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Mirror Mirror An Interactive Fantasy

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					               Mirror, Mirror
            An Interactive Fantasy
                             Suit the action to the word, the word to the action, with this
                           special observance, that you o'erstep not the modesty of nature:
                           for any thing so o'erdone is from the purpose of playing, whose
                           end, both at the first and now, was and is, to hold as 'twere the
                            mirror up to nature: to show virtue her feature, scorn her own
                              image, and the very age and body of the time his form and
                                                       pressure.

Hamlet Act 3, scene 2


Introduction
You are invited to revisit a beloved or familiar character; to take that character into a brave new world where
they will be re-imagined so that your story can begin again. Somewhere, somehow your character has been
drawn through a mirror into a Mirrorway, forever changed and placed into the world beyond. To some this new
place will be utterly unfamiliar. Others might see familiar aspects of their past in the lands beyond.


Characters
Players in our game participate by playing characters they have created in other worlds, other games, and other
stories. Although Mirror, Mirror takes place in a land called the Shattered Realm, you recreate a fantasy
character from another world who has been drawn into the Shattered Realm at the time that you start the game.
In this way you are able to take an original fantasy character that you have previously created and re-imagine
that character for this new story. Your character will take on new life as you pass into the Shattered Realm and
begin another chapter in your history. Our goal is to allow you to play a character of your choosing that you
know well, with your established history and story largely intact.

Worlds outside the Shattered Realm are collectively known as the Outlands. All characters in Mirror, Mirror
have one thing in common: at the start of the story they are drawn from the Outlands through a mirror and
emerge from one of the Mirrorways into this previously unknown realm. Some characters are accidentally
drawn into the mirror during some adventure, some enter the mirror purposely to explore what is on the other
side, and some characters fleeing from some great danger might use a mirror to escape an otherwise unpleasant
fate. Whatever the circumstances of your passage, it begins with a mirror touched by a Mirrorway and ends at
one of the Great Mirrors within the Shattered City.


Character Restrictions
There are some restrictions when plot considers your character for inclusion into the game.

~ The character must be your original creation.
The character you wish to bring into the game must be one you created. The concept, name, and history must be
your own, and you must have participated in the additional story elements of whatever ongoing game or story
engaged the character.

~ You must be able to represent the character with the appropriate costume and make up.
You will be playing, fighting, and role playing as the character during the course of the game. This means to
must be able to properly represent that character with your costume. Some types of characters simply aren't
feasible in an action game. Dragons, Sprites, Gnomes, Giants, and similar creatures that can't be represented by a
player through costuming and make up cannot be played.

~ You must be able to approximate the character's skill set in the rules of the game.
When you pass through the Mirrorway your character will appear in the Shattered Realm as an incarnation who
has been changed by Refraction. If you cannot, even with this process, create a satisfactory representation of
your character using our character creation rules then choose another character. The incarnation within our rules
should provide a character with a similar feel. If re-imagining your character will prevent you from having fun
playing that character then choose a different character. It might be that our rules framework is not flexible
enough to incorporate your epic Draconic Ninja Archer Voidmage with her soul sucking rune staff, and you
can't imagine running the character without the ability to call down a meteor to destroy enemies. If our rules are
not flexible enough to realize your character then you will need to consider another character.

~ It must be a fantasy character.
Mirror, Mirror is a fantasy game and we do not allow characters from other genres into the campaign. Although
we welcome characters from Western fantasy, Eastern fantasy, and all the varied cultures in between, your
character should not have skills, knowledge, items, or cultural elements of games or worlds outside the fantasy
genre. If your character cannot be re-imagined without references to post 1500 technology such as fire arms,
gunpowder, mechanical devices, robots, cyborgs, steam punk devices, or other elements outside the fantasy
genre then you cannot bring that character into the game.

~ Your must be able to strip out names of people, places, items, creatures and other proper names that are iconic
to the previous story and still be able to role play your character.
When you first come into game the Mirrorway affects your thoughts making it impossible to communicate
proper names to other characters. You must be able to participate in the game knowing that the details of you
history and backstory are strong within you but shattered when you try to impart those details to others.

~ It must be a heroic character.
Mirror, Mirror is a game of heroic fantasy. You should choose a character that will thrive in and be fun to play
within that type of story, environment, and campaign. This does not mean you can only run characters with a
strict moral compass. If you cannot integrate, however, into social dynamics of the Shattered City and interact
meaningfully with the people that now dwell there then it is unlikely you will have a fulfilling experience at the
game.


Refraction
Characters do not pass through the Mirrorway unchanged. As you enter the Shattered Realm your physical and
mental existence adjust to more fully integrate with the Shattered Realm. The Mirrorway brings a new
incarnation of your character into the Shattered Realm. This process is called Refraction. The Shattered Realm
has a unique flow of magic to it, and Refraction explains how your new incarnation channels with and interacts
with the magic and reality of this new world.

When you pass through a Mirrorway this process of Refraction changes your physical appearance and form. It
explains why your character might look different due to the limitations of costuming and makeup. Since you
will be physically playing your character, Refraction explains differences in height, weight, hair color, eye color,
voice quality and any other characteristics that costuming and make up might not be able to represent.

Refraction also explains changes to your skill set. When you re-imagine your character you use the character
creation rules to approximate the knowledge and skills of your character. The reality of the game is that many
abilities that are common to other story telling mediums are impossible for us to represent in an immersive live
game. The incarnation of your character in the Mirror, Mirror game might be very different from previous
stories. Refraction of the Mirrorways explains that.

Mental refraction causes the character's memory, history and story to become clouded and obscured as you pass
through the Mirrorway. While your personality and outlook need not change, and you can recall in great detail
the circumstances of events and encounters of your history, the specific names of people and places are obscured
with this new incarnation of your character. Although you can still remember your previous travels in great
detail, when you try to impart those stories to other people those names and details seem to fracture as if you
were trying to piece together an image of them through broken glass. You will find that you are unable to call
upon these names and details when talking to other people and trying to do so will be painful.

To further elaborate, when you re-imagine your character for Mirror Mirror your history and back story are
stripped of specific names by the Mirrorway. These details remain within you, but trying to impart them to
others seems somehow broken. The names fail in your throat and trying to invoke them in conversation, image,
or written form fails resulting in physical pain. Only the names of original characters or items that physically
pass through the Mirrorway can be passes to others through story, writing and art. If you come through the
Mirrorway with a group of companions you will remember their names. You will remember names you might
have given to treasured items you carry. So long as the name is an original creation and it physically passes
through the Mirrorway you will retain mastery of the name.


Wait, What?
Refraction accomplishes two things.

First, it explains why your character is different within our game as compared to previous stories. If you are re-
imagining a powerful fireball throwing wizard from a different storytelling medium, Refraction is the reason
why you cannot throw area of effect spells, polymorph into a dragon, or perform any of the numerous magical
feats that are impossible or impractical to represent in a live action immersive game.

Second, it strips away names and details of previous worlds while keeping the essence of your character intact
so other players won't be pulled out of character when you talk about your own story and they recognize
elements from games and worlds they might be familiar with. Our goal is to preserve your story, your
personality and your heroism without having recognizable details of shared worlds intrude on our game and
break immersion for people who might recognize elements of those worlds.

This is not to say that the details of your history must forever be buried in your own mind. Sometimes these
memories can and do come forth, rising from the shattered attempts to conjure them forth in story and becoming
whole, free to share with others. These thoughts can be called forth in two ways.


Awakening
There might be times in the game when your mind is repaired and specific details of your past be made whole
and free to share. This reweaving of your thoughts is called an Awakening. Although the circumstances of these
sublime moments vary greatly, there are details about this process that remains consistent.
At the start of an Awakening, some spirit or powerful being initiates a state, trance, or ritual in some private
place that temporarily makes your thoughts whole. During this time the details of your history come into focus
like cloudy glass finally cleaned to reveal a clear scene beyond. You must remain relatively still, and your only
activity is the role playing actions which the spirit calls for or beckons you to perform. You can break the trance
at any time by calling “Resist” and leaving the area. If you maintain this state and follow the instruction of the
spirit, it imparts the Lucidity trait with the verbal “Imbue Lucidity Trait by...”

Once you have the Lucidity trait your history comes into full focus. Although your memory and thoughts are
restored, you can only answer direct questions from the being that initiated this state. It is unusual for this to be
public, as it is much easier for a spirit or entity to delve into your cleared thoughts in private while you whisper
only to them. If the spirit does not find what it seeks, or the thoughts are for whatever reason not to its liking, it
can call “Cure Lucidity Trait by...” to end the state. Your thoughts once again dim and shatter, and the act of
trying to communicate those to others once again becomes painfully impossible. If the spirit finds what it seeks
or is pleased by what it hears, it can permanently repair those thoughts or details you have described to it. It will
touch you and call out “Repair Thoughts to Lucidity” to make the story you have imparted to it permanent in
your mind. At this point the memories you have communicated while you were last imparted with the Lucidity
trait come clearly into focus. They are strengthened and repaired such that you may freely communicate those
details in story, writing, or art to other characters in the game.


Recognition
Within the Shattered Realm there are many places and people that exist with titles or names that describe their
nature. These people and places sometimes hold great power and are well known. Others are secretive and
known to few. These elements can be important characters, divine beings, cities, villages, or entire kingdoms.
These people and places are called Iconics. These iconic people and places forego proper names and resist
attempts at specific names. Although one might attempt to name them, the denizens of the Shattered Realms
quickly fall back to using the iconic titles of these people and places.

When you pass through a Mirrorway the memory and details of truly iconic and recognizable figures, places
and items from your previous world are forever shattered. You lose the ability to share those thoughts with
others. Even an Awakening will not clear the memory of these iconic elements of other worlds. While these
memories can never be freed, there are times in the Shattered Realm that people from the Mirrorways recognize
these iconic elements in the various figures of the Shattered Realm itself. During the process of Recognition you
realize one of these named elements of the Shattered Realm to be, in essence, the iconic element from your
memory. As you explore this option, many find that these figures also recognize you, and that the places that
seem familiar actually contain places you recognize from your own world. When Recognition happens, the
iconic elements from your back history and the titled figures or places from the Shattered Realm actually become
the same.

Recognition happens as suddenly or gradually as needed for all the parties involved to recognize the shared
memories from the past. Sometimes these tales are slow to be revealed as it takes time to recognize these
similarities through the shattered image of Refraction. Once it takes hold, however, it becomes very real. You
come to recognize the figure and they come to recognize you. The memories, oaths, titles and perhaps even
magics or curses solidify and become a real part of both of your histories.

There are many times when Recognition fails as well. Sometimes you might approach an entity that seems
familiar, but as you share memories it is clear that this is not someone you might have known. The process of
Recognition is not uncommon in the Shattered Realms so most beings are if not used to it, at least aware of the
phenomenon as common.
If Recognition takes hold with a titled Iconic of the Shattered Realm, and the titled figure is comfortable that they
recognize you as someone they once knew and still know, they will verify the Recognition. They will role play
the final Recognition, touch you with a packet and whisper or call out “Repair Thoughts by Recognition.” At this
point, the memories and history are very real. You must be very careful who you recognize from your history,
because for good or ill Recognition is also very permanent. For places, you generally Recognize them by
discussing them with someone who is both native to the area and familiar with it. If the native knows the area
well enough they can verify Recognition of the area with the same verbal.

As you explore the rule book you may already see elements of the Shattered Realm that seem familiar to you. If
the iconics of the world described in the rule book seem to fit your history you can choose to Recognize them
before you even play the game. This is most often done with Kingdoms and divine beings. These Recognitions
take place during Refraction and the iconic names take the place of the proper names you are used to. This
allows you to circumvent Refraction and you can use the titled name to immediately communicate elements of
your history or story. Any Recognition that happens before the game or between events must be submitted to
plot for approval.
                          Chapter One
                        Accelerant Rules

Welcome
You are preparing to enter a game world using the Accelerant system. The system is designed to be simple in
concept and execution, yet have a rich and varied set of skills and abilities with which to develop characters and
stories. To do this we have created a set of Core Rules that defines all of the effects of the game and presents
them to you within the first chapter of the rule book. All skills and special abilities refer back to these Core
Rules, so once you have learned the Core Rules you know how to react to effects from any Accelerant game,
even though the skills or abilities that allow a character to use those effects may be very different.


Rules of Etiquette
In an activity as fluid and full of unexpected circumstances as live action games, it is important that each player
attempt to follow the spirit as well as the letter of the rules. Although we have tried to create a set of rules that is
as cut and dry as possible, there are certain rules that are difficult or impossible to quantify that are necessary to
promote atmosphere or safety. These rules are marked as Rules of Etiquette. These rules are difficult or
impossible to quantify. We know this, and if players abuse them or become less than graceful when using them
the game will suffer. We trust the player to follow the intent of the rules, and to be particularly careful to be
graceful when dealing with Rules of Etiquette.


Rule of Etiquette
The first rule of etiquette is that abusive language or actions are not tolerated, whether they are in game or not.
Language or actions that are derogatory or that are deemed to be harassment are not allowed. References to
explicit sexual behavior or concepts, particularly violent ones, are not allowed. In game threats should be
worded so they are clearly in game.


Game Actions
The system is designed to keep the game running as smoothly and fluidly as possible. The game takes place in a
site full of props, buildings, and other players. The rules define how you interact with the environment and
other players. The game has removed actions and effects players cannot actually perform from the gameplay.
There are no creatures stepping through solid walls, no flying creatures, and no activities that cannot be played
without interrupting the flow of the game. Characters that step into rifts and turn to spirit, or characters that die
and rise as spirits are still visible as they walk off. You cannot attempt actions such as chopping up bodies or
breaking down doors that cannot be performed for logistical or safety reasons.
Always In Game
Players stay in game and in character from the start of the event to its end. There is no "out of game" except
during emergencies. There are no out of game indicators such as white headbands, and no people should be
wandering about unless they are there in the actual game. The idea is to keep the game flowing so players can
stay in character and be immersed in the story. If you have a question, attempt to word it and ask it in game. If
you feel you must leave game, walk to the edge of the game area in character and leave the game for a time. You
should never interrupt the flow of the game.

The system is also designed to minimize the times where you cannot act on what you see, hear and feel. You are
always in game, even if your character is unconscious, dead, or affected by a game condition that incapacitates
you. Your spirit still remains with you, and it can experience the game world around you. You do not need to
pretend you did not experience the game even under these conditions. If your eyes are closed then you might
not see what is going on, but you will remember everything you hear, smell, and feel. Your character also will
realize this and knows that sometimes dead men do tell tales.

There is no information that is out of game. If you don’t want other players to know something in game, don’t
talk about it out of game. Keep your in game secrets to yourself, and if you talk out of game about something
other players can decide they learned that information in game if they feel that the conversation unfairly inflicts
knowledge upon them they did not want to know. If you want in game secrets, keep out of game secrets. The
only caveat is if you are experienced and play a different character, creature, or plot role we ask you do not
transfer anything you learn to other characters.

To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems
and interruptions.


Caution
This phrase indicates some condition that may threaten the health of a player. A caution should never last more
than 10 seconds. It indicates that those people who are close to or involved in that problem should pause so
someone can get clear, get up, or move away from a threat. Only those people nearby need pause until the
problem resolves. Everyone involved in a caution is still responsible to the game, and should still be cautious of
in game threats. They may move away from the Caution or pause until the person has dealt with the problem.


Clarification
This phrase works like Caution, but it indicates that someone needs a quick explanation of what happened.
People directly involved pause for up to three seconds while someone repeats a verbal or quickly indicates a
condition or result of something. This should be used infrequently, if ever. It is present for new players who may
be overwhelmed and confused during their first game or two.


Let Me Clarify
This phrase, which can only be used by plot approved non-player characters, indicates that any encounter
information that follows should be considered true. There are times when your character may not trust another
character. This phrase indicates that the information that the character, trustworthy or not, will impart is
important and true information about how some specific encounter works. This phrase cannot be used unless
the player has plot approval for that specific encounter, and the information imparted must be a clarification of
some specific game effect or encounter.
Emergency
This phrase should come up rarely. This means that there is some medical emergency that needs attention. The
game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem
exists. Emergency should only be called is there is a real problem and someone could be hurt.


Safety Restrictions
There are a number of basic safety restrictions in the Accelerant system to ensure the safety, comfort, and
enjoyment of all.


No Physical Contact
You have no reason to touch another player in the Accelerant system. Physical contact is not allowed. You may
contact another player with a boffer weapon in a legal attack area and you may contact another player by
touching a packet to their arm or shoulder to deliver a "touch cast" effect. Violators will be asked to leave the
game.


Searching a Character
Because the game does not allow physical contact, you may not physically search someone else. Instead you
approach within searching distance and tell them in a low voice "I am searching you." The player may simply
reveal items you have found. The player may make a pouch available for you to reach into and take items. The
player may request that you describe your search. In this case, you must take the time to tell the player where on
his or her person you are looking for items. Items cannot be hidden in places people might find rude or
inappropriate. An item must actually be hidden where you say it is. You cannot have an item in your pocket, for
example, and claim it was tucked in your boot. It must be hidden there. If someone searches a general area you
may request them to be more specific by stating "Describe that search." If you have an item concealed in the sole
of your boot and someone says "I search your boot" you may ask them to "Describe that search" before giving it
up. Players should not demand unreasonable searches with too much detail - a search should take no more than
a minute.


Carrying a Character
Because the game does not allow physical contact, you may not physically carry or drag another person. Instead
you simple tell the person you are picking them up and role play carrying them along. They must get up and
walk with you while you pretend to hold their shoulders. You cannot move faster than a walk while carrying
someone else. If you are unable to move while being carried you walk with your head bowed and arms at your
sides.

If you are carrying a character and that character is struck by an effect from a melee, missile, or packet attack
that is not beneficial, you will also take that effect unless you "drop" the character immediately. If you are being
carried and someone "drops" you then you role play falling to the ground. If you are being carried, you must
role play an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If
you are carrying someone who role plays an effect, and you do not know what the effect was, you must drop
them. You may pick up a body after dropping it as soon as that body stops moving.


Rule of Etiquette
Whenever you are required to role play an effect you must always do so in a safe manner. If you must adjust
your role play or position slightly to make the game safer for you or another player we ask you to do so. You
should take care before moving in crowded areas even if you must play out the effect in a slightly different
manner. You are encouraged to take the extra step or two when playing out an effect if it removes you from an
area that is detrimental to your health such as a puddle or an area with too many other players.


No Alcohol or Drugs
You cannot consume alcohol or drugs on the premises of the game unless the drugs are for medical use and
approved by the staff. You cannot be under the influence of these while on the premises of the game. Violators
will be asked to leave the game.


Rules Restrictions
As you play the game and wander around the world, there is a lot you can do to affect the game environment
around you. Conversely, there are lots of effects that can change how you play the game, for both good and bad.
Other characters may attempt to inflict unpleasant fates upon you, and you might attempt to do the same to
them.

There are three restrictions on your activities.

The first is an environmental restriction. When you come across props that represent certain environments, such
as tarp walls representing solid walls, you must play as if that condition was real. You cannot move tarp walls,
you cannot walk across black pits, and you cannot enter areas marked out of game.

The second is an effect restriction. If an effect has been inflicted upon you, you must abide by the restriction of
that effect until it is removed. If you have a Slow effect you cannot run. If you have the Maim effect you cannot
use the maimed limb. Effects can be inflicted upon you in a variety of ways.

The third is a skill restriction. If there is a skill that specifically allows you to manipulate a prop or perform some
action, you cannot attempt to perform that action or manipulate that prop unless you have that skill. You cannot
pick up weapons and try to fight unless you have the skill to do so. You cannot manipulate traps unless you
have the skill to do, although you can attempt to avoid them.


Prop Restrictions
You are not allowed to bring to an event any prop that resembles or could be mistaken for common or unique
game items provided by plot without the express permission of the game staff. You cannot attempt to duplicate
or forge game money, item props, tags, or logistical documents such as character or monster cards. Any attempt
to use in game means to create fakes of any items must be approved by the plot committee.

You are not allowed to break, destroy, or take apart any prop. If a prop is attached to a wall by a chain, for
example, you cannot attempt to break or detach that chain in any way. The Destroy effect does not change the
basic structure of a prop; it just makes the item unusable for any game related purpose.

Most props have no in game worth. Costuming, jewelry, weapons, and area props cannot be moved from the
area they are placed in except by the owner. These props provide no in game benefit and disallowing their
removal ensures these props are not broken or lost. Props may be handled but must be put back where they are
found unless they have a sticker.

Small circular stickers indicate special rules about handling an item. If an item has a red circle, it cannot be
moved at all. It cannot be picked up or touched. It will not move. If an item has a yellow or green sticker, it
seems to be valuable. A small, yellow, circular sticker means the prop may be taken but it must be turned in at
checkout. A small green circular sticker means you can take the prop and hold on to it. Special items may also
have a red sticker with a rune or number on it. These stickers indicate that characters may not pick up or touch
the item unless they have a skill or ability that allows them to manipulate objects marked by that symbol or
number.

Items may also be marked by attaching a short green, yellow, or red ribbon to indicate the item's in game status.
These ribbons replace the sticker and have the same meaning. A ribbon can be used to mark small items that
don't have room for a sticker, such as rings, or on items where plot feels that a ribbon would look better or be
more evident to the players. This ribbon may have codes or markings on it in the same manner that stickers can
have markings for players with specific skills to recognize.

Some game effects will enhance an object such as a weapon or a piece of armor. When an item has been
enhanced by a game effect, an effect sticker will be placed upon it so long as the enhancement is in place. Items
with effect stickers are treated as though they were yellow sticker items. If you have an effect sticker upon your
weapon, that prop can be stolen from you. You should bring back up props if you want to use item
enhancements.


Game Environment
Games take place at a site, usually a campground. This site defines the boundaries of the game. During game
play, a player may attempt to enter any area within the game boundaries unless the area is marked with a yellow
information sign. Areas marked with information signs are either special areas with additional rules described
by the sign or they are out of game and impassable.


Out of Game Areas
Areas that are out of game are marked by the yellow or hazard orange signs with text marking it Out of Game.
You may not enter these areas. The text of the sign indicates why, in game, this area cannot be entered. Some
areas might be described as collapsed and ruined piles of rubble that have no real interior. Other areas might be
marked as impassable swamp.


Special Areas
Areas with special restrictions or rules will be marked by the yellow or hazard orange signs with game
information printed on it. This sign will have game information written upon it that will describe the
circumstances that make the area special.


Gates
Portals ringed with strings of decorative light are magical portals. These portals lead to other places. Some lead
to other places in this world, some lead to places beyond this world. If a portal is ringed with lights and they are
not lit then you cannot go through that portal.

The areas beyond gates are often marked with yellow information signs, so you should always look around after
going through a gate. Gates have a disorienting effect to compensate for the time it takes to spot and read a
yellow sign.

White gates are open portals. If the lights are on, anyone may step through the gate. White gates will always
appear in ruined areas.

Colored gates are special. Only special staff characters that control the gate may bring you through a gate with
colored lights. If there is no guide you cannot enter the gate. Some colored gates are free standing, with no actual
area on the other side. If you enter such a gate at the request of a staff character then you will become a spirit.
You will not be affected by any attacks and you must reply "Spirit" to any attack that strikes you. You cannot use
any game skills or converse with any one else. You are visible to others, but you cannot converse with them and
you can only enter an area indicated by the spirit guide who leads you. You must follow the spirit guide until
you exit through another gate and your guide indicates you have assumed your normal form.


Turn Back Markers
Some games have locations in a game site are normally accessible to players, but are sometimes closed for
specific encounters or modules. While this is usually handled with yellow information signs, it is often difficult
to spot and read information signs without entering the encounter area to read them, especially at night. To
make this easier, areas can be marked with circular information signs (rather than the usual octagonal signs) and
at night these signs are lit with circular rings created with looped glow bracelets. If you spot these Turn Back
Markers hanging in the area, it means that the area is inaccessible and you should stay away unless you are led
to the area by a spirit, a scout, or a similar guide.

It is often left to the player to explain why they cannot proceed when they spot Turn Back Markers. One
common reason is that the area ahead is impassable swamp. Another is that a mist has risen and players cannot
find their way through the area. Sometimes players simply state that the area ahead looks uninteresting and turn
back. It is left to you and your companions to come up with a plausible reason that you cannot proceed when
you spot a Turn Back Marker.




Combat
During the course of the game, you can be the subject of a wide variety of attacks. Each attack will attempt to
inflict an effect upon you. Some effects can benefit you, and some will deliver unpleasant effects upon you. Each
attack has a verbal that describes what the attack does and a delivery that determines how the attack is used
against the target.


Verbals
A verbal is a short phrase that is called out when an ability is used to explain the effect of that attack. Each verbal
can have an effect and a trait for that attack. The trait indicates the flavor of the attack so you may role play the
effects and perhaps use a defense to negate the attack if it strikes you. The effect indicates what the attack does
to you.

A verbal is an out of game phrase. You must call your verbal even if you are affected by Silence. If you hear the
beginning of a verbal you must listen to the phrase and play out the effect.

Verbals for melee attacks are called out as you swing your weapon. Verbals for missile and packet attacks are
called out before you release the projectile from your hand. You call out a phrase that takes the form of [Effect]
by [Trait]. For example, a poison that freezes you in place would use the verbal "Paralyze by Poison" and a bolt
of fire that causes 5 points of damage would use "5 Damage by Fire" as the verbal.

If you hear a verbal, your character knows what happened. The verbal not only tells you the effect out of game,
but it represents the sight, sound and feel of the attack in game. You never have to play it dumb. The verbal "4
Damage by Fire" might represent a roar of flame. The verbal "Maim by Lightning" might represent a flash of
light. The verbal "Paralyze by Fear" might represent the hairs rising on the back of your neck. However you
imagine it, the verbal tells you what happened both in and out of game.

Verbals should not be confused with incantations. Incantations are magical words that are used to cast a spell.
These are in game magical phrases that are required for all but the most powerful mages to cast magic. Spells
usually have incantations, but they also end with a verbal. Remember that there are two rules that apply to all
called attacks.

• You must finish the verbal for a called attack before launching a packet or missile attack. You call out the
verbal as you swing a melee attack. If there is an incantation, which is an in game phrase associated with an
attack, then that must be clearly spoken before the verbal. This is true for melee, missile and packet attacks.

• All called hits must be acknowledged with role play. Many skills are consumed only if the recipient calls out a
defense or role-plays the effects of the attack. If you don't role play the effect, the attacker may assume that you
were not struck and the skill not used.


Traits
A trait is a label that is given to a character, an attack, a defense, or an item. Traits help describe the flavor of
game effects and define how abilities interact with each other. There are four types of traits. A character trait is
any trait that is somehow given to a character. An attack trait is added to an attack verbal and defines the flavor
of that attack. A defense trait is added to a defense call. An item trait is added to a tagged item and gives that
trait to anyone carrying that item.

An attack trait tells you which defenses can be used against that attack. A character or item trait can be used to
determine if certain effects worked against you. If you had the “Undead” trait, for example, then an attack that
caused "5 Damage to Undead" would be effective against you. A defense trait is generally used for flavor, but it
is possible to have skills or abilities that can be used only if a defense with an appropriate trait is used.

A character's race is always considered a trait. Characters with no explicit race have the Human trait. If you have
a sub-race then both your sub-race and your general race will be considered to be traits. So a Wood Elf has the
Elf trait as well as the Wood Elf trait.


Deliveries
Each ability must be delivered to its target in some way. These deliveries are the physical action needed to
determine whether an ability has been successfully used on an opponent.

There are several different ways to deliver game effects, but there are three basic attack deliveries that are used
most often in combat. Melee attacks are delivered with a successful strike with a hand held weapon. Packet
attacks are delivered by throwing a bean bag like projectile and striking an opponent. Missile attacks are
delivered by throwing a special foam throwing weapon or by aiming a bow and then throwing an arrow prop
marked with ribbons at an opponent and striking that opponent with the projectile.

It is always up to the defender to make the final decision whether an ability has struck or affected them, and
thus whether the ability has been delivered. It is important that players do not abuse this honor system. If a
player does not count legal hits, the game breaks down. Individuals that are reported for not counting hits will
be reviewed and if necessary asked to leave the game.
Melee Attacks
Melee attacks require special hand held padded weapons to deliver an attack. Melee weapons cannot be thrown.
You must have both hands on a two handed weapon in order to use it in combat unless some game ability
specifically states otherwise. These padded weapons have a strict set of creation rules and must pass a safety
inspection at each and every event where you intend to use them.

To add to the atmosphere of role playing, we expect our players to role play in combat. Although we allow light
weapons for safety and comfort, we ask that players keep the pace of their swings in line with what a heavier
weapon might require. Melee swings that are entirely generated by snapping or rotating the wrist or forearm are
discouraged. Although you are expected to role play full weapon swings where the weapon moves at least 45
degrees, the actual contact cannot be too hard. A tap from a weapon is sufficient to deliver an attack. Melee
attacks that are blocked by another weapon or shield wielded by a character with the appropriate skill to do so
are not counted. Attacks to the head, the hands, or the groin are illegal and are not counted.

Any strike that has no verbal causes 1 point of damage. These are known as "uncalled strikes" because they have
no verbal. Uncalled strikes will cause someone to fall unconscious if they remove all Vitality, but the victim will
remain stable. A character taken down by called strikes will fall unconscious and be unstable as well.

If you are unskilled with a melee weapon you cannot make attacks with that weapon. If someone strikes that
weapon or you try to parry with that weapon, you must either take the blow or the weapon is ripped from your
hand. If you do not take the blow, you must drop the weapon as if you had been affected by the Disarm effect.

You may hold only one weapon or shield in your hand during combat. If you are holding more than one item in
a hand, and a melee attack strikes one of those items, then you will take the blow or be disarmed of both items as
if you were unskilled in their use.

Many skills work only on limb hits. A limb hit is a strike to the arm or leg. A torso hit includes the chest from the
belt up to the top of the chest. Any hit to the leg or buttock is a leg hit. Any hit to the arm or to the outer
shoulder is an arm hit. Hits that come down on the shoulder or that come down between the shoulder and the
neck are also arm hits. Neck hits are illegal.


The Flurry Rule
A flurry is a series of melee swings delivered at an enemy in combat with little or no pause. You can make no
more than three consecutive attacks where your weapon contacts an opponent or their weapons, including their
shield, before you must reset. To reset your flurry you must reset your range between you and any active
opponents to two paces and stop all attacks on your previous target for at least a second.

That's all you need to remember, everything else are clarifications and answers for specific questions.

• Blocked swings that contact a weapon or shield and successful hits that contact the body are counted as flurry
swings. Feints and swings that do not make contact against weapons, shield, or body do not count as a flurry
swing. You must reset your flurry after you have made three swings with contact.

• When we say two paces, we mean two normal walking paces. If this is unclear, this is the range where you are
far enough from your opponent that if you extend a full length one handed weapon at them only the tip will
touch the closest part of their torso including their shoulders.

• If you are already two paces away then you need only pause for the full second to reset your flurry. You cannot
start a new flurry if you are too close to an opponent even if that opponent is not your original target.
• An opponent can't try to prevent you from resetting your flurry by advancing. If you have retreated in an
attempt to increase your range to two paces but your opponent's advance has prevented you from doing so then
you may reset your flurry after a full second pause.

• Incidental weapon contact and aggressively engaging an opponent's weapon with beat attacks or offensive
parries can make flurry determination confusing. We realize it is difficult to determine if these types of weapon
maneuvers count as a strike in a flurry. As a Rule of Etiquette, if both your elbow and the weapon tip move
forward and contact an opponent's weapon then count that as one of your flurry strikes even if it was not your
intention to launch an attack. This might mean that both combatants use up a Flurry swing during incidental
weapon contact.


The Proximity Rule
You must maintain a safe distance from any active opponent. If you can reach out and touch the torso of an
opponent with your hand then you are too close and you must back away. If there is a significant difference in
the reach of two opponents, the opponent with the shorter reach may approach close enough so that they can
strike their opponent with their weapon so long as they cannot touch the torso of the opponent.


Claws and Natural Weaponry
Some characters have the ability to use claws or natural weaponry instead of, or in addition to, weapons. These
weapon props are red, though some plot creatures may have props that are constructed to appear to be part of
that creature.

Claws are considered to be melee weapons and can be used to block melee attacks. Claws are not affected by
Disarm. Destroy effects delivered to such weaponry will cause a Maim effect to the limb using the weapon.

Claws and natural weaponry are not bladed weapons, and cannot be used with skills or effects that require
bladed weapons. If you are holding a claw that is struck by a melee or missile attack, and you cannot legally
block with the claw due to some game effect, you will be affected by the attack since you cannot drop the claw in
response to the strike.


Missile Attacks
Missile attacks use special thrown weapons, projectile weapons such as bows and crossbows, and streamer
packets that represent arrows and bolts. If a weapon is designed as a thrown weapon or projectile, it cannot be
used in melee combat. You may only throw one thrown weapon at a time, although you may fire a projectile
weapon such as a crossbow from each hand if you are skilled in using that weapon in both hands.

Like melee attacks, any missile attack that has no verbal causes 1 point of damage. Missile attacks with no verbal
are "uncalled strikes" and cause someone to fall unconscious but stable when they reduce Vitality to zero.
Missile weapons that use called damage effects cause enemies to become unstable when they fall unconscious
just like called melee attacks.

Packet Attacks
A packet is a small bean bag filled with bird seed that represents some sort of mystical, psychic, or supernatural
ranged attack form. Packets have strict construction guidelines. You call a verbal and throw a packet at a target
to deliver the attack. If the packet hits the target, or any direct possession of the target, then the effect is
delivered to the target. You cannot throw packets too hard. If you are winding up to throw the packet then you
are throwing too hard.
Packets are not solid objects and cannot be affected by Disarm or Destroy, but they are a visible, in game effect. If
someone is carrying packets and you see the packets, you can assume they have some sort of aura that makes
you realize they are capable of something special. Because of this, you cannot carry or throw packets unless you
have the power to use them for something.

If a packet clearly strikes a target and they do not acknowledge the hit with role play or by negating it with a
defense, the attributes or their equivalent are not exhausted. If the packet misses, or you cannot tell whether the
packet hit, then attributes or resources are exhausted normally.

To deliver a packet attack, the arm that is delivering the packet must be free and the hand empty except for the
packet itself. A free arm cannot have props tucked under it or tied to it other than armor. You cannot deliver
packet attacks if you cannot use game skills, or if the arm is affected by something that prevents its use such as a
Maim effect or shackles. Some packet based skills have additional requirements as well.

Packet attacks cannot be used while you are being hit. Successful melee attacks interrupt your ability to throw
packet attacks, forcing you to wait for one full second before attempting to throw again. It is impossible to get off
packet attacks during the Flurry pause. Missile and packet attacks will also interrupt your verbal if they land
while you are speaking it, but you may begin a new verbal immediately and do not have to wait for one second
in these cases. An interrupted ability is not used up and attributes or their equivalent are not wasted, but you
must begin the verbal again. Some creatures may have the ability to use packet attacks even while they are being
hit. They will indicate this by saying "Focused" before the packet verbal when they make the attack.


Rule of Etiquette
In order to encourage the use of good costuming and add a little more realism, we have the Costume Rule. If a
packet attack clearly misses a target and passes by the body, yet that packet hits a cloak or costuming piece after
it has gone past, the defender can call out "costume." This rule cannot be used if the costuming is in front of the
defender or if the packet has not already passed the body. The rule is in place to encourage cloaks, back banners,
and some directed character costuming such as wings without adding an unacceptable disadvantage to the
character in combat.


Special Attacks
Special attacks are delivered in unusual ways rather than using the regular melee, missile, and packet combat
system. They represent large scale effect and atmospheric conditions. Special attacks always begin with the
person or area that the attack affects and that is followed by a verbal. If you have a defense that works against
the verbal of a special attack you can use it to negate that attack. Once the verbal of these attacks has begun the
effect is already delivered. You cannot, for example, retroactively turn to a spirit during the verbal to negate it.
The individual types are detailed below.


Affliction
Someone delivers an effect to your immobile or unconscious form by touching a weapon or packet to your torso
and stating "Affliction One, Affliction Two, Affliction Three" clearly and slowly followed by a verbal. This works
like a Death Strike and can be interrupted in the same manner as a Death Strike. The verbal may be a standard
effect, or it may deliver an Inflict effect in which case the player will give you an effect card.


Gaze
Someone who has met your gaze for a full three seconds calls out or whispers "By My Gaze" followed by a
verbal. A vampire might whisper "By My Gaze, Paralyze by Will." Other creatures might cause fear or other
effects.
Gesture
Someone points at you with a hand or a weapon and calls out “By My Gesture” followed by a verbal. If the effect
has a duration that is not instantaneous, then instead of the normal duration, the effect lasts so long as they point
at you.


Name
Someone calls out "By Your Name," states your name, part of your name, or some pseudonym that you have
used and calls out a verbal. The attack is delivered to you if you recognize that name as a name you have used or
a name that person might use to refer to you. Basically if you know they are talking about you then you take the
effect.


Room
Someone calls out "In This Room" and an effect and everyone in that room will be affected by it. Doorways and
gates act as room dividers. This delivery is commonly used for traps and performances. The attack only works in
an enclosed room with normal doorways and corridors leaving it. The attack will affect you if any part of you is
within the room when the verbal is called.


Voice
Someone calls out "By My Voice" and an effect and everyone who hears it will be affected by it. You cannot
defend against Voice attacks by intentionally obscuring the sound of the verbal with loud noise or by plugging
your ears.


Vitality
Vitality is a count of how much damage you can take before you collapse. As you take damage, your Vitality
points are exhausted. These points can never drop below zero. Healing refreshes Vitality, and these points are
also refreshed at the beginning of each event. If your Vitality ever reaches zero you will collapse and become
unconscious. Unconscious characters that are taken down by uncalled melee or missile hits are stable.
Characters taken down by any other kind of damage, from called melee or missile hits, from firearms, from
traps, from packets, or from anything with a verbal become unstable.

If you fall unconscious but you are stable, you will remain unconscious for five minutes. After that time you will
wake up with 1 point of Vitality. If someone hits you with an attack for called damage while you are unconscious
and stable you will become unstable and begin your 1 minute count. Other effects can be inflicted upon you
while you are unconscious and stable and those effects will still be active when you wake up. If healing raises
your Vitality above 0 then you will become conscious. A death strike successfully delivered to your torso will kill
you.

If you are unconscious and you are unstable you are dying from blood loss and shock. You will linger for one
minute before dying. A Stabilize effect will change your condition to stable and you will begin your 5 minute
count. Other effects can be inflicted upon you while you are unstable and those effects will still be active if you
wake up. If healing raises your Vitality above 0 then you will become conscious. A death strike successfully
delivered to your torso will kill you. If someone begins to use First Aid on you, your count will be suspended
until they stop the First Aid. If they call Stabilize you become stable and start your five minute count. If they do
not finish the First Aid, your one minute death count will continue where it was before they started using the
skill.

When you die, all active effects on your person end unless an Imbue or Inflict effect specifically says otherwise
on the effect card. Your remains will linger for five minutes before you change to a spirit of the dead and begin
to walk to the gate of death. Only effects with "to Spirit" or with "to Dead" traits will affect a spirit of the dead.

In Mirror Mirror, each character starts with 1 Vitality point and increases this total by purchasing skills. There
are numerous skills that increase Vitality. Regardless of where you purchase these skills, you cannot have more
than 6 Vitality from skills. Only Grant effects and special Manifest skills can exceed this maximum.


Unconscious
You are incapacitated and must collapse to the ground. You must close your eyes and you cannot move or speak
while you are unconscious. You cannot use game skills unless a skill explicitly explains that it can be used while
unconscious.


Rule of Etiquette
Players who are unconscious close to combat may open their eyes to watch for out of game danger if the battle
moves too close. It is important for players to be able to protect themselves during these times. If you open your
eyes for safety reasons then we ask that anything you see during that time remain outside the normal knowledge
of the game.


Death
There are four ways you can die in this game. First, you can be knocked unconscious and unstable and remain
that way for a full minute. This is referred to as "bleeding out" and is described above. Second, you can be killed
if someone delivers a successful death strike to your torso. Third, You will be killed by an attack with a Death
effect that you cannot negate. Finally, special areas might cause your death if you have a mishap.


Death Strike
A death strike is used to kill an unconscious or immobile victim. You must touch a weapon to the torso of the
victim while saying "Death strike one, death strike two, death strike three". This verbal must be spoken clearly
and at a normal speaking pace. You do not need to have skill with the weapon to inflict a death strike.

To inflict a death strike, the victim must be unmoving. The victim can be unconscious or unmoving because of a
game effect, but you cannot inflict a death strike on a body until it comes to rest after an attack, nor can you
inflict a death strike on a helpless but struggling victim. If the victim can move, the victim can prevent a death
strike. First you must render the victim unconscious or unmoving, and then you may inflict a death strike.

To interrupt a death strike, you must strike the person attempting to deliver the death strike with a melee,
missile or packet attack. You may also interrupt the death strike by striking the weapon used to perform the
death strike with a weapon of your own. You do not have to force the weapon away. A death strike that is
interrupted is canceled and has no effect.


The "Death" Effect
Any effect that successfully inflicts a Death effect kills you immediately. Of all the various game effects, only the
Death effect will kill you outright. The Death effect may be nullified by an appropriate defense.
Mishaps
There might be large scale traps, challenges, and mishaps in special areas that can cause you to perish if you are
unfortunate enough to stumble into them. Closing walls, deep pits, and other deadly traps might kill you
outright. These areas will be marked or made clear to you during the course of the game.


Spirits of the Dead
After 5 minutes of death, a dead character becomes a spirit of the dead. Your spirit and everything you still carry
is drawn to a special area of the game marked as a Death area. Your spirit will even pick up your own weapons
if they are within reach unless someone else possesses them. When you rise as a spirit you must proceed directly
to the Death area. You must walk with your head bowed and your arms at your side. You cannot interact with
any other character unless they use an ability that allows you to do so. You cannot drop items. You cannot use
any game ability. If someone tries to interact with you, reply "Spirit" and continue on your way.

In Mirror Mirror the border between the Realm of the Dead and the various realms of the living is the River of
Fate, a river that carries with it the spiritual energy and memories of all living things. This river can be seen
through the Great Mirrors of the Shattered City, and spirits of the dead are drawn to the Great Mirrors to view
the river and draw from it life and memory. The dead that are drawn into the river are sometimes overwhelmed
by the memories of those waters, and forget their own life and history. It is for this reason that the River of Fate
is also called the River of Forgetfulness.

When you die your spirit is drawn to one of the three Great Mirrors. Your spirit is Inflicted with one Mark of
Fate each time you are reconstituted by the River of Fate at the Great Mirror. These marks accumulate, each
weakening your spirit. So long as you have at least one Mark of Fate you gain the Marked by Fate trait. Once
you become a Spirit of the Dead you may decide which of the Great Mirrors you will be drawn to. You may
chose any of the three, and you may even change your mind when you arrive at a Great Mirror and see what
transpires in that place. Within the depth of the Great Mirrors spirits of the dead can see and hear the River of
Fate that forms the border between the realms of the living and dead.

Once your spirit arrives at the Great Mirror you must spend 5 minutes resting for each Mark of Fate you
possess. You never need rest more than 15 minutes, even if you have many Marks of Fate upon you. After
resting as a spirit of the dead at the mirror you are reconstituted by the presence of the River of Fate. During this
rest you cannot use game skills, and you cannot attempt to interfere with the living in any way. You cannot
speak unless another living being uses a Speak to Dead effect upon you. During your rest you cannot leave the
area. If some event happens at the Great Mirror that you find disturbing or threatening you then you may
choose to leave that place and go to another Great Mirror but you have to begin your rest from the beginning if
you do so.

After your rest you may take a coin from the Ferryman's Chalice and place the coin into the pool of the Great
Mirror. No one may touch the Chalice or the coins unless they are stepping back into the realm of the living. As
you drop the coin into the Great Mirror call out “Imbue by Fate” to once again enter the realm of the living. You
are reconstituted and fully healed so you may once again walk the lands of the living and participate in the
game. Some part of you, however, remains in the River of Fate.

The Ferryman comes forth to gather those who have died so they may retrieve their spirits from the River of
Fate. When the Ferryman comes forth all those who have died will become a spirit and accompany the Ferryman
back to his gate. Those who have at least one Mark of Fate are drawn to the Ferryman. If the Ferryman calls out
an “Inflict to Marked by Fate” then those so marked must immediately turn to spirit and accompany him. The
Ferryman lights his gate, goes forth with his lantern to gather the coins from the Great Mirrors, and to call for
those who are Marked by Fate. When the Ferryman comes for you then you must accompany him.
When you enter the Ferryman's Gate you must be drawn from the River of Fate. It is said that those with more
than one Mark of Fate are more likely to be swallowed by the River of Fate and emerge in the Lands of the Dead
forever. If you return successfully from the Ferryman's Gate then all Marks of Fate are removed from you and
you no longer have the Marked by Fate trait unless you once again die and are reconstituted at the Great Mirror.

The Ferryman often comes forth just after dark on the second night of the gather, but this is not always the case.
You should watch for the Ferryman, for it is said that some Necromancer's and practitioners of Oblivion magic
have effects that are more deadly to those Marked by Fate. It is also said that the Ferryman is angered when
assassins kill people as they are reconstituted at the gate and sometimes intervenes on their behalf. Woe be the
erstwhile assassin who is caught killing people as they are reconstituted at one of the Great Mirrors.

While you are a spirit of the dead, there are very few effects that will work on you. The only effects that will
work are effects with "to Spirit" or "to Dead" in the verbal. These are Bane effects specifically designed to affect
spirits. The most common is a "Speak to Dead" effect. This type of "Speak" effect will allow you to converse
quietly with the character who used the effect. You cannot stray from your path or use any game skill while
talking. You are not compelled to communicate, but you may do so. Other effects might include "Imbue to Spirit"
and "Inflict to Spirit." If the description on the effect card states that it works on a spirit of the dead then you
must follow the instructions given therein. You may use Resist and Purge defenses while you are a spirit of the
dead if they are appropriate for an attack that strikes or affects you.


Final Death
If the spirit cannot return from the Death area then the character passes beyond this world and is said to have
taken a final death. Final death means that you can no longer play the character in question, and adds an air of
danger to the game by threatening your in game persona.


Attack Effects
The effect of an attack describes how that attack benefits or impairs you. The effect is the first part of any verbal.
Some effects target items rather than characters. Each effect has a duration, but curing or removing that effect
will end it.


Timed Effects
There are various effects and activities that require time before they are completed or removed. This time is
defined in one of two ways; Rest time is generally used when an effect has some passive duration which will
wear off if you have time to rest. Activity time is used when you must perform some action such as repairing an
item or mending wounds before an effect will take place. In order to satisfy either requirement you must spend
the time uninterrupted. If you are forced to break the conditions of Rest or Activity time then that attempt ends
and you must start again from the beginning.

Resting time requires you to be sitting, lying, or kneeling. You cannot walk or run. You can talk and gesture, but
you cannot use game skills, used called attacks, or use called defenses while you are resting. You are resting if
you are dead, paralyzed, stunned, or unconscious. Paralyzed characters are resting even if they are standing or
in some other paralyzed position. Effects which require rest can overlap; what this means is that a single rest
time can be used for multiple effects. If you had a game skill that allowed you to reset some kind of magical
defense after a minute of rest, and you were affected by a Root effect, and you were affected by a Weakness
effect you could rest for five minutes and apply the time to all three benefits. The Root would end, the Weakness
would end, and the skill could be used to reset the defense.
Activity time represents something that requires your concentration. Activity time might be required to repair
armor, mend wounds, or meditate to remove an effect. You must spend the time role playing in a manner
appropriate for the skill or ability you are using. You may talk with others during this role play time if you wish
so long as the skill or ability description does not have additional restrictions in its description. Activity time
requires that you stay in the same area as you role play the activity. You cannot walk or run. You you cannot use
other game skills, used called attacks, or use called defenses during this time. In addition, if you are affected by
an attack with effect that is not beneficial your activity time is interrupted and you must begin that time again.
Skills and abilities which require activity time do not overlap; what this means is that if you have two different
skills that require activity time to perform that time spent on one ability cannot be applied to any other activity.
You have to role play each activity time separately to use the ability. Effects that prevent you from using game
skills also prevent you from spending activity time to refresh abilities. Resting time and Activity time do not
overlap.

Travis and Gerard, for example, each have a skill that provides armor points. Travis has a skill that requires one minute of
rest to refresh his armor points. Gerard has a skill that requires one minute of activity to refresh armor. Both sit down to rest
off a Weakness effect. During that time, Travis may also refresh his armor points. Gerard will still have to spend one minute
of role play to refresh his armor.

Many attacks last until you rest for five minutes. You must be sitting, lying, or kneeling to rest. You cannot walk
or run. You cannot use any game skills while you are resting. Effects that require rest will not end until you rest
for five uninterrupted minutes. You are also resting if you are dead, unconscious, stunned or paralyzed.
Paralyzed characters are considered resting even if they are standing. You cannot refresh attributes or skills
while you are resting.


Agony
You are wracked with pain. You cannot attack or use most game skills. You may run, defend yourself by
blocking with weapon skills and can use called defenses. Agony lasts for 10 seconds.


Cure, Remove...
The Cure effect removes effects on the target. A Cure [Effect] will remove all instances of that specific effect. A
Cure [Trait] will remove every active effect with the appropriate trait except Imbue and Inflict unless the Imbue
or Inflict card specifically says otherwise. Cure will never restore Vitality. Cure is a beneficial effect.

Travis, for example, has been affected by the following attacks: Slow by Disease, Slow by Will, and Drain by Will. A Cure
Slow will remove both the Slow by Disease and the Slow by Will since they are both Slow effects. A Cure Will would
remove both the Slow by Will and the Drain by Will since they both have the Will trait.

If a "Cure Maim" effect references a specific limb, the effect will only remove Maim effects on that limb. If the
Cure Maim effect does not specify a limb, it will cure all Maim effects active upon the target. If an ability or skill
allows you to use the "Cure Maim" effect on a specific limb, you cannot use that ability as a general "Cure Maim"
effect.

A "Cure Death" effect will restore a dead target to life and leave them with 1 Vitality unless that target has
transformed to a Spirit of the dead.

Once a character has transformed to a Spirit of the dead, only the rare "Cure Death to Spirit" effect can restore
them to life, and only if it is used before the Spirit reaches its destination.
A "Cure [Trait Name] Trait" effect will remove a trait given to you by an Inflict, Imbue, or other effect that is
temporary. It has no effect on a permanent trait granted by race, skill, or the like.

Remove is used to simulate dispels or forced removal of effects. Remove works just like Cure except it is not a
beneficial effect. This has several side effects. Where Cure can be touch cast, Remove cannot be touch cast.
Where Cure can be refused because it is beneficial, Remove cannot be refused. Where Cure will not interrupt
activity time, Remove will interrupt activity time. Where Cure is not negated by and does not consume Shield,
Elude and Guard defenses, Remove will be stopped by and consume Shield, Elude, and Guard. Otherwise
Remove works like Cure.


Damage
This effect removes Vitality points as described in the section on Vitality. Unlike typical effects, Damage is
instantaneous. It removes Vitality points and then the effect ends. You cannot remove or dispel damage. Vitality
points must be restored though healing.


Death
An attack with this effect kills you. You fall down dead, as if you had been struck with a death strike. All
temporary effects upon you end when you are killed except for Imbue and Inflict effects that are not specifically
removed by death. Death lasts for 5 minutes, after which you will rise as a spirit and travel to the Death area.
This process is described in greater detail in the Spirits of the Dead section.

Cure Death and certain special abilities can affect you while you are dead. Some strengthen your spirit so it is
not weakened by the presence of Death. Some might even restore you to life. Others might cause unpleasant
effects. All of these will be handled using an Imbue or Inflict effect. In these cases you will be given an effect card
that explains the results of the Imbue or Inflict effect.

Destroy...
An item is destroyed and cannot be used for any game skill or effect until it is repaired. For most melee
delivered effects, the verbal is simply “Destroy” and the strike will destroy the weapon it hits. For missile and
packet attacks the verbal will include the name of the item and any strike will destroy that named item. A melee
attack that strikes your shield and uses the “Destroy Shield” verbal will render your shield unusable. The effect
is permanent until the item is restored with a Repair effect. Some items may be truly destroyed if no Repair
effect exists in the game to restore them. The item does not crumble away or disappear; the prop represents the
broken item.

An attack that uses the “Destroy Armor” verbal will exhaust all of your armor points. The armor points can be
refreshed or repaired normally as if they had been removed by damage. Melee attacks must successfully strike
you to deliver a Destroy Armor effect. Some creatures might take some kind of detrimental effect when struck
by this attack. If you want to attempt to harm a construct directly with this effect you would call out “Destroy
Form” as the verbal.

Items without tags or safety stickers (such as clothing, belts, pouches, and the like) cannot be affected by
Destroy.


Diagnose
This effect is used to determine if the recipient is inflicted with a specific effect, trait, or game condition. Skills
with the Diagnose effect allow you to use Diagnose to determine the presence of specific effects or traits with the
exception of Imbue or Inflict effects. A skill might also allow you to use Diagnose to determine if the recipient is
currently Stable, Unstable, Dead, or Damaged. To use Diagnose, touch the recipient with a packet and say
"Diagnose" followed by an effect, trait or game condition. The recipient says "Yes" if they are afflicted with the
named effect or an effect with the named trait, or if they suffer the game condition. Otherwise they say "No."

Travis, for example, is lying on the ground unstable and has been inflicted by a Slow by Disease and a Paralyze by Magic.
Another player leans over, touches him with a packet and says "Diagnose Stable." Travis says "No." She says "Diagnose
Unstable" and Travis says "Yes." She uses a Heal effect on Travis but he still doesn't move. Puzzled, she says "Diagnose
Stun." Travis says "No." She says "Diagnose Paralyze." Travis says "Yes." She has the ability to Cure Poison, so she says
"Diagnose Poison." Travis says "No." She decides to wait until the Paralyze wears off.

If someone uses "Diagnose Damage" on you, you may choose, for the sake of expediency, to include in your
reply the current number of Vitality points that have been removed by Damage. If, for example, you have taken
two damage that has not been healed and someone uses "Diagnose Damage" on you, you may reply with a
simple "Yes" or you may reply with a "Yes, two." The choice of how to respond is up to you.


Disarm...
You must drop everything in the hand indicated by the verbal. You can pick up items immediately after they
have come to rest. You may pick up an item as soon as it stops moving. The verbal will contain either "Disarm
right hand" or "Disarm left hand." If you are holding a fragile or breakable prop, including an air gun, you may
put it down rather than drop it, but in this case you cannot pick it up for a full five seconds.

Delivering this effect with a melee attack requires you to strike that weapon while calling the Disarm effect. You
do not need to specify a hand. The hand that is holding the weapon will be affected. A melee delivered Disarm
will not affect a shield unless the "Disarm Shield" verbal is used. You cannot disarm a shield unless a skill or
ability specifically allows the use of "Disarm Shield."

Disengage
To initiate this ability either take a step back or plant your feet for 3 seconds. Gesture at any number of
opponents with a your weapons. You cannot move towards any target. Everyone who is attacking you and
everyone indicated by the gesture of your weapon must move back out of weapon range so that you cannot
cross extended weapons. Targets that are rooted or cannot move back may cross their arms and lean away from
the effect instead of backing up. Once the distance has been increased and the space indicated by the Disengage
has been cleared by all targets (or everyone has crossed their arms and leaned away) the effect ends. Disengage
will not force a target into a dangerous area. A target may choose to cross arms and lean back rather than
stepping back into an area that will cause them some detrimental effect. Disengage is not a melee delivered
attack and cannot be negated by defenses that stop melee attacks.


Drain
For a simple Drain effect, you cannot run or use any game skill, including weapon and shield skills. If the verbal
is followed by a skill or ability name then you cannot use that particular skill. Drain can also be used to prevent
entire skill headers. If a header is drained, you cannot use any skill that falls under that header. Drain can be
used in this manner to suppress racial abilities and empowered named items. If an item is named after a Drain
effect then no abilities from that item can be used until the Drain ends. Only simple Drain effects prevent you
from running. The Drain effect will last until you rest for five minutes.


Expose...
The Expose effect is followed by one trait. If you have that trait and are subjected to this effect, you must cry out,
revealing the fact that you have the trait and revealing your position. You must cry out as loudly as the Expose
effect was called.

Although you may cry out softly if the Expose was called softly, you still must make every effort to ensure that
you are revealed to the person who called the effect. The Expose effect is audible and you must cry out even if
you are unconscious or under the effects of a Stun, Paralyze, or other disabling effect. Only a Silence will prevent
you from crying out, and even then you must role play crying out even though you make no noise.

You are not affected if you are Dead or have the Spirit defense unless the Expose effect targets those specific
traits. This effect is one of the few that will commonly be delivered by voice.


Frenzy
This effect causes you to attack the closest creature to you, regardless of recognition or consequence. You may
attack with any standard skill that is not beneficial, though you are not forced to use consumable skills in this
attack. If you are affected by a Repel effect, or if you are not affecting the creature in question, or if you cannot
find a way to reach the creature for 10 seconds you will move on to the next closest creature. If someone else
attacks you and that creature is more convenient than your current target then that creature will become your
new target. The effect ends when you are rendered dead or unconscious.


Grant...
You gain a temporary enhancement to your abilities. There are five types of Grant effects as indicated by the
verbal. Each type of Grant effect gives a different enhancement. All types of the Grant effect last until the end of
the event, or until the granted ability is used up. If you have temporary imbues, boons or abilities that mimic a
Grant effect that are not technically Grant effects they do not stack with similar Grant effects. Only effects with
an Imbue card that explicitly states that it will stack with Grant effects will do so. Grant is a beneficial effect.
... Armor
This type of Grant effect adds additional armor points to your base armor, whether those armor points are
granted by physical armor or a skill. These points are refreshed when your base armor is refreshed. If no number
is indicated then this effect boosts your armor points by 1. The effect might indicate a higher number in the
verbal such as "Grant 2 Armor" to indicate that a greater number of armor points have been granted. A
successful Destroy Armor effect destroys the armor points and completely ends this type of Grant effect.

You may only have one Grant Armor effect active upon you, though you may choose which Grant effect to keep
if someone uses an additional Grant Armor effect upon you.


... Protection
This type of Grant effect adds additional protection points that negate points of damage. These protection points
work in a manner similar to armor, negating the indicated amount of damage regardless of the source. The
number of points is indicated after the "Grant" in the verbal, and if no number is indicated then the ability grants
a single protection point. Protection points are always lost after armor points. Protection points cannot be
refreshed or renewed. Once they are used to negate damage the effect ends.

You may only have one Grant Protection effect active upon you, though you may choose which Grant effect to
keep if someone uses an additional Grant Protection effect upon you.


... Attribute
This type of Grant effect adds to the total of one numeric attribute. Any points added with this effect are
available immediately for use. Effects which refresh that attribute also refresh these additional points. These
extra points can be used in the same manner as regular attribute points. A successful Waste effect that reduces
the boosted attribute also completely ends this type of Grant effect. If the attribute indicated is Vitality then Heal
effects work normally. Vitality calculations and other secondary attribute calculations are not affected by points
added by the Grant effect to another attribute used in that calculation.

You may only modify a specific attribute with one Grant Attribute effect, though you may choose which Grant
effect to keep if someone uses an additional Grant Attribute effect that modifies the same attribute. You may
have additional Grant Attribute effects upon you so long as each modifies a different attribute.


... Defense
This type of Grant effect gives you one called defense that can be used on attacks indicated by the defense
verbal. This type of Grant effect starts with the Grant verbal, which may include a trait, and ends with the verbal
that describes the defense. You may use the indicated defense against an appropriate attack once during the
event. Once this defense is used the Grant effect ends. If the defense portion includes a trait then you must call
out that trait when you use the defense. The defense portion of the verbal indicates the types of attacks it can be
used against by either indicating a trait or an attack type. If there is no indication then the defense may be used
against any melee, missile or packet attack.

A "Grant Defense by Shadow, Avoid by Shadow" would give you one defense against any weapon or packet attack. You
would call out "Avoid by Shadow" when you used the ability.

A "Grant Defense, Resist Poison" would give you one defense against any attack with the Poison trait. You would call out
"Resist" when you used the ability.

A "Grant Defense by Divine, Parry melee" would give you one defense against any melee attack. You would call out
"Parry" when you used this ability.

You cannot have more than one Grant Defense effect upon you that protects against the same trait unless the
effect is preceded with a Double or Triple qualifier. If you receive another Grant Defense effect that protects
against a trait for which you already have a granted defense you choose which to keep. You cannot, for example,
have a Shield Magic defense and a Resist Magic defense both from Grant effects. You would have to choose
between them. Likewise, if you had a Resist Poison effect you could not receive an additional Grant Defense that
gave you another defense against the Poison trait. You gain only one defense per trait. Defenses with
overlapping traits also do not stack. If you have a Shield against Fear, for example, you could not also have a
Resist against Mental. You would have to choose which to keep when you receive the second Grant effect.
Defenses that have no trait and work on melee, missile, or packet attacks likewise do not stack. You may only
have one such effect from a Grant Defense effect.

If a Grant Defense effect is combined with a Double or Triple modifier, you will bypass the normal stacking rules
to gain extra defense. You will gain two defenses for the Double modifier, and three defenses for the Triple
modifier.


... [Delivery] Attack
This type of Grant effect gives you one called attack that uses the appropriate delivery. This type of Grant effect
starts with the Grant verbal, which may include a trait, and ends with the verbal that describes the delivery of
the attack and the effect. You may use the indicated attack only if you have the props to make an attack with the
specified delivery. For melee and missile attacks, the attack is exhausted and the Grant effect ends only if the
strike lands and the opponent acknowledges it with role play or negates it with a defense. For packet attacks the
Grant effect ends when you throw the attack.
A "Grant Melee Attack by Shadow, Weakness by Shadow" would give you one melee attack with the Weakness by Shadow
effect. You would call out "Weakness by Shadow" when you used the ability.

A "Grant Packet Attack, 2 Damage by Fire" would give you one packet attack and you would call out "2 Damage by Fire"
when you used the ability.

A “Grant Missile Attack, Stun by Poison” would give you one arrow or thrown weapon attack and you would call out
“Stun by Poison” when you used the ability.

You cannot have more than one Grant Attack effect on you at one time unless the effect is preceded with a
Double or Triple qualifier. If a Grant [Delivery] Attack effect is combined with a Double or Triple modifier, you
will bypass the normal stacking rules to gain extra attacks. You will gain two attacks for the Double modifier,
and three attacks for the Triple modifier.


Heal...
This effect restores one point of Vitality. If the effect is followed by a number, then it restores Vitality equal to the
indicated number. Otherwise it restores one point. If you are unconscious with no Vitality then healing will
restore one or more Vitality points and you will wake immediately unless some other effect is preventing you
from doing so. Heal is a beneficial effect.


Imbue...
This effect can be used in one of two ways. If the Imbue effect is followed by “Trait” and a trait name, such as
“Imbue [Trait Name] Trait” then you will gain that trait for the remainder of the event.

Otherwise, this effect is some enhancement or extra ability that is described on an effect card that is given to you
after the effect is used upon you. An Imbue effect with no trait will not take effect until you have read the effect
card. Imbue will usually give you some ability that can be used during the current event, although the effect
card might describe some effect that lasts beyond the current event. Imbue is a beneficial effect.

Imbue effect cards can have a wide variety of long term plot effects. Examples include granting a defense against
certain types of attack, strengthening the spirit of a dead character, and similar exceptional abilities. Defenses
can be used to negate Imbue attacks if those defenses will stop an attack with the appropriate trait.

If a player can use an Imbue effect, that ability will always have some in game action that must be accomplished
before you can use the ability. You might need to gather and mix components. You might need to construct some
item from strange parts. These actions earn you the effect card needed to use this effect. You can never use an
Imbue ability without the appropriate effect card to represent the properly prepared components.


Inflict...
This effect can be used in one of two ways. If the Inflict effect is followed by “Trait” and a trait name, such as
“Inflict [Trait Name] Trait” then you will gain that trait for the remainder of the event.

Otherwise, this effect is some affliction or detrimental effect that is described on an effect card that is given to
you after the effect is used upon you. An Inflict effect with no trait will not take effect until you have read the
effect card, so a character engaged in combat may not be affected by Inflict effects described on Inflict cards
immediately; they have time to retrieve the effect card and read it when it is convenient and unobtrusive to do
so. Unconscious or dead characters must read the card immediately. Inflict cards will give you some unusual
detriment that will have an effect and a duration described on the effect card.
Inflict effect cards can have a wide variety of long term plot effects. Examples include causing death after a
certain amount of time, causing you to transform into some type of creature, inflicting you with a disease that
cannot be healed normally, weakening the spirit of a dead character, and similar exceptional abilities.

Defenses can be used to negate Inflict attacks if those defenses will stop an attack with the appropriate trait.

If a player can use an Inflict effect, that ability will always have some in game action that must be accomplished
before you can use it. You might need to gather and mix components. You might need to construct some item
from strange parts. These actions earn you the effect card needed to use the ability. A player can never use an
Inflict ability without an effect card to represent the properly prepared components.


Maim
One limb becomes useless. An arm must hang at your side and cannot be used for any game ability. A leg
becomes unusable. You must go down on one knee - you cannot hop. You may crawl using your other limbs. A
Maim effect will last for the duration of the event. If a Maim effect is delivered by a melee or missile attack, the
limb struck will be affected. If a Maim effect delivered by a melee or missile attack strikes the torso then the
Maim effect is ignored. If a Maim effect is delivered by a packet, the attacker can include the limb in the verbal.
For example, a caster might call out "Maim Right Leg by Fire." If the limb is not specified, then the subject may
choose one limb that is not already affected by a Maim. Maim only works on arms and legs.


Paralyze
You must stand frozen. You cannot move, but you are aware of what is happening around you. If you are
rendered unconscious, or if someone tries to change your pose, you will collapse to the ground. Paralyze will
last until you rest for five minutes. You are resting while you are paralyzed even if you are standing.


Refresh...
Refresh is always followed by either an attribute or a skill that has a limited number of uses. You recover one or
more uses of the named skill or one or more points of the named attribute. If you do not have the named skill or
attribute then the Refresh has no effect. As a default, Refresh restores one point or use of a skill. If a number is
placed before the attribute or skill name then you will restore more attribute points or uses of a skill. Skills that
require attributes cannot be restored directly and are unaffected by a Refresh effect. Refresh will never raise you
above your maximum attribute or give you more uses of a skill than you would have at the start of an event.
Refresh is a beneficial effect.

Refresh can also be used to restore abilities of an empowered item. If the item has a unique name and Refresh is
followed by that name then the abilities of the item are restored.


Repair...
You restore one item that has been rendered unusable by a Destroy effect. For an item you are touching you
need not specify a target in the verbal. For other types of abilities you specify a target after the Repair verbal.
Repair may also be used to refresh armor points from physical armor. In this case you use the "Repair Armor"
verbal. Repair is a beneficial effect.


Repel
This effect prevents you from using game skills on the attacker. You will also attempt to stay 10 feet away from
the attacker unless doing so would endanger you. If this is the case you may move to a safer position even if it
takes you within 10 feet, so long as you then attempt once again to stay 10 feet away from the attacker. You
cannot use game skills on the attacker in any case. The Repel effect will last until you rest for five minutes unless
the attacker strikes you with a melee attack that does not cause a Repel effect. If the attacker strikes you with a
melee attack using an effect that is not Repel then this effect ends immediately.

The attacker is not immune to the attacks of a character affected by the Repel. That character is free to launch
attacks at other creatures so the attacker should be careful to stay clear of other potential targets and avoid
attacks launched at other characters.


Root
You cannot move your right foot from its spot. You may pivot on that foot, and you may move your left foot. A
Root effect will last until you rest for five minutes.


Silence
You cannot talk or make any in game verbal noise. You cannot use game skills that require incantations. If you
are affected by an Expose effect you must mime crying out but you do not make any actual noise. You must still
use out of game phrases as normal. A Silence effect will last until you rest for five minutes.


Slam
Some great force knocks you back and off your feet. When you are struck with this effect you role play an
extremely forceful blow or blast. You may take up to three steps backwards and fall down. The steps backward
are optional. The effect ends when your chest or back touches the ground. If falling to the ground is an issue due
to ground quality, crowding or health you may opt to instead take your steps, drop to a knee and place both
hands palm down on the ground as shake your head for three seconds.

Some Slam effects are so powerful they knock you back through a shield. If you hear "Shield Slam" it works even
if it strikes your shield. This attack can be blocked by a weapon and would count as a strike to the limb holding
the shield.


Slow
You cannot run. You may only walk at a normal pace. The Slow effect will last until you rest for five minutes.


Stabilize
If you are at 0 Vitality and unstable this effect makes you stable. You start your 5 minute count. Otherwise you
call "No Effect." Stabilize is a beneficial effect.


Stricken
You are unaffected by any beneficial effect unless it removes the Stricken effect from you. Call "No Effect" to any
other beneficial effect used on you.

There is one exception; if someone uses First Aid on you then the Stabilize effect will work. Only a "Cure
Stricken" effect or a Cure effect applied to the trait of this attack will remove this effect. An effect that removes
the Stricken effect from you will not remove other effects. Stricken does not work on items you carry or wear
and items may be affected by Repair or Imbue effects. The Stricken effect will last until you rest for five minutes.

For example, if you have a Stricken by Poison and a Paralyze by Poison effect upon you, a Cure Poison effect will
remove the Stricken effect but it won't also remove the Cure Paralyze effect. A second Cure Poison would be
needed to remove the Paralyze by Poison effect.


Stun
You are knocked unconscious. Stun will last until you rest for five minutes. You are resting while you are
stunned. Another character may take a full minute of role play to revive you and end this effect.


Speak
This effect allows you to converse with a creature or being that cannot otherwise communicate with you. It is
usually used with the Bane trait, allowing you to speak with specific types of creatures. The subject is under no
obligation or compulsion to speak with you, but it may do so if it wishes. The Speak effect will last until a
participant uses another game skill or until a participant move out of reasonable conversation range.


Waste...
Waste is always followed by either an attribute or a skill that has a limited number of uses. You lose one or more
uses of the named skill or one or more points of the named attribute. Waste has no effect if you have no attribute
points or skill uses left. If you do not have the named skill then Waste to that skill has no effect. As a default,
Waste removes one point or use of a skill. If a number is placed before the attribute or skill name then you will
lose more attribute points or uses of the skill. Skills that require attributes cannot be wasted directly and are
unaffected by a Waste effect.

Wasted attribute points and skill uses can be refreshed. A Cure Waste effect will restore points or skill uses lost
to Waste effects unless they have already been refreshed or restored by some other means. Once a wasted
attribute or skill use has been refreshed a Cure Waste effect will have no effect on you. Attributes and skills lost
to a Waste effect are always refreshed before points lost through normal use.

Waste can also be used to remove abilities of an empowered item. If the item has a unique name and Waste is
followed by that name then any charged abilities of the item are removed as if they had been used.


Weakness
Your ability to strike with melee attacks is severely weakened. You cannot deliver any called effects with your
melee attacks. Weakness does not affect uncalled strikes or any other weapon skill. The Weakness effect will last
until you rest for five minutes.


Attack Traits
Most attacks include a descriptive trait. This trait is indicated by the second part of the verbal. The trait of an
attack adds flavor to the attack and determines whether certain defenses can be used to negate the attack. If an
attack is "5 Damage by Fire" then the trait of the attack would be Fire.

The "by Weapon" trait is dropped from the verbal of normal melee attacks to reduce noise. Any melee or missile
attack with no trait is assumed to have the "Weapon" trait.

Most attack traits allow you to role play the effect. You may step back or cry out in reaction to the attack. If you
are surprised by an attack, however, you cannot add additional role play to the effect. For example, if you were
hit by a "Stun by Force" from a visible enemy then you could add the role play of crying out or staggering back.
But if someone sneaks up behind you and calls out "Stun" with a melee attack then you should just go down. If
someone sneaks up and surprises you with a spell that you honestly did not see coming, you should not cry out
to warn your friends.


Elemental Traits
These include Air, Cold, Earth, Fire, Ice, Lightning, Water, and Wind. The effect is caused by elemental power.
Abilities that work against Elemental effects will work against effects with any of these traits. You may role play
an Elemental effect by crying out or stepping backwards as the effect is inflicted.


Mental Traits
These include Awe, Confusion, Despair, Fear, Gloom, Inspiration, Madness, Presence, Trance, and Will. The
effect is caused by some mental or emotional reaction. Abilities that work against Mental effects will work
against effects with any of these traits. You may role play a Mental effect by crying out or stepping backwards as
the effect is inflicted.

Metabolic Traits
These include Aging, Air, Cold, Disease, Poison, Radiation, and Sleep. The effect is caused by a Metabolic
reaction. Abilities that work against Metabolic effects will work against effects with any of these traits. You may
role play a Metabolic effect by crying out or stepping backwards as the effect is inflicted.


Physical Traits
These include Crystal, Earth, Force, Ice, Silver, Thorns, Weapon, Web, and Wind. The effect is caused by a
Physical force. Abilities that work against Physical effects will work against effects with any of these traits. You
may role play a Physical effect by crying out or stepping backwards as the effect is inflicted.


Special Traits
All traits not included above are Special traits. These can include, but are not limited to, Acid, Blessing, Curse,
Light, Magic, Malediction, and Shadow. These traits are not included in any general trait, so abilities must
specifically include them. Special attacks allow no additional role playing; you will suffer the effect of a Special
attack immediately.


Bane
This is a unique attack trait that works against another specific trait, and targets only those creatures that have
that trait. Instead of saying "by" you would say "to" and state the trait that is targeted. An attack that stated "10
Damage to Undead" would be an example of an attack with the Bane trait, and the attack would only affect
creatures with the Undead trait. If you somehow lose the trait that a Bane effect targets while under that effect,
then the effect ends immediately. So, if you had a “to Dead” effect upon you and you were brought back to life
then the “to Dead” effect would end. Remember that the race of a character is always considered to be a trait of
that character. Bane attacks allow no additional role playing; you will suffer the effect of a Special attack
immediately.

Some effects may have both a normal trait and a bane trait. In this case the attack affects only those targeted by
the Bane affect but it may be resisted by defenses that work against the normal trait. An attack that stated
"Paralyze by Fear to Elf" would only affect characters with the Elf trait but it could be negated by a Resist Fear
defense.
Self
This trait indicates that the effect works only on the person using it. Instead of saying "by" you would say "to
Self" after the effect. This indicates that you are the only target of the called effect.


Defenses
These abilities allow you to negate abilities used against you. Although there are a large number of possible
defenses that can be used against specific causes and effects, all defenses can be summarized as one of the
following types.

When it is possible to apply multiple defenses to an attack the defender decides which defense to use. Although
Elude, Guard, and Shield defense must be used if an attack would affect you, it is possible, for example, to use a
skill that provides a Resist defense when an appropriate attack strikes you to “protect” and Shield type defense.
You could, for example, use a Resist against Fear to save a Shield against any Mental trait.

Elude, Guard, Shield
You negate the first attack of the appropriate type that strikes you. Although different verbals are used to
indicate the nature of your defense and to add flavor to the game, all of these defenses work the same way. You
must call out the defense when it is used.


Avoid, Parry, Resist
You choose one attack of the appropriate type to negate when it strikes you. You can allow an attack to affect
you and negate a later attack. Although different verbals are used to indicate the nature of your defense and to
add flavor to the game, all of these defenses work the same way. You must call out the defense when it is used.


Purge
You may negate an attack after it has affected you. You must spend three seconds to role play this defense as you
shake off the effect, during which time you must remain relatively still. You cannot use game skills while role
playing the purge. You cannot use Purge while unconscious unless doing so would wake you. You cannot use
Purge when you are dead unless the skill specifically allows you to use “Purge Death” in the verbal.


No Effect
You are unaffected by the attack in question. This indicates a defense that is not consumable. The attack does not
affect you, nor will it ever affect you.


Reduce, Absorb
You are affected by the attack in question, but the effect has been mitigated, lessened, or changed entirely. The
actual reduction is determined by the skill or ability that allows you to use this defense. Reduce is often used to
indicate the effect has been lessened while Absorb often indicates that the attack had a different effect entirely.
The verbal for this defense might be followed by "to" and the modified effect such as "Reduce to Maim" or
"Absorb to Heal 2." You must role play the new effect appropriately.


Reflect
You choose one melee, missile, or packet attack of the appropriate type to rebound back at the attacker when it
strikes you. Call this defense to negate the effects of the attack. If your attack is reflected then you must take the
attack as if your melee, missile or packet had struck you. The attack retains all of the original traits so it might
not actually affect you. You may use defenses to negate the attack, including using Reflect to bounce it back on
the original target.


Spirit
You are insubstantial and are unaffected by most attacks. You call "Spirit" to any attack that you negate for this
reason. You cannot use game abilities unless specifically allowed to do so. You cannot speak or converse with
other characters unless they use an ability that allows you to do so. If someone tries to talk with you, you may
call "Spirit" to inform them that you cannot speak. You cannot drop any items. No one may search you, nor can
items that you carry be removed from your person. Nothing can be thrown over you. You cannot rest while in
spirit form, and effects that last until you rest will not be removed. You cannot block doorways or portals. If
someone tries to move through a portal that you are blocking then you are forced to move.

Characters who have died and are traveling to the Realm of Death are spirits. If you gain the Spirit trait because
you have died and you have become a Spirit of the Dead then you also gain the Dead trait. Effects with the trait
"to Spirit" affect all spirits, while effects with the trait "to Dead" affect only spirits of the dead. You must walk
with your head bowed and your hands at your side.

Some abilities allow a living character to become a spirit for a time, but these abilities usually have special
restrictions or will not be absolute in their protection. You might gain a trait and become vulnerable to attacks
with that trait even though you are a spirit. Some of these skills last until you move. In these cases you cannot
move or speak without ending the effect. If you turn into a spirit in a place which blocks a portal or doorway
then you are forced to move to allow someone through. Since this can end the effect you must be careful to use
these types of skills so as to not block confined areas.


Defense Traits
A defense might have a trait associated with it. The verbal should include the defense and the trait with a "by"
between them. This can be done to add flavor to an ability, to differentiate two similar skills, or to allow other
skills to key off certain defenses.


Chained Defense
A chained defense has an effect that is called immediately after the defense. The verbal should include the
defense and the additional effect with an "and" between them. If the additional effect is an attack then that attack
must be launched immediately as the defense is called. Using the additional effect could be optional or required.
If the additional effect affects the character using the chained defense then the ability must use the Self trait and
character must role play that effect as if they had been struck by it.

For example, a Fire based attack strikes a Fire Elemental. The creature calls out "Resist and Heal to Self" to indicate that
the attack was negated and the creature was healed by using the defense.

For example, a strong creature can tear out of some physical effects but it takes damage doing so. The creature is struck by
the appropriate attack, role plays for 3 seconds, calls out "Purge and 2 Damage to Self" and then role plays the damage
effect.

For example, a character has an ability that simulates a Riposte. The character is struck by a successful melee attack, calls
out "Parry and 3 Damage," and immediately swings at the person who attacked her.

For example, a creature has an ability that can shoot attacks with the Magic trait back at the attacker. The creature is struck
by a "Paralyze by Magic." The character calls "Resist and Paralyze by Magic" and throws a packet back at the attacker.
Armor
Armor provides points of protection that act as a buffer against damage effects. Armor points are removed by
damage in a manner similar to Vitality. Armor points are lost before Vitality points. The method by which
exhausted armor points are restored varies depending on the type of armor you are using and the skills and
abilities of the Accelerant game you are playing.

You may only have one base type of armor active at a time. If you try to restore or activate or wear one type of
armor while you have active points from another type of armor, the armor type with the lower number of active
armor points will be exhausted. If there is a tie, then the new armor points will be immediately exhausted.
Exhausted armor points are gone and must be restored just as if they were exhausted by Damage.

For example, Travis is wearing a 2 point of suit of armor. He role plays and activates a skill that gives him 3 points of
armor. The armor points from the suit of armor are exhausted and he has 3 armor points from his skill. If he wants to use the
armor points from his suit of armor later, he will have to have the armor suit repaired.

In Mirror Mirror, the ability to wear armor comes from purchased skills. Although many people learn to use
physical armor, there are also many skills that give supernatural armor. Skills that give base armor points cannot
be combined. Only skills that specifically add to armor totals can be combined to increased your armor total.
Armor is further described in Chapter Two.


Traps
Traps are devices or substances set to deliver an effect to anyone who disturbs them or attempts to get past
them. Anyone can avoid a trap, but no one can attempt to manipulate a trap by moving it, disarming it, or
affecting the individual components unless they have a skill that allows them to do so.

Most traps will cause an effect to the person who set them off. If someone manages to trigger a trap with a
thrown object, then the object will take the affect instead. If the trap affects the entire room or corridor, then this
trick will not provide much help. Some traps will work multiple times, while some will work once. If an item is
causing a trap to go off continuously then anyone who touches the item will take the effect.

If a trap is set in a small box, chest, or other enclosed area no larger than 3 feet in any dimension then setting it
off will destroy everything inside the area. Coins, items, paper, and everything else inside will be destroyed and
cannot be removed from the box. If any living creature has somehow crawled into an enclosed area no more
than 3 feet in any dimension with a trap and the trap goes off then that fool will be killed instantly. There are
four types of traps.


Snap Trap
These traps make a snap sound when they go off. They are represented by mousetraps, party poppers, and
snaps. These traps cause 2 Damage to whoever sets them off.


Buzzer Trap
These traps make an electronic sound of some kind when they are set off. Sounds used for these traps include
beepers, buzzers, and electronic sound effects like the moaning of a rigged welcome mat you might find at
Halloween. These traps cause 5 Damage to whoever sets them off.
Verbal Trap
When these traps are set off and you will hear a trap sound and a voice will call out a verbal associated with
them. Whoever set the trap off must take the effect of that verbal. If no verbal is present, then the sound
determines the type of trap as described above.


Gas Trap
As a magical trap, but the verbal will begin with the words "In This Room..." Everybody in the room will take
the effect. This trap only works in an enclosed room with normal doorways and corridors leaving it. The trap
will affect you if any part of you is within the room when the trap goes off.


Contact Poison
This attack is represented by petroleum jelly. If you touch the jelly with bare skin, you will take an effect of "5
Damage by Poison." A character with the appropriate skill may apply such a substance directly from the vial it
was created in.

Once applied to a surface, the jelly cannot be scraped off onto another object. Only a character with an
appropriate skill may wipe the substance off a surface with a cloth or cloth like substance, but the contact poison
is destroyed in the process.

An item with contact poison is considered a Red Sticker item. The fumes and burning of the poison are
overwhelming, even to a character who is immune to it. The object cannot be moved from its place or handled
until the poison is removed by a character with the appropriate skill to do so.


Shackles
Shackles are a prop that binds the wrists or legs of a character. An in game lock is affixed to each prop to
represent the locking mechanism of that prop. The prop must be loose enough to remain comfortable and, for
safety, the player must be able to easily remove the prop if an out of game need arises.

Shackles can only be placed on a helpless or willing character if the lock is open. You place the shackle prop on
the helpless or willing target and close the lock. Shackles placed on the arm restrict movement and make it
impossible to use any skill that requires that the arms must be free, including using weapons, using packet
attacks, and using First Aid. You may use a skill that allows you to attempt to open a game lock on your own
shackles. Shackles placed on the legs make it impossible to run and restrict movement to the extent of the
shackles. A prop placed on the ankles must be constructed to allow the player to stand and walk slowly.

Shackles can be removed by opening the lock or by using an appropriate skill to remove them. Each game will
have a skill assigned to destroy and remove shackles by taking a minute and using the appropriate props and
role playing. Skills that allow a character to slip out of bonds are possible as well.


Verbal Modifiers
There are certain phrases that can be added to verbals to change the effect. These can modify the duration or add
additional effects to an attack. For simplicity, a single attack can only be modified by one of verbal modifier.
Short
Someone precedes an attack verbal with "Short" and calls out an effect that lasts until you rest or lasts for the
entire event. That effect instead lasts until you rest for 10 seconds. If used with Frenzy then the effect will only
last 10 seconds.


Permanent
Someone precedes an attack verbal with "Permanent" and calls out an effect with a duration. The effect will last
at least for the remainder of the event. Permanent effects may not be removed by resting, but may still be
removed by the Cure effect.

In Mirror Mirror, Permanent effects might last indefinitely. If you end the event with a Permanent effect submit
to plot a description of the effect and how you received it.


Ambient
Someone precedes an attack verbal with “Ambient” to indicate that the effect is a result of an environmental or a
plot condition and not an effect that originates from the creature that calls it. Although the effect itself remains
unchanged, this indicates to the players that disabling the creature calling the effect will not prevent the effect.
This modifier is usually used with plot deliveries to indicate plot driven effects.

If, for example, someone from plot called out “By My Voice, Ambient Agony by Fire” then the players would know that
throwing a Silence effect or trying to Paralyze the creature calling the effect would not prevent the plot person from calling
the effect. A plot person could also call something like “By Your Name, Travis, Ambient Agony by Disease” to indicate that
some plot condition is causing Travis pain but it isn't related to the creature calling the effect.


Double and Triple
One single delivery causes multiple attacks to affect the target. "Double" causes two of the specified attack to be
delivered, while "Triple" causes three attacks to be delivered. Each attack requires a separate defense.

For example, a wizard calls out "Triple 10 Damage by Fire" and throws a packet that hits you. You must take three "10
Damage by Fire" attacks. "Resist Fire" would negate one of these attacks and you would still take two attacks. You may use
multiple defenses against these attacks.


Chained Effects
Two effects can be chained in one attack. The verbal should name the effects with an "and" between them. If both
effects have the same trait then the trait is called only at the end of the attack. If both effects have different traits
then a trait is called for each effect. A defense that negates one of the effects or one of the traits if they are
different would only affect that portion of the attack. In the case where both effects have the same trait, however,
a defense that negated the appropriate trait would negate all effects. The attack is still considered a single melee,
missile, or packet attack so a defense that negates a hit from a specific delivery such as melee, missile, or packet
will negate the entire attack.

For example, a spider calls out "Drain and Slow by Poison" and hits a player with a packet. The defense "Resist
Poison" would negate the entire attack. The defense "Resist Slow" would negate the Slow effect, but the character
would still be affected by the Drain effect. If the character had both "Resist Slow" and "Resist Drain" defenses
then both could be used to negate the effects of the attack.

For example, a wraith calls out "Paralyze by Fear and 2 Damage" and hits the player with a melee attack. The
defense "Resist Fear" would negate the Paralyze effect. The defense "Resist Weapon" would negate the Damage
effect. A skill that negates one melee strike would negate the entire attack.


Numeric Modifiers
Any skill or ability that boosts the numeric value of another skill such as damage or armor is called a numeric
modifier. Numeric modifiers that come from skills and boost static values such as armor or vitality are called
permanent modifiers.
Numeric modifiers that come from Grant effects or Imbue effects are called temporary modifiers. No numeric
value can be modified by more than one permanent modifier and one temporary modifier. If you receive an
additional modifier when you already have a modifier in place you choose which numeric modifier to keep and
the other modifier effect ends. Only skills that specifically say "This modifier stacks with..." are exceptions to this
rule.

For example, Travis is wearing 3 points of armor and has a skill that increases his armor by 1. His armor is
currently 4. He receives a Grant Armor effect and since this is a temporary modifier it can be used with his skill.
His armor increases to 5. Later he gains a Imbue effect that increases his armor by 2. He cannot use both the
Imbue effect and the Grant effect so he chooses to keep the higher Imbue effect and end the Grant effect. His
armor is 6.
                                  Chapter Two
                                  Characters
In Mirror Mirror you will recreate a character in this new world using our character creation rules. Although the
rules have been designed to be flexible, you may find that you cannot recreate a particular character to your
satisfaction using these rules. If this is the case you should choose another character to play. You will need to
approximate your skills, race, and other abilities using these rules.

Most characters who come through the Mirrorway are changed by the passage in many small ways. Although
the essence of your character's personality and skill set should remain close enough for you to play the game
and enjoy the character, many details may need to change to reflect the reality of playing in a Live Action
system.

To accommodate this, the Mirrorway changes those who pass through it. The result of passing through the
Mirrorway is that your character changes to fit into this new world. This process is called Refraction. The
differences between your previous incarnation and your new incarnation in Mirror Mirror are a definitive in
game condition of the Shattered Realm. You will “feel” the differences when you pass through the Mirrorway.

To facilitate a versatile character creation system, Mirror Mirror has a number of steps involved in creating
characters. These steps are designed to give you the freedom to create a wide variety of concepts while still
allowing for characters who are roughly balanced against each other. When creating a character you have some
resources to distribute into your various abilities and skills; Mastery Points, Character Points, and specific rules
described under each section.


Traits and Qualities
Throughout the game there are abilities and systems that allow you to choose traits and qualities that you will
use in your verbals. Although this might seem confusing at first, the various skills simply allow you to change
your verbals in three basic ways. Rather than predefining the flavor of the skills for you, we give you flexibility
to swap in traits and add your own character’s flavor to the game.


Battle Traits
These traits are used in attack verbals. All Battle Traits belong to one of the four basic trait Categories; Elemental,
Mental, Metabolic or Physical. The only exception is Light and Shadow, as there is a free skill that allows any
character to treat Light as an Elemental trait and Shadow as a Metabolic trait. If there seems to be a skill or
ability that allows you to use a trait that is in one of these Categories then there is a misunderstanding or
mistake someplace and you should contact plot for clarification. When you are given an opportunity to swap in
one of your Battle traits into the verbal of another skill or ability you usually can only swap a trait that has the
same Category as your attack. The exception is that some abilities allow you to add a Battle trait to melee attacks
with the Weapon trait.


Flavor Traits
These traits are used in defense verbals and added to beneficial effects for added flavor so the theme and
background of your character shines through when you use your abilities. The trait you use for defenses such as
“Parry by Law” or for beneficial effect such as “Heal 2 by Poison” can sometimes affect the game by allowing
other characters to use abilities. Flavor Traits are not used for attacks. Although these are mostly for flavor, there
may be abilities that are activated or affected by the Flavor Traits you call.


Qualities
These words or phrases are used as flavor in the prefix for “per event” skills. All “per event” skills require you to
use a prefix phrase “With [Quality]” to indicate that you are using infrequent “per event” skills and to help
communicate to other players where your called effects originate from. Rather than using some generic term for
all “per event” prefixes, we let you choose the Racial Qualities, the Heroic Qualities, and the Tradition Qualities
you identify with when calling the verbals of your “per event” skills. While it is fun to use longer words to
punctuate a particularly dramatic use of a per event skill, we suggest you take at least one short Quality that you
can use in the heat of combat when you might not have as much leisure time to call out your attack and defense
verbals.


Attributes
Mastery Points
Mastery points are used to purchase general skill tiers from your general pool of skills. There are four Masteries;
Mastery of War, Mastery of Guile, Mastery of Power, and Mastery of Healing. Each Mastery has a maximum of
four tiers of skills. You have 4 Mastery points to divide among these four Mastery areas. Characters with
exceptional racial skills sacrifice one Mastery point for the ability to create a powerful Greater Race.


Vitality
All characters in Mirror Mirror start with a single Vitality point. You increase your Vitality points by purchasing
Mastery skills, Racial skills, and Specialty skills. You may also increase you Vitality by utilizing certain Health
and Enhancement spells. Although there are a variety of ways to increase your Vitality, the maximum Vitality
you can normally achieve is 6. Skills that would increase your Vitality beyond 6 have no effect.

There are two exceptions to this limit. First, Grant effects can increase this limit for the duration of an event.
Second, there are special Manifest skills that can give you abilities and powers when a plot character activates
them. Vitality points from Manifest skills can exceed the limit of 6.


Armor
There are many ways to gain armor points in Mirror Mirror. Some require an armor prop, and some do not.
Some skills will increase the total number of your armor points regardless of source. The maximum Armor you
can normally achieve is 4 unless you have the Heavy Armor skill. If your Heavy Armor prop makes it obvious to
a casual observer that you are wearing heavy armor and you have rigid pieces or armor such as pauldrons then
it is possible to achieve 6 total armor points.

There are two exceptions to these limits. First, Grant effects can increase this limit for the duration of an event.
Second, there are special Manifest skills that can give you abilities and powers when a plot character activates
them. Armor points from Manifest skills can exceed the limit of 4 or 5 for heavy armor.


Armor Props
Some armor skills such as the skills from the Mastery of War require an actual armor prop. Armor props are
divided into Light Armor, Medium Armor and Heavy Armor. To count for armor you prop must be visible and
obvious to the casual observer. You must also have decent coverage (at least 50% coverage) on each arm, each
leg, and your torso. If you lack this coverage and only have armor in 3 areas then your prop counts for one
category less.

Light Armor is light leather or suede, quilted cloth, or natural vine weave. In a pinch a heavy cloak or long coat
can count as light armor. Armor made from heavier materials also counts as light if it does not cover all five
armor areas.

Medium Armor is leather, fur, thick bark and light chain mail. In a pinch partial heavy armor such as a breast
plate or chain mail shirt supplemented with light pieces could also be used for medium armor.

Heavy Armor is plate mail, scale mail, or heavy chain mail supplemented with rigid pieces. It doesn't have to be
real metal, rather the armor needs to look bulky and strong to the casual observer. Not only do you need
coverage in all 5 areas, but if you want to supplement your armor to reach the maximum of 5 points you will
need pauldrons and similar rigid pieces that bulk you out.


Endurance
All characters have an Endurance attribute that limits the amount of skills they can use during the course of an
event. Your Endurance attribute is always refreshed at the start of an event. Many skills and abilities cost
Endurance which reduces your total event pool. When you run out of Endurance for the event you can no longer
use skills or abilities that require Endurance. Like any attribute, these points can be restored with a Refresh effect
or exhausted with a Waste effect. All characters have a base 10 Endurance. For each Mastery point that you have
earned this base Endurance is increased by 10 to a total of 50 Endurance with 4 Mastery points. Characters who
sacrifice a Mastery Point for a Greater Race still gain Endurance for it. Certain skills may also increase your
Endurance attribute.


Skills and Abilities
When you create your character, and as you gain character points thereafter, you may purchase skills and
abilities. The cost in Character Points is listed after the name of the skill. You may only purchase a particular skill
once unless the cost is followed by a * character.

Some skills are “per battle” and you can only use them once before resting. Regardless of whether they use
Endurance or not, you must rest a full 5 minutes in a Safe Place before using these skills again. You may rest to
refresh these skills as often as you wish, but if you use skills that require Endurance too often you will run out of
Endurance for the event.

Certain game areas are designated as Safe Places. These are the areas where you can rest to Refresh your “per
battle” skills. Only “per battle” skills require resting at a Safe Place. The building or tent in which you sleep is
always considered a Safe Place. Otherwise a Safe Place is an area marked as Safe by plot.

You may attempt to rest to refresh “per battle” skills if a plot character Grants you the Safe trait. This trait lasts
until you successfully refresh your “per battle” skills. This trait in no way protects you while you attempt to rest,
and that rest can be interrupted. It simply removes the requirement of a Safe Place for refreshing “per battle”
skills. If a plot character uses a “Refresh Battle Skills” on you then all your “per battle” skills are immediately
refreshed.
Some skills are “per event” and you can only use them once during the entire event. Most “per event” skills do
not require Endurance, but once you use one of these skills you cannot use it again during the course of the
current event. These skills represent heroic reserves when your “per battle” skills are not enough to carry the
day. All “per event” skills have an additional prefix as part of the verbal to indicate their type.

Mastery skills that are “per event” require you to choose one of your heroic qualities and call out “With [Heroic
Quality]” as part of the verbal. Racial skills that are “per event” require you to choose one of your Racial
Qualities and call out “With [Racial Quality]” as part of the verbal. As an example, if you decide one of your
heroic qualities is Might then when you use a “per event” Mastery skill you could call out “With Might, 4
Damage” as the verbal.


Stacking One Shot Defenses
It is possible to purchase a large number of “per event” abilities as you spend character points in the various
areas of character creation. It is also possible to gain “per event” and “times ever” abilities from magical items.
Collectively we refer to “per event” and “times ever” abilities as One Shot abilities. Although you can use one
shot attacks and beneficial abilities in rapid succession if you wish, there is a special restriction on using one shot
skills that give you called defenses. You may only use 3 called defenses that come from one shot abilities in
succession before resting.

Whenever you rest for one minute the number of one shot defenses you can use is reset. Resting does not refresh
the one shot abilities you have already used; those remain exhausted. It simply allows you to use another series
of one shot defenses from skills and abilities that you have not yet used.

This restriction does not apply to “per battle” defenses. Those are not restricted by this rule, nor does the use of
“per event” defenses count towards the three one shot abilities you may use before resting. This restriction, as
stated earlier, also does not apply to one shot attacks and the use of beneficial abilities.



Character Points
The basic unit of creation is called the Character Point, or CP. These points are needed to purchase skills and
abilities from the various character creation areas. As the game progresses you will gain additional character
points by attending events, submitting summary letters, and helping to set up and clean before and after events.

Mirror Mirror assumes that when you first create a character you are creating an Experienced character with a
history of hair-raising or dangerous adventures already imagined. Because of this, starting characters who are
experienced start Mirror Mirror with 30 starting character points plus an extra bonus of 100 character points to
represent this experience. This means you start with a total of 130 character points. In addition you gain 10 free
character points for racial skills and 10 free character points for Background skills (as described below) that do
not count towards this total.

If a player truly wishes to enter the Mirror Mirror world as an inexperienced character they are allowed to do so.
Inexperienced characters start with 30 character points, an additional 10 free character points for racial skills,
and an additional 10 free character points for Background skills. For each year they survive they gain a bonus of
10 free character points until they have received 100 bonus character points after 10 years. Good luck.


Magical Items
During the course of the game you might find tagged magical items that can grant powers and abilities to those
who use them. Each character starts the game with two Item Threads which are used to link to magical items.
You cannot use the powers and abilities of magical items until you link to the item using one of your Item
Threads. Once an Item Thread is linked to an item it remains linked for the entire event; you cannot normally
unlink items.

There are four types of items; Weapons, Armor, Accessories, and Relics. Weapons must be in hand and you must
have the skill to use the weapon in combat in order to use any abilities on that weapon. Armor must be worn
and, if the armor is worth armor points, you must be able to use the suit. Accessories covers all items that are
worn and not carried, and can include sashes, gloves, cloaks, jewelry and the like. Relics are items that must be
held in one hand when you use them.


Auroras
Supernatural power flows throughout the Shattered Realm and the Outlands found beyond the Great Mirrors,
and there are places where this power streams more fiercely into the world. These places of power are called
Auroras. To those who can see Patterns directly, the area seems to glimmer and glow with power. An Aurora can
occur can occur naturally, it can be formed as the result of powerful supernatural events, or it can, with great
effort, be constructed by powerful entities or practitioners of Ritual Power. When you encounter these areas
during the game they usually glow with multiple colors and they are marked with information cards that
explain that they are Auroras.

Linking to an item involves spending one minute of concentration at a Aurora of power, during which you
weave a thread to the item. You may also choose to start the event with one or more Item Threads already linked
to items you own rather than seeking out an Aurora during the game.

In addition if you find a magical item and it is already linked to another person you cannot use the item until the
next event unless that person willingly passes the item to you. Part of this passing is whispering which abilities
on the item have already been exhausted. If a linked item is given to you willingly you may also link to it in the
usual fashion, but each ability of the item can only be used once regardless of who used it or how many people
are linked to it. Many creatures within the Shattered Realms and in the Outlands (that are not players) have a
natural talent to use items without linking to them; many items you find on creatures will be unlinked so you
can, if you have a free Item Thread, link to them when you can get to a place of power. In this case that character
will whisper “Unlinked” as it hands you an item. This indicates that you do not have to wait until the next event
to use it.

There are exceptions to the limit of Item Threads.

~ Signature Items do not require Item Threads. If you spent Character Points for an item, your Item Threads are
not required to use that item.

~ Some special magical items do not require an Item Thread. You must link to these items, but they provide their
own Item Thread and do not use one of your Item Threads. These items will be marked with the phrase
“Inherent Thread: Linking to this item does not use an Item Thread.”

~ Some skills may increase your total number of Item Threads.

~ Items with only “times ever” abilities that use their final charge are destroyed entirely, and your link ends if
you use the last ability. If you have an item with one “times ever” ability left, for example, it will tie up an Item
Thread while you carry it but once you use the last charge and the item is destroyed your Item Link is refreshed.
In addition, if you use the last charge of such an item you may also free the Item Thread of other characters who
were linked to that item by spending some time in concentration during which you show them the destroyed tag
and whisper to them that the link is broken.

~ In a pinch some plot characters may be able to unlink magical items for you, restoring the Item Thread so you
can link to another item. For many plot characters this requires in game resources.



Steps of Creation
Creating a character requires the following steps:



Decide your Mastery
Mastery skills provide your general role in the game and are divided into four areas each with four tiers of skill.
Each time you spend a Mastery point in one of these areas you will be able to purchase skills from a higher tier
within that Mastery. If, for example, you allocate 3 Mastery points to the Mastery of War and 1 Mastery point to
the Mastery of Power then you can purchase skills in the first three tiers of the Mastery of War and skills from
only the first tier of the Mastery of Power.


Decide your Tradition
Tradition defines where your overall powers originate from. Characters can choose their Tradition to be Astral,
Ethereal, Primal, Psionic or Skilled. As you progress through tiers of Mastery you will have the opportunity to
purchase skills from your Tradition. Although most characters have only one tradition, characters who wish to
draw upon more than one Tradition as they spend Mastery points may submit the justification for this to plot.


Astral
Your powers come from powerful entities that exist in spiritual realms beyond this world. This source includes
divine energies from ancient gods, elder magic from the Faerie realm, elemental energies granted by powerful
Genie, and other magics derived from extra-planar entities.


Ethereal
Your powers come from powerful Arcane magics that flow into this world from ancient places and times. You
might study tomes and scrolls for long hours to master these energies, you might have a touch of arcane blood
from some lost legacy that lets you manipulate these energies, or you might have a gift for sensing and shaping
these magics into spells.


Primal
Your powers tap into the ancient magics of the natural world. You can call on elder spirits in the natural world
around you, or summon primal strength and fury from some feral spirit deep within you. You have forsaken
civilization and civilized ways to tap into the primordial energies of the natural world.


Psionic
Your powers come from deep within your subconscious, allowing you to manipulate powerful mental energies
and tap into the shared consciousness of all living things. Your mind has ascended to a new state where you can
call on your abilities through sheer force of will.


Skilled
You have no true magical or supernatural powers. Instead your abilities come from intense training and study
that surpasses your peers. Perhaps you have the conviction to push your art to exceptional levels. Perhaps you
are a virtuoso who calls upon natural talents to accomplish exceptional feats. The most common type of
character with this Tradition is one with the Mastery of War or Mastery of Guile.

Because you have no supernatural powers of your own, most Skilled characters do not learn the Mastery of
Power or the Mastery of Healing. If you attempt this type of character your path will be more difficult. Skilled
characters with these Mastery paths have learned to master these arts using created items. Rather than summon
magical energies yourself, you have learned to craft them into potions, scrolls, or talismans from the world
around you. Although you lack true magical skills, you can summon most of these effects from your discoveries.
If you pursue this path, your will be inconvenienced by these fetishes and trinkets. You must carry props to
represent these crafted items, and you must role play as you use your skills to make it clear they are coming
from your crafted items.

Skilled characters who practice the Mastery of Power or the Mastery of Healing generally carry bags or pouches
with a variety of props that define their art. Although no one else can use these props, if they are taken from you
then you cannot use abilities from these Mastery paths until you return to your Hearth or another place where
you can procure magical components and “restock” your provisions. This process takes one minute of role play.


Define your Race
Every character, from the most common humans to the most exotic magical beast is defined by a race which
describes its form, ancestry, and blood. Every character has 10 free character points to spend on racial skills. For
humans, these skills represent the traits and abilities you might gain from your human subtype or the abilities
and skills members of your culture might gain from their upbringing and environment. For more exotic races,
these skills and abilities represent the nature and abilities of your race.

Characters who belong to extremely powerful fantasy races may choose to have a Greater Race with many
powerful and unusual options for racial skills. To balance this extra power, however, Greater Races sacrifice one
of their Mastery points for access to this larger set of skills.


Choose any Specialties
As you advance in your Mastery you gain access to Specialty skills you can purchase if you wish. There are a
number of Specialties which contain skills that help to give flavor and proficiency to the basic Mastery skills.
Each Specialty skill that becomes available in your Mastery allows you to purchase one skill in any Specialty.
You can even purchase skills from more than one Specialty. Each Specialty has advanced skills, however, that
cannot be purchased until you have learned enough skills in that Specialty. Tier 2 skills, for example, require you
to have purchased at least 2 skills within that Specialty. Tier 3 skills require you to have purchased at least 3
skills within that Specialty.


Choose Heroic Qualities
Every character chooses up to three Heroic Qualities which help define your character. These qualities are
invoked as part of the verbal when you use skills and abilities that are available only once per event. Since these
qualities are used as part of your verbal, you will want at least one that is short for fierce combat and save longer
more descriptive qualities when you role play or are not so pressed. You choose which virtue to use when you
call out your “per event” skills; you can switch between them or always use one as you choose.

Choose up to three of the following Heroic Qualities: Agility, Calm, Compassion, Courage, Cunning, Daring,
Excellence, Faith, Fervor, Flourish, Focus, Glory, Grace, Guile, Humility, Insight, Kindness, Logic, Luck, Mercy,
Might, Passion, Piety, Precision, Prowess, Purity, Reason, Serenity, Skill, Speed, Stealth, Swiftness, Valor, Wit
You may also choose one or more Dark Qualities as part of your three qualities if your character tends towards
that bent. You may choose the following, though these Dark Qualities may have game effects or side effects
during play: Anger, Apathy, Arrogance, Blood Lust, Cruelty, Decadence, Deception, Disdain, Envy, Greed,
Hatred, Indifference, Infamy, Pride, Rage, Vanity


Choose Background skills
Every character has 10 free character points to spend on Background skills to help round out their character.
These character points can only be spent on Background skills, and do not count towards your normal skills.


Choose any Signature Items
Although most characters come through the Mirror with only basic equipment, some characters have strong ties
to items they possessed in their previous world. You may choose to purchase signature items to approximate
these legacy items. Although Signature Items cost a lot of character points, they do not reduce your Mastery
points. Once you pay character points for a Signature Item you generally do not lose it; items that are lost during
game play almost always start in your possession at the beginning of the next game. There is always a chance,
however, that some dire plot effect can corrupt or destroy signature items.
Background Skills
Every character gains 10 free Character Points to buy Background skills. You may spend additional Character
Points on skills from this area if you wish.


Light and Shadow 0
(Every character should probably take this free skill.)
Your passage through the Great Mirror has exposed you to Light and Shadow. You now treat Light as an
Elemental trait and Shadow as a Metabolic trait for purpose of both defensive skills and which traits you can
take as Battle Traits for various abilities.


Archery 5
You may use a bow to make 10 missile attacks with arrows. You must role play each shot, including drawing the
arrow from a quiver (a pouch is okay) and drawing the shot back as you aim. You may refresh these 10 shots by
spending one minute role playing the gathering and fletching of arrows, and refilling of your quiver.

If you have a combat safe padded bow, you may also use the bow as a blocking weapon. If you have Florentine
you may block while using a short weapon in your other hand. If you have Two Weapons you may block while
using a long weapon in your other hand. Any block breaks your bow string; you cannot use the bow to fire
arrows unless you spend 3 seconds of role play to restring that bow.


Armor Repair 3
You can repair armor at a forge. Spend one minute of activity at a forge with a suit of armor and call out “Repair
Armor” to refresh the armor points of one suit. You need a forge prop. You can set up your forge prop near your
sleeping area or in another Safe Place before the event starts, but once it is set up you cannot move it. You can
repair armor while the owner is still wearing it if that character sits or stands relatively still while you repair the
suit.


Buckler 3
You may wield a buckler.


Combat Casting 2
You may cast spells with a weapon or claw in your off hand. Blocking with a weapon or claw causes spell
interruption as if you had been struck by an attack. (Casting while holding a Shield is not included in this skill.)


Fortune Telling 3
Devise some method of reading the fortune of other characters. It might be through the use of cards, dice, bones,
recognizing natural signs, or whatever other method you can both imagine and represent in the game.
Sometimes spirits react to fortunes told in their presence. Once per event, after reading a fortune of another
character you may decide that the fortune is interesting enough to inspire you. Choose one Elemental, Mental,
Metabolic, or Physical trait that represents the fortune you just told. Touch the recipient with a packet and call
out “With this Fortune, Grant Defense: Resist [Trait]” as a sign of good fortune. You cannot use this ability on
yourself.


First Aid 3
You gain the ability to Diagnose Physical and Metabolic traits. You may also Diagnose Damage, Dead, Stable,
Unstable or Maim. You may spend one minute to Stabilize an unstable ally or to cure a maimed limb. Place both
hands over the recipient and call out “First Aid” to start the process. Their bleed out count will, as described in
the Core Rules, be suspended. Spend one minute of activity during which you either concentrate on the recipient
or role play fixing them up with bandages and medicines. At the end of this time if you are uninterrupted you
may call out either “Stabilize” or “Cure Maim [Limb]” where you name the limb you just cured.


Florentine 3
You may wield a short off hand weapon.


Ghost Light 1
You have some means, supernatural or otherwise, of creating a dim light. You may use a glow stick or a filtered
and diffused light to represent your Ghost Light. Your light must be roughly the size and shape of a glow stick.


Ghost Music 1
You have some supernatural means of creating soft music. You may use a hidden music player with period or
fantasy music to represent your Ghost Music. Once you place your music player it must remain relatively
hidden and it cannot be moved. Your music can in no way be disturbing or game breaking to other players
including by volume, lyrics, instruments, or song recognition. Anyone can dispel your music by calling out “By
My Voice, Dispel Ghost Music” as an in game means of requesting you turn off the music until they leave the
area.


Item Affinity 3
You gain an extra Magic Item thread which you can use to link to magical items.


Light Armor 1
You can use one point suits of armor. You must have a prop for the armor made from, at a minimum, cloth or
light leather. This skill is a prerequisite for Medium Armor.


Literacy 1
You can read. Characters without this basic skill are uncivilized or uneducated and should pretend that they
cannot understand written material.


Lockpicking 3
You can attempt to pick game locks and manipulate puzzle locks. This skill does not guarantee success; you
must actually use tools to pick game locks and you must actually solve puzzle locks to open the container they
are attached to. All locks are magical and prevent the container they are attached to from being moved or
manipulated in any way until the lock has been opened.


Manipulate Traps 3
You may attempt to disarm traps. This includes sweeping away pop traps, disarming boxes, and removing trip
wires. You may not destroy the trap, take apart the container, or cut any part of the trap except for fishing wire
incorporated into the trap.


Martial Arts 2
You are adept at unarmed combat. This unarmed combat is represented by two green claws which you may use
in combat. You may strike with these natural weapons and block with them as well. Although these weapons
represent your unarmed combat skills, they are treated as claws in all other ways. You may use one long natural
weapon and one short natural weapon in combat.
Martial Master 2
Requires: Martial Arts
You may use two long green claws when you fight using Martial Arts.


Profession 2*
You practice a profession either in the Shattered Realms, or with people from the Outlands that enter the
Shattered City. Choose your profession. You receive two crystals (coins) at the start of each event. You also gain
your profession as a trait so long as the name is unique and cannot be confused with other in game effects. You
can purchase this skill multiple times to represent extra Professions, but you can gain money each event from no
more than 3 Profession skills.


Shield 3
Requires: Buckler.
You may wield a full sized shield.


Spear Combat 1
You may fight with a spear in conjunction with another weapon. If you have the Florentine skill you may fight
with a spear and a short weapon. If you have the Two Weapons skill you may fight with a spear and a long
weapon. If you attack with a spear with one hand you may not make attacks above the stomach area, nor may
you attack the upper arms. Forearm shots are allowed with a one handed spear if you can take the shot without
raising the point towards the head of the opponent.


Survival 2
You can live off the land. You no longer need to pay Maintenance. If you join a Faction you will not be a burden
to the food supply of that Faction.


Thrown Weapon 3
You can carry and use up to 5 thrown weapons. Once thrown, the weapon cannot be used again until you spend
one minute to role play cleaning and sharpening the weapon. You may clean and sharpen multiple thrown
weapons during your one minute of role play; you need not take one minute for each individual thrown
weapon.


Two Weapons 3
Requires: Florentine.
You may wield any off hand weapon.


Weapon: Bladed 3
You can use one handed and two handed swords in combat.


Weapon: Chopping 2
You can use one handed and two handed axes in combat. Your axe props must have visible metal striking
surfaces that are larger than the shaft of the weapon.


Weapon: Pole Arm 3
You can use pole arms in combat. These are two handed weapons.


Weapon: Smashing 2
You can use one handed and two handed clubs, maces and hammers in combat. Your club props must have
knobs, color, or decorations that make them look like wood. Alternately you can use clubs that appear to be
made of bone. Your mace and hammer props must have visible metal striking surfaces that are larger than the
shaft of the weapon.


Weapon: Spear 2
You can use Spears in combat. You can attack with one or two hands. If you are using the spear with one hand
you cannot make attacks above the opponent’s stomach. You cannot use a spear with another weapon in your
hand unless you have a skill that specifically allows you to do so.


Weapon: Staff 2
You can use staves in combat. These are two handed weapons.


Weapon Repair 3
You can repair weapons and shields at a forge. Spend one minute of activity at a forge with a weapon or shield
and call out “Repair Weapon” or “Repair Shield” to repair the item. You need a forge prop. You can set up your
forge prop near your sleeping area or in another Safe Place before the event starts, but once it is set up you
cannot move it.
Mastery Skills
In Mirror Mirror there are four major areas that define how you interact with the game during action scenes.
These Mastery paths contain skills to help you participate in action scenes and provide a basic framework that
determines the role you will take in combat. The Mastery paths are Mastery of War, Mastery of Guile, Mastery of
Power, and Mastery of Healing.

The Mastery of War focuses on strength of arms. Skills within the Mastery of War include the ability to use
weapons, overall toughness, the ability to wear and repair heavy armor, the ability to deliver hard hitting melee
attacks, and defensive skills to keep you alive in combat.

The Mastery of Power focuses on offensive magical arts. Skills within the Mastery of Power include magical arts
to learn spells, the ability to cast an array of spells to create a variety of effects, and skills to help you use spells to
destroy foes.

The Mastery of Healing focuses on healing spells. Although characters with this skill set may acquire and use
offensive spells to eliminate foes, the abilities of this tradition focus on healing, curing, and protection.

The Mastery of Guile focuses on speed, agility and awareness. Characters with these skills focus on either
archery or skirmishing. Skills within the Mastery of Guile include an array of damaging and harrying attacks,
the ability to evade incoming ranged attacks, and the ability to draw on wider variety of utility skills to aid the
character while adventuring.

Each character starts the game with 2 Mastery points to devote to whichever Mastery they wish. You may also
sacrifice a Mastery point to be a Greater Race with advanced powers. When you have spent 80 character points
you gain a third Mastery point. When you have spend 120 character points you gain a fourth Mastery point. You
never gain more than 4 Mastery points. Free character points, such as those given for Background or Racial
skills, do not count towards the totals needed to gain additional Mastery points.

During the game you will spend these Mastery points to purchase tiers in these Mastery paths. You may spend
all Mastery points in one Mastery to specialize in those skills, or your may divide your Mastery points between
two or more Mastery paths. Each Mastery point that you devote to a particular Mastery increases the tier from
which you can buy skills under that Mastery. Devoting 4 Mastery points to the Mastery of War, for example,
allows you to purchase skills from the first, second, third of fourth tier of that Mastery. If you devoted 2 Mastery
points to the Mastery of Healing and 2 Mastery points to the Mastery of Guile then you would be able to
purchase skills from the first and second tier of each Mastery.

Each tier of each Mastery has a number of skills within it. Each skill can only be purchased once. Once you have
obtained that skill you cannot purchase it again; if you want to be able to use the skill more often during a battle
or an event you must purchase it (or a similar skill) from another tier in this Mastery path or another Mastery
path.

Some skills, like Defensive Skill, Specialty Skill and Tradition Skill are not themselves an ability but instead
allow you to purchase a skill from another list. Defensive skills are explain at the end of this section. Specialty
skills and Tradition skills are explained in the appropriate sections of these rules. If one of these skills is listed
twice in the same tier then you may purchase one skill from the appropriate list for each time the skill appears.


Mastery of War
Mastery of War: Tier 1
Adrenaline 2 (Once per battle, 1 Endurance)
While under the effects of an Agony or a Maimed arm, if you are attacked call “Reduced” to be able to ignore the
effect so you can launch attacks at your attacker. Once you activate this ability you can ignore the effects of the
Agony or Maim to attack any foe who has attacked you while so afflicted.

Circle of Steel 2 (Once per battle, 1 Endurance)
“Disengage”

Critical Strike 5 (Once per battle, 1 Endurance)
Melee attack for “4 Damage.”

Defensive Skill *
You may purchase a Defensive skill.

Flurry 2 (Once per battle, 1 Endurance)
Two melee attacks for “2 Damage.”

Heroic Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate a one melee, missile, or packet attack.

Heroic Strike 2 (Once per event)
Melee attack for “With [Heroic Quality], 4 Damage.”

Medium Armor 5
You may wear props worth 2 points.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Superior Conditioning: Weakness 2
You may end Weakness effects after one minute of rest.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of War: Tier 2
Battlefield Repair: Armor 5
Repair your own armor in one minute of activity with no forge.

Circle of Steel 2 (Once per battle, 1 Endurance)
“Disengage”

Critical Strike 5 (Once per battle, 1 Endurance)
Melee attack for “4 Damage.”

Defensive Skill *
You may purchase a Defensive skill.

Double Strike 2 (Once per event)
Add “With [Heroic Quality], Double...” to one melee attack.

Effortless Circle of Steel 3 (Once per battle)
One Disengage no longer costs Endurance.

Effortless Flurry 2 (Once per battle)
One Flurry no longer costs Endurance.

Flurry 2 (Once per battle, 1 Endurance)
Two melee attacks for “2 Damage.”

Heavy Armor 5
Requires: Medium Armor
You may wear props worth 3 points.

Heroic Strike 2 (Once per event)
Melee attack for “With [Heroic Quality], 4 Damage.”

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Superior Conditioning: Maim 3
You may end Maim effects after one minute of rest.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.

Will To Live 2 (Once per event, 1 Endurance)
Reduce a Death effect to 20 Damage by calling “Reduce.”
Mastery of War: Tier 3
Adrenaline 2 (Once per battle, 1 Endurance)
While under the effects of an Agony or a Maimed arm, if you are attacked call “Reduced” to be able to ignore the
effect so you can launch attacks at your attacker. Once you activate this ability you can ignore the effects of the
Agony or Maim to attack any foe who has attacked you while so afflicted.

Battlefield Repair: Weaponry 5
Repair your own weapon or shield in one minute of activity with no forge.

Circle of Steel 2 (Once per battle, 1 Endurance)
“Disengage.”

Critical Strike 5 (Once per battle, 1 Endurance)
Melee attack for “4 Damage.”

Defensive Skill *
You may purchase a Defensive skill.

Deflect the Wind 5 (Once per event)
One Deflection can be used on a packet or missile attack.

Flurry 2 (Once per event, 1 Endurance)
Two melee attacks for “2 Damage.”

Heroic Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate a one melee, missile, or packet attack.

Heroic Strike 2 (Once per event)
Melee attack for “With [Heroic Quality], 4 Damage.”

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Strategy 5 (1 Endurance)
When you rest in a Safe Place to refresh your “per battle” skills you may choose one strategy for an upcoming
battle. The strategy you choose allows you to use one enhancement or “per battle” skill from the Strategy list
below. You exhaust Endurance only when you choose your strategy. You may only have one Strategy active at
any one time.


Strategies of War
Armor Reliance          While chosen your Armor is increased by 1.
Battlefield Discipline   A Purge to end one Fear or Confusion effect.
Limb Break               A melee attack for Maim.
Total Offense            A melee attack for 4 Damage.
Tough It Out             While chosen your Vitality is increased by 1.


In addition to this list, you may find Strategy Texts in game that allow you to prepare additional skills. To use a
Strategy from a Strategy Text you must have the text available at your Safe Place to study while you rest. Some
of the texts are permanent and can be used anytime you refresh your Strategy skill, while some fade after some
predetermined number of uses.

Superior Conditioning: Improved 5
Required: At least one Superior Conditioning skill.
Your rest time for Superior Conditioning skills is reduced to 30 seconds.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of War: Tier 4
Circle of Steel 2 (Once per battle, 1 Endurance)
“Disengage”

Critical Strike 5 (Once per battle, 1 Endurance)
Melee attack for “4 Damage.”

Defensive Skill *
You may purchase a Defensive skill.

Double Strike 2 (Once per event)
Add “With [Heroic Quality], Double...” to one melee attack.

Effortless: Critical Strike 5 (Once per battle)
One Critical Strike skill costs no Endurance.

Flurry 2 (Once per battle, 1 Endurance)
Two melee attacks for “2 Damage.”

Heroic Strike 2 (Once per event)
Melee attack for “With [Heroic Quality], 4 Damage.”

Resilience 5 (Once per battle, 1 Endurance)
Role play for 3 seconds to call “Heal 4 to Self.”

Specialty Skill *
You may purchase a skill from a Specialty path.
Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Strong Willed 5 (Once per battle, 1 Endurance)
When attacked by a melee, missile or packet attack, end Mental effects by calling “Purge.”

Superior Conditioning: Mastered 5
Requires Superior Conditioning: Improved
Your rest time for Superior Conditioning skills is reduced to 10 seconds.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.




Mastery of Guile
Mastery of Guile: Tier 1
Circle of Steel 2 (Once per battle, 1 Endurance)
“Disengage.”

Critical Strike 5 (Once per battle, 1 Endurance)
Melee attack for “4 Damage.”

Critical Shot 5 (Once per battle, 1 Endurance)
Archery (Missile) attack for “4 Damage.”

Dexterity Armor 5
You gain 1 point of Dexterity Armor. You may role play for one minute of activity time to refresh these armor
points.

Defensive Skill *
You may purchase a Defensive skill.

Flurry 2 (Once per battle, 1 Endurance)
Two melee attacks for “2 Damage.”
If you have Archery you may instead make Archery (Missile) attacks.

Heroic Dodge 2 (Once per event)
Call out “With [Heroic Quality], Avoid” to negate one melee, missile, or packet attack.
Heroic Strike 2 (Once per event)
Melee attack for “With [Heroic Quality], 4 Damage.”
If you have Archery you may instead make an Archery (Missile) attack.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Sure Footed: Slow 2
You may end Slow effects after one minute of rest.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of Guile: Tier 2
Clear Headed 5 (Once per battle, 1 Endurance)
When attacked, end Mental effects by calling “Purge.”

Critical Strike 5 (Once per battle, 1 Endurance)
Melee attack for “4 Damage.”

Critical Shot 5 (Once per battle, 1 Endurance)
Archery (Missile) attack for “4 Damage.”

Dexterity Armor 5
Required: Dexterity Armor
Your Dexterity Armor is increased to 2.

Dirty Fighting 5 (Once per battle, 1 Endurance)
When you purchase this skill choose Agony or Maim.
Melee attack for either “Maim” or “Agony” as chosen when purchased.

Defensive Skill *
You may purchase a Defensive skill.

Double Strike 2 (Once per event)
Add “With [Heroic Quality], Double...” to one melee attack.

Effortless Circle of Steel 3 (Once per battle)
One Disengage no longer costs Endurance.
Effortless Flurry 2 (Once per battle)
One Flurry no longer costs Endurance.

Flurry 2 (Once per battle, 1 Endurance)
Two melee attacks for “2 Damage.”
If you have Archery you may instead make Archery (Missile) attacks.

Nerve Shot 5 (Once per battle, 1 Endurance)
When you purchase this skill choose Agony or Maim.
Archery (Missile) attack for the chosen effect.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Sure Footed: Root 2
You may end Root effects after one minute of rest.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of Guile: Tier 3
Circle of Steel 2 (Once per battle, 1 Endurance)
“Disengage.”

Critical Strike 5 (Once per battle, 1 Endurance)
Melee attack for “4 Damage.”

Critical Shot 5 (Once per battle, 1 Endurance)
Archery (Missile) attack for “4 Damage.”

Dexterity Armor 5
Required: 2 points of Dexterity Armor
Your Dexterity Armor is increased to 3.

Defensive Skill *
You may purchase a Defensive skill.

Flurry 2 (Once per battle, 1 Endurance)
Two melee attacks for “2 Damage.”
If you have Archery you may instead make Archery (Missile) attacks.
Heroic Dodge 2 (Once per event)
Call out “With [Heroic Quality], Avoid” to negate one melee, missile, or packet attack.

Heroic Strike 2 (Once per event)
Melee attack for “With [Heroic Quality], 4 Damage.”
If you have Archery you may instead make an Archery (Missile) attack.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Strategy 5 (1 Endurance)
When you rest in a Safe Place to refresh your “per battle” skills you may choose one strategy for an upcoming
battle. The strategy you choose allows you to use one enhancement or “per battle” skill from the Strategy list
below. You exhaust Endurance only when you choose your strategy. You may only have one Strategy active at
any one time.


Strategies of Guile
Dirty Fighting          A melee attack for Agony.
Battlefield Endurance   Once per battle negate your first Endurance expenditure.
Renewed Attack          A Purge to end one Repel or Agony effect from a melee, missile, or packet attack.
Sneak Attack            A melee attack from behind for 6 Damage.
Total Offense           A melee attack for 4 Damage.


In addition to this list, you may find Strategy Texts in game that allow you to prepare additional skills. To use a
Strategy from a Strategy Text you must have the text available at your Safe Place to study while you rest. Some
of the texts are permanent and can be used anytime you refresh your Strategy skill, while some fade after some
predetermined number of uses.

Sure Footed: Improved 5
Required: At least one Sure Footed skill.
Your rest time for Sure Footed skills is reduced to 30 seconds.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of Guile: Tier 4
Circle of Steel 2 (Once per battle, 1 Endurance)
“Disengage.”

Dirty Fighting 5 (Once per battle, 1 Endurance)
When you purchase this skill choose Agony or Maim.
Melee attack for the chosen effect.

Defensive Skill *
You may purchase a Defensive skill.

Double Strike 2 (Once per event)
Add “With [Heroic Quality], Double...” to one melee attack.

Effortless Defense 5 (Once per battle)
One Defensive Skill costs no Endurance.

Flurry 2 (Once per battle, 1 Endurance)
Two melee attacks for “2 Damage.”
If you have Archery you may instead make Archery (Missile) attacks.

Nerve Shot 5 (Once per battle, 1 Endurance)
When you purchase this skill choose Agony or Maim.
Archery (Missile) attack for the chosen effect.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Sure Footed: Mastered 5
Required: Sure Footed: Improved.
Your rest time for Sure Footed skills is reduced to 10 seconds.

Survival Instinct 5 (Once per battle, 1 Endurance)
When attacked by a melee, missile or packet attack, end Physical effects by calling “Purge.”

Threatening Aim 5 (Once per battle, 1 Endurance)
Required: Archery
With an aimed bow, “By My Gesture, Repel by Fear.”

Tradition Skill *
You may purchase a skill from your Tradition.

Waylay 5 (Once per battle, 1 Endurance)
From behind, melee attack for “Double Stun.”
Mastery of Power

Mastery of Power: Tier 1
Defensive Skill *
You may purchase a Defensive skill.

Evocation 2 (Once per battle)
Required: At least one Battle Trait, such as from a Magical Art or Tradition
Gain two castings. Packet attack for “2 Damage by [Battle Trait]” where the Battle Trait comes from one of your
Magical Arts.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Magical Art 5
You may choose one Magical Art from the list in the section on spells. Your Magical Art determines the types of
spells that you can place in your Patterns and cast forth as magic. This Art gives you a Battle Trait for your
Evocation castings and attack spells with the same trait Category, and a Flavor Trait for your defenses and
beneficial spells.

Mystic Armor 5
You gain 1 point of Mystic Armor. You may role play for one minute of activity time to refresh these armor
points.

Pattern Weaving: First Circle 2
Study a First Circle formula for one minute to hold the spell in memory.

Pattern Weaving: First Circle 2
Study a First Circle formula for one minute to hold the spell in memory.

Pattern Weaving: Second Circle 3
Study a Second Circle formula for one minute to hold the spell in memory.

Sense Magic 1
Choose one Battle Trait you have learned from a Magical Art. Touch a willing or helpless recipient and call out
“Diagnose [Battle Trait] by [Flavor Trait]” where the magical Flavor Trait comes from your Tradition or one of
your Magical Arts. You may also attempt to Diagnose that trait in a mystical place if a spirit is present by calling
“In This Place, Diagnose [Battle Trait] by [Flavor Trait].” This does not expose or diagnose creatures in the area,
but it may prompt a spirit to answer “Yes” or “No” or to rarely even whisper information to you.
Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: Second Circle 4 (Once per battle, 1 Endurance)
Cast one spell held in a Second Circle pattern.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of Power: Tier 2
Defensive Skill *
You may purchase a Defensive skill.

Destructive 5
Add 1 to any Damage effect greater than 2 from spells you cast.

Dispel Magic 3 (At will)
Choose a Battle Trait from one of your Magical Arts. Spend one minute and touch a recipient to call out “Cure
[Battle Trait] by Magic.”

Evocation 2 (Once per battle)
Required: At least one Battle Trait, such as from a Magical Art or Tradition
Gain two castings. Packet attack for “2 Damage by [Battle Trait]” where the Battle Trait comes from one of your
Magical Arts.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Heroic Spell: Second Circle 2 (Once per event)
Cast one spell held in a Second Circle pattern.
Magical Art 5
You may choose one Magical Art from the list in the section on spells. Your Magical Art determines the types of
spells that you can place in your Patterns and cast forth as magic. This Art gives you a Battle Trait for your
Evocation castings and attack spells with the same trait Category, and a Flavor Trait for your defenses and
beneficial spells.

Mystic Armor 5
Required: Mystic Armor
Your Mystic Armor is increased to 2.

Pattern Weaving: First Circle 2
Study a First Circle formula for one minute to hold the spell in memory.

Pattern Weaving: Second Circle 3
Study a Second Circle formula for one minute to hold the spell in memory.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: Second Circle 4 (Once per battle, 1 Endurance)
Cast one spell held in a Second Circle pattern.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of Power: Tier 3
Defensive Skill *
You may purchase a Defensive skill.

Dispel Magic: Improved 3
Your Dispel Magic now takes 30 seconds.

Effortless Spellcasting: First Circle 5 (Once per battle)
One Spellcasting: First Circle costs no Endurance. This skill cannot be used on any spell with the Grant effect.

Evocation 2 (Once per battle)
Required: At least one Battle Trait, such as from a Magical Art or Tradition
Gain two castings. Packet attack for “2 Damage by [Battle Trait]” where the Battle Trait comes from one of your
Magical Arts.

Heroic Spell: Second Circle 2 (Once per event)
Cast one spell held in a Second Circle pattern.

Heroic Spell: Third Circle 2 (Once per event)
Cast one spell held in a Third Circle pattern.

Magical Art 5
You may choose one Magical Art from the list in the section on spells. Your Magical Art determines the types of
spells that you can place in your Patterns and cast forth as magic. This Art gives you a Battle Trait for your
Evocation castings and attack spells with the same trait Category, and a Flavor Trait for your defenses and
beneficial spells.

Pattern Weaving: First Circle 2
Study a First Circle formula for one minute to hold the spell in memory.

Pattern Weaving: Third Circle 4
Study a Third Circle formula for one minute to hold the spell in memory.

Ritual Magic: Minor 5 (At will, 2 Endurance)
You may spend one minute of role play to perform a ritual from a minor ritual scroll and create a magical effect.
You must have all components for the ritual and follow the instructions on the scroll when you use it. Many
scrolls require a special spirit to be present when you use the scroll.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Spell Lock 5
Precast one spell into memory and cast it later with no incant.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: Second Circle 4 (Once per battle, 1 Endurance)
Cast one spell held in a Second Circle pattern.

Spellcasting: Third Circle 5 (Once per battle, 2 Endurance)
Cast one spell held in a Third Circle pattern.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of Power: Tier 4
Defensive Skill *
You may purchase a Defensive skill.

Dispel Magic: Mastered 3
Your Dispel Magic now takes 10 seconds.

Effortless Spellcasting: First Circle 3 (Once per battle)
One Spellcasting: First Circle costs no Endurance. This skill cannot be used on any spell with the Grant effect.

Elemental Dispersal 5 (Once per battle, 1 Endurance)
When attacked by a melee, missile or packet attack, end Elemental effects by calling “Purge.”

Empowered Pattern: First Circle 5
One First Circle Pattern is enhanced. When you use Spellcasting to cast the spell held in the empowered pattern
you do not need an incant.

Evocation 2 (Once per battle)
Required: At least one Battle Trait, such as from a Magical Art or Tradition
Gain two castings. Packet attack for “2 Damage by [Battle Trait]” where the Battle Trait comes from one of your
Magical Arts.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Heroic Spell: Third Circle 2 (Once per event)
Cast one spell held in a Third Circle pattern.

Magical Art 5
You may choose one Magical Art from the list in the section on spells. Your Magical Art determines the types of
spells that you can place in your Patterns and cast forth as magic. This Art gives you a Battle Trait for your
Evocation castings and attack spells with the same trait Category, and a Flavor Trait for your defenses and
beneficial spells.

Pattern Weaving: Second Circle 3
Study a Second Circle formula for one minute to hold the spell in memory.

Pattern Weaving: Third Circle 4
Study a Third Circle formula for one minute to hold the spell in memory.

Ritual Magic: Major 5 (At will, 5 Endurance)
Required: Ritual Magic: Minor
You may spend one minute of role play to perform a ritual from a major ritual scroll and create a magical effect.
You must have all components for the ritual and follow the instructions on the scroll when you use it. Many
scrolls require a special spirit to be present when you use the scroll.
Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: Second Circle 4 (Once per battle, 1 Endurance)
Cast one spell held in a Second Circle pattern.

Spellcasting: Third Circle 5 (Once per battle, 2 Endurance)
Cast one spell held in a Third Circle pattern.

Tradition Skill *
You may purchase a skill from your Tradition.




Mastery of Healing
Mastery of Healing: Tier 1
Aura of Healing 2 (Once per battle)
Gain two castings. Touch and ally and call out “Heal 2 by [Flavor Trait]” where the magical Flavor Trait comes
from your Tradition or one of your Magical Arts.

Curing Touch 5 (Once per battle, 1 Endurance)
Touch an ally, choose one Category from Elemental, Mental, Metabolic or Physical and call out “Cure [Category]
by [Flavor Trait]” where the magical Flavor Trait comes from your Tradition or one of your Magical Arts.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Magical Art 5
You may choose one Magical Art from the list in the section on spells. Your Magical Art determines the types of
spells that you can place in your Patterns and cast forth as magic. This Art gives you a Battle Trait for your attack
spells with the same trait Category, and a Flavor Trait for your Aura of Healing, defenses and beneficial spells.
Mystic Armor 5
You gain 1 point of Mystic Armor. You may role play for one minute of activity time to refresh these armor
points.

Pattern Weaving: First Circle 2
Study a First Circle formula for one minute to hold the spell in memory.

Pattern Weaving: First Circle 2
Study a First Circle formula for one minute to hold the spell in memory.

Pattern Weaving: Second Circle 3
Study a Second Circle formula for one minute to hold the spell in memory.

Sense Magic 1
Choose one Battle Trait you have learned from a Magical Art. Touch a willing or helpless recipient and call out
“Diagnose [Battle Trait] by [Flavor Trait]” where the magical Flavor Trait comes from your Tradition or one of
your Magical Arts. You may also attempt to Diagnose that trait in a mystical place if a spirit is present by calling
“In This Place, Diagnose [Battle Trait] by [Flavor Trait].” This does not expose or diagnose creatures in the area,
but it may prompt a spirit to answer “Yes” or “No” or to rarely even whisper information to you.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: Second Circle 4 (Once per battle, 1 Endurance)
Cast one spell held in a Second Circle pattern.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of Healing: Tier 2
Aura of Healing 2 (Once per battle)
Gain two castings. Touch and ally and call out “Heal 2 by [Flavor Trait]” where the magical Flavor Trait comes
from your Tradition or one of your Magical Arts.

Curing Touch 5 (Once per battle, 1 Endurance)
Touch an ally, choose one Category from Elemental, Mental, Metabolic or Physical and call out “Cure [Category]
by [Flavor Trait]” where the magical Flavor Trait comes from your Tradition or one of your Magical Arts.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Heroic Spell: Second Circle 2 (Once per event)
Cast one spell held in a Second Circle pattern.

Magical Art 5
You may choose one Magical Art from the list in the section on spells. Your Magical Art determines the types of
spells that you can place in your Patterns and cast forth as magic. This Art gives you a Battle Trait for your attack
spells with the same trait Category, and a Flavor Trait for your Aura of Healing, defenses and beneficial spells.

Mystic Armor 5
Required: Mystic Armor
Your Mystic Armor is increased to 2.

Pattern Weaving: First Circle 2
Study a First Circle formula for one minute to hold the spell in memory.

Pattern Weaving: Second Circle 3
Study a Second Circle formula for one minute to hold the spell in memory.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: Second Circle 4 (Once per battle, 1 Endurance)
Cast one spell held in a Second Circle pattern.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of Healing: Tier 3
Aura of Healing 2 (Once per battle)
Gain two castings. Touch and ally and call out “Heal 2 by [Flavor Trait]” where the magical Flavor Trait comes
from your Tradition or one of your Magical Arts.

Curing Touch 5 (Once per battle, 1 Endurance)
Touch an ally, choose one Category from Elemental, Mental, Metabolic or Physical and call out “Cure [Category]
by [Flavor Trait]” where the magical Flavor Trait comes from your Tradition or one of your Magical Arts.

Effortless Spellcasting: First Circle 5 (Once per battle)
Your first minor spell costs no Endurance. This skill cannot be used on any spell with the Grant effect.

Heroic Spell: First Circle 2 (Once per event)
Cast one spell held in a First Circle pattern.

Heroic Spell: Third Circle 2 (Once per event)
Cast one spell held in a Third Circle pattern.

Inner Purity 5 (Once per battle)
One Curing Touch can be used to Purge an effect.

Magical Art 5
You may choose one Magical Art from the list in the section on spells. Your Magical Art determines the types of
spells that you can place in your Patterns and cast forth as magic. This Art gives you a Battle Trait for your attack
spells with the same trait Category, and a Flavor Trait for your Aura of Healing, defenses and beneficial spells.

Pattern Weaving: First Circle 2
Study a First Circle formula for one minute to hold the spell in memory.

Pattern Weaving: Third Circle 4
Study a Third Circle formula for one minute to hold the spell in memory.

Resurrect 5 (One per event, 2 Endurance)
Touch a dead ally and call “Cure Death by [Flavor Trait]” where the magical Flavor Trait comes from your
Tradition or one of your Magical Arts.

Ritual Magic: Minor 5 (At will, 5 Endurance)
You may spend one minute of role play to perform a ritual from a minor ritual scroll and create a magical effect.
You must have all components for the ritual and follow the instructions on the scroll when you use it. Many
scrolls require a special spirit to be present when you use the scroll.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: Second Circle 4 (Once per battle, 1 Endurance)
Cast one spell held in a Second Circle pattern.

Spellcasting: Third Circle 5 (Once per battle, 1 Endurance)
Cast one spell held in a Third Circle pattern.

Toughness 5
Your Vitality is increased by 1.

Tradition Skill *
You may purchase a skill from your Tradition.


Mastery of Healing: Tier 4
Aura of Healing 2 (Once per battle)
Gain two castings. Touch and ally and call out “Heal 2 by [Flavor Trait]” where the magical Flavor Trait comes
from your Tradition or one of your Magical Arts.

Curing Touch 5 (Once per battle, 1 Endurance)
Touch an ally, choose one Category from Elemental, Mental, Metabolic or Physical and call out “Cure [Category]
by [Flavor Trait]” where the magical Flavor Trait comes from your Tradition or one of your Magical Arts.

Effortless: Curing Touch 5 (Once per battle)
One Curing Touch costs no Endurance.

Effortless Spellcasting: First Circle 5 (Once per battle)
One First Circle spell costs no Endurance. This skill cannot be used on any spell with the Grant effect.

Heroic Spell: Second Circle 2 (Once per event)
Cast one spell held in a Second Circle pattern.

Heroic Spell: Third Circle 2 (Once per event)
Cast one spell held in a Third Circle pattern.

Magical Art 5
You may choose one Magical Art from the list in the section on spells. Your Magical Art determines the types of
spells that you can place in your Patterns and cast forth as magic. This Art gives you a Battle Trait for your attack
spells with the same trait Category, and a Flavor Trait for your Aura of Healing, defenses and beneficial spells.

Pattern Weaving: Second Circle 3
Study a Second Circle formula for one minute to hold the spell in memory.

Pattern Weaving: Third Circle 4
Study a Third Circle formula for one minute to hold the spell in memory.

Pure Spirit, Pure Flesh 5 (Once per battle, 1 Endurance)
When attacked by a melee, missile or packet attack, end Metabolic effects by calling “Purge.”
Resurrect 5 (One per event, 2 Endurance)
Touch a dead ally and call “Cure Death by [Flavor Trait]” where the magical Flavor Trait comes from your
Tradition or one of your Magical Arts.

Ritual Magic: Major 5 (At will, 5 Endurance)
Required: Ritual Magic: Minor
You may spend one minute of role play to perform a ritual from a major ritual scroll and create a magical effect.
You must have all components for the ritual and follow the instructions on the scroll when you use it. Many
scrolls require a special spirit to be present when you use the scroll.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Specialty Skill *
You may purchase a skill from a Specialty path.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Cast one spell held in a First Circle pattern.

Spellcasting: Second Circle 4 (Once per battle, 1 Endurance)
Cast one spell held in a Second Circle pattern.

Spellcasting: Third Circle 5 (Once per battle, 1 Endurance)
Cast one spell held in a Third Circle pattern.

Tradition Skill *
You may purchase a skill from your Tradition.




Defensive Skills
As you gain power and devote Mastery points to new tiers of skills you will have the opportunity to purchase
up to 4 Defensive skills. These skills are drawn from the follow group of skills.


Defensive Skills: First Purchase
When you purchase your first Defensive skill you may choose from the following skills.

Battle Guard 5
When you rest to refresh your armor points you refocus your stance to better protect against incoming attacks.
You call out “Guard” against the first called melee, missile or packet attack that strikes you. This skill has no
Endurance cost and can be used once each time you rest to refresh your armor points.

Combat Reflex 5
When you rest to refresh your armor points you renew focus and prepare to reflexively evade incoming attacks.
You call out “Elude” against the first called melee, missile or packet attack that strikes you. This skill has no
Endurance cost and can be used once each time you rest to refresh your armor points.

Desperation 2
Once per event you may exhaust a point of Endurance to negate one melee, missile, or packet attack. Call out
“With [Heroic Virtue], Avoid” to negate the incoming attack.

Mystic Shield 5
When you rest to refresh your armor points you summon an invisible mystic field to protect against incoming
attacks. You call out “Shield” against the first called melee, missile or packet attack that strikes you. This skill has
no Endurance cost and can be used once each time you rest to refresh your armor points.



Defensive Skills: Second Purchase
When you purchase your second Defensive skill you may choose from the following skills.

Deflection 5
Requires Mastery of War
Purchased as your second Defensive skill.
Once per battle you may exhaust a point of Endurance to negate one melee attack. Call out “Parry” to negate the
incoming attack.

Elusive 5
Requires Mastery of Guile
Purchased as your second Defensive skill.
Once per battle you may exhaust a point of Endurance to negate one melee attack. Call out “Avoid” to negate the
incoming attack.

Dodge 5
Requires Mastery of Guile
Purchased as your second Defensive skill.
Once per battle you may exhaust a point of Endurance to negate one missile or packet attack. Call out “Avoid” to
negate the incoming attack.

Abjuration 5
Requires Mastery of Power
Purchased as your second Defensive skill.
Once per battle you may exhaust a point of Endurance to negate one missile or packet attack. Call out “Resist” to
negate the incoming attack.



Defensive Skills: Third Purchase
When you purchase your third Defensive skill you may choose from the following skills.

Elusive 5
Requires Mastery of Guile
Purchased as your second Defensive skill.
Once per battle you may exhaust a point of Endurance to negate one melee attack. Call out “Avoid” to negate the
incoming attack.
Dodge 5
Requires Mastery of Guile
Purchased as your second Defensive skill.
Once per battle you may exhaust a point of Endurance to negate one missile or packet attack. Call out “Avoid” to
negate the incoming attack.

Second Abjuration 5
Requires Abjuration.
Requires at least two Defensive skills.
Once per battle you may use Abjuration an additional time.

Second Deflection 5
Requires Deflection.
Requires at least two Defensive skills.
Once per battle you may use Deflection an additional time.



Defensive Skills: Fourth Purchase
When you purchase your fourth Defensive skill you may choose from the following skills.

Perfect Deflection 2
Once per battle you may use one of your Deflection skills against a missile or packet attack. You call out “Parry
by Deflection” instead of the normal verbal. In addition, once per battle negate the Endurance cost of one use of
Deflection.

Perfect Abjuration 2
Once per battle you may use one of your Abjuration skills against a melee attack. You call out “Resist by
Abjuration” instead of the normal verbal. In addition, once per battle negate the Endurance cost of one use of
Abjuration.

Perfect Dodge 2
Once per battle you may use either your Elusive or Dodge skills against a melee, missile or packet attack. You
call out “Avoid by [Tradition Trait]” instead of the normal verbal. In addition, once per battle negate the
Endurance cost of one use of either Elusive or Dodge.

Renewed Desperation 2
Requires Desperation.
Once per event you may use the Desperation skill one additional time.
Racial Skills
In Mirror Mirror, there is no list of specific races which determine what you can play. Instead, it is left to the
player to define their own fantasy race based on what fits the character they are trying to portray and decide
what abilities would best reflect their race in the Mirror Mirror universe.

When you create a character you must define the character's race within the context of the game. Since you are
playing this character, your race must be something that can be sufficiently represented by your costume. Your
race must also be found within the fantasy genre. Race choices that venture into science fiction, steam-punk, or
involve technologies or cultures that appear after the year 1500 A.D. are not allowed.

Everyone gets 10 free character points to spend on racial skills. Even human characters gain these points to
represent the skills or traits of whatever human sub-race they are playing. Unless you play a Greater Race, you
may only choose Racial Perks for your character. These points are used to purchase abilities in the Perks list to
help you realize the flavor of your race. These points represent the basic perks of traditional fantasy races.

Racial Perks that are marked with a * can be bought multiple times. You may purchase them with your 10 free
character points. You may also spend up to 10 additional character points on Racial Perks, but you cannot spend
more than 20 total character points on Racial Perks. Even a character with a Greater Race is limited to 20 total
character points for Racial Perks.

Characters from more powerful races can also be created. These races are called Greater Races because they have
access to more powerful abilities. In order to play a character from a Greater Race you must sacrifice one of your
Mastery points to do so. This means that a character who gains the abilities of a Greater Race can never access a
fourth Mastery point.

Characters with a Greater Race still gain 10 free character points, but they can purchase up to 2 racial attacks, 2
racial defenses, and 2 racial alterations. They may also take up to 2 racial weaknesses and purchase an additional
racial attack or racial alteration for each weakness they take. In addition, characters with a Greater Race may
purchase one Tradition Skill and two Specialty Skills as part of their racial skills.

When you define your race you must submit to plot the race name, the racial make-up you will wear, whether
this is a Greater Race, and the abilities you intend to purchase. You must also choose one or more of the racial
traits below. You permanently gain any racial trait you choose for your race. If your race is a creature specific to a
particular universe plot may offer an alternate racial name. This change is due to Refraction from entering the
world through a mirror.

Choose one or more racial traits:
Beast (Examples: Shapeshifters, Werewolves, Animal Persons, Hengeyokai)
Construct: (Examples: Golems, Animated Statues, Gargoyles)
Elemental: (Examples: Elementals, Djinni, Efreeti)
Faerie: (Examples: Elves, Sylphs, Satyrs, Sidhe, Goblins, Hobgoblins)
Giant-blood: (Examples: Dwarves, Orcs, Ogres, Trolls)
Human: (Examples: Western European, Asian, Barbarian, Gypsy)
Mythical: (Examples: Draconic, Rakshasa, Medusa, Manticores, Minotaurs)
Planar: (Examples: Demons, Angelics, Astral Denizens, Oni)
Plant: (Examples: Treant, Dryad, Thornwalker)
Reptile (Examples: Lizardmen, Snake men, Yuan Ti, Naga)
Undead (Examples: Revenants, Vampires, Wraiths, Spectres, Death Knights)
In addition, your race has one or more Racial Qualities that are used to help define it. These qualities are used as
a tag before the verbal for racial skills to help define the origination of those abilities. You must choose at least
one racial quality, but you can choose up to three if you wish. These qualities are called out in each racial verbal.
You decide which of your racial quality to use before any particular skill so as to best portray the flavor of your
race.


Racial Qualities:
Ash, Bone, Brambles, Chill, Chimera, Chitin, Cold Blood, Crystal, Darkness, Daylight, Faerie, Ferocity, Flame,
Foresight, Fury, Gloaming, Instinct, Iron, Mist, Moonlight, Oak, Reflex, Resolve, Sand, Scales, Starlight, Stone,
Storm, Sunlight, Tides, Toughness, Toxin, Twilight, Vigor, Visage, Waves, Weald


Racial Perks:
(Any race can purchase skills from this list.)


Racial Signature 1
Choose one Elemental, Mental, Metabolic, or Physical trait that best exemplifies your race. This trait becomes a
Battle Trait for you. You may substitute this trait for any called racial attacks. If your race has claws, you may
also change the trait of all called melee attacks made with your claws if the trait of those attacks has the same
Category as this Battle Trait. You may also when you purchase this skill choose one Flavor Trait from any
Magical Art to use with your racial skills.


Alternate Appearance 1*
Members of your race can, if given enough time, take an alternate appearance. You have more than one make up
option and can switch from one to the other during the event for role play reasons. You may modify your make
up to reflect this alternate appearance. You may, when you submit this skill as part of your racial package,
choose your features and make up or mask you use in that form, and you may also submit any special
conditions that causes this alteration if you do not simply change at your whim. The conditions of your change
must, of course, incorporate the time and tools it takes to actually change your make up, mask, prosthetics, and
the like.


Lesser Claws 2
Your race has claws. You may use one long and one short claw. Claw skills can stack to give you access to two
long claws. In order to use two long claws you must either become a Greater Race and purchase the skill Greater
Claws or you must use a spell or another skill from your Specialty skills that also gives you the ability to use
claws. When you have two claw skills you can use two long claws.


Lesser Resilience 2*
Once per event you may spend one Endurance to call out "With [Racial Quality], Heal 4 to Self"


Lesser Break Free 3*
When you purchase this skill choose Elemental, Mental, Metabolic, or Physical. Once per event you may spend
one Endurance to Purge any attack with a trait in your chosen General trait group. Call out "With [Racial
Quality], Purge."


Lesser Healing Touch 2*
You must have a Signature Trait to purchase this ability. Twice per event you may spend one Endurance to heal
an ally. Touch a packet to the target and call out "With [Racial Quality] Heal 2 by [Signature Trait]."
Lesser Melee Defense 3*
Once per event you can spend one Endurance to negate a melee attack. When you purchase this skill choose
whether your race is tough or fast. If you are tough call out "With [Racial Quality], Resist" and if you are very
fast call out "With [Racial Quality], Avoid."


Lesser Ranged Defense 3*
Once per event you can spend one Endurance to negate a missile or packet attack. When you purchase this skill
choose whether your race is tough or fast. If you are tough call out "With [Racial Quality], Resist" and if you are
very fast call out "With [Racial Quality], Avoid."


Lesser Metabolic Defense 3*
Once per event you can spend one Endurance to negate an attack with a Metabolic trait. Call out "With [Racial
Quality], Resist" to negate the attack.


Lesser Mental Defense 3*
Once per event you can spend one Endurance to negate an attack with a Mental trait. Call out "With [Racial
Quality], Resist" to negate the attack.


Lesser Feat of Strength 3*
Once per event you can spend one Endurance to end an effect with a Physical trait. Call out "With [Racial
Quality], Purge" to end the effect.


Lesser Elemental Defense 3*
Once per event you can spend one Endurance to negate an attack with an Elemental trait. Call out "With [Racial
Quality], Resist" to negate the attack.


Lesser Freedom 3*
Once per event you can spend one Endurance to end one Paralyze, Root, or Slow effect. Call out "With [Racial
Quality], Purge" to end the effect.


Lesser Purity of Form 3*
Once per event you can spend one Endurance to end one Drain, Silence, or Weakness effect. Call out "With
[Racial Quality], Purge" to end the effect.


Lesser Critical Attack 2*
Once per event you can spend one Endurance to make a deadly attack for 4 Damage. When you purchase the
attack you must choose either melee or packet as the delivery. The attack normally uses your Signature trait,
though if the attack represents great strength or comes from your claws you may decide it has no trait and is
considered "by Weapon."


Mind Sharing 2
You have a natural affinity for sensing the mental condition of other characters. You gain the ability to Diagnose
Mental traits. In addition, you can spend at least one minute of role playing to share thoughts or feelings with
another character. The intensity of this link can range from a gut feeling about what is bothering the recipient to
an actual psychic or magical connection with that character. Once per event, after spending at least a minute role
playing with another character, select a Mental trait. You may touch the recipient with a packet and call out
“With Mind Sharing, Cure [Trait] by [Tradition Flavor Trait]” to cure a mental effect.
Specific Resistance 3*
When you purchase this skill choose one trait from the Elemental, Mental, Metabolic, or Physical group. You
cannot choose the Weapon trait. Once per battle you may spend one Endurance to Resist any attack with that
trait. Call out “Resist."


Racial Defenses:
(Greater Races may choose to purchase up to 2.)


Racial Toughness 5
You gain +1 Vitality.


Extra Armor 5
Through extraordinary speed or innate toughness, your armor whatever the source is increased by 1. This stacks
with Grant effects and other modifiers.


Natural Armor 2*
Your form gives you natural armor. You may purchase this skill up to 3 times. For each time you purchase this
skill, you gain one point of armor that represents either great speed or racial toughness. This armor can be reset
with one minute of rest. You may purchase both this skill and Extra Armor. (Multiple purchases of this skill still
only count as one of your Defensive skill picks for your Greater Race.)


Greater Resilience 5
Once per battle you may spend one Endurance to call out "Heal 4 to Self"


Greater Break Free 5
When you purchase this skill choose Elemental, Mental, Metabolic, or Physical. Once per battle you may spend
one Endurance to Purge any attack with a trait in your chosen General trait group. Call out "Purge."


Greater Melee Defense 5
Once per battle you can spend one Endurance to negate a melee attack. When you purchase this skill choose
whether your race is tough or fast. If you are tough call out "Resist" and if you are very fast call out "Avoid."


Greater Ranged Defense 5
Once per battle you can spend one Endurance to negate a missile or packet attack. When you purchase this skill
choose whether your race is tough or fast. If you are tough call out "Resist" and if you are very fast call out
"Avoid."


Greater Metabolic Defense 5
Once per battle you can spend one Endurance to negate an attack with a Metabolic trait. Call out "Resist" to
negate the attack.


Greater Mental Defense 5
Once per battle you can spend one Endurance to negate an attack with a Mental trait. Call out "Resist" to negate
the attack.


Greater Feat of Strength 5
Once per battle you can spend one Endurance to end an effect with a Physical trait. Call out "Purge" to end the
effect.


Greater Elemental Defense 5
Once per battle you can spend one Endurance to negate an attack with an Elemental trait. Call out "Resist" to
negate the attack.


Greater Freedom 5
Once per battle you can spend one Endurance to end one Paralyze, Root, or Slow effect. Call out "Purge" to end
the effect.


Greater Purity of Form 5
Once per battle you can spend one Endurance to end one Drain, Silence, or Weakness effect. Call out "Purge" to
end the effect.

Specific Resistance 5
Choose one trait from the Elemental, Mental, Metabolic, or Physical group. You cannot choose the Weapon trait.
Once per battle you may Resist any attack with that trait. In addition, this ability refreshes when you rest for one
minute. This ability costs no Endurance. Call out "Resist."


Racial Attacks:
(Greater Races may choose up to 2.)


Deadliness 5
Your melee attacks that do 3 or more damage are increased by 1. This increase does not stack with other numeric
increases to your attacks.


Greater Attack: Agony 5
Once per battle you can spend one Endurance to make an attack with the Agony effect. When you purchase the
attack you must choose either melee or packet as the delivery. The attack normally uses your Signature trait,
though if the attack represents great strength or comes from your claws you may decide it has no trait and is
considered "by Weapon."


Greater Attack: Silence 5
Once per battle you can spend one Endurance to make an attack with the Short Silence effect. When you
purchase the attack you must choose either melee or packet as the delivery. The attack normally uses your
Signature trait, though if the attack represents great strength or comes from your claws you may decide it has no
trait and is considered "by Weapon."


Greater Attack: Stricken 5
Once per battle you can spend one Endurance to make an attack with the Short Stricken effect. When you
purchase the attack you must choose either melee or packet as the delivery. The attack normally uses your
Signature trait, though if the attack represents great strength or comes from your claws you may decide it has no
trait and is considered "by Weapon."


Greater Attack: Weakness 5
Once per battle you can spend one Endurance to make an attack with the Short Weakness effect. When you
purchase the attack you must choose either melee or packet as the delivery. The attack normally uses your
Signature trait, though if the attack represents great strength or comes from your claws you may decide it has no
trait and is considered "by Weapon."


Greater Critical Attack 5
Once per battle you can spend one Endurance to make a deadly attack for 4 Damage. When you purchase the
attack you must choose either melee or packet as the delivery. The attack normally uses your Signature trait,
though if the attack represents great strength or comes from your claws you may decide it has no trait and is
considered "by Weapon."


Greater Healing Touch 5
You must have a Signature Trait to purchase this ability. Twice per battle you may spend one Endurance to heal
an ally. Touch a packet to the target and call out "Heal 2 by [Signature Trait]."


Greater Combination Attack 5
Twice per battle you can make an attack for 2 Damage. These attacks do not cost Endurance. When you purchase
the attack you must choose either melee or packet as the delivery. The attack normally uses your Signature trait,
though if the attack represents great strength or comes from your claws you may decide it has no trait and is
considered "by Weapon."


Lifeforce 5
Your Heal effects that are greater than 2 are increased by 1.


Racial Alterations:
(Greater Races may choose up to 2.)


Alternate Death 5
You do not resurrect at the normal spot. Instead, you have an alternate spot or manner of resurrection which is
approved by plot. Although you resurrect in an alternate manner, you must still go before Death when you are
called.


Feed on the Dead 5
When you deliver a Death Strike on a still living opponent you also heal one Vitality.


Feed on the Living 5
Three times per event you may feed on a willing or helpless living subject that has Endurance by draining up to
4 Endurance to refresh your own points. Each time you use this ability you may drain Endurance from the
victim up to 4 times in rapid succession. Touch a packet to the willing recipient and call out "Waste Endurance
and Refresh Endurance to Self" four times in a row to drain the victim and refresh yourself. You must use all
four calls in a row; if you are interrupted or wait for more than a second the ability ends. If the subject calls "No
Effect" because they do not have Endurance or they are already out of Endurance then your ability ends
immediately and you gain no further Endurance.


Greater Claws 1
Requirement: Lesser Claws
You may now use two long claws. You may cast spells while holding a claw in your other hand.
Hearty 5
Your race does not bleed out in the same manner as other races. When you are about to die due to bleed out,
spend 3 Endurance and call out "With [Racial Quality], Stabilize" instead of dying.


Long Lived 5
Your race is very long lived or does not age. You are immune to attacks with the Aging trait.


Lowered Rest: Physical 5
Effects with a Physical trait that normally end with 5 minutes of rest now end with only 1 minute of rest.


Lowered Rest: Metabolic 5
Effects with a Metabolic trait that normally end with 5 minutes of rest now end with only 1 minute of rest.


Lowered Rest: Elemental 5
Effects with a Elemental trait that normally end with 5 minutes of rest now end with only 1 minute of rest.


Lowered Rest: Mental 5
Effects with a Mental trait that normally end with 5 minutes of rest now end with only 1 minute of rest.


Regeneration 5
For each minute of time you spend resting you also heal one Vitality.


Ritual Talent 5
Requires: Ritual Magic: Minor
You gain the Ritual Magic: Major skill as described under Mastery Skills.


Spirit Form 5
Your race has a capability to turn completely non-corporeal or otherwise change to an invulnerable state. Choose
your opposition trait when you purchase this skill. If you have an opposition trait as a weakness the trait must
be the same. Once per battle you may spend 5 Endurance to turn to spirit form. You become immune to all
melee, missile, and packet attacks that do not use your opposition trait, and call out "Spirit" in response to any
such attack that strikes you. When you turn to spirit you clasp your hands in front of you can become immobile.
This skill lasts until you move. Being struck by an attack with your opposition trait or the "to Spirit" trait will
also end this effect.


Summoned Weaponry 3
You have a set of weapons that are not claws that can be formed from your body. These weapons might be
spectral weaponry, or elemental weaponry, or even weapons created from Shadow or Psionic Endurance. You
have the ability to carry and use your summoned weaponry. Unlike claws, these weapons can be disarmed and
destroyed. In the latter case you may reform your summoned weaponry after one minute of rest. You may cast
spells while holding Summoned Weaponry in your other hand.


Racial Weaknesses:
(Greater Races may choose up to 2, and each one will give the character the ability to purchase an additional
Racial Attack or Racial Alteration.)


Frail
The first skill you purchase that increases Vitality is negated.


Lumbering
You are permanently under the effects of Slow. This effect cannot be cured or removed.


Nemesis
Submit an enemy race or large group that is trying to kill all members of your race to plot. If approved, this
nemesis race or large enemy group hunts members of your race relentlessly and mercilessly. Expect them to
show up and try to kill you and members of your race when you least desire it.


Oathbound
You are bound by your oaths and must be very careful before you make an oath, give your word or make some
other formalized promise. Although casual conversation or expression of intent is not enough to cause this
disadvantage to take effect, taking a formal oath or making a formal promise is binding. Whether by Fate, or
some entity, or some other force in the universe, if you break your word or directly fail in an oath or promise you
will fade and die. When you break your word or willingly go against an oath or promise you will no longer be
able to spend Endurance. You will begin to fade, and in one hour you will die and turn to spirit for that failure.


Susceptible to Opposition Trait
Submit a trait to plot that is the "opposite" of your Signature trait. If it is approved you are susceptible to attacks
with that trait. Attacks with that trait that are not beneficial cause 2 Damage in addition to the normal effect.


Susceptible to Silver
Attacks with the Silver trait that are not beneficial cause 2 Damage in addition to the normal effect.


Susceptible to Sunlight
While you can see direct sunlight or an object illuminated by direct sunlight attacks against you are more potent.
While sunlight is visible, attacks that are not beneficial cause 2 Damage in addition to the normal effect.


Truthful Nature
You cannot lie. When asked a direct question, of you answer you must always tell the truth to the best of your
ability.

Unleashed
When you take an Agony effect you also gain the Frenzy effect.


Unliving Form
You are not nourished by food or drink, and your maintenance goes to pay for an alternate source of
nourishment or upkeep. You cannot imbibe potions. Beneficial effects with metabolic traits do not affect you.
Heal effects that do not have your Signature trait are reduced by 1.


Weakened by Sunlight
While you can see direct sunlight or an object illuminated by direct sunlight attacks against you are weakened.
The Endurance cost for all skills and abilities with a cost are increased by 1. In addition, Effortless skills cost 1
Endurance.
Tradition Skills
Each character has a Tradition which describes the origin of supernatural powers. Your Tradition describes the
power source of your special abilities and skills. Each Tradition has a small pool of skills that can be purchased
when a Tradition skill becomes available in your Mastery skills.

Depending on your Tradition, you gain a Flavor Trait to use with defensive or beneficial spells and Tradition
skills. In addition, with some Traditions you can purchase a skill that gives you a Battle Trait to use with Racial
attack skills and attack spells that have the same Category as your Battle Trait.


The Astral Tradition
This Tradition represents abilities that are granted by extra-planar creatures and divine beings. You draw upon
the favor or inspiration of these beings to power your special skills and abilities. You submit the entity or entities
that grant you your power to plot when you choose this Tradition. Each time you purchase a Tradition skill you
may choose one of the following skills.

You may choose one Tradition Flavor Trait to represent source of your Astral energy from the following list;
Astral, Divine, Faerie, Infernal.


Astral Purity 2
Requires three skills from the Astral Tradition.
Once per event, exhaust 1 Endurance to purge any one effect that is not Inflict. Call out “With [Heroic Quality],
Purge by [Flavor Trait]” to end the chosen effect.


Astral Resistance 2
Requires: Astral Signature
Once per battle, exhaust 1 Endurance and call out “Resist by [Tradition Flavor Trait]” to negate one attack with
your Battle Trait used against you.


Astral Signature 2
You choose one trait from the Elemental, Mental, Metabolic or Physical categories which becomes your Tradition
Battle Trait. This trait must be appropriate for the divine being or powerful entities that grant you your power.
You may substitute this trait in the verbal for any Tradition skills, and also for spells that normally use an attack
trait from the same Category.


Astral Weaponry 3
You may choose a specific weapon style inspired by the entities that grant you power. It might be the weapon
used by a divine being or a weapon style common among the entities that watch over you. Choose a two handed
weapon, a pair of one handed weapons, or a weapon and shield style that best represents the entities you serve.
Submit the weapon style to plot for approval. You gain the skill to use this weapon style. You may substitute
your Tradition Battle Trait for any called melee attacks with the Weapon trait made while using this weapon
style. You also gain the ability to touch cast spells while these weapons are held in your off hand. You cannot
throw spells unless you have another skill that allows you to do so. You cannot block with these weapons and
cast at the same time; if the weapons are struck your spells will still be interrupted and momentarily suppressed
just as if you have been struck. Once per event you may exhaust 1 Endurance and call out “With [Heroic
Quality], Resist by [Tradition Flavor Trait]” to negate one Disarm or Destroy effect that strikes or effects these
weapons.
Augury 2
You are skilled at recognizing signs and omens. At the beginning of the event you may receive a vision or
information about something that will happen during the event. Often times many characters with the same
tradition will receive the same signs about an important event, but sometimes you may receive something
important to you.


Inspired Action 2
Requires Augury.
Requires two skills from the Astral Tradition.
Once per event, when you are engaged in a battle or encounter that was foretold or relates to your Augury
vision, you may refresh one “per event” skill and use it again during that battle or encounter. Call out “With
[Heroic Quality], Refresh [Skill Name] by [Tradition Flavor Trait]” when you use this skill.


Smite 5
Requires Astral Signature.
Requires Astral Weaponry.
You smite your foes with extra-planar power. Once per battle you may exhaust 1 Endurance, make a melee
attack with your Astral Weaponry, and call out “4 Damage by [Battle Trait]” to smite your foe.



The Ethereal Tradition
This Tradition represents abilities that channel arcane and eldritch magical energies. You draw upon the raw
magical forces of the world. Your Tradition Flavor Trait is Magic. Each time you purchase a Tradition skill you
may choose one of the following skills.


Ethereal Fury 5
Requires Ethereal Signature.
Requires Ethereal Weaponry.
You smite your foes with magical power. Once per battle you may exhaust 1 Endurance, make a melee attack
with your Ethereal Weaponry, and call out “4 Damage by [Battle Trait]” to damage your foe.


Ethereal Purity 2
Requires three skills from the Ethereal Tradition.
Once per event, exhaust 1 Endurance to purge any one effect that is not Inflict. Call out “With [Heroic Quality],
Purge by Magic” to end the chosen effect.


Ethereal Resistance 2
Requires: Ethereal Signature
Once per battle, exhaust 1 Endurance and call out “Resist by Magic” to negate one attack with your Battle Trait
used against you.


Ethereal Signature 2
You choose one trait from the Elemental or Mental categories which becomes your Tradition Battle Trait. This
trait must be appropriate for the magic that you practice. You may substitute this trait in the verbal for any skills
that normally use a trait from the same Category.


Ethereal Weaponry 3
You gain the ability to fight with elemental weapons. Prepare a prop for a two handed weapon or two one
handed weapons and decorate it to look like it is constructed of pure elemental power. Each weapon must
clearly be different than a red claw prop. You gain the ability to fight with your elemental weapons whether it is
a single two handed weapon or two one handed weapons. You may substitute your Tradition Battle Trait for any
called melee attacks with the Weapon trait made while using these weapons. You also gain the ability to cast
spells while these weapons are held in your off hand. You cannot block with these weapons and cast at the same
time; if the weapons are struck your spells will still be interrupted and momentarily suppressed just as if you
have been struck.

Alternately when you purchase this skill you may instead choose to specialize in rune weapons. You may create
and use one weapon decorated in runes. You may cast while holding your rune weapon in your other hand, but
if you block with the weapon it will cause spell interruption as if you had been struck.


Inspired by Magic 2
Requires two skills from the Ethereal Tradition.
Once per event, you may concentrate for 3 seconds while touching a Place of Power to refresh one “per event”
skill. Call out “With [Heroic Quality], Refresh [Skill Name] by Magic” when you use this skill.


Speak with Elemental 2 (At will, 1 Endurance)
You may touch a recipient or make a packet attack and call out “Speak With Elemental by Magic” to
communicate with elemental beings.



The Primal Tradition
This Tradition represents abilities that draw upon the primeval forces of the world. You call upon the natural
spirits of the world and use magical energies drawn from the ancient wild places of the world. You may choose
either Primal or Weald as your Tradition Flavor Trait. Each time you purchase a Tradition skill you may choose
one of the following skills.


Inspired by Primal 2
Requires two skills from the Primal Tradition.
Once per event, you may concentrate for 3 seconds while holding onto a living tree to refresh one “per event”
skill. Call out “With [Heroic Quality], Refresh [Skill Name] by [Tradition Flavor Trait]” when you use this skill.


Primal Fury 5
Requires Primal Signature.
Requires Primal Weaponry.
You smite your foes with nature’s power. Once per battle you may exhaust 1 Endurance, make a melee attack
with your claws, and call out either “4 Damage” or “4 Damage by [Battle Trait]” to damage your foe.


Primal Freedom 2
Requires three skills from the Primal Tradition.
Once per event, exhaust 1 Endurance to purge any one effect that is not Inflict. Call out “With [Heroic Quality],
Purge by [Tradition Flavor Trait]” to end the chosen effect.


Primal Resistance 2
Requires: Primal Signature
Once per battle, exhaust 1 Endurance and call out “Resist by Primal” to negate one attack with your Battle Trait
used against you.


Primal Signature 2
You choose one trait from the following list: Air, Cold, Earth, Ice, Lightning, Poison, Thorns, Wind. This trait
becomes your Tradition Battle Trait. You may substitute this trait in the verbal for any skills that normally use a
trait from the same Category.


Primal Weaponry 3
You gain the ability to grow two full length claws. You gain the skill to use these weapons in combat. You may
substitute your Tradition Battle Trait for any called melee attacks with the Weapon trait made while using these
claws. You also gain the ability to cast Primal spells while these weapons are held in your off hand. You cannot
block with these weapons and cast at the same time; if the weapons are struck your spells will still be
interrupted and momentarily suppressed just as if you have been struck.

Alternately when you purchase this skill you may instead choose to specialize in living wood weapons. You may
use one and two handed wooden clubs decorated with leaves. You may even fight with a long wooden club in
each hand. You may cast while holding a living weapon in your other hand, but if you block with the weapon it
will cause spell interruption as if you had been struck.


Speak with Beast or Plant 2 (At will, 1 Endurance)
You may touch a recipient or make a packet attack and call out “Speak With Beast by [Tradition Flavor Trait]” or
“Speak With Plant by [Tradition Flavor Trait]” to communicate with a natural beings.



The Psionic Tradition
This Tradition represents your ability to call upon latent psychic power to create supernatural effects and even
tap into a universal consciousness. You summon supernatural powers through concentration and sheer force of
will. Your Tradition Flavor Trait is Psionic. Each time you purchase a Tradition skill you may choose one of the
following skills.


Psionic Purity 2
Requires three skills from the Psionic Tradition.
Once per event, exhaust 1 Endurance to purge any one effect that is not Inflict. Call out “With [Heroic Quality],
Purge by Psionic” to end the chosen effect.


Psionic Resistance 2
Requires: Psionic Signature
Once per battle, exhaust 1 Endurance and call out “Resist” to negate one attack with your Battle Trait used
against you.


Psionic Signature 2
You choose either Force or one trait from the Mental category to become your Tradition Battle Trait. You may
substitute this trait in the verbal for any skills that normally use a trait from the same Category.


Psionic Weaponry 3
When you first purchase this skill choose Psychometabolism or Telekinesis. If you choose Psychometabolism
you may use Psionic mastery to grow two full length claws. If you choose Telekinesis you can summon one two
handed weapon or two full length one handed weapons of pure telekinetic force. In either case gain the skill to
use these weapons in combat. Telekinetic weapon props are colored white or blue and have wavy lines or
patterns of white or blue running along the length of the weapon. In either case, you may substitute your
Tradition Battle Trait for any called melee attacks with the Weapon trait made while using this weapon style.
You also gain the ability to cast Psionic spells while these weapons are held in your off hand. You cannot block
with these weapons and cast at the same time; if the weapons are struck your spells will still be interrupted and
momentarily suppressed just as if you have been struck.


Precognition 2
You sometimes gain glimpses of important future events. At the beginning of the event you may receive a vision
or information about something that will happen during the event. Often times many characters with the same
tradition will receive the same signs about an important event, but sometimes you may receive something
important or unique to you.


Foreseen Action 2
Requires Precognition.
Requires two skills from the Psionic Tradition.
Once per event, when you are engaged in a battle or encounter that was foretold or relates to your Precognition
vision, you may refresh one “per event” skill and use it again during that battle or encounter. Call out “With
[Heroic Quality], Refresh [Skill Name] by Precognition” when you use this skill.


Psionic Strike 5
Requires Psionic Signature.
Requires Psionic Weaponry.
You strike your foes with psionic force. Once per battle you may exhaust 1 Endurance, make a melee attack with
your Psionic Weaponry, and call out “4 Damage by [Battle Trait]” to damage your foe.



The Skilled Tradition
This Tradition represents skilled excellence, either through training or natural talent. You have no supernatural
power. You have only your conviction, wit, and skill to sustain you. Your Tradition Flavor Trait is Inspiration.
Each time you purchase a Tradition skill you may choose one of the following skills.


Combat Veteran 2
Requires Intuition.
Requires two skills from the Skilled Tradition.
Once per event, when you are engaged in a battle or encounter that relates to your Intuition vision, you may
refresh one “per event” skill and use it again during that battle or encounter. Call out “With [Heroic Quality],
Refresh [Skill Name] by Inspiration” when you use this skill.


Conditioned Resistance 2
When you purchase this skill choose one Metabolic trait. You are conditioned against that trait. Once per battle,
exhaust 1 Endurance and call out “Resist” to negate one attack with this chosen trait.


Inspired Freedom 2
Requires three skills from the Skilled Tradition.
Once per event, exhaust 1 Endurance to purge any one effect that is not Inflict. Call out “With [Heroic Quality],
Purge by Inspiration” to end the chosen effect.
Intuition 2
Because of your tactical brilliance, combat experience, or street smarts you sometimes have a gut feeling that an
enemy is preparing to strike or something is about to go wrong. At the beginning of the event you may receive a
vision or information about something that will happen during the event. Often times many characters with the
same tradition will receive the same signs about an important event, but sometimes you may receive something
important or unique to you.


Martial Prowess 5
Requires two skills from the Skilled Tradition.
Once per battle you may exhaust 1 Endurance, make a melee or missile attack with any weapon with which you
are skilled, and call out “4 Damage” to damage your foe.


Weapon Control 2
You have spent a lot of time handling weapons. Once per event call out “With [Heroic Quality], Resist by
Inspiration” to negate one Destroy, Disarm or Maim effect.

Weapon Master 3
You are skilled in all melee weapons. You may use any one handed or two handed weapon listed in Background
skills. In addition, you may use any weapon style listed in Background skills. You do not, however, gain
weapons or weapon style found in Specialty skills.
Specialty Paths
In addition to the Mastery skills your character might learn there are also Specialty Paths which help further
define your role in the game. Each Specialty Path has skills that can only be purchased when you have an open
Specialty Path skill in your Mastery. Once a particular Specialty Path slot from your Mastery skills is filled with a
Specialty Path skill you cannot purchase another until you have another open slot.

Specialty Path skills come in three tiers. Skills from tier two and tier three have prerequisites. Before you can
purchase these Specialty Path skills you must purchase the indicated number of Specialty Path skills. As an
example, tier two skills generally have a prerequisite of two skills from the same Specialty Path. This means you
would have to purchase two tier one skills before you could purchase a tier two skill in that Path as one of your
Specialty Path slots. Tier three skills usually have a prerequisite of three skills from the same Specialty Path. You
could have two skills from tier one and one skill from tier two, but you could also have three skills from tier one
if you wished to do so.



Acrobat Skills
Escape Artist 2 (Once per event)
Call out “With [Heroic Quality], Purge” to end one Physical effect upon you.

Heroic Dodge 2 (Once per event)
Call out “With [Heroic Quality], Avoid” to negate one melee, missile, or packet attack.

Disengage 2 (Three per event)
Three times per event you may use the Disengage effect if you are wielding a weapon. Call out “With [Heroic
Quality], Disengage” when you use this skill.

Juggling 3
Requires: 2 skills purchased from this header.
If you catch a thrown weapon or arrow you take no damage from it.

Thrown Mastery 5 (Once per battle, 1 Endurance)
Requires: Thrown Weapon, 2 skills purchased from this header.
You may clean and sharpen your thrown weapons in 10 seconds. Once per battle choose either “Agony” or “4
Damage” and make a thrown weapon attack for the chosen effect.

Acrobatic Dodge 5 (Once per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
Call out “Avoid by Reflex” to negate one melee, missile, or packet attack.



Alchemist Skills
Alchemist skills allow you to create Alchemy substances from the list included at the end of this skill set. If you
are using money to create substances then you pick them and get tags when you check in. It is assumed that you
gather rare materials and spend time to create those substances between events.
Mirror Mirror has four kinds of components you can find to supplement production skills; Fauna, Flora, and
Mineral components are uncommon and Spiritus components which contain raw supernatural energies are rare.
Some skills allow you to use these components to create additional substances. Using these components to create
substances does not use up your “per event” creation skills, but you must find an Alchemical Lab powered by an
Aurora in game to create additional substances with components.

Alchemical Labs use other materials in addition to these components and a lab can run out of supplementary
materials. Basically if the tags for the substance you want to make have run out or are not available at the
Alchemy Lab then that is reflected in game. In this case the lab is out of some specific substance and that is
preventing you from completing your Alchemy.

You must provide a small bottle or vial prop when you create an alchemical substance. That prop must be in one
hand when the item is used.

Minor Alchemy 2
Once per event you may pay one crystal shard (the standard coin of the Shattered Realm) to create one minor
alchemical substance. The substance expires at the end of the event. In addition you may consume one Flora or
Fauna component at an Alchemy Lab to create a minor substance during the game.

Minor Alchemy 2
Once per event you may pay one crystal shard (the standard coin of the Shattered Realm) to create one minor
alchemical substance. The substance expires at the end of the event. In addition you may consume one Flora or
Fauna component at an Alchemy Lab to create a minor substance during the game.

Acid Flask 2
You may use your alchemical knowledge to start an acidic chemical reaction and throw the resulting bolt of acid
at a foe. This skill provides two castings per event. Each casting is a packet attack for “2 Damage by Acid.” You
may consume one Mineral component to refresh all Acid Flask castings.

Major Alchemy 2
Requires: 2 skills purchased from this header.
Once per event you may pay two crystal shards (the standard coin of the Shattered Realm) to create one major
alchemical substance. The substance expires at the end of the event. In addition you may consume three Flora or
Fauna components in any combination at an Alchemy Lab to create a major substance during the game.

Toxic Specialty 5
Requires: 2 skills purchased from this header.
Your Acid Flask skill now provides 4 castings per event and per refresh. In addition, once per battle you may call
out “Resist by Alchemy” to negate one Metabolic attack.

True Alchemy 2
Alchemical substances you create now last one year. You may use Alchemy Formulae to create True Alchemy
substances. These rare formulae require components and vary widely in the effects and substances they provide.
Each use of an Alchemy Formulae consumes one use of that formula.


Minor Substances
Acid Flask
Requires at least one Alchemy skill to use.
A packet attack for “4 Damage by Acid.”
Choking Gas
Requires at least one Alchemy skill to use.
A packet attack for “Agony by Poison.”

Cure Poison Potion
When consumed: “Cure Poison by Alchemy”

Heal Potion
When consumed: “Heal 2 by Alchemy”

Poison Gas
Requires at least one Alchemy skill to use.
A packet attack for “4 Damage by Poison.”

Scorpion Sting
Requires at least one Alchemy skill to use.
Use this substance to call out “With Venom, Grant Melee Attack: Agony by Poison.”

Snake Bite
Requires at least one Alchemy skill to use.
Use this substance to call out “With Venom, Grant Melee Attack: 4 Damage by Poison.”


Major Substances
Amber Prison
Requires at least one Alchemy skill to use.
Use this substance to call out “With Venom, Grant Melee Attack: Short Paralyze by Poison.”

Corrosive Acid
Requires at least one Alchemy skill to use.
A packet attack for “Triple 2 Damage by Acid.”

Blue Lightning
Requires at least one Alchemy skill to use.
Use this substance to call out “With Venom, Grant Melee Attack: Triple 2 Damage by Poison.”

Greater Heal Potion
When consumed: “Heal 4 by Alchemy”

Health Potion
When consumed: “Cure Metabolic by Alchemy”

Paralysis Gas
Requires at least one Alchemy skill to use.
A packet attack for “Short Paralyze by Poison.”

Weakness Gas
Requires at least one Alchemy skill to use.
A packet attack for “Weakness by Poison.”
Archer Skills
Heroic Critical Shot 2 (Once per event)
Archery (Missile) attack for “With Heroic Quality, 4 Damage.”

Backup Arrows 2 (Once per event)
Once per event you may call out “With [Heroic Quality], Refresh Quiver” to instantly refresh your quiver
without spending one minute of role play.

Rooting Shot 2 (Once per event)
Archery (Missile) attack for “With Heroic Quality, Root.”

Long Bow 2
Requires: 2 skills purchased from this header.
You may use a larger, more powerful bow. Your bow prop may be up to 60” in length. All your called attacks
made with your bow that do more than 2 damage are increased by 1. This increase does not stack with other
numeric increases to your attacks.

Full Quiver 3
Requires: 2 skills purchased from this header.
Your quiver size is increased to 20. You may make 20 archery shots instead of 10 before you must stop to refresh
your quiver.

Critical Shot 5 (Once per battle, 1 Endurance)
Archery (Missile) attack for “4 Damage.”



Assassin Skills
You must use Dark Qualities in your Assassin skill verbals.

Throat Slit 2 (Once per event)
A melee attack from behind for “With [Heroic Quality], Silence.” You must be in the rear 90 degree arc and able
to see both shoulder blades of your enemy to use this skill.

Heroic Critical Strike 2 (Once per event)
A melee attack for “With [Heroic Quality], 4 Damage.”

Heroic Pain Strike 2 (Once per event)
A melee attack for “With [Heroic Quality], Agony.” If this strike is from behind, you may call “With [Heroic
Quality], Double Agony” instead. You must be in the rear 90 degree arc and able to see both shoulder blades of
your enemy to use the improved call for this skill.

Sneak Attack 2
Requires: 2 skills purchased from this header.
You prefer surprise attacks rather than a straight up fight. You melee attacks with a damage over 2 are reduced
by 1 from the front, but if you are behind a foe this damage is increased by 1 instead. You must be in the rear 90
degree arc and able to see both shoulder blades of your enemy to use this skill.
I Will End You 2 (Once per event)
Requires: 2 skills purchased from this header.
Once per event, exhaust 2 Endurance to make a melee attack from behind and call out “With [Heroic Quality],
Death.” You must be in the rear 90 degree arc and able to see both shoulder blades of your enemy to use this
skill.

Improved Sneak Attack 2
Requires: Sneak Attack, 3 skills purchased from this header.
Attacks from behind are increased by 2 instead of 1. You must be in the rear 90 degree arc and able to see both
shoulder blades of your enemy to use this skill. Other than improving the damage bonus of Sneak Attack, this
increase does not stack with other numeric increases to your attacks.



Beastmaster Skills
Bestial Claws 2
You may use claws in combat. You may carry and fight with red claw props. This skill allows you to fight with
one long claw and one short claw in each hand. If you can use claws from any other skill, including the Greater
Claws skill from this header, you may instead create and fight with two long claws.

Bestial Blessing 2
While you are in the woods your count to bleed out is increased to 2 minutes. To use this skill you must fall on
natural earth and you must either be under the boughs of a tree, within touching distance of a tree, or be in a
place where there are trees between you and any buildings in sight.

Bestial Dominance 2 (Twice per event)
Twice per event make a melee or packet attack and call out “With [Heroic Quality], Repel to Beast” to drive
away natural creatures.

Bestial Flurry 3 (Once per battle, 1 Endurance)
Requires: 2 skills purchased from this header.
Two melee (Claws) attack for “2 Damage.”

Hunter’s Strike 3
Requires: 2 skills purchased from this header.
You may change the trait of your claw attacks that do more than 2 damage to “to Beast” and increase the
damage by 2 when you do so. This increase does not stack with other numeric increases to your attacks.

Bestial Strike 5 (Once per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
You may use two long claws in combat. In addition, once per battle you may make a melee (Claws) attack for “4
Damage.”



Berserker Skills
You must use Dark Qualities in your Berserker skill verbals.

Heroic Resilience 2 (Once per event)
Call out “With [Heroic Quality], Heal 4 to Self” to recover from grievous wounds.

Heroic Strength 2 (Once per event)
Call out “With [Heroic Quality], Purge” to end one Physical effect upon you.

Heroic Critical Strike 2 (Once per event)
A melee attack for “With [Heroic Quality], 4 Damage.”

Destroyer 5
Requires: 2 skills purchased from this header.
Once per battle, exhaust 1 Endurance to make a melee attack for “5 Damage.” For the rest of the battle all of your
melee attacks with a Damage effect over 2 are increased by 1. This increase does not stack with other numeric
increases to your attacks.

Mindless Rage 5 (1 Endurance)
Requires: 2 skills purchased from this header.
You may end Mental effects by becoming Berserk. Exhaust 1 Endurance and call out “Purge and Frenzy to Self”
to end Mental effects upon you.

Berserk Fury 5
Requires: 3 skills purchased from this header.
Each time you are struck by an attack with a Damage effect you gain one melee attack for “2 Damage” that can
be used against any opponent. Although you can never have more than one attack active at a time, as soon as
you deliver that attack you are eligible to gain another as an attack strikes you. This ability is always active and
has no cost.



Cavalier Skills
Armor Adjustment 2 (Once per event)
Call out “With [Heroic Quality], Repair Armor” to instantly refresh your armor points.

Heroic True Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate one melee, missile, or packet attack.

Mental Strength 2 (Once per event)
Call out “With [Heroic Quality], Purge” to end one Mental effect.

Like a Second Skin 3
Requires: Battlefield Repair, 2 skills purchased from this header.
The time it takes to repair your armor with the Battlefield Repair skill is reduced to 30 seconds.

Armor Mastery 5
Requires: 2 skills purchased from this header.
The base value of any armor or armor effect that you use is increased by one. This effect does not require an
improved armor prop, and it stacks with Grant effects.

True Deflection 5 (Once per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
Call out “Parry by Deflection” to negate one melee, missile, or packet attack.



Champion Skills
Heroic Resilience 2 (Once per event)
Call out “With [Heroic Quality], Heal 4 to Self” to recover from grievous wounds.

Heroic True Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate one melee, missile, or packet attack.

Heroic Strong Will 2 (Once per event)
Call out “With [Heroic Quality], Purge” to negate one Mental effect.

Toughness 5
Requires: 2 skills purchased from this header.
Your Vitality is increased by 1.

Armor Mastery 5
Requires: 2 skills purchased from this header.
The base value of any armor or armor effect that you use is increased by one. This effect does not require an
improved armor prop, and it stacks with Grant effects.

True Deflection 5 (Once per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
Call out “Parry by Deflection” to negate one melee, missile, or packet attack.



Cleric Skills
Destroy Undead 2 (Once per event)
A packet attack for “With [Heroic Quality], 10 Damage to Undead.”

Heroic Healing Touch 2 (Twice per event)
Two times per event you may use a touch delivered effect for “With [Heroic Quality], Heal 2.”

Tireless Healer 2 (Once per event)
Once per event when you see an ally drop to the ground because of an attack you may call out “Purge” to end
any Elemental, Mental, Metabolic or Physical effect that is preventing you from healing them.

Turn Undead 2 (Once per battle, 1 Endurance)
Requires: 2 skills purchased from this header.
A packet attack with one of two effects; call out either “Repel to Undead” or “10 Damage to Undead” as needed.

Improved Aura of Healing 2
Requires: Aura of Healing, 2 skills purchased from this header.
Your total castings of Aura of Healing is increased by 2.

Resurrect 5 (One per event, 2 Endurance)
Requires: 3 skills purchased from this header.
Touch a dead ally and call “Cure Death by [Flavor Trait]” where the magical Flavor Trait comes from your
Tradition or one of your Magical Arts.



Dervish Skills
Heroic True Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate one melee, missile, or packet attack.

Heroic Critical Strike 2 (Once per event)
A melee attack for “With [Heroic Quality], 4 Damage.”

Heroic Weapon Control 2 (Twice per event)
Twice per event negate one Disarm or Destroy effect by calling out “With [Heroic Quality], Resist” when the
attack strikes one of your weapons.

Whirling Flurry 3 (Once per battle, 1 Endurance)
Requires: 2 skills purchased from this header.
Once per battle you may refresh two uses of the Flurry skill by making a full 360 degree spin while flourishing
your weapons.

Slicing Attacks 2 (Twice per event)
Requires: 2 skills purchased from this header.
Twice per event you may make a melee attack, calling out “With [Heroic Quality], Maim” as you strike.

Destroyer 5 (Once per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
Once per battle, exhaust 1 Endurance to make a melee attack for “5 Damage.” For the rest of the battle all of your
melee attacks with a Damage effect over 2 are increased by 1. This increase does not stack with other numeric
increases to your attacks.



Druid Skills
Cure Metabolic 2 (Once per event)
Touch a recipient with a packet and call out “With [Heroic Quality], Cure Metabolic by Nature” to aid an ally.

Nature’s Mending 2 (Once per event)
Call out “With [Heroic Quality], Imbue by Nature” to gain 2 castings of this ability. For each casting touch a
recipient and call out “Heal 2 by Nature” to heal your allies.

Thorns 2 (Once per event)
Call out “With [Heroic Quality], Imbue by Thorns” to gain 2 castings of this ability. For each casting make a
packet attack for “2 Damage by Thorns” to damage your foes.

Armor of the Woods 5
Requires: 2 skills purchased from this header.
To use this skill you must incorporate vines with leaves into your costume. The base value of any armor or
armor effect that you use is increased by one. This effect does not require an improved armor prop, and it stacks
with Grant effects.

Storm’s Anger 5 (Once per battle, 1 Endurance)
Requires: 2 skills purchased from this header.
A packet attack for “4 Damage by Lightning.”

Animal Form 5 (Once per event, 5 Endurance)
Requires: 3 skills purchased from this header.
You may retreat to a private place and transform into an animal form. When you do so you change into a
costume appropriate for the animal for you have chosen. When you change into your animal form you cannot
use your own skills, but instead gain the skills of the form you have chosen. You may stay in the animal form as
long as you like, but the skills of that form once exhausted cannot be refreshed. When you transform into your
animal form and change your costume choose one form which best represents your costumed animal form.

Bear (Or other beasts with strength and massive form)
~ You gain the Beast trait.
~ You can carry and use two long claws.
~ Your Vitality becomes 7.
~ Twice per event call out “Heal 4 to Self.”
~ Four times per event make a melee attack for “2 Damage.”
~ Once per event make a melee attack for “Slam.”

Tiger (Or other beasts with deadly force and speed)
~ You gain the Beast trait.
~ You can carry and use two long claws.
~ Your Vitality becomes 4.
~ You gain 2 points of Dexterity armor which resets with a minute of rest.
~ Once per event call out “Avoid” to negate one attack.
~ Four times per event make a melee attack for “2 Damage.”
~ Twice per event make a melee attack for “Maim.”

Lizard (Or other beasts with venomous attacks)
~ You gain the Beast trait.
~ You can carry and use two long claws.
~ Your Vitality becomes 4.
~ You gain 2 points of Dexterity armor which resets with a minute of rest.
~ Once per event call out “Avoid” to negate one attack.
~ Four times per event make a melee attack for “2 Damage by Poison.”
~ Twice per event make a melee attack for “Weakness by Poison.”



Duelist Skills
Heroic True Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate one melee, missile, or packet attack.

Duelist’s Twist 2 (Once per event)
A melee attack for “With [Heroic Quality], Disarm.”
Heroic Critical Strike 2 (Once per event)
A melee attack for “With [Heroic Quality], 4 Damage.”

Effortless Duel 2 (Once per event)
Requires: 2 skills purchased from this header.
You are so skilled at formal duels that they are effortless. Once per event you may use this ability during any
combat that is mutually agreed upon where formal rules and procedure are used to arrange and supervise the
combat. Call out “With [Heroic Quality], Imbue by Inspiration” to activate this skill. All Endurance costs for
skills used during this duel are negated.

Riposte 2 (Once per event)
Requires: 2 skills purchased from this header.
Once per event when you use a Parry skill you may immediately attempt a melee attack at an opponent in
retaliation. Call out “With Riposte, 6 Damage” when you make this strike. If that first strike does not strike your
opponent then further attempts at a counter are less effective. If the first stroke does not land you gain a melee
attack against that opponent for “4 Damage.” This extra melee attack lasts until you rest or strike at another
opponent.

Master Duelist 3 (Once per duel)
Requires: 3 skills purchased from this header.
You may use this ability during any combat that is mutually agreed upon where formal rules and procedure are
used to arrange and supervise the combat. Once per duel negate a melee, missile, or packet attack by calling out
“Parry by Deflection” to negate the attack. In addition, your damage effects that are greater than 2 are increased
by 2 during duels. This increase does not stack with other numeric increases to your attacks.



Duelist Mage Skills
Heroic True Abjuration 2 (Once per event)
Call out “With [Heroic Quality], Resist by Abjuration” to negate one melee, missile, or packet attack.

Duelist’s End 2 (Once per event)
Choose a battle trait from one of your magical Arts when you use this skill. Make a packet attack for “With
[Heroic Quality], Silence by [Battle Trait]” to stop your opponent. This attack is considered a spell effect and
subject to interruption like spells.

Heroic Spell: First Circle 2 (Once per event)
Once per event you may cast an additional First Circle spell. This spell costs no Endurance.

Effortless Duel 2 (Once per event)
Requires: 2 skills purchased from this header.
You are so skilled at formal duels that they are effortless. Once per event you may use this ability during any
combat that is mutually agreed upon where formal rules and procedure are used to arrange and supervise the
combat. Call out “With [Heroic Quality], Imbue by Inspiration” to activate this skill. All Endurance costs for
skills used during this duel are negated.

Counterspell 2 (Once per event)
Requires: 2 skills purchased from this header.
Once per event when you use a Resist skill you may immediately attempt a spell attack at an opponent in
retaliation. The effect of this spell is the same as the spell that you resisted. Call out “With Counterspell, [Effect
by Trait]” when you make this packet attack, where the effect and trait are the same as the spell that you
resisted. This attack is considered a spell effect and subject to interruption like spells.

Master Duelist 3 (Once per duel)
Requires: 3 skills purchased from this header.
You may use this ability during any combat that is mutually agreed upon where formal rules and procedure are
used to arrange and supervise the combat. Once per duel negate a melee, missile, or packet attack by calling out
“Parry by Deflection” to negate the attack. In addition, your damage effects that are greater than 2 are increased
by 2 during duels. This increase does not stack with other numeric increases to your attacks.



Empath Skills
Heroic Healing Touch 2 (Twice per event)
Two times per event you may use a touch delivered effect for “With [Heroic Quality], Heal 2.”

Tireless Healer 2 (Once per event)
Once per event when you see an ally drop to the ground because of an attack you may call out “Purge” to end
any Elemental, Mental, Metabolic or Physical effect that is preventing you from healing them.

True Healing 2 (Once per event)
You may touch a recipient with a packet and call out “Cure Stricken by [Flavor Trait]” where the magical Flavor
Trait comes from your Tradition or one of your Magical Arts.

Merciful Touch 2
Requires: 2 skills purchased from this header.
You may touch a recipient with a packet and call “Stabilize” to stop their bleeding. This skill costs no Endurance
and you can use this skill as often as needed.

Empathic Healing 2
Requires: 2 skills purchased from this header.
You may remove one point of Vitality as if you took a point of called damage to touch an ally and call out “Heal
by Empathy” and heal them. This skill will not reduce armor points and those points cannot be used with this
skill.

Empathic Curing 5 (Twice per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
If you see an attack strike an ally with an Elemental, Mental, Metabolic or Physical trait you may cure it by
taking the effect yourself. The attack cannot be Inflict, and it cannot be beneficial. Call out “Cure [Effect] by
Empathy” and take the effect you just cured. The trait of the effect upon you is the same as the attack you
witnessed. You cannot use this skill if you already have the observed effect upon you. You can use this ability to
Cure Death if you observed a Death effect strike an ally.



Enchanter Skills
Enchanter skills allow you to create minor magical items. The magical items you create are relics that must be
held in one hand when they are used such as wands, totems, talismans, or mystical symbols. As you purchase
skills from this header you gain enchantments that can be placed into these items. The items you create expire at
the end of the event and all abilities you enchant are “times ever” and forever exhausted when they are used. If
you are using money to enchant items then you pick them and get tags when you check in. It is assumed that
you gather rare materials and spend time to create those items between events.

To use skills from this header you must be familiar with the Signature Items section. Enchantments you add are
Magic Item Powers from that section, except they are changed to “times ever” on items you enchant. You may
add multiple abilities to a single item or split abilities to multiple items. Like any magic item, items you create
cannot be used until the owner uses an Item Thread to link to them. You cannot add more than 5 item powers to
any single item.

Mirror Mirror has four kinds of components you can find to supplement production skills; Fauna, Flora, and
Mineral components are uncommon and Spiritus components which contain raw supernatural energies are rare.
Some skills allow you to use these components to create additional items. Using these components to create
items does not use up your “per event” creation skills, but you must find an Alchemical Lab powered by an
Aurora in game to create additional items with components.

Alchemical Labs use other materials in addition to these components and a lab can run out of supplementary
materials. Basically if the tags for the magic item you want to make have run out or are not available at the
Alchemy Lab then that is reflected in game. In this case the lab is out of some specific substance and that is
preventing you from completing your Enchantment. You must provide props for items you create. When you
create the item you mark the tag with the magical effects you wish to enchant.

Minor Enchantment 3
Choose one Magic Item Power (not Epic Item Power) from the Signature Items section. Once per event you may
pay 1 crystal shard (the standard coin of the Shattered Realm) to add that Magic Item Power to an enchanted
item. You may add the ability to a new item or add this ability onto an existing item that you have enchanted.
The ability is 1 time ever and the item expires at the end of the event. When you create an item you must mark
all Magic Item Powers onto the tag. In addition you may consume one Flora or Mineral component at an
Alchemy Lab to enchant an additional Magic Item Power onto an item during the game.

Minor Enchantment 3
Choose one Magic Item Power (not Epic Item Power) from the Signature Items section. Once per event you may
pay 1 crystal shard (the standard coin of the Shattered Realm) to add that Magic Item Power to an enchanted
item. You may add the ability to a new item or add this ability onto an existing item that you have enchanted.
The ability is 1 time ever and the item expires at the end of the event. When you create an item you must mark
all Magic Item Powers onto the tag. In addition you may consume one Flora or Mineral component at an
Alchemy Lab to enchant an additional Magic Item Power onto an item during the game.

Minor Enchantment 3
Choose one Magic Item Power (not Epic Item Power) from the Signature Items section. Once per event you may
pay 1 crystal shards (the standard coin of the Shattered Realm) to add that Magic Item Power to an enchanted
item. You may add the ability to a new item or add this ability onto an existing item that you have enchanted.
The ability is 1 time ever and the item expires at the end of the event. When you create an item you must mark
all Magic Item Powers onto the tag. In addition you may consume one Flora or Mineral component at an
Alchemy Lab to enchant an additional Magic Item Power onto an item during the game.

Major Enchantment 3
Requires: 2 skills purchased from this header.
Choose one Epic Item Power from the Signature Items section. Once per event you may pay 2 crystal shards (the
standard coin of the Shattered Realm) to add that Epic Item Power to an enchanted item. You may add the
ability to a new item or add this ability onto an existing item that you have enchanted. The ability expires at the
end of the event even if the item does not. When you create an item you must mark all Epic Item Powers onto
the tag. In addition you may consume 1 Spiritus component and 2 Fauna, Flora or Mineral components in any
combination at an Alchemy Lab to enchant an additional Epic Item Power onto an item during the game.

Enchantment Mastery 5
Requires: 2 skills purchased from this header.
You may now enchant Accessories, Armor and Weapons. Magical Items you create now last one year, although
item powers are still “times ever” and Epic Item Powers still expire at the end of the event. You gain a special
extra Item Thread but you may only use it to link to one item that you personally have enchanted.

True Enchantment 5
You have learned the art of True Enchantment can manipulate permanent Magical Items. This skill can be used
in several ways to manipulate Signature Items.

Once per event you have the ability to consume a Spiritus component to disenchant one Signature Item. The
owner of the item must be willing to let the item be disenchanted or the process fails. The process must take
place at an Alchemical Lab with an Aurora and it requires one minute of role play. The process destroys the
item, but the advantage is that the owner does not lose 5 Character Points when this occurs. Instead, all the
Character Points are freed up and restored to the owner. You must submit the enchantment to plot between
events along with the owner’s name and item description.

Once per event you have the ability to consume a Spiritus component to enchant (or re-enchant) one Signature
Item. Characters cannot normally change their Signature Items. This allows a character to either purchase a new
Signature Item, or to re-enchant a Signature Item they already own to strengthen it and add new powers. The
process empowers the item and the owner. You must submit the procedure to plot between events along with
the owner’s name and item description. The owner can then spend their own Character Points increase the item
from Minor to Major or from Major to Epic and spend free character points on item powers if they are not
already at the maximum allowed by the Signature Item section. This process does not allow them to exceed the
limits to Signature Items imposed by that section.

You may also spend your own power to enchant actual permanent magical items. You spend two Spiritus
components to transform one of your Signature Items into a permanent and independent magical item. The item
is no longer a Signature Item but instead becomes a permanent magical item that anyone can use if they use an
Item Thread to link to it. The Character Points you spent on the item are destroyed and erased from your
character sheet. You cannot enchant an item if the process would cause you to lose a Mastery point.



Executioner Skills
When you purchase your first skill in this header decide if you will be a weapon executioner or a spell
executioner. For weapon executioners your chosen method of execution is with melee attacks. For spell
executioners, your chosen method of execution is packet attacks.

Quick Kill 3
You can finish helpless or willing recipients quickly and efficiently. Touch a weapon or packet as appropriate to
your chosen type of execution to the torso and start a Death Strike count on a helpless or willing recipient. If you
are using a packet, touch the shoulder. If, after calling “Death Strike One” the recipient makes no move to resist
you or escape their fate you may immediately call out “Death” with a weapon or “Death By [Tradition Flavor
Trait]” with a packet to finish them. You are allowed to use your Flavor Trait in this case because this is not a
combat attack on an active foe.

No Cheating Death 2 (Once per event)
When you see an enemy use a called defense to negate or reduce a Death effect you gain an attack that can be
used against that enemy. If your chosen type of execution is weapon, you gain a melee attack for “With [Heroic
Quality], 4 Damage.” If your chosen type of execution is spell, you gain a packet attack for “With [Heroic
Quality], 4 Damage by [Magical Battle Trait]” where your Battle Trait comes from one of your Magical Arts. If it
isn’t used the attack fades at the end of the event.

Public Execution 2 (Once per event)
If you are called on to perform a public execution you may call out “By My Voice, Refresh 1 Endurance by
Presence” when your somber work is done.

Stay of Execution 2 (At Will, 1 Endurance)
Requires: 2 skills purchased from this header.
You understand the various ways of killing someone outright such that you can escape instant death. When you
are struck with a Death effect Call out “Reduce to 20 Damage” to avoid an instant kill. You may use this ability
as often as you like, but each use exhausts 1 Endurance.

Executioner’s Strike 3 (Once per event)
Requires: 2 skills purchased from this header.
If your chosen type of execution is weapon, make a melee attack for “With [Heroic Quality], Death.” If your
chosen type of execution is spell, make a packet attack for “With [Heroic Quality], Death by [Magical Battle
Trait]” where your Battle Trait comes from one of your Magical Arts.

Kill and Kill Again 3 (Once per event)
Requires: 3 skills purchased from this header.
Rest for one minute to refresh one skill or ability that gives you an attack with the Death effect.



Healer Skills
Heroic Healing Touch 2 (Twice per event)
Two times per event you may use a touch delivered effect for “With [Heroic Quality], Heal 2.”

Tireless Healer 2 (Once per event)
Once per event when you see an ally drop to the ground because of an attack you may call out “Purge” to end
any Elemental, Mental, Metabolic or Physical effect that is preventing you from healing them.

True Healing 2 (Once per event)
You may touch a recipient with a packet and call out “Cure Stricken by [Flavor Trait]” where the magical Flavor
Trait comes from your Tradition or one of your Magical Arts.

Merciful Touch 2
Requires: 2 skills purchased from this header.
You may touch a recipient with a packet and call “Stabilize” to stop their bleeding. This skill costs no Endurance
and you can use this skill as often as needed.
Improved Aura of Healing 2
Requires: Aura of Healing, 2 skills purchased from this header.
Your total castings of Aura of Healing is increased by 2.

Resurrect 5 (One per event, 2 Endurance)
Requires: 3 skills purchased from this header.
Touch a dead ally and call “Cure Death by [Flavor Trait]” where the magical Flavor Trait comes from your
Tradition or one of your Magical Arts.



Herald Skills
Healing Support 2 (Twice per event)
Two times per event you may use a touch delivered effect for “With [Heroic Quality], Heal 2.”

Fight Harder 2 (Once per event)
Once per event you may use a touch delivered effect for “With [Heroic Quality], Grant Melee Attack: 4
Damage.”

Heraldic Banner 2
You may create a large banner that dispays your heraldry. The banner must be at least 2’ by 3’ and should be
mounted so it stands taller than you. While holding your banner all Heal effects greater than 2 that you deliver
are increased by 1.

Banner of Renewal 5 (Once per battle, 1 Endurance)
Requires: Heraldic Banner, 2 skills purchased from this header.
While holding your Heraldic Banner call out “By My Voice, Heal 2 by Inspiration” to heal your allies.

Banner of Command 2 (Once per event)
Requires: Heraldic Banner, 2 skills purchased from this header.
While holding your Heraldic Banner call out “By My Voice, Cure Mental by Inspiration” to bring clear thought
to your allies.

Aura of Command 5
Requires: 3 skills purchased from this header.
You inspire and command allies to fight harder and strike true. For each skill purchased under this header you
gain 2 points in your Aura of Command pool. You may exhaust a point from your Aura of Command pool to
touch a packet to an ally (including yourself) and call out “Grant Melee Attack, 2 Damage.” Although this ability
can be interrupted by an attack like a spell, and your packet hand must be free, you may be carrying an item in
your off hand when using this ability. At the beginning of the event, choose a hall or hearth to be designated as
your Command Hall and decorate the place with your Heraldry. The points from your pool may be refreshed by
resting for one minute in your Command Hall. There are no limit to the number of times you may refresh these
points.



Highborn Skills
On Your Way 2 (Once per event)
A packet attack for “With [Heroic Quality], Repel by Awe.” If you are participated in a diplomatic role play and
neither you nor anyone in your party or discussion has attacked the opponent or their allies you may instead call
out “With [Heroic Quality], Double Repel by Awe” to send them on their way.

Enough Of That 2 (Once per event)
A packet attack for “With [Heroic Quality], Silence by Awe.”

Proper Upbringing 2 (Once per event)
Call out “With [Heroic Quality], Resist” to negate one Mental effect.

Noble Favor 2 (Once per event)
Requires: 2 skills purchased from this header.
If you are particularly inspired by a performance during the course of an event you may role play your approval
and then call out “By My Voice, Refresh 1 Endurance by Noble Favor” to show proper appreciation.

The High Tongue 2
Requires: 2 skills purchased from this header.
You instinctively know the High Speech of ancient times, and can speak with Nobles from that time that are still
bound to the Cursed Courts. If a High Noble does not appear to understand the common folk, you may exhaust
a point of Endurance and touch them with a packet to call out “Speak with Highborn” to reach to them through
their curse.

Noble Bearing 5 (Once per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
You are immune to Frenzy effects. Furthermore, once per battle you may call out “By your name [Name of
Recipient], Cure Frenzy” to end a Frenzy effect on someone else. You may also deliver this cure by weapon or
packet if you wish. If, once per event during a diplomatic role play you have already used your Highborn skills
and need them to avoid some interruption you may refresh them instantly with no verbal so you can send away
this new distraction.



Kensai Skills
You may not use Kensai skills while holding a shield.

Heroic True Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate one melee, missile, or packet attack.

Heroic Critical Strike 2 (Once per event)
A melee attack for “With [Heroic Quality], 4 Damage.”

Soulbound Weapon 3
Choose a single weapon that becomes your soulbound weapon. Your spirit is linked to this weapon. If the
weapon is affected by a Destroy effect which you do not negate with another skill, you must call out “Resist and
4 Damage to Self” to negate it. You may choose a Signature Item as your weapon. If your Soulbound Weapon is
ever permanently lost or destroyed you lose the character points used to purchase this skill and you must
repurchase this skill to obtain a new one.

Never Parted 5
Requires: Soulbound Weapon, 2 skills purchased from this header.
You are immune to Disarm effects used against your Soulbound Weapon.
Honed Edge 5 (Once per battle, 1 Endurance)
Requires: Soulbound Weapon, 2 skills purchased from this header.
A melee attack with your Soulbound Weapon for “4 Damage.”

Perfect Weapon 5
Requires: Soulbound Weapon, 3 skills purchased from this header.
If your Soulbound Weapon is also a Signature Item you may, as a one time bonus, purchase an additional Epic
Ability for that weapon. If the weapon is destroyed or lost forever and you obtain a new Soulbound Weapon as a
Signature Item you may then apply this ability to that new weapon.



Monk Skills
You may not use Monk skills while holding a shield. Monk attacks can only be used with staff, one handed club,
kama, and Martial Arts attacks using green claw props.

Heroic Disarm 2 (Once per event)
A melee attack for “With [Heroic Quality], Disarm.”

Heroic Monk’s Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate one melee, missile, or packet attack.

Mental Strength 2 (Once per event)
Call out “With [Heroic Quality], Purge” to end one Mental effect.

Slow Metabolism 3
Requires: Martial Arts, 2 skills purchased from this header.
Your count to bleed out is increased to 2 minutes.

Deflect Arrows 4 (Once per battle, 1 Endurance)
Requires: 2 skills purchased from this header.
Call out “With [Heroic Quality], Parry by Deflection” to negate one missile, or packet attack.

Calm Mind 5
Requires: 3 skills purchased from this header.
You are immune to Frenzy effects.



Necromancer Skills
You must use Dark Qualities in your Necromancy skill verbals.

Control Undead 2 (Once per event)
A packet attack with one of two effects; call out either “Repel to Undead” or “Frenzy to Undead” as needed.

Negative Energy 2
You may change the verbal of any spell with a Heal effect greater than 2 to “to Undead” and add 2 to the Heal
effect. This increase does not stack with other numeric increases to your healing.

Utter Darkness 2 (Once per event)
Add “With [Dark Quality], Double...” to one attack spell with the Gloom, Shadow, or Disease trait.

Life and Death 4
Requires: 2 skills purchased from this header.
You may exhaust one Resurrect skill to instead strike an opponent dead. Exhaust a Resurrect skill and the
Endurance associated with that skill and instead make a packet attack for “With [Dark Quality], Death by
[Magical Battle Trait]” to strike an opponent dead.

Spectral Bolts 2 (Once per event)
Requires: 2 skills purchased from this header.
Call out “With [Dark Quality], Imbue by Necromancy” to gain 2 castings of this ability. For each casting make a
packet attack for “2 Damage by Shadow” to damage your foes. You may exhaust 2 castings of Aura of Healing to
refresh this skill.

Death’s Shadow (Once per event)
Requires: 2 skills purchased from this header.
A packet attack for “With [Dark Quality], Death by Shadow.”



Ninja
You must use Dark Qualities in your Ninja skill verbals.

Escape Artist 2 (Once per event)
Call out “With [Dark Quality], Purge” to end one Physical effect upon you.

Heroic Critical Strike 2 (Once per event)
A melee attack for “With [Dark Quality], 4 Damage.”

Heroic Dodge 2 (Once per event)
Call out “With [Dark Quality], Avoid” to negate one melee, missile, or packet attack.

Back Stab 5
Requires: 2 skills purchased from this header.
Once per battle, exhaust 1 Endurance to make a melee attack from behind for “4 Damage.” In addition, all of
your melee attacks from behind with a Damage effect over 2 are increased by 1 until you refresh your “per
battle” skills. This increase does not stack with other numeric increases to your attacks. You must be in the rear
90 degree arc and able to see both shoulder blades of your enemy to use this skill.

I Will End You 2 (Once per event)
Requires: 2 skills purchased from this header.
Once per event, exhaust 2 Endurance to make a melee attack from behind and call out “With [Dark Quality],
Death.” You must be in the rear 90 degree arc and able to see both shoulder blades of your enemy to use this
skill.

Poisoned Blades 3 (Once per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
You may use alchemical venoms even if you have no Alchemist skills. You may apply venoms to missile
weapons; when you are granted a melee attack by an alchemical venom you can change it to Grant Missile
Attack of the same type. Once per battle you may exhaust 1 Endurance to use a melee attack for “4 Damage by
Poison.”



Paladin Skills
Heroic Resilience 2 (Once per event)
Call out “With [Heroic Quality], Heal 4 to Self” to recover from grievous wounds.

Heroic True Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate one melee, missile, or packet attack.

Light’s Purity 2 (Once per event)
Call out “With [Heroic Quality], Purge” to end one Metabolic effect.

Weapons of Light 2
Requires: 2 skills purchased from this header.
You may cast touch and thrown packet spells while holding a weapon or shield in the off hand. Although you
can cast spells, strikes to a weapon or a shield in the off hand will cause interruption of spells. You may also
change the trait of melee strikes with a “by Weapon” or Elemental trait to “by Light.”

Healing Touch 3 (Once per battle)
Requires: 2 skills purchased from this header.
Once per battle call out “Imbue by [Flavor Trait]” to gain two castings of Healing Touch. For each casting you
may touch a recipient and call out “Heal 2 by Light” to heal them. This skill costs no Endurance.
Curing Touch 5 (Once per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
Touch an ally, choose one Category from Elemental, Mental, Metabolic or Physical and call out “Cure [Category]
by Light” to cure them.



Ranger Skills
Woodland Strength 2 (Once per event)
Once per event if you fall in the woods you may stabilize rather than dying to bleed out. To use this skill you
must fall on natural earth and you must either be under the boughs of a tree, within touching distance of a tree,
or be in a place where there are trees between you and any buildings in sight. When your bleed out count
expires you may call out “Stabilize by Nature” to become stable rather than dying.

Heroic True Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate one melee, missile, or packet attack.

Heroic Critical Strike 2 (Once per event)
A melee attack for “With [Heroic Quality], 4 Damage.”

With Bow and Sword 3
Requires: 2 skills purchased from this header.
Your melee attack skills may be delivered as archery missile attacks and your missile skills may be delivered
with melee strikes. Any archery attacks, even attacks that deliver spells, are considered arrows. As such they
require you to role play the draw, have an active strung bow, and they can be blocked like regular archery
Heroic attacks with a shield or weapon. You cannot use this skill with Waylay.

Bladed Spear 2
Requires: 2 skills purchased from this header.
You may use bladed spears in combat. The bladed spear is a normal spear with a bladed head that is at least 20”
in length. Bladed spears can deliver slash attacks, but like regular spears if they are used one handed you cannot
attack the upper arms or anything above the stomach of the opponent. Bladed spears can be used as if they were
spears with another weapon if you have the Spear Combat skill.

Medicine Bag 3 (Once per gather role play, 1 Endurance)
Requires: 3 skills purchased from this header.
You carry a mystical medicine bag to store healing herbs you gather from the forest. You may use the herbs in
your medicine bag to heal or cure a recipient. If an ally is struck by a Metabolic effect you may touch a packet to
your medicine bag, touch the packet to the recipient, and call out “Cure Metabolic by Nature” to cure the
recipient. If an ally is damaged you may instead touch a packet to your medicine bag, touch the packet to the
recipient, and call out “Heal 4 by Nature” to heal them. You may use this skill once, after which you may refresh
the skill by spending one minute of role play in the woods to gather herbs and natural substances to refill you
Medicine pouch.



Ring Mage Skills
Heroic Spell: First Circle 2 (Once per event)
Once per event you may cast an additional First Circle spell. This spell costs no Endurance.

Ring Adept 2 (Once per event)
You may use this ability with a magical ring which is a signature item or a magical ring to which you are linked
for the event. Once per event, after you have used a “per battle” or “per event” ability from your magical ring,
you may call out “Refresh Ring Magic” to refresh that ability. You may not use this ability to refresh abilities that
are “times ever.”

Ring Greed 2
If someone tries to take a magical ring from you and there is an Elemental, Mental, Metabolic, or Physical effect
upon you that is preventing you from resisting such an act you may exhaust 1 point of Endurance and call out
“Purge by Greed” to end that effect and protect your precious belonging. Furthermore, if there is an Inflict effect
that changes your behavior and playing that Inflict would require you to give up or destroy one of your magical
rings you may call out “Purge by Greed” to end that effect as well unless the Inflict card specifically prohibits
the use of this skill by name.

Ring Mastery 3
Requires: 2 skills purchased from this header.
You may link to one additional magical ring that does not count as one of your Item Threads. This skills acts as
an additional free Item Thread except it can only be used for magical rings you find during the game.

Heroic Spell: Second Circle 2 (Once per event)
Requires: 2 skills purchased from this header.
Once per event you may cast an additional Second Circle spell. This spell costs no Endurance.

Ring of Power 2
Requires: 3 skills purchased from this header.
One Signature Item which is a ring is more powerful. You may, as a one time bonus, purchase an additional Epic
Ability for a signature item if that item is a magical ring. If the ring is destroyed or lost forever and you obtain a
new magical ring as a Signature Item you may then apply this ability to that new ring.



Samurai Skills
You cannot use Samurai skills while holding a shield.
You cannot use Samurai skills while you have the Dishonored trait.

Heroic Dodge 2 (Once per event)
Call out “With [Heroic Quality], Avoid” to negate one melee, missile, or packet attack.

Obedience 2 (Three times per event)
If an effect with a Mental trait is preventing you from obeying a direct command from your Lord you may, three
times per event, call out “With [Heroic Quality], Purge by Honor” to end that effect.

Heroic Critical Strike 2 (Once per event)
A melee attack for “With [Heroic Quality], 4 Damage.”

Destructive Strike 2 (Once per event)
If you are wielding a weapon with both hands you may strike a shield and call out “With [Heroic Quality],
Destroy Shield” to turn aside an opponent with less honorable weaponry.

Serve Unto Death 2 (Once per event)
Once per event if you are fulfilling a direct order from your Lord you may stave off defeat. If you are struck by a
Death effect or taken down by called damage and doing so would cause you to fail your Lord you may call out
“Resist and Heal 4 by Honor” to continue your fight. If you use this ability to Resist a Death effect then when the
battle is complete and the foes at hand are dispatched (or you are struck down) you must take the effect you
Resisted. Call out “Death by Honor” and die dramatically as you succumb to the Death effect.

Iajutsu 4 (1 Endurance)
Requires: 3 skills purchased from this header.
Use this skill at the start of an engagement with a particular enemy where no attacks have been made between
the two of you. Spend three seconds of role play where you stare down your opponent with your weapon
sheathed in a sash, a ring, or some other kind of sheath. After three seconds draw your blade or blades quickly
and yell out a brief but fierce “Kiai” to gain strength. You gain one Resist defense against Fear attacks and one
Resist defense against Disarm effects. For the rest of the combat your melee Damage effects that are greater than
2 are increased by 1. This increase does not stack with other numeric increases to your attacks. You may use this
ability multiple times in a battle if you can find the time to re-sheath your weapon and properly confront a new
foe to refresh your Resist defenses, but none of the effects stack. Your damage will not be further increased, and
only one Resist against Fear or Disarm can be active at any one time.



Scholar Skills
Careful Study 2 (1 Endurance)
Exhaust 1 Endurance and call out “Resist” to negate one inflict card attached to or hidden within a book, scroll,
or other text prop. You may use this ability whenever you like as long as you are willing to spend the
Endurance.

Heroic Anticipation 2 (Once per event)
Call out “With [Heroic Quality], Avoid by Anticipation” to negate one melee, missile, or packet attack.

Mental Clarity 2 (Once per event)
Call out “With [Heroic Quality], Purge” to end one Mental effect.

Always Prepared 3 (Once per event)
Requires: 2 skills purchased from this header.
Once per event you may refresh one of your “per event” skills. Choose a per event skill you have already used
and call out “With [Heroic Quality], Refresh [Skill Name] by Insight” to gain an additional use of that skill.

Combat Analysis 3 (Once per battle, 1 Endurance)
Requires: 2 skills purchased from this header.
Point at a foe and call out “Quite fascinating...” and then put a hand to your chin and call out “Grant Elude by
Insight” to give yourself a defense against that foe. Call out “Elude by Insight” to negate the first called attack
from that foe that strikes you. This defense only works against that one foe and it fades when you refresh your
“per battle” skills.

Perfect Recall 5
Requires: 3 skills purchased from this header.
If you hear or see some important information in game, you can spend time between event to try to recall bits
and pieces of that information. You submit this request to plot with a description of what you experienced in the
game. You cannot ask for specific details; you can only relate what you actually experienced. Plot may decide to
give you additional details or understanding of the event to reflect your exceptional memory.



Scout Skills
Escape Artist 2 (Once per event)
Call out “With [Heroic Quality], Purge” to end one Physical effect upon you.

Heroic Dodge 2 (Once per event)
Call out “With [Heroic Quality], Avoid” to negate one melee, missile, or packet attack.

Disengage 2 (Three per event)
Three times per event you may use the Disengage effect if you are wielding a weapon. Call out “With [Heroic
Quality], Disengage” when you use this skill.

With Bow and Sword 3
Requires: 2 skills purchased from this header.
Your melee attack skills may be delivered as archery missle attacks and your missile skills may be delivered with
melee strikes. Any archery attacks, even attacks that deliver spells, are considered arrows. As such they require
you to role play the draw, have an active strung bow, and they can be blocked like regular archery attacks with a
shield or weapon. You cannot use this skill with Waylay.

From Hiding 2 (Twice per event)
Requires: 2 skills purchased from this header.
Twice per event while in hiding you may take one minute of rest to refresh all your “per battle” skills even if you
are not in a Safe Place. You cannot be in plain sight of your opponents; you must be in hiding or have hard cover
to use this skill.

Shiv 5
Requires: 3 skills purchased from this header.
You may rest for one minute to enter a focused state where you are more deadly from behind. You may call out
“2 Damage” for any of your melee attacks from behind until you are struck by a melee, missile, or packet attack
or you are affected by an Expose effect. You must be behind an opponent bad be able to see both shoulder blades
to use this skill to increase the damage of your attacks. A successful melee, missile, or packet attacks end this
state even if you negate it with a defense, but the Expose effect must succeed to end this state. You may reenter
this state at any time by resting for one minute to refocus.


Scribe Skills
Scribe skills allow you to scribe spells you know onto scrolls. Minor scrolls hold First Circle spells and Major
Scrolls hold Second Circle spells. If you are using money to create scrolls then you pick them and get tags when
you check in. It is assumed that you gather rare materials and spend time to create those substances between
events.

Mirror Mirror has four kinds of components you can find to supplement production skills; Fauna, Flora, and
Mineral components are uncommon and Spiritus components which contain raw supernatural energies are rare.
Some skills allow you to use these components to create additional scrolls. Using these components to create
scrolls does not use up your “per event” creation skills, but you must find an Alchemical Lab powered by an
Aurora in game to create additional scrolls with components.

Alchemical Labs use other materials in addition to these components and a lab can run out of supplementary
materials. Basically if the tags for the scroll you want to make have run out or are not available at the Alchemy
Lab then that is reflected in game. In this case the lab is out of some specific substance and that is preventing you
from completing your Alchemy.

The scroll prop is also the tag for the scroll. When you create the scroll you scribe the spell effect and the
incantation onto the scroll. All scrolls are delivered with a packet attack, even if the spell the scroll was created
from was normally a touch spell or melee delivered spell. To use the scroll you must hold it in one hand and
read the incantation from the scroll before calling the verbal.

Minor Scroll 2
Once per event you may pay one crystal shard (the standard coin of the Shattered Realm) to create one minor
scroll that holds a First Circle spell. The scroll expires at the end of the event. When you create the scroll you
must inscribe the incantation and the effect onto the scroll. In addition you may consume one Flora or Mineral
component at an Alchemy Lab to create a minor scroll during the game.

Minor Scroll 2
Once per event you may pay one crystal shard (the standard coin of the Shattered Realm) to create one minor
scroll that holds a First Circle spell. The scroll expires at the end of the event. When you create the scroll you
must inscribe the incantation and the effect onto the scroll. In addition you may consume one Flora or Mineral
component at an Alchemy Lab to create a minor scroll during the game.

Careful Study 2 (1 Endurance)
Exhaust 1 Endurance and call out “Resist” to negate one inflict card attached to or hidden within a book, scroll,
or other text prop. You may use this ability whenever you like as long as you are willing to spend the
Endurance.

Major Scroll 3
Requires: 2 skills purchased from this header.
Once per event you may pay two crystal shards (the standard coin of the Shattered Realm) to create one major
scroll that holds a Second Circle spell. The scroll expires at the end of the event. When you create the scroll you
must inscribe the incantation and the effect onto the scroll. In addition you may consume three Flora or Mineral
components in any combination at an Alchemy Lab to create a major scroll during the game.

Scroll Mastery 2 (Twice per event)
Requires: 2 skills purchased from this header.
Twice per event when using a scroll to cast a spell you may add “With Scroll Mastery, Double...” to the
beginning of the verbal.

True Scribe 2
Scrolls you create now last one year. You may use a Spiritus component at an Alchemy Lab during the game to
create one true scroll that holds a Third Circle spell. The scroll expires after one year. When you create the scroll
you must inscribe the incantation and the effect onto the scroll.



Skirmisher Skills
On the Move 2 (Once per event)
Call out “With [Heroic Quality], Purge” to end one Root, Slow or Maim effect upon you.

Heroic Dodge 2 (Once per event)
Call out “With [Heroic Quality], Avoid” to negate one melee, missile, or packet attack.

Disengage 2 (Three per event)
Three times per event you may use the Disengage effect if you are wielding a weapon. Call out “With [Heroic
Quality], Disengage” when you use this skill.

Thick Blood 2 (Once per battle, 1 Endurance)
Requires: 2 skills purchased from this header.
Once per battle you may stabilize rather than dying to bleed out. When your bleed out count expires you may
call out “Stabilize” to become stable rather than dying.

Back Stab 5
Requires: 2 skills purchased from this header.
Once per battle, exhaust 1 Endurance to make a melee attack from behind for “4 Damage.” In addition, all of
your melee attacks from behind with a Damage effect over 2 are increased by 1 until you refresh your “per
battle” skills. This increase does not stack with other numeric increases to your attacks. You must be in the rear
90 degree arc and able to see both shoulder blades of your enemy to use this skill.

Shiv 5
Requires: 3 skills purchased from this header.
You may rest for one minute to enter a focused state where you are more deadly from behind. You may call out
“2 Damage” for any of your melee attacks from behind until you are struck by a melee, missile, or packet attack
or you are affected by an Expose effect. You must be behind an opponent bad be able to see both shoulder blades
to use this skill to increase the damage of your attacks. A successful melee, missile, or packet attacks end this
state even if you negate it with a defense, but the Expose effect must succeed to end this state. You may reenter
this state at any time by resting for one minute to refocus.



Sorcerer Skills
Heroic Spell: First Circle 2 (Once per event)
Once per event you may cast an additional First Circle spell. This spell costs no Endurance.

Heroic Abjuration 2 (Once per event)
Call out “With [Heroic Quality], Resist” to negate one Elemental, Mental, Metabolic or Physical effect that strikes
you.

Forked Spell 2 (Once per event)
Add “With [Heroic Quality], Double...” to one attack spell.

Improved Evocation 2
Requires: Evocation, 2 skills purchased from this header.
Your total castings of Evocation is increased by 2 as if you had purchased the skill an additional time.

Spellcasting: First Circle 3 (Once per battle, 1 Endurance)
Requires: 2 skills purchased from this header.
Cast one spell held in a First Circle pattern.

Spellcasting: Second Circle 3 (Once per battle, 1 Endurance)
Requires: 3 skills purchased from this header.
Cast one spell held in a Second Circle pattern.



Spellknight Skills
Heroic Resilience 2 (Once per event)
Call out “With [Heroic Quality], Heal 4 to Self” to recover from grievous wounds.

Heroic Spell: First Circle 2 (Once per event)
Once per event you may cast an additional First Circle spell. This spell costs no Endurance.

Heroic True Deflection 2 (Once per event)
Call out “With [Heroic Quality], Parry by Deflection” to negate one melee, missile, or packet attack.

Eldritch Weaponry 2
Requires: 2 skills purchased from this header.
You may cast touch and thrown packet spells while holding a weapon or shield in the off hand. Although you
can cast spells, strikes to a weapon or a shield in the off hand will cause interruption of spells.

Heroic Spell: Second Circle 2 (Once per event)
Requires: 2 skills purchased from this header.
Once per event you may cast an additional Second Circle spell. This spell costs no Endurance.

Spell Blade 5 (1 Endurance)
Requires: 3 skills purchased from this header.
You may spend 3 seconds of concentration to channel your supernatural power into your weapons and enter a
state where you must deliver your spells as melee strikes. While in this state, spells that will be delivered with
melee strikes are no longer interrupted if the opponent strikes your weapons or shield. You must still call out
incantations for your spells, and successful attacks against you during your incantation will interrupt your spell.
While in this state Evocation attacks must also be delivered as melee strikes, except each Evocation strike that
successfully lands uses two castings of your Evocation. Melee delivered spells are only exhausted if the melee
strike lands and an opponent role plays the effect or calls out a defense. You may touch cast spells, but you may
not deliver offensive spells as packet attacks while you are in this state. You may spend 3 seconds of
concentration and 1 Endurance to enter or leave this state.



Spiritualist Skills
Heroic Healing Touch 2 (Twice per event)
Two times per event you may use a touch delivered effect for “With [Heroic Quality], Heal 2.”

Heroic Spell: First Circle 2 (Once per event)
Once per event you may cast an additional First Circle spell. This spell costs no Endurance.

Spiritual Strength 2 (Once per event)
Once per event you may stabilize rather than dying to bleed out. When your bleed out count expires you may
call out “Stabilize” to become stable rather than dying.

Heroic Spell: Second Circle 2 (Once per event)
Requires: 2 skills purchased from this header.
Once per event you may cast an additional Second Circle spell. This spell costs no Endurance.

Life and Death 4
Requires: 2 skills purchased from this header.
You may exhaust one Resurrect skill to instead strike an opponent dead. Exhaust a Resurrect skill and the
Endurance associated with that skill and instead make a packet attack for “With [Heroic Quality], Death by
[Magical Battle Trait]” to strike an opponent dead.

Resurrect 5 (One per event, 2 Endurance)
Requires: 3 skills purchased from this header.
Touch a dead ally and call “Cure Death by [Flavor Trait]” where the magical Flavor Trait comes from your
Tradition or one of your Magical Arts.



Troubadour Skills
Harmony 2
You gain 5 points of Harmony which can be used in place of Endurance when you use music to cast your spells.
You sing a musical verse as your incantation when you use this skill. Your musical incantation is a verse of
singing which is longer than a standard incantation. Spells that normally have a 6 syllable incantation require a
musical verse of at least 24 syllables, and spells with an 8 syllable incantation require a verse of at least 32
syllables.

Song of Clarity 2 (Once per event)
You may perform a song in battle by singing a verse of at least 32 syllables. When you are done call out “By My
Voice, Cure Mental by Inspiration” to cure all who hear you. If you have obtained a shared Group Trait from a
Society, Guild or other organization you may instead call out “By My Voice, Cure Mental to [Group Trait]” to
cure only those allies. This magical effect can be interrupted in the same manner as spells.

Song of Healing 2 (Once per event)
You may perform a song in battle by singing a verse of at least 32 syllables. When you are done call out “By My
Voice, Heal 2 by Inspiration” to heal all who hear you. If you have obtained a shared Group Trait from a Society,
Guild or other organization you may instead call out “By My Voice, Heal 2 to [Group Trait]” to heal only those
allies. This magical effect can be interrupted in the same manner as spells.

Performance 2 (Once per event)
Requires: 2 skills purchased from this header.
Spend at least one minute performing to an audience with song, poetry or some other performance art. If, when
you finish, the crowd erupts into applause you may call out “By My Voice, Refresh Endurance by Inspiration” to
refresh them.

Musical Strength 3
Requires: 2 skills purchased from this header.
If you have the Harmony skill you gain an extra 5 points of Harmony. If you have the Song of Clarity you may
use that song an extra time per event. If you have the Song of Healing you may use that song an extra time per
event.

Resonance 5
Your protections and enhancements are more powerful when you use music to cast your spells. You sing a
musical verse as your incantation when you use this skill. Your musical incantation is a verse of singing which is
longer than a standard incantation. Spells that normally have a 6 syllable incantation require a musical verse of
at least 24 syllables, and spells with an 8 syllable incantation require a verse of at least 32 syllables. If you use
music to cast a spell with a Grant effect you gain an extra casting that can be used immediately on another
recipient. The extra casting must be used immediately; if this extra casting is not used before you move from
your spot or use another game skill the extra casting is lost.



Warlock Skills
Curse of Weakness (Once per event)
A packet attack for “With [Heroic Quality], Short Weakness by Curse.”

Heroic Spell: First Circle 2 (Once per event)
Once per event you may cast an additional First Circle spell. This spell costs no Endurance.

Break Curse 2 (Once per event)
Call out “With [Heroic Quality], Cure Curse” to end one Curse effect.
Curse of Silence(Once per event)
Requires: 2 skills purchased from this header.
A packet attack for “With [Heroic Quality], Short Silence by Curse.”

Heroic Spell: Second Circle 2 (Once per event)
Requires: 2 skills purchased from this header.
Once per event you may cast an additional Second Circle spell. This spell costs no Endurance.

Spell Blade 5 (1 Endurance)
Requires: 3 skills purchased from this header.
You may spend 3 seconds of concentration to channel your supernatural power into your weapons and enter a
state where you must deliver your spells as melee strikes. While in this state, spells that will be delivered with
melee strikes are no longer interrupted if the opponent strikes your weapons or shield. You must still call out
incantations for your spells, and successful attacks against you during your incantation will interrupt your spell.
While in this state Evocation attacks must also be delivered as melee strikes, except each Evocation strike that
successfully lands uses two castings of your Evocation. Melee delivered spells are only exhausted if the melee
strike lands and an opponent role plays the effect or calls out a defense. You may touch cast spells, but you may
not deliver offensive spells as packet attacks while you are in this state. You may spend 3 seconds of
concentration and 1 Endurance to enter or leave this state.



Wizard Skills
Heroic Spell: First Circle 2 (Once per event)
Once per event you may cast an additional First Circle spell. This spell costs no Endurance.

Heroic Abjuration 2 (Once per event)
Call out “With [Heroic Quality], Resist” to negate one Elemental, Mental, Metabolic or Physical effect that strikes
you.

Forked Spell 2 (Once per event)
Add “With [Heroic Quality], Double...” to one attack spell.

Improved Evocation 2
Requires: Evocation, 2 skills purchased from this header.
Your total castings of Evocation is increased by 2 as if you had purchased the skill an additional time.

Pattern Weaving: First Circle 2
Requires: 2 skills purchased from this header.
Study a First Circle formula for one minute to hold the spell in memory.

Pattern Weaving: Second Circle 3
Requires: 3 skills purchased from this header.
Study a Second Circle formula for one minute to hold the spell in memory.
Spells
The world beyond the Mirror is filled with magic and other supernatural energy, and everything has a pattern
around it that holds and defines its ambient magical and supernatural energy. These supernatural patterns can
exist around creatures, objects, and places in the world. The more magical power something contains, the greater
and more complex its pattern becomes. Creatures and patterns exist in a symbiotic relationship; a creature’s state
affects its pattern and this pattern can affect the creature’s state. These complicated patterns affect and are
affected by all types of supernatural power; Astral, Ethereal, Primal and even Psionic.

Supernatural power flows throughout the Shattered Realm and the Outlands found beyond the Great Mirrors,
and there are places where this power streams more fiercely into the world. These places of power are called
Auroras. To those who can see Patterns directly, the area seems to glimmer and glow with power. An Aurora can
occur can occur naturally, it can be formed as the result of powerful supernatural events, or it can, with great
effort, be constructed by powerful entities or practitioners of Ritual Power. When you encounter these areas
during the game they usually glow with multiple colors and they are marked with information cards that
explain that they are Auroras.

Spell casters have learned to retain complicated magical patterns and channel magic through them to create a
magical effect. Casting a spell requires you to master two skills. First you must learn at least one Pattern
Weaving skill to retain the spell. Once you can retain the pattern of the spell you use Spell Casting to channel the
magical energy and create the spell effect. Spell casting is tiring and difficult and rest is needed to recover from
its strain. Although we use the term Spell Casting to describe this manipulation of supernatural energy, the
energies evoked need not be Astral or Ethereal. Primal and Psionic characters call forth their effects in the same
manner.

Pattern Weaving is the process of retaining the pattern of a spell so you can cast it. The pattern of the spell is
interwoven into your own pattern so you can channel energy through the pattern to cause an effect. In game
terms each Pattern Weaving skill allows you to retain the pattern of one spell from a scroll or permanent
inscription you find in game. These inscriptions are called Spell Formulas. You do not spend character points to
learn individual spells; instead you retain the pattern by studying the Spell Formula.

By spending one minute studying a Spell Formula at an Aurora you can retain its pattern with one of your
Pattern Weaving skills. Each skill can be used to hold a single pattern. Once that pattern is retained that specific
Pattern Weaving skill is tied up with that pattern and cannot be used to retain another pattern. These patterns
never expire. They even exist from event to event. You can, however, overwrite an existing retained pattern with
a new one if you spend one minute studying that new Spell Formula at an Aurora of power. This process erases
the old pattern and ties up your Pattern Weaving skill with a new pattern. Using a Spell Formula requires you to
be in a place of power marked with an appropriate Information Card.

Casters begin the game with one spell from this rule book retained in each Pattern Weaving skill they have
purchased. Choose one spell of the appropriate Circle for each Pattern Weaving skill you have purchased. If you
purchase additional Pattern Weaving skills during the course of the game, however, you will have to find Spell
Formulas in game to fill that pattern.

Spell Patterns that you retain do not exist in any physical sense; they cannot be normally examined or physically
stolen. There are, however, rare abilities in the game that can directly affect spell patterns.

~ Diagnose [Effect] Spell Pattern, if used on a willing or helpless recipient will reveal spell patterns. If you have a
spell pattern with the named effect as part of the spell verbal you must reply “Yes” to the Diagnose effect.
Otherwise you reply “No.”
~ Expose [Effect] Spell Pattern, if it affects you, reveals you if you have retained spells with the named effect as
part of the spell verbal. You must role play the effect appropriately if you have retained such a spell.

~ Destroy Spell Pattern effectively destroys one of the spell patterns you have retained with your Pattern
Weaving skills. If you are struck by this effect you must choose one spell pattern you have retained to be erased.
You can no longer cast that particular spell. Your Pattern Weaving skill is freed by this effect, however, and given
time and a Spell Formula you may retain a new spell with that Pattern Weaving skill.

~ Destroy [Effect] Pattern effectively destroys one of the spell patterns you have retained with your Pattern
Weaving skills if that pattern is used to cast a spell with the named effect as part of the spell verbal. If you have
no patterns for a spell with the named effect you are not affected by this effect. Although you call “No Effect” if
struck directly by a melee, missile, or packet attack with this effect, you do not call anything if the effect is
delivered as a plot delivery to many people at once. If you happen to have more than one pattern retained for a
spell with the named effect you may choose which spell to erase.

Spells are divided into three difficulties called Circles. The most basic spells are spells of the First Circle. More
difficult spells exist within the Second Circle. The most complicated and powerful spells exist within the Third
Circle. Pattern Weaving skills and Spell Casting skills specify the Circle of spell they work with. You cannot use
Pattern Weaving to retain a spell unless it is the proper Circle, nor can you use Spell Casting to invoke the spell
from a pattern unless it is the proper Circle. In other words, To invoke a First Circle spell you must use Pattern
Weaving: First Circle to retain a pattern from the First Circle Spell Formula, and then use Spell Casting: First
Circle to cast it.

Each Spell Casting skill allows you to cast one spell, typically once per battle. When you use your Spell Casting
skill you can cast any spell of the proper Circle for which you currently have retained a pattern. A Spell Casting
skill can typically be used once per battle.

In addition to the “per battle” limitation, spell casting costs Endurance. First and Second Circle spells cost 1
Endurance, but Third Circle spells cost 2 Endurance. It is possible for certain skills to reduce or eliminate the
Endurance cost of one of your spells. Once a spell no longer has an Endurance cost it can be cast every battle
without exhausting your event supply for the Endurance. As with all skills, if you do not have enough
Endurance left to cast a spell you cannot use it.


Spell Casting and Combat
The process of Spell Casting takes time, concentration and skill. You cannot cast spells while you are being hit.
Each time your are struck or otherwise affected by a non-beneficial effect your concentration is broken. Spells
you are actively trying to cast fail and you must abort your attempt to cast them. Although you do not exhaust
the skill or the Endurance costs associated with the spell, your Spell Casting is suppressed and you cannot cast
any spell for one second.

Each spell typically requires an incantation. This is a short phrase that must be spoken before the spell is cast
and you call out the game verbal. These incantations are typically 6 or 8 syllables long. Unless noted otherwise,
First and Second Circle spells use incantations that are at least 6 syllables long, while Third Circle spells use
incantations that are at least 8 syllables long. Rather than having a standardized incantation, each spell caster
makes up their own verbals for their spells which must be submitted to plot. (A spell caster who finds a new
spell during the course of the game may create a new incantation with the help of a spirit or keeper associated
with one of the Auroras and then submit their new spell list to plot later.)
Spell Casting Summary
~ Learn at least one Pattern Weaving skill.
~ Learn at least one Spell Casting skill.
~ Find a Spell Formula with a spell of the appropriate Circle.
~ Spend one minute studying the Spell Formula to retain the spell in memory.
~ Read the Spell Description and find the length of the incantation.
~ Create a spell incantation with the proper number of syllables.
~ You may now exhaust Spell Casting skills of the appropriate Circle to cast the spell.


Magical Arts
Spells are divided into seven functions, called Spell Types; Energy, Enhancement, Health, Mental, Metabolic,
Physical, and Protection. Each spell is marked with one or more Spell Types. When you take an art, the art
defines what Spell Types you may use. You gain a magical Battle Trait which you use when you cast the
appropriate type of attack spell and you gain a magical Flavor Trait which you can use for spells with beneficial
spell effects and any defense verbals that might originate from your spells.

The magical arts include the following:

Air: You may use Physical spells. Your Battle Trait for Physical spells used with this Art is Wind. Your Flavor
Trait for called magical defenses and beneficial spell effects is Air.

Beast: You may use Enhancement spells. Your Flavor Trait for called magical defenses and beneficial spell effects
is Beast.

Blood Sharing: You may use Health spells. Your Flavor Trait for called magical defenses and beneficial spell
effects is Blood.

Blood Strength: You may use Enhancement spells. Your Flavor Trait for called magical defenses and beneficial
spell effects is Blood.

Bone: You may use Protection spells. Your Flavor Trait for called magical defenses and beneficial spell effects is
Bone.

Chaos: You may use Mental spells. Your Battle Trait for Mental spells used with this Art is Madness. Your Flavor
Trait for called magical defenses and beneficial spell effects is Chaos.

Charm: You may use Mental spells. Your Battle Trait for Mental spells used with this Art is Awe. Your Flavor
Trait for called magical defenses and beneficial spell effects is Charm.

Darkness: You may use Mental spells. Your Battle Trait for Mental spells used with this Art is Gloom. Your
Flavor Trait for called magical defenses and beneficial spell effects is Darkness.

Dread: You may use Mental spells. Your Battle Trait for Mental spells used with this Art is Fear. Your Flavor Trait
for called magical defenses and beneficial spell effects is Dread.

Dream: You may use Mental spells. Your Battle Trait for Mental spells used with this Art is Sleep. Your Flavor
Trait for called magical defenses and beneficial spell effects is Dream.
Earth: You may use Physical spells. Your Battle Trait for Physical spells used with this Art is Earth. Your Flavor
Trait for called magical defenses and beneficial spell effects is Earth.

Fire: You may use Energy spells. Your Battle Trait for Energy spells used with this Art is Fire. Your Flavor Trait
for called magical defenses and beneficial spell effects is Fire.

Force: You may use Physical spells. Your Battle Trait for Physical spells used with this Art is Force. Your Flavor
Trait for called magical defenses and beneficial spell effects is Force.

Forest: You may use Health spells. Your Flavor Trait for called magical defenses and beneficial spell effects is
Nature.

Grave: You may use Enhancement spells. Your Flavor Trait for called magical defenses and beneficial spell
effects is The Grave.

Illusion: You may use Mental spells. Your Battle Trait for Mental spells used with this Art is Confusion. Your
Flavor Trait for called magical defenses and beneficial spell effects is Illusion.

Law: You may use Mental spells. Your Battle Trait for Mental spells used with this Art is Will. Your Flavor Trait
for called magical defenses and beneficial spell effects is Law.

Legacy: You may use Enhancement spells. Your Flavor Trait for called magical defenses and beneficial spell
effects is Legacy.

Life: You may use Health spells. Your Flavor Trait for called magical defenses and beneficial spell effects is Life.

Light: You may use Energy spells. Your Battle Trait for Energy spells used with this Art is Light. Your Flavor
Trait for called magical defenses and beneficial spell effects is Light.

Mind: You may use Mental spells. Your Battle Trait for Mental spells used with this Art is Will. Your Flavor Trait
for called magical defenses and beneficial spell effects is Mind.

Moon: You may use Health spells. Your Flavor Trait for called magical defenses and beneficial spell effects is
Moonlight.

Order: You may use Protection spells. Your Flavor Trait for called magical defenses and beneficial spell effects is
Order.

Plague: You may use Metabolic spells. Your Battle Trait for Metabolic spells used with this Art is Disease. Your
Flavor Trait for called magical defenses and beneficial spell effects is Plague.

Shadow: You may use Metabolic spells. Your Battle Trait for Metabolic spells used with this Art is Shadow. Your
Flavor Trait for called magical defenses and beneficial spell effects is Shadow.

Storm: You may use Energy spells. Your Battle Trait for Energy spells used with this Art is Lightning. Your
Flavor Trait for called magical defenses and beneficial spell effects is Storm.

Strength: You may use Enhancement spells. Your Flavor Trait for called magical defenses and beneficial spell
effects is Strength.
Sun: You may use Energy spells. Your Battle Trait for Energy spells used with this Art is Light. Your Flavor Trait
for called magical defenses and beneficial spell effects is Sun.

Thorn: You may use Physical spells. Your Battle Trait for Physical spells used with this Art is Thorns. Your Flavor
Trait for called magical defenses and beneficial spell effects is Nature.

Time: You may use Metabolic spells. Your Battle Trait for Metabolic spells used with this Art is Aging. Your
Flavor Trait for called magical defenses and beneficial spell effects is Time.

Travel: You may use Enhancement spells. Your Flavor Trait for called magical defenses and beneficial spell
effects is Travel.

Venom: You may use Metabolic spells. Your Battle Trait for Metabolic spells used with this Art is Poison. Your
Flavor Trait for called magical defenses and beneficial spell effects is Poison.

Vigilance: You may use Protection spells. Your Flavor Trait for called magical defenses and beneficial spell
effects is Vigilance.

War: You may use Enhancement spells. Your Flavor Trait for called magical defenses and beneficial spell effects
is War.

Water: You may use Energy spells. Your Battle Trait for Energy spells used with this Art is Water. Your Flavor
Trait for called magical defenses and beneficial spell effects is Water.

Winter: You may use Physical spells. Your Battle Trait for Physical spells used with this Art is Ice. Your Flavor
Trait for called magical defenses and beneficial spell effects is Winter.




Energy Spells
First Circle Energy Spells
Energy Bolts (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Energy Bolts. For each
casting call out “2 Damage by [Energy Battle Trait]” and deliver the spell. When you cast this spell you lose all
stored castings from other spells.

Elemental Shield (1 Endurance)
Call out your incant, touch the recipient with a packet and call out “Grant Defense: Shield Elemental by [Flavor
Trait]” to protect the recipient.

Energy Sear (1 Endurance)
Call out your incant, call out “Agony by [Energy Battle Trait]” and deliver the spell to sear your enemy.

Energy Burn (1 Endurance)
Call out your incant, call out “Short Maim by [Energy Battle Trait]” and deliver the spell to burn your enemy.

Energy Blast (1 Endurance)
Call out your incant, call out “4 Damage by [Energy Battle Trait]” and deliver the spell to destroy your enemy.

Energy Fatigue (1 Endurance)
Call out your incant, call out “Short Weakness by [Energy Battle Trait]” and deliver the spell to weaken your
enemy.

Sear Weapon (1 Endurance)
Call out your incant, call out “Short Destroy by [Energy Battle Trait]” and deliver the spell to destroy a weapon
of your enemy.


Second Circle Energy Spells
Dispel Elemental (1 Endurance)
Call out your incant, call out “Cure Elemental by [Flavor Trait]” and deliver the spell to cure an ally of elemental
effects.

Energy Barrage (1 Endurance)
Call out your incant, call out “Double 2 Damage by [Energy Battle Trait]” and deliver the spell to destroy your
enemy.

Greater Energy Bolts (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Energy Bolts. For each
casting call out “3 Damage by [Energy Battle Trait]” and deliver the spell. When you cast this spell you lose all
stored castings from other spells.

Greater Energy Burn (1 Endurance)
Call out your incant, call out “Maim by [Energy Battle Trait]” and deliver the spell to burn your enemy.

Greater Energy Fatigue (1 Endurance)
Call out your incant, call out “Weakness by [Energy Battle Trait]” and deliver the spell to weaken your enemy.

Energy Aura (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you must deliver all your spells with melee strikes instead of packet strikes. Evocation attacks
must also be delivered as melee strikes, except each Evocation strike that successfully lands uses two castings of
your Evocation. In addition, spells that will be delivered with melee strikes are no longer interrupted if the
opponent strikes your weapons or shield. Melee delivered spells are only exhausted if the melee strike lands and
an opponent role plays the effect or calls out a defense.



Third Circle Energy Spells
Greater Energy Blast (2 Endurance)
Call out your incant, call out “10 Damage by [Energy Battle Trait]” and deliver the spell to destroy your enemy.

Empowered Energy Burn (2 Endurance)
Call out your incant, call out “Double Maim by [Energy Battle Trait]” and deliver the spell to burn your enemy.

Greater Energy Barrage (2 Endurance)
Call out your incant, call out “Double 4 Damage by [Energy Battle Trait]” and deliver the spell to destroy your
enemy.

Empowered Energy Barrage (2 Endurance)
Call out your incant, call out “Triple 2 Damage by [Energy Battle Trait]” and deliver the spell to destroy your
enemy.

Empowered Energy Sear (2 Endurance)
Call out your incant, call out “Disarm and 4 Damage by [Energy Battle Trait]” and deliver the spell to disarm
and destroy your enemy.

Refreshed Energy Evocation (2 Endurance)
Call out your incant and call out “Refresh Evocation by [Flavor Trait]” to instantly Refresh all “per battle” uses
of the Evocation skills. Evocation uses refreshed in this manner must use an Energy Battle Trait.

Renewed Evocation (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you gain the ability, two times per battle, to spend one minute of rest to refresh all of your
castings of Evocation.




Enhancement Spells
First Circle Enhancement Spells
Gift of Martial Prowess (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Gift of Martial
Prowess. For each casting call out “Grant Melee Attack by [Flavor Trait]: 2 Damage” and deliver the spell. When
you cast this spell you lose all stored castings from other spells. Like all Grant effects, this spell always costs
Endurance and cannot be used with an Effortless skill.

Gift of Protection (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Gift of Protection. For
each casting call out “Grant 2 Protection by [Flavor Trait]” and deliver the spell. When you cast this spell you
lose all stored castings from other spells. Like all Grant effects, this spell always costs Endurance and cannot be
used with an Effortless skill.

Healing Touch (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Healing Touch. For
each casting call out “Heal 2 by [Flavor Trait]” and deliver the spell. When you cast this spell you lose all stored
castings from other spells.

Unshackled Strength (1 Endurance)
You may use this spell to purge one Maim or Weakness effect. Call out your incant, call out “Purge by [Flavor
Trait]” to purge one Maim or Weakness effect. You need not have a free arm to use this spell.

Unshackled Movement (1 Endurance)
You may use this spell to purge one Repel or Root effect. Call out your incant, call out “Purge by [Flavor Trait]”
to purge one Repel or Root effect. You need not have a free arm to use this spell.

Unshackled Mind (1 Endurance)
While this spell is held in your Pattern you may exhaust a First Circle spell to purge one Frenzy or Silence effect.
There is no incant. You simply exhaust your Endurance, exhaust one First Circle spell and call out “Purge by
[Flavor Trait]” to end on Silence or Frenzy effect.


Second Circle Enhancement Spells
Enhance Vitality (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you gain +1 Vitality. This bonus does not stack with Vitality increases from other spell effects.
When the spell is placed into your Pattern both your current and your maximum Vitality are increased.
Likewise, when you remove the spell from your Pattern (including when you put another spell into the Pattern
over this one or the spell in this Pattern is destroyed) both your maximum and your current Vitality are reduced.
If this drops you you fall down unstable as if you took called damage.

Gift of Painful Strikes (1 Endurance)
Call out your incant and “Grant Melee Attack by [Flavor Trait]: Agony” to gift the recipient with a painful strike.

Strengthen Armor (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you gain +1 to the armor points of whatever armor you are using. This bonus does not stack with
armor increases from other spell effects. When the spell is placed into your Pattern both your current and your
maximum armor points are increased. Likewise, when you remove the spell from your Pattern (including when
you put another spell into the Pattern over this one or the spell in this Pattern is destroyed) both your maximum
and your current armor points are reduced.

Enhancement of Elusiveness (1 Endurance)
You may enhance your own defensive ability. Call out your incant and “Grant Defense by [Flavor Trait], Elude”
to gain an Elude defense against any melee, missile, or packet defense. Like any Elude defense, you must use
this defense against the first called attack that strikes you.

Renewed Hope (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you may exhaust a Second Circle spell when you are about to die because due to bleed out from
being unstable. Call “Stabilize to Self” to instead become stable.

Gift of Critical Strikes (1 Endurance)
Call out your incant and “Grant Melee Attack by [Flavor Trait]: 4 Damage” to gift the recipient with a damaging
strike.


Third Circle Enhancement Spells
Gift of Rapid Strikes (2 Endurance)
Call out your incant and “Grant Melee Attack by [Flavor Trait]: Triple 2 Damage” to gift the recipient with a
rapid series of damaging strikes.

Strengthen Mystic Armor (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you gain +2 to the armor points of your Mystic Armor skill. This bonus does not stack with
armor increases from other spell effects. When the spell is placed into your Pattern both your current and your
maximum armor points for your Mystic Armor skill are increased. Likewise, when you remove the spell from
your Pattern (including when you put another spell into the Pattern over this one or the spell in this Pattern is
destroyed) both your maximum and your current armor points are reduced.

Greater Enhance Vitality (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you gain +2 Vitality. This bonus does not stack with Vitality increases from other spell effects.
When the spell is placed into your Pattern both your current and your maximum Vitality are increased.
Likewise, when you remove the spell from your Pattern (including when you put another spell into the Pattern
over this one or the spell in this Pattern is destroyed) both your maximum and your current Vitality are reduced.
If this drops you you fall down unstable as if you took called damage.

Refreshed Aura of Healing (2 Endurance)
Call out your incant and call out “Refresh Aura of Healing by [Flavor Trait]” to instantly Refresh all “per battle”
uses of the Aura of Healing skills.

Refreshed Evocation (2 Endurance)
Call out your incant and call out “Refresh Evocation by [Flavor Trait]” to instantly Refresh all “per battle” uses
of the Evocation skills.

Ward Elemental (2 Endurance)
While this spell is held in your Pattern you may exhaust one Third Circle spell to negate one Elemental effect.
Exhaust the Endurance cost, exhaust one Third Circle spell and call out “Resist by [Flavor Trait]” to resist the
effect.

Ward Mental (2 Endurance)
While this spell is held in your Pattern you may exhaust one Third Circle spell to negate one Mental effect.
Exhaust the Endurance cost, exhaust one Third Circle spell and call out “Resist by [Flavor Trait]” to resist the
effect.

Ward Metabolic (2 Endurance)
While this spell is held in your Pattern you may exhaust one Third Circle spell to negate one Metabolic effect.
Exhaust the Endurance cost, exhaust one Third Circle spell and call out “Resist by [Flavor Trait]” to resist the
effect.

Ward Physical (2 Endurance)
While this spell is held in your Pattern you may exhaust one Third Circle spell to negate one Physical effect.
Exhaust the Endurance cost, exhaust one Third Circle spell and call out “Resist by [Flavor Trait]” to resist the
effect.


Health Spells
First Circle Health Spells
Cure Elemental (1 Endurance)
Call out your incant, call out “Cure Elemental by [Flavor Trait]” and deliver the spell to cure an ally of Elemental
effects.

Cure Physical (1 Endurance)
Call out your incant, call out “Cure Physical by [Flavor Trait]” and deliver the spell to cure an ally of Physical
effects.

Cure Mental (1 Endurance)
Call out your incant, call out “Cure Mental by [Flavor Trait]” and deliver the spell to cure an ally of Mental
effects.

Cure Metabolic (1 Endurance)
Call out your incant, call out “Cure Metabolic by [Flavor Trait]” and deliver the spell to cure an ally of Metabolic
effects.

Healing Touch (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Healing Touch. For
each casting call out “Heal 2 by [Flavor Trait]” and deliver the spell. When you cast this spell you lose all stored
castings from other spells.

Merciful Touch (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you may touch a recipient with a packet and call out “Stabilize by [Flavor Trait]” to stabilize the
recipient. Once you exhaust Endurance to place this spell in your Pattern you may use the ability as often as you
like. The uses do not exhaust your spells nor do they cost additional Endurance.

Ritual of Purification (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. When you place this
spell in one of your Patterns choose one of your Battle Traits from any Magical Art. While this spell is held in
your Pattern you may role play for 1 minute of activity to cure that chosen trait. After the role play, touch a
recipient with a packet and call out “Cure [Battle Trait] by [Flavor Trait]” to cure the recipient. Once you exhaust
Endurance to place this spell in your Pattern you may use the ability as often as you like. Although each use
takes a minute of role play, the uses do not exhaust your spells nor do they cost additional Endurance.


Second Circle Health Spells
Bone Mending (1 Endurance)
Call out your incant, call out “Cure Maim and Heal 4 by [Flavor Trait]” and deliver the spell to both cure and
heal an ally.

Enhance Vitality (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you gain +1 Vitality. This bonus does not stack with Vitality increases from other spell effects.
When the spell is placed into your Pattern both your current and your maximum Vitality are increased.
Likewise, when you remove the spell from your Pattern (including when you put another spell into the Pattern
over this one or the spell in this Pattern is destroyed) both your maximum and your current Vitality are reduced.
If this drops you you fall down unstable as if you took called damage.

Greater Healing Touch (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Greater Healing
Touch. For each casting call out “Heal 4 by [Flavor Trait]” and deliver the spell. When you cast this spell you lose
all stored castings from other spells.

Greater Ritual of Purification (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. When you place this
spell in one of your Patterns choose one of your Battle Traits from any Magical Art. While this spell is held in
your Pattern you may role play for 30 seconds of activity to cure that chosen trait. After the role play, touch a
recipient with a packet and call out “Cure [Battle Trait] by [Flavor Trait]” to cure the recipient. Once you exhaust
Endurance to place this spell in your Pattern you may use the ability as often as you like. Although each use
takes a minute of role play, the uses do not exhaust your spells nor do they cost additional Endurance.

Keep At Bay (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you may, once per battle, call out Disengage if you are wielding a weapon. Once you have used
this free Disengage you can Disengage again in the same battle but it is more costly. You must exhaust
Endurance and a Second Circle spell for each additional use of Disengage.

Renewed Hope (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you may exhaust a Second Circle spell when you are about to die because due to bleed out from
being unstable. Call “Stabilize to Self” to instead become stable.


Third Circle Health Spells
Channel Healing (2 Endurance)
Call out your incant, call out “Heal 20 by [Flavor Trait]” and deliver the spell to heal an ally.

Ferryman’s Bargain (2 Endurance)
Those who die in the Shattered Realms are drawn to the Great Mirrors and are reconstituted, but their spirit is
marked by the Ferrymen who serve the Lord of Death. Reconstituted individuals live under the shadow of
Death and walk among the living until the Ferryman comes for them. Woe be the individual who dies while
marked by the Ferryman for their judgment shall be more difficult, and their grasp on life more tenuous. When
the Ferryman comes forth and calls to all who have died those individuals turn to spirit regardless of what they
are doing and are drawn in that state to the Realm of Death to be judged.

You may prepare a writ of good quality in which you beseech the Ferryman to return the spirit to the lands of
the living unharmed. The writ must be neat and well written. Writs with artistic merit might be favored by the
Ferryman. You may place this writ on a dead body by touching the ally with a packet and calling out “Imbue to
Dead” to place the writ in the hand of the body. Once the body turns to spirit it is too late. You cannot give a writ
to a spirit of the dead or an individual who is reconstituted. The writ can no longer be used for that death.

The writ becomes a spiritual mark, and the paper becomes insubstantial. The writ cannot be stolen though it can
be lost or destroyed by the recipient in the time that follows. Once the individual is reconstituted they must still
carry the writ on their person. If they die again before they are drawn to the Realm of Death any writ they carry
is utterly destroyed and they are unprotected. If they still carry the writ when the Ferryman calls them to the
Realm of Death that the writ is presented to the Ferryman. If the Ferryman is pleased with the writ and there is
no grudge or curse on the recipient, the writ may keep at bay the tides of misfortune.
Empowered Ritual of Purification (2 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. When you place this
spell in one of your Patterns choose one of your Battle Traits from any Magical Art. While this spell is held in
your Pattern you may role play for 10 seconds of activity to cure that chosen trait. After the role play, touch a
recipient with a packet and call out “Cure [Battle Trait] by [Flavor Trait]” to cure the recipient. Once you exhaust
Endurance to place this spell in your Pattern you may use the ability as often as you like. Although each use
takes a minute of role play, the uses do not

Refreshed Aura of Healing (2 Endurance)
Call out your incant and call out “Refresh Aura of Healing by [Flavor Trait]” to instantly Refresh all “per battle”
uses of the Aura of Healing skills.

Renewed Aura of Healing (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you gain the ability, two times per battle, to spend one minute of rest to refresh all of your
castings of Aura of Healing.

True Curative (2 Endurance)
Choose Elemental, Mental, Metabolic or Physical, call out your incant, call out “Cure [Category] by [Flavor
Trait]” and deliver the spell to remove detrimental effects from an ally.

Ward Elemental (2 Endurance)
While this spell is held in your Pattern you may exhaust one Third Circle spell to negate one Elemental effect.
Exhaust the Endurance cost, exhaust one Third Circle spell and call out “Resist by [Flavor Trait]” to resist the
effect.

Ward Mental (2 Endurance)
While this spell is held in your Pattern you may exhaust one Third Circle spell to negate one Mental effect.
Exhaust the Endurance cost, exhaust one Third Circle spell and call out “Resist by [Flavor Trait]” to resist the
effect.

Ward Metabolic (2 Endurance)
While this spell is held in your Pattern you may exhaust one Third Circle spell to negate one Metabolic effect.
Exhaust the Endurance cost, exhaust one Third Circle spell and call out “Resist by [Flavor Trait]” to resist the
effect.

Ward Physical (2 Endurance)
While this spell is held in your Pattern you may exhaust one Third Circle spell to negate one Physical effect.
Exhaust the Endurance cost, exhaust one Third Circle spell and call out “Resist by [Flavor Trait]” to resist the
effect.

Call To The Wounded (2 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Call To The Wounded.
For each casting you may call out the name of a recipient to heal them. Call out “By Your Name [Name of
Recipient], Heal 4 by [Flavor Trait]” to heal the named character. When you cast this spell you lose all stored
castings from other spells.


Mental Spells
First Circle Mental Spells
Master the Mental State (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. When you place this
spell in one of your Patterns choose one of your Mental Battle Traits. While this spell is held in your Pattern you
may role play for 1 minute of activity to cure that chosen trait. After the role play, touch a recipient with a packet
and call out “Cure [Battle Trait] by [Flavor Trait]” to cure the recipient. Once you exhaust Endurance to place
this spell in your Pattern you may use the ability as often as you like. Although each use takes a minute of role
play, the uses do not exhaust your spells nor do they cost additional Endurance.

Mental Repulsion (1 Endurance)
Call out your incant, call out “Short Repel by [Mental Battle Trait]” and deliver the spell to repel your enemy.

Mental Shield (1 Endurance)
Call out your incant, touch the recipient with a packet and call out “Grant Defense: Shield Mental by [Flavor
Trait]” to protect the recipient.

Mental Trap (1 Endurance)
Call out your incant, call out “Short Root by [Mental Battle Trait]” and deliver the spell to trap your enemy.

Mind Bolts (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Mental Bolts. For each
casting call out “2 Damage by [Mental Battle Trait]” and deliver the spell. When you cast this spell you lose all
stored castings from other spells.

Mind Choke (1 Endurance)
Call out your incant, call out “Short Silence by [Energy Battle Trait]” and deliver the spell to silence your enemy.

Mind Sear (1 Endurance)
Call out your incant, call out “Agony by [Mental Battle Trait]” and deliver the spell to sear the mind of your
enemy.


Second Circle Mental Spells
Dispel Mental (1 Endurance)
Call out your incant, call out “Cure Mental by [Flavor Trait]” and deliver the spell to cure an ally of mental
effects.

Greater Mind Bolts (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Mind Bolts. For each
casting call out “3 Damage by [Mental Battle Trait]” and deliver the spell. When you cast this spell you lose all
stored castings from other spells.

Greater Mind Choke (1 Endurance)
Call out your incant, call out “Silence by [Mental Battle Trait]” and deliver the spell to silence your enemy.

Greater Mental Repulsion (1 Endurance)
Call out your incant, call out “Repel by [Mental Battle Trait]” and deliver the spell to repel your enemy.
Mental Aura (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you must deliver all your spells with melee strikes instead of packet strikes. Evocation attacks
must also be delivered as melee strikes, except each Evocation strike that successfully lands uses two castings of
your Evocation. In addition, spells that will be delivered with melee strikes are no longer interrupted if the
opponent strikes your weapons or shield. Melee delivered spells are only exhausted if the melee strike lands and
an opponent role plays the effect or calls out a defense.

Mind Barrage (1 Endurance)
Call out your incant, call out “Double 2 Damage by [Mental Battle Trait]” and deliver the spell to destroy your
enemy.


Third Circle Mental Spells
Empowered Mind Barrage (2 Endurance)
Call out your incant, call out “Triple 2 Damage by [Mental Battle Trait]” and deliver the spell to destroy your
enemy.

Empowered Mind Choke (2 Endurance)
Call out your incant, call out “Double Silence by [Mental Battle Trait]” and deliver the spell to silence your
enemy.

Greater Mind Barrage (2 Endurance)
Call out your incant, call out “Double 4 Damage by [Mental Battle Trait]” and deliver the spell to destroy your
enemy.

Mental Overload (2 Endurance)
Call out your incant, call out “Stun by [Mental Battle Trait]” and deliver the spell to overload the emotional or
mental processes of your enemy.

Mind Lash (2 Endurance)
Call out your incant, call out “Agony and 4 Damage by [Mental Battle Trait]” and deliver the spell to destroy
your enemy.

Refreshed Mental Evocation (2 Endurance)
Call out your incant and call out “Refresh Evocation by [Flavor Trait]” to instantly Refresh all “per battle” uses
of the Evocation skills. Evocation uses refreshed in this manner must use a Mental Battle Trait.

Renewed Evocation (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you gain the ability, two times per battle, to spend one minute of rest to refresh all of your
castings of Evocation.




Metabolic Spells
First Circle Metabolic Spells
Metabolic Bolts (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Metabolic Bolts. For
each casting call out “2 Damage by [Metabolic Battle Trait]” and deliver the spell. When you cast this spell you
lose all stored castings from other spells.

Metabolic Feedback (1 Endurance)
Call out your incant, call out “2 Damage by [Metabolic Battle Trait]” and deliver the spell to damage your
enemy. If the enemy is struck by the attack and either role plays the effect or calls out a defense call out “Heal 2
to Self” to strengthen your own Metabolic function.

Metabolic Pain (1 Endurance)
Call out your incant, call out “Agony by [Metabolic Battle Trait]” and deliver the spell to agonize the systems of
your enemy.

Metabolic Shield (1 Endurance)
Call out your incant, touch the recipient with a packet and call out “Grant Defense: Shield Metabolic by [Flavor
Trait]” to protect the recipient.

Metabolic Weakness (1 Endurance)
Call out your incant, call out “Short Weakness by [Metabolic Battle Trait]” and deliver the spell to weaken your
enemy.

Withered Limb (1 Endurance)
Call out your incant, call out “Short Maim by [Metabolic Battle Trait]” and deliver the spell to maim your enemy.


Second Circle Metabolic Spells
Dispel Metabolic (1 Endurance)
Call out your incant, call out “Cure Metabolic by [Flavor Trait]” and deliver the spell to cure an ally of mental
effects.

Greater Metabolic Bolts (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Metabolic Bolts. For
each casting call out “3 Damage by [Metabolic Battle Trait]” and deliver the spell. When you cast this spell you
lose all stored castings from other spells.

Greater Metabolic Feedback (1 Endurance)
Call out your incant, call out “4 Damage by [Metabolic Battle Trait]” and deliver the spell to damage your
enemy. If the enemy is struck by the attack and either role plays the effect or calls out a defense call out “Heal 4
to Self” to strengthen your own Metabolic function.

Greater Metabolic Weakness (1 Endurance)
Call out your incant, call out “Weakness by [Metabolic Battle Trait]” and deliver the spell to weaken your enemy.

Metabolic Barrage (1 Endurance)
Call out your incant, call out “Double 2 Damage by [Metabolic Battle Trait]” and deliver the spell to destroy your
enemy.
Metabolic Aura (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you must deliver all your spells with melee strikes instead of packet strikes. Evocation attacks
must also be delivered as melee strikes, except each Evocation strike that successfully lands uses two castings of
your Evocation. In addition, spells that will be delivered with melee strikes are no longer interrupted if the
opponent strikes your weapons or shield. Melee delivered spells are only exhausted if the melee strike lands and
an opponent role plays the effect or calls out a defense.


Third Circle Metabolic Spells
Empowered Metabolic Barrage (2 Endurance)
Call out your incant, call out “Triple 2 Damage by [Metabolic Battle Trait]” and deliver the spell to destroy your
enemy.

Empowered Metabolic Weakness (2 Endurance)
Call out your incant, call out “Double Weakness by [Metabolic Battle Trait]” and deliver the spell to weaken your
enemy.

Greater Metabolic Barrage (2 Endurance)
Call out your incant, call out “Double 4 Damage by [Metabolic Battle Trait]” and deliver the spell to destroy your
enemy.

Refreshed Metabolic Evocation (2 Endurance)
Call out your incant and call out “Refresh Evocation by [Flavor Trait]” to instantly Refresh all “per battle” uses
of the Evocation skills. Evocation uses refreshed in this manner must use a Metabolic Battle Trait.

Renewed Evocation (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you gain the ability, two times per battle, to spend one minute of rest to refresh all of your
castings of Evocation.

Tainted Blood (2 Endurance)
Call out your incant, call out “Drain by [Metabolic Battle Trait]” and deliver the spell to drain your enemy.

Wasting Bolt (2 Endurance)
Call out your incant, call out “Short Weakness and 4 Damage by [Metabolic Battle Trait]” and deliver the spell to
destroy your enemy.




Physical Spells
First Circle Physical Spells
Physical Blast (1 Endurance)
Call out your incant, call out “4 Damage by [Physical Battle Trait]” and deliver the spell to destroy your enemy.

Physical Bolts (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Physical Bolts. For
each casting call out “2 Damage by [Physical Battle Trait]” and deliver the spell. When you cast this spell you
lose all stored castings from other spells.

Physical Pain (1 Endurance)
Call out your incant, call out “Agony by [Physical Battle Trait]” and deliver the spell to inflict pain on your
enemy.

Physical Repulsion (1 Endurance)
Call out your incant, call out “Short Repel by [Physical Battle Trait]” and deliver the spell to repel your enemy.

Physical Root (1 Endurance)
Call out your incant, call out “Short Root by [Physical Battle Trait]” and deliver the spell to root your enemy.

Physical Shield (1 Endurance)
Call out your incant, touch the recipient with a packet and call out “Grant Defense: Shield Physical by [Flavor
Trait]” to protect the recipient.

Shattered Limb (1 Endurance)
Call out your incant, call out “Short Maim by [Physical Battle Trait]” and deliver the spell to maim your enemy.


Second Circle Physical Spells
Greater Physical Bolts (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Physical Bolts. For
each casting call out “3 Damage by [Physical Battle Trait]” and deliver the spell. When you cast this spell you
lose all stored castings from other spells.

Greater Physical Repulsion (1 Endurance)
Call out your incant, call out “Repel by [Physical Battle Trait]” and deliver the spell to repel your enemy.

Greater Shattered Limb (1 Endurance)
Call out your incant, call out “Maim by [Physical Battle Trait]” and deliver the spell to maim your enemy.

Physical Barrage (1 Endurance)
Call out your incant, call out “Double 2 Damage by [Physical Battle Trait]” and deliver the spell to destroy your
enemy.

Physical Empowerment (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you must deliver all your spells with melee strikes instead of packet strikes. Evocation attacks
must also be delivered as melee strikes, except each Evocation strike that successfully lands uses two castings of
your Evocation. In addition, spells that will be delivered with melee strikes are no longer interrupted if the
opponent strikes your weapons or shield. Melee delivered spells are only exhausted if the melee strike lands and
an opponent role plays the effect or calls out a defense.

Reconstitution (1 Endurance)
Call out your incant, call out “Cure Physical by [Flavor Trait]” and deliver the spell to cure an ally of physical
effects.
Third Circle Physical Spells
Empowered Physical Barrage (2 Endurance)
Call out your incant, call out “Triple 2 Damage by [Physical Battle Trait]” and deliver the spell to destroy your
enemy.

Empowered Physical Repulsion (2 Endurance)
Call out your incant, call out “Double Repel by [Physical Battle Trait]” and deliver the spell to repel your enemy.

Explosive Blast (2 Endurance)
Call out your incant, call out “Slam and 4 Damage by [Physical Battle Trait]” and deliver the spell to slam and
destroy your enemy.

Greater Physical Barrage (2 Endurance)
Call out your incant, call out “Double 4 Damage by [Physical Battle Trait]” and deliver the spell to destroy your
enemy.

Imprison (2 Endurance)
Call out your incant, call out “Paralyze by [Physical Battle Trait]” and deliver the spell to imprison your enemy.

Refreshed Physical Evocation (2 Endurance)
Call out your incant and call out “Refresh Evocation by [Flavor Trait]” to instantly Refresh all “per battle” uses
of the Evocation skills. Evocation uses refreshed in this manner must use a Physical Battle Trait.

Renewed Evocation (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you gain the ability, two times per battle, to spend one minute of rest to refresh all of your
castings of Evocation.




Protection Spells
First Circle Protection Spells
Healing Touch (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Healing Touch. For
each casting call out “Heal 2 by [Flavor Trait]” and deliver the spell. When you cast this spell you lose all stored
castings from other spells.

Gift of Elemental Defense (1 Endurance)
Call out your incant and “Grant Defense by [Flavor Trait]: Shield Elemental” to gift the recipient with shield
against Elemental attacks. Like all Grant effects, this spell always costs Endurance and cannot be used with an
Effortless skill.

Gift of Mental Defense (1 Endurance)
Call out your incant and “Grant Defense by [Flavor Trait]: Shield Mental” to gift the recipient with shield against
Mental attacks. Like all Grant effects, this spell always costs Endurance and cannot be used with an Effortless
skill.

Gift of Metabolic Defense (1 Endurance)
Call out your incant and “Grant Defense by [Flavor Trait]: Shield Metabolic” to gift the recipient with shield
against Metabolic attacks. Like all Grant effects, this spell always costs Endurance and cannot be used with an
Effortless skill.

Gift of Physical Defense (1 Endurance)
Call out your incant and “Grant Defense by [Flavor Trait]: Shield Physical” to gift the recipient with shield
against Physical attacks. Like all Grant effects, this spell always costs Endurance and cannot be used with an
Effortless skill.

Gift of Protection (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Gift of Protection. For
each casting call out “Grant 2 Protection by [Flavor Trait]” and deliver the spell. When you cast this spell you
lose all stored castings from other spells. Like all Grant effects, this spell always costs Endurance and cannot be
used with an Effortless skill.

Merciful Touch (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you may touch a recipient with a packet and call out “Stabilize by [Flavor Trait]” to stabilize the
recipient. Once you exhaust Endurance to place this spell in your Pattern you may use the ability as often as you
like. The uses do not exhaust your spells nor do they cost additional Endurance.

Restore Armor (1 Endurance)
Call out your incant, call out “Repair Armor by [Flavor Trait]” and deliver the spell to repair the armor of the
recipient.


Second Circle Protection Spells
Greater Healing Touch (1 Endurance)
Call out your incant and “Imbue by [Flavor Trait]” to cast this spell and store 2 castings of Greater Healing
Touch. For each casting call out “Heal 4 by [Flavor Trait]” and deliver the spell. When you cast this spell you lose
all stored castings from other spells.

Impenetrable Fortress (1 Endurance)
While this spell is held in your Pattern you may become a Spirit for a short time. Exhaust the Endurance, exhaust
a Second Circle spell and call out “Imbue Spirit by [Flavor Trait] to enter this state. While you remain motionless
in this form you are immune to most types of harm. For one minute (or until you move) you will negate most
attacks upon you by calling out “Spirit by [Flavor Trait]” when the attack strikes you. You are immune to most
By My Voice, Melee, Missile, and Packet attacks. Attacks with the “to Spirit” trait will affect you and end this
spell immediately. In addition “By My Gesture” and “By Your Name” attacks that are not beneficial will also
affect you and end this spell immediately. Finally, if there is a trait from which, due to race, item or curse, you
take extra detrimental effect then attacks with that trait will affect you and end this spell immediately.

Keep At Bay (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you may, once per battle, call out Disengage if you are wielding a weapon. Once you have used
this free Disengage you can Disengage again in the same battle but it is more costly. You must exhaust
Endurance and a Second Circle spell for each additional use of Disengage.

Strengthen Armor (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
in your Pattern you gain +1 to the armor points of whatever armor you are using. This bonus does not stack with
armor increases from other spell effects. When the spell is placed into your Pattern both your current and your
maximum armor points are increased. Likewise, when you remove the spell from your Pattern (including when
you put another spell into the Pattern over this one or the spell in this Pattern is destroyed) both your maximum
and your current armor points are reduced.


Third Circle Protection Spells
Ferryman’s Bargain (2 Endurance)
Those who die in the Shattered Realms are drawn to the Great Mirrors and are reconstituted, but their spirit is
marked by the Ferrymen who serve the Lord of Death. Reconstituted individuals live under the shadow of
Death and walk among the living until the Ferryman comes for them. Woe be the individual who dies while
marked by the Ferryman for their judgment shall be more difficult, and their grasp on life more tenuous. When
the Ferryman comes forth and calls to all who have died those individuals turn to spirit regardless of what they
are doing and are drawn in that state to the Realm of Death to be judged.

You may prepare a writ of good quality in which you beseech the Ferryman to return the spirit to the lands of
the living unharmed. The writ must be neat and well written. Writs with artistic merit might be favored by the
Ferryman. You may place this writ on a dead body by touching the ally with a packet and calling out “Imbue to
Dead” to place the writ in the hand of the body. Once the body turns to spirit it is too late. You cannot give a writ
to a spirit of the dead or an individual who is reconstituted. The writ can no longer be used for that death.

The writ becomes a spiritual mark, and the paper becomes insubstantial. The writ cannot be stolen though it can
be lost or destroyed by the recipient in the time that follows. Once the individual is reconstituted they must still
carry the writ on their person. If they die again before they are drawn to the Realm of Death any writ they carry
is utterly destroyed and they are unprotected. If they still carry the writ when the Ferryman calls them to the
Realm of Death that the writ is presented to the Ferryman. If the Ferryman is pleased with the writ and there is
no grudge or curse on the recipient, the writ may keep at bay the tides of misfortune.

Gift of Layered Defense (2 Endurance)
Call out your incant and “Double Grant Defense by [Flavor Trait]: Shield by Protection” to gift the recipient with
2 “Shield by Protection” defenses that that are used to negate the first three called Melee, Missile, or Packet
attacks that strike the recipient.

Gift of Avoidance (2 Endurance)
Call out your incant and “Grant Defense by [Flavor Trait]: Avoid” to gift the recipient with an Avoid that can be
used to negate one Melee, Missile, or Packet attack.

Gift of Rest (2 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell is held
you may ward the hearths, homes and tents of friends, allies, and associates. Prepare a small mirror at least 4”
long which you will enchant. The mirror is marked by a sigil you devise and hung on the doorway of the abode
when you use this ability. The protection lasts the rest of the event. While the protection is in effect no one in the
abode can be harmed nor can items be moved or removed from the abode if the owner of those objects does not
explicitly allow it.

Renewed Aura of Healing (1 Endurance)
You pay the Endurance cost only when this spell is first placed into one of your Patterns. While this spell in held
in your Pattern you gain the ability, two times per battle, to spend one minute of rest to refresh all of your
castings of Aura of Healing.

Voice of Hope (2 Endurance)
Call out your incant and call out “By My Voice, Stabilize by [Flavor Trait]” to stabilize all characters that can hear
you.
Signature Items
Although most items are left behind when you enter the Mirror Mirror campaign through the Mirrorway, some
items are so iconic and important to a character that they become signature items. Signature items are items that
you pay for with character points. You are bound to these items by fate. Items that you purchase with Character
Points do not count towards your magical item slot limit.

All signature items are yellow-tagged items and should be marked as such. If you ever lose a signature item fate
intervenes and you manage to find it again. You will always start an event with your signature item, even if you
lost it the event before. The exception to this is if you use the ability to recover an item between events plot has
the option to change or even destroy the item so it is best to avoid losing your signature item. If you decide to
not recover a lost item, or if the item is destroyed then you will regain most of the character points, but 5
character points will not be recovered and deducted from your total rather than being freed.

All items are constructed by spending character points to purchase abilities. When you purchase your item you
must choose to purchase a minor item, a major item, or an epic item. Each has a different cost associated with it.
You may purchase up to three items in this manner, and may not have more than three signature items at any
time.

If you find a notable item in game you may decide that the fate of the item and your own fate have become
intertwined and you may purchase that item. You must recreate the powers of the item as faithfully as possible,
except that your item becomes permanent and will never expire. An item purchased in this way still counts
towards your limit of three signature items. You may choose to discard an existing item to purchase a new item
you have found, but in doing so you lose the old item and you lose 5 of the character points it cost you unless a
craftsman Disenchants the item for you.

You signature item must be distinctive and the prop must be plot approved. Plot must be able to recognize the
item when seeing it. Signature items come in four flavors; weapons, armor, jewelry, and relics. You must have
skill with a weapon magical item to use it, and you must have it in hand. You must be wearing magical armor,
and you must have the ability to use the armor. You may wear multiple armor pieces, but you can never gain
actual armor points from more than one piece at a time. Jewelry props must be worn to be used. Relic props are
generally held in your hand and presented or held aloft when used. Unusual relics with specific activation
methods (like horns) need to be plot approved.

Each item has one item type, which is used in the prefix of the verbal. Item types include Armor, Banner, Belt,
Book, Bracelet, Cloak, Fetish, Hat, Mask, Necklace, Ring, Rune, Potion, Scroll, Shield, Symbol, Wand, or Weapon.


Minor Item: 2
You may purchase up to 4 character points worth of item powers. You cannot purchase epic powers.


Major Item: 4
You may purchase up to 8 character points worth of item powers. You may purchase one epic power as part of
this total.


Epic Item: 6
You may purchase up to 12 character points worth of item powers. You may purchase two epic powers as part of
this total.
Magic Item Powers
Lesser Signature
This ability is free for items that need it. When you add this ability choose one Elemental, Mental, Metabolic, or
Physical trait that best exemplifies your item. You use this as the trait for all attacks and defenses made with this
item.

Lesser Resistance 3
When you purchase this ability choose Elemental, Mental, Metabolic, or Physical. Once per event you may Resist
any attack with a trait in your chosen General trait group. Call out "With this [Item Type], Resist."

Lesser Resilience 2
Once per event you may use this item to call out "With this [Item Type], Heal 4 to Self."

Lesser Break Free 2
When you purchase this ability choose Elemental, Mental, Metabolic, or Physical. Once per event you may Purge
any attack with a trait in your chosen General trait group. Call out "With this [Item Type], Purge."

Specific Resistance 3
When you purchase this ability choose one trait from the Elemental, Mental, Metabolic, or Physical category. You
may not choose the Weapon trait. Once per battle you may Resist any attack with that trait. Call out "With this
[Item Type], Resist."

Lesser Healing Touch 3
You must have a Signature trait to purchase this ability. Twice per
event you may heal your self or an ally. Touch a packet to the target and call out "With this [Item Type], Heal 2
by [Signature Trait]."

Lesser Melee Defense 2
Once per event you can negate a melee attack. When you purchase this ability choose whether your item
provides toughness or speed. If it provides toughness call out "With this [Item Type], Resist" and if it provides
speed call out "With this [Item Type], Avoid."

Lesser Ranged Defense 2
Once per event you can negate a missile or packet attack. When you purchase this ability choose whether your
item provides toughness or speed. If it provides toughness call out "With this [Item Type], Resist" and if it
provides speed call out "With this [Item Type], Avoid."

Lesser Feat of Strength 2
Once per event you can end an effect with a Physical trait. Call out "With this [Item Type], Purge" to end the
effect.

Lesser Freedom 2
Once per event you can end one Paralyze, Root, or Slow effect. Call out "With this [Item Type], Purge" to end the
effect.

Lesser Purity of Form 2
Once per event you can end one Drain, Silence, or Weakness effect. Call out "With this [Item Type], Purge" to
end the effect.
Lesser Critical Attack 2
Once per event you can make a deadly attack for 4 Damage. Weapons use melee attacks, but when you purchase
the attack for other types of items you must choose either melee or packet as the delivery. The attack normally
uses your Signature trait. Call out "With this [Item Type], 4 Damage by [Trait]" when you use this ability. If
delivered by a weapon or if this is an item that enhances your claws you may choose to use the Weapon trait and
simply call out "With this [Item Type], 4 Damage."

Eldritch Weapon 2
Weapon Only
This weapon is also treated as a relic and when it is in your hand you can use powers that require a relic. So long
as your packet arm is free you can cast with this item in your off hand.

Enhanced Claws 1
This item enhances your claws. First, if you only have one claw skill such that you can use one long and one
short claw, you can now use two long claws while you are linked to this item. Second, even though this magic
item is not a weapon it can contain abilities that are normally Weapon Only. These abilities are instead applied to
your claws.

Lesser Spell Storing 2
Once per event you can cast one spell of the first Circle if you currently have the spell pattern memorized.


Epic Item Powers
Unbreakable 3
Your item is immune to Destroy effects.

Greater Signature 1
When you purchase this ability choose choose one Elemental, Mental, Metabolic, or Physical trait that best
exemplifies your item. You may not choose the Weapon trait. This trait becomes a Battle Trait for you. Not only
do you use this as the trait for all attacks and defenses made with this item, but you may also substitute this trait
for any called attacks made while holding this item if the trait of those attacks has the same Category as the trait
you have chosen.

Deadly Blade 3
Weapon Only
This item adds +1 to the damage of any attack made with this weapon that has a Damage effect higher than 2.
This effect does not stack with other effects that increase Damage effects.

Deadly Magic 3
Relic Only
This item adds +1 to the damage of any spell that has a Damage effect higher than 2 made while this item is held
in your hand. This effect does not stack with other effects that increase Damage effects.

Merciful Spell 3
Relic Only
This item adds +1 to the healing of any spell that has a Heal effect higher than 2 made while this item is held in
your hand. This effect does not stack with other effects that increase Heal effects.
Blood Drinker Weapon 4
Weapon Only
Melee attacks made with this weapon that have a Damage effect greater than 2 heal you if they strike the
opponent and the opponent acknowledges the hit. If they use a defense against the hit you are not healed. If the
strike lands and the enemy acknowledges it you may call out "Heal by Blood" to heal yourself.

Blood Drinker Magic 4
Relic Only
Spell attacks made while holding this relic that have a Damage effect greater than 2 heal you if they strike the
opponent and the opponent acknowledges the hit. If they use a defense against the hit you are not healed. If the
packet lands and the enemy acknowledges it you may call out "Heal by Blood" to heal yourself.

Soul Drinker 3
Weapon Only
When you deliver a Death Strike with this weapon on an opponent that is not already dead or destroyed you
also heal one Vitality.

Greater Spell Storing 4
Once per battle you can cast one spell of the first, second, or third Circle if you currently have the spell pattern
memorized.

Masterwork Armor 3
Armor Only
Choose one light leather, light mail, or other armor prop that has good artistic quality. If plot approves the prop
it will satisfy the prop requirements for a 3 point suit of armor. You must still have the skill to wear 3 armor
points to use the armor at its full potential.

Reinforced Armor 4
Armor Only
This armor adds +1 to your total armor points.

				
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