Character Abilities The Basics of Character Abilities The Chimera Interactive System uses a skill-centered, point-based character-building system. Characters have Advantages and Disadvantages (innate qualities selected at character creation that may only be changed in limited ways later) and Talents (skills and abilities that can be taken at character creation or learned later). Some Talents exist in multiple levels, while others are simple...you either have it, or you don't. Character Points Advantages and Talents are purchased with Character Points; taking Disadvantages gives you extra Character Points back. New characters start with 40 character points, plus: 3 extra points if you submit a character history at least two weeks before your first event. Up to 10 points earned by taking Disadvantages. To take Disadvantages, you must submit a character history that explains where they came from. 1 Character Point for every 2 Brownie Points that are turned in at character creation. Brownie Points are earned by volunteering at events...volunteering at an event or two is a good way to learn about the game, while also earning Brownie Points that will become extra Character Points for your new character. Regardless of how many Brownie Points you have, no new character can start with more than 150 Character Points. Creation Points versus Post-Creation Points Your 40 starting points, plus any points earned from Disadvantages, plus any points earned from submitting a character history, are your 'Character Creation Points'. At most, you can have 53 'Creation' points. Any points purchased with Brownie when you are starting off or earned at events afterwards are 'Post-Creation Points'. Advantages can only be purchased with Creation points, and some Talents have a lower cost when purchased at character creation. Advantages Advantages are rare skills that certain people possess that can at times seem almost magical. These are not actually magical effects or full-fledged Bonds, but very minor affinities that the character possesses. Any character of any race may take Advantages, regardless of magical ties. Advantages can only be taken at character creation. However, you may purchase additional levels of advantages you already have even after creation. Acute Sense Each Acute Sense must be bought separately, and has its own effect (listed below). At times, a Guide may offer characters with Acute Senses additional information based on the senses outside or the rules described here: a character with Acute Smell might smell a group of ghouls before they are encountered, or a character with Acute Sight might get a clearer description of a dark cavern. Such uses are entirely at the discretion of the Guide, usually occur during adventures or under other special circumstances and should not be considered the norm. Cost: 3 per sense Rules: Acute Sight: With Acute Sight, you may ask (out of play) for a full description of anyone you encounter, even in the darkest night. You can ask players to describe themselves or ask monsters for a descriptive phrase. You must be able to clearly see at least an outline of the individual to ask for a description. Acute Sight does not let you see characters who are obscured by physical objects (i.e. trees, bushes) or who are magically concealed. Acute Smell: With Acute Smell, you can detect the presence of brews in food or drink by spending ten seconds sniffing the food or drink in question. You cannot identify the brew in question; that requires Acute Taste. Acute Hearing: With Acute Hearing, you cannot be Blindsided. You always hear the attack coming, and are able to turn aside. You suffer no effects from a Blindside attempt, and your protective spells are not triggered. You cannot benefit from this advantage while unconscious. Acute Taste: With Acute Taste, you can determine whether a liquid is a Solution or Brew as well as what general properties it possesses with just a small taste (this takes ten seconds). You cannot detect the presence of a brew in food or drink; that requires Acute Smell. However, if you have used Acute Smell to detected the presence of a brew, you may then use Acute Taste to identify it. This taste does not diminish the power of a given Brew or Solution and generally has no effect on the taster. Very strong brews may have a slight effect; for instance, Instant Death acts as a regular Death Poison when tasted. Animal Empathy The character has an amazing connection with wild animals and is able to calm even predatory beasts. Cost: 5 points per level Rules: You must place both hands outward, palms up and call out, "Animal Empathy". You cannot have any objects in your hands when using this ability. The animal will become calmed, and may even become friendly if you spend enough time coaxing and cajoling the beast. Any attack upon or aggressive action toward the animal or by anyone immediately breaks the calming effect. Animal Empathy only affects creatures of animal intelligence. Different animals will react in different ways, depending upon their nature. Animal Empathy affects one animal for each level you have purchased. If you are attempting to affect multiple animals, call out a number to indicate how many levels of Empathy you have. There is no per-day limit on this skill. Divination Divination can give you a glimpse of the future, the past, or faraway events. Divination can sometimes provide hints about upcoming events, or you can use it to gain insight about a quest that is about to be undertaken. You can only used Divination successfully once per event - attempting further readings generally results in faulty and inaccurate results. You should divine with caution, as the answers you get are sometimes subject to misinterpretation. A player must choose the type of divination her character uses; this may affect the answers to certain questions. Some common forms of Divination include cards, runes, palmistry, astrology, reading omens, and fire-reading, but a host of other methods are possible. Cost: 6 points per level Rules: Divination may be used once per event. Additional levels of Divination increase the accuracy and detail of the answers you receive. If you do not use Divination at an event, you may use it after the event as a Between Game Action. Fortune Characters with this Advantage have a substantial amount of goods and/or money that represent a windfall. After the initial bonus money and/or goods, no additional resources are forthcoming as a result of this Advantage. Cost: Level 1: 1 point Level 2: 2 points (3 points total) Level 3: 3 points (6 points total) Level 4: 4 points (10 points total) Rules: Characters who purchase the Fortune Advantage add 10 Eagles per level purchased to their allowance for starting equipment. Characters with no levels of Fortune begin play with 10 Eagles worth of goods. Increased Stamina Characters who possess this ability do not bleed to death as quickly as other people. Cost: 5 points per level Rules: Each level of this Advantage you have adds one minute to the time it takes you to bleed to death from serious wounds. This does not affect the time until a character goes unconscious, only the time till she dies. A character with no levels of Increased Stamina bleeds to death 5 minutes after becoming unconscious from injuries. Increased Wealth Characters with this advantage have a source of recurring wealth that pays them a small stipend at regular intervals. You should explain the source of this wealth to the Plot Committee; occasionally, in-game events may interrupt your access to it. Cost: 1 point per level, up to a maximum of 5 Rules: Each level of this Advantage you have allows you to collect 5 Hawks when you check in at the beginning of every event (1 Eagle per level at your first event). Life Sense This ability allows a character to read the life aura of a living being and determine if they are unwell in any way. Cost: 8 points Rules: You may examine a character within five feet of you, asking a series of out-of- play questions which the other player must answer truthfully. Your subject may only answer the questions you directly ask. Point at the target player and announce “Life Sense” followed by the questions you wish to ask, one at a time. Unless noted otherwise, each question requires five seconds of concentration. Use of this ability is immediately recognizable to any onlooker who hears the tag line called; it is interupted by anything that would break Concentration or if the target moves more than five feet away from you. The following are the only questions that may be asked with Life Sense: Are you dead? (Requires no concentration) Are you alive? (Requires no concentration) Are you dying? (Requires no concentration) Are you injured? (Requires no concentration) Where are your injuries? (Requires no concentration) Are you conscious? (Requires no concentration) Are you poisoned? Are you diseased? Are you paralyzed? Are you asleep? Are you nauseated? Are you suffering from an Intolerance? Are you under the effects of a brew? If so, what category is the brew? (Medicinal, poison, enhancement, other) Are you under the effects of an Enchantment spell? (Note that racial abilities are not spells, and are not detected) If so, what is the general effect? (Ward, Shield, Resist, Skin, other) Are you under the effects of a Battle spell? (Again, note that natural abilities are not detected) If so, what School is it? Light Sleeper With this Advantage, you have a kind of danger sense that will alert you to danger while you are asleep. Cost: 4 points Rules: If you have this ability, you must note where you are sleeping on you cabin notes. Any time a person or creature enters the your cabin unbidden while you are sleeping, a Guide shake you and say "You sense danger". Magic Sense By focusing on an item the character may tell if a given item is magical, and if magical, what school of magic is present in it. Cost: 4 points Rules: This Advantage allows you to immediately determine if any one object is magical (as long as it is visible and within five feet you) and the school of magic involved. You may ask the following questions: Is that item magical? What school or schools of magic are present in it? If it is under the effect of a spell or imbued with a spell, is the spell Battle magic or an Enchantment? Am I within a Dorum? This Advantage works only on inanimate objects and cannot detect magic on living creatures. All uses of Magic Sense must be targeted at a single, specific object. Some items may be obscured so that their magic is not immediately detectable. A player using this ability should roleplay its use in some fashion. Many characters exhibit a specific quirk when using this ability (such as wriggling the eyebrows, or looking at the object in question with intense concentration). Some players may even decide that they must actually touch the item in question to determine that it is magical. Medium A medium has the ability to see and speak with the spirits of the dead. Cost: 6 points Rules: You can see and speak with characters wearing Spirit Shrouds. To use this ability, say to the spirit “Spirit, I recognize you.” From that point, the spirit may perceive you and speak to you. You may dismiss the spirit at any time (by saying “Spirit, I dismiss you”); once dismissed, the spirit may no longer perceive you. The spirit is only aware of you (or other Mediums who have also recognized it). It is not aware of non-Mediums, nor may non-Mediums hear anything it says, though you may repeat its words for them. You may not use this ability when you are yourself a spirit, and you may not speak with a dead character who is not wearing a Spirit Shroud. Certain spirits have the ability to interact with the living without a Medium, and are unaffected by this advantage. Pain Resistance The character can endure pain better than most, remaining active even in the face of severe punishment. Cost: 5 points Rules: You may remain active with three limb wounds (though those limbs are still unusable). You still fall unconscious if you receive four limb wounds or one torso wound. Rapid Healing Characters who have this ability heal at a much faster pace than others. Cost: 8 points Rules: Without medical care, wounds to your limbs heal after six hours of rest. If your wounds are tended to with Healing Ways or a Stablize effect, you regain consciousness immediately and all of your wounds (limb and torso) heal fully after one hour of rest. If treated with Chiurgery or an Accelerate Healing effect, all of your wounds heal after thirty minutes of rest. If treated with Chiurgery and an Accelerate Healing effect, all of your wounds heal after fifteen minutes of rest. While resting, you are still subject to all of the ordinary rules regarding limited activity while wounded. This advantage will not keep you from bleeding to death from your wounds. Resist Disease The character is highly resistant to most forms of disease. Cost: 4 points each Rules: This ability may be purchased multiple times. Each purchase grants the ability to Resist a disease effect once per day. You must activate each Resist through a minute of meditation before they can be used, but once activated they remain available until needed. Unused Resists expire at sunset. You may only Resist a disease when you are first exposed to it; once it takes affect, you may not Resist it later. Strong Will The character has exceptional willpower, and is less susceptible to mental effects. Cost: 5 points Rules: Mind-affecting spells and abilities affect you for only half their normal duration. You take the full effect, but for less time than most characters would. You may not have both Strong Will and Weak Will. Disadvantages Disadvantages are limitations or hinderances that make life harder for your character, but earn you extra Character Points. You may never gain more than 10 points from Disadvantages. Disadvantages gained after character creation (as a result of in-play events) never give you additional character points. Only characters whose histories have been approved by the Plot Committee may take Disadvantages. Each of your Disadvantages must be explained in this history or as part of an attachment. All Disadvantages are subject to approval by the Plot Committee and we reserve the right to disallow any Disadvantage. Removing Disadvantages Disadvantages are generally permanent. In some cases, however, you may be able to take in-play action to resolve the source of the Disadvantages. For instance, you might come to terms with the enemy who has been hunting you, or powerful magic might be used to improve your health. 'Buying off' a Disadvantage always requires Plot permission, and is never automatic. If permission is granted, you must pay back the character points you received for the Disadvantage, as well as some number of Brownie Points (usually between one and three times the value of the Disadvantage) set by Plot. If you have a large number of Advantages, removing a Disadvantage may leave you with too few pre-creation points to pay for them all. You may find yourself paying more for one of your existing skills (buying it at its post-creation rather than pre-creation cost), or selecting a replacement Disadvantage. Diminished Healing (Sorcery) The character is particularly resistant to Sorcerous healing magic. Cost: -4 points Rules: You are unaffected by Healing spells stored in crystals, and any sorceror casting a Healing spell upon you must spend double mana. Duergar may not take this Disadvantage. Diminished Healing (Water) The character is particularly resistant to Water-based healing magic. Cost: -2 points Rules: You are unaffected by Healing solutions created by Water alchemists, and any Water alchemist casting a Healing spell upon you must spend double mana. Fast Bleeder The character bleeds more quickly than most. Cost: -3 points Rules: You die two minutes after being rendered unconscious by wounds, rather than the five minutes most characters have. Frail The character is especially vulnerable to poisons. Cost: -4 points Rules: When you suffer a death poison effect, it is upgraded by one step: Death Poison becomes Greater Death Poison, and Greater Death Poison (including the spell Corrupt Blood) becomes Instant Death Poison. Instant Death Poison is not affected. Hunted/Wanted The character is being pursued by someone from their past who wishes them ill. Cost: -1 to -4 points Rules: The value of this Disadvantage depends on the power of the person or group hunting for you, how urgently they want you, and how serious their intentions are should they find you. As a rough guideline: Points Enemy -1 A single individual of little power -2 A small group of normal individuals, or one powerful figure -3 A fairly large organization, or an extremely powerful individual A nation or government, or an extremely powerful individual with support from a -4 large group Illiterate The character is unable to comprehend writen words, and is puzzled even by non-text drawings (such as maps) that characters who have not been taught to read can normally decipher. Cost: -1 points Rules: You may never learn the Talent: Read/Write. This Disadvantage is nigh- irreversible. Intolerance The character has an instant and debilitating reaction to a certain normally-harmless substance. This can be a natural allergy, a result of a Bond or magical tie, a curse, or have some other origin. Cost: -1 to -8 points (see below) Rules: If you come into skin contact with your trigger substance, you begin to suffer from an Intolerance: you may use no skills, and may take no actions beyond walking slowly, blocking an attack (but not making one in turn), or warding off a Killing Blow. This effect lasts for five minutes after you are no longer in contact with the substance. If you ingest your trigger substance, you suffer the Intolerance effect for one hour. A Skin effect does not protect you from contact with your trigger substance. Severe Intolerance: A Severe Intolerance is worth double the points of a standard Intolerance. Under the effect of a Severe Intolerance, you are completely immobilized. You may take no action but whispering very quietly or warding off a Killing Blow. This effect lasts for fifteen minutes after you are no longer in contact with the substance. 24 hours of continuous contact with the substance will kill you outright. The permissible trigger substances are: Substance Point Value Gold -1 In-Game Herbs (all) -1 Salt Water -1 Gemstones -2 Iron -2 Leather -2 Moonlight -2 Salt -2 Silver -3 Brews -3 Living Plants (all) -3 Solutions -3 Steel -3 Stone -3 Wood -3 Magic Items -4 Sunlight -4 Lame The character suffers from an old wound that never healed correctly or other infirmity. Cost: -2 points Rules: You may not run for any reason other than an out-of-play safety issue. If you forget yourself and break into a run, you fall over dead. Simple healing magic cannot cure this Disadvantage. Monstrous The character has a disturbing physical deformity or is otherwise monstrous in appearance. This influences the reactions of other characters, and also makes the character particularly memorable and easy to describe. Cost: -1 to -3 points Rules: Your unusual appearance is represented with makeup and/or prosthetics, which (once approved by the Plot Committee) become mandatory for this character. You may never play the character without them. For -1 point, your appearance is unusual enough to draw notice and comment, compared to a standard member of your race. For -2 points, your appearance is bad enough to cause most people to be suspicious of you, and is clearly unnatural and disturbing. For -3 points, mothers hide their children, shopkeepers close their doors, and it is impossible for anyone who meets you not to notice your freakish appearance. The number of points awarded for your unusual appearance is always at the discretion of the Plot Committee. Mute The character has been rendered mute, either by injury, curse, or some other means. Cost: -3 points Rules: You may not speak in-play. You may still call out-of-play taglines to indicate the use of skills, but you may not cast spells that require a verbal. Simple healing magic will not correct this Disadvantage. Pain Intolerance The character reacts particularly strongly to injury. Cost: -2 points Rules: You become unconscious (and begin to bleed to death) whenever two of your limbs are injured. This does not alter the time it takes you to bleed to death. Sickly The character's health is poor; they are particularly succeptible to disease. Cost: -2 points Rules: Five minutes after you suffer a Disease effect, it becomes a Death Poison effect. In characters who are not Sickly, this takes an hour. Once the disease becomes poison, it may no longer be cured with a Cure Disease effect. You may not be Sickly and possess the Advantage: Resist Disease. Slow Healer The character is not especially resilient, and heals slowly. Cost: -3 points Rules: After all other factors have been considered (the use of medical skills to treat your wounds, the use of brews, etc), the healing time for your wounds is doubled. If you receive a spell that would normally heal your wounds instantly, it takes one minute to take full effect. Healing magic still stablizes your wounds instantly. The spells Empathic Healing and Transfer Wounds are not affected by this Disadvantage. Tolerance: Curative Brews The character is resistant to the effects of curative brews. Cost: -3 points Rules: In order to benefit from a curative brew (such as Cure Disease, General Antidote, Death Antidote, or Greater Death Antitode), you must receive two doses instead of one. Tolerance: Enhancement Brews The character is resistant to the effects of enhancing brews. Cost: -1 points Rules: In order to benefit from an enhancing brew (such as Strength or Fortitude), you must receive two doses instead of one. Tolerance: Healing Brews The character is less affected by healing brews than normal. Cost: -4 points Rules: When you are the recipient of a healing brew, the effect is reduced by one step: Heal Grievous Wounds becomes Heal Minor Wounds, Heal Minor Wounds becomes Accelerate Healing, and Accelerate Healing becomes Stablize. Stablize brews have no effect on you. Weak Spirit The character‟s spirit has been permanently weakened, either due to a previous death, a curse, or any other reason. They may or may not be aware of this condition.... Cost: -2, -3 or -4 points Rules: Resurrection magics are more likely to fail for you, precisely as if you had died previously. This Disadvantage comes in three levels, each representing (effectively) a prior death. Weak Will The character has less willpower than the typical person, and is more vulnerable to mental effects. Cost: -2 points Rules: When you suffer a negative mental effect, it remains active for twice the usual duration. The effect remains precisely as described; only the duration changes. You may not possess both Weak Will and Strong Will. Talents Talents comprise the bulk of the abilities available to a character. They may be purchased at any time, though some require in-game instruction to learn. Talents fall into five categories: General skills, Combat skills, Production skills, Magical skills, and Racial abilities. General Skills Skill Pre-requisite Cost Appraisal - 9 (6) Chirurgery Healing Ways 12 (8) Craft - 4 / 2 / +2 Diagnosis Studia Mortis 12 (8) Healing Ways - 9 (6) Herbalism - 9 (6) Instruction - 5 / 10 / 15 Lockpicking - 12 (8) / 4 / +4 Lore - 6 / 10 / 18 / 26 / 34 Open Secret Doors - 12 (8) Read/Write - 9 (6) Studia Mortis Herbalism and Healing Ways 12 (8) Trap Removal - 12 (8) Appraisal This Talent allows the character to estimate the value of merchantable goods: objects d'art, textiles, furs, gemstones, etc. The character also has knowledge of the current exchange rate of coinage. Cost: 9 points (6 Creation points) Rules: Characters with Appraisal may obtain an Appraisal Sheet when checking in at each event. This sheet lists values for common items, as well as the meanings of the codes used to indicate the value of trade goods and unique art objects. This sheet should not be shared with anyone who does not possess this talent. Chirurgery Characters who possess this ability are able to set limbs and speed the healing process. Chirurgery (pronounced 'ki-RUR-jer-ee') involves setting broken limbs and mending torn flesh. Though non-magical, this Talent allows a patient to heal much faster than normal - almost magically. Cost: 12 points (8 Creation points) Pre-requisite: Healing Ways Rules: You may only perform chiurgery on a patient whose wounds are stable. Treating wounds with Chiurgery requires 5 minutes of uninterupted care, during which you may do nothing else. To begin treatment, state out-of-play 'Beginning Chiurgery'. After 5 minutes of treatment, state out-of-play 'Ending Chiurgery'. After being successfully chirurgered, all of a patient's wounds will heal after one hour of rest. See the chapter on Wounds and Healing for details on what actions a recovering character may safely take. You may never perform Chirurgery on yourself. You must have two uninjured arms to perform Chirurgery. To perform Chiurgery, you must possess a chiurgery kit. This kit must measure at least 6" x 2" and should include at least bandage phys-reps, though more extensive kits are encouraged. A watch for timing the five minutes required to perform Chirurgery should also be included. Craft Craft Talents vary from character to character. Some possible examples of craftsmen skills are: artisan, banker, vintner, carpenter, farmer, forester, hunter, blacksmith, sailor, scribe, tailor and tracker. An almost infinite variety of Craft skills are possible. In general, Craft Talents represent something one can do (as opposed to something one knows), and something one can be paid for doing. Cost: Level 1: 4 points Level 2: 2 points Levels 3+: Previous level, +2 (4, 6, 8, 10...) Rules: Craft Talents may be used between events to earn in-game money. In general, this income amounts to 2 Hawks per level of skill per action, though this may vary with economic changes. Additionally, Craft Talents may have a significant impact during an event if used at the appropriate time. You must always consult a Guide when attempting to use a Craft during an event. All new Craft skills must be approved by the Plot Committee when they are purchased. Craft Skills may be used three times per game – including all in-between game actions. Thus, a character with Craft (Tailor) could expend one use of her craft skill during the game to repair an important banner that had been shredded by enemies and then use the skill twice as an in-between game action to earn money. To use a craft skill for something other than earning money, the character must have at least three levels of the craft. Diagnosis The character may examine a patient and detect subtle ailments. Cost: 12 points (8 Creation points) Pre-requisite: Studia Mortis Rules: To use Diagnosis upon a patient, the subject must be alive (to examine a dead body, see Studia Mortis). You may ask a series of out-of-play questions which the patient must answer truthfully; each question requires one minute of careful examination. The following are the only questions that may be asked with Diagnosis: Are you conscious? Are you alive? (This skill is not misled by the brew 'Feign Death') Are you poisoned? Are you diseased? Are you paralyzed? Are you asleep? Are you nauseated? Are you suffering from an Intolerance? Are you under the effects of a brew? If so, what category is the brew? (Medicinal, poison, enhancement, other) Healing Ways The character is skilled in basic medical techniques, allowing them to identify and treat injuries. Cost: 9 points (6 Creation points) Rules: To use Healing Ways to identify wounds, you must approach within five feet of the patient, roleplay examining them, and state out-of-play 'Healing Ways: Examining'. The patient must then state the following: Whether they are conscious, unconscious, or dead Whether they are bleeding to death Whether they are injured and where their injuries are Some effects (such as the brew 'Feign Death') cause Healing Ways to give inaccurate results. To use Healing Ways to treat wounds, you must treat the patient for one uninterrupted minute, during which you may do nothing else. To begin treatment, state out-of-play 'Beginning Healing Ways'. As soon as you begin, the patient's bleeding is paused. If you are interrupted before finishing, the patient continues their bleeding count where it left off. After one full minute of treatment, state out-of-play 'Ending Healing Ways'. The patient is now stable, but their wounds are not healed. See the chapter on Wounds and Healing for details on what actions an injured character may safely take. You may treat your own wounds only if you have no torso injury, at least one functioning arm, and the Advantage: Pain Resistance. Herbalism The character is able to identify and gather useful plants. Cost: 9 points (6 Creation points) Rules: You may distinguish useful plants (tagged Herbs) from ordinary vegetation. Only characters with this skill can recognize herbs; no one else is permited to pick them (or even point them out). When you find an herb, bring it to a production location to exchange the phys-rep for an Herb tag. Additionally, you will be given a table of the codes used to identify the properties of an herb. This sheet should not be shared with anyone who does not possess this talent. Instruction The character has learned how to teach complicated subjects effectively. Cost: Basic Instruction: 5 points Intermediate Instruction: 10 points Master Instruction: 15 points Training: This skill must be learned from a character with Master Instruction. Rules: This skill is required in order to teach certain rare or complicated skills to other characters. The level of Instruction required is specified in the description of the skill being taught. Lockpicking With this skill, a character may attempt to open locks without the appropriate keys. Cost: Level 1: 12 points (8 Creation points) Level 2: 4 points Levels 3-10: Previous level +4 points (8, 12, 16, 20...) Rules: For every level of Lockpicking you possess, you receive 3 Lockpicking codes (numbers between 1 and 33). Every in-play lock is tagged with 5 codes and a lock level. To pick the lock, you must be able to match 1 code per level of the lock. To use this skill, you must have a lockpick (a tagged item, made with the Locksmithing skill). Picking a lock requires 1 minute of uninterupted effort per level of the lock, or as long as it takes you to physically pick open the lock phys-rep, whichever is shorter. Any character with Lockpicking can determine the level of a lock with a brief examination. Lore This Talent allows the character to have knowledge in a specific area of interest. Cost: Level 1: 6 points Level 2: 10 points Level 3: 18 points Level 4: 26 points Level 5: 34 points Racial Benefits: Trow characters purchase Lore skills for half-cost. Training: At character creation, all Lore skills must be approved. After character creation, all Lore skills must be learned from another character who already possesses the appropriate Lore at the desired level. Rules: You may use In-Between Game Actions to ask detailed questions appropriate to your Lore skills. Additionally, a Guide may be able to answer Lore questions during an event when you encounter situations relevant to your skills. The function of Lore skills is to allow you to ask out-of-play questions about a topic. You do not need a Lore skill to represent facts you have learned during events. Further levels in a Lore indicate more extensive and detailed knowledge. With 1 level, you have a basic knowledge of the subject. With 3 levels, you have a thorough knowledge of the subject, covering all of the commonly-known details and some hidden knowledge. With 5 levels, you are a learned scholar, familiar with the most esoteric secrets of the subject. Open Secret Doors The character can recognize and open concealed doors and compartments. Cost: 12 points (8 Creation points) Rules: Obvious secret doors are marked with green tags or stickers. Such doors may be seen by anyone, but you may only open them if you possess this skill. Hidden secret doors are marked with orange tags or stickers. Only characters who have this skill may see or open them. Some secret doors include a puzzle that must be solved before the door can be unlocked. Only characters with this skill may attempt to solve such puzzles, but other characters may give them advice. Read/Write The character may read and write the common language. Cost: 9 points (6 Creation points) Rules: You may read and write in-play documents. If you do not have this skill, you may still read out-of-play documents (item tags, Appraisal Sheets, etc). This skill applies only to documents written in English. Real world languages may occasionally be used to represent ancient dead languages. Characters cannot purchase knowledge of such languages, but players may use what they know to decipher their meanings. Studia Mortis This Talent allows a character to determine some basic facts about a character's cause of death. Cost: 12 points (8 Creation points) Pre-requisite: Herbalism and Healing Ways Rules: To use Studia Mortis upon a body, you must examine them for one minute. The body must be dead (to examine a live patient, see Diagnosis). This examination requires physical contact, but does not harm the body. At the end of the examination, you may ask the player or a Guide a series of out-of-play questions. The following are the only questions that may be asked with Studia Mortis: Were you killed by a blunt weapon, a bladed weapon, claws, etc.? Did you die while under the effects of an ingested poison? Were you killed by an ingested poison? Did you die while under the effect of a blade poison? Were you killed by a blade poison? Were you killed by a contact poison? Were you affected by damaging dark Sorcery spells when you died? Were Tal Shar spells the cause of death (this does not include Rend Spirit)? Were you killed by damaging dark Sorcery (this does not include Rend Spirit)? Were you affected by damaging Alchemy spells when you died? If so, what type of Alchemy? Were you killed by Alchemy spells? If so, what kind of Alchemy? Were you under the effects of any healing magic or brews when you died? Were you under the effects of Healing Ways or Chirurgery when you died (if so, which)? Did you die of apparently natural causes (this includes the Sorcery spell Rend Spirit and the brew 'Feign Death')? Did you die of drowning, suffocation, etc.? Trap Removal The character understands devices well enough to attempt to disarm or disable traps. Cost: 12 points (8 Creation points) Rules: Without this skill, you may notice traps, but interfering with them will set them off. With this skill, you may attempt to disarm a trap safely. You must physically disarm or disable the mechanism of the trap. The skill only allows the attempt; it does not guarantee success. You should never destroy the mechanism of the trap in the process of disarming it. It is acceptable, however, to cut tripwires or other triggers. Simple tools such as scissors or a candle can be very helpful in this. Combat Skills Under Construction: Organization on its way. [Frame1] [Frame2] [Frame3] [Frame4] Skill Pre-requisite Cost Blindside Melee weapon skill 10 Ambidexterous - 10 (5) Florentine - 5 Two Weapons Florentine 5 Twin Weapons Two Weapons 5 Long Weapons Twin Weapons 5 Armor Mastery Wear Heavy Armor and 3 Devastating Blows 15 Bypass Threshold 3 Devastating Blows and 3 Armor Pierces 15 Weapon Specialization 3 Strikes of Death and Bypass Threshold 30 Wounding Blow 1st Cost 2nd Cost 3rd Cost Piercing Blow 15 6 6 Striking Blow 15 8 8 Mighty Blow 15 10 10 Vital Blow 15 15 15 Devastating Blow 20 20 20 Mortal Blow 20 20 20 Strike of Death 20 20 20 Maneuver Pre-requisites Cost Parry 3 Piercing Blows in a melee weapon 10 Missile 3 Piercing Blows in a missile weapon 10 Dodge Dodge 3 Parries or 3 Missile Dodges 15 Dodge - 30 Trick Shot 3 Piercing Blows in a missile weapon 5 Weapon 3 Striking Blows in Swordbreaker or 3 Mighty Blows in Greatsword, 15 Break Greatclub or Halberd Armor Pierce 3 Mighty Blows 15 Shield Pierce 3 Mighty Blows in a missile weapon 15 Disarm 3 Mighty Blows 15 Recover 3 Disarms 5 Final Strike 3 Vital Blows in a melee weapon 15 Shield Break 3 Vital Blows in Greatsword, Greatclub or Halberd 15 Weapons & Armor A character may not use a weapon without possessing the appropriate weapon skill. Characters who attack with a weapon in which they are unskilled receive a Wound to the attacking arm. [Frame5] [Frame6] [Frame7] [Frame8] Bladed Weapons Bladed weapons may be used to swing or thrust. They may be treated with Razor Edge effects and with blade poisons. See the Props chapter for rules on constructing weapons. Dagger Cost: 1 point Rules: A dagger is a one-handed weapon, and deals 1 point of damage per hit. Short Sword Cost: 5 points Rules: A short sword is a one-handed weapon, and deals 1 point of damage per hit. Long Sword Cost: 10 points Rules: A long sword is a one-handed weapon, and deals 1 point of damage per hit. Bastard Sword Cost: 18 points Rules: A bastard sword may be used in either one or two hands. It deals 1 point of damage one-handed, and 2 points of damage 2-handed. Great Sword Cost: 15 points Rules: A great sword must be wielded with two hands. In one hand, it may be used to block, but not to attack. It deals 2 points of damage per hit. Swordbreaker Cost: 8 points Rules: A swordbreaker is a one-handed weapon, and deals 1 point of damage per hit. Blademaster The character is skilled in the use of all swords and blades. Cost: 35 points Rules: This skill includes and replaces the Talents: Dagger, Shortsword, Longsword, Bastardsword, Greatsword, and Swordbreaker. Hafted Weapons Hafted weapons have a limited area of blade. An opponent who is struck with the pole (rather than the blade) takes no damage. Hafted weapons may be treated with Razor Edge effects and with blade poisons. See the Props chapter for rules on constructing weapons. Short Axe Cost: 4 points Rules: A short axe is a one-handed weapon, and deals 1 point of damage per hit. It may not be thrust. Long Axe Cost: 8 points Rules: A long axe is a one-handed weapon, and deals 1 point of damage per hit. It may not be thrust. Glaive Cost: 18 points Rules: A glaive may be used in either one or two hands. It deals 1 point of damage one- handed, and 2 points of damage 2-handed. It may be swung or thrust. Halberd Cost: 15 points Rules: A halberd must be wielded with two hands. In one hand, it may be used to block, but not to attack. It deals 2 points of damage per hit. It may be swung or thrust. Spear Cost: 8 points Rules: A spear is a one-handed weapon, and deals 1 point of damage per hit. It is a thrusting weapon, and may not be swung. Haftmaster The character is skilled in the use of all forms of axe and pole-weapon. Cost: 32 points Rules: This skill includes and replaces the Talents: Short Axe, Long Axe, Glaive, Halberd, and Spear. Blunt Weapons Most blunt weapons have a limited striking surface. An opponent who is struck with the handle (rather than the head) takes no damage. Most blunt weapons may not thrust. Blunt weapons may not receive Razor Edge effects or blade poisons. See the Props chapter for rules on constructing weapons. Short Mace/Hammer Cost: 3 points Rules: A short mace/hammer is a one-handed weapon, and deals 1 point of damage per hit. It may not be thrust. Long Mace/Hammer Cost: 7 points Rules: A long mace/hammer is a one-handed weapon, and deals 1 point of damage per hit. It may not be thrust. Maul/Cudgel Cost: 15 points Rules: A maul/cudgel may be used in either one or two hands. It deals 1 point of damage one-handed, and 2 points of damage 2-handed. It may not be thrust. Great Mace/Hammer Cost: 12 points Rules: A great mace/hammer must be wielded with two hands. In one hand, it may be used to block, but not to attack. It deals 2 points of damage per hit. It may not be thrust. Staff Cost: 5 points Rules: A staff must be wielded with two hands, and both hands must be in the center 3 feet of the weapon. In one hand, it may be used to block, but not to attack. A staff has a striking surface and a thrusting tip on both ends, and may be swung or thrust. It deals 1 point of damage per hit. Bluntmaster The character is skilled in the use of all forms of blunt weaponry. Cost: 26 points Rules: This skill includes and replaces the Talents: Short Mace/Hammer, Long Mace/Hammer, Maul/Cudgel, Great Mace/Hammer, and Staff. Melee Master The character is skilled in the use of all hand-to-hand weapons. Cost: 60 points Rules: This skill includes and replaces the Talents: Blademaster, Haftmaster and Bluntmaster. Missile Weapons Bows and crossbows in Chimera games are real weapons firing padded amunition. The safety standards for constructing arrows and crossbow bolts are stringent; see the Props chapter for arrow-making instructions and the rules regarding acceptable bows and crossbows. Every player who wishes to use a bow or crossbow must pass a safety examination in order to become Bow Certified. Thrown weapons are individually-tagged items. Arrows and bolts, however, exist in 'quivers', tagged items containing (under most circumstances) limitless amunition. See the Combat chapter for rules about collecting spent amunition. In some cases, a Guide may rule that characters have access to only a limited number of arrows. Thrown weapons, arrows and crossbow bolts may be treated with Razor Edge effects and blade poisons. Bow Cost: 10 points Racial Benefit: Elves pay half for this skill. Racial Penalty: Murrow pay double for this skill. Slana'ar may not purchase this skill. Rules: Arrows deal 2 points of damage. See the Combat chapter for rules regarding ricochets and valid hits. A bow struck with a melee weapon suffers a Breaking effect. Crossbow Cost: 6 points Racial Penalty: Murrow pay double for this skill. Rules: Bolts deal 2 points of damage. See the Combat chapter for rules regarding ricochets and valid hits. A crossbow may be fired with one hand. A crossbow struck with a melee weapon suffers a Breaking effect. Thrown Weapon Cost: 4 points Racial Penalty: Murrow pay double for this skill. Rules: Thrown weapons deal 1 point of damage. In addition to allowing the use of thrown weapons (such as thrown daggers or axes), this skill is required in combination with Brewing (5) to use thrown brews. Missile Master The character is skilled in the use of all varieties of ranged weapon. Cost: 15 points Racial Penalty: Murrow pay double for this skill. Rules: This skill includes and replaces the Talents: Bow, Crossbow and Thrown Weapon. Shields Characters using a shield they are unskilled with may not use any Talent (including weapon skills, bond abilities, and racial abilities), nor may they cast spells. No character can use more than one shield at a time. You may not use a weapon in the same hand as a small or large shield. See the Props chapter for rules about valid phys-reps for different styles of shield. Buckler The character may fight without hinderance while using a buckler. Cost: 3 points Rules: Bucklers are often designed to leave the hand free. You may wield a weapon with the same arm that is wearing a buckler (but not a small or large shield). Small Shield The character may fight while using a buckler or small shield. Cost: 5 points (includes and replaces Buckler) Rules: Large Shield The character may fight while using any style of shield. Cost: 10 points (includes and replaces Buckler and Small Shield) Rules: Armor While any character may act freely in Light Armor (such as leather or heavily padded cloth, providing up to 2 points of protection), heavier armors require skill to wear effectively. Characters wearing armor they lack skill in may not use Advantages or Talents (including weapon skills, bond abilities, and racial abilities), nor may they cast spells. You may combine different pieces of armor to represent a full suit, but you may never benefit from more than one suit of tagged armor at a time. See the Combat chapter for rules on how armor protects you from damage. See the Props chapter for rules about valid phys-reps for different styles of armor. Wear Medium Armor The character can fully function while wearing Medium Armor. Cost: 3 points Rules: You may wear suits of armor that provide 3 or 4 points of protection (before magical or quality bonuses). Wear Heavy Armor The character can fully function while wearing Heavy Armor. Cost: 6 points (includes and replaces Wear Medium Armor) Rules: You may wear any suit of armor, including 5-point heavy armor and armor that provides a Threshold. Fighting Styles Skill Pre-requisite Cost Blindside Melee weapon skill 10 Ambidexterous - 10 (5) Florentine - 5 Two Weapons Florentine 5 Twin Weapons Two Weapons 5 Long Weapons Twin Weapons 5 Armor Mastery Wear Heavy Armor and 3 Devastating Blows 15 Bypass Threshold 3 Devastating Blows and 3 Armor Pierces 15 Weapon Specialization 3 Strikes of Death and Bypass Threshold 30 Blindside The character has learned to strike an opponent from behind, rendering them unconscious. Cost: 10 points Pre-requisite: Any melee weapon skill Rules: To use this skill, you must strike your target's shoulder (not head or neck) lightly while standing squarely behind them. You must deliver the blow with a blunt portion of a melee weapon (such as the pommel of a dagger), and you must be holding the weapon within a foot of the striking surface. You must pause for 3 seconds between uses of this skill. This skill does not require surprise to function, merely correct positioning. Your victim is rendered unconscious for 10 minutes. Shaking will not awaken the victim, though an Awaken effect or appropriate brew will. Any character wearing a helmet sufficient to qualify as 3-point armor is immune to Blindside. Acute Hearing protects against Blindside, as does a Physical Shield effect. Ambidextrous The character has the ability to use both her left and right hand with equal proficiency in combat. Cost: 10 points (5 Creation points) Rules: You may use Wounding Blows and other Combat Maneuvers with either hand. Characters without this Talent may only use Wounding Blows and Combat Maneuvers with their dominant hand. You are still limited to a maximum of 3 Wounding Blows per combat. Florentine The character has learned to fight with a minor weapon in the off hand. Cost: 5 points Rules: You may wield two weapons at once. One may be no longer than a longsword (46"); the other may be no longer than a dagger (20"). Two Weapons The character has learned to fight with a short weapon in the off hand. Cost: 5 points Pre-requisite: Florentine Rules: You may wield two weapons at once. One may be no longer than a longsword (46"); the other may be no longer than a short sword (33"). Twin Weapons The character has learned to fight with a moderate-length weapon in the off hand. Cost: 5 points Pre-requisite: Two Weapons Rules: You may wield two weapons at once. Neither may be longer than a longsword (46"). Long Weapons The character has learned to fight with a moderate-length weapon and ad long weapon together. Cost: 5 points Pre-requisite: Twin Weapons Rules: You may wield two weapons at once. One may be no longer than a longsword (46"); the other may be any weapon that may be wielded in one hand. Armor Mastery The character is so well-trained in the use of armor that they derive more protection from it than other characters. Cost: 15 points Training: This skill must be learned from a character who possesses both it and Basic Instruction Pre-requisites: Wear Heavy Armor and 3 Devastating Blows Rules: You are so familiar with the use of armor that any suit of armor you wear has its armor rating increased by one, for as long as you are wearing it. This only increases the armor rating. It does not grant a threshold to armor that does not already possess one. Bypass Threshold The character's accuracy is such that their strikes pierce the threshold of armor. Cost: 15 points Training: This skill must be learned from a character who possesses both it and Basic Instruction Pre-requisite: 3 Devastating Blows and 3 Armor Pierces Rules: Your attacks can ignore any Threshold equal to your base damage (with a long sword, you can pierce a Threshold of 1). If an opponent calls 'Threshold' to one of your attacks, reply with 'Bypass'. This ability is always active when you are attacking with a weapon in which you possess the pre-requisite Devastating Blows. Weapon Specialization The character's skill is so advanced that every attack they make deals increased damage. Cost: 30 points Training: This skill must be learned from a character who possesses both it and Intermediate Instruction Pre-requisite: 3 Strikes of Death and Bypass Threshold Rules: Whenever you are attacking with a weapon in which you possess a full set of Strikes of Death, you may call Piercing Blows at will, without limit. Combat Maneuvers All Combat Maneuvers can be purchased a maximum of three times. Possessing three of any Combat Maneuver is called a “set”. Combat Maneuvers are grouped. A character may call no more than three Combat Maneuvers from each group before resting. Groups are defined as follows: Wounding Blows Parry, Missile Dodge, and Dodge Armor Pierce and Shield Pierce Disarm and Recover Weapon Break and Shield Break Final Strike Combat Maneuvers cannot be combined in a single blow – for example, a character may never call an Armor Pierce in conjunction with a Wounding Blow. Combat Maneuvers may, however, be used in conjunction with brews or magical effects (such as blade poisons, Thorn Weapon or Razor Edge). All Combat Maneuvers are recovered once the character has had 10 minutes of complete rest. Rest is defined as not using any combat skills (this includes casting or countering spells or even parrying an attack) and not moving faster than a slow walk. You may only use your offensive Combat Maneuvers while you are wielding a weapon with which you can meet the pre-requisites of the maneuver. If your Wounding Blows apply only to one hand, you may only use your Combat Maneuvers with that hand. For example, the Maneuver: Parry requires 3 Piercing Blows in a melee weapon. If you had 3 Piercing Blows in Longsword (for your right hand) and had purchased a Parry, you could use that Parry when fighting with a longsword in your right hand, but not when fighting with a shortsword in your right hand. If you then upgraded your Piercing Blows to Master Piercing Blows, you could Parry with any melee weapon you had the skill to wield. You must call offensive Combat Maneuvers before you make your attack. Wounding Blow 1st Cost 2nd Cost 3rd Cost Piercing Blow 15 6 6 Striking Blow 15 8 8 Mighty Blow 15 10 10 Vital Blow 15 15 15 Devastating Blow 20 20 20 Mortal Blow 20 20 20 Strike of Death 20 20 20 Maneuver Pre-requisites Cost Parry 3 Piercing Blows in a melee weapon 10 Missile 3 Piercing Blows in a missile weapon 10 Dodge Dodge 3 Parries or 3 Missile Dodges 15 Dodge - 30 Trick Shot 3 Piercing Blows in a missile weapon 5 Weapon 3 Striking Blows in Swordbreaker or 3 Mighty Blows in Greatsword, 15 Break Greatclub or Halberd Armor Pierce 3 Mighty Blows 15 Shield Pierce 3 Armor Pierces in a missile weapon 10 Disarm 3 Mighty Blows 15 Recover 3 Disarms 5 Final Strike 3 Mighty Blows in a melee weapon 5 3 Vital Blows in Greatsword, Greatclub or Halberd, and 3 Shield Break 15 Weaponbreaks Wounding Blows These attacks allow a character to inflict more damage with a single strike than just the base damage of her weapon. When the attack is used the player must call out the attack as she is swinging the weapon: even if the swing is blocked or misses the target the Wounding Blow is expended. All wounding blows are part of the same set, so you may use no more than three of them before resting. For example: Fiona has already bought three Piercing Blows and wishes to purchase a Striking Blow. Once she pays the character point cost she has a full set of Piercing Blows and one Striking Blow. She may choose to use any of these in any order during a combat, but she may never call more than three Wounding Blows, total. Fiona would most likely call one Striking Blow and two Piercing Blows during the course of a battle, but she may choose to use her three Piercing Blows instead, if she wished. Wounding Blows must be purchased for a particular weapon and handedness. The Talent: Ambidextrous allows you to use your Wounding Blows with either hand. Wounding Blows can be bought for additional weapons, though it is usually more cost effective to simply purchase Master Wounding Blows (see below). Other Combat Maneuvers, such as Parry and Disarm can only be performed with the hand and weapon with which the character possesses the pre-requisite Wounding Blows. Because Wounding Blows cannot be purchased for a shield, a character cannot Parry with a shield. Master Wounding Blows Wounding Blows may be upgraded to Master Wounding Blows at a cost of 4 points each. Master Melee Blows may be used with any melee weapon you have the skill to wield; Master Missile Blows may be used with any ranged weapon you have the skill to wield. Master Wounding Blows build upon each other. Master Striking Blows require Master Piercing Blows, and so forth. Piercing Blow Cost: 1st: 15 points 2nd & 3rd: 6 points each Rules: You may call 'Piercing Blow' before an attack; that attack deals +1 point of damage. Striking Blow Cost: 1st: 15 points 2nd & 3rd: 8 points each Pre-requisite: 3 Piercing Blows Rules: You may call 'Striking Blow' before an attack; that attack deals +2 points of damage. Mighty Blow Cost: 1st: 15 points 2nd & 3rd: 10 points each Pre-requisite: 2 Striking Blows Rules: You may call 'Mighty Blow' before an attack; that attack deals +3 points of damage. Vital Blow Cost: 15 points each Pre-requisite: 3 Mighty Blows Rules: You may call 'Vital Blow' before an attack; that attack deals +4 points of damage. Devastating Blow Cost: 20 points each Pre-requisite: 3 Vital Blows Rules: You may call 'Devastating Blow' before an attack; that attack deals +5 points of damage. Mortal Blow Cost: 20 points each Pre-requisite: 3 Devastating Blows Rules: You may call 'Mortal Blow' before an attack. If the attack hits a legal target and is not negated by a Parry, Dodge, or Physical Shield, the victim suffers an immediate Wound to the torso. This skill breaches all armor, Skins and Toughness. Strike of Death Cost: 20 points each Pre-requisite: 3 Mortal Blows Rules: You may call 'Strike of Death' before an attack. If the attack hits a legal target and is not negated by a Parry, Dodge, or Physical Shield, the victim is slain instantly. This attack breaches all armor, Skins and Toughness. Parry The character has learned to block incoming attacks with a melee weapon. Cost: 10 points each Pre-requisite: 3 Piercing Blows in a melee weapon Rules: You may negate one melee hit against yourself or any other character within reach of your weapon by calling 'Parry'. This ability does not block the effects of missile weapons or spells (including Spellstrikes). You must be holding a weapon in which you have the pre-requisite Piercing Blows to use this skill. Missile Dodge The character has learned to avoid incoming missile attacks. Cost: 10 points each Pre-requisite: 3 Piercing Blows in a missile weapon Rules: You may avoid one physical missile attack by calling 'Dodge'. Alternately, when someone within 5 feet of you is struck by a physical missile attack, you may call 'Dodge- Block' to take the attack upon yourself. Such an attack is considered to have struck your torso. This ability may not be used to avoid melee attacks or spells. You should never physically block an attack on another character and then call a Dodge to protect yourself. Dodge The character has learned to avoid attacks of all sorts. Cost: 15 points each, or 30 points if the pre-requisites are not met Pre-requisite: 3 Parries or 3 Missile Dodges Rules: You may avoid any one weapon- or packet-delivered effect by calling 'Dodge'. Alternately, when someone within 5 feet of you is struck by a weapon- or packet- delivered effect, you may call 'Dodge-Block' to take the attack upon yourself. Such an attack is considered to have struck your torso. You may Dodge even unexpected attacks. You should never physically block an attack on another character and then call a Dodge to protect yourself. Trick Shot The character can perform impressive feats of skill with a ranged weapon. Cost: 5 points Pre-requisite: 3 Piercing Blows in a missile weapon Rules: This skill encompasses all the spectacular role-playing feats that one might want to be able to perform with a missile weapon (e.g. cutting a rope, shooting an apple off someone‟s head, or pushing a button). It always requires the presence of a Guide and will generally have no effect if used in combat. Weapon Break The character has learned to break any weapon with the use of a sword breaker or large weapon. Cost: Pre-requisite: 3 Striking Blows in Swordbreaker, or 3 Mighty Blows in Greatsword, Greatclub or Halberd Rules:You may call out 'Weapon Break' before making an attack. If your attack strikes a weapon, that weapon suffers a Breaking effect. Armor Pierce The character has such great skill at arms that he can deftly maneuver his weapon so as to avoid an opponent‟s armor and strike a blow directly to the body. Cost: 15 each Pre-requisite: 3 Mighty Blows Rules: You may make an attack that completely bypasses an opponent‟s armor by calling out 'Armor Pierce'. This attack may not be reduced by armor, though it may still be reduced by a Skin, Shield or Toughness. The target‟s armor is completely unaffected when this ability is used. This Maneuver will not pierce a hand-held shield. Shield Pierce The character can fire or throw a weapon such that it punctures an opponent‟s shield and strikes the arm holding it. Cost: 10 each Pre-requisite:3 Mighty Blows in a missile weapon and 3 Armor Pierces Rules: This Maneuver allows you to completely bypass an opponent‟s shield when making an attack. When using this Maneuver, you must call out 'Shield Pierce'. If the blow strikes the opponent‟s shield the character then suffers a hit to the arm holding the shield. Shield Pierce does not bypass armor, Skins, Shield spells or Toughness, only hand-held shields. Armor only protects the target if the portion of the arm behind the shield is fully covered; partial coverage does not apply. The target‟s shield is completely unaffected when this ability is used. Disarm The character may strike a weapon from an opponent's hand. Cost: 15 each Pre-requisite: 3 Mighty Blows Rules: You may disarm an opponent by calling out “Disarm” before your attack. If you are attacking with a melee weapon, you must strike your opponent's weapon with yours to Disarm them. If you are attacking with a missile weapon, any strike to a valid hit location results in a successful Disarm. The disarmed player must drop their weapon at least five feet away. A Disarmed weapon should never be tossed backward, only forward or to the sides. Recover The character is able to retain their weapon when Disarmed. Cost: 5 each Pre-requisite: 3 Disarms Rules: When you are successfully targetted by another‟s Disarm, you may immediately call “Recover” in order to maintain hold of your weapon. This Maneuver only functions against a Disarm, it may not be used to counter a Drop, Fling, or similar effect. Final Strike The character may sacrifice themselves in order to hit an enemy. Cost: 5 each Pre-requisite: 3 Mighty Blows Rules: When you receive a Wound from a melee attack, you may call out 'Final Strike'. You take an immediate Wound to the torso (regardless of where you were originally struck) which may not be avoided by any means. Your opponent suffers a hit to their torso; this hit may not be Parried or Dodged, but may be blocked by a Physical Shield or reduced by Skins, Toughness, or armor. To use this skill, you must have been in possession of a weapon in which you meet the pre-requisites and have been holding it with an uninjured arm when you received the triggering Wound. Shield Break The character may break an opponent's shield with a single strong blow. Cost: 15 each Pre-requisite:3 Vital Blows in Greatsword, Greatclub or Halberd and 3 Weapon Breaks Rules: You may call out 'Shield Break' before making an attack. If your attack strikes a hand-held shield, that shield suffers a Breaking effect. Magical Skills Magical skills fall into two categories: Spellcasting skills and Magical Bonds. No character may possess both Spellcasting and a Bond; the two are mutually exclusive. Spellcasting Skills Novice Magician The character possesses the innate but undeveloped ability to become a magician of a particular school. Cost: 10 Creation points Rules: You may purchase Mana for your school of magic, and may learn a single 1st Circle spell. You must specify a single school of magic when you take this ability. You may take this ability more than once, in order to have ability in multiple schools. You may not be a Novice or Initiate of schools that oppose each other (see the chapter on Magic). You may not be a spellcaster and also possess a Bond. Some schools of magic are not open to certain races. Initiate Magician The character has been initiated into a school of magic. Cost: 20 Creation points Rules: This skill is a creation 'package' that includes the following: Novice Magician Extra Mana +5 1st Circle Knowledge of two 1st Circle spells You must select a school of magic when taking this ability. The restrictions on combining schools of magic, Bonds, and non-human races described for Novice Magicians apply to Initiates as well. Circle Initiation The character is a candidate for advancement within their magical school. Cost: New Circle times 5 points Pre-requisites: 1st Circle: 5 mana 2nd Circle: 10 mana, 3 1st Circle spells 3rd Circle: 20 mana, 3 2nd Circle spells 4th Circle: 30 mana, 3 3rd Circle spells 5th Circle: 40 mana, 3 4th Circle spells Rules: To achieve a new Circle in your magical school, you must undergo an in-play elevation ceremony. Purchasing this ability makes you eligible for such a ceremony, though you will not gain the benefits of the new Circle until it has taken place. There is often a delay of a few events between purchasing this ability and being tested for elevation. Once you have been elevated to your new Circle, you are able to learn spells of that Circle, and purchase skills that require that Circle as a pre-requisite. Extra Mana The character has increased the reserves of mana available to them for casting spells. Cost: School Mana 1-10: 2 points each School Mana 11-20: 4 points each School Mana 21-30: 6 points each School Mana 31-40: 8 points each School Mana 41+: 10 points each Pre-requisite: Novice or Initiate of the appropriate school. Rules: Your total pool of mana available to you for a particular school of magic increases. Mana pools for different schools are independent of each other. Identify Magical Item The character may examine an enchanted object to determine what properties it has. Cost: 10 points Pre-requisite: 2nd Circle Rules: To identify a magical item, you must be in a Dorum appropriate to your school of magic. You must touch the item with bare skin while concentrating upon it for one uninterupted minute. The magic in the object need not be of your school. In most cases, you will be able to discern the magical qualities of the item. Some items may obscured or protected, causing incomplete or inaccurate results. Counter Magic Counter Magic allows a spellcaster to counter the effects of a spell as it is being cast. Cost: 15 points Pre-requisite: 4th Circle Rules: You may counter packet-, point-, or voice-delivered spells of any school, within two seconds of their being cast. Counter Magic cannot remove the effects of a spell once it has taken effect. To use this skill, announce "Counter Magic" followed by the name of the spell. You must be conscious to Counter Magic. Countering a spell targetted at you costs 5 mana. Countering a spell targetted at another character within five feet of you costs 10 mana. As with spellcasting, spending more mana than you have remaining kills you instantly. Counter Magic may not be used to counter effects with the Elemental or Natural taglines, but may be used to counter effects with the Magic tagline. Ceremonial Magic The character has been trained in the practice of Ceremonial Magic, a powerful and often dangerous technique. Cost: 20 points Training: This skill must be learned from a teacher who possesses both Ceremonial Magic and Intermediate Instruction. Pre-requisite: 5th Circle Rules: This skill is not required for the practice of Ceremonial Magic. It does, however, greatly improve the chance of success. All ceremonies require a Guide, and must be performed in-play, during an event. Many factors influence the success of a ceremony, including chance. Further details are best explored in-play. Bond Abilities Bond Powers may be purchased any number of times. The cost of the power increases by 2 points with each subsequent purchase. For example, a character with a Spirit Bond may purchase their first Accelerate Healing for 2 points. The second costs 4 points, the third 6 points, and so forth. Each Bond can be used once per day for each time it is purchased. To activate a Bond power that has a preparation time, you must meditate quietly for the time indicated in the power description. During this timethe you may not fight, talk, cast spells, etc. At the end of the preparation, speak the preparation phrase out-of-play in a clear voice. The ability is now active. When a previously prepared power is triggered, or when using a power that does not have a preparation time, speak the trigger phrase in a clear voice. If the power affects another character, you must touch them or point at them (as specified in the power description) while speaking the trigger phrase. While some Bonds can be used to affect another character (such as Suggestion), those that provide protection may never be placed on another character. Basic Bond The character has an innate tie to a particular type of magic: Spirit, Fire, Water, Air, Stone, Metal, or Wood. A character may have multiple Bonds, so long as none of them are in opposition to each other. You may not have a Bond and also be a spellcaster. Only humans may have Bonds. Cost: 10 points (must be purchased with Creation points) Rules: Having a basic Bond allows you to purchase abilities from the list of basic powers for your school of magic. Intermediate Bond The character has further developed their Bond, strengthening their innate magic. Cost: 15 points Pre-requisite: Basic Bond, one basic ability x3, one basic ability x2, one basic ability x1. Rules: Having an Intermediate Bond allows you to purchase abilities from the list of Intermediate powers for your school of magic. Master Bond The character's inborn magic has reached its full potential. Cost: 20 points Pre-requisite: Intermediate Bond, one intermediate ability x3, one intermediate ability x2, one intermediate ability x1. Rules: Having a Master Bond allows you to purchase abilities from the list of Master powers for your school of magic. Depending on your school, becoming a Master Bonder may alter your appearance, requiring you to wear small amounts of makeup. Spirit Bond Characters with Spirit Bonds tend to be very spiritually attuned. They often have good intuition and are often very aware of the people and things around them. Silent meditation or focusing exercises are common means of activating Bond powers that require concentration. Basic Intermediate Master Accelerate Healing 2 Empathic Healing 4 Heal Wound 6 Resist Poison 6 Resist Disease 8 Resist Magic 10 Stoic Mind 4 Obscure 6 Mask Aura 8 Suggestion 6 Charm 8 Dominate 10 Spiritskin-1 4 Spiritskin-3 6 Spiritskin-5 8 Basic Spirit Abilities Accelerate Healing Trigger: 'Accelerate Healing – Bond' Rules: As the Tal Elan spell Accelerate Healing. Resist Poison Preparation Time: 1 minute Preparation Phrase: 'Activate Resist Poison' Trigger: 'Resist' Rules: A single Resist against any poison effect (elemental, magical, or natural). This power may never be transferred to another character. Stoic Mind Preparation Time: 1 minute Preparation Phrase: 'Activate Stoic Mind' Trigger: 'Shield' Rules: As the Tal Elan spell Stoic Mind. This power may never be transferred to another character. Suggestion Trigger: 'Suggestion – Bond' followed by a 10-word suggestion Rules: As the Tal Elan spell Suggestion, except that it may not be delivered by packet. Tal Elan Bond abilities are point-delivered only. Spiritskin-1 Preparation Time: 1 minute Preparation Phrase: 'Activate Spiritskin' Rules: A Skin that offers one point of protection. This power may never be transferred to another character. Intermediate Spirit Abilities Empathic Healing Trigger: 'Empathic Healing – Bond' Rules: As the Tal Elan spell Empathic Healing. Resist Disease Preparation Time: 1 minute Preparation Phrase: 'Activate Resist Disease' Trigger: 'Resist' Rules: A single Resist again any disease effect (elemental, magical, or natural). This power may never be transferred to another character. Obscure Preparation Time: 1 minute Preparation Phrase: 'Activate Obscure, Activate Stoic Mind, Activate Stoic Mind, etc.' Rules: As the Tal Elan spell Obscure. A character with an Obscure power active may also activate multiple Stoic Mind powers as long as they come from the character‟s Bond power as well. Thus, the Bond user may activate Obscure and follow it up with multiple Stoic Minds, but could not activate an Obscure and then accept multiple Stoic Minds from a Sorcerer. After spending one minute to activate the Obscure, the character need not spend additional time to activate individual Stoic Minds; the entire process takes one minute. Note that Obscure expires at dawn as well as dusk. If the character has any remaining Stoic Minds active at dawn, all but one Stoic Mind will drop as well. This power may never be transferred to another character. Charm Trigger: 'Charm – Bond' Rules: As the Tal Elan spell Charm, except that it may not be delivered by packet. Tal Elan Bond abilities are point-and click only. Spiritskin-3 Preparation Time: 1 minute Preparation Phrase: 'Activate Spiritskin' Rules: A Skin that offers three points of protection. This power may never be transferred to another character. Master Spirit Abilities Heal Wound Trigger: 'Heal Wound – Bond' Rules: This ability heals any one wound, limb or torso. Resist Magic Preparation Time: 1 minute Preparation Phrase: 'Activate Resist Magic' Trigger: 'Resist' Rules: A single Resist against any magical effect (spell, bond, anything with a „Magic‟ tagline). This power may never be transferred to another character. Mask Aura Preparation Time: 1 minute Preparation Phrase: 'Activate Mask Aura' Duration: 30 minutes Rules: The character uses Mask Aura to alter the results of various detections spells and abilities. The player may answer as desired any questions pertaining to the following skills and spells: Life Sense, Magic Sense, Sense Emotions, Sense Spirit Ties, Sense Elemental Ties, Sense Tal Shar Ties; note that the ability to affect Magic Sense questions applies only to items carried or worn by the Bond user, merely touching an item is not sufficient. The character must be conscious for this ability to function; otherwise, the listed skills and spells function normally. This power may never be transferred to another character. Dominate Trigger: 'Dominate – Bond' Duration: 15 minutes Rules: This power grants the character complete control over the will of the affected person. For the duration of the effect, the target will do anything he or she is instructed to do by the Bond user, up to and including things that would lead to personal harm or death. Note that unlike Suggestion, this power allows the Bond user to give the target multiple commands throughout the duration of the effect. This is a point-delivered effect. Spiritskin-5 Preparation Time: 1 minute Preparation Phrase: 'Activate Spiritskin' Rules: A Skin that offers five points of protection. This power may never be transferred to another character. Tal Shar Bond Basic Intermediate Master Spellstrike Transfer pellstrike Cause Minor Spellstrike Cause Grievous 2 4 6 Wound Wounds Wounds Resist Disease / Spellstrike Resist Magic / Spellstrike Resist Poison 6 8 10 Cause Disease Corrupt Blood Stoic Mind 4 Obscure 6 Mask Aura 8 Charm / Spellstrike Suggestion 6 8 Dominate 10 Feeblemind Spiritskin-1 4 Spiritskin-3 6 Spiritskin-5 8 Basic Abilities Transfer Wound Trigger: 'Spellstrike Transfer Wound – Bond' Rules: As the Tal Shar spell Transfer Wound, except that it may not be delivered by packet. The target suffers one Wound wherever he is struck by the Bond user‟s weapon. Intermediate Abilities Cause Minor Wounds Trigger: 'Spellstrike Cause Minor Wounds – Bond' Rules: As the Tal Shar spell Cause Minor Wounds, except that it may not be delivered by packet. The target suffers one Wound wherever he is struck by the Bond user‟s weapon. Cause Disease Trigger: 'Spellstrike Cause Disease – Bond' Rules: As the Tal Shar spell Cause Disease, except that it may not be delivered by packet; it is delivered by weapon. Feeblemind Trigger: 'Spellstrike Feeblemind – Bond' Rules: As the Tal Shar spell Feeblemind, except that it may not be delivered by packet; it is delivered by weapon. Master Abilities Cause Grievous Wounds Trigger: 'Spellstrike Cause Grievous Wounds – Bond' Rules: As the Tal Shar spell Cause Grievous Wounds, except that it may not be delivered by packet. The target suffers one Wound wherever he is struck by the Bond user‟s weapon. Corrupt Blood Trigger: 'Spellstrike Corrupt Blood – Bond' Rules: As the Tal Shar spell Corrupt Blood, except that it may not be delivered by packet; it is delivered by weapon. Air Bond Meditation rituals for Air Bonds are usually performed in wide open places. Often the meditation ritual involves spreading the arms wide as if reaching out to catch the breeze. Basic Intermediate Master Air Shield 4 Air Ward 6 Gale 8 Feet of the Zephyr 6 Invisibility 8 Air Form 10 Light as Air 4 Spellstrike Drop 6 Spellstrike Fling 8 Wind Sheer 4 Sidestep 6 Missile Repel 8 Basic Air Abilities Air Shield Preparation Time: 1 minute Preparation Phrase: 'Activate Air Shield' Trigger: 'Shield' Rules: As the Air spell Air Shield. This power may never be transferred to another character. Feet of the Zephyr Trigger: 'Feet of the Zephyr – Bond' Rules: As the Air spell Feet of the Zephyr. This power can be activated multiple times in succession to allow the Bond user to run for multiple minutes before collapsing. Each minute (or fraction thereof) requires one use of the Bond power. When the effect expires, the character must rest for one full minute per activated use of the Bond power. While resting, the character is completely unable to use skills, walk, or even defend himself; they only actions he may take are speaking and warding off a Killing Blow. This power may never be transferred to another character. Light as Air Trigger: 'Light as Air – Bond' Rules: As the Air spell Light as Air. Wind Sheer Preparation Time: 1 minute Preparation Phrase: 'Activate Wind Sheer' Trigger: 'Shield' Rules: As the Air spell Wind Sheer. This power may never be transferred to another character. Intermediate Air Abilities Air Ward Preparation Time: 1 minute Preparation Phrase: 'Activate Air Ward' Trigger: 'Ward' Rules: As the Air spell Air Ward. This power may never be transferred to another character. Invisibility Duration: 30 minutes or until broken Trigger: 'Invisibility – Bond' Rules: As the Air spell Invisibility, without the indefinite duration. This power may never be transferred to another character. Drop Trigger: 'Spellstrike Drop – Bond' Rules: As the Air spell Drop, except that it may not be delivered by packet; it is delivered by weapon. Sidestep Preparation Time: 1 minute Preparation Phrase: 'Activate Sidestep' Duration: Indefinite / Dusk Trigger: 'Dodge' Rules: As the Defensive Maneuver Missile Dodge. This ability can be used in conjunction with (and does not count against the limits on) standard Defensive Maneuvers. This power may never be transferred to another character. Master Air Abilities Gale Duration: Concentration / 30 minutes Trigger: 'Gale – Bond' Rules: A whipping, swirling Gale surrounds the Bond user. The protected character may not move or take any action that disrupts concentration. The character may activate Enchantment solutions or crystals, or brews, but only on himself. Attacks and spells cannot penetrate the Gale, including point-delivered effects. The Gale indiscriminently hedges out all objects and effects, so a character cannot choose to accept objects, spells, or other effects. This effect lasts for 30 minutes or until Concentration is broken. This power can be activated multiple times in succession to allow the Bond user to remain within a Gale longer than 30 minutes. Each half-hour (or fraction thereof) requires one use of the Bond power. This power may never be transferred to another character. Air Form Duration: Concentration / 30 minutes Trigger: 'Air Form – Bond' Rules: As the Air spell Air Form. This power can be activated multiple times in succession to allow the Bond user to remain in Air Form longer than 30 minutes. Each half-hour (or fraction thereof) requires one use of the Bond power. This power may never be transferred to another character. Fling Trigger: 'Spellstrike Fling – Bond' Rules: As the Air spell Fling, except that it may not be delivered by packet; it is delivered by weapon. Missile Repel Preparation Time: 1 minute Preparation Phrase: 'Activate Missile Repel' Duration: 30 minutes Trigger: 'Missile Repel' Rules: While under the effects of this power, the Bond user cannot be struck by missile weapons or thrown weapons, including all variants of Brewer‟s Fire (the character should call 'Missile Repel' as the protective tagline). Note that certain projectiles may, at the discretion of the Plot committee, be judged too large for this ability to defend against (e.g. catapult-hurled boulders). This power may never be transferred to another character. Fire Bond Meditation rituals for Fire Bonds often involve meditating upon a fire. As the character becomes more absorbed in the dancing flames the Bond begins to take effect. Some characters with Fire Bonds dance wildly about as if they themselves are the fire. Basic Intermediate Master Fiery Retribution 6 Flame Aura 8 Spellstrike Engulf 10 Palm of Flame 2 Hypnotic Flame 4 Inspiring Flame 6 Fire Ward 4 Resist Fire 6 Fire Immunity 8 Cauterize 4 Cleansing Flame 6 Spark of Life 8 Basic Fire Abilities Fiery Retribution Preparation Time: 1 minute Preparation Phrase: 'Activate Fiery Retribution' Trigger: 'Triggered Fire Arrow' Rules: As the Fire spell Fiery Retribution. This power may never be transferred to another character. Palm of Flame Trigger: 'Palm of Flame – Bond' Rules: As the Fire spell Palm of Flame. Fire Ward Preparation Time: 1 minute Preparation Phrase: 'Activate Fire Ward' Trigger: 'Ward' Rules: As the Fire spell Fire Ward. This power may never be transferred to another character. Cauterize Trigger: 'Cauterize – Bond' Rules: As the Fire spell Cauterize. Intermediate Fire Abilities Flame Aura Trigger: 'Flame Aura – Bond' Rules: As the Fire spell Flame Aura. Hypnotic Flame Trigger: 'Hypnotic Flame – Bond' Rules: As the Fire spell Hypnotic Flame. With each activation of the ability, the Bond user may throw one packet for each daily use of the ability that she has purchased. For example, a character who has purchased this ability twice may – twice per day – activate her Hypnotic Flame power and throw two packets. Throwing additional packets does not disrupt concentration, but activating Bond abilities (even additional uses of this ability) does. Resist Fire Preparation Time: 1 minute Preparation Phrase: 'Activate Resist Fire' Trigger: 'Resist' Rules: A single Resist against any fire effect (elemental, magical, or natural). This power may never be transferred to another character. Cleansing Flame Trigger: 'Cleansing Flame – Bond' Rules: By touch, the character delivers a cleansing fire through the body of a willing or unconscious subject. The Cleansing Flame removes all poisons and diseases from the affected subject, inflicting a torso wound that cannot be absorbed by any means (anything that protects against this wound will nullify the purifying property of the ability). This torso wound, as well as any other wounds suffered by the character, are immediately Cauterized, as the Fire spell, without any additional expenditure on the part of the Bond user; the target cannot bleed to death from the application of this ability. Master Fire Abilities Engulf Trigger: 'Spellstrike Engulf – Bond' Rules: As the Fire spell Engulf, except that it may not be delivered by packet; it is delivered by weapon. Inspiring Flame Preparation Time: 1 minute Trigger: 'Inspiring Flame – Bond' followed by whichever set of skills was reset Rules: This ability allows the Bond user to reset another character‟s skills. It functions only on resetable combat skills, such as Wounding Blows (a full set), Dodges/Parries (in any combination), Pierce maneuvers (in any combination), Break maneuvers (in any combination), or Disarms/Recovers (in any combination). It has no effect on mana, Bond or racial abilities, or any other per-day abilities. This ability can never be used on the Bond user‟s own abilities. Fire Immunity Preparation Time: 1 minute Preparation Phrase: 'Activate Fire Immunity' Duration: 30 minutes Trigger: 'No Effect' Rules: The Bond user is immune to fire (elemental, magical, or natural) for the duration of the effect. This power may never be transferred to another character. Spark of Life Trigger: 'Spark of Life – Bond' Rules: As the Fire spell Spark of Life. Metal Bond Metal Bond meditation rituals often involve the ritual use of metal weapons in some manner. A shield may be pounded upon, a dagger or sword sharpened... some rituals even involve ritual scarring or cutting. Basic Intermediate Master Razor Edge 1 2 Razor Edge 3 4 Razor Edge 5 6 Reforge 4 Blessing of the Forge 6 Invulnerable Steel 8 Metalskin-4 6 Metalskin-6 8 Metalskin-8 10 Metal Ward 6 Resist Metal 8 Metal Form 10 Basic Metal Abilities Razor Edge 1 Preparation Time: 1 minute Preparation Phrase: 'Activate Razor Edge' Trigger: 'Razor Edge' followed by the total damage dealt Rules: As the Metal spell Razor Edge. Reforge Trigger: 'Reforge – Bond' Rules: As the Metal spell Reforge. Metalskin-4 Preparation Time: 1 minute Preparation Phrase: 'Activate Metalskin' Rules: A Skin that offers four points of protection. This power may never be transferred to another character. Metal Ward Preparation Time: 1 minute Preparation Phrase: 'Activate Metal Ward' Trigger: 'Ward' Rules: As the Metal spell Metal Ward. This power may never be transferred to another character. Intermediate Metal Abilities Razor Edge 3 Preparation Time: 1 minute Preparation Phrase: 'Activate Razor Edge 3' Trigger: 'Razor Edge' followed by the total damage dealt Rules: As the Metal spell Razor Edge, dealing an additional three points of damage. Blessing of the Forge Preparation Time: 1 minute Preparation Phrase: 'Activate Blessing of the Forge' Trigger: 'Resist' Rules: As the Metal spell Blessing of the Forge. Metalskin-6 Preparation Time: 1 minute Preparation Phrase: 'Activate Metalskin' Rules: A Skin that offers six points of protection. This power may never be transferred to another character. Resist Metal Preparation Time: 1 minute Preparation Phrase: 'Activate Resist Metal' Trigger: 'Resist' Rules: As the Metal spell Resist Metal. This power may never be transferred to another character. Master Metal Abilities Razor Edge 5 Preparation Time: 1 minute Preparation Phrase: 'Activate Razor Edge 5' Trigger: 'Razor Edge' followed by the total damage dealt Rules: As the Metal spell Razor Edge, dealing an additional five points of damage. Invulnerable Steel Preparation Time: 1 minute Preparation Phrase: 'Activate Invulnerable Steel' Duration: 30 minutes Trigger: 'No Effect' Rules: This ability allows the Bond user to make one metal object indestructable. The target object can be no larger than a suit of armor or a shield. The affected object is immune to all Ruining, Breaking and Destruction effects, such as Weapon Break, Shatter Metal, or Fiery Destruction. Metalskin-8 Preparation Time: 1 minute Preparation Phrase: 'Activate Metalskin' Rules: A Skin that offers eight points of protection. This power may never be transferred to another character. Metal Form Duration: 30 minutes Trigger: 'Activate Metal Form – Bond' Rules: This ability grants the Bond user an armor rating of 5 and a 1-point threshold. This armor supersedes all other armor being worn by the character, and grants the character immunity to Blindside. The armor cannot be breached and is refitted normally, as per the armor refit rules. The threshold effect is independent of the current armor rating of the Metal Form, and is not removed when the armor is reduced below a rating of 5. All spells affect the character normally except for Metal Alchemy spells and Metal Elemental effects. Of the Metal spells and Elemental effects, only Shatter Metal and Metal Bands have any effect on the Bond user. Shatter Metal causes the character to suffer a Blast effect and Metal Bands functions normally. Further, blade poisons and carrier attacks will not affect the character unless the damage dealt penetrates the threshold and the armor. This effect can be dropped at will. The character may not run while the Metal Form is in effect; if the character moves faster than a walk at any time, the Metal Form effect ceases immediately. Stone Bond Characters with Stone Bonds often spend time in quiet meditation to enact their Bond powers. This meditation is preferably done in a quiet and peaceful place. Basic Intermediate Master Stoic Mind 4 Obscure 6 Unshakable Mind 8 Stoneskin-3 4 Stoneskin-5 6 Stoneskin-7 8 Stone Strength 4 Ogre Strength 6 Giant Strength 8 Stone Ward 4 Attune to Stone 6 Meld with Stone 8 Basic Stone Abilities Stoic Mind Preparation Time: 1 minute Preparation Phrase: 'Activate Stoic Mind' Trigger: 'Shield' Rules: As the Stone spell Stoic Mind. This power may never be transferred to another character. Stoneskin-3 Preparation Time: 1 minute Preparation Phrase: 'Activate Stoneskin' Rules: A Skin that offers three points of protection. This power may never be transferred to another character. Stone Strength Duration: 1 minute or instantaneous Trigger: 'Stone Strength – Bond' Rules: As the Stone spell Stone Strength. This power may never be transferred to another character. Stone Ward Preparation Time: 1 minute Preparation Phrase: 'Activate Stone Ward' Trigger: 'Ward' Rules: As the Stone spell Stone Ward. This power may never be transferred to another character. Intermediate Stone Abilities Obscure Preparation Time: 1 minute Preparation Phrase: 'Activate Obscure, Activate Stoic Mind, Activate Stoic Mind, etc.' Rules: As the Stone spell Obscure. A character with an Obscure power active may also activate multiple Stoic Mind powers as long as they come from the character‟s Bond power as well. Thus, the Bond user may activate Obscure and follow it up with multiple Stoic Minds, but could not activate an Obscure and then accept multiple Stoic Minds from a Stone Alchemist. After spending one minute to activate the Obscure, the character need not spend additional time to activate individual Stoic Minds; the entire process takes one minute. Note that Obscure expires at dawn as well as dusk. If the character has any remaining Stoic Minds active at dawn, all but one Stoic Mind will drop as well. This power may never be transferred to another character. Stoneskin-5 Preparation Time: 1 minute Preparation Phrase: 'Activate Stoneskin' Rules: A Skin that offers five points of protection. This power may never be transferred to another character. Ogre Strength Duration: 3 minutes or instantaneous Trigger: 'Ogre Strength – Bond' Rules: This power allows the Bond user to carry a weight of up to 500 pounds, as the Stone Strength spell, for up to three minutes. If Ogre Strength is instead used to increase the damage of a melee attack, the attack deals an additional three wounds of damage. If Ogre Strength is used to break a tagged item, the item immediately suffers two successive Breaking effects. This power may never be transferred to another character. Attune to Stone Preparation Time: 1 minute Trigger: 'Attune to Stone – Bond' Rules: With this ability, the character can attune his senses to the stone around him. The Bond user can detect sliding walls, stonework traps, new construction, shaky celings, secret doors, and anyone Melded with Stone, if these things are within five feet of him. Knowledge of the location of a secret door does not grant the Bond user the ability to open it, nor does the knowledge of a stonework trap, such as a collapsing ceiling, grant the character the ability to disarm it. This power may never be transferred to another character. Master Stone Abilities Unshakable Mind Preparation Time: 1 minute Preparation Phrase: 'Activate Unshakable Mind' Duration: 30 minutes Trigger: 'No Effect' Rules: The Bond user becomes immune to all mental effects. This power may never be transferred to another character. Stoneskin-7 Preparation Time: 1 minute Preparation Phrase: 'Activate Stoneskin' Rules: A Skin that offers seven points of protection. This power may never be transferred to another character. Giant Strength Duration: 5 minutes or instantaneous Trigger: 'Giant Strength – Bond' Rules: This power allows the Bond user to carry a weight of up to 500 pounds, as the Stone Strength spell, for up to five minutes. If Giant Strength is instead used to increase the damage of a melee attack, the attack deals an additional five wounds of damage. If Giant Strength is used to break a tagged item, the item immediately suffers three successive Breaking effects. This power may never be transferred to another character. Meld with Stone Duration: Concentration / 1 hour Trigger: 'Meld with Stone – Bond' Rules: As the Stone spell Meld with Stone. This power can be activated multiple times in succession to allow the Bond user to remain Melded longer than one hour. Each hour (or fraction thereof) requires one use of the Bond power. This power may never be transferred to another character. Water Bond Meditation rituals for Water Bonds are typically performed along the banks of a body of water (lake, stream, etc.). This may involve gazing into the water or even splashing a bit on the face. Basic Intermediate Master Breathe Water 2 Water Affinity 4 Water Form 6 Purify Blood 4 Heal Minor Wounds 6 Heal Wound 8 Resist Poison 6 Poison Immunity 8 Neutralize Poison 10 Identify Liquid 4 Improve Brew 6 Alter Brew 8 Basic Water Abilities Breathe Water Trigger: 'Breathe Water – Bond' Rules: As the Water spell Breathe Water. This power may never be transferred to another character. Purify Blood Trigger: 'Purify Blood – Bond' Rules: As the Water spell Purify Blood. Resist Poison Preparation Time: 1 minute Preparation Phrase: 'Activate Resist Poison' Trigger: 'Resist' Rules: A single Resist against any poison effect (elemental, magical, or natural). This power may never be transferred to another character. Identify Liquid Trigger: 'Identify Liquid – Bond' Rules: As the Water spell Identify Liquid. Intermediate Water Abilities Water Affinity Trigger: 'Water Affinity – Bond' Rules: As the Water spell Water Affinity. This power may never be transferred to another character. Heal Minor Wounds Trigger: 'Heal Minor Wounds – Bond' Rules: As the Water spell Heal Minor Wounds. Poison Immunity Preparation Time: 1 minute Preparation Phrase: 'Activate Poison Immunity' Duration: 30 minutes Trigger: 'No Effect' Rules: The Bond user is immune to poison (elemental, magical, or natural) for the duration of the effect. This power may never be transferred to another character. Improve Brew Duration: 5 minutes Trigger: 'Improve Brew – Bond' Rules: This ability temporarily improves a brew by one step. This power only functions on brews that are unused or unapplied (i.e., still in the vial). The change lasts for five minutes, after which the brew reverts to its original form. Any brew that has been Improved cannot be further Improved, nor can it be affected by Alter Brew. For example, a Stabilize salve would be Improved to an Accelerate Healing salve. A Heal Minor Wounds ingested would become a Heal Grievous Wounds ingested. Death Poison, if Improved, becomes Greater Death poison. Brewer‟s Fire cannot be affected by this power. Master Water Abilities Water Form Duration: Concentration / 30 minutes Trigger: 'Water Form – Bond' Rules: When activated, this power grants the Bond user the benefits of Air Form and Water Affinity. The character becomes an amorphous liquid form, vaguely humanoid in shape. All Fire direct-damage effects (Fire Dart, Arrow, Lance, Blast, and Fiery Inferno) function normally on the character, as do the spells Frozen Foot, Dehydrate, and Ice Prison. Magic weapons can also affect the character, but normal weapons and all spells except those mentioned above pass harmlessly through her. Note that a Flaming weapon deals only its fire damage. While in Water Form, a character can be healed by Water spells and effects, but not by Sorcery or any other form of Alchemy. The Bond user must hold her arms crossed over her head to indicate that this power is in effect. Weapons may be held and may be crossed in lieu of the arms. This power can be activated multiple times in succession to allow the Bond user to remain in Water Form longer than 30 minutes. Each half-hour (or fraction thereof) requires one use of the Bond power. This power may never be transferred to another character. Heal Wound Trigger: 'Heal Wound – Bond' Rules: This ability heals any one wound, limb or torso. Neutralize Poison Trigger: 'Neutralize Poison – Bond' Rules: By activating this power, the Bond user can immediately nullify one poison, regardless of its current state. If used on a person, it negates any active poisons in the subject. If used on an applied poison (blade or contact), the poison becomes a neutralized paste. If activated on a poison stored in a vial, the liquid turns to dust. All poisons are subject to this power. Activating this ability requires that the character touch the poison to be neutralized. The poison will not affect the Bond user unless the ability fails – an unlikely, but not impossible, event. Alter Brew Duration: 5 minutes Trigger: 'Alter Brew – Bond' Rules: This ability alters the nature of most brews, allowing the Bond user to transform one into another brew of the same PP value or less. This power only functions on brews that are unused or unapplied (i.e., still in the vial). After five minutes, the brew reverts to its original form. Any brew that has been Altered cannot be furthered Altered, nor can it be the subject of an Improve Brew. The character must touch the vial containing the brew to be Altered for this power to be effective. For example, a Heal Minor Wounds ingested brew could be turned into a Heal Minor Wounds salve, a Razor Edge 3, or a Death blade poison. All varieties of Brewer‟s Fire can be Altered into another type of brew, but this ability cannot Alter a brew into any form of Brewer‟s Fire. Wood Bond Characters who have a Bond with Wood are usually vibrant and full of life. The can feel the world growing all around them. They are also often very attuned to the seasons. Quiet contemplation beneath a large oak or in a forested area are common means of activating Bond powers that require concentration. Basic Intermediate Master Barkskin-2 2 Barkskin-4 4 Barkskin-6 6 Resist Disease 4 Cure Disease 6 Disease Immunity 8 Steelwood 2 Thorn Weapon 4 Spell Strike Entangle 6 Tree Meld 6 Forest Blend 8 Forest Stride 10 Basic Wood Abilities Barkskin-2 Preparation Time: 1 minute Preparation Phrase: 'Activate Barkskin' Rules: A Skin that offers two points of protection. This power may never be transferred to another character. Resist Disease Preparation Time: 1 minute Preparation Phrase: 'Activate Resist Disease' Trigger: 'Resist' Rules: A single Resist against any disease effect (elemental, magical, or natural). This power may never be transferred to another character. Steelwood Preparation Time: 1 minute Preparation Phrase: 'Activate Steelwood' Trigger: 'Resist' Rules: As the Wood spell Steelwood. Tree Meld Trigger: 'Tree Meld – Bond' Rules: As the Wood spell Tree Meld. This power may never be transferred to another character. Intermediate Wood Abilities Barkskin-4 Preparation Time: 1 minute Preparation Phrase: 'Activate Barkskin' Rules: A Skin that offers four points of protection. This power may never be transferred to another character. Cure Disease Trigger: 'Cure Disease – Bond' Rules: As the Wood spell Cure Disease. Thorn Weapon Preparation Time: 1 minute Preparation Phrase: 'Activate Thorn Weapon' Trigger: 'Thorns' followed by the total damage dealt Rules: As the Wood spell Thorn Weapon. Forest Blend Trigger: 'Forest Blend – Bond' Rules: As the Wood spell Forest Blend. This power may never be transferred to another character. Master Wood Abilities Barkskin-6 Preparation Time: 1 minute Preparation Phrase: 'Activate Barkskin' Rules: A Skin that offers six points of protection. This power may never be transferred to another character. Disease Immunity Preparation Time: 1 minute Preparation Phrase: 'Activate Disease Immunity' Duration: 30 minutes Trigger: 'No Effect' Rules: The Bond user is immune to disease (elemental, magical, or natural) for the duration of the effect. This power may never be transferred to another character. Entangle Trigger: 'Spellstrike Entangle – Bond' Rules: As the Wood spell Entangle, except that it may not be delivered by packet; it is delivered by weapon. Forest Stride Trigger: 'Forest Stride – Bond' Rules: As the Wood spell Forest Blend, but the distance to the next tree in a character‟s path is not limited to three steps. It must be within line of sight (meaning the character must clearly be able to see the trunk of the tree at eye level), and all other limitations must be met: the character must take slow, deliberate steps, the character may not pause between trees, and the character must end in contact with a new tree. As with Forest Blend, the effect is broken if the character makes a violent or fast-moving action of any type. However, a Forest Striding character may speak, albeit no louder than a whisper. Production Skills THIS SECTION MUST BE UPDATED WHEN THE PRODUCTION ITEM SECTION IS COMPLETED. Production skills are skills that allow a character to create useful in-game items. Using a production skill generally requires time and access to raw materials. Skill Pre-requisite Cost Armorsmith Craft (Blacksmith) or Craft (Leatherworking) 12 (8) / 4 / +4 Brewing Herbalism 12 (8) / 4 / +4 Create Solution 1st Circle Alchemist 12 (8) / 4 / +4 Gardening Herbalism 12 (8) / 4 / +4 Imbue Crystal 1st Circle Sorceror 12 (8) / 4 / +4 Jewelcraft Appraisal 12 (8) / 4 / +4 Locksmithing Equal level of Lockpicking 2 per level Trap Building Trap Removal 12 (8) / 4 / +4 Weaponsmith Craft (Blacksmith) or Craft (Woodworking) 12 (8) / 4 / +4 Armorsmith Characters possessing this skill can create and mend suits of armor. Cost: Level 1: 12 points (or 8 Creation points) Level 2: 4 points Levels 3-10: Previous level, +4 points. (8, 12, 16, 20...) Levels 11+: 15 points each. Racial Benefits: Duergar characters purchase levels of Armorsmith at half-cost. Pre-requisite: Craft (Blacksmith) and/or Craft (Leatherworking) Rules: Blah blah Brewing This Talent allows the character to create many different types of salves, elixirs and poisons. Though these brews are not considered magical, the ability to brew is almost mystical in nature. Brewing also allows the character to identify a brew by spending at least ten seconds examining the substance, though she cannot determine if an brew affecting a character (see Diagnosis) or in food and drink (see Acute Smell). Brewing does not allow a character to create alcoholic beverages such as beer and wine. The creation of these substances would be covered under the appropriate Craft Talent. Cost: Level 1: 12 points (or 8 Creation points) Level 2: 4 points Levels 3-10: Previous level, +4 points. (8, 12, 16, 20...) Levels 11+: 15 points each. Racial Benefits: Murrow characters purchase levels of Brewing at half-cost. Pre-requisite: Herbalism and Read/Write Rules: In addition to making brews, skill at Brewing allows you to use brews in ways non-skilled characters cannot. With 1 level of Brewing, you may apply a salve to a patient or a blade poison to a weapon. With 3 levels of Brewing, you may conceal a poison in food or drink. With 5 levels of Brewing, you may safely apply a contact poison to an object and (if you also have the Thrown Weapon skill) use brews designed to be thrown at an opponent. Create Solution This skill allows the character to create the Alchemical solutions. Solutions allow Alchemist to "store" a spell until it is needed at a later date. The Alchemist must possess knowledge of the spell she wishes to store in this manner. Not all spells can be stored in Alchemical solutions. Cost: Level 1: 12 points (or 8 Creation points) Level 2: 4 points Levels 3-10: Previous level, +4 points. (8, 12, 16, 20...) Levels 11+: 15 points each. Pre-requisite: 1st Circle Alchemist Rules: Enchantment solutions can be drunk by any character thereby gaining the benefits of the Enchantment. Battle solutions can only be used by an Alchemist of the same school (additionally, the solution cannot be of a spell more than one Circle higher than the Alchemist). Gardening Characters possessing this skill can grow additional herbs from herbs they have managed to gather. Cost: Level 1: 12 points (or 8 Creation points) Level 2: 4 points Levels 3-10: Previous level, +4 points. (8, 12, 16, 20...) Levels 11+: 15 points each. Pre-requisite: Herbalism Rules: Blah blah Imbue Crystal This skill allows a Sorcerer to store spells within a properly prepared crystal. The spell energy stored within the crystal may then be released at a later time. The Sorcerer must have learned a spell before she can store it in this manner. Not all spells can be stored in crystals. Cost: Level 1: 12 points (or 8 Creation points) Level 2: 4 points Levels 3-10: Previous level, +4 points. (8, 12, 16, 20...) Levels 11+: 15 points each. Pre-requisite: 1st Circle Sorceror Rules: Enchantment crystals can be activated by any character thereby gaining the benefits of the Enchantment. Battle crystals can only be used by Sorcerers (additionally, the crystal cannot be of a spell more than one Circle higher than the Sorcerer). Jewelcraft Characters possessing this skill can increase the value of uncut gemstones and raw ore by working them into pieces of jewelry. Cost: Level 1: 12 points (or 8 Creation points) Level 2: 4 points Levels 3-10: Previous level, +4 points. (8, 12, 16, 20...) Levels 11+: 15 points each. Pre-requisite: Appraisal Rules: Blah blah Locksmithing This skill allows the character to create in-game locks. Cost: Levels 1-10: 2 points per level Levels 11+: 15 points each. Pre-requisite: Equal level of Lockpicking (up to level 10) Rules: Blah blah Trap Building This Talent allows the character to create traps and snares. Cost: Level 1: 12 points (or 8 Creation points) Level 2: 4 points Levels 3-10: Previous level, +4 points. (8, 12, 16, 20...) Levels 11+: 15 points each. Racial Benefits: Slana'ar characters purchase levels of Trapbuilding at half-cost. Pre-requisite: Trap Removal Rules: Blah blah Weaponsmith This Talent allows the character to create and repair weapons. Cost: Level 1: 12 points (or 8 Creation points) Level 2: 4 points Levels 3-10: Previous level, +4 points. (8, 12, 16, 20...) Levels 11+: 15 points each. Racial Benefits: Duergar characters purchase levels of Weaponsmith at half-cost. Pre-requisite: Craft (Blacksmith) and/or Craft (Woodworking) Rules: Blah blah Crystalsmithing The character has practice the art of carving weapons from shards of fine crystal. Cost: 5 points Training: This skill must be learned from a character who possesses both it and Basic Instruction Pre-requisite: Jewelcraft 5 or Weaponsmith 5 Rules: With this skill, you may spend Jewelcraft or Weaponsmith production points to contribute to the creation of a crystal weapon. Crafting a crystal weapon requires both Jewelcraft and Weaponsmith production points, either from one character or from two characters (both with this skill) working in cooperation. Purchasing this skill once will allow you to use it with either of the listed skills, so long as you have five levels in the skill. Imbue Essential The character has learned the technique of imbuing Essential Elements into crafted items, enhancing their properties. Cost: 5 points Training: This skill must be learned from a character who possesses both it and Basic Instruction Pre-requisite: Armorsmith 5, Weaponsmith 5, or Locksmith 5 Rules: With this skill, you may spend Armorsmith, Weaponsmith, or Locksmith production points to create essentially-imbued items. These items are superior quality. Purchasing this skill once will allow you to use it with any of the listed skills in which you have five levels. Garden Aldenberry The character has learned the technique of cultivating Aldenberry, an herb that cannot be gardened by ordinary means. Cost: 5 points Training: This skill must be learned from a character who possesses both it and Basic Instruction Pre-requisite: Gardening 5 Rules: You may spend Gardening production points to cultivate Aldenberry, at a cost of 5 production points per sprig of herb. Forge Starmetal The character has learned how to work items from Starmetal (a rare, innately magical ore). Cost: 5 points Training: This skill must be learned from a character who possesses both it and Basic Instruction Pre-requisite: Armorsmith 5 or Weaponsmith 5 Rules: You may spend Armorsmith or Weaponsmith production points to craft items out of Starmetal. This requires 1 lump of Starmetal ore per inch of striking surface, for a weapon, or 10 lumps of Starmetal per point of armor rating, for armor. Forge Duergar Steel The character has learned the ancient Duergar techniques of ritual metalworking. Cost: 5 points Training: This skill must be learned from a character who possesses both it and Basic Instruction Pre-requisite: Armorsmith 5 or Weaponsmith 5 Rules: You can conduct crafting rituals with a greater chance of success than an untrained character. The use of this skill always requires an in-play ritual during an event and the participation of a Guide. Its results vary widely based upon the content and success of the ritual. Catastrophic failure is always a possiblity. Racial Abilities Each racial abilities may be purchased a maximum of three times. These abilities may be used once per day per ability purchased. Racial abilities that have been used return at sunset. All racial abilities are considered Natural effects, and do not conflict with magical Enchantments (though you are still limited in the number of protectives you may have active at any one time). For example, a duergar could have a racial Metalskin active at the same time as a Sorcerous Physical Shield spell. A murrow could have a racial Resist Poison active at the same time as a Fiery Retribution spell. Neither a Magic Ward nor an Elemental Ward will block a racial ability. When activating an instantaneous racial ability, the tagline is "Natural ". For example, a Duergar would call "Natural Reforge" when reforging a weapon. Many racial abilities require one minute of concentration. When activating these abilities, the tagline called is "Activate ". A Trow activating her Stoneskin would call "Activate Stoneskin" after her minute of meditation. Race Ability Cost Arangori Resist Bindings 9 Wind Sheer 3 Duergar Metalskins 9 Reforges 3 Elves Barkskin 3 Forestblend 9 Murrow Resist Poison 3 Water Affinity 3 Slana'ar Resist Fire 3 Suggestions 9 Trow Stoic Mind 3 Stoneskin 6 Arangori Resist Binding The Arangori can evade effects that attempt to physically restrain them. Cost: 9 points each Rules: This power grants the Arangori the ability to completely negate any single Binding effect that targets him. Any time the character is affected by an appropriate effect (elemental, magical, or natural), the player may call out 'Resist'. The character must resist the binding at the time of effect. If a binding is allowed to take effect (either because the character allows it or because he is out of Resists) it cannot be resisted at a later time. Wind Sheer The Arangori are difficult to strike with missile weapons. Cost: 3 points each Rules: This ability functions in all ways like the Air spell, Wind Shear, except that it is a Natural effect. A full minute must be spent concentrating to bring each Wind Shear into place. This ability cannot be transferred to another character. Duergar Metalskin Duergar are touch and resistant to damage. Cost: 9 points each Rules: This ability functions like the Metalskin ability of a Metal Bond, except that it is a natural effect. Reforge The Duergar possess an almost-magical skill with metal. Cost: 3 points each Rules: This ability functions like the Reforge< ability of a Metal Bond, except that it is a Natural effect. Elves Barkskin Elves are more sturdy than they at first appear. Cost: 3 points each Rules: This ability functions like the Barkskin ability of a Wood Bond, except that it is a natural effect. Forestblend Elves can vanish without a trace when in the forest. Cost: 9 points each Rules: This ability functions like the Wood spell, Forest Blend, except that it is a Natural effect. This ability cannot be transferred to another character. Murrow Resist Poison The bodies of Murrow shrug off poisons. Cost: 3 points each Rules: This ability functions in all ways like the Resist Poison ability of a Water Bond, except that it is a natural effect. Water Affinity Murrow can safely remain below water for long periods of time. Cost: 3 points each Rules: This ability functions in all ways like the Water spell, Water Affinity. This ability cannot be transferred to another character. Slana'ar Resist Fire The skin of the Slana'ar protects them against fire. Cost: 3 points each Rules: This power grants the ability to completely negate any single fire effect that targets you. Any time the you are affected by a fire effect (elemental, magical, or natural), you may call out 'Resist' which then expends the ability for the day. You may stack Resist Fires, or use them individually. A full minute must be spent concentrating to bring each Resist Fire into place. This power can never be transferred to another character. Suggestion The stare of a Slana'ar can be compelling. Cost: 9 points each Rules: This ability functions like the Suggestion ability of a Spirit Bond. However, it is a Natural effect, and is not stopped by any Enchantment that specifically protects against magic or elemental effects, such as an Elemental Ward or a Magic Ward. It is stopped by any Enchantment that specifically protects against mind-affecting effects, such as Stoic Mind. When using this ability, the character should roleplay it, including some physical component, such as 'giving the lizard eye', wiggling the eyebrows or some other distinctive action. Trow Stoic Mind The minds of the Trow are buttressed against interference. Cost: 3 points each Rules: This ability functions like the Stoic Mind ability of a Stone Bond, except that it is a natural effect. Stoneskin The Trow share the endurance of the mountains. Cost: 6 points each Rules: This ability functions like the Stoneskin ability of a Stone Bond, except that it is a natural effect. The Basics of Magic Spellcasters Schools Circles A character who was born with the aptitude for a school of magic but has not been initiated is referred to as a Novice. Once you have been initiated, your progress within the school is measured in Circles. A Master of a school has attained the fifth (and highest) Circle. The more powerful a spell, the higher in Circle you must be before you are able to learn it. Advancing in Circle requires you to possess a certain amount of Mana (see below) and know at least three spells of your current Circle. Depending on your school, advancing in circle may also require your character to pass a test during an event. Increasing in Circle costs character points. Mana Mana represents your magical reserves. Every spell you cast costs you mana. Spent mana returns to you at sunset every day. Additionally, some special items contain mana from which you can refresh your reserves at other times. Advancing to Second Circle requires 10 Mana; Third requires 20 Mana, Fourth 30 Mana, and Fifth 40 Mana. Increasing your Mana costs character points. Spells The number of spells you may learn is limited only by the number of spells available within your school. Learning spells does not cost character points, though you are limited in how many you may learn at each event. The spells you know are listed on your Spell Card. Foci Some schools of magic require you to have a Focus - a special item that has been imbued with the magic of your school - in order to cast spells. You may have more than one focus; each is rated according to the Circle of spells it will allow you to cast. Adding an additional focus does not cost character points, but it does usually have an in-play cost in money or resources. If your school requires a focus and you do not have yours available, you may not cast spells from that school. Geasa Certain schools of magic bind their members with Geasa - magical oaths. As you advance through the school, you will receive additional Geasa to obey. If you break one of your Geasa, the mana cost of all of your spells will double until you have done penance for the breach. Bonds Some characters who are not spellcasters still possess magic within them. Bonds represent a more primitive, innate form of magic, and are only available to human characters. Each Bond makes available a specific set of magical abilities. These abilities are paid for with character points, and can be purchased multiple times. Each power can be used once per day (per purchase); bond powers you have used become available again at sunset. If you pursue your bond over time, you can improve it from Basic level to Intermediate, and then to Master. Each additional level of bond makes new abilities available. Places of Power Types of Spells Spell Types All spells fall into one of two types: Battle spells or Enchantment spells. Battle Spells Despite their name, many Battle spells have no connection to combat. Battle spells are simply those spells that may be cast in any location. Enchantment Spells Enchantment spells offer an enduring effect, and are generally beneficial in nature. Unless the spell description states otherwise, all Enchantments end at sunset or when triggered (whichever comes first). Enchantment spells may only be cast in an appropriate Dorum. You may not benefit from Enchantments of opposing schools at the same time. If you are the target of an Enchantment that would conflict with one you are already benefiting from, you may decide which spell remains. Some Enchantments can be cast on objects; you may carry an object with an Enchantment that conflicts with an Enchantment on you with no ill effect. Spell Groups Some but not all spells fall into groups that share common traits. The shared rules for these spell groups are listed here, and referred back to in the relevant spell descriptions. Protective Spells Protective spells are spells that are placed on a target to counter particular types of attacks. Generally, a protective spell will counter a single attack of the appropriate type, and then end (but see below). Ward Spells Wards protect against attacks from a particular source. For instance, a Fire Ward protects against attacks made with Fire Alchemy, and a Water Ward protects against attacks made with Water Alchemy...regardless of the effect of the attack. A Ward will always trigger when you are the target of an appopriate effect, unless the effect is stopped by another protective. You may not choose to save the Ward for later - it must be used at the first opportunity. A Ward ends when it blocks a packet-delivered or weapon-delivered effect. A Ward does not end when it blocks a point-delivered effect. Benefiting from a Ward requires no attention on your part, and the Ward will work even if you are unconscious. Being protected by a Ward does not break concentration or interupt casting. You may have only one Ward active at a time. If you are the target of a new Ward while you have one active, you may choose which spell to keep. Shield Spells Shields protect against particular sorts of effects, regardless of the source of the effect. For instance, a Poison Shield protects against poison effects, whether they come from a spell, a poisoned weapon, or the venom of a dangerous beast. A Shield will always trigger when you are the target of an appropriate effect, unless the effect is stopped by another protective. You may not choose to save the Shield for later. A Shield ends when it blocks any attack. Benefiting from a Shield requires no attention on your part, and the Shield will work even if you are unconscious. Being protected by a Shield does not break concentration or interupt casting. You may have only one Shield of each type (Physical Shield, Mind Shield, Poison Shield, etc) active at any time. If you are the target of a new Shield while you have one of the same type active, you may choose which spell to keep. Resist Spells Resists can be specific to either a source or an effect. They are distinct from other protectives in that: You may have any number of Resists active at the same time. You may choose when to benefit from a Resist; you need not use it to block the first valid effect you suffer. Benefiting from a Resist is an act of will. You must be conscious. Using a Resist breaks concentration and disrupts spellcasting. Skin Spells A Skin spell provides protection against physical attacks, toughing your skin and improving your ability to withstand punishment. The spell absorbs a certain number of points of damage before expiring. The protection granted by the Skin covers your entire body; it does not matter where you are hit. A Skin always absorbs damage as you receive it. You may not choose to accept a wound (to a limb, for instance) to save the protection for strikes to your torso. Benefiting from a Skin requires no attention on your part; it protects you even while you are unconscious. If all of the damage from a blow is absorbed by a Skin, that blow does not break your concentration. Even a fully absorbed attack, however, will still disrupt spellcasting. Certain spells bypass the protection of Skins. Additionally, special effects of attacks (such as the poison on a poisoned weapon) will affect you even if the damage of the blow is absorbed by a Skin. Damaging Spells Damaging spells that strike clothing (such as a cloak) are considered to have hit the nearest part of your body. Damaging spells are always packet-delivered, and may never be touch-cast. Dart Spells A Dart spell deals a 1-point hit to the location struck. The spell may be countered by an appropriate Ward. The damage may be reduced by Skins or armor. A Dart that strikes a shield (a held shield, not a Shield spell) is blocked and deals no damage. If a Dart strikes an object you are holding other than a shield, you must drop the item (or place it on the ground, if dropping it would be unsafe). Arrow Spells An Arrow spell deals a 2-point hit to the location struck. The spell may be countered by an appropriate Ward. The damage may be reduced by Skins or armor. A Dart that strikes a shield (a held shield, not a Shield spell) ignores the shield and affects the arm holding it. If a n Arrow strikes an object you are holding other than a shield, the spell affects the arm holding the item and you must drop the item (or place it on the ground if dropping it would be unsafe). Lance Spells A Lance spell deals a Wound to the location struck. The spell may be countered by an appropriate Ward. Lance spells ignore (and bypass without affecting) Skins and armor. A Lance that strikes a shield (a held shield, not a Shield spell) deals a Breaking effect to the shield and a Wound to the arm that was holding it. If a Lance strikes an object you are holding other than a shield, the spell deals a Wound to the arm holding the object, and you must drop the item (or place it on the ground if dropping it would be unsafe). Blast Spells A Blast spell deals a Wound to every hit location on the target. The spell may be countered by an appropriate Ward. Blast spells ignore (and bypass without affecting) Skins and armor. You take the full effect of any Blast spell that strikes any object you are holding. Healing Spells Binding Spells Binding spells hinder the movement of their target by placing some outside force upon them. Simple binding spells may immobilize a single limb, such as spells that cause one of the target's feet to be stuck to the ground. Powerful binding spells may totally wrap the target in force, making it impossible for them to move at all. If struck by a binding spell that requires you to stand in place, you should come to a halt as quickly as it is safe to do so. Be wary of slippery terrain. Some binding spells can be broken out of through the use of superior strength. This will be noted in the spell description, if it applies to player characters. Some creatures may be strong enough to break out of even the strongest bindings. Barrier Spells Barrier spells erect invisible barriers that are dangerous or impossible to cross. When you cast a barrier spell, you must mark its location by laying down a rope, strip of cloth, or other easily-seen marker. You must place an appropriately colored packet on top of the marker, to indicate the type of barrier. Barriers may never cross each other. The caster of a barrier spell may chose to lower it at any time. Once lowered, the spell is ended. To restore the barrier, the spell must be recast. Wall Spells A Wall spell creates a straight barrier of no more than 10 feet in length. Both ends of the Wall must be anchored by solid objects, such trees, the sides of buildings, or the inside of a doorframe. The Wall must be placed such that no immovable objects or living creatures are blocking its perimeter when it is cast. A Wall spell is countered by a Wall of the opposing school; if an opposing Wall is cast in the same location, both Walls are destroyed. Circle Spells A Circle spell creates a closed, circular barrier no more than 10 feet in diameter. The circle need not be anchored by solid objects, but it must be placed in such a way that no immovable objects or living creatures are blocking its perimeter. A Circle spell is countered by a Circle of the opposing school; if an opposing Circle is cast in the same location, both Circles are destroyed. Races The world of Shattered Isles is populated by numerous intelligent races. Several of these are available to players as starting characters. In addition to its physical characteristics, each race has a distinct culture, though those who choose to live in human lands often pick up a great deal of the culture of the country they live. No non-human characters can have Bond powers, though each race has certain special abilities that they can purchase. These abilities must be paid for with Character Points, though they can be bought either at character creation or at a later date. These abilities can be bought a maximum of three times each. Similarly, each race has particular Disadvantages that all members of the race share. It is not unheard of for races to interbreed with humans, or with other races. Still, it is whispered darkly that the offspring of such unions are often barren and sickly. All "half- breeds" take on the physical characteristics of one parent or the other, and may have additional Disadvantages (such as Fast Bleeder) as a result of an imperfect mingling of blood. They do not, however, inherit their parent's racial abilities, as these only surface in those of pure blood. Elves Once common among the forests of the known world, elves have become increasingly rare. They exist mostly in the Lethriel Forest in western Caralon though small groups can be found throughout Voldinar and Caralon. Several tribes of elves also make their home on Arinth Isle. The elves cling to their forests, desperately protecting them from the encroachment of humans. They are an extremely long-lived race (said to live as long as the ancient oaks they cherish). Occasionally an elf will venture forth into the world, though their reasons for this are unknown to most. Many speculate that at a certain age elves are required to travel the world and learn as much as they can before returning to their forests - a kind of "rite of passage" that lasts for years. Though the elves' love of freedom is legendary, they believe that freedom must always be tempered with responsibility. An elf's word is his bond, and many of the "turning points" of life (such as the decision to marry, to bear children, to swear allegiance to a lord, etc.) are marked by elaborate oathmaking ceremonies. Even relatively simple things, such as planting a tree, are often accompanied by an oath to tend the seedling faithfully for centuries to come. Elves do not disapprove of alchemy per se, but many feel that too many folk among the younger races see alchemy as a path to power, or as a means of demonstrating the individual's ability to command the powers of nature. Sorcerers are considered more balanced in that respect, for those who are able to command Spirit may only come to do so through a knowledge of their own spirit, and a certain degree of self-mastery. Even those who practice Tal Shar are granted respect, if not welcomed in most elven lands. Though elves with many different skin pigments and hair colors have been encountered, all seem to have at least a slight tint of green to their skin. Their hair usually has green highlights (if not out-and-out green coloring) as well. All elves have narrowly tapering ears. Special Rules: All elven characters may purchase the following special abilities: Barkskin and Forest Blend up to a maximum of three times, though the full cost must be paid for each time. Additionally, elven characters may purchase bow skill at half cost. No elven character may take any level of ability in Metal alchemy. In addition, any elf who breaks a solemn oathbond will be visibly marked. Any character so marked will be shunned by his fellows and distrusted by much of society. Required Makeup: The player must wear prosthetic ears and should wear at least a touch of green makeup. This makeup should only be applied as highlights, not as full facial makeup. Coloring of the hair is optional. Duergar Duergar are renowned throughout the nations as the best blacksmiths and weaponsmiths in the world. They prefer to live away from the prying eyes of humanity; the most prominent duergar city is in northern Voldinar in the southern slopes of the Barrier Mountains. But though they guard their privacy fiercely, most duergar settlements are located close to human cities where they can sell their wares. Occasionally, duergar have been known to live in some of the smaller human settlements, but these are only the most gregarious of their kind. Duergar are consummate craftsmen. They are extreme perfectionists and would rather start a project anew than produce a flawed work. It is for this quality that duergar craftsmanship is so desired. A duergar who produces faulty workmanship is forever disgraced by the rest of her people. Deliberately selling a crafted weapon or tool with an imperfection is the worst offense imaginable to them. Depending on the severity of the flaw, such actions can be a crime tantamount to murder. Those duergar who venture away from the Barrier Mountains are often traders, or traveling smiths. It is rumored than many of the mainland governments are attempting to recruit duergar to assist in the mining of the rich veins found in the Shattered Isles, but the duergar will do as they please. Both Stone and Metal alchemy are popular among the duergar, and in general alchemy is thought to be a natural part of the world. Practitioners of Spirit, on the other hand, are often referred to as "the Mad Ones", for the duergar believe that Spirit should remain beyond the control of individuals. Every being's spirit is his own, and to tamper with that spirit, even with the best intentions, is to infringe upon the rights of another. Most duergar believe that those who have Spirit magics cast upon them begin to lose their connection to their own spirit, and may go mad. The duergar are instantly recognizable by the small twisted horns on their heads. Most male duergar are bearded as well. It is not unheard of for female duergar to have beards as well, and those who do are considered among the most attractive women of their kind. Special Rules: Duergar characters have access to the following special abilities: Metalskin and Reforge. These abilities may be taken a maximum of three times, though the full cost must be paid for each time. Duergar characters pay half cost for Weaponsmith and Armorsmith skills. No duergar may take any level of ability in Wood Alchemy. In addition, all Spirit healing spells (those spells whose names contain the word 'Heal' or 'Healing') require double the amount of mana to work on any duergar. Required Makeup: Duergar characters must all have small twisted horns. The men are generally bearded. Female characters may choose to wear beards as well. Murrow Known to most as the murrowfolk, their villages can be found in coastal and marshy areas near the border of Caralon and Voldinar. Their villages are often found near human settlements, because though they are known to be excellent fishermen, they are not as skilled when it comes to farming. Murrow have a reputation as excellent storytellers, and townsfolk often look forward to their visits, whether the occasion is to trade goods or stories. It is curious that even though they are often found in the company of humans and other races they do not seem to like one another's company. Murrow seem to have no real concept of personal property - they believe that whatever one needs, the world will provide. They are honest if unorthodox traders, for they believe in complete honesty when trading. "Bargaining" is considered dishonest, and most murrowfolk look upon the wheeling and dealing common among the slana'ar with disdain. Both the Voldinar and Caralon governments allow the murrow their independence, even though their settlements technically lie within the borders of both, mostly because the governments feel the marshland they inhabit is useless to them. Although the murrow grudgingly agree that leaders are necessary, they are unduly suspicious of anyone who seeks out positions of power or influence. In most murrow settlements, disputes are settled by anyone who is respected by both parties, and only in times of great strife do the murrow gather together as a united force. Known for their short attention spans, the murrow constantly seek out new stories and are often stricken with wanderlust. Children are usually raised by one parent or the other exclusively, as murrow relationships are notoriously short-lived. Most murrow look on alchemy with complete apathy; if that is the path someone chooses to follow, it is looked on as being no different from choosing to become a fisherman or a carpenter. Those who follow the path of Spirit are generally considered to be fools, who search for meaning in the invisible world while ignoring the realities of the material world. Sorcery will not put fish on the table or fire in the hearth, so most murrow have little use for it. Murrow have long stringy hair which almost seems to be made of seaweed or marsh grass. They tend to have a bluish pallor. They tend to favor loose-fitting clothes, and largish hats which protect their delicate skin from the sun. Special Rules: Murrow may purchase the following Racial Abilities: Resist Poison and Water Affinity. These abilities may be taken a maximum of three times, though the full cost must be paid each time. They must pay double cost to use any missile weapon, however they may purchase Brewing at half cost. No murrow may take any level of ability in Fire alchemy. Murrow may not receive any "Stoic" spells, as their lack of focus makes it impossible for such spells to take effect. In addition, no murrow character may advance twice in a row in the same skill. For example, if Mug Whistlewart just learned the first level of Armorsmith, he'll need to put points into another skill before going back to get the second level of Armorsmith. Required Makeup: Murrow should apply enough facial makeup to give them a bluish pallor. The hair should be tinted with blue or green and should be long and stringy if possible. Slana'ar These lizard-like humanoids are found primarily in the Auran Wastes and are made up of nomadic tribes. Slana'ar have always been common in Al Torr, though they have recently begun to venture into some of the larger cities in the south. Slana'ar merchants and peddlers are becoming almost commonplace in the markets in Voldinar and even Caralon. They are expert swindlers and deal makers and seem to thrive on the hustle and bustle of large cities and marketplaces. They are also known to have extremely violent tempers. A slana'ar who feels that his honor has been slighted or has been wronged in some way will not rest until he is avenged. The people of Al Torr still remember the days after the Shattering when the slana'ar waged war on the people of the Al Torr. Many claim that it was these continuous skirmishes which allowed Torr to gather so many men under his banner. The slana'ar are above all else a practical people, always looking for a way to turn a situation to their advantage. It may be for this reason that the slanaar as a group are so accepting of both alchemy and sorcery; anything that will provide an advantage is viewed as a good thing. The Fire alchemists of years past are legendary among many slana'ar tribes for the key role they played in the wars against the nomads who would one day form the nation of Al Torr. Though some humans assume them to be barbarians by their strange ways and monstrous appearance, the slana'ar have also produced many of the greatest scholars the world has seen. Knowledge can be tremendously valuable, and can often be traded for more than gold or spices. Special Rules: Slana'ar characters may purchase Resist Fire (3 Character Points) and Suggestion (9 Character Points). These abilities may be purchased a maximum of three times each, though the full cost must be paid each time. Slana'ar may not use bows, though they may use crossbows. Slana'ar characters have a natural knack for the workings of traps, and can purchase the Create Trap skill at half cost. No slana'ar character may learn Water Alchemy. Not surprisingly, slana'ar are lousy swimmers and are prone to seasickness. In addition, due to the fiery temperaments shared by their kind, all slana'ar characters must have a subject/situation that angers them. This can be anything from a hatred of children to a prejudice against blacksmiths ("One of your lot swindled my father out of his life's savings, you scum!!"), or anything else the player comes up with (subject to approval). Required Makeup: Slana'ar must use full facial makeup of red and/or orange. If both colors are used they should be used consistently in a distinguishable pattern. A properly painted bald cap can be worn to complete the effect, though it is not required. Trow This underground-dwelling race is perhaps the most rare of all. The only known remaining trow city is deep beneath the mountains in western Voldinar. Very few trow have been seen outside their subterranean homes in the past few centuries. However, recently more trow have been seen moving about the world than ever before. None will speak of why so many have returned to the surface world. Much to their displeasure, other races often mistake them for an offshoot of the elves because of their similarity in appearance, however upon closer examination the trow are proven to be very different. Like elves, the trow have narrowly tapering ears, though this is where the resemblance ends. Their skin pigmentation is almost always bone white, while their hair color ranges from dusky gray to pure white. The trow are a very insular people and are not often found in the company of other races. To those whom they do associate with they are steadfast companions. Once a trow has given his friendship, or his word, he will stand by it unto death. Overall they are considered to be a peaceful race, though once their anger has been roused they can be fearsome opponents. Perhaps because of their extremely long lifespans, the trow hate to rush into any decision. There is always time, and debates in the Grand Parliament of the trow capital sometimes stretch on for weeks on end. But though trow often take a long time in deciding, they are usually adamant once a decision is reached. After considering every possibility for so long, trow despise having to go through the whole process again. Special Rules: Trow characters may purchase any of the following abilities: Stoic Mind and Stoneskin. These abilities may be purchased a maximum of three times, though the full cost must be paid for each time. Trow characters may not know any level of Air alchemy. In addition, due to the strong tradition of learning shared by their people, trow characters must take a Lore skill every 20 Character Points spent. However, all Lores may be purchased at half cost. Required Makeup: Trow players must wear prosthetic ears. Full white facial makeup must be worn. Additionally, the hair should be colored white or gray. Humans The most numerous of all the races, humans are a widely varied lot. While the other races tend to exist in somewhat isolated communities of their own kind, humans sprawl across all of the mainland and the Shattered Isles, interacting with all those that they come across. General attitudes for humans is shaped more by culture and country of origin than by race, and humans can often find that they get along better with other races than they do with themselves. Rules: Humans do not have any particular racial abilities. However, they are the only race that is allowed to take bond abilities, and they are unrestricted in their choice for magical talents. Makeup: Humans have no makeup requirements. Humans may not wear makeup or prostetics in a manner which suggests other racial makeup Magic Just as science in our world is subject to a great deal of theory, conjecture and revision, so to are the philosophies of magic in the world of Shattered Isles. It is entirely possible that your character will encounter radical schools of thoughts, novel magic phenomena and previously unknown manifestations of the supernatural. Magic in the Shattered Isles is divided into two main types: Sorcery and Alchemy. These are further divided into more specific groups with differing abilities. Alchemy is the manipulation of the elements in their pure forms, and encompasses the schools of Fire, Water, Air, Stone, Wood and Metal. Sorcery, on the hand, draws upon Tal Elan or Tal Shar - the powers of light or dark Spirit. It is said that once Spirit was also one of the elements, but with the first sentient thought Spirit broke away from the others. Some speculate that Metal was not an element prior to the break with Spirit, but that is a matter for scholars of ancient lore and philosophy. Because magic, and more specifically, Sorcery, was the cause of the Shattering centuries ago, most common people are distrustful of magic. In many lands, anyone who practices Alchemy or Sorcery does so in secret, and may belong to one of the secret societies formed by those who practice the arcane arts. Because Arinth Isle is a frontier, the people you meet may be more willing to accept those who practice sorcery and Alchemy, but don't bet on it. Old prejudices die hard, and it's usually safer to get to know someone first before calling upon the elements right in front of them. Sorcery The practice of sorcery is at best feared by most people. Sorcerers are still blamed for the Shattering, and many fear that they could have such arrogance again, perhaps with even more destructive effects. Sorcerers are divided into two groups, commonly known as the Tal Elan (Light Spirit) and the Tal Shar (Dark Spirit). Most common folk do not know the difference between the two and fear and despise them both equally. Both powers share the same roots, but one draws its power from negative, dark spirit and the other draws its energy from positive, light spirit. Some say that one cannot exist without the other, though there are those who would argue this point. Practitioners of this craft summon and focus their magical energies in a very different manner than their alchemist cousins. Sorcerers have no need naming or foci, they are able to summon forth the powers they command through their own force of will. There are several factions that exist among both Tal Elan and Tal Shar. Each have their own views on how their craft is best practiced, though one not intimately familiar with the ways of either group would be hard pressed to distinguish a member of one group from another. The Will Sorcerers have no need of incantations or foci to channel the energies of Tal (Spirit). Instead they channel the energies directly through their bodies, shaping the spell within themselves. In order for the casting to be successful the player must clearly and loudly speak the name of the spell cast followed by Tal Elan or Tal Shar, depending upon the spell that is cast. This verbal is considered "out-of-play" though it is always clear that a spell is being cast as the casters body glows briefly with white or black energy (white if the character follows Tal Elan, black if he follows Tal Shar). Some spells require that the caster spend a certain amount of time concentrating on casting the spell for it to be completed. If the spell is interrupted (the caster is attacked or otherwise distracted) the spell fails, and all mana invested is lost. Geasa Casting spells in this fashion takes its toll on the caster, and in order to attune her body to the realm of Tal Elan or Tal Shar she is required to take on geasa as she advances in Circles. The higher the Circle, the more powerful the geasa. All Sorcerers are required to adopt geasa. Some claim that it is the power of the geasa which allows sorcerers to withstand the drain of channeling their power without need of foci or naming. It is assumed that all beginning characters will be of the Tal Elan, so that is all that is discussed here. There are many different orders of Tal Elan, each with its own beliefs and rules. Some of these orders are stricter than others - requiring particular geasa for each Circle the character attains - while others believe that the choosing of a geasa is a personal matter and should be decided by the individual sorcerer. Circles A character's Circle designates how far she has advanced in her magical learning. A sorcerer or alchemist must be of a certain Circle before she can learn certain spells. There are other advantages to advancing in Circles as well - such as learning special Circle Powers that are available only once you reach a certain Circle. There are certain requirements that must be met before a character can advance a Circle. However, these requirements count towards the total cost of advancement. It is not just as simple as paying the cost in Character Points, however. The character must also petition the guild before she can be raised. Petitioning the guild will usually involve undertaking some quest or another on behalf of the guild and may involve the swearing of oaths, passing a test or taking on geas if she is a Sorcerer. This is a very important event for the character and should not be treated lightly. Dorum Tal Dorum Tal are places so attuned to the realm of Spirit that they allow a sorcerer to perform feats otherwise not possible. A Dorum Tal is very similar to the alchemist's Dorum Almatul, except that it is a place linked to Spirit rather than the elements. A sorcerer can cast all enchantment magics freely while with the confines of the Dorum Tal. A sorcerer with the appropriate skill can also identify magic items at such places. Alchemy Alchemy is accepted by most peoples throughout the known lands, though any form of magic is eyed with some suspicion. Alchemists are generally divided into the six elemental groups: Air, Fire, Metal, Stone, Water and Wood. There are some rare Alchemists who are known to possess the power to wield the powers of two or even three elements. Three is the maximum number of elements any alchemist can have mastery over however, as one can never master two elements that are in opposition to one another. The sorcerers who brought about the Shattering believed that if Spirit could be rejoined with the elements, this limitation would no longer exist. Air opposes Stone Fire opposes Water Wood opposes Metal Alchemy is the craft of controlling the elements and bending them to your will. A powerful alchemist can perform amazing feats with his craft. This command of the elements allows the alchemist to perform a variety of wonders through the manipulation of the elements. Anything from devastating fire attacks, to invisibility, to creating walls of stone is possible through the powers of alchemy. Casting an alchemy spell requires that the caster undergo a sort of ritual to invoke and channel the power. These requirements are discussed below. The Naming This is the verbal component of the spell and must be spoken loudly and clearly as the spell is cast. If the verbal of the spell is misspoken in any way the spell fails, though the mana (energy pool of the caster) required to cast the spell is still expended. The Focus All alchemists require a focus in order to cast a spell. This focus must be held in the player's hand at the time of the casting. A focus can be anything, though it must somehow relate to the element in which the alchemist specializes. Some possible examples of foci are: A wooden branch (for wood), a vial of water (for water), a stone pendant (for stone), a piece of jewelry with red stones, fashioned into the shape of flame (for fire). An alchemist may have as many foci has he desires, however they must speak with an elemental in order to imbue the foci with their power. Foci are very personal things and cannot be traded from character to character without the character speaking with an elemental to rebind the focus to themselves. Dorum Almatul The Dorum Almatul is a place of power for elemental magic. There are certain places in the world that are particularly powerful for an elemental or elements. Unlike most other aspects of alchemy, it is possible to have a Dorum Almatul that is linked to opposing elements - it is said that before the Shattering there were Dorum Almatul linked to all six elements, though none of these have are still known to exist. A Dorum Almatul allows an alchemist to perform certain types of magic that are not possible elsewhere. For one the caster can place enchantments upon people without the need for creating a Solution. An alchemist, with the appropriate skill, can also identify magical items at a Dorum Almatul. Dorum Almatul are often referred to by the name of the element that they are associated with. Dorum Kasril for Place of Air Dorum Hafar for Place of Fire Dorum Haern for Place of Metal Dorum Farsh for Place of Stone Dorum Glil for Place of Water Dorum Fail for Place of Wood Beastiary Many of the strange entities of Arinth are unknown or poorly understood by those coming from the mainland. Although an indepth understanding of these myriad creatures would require special skills, the following is an excerpt from a treatise prepared by Citizen Jacinthe Sophia Bastiaan of the Tarnas Academy of Science and Logic shortly after the discovery of the island. ... A number of strange and fantastic beasts are known to exist on Arinth Isle. Many of these are creatures of legend; some were believed extinct long before the Shattering of the world and yet others are completely new and previously unknown - possibly the result of a magical backlash caused by the Shattering. Travelers to the islands should be warned that much of the information supplied here is but rumor and conjecture, based on the reports of travelers to the outer isles. As time passes we will undoubtedly learn more of these creatures. Chitterlings These small, furry, brown humanoids prefer are a great curiosity. No record exists that creatures like these ever existed, even before the Shattering. Their features resemble a strange cross between a cat and a rodent and yet they are humanoid; fully capable of bipedal movement and the use of simple tools. They communicate primarily by making high-pitched trills and clicks (thus the origin of the name chitterling). They have a penchant for collecting small shiny objects and playing pranks on unwary travelers, habits that occasionally lead them into conflict with the colonists. Chitter-bears These large and powerful creatures resemble chitterlings only in that they seem to be some strange combination of human and beast. Their features resemble something of a cross between a bear and wolf, and they have powerful claws and teeth that can rip through even the strongest suit of chain mail in seconds. Fortunately, they do not seem overly aggressive and generally leave travelers alone unless they are disturbed or they feel threatened. Chitter-bears have often been seen in the company of chitterlings and the two seem to have some sort of communal arrangement. Cyclops Rumors persist that these one-eyed beings of ancient legend exist somewhere on the island. Yet to date, none has shown itself. Some legends speak of the cyclops as being creatures of great wisdom and culture while others depict them as savage man-eating beasts. Elementals Elementals of all varieties -- Air, Fire, Metal, Stone, Water and Wood -- have been rumored to exist on the island. The existence of these beings, while not commonplace, is certainly not unheard of on the mainland. Alchemists regularly have dealings with these powerful beings of the elements. Colonists not learned in their ways are advised to avoid these creatures whenever possible, for they can be extremely unpredictable. Most elementals are tied to a place or even a person, and can be extremely dangerous if they feel that the place or person they are protecting is in danger. Free-roaming elementals can be extremely dangerous and are best avoided at all costs. Most elementals take the form of humanoid beings composed entirely of their element, though variances have been noted from time to time. The Fair Folk Little is known about these people, other than that their superficial appearance is quite similar to elves and that they seem to posses powerful magics. The Fair Folk have only been encountered in the environs of Innismor and some have even hinted that they cannot leave this area for some unknown reason. The majority of the Fair Folk who have been seen in Innismor resemble elves, but with glistening, almost translucent skin. Most seem to possess great magical powers. They are known to be divided into two courts known as the Seelie and the Unseelie. The exact nature of each of these courts and how they interact is not known, though it appears that they are constantly at war with one another. The Fair Folk are known to have a great dislike for iron weapons and locks. The reasons for this are unknown, though it is believed that iron weapons can somehow harm them more than other weapons. The Fair Folk, at least as they have been seen in Innismor are relatively unknown on the mainland. Caladyr, Keldry and Baranor all have legends of similar creatures, and rumors persist that some of the minor varieties (brownies and redcaps) are still in existence. Legends from Caralon imply that they take offence at being referred to as "fey". Brownies These friendly Fair Folk can be found in Innismor all year round. They delight in helping others and seem to form attachments to homes where they have been treated kindly. (They have a special fondness for cookies and hot chocolate.) Rumor has it among the locals that it is best not to anger a Brownie. Stories persist of ill-luck befalling anyone who crosses these creatures. Brownies have a particular hatred of locks, and have been known to curse any home that has a lock on the door. They are said to have the ability to break any lock. Brownies can be recognized by their brown skin and large, tapering ears (even larger than a typical elf). They also tend to wear loose fitting, brown clothing. Redcaps Brutish, grey-skinned creatures that delight in slaughter and bloodshed. Redcaps are instantly recognizable by their grey pallor, red caps (dyed with human blood) and their outrageous southern Caladyran accents. Though none have so far exhibited the magical talent of other Fair Folk, they are very skilled in the use of their axes and wickedly curved blades and are extremely difficult to kill. Fortunately, recaps are usually only encountered in dark and lonely places during the winter and fall months. The Wyld Hunt The hunt is lead by an enigmatic man known only as "The Huntsman"” Locals say that the Hunt appears in Innismor each Fall and is the herald of the Unseelie court. Each visit involves a hunt of some sort, usually with one of the townsfolk becoming the prey. The Hunt usually has little interest in anyone other than the chosen hunted, though it is usually a good idea to stay out of the way, for the Huntsman will not tolerate any interference. The Huntsman also seems to have the ability to influence people and thereby get them to join the Hunt. Fireclaw Possibly an off-shoot of the Razorclaw (see below) the Fireclaw is a bipedal, non- intelligent lizard of approximately human size. The skin is usually a yellowish brown, though reddish and orangish colors have been reported as well. Though not as fast, and usually not as cunning, as razorclaws, these creatures are still extremely dangerous. They are rumored to possess the ability to project gouts of flame so hot that it can roast an unarmored human alive in but seconds. Fortunately, these gouts of flame are small enough to be stopped by a shield or even suitably strong armor (though the armor can become extremely uncomfortable). Fireclaws are completely unheard of on the mainland. Ghouls These twisted humanoids have a driving passion to devour raw humanoid flesh. Ghouls can easily be recognized by their gray skin, long wicked fangs and vaguely dog-like facial features. Some are even said to have feet of cloven hooves, like a goat's. They can primarily be found near graveyards and cemeteries. Little is known about them except for that they seem to have an insatiable desire to devour the freshly dead. Ghouls have been known to even ignore an attacker in order to continue devouring a feast. Their gruesome claws sometimes cause disease to a person injured by them and their very presence can cause a stench strong enough to overcome even the stoutest warrior. Ghouls are known to exist on the mainland. There has been a constant problem with an infestation under the necropolis outside of Tarnas that has gone on for years. At times it seems that the Ghouls have been driven out, only to have them return in even greater numbers a few years later. Grimm These destructive humanoid beings have become almost a constant threat in the environs of Greymist and Innismor. Grimm are immediately recognizable by their large bulbous heads and slightly pointed ears. Their seem to be two varieties of Grimm. Those that have greenish flesh seem to be the more savage and brutish, while the flesh colored Grim who seem to display a spark of intelligence. Some of these have even been known to practice Alchemy - particularly fire and metal. The greens communicate in some guttural tongue of their own, while the flesh colored ones seem to speak at least some of the common language. The Grimm are believed to be the survivors of a race that had supposedly been destroyed long before the Shattering. Somehow a pocket of these beings must have survived on Arinth Isle and flourished during the time since the Shattering. The native humans of the island claim that the Grimm live primarily in the eastern mountains and only come down from the mountains every twenty years or so to raid and pillage, returning to their mountain lairs by wintertime. The last incursion seems to have had other ideas and many tribes of Grimm have taken up residence in the forests and hills of the western portion of the island. Haunts Occasionally, the spirit of a deceased person refuses to pass on at sunset or sunrise (the usual time that spirits depart for the afterworld). This is usually because the spirit is still tied to the world of the living in some way: perhaps they have left some great task undone or were wronged in some way. This reasoning does not always hold true however, for not all people who were wronged remain behind in spirit form and some Haunts seem to have remained for rather trivial reasons. Generally, Haunts are not effected in any way by spirit magics to restore one to life, even if their body is present. It is theorized by mediums and sorcerers that though their spirit remains, their ties with the living world are somehow severed, making it impossible for them to return. It has also been noted that far more humans become Haunts than any other race. Haunts are generally visible to all people (not just mediums) and usually appear as greyish, semi-translucent versions of their living selves. Most are unable to affect the living world in any tangible way, though this often varies from Haunt to Haunt. Though rather rare, Haunts are known to exist throughout the world. Most people are fortunate enough, however, to never see one of these beings. Marakai These devilish beasts have only been reported on Arinth Isle. Little is known of them other than that they like to taunt (and sometimes butcher) humans and seem to have a particular hatred of elves. The marakai are said to be humanoid in appearance, though they have what is described as lizard's facial features with a large flapping mane of flesh. This mane can appear almost like hair, or a hood from a distance. Their skin varies from greenish to brownish in color and seems to exhibit some kind of pattern. It has yet to be decided if these are actually two separate species or just color variations. Possibly the most unsettling aspect of these creatures is their ability to blend with the forest in a similar manner to that of elves. It is unknown whether they have any form of spoken language, or indeed if they are intelligent at all, but they do emit a high pitched giggle, especially when in pursuit of prey. Some claim that this giggle can cause one to become paralyzed with fear. There have also been rumors of Marakai mimicking human speech. They are said to be extraordinarily fast (able to avoid weapon blows, arrows and even spells with ease). Their flesh is also extremely tough, almost bark-like, and resistant to weapon blows. They also have the ability to spit a venom-like substance that paralyzes their victims. There is no record of an encounter with beings of this nature prior to Arinth Isle. Nymphs These woodland creatures delight in seducing young men and dragging them off into the woods for a frolic. The only problem is that these young men occasionally do not return. Nymphs are also protectors of the woodlands. They are generally harmless, though they can charm men with a simple glance. Most nymphs encountered appeared similar to elven women, but often with leaves intertwined in their hair. Nymphs are known on the mainland as well, especially in the Lethriel forest where they seem to live at peace with the elves. Razorclaws These bipedal, non-sentient lizards are approximately human-sized and generally greenish in color. They are flesh-eaters and though they do not seem to possess intelligence as we know it, they are extremely cunning. Razorclaws will commonly set ambushes along roads and paths, waiting for a meal to pass by. They often work in packs, and should be considered to be extremely dangerous. One Razorclaw is more than a match for the average warrior. Their speed and agility (not to mention their razor sharp claws) more than make up for a lack of intelligence. Unfortunately, Razorclaws are still common in some parts of northern Caralon and northwestern Voldinar. Shades Very little is known about Shades. Like Haunts (see above), they appear to be the spirits of the dead, though generally more malevolent than Haunts. Shades seek out living beings and attempt to destroy them. Unlike Haunts they can affect the living world, and are themselves extremely difficult to harm. Multiple weapon blows eventually disrupt their forms, though it is unknown as to whether or not this actually destroys them. Trolls Creatures of faery tales, Trolls are secretive beings of the wood. They are recognizable by their largish noses, pointed ears and long wild hair. Little is known of these enigmatic beings, though rumor has it that Trolls know much of the lands in which they live. Werewolves The creatures take on the form of humans, but during the full moon they transform into a ravening man-wolf form. While in this form they seem devoid of all intelligence, intent only on killing anyone who crosses their path. Silver and some magics are the only known ways of harming these beasts, and they are very difficult to kill. Legends of werewolves still exist in Baranor, though no reliable reports have been made recently. Wolves Most wolves are harmless unless attacked or otherwise provoked. Disease or hunger can cause a wolves to turn violent, but this is usually rare. There are rumored to be "black wolves" in the mountains on the eastern side of the island. All accounts of these wolves have indicated that they are more violent and dangerous than their low-land cousins, and have been known to attack without any provocation.
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