Rank 5: Physician

Arcane Ritual Magic 1-4 This skill allows a character to perform level 1-4 arcane rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 4 Base Cost: 8 Skill Groups: Mage Prerequisites:  None

Arcane Ritual Magic 5-8 This skill allows a character to perform level 5-8 arcane rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 4 Base Cost: N/A Skill Groups: Mage Prerequisites:  Arcane Ritual Magic 1-4

Arcane Ritual Magic 9-10 This skill allows a character to perform level 9-10 arcane rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 3 Base Cost: N/A Skill Groups: Mage Prerequisites:  Arcane Ritual Magic 5-8

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Arcane Ritual Magic 11-12 This skill allows a character to perform level 11-12 arcane rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 3 Base Cost: N/A Skill Groups: Mage Prerequisites:  Arcane Ritual Magic 9-10

Arcane Ritual Magic 13+ This skill allows a character to perform level 13+ arcane rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 2 Base Cost: N/A Skill Groups: Mage Prerequisites:  Arcane Ritual Magic 11-12

Area Lore Through traveling around the local area during the month, a musician can get the general feel of moods in an area, as well as sometimes picking up useful gossip. To use this skill, a player must consult with a marshal at the start of the game day. The marshal will tell the player what, if anything, they have learned from the skill. Group Cost: 1 Base Cost: N/A Skill Groups: Musician(2) Prerequisites:  Profession Rank 2: Musician

Armor Smithing The basic skill of the armor smith is creating and repairing armor. Armor Smithing grants the knowledge of making the following items: 1 point armor, 2 point armor, 3 point armor, 4 point armor, 5 point armor, 6 point armor, 7 point armor, 8 point armor, 9 point armor, and shield. Group Cost: 2 Base Cost: N/A Skill Groups: Weapon Smith(1) Prerequisites:  Profession Rank 1: Weapon Smith Notes:  This skill is required to purchase more ranks of Armor Smith.

Axe Cleave Through mastery of their axes, a Lumberjack can learn to strike a target with a mighty blow. Once per day, using an axe, a lumberjack can strike a target for +5 damage. Usage:  Land a legal hit on your target and call out your damage total with a +5 modifier  The damage modifier may not be applied on a waylay attack Group Cost: 2 Base Cost: N/A Skill Groups: Lumberjack(4) Prerequisites:  Profession Rank 4: Lumberjack

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Backstab Damage A character with this skill gains a permanent +1 damage bonus when attacking from behind* a target with any weapon wielded in their primary hand. This bonus increases by +1 for each pick of this skill that the character purchases.  For the purposes of this skill, imagine a vertical plane which passes through both of the targets shoulders from left to right, dividing the body into front and back portions. Being "behind a target" means that your torso must be completely behind this imaginary plane. Group Cost: 4 Base Cost: N/A Skill Groups: Assassin Prerequisites:  Two picks of the Backstab Training skill per pick of the Backstab Damage skill Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill  When this skill is purchased, the two prerequisite picks in the Backstab Training skill are considered to be combined with the Backstab Damage skill and no longer have any effect of their own

Backstab Training For the duration of one battle, a character with this skill gains a +1 skill damage bonus when attacking from behind* a target with any weapon wielded in their primary hand. This bonus increases by +1 for each pick of the Backstab Damage skill that the character purchases.  For the purposes of this skill, imagine a vertical plane which passes through both of the targets shoulders from left to right, dividing the body into front and back portions. Being "behind a target" means that your torso must be completely behind this imaginary plane. Group Cost: 3 Base Cost: N/A Skill Groups: Assassin Prerequisites:  Any weapon skill Notes:  This skill may be used once per day per pick of the skill.  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Basic Prayers (10-12) This skill must be specific to either Prayers of Aid or Prayers of Power, and allows the priest to cast tenth through twelfth level spells from the chosen list of prayers. It costs one point of karma for each level of spell the priest wishes to cast and all spells must be chosen at the beginning of the day or during a recharge in a divine power circle. Group Cost: 3 Base Cost: 5 Skill Groups: Priest Prerequisites:  150 karma  Basic Prayers (1-3) of same list  Basic Prayers (4-6) of same list  Basic Prayers (7-9) of same list

Basic Prayers (1-3) This skill must be specific to either Prayers of Aid or Prayers of Power, and allows the priest to cast first through third level spells from the chosen list of prayers. It costs one point of karma for each level of spell the priest wishes to cast and all spells must be chosen at the beginning of the day or during a recharge in a divine power circle. Group Cost: 3 Base Cost: 5 Skill Groups: Priest Prerequisites:  Any karma

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Basic Prayers (4-6) This skill must be specific to either Prayers of Aid or Prayers of Power, and allows the priest to cast fourth through sixth level spells from the chosen list of prayers. It costs one point of karma for each level of spell the priest wishes to cast and all spells must be chosen at the beginning of the day or during a recharge in a divine power circle. Group Cost: 3 Base Cost: 5 Skill Groups: Priest Prerequisites:  50 karma  Basic Prayers (1-3) of same list

Basic Prayers (7-9) This skill must be specific to either Prayers of Aid or Prayers of Power, and allows the priest to cast seventh through ninth level spells from the chosen list of prayers. It costs one point of karma for each level of spell the priest wishes to cast and all spells must be chosen at the beginning of the day or during a recharge in a divine power circle. Group Cost: 3 Base Cost: 5 Skill Groups: Priest Prerequisites:  100 karma  Basic Prayers (1-3) of same list  Basic Prayers (4-6) of same list

Basic Weapon Skills This skill allows a character to wield any melee weapon with some proficiency. The character will be able to defend with the weapon as normal, but any successful attack using this skill will only inflict one point of damage, regardless of weapon type. The weapon types this includes are Short Blades, Medium Blades, Long Blades, Short Hafted, Medium Hafted, Long Hafted, Staff. Group Cost: 4 Base Cost: N/A Skill Groups: Warrior Prerequisites:  None

Bladed Weapon Damage A character with this skill gains a permanent +1 damage bonus when attacking with any weapon in the blade category wielded in their primary hand. This bonus increases by +1 for each pick of this skill that the character purchases. Group Cost: 5 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Two picks of the Bladed Weapon Training skill per pick of the Bladed Weapon Damage skill Notes:  When this skill is purchased, the two prerequisite picks in the Bladed Weapon Training skill are considered to be combined with the Bladed Weapon Damage skill and no longer have any effect of their own.  This skill may be purchased more than once  No teacher is required to learn this skill past the first pick of the skill

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Bladed Weapon Training For the duration of one battle a character may use this skill to gain a +1 skill damage bonus when attacking with any weapon in the blade category wielded in their primary hand. This bonus increases by +1 for each pick of the Bladed Weapon Damage skill that the character purchases. Group Cost: 5 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Any bladed weapon skill Notes:  This skill may be used once per day per pick of the skill.  This skill may be picked more than once.  No teacher is required to learn this skill past the first pick of the skill.

Bow Damage A character with this skill gains a permanent +1 damage bonus when attacking with any weapon in the bow category. This bonus increases by +1 for each pick of this skill that the character purchases. Group Cost: 4 Base Cost: N/A Skill Groups: Rogue, Warrior Prerequisites:  Two picks of the Bow Training skill per pick in the Bow Damage Skill Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill  When this skill is purchased, the four prerequisite picks in the Bow Training skill are considered to be combined with the Bow Damage skill and no longer have any effect of their own

Bow Training For the duration of one battle a character may use this skill to gain a +1 skill damage bonus when attacking with any weapon in the bow category wielded in their primary hand. This bonus increases by +1 for each pick of the Bow Damage skill that the character purchases. Group Cost: 3 Base Cost: N/A Skill Groups: Rogue, Warrior Prerequisites:  short bow, or longbow, or crossbow skill Notes:  This skill may be used once per day per pick of the skill.  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill.

Cash Crop Through planting and selling non-food crops such as tobacco or poppy flowers, the farmer earns an extra 2 silver coins per month. The farmer no longer produces food, and has dedicated his fields to the cash crop. This skill may have role-playing or plot repercussions. Group Cost: 2 Base Cost: N/A Skill Groups: Farmer(6) Prerequisites:  Profession Rank 6: Farmer

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Conceal Item +1 This skill allows a character to hide one object on them. The object types that may be concealed are: lock pick, trap tools, thieves clip, up to 15 coins of any type, a weapon under 15 inches in length, small jewelry, food ration, potion, scroll, small book or any other small object approved by a marshal. The concealed item is then protected from being found by a regular search and is protected from being stolen by the pickpocket skill. The item that is to be concealed must be marked as such or placed in an envelope or pouch marked as being for the Conceal Item skill. Concealing an item takes as long as it actually takes the player to mark it as such and conceal it. Concealing an item is an in-game action that may be observed by other characters. This skill may be purchased up to 3 times. Group Cost: 3 Base Cost: N/A Skill Groups: Fence/Smuggler(3), Rogue Prerequisites:  None

Copy Potion Recipe Allows the scrollmaker to be able to copy any potion recipe that the scrollmaker has in their possession or has memorized. The scrollmaker does not necessarily need to how to use/read the recipe in order to copy it. The process of copying a potion recipe is like making any other item using the item creation rules. The table detailing copy potion recipe costs is in the Item Creation section. Group Cost: 1 Base Cost: N/A Skill Groups: Scrollmaker(1) Prerequisites:  Profession Rank 1: Scrollmaker

Copy Ritual 1-6 Allows the scrollmaker to be able to copy any level 1-6 ritual that the scrollmaker has in their possession or has memorized. The scrollmaker does not necessarily need to how to use/read the ritual in order to copy it. The process of copying a ritual is like making any other item using the item creation rules. The table detailing copy ritual costs is in the Item Creation section. Group Cost: 1 Base Cost: N/A Skill Groups: Scrollmaker(3) Prerequisites:  Profession Rank 3: Scrollmaker

Copy Ritual 7+ Allows the scrollmaker to be able to copy any level 7+ ritual that the scrollmaker has in their possession or has memorized. The scrollmaker does not necessarily need to how to use/read the ritual in order to copy it. The process of copying a ritual is like making any other item using the item creation rules. The table detailing copy ritual costs is in the Item Creation section. Group Cost: 1 Base Cost: N/A Skill Groups: Scrollmaker(5) Prerequisites:  Profession Rank 5: Scrollmaker

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Counter-Tracking +1 A character with this skill is able to sufficiently cover their movements to avoid being tracked. A character may not be tracked as long as the number of picks they have in the Counter-Tracking skill equal or exceed a pursuer's number of picks in the Tracking skill. If both the counter-tracker and the tracker have equal picks in their respective skills, the countertracker may not be tracked. Group Cost: 2 Base Cost: N/A Skill Groups: Assassin, Rogue, Scout(2) Prerequisites:  None Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Craft Bows/Arrows The group of skills needed to craft long bows and crossbows is extensive. They include a range of general woodworking skills, specialist skills dealing with treating and hardening wood, a limited range of metal working skills, skills for turning animal sinew into bow strings, and fletching skills for making arrows. The Craft Bows/Arrows skill allows you to create the following items: Short bow, Longbow, Crossbow, 10 arrows. Group Cost: 2 Base Cost: N/A Skill Groups: Bowyer(1) Prerequisites:  Profession Rank 1: Bowyer Notes:  This skill is required to purchase more ranks of Bowyer.

Crossbow This skill allows a character to wield a crossbow. The character may attack at a range with the crossbow using its base damage, but unlike the longbow, may also use the crossbow to parry attacks. See the weapon section for more information. Group Cost: 2 Base Cost: 4 Skill Groups: Assassin, Warrior Prerequisites:  None

Cultivate plant This allows the farmer to produce his own lore cards. First he must use up 5 lore cards of the particular plant he wishes to grow. Beginning the following month and continuing every month thereafter the farmer is able to reap 2 doses of the target plant. Group Cost: 2 Base Cost: N/A Skill Groups: Farmer(2) Prerequisites:  Profession Rank 5: Farmer

Detect Forgery This skill allows the scribe to identify written forgeries with the help of a marshal. Group Cost: 1 Base Cost: N/A Skill Groups: Scrollmaker(2) Prerequisites:  Profession Rank 2: Scrollmaker

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Disarm Traps +1 This skill allows the character to attempt to disarm mechanical traps with the use of trap tools. The Disarm Traps skill allows the character to accurately gauge the level of a trap and the effects of the trap by inspecting it for 1 minute. Group Cost: 2 Base Cost: 4 Skill Groups: Rogue Prerequisites:  None Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Divine Ritual Magic 1-4 This skill allows a character to perform level 1-4 divine rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 4 Base Cost: 8 Skill Groups: Priest Prerequisites:  None

Divine Ritual Magic 5-8 This skill allows a character to perform level 5-8 divine rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 4 Base Cost: N/A Skill Groups: Priest Prerequisites:  Divine Ritual Magic 1-4

Divine Ritual Magic 9-10 This skill allows a character to perform level 9-10 divine rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 3 Base Cost: N/A Skill Groups: Priest Prerequisites:  Divine Ritual Magic 5-8

Divine Ritual Magic 11-12 This skill allows a character to perform level 11-12 divine rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 3 Base Cost: N/A Skill Groups: Priest Prerequisites:  Divine Ritual Magic 9-10

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Divine Ritual Magic 13+ This skill allows a character to perform level 13+ divine rituals. Casting a ritual can only be done in the presence of a marshal. To cast a ritual the ritualist must either have the ritual memorized, or have the read/write skill and a written ritual scroll in their possession. The ritualist must also provide all of the necessary ritual materials before beginning. See the chapter on Ritual Magic for more details. Group Cost: 2 Base Cost: N/A Skill Groups: Priest Prerequisites:  Divine Ritual Magic 11-12

Enhanced Cantrips This skill allows the mage to cast an additional ten Cantrips. These Cantrips must be picked at the beginning of the event in the same manner that spells are chosen. This skill may only be purchased once. Group Cost: 2 Base Cost: N/A Skill Groups: Mage Prerequisites:  Cantrips

Enhanced Words This skill allows the priest to cast an additional ten Minor Words. These Words must be picked at the beginning of the event in the same manner that spells are chosen. This skill may only be purchased once. Group Cost: 2 Base Cost: N/A Skill Groups: Priest Prerequisites:  Minor Words

Evaluate Item This skill allows the character to estimate the value of any item. This is a general skill and may not be as accurate as a crafter evaluating an item in their particular field. Multiple picks in this skill will give the character a more accurate idea of an item's worth. Group Cost: 2 Base Cost: 3 Skill Groups: Fence/Smuggler(2), Merchant(2), Rogue Prerequisites:  None

Exceptional Quality Armor This skill grants the Item Creation Specialization: Exceptional Quality Armor. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Armor Smith(6) Prerequisites:  Profession Rank 6: Armor Smith

Exceptional Quality Bows This skill grants the Item Creation Specialization: Exceptional Quality Bows. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Bowyer(5) Prerequisites:  Profession Rank 5: Bowyer

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Exceptional Quality Clothes This skill grants the Item Creation Specialization: Exceptional Quality Clothes. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Tailor(3) Prerequisites:  Profession Rank 3: Tailor

Exceptional Quality Jewelry This skill grants the Item Creation Specialization: Exceptional Quality Jewelry. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Jeweler(5) Prerequisites:  Profession Rank 5: Jeweler

Exceptional Quality Weapons This skill grants the Item Creation Specialization: Exceptional Quality Weapons. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Weapon Smith(6) Prerequisites:  Profession Rank 6: Weapon Smith

Fence Goods This skill allows the Fence or Smuggler to sell up to 5 items in their possession per month, at 20% less than market cost. A character may not Fence any item worth more than 1 gold piece without the permission of the marshal. Fencing items is handled by a marshal during check in on a game day. Group Cost: 2 Base Cost: N/A Skill Groups: Fence/Smuggler(1) Prerequisites:  Profession Rank 1: Fence/Smuggler Notes:  This skill is required to purchase more ranks of Fence/Smuggler.  A marshal may require the Fence/Smuggler to get an in-game merchant contact to use this skill. Consult a marshal for more information.

First Aid This skill provides general knowledge of how to help an injured person. It allows a character to determine if a person is alive or dead and can give an indication of the general health of an individual. This skill will also allow the character to stop the death count of an injured person and bring them back to 0 body points after one minute of this skill's application. This skill must be counted aloud by stating 1 aid, 2 aid, 3 aid, ;etc. If the person administering first aid is interrupted, the death count will continue where it left off until the first aid can be continued. A person at 0 body points will be brought to 1 body point after 5 minutes of rest. This skill will also allow the character to determine if poison was used to inflict damage on an injured character. Group Cost: 1 Base Cost: 2 Skill Groups: Physician(1), Priest, Shepherd/Rancher(2) Prerequisites:  None

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Florentine A character with this skill may attack and defend as normal with a secondary off-hand weapon in addition to their primary weapon. This florentine weapon must be less than 25 inches in length; the only exceptions to this are the use of the Natural Weapon skill and Warrior Package C, which allows longer and more damaging florentine weapons. Group Cost: 1 Base Cost: 4 Skill Groups: Assassin, Rogue, Warrior Prerequisites:  Short Blade or Short Hafted or Natural Weapon or Master Weapon Skills

Florentine Damage A character with this skill gains a permanent +1 damage bonus when attacking with any weapon held in their off hand. This bonus increases by +1 for each pick of this skill that the character purchases. The number of picks in the Florentine Damage skill may never exceed a characters picks in a Damage or Master Weapon Damage skill. Group Cost: 2 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Damage or Master Weapon Damage skill equal to or exceeding your Florentine Damage skill  Two picks of the Florentine Training skill per pick in the Florentine Damage skill Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill  When this skill is purchased, the two prerequisite picks in the Florentine Training skill are considered to be combined with the Florentine Damage skill and no longer have any effect of their own

Florentine Training For the duration of one battle a character may use this skill to gain a +1 skill damage bonus when attacking with any weapon held in their off hand. This bonus increases by +1 for each pick of the Florentine Damage skill that the character purchases. Group Cost: 2 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Florentine  Any suitable weapon skill Notes:  This skill may be used once per day per pick of the skill.  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Gem Cutting Cutting and polishing gems properly is an art in and of itself. Gem Cutting allows you to create the following items: Jewelry: Expensive Group Cost: 1 Base Cost: N/A Skill Groups: Jeweler(2) Prerequisites:  Profession Rank 2: Jeweler

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Great Axe Cleave This skill is like Axe Cleave, but more powerful. Once per day, using an axe, a lumberjack can strike a target for +10 damage. Usage:  Land a legal hit on your target and call out your damage total with a +10 modifier  The damage modifier may not be applied on a waylay attack Group Cost: 2 Base Cost: N/A Skill Groups: Lumberjack(7) Prerequisites:  Profession Rank 7: Lumberjack

Hafted Weapon Damage A character with this skill gains a permanent +1 damage bonus when attacking with any weapon in the hafted category wielded in their primary hand. This bonus increases by +1 for each pick of this skill that the character purchases. Group Cost: 5 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Two picks of the Hafted Weapon Training skill per pick of the Hafted Weapon Damage skill Notes:  This skill may be purchased more than once.  No teacher is required to learn this skill past the first pick of the skill  When this skill is purchased, the two prerequisite picks in the Hafted Weapon Training skill are considered to be combined with the Hafted Weapon Damage skill and no longer have any effect of their own

Hafted Weapon Training For the duration of one battle a character may use this skill to gain a +1 skill damage bonus when attacking with any weapon in the hafted category wielded in their primary hand. This bonus increases by +1 for each pick of the Hafted Weapon Damage skill that the character purchases. Group Cost: 5 Base Cost: 5 Skill Groups: Warrior Prerequisites:  Any hafted weapon skill Notes:  This skill may be used once per day per pick of the skill.  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Hot New Fashion You are a truly innovative designer. With the help of merchants, you help drive the fashion industry forward with your clothing designs. Your name is known in courts across the land. Using this skill a tailor can make an extra 1 silver coin of profession income per month. Tailors do not get this extra money if they using their PP to make items. This skill represents the tailor making fashionable clothing and selling them immediately to merchants. Group Cost: 3 Base Cost: N/A Skill Groups: Tailor(3) Prerequisites:  Profession Rank 3: Tailor Notes:  A marshal may require the tailor to get an in-game merchant contact to use this skill. Consult a marshal for more information.

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Hunting Hunters and Woodsman make their living primarily by hunting wild game. This skill allows the hunter or woodsman to tell if there have been any strange animal movements in their area in the past month. The character should consult with a marshal at the start of a game day to find out what they learned, if anything. Group Cost: 1 Base Cost: N/A Skill Groups: Woodsman/Hunter(1) Prerequisites:  Profession Rank 1: Woodsman/Hunter Notes:  This skill is required to purchase more ranks of Woodsman/Hunter.

Identify Elixir A character with this skill may identify any of the alchemical potions or herbal brews that they may come across. To use this skill, the character must open the bottle or vial that contains the potion or brew in question and study it for one minute. At the end of the minute, the character may read the slip contained in the vial phys-rep that indicates the type of potion which they have identified. Group Cost: 2 Base Cost: 5 Skill Groups: Alchemist(1), Assassin Prerequisites:  None

Karma +10 This skill provides the power with which priests may cast their spells and power their rituals. Each pick will provide ten points of karma that the priest can use as he or she wishes. Any karma that is to be used for spells must be assigned when the character chooses their spells at the beginning of the event or during a recharge. Group Cost: 3 Base Cost: 6 Skill Groups: Priest Prerequisites:  None Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Knowledge, This skill provides basic knowledge of a particular subject. The character will not know as much as a professional would in that particular area, but it allows them to recognize some of the terminology and carry on a basic conversation. If a character wishes to buy the first rank of the corresponding profession, the character point invested in this skill will count towards buying the first rank of the profession. Group Cost: 1 Base Cost: N/A Skill Groups: General Prerequisites:  None

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Locate Illegal Magical Item At the end of a game day, the merchant can indicate that he is trying to locate an illegal magic item of a specific type. Between the game days, marshals determine the success or failure that the merchant has in his attempt to locate the magic item. If the attempt is successful, the marshals will set a price for the item, and the Fence/Smuggler will have the continuing opportunity to purchase the item for a number of months equal to the character's Fence/Smuggler rank. The item may be purchased at the start of a game day or the end of a game day. The Fence/Smuggler may attempt to locate multiple items at once. The number of items a character may attempt to locate is equal to their Fence/Smuggler rank, divided by two, rounded down. Group Cost: 2 Base Cost: N/A Skill Groups: Fence/Smuggler(8) Prerequisites:  Profession Rank 8: Fence/Smuggler

Locate Legal Magical Item At the end of a game day, the merchant can indicate that he is trying to locate a magic item of a specific type. Between the game days, marshals determine the success or failure that the merchant has in his attempt to locate the magic item. If the attempt is successful, the marshals will set a price for the item, and the merchant will have the continuing opportunity to purchase the item for a number of months equal to the merchant's profession rank. The item may be purchased at the start of a game day or the end of a game day. The merchant may attempt to locate multiple items at once. The number of items a merchant may attempt to locate is equal to their Merchant rank, divided by two, rounded down. Group Cost: 2 Base Cost: N/A Skill Groups: Merchant(8) Prerequisites:  Profession Rank 8: Merchant

Locate Illegal Special Item At the end of a game day, the merchant can indicate that he is trying to locate an illegal special item of a specific type. Between the game days, marshals determine the success or failure that the merchant has in his attempt to locate the item. If the attempt is successful, the marshals will set a price for the item, and the Fence/Smuggler will have the continuing opportunity to purchase the item for a number of months equal to the character's Fence/Smuggler rank. The item may be purchased at the start of a game day or the end of a game day. The Fence/Smuggler may attempt to locate multiple items at once. The number of items a character may attempt to locate is equal to their Fence/Smuggler rank, divided by two, rounded down. Group Cost: 2 Base Cost: N/A Skill Groups: Fence/Smuggler(5) Prerequisites:  Profession Rank 5: Fence/Smuggler

Locate Legal Special Item At the end of a game day, the merchant can indicate that he is trying to locate a special item of a specific type. Between the game days, marshals determine the success or failure that the merchant has in his attempt to locate the item. If the attempt is successful, the marshals will set a price for the item, and the merchant will have the continuing opportunity to purchase the item for a number of months equal to the merchant's profession rank. The item may be purchased at the start of a game day or the end of a game day. The merchant may attempt to locate multiple items at once. The number of items a merchant may attempt to locate is equal to their Merchant rank, divided by two, rounded down. Group Cost: 2 Base Cost: N/A Skill Groups: Fence/Smuggler(5) Prerequisites:  Profession Rank 5: Fence/Smuggler

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Locate Person or Group Even without the help of a specific trail to follow, a scout can use this skill to track down a specific person or group of people within the scout's area. This skill requires the help of a marshal to determine the exact effects. Group Cost: 3 Base Cost: N/A Skill Groups: Scout(8) Prerequisites:  Profession Rank 8: Scout

Lock Construction The basic skills of the locksmith profession include designing, creating locks, and installing locks. The lock construction skill allows you to create the following items: lock pick, trap tools, type A, B, and C locks. In addition, Lock Construction gives the Item Creation Specializations: Lock Installation, Key Copying. Group Cost: 1 Base Cost: N/A Skill Groups: Locksmith(1) Prerequisites:  Profession Rank 1: Locksmith Notes:  This skill is required to purchase more ranks of Locksmith.

Long Blades This skill allows a character to wield long blades and bastard swords. See the weapon section for more information. Group Cost: 1 Base Cost: 2 Skill Groups: Warrior Prerequisites:  Medium Blades

Long Bow This skill allows a character to wield a long bow. See the weapon section for more information. Group Cost: 2 Base Cost: N/A Skill Groups: Rogue, Warrior Prerequisites:  Short Bow

Long Hafted This skill allows a character to wield long hafted weapons and bastard hafted weapons. See the weapon section for more information. Group Cost: 1 Base Cost: 2 Skill Groups: Warrior Prerequisites:  Medium Hafted

Loremaster A character with the loremaster skill may use the skills Animal Lore, Mineral Lore, and Plant Lore without having purchased them seperately. Group Cost: 3 Base Cost: 4 Skill Groups: General Prerequisites:  None

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Mage Spell (10+) Mages buy each separate spell that they wish to learn. It costs one point of mana for each level of spell you wish to cast, and all spells must be chosen at the beginning of the game day or during a recharge. A mage may also learn a spell from a spell scroll that they have the Read Magic skill to cast, and that they have in their possession. This works exactly as if the mage was learning the spell from a teacher. The scroll is used up in the process. Group Cost: 2 Base Cost: N/A Skill Groups: Mage Prerequisites:  150 mana Must have all of the prerequisite spells for the spell being purchased.

Mage Spell (1-9) Mages buy each separate spell they wish to learn. Memorizing a spell costs one point of mana for each level of spell, and all spells must be chosen at the beginning of the game day or during a recharge. A mage may also learn a spell from a spell scroll that they have the Read Magic skill to cast, and that they have in their possession. This works exactly as if the mage was learning the spell from a teacher. The scroll is used up in the process. Group Cost: 1 Base Cost: 2 Skill Groups: Mage Prerequisites:  10 mana per level of the spell being purchased Must have all of the prerequisite spells for the spell being purchased.

Mana +10 Mana provides the power with which mages may cast their spells and power their rituals. Each pick will provide ten points of mana that the mage can use as he or she wishes. Any mana that is to be used for spells must be assigned when the character chooses their spells at the beginning of the event or during a recharge. Group Cost: 3 Base Cost: 6 Skill Groups: Mage Prerequisites:  None Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Master Weapon Damage A character with this skill gains a permanent +1 damage bonus when attacking with any weapon they pick up and wield in their primary hand. This bonus increases by +1 for each pick of this skill that the character purchases. Group Cost: 6 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Two picks of the Master Weapon Training skill per pick in the Master Weapon Damage skill; Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill  When this skill is purchased, the two prerequisite picks in the Master Weapon Training skill are considered to be combined with the Master Weapon Damage skill and no longer have any effect of their own

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Master Weapon Skills This skill allows a character to wield any weapon they pick up, and also gives use of Florentine and Shield skills. This skill includes the following skill proficiencies: Short Blades, Medium Blades, Long Blades, Short Hafted, Medium Hafted, Long Hafted, Staff, Natural Weapon, Short Bow, Longbow, Crossbow, Thrown Weapon, Florentine, and Shield. Group Cost: 4 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Basic Weapon Skills

Master Weapon Training For the duration of one battle a character may use this skill to gain a +1 skill damage bonus when attacking with any weapon wielded in their primary hand. This bonus increases by +1 for each pick of the Master Weapon Damage skill that the character purchases. Group Cost: 7 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Master Weapon Skills Notes:  This skill may be used once per day per pick of the skill.  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Medium Blades This skill allows a character to wield medium blade weapons. See the weapon section for more information. Group Cost: 1 Base Cost: 2 Skill Groups: Assassin, Warrior Prerequisites:  Short Blades

Medium Hafted This skill allows a character to wield medium hafted weapons. See the weapon section for more information. Group Cost: 1 Base Cost: 2 Skill Groups: Assassin, Farmer(2), Priest, Warrior Prerequisites:  Short Hafted

Memorize Arcane Ritual This skill allows the mage to memorize a specific arcane ritual. Once memorized, this ritual may be taught to others with the teaching skill. To learn this skill without being taught (see: Character Advancement, Learning on Your Own), a physical copy of the ritual must be available to the character and the character must be able to read the ritual. To purchase this skill at character creation, a character must also purchase the ritual using starting money. When a ritual is memorized in this manner, the character does not have to produce a written version of the ritual when they intend to perform it. Group Cost: 1 Base Cost: N/A Skill Groups: Mage Prerequisites:  Arcane Ritual Magic

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Memorize Divine Ritual This skill allows the priest to memorize a specific divine ritual. Once memorized, this ritual may be taught to others with the teaching skill. To learn this skill without being taught (see: Character Advancement, Learning on Your Own), a physical copy of the ritual must be available to the character and the character must be able to read the ritual. To purchase this skill at character creation, a character must also purchase the ritual using starting money. When a ritual is memorized in this manner, the character does not have to produce a written version of the ritual when they intend to perform it. Group Cost: 1 Base Cost: N/A Skill Groups: Priest Prerequisites:  Divine Ritual Magic

Memorize Recipe This skill will allow the alchemist to memorize a specific potion recipe. Once memorized, this potion recipe may be taught to another alchemist with the teaching skill. To learn this skill without being taught (see: Character Advancement, Learning on Your Own), a physical copy of the recipe must be available to the character and the character must be able to read the recipe. To purchase this skill at character creation, a character must also purchase the recipe using starting money. Group Cost: 1 Base Cost: N/A Skill Groups: Alchemist(1) Prerequisites:  Profession Rank 1: Alchemist

Metal Smithing The basic skill of the blacksmith is creating a wide range of metal items. Metal Smithing allows you to make the following items: Short Blade, Short Hafted, Medium Hafted, Long Hafted, Bastard hafted, Metal Staff, Shield, 4 point Armor, 5 point Armor, Lock Pick, and Thieves Clip. Group Cost: 2 Base Cost: N/A Skill Groups: Blacksmith(1) Prerequisites:  Profession Rank 1: Blacksmith Notes:  This skill is required to purchase more ranks of Blacksmith.

Mineral Lore The mineral lore skill gives a character knowledge of rocks, gems, metals, crystals, and geology. If a character finds a mineral lore card in the world, this skill allows them to interact with it and harvest it according to the instructions on the card. Mineral lore cards will be blue colored and will contain information about the item and possible uses for it. See the section on lore items for examples of common items that can be found. Group Cost: 1 Base Cost: 2 Skill Groups: General Prerequisites:  None

Monster Lore Monster lore represents an in depth knowledge of many types of monsters. The character can call out "Monster Lore, what are you" to force the target to identify what type of creature they are. Group Cost: 2 Base Cost: N/A Skill Groups: Scout(3) Prerequisites:  Profession Rank 3: Scout

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Natural Weapon Damage A character with this skill gains a permanent +1 damage bonus when attacking with any weapon in the natural category wielded in their primary hand. This bonus increases by +1 for each pick of this skill that the character purchases. Group Cost: 5 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Two picks of the Natural Weapon Training skill per pick in the Natural Weapon Damage skill Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill  When this skill is purchased, the two prerequisite picks in the Natural Weapon Training skill are considered to be combined with the Natural Weapon Damage skill and no longer have any effect of their own

Natural Weapon Training For the duration of one battle a character may use this skill to gain a +1 skill damage bonus when attacking with any weapon in the natural category wielded in their primary hand. This bonus increases by +1 for each pick of the Natural Weapon Damage skill that the character purchases. Group Cost: 5 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Natural Weapon Notes:  This skill may be used once per day per pick of the skill.  This skill may be picked more than once.  No teacher is required to learn this skill past the first pick of the skill.

Natural Weapon This skill grants a permanent +1 damage bonus to all attacks made with a natural weapon. The Natural Weapon skill also allows a Florentine natural weapon to be a maximum length of 30 inches. Group Cost: 1 Base Cost: 4 Skill Groups: Assassin, Warrior Prerequisites:  None

Nature Lore The Nature Lore skill allows to see and identify all types of lore cards, but does not allow you to collect them. You can point out any lore cards you find to other people to collect. Group Cost: 1 Base Cost: N/A Skill Groups: Scout(2) Prerequisites:  Profession Rank 2: Scout

Pick Locks +1 This skill allows the character to attempt to pick locks with the use of a lock pick. The Pick Locks skill allows the character to accurately gauge the level of a lock by inspecting it for 10 seconds. Picking most locks is handled by a simple system that is detailed in the Locks section of these rules. Group Cost: 2 Base Cost: 4 Skill Groups: Locksmith(2), Rogue Prerequisites:  None Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

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Pick Pockets +1 This skill allows a rogue to steal items from other characters in the game without being seen. The character will be able to use a clothespin to aid them in item theft at level 1. Each additional level will add an inch of string to the clothespin and allow for theft of more secure items. See chapter 19, Thievery, for more rule information regarding picking pockets. Group Cost: 2 Base Cost: 4 Skill Groups: Rogue Prerequisites:  None Notes:  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Plant Lore The plant lore skill gives a character knowledge of all types of plants and fungi. If a character finds a plant lore card in the world, this skill allows them to interact with it and harvest it according to the instructions on the card. Plant lore cards will be green colored and will contain information about the item and possible uses for it. See the section on lore items for examples of common items that can be found. Group Cost: 1 Base Cost: 2 Skill Groups: General Prerequisites:  None

Potion Lore The Potion Lore skill allows an Alchemist to use the Identify Elixir skill in only 10 seconds, instead of the regular 60 seconds. Group Cost: 1 Base Cost: N/A Skill Groups: Alchemist(5) Prerequisites:  Profession Rank 5: Alchemist  Identify Elixir

Profession Rank +1 This skill gives a character a rank in their chosen profession for each pick of this skill. See the profession section for more details. Group Cost: 3 Base Cost: N/A Skill Groups: General Prerequisites:  None

Professor Your studies have given you a patience and knowledge that makes teaching come easy. With the professor skill you can teach up to 5 people using the teaching skill. Group Cost: 2 Base Cost: N/A Skill Groups: Researcher(2) Prerequisites:  Profession Rank 2: Researcher  Teaching

Quick First Aid This skill reduces the time it takes to perform first aid by 20 seconds. Group Cost: 2 Base Cost: N/A Skill Groups: Physician(4) Prerequisites:  Profession Rank 4: Physician  First Aid

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Quick Learning You pick up new knowledge quickly and easily. You can learn new skills without the help of a teacher in half the normal time, rounding up. Group Cost: 2 Base Cost: N/A Skill Groups: Researcher(4) Prerequisites:  Profession Rank 4: Researcher

Quick Repairs The use of this skill allows an armor smith to repair armor after a battle in 1 minute, instead of 5. To use this skill, the Armor Smith must have a complexity 1 smithy workshop with them. Group Cost: 1 Base Cost: N/A Skill Groups: Armor Smith(2) Prerequisites:  Profession Rank 2: Armor Smith

Quick Search This skill allows a character to do a regular one-minute search in 30 seconds. The character must say "quick search" at the start of using the skill. This skill still requires an out loud count of 1 search, 2 search, 3 search, ;etc. The use of this skill will locate all items that a normal search would be able to. Group Cost: 3 Base Cost: 8 Skill Groups: Rogue Prerequisites:  None

Random Items At the start of a game day the Fence/Smuggler will have the opportunity to purchase any or all items from 10 items, chosen randomly from a selection of basic, illegal, special, and illegal special items for 10% less than market cost. Group Cost: 2 Base Cost: N/A Skill Groups: Fence/Smuggler(3) Prerequisites:  Profession Rank 3: Fence/Smuggler

Razor Sharp Weapons This skill grants the Item Creation Specialization: Razor Sharp Weapons. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Weapon(7) Prerequisites:  Profession Rank 7: Weapon Smith

Read & Write This skill allows any character to read and write the common language used in the game world. All characters are able to speak this language, but the Read & Write skill is required for anyone who wishes to write a note or read any in-game literature. Group Cost: 3 Base Cost: 4 Skill Groups: Alchemist(1), Armor Smith(3), Blackmith(3), Bowyer(3), Generic(4), Jeweler(3), Locksmith(3), Mage, Merchant(1), Musician(3), Priest, Researcher(1), Fence/Smuggler(1), Tailor(3), Weapon Smith(3) Prerequisites:  None

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Read Magic 1-3 This skill allows the character to use any first through third level scrolls they may find or purchase. The phys-rep of the scroll must be torn in half while (or immediately after) reciting the incant in order to release the power stored on the parchment. If a character is affected by a Destroy Magic spell, any scrolls he or she was carrying will be rendered useless and must be torn in half. Group Cost: 1 Base Cost: 3 Skill Groups: Mage Prerequisites:  Read & Write

Read Magic 4-6 This skill allows the character to use any fourth through sixth level scrolls they may find or purchase. The phys-rep of the scroll must be torn in half while (or immediately after) reciting the incant in order to release the power stored on the parchment. If a character is affected by a Destroy Magic spell, any scrolls he or she is carrying will be rendered useless and must be torn in half. Group Cost: 1 Base Cost: 3 Skill Groups: Mage Prerequisites:  Read & Write  Read Magic 1-3

Read Magic 7-9 This skill allows the character to use any seventh through ninth level scrolls they may find or purchase. The phys-rep of the scroll must be torn in half while (or immediately after) reciting the incant in order to release the power stored on the parchment. If a character is affected by a Destroy Magic spell, any scrolls he or she is carrying will be rendered useless and must be torn in half. Group Cost: 1 Base Cost: 3 Skill Groups: Mage Prerequisites:  Read & Write  Read Magic 1-3  Read Magic 4-6

Read Magic 10-12 This skill allows the character to use any tenth through twelfth level scrolls they may find or purchase. The phys-rep of the scroll must be torn in half while (or immediately after) reciting the incant in order to release the power stored on the parchment. If a character is affected by a Destroy Magic spell, any scrolls he or she is carrying will be rendered useless and must be torn in half. Group Cost: 1 Base Cost: 3 Skill Groups: Mage Prerequisites:  Read & Write  Read Magic 1-3  Read Magic 4-6  Read Magic 7-9

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Repair Arrows Using this skill, a Bowyer can repair one broken arrow per minute. Requires:  A broken arrow  Complexity 1 Bowyer workshop Usage:  You must hold the arrow with both hands for 1 minute.  At the end of the minute, you may re-assemble the arrow packet. Group Cost: 1 Base Cost: N/A Skill Groups: Bowyer(1) Prerequisites:  Profession Rank 1: Bowyer

Repair Broken Armor This skill grants the Item Creation Specialization: Repair Broken Armor. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Armor Smith(1) Prerequisites:  Profession Rank 1: Armor Smithing

Repair Broken Light Armor This skill grants the Item Creation Specialization: Repair Broken Light Armor. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Tailor(1) Prerequisites:  Profession Rank 1: Tailor

Repair Broken Weapon This skill grants the Item Creation Specialization: Repair Broken Armor. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Weapon Smith(1) Prerequisites:  Profession Rank 1: Weapon Smith

Research Researchers often pick a topic and study it for years. Any benefits from research other than normal profession income must be worked out through the plot committee. Group Cost: 1 Base Cost: N/A Skill Groups: Researcher(1) Prerequisites:  Profession Rank 1: Researcher Notes:  This skill is required to purchase more ranks of Researcher.

Ritual Awareness This skill allows a "spectator" of a ritual to add +5 energy to every ritual of which they are a spectator. This additional energy may even be used in rituals that do not normally allow spectators. Energy from spectators may never exceed one half of the energy required for the ritual, even if the spectators have the ritual awareness skill. Group Cost: 1 Base Cost: N/A Skill Groups: General Prerequisites:  None

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Scouting Through recons, a scout can put together a picture of movements through an area. The basic ability of scouting lets the scout know if any unusual movements by monsters, troops, animals, etc. have been made in their area in the past month. A scout using this skill should consult with a marshal at the beginning of the game day to determine what, if anything, the scout has learned. Group Cost: 1 Base Cost: N/A Skill Groups: Scout(1) Prerequisites:  Profession Rank 1: Scout Notes:  This skill is required to purchase more ranks of Scout.

Scrollmaking The mystic art of scroll creation allows a scrollmaker to create magical scrolls of levels 1 through 6. In order to craft a scroll, the scrollmaker must either know the spell being placed into the scroll or have a copy of the type of spell scroll to be created in their posession. For more details on crafting magical scrolls see: Item Creation, Scrollmaking Group Cost: 2 Base Cost: N/A Skill Groups: Scrollmaker(1) Prerequisites:  Profession Rank 1: Scrollmaker  Read/Write  Read Magic 1-3 Notes:  This skill is required to purchase more ranks of Scrollmaker.

Set Trap +2 This skill allows a rogue to set mechanical traps. See chapter 19, Thievery, for more information. Group Cost: 3 Base Cost: 8 Skill Groups: Rogue Prerequisites:  None Notes:  This skill may be purchased up to 5 times.

Shield This skill allows a character to use a shield to block in combat. A shield may be used to block any melee attack, arrow, thrown weapon, thrown container, or any carrier attack. See the shield section for more information. Group Cost: 1 Base Cost: 4 Skill Groups: Warrior Prerequisites:  None

Shop Making This skill grants the Item Creation Specializations: Shop Making, Shop Upgrading, Repair Broken Shop. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Blacksmith(3) Prerequisites:  Profession Rank 3: Blacksmith

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Short Blades This skill allows a character to wield short blade weapons. See the weapon section for more information. Group Cost: 1 Base Cost: 2 Skill Groups: Assassin, Physician(1), Rogue, Warrior Prerequisites:  None

Short Bow This skill allows a character to wield short bows. See the weapon section for more information. Group Cost: 1 Base Cost: 3 Skill Groups: Rogue, Warrior Prerequisites:  None

Short Hafted This skill allows a character to wield short hafted weapons. See the weapon section for more information. Group Cost: 1 Base Cost: 2 Skill Groups: Armor Smith(1), Assassin, Blacksmith(1), Farmer(1), Lumberjack(1), Priest, Rogue, Warrior, Weapon Smith(1) Prerequisites:  None

Silver Arrows This skill grants the Item Creation Specialization: Silver Arrows. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Bowyer(3) Prerequisites:  Profession Rank 3: Bowyer

Silver Weapons This skill grants the Item Creation Specialization: Silver Weapons. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Weapon(3) Prerequisites:  Profession Rank 3: Weapon Smith

Silver/Gold Smithing Working silver and gold into pieces of jewelry is the basis of the jeweler's skills. Silver/Gold Smithing allows you to create the following items: Jewelry: Cheap, Jewelry: Average, Jewelry: Fine, Holy Symbol. Group Cost: 1 Base Cost: N/A Skill Groups: Jeweler(1) Prerequisites:  Profession Rank 1: Jeweler Notes:  This skill is required to purchase more ranks of Jeweler.

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Prayers 1-3 This skill must be specific to a chosen deity and can only be taken by an initiate of the chosen god. This ability allows a priest to cast first through third level spells found on his god's spell list. It costs one point of karma for each level of spell the priest wishes to cast, and all spells must be chosen at the beginning of the day or during a recharge in a divine power circle. Group Cost: 5 Base Cost: N/A Skill Groups: Priest Prerequisites:  Initiation  karma

Prayers 4-6 This skill must be specific to a chosen deity and can only be taken by an initiate of the chosen god. This ability allows a priest to cast fourth through sixth level spells found on his god's spell list. It costs one point of karma for each level of spell the priest wishes to cast, and all spells must be chosen at the beginning of the day or during a recharge in a divine power circle. Group Cost: 5 Base Cost: N/A Skill Groups: Priest Prerequisites:  Initiation  50 karma  Prayers 1-3 of same list

Prayers 7-9 This skill must be specific to a chosen deity and can only be taken by an initiate of the chosen god. This ability allows a priest to cast seventh through ninth level spells found on his god's spell list. It costs one point of karma for each level of spell the priest wishes to cast, and all spells must be chosen at the beginning of the day or during a recharge in a divine power circle. Group Cost: 5 Base Cost: N/A Skill Groups: Priest Prerequisites:  Initiation  100 karma  Prayers 1-3 of same list  Prayers 4-6 of same list

Prayers 10-12 This skill must be specific to a chosen deity and can only be taken by an initiate of the chosen god. This ability allows a priest to cast tenth through twelfth level spells found on his god's spell list. It costs one point of karma for each level of spell the priest wishes to cast, and all spells must be chosen at the beginning of the day or during a recharge in a divine power circle. Group Cost: 5 Base Cost: N/A Skill Groups: Priest Prerequisites:  Initiation  150 karma  Prayers 1-3 of same list  Prayers 4-6 of same list  Prayers 7-9 of same list

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Special Spell This skill is specific to a particularly powerful spell for which the priest has quested. Once the quest has been successfully completed, the spell is added to the character's list of prayers and is available for casting. The level and subsequent karma cost varies depending on the spell. Group Cost: 1 Base Cost: N/A Skill Groups: Priest Prerequisites:  200 karma  Basic/Deity Prayers (1-3) of same list  Basic/Deity Prayers (4-6) of same list  Basic/Deity Prayers (7-9) of same list  Basic/Deity Prayers (10-12) of same list

Stabilize By applying a quick tourniquet, a physician can extend the death count of an unconscious and dying character. The physician must have her hands free to use this skill, must count, stabilize one, stabilize two, stabilize three, etc, and do nothing but hold her hands over the target for the duration of the skill. It takes 10 seconds to stabilize a dying character, and at the end of that time, the dying character's death count is extended by 5 minutes. The characters death count is paused when the skill is started, and resumed when the skill is concluded or interrupted. Group Cost: 1 Base Cost: N/A Skill Groups: Physician(3) Prerequisites:  Profession Rank 3: Physician

Staff This skill allows a character to wield a staff. See the weapon section for more information. Group Cost: 1 Base Cost: 3 Skill Groups: Mage, Shepherd/Rancher(1), Warrior Prerequisites:  None

Supply line At the end of a game day, the merchant can put in an order for any basic items they want to purchase at 20% less than market cost. Between the game days, marshals determine the success of the order being successfully filled. At the start of the next game day the merchant must pay for all the items that were successfully ordered, or lose the use of the skill for 6 months. Group Cost: 2 Base Cost: N/A Skill Groups: Merchant(3) Prerequisites:  Profession Rank 3: Merchant

Sure shot Your aim with a bow is amazing to behold. Once per day, you can strike for +5 damage using a bow of any type. Group Cost: 2 Base Cost: N/A Skill Groups: Woodsman/Hunter(4) Prerequisites:  Profession Rank 4: Woodsman/Hunter

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Tailoring Using their skills, tailors can produce fine garments, and sturdy leather armors. Tailoring allows you to create the following items: 1 point armor, 2 point armor, 3 point armor, and 4 point armor. Group Cost: 1 Base Cost: N/A Skill Groups: Tailor(1) Prerequisites:  Profession Rank 1: Tailor Notes:  This skill is required to purchase more ranks of Tailor.

Teaching This skill allows a character to teach any known skill to another character. The teaching must be done between games and the teacher may only teach two students per pick in this skill. A student must purchase the skill within three months of learning the new ability or will have to be re-taught the skill. Group Cost: 2 Base Cost: 4 Skill Groups: Alchemist(4), Armor Smith(4), Blackmith(4), Bowyer(4), Farmer(4), Generic(4), Jeweler(4), Locksmith(4), Lumberjack(4), Mage, Merchant(3), Musician(4), Priest, Researcher(2), Tailor(4), Weapon Smith(4) Prerequisites:  None Notes:  This skill may be purchased more than once.  No teacher is required to learn this skill past the first pick of the skill

Technique Mastery 10% production point discount to create any item you know how to make while using a smithy workshop. Group Cost: 1 Base Cost: N/A Skill Groups: Blacksmith(5) Prerequisites:  Profession Rank 5: Blacksmith

Thrown Container This skill allows a rogue to hurl a specially prepared jar that contains a potion or any other liquid that has a special in-game effect. These containers may hold Greek fire, holy water, or a variety of existing potions. A successful block with a shield or weapon will protect a character from the harmful affects of a thrown container. Group Cost: 2 Base Cost: N/A Skill Groups: Alchemist(2), Rogue Prerequisites:  Thrown Weapon

Thrown Weapon Damage A character with this skill gains a permanent +1 damage bonus when attacking with any weapon in the thrown category wielded in their primary hand. This bonus increases by +1 for each pick of this skill that the character purchases. Group Cost: 5 Base Cost: N/A Skill Groups: Rogue Prerequisites:  Two picks of the Thrown Weapon Training per pick in the Thrown Weapon Damage skill Notes:  This skill may be purchased more than once.  No teacher is required to learn this skill past the first pick of the skill  When this skill is purchased, the two prerequisite picks in the Thrown Weapon Training skill are considered to be combined with the Thrown Weapon Damage skill and no longer have any effect of their own.

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Thrown Weapon Training For the duration of one battle a character may use this skill to gain a +1 skill damage bonus when attacking with any weapon in the thrown category wielded in their primary hand. This bonus increases by +1 for each pick of the Thrown Weapon Damage skill that the character purchases. Group Cost: 5 Base Cost: N/A Skill Groups: Rogue Prerequisites:  Thrown Weapon Notes:  This skill may be used once per day per pick of the skill.  This skill may be picked more than once  No teacher is required to learn this skill past the first pick of the skill

Thrown Weapon This skill allows a character to wield thrown weapons. See the weapon section for more information. Group Cost: 1 Base Cost: 4 Skill Groups: Rogue Prerequisites:  None

Tracking +1 This skill provides a character with two abilities. The first one is to be able to pick up and read a tracking card. A tracking card is a piece of paper set by a marshal that has information concerning a specific location that may be of interest to an adventuring group. If a person with this skill finds a tracking card, they may bring it to a marshal who will then set up an encounter. The second use of this skill allows a character to track another character or monster that may have fled the area and is out of sight. As long as the character's level in tracking exceeds the quarry's level in counter-tracking, they may follow the trail to wherever it leads. If a marshal feels the trail is too old, they may not permit the person using this skill to follow the tracks. Group Cost: 2 Base Cost: 4 Skill Groups: Assassin, Rogue, Scout(1), Shepherd/Rancher(2), Woodsman/Hunter(2) Prerequisites:  None  This skill may be purchased more than once.

Trade route At the start of the game day, the merchant will have the opportunity to purchase any or all items from a selection 20, random, basic and special items for 20% less than market cost. Group Cost: 2 Base Cost: N/A Skill Groups: Merchant(2) Prerequisites:  Profession Rank 2: Merchant Notes:  This skill is required to purchase more ranks of Merchant.

Trap Dodge Characters with this skill may minimize the harmful effects of a trap in which they may be caught. A person may use this skill for the following effects: A trap killing-blow may be reduced to a maiming-blow, a trap maiming-blow may be reduced to no affect, or trap damage may be reduced 10 points. This skill can be used an unlimited amount of times per day. Group Cost: 3 Base Cost: 8 Skill Groups: Rogue Prerequisites:  None

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Trap Sense This skill allows a rogue to spot traps that the character would otherwise have set off. If the character sets off a trap they must say "trap sense" within 5 seconds of setting off the trap. They must then immediately start attempting to disarm the trap. This usage counts as a use of the skill. If a character fails to disarm a trap, they may use the Trap Sense skill to retry their disarm attempt once. The character may pick again from the chance bag immediately, and must take the second result. Using this skill for a retry has no effect on puzzle type traps. Group Cost: 2 Base Cost: N/A Skill Groups: Rogue Prerequisites:  Disarm Trap

Unusual Lock Design This skill grants the Item Creation Specialization: Unusual Lock Design. See the item creation chapter for more information. Group Cost: 1 Base Cost: N/A Skill Groups: Locksmith(5) Prerequisites:  Profession Rank 5: Locksmith

Waylay This skill allows an assassin to perform an attack that can knock an opponent unconscious with one hit. The waylay skill has the following rules: 1. A melee weapon must be used to deliver a waylay attack. This includes small weapons, one-handed weapons, bastard weapons, and two-handed weapons. 2. To deliver a waylay attack, a character must hit the victim and call out the waylay damage amount followed by, "waylay". I.e. "Six waylay", or "Four waylay". A successful waylay will only occur if the damage inflicted is enough to get past any Protection and Vestment spells, protection provided by helmets, and thick skulls, if applicable. If the waylay is successful, the victim is knocked unconscious for five minutes. 3. A waylay attack must hit an area on the back of the victim's torso between the victim's waistline and below their shoulders. The waylay attack cannot be made in a reach-around fashion and must be delivered from behind the victim. 3. The base damage of a waylay attack is equal to the base damage of the weapon that is used to deliver the waylay attack. 4. Waylay damage may be increased by one point for each Backstab Damage skill that the assassin has purchased, and by another point if they have at least one Backstab Training skill pick over and above what is required for their current Backstab Damage skills. Waylay damage may also be increased with any spell or ability that would normally increase damage, unless it is noted otherwise in the description of the ability or spell. Specific Weapon and Weapon Master training and damage skills do not add to waylay damage. Poisons do not increase waylay damage. Group Cost: 3 Base Cost: N/A Skill Groups: Assassin Prerequisites:  Any weapon skill

Weapon Smithing The basic skill of the weapon smith is applying their knowledge to create and repair weapons. Weapon Smithing grants the knowledge to create the following items: small weapon, 1-h sword, 2-h sword, bastard sword, 1-h hafted, 2-h hafted, bastard hafted, metal staff, thrown weapon x 5. Group Cost: 2 Base Cost: N/A Skill Groups: Weapon Smith(1) Prerequisites:  Profession Rank 1: Weapon Smith Notes  This skill is required to purchase more ranks of Weapon Smith.

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Wear Light Armor This skill allows a character to wear padded cloth armor or leather armor. All characters are allowed to wear two points of armor for free, but anything greater then this can only be worn by purchasing this skill. Light armor has a base armor value of 2 points, and may be increased by an extra 1-3 points depending on the type and quality of the armor that the player is wearing. See chapter 15 for more information on armor. Group Cost: 3 Base Cost: 6 Skill Groups: Assassin, Priest, Rogue, Warrior Prerequisites:  None

Wear Medium Armor This skill allows a character to wear studded leather armor, scale armor, or ring mail armor. Medium armor has a base armor value of 4 points, and may be increased by an extra 1-3 points depending on the type and quality of the armor that the player is wearing. See chapter 15 for more information. Group Cost: 3 Base Cost: 6 Skill Groups: Assassin, Warrior Prerequisites:  Wear Light Armor

Wear Heavy Armor This skill allows a character to wear chain mail armor or plate armor. Heavy armor has a base armor value of 6 points, and may be increased by an extra 1-3 points depending on the type and quality of the armor that the player is wearing. See chapter 15 for more information. Group Cost: 2 Base Cost: N/A Skill Groups: Warrior Prerequisites:  Wear Medium Armor

Wilderness Tracking Tracking down wayward herd animals through the countryside has given you a skillful awareness of wilderness areas. You get a +2 bonus to your tracking skill when tracking through wilderness areas. Group Cost: 1 Base Cost: N/A Skill Groups: Woodsman/Hunter(3) Prerequisites:  Profession Rank 3: Woodsman/Hunter or Shepherd/Rancher

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Spells bolt Duration: Instant Description: 10 damage

knife Duration: Instant Description: 5 damage

lance Duration: Instant Description: 20 damage

spear Duration: Instant Description: 15 damage

Air Bursts Duration: Event long Description: Self-only. Creates three stored ranged effect attacks that have the same effect as a 'repel' spell. Red spell packets represent the effect attacks. Once cast, the stored effect attacks last up to the duration of the event. To use, the caster must state, "Repulse" in a loud voice, and then throw a red spell packet at a target creature. If the packet hits the target, the target must retreat to a minimum distance of 10 feet directly away from the caster, and may not approach closer than 10 feet for the duration of 10 seconds. This spell will never create more than 3 Repulse effect attacks at any one time. Example: A mage casts Air Bursts. She uses two of her Repulse effect attacks in a battle, leaving 1 remaining. She casts Air Bursts again, and although the spell gives 3 effect attacks, she already had one left over, so she only gets 2 more from casting it again, for a total of 3.

Alchemy Shield Duration: Event Long Description: This spell protects the bearer from the next potion that affects the bearer, whether for good or bad.

Animate Dead Duration: Event Long Description: When this spell is cast on a dead body, it will create an undead servant, controlled by the caster. If animate dead is cast on a fresh or decomposing body, it will create an undead zombie. If animate dead is cast upon a complete, or nearly complete skeleton, it will create an undead skeleton.

Avoidance Duration: 5 Minutes Description: A being struck with this spell must retreat to a distance of 10 feet from the caster. The being cannot approach the caster for the duration of this spell. But, the being may hold ground if approached by the caster.

Beast Rage Duration: 10 Minutes Description: The target of this spell explodes with the fury and rage of a ravenous beast. This grants them +2 rage damage in combat but prevents them from leaving the combat until dead or until all enemies are defeated.

Bind Duration: 10 Seconds Description: The victim of this spell has its arms instant pinned to its sides for the duration of the spell.

Bind Portal Duration: Event Long Description: When cast upon a door, window or hatch, this will make the item stay in the position it was in when cast upon. It will stay this way until dispelled or move by a creature with +2 strength or greater.

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Bind Spirit Duration: Event Long Description: This spell anchors a character's spirit to its physical body, preventing it from leaving the corpse. When the character is raised, they need not check to see if any life force is lost or not, they automatically pull a white marble.

Bind Tight Duration: 5 Minutes Description: Treat this spell the same as Bind, except for the duration is one 10 Minutes.

Blood Rage Duration: 5 Minutes Description: The target of this spell loses all recognition of friend or foe and must begin attacking the closest creature to them with whatever blade, hafted, or club weapon they have at hand. Blood Rage grants a +2 rage damage bonus in combat, and prevents the target from leaving combat until they are dead or until all creatures within sight are defeated.

Break All Limbs Duration: Instant Description: This spell breaks all the limbs of the being struck. This spell renders all the limbs useless until each is repaired with a repair limb spell, or at the beginning of the next event.

Break Item Duration: Instant Description: This spell allows the caster to break any simple item the target has on his person. You can break something simple as a sword, but nothing complex as a box or lock. You may also destroy armor.

Break Limb Duration: Instant Description: When casting this spell, the caster must name one of the 4 limbs of the target. This spell renders the affected limb useless until repaired with a repair limb spell, or at the beginning of the next event. If the affected limb is a leg, the target must limp or crawl. If the affected limb is an arm, the target cannot swing a weapon, parry, or do any other action with that arm.

Call Undead Duration: 10 Seconds Description: An undead creature struck with this spell is instantly only concerned with the caster and will go directly to him/her. Note this does not stop the undead from attacking the caster.

Calm Beast Duration: 10 Minutes Description: The target animal of this spell will become calm if already hostile or will become docile if already calm. If anyone in the vicinity of the animal takes aggressive actions towards the beast, it will break the effects of this spell.

Channel Fire Duration: 10 Minutes Description: By tapping directly into the plane of fire, the elementalist enhances their fire spells. For the duration of this spell, all memorized spells from the following list may be cast at one damage rank higher: Fire Knife, Fire Bolt, Fire Spear, Fire Lance. Fire knifes becomes fire bolts, fire bolts becomes fire spears, fire spears becomes fire lances, fire lances becomes infernos.

Charm Duration: 5 Minutes Description: The target of this spell will immediately treat the caster as a most trusted friend or ally. The being will heed all requests of the caster as long as they don't conflict with its survival.

Charm elemental Duration: Event Long Description: Charm an elemental of the specific element.

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Cloak of Night Duration: Event Long Description: This spell, when cast upon an undead creature, will allow it to roam freely during daytime, protecting it from sunlight.

Club Thorns Duration: 10 Minutes Description: The target club grows rigid thorns that give attacks made with the club a +1 damage bonus. This spell only effects clubs.

Control Animal Duration: 5 Minutes Description: The target animal of this spell is completely charmed by the caster. It will do anything the caster directs short of suicide. The animal will defend itself if need be. This spell will only affect non-sentient animals.

Create Light Duration: 1 Hour Description: This spell allows the caster to use a flashlight for the duration of the spell.

Create Water Duration: Instant Description: This spell conjures up a small container filled with water. (If one isn't readily available, an NPC will go get one)

Cure Critical Wounds Duration: Instant Description: This spell heals 20 Body Points, up to the target's max Body Points.

Cure Insanity Duration: Instant Description: This spell will cure the target of insanity.

Cure Light Wounds Duration: Instant Description: This spell heals 5 Body Points, up to the target's max Body Points.

Cure Serious Wounds Duration: Instant Description: This spell heals 15 body Points, up to the target's max Body Points.

Cure Wounds Duration: Instant Description: This spell heals 10 Body Points, up to the target's max Body Points.

Dark Storm Duration: Instant Description: This soul-shredding spell inflicts 30 points of damage to its target. Only living creatures are affected.

Death Duration: Instant Description: This spell instantly kills the target creature. Only living creatures are affected.

Destroy All Duration: Instant Description: A recipient of this spell has all of his/her possessions instantly broken beyond use. This spell does not affect coins and clothing.

Destroy Undead Duration: Instant Description: An undead affected by this spell will suffer 30 points of damage.

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Destroy Magic Duration: Instant Description: This spell functions exactly as the spell dispel magic, except with the following additions. Destroy magic also disenchants any potions, scrolls or other magic items that have one use which the target has on their person. If the target has any magic items with charges, they will be drained of all charges. Any permanent magic items (magic sword, etc.) on the target will be rendered inactive for 5 minutes. Furthermore, a destroy magic spell has a 50% chance of destroying a glyph.

Detect Corruption Duration: Instant Description: This spell will allow the character to detect any magical corruption that may be affecting another person. The character using this skill must touch, or indicate they are touching, the target of their examination. Divine powers such as Unscry, and some special rituals, will allow the target to conceal their corruption from the person using this ability. This ability may also be used to sense corruption power within an item.

Detect Magic Duration: Instant Description: When used on object or person, this spell will reveal to the caster if there is any enchantments or magical properties to the target.

Dispel Magic Duration: Instant Description: This spell will instantly erase all active non-permanent spells and status effects placed upon the target. This spell functions like a remedy spell except that it also remove all beneficial effects and spells as well. Dispel magic will also destroy a magical wall.

Drain Life Duration: 5 Minutes Description: A being struck with this spell has almost all energy drained from them, leaving them weary. All they can do is crawl around and talk for the duration of the spell

Drop Duration: Instant Description: When casting this spell the caster must name a specific item being held by the target. The target must then immediately drop the named item, and cannot touch it for 10 seconds.

Earth Armor Duration: Event Long Description: This spell grants the wearer +2 repairable armor. You may only have 1 earth armor on at any time.

Enchant Weapon Duration: 10 Minutes Description: This spell will enchant one weapon, changing its damage type to "Magic" for 10 minutes. If this weapon is dropped or otherwise loses contact with it's holder, the enchantment is lost.

Endivarr's Blessing Duration: Event Long Description: This spell gives a crafter +1 success chit for the next item they attempt to make. This spell may be cast before an event, to give yourself or another crafter a bonus to the items they make before the event.

Enhance Body Duration: Event Long Description: This spell grants the target with 1 extra healable BP for the day. This is not stackable with other body enhance spells.

Entangle Duration: 10 Seconds Description: This spell binds both the legs and arms of its target to its body.

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Entangle Tight Duration: 5 Minutes Description: This spell is treated the same as Entangle, except this lasts for a longer time span.

Eyes of the Great Hawk Duration: 10 Minutes Description: This spell gives the receiver supernaturally sharp vision. This grants them +2 damage with short bows, long bows, crossbows, thrown weapons, and rocks (with thrown weapon skill).

Eyes of the Hawk Duration: 10 Minutes Description: This spell gives the target magically sharp vision, and grants a +1 damage bonus to attacks made with bows, thrown weapons, and *rocks. *Only if the thrower has the thrown weapon skill.

Fear Duration: 5 Minutes Description: The target of this spell must flee in the quickest possible way away from the caster and continue fleeing until the target is out of sight, for the duration of the spell.

Fortify Body Duration: Event Long Description: This spell grants the target 4 extra healable BP. This is not stackable with other body enhance spells.

Fumble Duration: 5 Minutes Description: A being affected by this spell cannot hold or manipulate any objects with their hands for the duration of the spell.

Great Alchemy Shield Duration: Event Long Description: This spell can be used at the player's option to protect from the next potion that affects the bearer. This spell is used after a regular alchemy shield, and does not have to be used if the player opts not to.

Great Guard Duration: Event Long Description: This spell can be used at the player's option to protect from a special attack that is guardable. This spell is used after a regular guard, and does not have to be used if the player opts not to.

Great Repair Armor Duration: Instant Description: This spell repairs any type of armor to full hit points, immediately.

Great Skill at Arms Duration: 10 Minutes Description: This spell grants the target with the skill, Master Weapon Skills, for the duration of the spell.

Great Spell Shield Duration: Event Long Description: This spell can be used at the player's option to protect from a spell attack. This spell is used after a regular spell shield and/or reflect, and does not have to be used if the player opts not to.

Great Strength Duration: 10 Minutes Description: The recipient of this spell gains Tier 2 strength for the duration of the spell. See the section on Strength Effects for more information.

Great Weakness Duration: 5 Minutes Description: A character struck with this spell is at -4 damage for melee weapons for the duration of the spell.

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Guard Duration: Event Long Description: This spell will protect the player from the next guardable attack.

Heal Duration: Instant Description: The most powerful of all the healing spells, this spell heals the target to full Body Points. In addition it removes all negative non-permanent spells and status effects that are currently on the target.

Ice Shackles Duration: Event long Description: Self-only. Creates three stored ranged effect attacks that have the same effect as a 'Shackle' spell. Red spell packets represent the effect attacks. Once cast, the stored effect attacks last up to the duration of the event. To use, the caster must state, "Shackle" in a loud voice, and then throw a red spell packet at their target. If the packet hits, the target of this effect may not walk or otherwise move their feet at all for the duration of the spell. This spell will never create more than 3 shackle effect attacks at any one time. Example: A mage casts Ice Shackles. She uses two of her shackle effect attacks in a battle, leaving 1 remaining. She casts Ice Shackles again, and although the spell gives 3 effect attacks, she already had one left over, so she only gets 2 more from casting it again, for a total of 3.

Inferno Duration: Instant Description: 30 damage

Infuse with Oak Duration: Event Long Description: The target club or staff is infused with the essence of oak, granting a +1 nature damage bonus to attacks made with the weapon. This spell only affects wooden staves and clubs.

Lesser Skill at Arms Duration: 10 Minutes Description: This spell grants the target with the skill to use any one handed weapon for the duration of the spell.

Lightning Duration: Instant Description: This spell strikes its target for 15 damage of pure divine wrath.

Magic Spark Duration: Event long, or until used Description: This spell, when cast on a weapon, changes the damage type of that weapon to "Magic" for one hit.

Major Protection Duration: Event Long Description: This spell grants the target 6 non-repairable arcane armor points.

Major Vestment Duration: Event Long Description: This spell grants the target 6 non-repairable divine armor points.

Mend Duration: Instant Description: This spell will repair any one item that is broken or destroyed as long as the spell is cast within 10 minutes of the item being destroyed.

Minor Protection Duration: Event Long Description: This spell grants the target 3 non-repairable arcane armor points.

Minor Vestment Duration: Event Long Description: This spell grants the target 3 non-repairable divine armor points.

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Oblivion Duration: Instant Description: This spell acts is if the target has been struck by a death and sever spirit spell simultaneously. The victim immediately disintegrates into black nothingness. Unless the target stops this spell with a shield or resist, they are immediately destroyed beyond the aid of even a bind spirit spell.

Paralysis Duration: 5 Minutes Description: A character struck with this spell loses all body control and falls to the ground. They cannot move or speak for the duration of the spell. They are still aware of what is going on around them, but are helpless to do anything themselves.

Poison Blood Duration: 5 Minutes Description: A character struck by this spell is instantly overcome by nausea and will fall to the ground and start retching. This leaves the character unable to do anything but continue on at a slow crawl, and cannot fight or defend him/herself.

Prevent Flight Duration: 5 Minutes Description: The target of this spell may not voluntarily move more than 10 feet from the caster. However if the caster moves away the target does not have to follow.

Purify Food or Drink Duration: Instant Description: This spell purifies a single place setting of food or one drink. If a new course is added to the setting after the spell is cast, that course will not be affected.

Quiet Duration: 10 Seconds Description: A being struck by this spell may not speak or make any vocal noises for the duration of the spell. Out of game noises are ok, such as calling damage.

Reflect Spells Duration: Event Long Description: When placed upon a character, the next spell affecting that character will instead affect that spell's caster. This uses up the Reflect.

Remedy Duration: Instant Description: This potent spell will remove all negative non-permanent spells and status effects that are currently on the target. This includes all negative spell effects such as drop, shackle, paralyze etc; all carrier and effect attack effects such as nausea, poison blood, drain life, etc; and all diseases. Remedy does not heal physical damage, such as HP loss or broken/maimed limbs.

Repair Armor Duration: Instant Description: This spell repairs 4 points armor.

Repair Limb Duration: Instant Description: This spell will completely restore any one broken limb.

Repel Duration: 10 Seconds Description: Treat this spell exactly as Avoidance except for the ten second duration.

Repel Undead Duration: 10 Seconds Description: Treat this spell exactly as Avoidance except it only works on undead and is Ten seconds in duration.

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Repulse Duration: 10 Seconds Description: Any being struck with this spell is pushed by magical force and must retreat to a distance of 10 feet from the caster. The being cannot approach the caster for the duration of this spell. But, the being may hold ground if approached by the caster.

Rockslide Duration: Instant Description: 30 damage

Seal Pockets Duration: Event Long Description: This spell will protect the character from the next pickpocket attempt against them. They are still unaware of the pickpocket attempt, only that a seal pockets was used up.

Self-Destruction Duration: 5 minutes Description: When under the effects of this spell, the victim must use all means necessary to damage themselves until they have fallen unconscious. A victim with a weapon would immediately begin to attack themselves, where as a spell caster would begin to cast damage spells upon themselves. This spell does require a victim to do their regular maximum weapon damage or use their most damaging spell (if it is higher than the damage they do with a weapon), but does not require a victim to use any special abilities, such as Find Vitals, or god powers, such as Huge Strike. If no means of damage presents itself immediately, then the victim must actively search out a weapon, or an object that could be used as a weapon. If the victim comes under the effects of a charm spell, while under the effects of a self-destruction spell, the character that charmed the victim may successfully command the victim to stop hurting them self.

Senses of the Beast Duration: 10 Minutes Description: This spell grants the target with enhanced perceptions. A marshal must provide the details as to what information can be gathered from using this spell.

Serpent's Scales Duration: Event Long Description: This spell grants the target 4 non-repairable arcane armor points.

Sever Spirit Duration: Instant Description: When this spell is cast upon a body, it instantly forces the spirit away from the body, negating the chance of a bind spirit.

Shackle Duration: 10 Seconds Description: The target of this spell has his/her feet bonded to the ground and cannot move them at all for the duration of the spell.

Shackle Tight Duration: 5 Minutes Description: The target of this spell has his/her feet bonded to the ground and cannot move them at all for the duration of the spell.

Shatter spirit Duration: Instant Description: When this spell is cast upon a body, it instantly forces the spirit away from the body, negating the chance of a bind spirit saving the spirit, and guarantees the loss of a life force point.

Silence Duration: 5 Minutes Description: Treat this spell just like Quiet, except for a five-minute duration.

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Sleep Duration: 5 Minutes Description: This spell causes the target to instantly fall into a deep slumber. The character will wake up if shaken for 10 seconds or receives any damage.

Slow Speech Duration: 10 Seconds Description: This spell causes the target to talk very slowly. The character may not talk faster than one word per second, including spell incants.

Spell Shield Duration: Event Long Description: This spell protects the target from the next spell affecting him/her. The character must say shield and then uses up the shield.

Steel Grip Duration: 10 Minutes Description: This spell makes the target immune to all drop effects for the duration of the spell.

Stone Skull Duration: 10 Minutes Description: This spell gives the target 1 point of waylay protection for the duration of the spell.

Stop Bleeding Duration: Instant Description: This spell heals the target of 1 hit point worth of damage to their body. If their hit points are negative, it raises them to 0.

Strength Duration: 10 Minutes Description: The recipient of this spell gains Tier 1 strength for the duration of the spell. See the section on Strength Effects for more information.

Strengthen Body Duration: Event Long Description: This spell grants the target with 3 additional healable BP.

Strengthen Item Duration: 10 Minutes Description: This spell grants one item a 'resist' for the duration of the spell.

Strengthen Spirit Duration: Event Long Description: If the recipient of this spell dies and takes part in a resurrection ritual, they may replace one black marble with a white one.

Sun Bolt Duration: Instant Description: This is a attack of purity doing 10 damage to undead and chaos beings.

Sun Lance Duration: Instant Description: This spell is the same as Sun Bolt, but inflicts 20 damage

Supreme Protection Duration: Event Long Description: This spell grants the target 9 non-repairable arcane armor points.

93

Supreme Strength Duration: 10 Minutes Description: The recipient of this spell gains Tier 3 strength for the duration of the spell. See the section on Strength Effects for more information.

Supreme Vestment Duration: Event Long Description: This spell grants the target 9 non-repairable divine points.

Talons Duration: 10 Minutes Description: The target of this spell grows claws and has the ability to use Florentine claws for the duration. The claws do a base damage of 1 point.

Tears of Life Duration: Event long Description: Self-only. Creates three stored ranged effect attacks that have the effect of a 'Cure light wounds' spell. Red spell packets represent the effect attacks. Once cast, the stored effect attacks last up to the duration of the event. To use, the caster must state, "Cure Light Wounds" in a loud voice, and then throw a red spell packet at their target. If the packet hits the target, the target is healed of 5 hit points worth of damage to their body. This spell will never create more than 3 healing effect attacks at any one time. Example: A priest casts Tears of Life. She uses two of her healing effect attacks in a battle, leaving 1 remaining. She casts Tears of Life again, and although the spell gives 3 effect attacks, she already had one left over, so she only gets 2 more from casting it again, for a total of 3.

Tornado Duration: Instant Description: 30 damage

Toughen Body Duration: Event Long Description: This spell grants the target with 2 additional healable BP.

Turn Undead Duration: 5 Minutes Description: Treat the spell the same as Avoidance, except it only works on undead.

Typhoon Duration: Instant Description: 30 damage

Unbind Duration: Instant Description: This spell will remove any physical and/or magical bonds holding the character.

Unlock Duration: Instant Description: Will unlock any lock up to level 2 in difficulty

Untrap Duration: Instant Description: Will disarm any trap up to level 2 in difficulty

Voice of the Beast Duration: 10 Minutes Description: This spells grants the caster the ability to speak with the specific animal that is the target of the spell. Animals cannot relay specific information that they do not understand.

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Wall of Air Duration: Event Long Description: When this spell is cast, the caster must lay down a special rope that depicts the wall. The rope is 10' long and must have a spell packet on each end. The caster may shape the wall as they wish but no wall may be within 1' of another wall. A wall of air acts as a repel spell. If you contact the wall, you may guard the effect to pass through the wall. Walls of air must have a rope that is colored white or must have white streamers on it.

Wall of Darkness Duration: Event Long Description: When this spell is cast, the caster must lay down a special rope that depicts the wall. The rope is 10' long and must have a spell packet on each end. The caster may shape the wall as they wish but no wall may be within 1' of another wall. A wall of darkness acts as a 10 second fear effect attack. If you contact the wall, you may guard the effect to pass through the wall. The wall is also opaque; you do not see anything on the other side of it. Walls of darkness must have a rope that is colored black or must have black streamers on it.

Wall of Earth Duration: Event Long Description: When this spell is cast, the caster must lay down a special rope that depicts the wall. The rope is 10' long and must have a spell packet on each end. The caster may shape the wall as they wish but no wall may be within 1' of another wall. A wall of earth is an impassable object. Walls of earth must have a rope that is colored brown or must have brown streamers on it.

Wall of Fire Duration: Event Long Description: When this spell is cast, the caster must lay down a special rope that depicts the wall. The rope is 10' long and must have a spell packet on each end. The caster may shape the wall as they wish but no wall may be within 1' of another wall. Walls of fire deliver a Fire Lance effect attack when touched or struck. Walls of fire must have a rope that is colored red or must have red streamers on it.

Wall of Force Duration: Event Long Description: When this spell is cast, the caster must lay down a special rope that depicts the wall. The rope is 10' long and must have a spell packet on each end. The caster may shape the wall as they wish but no wall may be within 1' of another wall. A wall of force is an impassable object. Walls of force must have a rope that is colored purple or must have purple streamers on it.

Wall of Water Duration: Event Long Description: When this spell is cast, the caster must lay down a special rope that depicts the wall. The rope is 10' long and must have a spell packet on each end. The caster may shape the wall as they wish but no wall may be within 1' of another wall. Walls of water deliver a Drowning effect attack when touched or struck; you may guard the effects to pass through the wall unharmed. Walls of water must have a rope that is colored blue or must have blue streamers on it.

Weaken Weapon Duration: 5 Minutes Description: This spell allows the caster to weaken the structure of any weapon that the target has on his person. That weapon will then break on the next hit that is struck with the weakened weapon before the end of the spell duration. If the weapon has any resists on it, it will resist breakage for as many hits as the number of resists on the weapon.

Weakness Duration: 5 Minutes Description: A character struck with this spell is at -2 damage for melee weapons for the duration of the spell.

Wizard's Mark Duration: Event Long Description: This spell imbues an item or being with a mark only visible to the caster.

95

Rituals See the section on Ritual Casting for information on how to cast ritual spells.

Aegis Glyph Type: Arcane, Divine Level: 2 Time Required: 5 min. Energy Cost: 20 Odyllis Requirement: 0 Spectators: No Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 0 Ritual: Inscribing the glyph symbol on the surface where the glyph will be placed. The symbol for this glyph is: three upwards pointing triangles arranged in the pattern of a downwards pointing triangle, and a downwards pointing triangle positioned above the 3. Effects: Permanently makes an object immovable, and makes it invulnerable from damage.

Alarm Glyph Type: Arcane, Divine Level: 1 Time Required: 5 min. Energy Cost: 5 Odyllis Requirement: 0 Spectators: No Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 0 Ritual: Inscribing the glyph symbol on the surface where the glyph will be placed. Effects: If the glyph is touched, or if the surface that the glyph is on is moved, the glyph will activate a magical alarm, making loud noises chosen by the ritualist for 10 seconds, and then returning to a disarmed state. An alarm glyph may be armed and disarmed by a 3 word password, decided at the time of placement. The symbol for this glyph is a chevron with a circle within the crook of the chevron.

City Stone Type: Divine Level: 14 Time Required: 1 hour Energy Cost: 1000 Odyllis Requirement: 50 Spectators: Yes Success Chits: 13 Failure Chits: 1 Critical Failure Chits: 1 Ritual: The main ritualist inscribes the runes of power onto the stone. The secondary ritualists chant. The spectators should be aligned in a circle beyond the secondary ritualists. Effects: Enchants a medium to large sized stone, usually carved to resemble an obelisk. The stone then acts as a source of magically inspired optimism for the entire city. Maker professions start game days with +10% production points. Mages start with +10% mana. Priests start with +10% karma. Everyone who lives in the city has +10% body points. The radius of the effect is 5 miles. The stone is considered to have 4 Aegis glyphs on it, and is not destroyed until the last one is gone. On a critical failure, the stone polarizes, and all the stone's effects are opposite (-10% body etc.) until it is destroyed.

96

Create Arcane Circle Type: Arcane Level: 10 Time Required: 1 hour Energy Cost: 250 Odyllis Requirement: 10 Spectators: Yes Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 1 Ritual: The ritualists spend the hour slowly walking the boundary of the circle. Chanting optional. Spectators should sit in a circle around the ritualists. Effects: Creates a 5' radius Arcane power circle. The circle can recharge man at dusk. Also, any Arcane rituals done within the circle get -1 critical failure chit. On a critical failure, the energy of the circle will unwind and backlash all the participants, striking them with the effects of 3 nausea spells.

Create Beastmen Type: Arcane Level: 5 Time Required: 20 min. Energy Cost: 50 Odyllis Requirement: 0 Spectators: Yes Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 1 Ritual: Chanting Effects: When this ritual is performed on a group of animals within a 5' radius circle of chalk, it turns those animals into beastmen of that animal type under the control of the ritualist. On a critical failure, the beastmen are created, but they will not be under the control of the ritualist.

Create Divine Circle Type: Divine Level: 10 Time Required: 1 hour Energy Cost: 250 Odyllis Requirement: 10 Spectators: Yes Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 1 Ritual: The ritualists spend the hour slowly walking the boundary of the circle. Chanting optional. Spectators should sit in a circle around the ritualists. Effects: Creates a 5' radius divine power circle. The circle can recharge karma at dusk. Also, any Divine rituals done within the circle get -1 critical failure chit. On a critical failure, the energy of the circle will unwind and backlash all the participants, striking them with the effects of 3 nausea spells.

97

Create Undead Type: Arcane, Divine Level: 5 Time Required: 20 min. Energy Cost: 50 Odyllis Requirement: 0 Spectators: Yes. Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 1 Ritual: Chanting Effects: When this ritual is performed on a pile of dead bodies or normal skeletons contained within a 5' radius circle of chalk, it turns the bodies into zombies, and the skeletons into undead skeletons, under the control of the ritualist. On a critical failure, the undead are created, but they will not be under the control of the ritualist.

Explosion Glyph Type: Arcane Level: 3 Time Required: 5 min. Energy Cost: 15 Odyllis Requirement: 0 Spectators: No Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 0 Ritual: Inscribing the glyph symbol on the surface where the glyph will be placed. Effects: If the glyph is touched, or if the surface that the glyph is on is moved, the glyph will set off an explosion with a 5' radius, centered on the individual who set off the glyph. The explosion does 15 damage, and cannot be blocked by spell shields or guards. An explosion glyph may be armed and disarmed by a 3 word password, decided at the time of placement. An explosion glyph is destroyed upon activation. The symbol for this glyph is 4 triangles arranged like the points of a compass, with a 4 pointed star in the middle, connecting them.

Fear Glyph Type: Arcane, Divine Level: 2 Time Required: 5 min. Energy Cost: 15 Odyllis Requirement: 0 Spectators: No Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 0 Ritual: Inscribing the glyph symbol on the surface where the glyph will be placed. Effects: If the glyph is touched, or if the surface that the glyph is on is moved, the glyph will cause the individual who set off the glyph to suffer the effects of the fear spell. Spell shields or guards cannot block the effect. A fear glyph may be armed and disarmed by a 3 word password, decided at the time of placement. A fear glyph is destroyed upon activation. The symbol for this glyph is a circle with two closely parallel lines running through the circle, offset from the center of the circle.

98

Initiation Type: Divine Level: 7 Time Required: 1 hour Energy Cost: 100 Odyllis Requirement: 1/person being initiated Spectators: Yes. Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 0 Ritual: Chanting Effects: This ritual is performed in a 5' diameter circle. All persons within the circle may be initiated into the performing High priest's religion.

Mass Type: Arcane or Divine Level: Spell level / 2, round down. Minimum 1. Time Required: 1 min. Energy Cost: (Spell level - 1) * 5. Minimum 5 energy after spectators. Odyllis Requirement: 0 Spectators: Yes Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 0 Ritual: All the targets must stand within a 5' radius circle. The ritualist walks around them. Effects: For every spell that has a duration of 10 minutes or longer, there exists a ritual to cast that spell on a group of people. Each spell is a different ritual. When a "Mass " ritual is successfully cast, all the targets within a 5' radius circle defined by rope get the effects of the spell. For both Divine and Arcane spells, the spell level should be determined using the mage spell list version of the spell, or the highest level version of a divine spell, if the spell only exists in divine spell lists.

Minor Enchant Weapon Zero Type: Arcane Level: 10 Time Requirement: 1 hour Energy Cost: 300 Odyllis Requirement: 5 Spectators: Yes Success Chits: 13 Failure Chits: 2 Critical Failure Chits: 2 Ritual: The main ritualist mimes beating on the target weapon with a hammer. Secondary ritualists must be spaced evenly in a circle around the main ritualist. Spectators must all carry a weapon of some sort, and must be spaced evenly in a circle beyond any secondary ritualists. Chanting is optional. Effects: Turns a non-magical weapon of any sort into a weapon that can become +0 magic for 10 min. per day after being activated. The activation phrase is up to the ritualist. On a critical failure, the target weapon explodes, doing 10-damage to all the ritual participants.

99

Repair Limbs Type: Divine Level: 4 Time Required: 10 min. Energy Cost: 40 Odyllis Requirement: 0 Spectators: Yes Success Chits: 10 Failure Chits: 2 Critical Failure Chits: 0 Ritual: All the targets must sit within a 5' diameter circle. The ritualists walk around them. Chanting optional. Effects: Repairs the broken limbs of anyone within a 5' diameter circle defined by chalk or rope.

Reveal Magic Properties Type: Arcane, Divine Level: 1 Time Required: 10 min. Energy Cost: 10 Odyllis Requirement: 0 Spectators: No Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 1 Ritual: The ritualist must touch the target for the full 1 min. of the ritual. Chanting optional. Effects: The ritualist is made aware of any magical properties an item may have, an activation phrases an item may have. Or if it is a character, the ritualist can tell all magic spells and affects that are currently in effect on the individual.

Resurrection Type: Divine Level: 1 Time Required: 1 min. Energy Cost: 0 Odyllis Requirement: 0 Spectators: No Success Chits: 10 Failure Chits: 0 Critical Failure Chits: 0 Ritual: The ritualist must walk the edge of a divine power circle for the time it takes to complete the ritual. Effects: The ritual materializes any spirits of the dead within a divine power circle. This ritual is an advanced version of the 'Rite of Life' that all god initiates can perform. The results are exactly the same, and the only difference is this ritual takes 1 minute to do compared to the 10 minutes for the 'Rite of Life'

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Rite of Justice Type: Divine (Cephira initiates only) Level: 2 Time Required: 10 min. Energy Cost: 20 Odyllis Requirement: 0 Spectators: Yes Success Chits: 10 Failure Chits: 2 Critical Failure Chits: 0 Ritual: Ritualists must walk in a circle around the immobilized target of the ritual for the 10 min. that the ritual takes. Chanting optional. Effects: On the next death that the target of this ritual suffers, the death bag will contain ten less white marbles.

Rite of Life Type: Divine Level: 0 Time Required: 10 min. Energy Cost: 0 Odyllis Requirement: 0 Spectators: No Success Chits: N/A Failure Chits: N/A Critical Failure Chits: N/A Ritual: The Rite of Life requires a Divine Power circle to do, but is a simple process that requires no ritual skill in order to do. The roleplaying of the ritual itself is left up to the player, whether it be chanting, walking around the circle, etc. Effects: Once the ritual is complete, all of the spirits within the circle are resurrected.

Seal Glyph Type: Arcane, Divine Level: 3 Time Required: 5 min. Energy Cost: 30 Odyllis Requirement: 0 Spectators: No Success Chits: 10 Failure Chits: 1 Critical Failure Chits: 0 Ritual: Inscribing the glyph symbol on the surface where the glyph will be placed. Effects: Permanently seals an object shut and makes it invulnerable from damage. The object can only be opened/shut via a spoken or whispered 3 word phrase that is decided upon during the ritual. May only be placed on an object that can open and close. May never be placed on any weapon, shield, or armor, despite any way to open or close them. The symbol for this glyph is: three upwards pointing triangles arranged in the pattern of a downwards pointing triangle, and a downwards pointing triangle positioned above the 3. 3 lines connect the center of the downward pointing arrow to the centers of the other 3 triangles.

101

Mage Spell Lists There is a different spell list for each type of magic in the game, and each list contains a number of spells that follow that type of magic. Refer to the skills Mage Spell (1-9) and Mage Spell (10+) for information about purchasing spells. Spell Prerequisites Any prerequisites listed by a spell are spells that must be purchased before you can purchase the original spell. If the prerequisite spell is in bold this means that the spell comes from another spell list. Spell Incant With each spell in each list is an incant that is used to cast the spell. See the section on Spell Casting for full information on how to cast a spell.

Cantrips Cantrips are minor spells. Cantrips are gained through the Mage skill group special ability "Cantrips". Lvl Name

Incant

0

Create Light

With lesser magics, I create light

0

Create Water With lesser magics, I create water

0

Detect magic With lesser magics, I detect magic

0

Magic Spark

0

Wizard's Mark With lesser magics, I imbue a wizard's mark

With lesser magics, I imbue a magic spark

Air Elementalism Lvl Name

Incant

Prerequisites

1

Air Knife

With the elements, I summon an air knife

None

3

Air Bolt

With the elements, I summon an air bolt

Air Knife

4

Air Bursts

With the elements, I summon air bursts

Air Bolt

4

Charm Air Elemental With the elements, I charm this air elemental Air Bolt

5

Air Spear

With the elements, I summon an air spear

Air Bolt

7

Air Lance

With the elements, I summon an air lance

Air Spear

7

Wall of Air

With the elements, I summon a wall of air

Air Lance

With the elements, I summon a tornado

Air Lance, Wall of Air

11 Tornado

102

Arcane Power Lvl Name

Incant

Prerequisites

3

Alchemy Shield

With arcane power, I give you an alchemy shield

None

4

Spell Shield

With arcane power, I give you a spell shield

None

6

Dispel Magic

With arcane power, I dispel magic

None

7

Reflect Spells

With arcane power, you may reflect spells

Spell Shield

8

Enchant Weapon

With arcane power, I enchant this weapon

Weaken Weapon, Break Item, Mend, Dispel Magic

9

Great Alchemy Shield With arcane power, I give you a great alchemy shield Spell Shield, Alchemy Shield

10 Destroy Magic

With arcane power, I destroy magic

Dispel Magic

14 Great Spell Shield

With arcane power, I give you a great spell shield

Reflect Spells, Guard

Body Control Lvl Name

Incant

Prerequisites

2

Enhance Body

With body control, I enhance this body

None

4

Strength

With body control, I give you strength

Enhance Body

4

Weakness

With body control, you will suffer weakness Strength

5

Toughen Body

With body control, I toughen this body

Enhance Body

5

Stone Skull

With body control, I give you a stone skull

Toughen Body

8

Strengthen Body With body control, I strengthen this body

Toughen Body

9

Great Strength

11 Fortify Body

With body control, I give you great strength Strength, Strengthen Body With body control, I fortify this body

Strengthen Body, Great Strength

Death Magic (Knowing and casting Death Magic is Illegal in most parts of the Empire) Lvl Name

Incant

Prerequisites

2

Dark Bolt

With death magic, I summon a dark bolt

None

4

Dark Spear

With death magic, I summon a dark spear

Dark Bolt

6

Dark Lance

With death magic, I summon a dark lance

Dark Spear

7

Break Limb

With death magic, I break your

Dark Lance

7

Wall of Darkness With death magic, I summon a wall of darkness Dark Lance, Cloak of Night

9

Poison Blood

With death magic, I poison your blood

Break Limb

10 Dark Storm

With death magic, I summon a dark storm

Dark Lance

12 Death

With death magic, I cause your death

Dark Storm, Poison Blood

103

Defensive Auras Lvl Name

Incant

Prerequisites

1

Minor Protection

With defensive auras, I give you minor protection

None

3

Guard

With defensive auras, I give you a guard

Minor Protection

5

Major Protection

With defensive auras, I give you major protection

Minor Protection

9

Supreme Protection With defensive auras, I give you supreme protection Major Protection

10 Great Guard

With defensive auras, I give you a great guard

Guard, Major Protection,Spell Shield

Earth Elementalism Lvl Name

Incant

Prerequisites

1

Earth Knife

With the elements, I summon a earth knife

None

3

Earth Bolt

With the elements, I summon a earth bolt

Earth Knife

4

Charm Earth Elemental With the elements, I charm this earth elemental Earth Bolt

5

Earth Spear

With the elements, I summon a earth spear

Earth Bolt

6

Earth Armor

With the elements, I give you earth armor

Earth Spear

7

Earth Lance

With the elements, I summon a earth lance

Earth Spear

7

Wall of Earth

With the elements, I summon a wall of earth

Earth Lance

With the elements, I summon a rockslide

Earth Lance, Wall of Earth

11 Rockslide

Fire Elementalism Lvl Name

Incant

Prerequisites

1

Fire Knife

With the elements, I summon a fire knife

None

3

Fire Bolt

With the elements, I summon a fire bolt

Fire Knife

4

Charm Fire Elemental With the elements, I charm this fire elemental Fire Bolt

5

Fire Spear

With the elements, I summon a fire spear

Fire Bolt

7

Fire Lance

With the elements, I summon a fire lance

Fire Spear

7

Wall of Fire

With the elements, I summon a wall of fire

Fire Lance

10 Channel Fire

With the elements, I channel fire

Fire Lance, Wall of Fire

11 Inferno

With the elements, I summon an inferno

Fire Lance, Wall of Fire

Healing Arts Lvl Name

Incant

Prerequisites

1

Stop Bleeding

With healing arts, I stop your bleeding

None

4

Cure Light Wounds

With healing arts, I cure light wounds

Stop Bleeding

6

Remedy

With healing arts, I give you a remedy

Cure Light Wounds

8

Cure Wounds

With healing arts, I cure your wounds

Cure Light Wounds

12 Cure Serious Wounds With healing arts, I cure serious wounds Cure Wounds, Remedy

104

Matter Control Lvl Name

Incant

Prerequisites

2

Weaken Weapon With matter control, I weaken your None

4

Bind Portal

With matter control, I bind this portal

Bind

5

Break Item

With matter control, I break your

Weaken Weapon

8

Mend

With matter control, I mend this item

Break Item

9

Unlock

With matter control, I open this lock

Bind Portal

9

Untrap

With matter control, I disarm this trap

Unlock

With matter control, I destroy all

Mend

11 Destroy All

Mind Control Lvl Name

Incant

Prerequisites

1

Repel

With mind control, I repel this being

None

1

Slow Speech

With mind control, I slow your speech

None

2

Drop

With mind control, you will drop that None

2

Quiet

With mind control, you will be quiet

Slow Speech

3

Avoidance

With mind control, I cause your avoidance

Repel

4

Lesser Skill at Arms With mind control, I give you lesser skill at arms

None

5

Fear

Avoidance

6

Great Skill at Arms With mind control, I give you great skill at arms

Lesser Skill At Arms

6

Silence

With mind control, you will be silent

Quiet

7

Sleep

With mind control, you shall sleep

Fear

9

Charm

With mind control, I charm you

Sleep

9

Fumble

With mind control, you will fumble all

Drop, Charm

11 Paralysis

With mind control, you are paralyzed

Charm

12 Self Destruction

With mind control, I summon your destruction

Charm

With mind control, I bring forth your fears

Nature's Force Lvl Name

Incant

Prerequisites

2

Voice of the Beast

With nature's force, I speak with the voice of the beast

None

3

Senses of the Beast

With nature's force, I take on the senses of the beast

Voice of the Beast

3

Calm Animal

With nature's force, I calm this animal

Senses of the Beast

3

Club Thorns

With nature's force, I give this club thorns

Weaken Weapon

4

Talons

With nature's force, I grow talons

Enhance Body

5

Serpent's Scales

With nature's force, I give you serpent's scales

Talons

5

Eyes of the Hawk

With nature's force, I give you eyes of the hawk

Senses of the Beast

6

Control Animal

With nature's force, I control this animal

Calm Animal

8

Infuse with Oak

With nature's force, I infuse this with oak Club Thorns

9

Beast Rage

With nature's force, I summon the beast rage

10 Eyes of the Great Hawk With nature's force, I give you eyes of the great hawk

105

Control Animal Eyes of the Hawk

Necromancy Lvl Name

Incant

Prerequisites

1

Repel Undead

With Necromancy, I repel this undead

None

1

Call Undead

With Necromancy, I call this undead

Repel Undead

4

Cloak of Night

With Necromancy, i summon a cloak of night

Dark Bolt

5

Turn Undead

With Necromancy, I turn this undead

Call Undead

5

Animate Dead

With Necromancy, I animate this Turn Undead, Enhance Body

6

Destroy Undead With Necromancy, I destroy this undead

Turn Undead

8

Drain Life

Destroy Undead

9

Control Undead With Necromancy, I control this undead

10 Sever Spirit

With Necromancy, I drain your life

Turn Undead, Animate Dead

With Necromancy, I sever this spirit

Drain Life

Restraining Force Lvl Name

Incant

Prerequisites

1

Shackle

With restraining force, I shackle your feet

None

3

Bind

With restraining force, I bind your arms

None

3

Unbind

With restraining force, I remove your bindings

Shackle, Bind

4

Shackle Tight With restraining force, I shackle your feet tight

Shackle

6

Bind Tight

With restraining force, I bind your arms tight

Bind

6

Entangle

With restraining force, I entangle your body

Bind Tight, Shackle Tight

9

Entangle Tight With restraining force, I entangle your body tight Entangle

Water Elementalism Lvl Name

Incant

Prerequisites

1

Water Knife

With the elements, I summon a water knife

None

3

Water Bolt

With the elements, I summon a water bolt

Water Knife

4

Charm Water Elemental With the elements, I charm this water elemental Water Bolt

4

Ice Shackles

With the elements, I summon ice shackles

Water Lance

5

Water Spear

With the elements, I summon a water spear

Water Bolt

7

Water Lance

With the elements, I summon a water lance

Water Spear

7

Wall of Water

With the elements, I summon a wall of water

Water Lance

With the elements, I summon a typhoon

Water Lance, Wall of Water

11 Typhoon

106

Religions This section describes each of the gods in the game. If you choose to worship a god, but do not become initiated, then your choice is purely for roleplaying effect. If you choose to become an initiate of a god, you gain the ability to purchase the spell lists and god powers of the deity you choose to initiate to.

Minor Words Minor Words are very weak spells. Minor word spells are gained through the Priest skill group special ability "Minor Words". Words Level

Spell Name

Incant

0

Detect Corruption

By my holy word, I detect corruption

0

Purify Food or Drink By my holy word, I purify this

0

Repel Undead

By my holy word, I repel this undead

0

Stop Bleeding

By my holy word, I stop your bleeding

0

Varun's Light

By my holy word, I call forth Varun's light

Basic Prayers The Prayers of Aid and Prayers of Power spell lists are available by buying the Basic Prayers skills, and are available for anyone to purchase. Prayers of Aid Level Spell Name

Incant

1

Minor Vestment

With prayers of aid, I give you minor vestment

3

Cure Light Wounds

With prayers of aid, I cure light wounds

5

Major Vestment

With prayers of aid, I give you major vestment

6

Cure Wounds

With prayers of aid, I cure wounds

6

Remedy

With prayers of aid, I give you a remedy

7

Repair Limb

With prayers of aid, I repair your

9

Cure Serious Wounds With prayers of aid, I cure serious wounds

9

Supreme Vestment

With prayers of aid, I give you supreme vestment

20

Bind Spirit

With prayers of aid, I bind this spirit

107

Prayers of Power Level Spell Name

Incant

1

Detect Magic

With prayers of power, I detect magic

2

Drop

With prayers of power, you will drop that

3

Alchemy Shield

With prayers of power, I give you an alchemy shield

3

Guard

With prayers of power, I give you a guard

4

Spell Shield

With prayers of power, I give you a spell shield

6

Dispel Magic

With prayers of power, I dispel magic

6

Lightning

With prayers of power, I call forth lightning

9

Mend

With prayers of power, I mend this

9

Great Alchemy Shield With prayers of power, I give you a great alchemy shield

10

Destroy Magic

With prayers of power, I destroy magic

10

Great Guard

With prayers of power, I give you a great guard

14

Great Spell Shield

With prayers of power, I give you a great spell shield

Karmic Powers Karmic Powers work exactly like the Divine Powers that each god can grant, but do not come from the gods themselves. Any character that satisfies the level requirement of a karmic power may purchase it at the CP cost listed, regardless of god worship or initiation status. Name Aura Life

Level CP Description of 1

1

Once purchased, Aura of Life permanently allows the first aid skill to be used in 20 seconds less time than normal.

Aura of 4 Protection

3

This power gives the character +2 permanent, repairable, armor points.

Aura of 8 Resistance

4

This power grants the character with a resist. This resist may be used to block any spell, effect attack, carrier attack, or potion effect. The initiate may choose when to use this power by saying, "resist" within 5 seconds of being hit by the spell, attack, or effect they wish to negate. You may not resist waylay with this power, but disarm or break item type special attacks may be resisted. This power may be used once per day.

Initiation To gain access to the spell lists, powers, and abilities available through a god, a character must become initiated to that god. This is done either at character creation by purchasing the appropriate merit, choosing any of the priest packages, or becoming initiated through roleplaying during a game day. NOTE: Characters may begin initiated into any of the Lesser Powers without buying the initiated merit. The Rite of Life Every initiate of every god is taught the rite of life as a part of his or her initiation. The Rite of Life allows an initiate to resurrect spirits that are within a divine power circle. Please refer to the Rite of Life ritual in the Rituals section for more information.

108

The Balance The world isn't as dull as black, white, and the few people caught in-between. The wheel of the pantheon is no longer a balance between 2 forces, but a balance between 5. You should already know what Good, Neutral, and Evil mean, but the other two, Law and Chaos, require definition.

Law Law is the unchanging force of order. The agents of Law strive to impose perfection, stability, tradition and order. While this thought appeals to most humans, it is by no means perfect. A world of absolute law would eliminate individual thought and emotion. Although Law has its faults, most mortals view it as a morally correct choice and it is held in higher regard than chaos (and Evil for that matter). A prime example of Law would be Cephira. While good natured due to the laws of mortal society, the church of Justice is more interested in order and stability than true moral justice.

Chaos Chaos is the ever-changing, ever creative force. Neither good nor evil, chaos works to upset and tear down everything Law works to build. While this helps to stimulate change in a stagnant world, chaos is a destructive force that few humans can see the merit in. The Church of Bahlak is prime example of chaos. It is a destructive force that takes no sides, existing only to fight anyone and everyone.

The Gods The gods are listed below within four different categories: Supreme Gods, Major Gods, Minor Gods, and Lesser Powers. Each god is listed with his/her powers, spell lists, descriptions, realms, colors, and requirements.  Name: The primary name of a god is the most common name that is used to refer to the deity. Most gods also have other names that they are referred to by certain sects.  Type: There are 4 types of gods, supreme, major, minor, and lesser powers. The type determines how powerful a god is, which directly reflects on what spells and powers are available to their initiates.  Realm: Each god has one or more areas of influence. The realms that a god has are reflected in their spell lists, powers, and types of worshipers.  Symbol: All gods have a symbol that their worshipers use to identify themselves as part of the church.  Color: Most gods have one or more colors that their worshipers use on their clothes, decorations, artwork, architecture, weapons and armor, etc. to show their dedication to their god.  Requirements: Most churches have requirements to join the ranks of their initiates. The requirements of a church must be fulfilled before someone is allowed to become a full initiate of the church.  Description: The descriptions of the gods come from descriptions of holy visions and recounts of the rare times when a god has walked the land. Many worshipers endeavor to dress in the same fashion as the deity that they worship.  Organization: Each church has it's own hierarchy that it uses to govern itself.  Tenants: Each church has a structure of tenants that the initiates must strive to uphold.  Spell List:All of the gods have a list of spells that are available to their initiates. To cast spells from these lists, an initiate must purchase the Spell List skills.  Abilities: Initiates of certain gods gain special abilities upon being initiated into the church. These abilities do not need to be purchased.  Divine Powers: Each gods has a list of granted powers that their initiates may purchase with CPs if they meet the specified level requirement. Unless noted in the description as a permanent power, all divine powers require the user to say a phrase in order to use the power. If the description of a power does not give a specific phrase, the phrase is: "By , I invoke ". This must be stated in (at minimum) a normal speaking voice, unless otherwise noted.

109

Amneron (The Sage, Peace-Bringer)  Type: Major (Good)  Realm: Peace, Knowledge and Magic  Symbol: An Open Book  Color: Yellow

Requirements No initiate of Amneron may ever use a bladed weapon. Initiates must have the Read & Write skill.

Description Some claim that Amneron is from another universe entirely and that he traveled here to help end a conflict that almost destroyed the world in its infancy. Eons later, Amneron is now one of the most revered forces in the heavens. His wise council is always called upon in celestial debates and his magical prowess is legendary. Amneron's initiates tend to be peaceful scholarly individuals. While this stereotype has led many to believe that those who follow the PeaceBringer are cowardly and unwilling to stand up to a challenge, they are quickly reminded that Amneron is the god of magic. With the recent changes in the heavens, many priests wonder about the fate of Amneron's church. Stygian is now the god of Balance, thus creating two gods of peace or balance. Furthermore, Amneron has changed his once neutral outlook on the world. Although The Sage still strives for peace, he has sided with the forces of good after Sevre's ascension. Many believe that Amneron will leave the peace keeping to Stygian and bring all his knowledge and magic power to bear on the forces of darkness.

Organization

Level Spell Name

Incant

1

Repel

By Amneron, I repel this being

1

Shackle

By Amneron, I shackle your feet

2

Drop

By Amneron, you must drop that

2

Quiet

By Amneron, you must be quiet

2

Weaken Weapon By Amneron, I weaken your

3

Avoidance

By Amneron, I cause your avoidance

3

Bind

By Amneron, I bind your arms

4

Shackle Tight

By Amneron, I shackle your feet tight

5

Bind Portal

By Amneron, I bind this portal

5

Break Item

By Amneron, I break your

6

Silence

By Amneron, you will be silent

6

Sleep

By Amneron, you shall sleep

6

Bind Tight

By Amneron, I bind your arms tight

6

Entangle

By Amneron, I entangle your body

7

Wall of Force

By Amneron, I call forth a wall of force

9

Entangle Tight

By Amneron, I entangle your body tight

9

Fumble

By Amneron, you will fumble all

10

Destroy All

By Amneron, I destroy all

10

Destroy Magic

By Amneron, I destroy magic

10

Great Guard

By Amneron, I give you a great guard

10

Paralysis

By Amneron, you will be paralyzed

12

Death

By Amneron, I cause your death

The Church of Amneron is organized in the same way that the Church of Varun is. In addition, the church also supports several magical organizations, chief among them being the Amber Magical College.

110

Tenants    

Peace Conflict hurts everything and has effects that no one can ever fully realize. Avoid confrontation and work to stop conflict, war, and strife. Knowledge The greatest gift Amneron gave his children was the gift of the written language. Untold information lies hidden in ancient scrolls and tomes. The followers of the Sage must seek out this knowledge. Teach Knowledge is useless if not given to others. As Amneron gave his gift of language so that others may learn, so shall the initiates of the Peace-Bringer. Magic Amneron is the keeper of magic. Some whisper that he has locked up the secrets of old and that only he can awaken them. Many believe that Mana is a gift from Amneron.

Note: 10th through 12th level spells are only granted after a priest has learned the Supreme Magic Divine Power

Divine Powers

Power Name

Level CP Description

Gift of 2 Knowledge

2 This power will allow the invoker to use any non-spell or non-ritual skill they do not possess as long as they have the prerequisites for it. This power lasts for 10 minutes. This power may be used once per day.

Dreams of 6 Amneron

2 This power will allow the invoker to gain information about that day's event. The plot committee will inform the initiate about the visions they see. This power may be used once per day, at the start of the game day.

Amneron's 7 Incantation

4 This power will allow the invoker to re-cast any spells that do not hit a valid target. This power will last for 10 minutes. This power may be used once per day.

Field Peace

of 9

4 Invoking this power creates a field around the invoker. Any weapons that score a hit on the invoker are struck with a break weapon. For non-breakable weapons, the attacker takes the damage as well as the initiate. This power will last for 10 minutes. This power may be used once per day. When this power is active, the character must wear a white sash with the word "peace" written across it several times.

9

5 This power permanently allows the priest to memorize and cast any of Amneron's 10th-12th levels spells.

Supreme Magic

111

Balahk (The War-Bringer, Battle-Lord)  Type: Major (Chaos)  Realm: War and Conflict  Symbol: A Flaming Sword  Color: Red

Level Spell Name

Incant

1

Minor Protection

By Balahk, I give you minor protection

1

Shackle

By Balahk, I shackle your feet

3

Lesser Skill at Arms By Balahk, I give you lesser skill at arms

All initiates of Balahk must have skill in at least one weapon.

3

Prevent Flight

By Balahk, I prevent your flight

3

Strength

By Balahk, I give you strength

Description

4

Shackle Tight

By Balahk, I shackle your feet tight

4

Steel Grip

By Balahk, I give you a steel grip

5

Fire Spear

By Balahk, I call forth a fire spear

5

Major Protection

By Balahk, I give you major protection

6

Great Skill at Arms

By Balahk, I give you great skill at arms

6

Entangle

By Balahk, I entangle your body

7

Wall of Fire

By Balahk, I call forth a wall of fire

8

Blood Rage

By Balahk, I bring the blood rage

Requirements

Born of conflict, Balahk knows only war. The fury of battle and the smooth handle of a blade are the only things that bring him comfort. His initiates follow in his footsteps. To some, war is an art form, while to others it is a way of life. Of all the gods, Balahk asks the least of his followers: fight... nothing more. Sides or causes matter little, only the rush of a battle and the hard ringing of a sword have meaning; everything else, as they say, is just details.

Organization

Great Strength By Balahk, I give you great strength The church of Balahk is non-existent, at least in a 8 formal sense. While the followers of the Battle-Lord 9 Supreme Protection By Balahk, I give you supreme protection seek conflict, they care little for rank or politics. 15 Supreme Strength By Balahk, I give you supreme strength Usually the church is composed of a group of initiates that follow a High Priest or, more than likely, follow a Warlord (who in turn has a priest adviser). Those that follow Balahk are a varied lot. Some enjoy the honor of combat, some fight for another cause, while others live only to fight. This variety of followers lends itself well to Balahk's chaotic nature.

Tenants  

War Balahk asks that all his initiates partake in battle whenever they have the opportunity. Honor Great warriors should be given respect in life and in death. Honor the living by fighting on equal ground with those deserving. Honor the dead by remembering their deeds.  Fury To lose oneself in the heat of battle is to reach out to the Battle-Lord; it is a state of enlightenment. The Fury guides you in battle and helps you to understand Balahk and yourself.  Conflict Spreading and creating conflict is the only way one can understand the nature of Balahk. Note: The Supreme Strength spell is only available through the Rite of Strength Divine Power Divine Powers Power Name

Level CP Description

Immune 3 to Fear

1 Once this power is purchased, the initiate is permanently immune to all types of Fear. When struck with a fear attack of any sort, the initiate must call out "immune".

Spirit of 4 Battle

2 If an initiate dies while this power is invoked, the initiate will get to replace 2 failure chits in his or her death bag with 2 success chits. This power may be used once every 10 minutes. This power lasts for 10 minutes.

Blade of 8 Balahk

4 When this power is invoked, the weapon used by the initiate is engulfed in fiery aura. The weapon gains a +1 damage bonus, and gains the property 'Magic' for the duration of the power. This power lasts for 10 minutes. This power may be used once per day.

Rite of 9 Strength

3 This power permanently allows an initiate to memorize and cast the level 15 spell, Supreme Strength.

112

Cephira (The Law Giver, The Protector)  Type: Supreme (Law)  Realm: Truth and Law (Keeper of Dragons)  Symbol: Balanced Scales  Color: Gold

Requirements Initiates must have the skill "Knowledge, Law".

Level Spell Name

Incant

1

Minor Protection By Cephira, I give you minor protection

Description

2

Enhance Body

By Cephira, I enhance this body

Cephira was one of the first gods created by the AllFather and has served him faithfully as Keeper of his most beloved Dragons. During humanity's first days, Cephira gave them the gift of Laws. Since that time, she has instructed her initiates that Law and Order must by obeyed above all else. Without them, the world would fall to the tyrannical ways of the evil and injustice. It is because of this core belief that Cephira boasts one of the largest churches in the world. The idea of order and stability appeals greatly within the Empire, and many of its highest-ranking knights and nobility follow the path of the Law Giver. With Sevre's recent rise to Supreme god, Cephira has taken Varun's spot as Supreme god over the forces of good. Although this usurpation of power has upset the relationship between the Church of Varun and Cephira, the two sides remain cordial.

2

Quiet

By Cephira, you will be quiet

2

Sun Bolt

By Cephira, I call forth a sun bolt

4

Strength

By Cephira, I give you strength

4

Weakness

By Cephira, you will suffer weakness

5

Bind Portal

By Cephira, I bind this portal

6

Silence

By Cephira, you will be silent

6

Great Skill at Arms By Cephira, I give you great skill at arms

6

Sun Lance

By Cephira, I call forth a sun lance

7

Reflect Spells

By Cephira, you may reflect spells

8

Strengthen Body

By Cephira, I strengthen this body

9

Sever Spirit

By Cephira, I sever this spirit

9

Fumble

By Cephira, you will fumble all

9

Great Strength

By Cephira, I give you great strength

9

Entangle Tight

By Cephira, I entangle your body tight

Organization

Inferno By Cephira, I call forth an inferno Cephira gave mortals the first set of codified laws. 10 This act helped sow the seeds that founded the 10 Great Spell Shield By Cephira, I give you a great spell shield Human Empire. In fact, the rankings of Nobility 10 Paralysis By Cephira, you will be paralyzed founded in the Empire echo the ranks given out in the church of Cephira. Initiates in The Protectors Church are known as Squires, and Priests are known as Knights. The various ranks of High Priests are divided up according to their position in the church. Lower ranking High Priests are Barons, followed by Counts, and at the top of this chain of command exists the Council of Dukes. This august body guides the church and reportedly answers only to the Law Giver herself. Individuals who have proven themselves worthy in the church may be given a higher ranking then they qualify for (this is most often true in the case of knights who do not possess the ability to cast the spells of Cephira); although this is the exception, not the rule. It is important to note that these rankings exist in the Church of the Cephira. A common man who is known as a Knight in the Church of Cephira is not nobility in the eyes of the Empire. To avoid confusion, the church seldom uses these titles in mixed company.

113

Tenants    



Law Without law life would give way to reckless chaos and anarchy. Protect Just as the followers of Cephira watch over the Dragons, they must use the laws they provide to watch over those unable to protect themselves. Chivalry Cephira is also the patron god of the Knights' Code. Many initiates consider the ways of Chivalry to be sacred. Truth Truth lies at the very heart of everything. The absence of truth hinders those who follow the Giver of Laws. Obfuscating the truth only serves to strengthen the unjust and harm those who need protection. Many theologists believe that it is because of this tenant that Cephira chose to stand against Varun after Sevre's ascension. Guide In the coming struggles against the demon hordes of Sevre, the followers of Cephira must stand at the forefront, ready to lead all the forces of good into battle.

Abilities 

Flames of the Dragon - Initiates of Cephira are able to call upon the breath of the dragon. The player may throw a red spell packet and call out "Fire Spear". This ability is limited to 3 uses per day.

Divine Powers Power Name

Level CP Description

Resist Death Magic

3

2 The initiate may resist any spell listed in the mage Death Magic spell list, or any attack with the 'Dark' keyword. The initiate may choose when to use this power by saying, "resist" within 5 seconds of being hit by the spell or attack. This power may be used once per day.

Resist Waylay

5

2 This power permanently gives the initiate 3 extra points of waylay protection.

Righteous 6 Arm

2 Invoking this power will allow any blow struck by the invoker to be considered magical and will negate any damage barriers, damage reduction, or immunities. Once invoked, the player may call out their weapon damage as ' Divine'. This power lasts for 10 minutes and may be used once per day.

Steel Dragon Shield

7

4 This power allows the initiate's shield to reflect all spells for 10 minutes. The packet must hit the shield. The initiate must have the shield skill or an active greater skill at arms spell. During the time this power is active, the shield is undroppable and unbreakable. This power may be used once per day. When this power is invoked, the character must wear a white sash with the word "shield" written across it several times.

Final 9 Judgment

2 This power permanently allows the priest to cast any of his or her Sever Spirit spells as Shatter Spirit spells instead. The spell incant for Shatter Spirit is: "By Cephira, I shatter this spirit."

Varun's Gift

5 This power allows the invoker to use any one divine power of 9th level or lower from any of the other gods for the duration of the game day. If a power is chosen from an evil god, the initiate will be immediately divested. This power may be used once per day.

10

114

Chadus (The Watcher Below, Life-Taker)  Type: Minor (Evil)  Realm: Undead and Rot  Symbol: A Diseased Hand  Color: Brown

Requirements

Level Spell Name

Incant

1

Shackle

By Chadus, I shackle your feet

Description

2

Dark Bolt

By Chadus, I call forth a dark bolt

While Myrna strives to protect all life, Chadus seeks to destroy and corrupt it. Chadus unleashes an endless stream of new diseases and plagues upon the world, each in effort to destroy all life and increase his ever-growing army of undead. Although only a minor power, no god other then Sevre spits in the face of all that is good with such malice as Chadus. His ability to raise people from beyond the grave subverts Varun's Plan and ignores the natural cycle of life that followers of Rivas, as well as Vestehar, hold so dear. Chadus asks his followers to discard the misbegotten notions of life that they have been taught by the children of light and embrace his. In the service of Chadus one never needs to worry about death.

3

Avoidance

By Chadus, I cause your avoidance

3

Cloak of Night By Chadus, I call forth a cloak of night

4

Call Undead

By Chadus, I call this undead

4

Fear

By Chadus, I call forth your fears

4

Shackle Tight By Chadus, I shackle your feet tight

4

Weakness

5

Animate Dead By Chadus, I animate the dead

6

Break Limb

By Chadus, I break your

6

Silence

By Chadus, you will be silent

Initiates must have the skill "Knowledge, Undead".

By Chadus, you will suffer weakness

Organization The Church of Chadus is very, very disorganized. Typically, powerful priests or mages that follow the Life-Taker form their own small armies. These armies serve their master's plan faithfully, until their master's demise. Although weaker Necromancers will bow to those possessing greater knowledge of the Dark Arts, it is not uncommon for two initiates to war with one another.

Tenants 

 

The Plan With the aid of the Watcher, Varun's Plan is a thing of the past, a chain the All-Father uses to tether mortals to his church. The power of Chadus can free you from a cyclic existence and show you the way to life eternal. Death Unlike the naive children of light, Chadus knows that not all life is precious. The Life-Taker bestows the right upon his followers to decide who lives, who dies, and who will spend eternity in his service. Rot and Disease Varun granted each of his creations life, but he also made it so each would eventually die. Everything decays. Chadus bestows rot and disease upon the living so they may realize Varun's folly.

Divine Powers Power Name

Level CP Description

Control 5 Undead

3 The invoker may control minor undead (less than 20 total body) within a 10-foot radius. This power will last for 10 minutes. This power may be used once per day.

Circle of Night

2 This power creates a 10-foot radius circle of darkness centered on the invoker. This protects against sunlight. This power will last for 10 minutes. This power may be invoked once per day.

6

115

Endivarr (The Architect, Lord of the Forge)  Type: Minor (Neutral)  Realm: Invention and Crafting  Symbol: An Anvil  Color: Orange

Requirements Initiates must have a maker profession.

Description

Level Spell Name

Incant

1

Minor Protection

By Endivarr, I give you minor protection

1

Repair Armor

By Endivarr, I repair this armor

2

Strengthen Item

By Endivarr, I strengthen this

3

Fire Bolt

By Endivarr, I call forth a fire bolt

3

Great Repair Armor By Endivarr, I greatly repair this armor

5

Endivarr's Blessing By Endivarr, I give you Endivarr's blessing

5

Major Protection

By Endivarr, I give you major protection

The lord of the forge was charged by Varun to 5 Stone Skull By Endivarr, I give you a stone skull oversee the creation of inanimate objects after a 6 Mend By Endivarr, I mend this failed attempt by the Nameless One and Xeriss to steal the Creation aspect from Him. It is rumored that Endivarr created all the godly items that the rest of the pantheon uses, regardless of their alignment.

Organization The church of Endivarr is organized like most crafter professions; it consists of apprentice, journeyman, crafter, master crafter, artisan, and master artisan ranks. The master artisan rank is equivalent to an arch patriarch of another religion. Master artisans posses very extensive crafting abilities along with many special abilities granted by Endivarr himself, which have produced some of the most precious items in empirical history.

Tenants   

Create Endivarr teaches all his followers to create as much and as often as possible. You must strive to create items on a regular basis. Improve Failed and flawed creations should always be studied for future reference and the crafter should be aware of possible paths for improving the item creation process. Innovate Endivarr is said to have a realm littered with incredible structures and terrible war machines that he produced. Makers of Endivarr should constantly be thinking of possible future creations.

Divine Powers Power Name

Level CP Description

Create Item

4

2 With this power the initiate can create any item of less than 10 pounds. The item will last for a duration of 10 minutes. This power may be used once per day.

Mark of 5 Xeriss

2 A small mark is etched into any object that can be opened or closed; this makes the object indestructible for the duration of the game day. This power may be used once per day.

Toughen 6 Item

3 Invoking this power allows the initiate to grant any one item a resist. This resist works exactly the same as a resist granted through a ritual or through the work of a smithy. This power may be used once per day, and the effect lasts the entire game day.

116

Jovius (Mirth-Giver, The Luck Lord)  Type: Major (Good)  Realm: Luck, Happiness, and Communities  Symbol: A Mug  Color: Blue

Requirements

Level Spell Name

Incant

1

Shackle

By Jovius, I shackle your feet

1

Water knife

By Jovius, I call forth a water knife

2

Cure Light Wounds

By Jovius, I cure light wounds

The Luck Lord wishes his initiates to spread joy and good tidings to all. He is even rumored to spend a great deal of time in the mortal realms raising the spirits of those rife with despair. Jovius teaches his children to be free from the cumbersome troubles of the world; much more can be solved with a conversation over dinner and drinks than with a thousand soldiers on the battlefield.

2

Quiet

By Jovius, you will be quiet

2

Alchemy Shield

By Jovius, I give you an alchemy shield

4

Shackle Tight

By Jovius, I shackle your feet tight

4

Seal Pockets

By Jovius, I seal your pockets

4

Weakness

By Jovius, you will suffer weakness

5

Remedy

By Jovius, I give you a remedy

7

Reflect Spells

By Jovius, you may reflect spells

Organization

8

Great Alchemy Shield By Jovius, I give you a great alchemy shield

The church of Jovius consists of many forms of entertainers and priests, all of which are equally important in to Jovius and his goals. The ranks within are judged solely on the ability to lift spirits or entertain the masses.

8

Mend

By Jovius, I mend this

9

Charm

By Jovius, I charm you

9

Fumble

By Jovius, you will fumble all

Initiates must be happy and able to entertain others in some way. They must have knowledge in at least one pertinent subject, i.e. games, gambling, music, etc.

Description

Tenants    

Merry One must remain joyful if they want any chance on spreading an uplifting message. Entertain If your message is not entertaining, they will not listen or respond accordingly. Carefree Don't fret the little things in life that get you down. Camaraderie Build strong friendships into communities that prosper.

Divine Powers Power Name

Level CP Description

Impatience 3

2 This power shows the true spirit of Jovius. The power can hasten the time of anything in game, whether good or bad effects are happening. It will reduce the time of the project from one minute to one second. The maximum time reduced is 20 minutes and the minimal time of any ability done is 10 seconds. If this power is used on an ability that requires drawing a marble, add one failure marble when used. This power may be used once per day.

Luck

5

2 This power allows the initiate to raise his/her body from negative to zero if they have completed their death count without receiving any healing or first aid. This power can also be used to exactly mimic the effects of the Trap Dodge skill. This power does not require an invocation phrase and can be used even while unconcious or incapacitated. This power may be used once per day.

Generosity 8

3 This power grants the invoker one random god power from a list comprised of all the level 1-8 god powers except those from evil gods. The initiate must give the power away to another person to use. The invoker can give the power to one person at any point throughout the day and the duration is based on the specific power granted. As soon as the power is given, the initiate receives a duplicate power for his great generosity.

117

Kaervann (The Traveler, The Wanderer)  Type: Lesser (Neutral)  Realm: Travel, Orphans, Night  Symbol: A Star, A Bone Mask  Color: None

Level Spell Name

Incant

1

Shackle

By Kaervann, I shackle your feet

1

Unbind

By Kaervann, I remove your bindings

3

Avoidance

By Kaervann, I cause your avoidance

Requirements

3 Prevent Flight By Kaervann, I prevent your flight Wanderers do not stay in one place long. They feel the freedom of the open road with every step they take. Charged with the duty of guiding others to their destinations, Wanderers ask only for food in exchange for their services. These Free Folk are responsible for any orphan they come across, and it is not uncommon to see many Wanderers stalking the edges of besieged cities. All Wanderers are required to have one lore. Water-going Wanderers may take Knowledge: Sea or River Routes instead of a lore.

Description Kaervann is an enigmatic figure. He is both the son and lover of Stygian, a product of her loneliness. But the Night was in his blood, and freedom in his heart. Kaervann took to the open road to observe all of Creation, dazzled by its brilliance. Like their god, Wanderers must travel. They also love to boast, tell stories, and are notorious tricksters. Some work as scouts, some as guides, some as highwaymen or brigands, and still others as ferrymen and women. Knowing loneliness, Kaervann has also taken it upon himself to protect the orphans of the world. Should a Wanderer come across an orphaned child, they are required to care for that child. Many Wanderers can be seen with their young 'apprentices' at their sides. Should any Wanderer be asked to guide someone, by the decree of their Father, they must do so. However, should those the Wanderer guides betray him or her, they are also required to slay their charge. Very few are the people who would deceive or attack a Wanderer. It is also rumored that the Wanderers have a strange affinity for the fae, possibly a gift from Stygian.

Organization Wanderers meet only in passing. When they happen to stumble into a fellow brother or sister, they share the news of their travels, warnings, and stories. Every High Holy Day, Wanderers come from far and wide and gather as a special location. The location of this gathering changes each time and all Wanderers seem to know instinctively where it will be held, although they couldn't tell you themselves. They just go where their feet take them. Such gatherings are full of tall tales, stories, news, feats of strength and dexterity, drinking contests, dancing, and festivity. It is only when the moon rises that things become more solemn, for it is also the High Holy day of Stygian. Wanderers quietly pray and share their news with Stygian. After their vigil, they share descriptions of people who need to be taken care off. Then the real party begins.

Tenants 



Travel Traveling is freedom. It brings knowledge, adventure, and individuality. Wanderers cannot stay in one place long. In fact, they aren't supposed to stay in one place for more than a month. Not that most would want to. Wanderers who act as guides or scouts may choose a place as a base of operation, however. Vigilance The roads are dangerous and the nights even more so. Without vigilance, a person is weak, defenseless, and will fall like so many autumn leaves. The Wanderer must be as strong as the earth below and as vigilant as a hawk.

Divine Powers Power Level CP Description Name Flee

2

3 This power allows the initiate to flee any battle they choose. When invoked the initiate must put their hands above their head and call out "flee!". They must then move as quickly as possible away from the battlefield. This power may be used an unlimited amount of times per day, but may not be used more than once during the same battle.

118

Lucius (The Stalker)  Type: Minor (Chaos)  Realm: Theft and Wealth  Symbol: Unknown  Color: Unknown

Requirements

Level Spell Name

Incant

Initiates must steal items totaling 2 silver pieces in value every year.

1

Shackle

By Lucius, I shackle your feet

1

Minor Protection By Lucius, I give you Minor Protection

Description

1 Wizard's Mark By Lucius, I imbue a wizard's mark The return of the long dead god of Thieves has been Quiet By Lucius, you will be quiet the topic of many heated discussions in theological 2 debates. After the death of Xeriss, a god was needed 2 Drop By Lucius, you will drop that to fill the void. As the members of the heavens 3 Unbind By Lucius, I remove your bindings argued among themselves as to who should assume Bind Portal By Lucius, I bind this portal Xeriss' realms, mortals took the initiative and solved 4 the problem for them. A family of merchants, loyal to 4 Shackle Tight By Lucius, I shackle your feet tight Lucius had been working for generations to revive Eyes of the Hawk By Lucius, I give you eyes of the hawk their god. When Xeriss fell they made their move. 5 Some believe that his return combined with the 6 Silence By Lucius, you will be silent death of Xeriss is what sparked the current situation 6 Sleep By Lucius, you shall sleep in the heavens. No matter the case, Lucius is nowhere Unlock By Lucius, I open this lock to be found. The Stalker has quietly slipped out of the 6 spotlight, choosing to spend his second life focusing on his church. The followers of Lucius see themselves as independent free spirits, unfettered by the laws of some faceless bureaucrat. This causes them to be on the wrong side of the law oftenly. Few are concerned with that and many live the life of an outlaw. Some Lucites operate legitimately, however they often use the laws of society as a weapon against itself. After all, money can buy anything.

Organization The Church of Lucius is very new. At this stage, not everyone knows of Lucius' return. Those high-ranking priests of the Stalker are working towards creation of a guild-like structure. Although only a few cities are involved at this time, it will not be long before the Church of Thieves achieves its goal- a vast network of merchant houses, and thieves guilds working in Lucius' name.

Tenants   

Laws Laws bind a person and destroy their individuality. Lucius teaches his followers to ignore them. Initiates do as they wish in order to appease their thieving god. Wealth There is almost nothing that cannot be accomplished with gold. Those who worship Lucius accumulate great hordes of wealth in his name in order to conduct their lives as they see fit. Theft The core belief of Lucius is Varun created everything in the world for his children to enjoy. If you see something you desire, take it.

Divine Powers Power Name

Level CP Description

Phase

4

3

This power allows the initiate to become non-corporeal. A character may pass through walls and sink through floors. When non-corporeal you may not affect anything, and only magic affects you. This power may be used 3 times a day and lasts for 5 seconds each use. The power may be used consecutively. If the power is used to pass through an unknown distance of solid matter, and the initiate does not make it through before the power expires, they die and all items on the initiate are destroyed.

Destroy 6 Magic

1

This power allows the initiate to throw a Destroy Magic spell as a ranged carrier attack, once per day. The initiate must call out "destroy magic, and hit a target with a red spell packet. The effects of this power are the same as the destroy magic spell.

119

Myrna (Life-Mother, The Merciful One)  Type: Major (Good)  Realm: Life and Healing  Symbol: A Drop of Water, or a Silver Bowl of Water  Color: Silver

Level Spell Name

Incant

1

Repel Undead

By Myrna, I repel this undead

2

Cure Light Wounds

By Myrna, I cure light wounds

3

Avoidance

By Myrna, I cause your avoidance

4

Cure Wounds

By Myrna, I cure wounds

5

Turn Undead

By Myrna, I turn this undead

5

Repair Limb

By Myrna, I repair your

5

Sleep

By Myrna, you shall sleep

6

Remedy

By Myrna, I give you a remedy

Description

6

Tears of Life

By Myrna, I call forth tears of life

Myrna watches over and cares for the children of Varun. By spreading the message of mercy and life followers of the Life-Mother hope to foster mutual respect amongst all beings of light. Life is held in the highest of regards in the Church of Mercy, and initiates of Myrna take personal offense to the servants of Chadus and all other forms of the undead.

6

Cure Serious Wounds By Myrna, I cure serious wounds

6

Destroy Undead

By Myrna, I destroy this undead

7

Cure Insanity

By Myrna, I cure you of insanity

7

Strengthen Spirit

By Myrna, I strengthen your spirit

8

Cure Critical Wounds By Myrna, I cure critical wounds

Organization

9

Fumble

Requirements All initiates are required to have the First Aid skill and must never have spilled the blood of an innocent. Any initiate who actively takes the life of another mortal will immediately be ostracized from the church, never to be forgiven and never allowed to return.

By Myrna, you will fumble all

Heal By Myrna, I heal all your wounds The Church of Mercy is loosely organized. Ranking 9 within is nearly pointless, since Myrna's core belief 20 Bind Spirit With prayers of aid, I bind this spirit system is based off the concept of respect for every life. When disputes arise within the Church, a council of elder priests and priestesses most often solve matters.

Tenants 

Life All life is sacred. Initiates of Myrna should do everything within their power to protect the lives of those that are children in Varun's light.  Mercy Varun's children are flawed. Mercy is a must if they are to learn anything more than punishment and vindictiveness.  Healing Myrna has given great power to her followers. Initiates must spread their talents across the world, treating the injured and healing the sick of body and of mind.  Respect All of Varun's creations must be shown the respect they deserve. Each creation is a part of His plan and has a purpose. Note: The bind spirit spell is only available through the Rite of Life Divine Power

Divine Powers Power Name

Level CP Description

Resist Disease

2

1

This power allows the initiate to resist one disease per day.

Myrna's touch

5

1

Invoking this power allows the initiate to use the first aid skill instantly, instead of the normal 1 minute time. This power may be an unlimited amount of times per day.

Sanctuary 8

4

When invoked, the initiate cannot be hurt by any means. The initiate may not make any hostile actions or the power will end. When this power is active the character must wear a white sash with the word "sanctuary" written across it several times. The invoker may remain in Sanctuary for up to 10 minutes or until the invoker does damage or casts any type of harmful spell. This power may be used once per day.

Rite Spirit

3

This power permanently allows an initiate to memorize and cast the "Bind Spirit" spell.

of 9

120

Nameless One (Father of Lies, The Red Death)  Type: Major (Evil)  Realm: Murder and Deception  Symbol: Three Drops of Blood  Color: None

Requirements All initiates of The Nameless One must take at least one life once per year as homage to their god.

Description No single god has done more damage to the heavenly order than the Nameless One. Throughout the ages he has stolen from Varun, posed as other gods, and coerced nearly the entire pantheon to revert to human form, all in an attempt to seize more power for himself. His actions have caused many to respect and fear him, and his initiates are among the most fanatical in the world. For the followers of the Nameless One, power is absolute. The power to rule, the power to corrupt and, most importantly, the power to take another life drives these individuals. Initiates of the Red Death see the act of taking another's life as the most blatant display of power. For one second you control a person's fate in every possible way. This is what motivates the dark and twisted minds of those that follow the Father of Lies.

Level Spell Name

Incant

1

Shackle

By the Nameless One, I shackle your feet

2

Dark Bolt

By the Nameless One, I call forth a dark bolt

2

Quiet

By the Nameless One, you will be quiet

4

Dark Spear

By the Nameless One, I call forth a dark spear

4

Shackle Tight By the Nameless One, I shackle your feet tight

4

Weakness

By the Nameless One, you will suffer weakness

5

Fear

By the Nameless One, I call forth your fears

6

Dark Lance

By the Nameless One, I call forth a dark lance

6

Entangle

By the Nameless One, I entangle your body

6

Silence

By the Nameless One, you will be silent

7

Poison Blood By the Nameless One, I poison your blood

8

Sever Spirit

By the Nameless One, I sever this spirit

8

Unlock

By the Nameless One, I open this lock

9

Charm

By the Nameless One, I charm you

9

Entangle Tight By the Nameless One, I entangle your body tight

9

Untrap

By the Nameless One, I disarm this trap

9

Death

By the Nameless One, I cause your death

Organization The Church of Lies was founded on the ideals of lies and deception. Trying to guess the true organization of the church would be folly. Rumors say that those who follow the Nameless One follow a hierarchy similar to Varun's, but it's anyone's guess as to how close to the truth those rumors really are.

121

Tenants   



Power Power is what makes the world work. Those with power make their will a reality. Deceive By hiding their intentions the Followers of Lies blind others to their true power. Corrupt Long ago, Lord Murder discovered that it was not in his power to create, but he could alter Varun's creations to do his own dark work. His initiates do the same. Corruption is an art and can be as simple as corrupting a city official to as grand as creating an army of trolls. Kill Destroying a life is the ultimate gift and offering one can give to Lord of Deception.

Divine Powers Power Level CP Description Name False Race

1

5 The initiate may take on the appearance of any other race. The race chosen must be the same for at least 1 month. It takes 10 minutes to change from chosen race to real race and back. As long as it is the chosen race of the month, the initiate can change as many times as they wish.

Unscry 2

2 This power needs no invocation, it is always in effect. This power prevents most forms of information gathering that are directed at the bearer of this power. Scrying with magical items or rituals should prove useless when the subject turns towards the initiate. The results will be inconclusive, meaning that it appears that the scry attempt has either failed or that the information was beyond the grasp of the item or ritual.

Mimic 3 Divine

3 The initiate may buy any other god's spell lists, provided they have the same tier of the Nameless One first. This power also allows the initiate to cast by any god they have purchased at least one tier of spells for. If an initiate wants to purchase another god's spell list using this power, the normal skill prerequisites must be met.

Death Touch

5

2 An initiate can use this power to perform a killing blow on an unconcious or paralyzed person with only a touch of their finger. The initiate must simply whisper "Death Touch" in the ear of their victim for the killing blow to take effect. The body of the deceased will appear to have no marks upon it. This power may be used once per day.

Fog of 9 Murder

5 The user must first killing blow a victim. After the victim is dead, the murderer invokes the Fog of Murder power on their victim by quietly stating "By the Nameless One, I invoke the Fog of Murder". The victim then loses all memory of the 5 minutes before his or her death. This only affects the one victim and has no affect on other witnesses. This power may be used once per day.

122

Rivas    

Type: Minor (Neutral) Realm: Death Symbol: A skull, usually of the same race as the bearer Color: No specific color. Each initiate chooses one that suits himself. Once the color is picked, it is kept throughout the initiate's life.

Requirements

Level Spell Name

Incant

To be initiated to Rivas you must have passed through the ritual of life, or have had a loved one pass through the ritual. You must have had some contact with death to truly have a hope of understanding it.

1

Repel Undead

By Rivas, I repel this undead

3

Avoidance

By Rivas, I cause your avoidance

3

Guard

By Rivas, I give you a guard

3

Destroy Undead By Rivas, I destroy this undead

Description Rivas is responsible for collecting the spirits of the dead, regardless of their faith, and all spirits pass through his realm before making their transition to their final resting place within the realm of their patron deity. His neutrality is absolute, born from the realization that, no matter what the other deities do, all creatures will some day die.

Organization The Church of Rivas has little structure and any titles his clergy are given are based more on the society in which the priest resides then any internal mandate from the Church. Though the Church itself is neutral, priests may behave any way they choose, as long as it is in accordance with their view of death. Rivas looks upon those who actively bring him souls the same as he does those who spend their lives helping others cope with the death of loved ones. Though it isn't a rule that is talked about, no High Priest has existed who has not lost at least one life force.

Tenants  



Death Death is the eventually outcome to all life. The devotee must aide those who experience death to understand and come to grips with their mortality and the mortality of those around them. Undead The spirits of the dead should be allowed to travel with Rivas. Any unnatural condition that prevents this should be warred against whenever possible. Though some priests and worshipers mayl feel that the spell Bind Spirit falls under this clause, no High Priest would ever voice such feelings. Acceptance As all those who live have equality in Death, so should they have in life. The devotee must tend to all those who need them, even if their views are vastly different then the initiates. All should have access to the Teachings of Rivas unless they have been proven to mock him in the binding of the undead or the slaying of his priests.

Divine Powers Power Name Level CP Description Death's Door 2

2 This power permanently grants the initiate an additional minute on their death count.

123

Sevre (The Fiend, The Eternal Sorrow)  Type: Supreme (Evil)  Realm: Pain and Destruction (Master of Demons)  Symbol: A Barbed Scourge, Crown of Thorns  Color: Dark Gray

Requirements Initiates may never wear physical armor to protect themselves from attack. They may, however, have protection spells and vestments placed on them. Priests and Mages of Sevre must ritually scar themselves while they recharge in order to gain their god's attention.

Description Once believed to be a mere demon, Sevre now stands alone over all creatures of darkness. The Fiend's cruelty and malice is echoed down through all his servants, from the mightiest Demon Lord to the most lowly goblin priest. The Church of Sorrow wages a never-ending campaign of terror against the mortal world, striving towards its goal of complete and utter domination. Worshipers of Sevre stand ready and waiting for the day when the gates of damnation will be thrown wide and the Fiend's Horde will be set loose upon the world.

Organization Although many find it hard to believe, the Church of Sorrow is very organized and regimental. A chain of command exists in the Demon World that few would understand. In the mortal realms, Sevre's church is a mockery of Varun's Church of Light, even sharing the same names for its officers.

Level Spell Name

Incant

2

Dark Bolt

By Sevre, I call forth a dark bolt

2

Enhance Body

By Sevre, I enhance this body

2

Quiet

By Sevre, you will be quiet

3

Bind

By Sevre, I bind your arms

4

Dark Spear

By Sevre, I call forth a dark spear

4

Break Item

By Sevre, I break your

4

Strength

By Sevre, I give you strength

5

Fear

By Sevre, I call forth your fears

5

Toughen Body

By Sevre, I toughen this body

6

Dark Lance

By Sevre, I call forth a dark lance

6

Entangle

By Sevre, I entangle your body

7

Break Limb

By Sevre, I break your

7

Great Weakness By Sevre, you will suffer great weakness

8

Poison Blood

By Sevre, I poison your blood

9

Great Strength

By Sevre, I give you great strength

9

Self Destruction By Sevre, I call forth your destruction

10

Destroy All

By Sevre, I destroy all

10

Destroy Magic

By Sevre, I destroy magic

10

Dark Storm

By Sevre, I call forth a dark storm

14

Break all Limbs

By Sevre, I break all your limbs

20

Oblivion

By Sevre, I send you to the oblivion

124

Tenants 

   

Pain Pain is the great teacher; it opens eyes, minds and even hearts when applied correctly. Nothing invokes a more immediate response than Pain. It is the job of all worshipers of Sevre to instruct others in the art of pain so that they may understand the consequences of opposition to Sevre. Sorrow Sorrow is the pain only your mind can feel. Its intensity can rival the most extreme methods of physical torture. Forcing sorrow upon those that would stand against the Great Fiend is the only way to break their will. Destroy Only by tearing down the world can it be remolded according the Sevre's dark mandate. Conquer The Demon Host of Pain stands waiting to claim the world. Its followers do the same, forever trying to take people, land, and knowledge all in the name of Sevre. Oblivion All demons came from the Void, the first god of darkness who worked to all creation and drag it into oblivion. Sevre's followers must do the same.

Abilities 

Demonic Haze - Once every 10 minutes, the Initiate can create a swirl of ash and fire around an individual. This takes one minute to do, and it causes the first successful strike on the recipient of the haze to have actually missed. After the strike misses, the ability drops. Alternatively, the demonic haze may be used as a thrown Dark Bolt carrier attack. This usage also uses up the Demonic Haze.

Divine Powers Power Name

Level CP Description

Death 1 Mastery

3 Initiates with this power can permanently cast the following spells with a 1 mana or karma discount: All spells listed on the mage Death Magic spell list, Break All Limbs, Oblivion. This discount applies regardless of the source of the spell.

Demon Hide

2

2 This power gives the initiate permanent leathery skin. This 'skin' counts as 4 point armor. (Note: Sevre initiates cannot wear physical armor.) This 'skin' can be repaired during battle relief.

Send to 3 Oblivion

2 This power allows the initiate to take an item of less than 10 pounds and send it to oblivion, effectively removing the item from the game permanently. They must have the item in hand and state a ten 'oblivion' count like "one oblivion, two oblivion, etc". This power may be used an unlimited amount of times per day.

Sevre's Rage

7

3 Once this power is invoked it will allow the initiate to partially join with oblivion for 10 minutes. During the duration of this power the initiate gains +10 body points for the duration, and any weapon wielded by the initiate gains a +1 void damage bonus. If the initiate's body points drop below 0 while using this power, they die immediately. This power lasts 10 minutes. This power may be used once per day.

Painful Ecstasy

8

2 Invoking this power allows the initiate to cast spells without the risk of interruption. This power will last for 10 minutes. This power may be used once per day. When this power is active, the character must wear a white sash with the word "pain" written across it several times.

Demonic 10 Tribute

4 In order to invoke this power, the initiate must have successfully killed another sentient being. Once invoked, this power allows the initiate to not have to pick from a death-bag in the event of their death. The victim whom they murdered will lose a life-force point in their place. As the initiate uses this power, a small rift to Sevre's Realm is opened. The murdered victim's life force is quickly sucked into the demon realm as dark payment. Anyone within 10 feet of the portal is aware that this power has been used. This power may be used once per day.

125

Shaylo Shaylo (Lady Mercy)  Type: Lesser Power (Neutral)  Realm: Forgiveness  Symbol: A Dove  Color: None

Level Spell Name Incant

Requirements Initiates must never swing the first attack in a combat; however, they may defend themselves. Followers of Shaylo will always try to bring about a non-harmful resolution to combat.

1

Shackle

By Shaylo, I shackle your feet

1

Repel

By Shaylo, I repel this being

2

Spell Shield By Shaylo, I give you a spell shield

3

Avoidance By Shaylo, I cause your avoidance

Description Shaylo believes in forgiving everyone, no matter how vile. To Shaylo and her followers, all creatures may be redeemed. By living by example and leading others to the light, the followers of Shaylo hope to redeem the world at almost any price.

Organization The followers of Shaylo are divided into two groups, Defenders and Redeemers. Defenders set up large monasteries and tend to the surrounding area by offering spiritual and physical aid. They often offer assistance in the form of food and teacheing, as well as village guardians. Redeemers, on the other hand, seek to redeem the world, not just a localized area. They go out of their way to forgive the crimes of individuals, and seek to redeem criminals, undead, or anyone touched by Chaos, which they perceive to be the ultimate crime.

Tenants  

Forgive Everyone is deserving of forgiveness. Followers of Shaylo must forgive all vile actions and beings completely, even if they themselves are the victims of those corrupt beings. Redemption It is one thing to forgive a person for their crimes, but it is another to help them see that their way of life is wrong. Followers of Shaylo are charged with teaching others how to live a righteous existence and redeem themselves before it is too late.

Divine Powers Power Name

Level CP Description

New 2 Beginning

2 The initiate may grant a new beginning for another willing target. The initiate spends one minute chanting around the target. At the end of the minute the target effectively goes though the circle of death and resurrection. The target's equipment drops to the ground, he/she loses all beneficial/harmful spells and gains a whole new body. This power may be used once per day.

126

Varun (The All-Father, All that is Good)  Type: Major (Good)  Realm: Light and Creation  Symbol: The Sun  Color: White

Requirements All initiates of Varun must always carry a potential source of light on their person.

Level Spell Name

Incant

2

Sun Bolt

By Varun, I call forth a sun bolt

Description

2

Quiet

By Varun, you will be quiet

Alchemy Shield By Varun, I give you an alchemy shield In the entire history of creation, only one thing 3 has remained unchanged and that is Varun. The 3 Avoidance By Varun, I cause your avoidance Great Creator gave life to the universe and all its Cure Wounds By Varun, I cure wounds inhabitants. As time passed, he gave his power 4 to other beings and created more gods, each in 4 Shackle tight By Varun, I shackle your feet tight charge of a portion of the world he created. 5 Bind Portal By Varun, I bind this portal Despite the countless changes to the pantheon Enchant Weapon By Varun, I enchant this weapon due to the eternal conflicts in the heavens, 5 Varun remained a constant. That is until 5 Sun Lance By Varun, I call forth a sun lance recently. With Cephira's Ascension to Supreme 6 Silence By Varun, you will be silent god, many wonder what has happened to Varun. Bind tight By Varun, I bind your arms tight Has he allowed the Law Giver to take his spot? Is 6 he testing his children? Or has Cephira truly 7 Reflect Spells By Varun, you may reflect spells stolen Varun's spot on the forefront of the war Mend By Varun, I mend this versus the forces of evil? Theologists may argue 8 this point for decades to come. 9 Entangle Tight By Varun, your body I entangle tight Cephira claims to be the leader of the gods of 9 Fumble By Varun, you will fumble all light, but many still look Varun's way first when Great Alchemy Shield By Varun, I give you a great alchemy shield leadership is needed (although the All-Father 9 himself remains silent). Despite the changes in the heavens, the Church of Light has not changed. The promotion of peace, life, love, creation, and the removal of the things that oppose these ideals are still the goals of the Church.

Organization The Church of Varun is the oldest known organized religion, and its priestly ranking system is the most copied by other religions. At the heart of the church is the Grand Patriarch. He guides the church and his mandates are considered to come directly from Varun himself. The Arch-Patriarchs carry out his orders. Below the Arch Patriarchs are the Patriarchs themselves. These priests oversee a geographical region and all the High Priests within the region. High Priests usually tend to a small flock of priests and initiates. There are hundreds of Knightly Orders devoted to Varun, but their various ranks and agendas are too numerous to list in this text.

127

Tenants 







Creation: Varun created the world. Initiates of The All-Father must do their best to protect its wonder. The Creator loves all his children and initiates in His church promote this love through care, protection, and by creating further works in His name. Cleanse: The agents of evil corrupt and despoil the world. Varun shows his children that even the most defiled spot of land can be cleansed of taint. Varunites work to cleanse the world of corruption, not destroy it. To destroy something utterly is the work of Sevre and the followers of Oblivion. Forgiveness: To waste your life worshiping dark forces is to turn your back on the Creator, but Varun not only forgives those that betray him, he offers them another chance. In his infinite wisdom, the All-Father gave us multiple chances in our journey through the world. Followers of Varun must promote the Plan and live by it as their Father does. Light: Varun's Eye, the Sun, watches over all creation, but Sevre's agents hide in the world's darkness. Purifying light is the symbol with which followers of Varun hunt down these unspeakable horrors.

Abilities  

Purify Food and Drink - Once every 10 minutes, the initiate is able to cleanse one plate of food and an accompanying drink of all poisons and abnormalities. Varun's Light - The initiate may use a flashlight at will.

Divine Powers Power Name

Level CP Description

Sense 3 Corruption

1 This power must be used in the presence of a marshal. When used, the initiate can sense whether an object, entity, or being has been touched by evil. Learning any proscribed magic will cause the initiate to lose this ability. This power may be invoked as often as necessary.

Armor of 6 Light

3 When invoked, this power causes the initiate to glow brightly. All "dark" spells cast upon the individual are shielded. This power will last for 10 minutes. This power may be used once per day. When this power is active the character must wear a white sash with the word "light" written across it several times.

Sun Strength

8

4 This power grants the initiate with tier 1 strength (see Strength Effects) while they are in sunlight. Once the sun sets or if the initiate goes into a place where no sunlight shines Sun Strength will last for 1 hour and then fade away until sunlight returns.

Renewal

9

4 Invoking this power allows the initiate to return any one used god power to an individual, other than themselves. This power has no effect on worshippers of evil gods. The power must be level 9 or lower. This power may be used once per day.

128

Vestehar (The Earth Watcher, Beast Lord)  Type: Major (Chaos)  Realm: The Wilds and the Earth  Symbol: A mountain with a cloud  Color: Green

Requirements Initiates must have at least one lore skill.

Description As a powerful human ranger, Vestehar was lead into the heavens to fill the void of Mullen. After a thousand years, Mullen returned but was slain by The Nameless One before he could claim the realm from the Earth Watcher. Theologians tell many tales of the bloodshed and treachery that took place during that divine battle, but in the end Varun declared that Vestehar had performed admirably in her duties and that she would continue them. The Lord of Beasts teaches her initiates to be ruthless and only show mercy when it benefits her cause. The world changes and she changes with it. She will do as she sees fit to survive, which was displayed very publicly when she killed Xeriss outright. She does what she believes needs to be done to protect the beauty of nature and to keep the earth pure from the corruption that cities bring to it.

Level Spell Name

Incant

1

Shackle

By Vestehar, I shackle your feet

1

Enhance Body

By Vestehar, I enhance this body

2

Voice of the Beast

By Vestehar, I speak with the voice of this beast

3

Senses of the Beast

By Vestehar, I take on the senses of the beasts

3

Earth bolt

By Vestehar, I call forth an earth bolt

4

Toughen Body

By Vestehar, I toughen this body

4

Calm Beast

By Vestehar, I calm this beast

4

Break Item

By Vestehar, I break your

4

Shackle Tight

By Vestehar, I shackle your feet tight

4

Serpent's Scales

By Vestehar, I don the serpent scales

4

Strength

By Vestehar, I give you strength

6

Control Beast

By Vestehar, I control this beast

6

Strengthen Body

By Vestehar, I strengthen this body

7

Water lance

By Vestehar, I call forth a water lance

9

Eyes of the Great Hawk By Vestehar, I give you eyes of the great hawk

9

Great Strength

By Vestehar, I give you great strength

9

Fortify Body

By Vestehar, I fortify this body

Organization Vestehar's Church is one of the most disorganized. Initiates take their lead from Priests and High Priests and they do as they please. Some form the backbone of large fighting groups, while others tend to be more centered on a specific aspect of nature. Still other initiates devote their entire lives to protecting one area of nature that Vestehar has claimed as sacred ground.

129

Tenants    

Survival You must care for yourself in order to be around to care for nature. Preservation Do what needs to be done for the preservation of nature and its beasts. This includes the need to control local populations and migration patterns. Rage Just like the forces of nature, Vestehar's rage knows no bounds to those who defile nature. Neither does the rage of His followers. Freedom Live free from the oppression of others.

Divine Powers Power Name

Level CP Description

Fortitude 2 of Vestehar

1 This power permanently gives the initiate +2 body points.

Totem I

4

2 This power forms a permanent bond to a spirit animal, and grants the effects of the Senses of the Beast spell two times per day. This power also grants the racial trait Scenting.

Huge Strike

6

3 To invoke huge strike, the user must simply say "I invoke huge strike." The invoker may then add 10 damage to their next successful strike with a melee weapon or ranged weapon. This power may be used once a day. Once invoked, the initiate has 10 minutes in which to deliver their huge strike. The damage from this power may not be applied to a waylay attack.

Summon 8 Storm

3 This power allows the initiate to throw a storm carrier attack once per day. The initiate should call out "30 Storm" and throw a red spell packet at their target. This attack does 30 damage.

Totem II 9

3 This power requires the completion of a quest that is written and approved by the plot committee. During this quest, your character will bind with their totem animal and gain some abilities of that creature. The abilities of this power are determined by the plot committee.

130

Vindicare (Bringer of Vengeance)  Type: Lesser Power (Law)  Realm: Revenge  Symbol: A Clenched Fist  Color: Unknown

Requirements None

Description

Level Spell Name

Incant

1

By Vindicare, you will drop your

Drop

3 Silence By Vindicare, you will be silent One of humanity's oldest punishments for breaking the law Prevent Flight By Vindicare, I prevent your flight was an eye for an eye. Followers of Vindicare live their lives 3 by this law. For every action there is a reaction; for every 3 Weakness By Vindicare, you will suffer weakness crime or misdeed there must be a punishment, and the punishment must fit the crime. The Bringer of Vengeance instructs his followers to find true justice in the world. Often, this puts initiates on the wrong side of the law. Although Vindicare himself is a creature of law, it is not humanity's laws he follows, it is his own;the code of vengeance.

Organization Vindicare asks little from his followers and his church reflects that. Initiates range from aggressive lawmen to bounty hunters. This great diversity divides the church. Several separate groups and sub-sects exist within the religion, each claiming to have the majority of followers. Truthfully, the church is made entirely of these splinter groups and no single governing body exists within the church of Vindicare.

Tenants  

Justice The Laws of Mankind prevent true justice from being achieved. Initiates use them when necessary, but true Justice is always their goal. Vengeance Initiates share Vindicare's cause; every misdeed must be punished in equal or greater measure to the original wrongdoing.

Divine Powers Power Level CP Description Name Thorns 3

2 This power must be invoked at a target with the phrase, "By Vindicare, I invoke vengeance on you". After the power is invoked, any damage that is inflicted on the initiate by the target is also reflected back on to the target as "Divine" damage. This power will last for 5 minutes. This power may be used once per day. When this power is active the character must wear a white sash with the word "thorns" written across it several times.

131

Coinage The base currency of the game is the Copper Piece. 20 Copper Pieces equal one Silver Piece. 20 Silver Pieces equal one Gold Piece. Most items costs are listed as copper pieces. Coin Standards 10 Copper Pieces = Half Silver Piece 20 Copper Pieces = 1 Silver Piece 400 Copper Pieces = 1 Gold Piece 20 Silver

= 1 Gold Piece

How Money is Used You will need money to purchase all the in-game supplies that your character needs. This includes your weapons and armor as well as your daily meals and sleeping arrangements. All in-game items can be bought and sold to any person in the game. Below is a list of standard prices. However, in-game supply and demand can alter the prices.

Gaining Wealth There are many ways for a character to earn a living, but the three main methods for gaining wealth are professions, treasure hunting and thievery. Alternatively, you may be able to find another niche with which you can earn a living.

Daily Expenses In addition to the expenses for your supplies and equipment, there are certain daily expenses that you will be forced to pay. Each game day you play, a tax collector will come and ask you to pay your tax. Standard tax for a person of average means is 5 copper pieces. However, if you have purchased a house in the city, there is a tax of 20 copper pieces plus the standard 5 copper or if you hold a guild charter there is a tax of 5 copper in addition to the standard tax of 5 copper. Food and drinks are also purchased with copper pieces. Drinks cost merely a copper or two, and a sandwich might run two or three copper pieces. Other foods that are brought in-game from outside require the purchase of a standard food ration card.

Employment Even heroes can have a day job. There are generally two types of jobs, professions and occupations. A skilled profession is one that the player has spent character points developing. Professional characters receive a sum of money based on their profession rank at the beginning of each game day to represent the work done between events. For specifics on what professions have to offer, see the professions section. Occupations are similar to Professions, except that instead of spending character points, you manually pursue your job during the game day. You could join the local militia, work as a mercenary, or even sing in a choir. The possibilities for how you can sell yourself in-game are endless.

Guilds For professions of all type and many occupations, there is often an associated guild of skilled individuals who regulate the practices of that profession. In general, all persons working a profession are required to be in a guild. Guilds require a small membership due, and some may require a percentage of your in-game sales. Guilds can benefit members as entire guilds are often chartered for tasks, and the money earned is divided up among the members. Currently, local law restricts membership to only two guilds.

Treasure Certain adventuresome types bypass the job market and rely on treasure found on monsters to survive. Even creatures of darkness understand the value of copper, and will often carry coins that they have acquired through their misdeeds. The career of the treasure hunter is a dangerous and risky venture. Some days you may come home rich, but other days you may come home with nothing, or you may not come home at all.

Thievery An alternative source of income would be to allow others to do the hard work for you, and simply steal what you need. Although one could try to physically take items from others, the rules allows for especially skilled thieves to perform sleight of hand with thieves' clips. Remember, you are only stealing the card that represents the item, the physical representation of the item must be returned to the owner. Certain items, like sandwiches, do not have an associated card and may be kept (and eaten) if successfully stolen. For a more comprehensive look at thievery, see the chapter 20.

132

Item Costs Standard Item Costs (in Copper Pieces) Item

cp

Weapons

Item

cp

Jewelry

Short Hafted

10

Jewelry-cheap

5

Short Blade

10

Jewelry-ok

10

1-handed sword

35

Jewelry-nice

20

1-handed hafted

15

Jewelry-expensive

60

Bastard sword

40

Holy symbol

40

Bastard hafted

20

2-handed sword

50

Supplies

2-handed hafted

25

Lantern

40

Metal staff

15

Food ration

4

Thrown weapon (per 5) 10

Rope (per 5 yards)

10

Arrow x10

10

Thieves' clips

5

Short bow

10

Lock picks

10

Long bow

30

House

300

Crossbow

40 Magic

Armor

Scrolls (per level)

2

Shield

10

Potions (per level)

4

1 point armor

10

Potion Recipes (per level) 20

2 point armor

30

Odyllis (per ounce)

105

3 point armor

60

Rituals (per level)

40

4 point armor

100

5 point armor

150

Professional

6 point armor

210

Empire Guild Charter

7 point armor

280

Empire Guild Membership 20

8 point armor

360

Workshop

9 point armor

450

10 point armor

550

Empire Taxes

11 point armor

660

Citizenship Papers

5

12 points armor

780

Standard Citizen

5/month

Guild Owner

10/month

Homeowner in a city

25/month

100 See Profession Chapter

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Special Item Properties The special item properties listed below are special effects that modify an item, grant them the ability to do special carrier attacks, and more. If an item has a special property, it will list the property on its item card.

Blackened A weapon with the Blackened property may have black striking and non-striking areas, superseding the color requirements for the weapon type.

Enchanted An enchanted item has one or more magical enchantments. What the enchantment does can be determined through the use of an identify ritual. Once the user knows what an enchantment does, it can be used according to the details of the enchantment.  Enchanted weapons must have a 1/16th inch wide white stripe at the base of the striking area.  Enchanted items of other types must have some sort of white stripe obviously visible on the item, or some other means of indicating this property.

Magic Weapons with the magic property do Magic damage on all attacks. When using a magic weapon, call out 'Magic' instead of 'Damage' when you call your damage. Some types of creature require Magic damage to affect.  Magic weapons must have fully white striking area. This color requirement supersedes all other color requirement for the weapon.

Poison Blade The Poison Blade property allows the wielder to apply poison potions to the weapon for an increase in damage by using the Apply Poisons skill. The amount and duration of damage granted by this effect is detailed in the description of each type of poison potion.  A weapon with the poison blade property must have a 1/16th inch wide green stripe at the base of the striking area unless the property has been hidden (see below).  To apply a poison potion to a weapon with the Poison Blade property, the wielder of the weapon must have the Apply Poisons skill and touch a poison potion to the hilt of the weapon and silently wait 3 seconds.  Only one poison may affect a Poison Blade at any one time.  Assassin skill groups grant a special skill to hide the Poison Blade property. When hidden, the property cannot be discovered through casual observation.  When there is poison applied to a weapon with the Poison Blade property and the property has been hidden, the property can be discovered by anyone, by holding the weapon and studying it for 30 seconds.  When there is no poison applied to a weapon with the Poison Blade property and the property has been hidden, the property can be discovered by anyone with 3 or more ranks of the Weapon Smith profession, after holding the weapon and studying it for minute. Note: The possession of poisons and/or weapons with the Poison Blade property is illegal in most parts of the empire.

134

Quality A quality item is easier to enchant. Each 'Quality' property on an item gives the following bonus:  Rituals done on the item have their failure chits reduced by 2, and their critical failure chits reduced by 1.  The Quality property does not require a visual indicator of the property on the item.

Razor Sharp This property indicates that the weapon does more damage than normal. Every Razor Sharp property on a weapon grants that weapon the effect of a +1 weapon training skill; except-every third Razor Sharp property which grants the weapon the effect of a +1 weapon damage skill. Example: a sword with 4 Razor Sharp properties has a permanent +1 to its base damage, and can do an extra +1 damage for one battle per day.  Weapons with this property must have a thin yellow stripe around the base of the striking area for each Razor Sharp property on the weapon.

Resist Breaking If the item is affected by any game effect that would otherwise break the item, the wielder or owner may call 'resist' and the item is unaffected. This effect may be used once per battle per 'Resist Breaking' property on the item.  The Resist Breaking property does not require a visual indicator of the property.

Silver Weapons with the silver property do Silver damage on all attacks. When using a magic weapon, call out 'Silver' instead of 'Damage' when you call your damage. Some types of creature require Silver carrier attacks to affect.  A weapon with the Silver property must have a 1/16th inch wide silver stripe at the base of the striking area OR a fully silver striking area.  Silver arrows must have a silver tail.

Slayer Slayer weapons gain a +1 damage bonus to a specific type of creature. The slayer property does not make a weapon magical.  A weapon with the Slayer property must have a 1/16th inch wide red stripe at the base of the striking area.  Slayer weapons are obvious; if asked in an out-of-game fashion, the player must indicate what type of creature the Slayer property does extra damage to.  Only one slayer property can exist on a weapon.

135

Item Creation This section covers all rules related to creating in-game items.

Production Point Table Rank Primary Secondary Profession Profession(s)

Production Points 

1

15

8

2

30

15

3

45

23

4

60

30

5

75

38



6

90

45



7

105

53

8

120

60



9

135

68



10

150

75

 





Some professions are marked as Maker professions below the title of the profession. These professions have the ability to create items using their profession skills. If a character has a Maker profession, they may choose to choose to create items during a game day using production points (PP). If a character chooses to create items at a game day, they do not get the cash profession income for any of their Maker professions. Instead they get an amount of production points as indicated in the table below. A character's highest-ranking Maker profession is their primary profession for purposes of determing PP on the table below. If a character has two Maker professions of equal rank, only one of them counts as the primary profession for purposes of determining PP. All other Maker professions a character has adds to the characters PP total by an amount indicated on the table. If a character has both Maker and non-maker professions, they may still get profession income for their non-maker professions, but all of their non-maker professions count as secondary for purposes of cash income. If a maker has PP left over after they have created all of their items, they can take the remaining PP as monetary income at a rate of 2 PP = 1 copper piece. Item Creation using PP is primarily handled at check-in time at a game day. Refer to the process of item creation further in this section.

Item Creation Process 1. 2. 3. 4. 5.

6. 7. 8.

Item creation takes place at check-in time at a game day. Based on your character's production points and what he or she has the knowledge to build, determine what you wish to create for the current game day. Refer to the item creation tables and figure out what each item costs to create Inform the appropriate check-in person of what you wish to create, and show them the card you have for your workshop. Most items can be created with 100% success, but some special item making skills have a failure chance listed in the skill. For items with a failure chance, the check-in person or a marshal will determine if your item is created using a marble/chit bag. The check-in person will then give you the cards for any completed items, and any cards from the results of a failure. If there were any critical failures during item creation, inform an appropriate marshal, and they will take care it. If an item being created requires more PP than the maker has available for that game day, the item should be noted on the makers game day sheet, along with how many PP have currently been put towards the item. By doing this a character may spread the creation of an item across multiple game days.

Item Making Skills What you can create using production points is determined by what skills you have. Many profession skills will indicate that they allow you to create items.  You can only create items from skills you have purchased.

Item Creation Specializations Some profession skills grant an item creation specialization. These are special skills that are linked with item creation, but have special rules. All specializations are listed at the end of the item creation section.

136

Workshops       

A workshop is required to create items. Each item requires a specific type and complexity of shop in order to make. Workshops are in-game items and can be stolen or destroyed. Workshops can be transported by the owner of the workshop. Workshops with a complexity of three or more can only be moved between game days, with the assistance of a marshal. Each item has a complexity requirement that must be met or exceeded by the workshop complexity in order to be created. Workshops have a limit on how many people can use it per month, based on the complexity of the workshop. Refer to the workshop table later in this section.

Workshop Types 









Smithy Workshop  Professions: Weapon Smith, Armor Smith, Blacksmith  Equipment and tools dealing with the heating, shaping, and casting of metal. Limited woodworking tools. Locksmith/Jeweler Workshop  Professions: Locksmith, Jeweler  Equipment and tools for casting, shaping, and polishing metal. Jewel cutting/shaping/polishing tools. Fine detail tools. Tailor Workshop  Professions: Tailor  Sewing tools/equipment. Equipment dealing with fabric creation. Bowyer Workshop  Professions: Bowyer  Woodworking tools, metalworking tools, and fletching tools. Magic Lab  Professions: Alchemist, Scrollmaker  Specialized mystical equipment used in the creation of scrolls and potions.

Workshop Complexities     

Cmpl = Complexity Description = In-game description of what the shop contains. Wrkr Cap = Worker capacity. Only this many people may use the shop during a month Port = Portability. If a shop is listed as portable, it may be moved during a gameday according to the restriction of its representation. Representation = How the shop is represented in-game.

Cmpl Description

Wrkr Port. Representation Cap

1

Hand tools

1

Yes

Item card.

2

Portable versions of full sized tools and equipment

1

Yes

Item card attached to a box, minimum of 8 cubic feet.

3

Basic but full capability shop

2

No

Item card in a room that is a minimum 25ft2.

4

Fully equipped shop, some specialty tools and 3 equipment

No

Item card in a room that is a minimum 50ft2.

5

Fully equipped shop full of specialty tools and 3 equipment

No

Item card in a room that is a minimum 100ft2.

137

Breaking and Repairing Workshops Breaking  Complexity 1 and 2 workshops can be broken using a standard breaking blow.  Complexity 3, 4, and 5 workshops have a number of hit points equal to their complexity * 10.  Complexity 3, 4, and 5 workshops have a damage barrier of 4. Reparing a workshop Blacksmiths can repair a workshop if they have the appropriate item creation card. All repairs on a workshop are handled between game days, and in that time the workshop being repaired cannot be used to create items. The PP cost to repair a workshop is 50% of the workshop's original PP cost.

Item Making Tables

Workshop Market Prices

 

  

Name= Name of the item Shop Type= The type of shop required to create the item  Cmpl= The minimum complexity workshop required to make the item  PP= The amount of production points to create the item Weapons Name

Shop Type Cmpl PP

Arrows x 10

Bowyer

1

10

Bastard Hafted

Smithy

2

20

Bastard Sword

Smithy

2

40

Crossbow

Bowyer

2

40

Long Blade

Smithy

2

50

Long Bow

Bowyer

2

30

Long Hafted

Smithy

2

25

Medium Blade

Smithy

2

35

Medium Hafted

Smithy

2

15

Metal Staff

Smithy

2

15

Shield

Smithy

2

10

Short Bow

Bowyer

1

10

Short Blade

Smithy

2

10

Short Hafted

Smithy

2

10

Thrown Weapon x 5 Smithy

2

10

Shop type= The type of shop Cmpl= Workshop Complexity Price= Price in copper pieces

Shop type

Cmpl Price

Smithy

1

40

2

80

3

120

4

180

5

250

Locksmith/Jeweler 1

35

2

70

3

105

4

165

5

225

1

20

2

50

3

80

4

140

5

200

1

40

2

75

3

110

4

170

5

230

1

40

2

80

3

120

4

180

5

250

Tailor

Bowyer

Magic Lab

138

Armor Name

Potions Shop Type

Cmpl PP

Name

Shop Type Cmpl PP

1 Point Armor Smithy, Tailor 1

10

Level 1 Potion Magic Lab 3

4

2 Point Armor Smithy, Tailor 1

30

Level 2 Potion Magic Lab 3

8

3 Point Armor Smithy, Tailor 1

60

Level 3 Potion Magic Lab 3

12

4 Point Armor Smithy

2

100

Level 4 Potion Magic Lab 4

16

5 Point Armor Smithy

2

150

Level 5 Potion Magic Lab 4

20

6 Point Armor Smithy

2

210

Level 6 Potion Magic Lab 4

24

7 Point Armor Smithy

3

280

Level 7 Potion Magic Lab 4

28

8 Point Armor Smithy

3

360

Level 8 Potion Magic Lab 5

32

9 Point Armor Smithy

3

450

Level 9 Potion Magic Lab 5

36

10 Point Armor Smithy

4

550

Level 10 Potion Magic Lab 5

40

11 Point Armor Smithy

4

660

Level 11 Potion Magic Lab 5

44

12 Point Armor Smithy

4

780

Level 12 Potion Magic Lab 5

48

Level 13 Potion Magic Lab 5

52

Level 14 Potion Magic Lab 5

56

Level 15 Potion Magic Lab 5

60

Miscellaneous Name

Shop Type

Cmpl PP

Holy Symbol

Locksmith/Jeweler

2

40

Jewelry, Cheap

Locksmith/Jeweler

1

5

Scrolls

Jewelry, OK

Locksmith/Jeweler

2

10

Name

Jewelry, Nice

Locksmith/Jeweler

2

20

Level 1 Scroll Magic Lab 3

2

Jewelry, Expensive Locksmith/Jeweler

2

60

Level 2 Scroll Magic Lab 3

4

Lantern

Locksmith/Jeweler, Smithy 2

40

Level 3 Scroll Magic Lab 3

6

Lock Pick

Locksmith/Jeweler, Smithy 2

10

Level 4 Scroll Magic Lab 4

8

Rope, 5 yards

Tailor

10

Level 5 Scroll Magic Lab 4

10

Thieves Clip

Locksmith/Jeweler, Smithy 2

5

Level 6 Scroll Magic Lab 4

12

Level 7 Scroll Magic Lab 4

14

1

Ritual Copying

Shop Type Cmpl PP

Level 8 Scroll Magic Lab 5

16

Name

Shop Type Cmpl PP

Level 9 Scroll Magic Lab 5

18

Level 1 Ritual Copy

Magic Lab 1

40

Level 10 Scroll Magic Lab 5

20

Level 2 Ritual Copy

Magic Lab 1

80

Level 11 Scroll Magic Lab 5

22

Level 3 Ritual Copy

Magic Lab 2

120

Level 12 Scroll Magic Lab 5

24

Level 4 Ritual Copy

Magic Lab 2

160

Level 5 Ritual Copy

Magic Lab 3

200

Level 6 Ritual Copy

Magic Lab 3

240

Level 7 Ritual Copy

Magic Lab 3

280

Level 8 Ritual Copy

Magic Lab 4

320

Level 9 Ritual Copy

Magic Lab 4

360

Level 10 Ritual Copy Magic Lab 4

400

Level 11 Ritual Copy Magic Lab 5

440

Level 12+ Ritual Copy Magic Lab 5

480

139

Potion Recipe Copying Name

Shop Type Cmpl PP

Difficulty 3

Smithy

3

180

Difficulty 4

Smithy

4

240

Smithy

5

300

Level 1 Potion Recipe Copy Magic Lab 1

20

Difficulty 5

Level 2 Potion Recipe Copy Magic Lab 1

40

Type E Locks

Level 3 Potion Recipe Copy Magic Lab 2

60

Difficulty 1

Smithy

3

140

Level 4 Potion Recipe Copy Magic Lab 2

80

Difficulty 2

Smithy

3

180

Level 5 Potion Recipe Copy Magic Lab 2

100

Difficulty 3

Smithy

3

240

Level 6 Potion Recipe Copy Magic Lab 3

120

Difficulty 4

Smithy

4

300

Level 7 Potion Recipe Copy Magic Lab 3

140

Difficulty 5

Smithy

5

360

Level 8 Potion Recipe Copy Magic Lab 3

160

Level 9 Potion Recipe Copy Magic Lab 4

180

Workshops

Level 10 Potion Recipe Copy Magic Lab 4

200

Name

Level 11 Potion Recipe Copy Magic Lab 4

220

Workshop: Smithy

Level 12 Potion Recipe Copy Magic Lab 5

240

Complexity 1

Smithy

0

40

Level 13 Potion Recipe Copy Magic Lab 5

260

Complexity 2

Smithy

1

80

Complexity 3

Smithy

2

120

Complexity 4

Smithy

3

180

Complexity 5

Smithy

4

250

Complexity 1

Smithy

3

20

Complexity 2

Smithy

3

50

Complexity 3

Smithy

3

80

Complexity 4

Smithy

4

140

Complexity 5

Smithy

5

200

Level 14 Potion Recipe Copy Magic Lab 5

280

Level 15 Potion Recipe Copy Magic Lab 5

300

Locks 

Shop Type Cmpl PP

Workshop: Locksmith/Jeweler

One or more keys (within reason) are automatically created with every lock made, for no additional PP cost.

Name

Shop Type Cmpl PP

Type A Locks Difficulty 1

Smithy

3

20

Workshop: Tailor

Difficulty 2

Smithy

3

30

Complexity 1

Smithy

3

20

Difficulty 3

Smithy

3

50

Complexity 2

Smithy

3

50

Complexity 3

Smithy

3

80

Complexity 4

Smithy

4

140

Complexity 5

Smithy

5

200

Complexity 1

Smithy

3

40

Complexity 2

Smithy

3

75

Type B Locks Difficulty 1

Smithy

3

30

Difficulty 2

Smithy

3

50

Difficulty 3

Smithy

3

80

Difficulty 4

Smithy

4

140

Complexity 3

Smithy

3

110

Difficulty 1

Smithy

3

50

Complexity 4

Smithy

4

170

Difficulty 2

Smithy

3

80

Complexity 5

Smithy

5

230

Difficulty 3

Smithy

3

140

Workshop: Magic Lab

Difficulty 4

Smithy

4

180

Complexity 1

Smithy

2

40

240

Complexity 2

Smithy

3

80

Complexity 3

Smithy

2

120

Workshop: Bowyer

Type C Locks

Difficulty 5

Smithy

5

Type D Locks Difficulty 1

Smithy

3

80

Complexity 4

Smithy

3

180

Difficulty 2

Smithy

3

140

Complexity 5

Smithy

4

250

140

Item Creation Specializations Item creations specializations are gained through purchasing maker profession skills. If a skill grants a specialization, it will say so in the full skill description. Specializations allow maker professions to create special items, add special properties to items, and perform other effects on existing items. Unless otherwise noted, all item creation specialization usage must occur at check-in time on a game day. Failure Chance Unlike creating normal items, some specializations have a chance to fail. The chance will be listed within the specialization. When using a specialization with a failure chance, a marshal will determine whether you succeed by using a chance bag.  If a specialization fails, 50% of the PP used in the specialization are lost, and the character may invest additional PP to try again.

Example Target: lists what the specialization affects. PP: Amount of production points required. Workshop: Type and complexity of workshop required. Chance of failure: Lists a failure chance for the specialization.

Exceptional Quality Armor Every application of this specialization on a piece of armor grants the following cumulative bonuses to the armor:  The armor gains the special property 'Quality'  The armor gains the special property 'Resist Breaking'. Target: One unbroken armor or shield PP: 400 Workshop: Smithy Workshop, Complexity 4 Chance of Failure: 1 in 20

Exceptional Quality Bows Every application of this specialization on a bow grants the following cumulative bonuses:  The item gains the special property 'Quality'  The item gains the special property 'Resist Breaking'. Target: One unbroken bow PP: 400 Workshop: Bowyer Workshop, Complexity 4 Chance of Failure: 1 in 20

Exceptional Quality Clothes Every application of this specialization on a piece of light armor or clothing grants the following cumulative bonuses:  The item gains the special property 'Quality'  The item gains the special property 'Resist Breaking'. Target: One unbroken light armor or clothing PP: 300 Workshop: Tailor Workshop, Complexity 4 Chance of Failure: 1 in 20

Exceptional Quality Jewelry Every application of this specialization on a holy symbol or piece of jewelry grants the following cumulative bonuses:  The item gains the special property 'Quality'  The item gains the special property 'Resist Breaking'. Target: One unbroken holy symbol or piece of jewelry PP: 200 Workshop: Locksmith/Jeweler Workshop, Complexity 3 Chance of Failure: None

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Exceptional Quality Weapons Every application of this specialization on a weapon grants the following cumulative bonuses:  The item gains the special property 'Quality'  The item gains the special property 'Resist Breaking'. Target: One unbroken weapon PP: 400 Workshop: Smithy Workshop, Complexity 4 Chance of Failure: 1 in 20

Key Copying This specialization allows a locksmith to copy an existing key that they possess. This can be done during the game day, and the process takes 10 minutes per copy. Target:One key. PP: None Workshop: Locksmith/Jeweler Workshop, Complexity 2 Chance of Failure: None

Lock Installation This skill allows a locksmith to install a lock in an existing object. The skill can be used at any point during a game day, or between game days with the approval of a marshal. The skill takes 10 minutes to use. If interrupted, the skill may be resumed later at the point where it was interrupted. Target:One lock and one object that can be opened and closed. PP: None Workshop: Locksmith/Jeweler Workshop, Complexity 2 Chance of Failure: None

Poison Blade Poisonblades are rare and dangerous weapons, found almost exclusively in the hands of assassins. Despite their name, Poisonblades can be found in the form of hafted weapons as well. No matter in what form they come, they all have common characteristics. All Poisonblades have a cleverly hidden poison reservoir near the crossguard or hilt of the weapon. When poison is added to the reservoir, it travels along tiny channels within the weapon and is distributed to the striking areas of the weapon, where specially designed grooves keep the poison from dripping freely. The distribution system in the weapon works by the centrifugal force generated as the wielder swings his or her weapon. Poisonblades are illegal in the Empire, and knowledge of how to create them is very rare. When this specialization is used on a weapon, it grants that weapon the property "Poison Blade". For more information on using a Poison Blade weapon, see the Special Item Properties section. Target: One unbroken weapon of any type PP: 300 Workshop: Smithy Workshop, Complexity 4 Chance of Failure: 1 in 20

Razor Sharp Weapons Every application of this specialization onto a single weapon grants that weapon the effect of a +1 weapon training skill; except, every third application of this specialization which grants the weapon the effect of a +1 weapon damage skill. Example: a sword with 4 applications has a permanent +1 to its base damage, and can do an extra +1 damage for one battle per day. Razor sharp weapons should have a thin yellow stripe around the base of the blade for each application of the specialization. Target: One unbroken weapon of any type PP: 300 Workshop: Smithy Workshop, Complexity 4 Chance of Failure: 1 in 20

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Repair Broken Armor This specialization can be used to repair any armor or shield that has been broken (such as with the break item spell), but not destroyed completely (such as with the engulf item and destroy all spells). If the armor or shield has special item properties (including enchantments), there is a one in ten chance that the armor or shield will lose that property upon being repaired. A marshal will use a chance bag to determine what properties are lost. Target: One broken armor or shield PP: 40 Workshop: Smithy Workshop, Complexity 2 Chance of Failure: None

Repair Broken Light armor This specialization can be used to repair any light armor or clothing that has been broken (such as with the break item spell), but not destroyed completely (such as with the engulf item and destroy all spells). If the armor or clothing has special item properties (including enchantments), there is a one in ten chance that the item will lose that property upon being repaired. A marshal will use a chance bag to determine what properties are lost. Target: One broken light armor or clothing PP: 20 Workshop: Tailor Workshop, Complexity 2 Chance of Failure: None

Repair Broken Shop This specialization allows the smith to repair an existing shop that has been broken but not destroyed. Target: One broken workshop. PP: Variable. PP cost is equal to 20% of the copper piece value of the shop if it were not broken. Workshop: Smithy Workshop, Complexity 2. Chance of Failure: None

Shop Upgrading This specialization allows the smith to upgrade an existing shop to a higher complexity. Target: One unbroken workshop. PP: Variable. PP difference between the starting complexity PP and the target complexity PP + 10%. Workshop: Variable. Smithy Workshop, Complexity of 1 less than the target complexity. Chance of Failure: None

Silver Arrows This specialization allows the crafter to add the property 'Silver' to arrows. In addition to PP expenditure, this specialization requires the expenditure of 5 silver pieces per batch of 10 arrows. Target: 10 arrows PP: 10 Workshop: Bowyer Workshop, Complexity 3 Chance of Failure: None

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Silver Weapons This specialization allows the crafter to add the property 'Silver' to weapons in the categories: Blade, Hafted, Thrown. In addition to PP expenditure, this specialization requires the expenditure of silver pieces based on the type of weapon being silvered - see below.  Short Blade, 5 sp  Medium blade, 10 sp  Long blade, 15 sp  Bastard sword, 13 sp  Short Hafted, 4 sp  Medium hafted, 5 sp  Long hafted, 7 sp  Bastard hafted, 6 sp  Metal staff, 10 sp  Thrown weapon x 5, 5 sp  10 arrows, 5 sp Target: One Blade, Hafted, or Thrown weapon x5 PP: 10 Workshop: Smithy Workshop, Complexity 4 Chance of Failure: None

Slayer Weapons Almost every type of monster has a specific weakness. Over the centuries, talented weapon smiths have designed weapons to combat specific types of monsters and exploit their weakness. These weapons are known as slayer weapons. Slayer weapons do +1 damage to the type of creature they were designed to kill. There are known to be slayer weapons designed to kill the following types of monsters: trolls, ogres, lizard men, skeletons, zombies. Other types of slayer weapons may be possible. Each type of monster requires a separate create slayer weapon modus. This specialization gives the target weapon the special property "Slayer ". For more information on the Slayer property, see the Special Item Properties section. Target: One unbroken weapon of any type PP: 200 Workshop: Smithy Workshop, Complexity 4 Chance of Failure: 1 in 20

Unusual Lock Design This specialization allows the locksmith to create puzzle locks out of normal locks. Instead of the regular lock picking, an unusual lock might require the opener to solve a sliding puzzle, or some other type of puzzle device. Unusual locks still have keys like normal locks, but require those attempting to pick them to go through a difference process. See the locks section for more details. Target: One lock PP: Variable. Between 5 and 100, depending on the difficulty of the puzzle, decided by a marshal. Workshop: Locksmith/Jeweler Workshop, Complexity 3 Chance of Failure: None

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Armor There are four types of armor: Basic, Light, Medium, Heavy. Basic armor requires no skill to wear but provides minor protection. Light armor includes padded and leather armors. Medium armor includes studded leather armor, scale armor, and ring mail. Heavy armor includes chain mail and plate armor.  Wearing armor gives you Physical Armor points that add to your total hit points.  The amount of points you get depends on what armor you are wearing.  Each armor type has a base value, and can have a number of bonus points that add together to determine the total amount of Physical Armor points that the suit of armor gives to the wearer.  When armor takes damage in battle, it can be repaired after the battle during battle relief.  Armor is never fully destroyed by taking damage. Only through a breaking blow or break item effect can armor be broken.

Wearing armor without skill All characters can wear basic armor, no matter what skills they have. However, they must have an in-game armor item tag for this armor to use the armor points. All other armor types require the associated wear armor skill in order to exceed 2 armor points.

Helmets Helmets are counted separately from regular armor.  Helmets do not add to your hit point total. Instead, helmets give an amount of waylay protection.  If you wear a leather helm, you will receive 2 points of waylay protection. If you wear a metal helm, you will receive 3 points of waylay protection.

Wearing Armor To wear armor, you need four things. 1. Your character must have the skill to wear armor  A character's wear armor skills determines the heaviest type of armor they can wear. All characters can wear basic armor. 1. The physical armor you plan to wear  This is the actual suit of chain mail armor, leather armor, studded leather armor, etc. that you plan to wear as part of your costume. 1. An out-of-game armor rep card for that armor  The physical armor and its armor rep card determines the maximum number of hit points that the armor can give to the wearer. 1. An in-game armor item tag  The armor item tag determines the actual amount of hit points that the character gets, up to the maximum allowed by the suit of armor they are wearing. When do I get the points from wearing armor? Once you meet the requirements listed above, you will get the hit points for your armor whenever you are wearing your armor suit.

Armor Rep Cards When you first bring your armor to a game, you need to get an armor rep card for it before you can use it in-game. Basic armor You do not need an armor rep card for basic armor. Where do I get an armor rep card for my armor? There is usually an appointed marshal who does all of the armor rep cards. At check-in time, tell the check-in person that you need to get an armor rep card, and they will get the appropriate marshal.

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Ok, I got an armor rep card, what is all this stuff? An armor rep card will typically include the following information:  The date the card was given out  The name of the player the card was made out for  The armor type  A brief description of the armor  The enhancements the armor qualifies for  The maximum points the armor is worth  The marshals signature Ok, so what do I do with the card now? Keep the card with the armor it was written for. Tape it to the inside of the armor, or make some sort of pocket in the armor that can hold the card, and keep it there. It is important to keep the card with the armor. Can I use the card with a different piece of armor? No. The armor rep card can only be used with the armor it was written for.

Armor Item Cards Once you have gotten an armor rep card that tells you how many points your suit of armor is worth, you must have an ingame item card for the armor for your character to be able to use it. What do you mean by an armor item card? Item cards are the in-game representations of items. An item card says that your character has that item in the game. An armor item card comes with a point value, from 1 to 9 or more, which determines the amount of hit points you can get from wearing that armor. For example, if you took a suit of armor to a marshal, and they wrote you a card saying it was worth 5 points of armor, you would then have to have an item card for 5 point armor in the game before you could use your armor's point value. I have an armor item card that has more points than my armor rep card's maximum, can I use it with my armor suit? Yes, but you will only get the maximum amount of points listed on your armor rep card. I have an armor item card that has less points than my armor rep card's maximum, can I use it with my armor suit? Yes, but you will only get the amount of points from the item card. Where can I get armor item cards? In-game armor item cards can usually be bought from armor smiths or merchants in the game. Where should I keep the armor item tag? If possible, keep the armor item card along with armor rep card, attached to the armor in some way. Otherwise, just keep the armor item card with you in a pocket or a pouch. Rules governing armor item cards 1. If you are carrying a armor item card, you must have an armor rep to go along with it. If you do not: that item card must be stored in a bag or container large enough to reasonably contain that item. If you do not have a rep or a storage container, the item card must be carried out in the open in your hands. 2. To wear armor in combat, you must have a corresponding armor item card somewhere, but preferably carried by you. 3. Outside of battle, an armor rep can represent any one armor item card, and you may switch the cards and reps as you like. 4. During a battle, you must have a separate armor rep for each armor item card you plan to use. Once a battle starts, an armor rep is tied to its item card, and may not be switched. If you do not have the rep with you in battle, you cannot use the item on the card. 5. If your armor is broken in-game and you remove it during battle, you should make an effort to either remove the rep from the battle, or rip the armor's item card in half and keep it with the armor rep. 6. If for any reason you drop your armor in-game, you should place the armor's item card with the rep at the earliest convenient time.

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Types, Styles, and Enhancements What type of armor you can wear depends on what Wear Armor skills you have. See chapter 15 for more information on the specific armor skills.

Armor Types There are 4 types of armor: basic, light, medium, and heavy. What types of armor you can wear depends on which armor skills your character has learned.

Armor Styles Under each type of armor, there are several styles of armor. For example, Light Armor includes the styles: padded, and leather. Minimum Rep With each style of armor is a minimum requirement that a suit of costume armor must meet to qualify for that armor type and style. Armor Value If a suit of armor meets at least the minimum requirement, it can get the armor value for that armor type.

Enhancements Each style of armor has a list of possible enhancements.  Each enhancement has a bonus value associated with it.  If a suit of armor meets the requirements for one of the enhancements, it can add that bonus value to the armor's value. Limits A suit of armor may get no more twice the base armor value of the armor. To get these extra points: You must take your armor to a qualified marshal and they will assign extra points based on the guidelines from the armor tables listed later. The marshal will write an armor rep card for the armor showing what type it is and how many points it is worth, and sign it. The player must then keep this card with the specific suit of armor. Many of the enhancements are highly subjective, and the final decision on them is up to the marshal.

Basic Armor Basic costume Base Armor value:

2

Minimum rep:

Any costume

Enhancements:

No enhancements are allowed with basic armor.

Maximum Armor Value 2

Light Armors Padded Armor Base Armor value:

2

Minimum rep:

2 layers of lightweight fabric with padding sewn between

Enhancements:

+1 High Quality Fabric +1 Heavy Duty Fabric +1 Studs or Rivets

Maximum Armor Value 4

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Leather Armor Base Armor value:

2

Minimum rep:

Fake leather tabard

Enhancements:

+1 6+ oz leather* +1 14+ oz leather* *Cumulative

Maximum Armor Value 4

Medium Armors Scale Mail Armor Base Armor value:

4

Minimum rep:

Cloth shirt or fake leather tabard, with printed or painted scales

Enhancements:

+1 Leather, plastic, or metal scales up to 2 mm thick* +1 More than 2 mm thick metal scales* +1 Real leather backing material *Cumulative

Maximum Armor Value 8

Ring Mail Armor Base Armor value:

4

Minimum rep:

Cloth shirt or fake leather tabard, with printed or painted rings

Enhancements:

+1 metal rings, minimum diameter: 1", minimum density: 1 per 2" x 2" of front & back +1 6+ oz leather* +1 10+ oz leather* +1 14+ oz leather* *Cumulative

Maximum Armor Value 8

Heavy Armors Chain Mail Armor Base Armor value:

6

Minimum rep:

Cloth shirt with painted rings

Enhancements:

+1 real chain mail armor

Maximum Armor Value 12

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Plate Armor Base Armor value:

6

Minimum rep:

Metallic looking cloth shirt

Enhancements:

+1 plastic plate armor

Maximum Armor Value 12

Enhancements All types and styles of armor may also get some or all of their bonus armor points from the following enhancements: +1 Extra Coverage The armor must include either full coverage of both legs, or full coverage of both arms, in addition to torso armor. +1 High Quality Workmanship Highly subjective. +1 Unusual Design Highly subjective. This is an extra point awarded for armor designs that are not historically accurate, but are clever, interesting, and out of the norm. +1 Authentic Looking This is an extra point awarded for armor that is historically accurate. +1 Decorations Highly subjective. This is an extra point awarded for well-decorated armor. Decorative stamped edging, heraldic designs, acid etched designs, etc. +? Other Highly subjective. All of these enhancements are only guidelines, and extra points for other factors can be added on a case-by-case basis.

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Weapons In this game, a 'weapon' is a padded item (referred to as a weapon rep) that resembles the shape and size of a real weapon, but is safe to use in the simulated combat situations in the game. This section covers the rules and standards that are specific to each type of weapon. For the general rules of combat, see the Combat Rules section. For information on how to construct weapon reps, see the Item Construction section.  Every weapon except throwing rocks and swinging a stick has a skill associated with it that must be purchased before a character may attack or defend with that weapon in battle.  If you do not have the skill to use a weapon, you may carry the weapon, but you cannot wield it in combat.  Everyone has the ability to throw rocks or clumsily strike someone with a stick, and this is detailed in the "Sticks and Stones" section later in the section.

Weapon Reps and Weapon Item Cards  In this section a 'Weapon' consists of the weapon rep and item card together.  The weapon rep (representation) is the physical padded weapon that you use to fight in battle.  The weapon item card is a card that represents that in-game weapon.  You need both in order to use a weapon in combat. Rules governing weapon item cards 1. If you are carrying a weapon item card, you must have a weapon rep to go along with it. If you do not: that item card must be stored in a bag or container large enough to reasonably contain that item. If you do not have a rep or a storage container, the item card must be carried out in the open in your hands. 2. To use a weapon rep in combat, you must have a corresponding item card somewhere, but preferably carried by you. 3. Outside of battle, a weapon rep can represent any one weapon item card of its type, and you may switch the cards and reps as you like. 4. During a battle, you must have a separate weapon rep for each weapon item card you plan to use. Once a battle starts, a weapon rep is tied to its item card, and may not be switched. If you do not have the rep with you in battle, you cannot use the item on the card. 5. If your weapon is broken in-game, you should make an effort to either remove the rep from the battle, or rip the weapon's item card in half and keep it with the weapon rep. 6. If for any reason you drop your weapon in-game, you should place the weapon's item card with the rep at the earliest convenient time.

Weapon Types Each weapon type has a variety of attributes. Category: Lists which category this type of weapon belongs to. Some skills refer to the weapon category. Usage: Describes the manner in which the type of weapon can be used. Base Damage: The base damage is how much damage a weapon of that type may do per attack before adding in any other bonuses. Striking Area: The striking area of the weapon rep is what must hit the target in order for the attacker to do damage. This attribute defines the minimum and maximum length of the striking area. Some weapon types may have special restrictions for the striking area. Required Skill: Lists the skill required to wield this type of weapon. Max Weapon Length: The overall length of the weapon may not exceed this value. Min Weapon Length: The overall length of the weapon may not be below this value. Max Grip Length: The un-padded grip area of the weapon may not exceed this length. The grip of a weapon should be at the base of the weapon opposite the striking area; if it is not, the weapon must get special permission from a safety marshal before it may be used. Colors: Certain parts of a weapon must be specific colors in order to show what type of weapon they are. Special Item Properties can modify what colors are required on a weapon. Decorations of any color are allowed so long as they do not obscure the required colors in the judgment of a marshal.

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Weapon

Striking Max Min. Max. Base Area Weapon Weapon Grip Damage Length Length Length*

Natural Weapon 8-24"

30"

14"

6"

1

Short Blade

8-17"

25"

14"

6"

1

Medium Blade

25-36" 46"

26"

10"

2

Long Blade

40-50" 66"

48"

20"

4

Bastard Sword

30-37" 47"

47"

10"

2/3

Short Hafted

8-17"

25"

14"

6"

1

Medium Hafted 12-18" 46"

26"

10"

2

Long Hafted

18-24" 72"

48"

20"

4

Bastard Hafted

12-18" 47"

47"

10"

2/3

Short Club

8-17"

25"

14"

6"

1

Medium Club

25-36" 46"

26"

10"

1

Long Club

40-50" 66"

48"

20"

2

Staff

-

72"

48"

-

2

Thrown Weapon -

10"

4"

-

1

Short Bow

-

35"

20"

-

1

Long Bow

-

55"

40"

-

3

Crossbow

-

40"

24"

-

4

Natural Weapon Category: Natural Examples: Claws, horns. Usage: A natural weapon may only be wielded with one hand. Natural weapons are not affected by drop, fumble, or break item effects. Natural weapons cannot have permanent special item properties applied to them. Natural weapons never have an item card associated with them and are not considered in-game items. Natural weapons are considered to be limbs for the purposes of break limb effects. Base Damage: 1 Striking Area: The striking area must be 8" to 24" in length and no more than 8" wide. Required Skill: None, but must have a racial ability that grants a natural weapon Colors: The striking area must be red.

Short Blade Category: Blade Examples: Dagger, dirk, knife, cleaver. Usage: Short blades may only be wielded with one hand Base Damage: 1 Striking Area: The striking area must be 8" to 17" in length. Required Skill: Short Blades Colors: The striking area must be gray.

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Medium Blade Category: Blade Examples: Scimitar, rapier, broadsword, katana. Usage: Medium blades are usually wielded with one hand. Medium blades may be wielded with two hands, if desired, but this does not increase the base damage. Base Damage: 2 Striking Area: The striking area must be 25" to 36" in length and no more than 8" wide. Required Skill: Medium Blades Colors: The striking area must be gray.

Long Blade Category: Blade Examples: Greatsword, flamberge, no-dachi. Usage: Long blades must be wielded with two hands Base Damage: 4 Striking Area: The striking area must be 40" to 50" in length and no more than 8" wide. Required Skill: Long Blades Colors: The striking area must be gray.

Bastard Sword Category: Blade Description: Bastard swords are blades that are built to be wielded with either one or two hands. Usage: Bastard swords do 2 base damage when wielded in one hand, and 3 base damage when wielded with two hands. Base Damage: 2 or 3 Striking Area: The striking area must be 30" to 37" in length and no more than 8" wide. Required Skill: Long Blades Colors: The striking area must be gray.

Short Hafted Category: Hafted Examples: Saps, cookware, etc. Usage: Small hafted weapons may only be wielded with one hand. Base Damage: 1 Striking Area: The striking area must be 8" to 17" in length and up to 12" in width and depth. Required Skill: Short Hafted Colors: The striking area must be brown or gray. The non-striking area between the grip and the striking area must be brown or gray.

Medium Hafted Category: Hafted Examples: Axe, mace, warhammer. Usage: Medium hafted weapons are usually wielded with one hand. Medium hafted weapons may be wielded with two hands, if desired, but this does not increase the base damage. Base Damage: 2 Striking Area: The striking area must be 12" to 18" in length and up to 15" in width and depth. Required Skill: Medium Hafted Colors: The striking area must be brown or gray. The non-striking area between the grip and the striking area must be brown or gray.

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Long Hafted Category: Hafted Examples: Great axe, spear, maul. Usage: Long hafted weapons must be wielded with two hands. Base Damage: 4 Striking Area: The striking area must be 18" to 24" in length and up to 18" in width and depth. Required Skill: Long Hafted Colors: The striking area must be brown or gray. The non-striking area between the grip and the striking area must be brown or gray.

Bastard Hafted Category: Hafted Description: Bastard hafted weapons are hafted weapons that are built to be wielded with either one or two hands. Usage: Bastard hafted weapons do 2 base damage when wielded in one hand, and 3 base damage when wielded with two hands. Base Damage: 2 or 3 Striking Area: The striking area must be 12" to 18" in length and up to 15" in width and depth. Required Skill: Bastard hafted weapons require the Long Hafted skill to use. Colors: The striking area must be brown or gray. The non-striking area between the grip and the striking area must be brown or gray.

Club Category: Club Description: A nice hunk of wood Usage: There are 3 sizes of clubs, which correspond to short hafted, medium blade, and long blade weapon lengths. Usage of the different sizes is the same as the hafted weapon of that size. Base Damage: 1 for short and one-handed hafted length clubs, 2 for long hafted length clubs. Striking Area: Clubs use the same size and striking area limitations of small hafted weapons, medium blades, and long blades. Required Skill: Anyone may wield a club and do 1 base damage without any skills. There is no club specific weapon training and damage skills. Instead, a character may apply their bonus damage from either bladed, hafted, or master weapon training and damage while they are wielding a club. Colors: The weapon must be brown.

Staff Category: Hafted Description: A long, sturdy shaft of either wood or metal. Usage: A staff must be wielded with two hands when attacking.  If a staff is fully padded, the user may use any portion of the staff to wield it.  If a staff has unpadded grip areas, the user must use only those grip areas to wield the staff, for safety reasons.  If a staff is fully padded, parrying attacks requires only one hand be on the staff.  If a staff is not fully padded, parrying attacks requires both hands be on the staff. Base Damage: 2 Striking Area: A staff may do damage with any part of the staff except unpadded grip areas. Required Skill: Stave's require the Medium Hafted skill, or the Staff skill to use. Colors: The weapon must be brown. Making a staff Any character that takes ten minutes of in-game time and has the proper raw materials (or access to trees) may create a staff.

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Thrown Weapon Category: Thrown Examples: Shuriken, throwing knives, metal balls, etc. Usage: Thrown weapons only do damage to their opponent if they are thrown at an opponent and hit a legal target area. Thrown weapons may not be used to parry attacks, for safety reasons. Base Damage: 1 Striking Area: The whole weapon is the striking area. Required Skill: Thrown weapons require the Thrown Weapon skill to use. Colors: The weapon must be gray.

Short Bow Category: Bow Description: Short bows are small non-mechanical bows that are built for sturdiness instead of power. Usage: To attack with a short bow, you must wield the bow in one hand and throw an arrow packet at a target with the other hand. The bow should be held upright, as if you were firing a real bow. If the arrow packet successfully hits the target without being blocked, you call out how much damage the arrow inflicts. Short bows may be used to parry with. To reload your bow, you must wait a minimum of 2 seconds after throwing an arrow packet before you can throw another. You may move while reloading or firing. Striking Area: Bow reps do not have a striking area. Base Damage: 1 Required Skill: Short Bow Colors: The weapon must be brown.

Long Bow Category: Bow Description: Long bows are finely crafted non-mechanical bows that are built for accuracy and power. Usage: To attack with a long bow, you must wield the bow in one hand and throw an arrow packet at a target with the other hand. The bow should be held upright, as if you were firing a real bow. If the arrow packet successfully hits the target without being blocked, you call out how much damage the arrow inflicts. Long bows may NOT be used to parry with. To reload your bow, you must wait a minimum of 2 seconds after throwing an arrow packet before you can throw another. You may move while reloading or firing. Striking Area: Bow reps do not have a striking area. Base Damage: 3 Required Skill: Long Bow Colors: The weapon must be brown.

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Crossbow Category: Bow Description: Crossbows are mechanical bows. Usage: To attack with a crossbow, you must wield the bow in one hand and throw an arrow packet at a target with the other hand. The crossbow rep should be pointed towards the target, as if you were firing a real crossbow. If the arrow packet successfully hits the target without being blocked, you call out how much damage the arrow inflicts. Crossbows may be used to parry with. To reload your bow, you must wait a minimum of 3 seconds after throwing an arrow packet before you can throw another. You may not move while reloading. You may fire while moving. Striking Area: Crossbow reps do not have a striking area. Base Damage: 4 Required Skill: Crossbow Colors: The weapon must be brown or gray.

Sticks and Stones Everyone has the ability to swing a club, or throw rocks without having to purchase any weapon skills. Limitations If you are fighting this way, you are limited to 1 point of damage per successful strike with the club or rock.  Nothing can be done to increase this damage, short of buying weapon skills.  Spells or other magical affects will not increase this damage above 1 point.

Hey look, a stick Anyone may spend 10 minutes of in-game time to scrounge up a suitable club or handful of rocks, provided there is some wooded area that the character has access to. You may borrow reps for these items from Monster Central if they have them available; otherwise it is your responsibility to provide physical representations of your weapons. Sticks and stones use the same physical representations that are used for rocks and clubs. The representations are interchangeable.

Weapon Colors Properties of a weapon are denoted by the color of a weapons striking area and what colored stripes are on the weapon. For more information on what each special property means, see the section on Special Item Properties.

Color

Description

white blade

Magic property

red blade

natural weapon

Weapon Colors

brown striking area

club/stick

The color of a weapon's striking and non-striking areas and any colored stripes at the base of the striking area help indicate the type of weapon and any special properties on a weapon. Stripes Attributes that use colored stripes need to have one 1/16th inch wide colored stripe per effect that is on the weapon. For instance, if a sword is silvered and has two resists, it would have one silver stripe, and two red stripes, or a silver blade and two red stripes.

brown non-striking area hafted weapon

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gray blade

normal blade or hafted weapon

black blade

Blackened property

silver stripe or blade

Silver property

green stripe or blade

Poison Blade property

white stripe

Enchanted property

yellow stripe

Razor Sharp property

blue stripe

Quality property

red stripe

Resist Breaking property

Shields A shield is a protective device that you strap to your arm and use to block incoming attacks. In newlarp, shields are represented in much the same way weapons are, with a physical representation and an accompanying item card.

Shield Reps and Shield Item Cards  The shield rep (representation) is the physical padded shield that you use to block with during battle.  The shield item card is a card that represents that in-game shield. Rules governing shield item cards 1. If you are carrying a shield item card, you must have a shield rep to go along with it. If you do not: that item card must be stored in a bag or container large enough to reasonably contain that item. If you do not have a rep or a storage container, the item card must be carried out in the open in your hands. 2. To use a shield rep in combat, you must have a corresponding item card somewhere, but preferably carried by you. 3. Outside of battle, a shield rep can represent any one shield item card, and you may switch the cards and reps as you like. 4. During a battle, you must have a separate shield rep for each shield item card you plan to use. Once a battle starts, a shield rep is tied to its item card, and may not be switched. If you do not have the rep with you in battle, you cannot use the item on the card. 5. If your shield is broken in-game, you should make an effort to either remove the rep from the battle, or rip the shield's item card in half and keep it with the shield rep. 6. If for any reason you drop your shield in-game, you should place the shield's item card with the rep at the earliest convenient time. Shield Rep Construction See the Item Construction section for rules regarding the construction of safe shield reps.

Using a Shield When you wear a shield on your arm, you can use it to block some types of attacks. How to use a shield: To block with a shield, you must physically intercept the incoming attack with your shield before it contacts any other portion of your body or worn possessions. • Shields that are being worn anywhere other than on your arm provide no protection at all. What can shields block? Shields can be used to block the following attacks: hand weapons, thrown weapons, bow weapons (spell packets with cloth tails), red packet attacks (effects resistible with a guard spell also), and yellow packet attacks (thrown potions). I blocked one of those attacks. Now what? Nothing. If you blocked one of the attacks listed earlier, you don't take any effect from it! What a shield does not block:  A shield can not block spells of any type. If a spell packet hits your shield, you must take the spell effect.  A shield does not protect against effect attacks or carrier attacks that specifically affect the shield, and if such attacks hit the shield, the victim must take the full effects of the attack.

Shield Safety Because of their bulky nature, a shield is one of the more potentially dangerous objects that we allow players to use in combat. Be aware When using a shield, you must be aware of what is in the path of your shield at all times, and you must always avoid striking or pushing another person with your shield. Shields are for blocking A shield must never be used to intentionally strike an opponent. Carrying stuff behind a shield During combat, nothing stored on a shield may extend beyond the padded edges of the shield. For example, weapons either in sheaths or held, etc.

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Potions Ingested Potions An ingested potion is a drinkable magical liquid that is contained within a bottle.  Potions are represented in-game by small plastic canisters, with a tag inside that identifies the potion name.  To drink a potion, you uncap the potion bottle and read the potion tag inside, and then follow the effects of the potion.  Unconscious or paralyzed characters cannot ingest potions.

Ranged Potions Some potions can be thrown with the skill thrown container. These potions are marked as "Ranged" in the potion list.  Yellow colored spell packets are used to represent all potions when being thrown.  To affect a target with a thrown potion, you must successfully hit the target with a yellow spell packet, and call out the effect of the potion, along with the name, i.e. "10 Acid", "15 Holy Water", etc. If the target physically blocks the yellow spell packet with a shield or weapon, then the potion has no effect and is used up in the process.

Pastes (aka salves) Pastes are like potions, except that they have a thick consistency and must be applied by hand.  To apply a paste, the user must open the container and say, "1 apply, 2 apply, 3 apply", then read the paste tag in the container, and then follow the effects of the paste.

Potion List Example

Body 2

Level: The level of the potion. Duration: How long the potion effect lasts for. Type: Whether the potion is ingested, ranged, or a paste. Description: What the effects of the potion are.

Level: 5 Duration: Event Long Type: Ingested Description: This potion grants the imbiber with +2 body points. Multiple Body potions do not stack. Only the highest level Body potion has effect. Body potions stack with Body Point affecting spells.

Acid Level: 2 Duration: Instant Type: Ranged, Ingested Description: This potion may be thrown as an "Acid Bolt" alchemy attack using the thrown container skill, or ingested for 10 body point damage.

Body 3 Level: 8 Duration: Event Long Type: Ingested Description: This potion grants the imbiber with +3 body points. Multiple Body potions do not stack. Only the highest level Body potion has effect. Body potions stack with Body Point affecting spells.

Alchemy Shield Level: 2 Duration: Event Long Type: Ingested Description: This potion grants the imbiber the effects of a "Alchemy Shield" spell.

Body 4 Level: 11 Duration: Event Long Type: Ingested Description: This potion grants the imbiber with +4 body points. Multiple Body potions do not stack. Only the highest level Body potion has effect. Body potions stack with Body Point affecting spells.

Body 1 Level: 2 Duration: Event Long Type: Ingested Description: This potion grants the imbiber with +1 body point. Multiple Body potions do not stack. Only the highest level Body potion has effect. Body potions stack with Body Point affecting spells.

Curative Paste 5 Level: 3 Duration: Instant Type: Paste Description: This potion heals 5 body points worth of damage.

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Curative Paste 10

Great Resistance

Level: 5 Duration: Instant Type: Paste Description: This potion heals 10 body points worth of damage.

Level: 11 Duration: Event Long Type: Ingested Description: This potion grants the imbiber the effects of the "Aura of Resistance" god power.

Curative Paste 20

Great Spell Shield

Level: 9 Duration: Instant Type: Paste Description: This potion heals 20 body points worth of damage.

Level: 9 Duration: Event Long Type: Ingested Description: This potion grants the imbiber the effects of a "Great Spell Shield" spell.

Cure 5

Great Strength

Level: 2 Duration: Instant Type: Ingested Description: This potion heals 5 body points worth of damage.

Level: 9 Duration: 10 Minutes Type: Ingested Description: This potion grants the imbiber the effects of a "Great Strength" spell.

Cure 10

Greek Fire

Level: 4 Duration: Instant Type: Ingested Description: This potion heals 10 body points worth of damage.

Level: 1 Duration: Instant Type: Ranged Description: This potion may be thrown as an "Fire Knife" alchemy attack using the thrown container skill.

Fire Breath

Guard

Level: 6 Duration: 10 Minutes Type: Ingested Description: Once ingested, this potion allows the character to throw one red spell packet that does a Fire Spear effect attack.

Level: 3 Duration: Event Long Type: Ingested Description: This potion grants the imbiber the effects of a "Guard" spell.

Hatred Great Alchemy Shield Level: 7 Duration: Event Long Type: Ingested Description: This potion grants the imbiber the effects of a "Great Alchemy Shield" spell.

Level: 9 Duration: 10 Minutes Type: Ingested Description: The imbiber is infused with hatred of the first person to talk to him. He will attempt to kill the person at all costs.

Great Guard

Holy Water

Level: 9 Duration: Event Long Type: Ingested Description: This potion grants the imbiber the effects of "Great Guard" spell.

Level: 1 Duration: Instant Type: Ranged Description: This potion may be thrown as a "Sun Bolt" alchemy attack using the thrown container skill.

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Master of Weapons

Remedy Paste

Level: 5 Duration: 10 Minutes Type: Ingested Description: The imbiber of this potion gets the effects of the "great skill at arms" spell.

Level: 6 Duration: Instant Type: Paste Description: This paste can be applied to an unconscious person in an attempt to remedy their ills.

Paralysis

Silvercoat

Level: 6 Duration: 10 Minutes Type: Ingested Description: The imbiber is paralyzed for 10 minutes, as per the Paralysis spell.

Level: 5 Duration: 10 Minutes Type: Special Description: This potion can be applied to a weapon to give the weapon the special property "Silver" for 10 Minutes duration.

Poison 10 Sleep

Level: 3 Duration: Special Type: Ingested, Special Description: Poison 10 potions do 10 damage when ingested. Opening the container and miming a pouring action over food or drink will poison it, and whoever consumes the food or drink takes 10 damage. Or, the potion can be used with the Apply Poisons skill to give a weapon with the Poison Blade property +1 damage for 10 Minutes.

Level: 4 Duration: 5 Minutes Type: Ingested Description: The imbiber of this potion will be set to sleep for 5 minutes, in the same manner as a sleep spell.

Spell Shield Level: 3 Duration: Event Long Type: Ingested Description: This potion grants the imbiber the effects of a "Spell Shield" spell.

Poison 20 Level: 6 Duration: Special Type: Ingested, Special Description: Poison 20 potions do 20 damage when ingested. Opening the container and miming a pouring action over food or drink will poison it, and whoever consumes the food or drink takes 20 damage. Or, the potion can be used with the Apply Poisons skill to give a weapon with the Poison Blade property +2 damage for 10 Minutes.

Strength Level: 4 Duration: 10 Minutes Type: Ingested Description: This potion grants the imbiber the effects of a "Strength" spell.

Toughen Item Level: 8 Duration: Event Long Type: Special Description: This potion can be applied to an item to give it the special property "Resist Breaking" for the day. Lore Items

Poison 30 Level: 9 Duration: Special Type: Ingested, Special Description: Poison 30 potions do 30 damage when ingested. Opening the container and miming a pouring action over food or drink will poison it, and whoever consumes the food or drink takes 30 damage. Or, the potion can be used with the Apply Poisons skill to give a weapon with the Poison Blade property +3 damage for 10 Minutes.

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Thrown Packets This game uses cloth packets filled with birdseed to represent various attacks such as spells and arrows.

Making packets See the Item Construction section for guidelines on making thrown packets.

Packet Colors Players have the option to make their own specially colored spell components with a few exceptions; certain spells or effects require the use of a standard colored packet to represent the effect or to show what type of defense is used to defend against the spell or effect. Red with a cloth tail  Red packets that have a cloth tail attached to them represent arrows.  The damage delivered by an arrow can be blocked by shields and weapons.  If an arrow also delivers a special effect, that effect may be blocked by shields and weapons unless the effect directly targets the item that was struck with the packet. Red  Red packets are used to represent effect attacks and some carrier attacks attacks.  The effect delivered by a red packet may be blocked by shields and weapons unless the effect directly targets the item that was struck with the packet. See attack types for more information. Yellow packets  Yellow packets are used to represent alchemy attacks.  The effect delivered by a yellow packet may be blocked by shields and weapons unless the effect directly targets the item that was struck with the packet. See attack types for more information. All other packets  All other packets represent spells.  Spell effects cannot be blocked by shields or weapons

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Combat Rules Safety Safety is the number one concern while playing. This section lays out some general safety items.

Holds A hold is an OUT OF GAME action that calls a halt to anything going on. Holds can be called by anyone, for safety reasons, rules clarifications, and very important game announcements. How to call a hold: To call a hold, simply yell out "HOLD!" What to do when someone yells "hold" When a "hold" is called you should stop what you are doing and you should also echo the hold call so everyone in the vicinity is made aware that all actions are to be stopped. Kneeling is also suggested, as it allows anyone who may be approaching to see that there is a "hold" taking place and that they should "hold" as well. After everyone stops... Once everyone is stopped, make the announcement or settle any rules disputes so that action can be restarted. Take stock of your status While on a hold, you should count up how many hit points you have remaining so that you are prepared once the game ensues. You should also make note of what types of spell defenses you have up and how much time is remaining in the duration of the spell. Holds & duration Spell duration is not lost during a hold; death counts are also stopped during a "hold". All in-game actions are paused. Moving during a hold If you have to move to talk to someone, make sure that you return to your prior location before a "LAY ON" is called to continue the combat. Be a good role player You must also be a good role player and try NOT to notice who is around you or who might be sneaking up behind you. After all, when you are on a hold, the in-game action is frozen; therefore your characters perceptions are frozen as well. Returning from a hold After everything is ready, the person who called the "hold" should start things moving again by saying: "Rise if you are able, lay on in 3, 2, 1, lay on" and then the game continues from where it left off. When to call a hold "Holds" are to be used for safety and major rules issues. If you have a minor issue that will not have a major impact on the current battle, let your issue wait till after the battle; but if you think your issue is important, or if there is a safety issue, do not hesitate to call a "hold". If a combat breaks out in a potentially dangerous area, please call a "hold" and move it to a location that is better suited for combat. Use your best judgment.

Physical Contact Only with permission Physical contact is only allowed when the receiver explicitly grants it. In combat Physical contact in combat, such as running into someone or pushing someone, is strictly prohibited.

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Eye Protection Eye protection is required to play. What do you mean by eye protection? Eye glasses, goggles, safety glasses, sports glasses, sunglasses, etc. We ask that no matter what type of eye protection you use, please have a strap of some sort that keeps the eye wear from flying off of your head in the event of a bad hit. But it's annoying wearing eyewear all the time... If you are in a non-combat situation you may remove your eye protection but if a battle arises, you must put your glasses back on.

Flashlights In-game or out-of-game? Flashlights are considered out-of-game unless the person is using a spell that creates light. When can I use an out-of-game flashlight? Flashlights are permitted in any situations where it could be dangerous for you to not see what is going on. For instance, if you are walking through a forest in the dark, you may use a flashlight, so as not to hit any trees. When can I NOT use an out-of-game flashlight? You may not use a flashlight to find a lost item on a battlefield unless that item is out of game or unless you are using a spell that creates light.

Combat This section contains rules on what can be used in combat, the general rules of how to perform combat, and how to deal and take damage.

Allowed Weapons Combat in this game is resolved using only padded weapon representations (weapon reps) for weapons and birdseed filled packets for spells. All weapon reps must pass the inspection of a safety marshal before they are allowed to be used in combat. What do you mean by a weapon? Only NEWLARP legal, padded weapon representations may be used in melee or ranged combat. NOTHING ELSE.

Wielding a Weapon In order to attack with a weapon, you must wield it properly.  Hold your weapon only by the grip area, and only try to hit your target with the padded striking area of the weapon.  You may not hit anyone with your shield or the pommel of your sword.  You may only hit a target with the properly padded striking sections of your weapon.  You may only wield a weapon that your character has the skill to use. Wielding two weapons Only characters with the florentine skill may wield two weapons. Without this skill, a character is always restricted to wielding a single weapon. Primary hand and Off hand When a character is wielding two weapons, the longer of the two weapons is always considered to be in the primary weapon hand for purposes of applying weapon training damage bonuses. If a characters is wielding two weapons of identical size, they may choose which hand is primary, but must retain that choice for the duration of a fight.

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Attacking with a Weapon Weapon specific rules The following rules of combat are rules that apply to all weapons. For usage descriptions and restrictions on specific types of weapons, please see the weapon section.

Rules of combat First Rule of Combat When you are attacking with a weapon, you must use a reasonably safe, legal swing. Second Rule of Combat You must only swing/throw at legal target areas. Third Rule of Combat You may not hit for damage more that once per second. Throwing weapons You may only throw all-foam thrown weapons and thrown packets. Weapons with any sort of hard core-material should never be thrown. Definition of a legal swing: A legal swing is defined as one that starts from at least 20 inches from the target and is not swung with excessive force. Light/medium touch combat Our rules and safety requirements are based on what is known as light to medium touch combat. Properly applied force will let the opponent feel that a hit was scored, but not much more. Remember, safety is our main concern regarding combat, you must be careful to not strike your opponent with too much force or you may injure them. Landing a legal attack After a successful, legal, weapon hit on a target, you must immediately call out the numeric amount of damage done followed by a damage keyword. See the dealing damage a little later in this chapter.

Legal Targets To successfully affect an opponent with any attack, you must first hit them in a legal target. Legal targets are defined as anywhere on the body except the head, neck, wrists, and groin. Any attack that uses a thrown packet (thrown special attacks, arrows, spells) will still take affect if they hit the target in these areas, but all melee and thrown weapon damage is voided. If you are throwing a packet, you should never aim for these prohibited targets. Hitting Loose Clothing If a piece of loose clothing is struck by a melee weapon, a thrown weapon, an arrow, or a thrown special attack, it is a judgment call by the defender as to whether or not it was a solid strike, and the decision to take the damage/effect is up to them. A defender takes all affects from spells, regardless of where the packet makes contact with them, including loose clothing.

Dealing Damage Damage Calculation To calculate how much damage you do with a weapon, you can use the following formula: Base weapon damage + damage bonus = Damage called when you make a successful strike. Calling your damage Normal damage is called by saying the number of hit points in damage followed by "damage". You should say this at least loud enough for your target to hear you clearly. e.g. "two damage!" Some abilities and items in the game allow you to replace the generic keyword "damage" with another keyword that changes the damage type or applies a special effect called a Carrier Attack. See the Attack Types section.

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***If you do not hit your target, do not call damage*** Only call damage if you believe you have made a successful strike against them. What if I blocked, but they still called damage? If you as a defender believe that you successfully dodged or blocked an attack and the attacker calls damage, you should say "NO" to indicate that you did not take the damage. Disputing a hit The defender is the final deciding factor in combat for whether or not a hit was scored.

Damage Bonuses When a bonus to damage is listed in the rules, it will either be listed with a specific damage type, or without a damage type.  If a bonus is listed with a damage type, other bonuses of the same type will not stack, and you always only take the highest effect of that type.  If a bonus is listed without a damage type, those untyped bonuses may be added to the total damage bonus without restriction. Combining bonuses To get your total damage bonus, you add together the highest bonus from of each type of bonus and then add in all untyped damage bonuses. Example. Joe has the effects of Sun Strength (+1 strength damage bonus) and a Great Strength spell (+2 strength damage bonus), but Joe only gets +2 because it is the highest strength bonus value. Joe also wields a medium club with the spell Infuse with Oak cast on it (+1 nature damage bonus), and club thorns (+1 damage bonus), for a total of a +4 damage bonus (+2 strength bonus, +1 nature bonus, +1 untyped bonus). Since a medium club has a base damage of 1, Joe can swing his club for 5 damage.

Hit Points and Taking Damage When someone hits you in a legal target and calls their calculated damage, you lose hit points. How many hit points do I have? To calculate your total hit points, you take your total body points + physical armor + defensive spells. Body points Your base body points determined by your level, skills, and race. They are calculated by the check-in official, and are displayed on your game day sheet. Defensive Spells Additional body points may be gained through magical means. Which defenses go first? When you take an amount of damage, it removes hit points in the following order: 1. Physical armor 2. Arcane protection 1. Protection spells 2. Serpent's scales 3. Divine Protection 1. Vestment Spells 4. Body points Running out of body points When your body points total reaches zero, you fall to unconsciousness. In five minutes your body will recover one body point and you will become conscious. Negative body points If you take enough damage to put you to a negative body point value, you fall to a dying state. At that point you are bleeding to death, and will be dead in 60 seconds unless you receive first aid or healing of some kind. For healing purposes, you can not go below -1 body points, except in special circumstances.

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Death count modifiers There are a few modifications to the 60-second death count. It can be affected by Godly intervention, god powers, racial abilities, and by merits and flaws. If you do not receive healing within the 60-second death count, you die. See the section on death and dying later in this chapter for more information.

Special Defenses Some creatures have special resistances that make them harder to damage or make them damageable by only certain things. Damage Barrier Creatures with a damage barrier can only be damaged by a damage amount that is more than the damage barrier value.  Damage barriers are doubled for spells.  If you have a damage barrier, and someone attacks you but does not do enough damage to affect you, you should say "no effect". Example: A troll has a damage barrier of 4. Any opponent of the troll needs to be swinging at least 5 damage to do damage to the troll. A wizard who casts a damage spell on the troll needs to do at least 9 damage with the damage spell to affect the troll. If someone does enough damage to get past the damage barrier, they inflict their full damage. Damage Reduction Creatures with damage reduction reduce all the damage done to them by the amount of the reduction.  Damage reduction has no extra affect versus spells.  If you have an amount of damage reduction, and someone attacks you but does not do enough damage to affect you, you should say "no effect". Example: A chaos turtle Beastman might have damage barrier of 3. An opponent of the Beastman would need to do at least 4 damage in one attack to affect the Beastman, and even then would be doing 3 damage less than their attack normally does. The NPC playing the Beastman keeps track of the damage reduction in his head, and does not need to inform the opponent of the damage reduction, as long as that opponent is doing at least enough damage to affect the Beastman. Special Requirement to Hit Some creatures require special materials or attack types to damage them.  All attacks that do not fulfill the requirement do no damage to the creature. Example: A wraith requires silver or magic to affect them. Any opponent trying to attack the wraith will do no damage unless they are attacking with spells, a magic weapon, or a silver weapon.

Healing Healing spells The easiest and most common way to... is to receive a healing spell, which heals an amount of damage done to your body points. The amount depends on the power of the spell. Potions and salves Healing potions and salves are another way to recover lost body points. First aid First aid will heal one body point on a target that is bleeding to death. Recovering from unconsciousness If you are at zero hit points, you are rendered unconscious and will wake up in 5 minutes at 1 body point. Broken Limbs Regular healing spells has no effect on broken limbs. Broken limbs can be healed by a repair limb spell, or certain rituals and powers. Broken limbs also heal on their own between game days. Maimed or Severed Limbs A limb that has been severely maimed or severed can not be healed by regular healing spells. These wounds require special healing such as from certain ritual magics.

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Scars Scars that have been created by maiming blows can not be healed by regular healing spells, and require ritual magic or special powers to heal. Permanent Wounds Healing spells and rituals return a body to the way it remembers it should be. Some wounds go so deep that the body remembers them through all healing, and even through death. Permanent wounds are just that- wounds never go away. They can be healed to the point at which they aren't bleeding, but they will always be there as a scar, or a maimed hand, or whatever the wound was.

Battle relief Battle Relief is time spent repairing. Basics of battle relief It takes 5 minutes of rest to complete battle relief. At the end of this time, your armor is repaired. What to do during battle relief During this time it is assumed that you are repairing your armor. To represent this you must not have weapons in your hands and you must shake your shirt repeatedly, like you were airing it out. Acting out other ways to repair your armor is encouraged. Initiates with the power "Demon Hide" must massage their skin to represent repairing their armor. Interruptions If you are interrupted during battle relief, either by combat, travel, or something else, the time required to perform battle relief is reset to 5 minutes. What do you mean by travel? For simplicities sake, moving more than 20 paces away from where you started your battle relief is considered traveling, and will interrupt your battle relief.

Maiming Blow Maiming blows can be used to break limbs, carve bloody scars into flesh, or chop off body parts. Who can I use a maiming blow on? Any unconscious, paralyzed, sleeping, or totally restrained person. How do I use a maiming blow? To perform a maiming blow on a target, you put your weapon to their body and say, "maiming blow one, maiming blow two, maiming blow three, I ", after that is said, you have maimed your target. Interrupting a maiming blow If your weapon is parried aside or struck during the act of performing a maiming blow, your maiming blow is interrupted, and you must start again. Creatures only affected by ... For a maiming blow to work, your weapon must be able to affect the creature you are attempting to perform a maiming blow on.

Killing blow If you wish to make sure an enemy does not get back up, you can finish him/her off with a "killing blow". Who can I use a killing blow on? Any unconscious, paralyzed, sleeping, or totally restrained person. How do I use a killing blow? To perform a killing blow on a target, you put your weapon to their body and say, "killing blow one, killing blow two, killing blow three", after that is said, you have ended their life.

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Interrupting a killing blow If your weapon is parried aside or struck during the act of performing the killing blow, your killing blow is interrupted, and you must start again. Creatures only affected by ... For a killing blow to work, your weapon must be able to affect the creature you are attempting to perform a killing blow on.

Attack Types This section defines each type of attack that exists in the game and how to perform and defend against them.

Basic Attack Description Basic attacks are damage attacks delivered by the strike of a weapon or with a thrown red arrow packet. Basic attacks do damage without any special effect. Usage  Basic attacks are delivered by the strike of a weapon or with a thrown red arrow packet, depending on the attack.  Upon a successful hit, the attacker will call out an amount of damage followed by the word "damage".  Some spells, effects, and item properties can modify the damage type of an attack. When the damage type is changed, you substitute that damage type for the word "damage.  Upon a successful hit, the target subtracts the amount of damage called by the attacker from their defensive points. Blocked by  Basic attacks may be blocked with shields and weapons

Effect Attack Description Effect attacks are any non-spell attack that does a special effect without being accompanied by a damage call. These attacks will either be called using a spell name without the incant, or by a self explanatory description of the attack. e.g. "Dark Bolt" thrown with a red packet does 10 damage but can be blocked with a shield or weapon, and uses a guard to resist. e.g. "Break Weapon" swung with a weapon breaks a target weapon if the attack hits that weapon. Usage  Effect attacks are delivered by the strike of a weapon or with a thrown red packet, depending on the attack.  Upon a successful hit, the attacker will call out the effect attack.  Effect attacks delivered by a melee weapon that directly target an item must be delivered with a successful hit on that item. Blocked by  Effect attacks may be blocked with shields and weapons  If the effect attack directly targets a type of item, that item cannot be used to block the effect of the special attack.  Effect attacks that target a character or NPC may be resisted with a guard spell.

Alchemy Attack Description Alchemy attacks are any attack delivered with a yellow packet, using the thrown container skill. These attacks will either be called using a spell name without the incant, or by a self explanatory description of the attack. Usage  Effect attacks are delivered by a thrown yellow packet.  Upon a successful hit, the attacker will call out the alchemy attack.

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Blocked by  Alchemy attacks may be blocked with shields and weapons  If the alchemy attack directly targets a type of item, that item cannot be used to block the effect of the special attack.  Alchemy attacks may be resisted with an alchemy shield spell.

Carrier Attack Description Carrier attacks are weapon attacks that apply a special effect to a target along with damage. All carrier attacks replace the "damage" keyword of the attack call and replace it with a keyword that indicates the special effect of the attack. The attack must reduce the targets body points in order to apply the special effect. e.g. "Three paralyze" does 3 damage on a successful hit, but only applies a paralyze effect if the attack damage reduces the targets body points. Usage  Carrier attacks are delivered by the strike of a weapon.  Upon a successful hit, the attacker will call out the damage amount followed by an effect keyword.  Upon a successful hit, the target subtracts the amount of damage called by the attacker from their defensive points.  If the damage of the carrier attack subtracts any body points from the target, the special effect of the carrier attack applies to the target.  If a carrier attack effect directly targets an item, the attack does not need to subtract body points from a target in order to apply the effect to the target's item. Blocked by  Carrier attack damage may be blocked with shields and weapons  Carrier attack effects may be blocked with shields and weapons unless the effect directly targets the item being used to block.  Carrier attack effects may be resisted with a guard spell.

Spell Attack Description Spell attacks deliver a special effect and require an incant several words long prior to making the attack. Usage  Spell attacks are made by saying the proper spell incant, followed by throwing a spell packet at the target.  Upon successfully incanting the spell and striking the target with the packet, the target will apply the effects of the spell. Blocked by  Spell attacks cannot be blocked with shields and weapons.  Spell attacks may be resisted with a spell shield.

Gaze Attack Description Gaze attack is another method for delivering a special effect. Usage Gaze attacks are delivered by making eye contact. The duration of eye contact depends on the effect, but it is commonly 10 seconds. After that time, the character using the gaze attack should walk over to their target and inform them of the effects of the attack. Blocked by Gaze attacks may be blocked by a guard spell.

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Unusual Effects Most of the effect attacks and carrier attacks in the game mirror one of the spells in the game, such as fear, paralyze, drain life, etc. However, there are some special effects that you may see that are not described by any spell. Here are all of the current effects that fall into that category.

Special Weapon Properties Weapon properties such as Magic and Silver are described in the Special Item Properties section.

Divine Divine attacks are considered magical and will negate any damage barriers, damage reduction, or immunities. Attacks with the Divine keyword cannot be blocked by a spell effect.

Nausea Description A character struck by a nausea attack may do nothing for 10 minutes except gag and vomit. The character may only walk with the assistance of a comrade. Usage Nausea attacks are delivered via melee or ranged carrier attack. Blocked by A nausea attack can be blocked with a guard spell.

Rust Metal Description Any metal object struck by a rust metal attack will be totally destroyed by rapid and irreversible rusting, rendering it useless. The effect is permanent. Usage Rust attacks are delivered via a melee or ranged carrier attack. Blocked by  Items that can resist breaking can resist the effects of a rust metal attack as though it were a break item attack.  This effect CANNOT be resisted by a guard, and it DOES NOT need to affect the body points of the target for the effect to work. It only needs to strike a metal object for the rust affect to work on that object.

Drowning Description This carrier attack causes you to be thrown to the ground and you are immobile for 10 seconds. It simulates the power of water knocking you down and filling your lungs with water. After the 10 seconds is up, you may stand up and act normally. Usage Drowning attacks are delivered via a carrier attack or by a spell such as wall of water. Blocked by A drowning attack can be blocked by a guard spell.

Dominate Description Some monsters such as special undead can completely control another character through a dominate attack. If a character is affected by the dominate attack, they are completely under the control of the monster who initiated the attack and must follow all requests from the monster, acting on intent, rather than exact wording.

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Usage Dominate effects are commonly delivered via a gaze attack, but may also be delivered by a ranged carrier attack. Blocked by Domination can be stopped by a guard spell.

Transfix Description A character using a transfix attack needs to make direct eye contact with his target for only a moment, and call out "Transfix". The target must then stand around staring blankly and doing nothing for 10 seconds. A Remedy or Cure Insanity spell will cure the effect instantly. Usage Transfix is delivered via a gaze attack, as per the description above. Blocked by A transfix attack can be stopped by a guard. Also, the attack is considered a mind control attack, for the purposes of specialized protections.

Divine Power Indicators Some god powers require the use of a sash, labeled with specific words, to indicate that a god power is in use on a character. These powers describe what the sash needs to be, under their description, but a table of the various sashes is listed below for convenience. White Sashes Light - "Armor of Light" god power is in use Peace - "Field of Peace" god power is in use Pain - "Painful Ecstasy" god power is in use Sanctuary - "Sanctuary" god power is in use Shield - "Steel Dragon Shield" god power is in use Thorns - "Thorns" god power is in use

Magical Walls Magical walls, such as wall of fire, or wall of air, require the use of a ten foot length of rope to represent the wall. This rope is anchored at each end with a spell packet, and has colored streamers attached along the rope to indicate the type of wall. The streamer colors are listed below. Refer to the spell descriptions in chapter 12 for full information on the wall spells. Wall Streamer Colors White - Wall of Air Black - Wall of Darkness Brown - Wall of Earth Red - Wall of Fire Blue - Wall of Water Purple - Wall of Force

Other Special Effects There are many special effects, powers, and abilities that can take place during combat and during non-combat situations. You should be aware of as many of the different "special effects" that can take place as you can. Obviously there will be some that you do not remember; that is what marshals are for. Marshals will guide you and tell you what you need to know if you are unaware of what certain things represent.

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Death and Dying When your character bleeds to death, receives a killing blow, or falls under the effects of a death spell, your character is dead.

How to Die 1. 2. 3.

4. 5.

6. 7. 8.

Get killed. After dying, your character's spirit remains within your character's body for 5 minutes. While you are waiting, get your character's items together. At the end of those 5 minutes, your character's spirit leaves his or her body, and the largest remaining piece of their body disappears. For example, if your character's arm has been cut off, your character's body disappears, but the severed arm does not. Before you leave the spot where your character's body was lying, you must leave all the in-game items your character had on them at that spot. Once in spirit form, your character's spirit is invisible and insubstantial to most people, and you should wear a white headband or make some other effort to show that you are basically out of game. After your character is resurrected, your character will not remember anything from the time during which they were in spirit form. After leaving the body, your character's spirit will make its way to a divine power circle of your choice to be resurrected. Once within a divine power circle (usually located in a temple), your character's spirit becomes visible to anyone that is within view. Once at a divine power circle, you must wait for someone to perform a Rite of Life Ritual or a Resurrection ritual on the power circle. When the ritual is completed, your character will be alive again.

Life Force and Resurrection During resurrection, there is a chance of your character losing a significant portion of their life force through the strain of the ritual.  Unless otherwise noted, all characters start with 3 life force. Either during the ritual itself or at some time soon afterwards, you need to inform a marshal that your character has died. The marshal will have you draw from a 'death bag' which consists of 10 white marbles and 10 black marbles. The number of either color of marble may be modified through powers or other special means (i.e. the 'weak spirit' character flaw). The marshal will mix up the marbles in the bag, and you will then pull one marble from the bag without looking into the bag.  If you pull a black marble, your character's life force is reduced by one point, and you should mark this on your game day sheet, and turn that sheet in at the end of the event.  If you pull a white marble, your character loses no life force.

Other Possibilities Two circumstances can change the course of events when your character dies. 1. If your character dies and receives a 'bind spirit' spell before their body would disappear, your character's spirit will remain attached to their body for a length of time (usually 24 hours). Your character's body can then be carried to a divine power circle and be resurrected as normal, except that there is no chance of losing any of your character's life force. This is because the strain of being resurrected is lessened when your character's body does not need to be reconstructed by the magic of the ritual. 2. If your character has no life force remaining when he or she dies, then at the point when your character's spirit would normally leave their body and make its way to a temple to be resurrected, the spirit instead dissipates, and your character is permanently dead. However, if your character has no life force remaining when he or she dies, but receives a 'bind spirit' spell before their spirit would leave their body, then they may be resurrected normally, as detailed above.

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The Winds of Magic Every day, a wave of energy washes across the world. When this energy comes in contact with a creature, it refreshes and empowers them. The Church of Varun preaches that this energy is actually the breath of Varun as he looks down upon the world.  What time the winds of magic occur is random.  A marshal will notify the players when the winds of magic happen. When the winds of magic happen, the following effects occur:  All character's currently memorized spells are refreshed instantly.  All character's skills, abilities, powers, etc that are listed as 'per day' are refreshed instantly. Note: The winds of magic does not cause any currently in-effect spells, abilities or attack effects to drop.

Spell Casting Memorizing Spells Before you can cast your spells, you must first memorize the spells you wish to cast for the day. This is done after you check in to the game and get your character sheet, or during the game with the use of a power circle.  To memorize spells, you look on your character sheet to see what spells you have available, and then pick your spells from those.  Each spell you memorize subtracts mana from your total mana or karma.  The mana or karma cost of a spell is equal to the level of the spell.

Re-Memorizing During a Game Day During a game, when a mage has access to an arcane power circle, or a priest has access to a divine power circle, they may re-memorize their spells. Re-memorizing does not refresh mana and karma, it only allows the mage or priest to re-allocate their currently memorized, un-cast spells.  A mage must spend 10 uninterrupted minutes within an arcane power circle  A priest must spend 10 uninterrupted minutes within a divine power circle  The mage or priest may return any or all currently memorized spells that have not been cast into their mana or karma pool  The mage or priest may memorize spells from their unallocated mana or karma

Casting Spells When you wish to cast a spell, you simply say the incant of the spell and then throw a spell packet at your target. If you hit your target with the packet, your target must apply the effects of the spell. Spell Incants Spell incants can be found with the mage and priest spell lists. Incants are divided into two parts, the source, and the spell effect.  All priest spell incants look like: By , I  All mage spell incants look like: With , I Example: The repel spell can be found on both the Amneron priest spell list, and the Mind Control mage spell list. Amneron priests would cast the spell with the incant: "By Amneron, I repel this being.", and Mages, they would use the incant: "With mind control, I repel this being.". Both use the same spell effect, but different sources. Interrupting an incant If you take any damage during the incantation of the spell, your spell is lost. If you pause for more than 2 seconds during an incant, the incant is interrupted and your spell is lost. Spell Packet Restrictions You must have one of your hands touching a spell packet in order to cast a spell. You may not use your mouth or any other body part. It must be one of your hands.

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Throwing a spell packet After your incant, you have a 2 second time limit to throw your spell packet at the intended target, or touch them with the packet. However, you may not touch anyone with an offensive spell; offensive spells must always be thrown. Hitting the wrong target No matter who your intended target is, whoever the packet touches first after it leaves your hand is the target that takes the spells effect, even if that person is an ally. Effects of maimed or broken limbs on spell casting If any sort of breaking or severing effect is done to any part of the arm (including the hand), through maiming, spells, or otherwise, the hand on that arm may no longer be used to cast spells.

Spell types Regular - Casting most spells simply involves saying the incant and immediately throwing a spell packet at your target. They may be cast at a target, or at yourself. Self-only - Self-only spells work like regular spells except you may only cast the spell on yourself, and no one else. Self-only spells still require a spell packet. Spells that require you to specify a target There are some spells listed in the spell lists and in the spell descriptions with in the name and in the incant. This means you need to fill in the name of a target object. Example: Engulf Item from Fire Elementalism spell list. The incant is: "With the elements, I engulf your ". So, to use the spell on someone's sword, you would incant: "With the elements, I engulf your sword"

Spell Durations Here is a list of the typical spell durations and the definition of each: Instant - Instant spells affect their target immediately 10 Seconds - Lasts for 10 seconds. 1 Minute - Lasts for 1 minute. 5 Minutes - Lasts for 5 minutes. 10 Minutes - Lasts for 10 minutes. Event Long - Lasts for the duration of the game event.

Spell Packets Spell packets are the physical in-game item that is thrown at the target of the spell. Spell Packets Out-of-Game Out of game, the packet is made up of cloth and birdseed, held together by string, rubber bands, or tape. Spell packet creation is discussed in chapter 20. Spell Packets In-Game Within the game, spell packets are a packet of common spell ingredients that a spell caster uses to focus and transfer energy in the form of spells.

Cantrips and Words Cantrips and Words are a lesser tier of magic and prayer, which are available to mages and priests through certain skill group packages. They are considered 0 level spells and can be found within the mage and priest spell chart and spell descriptions. Memorizing Cantrips & Words Cantrips and Words do not cost mana or karma. If you have Cantrips or Words from purchasing a mage or priest skill group, you can choose 10 of them to take for the day. The skill Enhanced Cantrips or Enhanced Words will allow you to take an additional 10 spells from the Cantrips or Words list.

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Casting Scrolls Magic scrolls contain spells that are cast just like a normal spell, with one difference. Instead of the spell being memorized and powered by your own mana or karma, it is cast from the scroll itself, and the scroll must be destroyed after it has been used

Spell Defenses There are only a few ways to prevent a spell from affecting you.  The first is to avoid the spell packet by dodging out of the way of the packet.  If the packet touches you, the other way to avoid a spell's effect is to use a spell defense against it. Some spell defenses are spells themselves and others may be powers and abilities granted by racial bonuses or by god powers. The spells that grant you defense against other spells are: spell shield, greater spell shield, and reflect. 1. Spell shields work against the first spell that makes contact after the shield is cast. 2. Greater spell shields are smart, meaning that you get to choose when you use it. 3. Reflect spells works like spell shield except it doesn't just negate the spells effects, instead it turns the spell back onto the caster.

Other Spell Defenses Other spell defenses will list the specific purpose and usage in their description. Karmic Power: Aura of Resistance Spell resistances granted by divine powers work like great spell shields, you may choose to use it or not, at the time when you are hit by a spell. Racial Spell Resistance There are also other resistances granted by racial advantages, the usage of these is described in the races chapter.

Using a Spell Defense After you get hit with a spell, you need to say the activate word for the spell defense you intend to use. If you have a non-"smart" spell defense on you, and the activate word for that spell defense is not stated (such as "shield" for a regular spell shield) within 5 seconds of being hit by an appropriate effect, the effect will happen as if there was no spell defense in place, and the spell defense will be removed. Can I choose to not use a "dumb" spell defense? Yes. A character may choose to not say the activate word for any spell defense they have on them.

Taking Damage from spells Knife, Bolt, Spear, Lance The standard system for most of the damage spells is listed here, so all you need to do is memorize what damage spell keyword does what quantity of damage. For example, a Bolt spell such as Fire Bolt or Water Bolt does 10 points of damage no matter what type of bolt it is. Knife = 5 Damage Bolt = 10 Damage Spear = 15 Damage Lance = 20 Damage

Non-Standard Damage Spells Some spells in the game system do damage but do not conform to the 4 tier standard. In the event you are hit with a spell you do not recognize, you will need to ask the caster what the effect is. Becoming familiar with the damage spells is essential for functioning in a battle without having to call a hold to determine how much damage you have taken.

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Ritual Casting Ritual Magic is a very slow form of magic that involves complex ceremonies and often includes more than one participant in the ritual, aiding the primary caster of the ritual.

The Parts of a Ritual When a wizard or priest wishes to cast a ritual spell, all the info they need in order to cast the ritual is contained on the ritual scroll. Type: Either Arcane or Divine. Arcane rituals require the arcane ritual magic skills and use mana to power them. Divine rituals require the divine ritual magic skills and use karma to power them. Casters aiding the primary caster must have skill in the same type of ritual magic. Level: the level of the ritual. The primary caster must know ritual magic of the appropriate level to cast the ritual. Any casters aiding the primary caster must know a minimum of ritual magic 1-4. Time required: The time that the ritual takes to cast. This can range anywhere from 1 minute to several hours, depending upon the level and power requirements of the spell. Energy Cost: This is the power requirement of the spell. Rituals use either mana or karma, depending on the type of ritual. Rituals may use anywhere from relatively low amounts of power to upwards of a thousand points, depending on the power and level of the ritual. The energy for a ritual comes from the spells of the primary caster and any other participating casters that may be aiding him/her. The participating casters may cash in any number of their chosen spells for the day and channel that power to fuel the ritual. The combined donated energy of all participating must equal at least the energy cost of the ritual or the ritual will fail automatically. Odyllis Requirement: How many ounces of odyllis are required to cast the ritual. Odyllis is a powerful reagent that ritualists use to filter and purify the power that they put into a ritual. Typically, low-level rituals have no odyllis requirement. Medium to high-level rituals can require anywhere from 1 to 50+ ounces of the reagent, as the amounts of power used in the rituals will become dangerously unstable without the purifying effects of odyllis. Odyllis comes in powder form, or in pressed sticks, and is sold by the ounce. Odyllis comes from the dried stamens of the Odyllo flower, and it takes 3000 flower blooms to produce 1 ounce of odyllis. The color of odyllis varies, and is dependent on the region and season where the flowers were picked. The Odyllo flower has the unusual property of emitting magical light during the night, to attract nocturnal insects. It is believed that the flowers have a small amount of innate mana, similar to elves, that they actually 'recharge' during the winds of magic, and that it is the stamen of the flowers that allow it siphon mana from the surrounding environment. Odyllis can be accurately identified using the Plant Lore skill. Spectators: Yes or No. Unskilled observers can aid in the casting of a ritual. They usually hold candles, chant, pray, etc. Each spectator contributes one(1) and only one point of energy to the ritual. Spectators may contribute a maximum of 50% of the total energy cost of the ritual. The casters of the ritual never count as spectators. Success chits: This is the number of success chits, marbles, sticks, etc. The number varies, but is usually 10 success chits. Every tier of ritual skill that the primary caster has over the ritual being cast adds 1 success chit. (i.e. Jim has ritual magic 1-4 and 5-7 and is casting a level 4 ritual. He gets +1 chit.) Additional success chits may be purchased with additional energy being put into the spell. An extra 10 energy is required for every additional success chit.

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Failure chits: This is the number of failure chits, marbles, sticks, etc. The number of failure chits in a ritual varies widely and is mainly based on the level of the ritual. When a failure chit is picked, the ritual fails and any effects described in the failure section of the effects of the ritual happen. Critical failure chits: This is the number of critical failure chits, marbles, sticks, etc. The number of critical failure chits widely varies, but is usually no more than 3. The amount is generally based on the amount of power a ritual requires. The more power the ritual is using, the more the chance for that power to go awry. Ritual: This describes the general ceremony of a ritual. This includes any specific chants for spectators/casters, dances, symbols, etc. Effects: This includes the end result of the ritual casting being successful, what if anything happens if the ritual fails (beyond all the energy spent being wasted), and what the results of a critical failure are.

The Casting of the Ritual 1.

2.

3.

If anyone is donating energy to the ritual, the primary caster records all the power gathered from himself and anyone aiding him. If the ritual is one taking 10 minutes or less, a marshal does not need to be involved unless the ritualist requests one. Rituals longer than 10 minutes require a marshal to adjudicate. The Ritual Starts 1. If the energy requirements for the ritual are satisfied, then those participating in the ritual must play their roles in the ritual for the entire time required. 2. If at any point any of the participating spectators leave the site of the ritual or is knocked unconscious or killed, the energy the individual contributed goes away, and more energy must be donated by any of the participating casters. 3. If at any point one of the casters performing the ritual is knocked unconscious, the ritual will fail, and all participating casters will be hit with the effects of a drain life spell (guardable). 4. Physical damage to the spectators or casters has no effect on the ritual until it knocks one of them unconscious. At the end of the required time, if nothing has happened to interrupt the ritual, the primary caster to pick from a chit bag containing the ritual specified number of success chits, failure chits, and critical failure chits. 1. The type of chit drawn by the primary caster determines whether the ritual was successful, whether it failed, or whether it resulted in a critical failure. If the result was a critical failure, a marshal will need to decide the results of the critical failure.

Glyphs Some rituals create a glyph. Glyphs are magical symbols that hold the energy of a ritual for an indefinite period of time. Inscribing Glyphs Glyphs may only be inscribed on non-living objects that are not touching anything living at the start of the ritual. Drawing the Glyph The ritual for all glyphs includes inscribing the glyph on an object. In out of game terms this means that the ritualist draws the glyph on a piece of paper and secures it to the object. The minimum dimension for drawn glyph is 4. Glyph Density Glyphs may not overlap, but other than that, there is no minimum distance requirement between glyphs. Glyph Duration The duration for all glyphs is permanent until destroyed. Destroying a Glyph A glyph can be destroyed with a "destroy magic" spell, which has a 50% chance of working (adjudicate using a chit bag).

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Searching Searching Characters A character may be searched when they are unconscious, tied up, charmed or otherwise controlled, or when they consent to be searched. During a search, physical contact is not permitted at any time.  To perform a search, the searching character must have both hands completely free, and must count out loud, "search one, search two, search three..." to the target, at a rate of one count per second, maximum.  Searching a character takes 1 minute.  At the end of that time the target of the search must hand over all item cards, money, and any other in-game valuables to the character searching them.

Searching Cabins To search a cabin, a character must have a marshal with them. The marshal will review the cabin log, see what, if any, security devices or spells exist on the cabin, and then adjudicate the cabin search. During the search of the cabin, a character may not disturb any out of game items. After the search of a cabin, any items taken from the cabin must be shown to the marshal and approved.

Stealing There are those who may play a character with less than ideal morals. This section contains rules on stealing. Any game items or in-game money may be stolen. However, if the physical representation (commonly known as the 'phys rep') of the item stolen belongs to the victim, the thief may only keep the item card from a stolen item. In the case of recognizable items such as some weapons, the victim has the right to demand that the thief keep the phys rep together with the sword item tag for the rest of the game day (or longer, if it is requested by the victim and approved by a marshal). This can let the victim spot his or her stolen item if it appears in-game again.

Picking Pockets Characters with the Pick Pockets skill can attempt to steal specific items from other characters without their knowledge.  To pick someone's pocket, a thief must attach a thieves clip to some part of the target's costume without the target's knowledge.  Picking someone's pocket by attaching a thieves clip is an in-game action, and can be noticed by other characters who may be observing.  Once a thief has attached a clip to another characters costume, a marshal, another character, or the thief himself will tell the target that their pocket has been picked.  If the string on the thieves clip reaches the item that the thief was trying to steal, then that item has been successfully stolen. This is repeated for each item that the thief was attempting to steal. The string is explained in more detail later on in the chapter.  The thieves clip, and any items stolen successfully, will then be delivered to the thief by a marshal or other third party.  After a victim has turned over items that have been stolen, his or her character is aware of having been pick pocketed, but not necessarily by whom.

Thieves Clips There are two types of thieves' clips, in-game clips, and out of game clips. Attached to all thieves clips is a string, representing part of the thief's skill at pick pocketing. In-Game Clips In-game clips represent small sharp implements the thief uses to cut pouches, necklaces etc, and must have an item card associated with them. In-game clips are considered illegal in most parts of the game world.  Red clothespins are used to represent in-game thieves clips.  The string on an in-game clip is 8 inches long, plus 1 inch per level of the Pick Pockets skill that the thief possesses.

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Out-of-Game Clips Out of game clips are just representative of the thief's in game fingers.  Green clothespins are used to represent out-of-game thieves clips.  The string on an out of game clip is 1 inch long per level of the Pick Pockets skill that the thief possesses.

Thieves Clip Strings When a thieves clip is successfully attached to a target's costume, the string on the clip must physically touch the object that is being pick pocketed, without anything being stretched, or the Pick Pocket attempt will have failed.  If the item that is being stolen is on the inside of a victim's clothes, the string must reach through an opening in the victim's clothes to touch the item.

Pick Pocket Skill Levels The following table illustrates what a pickpocket may steal; based upon the number of levels the thief has in the Pick Pockets skill: Level 1 A pouch carried on the outside of the victim's clothes. Level 2 A pin or an amulet on the outside of a victim's clothes. Level 3 A pouch carried on the inside of a victim's clothes. Level 4 A pin or an amulet on the inside of a victim's clothes. Level 5 Any two level 1 or level 2 items. Level 6 A ring worn without gloves. Level 7 A weapon in a sheath. Level 8 A ring worn under gloves. Level 9 Any three level 1 or level 2 items. Regardless of Pick Pocket skill, items that are inside boots, and items that are under armor (not including costume), cannot be stolen with the Pick Pocket skill.

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Strength Effects Different effects in the game can give a character greater than normal amounts of physical strength. This section details the effects of physical strength.

Strength Tiers Normal humanoid characters have Tier 0 strength. Spells and items may increase strength to a specific tier. If a character has multiple strength increasing effects, only the highest tier effect applies.

Tier 0      

Normal humanoid strength. No bonus to weapon damage. No special strength effects. Can drag a humanoid at moderate walking speed using both hands. Can drag a humanoid at a slow walking pace using one hand. Cannot throw a humanoid any significant distance.

Tier 1      

+1 strength damage bonus. Can lift up to 300 lbs. Can drag a humanoid at fast walking speed using both hands. Can drag a humanoid at a moderate walking speed using one hand. Can drag two humanoids at a slow walking speed using both hands. Can easily throw an unresisting humanoid up to 10 feet.

Tier 2       

+2 strength damage bonus. Can lift up to 500 lbs. Can drag a humanoid at jogging speed using both hands. Can drag a humanoid at a fast walking speed using one hand. Can drag two humanoids at a moderate walking speed using both hands. Can easily throw an unresisting humanoid up to 15 feet. Can escape Shackle effects with a count of 'break 1, break 2, break3'.

Tier 3       

+3 strength damage bonus. Can lift up to 700 lbs. Can drag a humanoid at running speed using both hands. Can drag a humanoid at a jogging speed using one hand. Can drag two humanoids at a fast walking speed using both hands. Can easily throw an unresisting humanoid up to 20 feet. Can escape Shackle effects with a count of 'break 1, break 2, break3'.

Tier 4      

+4 strength damage bonus. Can lift up to 900 lbs. Can drag a humanoid at running speed using one hand. Can drag two humanoids at a jogging speed using both hands. Can easily throw an unresisting humanoid up to 25 feet. Can escape Shackle effects with a count of 'break 1, break 2, break3'.

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Locks Locks can be found on chests, doors, boxes, books, and various other items. If an item is locked, it cannot be opened unless a key unlocks the lock, the lock is destroyed, the lock is opened with the Pick Locks skill, or the lock is opened through some other special way. Lock Variety Different types of locks such as pad locks or door locks can be purchased in-game from locksmiths. Locksmiths also install locks in items such as doors and chests. Lock Item Cards A lock is usually represented by a 3 by 5 card, which is attached to the object that the lock is securing. The card records all the information about the lock, so that when someone tries to pick the lock, the information is easily on hand for a marshal. Lock Difficulty Locks come in difficulties ranging from 1 to 5, with 1 being the easiest to open. To pick a lock, a character must pit his or her Pick Locks skill against the difficulty of the lock. If they are successful, the lock will open. If not, the rogue must wait for an hour before trying the lock again. Lock Type There are also several types of locks, represented by the letters A to F. The type determines how tough the lock is, whether inflicting damage on the lock can open it, and how much damage is needed to damage it at all.

Unusual Locks Occasionally, a marshal may use a special item to represent a lock during a game. Instead of the regular lock picking, a character might have to solve a sliding puzzle, or some other type of puzzle device. If this is the case, the character attempting to gain access to the lock must still have the Pick Locks skill, and the marshal may even require the character's skill to be at a certain level to attempt the lock.

Locks and Keys Using a key is the normal way to open or secure a lock. Unlocking a Lock Using a Key Unlocking a lock with the use of a key takes 3 seconds and you must say, "unlocking one, unlocking two, unlocking three". The key must be in your hand while you are doing this. Locking a Lock Using a Key Locking a lock with the use of a key also takes 3 seconds and you must say "locking one, locking two, locking three". The key must be in your hand while you are doing this. Locking and Unlocking Interruption A character will be interrupted if they are hit for damage attempting to lock or unlock. This means they must start their locking or unlocking count over again. Key Items Keys are represented by an appropriately key shaped item such as a real key, a wooden key, a key shaped piece of cardboard, a 3 by 5 card with a key drawn on it, etc. Every key must also have an item tag along with it. On the item tag is the identifying information on which lock or locks the key will open. This may be revealing, or obscure, but must match the corresponding information on the lock that the key will open. Interaction with the Lock Item Card Any interaction with the lock card, such as moving the lock, is expressly forbidden.

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Lock Picking To pick a lock a character must have at least one level of the Pick Locks skill, a lock pick item card, have a marshal present, and use the following rules: 1. Find a lock 2. Find a marshal - The marshal will read the lock card and inform you of the lock difficulty. 3. Pick the Lock - If you then wish to pick the lock, you must spend one minute per difficulty level of the lock, next to the lock, role-playing the act of lock picking. 4. Chance of failure 1. Add one failure chit to a bag. 2. Compare lock difficulty vs. Pick Locks skill. For every difficulty that the lock is higher than pick locks skill, add another failure chit. 3. You can choose to increase the time spent picking the lock. For every extra minute spent picking the lock, remove one failure chit. 4. You can choose to reduce the time spent picking the lock. For every 30 seconds less spent picking the lock, add one failure chit. 5. Add success chits to the bag until there are 10 chits total in the bag. 6. Shake the bag up, then draw a chit from the bag to determine whether the lock was successfully picked or not, and see the results. 5. Results - If the lock was successfully picked, the any traps tied to the lock do not go off, and whatever the lock was keeping closed can be opened. If the lock pick attempt was a failure, any traps attached to the lock are set off and the lock does not open.

Lock Picks Lock picks represent the kit of small tools a character uses to pick locks. Lock picks are in-game objects and item tags for them must be purchased in-game.

Damaging Locks Some locks can be opened by hitting them with weapons or casting damage spells on them.  How much damage needs to be done to a lock depends on the lock type and any magical effects on the lock. (See the section on Lock Types for specific information) The Consequences of Bashing a Lock Destroying a lock with damage will set off any attached trap, and any fragile objects in locked items such as chests may be destroyed, as dictated by a marshal.

Types of Locks Every lock has two statistics, a difficulty rating which determines how hard it is to physically pick, and a type that determines how much damage is required to break the lock. Damage Reduction: This is the Lock Damage Hit Type A - A small lock of medium quality made from any semi-hard metal such as brass or copper. amount of damage that is Type Reduction Points subtracted from a character's Type B A lock of medium quality made from any hard 2 20 weapon swing when swinging A metal such as iron or steel. upon a particular lock type. B 4 40 Type C A reinforced lock of medium quality made from a Example: A creature swinging hard metal such as iron or steel. C 6 60 5 damage would actually only Type D A high quality reinforced steel lock. 8 80 do 1 damage to the lock per D Type E A large, high quality reinforced steel lock. swing. E 10 100 Type F A lock made from special or magical materials. F --Lock Construction Spells vs. Damage Reduction. The Damage Reduction affects spells also, but the Locks are constructed and installed by locksmiths. If you number must be doubled. For example, a type B lock has wish to have a lock installed, you should find a locksmith. a damage reduction of 8 vs. spells. See the Locksmith profession for more information on Hit Points: The amount of physical or spell damage that creating locks. needs to be done to a lock to break it open.

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Traps Traps are devices that inflict some sort of harmful effect when triggered. Using the Set Traps skill, rogues construct traps for purposes such as protecting objects (like doors and chests) or setting ambushes. Traps include types like needle traps, tripwire traps, pit traps, structural traps, dart traps, etc. In Newlarp, traps are represented in several different ways as defined by their trap class. Some traps are represented simply by their triggers, and have no moving parts, while other traps are actually apparatus built using tripwires, pressure plates, warning bells, and more. See the section on trap classes for more information. Setting, disarming, or any other interaction with a trap must be done with a marshal or other qualified person present.

Trap Construction Constructing traps involves designing a trap and then building the trap. When a trap is constructed, the character creating the trap determines the class, the type, the level, and what the trap does when triggered. Trap Record All information for a trap should be recorded on a 3 x 5 card, and marked as a trap record. The trap record should record a trap identifying number, info on who built the trap, the level, type, trigger, and all trap effect information.

Trap Types The trap class is an out of game piece of information that determines how the trap is represented in the game. Pressure Plate Traps These are the most common type of trap. The trigger of these traps is a pressure plate. Representation The pressure plate must be represented by a red piece of cardboard, paper, or cloth with a maximum size of 10 feet in any direction, and a minimum size of a 4-inch by 4-inch square. An identifier of the trap builder should be indicated somewhere on the pressure plate. Concealing a Pressure Plate Trap Pressure plates may be concealed, such as hiding them under a rug, or under a pile of leaves. Trigger Condition Pressure plate traps are triggered when someone touches the pressure plate, or steps onto the pressure plate. Reusability Once a pressure plate trap has been triggered, it is used up, and can no longer affect anyone else. Lock Traps Lock traps are mechanisms built into locks to foil thieves. Trigger Condition If a rogue starts to pick a lock that has an armed trap in it, the trap will be set off. To safely pick the Set Traps Max. Rope lock, the rogue must first disarm the trap. Skill Length Representation 1 4' Lock traps have no physical representation beyond the trap record. The trap record for a lock trap 2 8' should be kept with the lock card that the trap is built in to. Reusability Once a lock trap has been triggered, it is used up, and can no longer affect anyone else. Pit Traps Representation The phys rep of a pit trap is a rope with pieces of red tape on it, every 2 feet. This rope is laid on the ground to mark the edges of the pit trap. A pit trap may be of any shape, but it must be at least 1 foot wide by 1 foot long. The maximum size of a pit trap is limited to the length of the rope.  The maximum length of the rope, in feet, is determined by multiplying the rogue's set traps skill by four.

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3

12'

4

16'

5

20'

6

24'

7

28'

8

32'

9

36'

10

40'

Concealing a Pit Trap The pit trap rope may be concealed, such as hiding the rope with loose dirt, or under leaves. Triggering Condition A pit trap is triggered when a creature puts a significant portion of body weight inside the rope border of the trap. For example, setting one or both of their feet inside the border of the pit trap will trigger the trap. Reusability Once a pit trap has been triggered, it remains effective until it is disarmed, and anyone who steps within the rope border will be affected by the pit trap. Pit Trap Effect Restrictions Pit traps may not be built with the following effects: "+5' Radius Area of Effect", "Potion, Injection", and "Potion, Area of Effect" Puzzle Traps Puzzle traps are any traps that contain movable apparatus as their triggering devices. Examples of this are tripwires connected to bells, a buzzer that goes off when a door is opened, a light that turns on when a chest lid is raised too far, a maze of trigger strings, etc. The only hard and fast rules for puzzle traps are:  They must contain one or more trigger items.  The triggering situation(s) must be clearly definable.  They must be safe (tripwires must not have enough tension to actually trip anyone, no dangerous objects, no flames, no dangerous chemicals, etc.)  A puzzle trap must be checked and approved by a marshal before it can be used in any fashion. For information on disarming a puzzle trap see the Disarming Traps section. Once a puzzle trap has been triggered, it is used up, and can no longer affect anyone else.

Trap Effects The level of the trap determines how powerful or damaging the effects of the trap will be. Maximum Trap Level The maximum level of trap a rogue can make is equal to his or her Set Traps skill. How many points of effects can a trap hold? A trap can hold up to its level in trap effects, chosen from the following list. Example: A level 5 trap can hold 5 points of trap effects. Effect Limit The effect limit is the maximum number of times an effect can put into any one trap.

+5' Radius Area of Effect Cost: 2 Effect limit: 6 Each time this effect is added to a trap, the trap will affect all creatures within the trap's radius of effect. The center of the radius is the trap itself. Maiming Blow Cost: 2 Effect limit: 1 This effect inflicts a maiming blow on all of the creatures that the trap can affect. The designer of the trap must pick a specific limb for the maiming blow to work on when the trap is triggered. This maiming blow is only effective if the maiming blow strikes the body of the victim (i.e. no armor, armor spells, or bless spells can be present on the victim). The maiming blow effect happens after any damage the trap may do.

Affect 1 target Cost: 0 Effect limit: 1 By default, all traps affect the person that triggered the trap. +5 Damage Cost: 1 Effect limit: 10 Each time this effect is added to a trap, the trap will do an additional 5 damage to all of the creatures that the trap can affect.

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Killing Blow Cost: 3 Effect limit: 1 This effect inflicts a killing blow upon all of the creatures that the trap can affect. This effect only works if the victim is unconscious when the killing blow happens. The killing blow happens after all other effects that a trap may do.

Potion, Area of Effect Cost: 4 Effect limit: 2 This effect allows a trap to deliver the effects of one potion to all of the creatures that the trap can affect. Any potion that is not classified as a paste may be used with this effect. The potion must be given to a marshal at the building of the trap.

Potion, Injection Cost: 2 Effect limit: 3 This effect allows a trap to inject one potion into the one character that triggered the trap. This effect does not work with any area of effect that the trap may have. Any potion that is not classified as a paste may be used with this effect. The potion must be given to a marshal at the building of the trap.

Efficient Design Cost: 2 Effect limit: 1 This effect reduces the build time of the trap by 50% Obfuscate Design Cost: 1 Effect limit: 1 This effect makes it so that someone with the disarm traps skill cannot discover information about the trap beyond the trap level.

Building and Setting Traps 1. 2.

Building a trap involves writing down the details of the trap on the trap record. You then bring the trap record to a marshal and turn in any materials associated with the trap, such as potions. 3. The marshal approves the trap, signs the trap record, and the trap is then created. Still, the trap does nothing until it is actually set. Setting a trap means taking a built trap (the approved trap record) to the spot where you wish to set it, and then spend an amount of time to set the trap. The act of setting the trap must be roleplayed in some fashion; if the trap is a pressure plate trap or a pit trap, the roleplaying must include laying out the rope or trigger plate. Trap Set Time The time required to set a trap is equal to twice the trap level, in minutes.

Multiple, Linked Traps A rogue can set multiple traps in one spot, all linked to each other. When the primary trap goes off, they all go off, targeted on the creature that set the trap off.

Trap Trap Setting Level Time 1

2 minutes

2

4 minutes

3

6 minutes

4

8 minutes

5

10 minutes

6

12 minutes

7

14 minutes

8

16 minutes

9

18 minutes

10

20 minutes

Detecting Traps Detecting traps is done entirely in-game. Spotting Plate, Pit, or Puzzle Traps If you have spotted a pressure plate, or the rope of a pit trap, or a piece of a puzzle trap, then you have detected the trap. Spotting Lock Traps A lock trap may be detected by studying a lock with the Disarm Trap skill for 30 seconds. Getting Detailed Trap Info Full, detailed, information about any type of trap can be discovered by studying a trap for a full minute with the Disarm Trap skill.

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Disarming Traps To disarm all trap types except puzzle traps, a character must have at least one level of the Disarm Trap skill, a trap tools item card, have a marshal present, and use the following rules: 1. Find a trap 2. Find a marshal - The marshal will read the trap record card and inform you of the trap level. 3. Disarm the trap - If you wish to disarm the trap, you must spend 30 seconds per level of the trap next to the trap, role-playing the act of disarming it. 4. Chance of failure 1. Add one failure chit to a bag. 2. Compare trap level vs. disarm trap skill. For every level that the trap is higher than disarm skill, add another failure chit. 3. You can choose to increase the time spent disarming. For every extra minute spent disarming the trap, remove one failure chit. 4. You can choose to reduce the time spent disarming. For every 30 seconds less spent disarming, add one failure chit. 5. Add success chits to the bag until there are 10 chits total in the bag. 6. Shake the bag up, then draw a chit from the bag to determine whether the trap was successfully disarmed or not, and see the results. 5. Results - If the trap was successfully disarmed, the trap is neutralized and can be interacted with safely. If the disarm attempt was a failure, then the trap is set off.

Puzzle Traps To disarm a puzzle trap, the rogue must have at least one level of the Disarm Trap skill, and a trap tool item card. Also a marshal must be present to inform the rogue of any information regarding the trap, and to adjudicate the disarm attempt. The character uses their own tools to cut a tripwire, or cut a battery wire, etc. However, all electronic components of the trap are off limits (i.e. no smashing the buzzer, breaking the light bulb, etc.). The methods for disarming puzzle traps are unique from trap to trap. Puzzle traps do not always have an easily defined disarmed state, but if a character causes the triggering event of a puzzle trap for any reason during or after disarming it, the trap will be triggered.

Damaging/Destroying Traps If a character has spotted a trap, there is the possibility that he or she can destroy or trigger the trap without harm. Destroying Pressure Plates Pressure plate traps will be triggered upon receiving any weapon blow, including ranged weapons. If a character is within 5 feet of a pressure plate trap when it is triggered they will take full effect from the trap. If a character is more than 5 feet from the pressure plate trap when it is triggered then they will only be affected if the trap effects have a radius effect with sufficient range. Destroying Lock Traps Lock traps are triggered when the lock the trap is set in has been destroyed by physical or magical damage. When a lock trap has been destroyed, any area effects that trap can do will take effect as if the trap was triggered normally. Destroying Pit Traps Pit traps cannot be destroyed through regular physical or magical damage; pit traps may only be disarmed. Destroying Puzzle Traps Puzzle traps cannot be destroyed by physical or magical damage; puzzle traps may only be disarmed.

Trap Tools Trap tools represent the kit of tools that a character uses to disarm traps. Trap tools are in-game objects and item tags for them must be purchased in-game. The tools for use on puzzle traps are varied and range from tweezers, to surgical scissors, to tape or glue. It is completely up to the player to choose and supply the items are in their trap tools kit, but all items must be safe to use, and items like scissors must have a sturdy sheath to keep them safe when not in use.

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Item Rep Construction Padded Weapons Several methods for the construction of padded weapons are detailed, but they are not the only good methods of constructing weapons, just the most common and proven methods. Experimenting with new techniques and materials is encouraged, but all weapons must meet all the weapon standards, and pass a safety inspection.

Weapon Standards All weapons must meet all weapon standards to be considered safe to use in combat. All weapons must be checked for safety and standards by a weapons marshal before being allowed into the game. Sizes All weapon reps must meet strict size requirements. See the main weapon section for all the information about weapon size requirements. Colors You cannot make your weapons any color you wish. Weapon reps must meet the color requirements listed in the main weapon section. Core All weapons made for melee combat must have a rigid core. CPVC pipe, PVC pipe, and bamboo are suitable core materials for weapons made using the PVC core construction techniques. Because of the inherent weight and ‘whip’ in these core types they are not recommended, but they are suitable for some weapon applications. These types of core materials should have a minimum diameter of 3/4” and a maximum diameter of 1”. Tubing or rods made from graphite, fiberglass, carbon fiber, or Kevlar are recommended core materials and are suitable for both types of core construction techniques detailed later in this chapter. This general group of core materials will be referred to as ‘fiberglass core’ materials throughout the rest of this chapter. These types of core materials should have a minimum diameter of1/2”, and a maximum diameter of 1”. Wood other than bamboo should never be used as a core material. Metal should never be used as the sole core material in a sword, and the only time when metal is suitable is using aluminum tubing inside or outside PVC or CPVC to reduce the ‘whip’ of a two handed weapon. It is very important that the core material used is strong enough to stand up to combat without breaking or bending appreciably. Also, the core material should be chosen so that a weapon has minimum ‘whip’ when swung. When a weapon is swung in a normal fashion, a weapon’s tip should not bend more than two or three inches from the line of the main shaft of the weapon. All core materials should be padded with tape at the ends to help keep the core from wearing away at the padding. Padding Padding a weapon properly is vital for safety during combat. A weapon should have a minimum of 3/4” thick closed cell foam on all potential striking surfaces. Non-striking surfaces must be padded by at least 3/8” thick closed cell foam. Foam must be picked so that it is not too hard or stiff. Foam camping mats are a good source of closed cell foam suitable to be used on fiberglass core weapons using a ‘sandwich’ construction method. Round pipe insulation that is 5/8” thick is a suitable foam material for both PVC type core and fiberglass core weapons. Open celled foam, otherwise known as "pillow" foam, is not an acceptable padding alone. Open cell foam should be added on top of closed cell foam in areas such as the thrusting tip, or in ‘head’ areas of weapons like axes and maces. All melee weapons should have a thrusting tip made of open cell foam. The thrusting tip should be between 2 and 3 inches long, and should be able to compress harmlessly and expand quickly and without assistance. The diameter of the thrusting tip must be at least that of the weapon. All thrusting tips should have at least 1/2” of closed cell foam between the end of the core material and the start of the thrusting tip. All thrusting tips should be secured to the blade of the sword with duct tape. Weapon Guards A guard on a weapon must be padded so that accidental hits with the guard should cause no injury to an opponent. Weapon guards should have sufficient inside padding so that when an opponent strikes a weapon guard, the users hand will not be injured. The guard should be stiff enough or pliable enough so that it will not bend in such a fashion that it traps or damages the users hand. Weapon guards must be free of sharp edges.

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General Standards Weapons should not have too much heft or weigh too much. Massive weapons can cause injuries. As this is a subjective standard, large or hefty weapons must be approved before being used in the game. Weapon makers are encouraged to make their weapons as light as possible while still meeting all other standards.  Duct tape, lightweight cloth, or some other safe, flexible material, must cover all foam on a weapon.

Fiberglass Core Weapons Weapons built around a fiberglass core are the lightest, safest, and best-looking types of LARP weapons. The most common construction method for this type of weapon core is the "sandwich" method, detailed below. The same construction techniques used for PVC cores may be applied to fiberglass cores, with the foam tubing sized appropriately for the smaller core diameter. Materials and Tools 1. Fiberglass core material. .505" diameter for one handed reps. .610" diameter for two handed reps. 2. 1/2" and 3/8" thick closed cell foam. The most common source of these types of foam is foam camping mats available from Wal-Mart or camping supply shops. 3. Open cell cushion foam. You will need at least a 3" x 3" cube. This stuff can be bought very cheaply at most fabric stores and comes in a variety of colors. 4. 3M type 77 spray adhesive 5. Duct tape (silver for metal, brown for wood, etc.) 6. Electrical tape 7. A saw for the core material 8. A sharp knife of some sort 1-H Sword Construction 1. Plan out the weapon by sketching it out on a piece of paper. Work out the overall shape of the weapon, the length of the blade, the length of the grip, the shape of the cross guard, etc. 2. Cut the core material 4 inches shorter than the total length of the sword. 3. Cover both ends of the core with short pieces of duct tape or electrical tape. This prevents the edges of the core ends from wearing down the blade foam and tip foam and dramatically shortening the lifespan of the weapon. 4. Cut 2 strips of the 1/2" thick foam intended for the striking edges of the sword. They should be the length of the intended blade minus 2”, and at least ¾” inch wide. 5. Tape the striking edge foam strips to the core material, using short pieces of electrical tape or duct tape. Leave 1/2” of space between the tip end of the core, and the tip end of the foam strips. Fill that space with a piece of closed cell foam, and tape it into place. 6. Cut 2 strips of the 3/8" thick foam intended for the sides of the sword. They should be the same length as the striking edge foam, and at least 1¼” inch wide. 7. Glue on the side pieces using the spray adhesive. Spray on a good coat of adhesive to both surfaces, and let the glue sit for about 20 seconds to become tacky, before placing the sidepieces onto the blade. 8. Center and straighten the sidepieces, then weigh them down or clamp them down. This can be tricky, and some builders use long pieces of wood clamped to the sword to ensure an even and consistent blade. This is important to ensuring the adhesive forms a good bond to the foam and the core. 9. Let the glue dry overnight for the strongest bond. 10. After the glue is dry, this is the point that some builders carve the edges of their blade into a more ‘realistic’ cross section. 11. For the thrusting tip, cut a piece of open cell foam that matches the cross section of the blade, and is 3” long. 12. Tape the thrusting tip onto the blade using a piece of duct tape around the circumference of the tip. 13. Use another piece of tape to compress the tip down to 2” long, and then cover up any exposed foam on the thrusting tip with duct tape, making the tip into a secure package. 14. Take a pin or something similar and poke a bunch of holes in the sides and top of the tip. This is so that air can flow in and out. 15. Compress the tip and see how it decompresses. If it is very slow or does not decompress all the way then add more pinholes. 16. Make a cloth sheath to fit over the blade. The sheath should be made from a lightweight, durable cloth such as light cotton, or nylon. The sheath should fit snugly on the blade. Once on the blade, secure the sheath to the end of the blade or to the core with tape.

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17. If desired, make a cross guard for the sword. One method is to cut two strips of blade foam in a pattern and then tape or glue them to the core at the base of the blade. Another method is to cut an oval or other shape from foam that is long enough to curve around the area for the handle. Cut two holes for the core material to slide through, and slide it onto the core. Secure it into place with tape or glue, and cover with colored tape if desired. 18. Pad the butt end of the weapon with foam, and secure it with tape. 19. Grips and grip materials for weapons are extremely varied. Some people prefer leather wrap, others like tennis racket wrap, etc. One common practice is to tape or glue a handle length piece of core material onto the handle, to build up the size of the grip, and then wrap it with their preferred grip material. 20. Finish the sword by checking it for safety and making sure it meets all weapon standards.

PVC Core Weapons PVC core weapons are the oldest type of LARP weapon, and tend to be heavy, and ugly. However, they are easier to make than most fiberglass core weapons, and are also much faster to make. Materials and Tools All of the materials listed here can be found at most hardware stores unless otherwise specified. 1. 3/4" diameter PVC or CPVC pipe. 2. 5/8" thick pipe insulation of a proper diameter to fit the pipe. This is the green or beige stuff that comes split up along one side and is often has a self-adhesive strip in that split. 3. Open cell cushion foam. You will need at least a 3" x 3" cube. This stuff can be bought very cheaply at most fabric stores and comes in a variety of colors. 4. Duct tape (silver for metal, brown for wood, etc.) 5. Electrical tape (for the grip. If you are planning on using another grip material, you can omit this) 6. A saw for the PVC pipe 7. A sharp knife of some sort 8. Sandpaper 1-H Sword Construction 1. Plan out the weapon by sketching it out on a piece of paper. Work out the overall shape of the weapon, the length of the blade, the length of the grip, the shape of the cross guard, etc. 2. Cut the piping 4 inches shorter than the total length of the weapon. 3. Sand the sawed edges somewhat smooth with sandpaper. 4. Cover both ends of the core with short pieces of duct tape. This prevents the edges of the pipe ends from cutting into the blade and tip foam and dramatically shortening the lifespan of the weapon. 5. To make the foam fit very snug on the core, take 2 or 3 strips of duct tape, crumple them slightly and wrap them around the core at different spots under where the blade will be. This is mainly to prevent the foam from rattling against the core. For longer weapons, more strips should be added in this manner. 6. The PVC core with duct tape applied at the ends for safety, and along the pipe for a snug fit. 7. At the hilt end of the weapon, mark where the start of the cross guard will be (if there is going to be one). 8. Slide the pipe insulation over the core until the PVC core is exposed at the hilt end up to the cross guard mark. Use duct tape to secure the pipe insulation to the core at the hilt end. 9. Cut the pipe insulation 1" above the tip end of the PVC core and fill the end with a piece of pipe insulation. This plug should fit snugly. 10. Cap the tip end with a piece of duct tape. 11. Create the cross guard from a piece of pipe foam, or some other type of foam. Make sure to include a hole in the center of the guard so it will fit on the PVC pipe. 12. Slide the cross guard up the hilt until it meets the blade foam. Secure the guard in place with duct tape. 13. The end of the hilt, or pommel, must be padded with foam, and covered with duct tape. 14. Small weights may be added to the pommel, but they must be very well secured, and heavily padded with foam. 15. For the thrusting tip cut a 3" by 3" cube from the open-cell foam. 16. Place the cube on the tip and tape it in place onto the blade with a strip of tape around the circumference, compressing the foam to the diameter of blade. 17. Take a 15" strip of tape and place the center of it onto the end of the foam cube. Compress the foam down to form a 2" thrusting tip and adjust the tape against the blade so that the pressure is equal on both sides. 18. Take another 15" strip of tape and do the same thing, except this time, do not compress the foam any further. Make sure there is no foam showing on the thrusting tip and that the thrusting tip is fairly uniform in shape.

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19. Take a pin or something similar and poke a bunch of holes in the sides and top of the tip. This is so that air can flow in and out. 20. Compress the tip and see how it decompresses. If it is very slow or does not decompress all the way then add more pinholes. 21. Cover the blade with long strips of duct tape laid down lengthwise on the blade. Overlap the edges of the tape 1/8" - 1/2". 22. It should take 4 long pieces of tape to cover the blade. Make sure that no foam shows. 23. At the hilt end of the blade you should overlap the tape onto the bare PVC core a few inches and then wrap a piece of tape around the core. 24. Pad the end of the weapon with foam, and secure it with tape. 25. Use the electrical tape or another grip material and put a spiral wrap around the hilt to form the grip of the sword. 26. Finish the weapon by checking it for safety and adding any detailing you may wish.

Construction Tips   

Make sure when applying duct tape that it goes onto the surface smoothly without forming wrinkles and without the tape sticking to itself. Try to use the least amount of tape possible while still keeping things safe and properly made. The thrusting tip is the hardest part of the sword to do, and is the most likely part to make a weapons marshal not allow the weapon into game. It can take several tries to get a tip made well when starting out, and if you are having a lot of trouble it is advisable to seek out someone with experience and have them demonstrate their building techniques.

Other Types of Weapons One handed hafted Use the same construction procedures as for the PVC one-handed sword, leaving out the cross guard and adding on the appropriate head. Avoid heads that are too large or make the weapon unwieldy. A few layers of pipe insulation cut in half and taped on top of each other onto the shaft makes a suitable axe. A layer or two of open cell foam wrapped around the shaft makes for a decent mace. All hafted weapon heads must be covered in either tape or cloth, and any open cell foam heads should have pinholes put in them to compress and decompress properly. Two-handed weapons Any PVC two-handed weapon that is over 47" should have some sort of reinforcing core inside the PVC to minimize whip. One way to do this is with an aluminum pipe of appropriate diameter to fit snugly inside or outside the PVC and extend roughly 3/4 of the way up the core. Another way is to do the same thing except with bamboo. In any case, PVC two-handed weapons tend to be heavy, unwieldy, and possess too much whip. Because of this it is suggested any two handed weapon be made using fiberglass tubing as the sole core material. To make a two handed hafted weapon such as a spear, great axe, giant club, etc., pad the entire shaft of the weapon except for two handholds. The head of the weapon should be constructed in the same manner as for a one handed hafted weapon. The only limitation on the distance between the handholds is that the shaft of the weapon must be padded for a full 24” below the head or tip of the weapon. Staves To make a staff, use the same basic technique as for a two-handed weapon, except there cannot be any handholds. Both ends must have a full thrusting tip. Thrown Weapons A thrown weapon such as a throwing dagger, hand-axe, rock, etc. must be completely made from a soft material such as open cell foam, and covered in one layer of light cloth or duct tape. Larger thrown weapons, such as javelins, are not allowed in NEWLARP. Bows Bows must be constructed out of foam. Bows do not have to have a core material, but if they do, they must be as fully padded as for any melee weapon. Flails No flails or any other weapon that has flexible striking sections of any type are allowed in NEWLARP. This includes nunchaku, whips, any type of weapon involving a chain, etc. NO EXCEPTIONS.

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Shield Construction Many shield designs are possible. Some examples include round, triangle, teardrop, oval, heater, and rectangle. Other designs are possible, but the surface area of a shield must not exceed 452 square inches, and the longest dimension may not exceed 30 inches. These size limitations include the foam padding that must be included on the edges of all shields. Unusual shield designs will be approved individually, and may be rejected even if they fall within the size limitations.

Materials 1. 2. 3. 4. 5. 6. 7. 8. 9.

1/4” thick plywood 5/8” pipe insulation 1/8” clothesline rope Duct tape Power drill Round-headed bolts and nuts Forearm strap Handle Paint

Construction Instructions 1. 2.

Plan out the shield. Figure out the shape and dimensions, and plan out where to put the forearm strap and handle. Cut the plywood to a size slightly small than the planned shield size to take into account the pipe insulation that will go along the edges of the shield. 3. Drill holes around the edge of the shield, 3” apart and 1” from the edge of the shield. 4. Drill holes for the forearm strap and the handle. 5. Assemble the handle and forearm strap, leaving enough room in the strap to slide your arm through with bulky clothing or armor. 6. Paint the shield with a base coat. When that is dry, paint on any heraldic devices you wish to have. 7. The back of the shield need not be painted. 8. Split the pipe insulation along its length. Cover the pipe insulation with duct tape, overlapping the split edges to cover the inside edge of the pipe insulation with tape. 9. Wrap the foam along the edge of the plywood, threading the rope through the holes you drilled and around the pipe insulation in a spiral pattern. 10. Be sure that all the wood edges are covered by the pipe insulation, and secure the rope with a sturdy knot.

Armor Construction In NEWLARP there are 6 basic types of armor. Clothing, leather armor, studded leather armor, chain mail, scale armor, and plate armor. There are so many different ways to make armor, most of them being fairly complex, that we will not attempt to cover them in this book. Refer to the resources section in this chapter for some very good web pages with information on making your own armor. The only rule on armor construction is that it must be safe. Any armor that is judged unsafe by a marshal cannot be used. Special attention should be given to eliminating sharp or protruding edges, joints that can pinch or cut the wearer, or any other unsafe feature.

Packet Construction Small throwable packets are used to represent many types of spells, attacks and thrown effects in NEWLARP. Packet Colors Red - Effect attacks Red with colored tail - Arrow Yellow - Alchemy attacks All other colors - Spell attacks

Construction Instructions The most accepted method of construction is to take a square of lightweight cloth, 6 to 7 inches on each side. Put three or four tablespoons of birdseed (the small round kind with NO SUNFLOWER SEEDS) in the middle of the cloth. Gather the corners together, forming a comet-shape. Secure the tail with tape (electric tape works best), string or thread. Do not secure the tails with rubberbands because most rubberbands degrade quickly when exposed to moisture and tend to break easier with alot of use. The resulting packet should be roughly 1.5"-2" in diameter. The tail may then be trimmed, but if you do trim it, do not cover the resulting tail with tape as that makes it too hard to be safe. Players are advised to mark his or her spell packets with their name or some other identifying mark.

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Resources The Do It Yourself Guide to LARP  http://home.clara.net/arianrhod/Aldebaran/DoItYourself/ Trollbane Fantasy Creations  http://www.trollbane.com/ The Arador Armour Library  http://www.arador.com/ TherionArms Resource Links Page  http://therionarms.com/resources.html Tandy Leather Company Direct  http://www.tandyleather.com Into The Wind • http://intothewind.com

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Advanced Alchemy, 36, 49, 52 Advanced Lock Construction, 53 Advanced Lock Knowledge, 53 Aegis Glyph, 96 Air Bursts, 85, 102 Air Elementalism, 102 Alarm Glyph, 96 Alchemist, 36, 49, 50, 51, 52, 53, 66, 71, 73, 74, 81, 137 Alchemy, 17, 36, 49, 53, 85, 103, 108, 117, 127, 157, 167, 168, 190 Alchemy Attack, 167 Alchemy Shield, 85, 103, 108, 117, 127, 157 Amneron, 110, 111, 172 Animal Kin, 8, 13, 16, 17 Animal Lore, 33, 49, 53, 68 Animate Dead, 85, 106, 115 Anticipate Fashion Trends, 44, 49, 53 Apply Poison, 23, 49, 54, 134, 159 Apply salve, 49, 54 Arcane Power, 103 Arcane Ritual Magic 11-12, 25, 49, 55 Arcane Ritual Magic 13+, 25, 49, 55 Arcane Ritual Magic 1-4, 25, 49, 54 Arcane Ritual Magic 9-10, 25, 49, 54, 55 Area Lore, 41, 49, 55 Armor Item Cards, 146 Armor Rep Cards, 145 Armor Smith, 10, 37, 49, 50, 51, 52, 55, 62, 74, 76, 78, 81, 137 Armor Smithing, 37, 49, 51, 55, 76 Assassin Skills Group, 23 Attack Types, 163, 167 Attacking with a Weapon, 163 Avoidance, 85, 91, 94, 105, 110, 115, 118, 120, 123, 126, 127 Axe Cleave, 40, 49, 55, 65 Backstab Damage, 49, 56, 83 Backstab Training, 49, 56, 83 Balahk, 112 Basic Armor, 147 Basic Attack, 167 Basic costume, 147 Basic Prayers, 28, 49, 56, 57, 107 Basic Prayers (10-12), 49, 56 Basic Prayers (1-3), 49, 56, 57 Basic Prayers (4-6), 49, 56, 57 Basic Prayers (7-9), 49, 56, 57 Basic Weapon Skills, 32, 49, 50, 57, 70 Battle relief, 166 Beast Rage, 85, 105 Bind, 21, 85, 86, 105, 106, 107, 110, 113, 119, 120, 123, 124, 127 Bind Portal, 85, 105, 110, 113, 119, 127 Bind Spirit, 21, 86, 107, 120, 123 Bind Tight, 86, 106, 110 Blackened, 134, 155 Blacksmith, 10, 37, 50, 51, 52, 71, 77, 78, 81, 137 Bladed Weapon Damage, 32, 49, 57, 58 Bladed Weapon Training, 32, 49, 57, 58 Blood Rage, 86, 112 Body Control, 103 Body Points, 9, 32, 87, 90 Boggles, 8, 10

bolt, 18, 85, 102, 103, 104, 106, 113, 115, 116, 121, 124, 127, 129, 174 Bow Damage, 30, 32, 49, 58 Bow Training, 30, 32, 49, 58 Bowyer, 38, 49, 50, 51, 52, 60, 62, 74, 76, 78, 81, 137, 138, 140, 141, 143 Break All Limbs, 86, 125 Break Item, 33, 86, 103, 105, 110, 124, 129 Break Limb, 86, 103, 115, 124 Call Undead, 86, 106, 115 Calm Beast, 86, 129 Cantrips, 25, 26, 27, 49, 62, 102, 173 Cantrips and Words, 173 Carrier Attack, 163, 168 Cash Crop, 49, 58 Casting Scrolls, 174 Casting Spells, 172 Cephira, 101, 109, 113, 114, 127 Chadus, 115, 120 Chain Mail Armor, 148 Channel Fire, 86, 104 Character Creation, 7 Charm, 11, 18, 86, 102, 104, 105, 106, 117, 121 City Stone, 96 Cloak of Night, 87, 103, 106, 115 Club, 21, 87, 105, 151, 153 Club Thorns, 87, 105 Coin Standards, 132 Combat Rules, 150, 161 Conceal Item +1, 39, 49, 59 Control Animal, 87, 105 Copy Potion Recipe, 43, 49, 59 Copy Ritual 1-6, 43, 49, 59 Copy Ritual 7+, 43, 49, 59 Counter-Tracking +1, 49, 60 Craft Bows/Arrows, 38, 49, 60 Create Arcane Circle, 97 Create Beastmen, 97 Create Divine Circle, 97 Create Light, 25, 28, 87, 102 Create Undead, 98 Create Water, 25, 87, 102 Crossbow, 23, 32, 49, 60, 70, 133, 138, 151, 155 Cultivate plant, 49, 60 Cure Critical Wounds, 87, 120 Cure Insanity, 87, 120, 170 Cure Light Wounds, 87, 94, 104, 107, 117, 120 Cure Serious Wounds, 87, 104, 107, 120 Cure Wounds, 87, 104, 107, 120, 127 Daily Expenses, 132 Damage Bonuses, 164 Dark Storm, 87, 103, 124 Death, 10, 11, 18, 32, 87, 103, 110, 114, 115, 121, 122, 123, 125, 165, 171 Death and Dying, 171 Death Magic, 10, 11, 18, 103, 114, 125 Defensive Auras, 104 Destroy All, 87, 105, 110, 124 Destroy Magic, 75, 88, 103, 108, 110, 119, 124 Destroy Undead, 29, 87, 106, 120, 123 Detect Corruption, 28, 88, 107

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Detect Forgery, 43, 49, 60 Detect Magic, 25, 88, 108 Disarm Traps +1, 49, 61 Disguise Poisonblade, 23, 24, 25 Dispel Magic, 88, 103, 108 Divine, 19, 28, 29, 41, 42, 49, 50, 61, 62, 71, 88, 96, 97, 98, 99, 100, 101, 108, 109, 111, 112, 114, 115, 116, 117, 118, 119, 120, 122, 123, 125, 126, 128, 130, 131, 164, 169, 170, 175 Divine Ritual Magic 11-12, 28, 49, 61, 62 Divine Ritual Magic 13+, 28, 49, 62 Divine Ritual Magic 1-4, 28, 49, 61 Divine Ritual Magic 5-8, 28, 49, 61 Divine Ritual Magic 9-10, 28, 49, 61 Dominate, 169, 170 Drain Life, 88, 106 Drop, 30, 33, 88, 105, 108, 110, 119, 120, 131 Drowning, 95, 169 Earth Armor, 88, 104 Earth Elementalism, 104 Effect Attack, 167 Elves, 8, 11 Enchant Weapon, 88, 103, 127 Enchanted, 134, 155 Endivarr, 88, 116 Enhance Body, 88, 103, 105, 106, 113, 124, 129 Enhanced Cantrips, 25, 49, 62, 173 Enhanced Words, 28, 49, 62, 173 Entangle, 88, 89, 106, 110, 112, 113, 121, 124, 127 Entangle Tight, 89, 106, 110, 113, 121, 127 Evaluate Item, 30, 39, 41, 50, 62 Exceptional Quality Armor, 50, 62, 141 Exceptional Quality Bows, 38, 50, 62, 141 Exceptional Quality Clothes, 50, 63, 141 Exceptional Quality Jewelry, 39, 50, 63, 141 Exceptional Quality Weapons, 50, 63, 142 Experience, 47, 48 Explosion Glyph, 98 Eye Protection, 162 Eyes of the Great Hawk, 89, 105, 129 Eyes of the Hawk, 89, 105, 119 Farmer, 10, 38, 49, 50, 51, 52, 58, 60, 70, 78, 81 Fear, 18, 89, 98, 105, 112, 115, 121, 124 Fear Glyph, 98 Fence Goods, 39, 50, 63 Fence/Smuggler, 39, 49, 50, 51, 59, 62, 63, 67, 74 Fenris, 8, 14 Fire Elementalism, 104, 173 First Aid, 24, 28, 29, 42, 44, 50, 63, 73, 120 Flashlights, 162 Florentine, 18, 23, 30, 31, 32, 33, 50, 64, 70, 72, 94 Florentine Damage, 32, 50, 64 Florentine Training, 32, 50, 64 Fortify Body, 89, 103, 129 Fumble, 89, 105, 110, 113, 117, 120, 127 Gaze Attack, 168 Gem Cutting, 64 General Skills, 33 Glyphs, 26, 176 Great Alchemy Shield, 89, 103, 108, 117, 127, 158 Great Axe Cleave, 40, 50, 65 Great Guard, 89, 104, 108, 110, 158 Great Repair Armor, 89, 116

Great Skill at Arms, 89, 105, 112, 113 Great Spell Shield, 89, 103, 108, 113, 158 Great Strength, 89, 103, 112, 113, 124, 129, 158, 164 Great Weakness, 89, 124 Guard, 90, 103, 104, 108, 123, 158 Guilds, 132 Hafted Weapon Damage, 32, 50, 65 Hafted Weapon Training, 32, 50, 65 Half-Elves, 8, 11 Half-Ogres, 8, 12 Half-Orcs, 8, 12 Heal, 90, 120 Healing, 29, 42, 104, 120, 165, 166 Healing Arts, 104 Heavy Armors, 148 Helmets, 145 Holds, 161 Hot New Fashion, 50, 65 Humans, 8, 12 Hunting, 46, 50, 66 Ice Shackles, 90, 106 Identify Elixir, 23, 36, 50, 51, 66, 73 Inferno, 90, 104, 113 Infuse with Oak, 90, 105, 164 Ingested Potions, 157 Initiation, 28, 51, 79, 99, 108 Item Creation Process, 136 Item Creation Specializations, 68, 77, 136, 141 Item Rep Construction, 186 Jovius, 117 Kaervann, 118 Karma +10, 28, 50, 66 Karmic Powers, 108 Key Copying, 68, 142 Killing blow, 166 knife, 18, 27, 85, 102, 104, 106, 117, 151, 187, 188 Knowledge, , 66 lance, 85, 102, 103, 104, 106, 113, 121, 124, 127, 129 Learning on Your Own, 47, 70, 71 Lesser Skill at Arms, 90, 105, 112 Life Force, 9, 171 Light Armors, 147 Lightning, 90, 108 Locate Illegal Magical Item, 39, 50, 67 Locate Illegal Special Item, 39, 50, 67 Locate Legal Magical Item, 41, 50, 67 Locate Legal Special Item, 41, 50, 67 Locate Person or Group, 43, 50, 68 Lock Construction, 40, 50, 68, 181 Lock Installation, 68, 142 Lock Picking, 181 Locks and Keys, 180 Locksmith, 10, 40, 50, 51, 52, 53, 68, 72, 74, 81, 83, 137, 138, 139, 140, 141, 142, 144, 181 Long Blades, 32, 33, 50, 57, 68, 70, 152 Long Bow, 30, 31, 32, 33, 50, 68, 138, 151, 154 Long Hafted, 32, 33, 50, 57, 68, 70, 71, 138, 151, 153 Loremaster, 33, 36, 37, 38, 39, 40, 44, 45, 46, 50, 68 Lucius, 119 Mage Skills Group, 25 Mage Spell, 25, 50, 69, 102

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Magic, 10, 18, 25, 26, 28, 29, 38, 49, 50, 54, 55, 61, 62, 69, 70, 71, 88, 90, 102, 103, 110, 111, 112, 133, 134, 137, 138, 139, 140, 155, 169, 174, 175 Magic Spark, 25, 90, 102 Magical Walls, 170 Maiming Blow, 166, 183 Major Protection, 90, 104, 112, 116 Major Vestment, 90, 107 Mana +10, 11, 25, 50, 69 Marshals, 5, 170 Master Weapon Damage, 32, 50, 64, 69, 70 Master Weapon Skills, 23, 32, 50, 64, 70, 89 Master Weapon Training, 32, 50, 69, 70 Matter Control, 105 Medium Armors, 148 Medium Blades, 23, 24, 31, 32, 33, 50, 57, 68, 70, 152 Medium Hafted, 23, 24, 28, 31, 32, 33, 38, 50, 57, 68, 70, 71, 138, 151, 152, 153 Memorize Arcane Ritual, 25, 26, 50, 70 Memorize Divine Ritual, 28, 50, 71 Memorize Recipe, 36, 50, 71 Memorizing Spells, 172 Mend, 90, 103, 105, 108, 116, 117, 127 Merchant, 10, 41, 50, 51, 52, 62, 67, 74, 80, 81, 82 Merits and Flaws, 8, 20 Metal Smithing, 37, 50, 71 Mind Control, 105, 172 Mineral Lore, 10, 33, 50, 68, 71 Minor Enchant Weapon Zero, 99 Minor Protection, 90, 104, 112, 113, 116, 119 Minor Vestment, 90, 107 Minor Words, 28, 29, 49, 62, 107 Modus, 34, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46 Monster Lore, 43, 51, 71 Mussan, 8, 15 Myrna, 115, 120 Nameless One, 13, 116, 121, 122, 129 Natural Weapon, 23, 32, 50, 51, 64, 70, 72, 151 Natural Weapon Damage, 32, 51, 72 Natural Weapon Training, 32, 51, 72 Nature Lore, 43, 51, 72 Nausea, 169 Necromancy, 106 Oblivion, 91, 124, 125, 128 Orc, 8, 12 Package Multipliers, 9 Packet Colors, 160, 190 Padded Armor, 147 Paralysis, 91, 105, 110, 113, 159 Pastes (aka salves), 157 Physical Contact, 161 Physician, 42, 49, 50, 51, 54, 63, 73, 78, 80 Pick Locks +1, 51, 72 Pick Pockets +1, 51, 73 Picking Pockets, 177 Plant Lore, 11, 33, 51, 68, 73, 175 Plate Armor, 149 Plot Committee, 5 Poison Blade, 45, 54, 134, 142, 155, 159 Poison Blood, 91, 103, 121, 124 Potion Lore, 36, 51, 73 Potions, 36, 133, 139, 157, 165

Prevent Flight, 91, 112, 118, 131 Priest Skills Group, 28 Production Points, 35, 136 Profession Income, 35 Profession Rank +1, 33, 34, 51, 73 Professions, 9, 34, 132, 137 Professor, 42, 51, 73 Purify Food or Drink, 28, 91, 107 Quality, 37, 44, 45, 135, 141, 142, 147, 149, 155 Quick First Aid, 42, 51, 73 Quick Learning, 51, 74 Quick Repairs, 37, 51, 74 Quick Search, 30, 51, 74 Quiet, 91, 92, 105, 110, 113, 117, 119, 121, 124, 127 Races, 8, 10, 19 Racial Trait, 17 Random Items, 39, 51, 74 Ranged Potions, 157 Ratio, 47 Razor Sharp, 45, 51, 74, 135, 142, 155 Razor Sharp Weapons, 45, 51, 74, 142 Read & Write, 12, 74, 75, 110 Read Magic 10-12, 25, 51, 75 Read Magic 1-3, 25, 26, 51, 75, 77 Read Magic 4-6, 25, 51, 75 Read Magic 7-9, 25, 51, 75 Reflect Spells, 91, 103, 113, 117, 127 Religions, 107 Remedy, 91, 104, 107, 117, 120, 159, 170 Repair Armor, 91, 116 Repair Arrows, 38, 51, 76 Repair Broken Armor, 37, 51, 76, 143 Repair Broken Light Armor, 44, 51, 76 Repair Broken Weapon, 45, 51, 76 Repair Limb, 24, 91, 100, 107, 120 Repair Limbs, 100 Repel, 28, 91, 105, 106, 107, 110, 120, 123, 126 Repel Undead, 28, 91, 106, 107, 120, 123 Repulse, 85, 92 Research, 42, 51, 76 Researcher, 42, 51, 52, 73, 74, 76, 81 Resist Breaking, 135, 141, 142, 155, 159 Restraining Force, 106 Resurrection, 100, 171 Reveal Magic Properties, 100 Rewrite Rule, 7 Ring Mail Armor, 148 Rite of Justice, 101 Rite of Life, 100, 101, 108, 120, 171 Ritual Awareness, 13, 26, 29, 33, 51, 76 Ritual Casting, 96, 175 Rituals, 96, 108, 133, 135, 175, 176 Rivas, 115, 123 Rockslide, 92, 104 Rogue Skills Group, 30 Rounding, 9 Rust Metal, 169 Safety, 161 Sashes, 170 Scale Mail Armor, 148 Scout, 43, 49, 50, 51, 52, 60, 68, 71, 72, 77, 82 Scouting, 43, 51, 77

194

Scrollmaker, 43, 49, 51, 59, 60, 77, 137 Scrollmaking, 43, 51, 77 Seal Glyph, 101 Seal Pockets, 92, 117 Searching Cabins, 177 Searching Characters, 177 Self-Destruction, 92 Senses of the Beast, 92, 105, 129, 130 Set Trap +2, 51, 77 Sever Spirit, 92, 106, 113, 114, 121 Sevre, 110, 113, 114, 115, 124, 125, 128 Shackle, 31, 90, 92, 106, 110, 112, 115, 117, 118, 119, 121, 126, 127, 129, 179 Shackle Tight, 92, 106, 110, 112, 115, 117, 119, 121, 129 Shape Shifters, 8, 14 Shatter spirit, 92 Shaylo, 126 Shepherd/Rancher, 44, 50, 51, 52, 63, 80, 82, 84 Shield, 32, 33, 51, 70, 71, 77, 114, 133, 138, 156, 170, 190 Shield Safety, 156 Shop Making, 37, 51, 77 Short Blades, 23, 24, 30, 31, 32, 33, 42, 50, 51, 57, 70, 78, 151 Short Bow, 30, 31, 32, 33, 50, 51, 68, 70, 78, 138, 151, 154 Short Hafted, 23, 24, 28, 30, 31, 32, 33, 37, 38, 40, 45, 50, 51, 57, 64, 70, 71, 78, 133, 138, 144, 151, 152 Silence, 92, 105, 110, 113, 115, 119, 121, 127, 131 Silene, 8, 15 Silver Arrows, 38, 51, 78, 143 Silver Weapons, 45, 51, 78, 144 Silver/Gold Smithing, 39, 51, 78 Skill Groups, 8, 22, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84 Slayer, 45, 135, 144 Sleep, 11, 18, 93, 105, 110, 119, 120, 159 Slow Speech, 93, 105 spear, 85, 102, 103, 104, 106, 112, 121, 124, 153, 189 Special Defenses, 165 Special Weapon Properties, 169 Spell Attack, 168 Spell Casting, 102, 172 Spell Defenses, 174 Spell Durations, 173 Spell Packets, 173 Spell Shield, 26, 93, 103, 104, 108, 126, 159 Spell types, 173 Stabilize, 42, 51, 80 Staff, 25, 32, 44, 51, 57, 70, 71, 80, 138, 151, 153 Steel Grip, 93, 112 Sticks and Stones, 150, 155 Stone Skull, 93, 103, 116 Stop Bleeding, 28, 93, 104, 107 Strength Effects, 17, 29, 89, 93, 94, 128, 179 Strength Tiers, 179 Strengthen Body, 93, 103, 113, 129 Strengthen Item, 93, 116 Strengthen Spirit, 93, 120 Sun Bolt, 93, 113, 127, 158 Sun Lance, 93, 113, 127 Supply line, 41, 51, 80 Supreme Protection, 93, 104, 112 Supreme Strength, 94, 112

Supreme Vestment, 94, 107 Sure shot, 46, 51, 80 Tailor, 10, 44, 49, 50, 51, 52, 53, 63, 65, 74, 76, 81, 137, 138, 139, 140, 141, 143 Tailoring, 44, 51, 81 Talons, 94, 105 Teaching, 13, 25, 28, 29, 36, 37, 38, 39, 40, 41, 42, 44, 45, 47, 52, 73, 81 Tears of Life, 94, 120 Technique Mastery, 37, 52, 81 Thieves Clips, 177 Thrown Container, 30, 36, 52, 81 Thrown Packets, 160 Thrown Weapon, 10, 23, 30, 32, 52, 70, 81, 82, 138, 151, 154, 189 Thrown Weapon Damage, 30, 52, 81, 82 Thrown Weapon Training, 30, 52, 81, 82 Tornado, 94, 102 Toughen Body, 94, 103, 124, 129 Tracking +1, 43, 44, 46, 52, 82 Trade route, 41, 52, 82 Transfix, 170 Trap Dodge, 10, 13, 18, 30, 52, 82, 117 Trap Sense, 30, 52, 83 Traps, 30, 61, 182, 183, 184, 185 Turn Undead, 94, 106, 120 Typhoon, 94, 106 Unbind, 94, 106, 118, 119 Unlock, 94, 105, 119, 121 Untrap, 94, 105, 121 Unusual Effects, 169 Unusual Lock Design, 40, 52, 83, 144 Unusual Locks, 180 Using a Shield, 156 Varun, 107, 110, 113, 114, 115, 116, 119, 120, 121, 122, 124, 127, 128, 129, 172 Vestehar, 115, 129, 130 Vindicare, 131 Voice of the Beast, 94, 105, 129 Wall of Air, 95, 102, 170 Wall of Darkness, 95, 103, 170 Wall of Earth, 95, 104, 170 Wall of Fire, 95, 104, 112, 170 Wall of Force, 95, 110, 170 Wall of Water, 95, 106, 170 Wall Streamer Colors, 170 Warrior Skills Group, 32 Waylay, 23, 31, 52, 83, 114 Weaken Weapon, 95, 103, 105, 110 Weakness, 95, 103, 113, 115, 117, 121, 131 Weapon Colors, 155 Weapon Smith, 10, 45, 49, 50, 51, 52, 55, 63, 74, 76, 78, 81, 83, 134, 137 Weapon Smithing, 45, 52, 83 Weapon Types, 150 Wear Heavy Armor, 17, 32, 52, 84 Wear Light Armor, 10, 23, 28, 30, 32, 52, 84 Wear Medium Armor, 23, 32, 52, 84 Wearing Armor, 145 Wielding a Weapon, 162 Wielding two weapons, 162 Wilderness Tracking, 52, 84

195

Winds of Magic, 20, 172 Woodsman/Hunter, 46, 50, 51, 52, 66, 80, 82, 84

Workshops, 137, 138, 140

196

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