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					Introduction
For nearly ten minutes they had been hiding quietly just off the trail. Finally Needledorf broke the silence with his deep nasally tone.
“We‟ve been here forever, I think he‟s lost.”
From the shrubs across the path from him came the voice of Pricilla, “I agree, he was only supposed to be scouting. Maybe he‟s in
trouble. It‟s not like Thorak to get into a fight by himself.”
“Fine, in case he‟s hurt, we‟d better catch up to him,” spoke Cannenta, the group‟s healer, as she stood up. They were all tired of
waiting. The trio began collecting their equipment and stepped out onto the trail. Suddenly a crashing noise came from up the trail
ahead of them. They all dove back into the bushes and readied themselves for the worst. Clamoring around the corner bolted a man
in light armor. “Haaalp! Haaalp! Goblins!” he shouted. As he approached their hiding place, Cannenta grabbed him and pulled him in
to examine his wounds.
“Thorak, you weren‟t supposed to engage them,” she scolded as she inspected him. “From the Light, I call forth twenty elemental
Light.” The mystical energies that she had called up with her incantation poured through his body as she touched his shoulder,
healing all of his wounds.
“I know that, but you tell that to them!” he cried.
“Shaddap the both of you, here they come,” hissed the shrubs across from them. Rounding the bend came six green skinned
humanoid forms in crude leather armor wielding clubs and gibbering loudly. Needledorf knocked his crossbow, Pricilla and Cannenta
called up their magical energies, Thorak readied his sword, and they waited.
Just as the goblins crossed their position a hail of magic and bolts flew from the bushes. Thorak sprung out at one of the vile
creatures and cut into it with his weapon. All around him combat erupted as his group successfully took their foes by surprise. The
battle was quickly decided, and within minutes there were six goblin bodies upon the ground. Cannenta tended to injuries
Needledorf had suffered, Thorak adjusted his armor back into place, and Pricilla began searching the bodies of their downed
adversaries.
“Yep, these are definitely Redbug clan,” Pricilla informed them upon finding a tribal marking on each of their enemies. “Now we can
head back to town and tell Aldric he was right. Maybe he‟ll pay a bounty if we offer take out their encampment for him.” They all
nodded in agreement and left down the path towards town.

What is a LARP?
LARP stands for Live Action Role Playing. A roleplaying game is one where you take on the persona of someone else and act as
though you were that character. There are many types of Role Playing Games, or RPGs, from computer games, to pen and paper
tabletop games, to live action games. In all of these types of games, you are using some medium to represent the person you are
pretending to be and the world with which they interact. In a computer game, it can be as simple as you and a program, in a tabletop
game it can be you and some friends playing several characters while one person lays the groundwork of the story, using maps,
dice, and imagination. In a Live Action game you play a character by dressing and acting as they would in a structured environment.
Many other people will be doing the same, and you will all interact with each other and overcome obstacles and attempt to further
your character‟s goals.
It is important to remember that you are playing a character in the world of a game, and never take things that may happen to your
character personally. Occasionally, bad things will happen to characters, and it is even possible for those characters to die. If
something bad happens, try to overcome it as your character. If your character dies, make a new one and continue playing as
someone new. After all, what would be the fun of a game if there were never any challenges?
There are many types of LARP games spanning all genres and having completely different foci. From here on, we‟ll only discuss
RAIN. This game takes place in a medieval world of high fantasy, full of magic, monsters, heroes, and villains. Our game revolves
around groups of adventurers. These parties might be guilds, sects, bands of friends, or just mercenaries for hire, but in any case,
they all have some kind of drive that leads them to adventure and excitement.
There are two ways to play this game. One way is by creating a Player Character, or PC. As a Player Character you will play the
entire game with one persona. It is up to you to create a character, decide that character‟s goals, drives, and history, and act as
they would in the world of RAIN. Throughout the game, your Character will meet other characters, form alliances, friendships, and
even gain enemies. You might go on adventures, fight monsters, or become a wealthy merchant.
The second way to play the game is by acting as a Non-Player Character, or NPC. As an NPC, a team of storytellers will assign you
various roles throughout the weekend to play to enrich the world and play all of the extraneous parts that they might need to tell their
story. You might be the tavern keeper for a few hours, only to change costumes and makeup and become a vicious Ogre and battle
the PCs in your cave. More information on this can be found in the How to be and NPC section on page XXX.
Most people who come to our games will play their characters. These characters must be created using the rules and guidelines in
the “How to Create a Character” section. As a first time player, your character will not be the best warrior, mage, or thief in all the
land. They will be just starting out, just like you.
As you may have assumed by now, there are monsters, magic, and fighting in this game. Monsters are represented by other players
in masks, makeup, and costuming. All monsters follow the rules of the game, although they may be able to do things that your
character cannot. Magic is represented by small, soft, beanbag-like balls that are thrown at the person that the caster wishes to use
their spell on. With each spell there is a phrase that must be used to inform those that may be affected what the spell does in the
game world. Combat is simulated by using padded weapons, which, like the magic system, relies on a phrase to inform those struck
by a weapon what it does. You are, however, actually struck by weapons. One of the primary goals of our combat system is safety.
We do not want anyone injured, and all combat is based on just being touched by a weapon, rather then being knocked flat.

Important Info
Before you begin
It‟s always a good idea to read the rules of any game carefully before you begin and this one is no different. No one expects that you
know every rule your first game. You are welcome to ask questions of marshals and get help from other players. It is strongly
encouraged that you approach a member of staff at your first game and ask about any rules that you are unclear on and to get a
combat demonstration. It is very important that you know the rules in this section as they involve the most important safety rules.

The Hold Rule
This is the most important rule in this entire book. Before progressing on to learn the rest of the rules you will need to play this
game, take this one to heart.
If at any time you hear someone shout “Hold” drop to one knee and do not move, game has stopped completely in your area. This
rule is used for several reasons. The primary reason is safety. If someone is injured, “Hold” will be called so that the injured person
can receive the proper attention. Although rare, injuries happen, and we want to stop combat immediately to prevent further injury.
Additionally, “Hold” can be called to prevent unsafe situations from occurring or progressing before someone is injured or something
is broken. This usually occurs when someone is swinging their weapon too hard or if someone‟s glasses have been knocked off of
their face.
All of the rules set forth in this book have been written with safety in mind, but you are participating in a physical game and accidents
happen, even infrequently. Most frequently a Hold will be called if there is a serious rules dispute when there will be an immediate
effect on the situation at hand. In this case a Marshal will determine the outcome of the situation.
You may never call a hold to collect packets, treasure, or to handle logistical issues such as updating your skill card. If a hold is
called for another reason, you are free to collect packets and update your skill card while you wait for the hold to be resolved, but be
sure to return to your starting point when the hold ends. Do not use this time to collect information about your situation or the people
around you and don‟t interfere with the people who have initiated the hold unless you can help the situation.
At the end of a Hold the person initiating the hold will make sure that everyone is ready to resume, then call “Three, two, one, Lay
on!” The call “Lay on” will alert everyone that play has resumed and should be made loud enough that everyone involved can hear it.
Ignoring a Hold or calling a Hold frivolously can get you expelled from the game; it is a safety concern and will not be treated lightly.
If you approach an area where everyone is kneeling they are likely on a Hold. You can confirm this with someone not involved and
avoid the area until the situation has been resolved. If everyone around you suddenly starts kneeling, it is possible that a Hold was
called that you did not hear and you should do the same.

The Substance Rule
Drugs and Alcohol are expressly forbidden at games. You will be expelled for violation of this rule. Mead, grog, beer, wine, and other
alcoholic drinks are represented by soda, juice, and other beverages. Smoking is only allowed in designated areas, outside and
away from combat.

The Body Contact Rule
At no time are you required to touch any other person during the course of a game. If someone expresses discomfort with being
touched or being in close proximity to you or others, respect their wishes. Skills that normally require body contact may be done at
arms length while pointing or taking appropriate actions to convey that you are using a skill in this fashion. In combat you may never
come into contact with your opponent. All contact must be with approved weapons in a safe manner. Intentional hits to the head,
groin, or hands are not allowed.

Marshals
A Marshal is like a Referee. They make clarifications to rules when called for, resolve rules disputes, and have the power to remove
someone from combat or from play altogether. If you have questions about a rule or need someone to witness something, such as
sneaking into a building or poisoning a drink, you should find a marshal. If you are involved in a dispute, stay calm, get a marshal
involved, and present your side. A marshal will make a decision on the spot to determine what will happen immediately. Do not
argue with the marshal. Once a ruling has been made by a marshal, that is the ruling that will be used. If you believe that the
marshal made an incorrect decision, you can bring the matter to the attention to the Head of Rules in your chapter after the situation
has been resolved, who will then look into the matter further.


Existence
This section deals primarily with the physical status of your character. Once you understand how your character relates to the world
around them it should be much easier for you to understand the rules that come after this section. If you‟ve never played a role
playing game before, this section will lay out a lot of groundwork that you‟ll need throughout your gaming experience.

Natural Forces in the World
Your character exists on a world called Thoren, a fantasy medieval world of magic and adventure. In this world, the six elements of
Air, Earth, Fire, Water, Light, and Dark are crucial to the existence of all things. Most living creatures, including animals, plants, and
all of the races that your character may be, are minorly Light aspected. This means that they are healed by Light magic and harmed
by all other types. Some creatures, such as Dire Animals and Lycanthropes, are majorly Light aspected, meaning that they are
healed doubly by Light magic and harmed doubly by Dark magic. You will likely discover other creatures with other aspects
throughout your experience, but for now it is important to know that your character will be healed by Light magic and harmed by the
other five aspects.

Hit Points
Your character will have a pre-determined amount of damage they can take before they will die. In our game, this amount is kept
track of by two different point systems. The first type is your character‟s Body Points and the second type is your character‟s Armor
Points.
Body Points represent the overall state of health your character is in. Healing spells will increase this amount up to your character‟s
maximum amount of Body Points.
Armor Points represent the condition of your armor. These are on top of your Body Points and are generally lost before Body Points.
There are a few deliveries that will let you know that they bypass armor, but they are the exception.
Your Body Points will start at their maximum value at the beginning of a game, but from then on, you must find methods In Game to
keep them above zero. Your total Body Points will be listed on your character sheet, and you are responsible for keeping track of
your amount of Body Points you possess at any particular time on your Skill Card. You do not need to change the amount on your
Skill Card every time you take damage, but you should upkeep it at the end of each battle and any other time that is convenient.
Similarly, you keep track of your Armor Points on the Item Tag for your Armor. You should adjust this when you adjust your Body
Points, as your maximum number of armor points will probably reduce as you get into various combats.

Unconscious: If your body points are exactly at zero, you are Unconscious. While Unconscious, you may make no sounds, use no
skills, and may not move. Generally, an Unconscious person will fall to the ground unless there is something preventing them from
doing so, such as a spell or safety concern.
You will remain unconscious for one minute at which point you will wake up with one body point. If you take any damage during the
time that you are Unconscious, you will begin Dying. You can choose at any time to stop trying to regain consciousness and begin
Dying if you choose. During this minute someone may use the skill Healing Arts to administer first aid. While doing so, you will
continue your one minute Unconscious count. If the first aid is complete, you will no longer be Unconscious, but instead wake up
with one body point. If the first aid is not completed, your Unconscious count will continue to progress normally. Any curative effect,
including Life, which restores body points, will work on you and you will regain consciousness with the appropriate number of body
points.
Dying: If your body points drop below zero, you are Dying. You are considered to have –1 body points, regardless of the amount of
damage that dropped you. While dying, you may make no sounds, use no skills, and may not move. Generally, a Dying person will
fall to the ground unless there is something preventing them from doing so, such as a spell or safety concern.
You will continue to die for one minute, at which time you are Dead. If at any time during this one-minute someone uses the skill
Healing Arts to administer first aid, your one-minute count will pause. If the first aid is complete, you will no longer be dying, but
instead Unconscious. If the first aid is not completed, you will continue your one-minute dying count where you left off. Any curative
effect, including Life, which restores body points, will work on you and you will regain consciousness with the appropriate number of
body points.
Dead: Once you have completed your one-minute count as Dying, you are Dead. A Death effect or a Killing Blow will also render
you Dead. While dead, you may make no sounds, use no skills, and may not move. Generally, a Dead person will fall to the ground
unless a safety concern prevents them from doing so. All effects upon you that are not being Maintained will immediately disappear.
No healing will work on you while dead, however a Life effect will immediately change your status to Alive and you will wake with
one body point.
If your body is cut into pieces, your spirit will travel with only one of them, and the piece must be a functional part of your body. This
is the part that requires the Life effect. You should go Out of Game and travel with the piece with the spirit. Remember to give any
equipment that others may have taken by removing your limbs before going Out of Game. The part of a body that contains a spirit is
obvious to any who take the time to look (ask the player Out of Game). A body cannot be destroyed in any way in less than five
minutes.
You will remain Dead for five minutes. If after five minutes you are still Dead, your spirit and body will separate. Your body will
dissipate to nothingness and you should remove any In-Game, tagged items that your character possesses and leave them in the
place you died. You will also leave behind your Spirit Shard.
Your Spirit Shard is a laminated tag that lists your name and your character‟s name. You are the only one who may interact with it
In-Game. There are no skills or abilities that allow someone to move your Spirit Shard from the location in which your body
dissipated. Normally, your Spirit Shard is the part of your body that grants it life. It contains all of your skills and abilities and is what
provides the essence of your character‟s being. Once your body has dissipated, it lingers at the place of your death for a short time,
hoping to be re-united with its body.

Spirits
Once your five minutes of being Dead have elapsed, your body dissipates and your character becomes a spirit. You should put on a
white headband or place your hands on your head to designate that you are Out of Game, and proceed to the nearest Resurrection
Beacon that you are aware of. This is likely in the local Healer‟s or Mage‟s Guild. If there is a Resurrection Beacon in the area with
the ritual Spirit Calling, you should go there first. This information must be announced at the beginning of each game and posted at
Logistics so that everyone will be aware that there is a Spirit Calling ritual in effect.
Your spirit will travel as quickly to a Resurrection Beacon as it takes you to get there Out of Game. Remember that because you are
Out of Game, you are not visible, nor may you interact with anything. Please try to avoid traveling through areas that are populated
by people who are In Game and do not interrupt the flow or feel of the game by making yourself apparent. Your character will have
no memories of the time spent traveling to the Resurrection Beacon.
As a spirit out-of-game, you may enter a Circle or bypass other magical barriers if it is necessary to reach the Resurrection Beacon.
If you are entering a building that is not public, you should make sure that someone is inside of it or that there is a marshal present.
If it is a public building, you are staying in the building, or you are sure that you are otherwise allowed on the Marshal‟s Notes to be
inside of the building, you may be the only person inside. If you are not certain, get a marshal.
Upon reaching a Resurrection Beacon you may decide that you do not wish to resurrect at that a particular Beacon for any reason.
Doing this, you are making the decision, not your character. Your character will have no knowledge of why you chose resurrect at a
particular Beacon. You may not make the decision beforehand as your character to resurrect somewhere, as your character will
have no way of controlling this. You the player may feel free to choose to resurrect wherever you will feel best about doing so.
For example, Thorak had just been assassinated on the trail by Sinthar the Rogue and then fed an Amnesia poison so that he would
not remember who killed him. William, who plays the character Thorak, drops all of Thorak‟s gear and heads for the Healer‟s Guild.
There he finds Sinthar selling all the potions that he had just stolen from Thorak. Afraid that Sinthar might attempt to permanently kill
his character, William heads to the Mage‟s Guild because it contains the next closest Resurrection Beacon. There he can use the
Resurrection Beacon, but his character will have no idea why he chose to resurrect in the Mage‟s Guild or that Sinthar killed him,
only that he is missing some of his memory because of the Amnesia poison.

Resurrection
Upon reaching the Resurrection Beacon, you must touch it for one full minute, after which time your body will reform. Your body will
be missing its Spirit Shard and will be in a very poor shape. Without your Spirit Shard, you may use absolutely no skills. This is the
only time when you will lose even your Persistent skills, including any extra Body Points you may have purchased. Your body is so
drained in fact, that you may not even speak or communicate in any way. The best your body can muster is to make “come with me”
motions and attempt to get others to escort it to its Spirit Shard. Your body will have access to any memories that your character
had when they died, so unless you were subject to an Amnesia effect, you will know how you died. Unfortunately, your body will not
be able to communicate this fact. It will, however, be able to attempt to collect specific people or as many people as it feels is
necessary to escort it safely to its Spirit Shard. Your body will always feel itself drawn to its Spirit Shard, even if under the effect of
Amnesia.
As a body without its Spirit Shard, you are at considerable risk. You will have one hour to re-unite your body with your Spirit Shard.
This hour begins as soon as the body has reformed at the Resurrection Beacon and will end the instant the body touches their Spirit
Shard. Often times simple, portable timers or watches will be kept near a Resurrection Beacon so that you can easily track your
hour. If your hour elapses before you have recovered your Spirit Shard, your Shard will dissipate and your body will drop dead,
killing your Character permanently. Additionally, because your body does not contain its Spirit Shard, you will be immune to the
effects Life and Death. This means that if your body is injured and is allowed to bleed out to where it would become Dead, your
character will also die permanently and your Spirit Shard will dissipate.
To successfully re-unite your body with your Spirit Shard, you must touch the Shard, rendering you Unconscious. At this point, you
will regain all of your abilities and you will awaken after one minute as normal, unless you are subject to an effect that would
normally bring you up from Unconsciousness. Your body will be completely intact, free of any detrimental effects. Your character will
maintain any scars or other mundane physical ailments they may have had, but no game effecting ones. Scars and other problems
are occasionally tied to the spirit, especially if the original injury healed naturally over time or was caused in a very emotional or
memorable fashion. All other non-Maintained effects or abilities, including protective spells, poisons, and compulsions, will be gone.
Occasionally, something like a curse may remain.
If you have permanently died and would not like to wait for someone to discover your body, (or wait for a while then leave) you may
do so, so long as you leave a note stating to anyone who finds it that they have come across your body. If your character dies in the
middle of a weekend long event, we suggest that you continue playing as an NPC. If you would like, you may also begin a new
character or play another character that you have previously played.

Character Creation
The character you play will be your instrument when playing this game. How your character fits into the world, their attitudes, beliefs,
and history, are all very important to the type of experience you will have while playing. You will want to be sure that you create a
character that you will enjoy playing. No one else can tell you what type of character you will like best, but there are some guidelines
that you will need to know, and some tips that will help you make informed decisions from the very beginning.
First of all, it‟s best to read through all of the rules in this book before creating a character. Not only will this help you understand the
nature of the game and how to play it, but it will also give you prior knowledge of what is and is not possible with the skill system.
The skill system, beginning on page XXX, is a way of defining what your character has learned to do throughout their life.
This game is oriented towards groups of adventurers. The most successful type of character is generally one that will work well as a
member of a group and has a reason to seek out adventure or excitement. If you play a character that is too self-sufficient and never
wants anything to do with anyone else, you will spend most of your games alone and uninvolved. Similarly, if you dress in all black
and always sit in the back of the room, people will be suspicious of you and not want to interact with you. However if you are more
outgoing, have a good feel for your character, and try to get involved, you should have no shortage of things to do. You will get out
of the game what you put in to it.
Your character will probably have a primary focus. Maybe you want to play a warrior, a wizard, or a merchant. Most of the skills your
character has should reflect your goal. You don‟t need to worry about being good at everything. You should be able to find plenty of
help while playing to aid you throughout your character‟s life. Being specialized makes you more important when the object of your
specialization comes into play. In a group, it‟s generally better to have several people who specialize in different things then a lot of
people who are just ok at a lot of things.
Making a well-rounded character is also important. You don‟t want your character to only be able to do one thing, because if that
one thing isn‟t available, it makes your character useless, and that‟s not any fun to play. It‟s also not very realistic. Consider that you
are probably very good at a few things, moderately skilled at most things, and have trouble with others. No one is good at
everything, nor is anyone actually only good at one thing. Make sure that you have some other skills to fall back on that make you a
helpful member of your group even when your primary skills aren‟t particularly useful.
The history of your character is very important in developing who they are. Your character must have a Fantasy Medieval
background consistent with the rules put forth in this book. Your character can‟t be from the future, another planet, or modern day. If
you are playing anything other then a human, you must play your character‟s racial attributes properly. If you choose to use one of
the culture packets, you must play that properly as well. A consistent world helps build the atmosphere of the world and adds to the
enjoyment of the game.
The history of your character is something that you will probably want to discuss with your local campaign‟s Plot staff. The members
of the Plot Team are the storytellers that create the world that your character will interact with. By consulting with a member of the
Plot Team you will gain helpful information, such as names of people, places, and events that already exist in the world, so that you
can make a character that truly belongs in the world.
Once you have an idea of the type of character you want to play and how you want them to fit into the world, you should actually
write down your character‟s history and give it to the Plot Team for approval. This will allow the Plot Team to give you some final
advice, make sure what you‟ve written is conducive to the story that is being told, and will allow them to help bring your history to life
by adding parts of it to the story. A good history will also help you remember what your character is like between games so that you
can play them consistently at games. Your character‟s views may change of course over time, but it‟s nice to be able to re-read your
history to help you feel more in character before games.


     History/background
           1. Good/bad example
           2. Character questions



As a Player Character you will play the entire game with one persona. It is up to you to create a character, decide that character‟s
goals, drives, and history, and act as they would in the world of RAIN. Throughout the game, your Character will meet other
characters, form alliances, friendships, and even gain enemies. You might go on adventures, fight monsters, or become a wealthy
merchant.


Races
Intro to races
Races available and description, one page for each.
Animal Kin – Must have traits of a naturally occurring animal. Chooses racial abilities.
Dark elves
Dwarf
Elemental Kin - Basically humans with a twist. No makeup, perhaps a gem in the forehead. Always considered Light creatures,
even if they have another aspect. Resist element, innate aura of their type, easier to cast their aspect of magic, can‟t cast some
kinds of magic, double damage from their opposite element.
Elf
Fairies – wings (not necessarily butterfly), ears, resist magic, dex armor. Family oriented, also holds the value of one thing, love,
hate, greed, springtime, anything really, in very high regard. Wings do not enable flight, are not useable in this realm, there is a
detailed plot reason for this that will go in their section.
Gnomes – nose, difficult to learn prof, can‟t cast some magic, easier to cast other magic, cost reduction for some craft skills and
legerdemain, r. poison.
Half Orc
Hobling
Human

Cultures
Cultures outside of basic racial cultures come in additional packets. Two packets that will be included in the book will be Gypsy and
Barbarian. It would then be possible to have Fairy Gypsies or Barbarian Elves (wild elves, etc.)

The following chart shows all of the racial advantages and disadvantages that your character will possess due to being a member of
their race. Information on the races and their abilities are gone over in greater detail in the Skill section and in the Race section. The
total points column shows how many points of advantages and disadvantages a particular race possesses. Every race must
possess an equal value of advantages and disadvantages. Animal kin have the unique ability to choose their advantages and
disadvantages, and so they may purchase any ability from the Point Value chart marked Animal.


                                       <<<Racial skill chart>>>
Progression
Levels and Skill Points
Your character‟s level is determined by the number of Skill Points they possess. For every ten Skill Points after the first ten, your
character possesses a level. For instance, if your character has between 20 and 29 Skill Points, they are second level. When they
obtain their 30th Skill Point, they become third level. Your level has no impact on your character In Game, nor is your character
aware of it. It is strictly an out of game mechanic used for determining how many Body Points your character has and to let a staff
member get a general idea of the power of a character or group. A character will have five Body Points at first level, and an
additional one for every consecutive level; therefore your character will begin with six.
The following chart shows how many skill points you will receive at the end of each game day. At each level, the number of skill
points you gain reduces. This is to imitate a real-life learning curve and to assure that every character doesn‟t get to be extremely
high level and become good at everything quickly, leaving new characters practically worthless. The adjacent chart shows what your
level progression will look like over time and how many games it will take to achieve each level. As you can see, upon reaching 16th
level (your 83rd game), you gain 1 skill point per game day your character attends, and the ratio stops decreasing.


                              <<<Level progression chart>>>
The Skill System
In this rules system, much of what can and cannot be done by your character is determined by what skills they possess. This is
because many of the things that are possible in a fantasy setting cannot be done in real life. Similarly, whereas we could fight with
real weapons, such battles would be short and detrimental to our players. We want to create a safe atmosphere where players can
play out fantastic roles and accomplish feats they would not otherwise be able to undertake. To do this, we have a skill system that
governs actions that our characters can undertake, but we as players could not. What this means is that without the proper skill,
your character cannot even attempt to do some things. For instance, without the skill One Handed Edged, your character may not
wield a sword, not even to block. In the real world, someone who is a very experienced swordsman would be able to easily defeat
someone who had never had any real training. Consider that someone who has the skill One Handed Edged has dedicated part of
their life (their Skill Points) to learning how to fight with a sword, and could do the same to someone who has had no training (has
not spent any Skill Points on One Handed Edged).
We understand that many players have varying skill levels with various styles of combat, or even no experience at all. Whereas a
player‟s out of game skill will definitely influence their character‟s ability to participate in combat, we have skills that will enhance a
character‟s abilities as they progress in level. This way, even though you may not be the best fighter in the game, if you‟re playing a
high level warrior, you will still be very effective.
You will notice that many of the skills that your character may purchase primarily influence combat. This should not imply that the
primary focus of our game is combat. It is an important aspect, but certainly not the only purpose. The reason for the lack of role
playing skills is to limit the suspension of disbelief. We‟re already asking you to believe that the people that you‟re dealing with In
Game are elves or monsters, that birdseed in cloth are spells, and that the weapons pose you a threat. We don‟t also want ask that
you believe that the person who‟s telling you that the dragon‟s cave is a safe place to hang out for a while because of some
„convincing‟ skill that they may have. If you want to bribe a guard, talk your way out of being killed, determine if someone is lying to
you, you must actually do these things! We try to limit the things that our skill system governs to things that the players themselves
do not have the capability, time, or ability to do safely.
There are a few skills that get used differently throughout the day. Many skills rely on Concentration Points, which refresh
throughout the day. Crafting skills are used once each day. At the beginning of the game, you will have the ability to produce any
items that your character possesses the craft skills for during Opening Logistics. If a game is multiple days long, your character will
have an additional opportunity to use their craft skills on each day during Secondary Logistics. This is done at a predetermined time
each day, which will be announced at the beginning of the game. Secondary Logistics periods usually take place around either
lunch or dinner time. Any other skills are usable throughout the day.

Types of skills
Every skill and ability will be one of four types, Passive, Persistent, On-The-Fly, and Maintained. Passive skills are those that you
can use an unlimited number of times per day and don‟t take very much concentration to use. Persistent skills are maintained at all
times, even when a character is Dead or immobile. Obviously some persistent skills, such as Create Potion, can‟t actually be used
while you are unconscious, but you maintain the ability to access them, even if they do you no good. On-The-Fly skills use
Concentration Points as you use them. Maintained skills use up and hold onto Concentration Points as long as they remain active.

Teaching and Learning Skills
Your character will begin its adventuring life at second level. This represents that there is something about your character that is
more extraordinary then the average person. The character need not believe so, but for purposes of our game, there is something
special about every character that sets them apart from the average commoner. Maybe they‟re a fast learner. Maybe they‟ve had
special training. Maybe something important happened in their life that caused them to be very dedicated to a cause. Whatever it is,
the character is an Adventurer for a reason, and that means that they‟re different then the norm, and in the end, more fun to play.
Beginning at second level means starting the game with 20 Skill Points. These are used to purchase any skill that you wish, so long
as you have the prerequisites to do so.
After your character has been created, you are required to find someone In Game to teach you additional skills that your character
does not possess. If you are purchasing more ranks of a skill that you already possess, or racial skills, you do not need a Teacher to
do so. For any other skill, you must find someone In Game who has the skill Teacher and the skill you wish to learn. After role-
playing teaching you the skill, the person you are learning it from will write on the back of your character card the name of the skill
they taught you, their player name, and their character‟s name. When the game is finished, you will be able to give this to the person
running closing logistics. The skill will then be available for you to purchase when you have enough Skill Points. You will not be able
to use the skill until it appears on your Character Card.

Active Cards
Every player will be responsible for keeping a card on them at all times with their character card that lists any Maintained skills they
are currently expending Concentration Points on, as well as any Maintained effects that are being used upon them and who placed
it there. You will want to keep a writing implement with your card as well. You will have to upkeep your Active card to keep the
abilities on it throughout the day, however you will only be required to do so between battles. Generally, effects that last a short
amount of time, usually the length of a battle or a particular number of minutes, do not need to be added to your Active Card.
Instantaneous effects are also left off of this card. The purpose of an Active Card is to remind you of Effects that are upon you, help
you keep track of Concentration Points that you may have allocated in special ways, and to provide documentation in the event that
there is a dispute over an effect or ability you have used.

Concentration Points
Concentration Points, or CPs, represent the mental durability and endurance of your character. Your character will have many
abilities that they can use all day long without any special attention, such as reading. The truly impressive skills will use up your
character‟s Concentration Points. If you teach someone to disarm a weapon, they should be able to perform that task frequently
throughout the day. However, eventually they will get tired and need to rest, stretch, or just take a break. At this point, they‟ve used
up all of their Concentration Points. Every time your character performs a skill that has a Concentration Point cost, the cost is
deducted from a pool that they possess. As they use more of these skills, there will be fewer points remaining, limiting what they
could do, or how many times they could do it. These points refresh between fights as your character has a chance to rest.
The skills <Aspect> Concentration and Physical Concentration grant you additional Concentration Points, as listed with their skill
descriptions. Regardless of which skills granted you your Concentration Points, all CPs are identical and may be used with any skill
that you possess which they power. This keeps you from having to keep track of multiple pools of points. The CPs you get from
Physical Concentration could be used on spells in one particular fight if you have spells to use, it‟s up to you how to spend them and
when.
There are several types of skills that use Concentration Points differently. On-The-Fly skills use Concentration Points the moment
you choose to use a skill. Most offensive combat skills, such as True Strike or spells like Drain, are used On-The Fly. These skills
are very useful because you don‟t have to know what skills you will need before entering a battle; you can use any of your On-The-
Fly skills as long as you have enough CPs left in your pool.
Maintained skills use up your Concentration Points before you even get into a fight. These are abilities that you may grant to
yourself or on others. To use a Maintained skill, you must act out some action that symbolizes the effect, such as performing
mystical gestures or giving a brief speech. You must then write the name of the skill and the CP cost on your Active Card, along with
the name of the person who received the effect. That person must write upon their Active Card the name of the effect, the CP cost,
and the name of the person who is granting them the effect. Each person should possess both a „received effects‟ and a „originated
effects‟ section on their Active Card so that they can keep track of whether they are granting or receiving the effect. Maintained
effects will refresh every time the Recipient renews their Concentration Points. While you are granting Maintained effects, you may
not use the CPs that are used up by them. You may only have one copy of a Maintained effect upon you, even if the effects come
from different people.
To remove a Maintained effect from a person, the recipient must either give it up willingly or must not be able to resist the removal.
Out-of-game, both the originator and the recipient must simply cross the effect off of their card. In game the magic must be pulled off
of the recipient by touching the recipient and stating, “I remove your <effect>.” Maintained effects remain on a person until they are
removed, the end of the game, or in the case the recipient is subject to the Warp Magic ritual. Not even Resurrection or permanent
death will remove a Maintained effect until one of these things occurs. The in-game explanation for this is simple; the magic is very
powerful and lingers for quite some time. Once the effects are removed, you must still refresh your CPs before actually using them.
Placing Maintained effects may not be done during a battle; both the originator and the recipient must be outside of a fight. These
effects do not go into play until both the originator and the recipient have noted them on their Active Cards. Similarly, removing
Maintained effects should also be done outside of a battle, although there is an exception for recipients who are unwilling to give up
a Maintained effect. In this circumstance, it is sometimes necessary to engage and subdue someone in order to remove the
Maintained effect.
Finally, to ensure realistic and well-rounded characters, you may not spend more then half of your Skill Points on skills that grant
you Concentration Points. Between purchasing spells, weapon skills, body points, and other abilities, you should have no trouble
with this requirement.

Meditation
After every battle (defined on page XXX) you may choose to regain any Concentration Points that you have available to you by
Meditating. Doing this takes one minute, during which time you may not walk, run, or use skills. Sitting, stretching, having a drink, or
discussing your tactics are all acceptable examples of things that you may do while Meditating. You must be out of any imminent
danger and not be subject to any skills or effects during your one minute. If you are aware that you are nearby (within approximately
100 feet) of a combat that is likely to potentially involve you, you are unable to regain your Concentration Points. While Meditating,
you may also reset any armor that you may be wearing or have innately.

Skill Costs
On the following pages is a chart that compiles all of the skills available to your character and their Skill Point costs. They are
grouped into several sections, and then listed alphabetically. You‟ll notice that some skills are listed with the variable <aspect>.
These skills are purchased separately for each Aspect. Having ranks of one does not impact ranks of any other in any way.
Additionally, many skills have prerequisites. You must first purchase these other skills before purchasing the skill with the
prerequisites.
A good thing to keep in mind when purchasing skills for your character is what you‟d like to be able to do with them when they are
higher level. Try writing down all the skills that you‟d like for the character to posses in the future, along with the prerequisites, and
that will help you to determine what skills your character will need to acquire along the way. Also remember that a very specialized
character will be extremely useful under the right circumstances, but the rest of the time they won‟t be much fun to play. Try to give
your character some extra depth and something to fall back on when they‟re not dealing with their specialty.
Finally, there are several skills in our game whose cost will change each time you purchase them. Some skills are simple to learn,
but get much more complex as you progress. With other skills it is difficult to learn the basics, but once you have the foundation it
becomes easier. For instance, if a skill has a Skill Point cost of “5, +2” the first purchase of this skill is at the base cost, five skill
points, and every purchase after that costs two more on top of the base cost. In this case, the next purchase would cost seven skill
points, the next would cost nine, and so on.




                                                <<<Skill chart>>>
Skills
Below are descriptions for all the skills that your character may purchase. Skills listed with a * can be bought multiple times to
improve the skill or gain additional benefit from it.

Affinity
Persistent
Characters with this ability may purchase Magic Theory for four fewer points.

Allies' Eyes
Maintained (1 Concentration Point per recipient)
This ability grants the recipient a single Resist that they may use against any attack with the effect “Normal” once per battle. When
using this ability the player must declare “Resist” loudly and clearly enough that the attacker and nearby onlookers will know that the
attack was unsuccessful and why.

Appraise
Passive
This skill allows a character to evaluate the worth of an item based on its physical properties. Every item with an established In
Game value will either have an Item Tag or an Appraisal Number. If you have this skill, you will receive an Appraisal Sheet when
you go through Logistics. This sheet will indicate the monetary value for each Appraisal Number. This value is for the item itself and
not any additional magical properties of the item. If an item simply has an Item Tag and no Appraisal Value, the player may know
how many craft levels were needed to create the item, and know that it probably took the crafter about one sliver piece per level to
produce the item. The sale cost will almost always be higher then the production cost, and supply and demand will also play a role
in determining the final cost. In general, the appraiser can assume that an item is worth twenty to thirty coppers per craft level it took
to produce the item.

Archery
Passive
This skill allows the character to use a Bow. Our rules use a system called Packet Archery. This means that bows are constructed
out of a bent piece of core material that must be padded according to the weapon construction rules. Bows in our game do not
actually fire arrows. Instead, the player will throw a specially constructed Arrow Packet to represent firing a bow. Arrow packets must
be touched to the Bow and brought back to near the shoulder before throwing them. The damage incant must be completed before
the arrow packet leaves your hand. This method limits the distance one may fire an arrow, but it makes up for it in the speed in
which you can fire arrows. Additionally, arrows are stopped by shields and do not have any special effect against armor. You may
block blows with a bow so long as you are able to wield the weapon. A bow is considered a two handed weapon when firing arrows,
but only needs to be held with one hand. If you have a skill that allows you to use a second weapon, you may do so while wielding a
bow, however you may not fire arrows. Real bows, even with limited draw, are not permitted. The bow is always considered the
larger weapon for purposes of the skill Florentine.
Additionally, an archer will need a quiver to carry their arrows. A quiver may actually contain your arrow packets, but it must be no
smaller then 32 cubic inches. For every 32 cubic inches the archer may carry 20 arrows. You may carry as large or as many quivers
as you are able, so long as you do not carry more arrow tags then you have space for.
You may not perform the skill Waylay with a bow, or any other skill that requires you to attack your opponent from behind, including
passive skills. This skill does not allow you to use a Crossbow.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

Armor*
Persistent
This skill allows the character to wear armor. For each purchase of this skill the character may use a suit of armor worth five points.
If the character has a suit of armor that exceeds his armor skill rating, you may either not wear the armor or choose to reduce the
value of the armor until you can wear it.
This skill will also allow you to reset a suit of armor that you could wear to its original value if it was not reduced to zero armor points.
If it was reduced to zero armor points, it is considered Breached. You may still reset a Breached suit of armor, but you will reduce its
maximum protection value by two. Resetting armor takes one minute during which you must be stationary and uninterrupted with the
armor. You may do this during your one minute Meditation count to regain your Concentration Points. If the armor is on another
person, neither you or the wearer must be subject to an affect, or else the refitting will fail.

<Aspect> Concentration*
Persistent
This skill grants the character one Concentration Point. It is also the pre-requisite for learning new spells of each aspect. Each time
it is purchased it may be in a new Aspect or in an Aspect you already possess. For every five purchases of this skill your base
damage in the appropriate Aspect will increase by one.
For example, Cannenta possesses 21 purchases of Light Concentration and 7 purchases of Earth Concentration. Normally, a
damage spell‟s base is 2 points. For Canneta, her Light spell‟s base will be 6 (21/5=4, 4+2=6) and her Earth spell‟s base will be 3
(7/5=1, 1+2=3).
This base damage can further be increased by the skill Specialization <Aspect>. As noted in the section on Concentration Points on
page XXX, you may not spend more then half of your Skill Points in skills that grant you Concentration Points.

Aura <type>
Maintained (1 Concentration Point per recipient)
This effect allows the recipient to change the effect of their weapon for any one swing that they choose per battle. If the swing
misses or is blocked, the effect is still used. The caster, who may choose any of the six Aspects he possesses the skill <Aspect>
Concentration in, will determine the type of the Aura. Additionally, the caster may choose to grant the effect Magic.
Backstab*
Passive
This skill allows the character to swing for two additional points of damage in one hand from behind per purchase. For purposes of
all “from behind” skills, the attacker must be located with their body behind the horizontal plane of the victim‟s back and using a
melee weapon. The victim need not be taken by surprise; you must simply attack from behind them. Multiple purchases add two
extra points of damage each time. When purchasing this skill you may trade in the skill Major Back Attack and use the resulting skill
points towards the cost. This skill will add one point to your damage when used in conjunction with the skill Waylay.

Body Point*
Persistent
This skill allows the character to sustain more damage in combat. For each purchase of this skill the character gains two additional
body points to their maximum.

Body Strike
On-The-Fly (3 Concentration Points)
This skill allows the character to strike with one swing with the carrier “Body,” as described on page XXX, per 3 Concentration Points
spent on this ability. This skill may be stacked with any other skill that doesn‟t change the effect portion of the Damage Chain.

Break
On-The-Fly (10 Concentration Points)
This skill allows the character to break free of all effects upon them that have a Timed or Battle duration. Doing this takes ten
seconds, after which you must announce “Break” loudly and clearly enough that anyone within 10 feet could hear it and know what
occurred. You may not use this skill if you are completely immobile, not conscious, or are incapable of taking actions to remove an
effect.

Channel*
Passive
This skill allows the character to release magical energy through a weapon attack for any spells they may cast. To do this, the
character incants their spell normally, but instead of throwing a packet after the incant, the character must restate the carrier and
effect while swinging their weapon in the place of normal damage. This may only be done with spells that have a “Mystic” carrier, not
any that have an “Elemental” carrier. Weapon strikes delivered this way are considered spells, such as for defenses, but must still
follow the safety requirements for using a weapon. You must have the skill to use a weapon in order to use this skill with it.
For instance, Priscilla has purchased the skill Channel three times and can normally cast fifteen CP Water spells. She is attacked by
a party of goblins with clubs. She incants “From the Water, I call forth Mystic Bind Body”, then proceeds to swing with her long sword
one swing for “Mystic Bind Body”. The goblin she swings at blocks with his weapon, but because the attack has the “Mystic” carrier,
he must take the effect, and is now bound. She proceeds to fight a few more goblins swinging “Two Normal” until she comes across
a goblin caster. She would like to cast Paralysis on him, but because she has only three levels of Channel, and Paralysis costs
fifteen CPs, she may not Channel it. She drops her weapon and casts the Paralysis spell normally. In doing so, another goblin runs
off with her sword, so she takes a club from a downed goblin. She cannot use a blunt weapon, so she can also not Channel through
it, but the goblins don‟t know that. She brandishes it menacingly and the rest of the goblins flee.
Each purchase of this skill allows the user to Channel more difficult spells. With one purchase of this skill you may Channel spells
that use 1 Concentration Point, two purchases for 3 CP spells, three purchases for 6 CP spells, four for 10 CPs, and the fifth
purchase will allow 15 CP spells to be Channeled.

Claws
Passive
This skill allows the character the use of claws. The character may only use one claw at a time unless the character also has the
skill Florentine or Style Master, in which case they may use two claws or a single claw in conjunction with another one-handed
weapon. The claws usable with this skill must be constructed to the claw specifications on page XXX and their blades must be
entirely red in color. As small weapons, their base damage is one point. Claws inflict normal damage and may not be silvered with
the Smithing Skill. A character with the appropriate levels of Create Poison may apply poisons to their claws. Claws may not be
removed from a character in any way that would also not remove the hand. Therefore, they may not be destroyed, Fumbled, or
stolen. They may not be used with the skill Waylay. They may be retracted or bared at will, however the amount of time it takes the
player to put away or get out the physreps out of game is the amount of time it takes the character to do these things in game. You
are responsible for having your claws with you in order to use this skill. In any other ways, claws follow weapon rules, including for
the use of Concentration abilities, Channeling, or blocking blows.

Craftsman <specific>*
Passive
This skill is used to add flavor to your character and to provide them with ten coppers per day. It doesn‟t grant your character any
extra abilities, powers, or knowledge. A Craftsman skill should be an occupation that should realistically generate some income.
Additionally, it should be something that you can do reasonably well; you shouldn‟t have Craftsman Bard if you can‟t carry a tune.
Occasionally plots may be directed at players with particular Craftsman skills, but the primary advantage to Craftsman skills is to
offset the additional costs of making additional batches of items with the various Crafting skills.

Create Poison*
Passive
This skill allows the character to produce poisons from the poison production list (page XXX). For each purchase of this skill, the
character gains an additional level of Craft Poison, allowing them to make more complex poisons or even multiple poisons. There
are four ways that each type of poison can be crafted, as a Contact Gel, a Weapon Coating, an Elixir, or for a Trap. To create a
Poison, you must have the recipe to do so. A recipe book is an In Game, tagged item. You may copy recipes from another book at
logistics so long as you have the tag for the recipe you wish to copy. For details on the types of poisons that your character may
craft, see page XXX. For more information on Craft Skills, see page XXX.

Create Potion*
Passive
This skill allows the character to produce potions from the potion production list (page XXX). For each purchase of this skill, the
character gains an additional level of Craft Potion, allowing them to make more complex potions or even multiple potions. To make a
potion, the character must be able to cast the spell they wish to make the potion of and have it in their spell book. For more
information on Craft Skills, see page XXX.

Create Power Fragment*
Passive
This skill allows the character to produce a Power Fragment. For each purchase of this skill, the character gains an additional level
of Create Power Fragment, allowing them to make more complex Power Fragments or even multiple fragments. General Power
Fragments each take one level of Create Power Fragment to create. Aspected Power Fragments require ten levels of Create Power
Fragment (or five levels and a shop) to create. To create an Aspected Power Fragment you must have 15 purchases of <Aspect>
Concentration in the Aspect for which you wish to create the Power Fragment. Power Fragments are utilized in the casting of Ritual
Magic. For more information on Ritual Magic, see page XXX. For more information on Craft Skills, see page XXX.

Create Scroll*
Passive
This skill allows the character to produce scrolls from the scroll production list (page XXX). For each purchase of this skill, the
character gains an additional level of Craft Scroll, allowing them to make more complex scrolls or even multiple scrolls. To make a
scroll, the character must be able to cast the spell they wish to make the scroll of and have it in their spell book. For more
information on Craft Skills, see page XXX.

Dodge
On-The-Fly (10 Concentration Points)
This skill allows the character to avoid any single attack that hit the player at the cost of 10 Concentration Points. This could have
been by any weapon or packet delivered effect except Waylay, a Killing Blow, or any effect with the deliveries Area, Gaze, or Voice.
In Game, the character moved quickly enough for them to have avoided the effect as if it had never landed. If you are immobile or
are under an effect that does not allow you to use per day skills, you may not use this skill.

Elemental Blast <Aspect>
On-The-Fly (Variable Concentration Points)
This skill allows the character to unleash a powerful blast of elemental energy. Doing this costs either 3, 6, 10, or 15 Concentration
points, which allows you to throw five packets with a Shotgun delivery for half, double, five times, or ten times the chosen aspect‟s
base damage, respectively. Your Base damage will be two points of damage, plus one point per level of Specialization <Aspect>,
plus one point per five levels of <Aspect> Concentration in the proper aspect. Essentially, this skill is identical to the skill Elemental
Bolt except that you will be dealing less damage over a wider area. This is illustrated on the chart below. In the case of a fraction,
round down.
                                         Concentration Points            3      6     10     15
                                         Damage Multiplier               ½      2     5      10
                                         Sample Damage (Base 5)          2     10 25         50
You may expend up to as many Concentration Points on an elemental blast as you possess Concentration levels in its aspect.
Elemental spells have the incant:
                                     “From the <aspect>, I call forth <number> Elemental <aspect>”

Elemental Bolt <Aspect>
On-The-Fly (Variable Concentration Points)
This skill allows the character to unleash a powerful bolt of elemental energy. Doing this costs either 1, 3, 6, 10, or 15 Concentration
points, which allows you to throw a single packet for half, double, five times, ten times, or twenty times the chosen aspect‟s base
damage, respectively. Your Base damage will be two points of damage, plus one point per level of Specialization <Aspect>, plus
one point per five levels of <Aspect> Concentration in the proper aspect. This is illustrated on the chart below. In the case of a
fraction, round down.
                                     Concentration Points            1     3      6      10     15
                                     Damage Multiplier              ½      2      5      10     20
                                     Sample Damage (Base 5)          2    10 25 50 100
You may expend up to as many Concentration Points on an elemental blast as you possess Concentration levels in its aspect.
Elemental spells have the incant:
                                   “From the <aspect>, I call forth <number> Elemental <aspect>”

Elemental Shield
Maintained (2 Concentration Points per recipient)
This ability grants the recipient a single Resist Element that they may use once per battle. When using this ability the player must
declare “Resist” loudly and clearly enough that the attacker and nearby onlookers will know that the attack was unsuccessful and
why.

Elemental Storm
On-The-Fly (10 Concentration Points)
This skill will allow the character to call forth an ongoing hail of damage from any aspect in which they possess fifteen levels of
<Aspect> Concentration. The amount of damage that this ability will cause is equal to the caster‟s Base Damage in the used
element. This base is 2, plus one per five levels of <Aspect> Concentration in the corresponding aspect, plus one per purchase of
the skill Specialization in the appropriate aspect. The incant of this ability is the same as any other Aspected damage spell (see
page XXX), except that for as long as their right foot stays planted, they are able to use skills, and they do not use any On-The-Fly
skills they may continue to throw packets for “<number> Physical <aspect>.” Remember that no creatures heal from effects
delivered with a Physical carrier. The caster is subject to the Focus rules detailed on page XXX while using this skill.

Endow
Maintained (1 Concentration Point per recipient)
This effect grants the recipient the ability to deal five additional points of damage for any one swing per battle. If the swing misses or
is blocked, this effect is still used up for the battle. This damage is added to your usual damage after calculating any other increases
in damage due to Concentration Point expenditure or other damage enhancing effects. Endow does not change the carrier or effect
of your weapon in any way.
This effect can instead be used to perform some minor role-playing tasks, such as running with a debilitated creature that you are
carrying for up to ten seconds. It will not allow you to do anything that you would not otherwise be able to do, such as climb faster,
jump farther, or run quicker. Similarly, you may rip yourself or another free from the effect Entangle by using the three count “I rip
(you) free,” if you have an Endow active on you. Doing this will expend the Endow for the battle.

Florentine
Passive
This skill allows the character to wield a second weapon in combat. The additional weapon must be either a small weapon or a short
weapon (up to 32 inches) and the original weapon must be a one handed weapon. Each weapon must be used in a different hand. If
your damage is different, you must remember to call the proper damage for each weapon. This skill is required to use Claws in both
hands.

Fumble Strike
On-The-Fly (3 Concentration Points)
This skill allows the character the ability to cause their victim to Fumble a hand held object once per battle per three Concentration
Points spent on this ability. When used, the character‟s next swing‟s changes to “Acute Fumble <item>” The item may be left
unspecific or it may be specified. If unspecified or vague, the target may choose which item is effected. Once an item has been
Fumbled it may not be picked up by the affected person for ten seconds, per the description of the Fumble effect on page XXX.
For instance, Thorak gets into a battle against a horde of goblins. He realizes that he outnumbered and decides to flee. After
running a short distance, he finds that they are willing to pursue him. Thorak deducts 3 Concentration Points from his pool and
swings his sword for “Acute Fumble Club” at the nearest goblin. He strikes the goblin, who drops his weapon. Thorak kills the
helpless goblin, which just irritates the rest of the horde further. Thorak realizes that he made a poor choice and makes his escape.

Greater Aura <Type>
Maintained (3 Concentration Points per recipient)
This effect allows the recipient to change the effect of their weapon at will to the named type. The caster, who may choose Air, Dark,
Earth, Fire, Light, or Water so long as he possesses the skill <Aspect> Concentration for the chosen aspect, will determine the type
of the Aura. Additionally, the caster may choose to grant the effect Magic.

Healing Arts
Passive
This skill allows the character to determine the state of a character and possibly remedy that state. To do this, the character must
touch the character they wish to examine and role-play a brief examination that must take no less then three seconds. This is not
something that can be done against the other character‟s will or without their knowledge. If the other character is capable of making
decisions and mobile, they may simply state “Resist” to tell the person using Healing Arts that they are being uncooperative.
Upon touching the person they wish to examine, the user must state “Healing Arts.” They may then begin asking questions of the
person. These questions are out of game and represent the knowledge the examiner is gaining. The questions that the user may
ask are limited to the following:
Are you dying?
Are you asleep?
Are you poisoned?
Are you unconscious?
Are you faking injury?
Are you paralyzed?
Are you drained?
Are you waylaid?
Are you regenerating?
How long until you <die, wake, become undrained/unparalyzed/unpoisoned, regenerate, dissipate>?
How many body are you down?
Were your primary injuries caused by <edged weapons, blunt weapons, claws, magic>?
Remember that all of this information is conveyed out of game, and it is the skill Healing Arts that allows the character to use this
information In Game. You should try to ask or answer these questions quietly, and if you happen to overhear this exchange going on
between two people, remember that you do not have this information until you are able to perform your own examination or
someone relays the information In Game.
A creature with this skill may only use it on creatures of a similar type that have a similar metabolism. For player characters, this
means all character races, humanoids with normal metabolisms, and most mammals, birds, and lizards. A creature that has an Alien
Metabolism may us this skill on other creatures of its type, but may not use it on different types of creatures that also have Alien
Metabolisms. You may never use this skill on a creature that has no metabolism.
In addition to determining the source and severity of an injury, Healing Arts allows the user to perform basic life saving techniques.
The user may touch a person who is Dying and state “First Aid”. At that point, the injured person stops their death count. After one
minute of role-playing giving first aid to the person, they will no longer be Dying, and instead be Unconscious. No further aid is
possible at this point with the skill Healing Arts. If the skill is interrupted (either party takes damage, skills are removed, etc.) at any
time while applying first aid is in progress, the first aid fails and the recipient continues his count where they left off. You may only
use the skill Healing Arts on one person at a time.
This skill will also allow the user to determine if a liquid is a potion, poison, or other liquid. Using the skill this way takes three
seconds. If it is a potion, they may spend one minute examining it to determine which specific potion it is. Herbal Lore is required to
identify Poisons.

Herbal Lore
Passive
This skill allows a character to identify a poison on an uninterrupted one-minute count. It is also the prerequisite for the Craft Poison
skill.

Innate Armor*
Passive
This skill allows the character to take advantage of their natural quickness or thick skin to provide protection in combat. Each
purchase of this skill grants five points of armor, which may not be stacked with normal armor. To reset these points, the character
must spend one minute stretching, resting, meditating, or performing a similar action to show that they are regaining their
composure. During this time they may not move more then the few feet they need to perform their action, may not use any other
skills, and must not take any effects, including healing or protectives. This may be done concurrently with Meditating.

Innate Aura <aspect>
Passive
Characters with this skill may choose to use their aspect as an effect through their weapons instead of the weapon‟s normal effect. If
a character is using a natural attack such as claws or issuing a killing blow without a weapon, they do not have the option of
choosing to drop their Aura for “Normal.” They may still use another effect with their natural attack that would normally supercede a
call of “Normal,” such as from a Poison or a spell.

Innate Defense
Persistent
Characters with this skill have very thick skin or are naturally very fast. They may purchase the skill Innate Armor for two points less.
Innate Stealth
Persistent
Characters with this skill pay two fewer skill points for the skill Back Stab.

Inspire Courage
Maintained (1 Concentration Point per recipient)
This ability grants the recipient a single Resist that they may use against any attack with the effect “Fear” once per battle. When
using this ability the player must declare “Resist” loudly and clearly enough that the attacker and nearby onlookers will know that the
attack was unsuccessful and why.

Interpose
On-The-Fly (1 Concentration Point)
This skill allows the character to intercept a physical blow meant for another once per battle per Concentration Point pre-spent on
this ability. This blow could have struck any player within your weapon‟s reach. If your character was fighting another person or your
weapon could not reach the attacker‟s weapon at the time of the blow then you may not use this skill. You must be wielding your
weapon properly at the time when the blow was landed. When using this skill, you must announce “Interpose”, and if necessary,
gesture in such a way as to notify any people affected by the skill that you have taken the blow in their stead. You may only use this
skill with a melee weapon and only against physical attacks made by melee weapons. This skill may not be used versus missile
weapons, spell attacks, or the skill Waylay.

Legerdemain
Passive
This skill allows the character to attempt to arm or disarm a trap, or to pick a lock. You are not guaranteed success in any of these
endeavors, but without this skill, you may not even make an attempt. You may detect and avoid traps without this skill, however you
are unable to even do something as simple as cut a tripwire. To help pick locks or disarm traps, it is useful to have a set of tools,
such as picks and a light, because actual traps and simple locks are used.
Tips and rules for using this skill are detailed Chapter XXXXXX, Search and Seizure, on page XXX.

Lock
Maintained (2 Concentration Points per recipient)
This effect will seal one portal with a magical barrier. This portal could be to an object, room, or building. The affected portal should
be marked with a large L so that anyone who approaches will know that a Lock is in place. The portal of a Lock may not be
interrupted by any immobile object or force, such a tree, Circle, or other magical barrier. For simplicity, gravity is considered a force
that prevents creatures or objects from being leaned against or placed on top of the barrier part of a Lock.
When a portal is Locked, any mobile object or creature on both sides of the portal will be pushed either into or out of the Locked
area at the choice of the effected creature. In the case of an unattended object, the originator of the Lock may choose its location.
Once the Lock is active, anyone who heard the effect occur or takes the time to notice the L upon the portal will be aware that there
is a Lock in place. No creature or object may pass into or out of the Lock, except normal air and natural occurrences such as rain.
Only effects with the deliveries “Voice” or “Gaze” may affect a creature or object across the barrier of a Lock.
The L markings must be completed on the effected portal before the spell will begin functioning, which must be done In Game.
The person Maintaining this effect shall make a list of all people whom they wish to be able to pass through the portal freely. These
people are considered Invested. Others may be allowed to pass through the portal by anyone who is Invested in the Lock. To do so,
an invested character must say, “Lock recognizes you in/out,” which is an entirely in-game statement. A recognized character may
only leave or enter, as designated by the recognition statement, and is no longer recognized three seconds after the statement is
made. Characters may be carried, willingly or unwillingly, through the portal if an invested or recognized character is carrying them.
The person Maintaining a Lock may remove it at will by removing the L from the portal and crossing out the list of invested
members. Additionally, an out-of-game note should be left next to the L if the original Lock is removed and a new one is put up in its
place so that the invested members of the first Lock will know that they may not be able to enter.

Magic Theory
Passive
This skill gives the character the fundamental basics of magic. These basics are needed by most people in order to cast any magic.
This also allows a character to spend one uninterrupted minute examining an object to see if it is magical. If you have this skill, you
will receive a Detection Sheet when you go through Logistics. You will then be able to reference the object‟s Magic Number on the
sheet to determine the strength and primary aspect of any magic in the item. If the item has only an item tag and no Magic Number,
then it is not magical, but this skill must still be used to determine that fact. However, just because an item has a Magic Number on it
does not mean that it is necessarily magical. When using this skill within a Greater Circle you are able to determine the exact rituals
possessed by the item, their use, and their expiration by referencing the object‟s Item Number on an Item Sheet which should be
located Out-Of-Game within the Greater Circle.

Maiming Strike
On-The-Fly (3 Concentration Points)
This skill allows the character the ability to use a special Maiming attack once per battle per 3 Concentration Points spent on this
ability. When used, the character‟s next swing changes to “Acute Maim <Limb>.”The limb may be left unspecific or it may be
specified, but the stun effect will only affect arms and legs, no other „limbs‟. If unspecified, the target may choose which limb is
affected. This effect will impair the ability of the person it affects even if the creature they are playing has no limbs to effect. If used
against an arm, that arm may not be used for any skill for one minute or until cured. If used against a leg, the victim must drop to
one knee and may not walk or run. Not every creature will be able to be effected by this skill, such as creatures that do not have
nervous systems like constructs.
For instance, Thorak gets into a battle against a group of poisonous vipers. He realizes that he will be overpowered and decides to
flee. After running a short distance, he finds that they are willing to pursue him. He spends 3 Concentration Points and swings his
sword for “Acute Maim Right Leg” at the closest viper. Assuming he hits the viper, the NPC playing the viper may no longer use that
leg, and drops to one knee. In game, although the viper had no legs, Thorak dazed the viper badly enough that it could no longer
pursue him, and he makes his escape.

Major Back Attack
Maintained (1 Concentration Point, self only)
While maintaining this effect upon themselves the user may swing for two additional points of damage from behind. For purposes of
all “from behind” skills, the attacker must be located with their body behind the horizontal plane of the victim‟s back and using a
melee weapon. The victim need not be taken by surprise; you must simply attack from behind them. This skill will add one point to
your damage when used against your chosen target and in conjunction with the skill Waylay. This skill may be traded in when
purchasing the skill Backstab.

Major Weapon Attack
Maintained (1 Concentration Point, self only)
While maintaining this effect upon themselves the user may swing for one additional point of damage. This skill may be traded in
when purchasing the skill Weapon Proficiency.

Massive Strike
On-The-Fly (4 Concentration Points)
This skill allows the character to strike with one swing with the carrier “Acute,” as described on page XXX, per 4 Concentration
Points spent on this ability. This skill may be stacked with any other skill that doesn‟t change the carrier of the attack. This skill may
only be used in conjunction with a Blunt Weapon that does not also qualify as a Small Weapon.

Minor Back Attack
Maintained (3 Concentration Points, self only)
While maintaining this effect upon themselves the user may swing for two additional points of damage from behind. For purposes of
all “from behind” skills, the attacker must be located with their body behind the horizontal plane of the victim‟s back and using a
melee weapon. The victim need not be taken by surprise; you must simply attack from behind them. This skill will add one point to
your damage when used against your chosen target and in conjunction with the skill Waylay. This skill may be traded in when
purchasing the skill Major Back Attack or Off-Hand Backstab.

Minor Weapon Attack
Maintained (3 Concentration Points, self only)
While maintaining this effect upon themselves the user may swing for one additional point of damage. This skill may be traded in
when purchasing the skill Major Weapon Attack or Off-Hand Proficiency.

Off-Hand Backstab*
Passive
This skill allows the character to swing for two additional points of damage in their off-hand from behind per purchase. For purposes
of all “from behind” skills, the attacker must be located with their body behind the horizontal plane of the victim‟s back. The victim
need not be taken by surprise; you must simply attack from behind them. This is a passive skill that will function so long as a
character is capable of using skills. Multiple purchases add two extra points of damage each time. You may have up to as many
purchases of this skill as you have purchases of the skill Backstab. This skill will add one point to your damage when used in
conjunction with the skill Waylay.

Off-Hand Proficiency*
Passive
This skill allows the character to swing for one additional point of damage in their off-hand per purchase. This is a passive skill that
will function so long as a character is capable of using skills. Multiple purchases may add an extra point of damage each time. You
may have up to as many purchases of this skill as you have purchases of the skill Weapon Proficiency.

One Handed Blunt
Passive
This skill allows the character to wield any one handed blunt weapon. This includes Saps, Bludgeons, Short Hammers, Long
Hammers, Short Maces, or Long Maces. Only a strike with the enlarged part of the weapon is valid hit. A blunt weapon is ineffective
for thrusting, and may not be used in this fashion.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

One Handed Chain
Passive
This skill allows the character to wield any one handed jointed weapon. This includes Flails, nun-chucks, and other jointed weapons
built to the specifications on page XXX. Jointed weapons may not be used to thrust and only a strike with the head of a jointed
weapon is valid. A jointed weapon whose head swings around a shield or weapon and strikes true is still considered a hit with the
jointed weapon. If the chain portion of the weapon wraps around any part of your body and you are uncertain if the head made
contact, the hit is valid, as only a light tap with a weapon is required. If your weapon becomes tangled or traps someone else‟s
weapon or shield, it is the responsibility of both parties involved to disengage from combat and resolve the situation. You may never
use two jointed weapons together.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

One Handed Edged
Passive
This skill allows the character to wield a one handed edged weapon. This includes daggers, hatchets, short swords, long swords,
short axes, long axes, or spears. You may only thrust with a spear; no other part of the weapon will deal damage. You must never
throw a spear. A simple way to tell a spear from a javelin is that a spear will have a grip area and a javelin will not. Additionally, the
enlarged head of an axe must strike your opponent otherwise the blow is not valid.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

One Handed Master
Passive
This skill allows the character to use any one-handed weapon, including edged, blunt, flails, staves, and small weapons. If you have
any one handed weapon skills when you purchase this skill, you may drop them and apply the skill points towards this skill.

Parry
On-The-Fly (6 Concentration Points)
This skill allows the character to deflect a single Physical or Acute blow for the cost of 6 Concentration Points. This blow could have
struck either you or another player within your weapon‟s reach. If your character was fighting another person or your weapon could
not reach the attacker‟s weapon at the time of the blow then you may not Parry on behalf of another person. You must be wielding
your weapon properly at the time when the blow was landed. When using this skill, you must announce “Parry”, and if necessary,
gesture in such a way as to notify any people affected by the skill that you have nullified the blow. You may only use this skill with a
melee weapon and only against physical attacks made by melee weapons. This skill may not be used versus missile weapons, spell
attacks, or the skill Waylay.

Physical Concentration
Persistent
This skill grants the character one Concentration Point and one point of Body. It is also the pre-requisite for learning new skills. As
noted in the section on Concentration Points on page XXX, you may not spend more then half of your Skill Points in skills that grant
you Concentration Points.

Poison Shield
Maintained (2 Concentration Points per recipient)
This ability grants the recipient a single Resist Poison that they may use once per battle. When using this ability the player must
declare “Resist” loudly and clearly enough that the attacker and nearby onlookers will know that the attack was unsuccessful and
why.

Polearm
Passive
This skill allows the character to wield any two handed weapon built to the specifications of a Polearm as described on page XXX.
This could resemble a halberd, long spear, two-handed axe, etc. Two-handed weapons must be held with both hands to be
effective. If you are holding a two handed weapon with only one hand or one of your hands is occupied or Stunned, any blows that
strike the weapon will affect you as if you were hit on the body. Only a strike with the enlarged part of the weapon is valid hit.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.
Reflect
Maintained (3 Concentration Points per recipient)
This ability grants the recipient the power to reflect a Mystical attack back upon its originator once per battle so long as this effect is
Maintained upon them. The recipient of this ability must announce “Reflect” loudly and clearly enough that the originator of the
attack will know that the spell has been reflected back and why. The original caster is still considered the caster of the spell, such
as for Line of Sight rules. Remember that once you have re-directed an attack once, you may not re-direct that same attack a
second time. The returned effect must be taken or a defense must be used that will not re-direct the attack again.

Resist Compulsion
On-The-Fly (1 Concentration Point)
This skill allows you to call “Resist” to one Compulsion attack per battle. Doing this will use up the skill for the battle, but the
character is unaffected by the attack. Compulsions are mind-controlling effects that would cause your character to do something that
they would not ordinarily do, and are listed in Compulsion Effect Group on page XXX. The character must be able to make
decisions (not unconscious, asleep, or under an effect that that removes their ability to use skills for example) to use this ability. All
resists must be called within three seconds of taking the effect, and must be called loudly and clearly enough for the person who
delivered the effect to hear you, or if you are unable to determine the source, in a normal speaking voice, audible to those within ten
feet of you. You may only use Resist Compulsion once per battle, although you may gain additional resistance from a potion or
ability that grants protection to effects of this type.

Resist Element
On-The-Fly (2 Concentration Points)
This skill allows you to call “Resist” to one attack with “Elemental” in the verbal per battle. Doing this will use up the skill for the
battle, but the character is unaffected by the attack. The character must be able to make decisions (not unconscious, asleep, or
under an effect that that removes their ability to use skills for example) to use this effect. The character must be able to make
decisions (not unconscious, asleep, or under an effect that that removes their ability to use per day skills for example) to use this
ability. All resists must be called within three seconds of taking the effect, and must be called loudly and clearly enough for the
person who delivered the effect to hear you, or if you are unable to determine the source, in a normal speaking voice, audible to
those within ten feet of you. You may only use Resist Element once per battle, although you may gain additional resistance from a
potion or ability that grants protection to effects of this type.

Resist Mystic
On-The-Fly (3 Concentration Points)
This skill allows you to call “Resist” to one attack with “Mystic” in the verbal per battle. Doing this will use up the skill for the battle,
but the character is unaffected by the attack. The character must be able to make decisions (not unconscious, asleep, or under an
effect that that removes their ability to use skills for example) to use this effect. The character must be able to make decisions (not
unconscious, asleep, or under an effect that that removes their ability to use per day skills for example) to use this ability. All resists
must be called within three seconds of taking the effect, and must be called loudly and clearly enough for the person who delivered
the effect to hear you, or if you are unable to determine the source, in a normal speaking voice, audible to those within ten feet of
you. You may only use Resist Mystic once per battle, although you may gain additional resistance from a potion or ability that grants
protection to effects of this type.

Resist Poison
On-The-Fly (2 Concentration Points)
This skill allows you to call “Resist” to one attack with “Poison” in the verbal battle. Doing this will use up the skill for the battle, but
the character is unaffected by the attack. Effects that are caused by Poison but that do not actually have a verbal (such as poison
gas traps or poison in food) may also be resisted. The character must be able to make decisions (not unconscious, asleep, or under
an effect that that removes their ability to use per day skills for example) to use this ability. All resists must be called within three
seconds of taking the effect, and must be called loudly and clearly enough for the person who delivered the effect to hear you, or if
you are unable to determine the source, in a normal speaking voice, audible to those within ten feet of you. You may only use Resist
Poison once per battle, although you may gain additional resistance from a potion or ability that grants protection to effects of this
type.

Riposte
On-The-Fly (10 Concentration Points)
This skill allows the character to reflect a single Physical or Acute blow back upon the offender for a cost of 10 Concentration Points.
This blow could have struck either you or another player within your weapon‟s reach. If your character was fighting another person
or your weapon could not reach the attacker‟s weapon at the time of the blow then you may not Riposte on behalf of another person.
You must be wielding your weapon properly at the time when the blow was landed. When using this skill, you must announce
“Riposte”, and if necessary, gesture in such a way as to notify any people affected by the skill that you have re-routed the attack
back to the attacker. You may only use this skill with a melee weapon and only against physical attacks made by melee weapons.
Remember that once you have re-directed an attack once, you may not re-direct that same attack a second time. The returned
effect must be taken or a defense must be used that will not re-direct the attack again. This skill may not be used versus missile
weapons, spell attacks, or the skill Waylay.

Ritual Magic*
Passive
This skill allows the user to attempt to cast a Ritual Magic spell, generally used in the creation of magic items. Each time this skill is
purchased it will increase the chances of successfully completing a ritual. This skill also determines the number of rituals that can be
attempted per day. You may only attempt one ritual per level of Ritual Magic purchased per day.
Ritual Magic is a universal skill and will work with any school of magic. For example if you possess at least 15 purchases of
Earth Concentration, 15 purchases of Fire Concentration, and one Ritual Magic level then you may cast a level 1 Fire or level 1
Earth ritual. For complete details on casting rituals, see Chapter XXXXXX.

Scenting
Passive
Characters with this skill have a very strong sense of smell. They may use this skill to attempt to detect poisons in or on a substance
by smelling them for no fewer then three seconds. The identity of the poison is not learned, only presence if the player can find a tag
for the poison. If the tag is not found until later, the person with scenting didn‟t discern the smell. If you have scenting, you may
choose to role play it as weak or as strong as you like, however it will grant you no other abilities. This skill will not allow the
character to track, identify, or overcome any skill or ability.

Shield
Passive
This skill allows the character to use a shield. Shields must be constructed per the specifications on page XXX. Shields are
practically indestructible over the course of normal combat, but there are certainly spells and abilities that will destroy one. You may
not bash, push, or hide entirely behind a shield. Full details on the safety restrictions for shields are detailed on page XXX.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

Small Weapon
Passive
This skill allows the character to wield any small weapon. This includes Saps, Bludgeons, Daggers, or Hatchets.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

Smithing*
Passive
This skill allows the character to produce weapons and armor from the Smithing production list (page XXX). For each purchase of
this skill, the character gains an additional level of smithing, allowing them to make more complex armor or weapons, or even
multiple suits or weapons.

Specialization <Aspect>*
Persistent
This skill allows the character to enhance the abilities of some of their spells. Each purchase of this skill increases the base damage
of all spells you may cast of the chosen aspect by one. The base damage for spells is normally two points.
For example, Cannenta has three purchases of Specialization Light and two purchases of Specialization Earth. Her Light damage
spells will have the base of 5 points (2+3=5) and her Earth damage spells will have the base of 4 points (2+2=4).
Your base damage can be further increased by having at least five purchases of <Aspect> Concentration in the appropriate aspect.

Spell Shield
Maintained (2 Concentration Points per recipient)
This ability grants the recipient a single Resist Mystic that they may use once per battle. When using this ability the player must
declare “Resist” loudly and clearly enough that the attacker and nearby onlookers will know that the attack was unsuccessful and
why.

Spell: Allure
On-The-Fly (3 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Allure”. Details on how to cast spells
can be found on page XXX and the Allure effect is described on page XXX.

Spell: Awaken
On-The-Fly (6 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Awaken”. Details on how to cast
spells can be found on page XXX and the Awaken effect is described on page XXX.

Spell: Banish
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Banish”. Details on how to cast spells
can be found on page XXX and the Allure effect is described on page XXX.

Spell: Bind <Arms>
On-The-Fly (6 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Bind <Arms>”. Details on how to cast
spells can be found on page XXX and the Bind <Arms> effect is described on page XXX.

Spell: Bind <Leg>
On-The-Fly (3 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Bind <Leg>”. Details on how to cast
spells can be found on page XXX and the Bind <Leg> effect is described on page XXX.

Spell: Bind <Body>
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Bind <Body>”. Details on how to cast
spells can be found on page XXX and the Bind <Body> effect is described on page XXX.

Spell: Circle
On-The-Fly (15 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Circle”. Details on how to cast spells
can be found on page XXX and the Circle effect is described on page XXX.

Spell: Control <aspect>
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Control <aspect>”. Details on how to
cast spells can be found on page XXX and the Control <aspect> effect is described on page XXX.

Spell: Create Undead
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Create Undead”. Details on how to
cast spells can be found on page XXX and the Create Undead effect is described on page XXX.

Spell: Death
On-The-Fly (15 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Death”. Details on how to cast spells
can be found on page XXX and the Death effect is described on page XXX.

Spell: Destroy <object>
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Destroy <object>”. Details on how to
cast spells can be found on page XXX and the Destroy <object> effect is described on page XXX.

Spell: Destroy Undead
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Destroy Undead”. Details on how to
cast spells can be found on page XXX and the Destroy Undead effect is described on page XXX.

Spell: Destruction
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Destruction”. Details on how to cast
spells can be found on page XXX and the Destruction effect is described on page XXX.

Spell: Dispel
On-The-Fly (15 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Dispel”. Details on how to cast spells
can be found on page XXX and the Dispel effect is described on page XXX.
Spell: Detect <Aspect>
On-The-Fly (1 Concentration Point)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Detect <specific>”. The specific may
be Air, Dark, Earth, Fire, Light, or Water. Details on how to cast spells can be found on page XXX and the Detect effect is described
on page XXX.

Spell: Detect <Creature or Creature Type>
On-The-Fly (1 Concentration Point)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Detect <specific>”. The specific may
be any single Creature or Creature Type, such as Undead, Elemental, Goblinoid, etc. Details on how to cast spells can be found on
page XXX and the Detect effect is described on page XXX.

Spell: Detect Immunity to <Effect or Effect Group>,
On-The-Fly (1 Concentration Point)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Detect Immunity to <specific>”. The
specific may be any single Effect or Effect Group, listed beginning page XXX. Details on how to cast spells can be found on page
XXX and the Detect effect is described on page XXX.

Spell: Dominate
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Dominate”. Details on how to cast
spells can be found on page XXX and the Dominate effect is described on page XXX.

Spell: Drain
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Drain”. Details on how to cast spells
can be found on page XXX and the Drain effect is described on page XXX.

Spell: Fear
On-The-Fly (6 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Fear”. Details on how to cast spells
can be found on page XXX and the Fear effect is described on page XXX.

Spell: Fumble <item>
On-The-Fly (3 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Fumble <item>”. Details on how to
cast spells can be found on page XXX and the Fumble <item> effect is described on page XXX.

Spell: Glow
On-The-Fly (1 Concentration Point)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Glow”. Details on how to cast spells
can be found on page XXX and the Glow effect is described on page XXX.

Spell: Life
On-The-Fly (15 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Life”. Details on how to cast spells
can be found on page XXX and the Life effect is described on page XXX.

Spell: Maim <limb(s)>
On-The-Fly (6 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Maim <limb(s)>”. Details on how to
cast spells can be found on page XXX and the Maim <limb(s)>effect is described on page XXX.

Spell: Mass Fumble <item>
On-The-Fly (6 Concentration Points)
This spell may either be delivered via five packet Shotgun or Touch Cast. Its Damage Chain will be “Mystic Fumble <item>”. Details
on how to cast spells can be found on page XXX and the Fumble <item> effect is described on page XXX.

Spell: Paralysis
On-The-Fly (15 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Paralysis”. Details on how to cast
spells can be found on page XXX and the Paralysis effect is described on page XXX.

Spell: Petrify
On-The-Fly (15 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Petrify”. Details on how to cast spells
can be found on page XXX and the Petrify effect is described on page XXX.

Spell: Purify
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Purify”. Details on how to cast spells
can be found on page XXX and the Purify effect is described on page XXX.

Spell: Release
On-The-Fly (6 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Release”. Details on how to cast
spells can be found on page XXX and the Release effect is described on page XXX.

Spell: Repel
On-The-Fly (3 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Restore <limb(s)>”. Details on how to
cast spells can be found on page XXX and the Restore <limb(s)> effect is described on page XXX.

Spell: Restore <limb(s)>
On-The-Fly (6 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Allure”. Details on how to cast spells
can be found on page XXX and the Allure effect is described on page XXX.

Spell: Sanctuary <aspect>
On-The-Fly (3 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Sanctuary <aspect>”. Details on how
to cast spells can be found on page XXX and the Sanctuary <aspect> effect is described on page XXX.

Spell: Shun
On-The-Fly (3 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Shun”. Details on how to cast spells
can be found on page XXX and the Shun effect is described on page XXX.

Spell: Silence
On-The-Fly (6 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Silence”. Details on how to cast
spells can be found on page XXX and the Silence effect is described on page XXX.

Spell: Sleep
On-The-Fly (10 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Sleep”. Details on how to cast spells
can be found on page XXX and the Sleep effect is described on page XXX.

Spell: Slow
On-The-Fly (1 Concentration Point)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Slow”. Details on how to cast spells
can be found on page XXX and the Slow effect is described on page XXX.

Spell: Stoneskin
On-The-Fly (6 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Stoneskin”. Details on how to cast
spells can be found on page XXX and the Stoneskin effect is described on page XXX.

Spell: Suggestion
On-The-Fly (15 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Suggestion”. Details on how to cast
spells can be found on page XXX and the Suggestion effect is described on page XXX.
Spell: Weakness
On-The-Fly (3 Concentration Points)
This spell may either be delivered via Packet or Touch Cast. Its Damage Chain will be “Mystic Weakness”. Details on how to cast
spells can be found on page XXX and the Weakness effect is described on page XXX.

Staff
Passive
This skill allows the character to wield a staff. Unfortunately for safety reasons, staff use in our game is very different from using a
staff in the real world. In the real world, staff use focuses on breaking bones and dislocating joints. We want to maintain a safe
atmosphere for our players, so staff use is severely restricted. You may not thrust with a staff or attempt to trip other players. You
must grip the staff within the middle three feet of the staff while using it in combat. It is recommended that you wield the staff with
both hands, but it is not required. You may not wield a second weapon while using a staff one handed. A staff is the only weapon
that has two striking surfaces for the purpose of a weapon coating poison.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

Style Master
Passive
This skill allows the character to use a shield or another weapon up to short weapon length. Each weapon must be used in a
different hand. Similarly, no weapon may be held in the same hand as a shield. If you already have any of the skills Shield,
Florentine, or Two Weapons, you may drop those skills and apply the skill points to the purchase of this skill.

Summoner's Boon
Maintained (5 Concentration Points per recipient)
This ability grants the recipient, who must be a summoned creature, an increase in its power. The summoned creature gains 20
body points, 2 additional points of Strength, and 5 additional Concentration Points to use on its natural abilities.

Tattooing*
Passive (Variable Concentration Points)
This skill allows the character to inscribe their spells upon their body, significantly shortening their casting time in battle by
lengthening their preparation time and forgoing versatility. Any spell that the caster could normally use “On-The-Fly” may be
prepared this way by writing Tattoo, the name of the effect, and the number of Concentration Points the effect costs on their Active
Card. They must then draw a mystical rune on their body to represent the Tattoo. This rune must be at least one inch in diameter
per Concentration Point used in the casting and should be applied with a makeup pen, eyeliner pencil, washable marker, or other
removable medium. The Tattoo then automatically deducts it‟s required Concentration Point cost from the caster‟s total and
otherwise acts as a Maintained effect. Every battle, the caster may then cast the proper spell once per Tattoo without the incant,
using only the Damage Chain.
Removing a Tattoo may be done by removing the mark and crossing the ability off of your Active Card. Additionally, it is possible for
someone to Tattoo a spell onto someone else, who may then use it as the caster would. Doing this functions like a Maintained
effect, deducting the Concentration Points from the Tattoo Mage‟s total until the Tattoo is removed by the person who placed it. Like
all Maintained effects, all Tattoos will vanish between games.
Each purchase of this skill allows the user to Tattoo more difficult spells. With one purchase of this skill the Tattoo Mage may scribe
tattoos that use 1 Concentration Point, two purchases for 3 CP spells, three purchases for 6 CP spells, four for 10 CPs, and the fifth
purchase will allow 15 CP spells to be scribed.

Teacher
Passive
This skill allows the character to teach other characters skills that they already possess. After role-playing teaching another
character a skill you must write the name of the skill you taught them, your name, and your character‟s name on the back of their
character card. When you check out at the end of the game, you should return your character card to logistics, who will put the skill
on your card for use when you have enough Skill Points to purchase it. This may not be done during games, nor may you use a skill
until logistics has added it to your card.

Thrown Weapon
Passive
This skill allows a character to use a thrown weapon. Throwing weapons include rocks, javelins, throwing daggers, and other missile
weapons. Thrown weapons must be constructed according to the rules on page XXX. Be careful when throwing weapons at people
who are near to you. At no time should you throw a weapon at someone who is closer to you then the length of the weapon you
wish to throw at them. Thrown weapons may never be used as melee weapons. A simple way to tell a spear from a javelin is that a
spear will have a grip area and a javelin will not.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

Toymaking*
Passive
This skill allows the character to produce toys from the toy production list (page XXX). For each purchase of this skill, the character
gains an additional level of Toymaking, allowing them to make more complex toys or even multiple toys. For details on the types of
toys that a toymaker may craft, see page XXX. For more information on Craft Skills, see page XXX.

True Strike
On-The-Fly (Variable Concentration Points)
This skill allows the character the ability to use a single more damaging attack. The amount of damage this attack deals is
determined by the number of Concentration Points spent when it is used. The Concentration Point to damage ratio is identical to
that of damage spells; 3 CPs for double damage, 6 CPs for 5 times, 10 CPs for 10 times, and 15 CPs for 20 times. You may spend
up to as many Concentration Points as you are granted by purchases of Physical Concentration. All Proficiencies, Back Stabs, and
other skills or abilities count toward this total before it is multiplied. Magical effects, poisons, and other effects are added afterwards.
For instance, Thorak gets into a battle with his silver sword against a Troll. He now has3 Proficiencies. He feels that he might stand
a chance in this fight. Thorak expends 3 Concentration Points and swings his sword once for “10 Silver” (2 base, plus 3 from
Proficiencies, times 2). If he had instead had 3 Back Stabs, his damage would be “16 Silver” (2 base, plus 6 from Back Stabs, times
2) so long as he was behind the troll. Unfortunately for Thorak, his Back Stabs would not count from in front of the Troll, so using
this skill from would only multiply his base weapon damage. Thorak decides that the troll is more powerful then he thought, and
flees.

Two Handed Blunt
Passive
This skill allows the character to wield a two-handed blunt weapon. Like a one-handed blunt weapon, a two handed blunt weapon
cannot be used for thrusting. Only a strike with the enlarged part of the weapon is valid hit. Two-handed weapons must be held with
both hands to be effective. If you are holding a two handed weapon with only one hand or one of your hands is occupied or
Stunned, any blows that strike the weapon will affect you as if you were hit on the body.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

Two Handed Master
Passive
This skill allows the character to use any two-handed melee weapon. If you already have any of the skills Two-handed Edged, Two-
handed Blunt, Polearm, or Staff, you may drop those skills and apply the skill points to the purchase of this skill.

Two-Handed Sword
Passive
This skill allows the character to wield a two-handed sword. Two-handed weapons must be held with both hands to be effective. If
you are holding a two handed weapon with only one hand or one of your hands is occupied or Stunned, any blows that strike the
weapon will affect you as if you were hit on the body. Any other two handed edged weapon falls under the Polearm skill.
All weapons must be safety inspected by a marshal and must conform to proper size requirements prior to being used in our game.
For rules on building weapons, see page XXX.

Two Weapons
Passive
This skill allows the character to wield a second one handed weapon (of up to 44 inches in length) in combat. The original weapon
must also be a one handed weapon. Each weapon must be used in a different hand. If your damage is different, you must
remember to call the proper damage for each weapon. Only one of your weapons may be a Chain weapon. To purchase this skill
you must first have the skill Florentine.

Undying Loyalty
Maintained (1 Concentration Point per recipient)
This ability grants the recipient a steadfast determination, even when under the influence of Compulsion and Greater Compulsion
effects. The recipient must call “No Effect” to commands given while under these effects that would cause them to attack the person
Maintaining this ability upon them. This does not render the recipient immune to any effects, just limits the usefulness of effects that
may be placed upon them. The recipient may still attack the person Maintaining this ability of their own free will.

Warrior Breed
Persistent
Characters with this skill pay two fewer skill points for the skill Proficiency.
Waylay
On-The-Fly (10 Concentration Points)
This skill allows the character to knock another creature out from behind once per battle per 10 Concentration Points spent on this
ability. To use this skill you must lightly tap the recipient on the shoulder blade with the butt end of a weapon or with a rock or
bludgeon. This may only be done with a weapon that can be used in one hand or a crossbow, and the attacker‟s hand must be
within nine inches of the contact point on the victim. This attack does not need to be by surprise, simply from behind. The base
damage for a Waylay attack is one point, however this may be increased by one point per backstab or a back attack used on that
swing or by any Strength the user may have. The carrier for your weapon may be used, but it‟s effect must be “Waylay”.
A waylaid creature will be knocked out for one minute or until they are Awakened by a spell, ability, or potion. During this time they
are completely helpless and may not use any skills. A waylaid creature will have no memory of what occurred while they were
knocked out, nor will they know for sure who knocked them out.
A strike delivered with the effect “Waylay” will bypass all armor and always do body damage. The only protection against this skill is
armor that specifically provides Waylay protection; defensive skills or abilities may not be used. Armor that covers the neck will
provide Waylay protection. If the covering is made of leather, then it protects against waylay swung for one point of damage. Leather
with additions provides two points of protection, chain mail provides three, and plate protects against four. To use the waylay
protection granted by your armor, you must state “Resist” and are unaffected by the swing.
Many creatures are immune to this skill, specifically those who do not have a humanoid or animal metabolism.

Weapon Master
Passive
This skill allows your character the ability to use all melee weapons. It does not include the ability to use any of the skills included in
Style Master. When purchasing this skill, you may drop all other skills that are included within it and apply the Skill Points towards
the cost.

Weapon Proficiency*
Passive
This skill allows the character to swing for one additional point of damage in one hand per purchase. This is a passive skill that will
function so long as a character is capable of using skills. Multiple purchases may add an extra point of damage each time. When
purchasing this skill you may trade in the skill Major Weapon Attack and use the resulting skill points towards the cost.

Special Abilities
There are some abilities that players do not normally have access to. Many of the abilities listed in this section are possessed only
by monsters or other creatures. A few of the following abilities are obtainable through the ritual system. Occasionally it will be
necessary for a creature to have abilities that are not contained within this section. These additional abilities must be announced to
anyone who may come into contact with them, either before game or before a specific encounter, and must be documented
beforehand. It is best that a marshal be present in case any questions arise. The most common special abilities are as follows.

Abnormal Effect
Persistent
Some creatures react differently to some effects. Creatures with this ability may take a different effect or multiple effects from a
particular effect. Details on the specific effect and how this particular creature reacts to it will be found on the creature‟s card.

Absorb
On-The-Fly
Some creatures have the ability to absorb spells or other effects they are struck with and store them for later use. When using this
ability, the creature must call “Absorb” so that the person originating the effect will know that their attack was not only ineffective, but
it was stored within the creature. The number and type of effects a creature may absorb will be listed on their card, however any
effects that are absorbed must be returned with the same carrier as they were taken.

Alien Metabolism
Persistent
Creatures with this ability have metabolisms that are so different from our own that they are not effected by the skill Waylay. Healing
Arts may be used on these creatures only by creatures of their own type if they possess the skill. All other abilities their abnormal
form grants them will be listed on their card.

Body Weapons
Passive
Much like the player ability Claws the creature may have natural weapons that cannot be Fumbled or destroyed. Unlike the player
ability the claws may be of any size and may be used in any combination allowed by the skills on the creature‟s skill card. For safety
reasons, a creature may not use combinations of weapons that would not be valid with player skills with this ability regardless of the
size or type of weapons allowed as body weapons on the card. Claws and body weapons take as long to ready In Game as it takes
the NPC to pull them out and wield them properly. Like player claws, all body weapons must be red. Some creatures will have an
alternate Effect that they must swing with their body weapons. If so, they must use this effect. If a creature is using a weapon, it has
the choice to use the Effect through it. A creature that has multiple Effects may choose which they would like to use for each swing,
but it may only use one at a time.

Corrosive Skin or Blood
Persistent
Creatures with this ability are hard on a character‟s equipment. Any weapon that strikes the creature or any armor the creature
damages becomes completely worthless by the end of the battle as though they were subject to a Destroy effect. Tags for these
items must be surrendered to the NPC who will declare that they have this ability at the end of combat. If an item that would be
subject to this effect is resistant to destroy effects it may resist this ability normally.

Diminished Duration
Persistent
Creatures with this ability are not subject to the full power of some effects. The type of effects this ability applies to and the duration
that the creature will be affected will be listed on the creature‟s card. The player must call “diminished” when using this ability.
“Diminished” does not need to be called for every effect that strikes the creature, just often and obviously enough that the
combatants will know how effective their effects are being.

Engulf
On-The-Fly
Some very large or nebulous creatures have the ability to completely engulf a character that is unable to defend itself. This takes no
fewer then three seconds, must be announced with an appropriate counted action, and will render the affected character Dead
unless they are otherwise immune to the creature or it‟s attacks, such as by the spell Petrify. The creature must be killed in order for
their victim to be removed. So long as the victim is within the creature, they must walk around with the creature Out of Game so that
they are present when the creature is destroyed. If the victim is beyond the help of a Life effect, they must turn over their belongings
to the creature that engulfed them before attempting to resurrect.

Heal From <specific>
Persistent
Creatures with this ability will heal from damage of the specified type or call “No Effect” to the specified type when used in
conjunction with the Physical or Acute carriers.

Immunity to <specific>
Persistent
Creatures with this ability are completely immune to the named effect, group of effects, or any effects with the named carrier. They
will call “no effect” to these types of attacks unless they would otherwise set off another defense.

Innate Concentration
Persistent
Creatures with this ability have concentration points that are not necessarily aspected or physical. These points are often to power a
creatures natural abilities. They work in all ways like the skills <Aspect> Concentration and Physical Concentration.

Mental Abilities
Persistent
Some creatures have mental abilities or collective minds. These abilities may be used to exchange information or perform various
role-playing tasks, such as removing or implanting insanities, fears, or memories. They may not be used to tell if another player is
telling the truth or lying, remember anything a character forgot due to an Amnesia effect, or make a character less enjoyable to play.
Memories, fears, or insanities implanted with this ability can fade away if they become burdensome for the player of the character.
Remember that this is an Out of Game decision made by the player, not something the character is choosing or has any effect over.
In the case of most mental abilities, the participants must remain undisturbed any are effectively asleep to those around them.
Information exchanged should be done discreetly in an out of game fashion. In the case of collective minds, what one creature
experiences all of the creatures in the group are aware of. Information shared this way is sometimes delayed, as a Hold may not be
called to disseminate information.

No Metabolism
Persistent
Creatures without a metabolism are not affected by any effect with the carrier Poison, the effects Death and Life, or the skills
Healing Arts and Waylay.

Persistent Effect
Persistent
Creatures with this ability are constantly afflicted as though a particular effect were already upon them. Only effects without an
Instantaneous duration may be subject to this ability.

Phase
On-The-Fly
Some creatures have the ability to stop existing just enough to allow effects to pass through them. This ability is identical to the skill
Dodge except that they must call “Phase” and it may be used even while held immobile by binding effects or ropes, although doing
so does not free the creature from its restraints. The number of times a creature may do this per battle will be listed on their card.

Reduced Damage
Persistent
Creatures with this ability take less damage from some blows. The type of blows this ability applies to and the maximum amount of
damage the creature will sustain from any single blow will be listed on the creature‟s card. The player must call “reduced” when
using this ability. “Reduced” does not need to be called for every blow that is reduced, just often and obviously enough that the
combatants will know how effective their blows are being.

Regeneration
Persistent
Creatures with this ability are not easily killed. After having been delivered a killing blow or dropped below zero body points the
creature will bleed out and die normally, however they will not continue their five minute death count as usual. The creature will have
a Regenerate count that will begin at this point, at the end of which they will awaken with full body and no On-The-Fly effects active
upon them as though they had died and received a Life effect. The amount of time that this takes will be noted on their card, as well
as the number of times the creature may do this or under what circumstances the creature will no longer regenerate. If a creature
with this ability is able to meet all other conditions that would otherwise activate this ability between battles, they may regain their
body points after completing their regenerate count without needing to be issued a killing blow. Doing this will still count towards the
creatures limit on how many times it may use this ability, if any.

Resist <specific>
On-The-Fly
Some creatures are resistant to effects or carriers that players are not. Creatures with this ability may call “Resist” to one attack with
the named specific in the verbal by expending a specified number of Concentration Points. The creature must be able to make
decisions (not unconscious, asleep, or under an effect that that removes their ability to use skills for example) to use this effect. All
resists must be called within three seconds of taking the effect, and must be called loudly and clearly enough for the person who
delivered the effect to hear you, or if you are unable to determine the source, in a normal speaking voice, audible to those within ten
feet of you.

Rift
On-The-Fly
Creatures with this ability can leave the plane of existence they currently occupy with their possessions upon the completion of a
three-counted action.

Rip Lesser Binding
Persistent
Some creatures are difficult to pin down, whether it‟s due to their composition or their physical prowess. A creature with this ability
will have the binding effects they may escape from listed on their card. Doing this requires a three second counted action, after
which time they are no longer affected by the binding. While ripping from the effect the creature is still considered bound by it and
may not use any defenses or abilities they would not be able to use while bound. A creature with this ability may also rip others out
of any binding that they are able to rip from themselves.

Special Attack
Persistent
Some creatures have special attacks that they may use. These attacks must be with the appropriate Damage Chain designated on
their character card and follow all of the appropriate rules, even though a particular combination may not be available to a normal
Character. These attacks may be Persistent, Passive, On-The-Fly, or Maintained, as the corresponding ability would dictate,
although the prerequisites or Concentration Point costs may be different for that particular creature then for a Character.

Strength
Persistent
Some creatures are far stronger then the average human. This is represented by the ability Strength. There will be a number on a
creature‟s card stating the amount of strength that creature possesses. This number can be added to the creature‟s weapon
damage as though they were Proficiencies in both hands, which stack together when using a two handed weapon. Creatures with
Strength and the skill Thrown Weapon are the only ones able to use Boulders. Strength also can be used to accomplish various
role-playing effects such as bashing in doors or moving large objects. It can never be used to throw things farther, run faster, jump
long distances, or accomplish any other feat that would be difficult to marshal.

Suicide Ability
Persistent
Creatures with this ability can issue themselves a Killing Blow regardless of their state of consciousness or mobility.

Threshold
Persistent
Creatures with this ability will only take damage from more powerful blows. A number will accompany this ability on the creature‟s
card. When hit by weapon blows dealing damage equal to or less then this number the creature will call “no effect.” When struck by
blows dealing more damage then this number they will take it normally and do not need to call anything. “No effect” does not need to
be called for every blow that does not penetrate the creature‟s threshold, just often and obviously enough that the combatants will
know if their blows are being effective.

Vulnerable to <specific>
Persistent
Creatures with this ability will take additional damage from particular effects or damage delivered with a particular carrier or effect.
The amount of damage and the effect or carrier that the creature is vulnerable to will be listed on the creature‟s card.

Finally, some creatures are played by more then one NPC. These creatures may be very large or may have multiple parts. Effects
that strike these creatures will affect each section as though it was an independent creature. Creatures that must maintain contact
between all of its segments may be hindered by using a binding effect on one part, forcing it to pivot about the bound segment.
Sometimes creatures of this type will be destroyed when a central entity is killed or when some other condition is met. Details for
creatures of this type should be documented beforehand and a marshal should be present to prevent any confusion.


Magic
Spell Books
Magic is a complex science in-game. Most people spend lengthy hours in libraries or with their mentors to learn the basics. A rare
few are born innately able to understand magic. However understanding something and being able to do it are two different things,
especially for something so intricate as magic. No one caster can hold all of the possible incantations of magic they know in their
mind for long, and so each day they must study their spell books to refresh their minds.
A spell book is an in game item that the player is expected to provide a physical representation of. Spell books contain the mental
and magical exercises that the caster must perform each day to ready their mind to use their magic. Different types of magic require
different exercises, and more complex magic requires more extensive preparation. Spell books often contain notes about the
caster‟s spells, information on magical effects, and sometimes serve as a journal. Your character‟s spell book is something that they
should study in their downtime and make additions to as they advance in power. Oftentimes, spell books will be of very little use to
other casters, even of the same types of magic, because a spell book contains primarily information that aids the caster who wrote
it. Occasionally spell books will include helpful information or notations that others may find useful. For this reason, most casters do
not carry their books into combat, but leave them in a safe location they can access throughout the day.

Spell Packets
To represent the magical energies that spell casters use in our world, we throw items known as spell packets. They are very similar
to little beanbags, but are constructed so that they won‟t hurt when they hit.
To build a spell packet you will need some fabric, some rubber bands, some birdseed, a 35 mm film canister, and a pair or scissors.
The fabric shouldn‟t be too rough or too stiff. The birdseed shouldn‟t have any large or sharp seeds in it, such as small twigs or
sunflower seeds. Normally, seed marked for „small birds‟ wont have these things, but if you can‟t find this, and easy way to sort out
the large items is by sifting it through a colander.
First, cut a number of squares of fabric. These should be between 6”x6” and 9”x9” depending on how much tail you would like your
spell packets to have. Then place a small amount of birdseed in the center of the fabric. About half of the film canister full is perfect.
Then gather up the corners and give the packet a twist until the seed is packed into a ball at the bottom. Use a rubber band to keep
the seed at the end, and then untwist the tail. Squeeze the ball a little to loosen the seed so that it‟s not packed too tightly. The
completed packet should be able to fit within the film canister. Now give it a couple of test throws. Is it too stiff? Is your fabric to
heavy? Is the tail too long? Does it fly well?
In game, spell packets are visible to anyone who sees them in your hand as an opaque aura. They can tell that you‟ve called up
magical energy around your fingertips. Because spell packets are representing energy, they are not In Game items, do not need
tags, and cannot be stolen or Fumbled. You may not have more spell packets in your hand then you have spells to cast, although if
you have an item that grants you additional spells each day you may carry these in your hand as well.
Casting Spells
To cast a spell, you must be free to use your skills, have a spell packet in a free hand, and recite the incantation of the spell. The
incantation of the spell must be spoken loudly enough that the recipient is able to tell which aspect the spell was cast from, as well
as any damage, carrier, and effect associated with it. If you are casting the spell on yourself, you must still recite the incantation
loudly enough that someone standing near you is able to recognize the spell.
The incantation for every spell will identify the aspect of magic you are casting the spell from, the amount of damage the spell does,
if any, the carrier of the spell, and the effect. You will replace the aspect portion with Fire, Water, Earth, Air, Light, or Dark;
depending on which aspect you choose to cast from. There are two types of spells in each school, Mystic spells and Elemental
spells. Elemental spells deal damage or heal wounds and are harnessed by purchasing the skills Elemental Blast <aspect> and
Elemental Bolt <aspect>, detailed on page XXX.
Mystic spells are those that do no damage and impose a magical effect on their recipient. The name of the spell is identical to the
effect that it produces. Effects that may be cast as spells will have a note above their entry, as well as a Skill Point and
Concentration Point cost listed on the Spell section of the Skill chart on page XXX. Mystic spells have the incant:
                                             “From the <aspect>, I call forth Mystic <effect>”
As soon as you‟ve identified the aspect of magic in your incant, the Concentration Points used for the spell are expended, even if
you do not finish the casting or do not throw the spell. If you recite the incant incorrectly or otherwise botch the casting, the spell will
fail and you must deduct a single Concentration Point from your total. This is sometimes referred to as “Flubbing” a spell. You may
not throw your spell packet until you have finished reciting the entire incant and you must throw it within three seconds of finishing
the incant. Anyone hearing this incant will be aware that the spell was cast and might identify the caster.
Casting a spell will not guarantee that it will hit or effect the creature you are casting it at. The spell packet must strike the creature
or one of its immediate possessions. A spell that strikes a weapon, shield, cloak, armor, or anything else worn or carried by a
creature will affect the creature. If one creature is carrying another, then the struck creature will take the effect unless the creature
that they are carrying is Dead. A dead body is considered to be a possession unless the spell that strikes them changes their status
from Dead, such as Life or Create Undead.

Touch-Casting
You are not required to throw all of your spells to have them be effective. You may instead touch your hand while holding a spell
packet to the recipient and cast the spell that way. Doing this will prevent you from missing with your spell, however the recipient
may choose not to accept the spell by stating “Resist”.
You may not touch cast offensively, as the recipient would always refuse your spells and it causes safety concerns. You may touch
cast in battle on allies so long as it will not cause an unsafe situation for anyone involved. As always, common sense should dictate
this, but a marshal always has the final say. Touch casting otherwise follows all rules for casting spells normally.

Spell Rules
Any spells or abilities you have used on yourself or others have used on you expire at the end of a game, regardless of their
duration. In-game, Maintained effects slowly dissipate over the next short while. No person will begin game with any Maintained
skills active on anyone‟s Active Card.
You may also only have one copy of each spell or effect active on you at any given time. This applies to not only protective spells,
but all spells and effects. If you are affected by another spell or effect that you are already under the effect of, the new effect takes
precedence and the previous copy of the effect ends. This will also reset the duration of a spell or effect to full. For instance, if you
are under the effect of a Command Person spell, and you are hit with another Command Person spell, the previous Command
Person spell is gone, and only the new one effects you, with the most recent caster the only one able to issue you commands.
In Game, all spells and effects have the ability to be identified by anyone who hears the effect chain. Similarly, all defenses are
identifiable to anyone who heard the person call the defense. You are required to call the defense loudly and clearly enough that the
person who hit you with the effect will know why it didn‟t take effect. If you are uncertain who hit you with the effect, you must call the
defense loudly and clearly enough that anyone within ten feet of you in may identify that you used a defense. For a defense to work,
you must call the defense properly, such as “Resist” or “Reflect”.
Spell casters are not immune to their own spells. If a spell is reflected back at you, it acts in all ways as though it had been cast at
you, except the fact that you remain the caster of the spell for determining effects.
All spells in the Binding group and the spells Disintegrate, Prison, Circle, Lock, and Transform are visible if you take the time to ask
the effected player or view the representation. The questions involved in doing this are out of game, but the information can be used
In Game. The time it takes you to do this is the time it takes your character to notice the effect; you may not call a hold to determine
an effect.

Aspects of Magic
In our game world there are six aspects of magic, one for each element. These aspects are Fire, Water, Air, Earth, Light, and Dark.
These are the natural forces in the world. The first four are fairly obvious in their occurrence, however Light and Dark require a bit of
explanation. Light magic is the force of life and healing, birth and growth. Dark magic is the force of death and decay, disease and
destruction. Both are necessary to the world and the balance of nature. When the balance is disrupted, on either side, there are dire
consequences.
For any references to aspects that are opposed, Fire and Water oppose each other, Air and Earth oppose each other, and Light and
Dark oppose each other. Creatures are healed by attacks of their aspect and are harmed by attacks that are of their opposing
aspect. Both of these types will bypass armor. Creatures will take damage from all other aspects normally. Many creatures that are
very strong in a particular element may be healed or harmed doubly by their corresponding aspects.
It has been argued since before there were written texts that Dark magic must be inherently evil. Some believe that Light magic is
the only natural magic. Some believe that Wind magic is just as evil, or that Earth magic is the only compassionate aspect of magic.
There are been debates on all sides for as long as anyone can remember. It is up to you to decide how your character feels about
each aspect of magic. In most of the world, Earth, Air, Fire, and Water magic are accepted as the norm, with Light casters treated
with an extra bit of respect and Dark casters treated with an extra bit of suspicion.


                                               <<<Spell chart>>>
Ritual Magic
Christoph has finally mastered his chosen school of magic, has been taught the basics of Ritual Magic, and is now ready to pursue
this higher art. He goes about the woods gathering small, yet powerful, concentrations of magic known as Power Fragments. He
then travels to the local mages guild and purchases a few Ritual Scrolls and more Power Fragments. Once he feels he‟s gathered
enough he heads back to his home and looks over his newly acquired items. He decides to cast his new Skill Store: Glow Ritual
Scroll so that he can create a bauble that will cast Glow on someone when it is activated. He centers himself in the room and draws
out a circle with his favorite rune chalk and then casts the Circle spell to activate it. Christoph takes off his necklace and sets it
before him with the power fragments sitting about it and the ritual scroll nearby. He then begins to cast the ritual by following the
mystical directions on the ritual scroll and drawing power from the fragments. He begins to form a magical structure within the
necklace that, when unleashed, will allow it to cast Glow once per day. Once one of the fragments is consumed and the magical
structure is complete, Christoph casts a Glow spell from memory into the necklace. It is captured by the structure and stored for later
use. Five minutes after having begun, he is done and now has a magical necklace. He notices that the scroll has remained and only
one of this power fragments was consumed. He smiles, drops his Circle, and dons his necklace once again.


Magic Items
In your adventures it is likely that you will either obtain or come into contact with some magical items. These items are created using
the Ritual Magic system, whether by other players or put into game by plot. These could be as simple as a ring that lights up or as
powerful as an ancient sword of legend. Regardless of the abilities of a magic item, there are several rules pertaining to how you
may use them. First, to use an item that requires a skill to use, such as a sword or suit of armor, you must still possess the proper
skill. Next, you must be sure that the item is not limited in such a way that you may not use it. Many items are created to be only
used by particular races, sexes, or in particular areas. Lastly, any item that duplicates the effect of a skill requires that you have that
skill, or a skill that includes it, on your character card in order to use it.
Magic items must be worn or utilized properly in order to use their effects. Rings must be worn on fingers, necklaces around the
neck, armor worn properly, etcetera. To use the abilities of a weapon, it must be in hand and used properly. Items that do not have
obvious means of use, such as stones, candles, or tapestries, must be in-hand when using their offensive powers and accessible
and on your person when using their defensive powers. If these items are permanently affixed to an item that has an obvious means
of use, then the enchanted item follows the rules of use for the item it is permanently affixed to. Finally, objects may not be
enchanted if they are specifically designed to be inserted into piercings that are not standard ear piercings.

Basics of Rituals
Ritual magic is a higher form of magic than incanted spells. It gathers and traps magical energy into structured forms based on
instructions from Ritual Scrolls. A major difference between spells and ritual magic is the requirement that a Marshal be present for
the casting of any ritual. Often, other people who are also capable of casting rituals will be able to assist in the casting. Additionally,
all ritual magic must be cast inside of a Circle and Power Fragments are used to fuel these rituals.
Similar to spells, all rituals have an aspect. The aspect of a ritual is noted on the ritual scroll. When two or more aspects are
possible, the ritual caster will be required to decide on a specific aspect before beginning the ritual. The aspect of the ritual must be
one that the caster has mastered.
A ritual caster is capable of performing a ritual if he has the skill Ritual Magic, the ability to use any abilities or cast any spells listed
on the scroll, and possesses fifteen concentration points of the appropriate aspect. If a spell or skill must be expended in the casting
of the ritual, this will be listed on the ritual scroll.
Any individual who sees a ritual being performed may ask the question, “What aspect is this ritual?” The ritual marshal should
answer appropriately for the aspect. For instance, “dark flows of energy can be seen swirling within the circle,” is an appropriate
description for a Dark aspect ritual.

The most important rule in Ritual Magic
Your campaign‟s staff reserves the right to completely control the results of all rituals and their effects within their campaign as they
see fit, particularly in cases where a rule has been unintentionally left hazy or underdeveloped or in cases where the ritual in
question may be damaging to the campaign.
Ritual magic is not intended to unbalance, destroy, or otherwise ruin a campaign. Ritual Magic can be quite powerful when applied
in specific circumstances. The golden rule of Ritual Casting is simply to always have the campaign‟s best interest in mind.

Power and Components
All rituals require Power to make them work. Ritual components provide the fuel for Ritual Casting. Ritual Components are classified
into two categories; power fragments and catalysts. Power fragments are further classified into general fragments and aspect
fragments. General fragments provide one point of general power. Aspect fragments provide one point of aspect power or ten points
of general power. Power fragments can be crafted with the Create Power Fragment skill, detailed on page XXX.
Some rituals require Catalysts in addition to Power requirements, which will be noted on the ritual scroll.
Catalysts are special items required by the scroll that increase in rarity as the scroll becomes more powerful. These components are
important because of their nature and cannot be crafted with the Create Power Fragment skill.
A person can pick up a ritual component and immediately feel its power. Ritual components are recognizable by a campaign specific
emblem or initialing. Catalysts will also have a specific catalyst name on their tag. Catalysts must possess two signatures of
appropriate staff members from the chapter in which it was issued. Ritual components will easily be identifiable to you out of game
by the initials or emblem. In game, the initials or emblem represent the clear and distinguishable pulsing power the component
generates. You do not need to have ritual components identified. Power fragments are transferable among all campaigns. Catalysts,
however, are useable in the local campaign only and will not transfer.
In general, Ritual Casting requires somewhere between one and twenty General power fragments and up to four aspected power
fragments to be completed successfully. In certain specific cases a Catalyst may be required, which are distributed with very close
supervision by Campaign Staff.
Some Items may also generate power on their own and are not consumed the same way power fragments are. An item like this will
have an expiration date, if appropriate. An example could be the skull of a greater liche, which may generate one or two general
power per day. It might also generate one dark power per day. These special items are rare.
There may also be locations in game that generate a certain number of general or aspected power per day. These locations are
known as “Nodes” and they typically attract powerful creatures of their aspect. A fire node might attract fire elementals,
salamanders, or fire kin for instance.


Ritual Scrolls
Every attempt at Ritual Casting requires the use of a Ritual Scroll. These scrolls are the directions and limitations in conducting a
specific ritual. The ritual scroll will typically appear in a laminated pouch that can be easily inserted into a notebook of some sort for
player convenience. A ritual scroll may actually be several pieces of paper with a coded top sheet to prevent people without the skill
Ritual Magic from reading it accidentally. Players should not look into the scroll sheets within the laminated pouch unless they
possess the skill Ritual Magic. Most Ritual scrolls do not expire and are not consumed unless otherwise stated on the scroll.
When a ritual scroll is used its identification number will be taken by your ritual marshal to assure that it in fact is valid. Ritual Scrolls
will always be signed by at least two members of a campaign‟s staff; otherwise they will not be usable. Ritual scrolls may be used
within the originating chapter only, the use a ritual scroll outside of its campaign of origin is strictly forbidden. This is to assure that
the campaign can properly validate its own ritual scrolls as genuine and not be burdened with the task of assuring that outside ritual
scrolls are valid.
A ritual scroll contains a significant volume of information on it, providing the ritual caster, and marshals, the necessary specifics to
conduct and complete the ritual. Some specific types of rituals require more logistical work than others and have very specific
guidelines. Certain rituals may require your Plot Staffs approval before casting. A Ritual Scroll will possess 2-6 sheets of paper
(typically 2) so be sure to read every sheet to get the proper information.
A ritual scroll will indicate its; name, aspect, difficulty rating, whether or not it is auto-success capable, type, duration, casting time,
scroll specific instructions, component requirements and what optional effects are available for the ritual.

Name:
Each ritual scroll will have a name that indicates what scroll it is and possibly other specific information. For instance an “Enchant
Item: Longsword” scroll is an Enchant Item scroll that is only usable on a longsword.

Aspect:
The aspects of rituals that a caster may attempt are determined by which aspects of magic he has mastered. To master an aspect
you must possess at least one-fifth level spell slot of that aspect. It is possible for a ritual caster to master multiple aspects. Each
scroll will list the required aspects of the ritual that will include one or more of the following: Fire, Water, Earth, Air, Light and Dark.
All aspect requirements listed on the scroll must be fulfilled by a participating ritual caster who has mastered the appropriate aspect.
No ritual caster is required to have all of the aspects listed on the scroll.
Once rituals have been placed on an item, spirit, or location, it will then possess an aspect that is shared by the majority of the
rituals on it. For instance if an item has three fire rituals and two earth rituals, then the item is fire aspected. If that same item has
three water rituals added to it later, then the Primary ritual caster may choose whether the item is a fire item, or a water item.

Difficulty Rating:
Every ritual possesses a base Difficulty Rating that is synonymous with the level of the ritual. The base Difficulty Rating of all scrolls
is between 1 and 20. The assignment of the Difficulty Rating for each ritual has been determined by the usefulness of the ritual, the
impact it will have on the game, and how much effort is required by staff.

Auto Success:
Auto success indicates that a ritual either can or cannot be completed successfully without chance of failure. To do this requires that
the caster have a number of ritual magic levels equal to the difficulty of the ritual being attempted. Only auto success rituals can be
cast at logistics.

Type:
All rituals possess a type that indicates where or on what the ritual can be cast. Some rituals have an indication that a specific type
of object must be targeted. This indication will be in <brackets> after the listed type. E.g.: Item <boots>.
                 Item Can be cast on items but not on characters. Limitations are specified in <brackets>.
                 Spirit Can be cast upon a person with a spirit and affects their spirit only. The effect will last upon the spirit for
                         the Duration, even through a resurrection.
              Location Can be cast on a specific location, indicating that a ritual is in effect in a predetermined unchanging
                         location. Location of a ritually active area (Such as the location of a Healer‟s Guild Circle) can be adjusted
                         based upon Real Life Logistics with the approval of a Staff member. Clearly changing cabin assignments
                         can also affect the location of such things as Limited Circles as well.
             Universal A combination of Item and Spirit. If used on an object, the item rules will apply. If used on a person, the
                         spirit rules will apply.

Duration:
The duration of the each ritual will be listed on the scroll. Durations include instantaneous, until used, one hour, one year, and
permanent.
             Instantaneous: Ritual generates an effect once successfully cast, and then the ceases.
             Until Used: Ritual remains until it is utilized. In some circumstances a time limit to use the rituals affect may be placed on
              it as well.
             One Hour: Ritual lasts one hour then its effect ceases.
             One Year: Ritual lasts one year from the time and date cast.
             Permanent: Ritual is permanent until it is destroyed; it never ceases unless specific criteria are met. Once the ritual is
              cast it remains active and useable for one year. At the end of that year the ritual becomes dormant and ceases to
              function. A dormant ritual can be recharged by casting a Ritual of Recharge on the ritual and requires the use of as much
              Power as the rituals took to cast. Dormant rituals on items or spirits that have active rituals may not be recharged without
              also recharging the active rituals. If a ritual is not dormant and a Ritual of Recharge is cast upon it then the year timer is
              reset. Once recharged the ritual will begin to function again. The Ritual of Recharge does not require any catalysts that
              were used to create the ritual.
Rituals that have expiration dates permanently cease to function when that date arrives. Expired rituals cease to count toward the
ritual limit on the item and are no longer effectible in any way. For instance, a Damage Aura ritual could not be transferred to a
different weapon once it has expired.

Casting Time:
The casting time on all rituals is 5 minutes or 1 hour, as listed on the scroll. No ritual may have a casting time of over one hour.
Those rituals that do possess an hour casting time are rare and have such a casting time in order to give players enough time to
attempt to stop them.

Scroll specific instructions:
Each scroll possesses specific instructions and results for the ritual. It will explain all the details and how to resolve the ritual in
question. Any indication that the ritual in question requires Plot Approval or Notification is also listed in this section.

Component requirements:
Each scroll indicates how much general power, aspect power, and which specific Catalysts are required on the scroll. One or more
power will be required for each scroll depending on the Difficulty rating of the ritual being attempted, as shown on the chart below.
Rituals that are difficulty one through five require one Power per level. Rituals levels six through ten add two Power per level. Rituals
of levels eleven through fifteen add three Power per level. Level sixteen rituals add four, seventeen adds five, eighteen adds six,
nineteen adds seven and twenty adds eight.
Typically if a ritual requires more than 10 Power then an Aspect Power will be required in place of 10 general Power. For example a
Difficulty 17 ritual would require 39 Power, but since it requires more than 10 Power, then it might require 3 fire Power and 9 general
Power. The type of the Aspected Power will be the same as the aspect of the ritual.

 Level        1      2     3      4     5      6     7      8      9    10     11    12     13    14     15     16    17     18    19      20
    Power      1     2      3     4      5      7     9     11     13    15     18     21    24     27     30    34     39    45     52     60

Optional effects:
These effects are listed on the scroll and are available for the primary caster to modify the ritual being cast. Some examples are:
only useable by humans, only useable during the day, and only useable by females. If a location has a ritual on it and it is delimited
then it only affects characters that can use it. For instance if a Destroy Undead Warder Glyph is only useable by undead and is
placed in a doorway then non-undead creatures will not be trigger it, so nothing will happen to them and no spell defenses will be
lost.

Flaws, Safe failure and Backlashes:
When attempting a ritual it is possible to fail. A simple 10-sided die roll is conducted when a ritual fails to determine what occurs.
Any effects resulting from the failure that are not instantaneous will be detailed on the affected player‟s character card by the ritual
marshal and signed by her.
In the event that the ritual flaws then the Marshal will roll on the flaw chart found in Appendix X. Flaws are not always negative in
nature, it is even possible in some cases to generate a flaw that enhances a ritual‟s effect. Flaws may or may not cause the ritual to
fail.
In the event that a ritual safely fails then it simply does not succeed, no side effect is generated, and a backlash is avoided.
In the event that the ritual backlashes then the marshal will consult his chapter‟s backlash chart or may use the chart in Appendix X
if one is not available. Backlashes are always detrimental and can affect the caster, those inside the circle during the casting, and
even those watching the ritual. While rare, it is possible to die while Ritual Casting if luck is not with you.



Preparing a Ritual
Casting a ritual requires that certain preparations are made by the caster(s) and the appropriate campaign staff members. Follow
these simple steps and your ritual should be handled quickly and easily.

     Preparing materials: Before a ritual can be conducted the caster will need to make sure that certain things are ready and
      immediately available for the ritual. These are listed below.
             A Circle phys rep and a spell or access to a ritually created Circle.
             A copy of this rule book.
             A ten sided die.
             Your ritual scroll(s).
             Any power fragments or alternative power sources needed by the rituals being cast.
             A valid target for the ritual.
             The character cards of all ritual casters participating in the ritual.
If these things are not ready and immediately available when the ritual marshal arrives, then the ritual marshal may be authorized to
confiscate one of the ritual scrolls you intended to use.
     Informing your campaign staff: All rituals require that you contact a Marshal and inform him that you need a ritual (or rituals)
      marshaled. Some rituals require that plot staff be made aware that the ritual is being cast as well as possibly needing NPCs to
      be made available. The sooner campaign staff are made aware of your intent to cast a ritual, the easier it is to make sure the
      ritual is conducted when and where you want.

Conducting the Ritual:
The ritual cannot begin unless the following conditions are met; the ritual caster(s) is within a Circle, ritual caster(s) can see and
read the ritual scroll, the primary caster has at least a 1 in 10 chance of successfully casting the ritual, all of the required Power are
within the circle and are within sight of ritual caster(s), a valid target for the ritual is within the Circle and is within reach of the
primary caster, the ritual caster(s) is able to use skills and cast spells, and the ritual caster(s) has followed all ritual specific
preparations listed on the ritual scroll(s).

Allowable actions during ritual casting:
Caster(s) may cast spells or use skills that are required by the ritual being cast. The target of a spell or skill, for the purposes of
fulfilling the ritual, must be the target of the ritual. Skills that do not target anything require that the character using the skill touch the
target of the ritual while using the skill. Spells and skills used to fulfill a ritual requirement will be absorbed by the ritual and will have
no effect on the target. Caster(s) may only use persistent skills unless the ritual scroll requires other skills to be used, and then they
may only be used to fulfill that requirement. Caster(s) may conduct actions that are required by the ritual. Talking, moving and
otherwise role-playing the casting of the ritual is encouraged.

Disallowed actions during ritual casting:
The primary caster of a ritual must devote all of his attention to the completion of the ritual or it will fail. Some actions, inactions, or
injury on the primary caster‟s part will cause a backlash. Actions taken or affecting a secondary caster only will not cause a
backlash, but will instead remove that caster from helping the ritual and his skill will no longer be taken into consideration for
determining the success of the ritual. When resolving success, flaws, and backlashes, any secondary caster who was removed
during the ritual will still be considered a caster. In essence his skill will not affect the ritual any further, but if a backlash targets all
casters, then it will also target the caster that was removed. Actions that are not allowed and will cause a backlash are listed below.
    Another ritual is being cast in the Circle at the time the ritual caster states “BEGIN RITUAL CASTING”
    The Ritual Caster cannot read the ritual scroll due to poor lighting or other obscuring factors.
    The Ritual Caster becomes unable to cast magic or use Active skills during the casting of the ritual.
    An invalid target is selected at the time the ritual caster states “BEGIN RITUAL CASTING”
    Any character enters or leaves the circle during the casting of the ritual by means other than Spirit Recall or Resurrection.
    The Ritual Caster or Target of the ritual leaves the circle.
    The circle expires or goes down for any reason during the duration of the ritual.
    Ritual Caster is harmed or debilitated by an effect during the casting of the ritual. Attacks that would not normally harm the
     caster do not cause a backlash.
    Any of the requirements of the ritual listed on the ritual scroll are not met by the end of the casting time.
    The Primary Caster does not touch the target within 30 seconds of beginning the ritual.
    The Ritual Caster loses sight of the ritual scroll or the components.
    The ritual scroll or ritual components leave the circle.
    The Ritual Caster casts a spell or uses a disallowed skill that is not specifically required by the ritual.
    The Ritual Caster ceases to actively role-play the casting of the ritual before the rituals casting time ends.

Marshal required actions:
A marshal must make sure that the ritual is being conducted properly and will assist with the logistics of resolving the ritual. If the
resolution of the ritual requires a magic item tag, a temporary tag will be issued by the Marshal that can be exchanged for a
permanent tag at a later time. If resolution of the ritual requires that a character card be edited then the ritual marshal will make
these changes.

Before the ritual starts:
1. The Marshal will ask for the ritual scroll being utilized and components and power sources associated with it.
2. The Marshal will determine the caster of the ritual and any additional casters that are assisting with the ritual.
3. The Marshal will review the caster(s) character card(s) to note how many levels of Ritual Magic they possess.
4. The Marshal will read the ritual scroll thoroughly and ask any relevant questions.
5. The Marshal will consult the scroll specific information. If the scroll has the ability to be cast at a more powerful level, the
     Marshal should ask the player which level the ritual the caster is attempting and what optional effects will be added.
6. The Marshal will determine the Difficulty Rating of the ritual and inform the caster.
7. The Marshal will determine whether each secondary caster is aiding or detracting from the success of the ritual casting by
     quietly and secretly asking each secondary caster so that no other players can hear. It is obvious, to the primary caster at the
     conclusion of the ritual, which secondary casters aided and which secondary casters detracted from the ritual.
8. The Marshal will determine the Chance of Success by the following formula.
              Chance of Success = 10 + Casters Ritual Levels – Ritual Difficulty Rating plus or minus 1 for each Secondary
                                                     Caster assisting the primary caster.
Marshal performs steps one through eight for any other rituals that are being conducted. Marshal informs player(s) that they may
begin ritual by stating “Begin ritual casting.”

During the ritual:
Once the primary caster states, “Begin ritual casting,” the ritual has begun. Ritual casters are highly encouraged to role-play casting
the ritual for the entire casting time of the ritual and may receive role-play rewards for exceptional role-play. During the casting of the
ritual the caster(s) must continue to do something that indicates that they are actively casting a ritual. Many ritual casters chant, or
gesture to indicate that they are actively casting a ritual. Sometimes props are used to enhance the experience. At no time should a
ritual be conducted in an offensive or demeaning manner.
1. Once the Ritual Caster states, “Begin ritual casting,” the Marshal will call a hold.
2. If the ritual is being targeted on a player or person the marshal will ask, “A ritual is being cast upon you, do you accept it?”
       (Note: The player has no choice but to accept an Obliteration.) See the “Unwilling target of a ritual” section below if a player
       answers no.
3. The Marshal must assure that everyone inside the circle is awake Out-of-Game.
4. The Marshal assures that the ritual can properly begin or if an automatic backlash occurs.
5. The Marshal must inform everyone in the circle that “There is magic all around you,” if the ritual successfully begins and no
       automatic backlash occurs.
6. The Marshal calls “Lay On.”
7. Marshal waits the duration of the ritual, watching to assure nothing occurs that would cause an Automatic Backlash.
Unwilling target of a ritual: On rare occasions a character will not want to accept a ritual that is being cast on them. All characters
have the option of refusing a ritual; in this case the ritual does not begin. There are some rituals that cannot be refused and will be
marked as such on the ritual scroll.
Once the Ritual ends:
Once the ritual ends the marshal must determine the results of the ritual and then will administer the logistics of the outcome. At the
end of the casting time the ritual ends and the Marshal will call a hold. The Marshal will then advise the primary caster of any
changes to his chances that may have occurred due to secondary casters secretly detracting from the ritual or secondary casters
being removed from the ritual. The Primary caster will then roll the 10-sided die once to see if the ritual succeeds.
          If the die rolls a number that is less than or Equal to the Chance of Success and is not “0”, the Ritual succeeds. The effects
           for the ritual as instructed by the scroll and the ritual rules come into being.
          If the die rolls a number that is greater than the Chance of Success or is “0” on the 10-sided die, the ritual has failed. The
           Marshal must roll again to determine whether the ritual flaws, safely fails, or backlashes.
                    o If the die rolls a number that is less than or Equal to Chance of Success and not “0”, Ritual flaws and the ritual
                           marshal rolls on the flaw chart in Appendix X.
                    o If the die rolls a number that is Greater than the Chance of Success or is the number “0” on the 10 sided die,
                           the ritual Marshal rolls again to determine if the ritual fails.
                                      If the die rolls a number that is less than or Equal to Chance of Success and not “0”, Ritual fails
                                       and ends without success, flaw, or backlash.
                                      If the die rolls a number that is Greater than Chance of Success or is the number “0” on the 10
                                       sided die, the ritual Marshal rolls on the backlash chart.
The Marshal will then announce either “You have successfully completed the ritual,” or “Things did not go as planned.” The next
thing a marshal will do, after the success or failure of the ritual has been determined, is collect the components that were used in
casting the ritual. Once this is done the Marshal will inform the Primary Caster about the results of the ritual. The marshal will state
whether or not the ritual has succeeded or failed and whether or not the ritual has flawed or backlashed. The marshal will explain
the results of the ritual and apply modifications to character cards, write temporary magic item tags, and inform plot as to the results
of the ritual as necessary. If a temporary magic item tag has been issued a permanent one must be sought at closing logistics or
between events. A temporary tag will not be useable at an event in which it was not issued. Once the effect of the ritual has been
resolved the marshal will call “Lay on”.

Role-playing a ritual:
A ritual casting should be role-played by all casters involved. It should be conducted in an interesting way so that the players
involved have fun, but not so that anyone is offended. If a ritual is deemed to be offensive, the ritual marshal will ask the casters to
change their role-play so that it is no-longer offensive. We encourage ritual casters to use props while they cast their rituals. Some
suggestions are; chalk, candles, paint, cards, beads, mortar and pestle, and various other ritually associated items.

Guidelines for specific ritual types
Summoning and Construct rituals: These kinds of rituals require that a player act as the summoned creature for the duration of its
existence. The player casting the ritual does not need to play the creature created, but he will need to arrange for someone to play
the creature. Plot must always be made aware of the casting of rituals of this type so that they can choose to provide players for the
creatures. Plot must be made aware of the intention to cast this ritual prior to the ritual being cast so that they have time to decide
who will play the created creature. Anyone that plays a creature must be outfitted properly by monster camp prior to the casting of
the ritual in order to play the part. Monster camp will provide the character card for these creatures. Each scroll will indicate how the
created creature should act. Typically, lesser creatures will be under the complete control of the primary caster and greater
creatures will not be controlled at all. Creatures created by player characters may issue killing blows and assure resurrections when
commanded to do so.
Enchanting Rituals: Some rituals require you to enchant specific objects. These items must be approved in order to utilize them.
Items need to be entered into your Campaign‟s database and assigned an item number prior to casting a ritual on it. An enchanted
item must always have a surface large enough to apply a number to it. Once an item is approved and placed within the database it
is ready to receive a ritual. Items that receive rituals have a campaign number scribed on them and then immediately become
property of the Campaign. The item could be stolen or taken from you by NPCs and therefore become available to redistribute as
treasure or a plotline for you to recover. It is recommended that you do not enchant items of sentimental value. Weapons and other
combat oriented things must have their physreps checked for safety prior to casting any rituals upon them.
A specific item or spirit may not contain more than five rituals. Some rituals may count as more then one ritual towards this 5 ritual
maximum. Some rituals may not count against the maximum of 5 rituals. These two rare cases will be listed on the ritual scroll as
well as the item tag. Some special items may be exempt from this rule for plot reasons.
Effect Rituals: Some rituals have effects that are instantaneous or have a short duration. A Contact Other Plane ritual is a prime
example of this. These rituals have an immediate effect that is resolved by the marshal, plot staff, or logistics staff. Some effect
rituals require that a plot person be present so that they can administer the effects of the ritual. For instance the Contact Other Plane
ritual allows the caster to communicate with a character on another plane of existence.
Transformation Rituals: Some rituals can transform or change a targeted character. In such cases that a character is transformed
to another race or creature, the marshal must follow the instructions on the ritual scroll after the ritual is complete and contact
logistics to make the proper changes to the character in the database. Players are expected to provide their own make-up for this
change prior to it occurring. In some cases the Plot Staff may be able to lend you a hand here, especially if plot staff invoked the
change.

Rituals
Following is a list of most of the rituals that exist. Additionally, there may be role-play only rituals that do not effect combat in any
way, such as “Crop Growth” or “Blight of Nightmares” that may have an impact on an area that is completely controlled by the Plot
Team. These rituals may never affect an area outside of the campaign they are cast in and their effects will not transfer into other
campaigns. It should be noted that these role-play only rituals should generally either be something that can be duplicated at a
game or cause an effect to occur between games to avoid any undo suspension of disbelief by those involved. Rituals that are not
listed are typically controlled entirely by plot or were created after the current edition of the rulebook.

Armor Enhancement: This ritual imbues a suit of armor with up to its maximum physrepped amount of protection in additional armor
points. You do not need the skill Armor to take advantage of the additional points granted by this ritual. Example: Devin is tired of
getting killed by pesky adventurers, so he buys a 15-point suit of armor and casts Armor Enhancement on it for another 15 points of
protection. This causes his armor to grant him 30 points of armor.

Animate Construct: This ritual summons an elemental from one of the six planes and binds it into a golem. The golem is then
animate and can follow basic commands as well as being healed by damage of the elemental‟s aspect. Once the golem is reduced
to zero body points, the elemental will return to it‟s home plane and will take the golem body with it as compensation for services
rendered.

Audible Projection: Audible projection is a ritual that causes a portal to emit a pre-recorded (or previously indicated) sound, which
may be physrepped by a recording device or by a marshal.

Binding Circle: This ritual causes all creatures summoned in the circle of power to appear in the Binding Circle. These creatures
cannot leave the Binding Circle or attack anyone outside of it. The caster of the Binding Circle can release the summoned creature
by stating, “You are released.”

Bane <specific>: A Bane functions like a Reflect except that it can only be used as a defense versus something specific and can be
used before a spell defense or resist. It is useable once per battle. Example: Mordo the wizard has a bane versus fire. A fire
elemental throws 40 Elemental fire at him and he calls “bane”.

Banish to Other Plane: This ritual causes the target to be sent to one of the six elemental planes. The target cannot return for one
year or until he/she dies. The target is granted the ability to survive on that plane for five days.

Cloak <specific>: A Cloak functions like a Spell Shield regardless of the carrier, except that it can only be used as a defense versus
something specific and can be used before a spell defense or resist. It is useable once per battle. Example: Mordo the wizard has a
cloak versus fire. A fire elemental throws 40 Elemental fire at him and he calls “cloak”.

Cloak of Darkness: This ritual causes a character to be immune to sunlight and grants the character the ability to resist the effect
Light once per battle.

Conjuration <Artifact>: This ritual brings a named artifact to the caster of the ritual. After five days the Artifact returns to where it
came from.

Contact Other Plane: This ritual allows the caster to speak with a named creature on the target plane. The caster may speak with
the creature for an amount of time designated on the scroll, which is typically 10 minutes per level of ritual magic the caster
possesses. The target creature is not obligated to speak with the caster however, and may require some form of recompense for its
time.

Contingency: This ritual stores a spell to be cast at a later time. Contingency casts a spell, in a pre-designated manner, when certain
conditions are met. The conditions for activating the spell will be determined at the time of the casting. Contingency will act as a
touch cast spell on the target of the ritual. When using this ritual you must declare “Contingency” followed by the Damage Chain as
it was used in the ritual. Example: Mordo fears that his life is in danger, and so he has Jake the healer cast a Contingency: Life on
him so that the life spell will be cast on Mordo if Mordo dies. Mordo‟s player would then say “Contingency mystic life” when the
condition is met.

Create Greater Circle: This ritual creates a Greater Circle. Greater circles are used for ritual casting and are permanent. The caster
and others may be Invested in a Greater Circle, allowing them to pass through the magical barrier and allow others to do the same
by stating “Circle recognizes you in/out”, which is an entirely in game statement. A recognized character may only leave or enter, as
designated by the recognition statement, and is no longer recognized three seconds after the statement is made. Characters may
be carried, willingly or unwillingly, through the circle if an invested or recognized character is carrying them. A Greater Circle does
not drop when all of the originators have left it. They otherwise function similarly to a spell cast circle.

Damage Aura: This ritual grants a weapon the ability to swing for a more devastating attack. This happens in the form of increased
damage. For instance a “+1 Damage Aura” would cause the base damage of a Long Sword to be 3 instead of 2. A damage aura
also grants the weapon the ability to swing for the effect “magic”, but is not required. The weapon still has the ability to swing for its
non-magical effect. This ritual requires the user to have at least one proficiency for each damage point added.

Destroy Magic: This ritual will cause a magically enchanted item, person, or place to have all of its rituals immediately expire even if
they were permanent.

Divest: This ritual removes a target characters investiture for any one invested place, such as Greater Circles, Wards, and Warder
Glyphs.

Elemental Aura: This ritual allows the target weapon to swing for the effect of a designated element. Example: Jake has his sword
enchanted with a fire aura. He can now swing “2 fire” instead of “2 normal”.

Enchant <object>: This ritual enchants a specified item with abilities listed on the scroll. There are many of these rituals with varying
powers. Example: Billy the frost mage decides that he needs a new staff. He gets out his Enchant Chill of the Deep scroll and casts
it on his staff. The staff takes on a frozen look and can now cast a few ice spells as well as being able to swing for Water damage.

Enchanted robes: This ritual imbues a robe or cloak with the ability to act as armor. The size of the cloak often dictates the
maximum amount of protection it can provide.

Gift of the <element>: This ritual causes the target creature‟s aspect to change to that of the specified element. Any transformation
rituals that are not of the designated element are removed from the character. Example: Devin the Liche gets caught picking roses
near town and is dragged into a circle of power by the local adventurers. They cast “Gift of the Light” on him and he is turned into a
light aspected creature (human in his case) and is no longer a liche.

Haven versus <element>: This ritual causes a single building to be protected versus creatures of a single element. Creatures of that
element must immediately leave and may not use any skills or abilities until they are outside of the building. Creatures of that
element may not enter the building by any means. Example: Devin the Liche casts Haven versus Light on his house so that the
adventurers cannot enter and kill him while he is busy making skeletal dachshunds.

Invest: This ritual invests you in the target. Valid targets include, but are not limited to, Greater Circles, Wards, and Warder Glyphs.

Mark: This ritual will cause an emblem or symbol to appear on the target. The mark cannot be greater than 6 inches by 6 inches
square. The emblem is magical and cannot be erased or removed by force.

Mind Shatter: This ritual allows the caster to remove skills from the target character. This ritual is extremely painful to the target
character and has been known to cause mental trauma.

Obfuscate: This ritual causes the designated location or creature to be immune to divination magic that would otherwise allow
another character to locate or see the creature or location through magical means.

Planar Gate: This ritual opens a portal to another plane of existence, and allows characters to pass through freely. The gate allows
anyone who passes through to survive, in either plane, for up to 5 days. Planes with severe hostile environments will not kill a
character that has passed through a Planar Gate.

Proscribe versus <specific>: This ritual creates a large circle that prevents the named races from entering by any means. More
powerful casters may increase the number of races that can be restricted.

Protection Aura: Protection Aura grants a character the ability to resist a Physical carrier once per battle.

Reaver <race>: This ritual imbues a weapon to deal greater damage to creatures of a specific type. When using this weapon you
should double the damage that it deals. You must call the effect “Reaver <race>” when doubling the damage. If you choose you
may use the weapon without using the Reaver effect and doubled damage, instead using the weapon‟s normal effect and damage.

Recharge: This ritual refreshes the charge of a permanent magic item, extending the duration of its rituals by one year.

Render Indestructible: This ritual causes an item to have the ability to resist two destroy effects per battle.
Render Indestructible Improved: This ritual causes an item to be completely indestructible and is immune to Destroy effects.

Resurrection Beacon: This ritual is typically cast by Healers Guild Masters. When a character has died, the spirit may go to a
location where a Resurrection Beacon ritual has been cast. The Resurrection Beacon allows a character to reform his body but is in
the state of (blah).

Ring of <elemental> Command: Wearing a ring imbued by this ritual grants the wearer the ability to command creatures of one
element by voice.

Ring of Harsh Environments: Wearing a ring imbued by this ritual causes the wearer to be able to survive in a harsh environment
that would normally kill them. These rings are often used to survive on the elemental planes.

Ring of Recovery: Wearing a ring imbued by this ritual causes the wearer to be automatically first-aided any time they begin to bleed
out.

Spirit Attunement: This ritual imbues a Resurrection Beacon with the ability to draw the target character to it when that character is
in spirit form. This prevents a spirit from being drawn to other Resurrection Beacons by accident. A spirit is allowed to ignore this
ritual when proceeding to a Resurrection Beacon.

Spirit Denial: This ritual causes a Resurrection Beacon to reject the spirits of the dead. A spirit cannot enter the location and will not
be drawn to it for resurrection, unless the spirit is Attuned to that Beacon.

Spirit Farewell: This ritual allows the caster to summon the spirit of one permanently dead character so that conversation can occur
between that spirit and anyone within audible range. This ritual is typically used to say goodbye to departed friends and family.

Spirit Recall: This ritual allows the target to return to the circle it was cast in once ever. This ritual will only transport the character
and his/her basic clothing, not any tagged items.

Spirit Store: This ritual allows a character‟s spirit and possessions to be stored in an inanimate object until such a time as that
character lets themselves back out. Example: Devin is back to being a liche again and decides to sneak his way into town. He
stores himself in an amulet and has his minion, Brad the Necromancer, carry him into town. Brad is widely renowned as a great
healer and so no one suspects that he carries Devin around his neck. Once they reach the desired location, Devin wills himself out
of the amulet and can act normally. He then kills the Healer‟s Guild Mistress and loots the guild.

Skill Store: This ritual allows the caster to store one skill use into an item. Once the skill is used from the item, the ritual expires.

Skill Store Improved: This ritual allows the caster to store concentration into an item. The concentration can only be used for the skill
named on the scroll.

Summon <element>: This ritual brings an elemental from one of the six elemental planes to the caster of the ritual. An Elemental
summoned in this way is not guaranteed to be friendly and might attack the caster of the ritual. Elementals will often request favors
or services in exchange for tasks requested of them.

Transform to <element>: This ritual causes a creature‟s aspect to amplify in such a way as to cause them to change into a more
potent creature of that aspect. Transform rituals cannot be cast on a character that is not the same aspect as the ritual. IE a light
aspected character cannot undergo a “Transform to Dark” ritual.

Transform to <elemental kin>: This ritual will cause a character to become an Elemental Kin of a specific aspect.

Unmark: This ritual removes an emblem or symbol created by the Mark ritual.

Vengeance: This ritual will cause a character to emit a gaze attack, when he/she is killed, at the creature that killed them. Bleeding
to death will not trigger this ritual. This effect will always be called with a number. The number called is the amount of unavoidable
damage that the target character takes. Example: Mordo has a vengeance ritual on him and he is given a killing blow by Rod the
rogue. Mordo‟s player calls out “Gaze: 200 Innate Vengeance”. Rod takes 200 points of damage no matter what defenses he has.

Ward: Ward grants a building some protection against intrusion. When cast the ward will seal the building so that only air can pass
through normally. A building that has been warded may not be entered and exited normally. A ward is represented by a “W” on the
outside of all portals and restricts passage through all portals to a list of characters that are invested in the ward. Any character not
invested in the ward may be allowed access by an invested character. To do so, an invested character must say, “Ward recognizes
you in/out,” which is an entirely in-game statement. A recognized character may only leave or enter, as designated by the
recognition statement, and is no longer recognized three seconds after the statement is made. Characters may be carried, willingly
or unwillingly, through a portal if an invested or recognized character is carrying them.

Warder Glyph: Warder Glyphs are represented by a large “G” placed over or upon a portal. A warder glyph functions much like a
Ward, in that characters must either be invested or recognized in order to pass through freely. Characters who are not invested or
recognized, but pass through anyway, will be affected by the Warder Glyph in one of two ways. Either a spell will be cast upon the
character or a Vengeance attack affects the character. Spells function the same as when they are cast and may be defended
against normally. Any specifics necessary for a spell will be listed on the marshal notes for the portal. Vengeance Warder Glyphs will
inflict a predetermined amount of damage as an Innate attack with a Gaze delivery. The amount of damage inflicted will be listed on
the marshal notes for the portal.

Warp Magic: This ritual breaks down the complex form of Maintained effects, twisting and bending them out of shape. This
effectively ends the Maintained effect on the recipient, however the person who placed the effect will not immediately regain their
expended Concentration Points. The mystical energies that are powered by the Concentration Points remain in place, but without a
functional form. The marshal presiding over the ritual will circle any Maintained effects on the recipients Active Card or Marshal
Notes and note “Warped” next to them, in addition to removing any marks, such as an “L” for a Lock. At any time after this point, the
person Maintaining the effects could then remove them as normal, regaining access to those Concentration Points. This ritual does
not prevent anyone from replacing the Maintained effects back upon the recipient.

Production skills
Craft Skills
If you want to create tagged items, such as potions, weapons, or poison, your character must learn the appropriate craft skill. For
every time you purchase the craft skill, your character gains a level in crafting that type of item. At every logistics you will have the
ability to use your craft levels to create an item or items, based on the number of levels you have and the difficulty in creating the
items. Your character is assumed to have the raw materials needed to create the first batch of items in this fashion. The base
material costs are assumed to be absorbed by keeping your supplies stocked and by your character selling their wares in the
downtime between games.
If you choose, you may craft a second batch of goods. If you do this, you may use your levels a second time to create more items,
but at a cost of ten coppers per level you use a second time. You may continue to make more and more batches, however each
time that you re-use your craft levels, the cost per level for that batch increases by ten coppers.
In addition, your character may purchase a Workshop for each type of Craft skill that you have for ten silvers. A workshop will
double the character‟s craft levels for the purpose of creating items. This means that they are capable of producing twice as many
goods or even goods more complex then they would otherwise be able to craft with their levels of their craft skill. It does not give
them the ability to make items that they do not meet the prerequisites for. (Such as scrolls or potions of spells they cannot cast.) For
items that require that you are able to make in order to use, you may only count the appropriate craft levels your character
possesses, not the extra that your shop grants you.

For example, Needledorf the Toymaker has six levels of Toymaking. He may make six level 1 toys, three level 2 toys, a single level
6 toy, or any other similar combination. If he purchases a shop, he may then make twelve levels of toys. This could be two level 6
toys or even a level 12 toy. Unfortunately for Needledorf, unless the toy is a Trap, he cannot use it if it took a higher level of crafting
to create then he actually had craft levels. He chooses to do so, and because he cannot use it, he sells it to someone who can.

A Workshop is an In Game item, but it cannot be moved, stolen, or destroyed by any character. It is possible that Plot may affect
your workshop like any other In Game item, although this does not occur often. There are six types of Workshops, one per each
crafting skill. You may only produce items in your shop that your shop is designed for. Only the player who purchased the Workshop
may utilize it.

Below is a list of all of the crafting skills with the items that it allows you to make and their costs. Items that are marked with a +
symbol designate that the item may be crafted at multiple levels, with the listed level as the minimum. Poisons are listed with their
available types on the chart.


                                       <<<Production chart>>>
Potions, Scrolls, and Poisons
The carrier and effect of a potion, scroll, or poison will be listed on the item tag. The delivery method does not change the effect, all
effects will function the same no matter the source. All potions, scrolls, and poisons must accompany a valid representation of their
type or else the item is not valid and may not be used.
Potions must be contained in something that is capable of holding one-quarter ounce of liquid. It does not have to contain any liquid.
The item tag does not necessarily have to be within the container, but it must be attached in some other way if not. Potions will all
act as though the effect has been touch cast. All potions will have the carrier “Mystic.” It is possible for someone to use a ritual
defense or resist to negate the effect. The effects that may be made into Potions are listed on page XXX.
Potions are considered to supply their own Concentration Points; you do not need to have any skills or abilities to use a potion.
To use a potion, you must bring the container to your mouth in a drinking motion. You may also feed potions to others who do not
resist or are unable to resist. Drinking or feeding a potion may take no fewer then three seconds and at least one of your hands
must be free to do either of these. For safety reasons, you may not carry a potion in your mouth, neck, or collar so that you may bite
into it and gain the effect. The effect of a potion will affect the drinker and will not give the drinker the ability to use the effect upon
another.
Scrolls must be represented by a piece of paper that is no fewer then 16 square inches. The tag must be incorporated into or
attached to this piece of paper. All scrolls will have their aspect, damage (if any), carrier, and effect written on them, none of which
may change. Your levels of Specialization or <Aspect> Concentration do not alter the effect on a scroll. To use a scroll, you must
have the equivalent spell on your character card. Scrolls are otherwise identical to spells in that they may be thrown or touch cast.
The effects that may be made into Scrolls are listed on page XXX.
To use a scroll, you must have enough light to read it by, touch a spell packet to it, recite the full incant and damage chain as though
it was cast from memory, then throw or touch cast the effect. Scrolls are considered to supply their own Concentration Points.
Poisons must be contained in something that is capable of holding one-quarter ounce of liquid. It does not have to contain any
liquid. The item tag does not necessarily have to be within the container, but it must be attached in some other way if not. Poisons
must always use the carrier “Poison.”
To use a Poison, you must have enough levels of Craft Poison that you could create the poison without the aid of a workshop. There
are up to four ways that each type of poison may be used: as a Contact Gel, a Weapon Coating, an Elixir, or in a Trap. Not all
poisons will be useable in all of these ways. Details on which poisons may be used in which ways are found on the creation chart on
page XXX.
As an Elixir, the poison may be mixed into food or drink. Doing this takes at least three seconds and is represented by either
attaching the poison tag to the vessel of the food, putting a token or protected tag into the food, or having the mixing witnessed by a
marshal. Several poisons may be mixed into the same food or drink, but they will all affect the next person who eats or drinks from
the tainted items. If the food is split multiple ways, the portion with the tag or token will be the part that contains the poison. Elixirs
are considered to be touch cast and may be stopped by a ritual defense or resist. One defense will stop all the effects of all elixirs
present in one substance. Anyone may eat the food or drink, or even drink the elixir raw, but you must have the proper level of skill
to apply the poison to these things.
As a Weapon Coating, the poison is applied to the blade or head of a weapon. To do this the tag for the poison must be attached to
the weapon, which may take no fewer then three seconds. The next swing with that weapon will have the effect of the poison and
must be called with the carrier “Poison.” A staff is considered to have two surfaces, applying poison will only coat one end, and the
next swing with the effected end must use the poison. Swinging with the other end will not use up the poison. Anyone (with the
proper weapon skill) may swing a poisoned weapon, but you must have the proper level of skill to apply the poison.
As a Contact Gel, the poison is applied onto a surface. The next person, or possibly object, that touches the gel will take the effect.
This is done in one of two ways. The tag for the poison may be attached to the surface to be poisoned, or the surface may be
smeared with petroleum jelly and the tag placed in an inconspicuous place. The first method is more obvious, but generally easier.
The second method is less obvious but requires more preparation. Neither method may take less then three seconds. If applying the
contact poison using the petroleum jelly method, you will not take the effect if you get a little on your fingers. It is assumed that by
requiring the proper levels of Create Poison that it takes some skill to „activate‟ the poison and that you know better then to poison
yourself. This does not make you immune to contact poisons! After the tag is attached to the poisoned item, the poison is active and
will affect the next person or object to touch it. Multiple contact gels over the same area will all be blocked by the same defense. A
contact poison will continue to effect creatures or objects that touch it until a Solvent is used to remove them unless otherwise noted
in the description of the effect. A creature wearing gloves will not take the effect. If applicable, the glove may take the effect, such as
in the case of Stickiness. Contact Gels may not be reused or transferred onto another object.
To load a poison into a Room Buster Trap you need the skill Legerdemain and do not actually have to have any levels of Craft
Poison. If you would like to place a poison on a Weapon Trap or a contact poison on any other type of trap you must have the
appropriate levels of Craft Poison to do so. Details on traps are found in the Toys section, below. (Page XXX.)

Smithing
For every level of Smithing you possess, you could make a suit of armor worth up to five points. The maximum value for armor that
you produce is limited by the physical representation of the armor that the tag will be attached to, up to forty points. For details on
armor allowed by specific types, see the Armor section on page XXX.
To create a weapon uses as many of the smith‟s levels as the particular weapon requires, as found on the Smithing production list
on page XXX. A smith may also silver a weapon. To do this uses two of the smith‟s craft levels and costs one silver piece per level it
would take to create the item to be silvered. Doing this changes the weapon‟s carrier from Normal to Silver. The weapon will no
longer be able to swing for Normal. A new item tag will be issued for any item that becomes silvered.
A smith also has the ability to expend much more effort and materials when crafting an item to make it exceptionally strong. This
must be done when the item is created, increases the number of levels needed to craft the item by ten. This item is considered
“Strengthened”, and will gain the ability to Resist one effect each battle that would otherwise destroy the item, such as Destroy
effects. To use this ability you must call “Resist” to the effect loudly and clearly enough that the originator of the effect will know that
their attack was unsuccessful, and why.
A skilled smith may fortify a suit of plate mail armor. After working on a suit of plate armor, he may imbue it with the ability to Resist
Physical once ever. (See page XXX, Resist <specific>.) After this ability is used, the owner of the suit may return it to the smith, who
may Fortify it again at next logistics. A suit may only have one Fortification at a time. To Fortify a suit of plate mail uses up two craft
levels for the day.
Finally, a Smith may be called upon to create Golem bodies to be used in various types of Ritual magic. Doing this requires that the
smith possess at least ten levels of Smithing. At least ten production levels must be used in the creation of even the simplest of
Golem bodies. For every production level expended the finished product will possess five body points. To animate the Golem
requires the proper Ritual Magic. The types of Golems a Smith may create are Iron, Wood, Stone, and all types of Gargoyles.

“Toys”
Clockwork contraptions, cunning contrivances, clever concoctions, these are the domain of the Toymaker. Certainly a toymaker
could spend their days making dolls and toy soldiers, but for a few the fixation goes much deeper. In this game, a Toymaker is
someone who has spent time learning the ways of science and mechanics. These are still very primitive by today‟s standards, but in
a medieval fantasy world, just as powerful.
There are a number of things that a Toymaker can construct. The first are traps, often left for defense or as a surprise for an
unwanted pursuant. Second are locks, the simplest form of protection. Next are crossbows, the mechanical firepower of the day.
Lastly are globes of caustic liquids to wreak havoc upon the toymakers enemies. Additionally, there may be the rare need for a
siege weapon, and it is the Toymaker that will be called. For details on crafting skills see page XXX and for the description of the
skill Toymaking see page XXX. Below are all the details you need for your Toymaking endeavors.

Traps
The most diverse group of devices at a Toymaker‟s disposal is their traps. All traps must be approved by a Marshal before they are
used. Once a trap is set it may not be moved much. Traps may not be thrown or attached to a body. A trap may be used inside of a
wagon, ship, or other mobile room so long as relative to their surroundings they are not moving. A box, chest, or any other container
not designed to carry people may not be moved without setting off any traps contained within. All traps may be armed or disarmed
by anyone with the skill Legerdemain.

Weapon Traps
Weapon traps are basically weapons that are rigged In Game to make a single attack on their own. Out of Game, the trap itself may
be designed with a standard trigger with a weapon attached to it. It does not actually have to move. The length of the weapon will
determine the maximum distance that the person setting off the trap may be from the trigger. If the weapon can be brought into
contact with the person who set off the trigger, they will be affected. A Weapon trap will deal three points of damage per Toymaking
level expended in it‟s creation. Weapon traps must be mounted on a large, heavy, or sturdy object, such as a crate, door, or wall.
Once the trap is set, it may not be moved until it is disarmed.
A Weapon Coating may be applied to the weapon used in the trap, following all the usual rules for applying a coating to a weapon
and treating setting off the trap as the next swing of the weapon. If the trap is actually constructed so that it swings forward or hurls a
projectile, the person who is struck by the trap takes the effect. Otherwise, the person who set off the trap shall take the effect. This
is the only trap that has an Acute carrier, so it may be Parried, Reposted, Dodged, or Resisted (per the weapon type). If Riposted,
no damage is done to the trap.

Entangle Traps
Entangle traps represent a trap that binds a person within a net, ropes, or other item. The effect is in all ways identical to the effect
Entangle, found on page XXX. This trap will only affect the person who set off the trigger and has the Damage Chain “Innate
Entangle”. Included as part of the trap must be either a net or cloth of no smaller then 1800 square inches (a 4 foot diameter circle)
or a rope at least ¼ inch thick which is no shorter then 25 feet to physrep the entangling part of the trap.
The only effects which will protect someone from an Entangle Trap are Slipperiness, ritual effects, or abilities that make a creature
resistant or immune to the effect group Binding. An Entangle Trap requires five levels of Toymaking to create.

Massive Mechanical Traps
Massive mechanical traps are the biggest and nastiest off them all. They can take many forms, such as a collapsing ceiling, a
shrinking room, or a giant blade. Once set, they are irrevocably built into their structure and may never be moved. Anyone struck by
any part of a massive mechanical trap will take the full damage. These traps require the use of one level of Toymaking per five
points of damage with a minimum damage of 20 and a maximum damage of 100. A Massive Mechanical Trap‟s damage has the
carrier “Innate” and may only be avoided by a ritual effect.
A Massive Mechanical Trap has a minimum size of 3” by 3” by 3” that is usually represented by large, soft items. Once a Massive
Mechanical Trap has been set off, it is destroyed, and may not be reset.
Room Buster Traps
A Room Buster trap turns a Poison, Acid Globe, or Explosive Globe into a fine mist that is used to fill a room with harmful gas.
These traps may not be used outdoors or else the gas will dissipate too quickly and be ineffective. Similarly, the size of room that
may be filled with gas is limited. To fill the room with enough gas requires that the trap be armed with one dose of the effect per 800
cubic feet of space, which is a ten by ten area in a room with a standard eight foot ceiling. If a room has a ceiling higher then 8 feet,
the room is considered to stop at that level. For no reason will the same Room Buster Trap affect multiple levels of a single building.
Every Room Buster Trap must have a something attached to it to represent the container used to store its contents. For each globe
or dose of poison, the size of the container attached to the trap must be at least 32 cubic inches.
Parts of rooms may not be used; either all or none of the room will be affected. A secured tapestry, screen, magical barrier, or
something similar is sufficient to section off an area so that it will not be effected or will contain the effect, so long as the barrier goes
from floor to ceiling and the area is entirely enclosed. Narrow openings such as an open door or window will still contain the gas
long enough for it to be effective.
To create this kind of trap requires expending one level of Toymaking per level of Toymaking or Craft Poison it would take to create
all globes or poisons to be contained within the trap. All contained globes and poisons must be identical within the trap. In the case
of Acid globes, the damage inflicted is the same as a single globe, not the combination of all globes within it.
For example, Needledorf wishes to trap a room that is 10‟ by 18‟ with a Sleep Trap. Assuming the room has a standard ceiling, he
will need two doses of Sleep Trap Poison to fill the area. To contain them he will need a trap capable of holding both. He finds that
one Sleep Poison would cost five levels of Craft Poison to produce, so his trap must cost at least twice that to contain both Sleep
Poisons. He expends ten of his Toymaking levels at logistics and receives a Level 10 Room Trap tag. He attaches this to a trap he
had prepared with a container measuring no less then 64 cubic inches. He must now purchase the Sleep Poison he needs from
someone In Game.
To load a globe or poison into a trap you only need the skill Legerdemain. The poison or globe tags should be kept with the trap tag
for the item once they are loaded together. Once a poison or globe is loaded into a trap it may not be removed, it is primed in the
trap mechanism and will not leave until the trap is set off. Once the contents of the container have been expelled, by setting off the
trap, it may be reloaded with a new effect. A trap that was used with an Explosive Globe will be destroyed and may not be reloaded.
The contained effect and proper carrier will affect anyone inside this area when the trap goes off. A poison trap will have a “Poison”
carrier and an Acid or Explosive trap will have an “Innate” carrier. Effects of a trap will affect each person individually. Every item an
affected person possesses will take the effect individually except as noted in the Destroy effect on page XXX.
Skills, abilities, or defenses that would normally stop an effect with a “Poison” carrier may defend against a Poison Trap normally;
otherwise the only defense that may be used against a Room Buster Trap is one that would counter the Effect. If two or more traps
have the same trigger, then they are all set off at once and one defense will block them all so long as the defense would normally
block the trap‟s carrier or effect.

Setting the Trap
Arming a trap takes at least sixty seconds once the trap has come to rest. If it takes you less then sixty seconds to set the trap out-
of-game, you must still keep both hands on the trap and role-play arming the trap for the remainder of the sixty seconds. During
those sixty seconds the setting of the trap will be interrupted if either hand is removed from the trap or you are hit by a physical blow
or packet attack. This applies even if the physical blow or packet attack would not have caused damage or would have had no
effect. If interrupted, the setter must begin their sixty-second count again.
After the trap has been armed, it may not be moved more then a foot from its original position will set it off. Carefully picking up a
trapped box a few inches to see underneath it, moving a few inches to the side, or tilting a trap will not automatically set it off, but
picking up off of the ground and walking off with it or shaking it will. A trap that is destroyed by any effect is simply destroyed and not
detonated.

Triggers: All traps must have a trigger to allow those in the area that a trap has been set off. This trigger could produce a light or a
sound so long as it is detectable by an impartial observer. This trigger must have a way to be disarmed and you will most likely be
required to do so to get your trap design approved by a marshal. It may require time, special tools, or special knowledge, but as long
as it can be disarmed, it will likely be allowed. A trigger can be something as simple as a mousetrap with a thread going across the
hallway that, when tripped, sets of the mouse trap.
A simple, yet very effective trigger can be made from a clothespin, a few pieces of wire, a buzzer, a 9-volt battery, and a couple
metal tacks. It‟s also very useful to have some electrical tape on hand. First, pull the clothespin apart and strip the last half-inch or
so of two of the wires. Wrap the bare portions around the sharp ends of two tacks, and then push the tacks into the opposing sides
of the clothespin pieces so that when it‟s reassembled, they‟ll be pushed together by the spring. After securing them in place, run
one wire to the buzzer, and one wire to the battery. Finally, run a third wire between the buzzer and the battery. You‟ll want to make
this wire detachable or use a battery clip to secure the wires to the battery so that you will be able to disarm it without damaging the
trap. Finally, reassemble the clothespin. The spring should push the clothespin shut and push the tacks together, causing the circuit
to be complete and the buzzer to sound. Now you can place something, like a card or bit of cloth that when removed, such as by
being pulled or attached to a tripwire, will set of the trap.

Locks
Locks are one of the many mechanical devices that a Toymaker can create. Creating a lock uses five crafting levels for the day.
Locks are represented by actual simple locks. To be valid, a lock must first be approved by a Marshal. It should be fairly easily
unlocked without the key, as we would prefer that the skill Legerdemain do most of the work for the player, as their character should
be quite able to pick difficult locks. Generally, if you can demonstrate that you can pick a lock, the lock will be approved. A warded
lock or a combination lock will never be allowed, although it is possible that a combination lock may be found on a module.
The lock should be hung by a key ring to the place intending to be locked. This way a marshal will be able to open or enter in case
the lock is circumvented in some way. If you choose, you may note on the tag that the lock is imbedded into the door or container. If
the lock is imbedded, it confers its indestructible and magic resistant properties to the container or door and may never be removed.
In Game, locks are created using a special Shard Alloy that is potentially very hazardous to work with. This alloy is completely
immune to all magic and indestructible once it has taken a form. All magic, including rituals, will melt off of this alloy, and this alloy
may not be placed on an item that is in any way magical, or the alloy will reject it. This alloy is made with a small amount of Shard
material that when in any large quantity, vanishes into the Shard Realm. This prevents items made of this alloy from being used as
Weapons, Armor, or any other items except Locks and Jewelry.

Crossbows
Crossbows are fired like regular bows in that the wielder must have two hands free to fire them, touch an arrow packet to the
crossbow, pull it back to their shoulder, and throw the packet after announcing the damage. A crossbow must be constructed to the
weapon specifications on page XXX. Crossbows fire Bolts, which are crafted with the skill Smithing on page XXX. A crossbow is no
good for blocking blows; they would disrupt the mechanics contained within. Similarly, you may not strike someone with a crossbow
except with the butt end when performing a Waylay.
For every five levels of Toymaking expended in the construction of a crossbow, the crossbow‟s base damage will increase by one
point, starting at zero. As crossbows become more powerful, the mechanics that drive them become more complex. Therefore, to
use a crossbow requires the wielder to have as many levels of Toymaking it would require to build the crossbow themselves without
the aid of a workshop.
All of the Toymaker‟s fighting skills, except “from behind” skills such as Backstab, may alter the amount or type of damage they will
deal with their crossbow. A crossbow is a ranged weapon and therefore may not be used for the skills Parry, Riposte, or Interpose.

Globes
A toymaker has a basic knowledge of chemistry and can use it to devastating effect. By containing a cocktail of volatile chemicals
inside a specially designed container, a Toymaker is able to throw caustic, corrosive, and explosive mixtures into combat. The
Toymaker is able to use any globe that they are able to make unaided by a workshop. These globes are represented by using green
spell packets. Anyone who takes the time to notice that you are holding green spell packets might know that you are holding or
preparing these dangerous globes. Green spell packets may not be used for any other effect.
Regardless of whether a globe hits its target, it is expended and may not be re-used. Any spell packets used are of course
salvageable. Below are details on the concoctions that Toymakers may brew.

Acid Globes
This type of globe contains a caustic substance that will damage objects or creatures it hits. This substance is potent initially, but will
primarily cause surface damage. For every craft level expended to make an Acid Globe it will deal three points of damage. Acid
Globes must be thrown or touch cast like spells. They must be called with “Acid” as their effect. They have a “Physical” carrier, but it
does not need be called as all attacks without carriers are considered to be “Physical” attacks.

Explosive Globes
This type of globe contains a combustible substance that will damage objects it hits. An Explosive Globe is thrown or touch cast for
“Acute Destroy <item>” where the item is any object on the affected creature. The Destroy effect is detailed on page XXX. An
Explosive Globe uses ten craft levels to produce or to use.

Fumble Globes
This type of globe contains an irritating powder that will cause the creature it hits to drop a carried item. It is extremely
uncomfortable, but very briefly so and causes no damage. Fumble Globes are thrown our touch cast for “Acute Fumble <item>”
where the item is any object held by the affected creature. The Fumble effect is detailed on page XXX. A Fumble Globe uses three
craft levels to produce or to use.

Siege Weapons
Rarely a Siege Weapon will come into play. This might be a ballista, catapult, or trebuchet. These must be built with safety in mind
and may only fire safety approved missiles. All Siege Weapons must be approved by a Marshal prior to use, and it is best to consult
a Marshal with your design before you even begin. To use a Siege Weapon requires that a Toymaker with enough levels to be able
to build the weapon oversee the firing of it. The person overseeing the firing of the Siege Weapon must call the damage chain loudly
and clearly enough that anyone who might be struck with the effect can hear them.
A Siege Weapon will do two points of damage per craft level spent in constructing it. A minimum of ten levels must be expended in
the construction of a Siege Weapon. A Siege Weapon‟s effect will be “Normal” and it will have an “Acute” carrier. Anyone struck with
anything fired from a Siege Weapon will take the full effect only once, regardless of how many projectiles were fired from the
weapon in that one shot. Generally, only rocks, boulders, javelins, and other thrown weapons, built per the specifications on page
XXX, may be used as projectiles in a Siege Weapon. Spell packets may never be used.
A Siege Weapon requires ten minutes to set up and prepare to fire the first time. After that, it takes at least one minute to reload
between firings. During this one minute the direction that the weapon is facing may be altered, as well as it‟s incline, but the weapon
should not otherwise be moved.


Combat
As a fantasy medieval adventure game, there will likely be many instances where you will find yourself directly confronted with an
enemy. Whereas we encourage people to role play to the best of their ability at all times, role playing doesn‟t always mean talking
your way out of something. When confronted by a group of bandits, a horde of orcs, or your character‟s archenemy, sometimes the
best option is to fight!
All of the rules in this book are written with safety as the primary thought. Accepting that the players will be running through the
woods and hitting each other with padded weapons, we want to avoid any situations that are potentially dangerous. When reading
through the combat rules, you will notice that there are many actual combat moves and tactics that are expressly forbidden. Before
doing anything not specifically allowed, be sure to ask yourself “Could I hurt myself or anyone else by doing this?” We want to
provide the safest environment possible while still giving the players a feeling of fantasy medieval combat.

Body Contact
At no time are you required to touch any person. If someone expresses to you that they are uncomfortable being touched, don‟t do
it. Skills that require you to touch someone, such as Healing Arts, refitting armor, or touch casting a spell may instead be done by
announcing what you are doing Out of Game, being within arm‟s reach of the person you wish to use the skill on, and pointing at
them. This is not something that should normally be done unless it is specifically requested. We like to engender feelings of
friendship, comradery, and trust between our players and hope that they will be comfortable enough around each other to play
unhindered, but we understand that this is not always the case.
Contact between combatants is only allowed via weapons. Other contact, such as grabbing, kicking, tripping, or hitting, is expressly
forbidden. You should never hit or be hit by anything except a weapon that has been safety checked. There are no martial arts type
skills in our games; all creatures that attack with claws or fists will do so with a specifically designed “claw” weapon.
Shields are not weapons, and you may not use them as such. We are very aware that “Shield Bashing” is a standard of many
medieval fighting styles, but there is no way to do it safely, and it is therefore not allowed. You will notice that throughout this chapter
there are many other ways in which shields are very different from actual use, but you will notice that there are additional benefits to
balance out any detriments that they acquire along the way.

Charging
As stated above, you should never come into physical contact with someone you are fighting. Additionally, we must take measures
to avoid potentially dangerous situations. Combatants are allowed to be reasonably close to each other, however not so close that
they must step back to continue fighting safely. If you believe that you would be able to reach out your hand and touch the torso of
your opponent, you are Charging, and should step back. It is the responsibility of each combatant to monitor their fighting and keep
it safe as possible. The person who has moved too close should be the one to step away, however you may need to point out that
someone is charging for them to be aware of it. In the case of significantly differing arm lengths, it is the arm length of the shorter
person that should be used to determining safe combat distances.

Legal Targets
Weapon hits to the head, neck, groin, or hands from the wrist down are illegal. You should never swing for these areas and you
should never take a hit to these locations. We understand that accidents occasionally happen and if you unintentionally strike
someone in one of these areas you should always step back and ask if they are all right. If you are struck in one of these locations
you are well within your right to call a Hold if necessary. You must never intentionally block with one of these areas. If you are
caught intentionally or frequently hitting others in these areas, you will be removed from combat.
Packet hits to the face, ears, neck, and groin are illegal as well. Packets are harder to control over long distances, but do not strike
nearly as hard as a weapon most of the time, and therefore there are a few locations that al packet shot may be legal that a weapon
blow would not be.
Blocked and deflected shots do not generally count. There are a few instances, such as with spells and some carriers, which will
cause you to be affected with just a touch. In normal combat however, blocking an opponent‟s weapon will stop the attack. A graze
that skims part of your body but doesn‟t ever make any solid contact does not count as a hit. It‟s generally a good idea to announce
“graze” if you do not feel that the shot was solid. If the blow only hit your clothing but not any part of your body will also not count.
Like a graze, it‟s best to announce “garb” if you didn‟t feel the blow was good. There are no such things as a blow that didn‟t land
hard enough. If you felt the blow strike true and you did not block more then half of the force behind it, the hit is good. If a block was
weak and the blow continued through it, the blow is good and you should take it. You may never attempt to “power through” a block,
that is, hit excessively hard so that your opponent will have a harder time blocking your shot. If your opponent does not block the
shot, you will likely strike them to hard.
You must only strike your opponent hard enough so that they are aware that they‟ve been hit. If fighting someone who is unarmored,
a light tap will generally do. If fighting someone in plate armor, they may need to be hit a bit harder so that they acknowledge your
blows. It is not absolutely necessary for your opponent to feel your blows, just be aware of them. This is particularly true in armor. If
you feel that your blows are being ignored, you should mention it to your opponent. It is a good idea to call blows that you are taking
by stating “taken,” “got it,” “ugh,” or something similar. It is not always convenient or possible, especially in large battles, but it is
encouraged.
Everyone should be keeping track of the amount of damage they have taken and effects that are upon them. We assume that
everyone is playing fairly and keeping accurate track of their skills and abilities. Even if your character is a cheater and liar, we don‟t
expect you to be. If you are caught not taking hits, using skills that you do not have, or otherwise cheating, you will be warned, if not
expelled. Play fairly, die when you‟re dead, and everyone will have a better time for it.

Using a Weapon
To use a weapon, you must first have a weapon skill. For specific information on skills, see page XXX. If you block a blow with a
weapon or shield you do not have any skill with, you will take the damage as though the blow had struck you. This rule applies if you
have the correct skill but are under an effect that renders you unable to use all of your skills.
You will not normally need to take a huge swing at your opponent with your weapon. Reaching back to swing as though you were
playing Baseball is generally going to cause you to swing much to hard. The threat of injury should be In Game from the amount of
damage you are calling with your swings, not Out of Game from how hard you are swinging.
A normal swing should progress between 45 and 90 degrees between each hit. Tapping an opponent many times very quickly
without moving you weapon much will result in only one or two hits being counted as landed. This is often referred to as “Machine
Gunning” and if you feel that it is happening to you, you should call your opponent on it. If you choose to strike the same location
twice in a row, you should wait at least two seconds between landing each blow. If you strike someone in another location and then
the first location again, you do not need to wait, so long as all three blows are with the same weapon. If you are struck in the same
place by two different weapons, both blows are legal.
With every swing of your weapon you must call your Damage Chain, as described on page XXX. You may not swing faster then you
are able to call your Damage Chain. If you are using two weapons, you must be certain to call the correct Damage Chain with each.
There are several fighting styles that are not allowed. Some of these are weapon specific, which you can find with a description of
the weapon skill on page XXX. Others are altogether illegal, as detailed below.
Two-handed weapons must always be used with two hands. If you are holding a two handed weapon with only one hand, then you
will take any hits that strike it and you may not attack with it. There are no true “hand and a half” weapons in this game. You are
welcome to use a one handed weapon with both hands, however you will not receive any game benefit. If you choose to fight this
way, either your Proficiencies or your Off-Hand Proficiencies may be used, since the weapon is not designed to be utilized in this
fashion. With a two handed weapon your weapon skills will add together.
Pinning and trapping weapons is illegal due to the fact that the moves used to counter a pinning or trapping are illegal. Pinning or
trapping occurs when a weapon is caught by another weapon such that it becomes worthless. Weapons constructed in a manner
that may lead to trapping or pinning are illegal. If a marshal has a reason to believe that your weapon may be a pinning or trapping
hazard, they may remove it from play, even if it had previously been approved.
Hiding your body entirely behind an impenetrable shield, or “turtling,” is also illegal. Like pinning, the methods for defeating a turtle
are unsafe, so it is not allowed. If your body is concealed behind a shield in such a manner as the only targets left available are
illegal, you are turtling. Shield sizes are restricted to avoid this happening, but it is still possible. If you are reported for doing this
regularly, you will lose the use of the Shield skill.
Shields may also not be used offensively. You may never strike or push someone with your shield. Not only are these things
dangerous, but they also violate the Charging rule. Similar to turtling, if you are reported for doing this, you will lose the Shield skill.
Bucklers or other shields strapped to the arm are still shields, and still take up the use of the arm. You may hold items in the hand
with a shield, but if the item is struck you must take the damage, even if the item is a weapon.

Damage Chain
The Damage Chain is what brings all of the various elements of combat together. Every time something affects you, a weapon, a
spell, or monster ability, it will call a Damage Chain. Understanding how Damage Chains work will help you understand how your
character should react to happenings in the game world. You must always announce your Damage Chain, even if you are unable to
speak In Game, as Damage Chains are always Out of Game, although anyone who hears it will be aware of every part of it.
Damage Chains sound a bit complex at first, but after you‟ve been through a few combats, it will seem very simple and
straightforward. Every Damage Chain contains up to five parts, but never any fewer then three. These parts will appear in the
following order, although some may be left out.

                                        Delivery “<Number> <Carrier> <Effect> <Specific>“

In every Damage Chain there will always be a Delivery. The delivery is the method in which the actual effect is coming at you. Only
the following Deliveries are valid.
       Weapon: An effect that is delivered via a weapon must always strike a legal combat area. If a weapon attack is deflected
            off of someone else and continues on to strike you, only the original person hit will take the effect.
       Packet: An effect that is delivered via a packet only needs to touch you or any of your possessions. If a thrown packet
            strikes another object or person before it strikes you, you are not also affected. Arrow packets are considered weapons.
          Shotgun: With this delivery, several packets will be thrown with only one Damage Chain. If any of the packets hit you, you
           only need to count them as one instance of the effect, so one defense will stop them all.
          Area: A very few effects are delivered across an entire area, such as some traps or magical effects.
          Touch Cast: Nearly any ability can be touch cast, including weapon damage, spells, and effects. If you do not want to be
           subject to the effect, you may state “Resist.” If you are unable to move away, if you are not awake or are held immobile,
           you must accept the effect. A Killing Blow is a type of Touch Cast weapon damage.
          Voice: An effect that is delivered by voice will be preceded by the word “Voice” and then the rest of the damage chain.
           This effect will affect anyone who is able to hear it, regardless of whether or not their character is able to hear it. The
           effect is otherwise identical to a packet delivered effect.
          Gaze: An effect that is delivered by gaze will be preceded by the word “Gaze” and then the rest of the damage chain. The
           user must point at the recipient clearly enough that they are aware they are being effected. The recipient must be able to
           see the user In Game. The instant the victim hears “Gaze” it is already too late to look away.

The number is the first part of the Damage Chain that is usually called aloud. This number is usually an amount of damage inflicted,
however this is not always the case. Some creatures, rather then being hurt this amount, are instead healed for it. It depends on the
effect that is delivered. If there is a number in a Damage Chain, the damage must subtract from your body points for you to be
subject to the effect. There are a few effects, such as Light, Body, and Waylay that will circumvent armor and always do damage (or
healing) to your body points. If there is no number, then the Damage Chain does no damage, but you will be subject to the rest of it
unless you have an appropriate defense.

The carrier is the type of effect, whether it is magical, poisonous, or something else. This is the part of the effect that most defenses
will work against. If there is no carrier announced, the carrier will be “Physical.” Only the following carriers are allowed.
       Mystic: Effects delivered via this carrier are magical in nature. A Reflect, Resist Mystic, or similar ability will block this
            carrier.
       Elemental: Effects delivered via this carrier are elemental in nature. A Resist Element or similar ability will block this
            carrier.
       Poison: Effects delivered via this carrier are poisonous in nature. A Resist Poison or similar ability will block this carrier.
       Physical: Effects delivered via this carrier are physical in nature. These attacks require a hit that is not blocked by a
            shield or weapon. Parry, Riposte, or a similar ability will block this carrier. Any effect that is delivered without a carrier is
            considered physical, such as weapon blows and acid globes. Creatures that would normally heal from an effect will
            instead call “no effect” to that effect if delivered with this carrier.
       Acute: Effects delivered this carrier are generally physical, however they take effect even if they strike a physical barrier,
            such as a sword, shield, or other carried or worn object. Like the Physical carrier, the skills Parry, Riposte, or a similar
            ability will still stop this carrier. Creatures that would normally heal from an effect will instead call “no effect” to that effect
            if delivered with this carrier.
       Innate: Effects delivered via this carrier are usually natural to the creature or area using them. There is no standard
            defense to this carrier, although the effect may still be defended against.

The effect is what actually happens to you. There are far too many possible effects to list here, they are found in Chapter XXXXXX.
There will always be an effect announced.

A specific is something that only applies to some effects. An effects listed with a word in <brackets> has an additional piece that
may be changed between usages of the effect. The effect Destroy for instance has the specific <item>. When someone throws a
Destroy effect, they may specify an item. If an effect is thrown that normally has a specific and no specific is called, the victim of the
effect chooses what the specific is, although it must be something. If an effect does not call for a specific, then this part will be left
off. Specifics are defined individually in the description of the effect that calls for them.

As you can see, there is a lot to keep track of. Normally, you won‟t hear many of these things, and when you do, they usually are
just there to clarify something further. Consider that most effects do not have specifics. Consider also that the delivery is simply a
weapon being swung or a packet being thrown most of the time. As a beginning player to the game, the most common damage
chain you will hear will probably be someone swinging a weapon and announcing “Two Normal.” Weapon is the delivery, two is the
amount of damage, and Normal is the effect. Most spells you will see will be something like a packet being thrown after declaring
“Mystic Sleep.” The packet is the delivery, Mystic is the carrier, and Sleep is the effect. After a few fights it will seem very natural to
you.

With every weapon swung and every packet thrown there must be a Damage Chain called. You must always call the Damage Chain
loudly and clearly enough that the person that you are using the effect on can understand what you are doing. If you are using the
effect on yourself you must recite the damage chain clearly enough that someone standing near you is able to recognize it.
For each part of the Damage Chain you may only use one thing. You may not call more then one number, carrier, effect, or specific,
nor may you use more then one delivery. If you have several of these things to choose from, you may only use one at a time. When
using a specific, if the effect allows you to be very elaborate, you may be. Keep in mind, however, that you may not land your
weapon blow or throw your packet until you have completed your Damage Chain.
For example, Johnny the Mage comes across Snaggletooth the Orc. Snaggletooth fights with two short swords, but Johnny has
fought him before and knows that Snaggletooth is stronger in his left hand. Johnny decides to cast Destroy, recites the incant for his
spell, and then declares “Mystic Destroy the short sword in your left hand!” He then throws his packet, which strikes Snaggletooth,
rendering the short sword in his left hand useless.

Battles
Because so many effects last for the duration of a battle, it is sometime necessary to know exactly what constitutes a battle. In most
cases, common sense will prevail, however there are occasionally instances where specifics are needed. Remember that a Marshal
will always have the final say, and that this definition is a guideline intended to convey the intent of the rules.
A battle is begun the instant you use an effect upon another person, even a beneficial one. This could be by using a Passive effect,
like hitting someone with a sword, or by expending Concentration Points upon someone else. You are never considered to be in a
battle with yourself.
You are considered engaged in a battle if your skills are having any impact at all upon the fight. For instance, if you are standing 100
yards away from a fight, but people are dragging bodies to you for healing, you are part of the battle even though you are not near
the conflict itself. If you are sitting ten feet away from two people dueling, you are not engaged in the battle, as your skills have no
effect on it, regardless of your proximity.
The most simple way to know if a battle has ended is to look around you. If you and all of your allies or if all of your opponents have
been defeated, the battle has ended. If anyone that was engaged in the battle is still fighting, the battle is skill in progress. If you are
unable to determine if a battle is still in progress, assume that it is. If you are running from something that is attempting to continue a
battle with you, you are still considered to be in a battle. If there has been more then one minute of hostile inactivity between all of
the combatants involved, the battle has ended. You must wait one minute if there are any combatants remaining to see if the battle
restarts. This is especially true when Compulsion effects have been used to stop the combat, as they will end just after that one
minute expires. If one minute passes during which you have had no impact on the battle, because you have withdrawn, you are
unable to see the fight, or some other reason, you are considered out of combat, and may begin Meditating to refresh your
Concentration Points. You are not considered out of combat while you are Dead, immobile, or otherwise disabled because of any
effects that may have been used on you during a battle.

Killing Blows
Occasionally there will be times when you have incapacitated a creature and wish to simply kill it rather then hit it with weapons and
spells until it dies. This is certainly allowed. Once your victim is unable to defend themselves and is unable to move, they may be
killed with relative ease. This process is called a Killing Blow. To perform this, you must touch your weapon or hand to the torso of
the helpless creature and recite “Killing Blow one, Killing Blow two, Killing Blow three,” then announce your carrier and effect. After
completing this, the creature‟s status changes immediately to Dead, so long as your weapon affects them. If you are just using your
hand, and your carrier will be “Physical” and your effect will usually be “Normal.”
If at any time the creature regains its ability to defend itself or move away, the Killing Blow will not be affective. While issuing a
Killing Blow, if you take any damage or effect or someone knocks away your hand or weapon, the Killing Blow is interrupted, and
you must start it again. It is impossible to Killing Blow a body that is in motion. You must wait until an unconscious body comes to
rest before issuing a Killing Blow.
A Killing Blow is considered a Touch Cast weapon delivered strike, and will therefore bypass armor.

Carrying Bodies
Whether you are capturing an enemy or getting a companion to a healer, it is sometimes necessary to carry a body. It is not safe or
possible to actually pick someone up and carry them off of the field most of the time, and so we don‟t‟ expect that anyone should
actually have to do this. To pick someone up, you must touch their torso and state out of game “I pick you up.” The person may then
stand and you should grasp them by the shoulder and walk to your destination. The process of picking someone up must take at
least three seconds and anyone who is conscious and mobile can resist the attempt. Expending an Endow effect will allow you to
run with the body for ten seconds and the ability Strength will allow you to run with a body indefinitely. Both of these things will also
allow you to pick up a body in less then three seconds, but in all cases you are limited to the speed of the slower person. If the body
you are carrying belongs to someone who can‟t run very fast, you are restricted to their speed.

Defenses
Most defenses are resists or spells that grant resists. These may be used at the choice of the character that possesses them. There
are also a few defenses that work regardless of whether the character would like them to or not. These defenses primarily grant
immunities, such as Sanctuary and Stoneskin. With these, even if the effect would heal or be beneficial to the character, you must
still call “No Effect.”
There are a few Ritual effects that may grant you additional protection from an effect or a group of effects. The Carrier of the attack
is irrelevant. These defenses are Cloak and Bane. A Cloak will stop an Effect completely, leaving the character and their other
defenses intact. A Bane will reflect the attack back upon the originator, who may then defend against it. Like a Cloak, a Bane will
completely protect the user against the attack. If the attacker returns the attack back to you, perhaps with their own Bane or Reflect,
you must use a new defense; your Bane has done its job and is expended. Remember that once you have re-directed an attack
once, you may not re-direct that same attack a second time. The returned effect must be taken or a defense must be used that will
not re-direct the attack again.
To use a Cloak or Bane, you must declare “Cloak” or “Bane” loudly and clearly enough that the person who struck you with the
effect will know that it didn‟t effect you, and why. You must do this within three seconds of the effect striking you. Anyone who hears
a defense called will also recognize that you were unaffected and why.
A creature may utilize several Cloaks or Banes in any combination, protecting them from multiple effects or even multiple attacks
from the same effect. The largest benefit to Cloaks and Banes is that they are Persistent abilities, so a creature may use them even
when they could not use Passive skills, however they must still be conscious and are limited to how many they may use per battle.


Effects
In a fantasy game such as ours, your character will be subject to spells and secretions, punctures and poisons. This section
contains all the details you will need to know to deal with any effect that may come your way. A Quick Reference chart of effects,
deliveries, and defenses can be found in Appendix XXX.

Effect Groups
Every effect is part of a larger group that defines its purpose and simplifies some of the rules that govern them. Effects in each
group have similar functions and behave in similar ways. These groups also determine which affects some creatures are resistant
to. The effect groups are:

Binding: Binding effects prevent actions from being taken by the victim. The Binding effects are Bind <Arms, Body, or Leg>,
Entangle, Slipperiness, and Stickiness.
Greater Binding: Like Binding effects, Greater Binding effects prevent action, however Greater Binding effects remove the victim‟s
ability to interact with the world around them completely. The Greater Binding effects are Banish and Paralysis.
Compulsion: Compulsion effects influence mental state of the victim or force the victim to act in a particular way. The Compulsion
effects are Allure, Berserk, Dominate, Fear, Feeblemind, Hallucinate, Intoxicate, Shun, and Sleep.
Greater Compulsion: Unlike Compulsion effects, Greater Compulsion effects alter the victim‟s very mind subconsciously. They are
far more powerful. Greater Compulsion effects are Amnesia, Command <Specific>, Control <aspect>, Silence, and Suggestion.
Protection: Protection effects stop particular types of other effects from taking hold on the recipient. The Protection effects are
Elemental Bane, Elemental Shield, Mage Bane, Poison Shield, Sanctuary, Spell Shield, Stoneskin, Venom Bane, and Weapon
Bane.
Greater Protection: Greater Protection effects prevent nearly all effects or very powerful effects from taking hold on the recipient.
The Greater Protection effects are Circle, Lock, Petrify, and Reflect.
Enchant: Enchant effects are those that grant the recipient something and don‟t remove anything. The Enchant effects are Create
Undead, Destruction, Glow, Life, Quicksilver, and Vorpal.
Disenchant: Disenchant effects are those that remove effects from the recipient or take abilities away from them. The Disenchant
effects are Awaken, Death, Destroy Undead, Dispel, Detect, Drain, Maim, Purify, Release, Restore, Slow, Solvent, Waylay, and
Weakness.
Force: Force effects alter the physical status of recipient or their possessions. The Force effects are Disintegrate, Destroy, Fumble,
and Repel.
Damage: Damage effects are flavors of damage with no inherent additional effect. Some of these effects cause damage differently
then others and some of these effects will actually heal some creatures, such as Light on a character race or animal. The Damage
effects are Acid, Air, Body, Dark, Earth, Fire, Light, Magic, Normal, Reaver, Silver, Vengeance, and Water.

Effect Durations
Different effects will last differing amounts of time. Generally, effects that remove someone from combat completely, such as Drain
or Sleep, last for one minute. Effects that have extended lengths, but would be difficult to keep track of in combat, such as Shun and
Bind <leg>, last for the duration of the battle. The various effect durations are explained in detail below:
Battle: This effect will last from the time it is initiated until one minute after the fighting has ceased, as detailed on page XXX.
Focus: This effect will last so long as the originator or recipient (as defined by the effect) maintains the physical requirement as
listed in the spell description. If the requirement is no longer fulfilled or the person utilizing the effect loses the ability to use their
skills at any time during this spell, the spell ends.
Timed: This spell will last for a predetermined length of time. Nearly all timed spells last for 1 minute.
Instant: This effect functions immediately, but it may cause longer lasting effects. All Damage effects have an Instant duration,
because the damage happens instantly and there is no lingering effect, however the damage will last until cured.
Indefinite: This effect continues to function until it is used. Effects with an indefinite duration still expire at the end of a game.
Line of Sight: This effect will last so long as the originator is able to see the victim. The originator need not be looking at the victim,
just able to see them from their current location. If the victim can see the originator, they should assume that the originator could see
them. If the originator is unable to see, such as if they are dead, then the spell ends. Similarly, if the originator leaves the area or a
large object is between the originator and the victim so that neither can see any part of the other, the spell can end. A person is
never considered a large enough object, nor is a cloak. For either of these to work the originator and victim must be unable to see
each other for at least five seconds. If the originator comes back into view before the five seconds have passed, they must start a
new five-second count the next time the originator leaves.
Acid
Instant                           Damage                                                                          Toy
This effect will do nothing additional to the recipient unless specified otherwise in a creature‟s statistics. This is a simple flavor of
damage. A Toymaker‟s acid globes and some creatures deal this type of damage.

Air
Instant                              Damage               Air Concentration 1+                                     Scroll
This effect is one of the six aspects. Damage taken this way will instead heal Air aspected and will bypass armor to do so. Because
attacks with the carrier “Physical”, “Acute”, or with no carrier do not heal creatures, a creature that is normally healed by this effect
will instead call “No Effect” to this effect when used with such a carrier. Damage dealt with this effect will deal double damage to an
Earth aspected creature, such as an Earth Elemental. Other creatures will take damage dealt with this effect as normal, unless
specified otherwise.

Allure
Battle                              Compulsion              Air Concentration 3                                         Scroll
This effect causes the victim to be drawn towards the originator. The victim will attempt to stay within ten feet of the originator. The
victim will follow the originator, but will not walk into a rift or off of a cliff or into another obviously deadly situation. If you are under
the effect of a Shun when you are affected an Allure, and the originator of both effects are the same, the effects cancel themselves
out and you are free of both.

Amnesia
Instant                            Greater Compulsion                                                            Poison
This effect will cause the victim to forget everything that has happened within the previous half an hour. The victim might be aware
that they cannot remember anything that happened during that period, but not necessarily why. If, for instance, the victim was
sleeping, was woken by noises outside and investigated, only to be immediately attacked and had this effect used on them, they
would remember only going to bed and waking up after resurrecting, and not be aware of any missing time. If the victim was
effected with an Amnesia in their food, they might suddenly find themselves sitting at a table with their glass in their hand,
remembering they were just on the trail to the tavern. In this case the character would be aware of missing time and should assume
they have been affected by an Amnesia effect. There is no effect that will restore the memories lost from an Amnesia effect. A newly
resurrected body will always be drawn to their Spirit Shard even if the character has no recollection of how or where they died.

Awaken
Instant                            Disenchant            Air Concentration 6                      Potion
This effect will immediately end Compulsion effects (Allure, Berserk, Dominate, Fear, Feeblemind, Hallucinate, Intoxicate, Shun, and
Sleep) or Waylay. It will not end the effects Amnesia or Enslavement.

Banish
Instant                           Greater Binding      Fire/Water/Air/Earth/Light/Dark Concentration 10 Scroll
This effect will immediately send a creature to its home plane. If the creature is already on it‟s home plane then the creature must
state “no effect” if no other defense would otherwise be called. Any items acquired by the banished creature on its current plane
must be dropped as they are assumed to be on their home plane already.

Berserk
Battle                              Compulsion                                                                         Poison
This effect will cause the victim to being on a crazed killing spree, attempting to drop as many others as they possibly can. The
victim will attack those closest to them first with no regard for self-preservation or identification of friend or foe. The victim will use all
available Concentration Points to inflict damage instead of using them on other abilities that may be available.

Bind <Leg, Arms, or Body>
Battle                   Binding                 Water Concentration 3, 6, or 10                           Scroll
This effect will hold the victim either partially or completely immobile from the neck down, depending on the number of
Concentration Points expended.
If three points are expended, the effect is “Bind Leg.” This effect will force one of the victim‟s feet to the ground and then root it in
place. They may pivot on the foot as much as they like, so long as the ball of their foot does not move from its position.
If six points are expended, the effect is “Bind Arms.” This effect causes the arms of its victim to be pulled tight to its sides. The victim
may not use any skills that require the use of your arms or hands, including casting spells or using a shield or weapon. This does
not impair the victim‟s ability to run or walk in any way.
If ten points are expended, the effect is “Bind Body.” This effect will snare the arms and legs of the victim together and immobilize
them completely from the shoulders down, leaving them helpless. The victim is free to talk, but may use only Persistent skills that do
not require movement. Attacks that strike their weapons or shield will affect the victim because they are unable to use those skills.
While under any of these effects, you may still activate magic items that do not require you to have any abilities to use, and you may
still call defenses that do not require you to be mobile.
Body
Instant                             Damage        Physical Concentration 10
This effect will always bypass armor and do damage directly to the body points of the creature. It has no other effect unless
specified in the statistics of a creature.

Circle
1 Hour                             Greater Protection Fire/Water/Air/Earth/Light/Dark Concentration 15
This effect will cause an enclosed magical cylinder of protection to spring into being around the originator when used on a pre-
existing circle on the ground. This circle could be drawn in the dirt, made of rope, or inscribed as a chain of runes, so long a circle
can clearly be seen on the ground from ten feet. This depiction of a circle does not have to be perfect, but it is In Game and may be
moved, stolen, or erased at any time before the effect is active. The circle may be no more then six feet in radius to be usable and
will be ten feet tall by default when activated. The caster is not able to intentionally alter the height of a Circle, however it will
automatically reduce in height if there is an immobile obstruction such as a low ceiling. The walls and ceiling of the circle may not be
interrupted by any immobile object or force, such a tree, building, another Circle, or other magical barrier. If an immobile object or
force would be passing through any part of the circle, the circle will not raise. An immobile object that is otherwise contained within
the circle but whose roots or foundation pass through the floor or ground is considered inside the circle, however no new objects or
creatures can pass through the floor while the circle is active. For simplicity, gravity is considered a force that prevents floating
circles or creatures or objects from being leaned against or placed on top of a Circle.
When the Circle effect occurs, any mobile object or creature standing on or over the circle will be pushed either into or out of the
Circle at the choice of the effected creature. In the case of an unattended object, the originator of the Circle may choose its location.
Once the Circle is active, anyone who heard the effect occur or takes the time to ask out of game will be aware that there is a Circle
in place. No creature or object may pass into or out of the Circle, including the originator, except normal air and natural occurrences
such as rain. Only effects with the carriers “Voice” or “Gaze” may affect a creature or object across the barrier of a Circle.
Several Circle effects can be used to raise a circle of increased size. For each additional originator, the radius can be increased by
six feet. All originators must state the effect “Circle” simultaneously, though the carrier and source may be different. All originators
must be within the Circle when it is raised, however only one must remain inside to perpetuate the existence of the Circle. If all of
the originators of the Circle are no longer within it, all of the originators who are still within it are Dead, or any one of the originators
states “Circle Down,” the Circle will drop immediately. This announcement is out of game and does not require the originator to be
able to speak or use any skills, although anyone who hears it might know that the circle has dropped, by who, and why.
A Circle can be used for casting Ritual Magic, although not used for any ritual that has a casting time of one hour, as the Circle will
always drop before the ritual is completed. See page XXX for more information on casting Ritual Magic in Circles.

Command <specific>
Line of Sight                       Greater Compulsion
This effect allows the originator control over the specified type of creature. The commands must be of a type that the effected
creature has the ability to understand and carry out. A creature under this effect will use its active skills and even risk its life to
carryout the commands that it has been given at the best of its ability in as immediate a fashion as possible. A creature that is not of
the specified type will call “No Effect” to this if no other defense should be used.

Control <aspect>
Line of Sight                        Greater Compulsion Fire/Water/Air/Earth/Light/Dark Concentration 10 Scroll
This effect allows the caster or originator control over a lesser elemental of the named type. The commands must be fairly simple,
as elementals do not have the same outlooks or experiences that normal people have. As a general rule, if you could train the
average dog to do it, then an elemental can be commanded to do it. “Bring me that weapon,” “Defend this item,” “Attack him,” or
“Loot bodies” are all acceptable commands, but anything that requires complex decision-making or prior information may not be
used. “Give this to Thorak” may not be used because it requires knowledge of Thorak, and “Sneak into the orc camp” may not be
used because it requires decision-making. A creature that is not an elemental, a greater elemental, or the incorrect type of
elemental, will call “No Effect” to this. It should be noted that lesser undead are possessed by enough Dark energy that they will be
affected by this ability. Similarly, lesser Dire Animals will be affected by the Light Aspect of this ability. Creatures whose intelligence
is listed as Mindless will continue following the last order it was given until destroyed or a new order is issued.

Create Undead
Battle (Maximum 10 Minutes) Enchant                     Dark Concentration 10                                   Scroll
This effect forces the remaining Light energy out of Dead body and introduces enough Dark energy to animate it. This does not
influence the victim‟s five-minute death count in any way, it continues normally. The newly animated creature is a Lesser Undead
and will follow the commands of the originator as though a Control <Dark> effect had been used upon it. The victim will only be able
to use passive and persistent skills. You will gain the skill Claws if physreps are provided to you. Your damage and carrier will be
based upon your weapon type, plus strength and any passive effects of your weapon. At the instant this effect takes hold the victim
will regain their maximum Body Points. Any other effects on the victim will have disappeared the instant the victim died.
As a Zombie, you are completely mindless, and will do nothing, including defend yourself, unless commanded. You will continue to
carry out your last command until told otherwise or are reduced to zero body points. You will be healed by Elemental Dark attacks
and immune to Dark Physical attacks. You will take Elemental Light and Light Physical attacks as body damage. If you do not
receive any additional defenses, you should call “No Effect” to the effects Death, Life, Waylay, all Lesser Compulsions (Allure,
Awaken, Berserk, Dominate, Fear, Feeblemind, Hallucinate, Intoxicate, Shun, and Sleep) and any effect with the carrier Poison. You
will be subject to the Sanctuary <Dark> effect, immediately reduced to zero by a Destroy Undead or Dispel effect, and will receive
the reversed effect from Drain and Purify effects. Zombies may not run. If asked, “What do I see,” you should announce “Shambling
humanoid as I appear.”
If you are reduced to zero body points you will once again become Dead if your five-minute death count has not expired. This effect
may not be used upon you a second time until after you have become Alive, nor may the ten minute maximum time of this effect be
extended in any way. If you are reduced to zero body points and your five minute death count has expired or if the spell expires after
ten minutes, your body will immediately turn to dust, leaving your equipment behind as your spirit leaves to attempt a resurrection.
Your character will not remember any time spent as undead.
While under this effect, you are considered Undead, not Dead, preventing a Life effect or an additional Create Undead effect from
working. If you are not Dead when struck with this effect, you should call “No Effect.”

Dark
Instant                              Damage                  Dark Concentration 1+                                   Potion
This effect is one of the six aspects. Damage taken this way will instead heal Dark aspected creatures and will bypass armor to do
so. Because attacks with the carrier “Physical”, “Acute”, or with no carrier do not heal creatures, a creature that is normally healed
by this effect will instead call “No Effect” to this effect when used with such a carrier. Damage dealt with this effect will deal double
damage to a Greater Light aspected creature, such as Dire Animal, Dire Plant, or Lycanthrope. Player characters and other
creatures will take damage dealt with this effect as normal, unless specified otherwise.

Death
Instant                             Disenchant            Dark Concentration 15                           Poison
This effect causes the victim‟s status to immediately change to Dead. Many creatures are unable to become Dead, and so will call
“No Effect” to this effect. For details on being Dead, see page XXX.


Destroy <object>
Instant                           Force                  Fire Concentration 10                                    Scroll Toy
This effect will render an object up to the size of a door useless. Objects destroyed in this fashion should be dropped any may not
be used in combat in any way. If this effect is used on a golem, it will act as a Drain effect. If cast on a suit of armor it will
immediately breach the armor, leaving the victim with zero points of protection remaining from the suit. It will not punch a hole
through an object. If no object is specified, the victim chooses what object is affected. This spell will take precedence on an item
held in the hand over an item anywhere else on your body if there are multiple objects that fit the target‟s description. Only the object
named is destroyed, not any objects attached to or contained within it.
The amount of noise that is generated by removing the Destroyed item from play is the amount of noise that the object makes when
Destroyed.

Destroy Undead
Instant                           Disenchant           Light Concentration 10                                      Scroll
This effect outright destroys one lesser undead creature. It has no effect on undead that are not considered lesser undead, nor on
any other creature. Other creatures must call “No Effect” to this if it would not otherwise set off another defense.

Destruction
Battle                              Enchant             Fire Concentration 10                                       Scroll
This effect will cause the victim to take double damage from any effect that would normally harm them.

Disintegrate
Instant                              Force
This effect will kill the victim and cause their body to dissipate immediately as though they were at the end of their death count. The
victim should drop all of their items and Spirit Shard and proceed to a Resurrection Beacon if they are a creature that would
normally resurrect. This ability is extremely rare and is generally only possessed by the most powerful of creatures.

Dispel
Instant                            Disenchant             Fire/Water/Air/Earth/Light/Dark Concentration 15
This effect will end all effects on the recipient that are not being Maintained. Effects with the duration “Instant” are not altered, as
they are no longer active. This effect can still be blocked normally by resistances or protective spells, but if it takes effect, it will
remove all remaining effects.

Detect <specific>
Instant                           Disenchant              Fire/Water/Air/Earth/Light/Dark Concentration 1           Scroll
This effect will determine if the recipient is the specified type or possesses the specified attribute. When hit with this effect, you must
announce either “Yes” or “No” loudly and clearly enough that the originator is able to hear your response.

Dominate
Battle                                Compulsion             Air Concentration 10                                      Poison Scroll
This effect will cause the victim to stop what they are doing and await a command by the originator. Only the most recent command
given by the originator will be followed. Only the following commands are valid, and any other commands will be ignored.
       Give me your <item(s)> - The victim will give all items to the originator that could be identified by the description given.
       Defend <creature(s)> - The victim will defend the creature or creatures named to the best of its abilities, which may
            include using their Concentration Points.
       Stop – The victim will stop what they are doing.
       Follow <creature> - The victim will follow the named creature.
       Heal <creature(s)> - The victim will attempt to heal the named creature or creatures with spells, abilities, items, or skills.
            The victim is aware enough that if they would normally know the type of effect that will heal a creature, they will use those
            types of effects first. If the creatures are no longer injured or the victim is unable to heal them, this command will continue
            acting as the “Defend” command.
       Attack <creature(s)> - The victim will attempt the kill named creature or creatures using the most direct method available
            to them, which may include using their Concentration Points.
       Return to normal – This will end the Dominate effect.
The effected creature will have full knowledge of what they are doing any why, but will be unable to do anything to prevent it or to
warn others that they are thusly affected. They will always attempt to defend themselves if attacked or blatantly threatened, and will
not take obviously self-destructive actions. Additionally, a creature under this effect is unable to resist when the originator of the
Dominate attempts to remove any Maintained effects they may have placed on the victim. The victim may never attack the
originator.

Drain
1 minute or Instant Disenchant                             Dark Concentration 10                                    Poison Potion
This effect will leave the victim only able to use Persistent skills and unable to move faster then a walk. This effect will only work
against creatures that have a metabolism. If used on an undead, this effect acts as a Purify.

Earth
Instant                              Damage                  Earth Concentration 1+                                  Scroll
This effect is one of the six aspects. Damage taken this way will instead heal Earth aspected and will bypass armor to do so.
Because attacks with the carrier “Physical”, “Acute”, or with no carrier do not heal creatures, a creature that is normally healed by
this effect will instead call “No Effect” to this effect when used with such a carrier. Damage dealt with this effect will deal double
damage to an Air aspected creature, such as an Air Elemental. Other creatures will take damage dealt with this effect as normal,
unless specified otherwise.

Elemental Bane
Indefinite                         Protection                                                                 Potion
This effect grants the recipient a single Resist Element that they may use once ever. Multiple Elemental Banes may not be stacked
together, however Elemental Bane may be stacked with the ability Resist Element and Elemental Shield. It in all other ways acts as
the Resist Element skill on page XXX.

Entangle
1 minute                            Binding
This effect will snare the arms and legs of the victim together and immobilize them completely from the shoulders down, leaving
them helpless. The victim is free to talk, but may use no Passive or Active skills. Attacks that strike their weapons or shield will affect
the victim because they are unable to use those skills. You may still activate magic items that do not require you to have any
abilities to use, and you may still call defenses that do not require you to be mobile. This effect is nearly identical to Web except that
you may touch an edged weapon to someone else who is Entangled and three count “I cut you free,” at which point they will be free
of the effect. Similarly, you may rip yourself or another free by the three count “I rip (you) free,” if you have an Endow active on you.
Doing this will expend the Endow.

Fear
Battle                            Compulsion              Dark Concentration 6                                     Scroll
This effect will cause an unnatural fear of the originator in the victim. The victim must immediately attempt to get away from the
originator and may use no skills against them in doing so. The victim‟s primary concern while under this effect is getting away from
the originator and will not undertake any actions that prevent doing this in the most expedient method possible. Ten seconds after
the victim is no longer able to see the originator of the Fear, they will be calm enough to act normally, at which point they may take
actions and use skills only to remove the effect. If the originator of the Fear effect comes back into view before it is cured or expired,
the victim must once again attempt to flee.
Feeblemind
1 minute                           Compulsion                                                                 Poison
This effect will cause the victim to be completely unable to concentrate. They may use no skills except Persistent skills and will end
any effects they are using which have a Focus Duration. The affected character will have a non-existent attention span and will not
be able to make any decisions on their own. They will not pursue any purpose or follow any command for more then ten seconds
without forgetting why they were doing it and stop. The victim may move away from obvious threats, but may not actively engage
them in combat. The victim will be aware that there is something wrong with them, and could possibly convey this fact, but will not
be able to figure out how to cure it on their own.

Fire
Instant                             Damage                   Fire Concentration 1+                                Scroll
This effect is one of the six aspects. Damage taken this way will instead heal Fire aspected creatures and will bypass armor to do
so. Because attacks with the carrier “Physical”, “Acute”, or with no carrier do not heal creatures, a creature that is normally healed
by this effect will instead call “No Effect” to this effect when used with such a carrier. Damage dealt with this effect will deal double
damage to a Water aspected creature, such as a Water Elemental. Other creatures will take damage dealt with this effect as
normal, unless specified otherwise.

Fumble <item>
10 Seconds                         Force                 Fire/Physical Concentration 3                           Scroll Toy
This effect causes the victim to drop a hand held item. When using this effect you may specify an item that is in the victim‟s hand,
but if you do not then the item dropped is up to the victim. If the victim is not holding an item that closely resembles the one
specified, then the victim must call “No Effect”.
Once the item is dropped, the effected creature may not attempt to re-possess it for at least ten seconds. An item is considered in
the victim‟s possession until it comes to rest on the ground. Someone using a Stickiness effect on the item prior to being hit with a
Fumble effect may call “Resist” to avoid dropping the item, but the Stickiness effect will be used up in doing so. A shield will become
unusable for the duration of this effect but does not need to be dropped if it is strapped to the victim‟s arm. No other methods may
be used to affix an item to avoid this effect.

Glow
1 Day                             Enchant                Fire/ Light Concentration 1                              Poison Scroll
This effect will produce a glowing light. The recipient of this effect is responsible for providing a chemical glow stick or a flashlight
with a cover designed to defuse the light. Without a valid physical representation, this spell will do nothing unless it is a specific
weakness of the recipient. It is important to note that this is not a Maintained effect and that you are allowed to activate as many
Glow effects as you like without dedicating Concentration Points to keep them lit. See page XXX for additional rules on using lights.

Hallucinate
Battle                              Compulsion                                                                  Poison
This effect will cause the victim to hallucinate, seeing strange things and hearing odd noises. The may notice that there is something
wrong with them but will be too distracted to seek out a cure on their own. Hallucinate has no effect on game skills.

Intoxicate
Battle                            Compulsion                                                                 Poison
This effect will cause a creature to become immediately inebriated. The victim should role-play a drunken state, even if they would
normally be immune to regular alcohol. Intoxicate has no effect on game skills.

Life
Instant                            Enchant               Light Concentration 15
This effect immediately changes the status of a creature that is Dead, Dying, or Unconscious to Alive. The creature will wake intact
with full body points. If the body of the creature has been cut into pieces, the part with the spirit must receive the Life effect. At that
time, all other parts of the body will dissipate.

Light
Instant                          Damage                 Light Concentration 1+                                    Potion
This effect is one of the six aspects. Damage taken this way will instead heal all Light aspected creatures (which includes all
Character Races) and will bypass armor to do so. Because attacks with the carrier “Physical”, “Acute”, or with no carrier do not heal
creatures, a creature that is normally healed by this effect will instead call “No Effect” to this effect when used with such a carrier.
Damage dealt with this effect will deal double damage to Dark aspected creatures, such as undead and Dark Elementals. Other
creatures will take damage dealt with this effect as normal, unless specified otherwise.

Mage Bane
Indefinite                        Protection                                                                       Potion
This effect grants the recipient a single Resist Mystic that they may use once ever. Multiple Mage Banes may not be stacked
together, however Mage Bane may be stacked with the ability Resist Mystic and Spell Shield. It in all other ways acts as the Resist
Mystic skill on page XXX.

Magic
Instant                            Damage
This effect will do nothing additional to the recipient unless specified otherwise in a creature‟s statistics. There are some creatures
that cannot be harmed by the effect Normal or Silver that may be harmed by this effect. This effect may cause particular harm to
some creatures, such as some powerful undead or magical creatures.

Maim <limb>
Battle                            Disenchant              Dark/Physical Concentration 6                          Scroll
This effect causes the victim to lose the ability to use the named limb. If no limb is named, the choice of effected limb is left to the
victim, however they may not choose a limb that is already stunned unless they have no remaining intact limbs. Only arms and legs
are considered limbs for purposes of this effect. You may not use any skills or abilities that require the use of the stunned limb. If a
leg is affected, you may not use it to run and may only walk if aided. You should immediately drop to one knee unless there is
another effect or a safety concern that would prevent you from doing so. Each time a new limb is maimed it is considered a new and
separate effect, and so you may have up to four Maims affecting you at any one time. However, if the attacker specifies a limb that
is already Maimed, the new Maim will take the place of the previous Maim. This effect will impair the ability of the person it affects
even if the creature they are playing has no limbs to effect

Normal
Instant                            Damage
This effect will do nothing additional to the recipient unless specified otherwise in a creature‟s statistics. This is the most basic type
of damage. Weapons without enhancements and mundane claws all use this effect.

Paralysis
Battle                            Greater Binding       Water Concentration 15                                   Poison
This effect immobilizes the victim completely. While under this effect, a character may not use any non-Persistent skills or abilities,
nor may they speak or move in anyway. Another player may move the victim‟s limbs into a new position, but the victim may not do
so of their own volition. Many creatures, such as those with no metabolisms, will not be affected by this spell.

Petrify
1 minute                            Greater Protection Earth Concentration 15
This effect turns the victim to stone, rendering them completely indestructible. The victim may not move, speak, or use any non-
Persistent skills. The victim will call “No Effect” to all effects, as all effects will strike an outer stone shell before hitting them, so they
will not set off defensive spells or abilities. The only effect that will remove a Petrify is a Dispel, which will affect only the Petrify, not
any other effects on the victim. Alternatively, the originator of the Petrify may touch the victim and state “Petrify Down” loudly and
clearly enough that the victim can hear them. This statement is out-of-game, but recognizable by all who hear it, so it may be made
while Silenced or Drained. Similarly, the originator of the effect may issue the victim a killing blow that must end in the declaration
“Petrify Down.” If the victim would normally be immune to the caster‟s attack, it remains so, may call “No Effect” and defend itself
normally. The originator may drop a Petrify effect that they put upon themselves at will by stating “Petrify Down”.
The recipient is aware of their surroundings as they are awake and alive, and may see and hear normally so long as their eyes were
open and remain uncovered while Petrified. The recipient‟s possessions are contained within the shell as well, therefore no items
can be removed from someone who is Petrified.
A creature which is Petrified cannot be destroyed by any standard ability or spell, however if dropped from a great height or struck
for no fewer then fifty points of Acute damage in a single blow the shell will crack, killing the creature immediately. This spell will
sustain the creature without air if necessary.
A Petrified creature looks normally unless you take the time to ask the affected creature out of game if they are Petrified, at which
point you will notice that they appear to be made of colored stone.

Purify
Instant or 1 minute               Disenchant               Light Concentration 10                                Potion
This effect will immediately remove all harmful effects from the recipient, leaving protective effects and other beneficial effects. This
will not affect any effects whose duration was “Instant” or that are being Maintained, nor will it remove any effects on anything but a
living creature. If used upon an undead, this effect will have the affect of a Drain spell on a living creature.

Quicksilver
Instant                          Enchant                                                                     Poison
This effect must be applied to a weapon, arrow, or bolt. The next swing with that weapon will change the effect to “Silver.” There is
nothing you need to do to activate this; simply announce the new effect in the damage chain.
Reaver <Race>
Instant                           Damage
This effect will only harm creatures of the race or type specified. If you are not a creature of the specified type, you should call “No
effect” when you would normally take body damage from this effect.

Release
Instant                          Disenchant             Water Concentration 6                                  Scroll
This effect will immediately remove all Binding effects on the recipient, including Pin, Bind, Web, Entangle, Stickiness, or bound by
non-magical means, such as normal ropes, chains, or manacles. It will not remove Greater Binding effects or open doors or locks.

Repel
Focus                              Force                Fire Concentration 1                                    Scroll
This effect causes the victim to be pushed up to ten feet away from the originator so that they are not within ten feet of each other.
After using this effect, the originator must put a hand up, palm out, to maintain the effect. While doing this, the hand may not be
used for any other purpose, including using a shield or holding an object. So long as the effect is maintained, neither the victim nor
the originator may approach within ten feet of the other. If the victim is unable to move the initial ten feet away due to physical
obstructions, then the caster must move the remainder.

Restore <limb(s)>
Instant                            Disenchant              Light Concentration 6                                    Potion
This effect causes all of the recipient‟s limbs to be restored to their natural state, usable and intact.

Sanctuary <aspect>
Focus                                Protection               Fire/Water/Air/Earth/Light/Dark Concentration 3  Potion
This effect will render the recipient immune to melee attacks from creatures of the named aspect or attacks with the named aspect
as their effect. The recipient will call “No Effect” to all such attacks they would otherwise be effected by.
Upon receiving this effect the recipient must clasp the fist of one hand in the palm of the other hand and remain with their hands in
this manner so long as they would like the effect to continue. While under this effect the recipient may not use any skills or abilities
that require their hands or arms including using weapons, spells, or a shield. The recipient may drop this spell at will by unclasping
their hands.
When you use this spell, the aspect of the Sanctuary may either match an aspect of magic the caster has three purchases of
<Aspect> Concentration in, or an aspect opposed to one that they have.

Shun
Battle                             Compulsion             Air Concentration 3                                       Scroll
This effect ill cause the victim to avoid the originator. The victim will not approach within ten feet if they can avoid it. If they are at
any time within ten feet of the originator they will attempt to get away to the best of their ability. If they must pass within ten feet in
order to continue to get away from the originator they may do so, but while doing so they may only use skills for the purposes of
defense. At no time during the course of this spell may the victim directly attack the originator. This spell will not force the victim into
a situation that they cannot escape from nor is it strong enough to force the victim into an apparently dangerous situation. If you are
under the effect of an Allure when you are affected a Shun, and the originator of both effects are the same, the effects cancel
themselves out and you are free of both.

Silence
Battle                             Greater Compulsion Air Concentration 6                                          Scroll
This effect will cause the victim to be unable to be able to speak or make other sounds. This will cause spell casting in any form,
including casting from memory, casting from scrolls, using the skill Channel, or activating magic items, completely impossible. Your
ability to call damage, defenses, or other mechanical necessities is not hindered, as all of these calls are out-of-game, although they
are recognized by all who hear them.

Silver
Instant                            Damage
This effect will do nothing additional to the recipient unless specified otherwise in a creature‟s statistics. There are some creatures
that cannot be harmed by the effect Normal that may be harmed by this effect. This effect may cause particular harm to some
creatures, such as Werewolves.

Sleep
1 minute                         Compulsion             Air Concentration 10                                 Poison Scroll
This effect will cause the victim to immediately fall into a deep slumber. A sleeping body will fall to the ground unless there is
something preventing it from doing so, such as another spell or safety concern. No amount of shaking, shouting, or otherwise
attempting to wake the victim will cause them to wake. This spell will not work on many creatures that do not have normal
metabolisms.
Slipperiness
1 minute                           Binding                                                                             Poison
This effect will cover the recipient in slippery oil. If applied to an item, the item will be unable to be held for the duration of the effect,
beginning when it is first touched. The effected item can be no larger then a shield or weapon. If applied to a person they may call
“Resist” to the next Entangle or Stickiness effect that would otherwise affect them within the ten-minute duration, after which it will
be expended. If applied to the ground, it will cover one square foot of area that will make it impossible to stand in the effected area.

Slow
Battle                            Disenchant           Dark Concentration 1                                      Scroll
This effect causes the victim to be unable to move quickly. It does not prevent the use of any skills or restrict fighting normally, but
the effected person may not run or jog, they may only walk.

Solvent
Instant                            Disenchant                                                                     Poison
This effect will dissolve a single contact poison or blade coating, or end any one of the effects Stickiness, Slipperiness, or Entangle
per use.

Stickiness
1 minute                           Binding                                                                          Poison
This effect will cover the recipient in sticky goo. If applied to an item, the item will be stuck to the next person that touches it for at
least three consecutive seconds. The effected item can be no larger then a shield or weapon. In addition, the holder of the item can
call “Resist” to a Fumble effect that would otherwise affect the item. If applied to the ground where a person spends three seconds
standing, they will be stuck to the spot as though they were affected by a Pin effect. If applied to a person, in addition to risking
being stuck to things, the recipient may call “Resist” to the next Slipperiness effect that would otherwise affect them.

Stoneskin
Focus                              Protection            Earth Concentration 6                                      Potion
This effect will render the recipient immune to all Physical melee attacks. The recipient will call “No Effect” to all such attacks they
would otherwise be effected by.
Upon receiving this effect the recipient must clasp their elbows in their hands and remain with their hands in this manner so long as
they would like the effect to continue. While under this effect the recipient may not use any skills or abilities that require their hands
or arms including using weapons, spells, or a shield. The recipient may drop this spell at will by unclasping their hands from their
elbows.

Suggestion
Indefinite                         Greater Compulsion Air Concentration 15                                     Poison
This effect will cause the victim to become extremely susceptible to suggestion. The next command given by the originator will be
followed to the absolute best of the victim‟s ability and in the timeliest manner possible. If the victim is unable to determine the
originator of the effect within ten seconds of being effected, the next command given to them will be used instead. The command
may be as simple or as complex as the originator desires, but may only be ten words long. The victim will be aware that they are
affected and why they are doing what they are, but will not be able to seek or accept a cure for the effect or allow anyone to know
that they are affected, as these things could prevent them from carrying out their command. This effect will end the instant the
conditions of the command given have been fulfilled, the effect is cured, or the victim is Dead.

Vengeance
Instant                             Damage
This effect will cause body damage to a creature regardless of its type or any immunities it would otherwise have. Abilities that stop
the carrier that this is delivered with will still stop this effect.

Venom Bane
Indefinite                        Protection                                                             Potion
This effect grants the recipient a single Resist Poison that they may use once ever. Multiple Venom Banes may not be stacked
together, however Venom Bane may be stacked with the ability Resist Poison and Poison Shield. It in all other ways acts as the
Resist Poison skill on page XXX.

Vorpal
Indefinite                         Enchant                                                                   Poison
This effect must be applied to a weapon, arrow, or bolt. The next swing with that weapon will change the carrier to “Poison” and
cause the damage amount to double. There is nothing you need to do to activate this effect; additional damage is announced like
normal damage. You may not use this effect on a weapon with which you are also expending Concentration Points. These abilities
are based on the users skill, not sheer force, and so the damage from a Vorpal will not increase the effect.
Water
Instant                            Damage                  Water Concentration 1+                               Scroll
This effect is one of the six aspects. Damage taken this way will instead heal Water aspected and will bypass armor to do so.
Because attacks with the carrier “Physical”, “Acute”, or with no carrier do not heal creatures, a creature that is normally healed by
this effect will instead call “No Effect” to this effect when used with such a carrier. Damage dealt with this effect will deal double
damage to a Fire aspected creature, such as a Fire Elemental. Other creatures will take damage dealt with this effect as normal,
unless specified otherwise.

Waylay
1 minute                           Disenchant            Physical Concentration 10
This effect is only used in conjunction with the skill Waylay on page XXX. A waylaid creature will be knocked out for one minute or
until they are Awakened by a spell, ability, or potion. During this time they are completely helpless and may not use any skills.
Attacks that strike them will not set off any defenses. A waylaid creature will have no memory of what occurred while they were
knocked out, nor will they know for sure who knocked them out.
A strike delivered with the effect “Waylay” will bypass all armor and always do body damage. The only protection against this effect
is armor that specifically provides Waylay protection; defensive skills or abilities may not be used. Armor that covers the neck will
provide Waylay protection. If the covering is made of leather, then it protects against waylay swung for one point of damage. Leather
with additions provides two points of protection, chain mail provides three, and plate protects against four. To use the waylay
protection granted by your armor, you must state “Resist” and are unaffected by the swing.

Weakness
Battle                              Disenchant          Dark Concentration 3                                       Scroll
This effect will leave the victim in a weakened state. While under this effect, their weapon swings will do five fewer points of damage
to a minimum of 1. This lessened number will be used throughout the rest of the battle or until cured, but will not effect a True Strike,
which uses the character‟s normal base damage. This spell may additionally reduce the ability of some creatures to rip out of
binding effects.

Weapon Bane
Indefinite                         Protection                                                               Potion
This effect grants the recipient a single Resist Physical that they may use once ever. Weapon Banes may not be stacked together. It
in all other ways acts as the Resist <specific> skill on page XXX.


Construction
There are a wide variety of props that you will see in our game. This section details the basics on building or acquiring some of the
most necessary props that you will interact with.

Costume
A good-looking costume can go a long way towards improving the game for you and for those around you. If you look good, you‟ll
feel good; it will help you feel more in character. A costume is required to play at all, so this section includes some basic pointers on
ways to make easy and effective costumes. Keep in mind that you will likely be very active, so all of your costuming will need to be
very durable and washable. Also remember that you‟ll be wearing it in all sorts of conditions, so it shouldn‟t be too warm or too light.
Shirts are the most important piece of costuming that you‟ll wear. You never want to wear a t-shirt or sweatshirt. A cheap way to
handle this situation is to make a tunic. These are fairly simple to make even for someone who doesn‟t have any sewing experience.
Directions for these are easy to find online, or someone at a game will likely be able to help you make one. If you want to limit your
sewing, by cruising your local thrift stores you will often find something that will suit your needs. Pay particular attention to plain,
solid colored blouses. A good in-period shirt usually costs around thirty to forty dollars, but it‟s an investment that you‟ll be able to
use for years.
Vests are great if your shirt is fairly plain, and often contain a small pocket or two. They can add a lot to your costume even if they
are very simple.
Pants often go overlooked but they are really very simple to deal with. A pair of solid, dark colored sweat pants are cheap, easy to
upkeep, and look good enough that no one will notice them. Leggings and wrap pants are excellent solutions, but those often
require some added expense or sewing proficiency.
Skirts can be sewn or purchased, but can sometimes be expensive. This are also something that is often easily found at thrift stores
if you‟re just beginning. Be careful when choosing to wear a skirt, as they are prone to snagging on things. A good skirt will be fairly
durable and will allow you to run when you need to.
Belts are practically a necessity. A nice, period belt is fairly easy to find online, but they are sometimes expensive. An old black or
brown belt with a subtle buckle will usually suffice. After all, you‟ll need something to attach pouches and a scabbard to.
Hats are wonderful. Wearing a nice hat can make you look like a new person, and in a role-playing game, that‟s exactly what you
want. Bandanas are also a cheap alternative for your head. If you‟re particularly interested, you could even wear a wig, although
keep in mind that you‟ll potentially be wearing it for several days at a time. Not everyone should wear a hat or a wig, but these are
very simple ways to make your costume unique and interesting.
Shoes are the most difficult period item to come up with cheaply. The best thing to do as a new player is to wear a pair of dark
colored soft boots or shoes, hiking boots, or if you absolutely can‟t come up with anything else, black tennis shoes. Your shoes will
normally to completely unnoticed, so long as you don‟t wear white shoes or any shoe that lights up, so try to avoid anything too
apparent if you can‟t come up with something good.
Cloaks are a luxury. If you have one, bring it. It will keep you warm and dry. Not everyone will have one, and no one expects you to,
but they are great additions to your costume wardrobe.
Accessories, costume jewelry, and other props, add a rounded, subtle touch to your character.
Keep in mind the type of character you will be playing when you design your costume. If you‟re playing a merchant, you should
probably have a fancier costume with more accessories. If you‟re playing a barbarian warrior, you‟ll probably want to focus on furs
and leather, and not carry anything gaudy. A peasant would dress simply in earthy colors.

Armor
Armor is very useful in keeping your character alive. It also helps you look good and really adds to the atmosphere of the game.
When you look good and the atmosphere is rich all around you, you will feel more in character and will enjoy your game more, and
so will everyone else. Remember that you‟re playing a fantasy game for enjoyment. Whereas it might be fun for some people to
spend their weekend wearing 80 pounds of armor, not everyone has the desire, or the endurance, to suffer through that much
realism.
There are three major factors in determining the amount of armor points that a particular suit of armor will give you.
      1. It‟s all about looking good. If you‟re wearing a really nice looking suit of actual chain mail, you‟re going to get the
           maximum value for the areas you‟re covering. If you‟re wearing a suit that looks just as good but it‟s made of neoprene
           and weighs only 8 pounds instead of 40, you‟re going to get the same points. Both suits add to the atmosphere of the
           game the same and the only one who really feels the difference is the person wearing it. However if you‟ve stretched out
           a grey sweater and called it chain mail you‟ll receive very few points at all.
      2. Cover yourself! A set of bracers isn‟t a suit of armor. You have five locations to cover if you want maximum protection,
           two arms, two legs, and your torso. Your torso is worth 50% of your overall armor rating, with the rest of your limbs
           receiving the remaining 12.5% each.
      3. Materials. Armor is usually made of Metal, Leather, or Leather with additions. Obviously metal is the best protection, but
           keep in mind it will slow you down. Leather is nice, but with metal it‟s better. There are a few things you can do to reduce
           the weight of armor, including using non-standard materials, but the actual materials always look best, and that‟s what‟s
           most important.

Armor points for a suit are initially based on the materials. A full suit of Leather armor is worth up to 10 points. A full suit of Leather
armor with additions is worth up to 20 points. Additions to Leather armor can be metal rings, studs, plates, or scales. Rings must be
within two inches of each other, studs within one inch and must be at least ¼ inch across and the total density of the scales must be
at least 10 ounces or a combined ¼ inch thick. Additions must cover at least 75% of the section to qualify. A full suit of primarily
Metal armor, whether it‟s chain, a suit of plates, or otherwise, is worth up to 30 points. A suit of rigid plate mail is worth up to 40
points. Metal portions of armor must have rounded edges and no sharp points that could possibly injure the wearer or others. Armor
should be constructed with safety in mind as well as comfort and durability. Armor should never be taped together, but instead
should have sturdy joints and fasteners.
You must have at least 75% of an area covered by the armor to be awarded full armor points for that location. If you‟re only covering
half, for instance a bracer on your forearm but nothing on your upper arm, you will be awarded half points for that location. If you
have any less covered, you will receive no points at all. Both the front and back of the torso must be covered to receive full points. If
straps or ties are required across the backs of legs or undersides of arms these locations should be considered covered as though
the armor continued around to them.
If you have different locations covered with different materials you will gain appropriate armor points for each section, based on its
materials. These points may contain fractions until the are added together, in which case you will need to round to the nearest whole
number to find the total armor points for the suit.
If your armor looks in every way like it is made of the materials that it is representing or is actually made of those materials, then full
points for materials will be awarded. If you can tell that it is not authentic at a distance, then you will probably only be awarded half
points. If it looks nothing like period fantasy armor, or it is very obviously made of non-authentic materials, you will receive no points
at all.
It is the discretion of a marshal to determine the final amount of armor points your suit of armor is allowed to represent, but at no
time will it be greater then the maximum for it‟s materials. It is unlikely that you will be granted the maximum amount of armor that is
available to your type of armor unless it is truly great looking so that there will always be a benefit to having impressive armor and
adding as much to the game as you can.
For example, Tom, Cindy, and Luke check in and have their armor evaluated. Tom is wearing a chain mail shirt with sleeves. Since
chain mail is metal armor, it is authentic, and he is covering his torso and both arms, he will receive full armor points for those
locations. The marshal tells Tom that he gets 50% armor for his torso, and 12.5% armor for each arm. This means that Tom will
receive 75% of the maximum value for metal armor, which is 30 points, for a total of 23 points.
Cindy is wearing Vinyl pants and a studded leather vest. The vinyl pants look like leather from a distance, but up close you can see
that they‟re plastic. She is covering both legs with „leather‟, but the marshal decides to only award half points for the pants. The
studded leather vest covers her whole torso, and is authentic, so she is awarded full points for that location. The marshal adds 50%
of 20 points maximum for studded leather for the vest (10 points) plus half of 12.5% of the 10 points maximum for leather for each
leg (1.25 points) for a total of 11.25 points, rounded to a total of 11 points.
Luke is wearing plastic armor that looks like he cut a couple holes in a garbage can and hockey shin guards. He is covering 75% of
his body with armor, but he neither looks in period nor do his materials even closely resemble leather or metal. The marshal awards
him no points at all.
The actual amount of armor points you will be able to use in combat will be represented on the item tag you have for your armor. If
your armor tag is worth 15 points, but the armor you are wearing is only able to represent 10 points, you should either trade or sell
your tag to get an appropriate tag for your armor, or rip the tag you have down so that it is only worth 10 points. On the other hand, if
you have a tag for 15 points and you are wearing armor capable of representing 20 points, you may use the tag, but may only use if
for the 15 points. You could always trade or sell it in exchange for a tag worth 20 points so that you can take maximum advantage of
the amount of armor you are wearing.
Armor will also protect you against a Waylay attack if it covers your neck. Leather provides protection against Waylay swung for one
point of damage, Leather with additions protects against two, chain mail protects against three, and plate protects against four. To
use the waylay protection granted by your armor, you must state “Resist” and are unaffected by the swing. Remember that you must
have the skill Armor to wear and refit your armor, as listed on page XXX.

Shields
Shields work very differently in this game then in real life. Most of the real world shield staples are not allowed. To balance this out,
there are several advantages to shields that are not historically realistic. Shields are practically indestructible just like weapons and
do not wear out over time. They are still destroyable by certain effects, but there is no set amount of damage a shield can absorb. A
shield will block any effect with no carrier or the carrier “Physical”, so long as it intercepts the delivery method. Therefore, a shield
could not be used to stop an area or voice delivery. All other carriers that strike the shield will affect the person holding it.
When building a shield you should take several factors into account.
The first rule of constructing anything is safety. You must be sure not to have any sharp edges or protruding bolts or screws that
might hurt you or others. All edges of the shield must be padded with at least 5/8-inch thick closed cell foam, the same type used in
weapon construction.
The second thing you must consider is size. To avoid turtling shield sizes are restricted. Because shields could be exchanged
among players, a standard maximum shield size has been established at 531 square inches, which is the area of a 26-inch diameter
circle. This area will include recesses and holes in the shield size as though they were filled. To accurately measure the area of a
shield you could wrap a string tightly around the circumference and find the area of the resulting shape. This is usually not
necessary with simple shapes such as circles, kites, and squares, but for more complex patterns it is suggested that you measure
with a string. In addition to a maximum area, no dimension of a shield should exceed 36 inches.
The final thing you will want to consider is weight. You will be using your shield frequently, and carrying it with you nearly all of the
time. The heaviest shields are usually made with metal. This makes for a very sturdy shield that will never break or bend and will
provide very solid blocks. Wood is the next heaviest, the easiest to make, and least expensive. A piece of ¼ - 3/8-inch plywood is
easy to fasten handles to and simple to paint if you choose. Plastics are lighter, but often more difficult to work with and fasten
handles to without leaving exposed bolts. The absolute lightest shield can be made from 2-inch thick wall insulation foam. This
usually comes in 3 foot by 8-foot sheets and looks and feels like pink Styrofoam. Do not use the pink cottony fiberglass insulation! If
you make a shield out of plastic or foam you will need to either paint or cover it so that it looks in period.

Weapons
Weapons are an important part of an adventure game. We want to ensure that everyone can have a good time playing a character
and be safe doing it. All weapons must be constructed with safety as their primary thought. We accept that there is a risk of injury
when participating in even a padded combat, but we want to keep the risk to a minimum, and so all weapons must pass a safety
check prior to the beginning of every event. At safety check you will receive a sticker or tag to place on your weapon to signify that it
has passed and may be used in combat. It is your responsibility to upkeep your weapon, so you will want to bring supplies to repair
your weapons or possibly a backup. Even if your weapon is brand new it must still pass safety check to be sure it is made to
specifications. A marshal has final say over whether or not a weapon is safe.
It is always a good idea to have someone teach you in person how to build your first weapon. Since that isn‟t always possible, you
can find a brief tutorial below. It is normal for your first few weapon attempts to fail; no one is perfect right away. Even if you are an
experienced weapon builder, you will occasionally overlook something. If you have an idea for a weapon and you‟re not sure how to
make it work, talk to a marshal or an experienced weapon builder. They‟ll be able to help you decide how to begin and what you will
need. Keep in mind that some weapons cannot be built according to the safety rules, and will not be allowed. If you intend to use
any materials other then those listed below, be sure to have them checked out by a marshal before you begin building.


                                          <<<Weapon chart>>>
Types of Weapons
There are more types of weapons then are listed on the weapon skill section of the skill chart, however all weapons fall into one of
those categories, as described on page XXX. Weapon construction varies depending on the individual weapon, but many things
remain constant.

The striking surface of the weapon is the area that you must strike your opponent with for the blow to be valid. For weapons whose
striking surface is measured in lateral inches, any strike with the blade portion is legal. For weapons whose striking surface is
measured in volume, cubic inches, only a strike with the enlarged portion is legal. The enlarged portion must be constructed of open
celled foam and be designed to collapse partially upon impact. It should be shaped to fit the appearance of the type of weapon you
are constructing.
All weapons must have a minimum of 5/8 inch closed cell foam covering the core where it may come in contact with your opponent.
The shaft length listed on some weapons is the amount of closed cell foam that must continue along the weapon below the striking
surface.
The overall length is measured from one end of the weapon to the other. In the case of flails this includes the jointed section while
stretched with moderate force. Be careful to give yourself a few extra inches with a flail, as the material will stretch over time,
increasing the length of your weapon.
The grip is the maximum length of the handle of your weapon, including the cross guard, but not the pommel. On weapons with a
grip the pommel should cover the last two inches of the core with closed cell foam and leave an additional third inch hanging off the
end, stuffed with more closed cell foam. This will be topped off with a “Waylay tip,” a piece of open celled foam extending two inches
past the closed cell foam and equal or greater in diameter.
The tip of the weapon is the minimum length of open celled foam that must continue beyond the closed cell foam at the striking end
of the weapon. Like the waylay tip, it must be equal or greater in diameter then the rest of the rest of the weapon. This tip should be
included in the area of weapons that have a volume requirement. Also like the waylay tip, the last inch of closed cell foam at the end
of the weapon should have no core and be stuffed with more closed cell foam.

Arrows and Bolts are each represented by a packet with a streamer attached to it. This streamer can be yarn, string, or some other
soft material. The streamer must be between 12 and 24 inches long. They otherwise follow the packet construction guidelines.
Axes are built like swords but have an additional piece of open celled foam attached in the shape of an axe head. Use your best
judgment when building an axe head and keep in mind that if your design will easily catch or trap weapons it will not be allowed. Axe
heads are sometimes difficult to secure because tape doesn‟t stick well to open celled foam. Running a piece of tape all the way
around the weapon and back onto itself will sometimes help, as will gluing the head to the closed cell foam. Only a strike with the
open celled foam portion of this weapon is a valid hit.
Blunt weapons are also built like swords and like axes have an addition made of open celled foam. You can make a blunt weapon
look like a mace, a club, table leg, or any other blunt item you like, but it must appear to be a blunt weapon. The open celled foam
addition must be visibly larger then the shaft of the weapon. Only a strike with the open celled foam portion of this weapon is a valid
hit.
Boulders are large, soft items that are designed to be thrown by some monsters that are stronger then the players. They are
usually bags or sacks full of newspaper, foam, or other soft things. Boulders may never be used in melee and otherwise follow the
rules for rocks.
Bows are represented by a curved physrep and must look like a normal or re-curve bow. The entirety must be padded with closed
cell foam except the grip. Thrusting tips must be placed on both ends, although you may never strike or thrust with a bow. The
length of a bow is measured along the curve. You can bend PVC by applying heat from a heat gun or holding it over a heat source.
Never touch it to the heat source! As soon as the PVC becomes malleable you‟ll want to remove it from the heat and slowly bend it
into the shape you want. Avoid twisting or stretching the pipe or it will become brittle. No string should be attached to the bow.
Claws are daggers or short swords that have a red cover for usage with the skill Claw, or any weapon with a red cover when used
with the skill Body Weapons.
Crossbows are built entirely out of closed cell foam except the last two inches of the stock, which must be open celled foam. The
crossbow must be a T-shape with a stock length of 14 to 30 inches. The cross piece must be at least half the stock length and may
not exceed 24 inches. No string should be attached to the crossbow.
Daggers are basically small swords and are built in the same fashion.
Flails are built like a short sword, but with some extra steps. Cut three one-inch long sections of closed cell foam. The flail‟s head
must be made of open cell foam. The head may not have any knobs and must either be spherical or cylindrical. Sew a cloth sock to
contain the head, and then use a one inch wide piece of tape to secure it in place at the end. Insert one of your one inch pieces of
closed cell foam and secure it in place as well. Do the same with the rest. After securing the last piece in place, put the sock over
the rest of your weapon like a normal cloth cover, and secure it tightly. The resulting weapon should not tangle up easily and not be
too long. It should not be able to wrap entirely around your neck and the cloth should not be so abrasive that it would rope burn
someone if it wrapped around their arm and was pulled off quickly. Remember that only a strike with the open cell foam head of a
flail will inflict damage. A hit from the lower section or just part of the chain won‟t count, however if the chain actually wraps around
any part of you, the head probably impacted you, and you should take the damage. After using your flail for the first time, you will
need to adjust the chain portion, as the cloth will have stretched and the weapon will likely over maximum length and more prone to
tangles.
Javelins are built with a very lightweight core and no grip. The core should be a thin fiberglass tube. You can often find this material
at kite stores or used inside of golf bags to keep the clubs apart. Instead of one inch of closed cell foam overhang on both ends,
javelins require two inches. Beyond that, the open cell foam tips must be at least three inches thick and three inches wide.
Polearms are built like all two handed weapons and begin with the same basic form as all weapons, although larger. Two-handed
weapons have a tendency to be whippy, so you should use a thicker or more rigid core when building a polearm. A polearm should
have a head made of open celled foam looking distinctly blade like to distinguish them from two-handed swords or blunt weapons.
Rocks are made of a piece of open celled foam that may contain a single packet or ball of closed cell foam in the center for weight.
Nothing else may be added. A rock must be at least 2 inches in all directions, and must be padded with no less then one inch of
open celled foam around any core. Rocks are the only weapons that do not require a weapon tag, although they must still possess a
safety tag.
Spears are made with an open celled foam tip in the shape of a spearhead. Since spears are a thrust-only weapon, the open cell
thrusting tip must be at least three inches thick.
Staves must be constructed with two striking surfaces, one on each end of the weapon. There must be a grip that must within the
middle three feet of the weapon that may not exceed 18 inches. If you walk with your staff or put any weight on either thrusting tip
you will wear it out more quickly, so be sure to replace it regularly.
Swords are the basic weapons in boffer combat and the base for most other weapons. Illustrated instructions on building a sword
can be found on page XXX.
Thrown Weapons are identical to rocks except they may additionally have a length of closed cell foam coming from the back as a
tail. If a thrown weapon has a tail, the head must contain a piece of open celled foam at least two inches thick. If a packet is used for
weight it must be located behind the head. A thrown weapon without a tail can take any form so long as it is determined to be safe
by a marshal and the head is padded by at least 2 inches of open celled foam and is no less then 2 inches across.
Two Handed Weapons are built similarly to their one handed counterparts, but with larger proportions as listed on the chart on
page XXX. Two-handed weapons have a tendency to be whippy, so you should use a thicker or more rigid core when building them.
Remember that all weapons should have some give. Additionally,

Basic Construction Guidelines
All weapons must be padded with at least 5/8 inch closed cell foam padding over any surface that is likely to come into contact with
another player. Pipe insulation is a type of closed cell foam that you can usually get at a hardware store. The ends of most weapons
require a Waylay or Thrusting tip, which is made of 2 inches of open celled foam. A camp pad or couch cushion are types of open
celled foam that you can usually get at a craft store. Nearly all weapons must contain a core material that the closed cell foam is
wrapped around. This is usually PVC pipe, either ½ or ¾ inch. Metal pipe or wood may never be used. Sometimes bamboo or
fiberglass tubing will be allowed instead.
The core of a weapon should be somewhat rigid to prevent whipping. A weapon tip should not bend more then 6 inches from true
when a moderate amount of force is applied to the tip. If your weapon is too whippy, there are a few ways to fix it. First, you can try
running a few lengths of fiberglass reinforced strapping tape applied lengthwise along the pipe. If this doesn‟t solve the problem, you
will need to change the core out entirely. Thinner cores are whippier the longer they are, so you may need to change to a larger
diameter core or a more rigid one. Generally, ½ inch PVC piping tends to be too whippy for long weapons such as long swords and
long hammers, and should never be used for two-handed weapons. Conversely, the core should also give somewhat and not strike
too hard.
Be very certain to use pipe insulation that will fit properly over your core. If you use insulation that is too large, you will be able to
shake the weapon and hear it rattle, sometimes referred to as “death rattle.” This will cause the padding to be less effective and will
wear on the padding so that you will need to replace it more frequently. If your insulation is too small, it will not fit very easily over
the core. This will compress the foam if you force it on, which will make the weapon hit harder, as well as wear it out very quickly.
Ideally, the foam should fit snugly and provide sufficient padding.
Most additions to the blade section of a weapon should be made of open celled foam. Additions should also not have sharp edges
or be able to fit into an eye socket.
Use as little tape on your weapon as you can. Using too much will increase the weight and decrease the amount of give the foam
will have. This is especially true on the open celled foam. When taping the closed cell foam on your blade down use strips that run
the length of the blade and overlap each piece about ¼ inch. Never compress the foam under the tape or spiral the tape up the
blade. Only use duct tape or cloth tape on striking surfaces, never gaff tape or electrical tape.
Gaff tape, electrical tape, and tennis grips are great for the handle and cross guard. Cross guards should not contain any piping and
should have enough give to them that if they accidentally struck someone they would not cause injury. If you decide to weight your
pommel, be sure to give it extra padding and that weights are secured and not protruding.
Many people like to cover their weapons with cloth rather then with tape once all the components are secured in place. A piece of
cloth 9 inches wide and a few inches longer then the blade of your weapon can be stitched into a long sock and fitted over most
sword-like weapons. Be sure that your cover is not too tight or too baggy. Baggy weapons will drag and cause unwanted noise and
tight weapons will compress the foam and potentially burst their seams. Weapon covers should be appropriate to their type; red for
claws, black, silver, or grey for most weapons. Sometimes magical weapons will be allowed with other colors to represent a magical
aura. Avoid using unrealistic colors and patterns on weapons; it‟s a sword, not a windsock.

How to Build a Long Sword
A long sword is the staple weapon of many fantasy games, and this one is no different. The instructions that follow are specifically
for building a basic long sword, although the dimensions can be altered according to the weapon chart to build a short sword, two-
handed sword, or dagger. Blunt weapons and axes use this same base and then add the open cell foam portions. Remember that
with every weapon you build, safety is the primary concern.

You will need:
     ¾ inch PVC pipe
     5/8 inch wall pipe insulation foam
     At least two 2 inch cubes of open cell foam
     One roll of grey duct tape
     A pair of scissors or a good knife
     A hack saw or a pair of PVC cutters
     A yard stick or tape measure

Before you even begin, read the specific design rules for the weapon you will be making. Do this even if you‟ve built these weapons
before, it never hurts. Then look up the entry for the weapon you‟ll be building on the weapon chart. These two places will give you
all the information you need on building your weapon.
In this example, we‟ll be building a 40-inch long sword. We know that the last 2 inches on each end of the weapon will be open cell
foam thrusting tips, and that the last inch of closed celled foam on each end will not have pipe in it. Therefore, we know that our core
should be 6 inches shorter then the total length of the weapon we would like to build.
1. Use your hacksaw to cut a piece of PVC 34 inches long. Be sure the cut is straight and does not leave a jagged edge. This will
be the core.
2. Take a square of duct tape and place it on the end, covering the hole, then fold the edges down, securing it in place. Do the
same to the other end. This will prevent the inch of foam in each tip from retreating into the pipe.
3.     Cut a piece of closed cell foam three inches long and fit it over one end of the pipe, leaving one inch overhanging. Secure it in
place with a few pieces of tape. This will be the pommel.
4. Cut a piece of closed cell foam about an inch long and cut it into thirds lengthwise so that you have wedges. Twist one wedge
and stuff it into the overhanging part of foam, taping it inside.
5. Take one of the cubes of open cell foam and secure it at the end of the overhang. A cross of tape across the top and down
each side should be sufficient. Remember that the open cell foam must be 2 inches thick when you‟re finished, so if you find
yourself compressing the foam much, start with a slightly thicker piece.
6. A 6-inch grip is fairly standard. Knowing the pommel will take up the last 5 inches and that a cross guard will take up about an
inch, we can subtract these 12 inches from our total length of 40 inches to find that our blade length should be 28 inches. Consulting
the weapon chart, we can see that this falls within the acceptable blade length for a long sword. Remember that the last 2 inches will
be open cell foam, we know that we should cut a piece of closed cell foam 26 inches long.
7. Cut an additional piece of pipe foam about 6 inches long, and then split it down the middle into two half cylinders. Cut a hole in
the center of one of the pieces large enough for the pipe to pass through. Slide this down the pipe to where you would like the cross
guard (about 6 inches above the pommel) and secure it in place.
8. Slide the 26-inch piece of foam down the pipe. It should come stop at the cross guard and leave an inch hanging over. Secure
this in place. This will be your blade.
9. Take one of the remaining wedges from step 4 and twist it and secure it into the overhang on this end.
10. Add the open cell foam to this end as you did in step 5.
11. Run tape along the blade and pommel lengthwise to conserve tape and avoid compressing the foam. Cover your cross guard
as well. Some people like to use specific items like tennis grip, leather, or electrical tape on their handles. If you don‟t have any of
these things, you could spiral a bit of duct tape here, but nowhere else on the weapon.
Congratulations, you should be looking at a boffer sword. Test it to be sure it‟s not too whippy, too stiff, and that the end product
complies with all of the safety requirements and sizes. Would you let someone else hit you with it?
Search and Seizure
By now you‟ve no doubt noticed the lack of a “Thief” class or even many traditional thief skills. The reason for that is simple. Anyone
can be a thief! A warrior who takes more then his fair share, a caster who uses Command spells to make others to hand over their
money, anyone. Most thieves aren‟t running around in black cloaks, sitting in the corner of the tavern with their backs to the wall. If
you look untrustworthy, people will assume you are, and will keep a closer eye on their belongings. Even worse is the poor sap that
walks in and asks where to find the Thieves‟ Guild. If you were the leader of a powerful group of thieves, would you let people know
where you were, or even that you existed? Asking for the Thieves' Guild will let the good guys know to keep an eye on you and the
bad guys know that you don‟t have a clue. Common sense is your best resource.
The only thing you need to do to be a thief is to steal something. However, like many things in this game, there are some guidelines
that you must be aware of when doing this. You may only steal items that are In Game. You may not destroy or damage anything in
order to steal it or something else. You may not break locks, boxes, or windows, nor may you cut purse strings, pouches, or belts.
Generally, if it can‟t be fixed in less then ten minutes without tools, you may not do it.
Different types of items have different rules for their theft, and it is your responsibility to be aware of them. If you fail to abide by any
of these rules, you are cheating, and will be required to turn over any items you have stolen.
Any item that has an item number may be stolen. The physical item must have the number attached to or inscribed upon it. This is
the part of the item that must be stolen. A magic item will also have a card that details the properties of the item. These things
should usually be kept together or near each other. The card is out of game, and is not stealable on its own. If only the item is
stolen, a marshal should contact the owner and have them retrieve the item card. If the thief is aware of how the item functions or
they get the item Identified, they may take possession of the item card. If they have not done so, logistics will hold onto the card until
they are able to use it.
Items with a tag attached may also be stolen, however in a somewhat different manner. Things like weapons, armor, potions, and
the like will have a tag attached, unless they are magical. In this case, the actual item must be stolen with the tag. Once the thief has
stashed the goods, they may remove the tags and turn the physreps over to a marshal or logistics. The owner of these items may
collect them from logistics and take them out of game. The owner may then use the same physrep with a new tag to represent a
new item of the same type. Coins and power stones are always stealable and are considered to be their own tags.
Any player may write “Stealable” on their item tag before attaching it to the item. In this case, a thief may not turn the physrep over
to logistics or a marshal, and must use the same physrep for the item. If you do this, you risk loosing your item permanently to
someone who has stolen it, however you gain the advantage of being able to recognize your item if it comes back into game. If the
item is removed from play completely (sold off to a merchant who will not return, destroyed by an effect, or devoured by monster for
instance) then the physrep for the item should be returned to its original owner.
Items that have neither a tag nor an item number may not be stolen. These are personal possessions of the players and do not have
any monetary value In Game. Weapons, armor, and other items that are created via a craft skill which do not have tags should be
stored in an out of game location and may not be used or stolen. Books, notes, maps, and documents are always considered In
Game so long as their material is of an In Game nature. If the object appears to have on Out of Game value, such as a book or
map, a marshal should contact the owner and determine what they would like to be done with the object. The In Game knowledge
should be removed before the owner is allowed to bring the book or map back into game as a „new item‟.
Not every creature that you kill will give you a tag for its weapons or armor. Similarly, not every trap you find on a module will be
salvageable. If the creature or trap has a tag that it can give you, it must turn the tag over. Many creatures use poor weapons and
armor or items that are unwieldy and worthless. Many traps are built into buildings and stonework. If you are stuck in a situation
where the only weapon available to you belongs to an NPC, you may use the weapon for the remainder of the battle if you have the
skill to do so, but after that time you should return the physrep to the NPC so they may continue to play other creatures. Assume
that the weapon was damaged too badly in the fight with the valiant adventurers to be functional after the battle.

Searching a Person
Once a creature has been incapacitated, they are fairly simple to search. You must touch the creature and state “I search you.” This
is an out of game statement, but anyone who hears it is aware that it is what you are doing. You should role play searching the
creature while the person playing the creature gets out all of their In Game items and hands them over. If you leave, are attacked, or
begin doing something else before the person you are searching has handed over all of their items, then any items they have at the
time you stopped searching them remain in their possession.
Alternatively, the person being searched may answer “I search you” with “Describe your search.” If this is the case, any items
indicated by the searcher or items in the area described must be turned over. You must actually be keeping the object where you
want it to be. You may not have a secret compartment or a hidden pouch unless you actually have one of these things and the item
is actually within it. If you kill the creature and wait for its body to dissipate all items on the creature will be apparent to anyone who
looks through the creature‟s possessions.

Searching a Cabin
To search a structure is a bit more difficult because there are times when there is no one around to answer any questions the thief
may have or to make sure all of the appropriate rules are followed. To do this a thief must contact a marshal and have them oversee
the burglary. The marshal will remain out of game and out of the way the entire time. They may not help or hinder the thief. They are
there to make sure that the thief follows all of the rules, that any defenses on the building affect the thief or are properly bypassed,
and that only proper items are stolen. The marshal will check the marshal notes for the building and make the thief aware of areas
that are out of game. Underneath bunks is always considered an Out of Game location for personal property, you may not place In
Game items there. The marshal will not tell you what items are In Game, where items are located, or what defenses are present
unless they are an effect which is obvious to any who ask, such as a Circle or Lock.
The marshal notes of every building will have a list of who is allowed inside without a marshal. These are usually the people
sleeping in the cabin, but may be as many people as you wish. These people should all be aware of the defenses of the building,
and if they are not, they should probably not be on the list. Common areas like a Tavern, Inn Lobby, or other location that is
obviously open to the public do not require a marshal to search and everyone is considered allowed within.
It is possible to have a room or building separated by an opaque or magical barrier that has specific defenses or effects in place
requiring individual marshal‟s notes. These areas may have a more refined list of who is allowed in without a marshal then the area
it is contained within, but it may not contain anyone who is not allowed in the larger area.
You may enter a room or building which contains other players who are awake Out of Game (although not necessarily In Game)
without a marshal so long as those other players are allowed within the building themselves. It is the responsibility of the normal
occupants to make sure that they tell the thief what is and is not In Game and what defenses may apply to them. If there is also a
marshal present, this responsibility falls back to the marshal.
Some players choose to section off their bunks and mark them Out of Game on the marshal notes. If you choose to do this, you
must place all of your In Game items in an In Game area and attach your skill card to the Marshal Notes. If someone enters and
intends to kill you, they may state their intent to do so to the marshal, and once they have shown that they can approach the area
that you are sleeping in, they may issue a killing blow. They may not actually enter the area, as it is out of game, but they must
touch the barrier. At that point the marshal will take your skill card to logistics. If you wake and are unable to find your skill card, you
were likely killed, and should check with logistics.

Security
Locks, traps, and magic are all good ways to protect your valuables. Unfortunately, there is no sure fire way to keep someone out of
your cabin. Locks are great for keeping the casual snoop out, but if someone is really intent on getting in, it might only slow them
down. Traps are good for making someone think twice about risking their life for your stuff, but they can be disarmed. Many types of
magic grant varying degrees of protection, but many can be dispelled, destroyed, or bypassed by someone who has the right
supplies, power, or knowledge.
Any security measures you choose to take must be listed on the marshal notes for your cabin, along with any additional areas that
are Out of Game, people who are allowed in the cabin without a marshal, and a list of who is staying there. These notes are Out of
Game material and must be attached to the inside of the door. The only one who should access these notes after they are put up is
a marshal.
To disarm a trap it must be rendered unable to produce its noise or light that would otherwise signify that the trap has gone off. This
could be removing the battery from the contacts on an electric trap or jamming a mousetrap or lowering the bar slowly so that it will
not snap shut. When doing this you may not damage the physreps in any way that a marshal would not be able to fix in ten minutes
without any tools. You may never cut electrical wires or destroy any part of the trap to prevent it from working. Wires and other
modern things found in a trap are there to represent the clockwork innards and would not be so simple to disable. Be careful when
disarming traps because many Toymakers will booby trap their traps to go off when tampered with.
It is possible to disable a trap without disarming it. A common occurrence of this is when a trip line leading to a trap is cut. At this
point, the trap has been circumvented, however the trap is still armed. If the trap is set off in any other way, (the trigger is bumped or
it is caught within the blast of another trap for example) then the trap takes effect normally. Disabling a trap still requires the use of
the skill Legerdemain.


Behind the Scenes
This section contains important information that wont influence the average player‟s experience while the game is running. Helpful
tips for players attending their first event, for players attending every event, for NPCs, for Marshals, and for running plot and logistics
are all found in this section.

Your First Event
No doubt that your first event will be confusing at first. There are a lot of things to get used to and rules to learn. You‟re meeting new
people and On top of that, you have to

Each Event

Non-Player Characters
The term Non-Player Character originated in tabletop role-playing games to refer to any person, monster, or other creature that the
person running the game created for the people playing the game to interact with. In the course of telling the story, the person
running the game would often talk through these creatures or use them to further the plot or provide challenges. Because these
characters were all controlled by the person running the game, they came to be known as non-player characters, or NPCs.
In a Live Action Role Playing game like this one, the term is still used, but its application has evolved. At every game the majority of
the players will be playing a single character throughout the weekend. However, rather then having one person tell the story and
have people imagine what is happening around them, there will be several people telling a cohesive story. These people will rely on
the talents of a group of people to play every other person that the players will interact with.
While NPCing your normal character, or PC, will gain skill points as though you had attended the game as them. It is assumed that
your character was doing something at that time, just not in the local area.
As a Non-Player Character your role at any given moment will be assigned to you by a member of the Plot Team who is telling the
story or a Monster Master who will act the their stead. You will probably play dozens of parts throughout a game. You could be a
farmer who needs some help with a goblin problem, only to hire some players on, return to Monster Camp, change costumes, and
play one of those very goblins! Some NPCs are assigned to tasks as they come up, such as playing a monster when Player
Characters pursue a particular mission. Some NPCs are assigned to specific tasks, such as playing a Bartender or Sheriff for
several hours, dealing with issues according to their character‟s write-up and instructions from Plot. Other NPCs are wandering
monsters, providing challenges for players who go out into the wilderness seeking adventure.
NPCs will have an area that is set aside for them, generally referred to as Monster Camp. This area will be a staging area where you
can change costumes, read plot information that is pertinent to the character you will be playing, collect props, weapons, and
treasure you might need, and receive new instructions. Additionally, there will be an area set aside for NPCs to sleep and rest. Both
of these areas are generally off limits to Player Characters. It is possible that a player might need to approach these areas, but they
may never wander through, hang out, or enter unannounced.
NPCs are expected to listen to the Monster Master and Plot Team and help keep their area clean and organized. Not every role you
will be assigned to will be your favorite thing to do or the most exiting, but by doing the best job you can, you will prove to the Plot
Team and Monster Master that you can take on more interesting and challenging roles and provide an excellent encounter.
A good NPC has a myriad of skills that makes them valuable. You will generally want to have good role playing skills, be a good
fighter, and know the rules well. You should be able to immerse yourself in a role and make it come alive. Putting effort into your
costume, wearing proper makeup when needed, and sticking to your character‟s write-up while filling in the blanks can show that
you‟re a good role player. You should be able to provide a challenging fight when called upon to do so. Fighting safely, effectively,
and with different weapons, styles, and abilities will show that you‟re a good fighter.
Most people who NPC like the experience they get as a player. By NPCing, you learn the rules very quickly and gain lots of helpful
information about how the game works without putting the life of your character on the line. If you‟re playing an NPC and you are
killed, you‟ll return to monster camp and will probably be assigned a new role, although it‟s possible that they‟ll perform a
resurrection and send you in as the same character seeking revenge! You never have to worry about risking your own character‟s
life or reputation. Many people enjoy playing many different things over a weekend instead of just one. Still others just like to be
„behind the scenes‟ during an event. Whatever your reason, being an NPC for a weekend is a great experience that will expand your
interaction with the game.


Marshals
 Order of importance for rules calls
          Safety
          Enjoyment - of all players, one person being too powerful makes the game less fun for others.
          Literal interpretation
 Asking for verification of NPC abilities



8)   Behind the Scenes
     a) What to bring to an event
               (1) Flashlight, cover, other lights
          ii) Your first event
     b) How to be an NPC
     c) How to be a Marshal
          i)   Order of importance for rules calls
               (1) Safety
               (2) Enjoyment
               (3) Literal interpretation
     d) How to Run
          i)   Plot
          ii) Logistics
               (1) Keeping track of things
                    (a) Appraisal number
                    (b) Item number
                    (c) Detection Number
9)   Glossary
a)   Ritual Charts
b)   Event Checklist