Rules
October 30, 2017 | Author: Anonymous | Category: N/A
Short Description
Encounters . Safety When Casting 17 Upgrade Costs for Crafting Enhancers . 144 . Death Breath ......
Description
Live Action Role Play © 2014 ShardsLARP LLC. All rights reserved.
July 2017
Canidae .......................................................................... 32
Table of Contents
Cat‐Folk .......................................................................... 34
PROLOG ................................................................................ 8
Deep Elf ......................................................................... 37
General Rules ........................................................................ 9
Dragon‐Folk ................................................................... 38
Safety and Holds .............................................................. 9
Dwarves ......................................................................... 40
Physical Representations ................................................. 9
Elemental‐Kin ................................................................ 42
Exceptions to PhysRep Requirements ..................... 10
Elves............................................................................... 45
Losing Items ............................................................. 10
Fairy ............................................................................... 47
Changing PhysReps .................................................. 11
Gargoyle ........................................................................ 50
Damaging and Destroying Items.................................... 11
Gnome ........................................................................... 54
Breaking In and Breaking Open ................................ 11
Goblin ............................................................................ 57
Other Considerations ............................................... 12
Humans ......................................................................... 58
Basic Defense of Materials ................................. 12
Jastra ............................................................................. 59
Encounters .................................................................... 12
Orc ................................................................................. 62
Combat .......................................................................... 13
Troll ............................................................................... 63
Combat Etiquette .................................................... 13
Skills and Classes ................................................................. 66
Weapons .................................................................. 14
General Skills ................................................................. 66
Landing Hits ............................................................. 15
Armor Specialization ................................................ 66
Taking Hits and Counting Damage ........................... 15
Comprehend Arcane Script ...................................... 66
Common Weapon Calls ...................................... 15
Dual Wield ............................................................... 66
Poison and Disease .................................................. 16
First Aid .................................................................... 66
Special Abilities ........................................................ 16
Gather Component, Animal ..................................... 66
Subduing Others ...................................................... 16
Gather Component, Magical .................................... 67
Coupe de Grâce (Death Blow) .................................. 16
Gather Component, Mineral .................................... 67
Searching ................................................................. 17
Gather Component, Vegetable ................................ 67
Magic ............................................................................. 17
Gather Rations, Farmer ............................................ 67
Casting Spells ........................................................... 17
Gather Rations, Fisherman ....................................... 68
Safety When Casting ................................................ 17
Gather Rations, Hunter ............................................ 68
Representing Scrolls, and Wands ............................. 17
Hardened Hands ...................................................... 69
Innate Spell‐Like Abilities ......................................... 17
Hoist ......................................................................... 69
Magical/Alchemical Combat .......................................... 17
Improved Recover Arrows/Bolts .............................. 69
Common Offensive Packet Calls ......................... 18
Inventor ................................................................... 69
Effect Durations ............................................................. 20
Magical Potential ..................................................... 71
Death Count, Dying, and Perming ................................. 21
Master Farmer ......................................................... 71
Characters .......................................................................... 23
Master Fisherman .................................................... 71
Fate Touched ................................................................. 23
Master Hunter ......................................................... 71
Character Creation and Progression .............................. 23
One‐Handed Weapon Master .................................. 72
Character Level ........................................................ 24
Outfitter ................................................................... 72
Class Level ................................................................ 24
Overdraw ................................................................. 72
Automatic Level Awards ..................................... 24
Pin ............................................................................ 72
Character Attributes ................................................ 25
Read and Write ........................................................ 72
Special Abilities ........................................................ 25
Recover Arrows/Bolts .............................................. 72
Endurance ................................................................ 26
Refine Component, Animal ...................................... 73
Build Points (BP)/Role‐Play Points (RP) .................... 26
Refine Component, Magical ..................................... 73
Character Creation ........................................................ 26
Refine Component, Mineral ..................................... 73
Getting More Build Points ....................................... 27
Refine Component, Vegetable ................................. 73
Learning and Teaching New Skills ............................ 27
Rapid Reload ............................................................ 74
Increasing Attributes ............................................... 28
Set Limb ................................................................... 74
Races .................................................................................. 29
Speak Language ....................................................... 74
Race Quick Reference Table .......................................... 29
Stabilize .................................................................... 74
Avorel ............................................................................ 30
Stitch Wounds .......................................................... 74
1
Tracking .................................................................... 75
Svarog/Alisanos/Faro/Skadi ................................... 135
Two‐Handed Weapon Master .................................. 75
Ptah ....................................................................... 135
Use Shield ................................................................. 75
Ghede .................................................................... 136
Use Weapon, Bow .................................................... 76
Axiom..................................................................... 136
Use Weapon, Club .................................................... 76
Entropy .................................................................. 136
Use Weapon, Crossbow ........................................... 76
Viviana ................................................................... 137
Use Weapon, Fist ..................................................... 76
Balor ...................................................................... 137
Use Weapon, Hand and a Half Axes ......................... 76
Belatucdros ............................................................ 137
Use Weapon, Hand and a Half Blades ...................... 76
Pax ......................................................................... 138
Use Weapon, Hand and a Half Heavies .................... 76
Namtaru ................................................................ 138
Use Weapon, Long Axes ........................................... 76
Borvo ..................................................................... 138
Use Weapon, Long Blades ........................................ 76
Sol .......................................................................... 139
Use Weapon, Long Heavies ...................................... 77
Luna ....................................................................... 139
Use Weapon, Pole Arms ........................................... 77
Dekla ...................................................................... 139
Use Weapon, Short Axes .......................................... 77
Aine ....................................................................... 140
Use Weapon, Short Blades ....................................... 77
Whiro ..................................................................... 140
Use Weapon, Short Heavies ..................................... 77
Lynx ....................................................................... 140
Use Weapon, Sling.................................................... 77
Nemesis ................................................................. 141
Use Weapon, Spear .................................................. 77
Crafting ............................................................................. 142
Use Weapon, Staff .................................................... 77
Crafting Overview ........................................................ 142
Use Weapon, Thrown Weapon ................................ 77
Crafting Skills Summary ......................................... 142
Use Weapon, Two‐Handed Axes .............................. 77
Gathering .................................................................... 143
Use Weapon, Two‐Handed Blades ........................... 78
Gather Component Animal .................................... 143
Use Weapon, Two‐Handed Heavies ......................... 78
Gather Component Magical ................................... 143
Weapon Specialization ............................................. 78
Gather Component Mineral ................................... 143
Weapon Master ....................................................... 78
Gather Component Vegetable ............................... 143
Wear Armor, Brigandine .......................................... 78
Refining ....................................................................... 144
Wear Armor, Chain ................................................... 78
General Refining Recipes ....................................... 144
Wear Armor, Leather ............................................... 78
Refining Recipes ‐ Animal ...................................... 144
Wear Armor, Plate .................................................... 79
Refining Recipes ‐ Magical ..................................... 144
Knowledge Skills ............................................................. 80
Refining Recipes ‐ Mineral ..................................... 144
General Knowledge Skills ......................................... 80
Refining Recipes ‐ Vegetable ................................. 145
Arcane Knowledge Skills ........................................... 81
Special Refining Recipes ........................................ 145
Professional Skills ........................................................... 83
Crafting Enhancers ...................................................... 146
Trained Professions .................................................. 83
Upgrade Costs for Crafting Enhancers ................... 147
Untrained Professions .............................................. 83
Alchemy ...................................................................... 148
Defensive Skills .............................................................. 85
Simple Alchemical Items ........................................ 148
Alchemist ....................................................................... 87
Alchemical Light ............................................... 148
Caster ............................................................................. 93
Dye ................................................................... 148
Fighter ............................................................................ 98
Ink .................................................................... 148
Monk ............................................................................ 106
Lamp Oil ........................................................... 148
Rogue ........................................................................... 113
Paint ................................................................. 148
Smith ............................................................................ 123
Paper ................................................................ 148
Aspects .............................................................................. 131
Pigment ............................................................ 149
Becoming Devoted ....................................................... 131
Pure Water ....................................................... 149
Aspect Powers.............................................................. 132
Apprentice Alchemical Items ................................. 149
Common Abilities ................................................... 133
Earth Seal Ointment ......................................... 149
Karta ....................................................................... 133
Durable Gel Weapon Coating ........................... 149
Chronos .................................................................. 134
Grip Stick Gel .................................................... 149
Dagda ..................................................................... 134
Lesser Healing Potion ....................................... 149
Ahriman .................................................................. 134
Quickmend ....................................................... 149
2
Sleeping Poison ................................................ 150
Crafting Ammunition with Special Materials .......... 166
Journeyman Alchemical Items ............................... 150
Crafting Shields with Special Materials .................. 166
Clearing Potion ................................................. 150
Crafting Armor with Special Materials ................... 166
Laughing Gas Poison ......................................... 150
Weapons and Shields ........................................................ 168
Pure Gel Ointment............................................ 150
Weapon Descriptions .................................................. 168
Resting Potion .................................................. 150
Packets ................................................................... 168
Sleep Gel Weapon Coating ............................... 150
Bow ........................................................................ 168
Alchemical Items.................................................... 151
Crossbow ............................................................... 169
Bleeding Gas ..................................................... 151
Club ........................................................................ 169
Blood Poison ..................................................... 151
Shield ..................................................................... 169
Clotting Agent................................................... 151
Sling ....................................................................... 170
Fevered Slumber Potion ................................... 151
Staff ........................................................................ 170
Flaming Gel Weapon Coating ........................... 151
Thrown Weapons ................................................... 170
Healing Potion .................................................. 152
Constructing Weapons ................................................ 170
Ice Gel Weapon Coating ................................... 152
Armor ................................................................................ 173
Lightning Gel Weapon Coating ......................... 152
What is Armor? ............................................................ 173
Sleep Gas .......................................................... 152
The Body and Armor Locations .................................... 173
Stone Gel Weapon Coating............................... 152
The Styles of Armor ..................................................... 174
Master Alchemical Items ....................................... 153
Using and Repairing Armor .......................................... 175
Bleeding Gel Weapon Coating .......................... 153
Master Craft, Custom Make and Special Materials ...... 175
Burning Gas ...................................................... 153
Magical Items .................................................................... 176
Deadly Gas ........................................................ 153
Magical Item Affinity ................................................... 176
Fire Breath Potion ............................................ 153
Creating Persistent Magic Items .................................. 176
Lightning Cloud ................................................. 154
Shards of Creation ....................................................... 177
Greater Healing Potion ..................................... 154
Standard Persistent Magic Item Enchantments ........... 177
Nightmare Poison ............................................. 154
Armor Repair .......................................................... 177
Tangle Weave ................................................... 154
Body Enhancement ................................................ 177
Universal Solvent .............................................. 154
Elemental Aegis ...................................................... 178
Grand Master Alchemical Items............................. 154
Elemental Weapon ................................................. 178
Life Potion ........................................................ 154
Enhance Armor ...................................................... 178
Death Breath Potion ......................................... 155
Enhance Weapon ................................................... 179
Death Toxin ...................................................... 155
Non‐Detection Item ............................................... 179
White Fire ......................................................... 155
Obscuring Item ....................................................... 179
Mines and Groves ........................................................ 156
Restorative Item .................................................... 179
Example of Finding a Mine/Grove ......................... 157
Rune Plaque ........................................................... 180
Armor Smithing ........................................................... 158
Skill Store Item ....................................................... 180
To Be an Armor Smith ............................................ 158
Spell Store Item ...................................................... 180
Armor Creation Procedures ................................... 158
Strength Item ......................................................... 181
Examples .......................................................... 158
Tethered Item ........................................................ 181
Refit Kits ................................................................ 158
Unreal Armor ......................................................... 181
Master Crafted, Custom Make and Special Material Armor .................................................................... 159
The Arcana ........................................................................ 183
Outfitter ...................................................................... 160
Level 0 General Magic Spells .................................. 183
General Magic ............................................................. 183
Weapon Smithing ........................................................ 164
Arcane Mark ..................................................... 183
To Be A Weapon Smith .......................................... 164
Arcane Quill ...................................................... 183
Weapon Creation ................................................... 164
Beam of Light .................................................... 183
Weapon Creation Blueprints ............................ 164
Mending ........................................................... 183 Open Lock ......................................................... 183
Master Crafted, Custom Make and Special Material Weapons ................................................................ 165
Spark ................................................................. 183
Master Smith ............................................................... 165
Spot Magic ........................................................ 184
Special Materials ......................................................... 166
Level 1 General Magic Spells and Rituals ............... 184
Crafting Weapons with Special Materials .............. 166
3
Imbue Lesser Magic Item [Ritual] ...................... 184
Level 1 Conjuration Spells and Rituals ................... 198
Lesser Empowering Circle [Ritual] ..................... 184
Ball of Light ....................................................... 198
Irresistible Force I .............................................. 185
Conjure Ethereal Armor [Ritual] ....................... 198
Level 2 General Magic Spells and Rituals ................ 185
Conjure Magical Lock ....................................... 198
Analyze Magic ................................................... 185
Summon Ethereal Armorer .............................. 199
Create Receiving Chest [Ritual] ......................... 185
Level 2 Conjuration Spells and Rituals ................... 199
Irresistible Force II ............................................. 186
3 Build Points Each ........................................... 199
Level 3 General Magic Spells and Rituals ................ 186
Conjure Ethereal Weapon [Ritual] .................... 199
Empowering Circle [Ritual] ................................ 186
Conjure Phantasmal Shield ............................... 199
Imbue Magic Item [Ritual]................................. 186
Conjure Phantasmal Weapon ........................... 200
Irresistible Force III ............................................ 187
Phantom Limb .................................................. 200
Level 4 General Magic Spells and Rituals ................ 187
Summon Basic Animal Component .................. 200
Contingent Spell [Ritual] ................................... 187
Summon Basic Magical Component ................. 200
Irresistible Force IV ........................................... 187
Summon Basic Mineral Component ................. 201
Spell Shield ........................................................ 188
Summon Basic Vegetable Component ............. 201
Level 5 General Magic Spells and Rituals ................ 188
Summon Ethereal Medic .................................. 201
Arcane Mantle [Ritual] ...................................... 188
Level 3 Conjuration Spells and Rituals ................... 201
Greater Empowering Circle [Ritual] .................. 188
Conjure Useful Item ......................................... 201
Imbue Greater Magic Item [Ritual] ................... 189
Lesser Magic Circle ........................................... 202
Irresistible Force V ............................................ 189
Summon Arcane Rider [Ritual] ......................... 202
Purge Effect ....................................................... 190
Summon Phantasmal Component .................... 202
Body Magic .................................................................. 191
Level 4 Conjuration Spells and Rituals ................... 203
Level 1 Body Magic Spells and Rituals .................... 191
Conjure Magical Armor .................................... 203
Bear's Strength I ................................................ 191
Conjure Master Key .......................................... 203
Fast Reflexes I ................................................... 191
Magic Circle ...................................................... 203
Gargoyle's Skin .................................................. 191
Summon Lore Keeper [Ritual] .......................... 203
Grant Bear’s Strength [Ritual] ........................... 191
Level 5 Conjuration Spells and Rituals ................... 204
Trollish Metabolism .......................................... 192
Conjure Arcane Lock ......................................... 204
Level 2 Body Magic Spells and Rituals .................... 192
Conjure Magical Weapon ................................. 204
Fast Reflexes II .................................................. 192
Greater Magic Circle ......................................... 204
Goblin's Mettle ................................................. 192
Summon Ethereal Guardian ............................. 205
Grant Goblin’s Mettle [Ritual] ........................... 192
Summon Greater Extraplanar Being [Ritual] .... 205
Lion's Claws ....................................................... 193
Divination .................................................................... 207
Wyrm's Breath .................................................. 193
Level 1 Divination Spells and Rituals ...................... 207
Level 3 Body Magic Spells and Rituals .................... 193
Assess Health ................................................... 207
Bear's Strength II ............................................... 193
Comprehend Languages ................................... 207
Dragon's Hide .................................................... 193
Detect Devoted ................................................ 207
Fast Reflexes III ................................................. 193
Expertise ........................................................... 207
Grant Dragon’s Hide [Ritual] ............................. 194
Grant Comprehend Languages [Ritual] ............ 207
Heal Limb [Ritual] .............................................. 194
Sense Danger I [Ritual] ..................................... 208
Level 4 Body Magic Spells and Rituals .................... 194
Level 2 Divination Spells and Rituals ...................... 208
Avorel's Strike ................................................... 194
Arcane Tracking ................................................ 208
Fast Reflexes IV ................................................. 195
Detect Hostile Creature .................................... 208
Grant Fast Reflexes [Ritual] ............................... 195
Protection from Scrying [Ritual] ....................... 209
Regrow Limb [Ritual] ......................................... 195
Sense Danger II [Ritual] .................................... 209
Level 5 Body Magic Spells and Rituals .................... 196
Speak with Dead ............................................... 210
Bear's Strength III .............................................. 196
Level 3 Divination Spells and Rituals ...................... 210
Fast Reflexes V .................................................. 196
Determine Demise ........................................... 210
Grant Racial Ability [Ritual] ............................... 196
Know Devotion ................................................. 210
Mimic ................................................................ 197
Sense Danger III [Ritual] ................................... 210
Conjuration .................................................................. 198
Universal Linguist ............................................. 211
4
Level 4 Divination Spells and Rituals ...................... 211
Ice Blast V ......................................................... 222
Find Person [Ritual] .......................................... 211
Ice Storm .......................................................... 222
Forewarning I ................................................... 212
Lightning Bolt V ................................................. 222
Insight ............................................................... 212
Lightning Storm ................................................ 223
Scry Weakness .................................................. 212
Stone Shard V ................................................... 223
Level 5 Divination Spells and Rituals ...................... 212
Stone Skin II ...................................................... 223
Analyze Artifact [Ritual] .................................... 212
Stone Storm ...................................................... 223
Anticipate Foe .................................................. 213
Wind Shield ....................................................... 223
Commune with Aspect [Ritual] ......................... 213
Enchanting ................................................................... 225
Forewarning II .................................................. 213
Level 1 Enchanting Spells ....................................... 225
Scry Enemies .................................................... 214
Enhance Armor, Resist Element ........................ 225
Elemental .................................................................... 215
Enhance Weapon I ............................................ 225
Level 1 Elementals Spells and Rituals ..................... 215
Grant Enhance Weapon [Ritual] ....................... 225
Fire Ball I ........................................................... 215
Harden Weapon/Shield .................................... 225
Grant Ice Armor [Ritual] ................................... 215
Imbue Lesser Artifact [Ritual] ........................... 226
Heat Weapon/Shield ........................................ 215
Level 2 Enchanting Spells ....................................... 226
Ice Armor .......................................................... 215
Arcane Blade ..................................................... 226
Ice Blast I .......................................................... 216
Enhance Armor, Resist Piercing ........................ 226
Lightning Bolt I.................................................. 216
Grant Harden Weapon/Shield [Ritual] .............. 226
Stone Shard I .................................................... 216
Mend Armor I ................................................... 227
Level 2 Elementals Spells and Rituals .......................... 216
Level 3 Enchanting Spells ....................................... 227
Fire Ball II .......................................................... 216
Enhance Armor, Resist Body ............................. 227
Grant Elemental Protection [Ritual] ................. 216
Enhance Shield, Alchemy Eater ......................... 227
Gust .................................................................. 217
Enhance Weapon II ........................................... 227
Ice Blast II ......................................................... 217
Imbue Artifact [Ritual] ...................................... 228
Lightning Bolt II ................................................. 217
Tether Weapon ................................................. 228
Lightning Speed I .............................................. 217
Level 4 Enchanting Spells ....................................... 228
Stone Shard II ................................................... 217
Enhance Armor, Resist Command .................... 228
Level 3 Elementals Spells and Rituals ..................... 217
Mend Armor II .................................................. 229
Elemental Blade................................................ 217
Strengthen Armor ............................................. 229
Fire Ball III ......................................................... 218
Venom Blade .................................................... 229
Grant Elemental Blade [Ritual] ......................... 218
Level 5 Enchanting Spells ....................................... 229
Ice Blast III ........................................................ 218
Enhance Armor, Resist Death ........................... 229
Lightning Bolt III ................................................ 218
Enhance Shield, Magic Eater ............................. 229
Stone Shard III .................................................. 219
Enhance Weapon III .......................................... 229
Stone Skin I ....................................................... 219
Imbue Greater Artifact [Ritual] ......................... 230
Level 4 Elementals Spells and Rituals ..................... 219
Weeping Blade .................................................. 230
Cauterize Wound .............................................. 219
Necromancy ................................................................ 231
Deep Freeze...................................................... 219
Level 1 Necromancy Spells ..................................... 231
Elemental Resistance [Ritual] ........................... 219
Animate Corpse I .............................................. 231
Fire Ball IV......................................................... 220
Cause Wounds I ................................................ 231
Fire Shield ......................................................... 220
Command Undead I .......................................... 231
Grant Fire Shield [Ritual] .................................. 220
Create Healing Font [Ritual] .............................. 231
Ice Blast IV ........................................................ 221
Cure Wounds I .................................................. 232
Lightning Bolt IV ............................................... 221
Curse of Weakness I .......................................... 232
Lightning Speed II ............................................. 221
Level 2 Necromancy Spells ..................................... 233
Stone Shard IV .................................................. 221
Animate Corpse II ............................................. 233
Level 5 Elementals Spells and Rituals ..................... 221
Cause Wounds II ............................................... 233
Elemental Immunity [Ritual] ............................. 221
Command Undead II ......................................... 233
Fire Ball V.......................................................... 222
Create Mindless Undead [Ritual] ...................... 233
Fire Storm ......................................................... 222
Cure Wounds II ................................................. 234
5
Healing Circle I .................................................. 234
Sigil of Fortification II ........................................ 252
Preserve Life [Ritual] ......................................... 234
Sigil of Sealing ................................................... 252
Repair Tendon ................................................... 235
Symbol of Fire II ................................................ 252
Level 3 Necromancy Spells ..................................... 235
Symbol of Pain II ............................................... 253
Animate Corpse III ............................................. 235
Level 3 Rune Magic Spells ...................................... 253
Cause Wounds III .............................................. 235
Glyph of Warding ............................................. 253
Command Undead III ........................................ 235
Rune of Strength [Ritual] .................................. 253
Create Greater Mindless Undead [Ritual] ......... 236
Sigil of Concealing ............................................ 254
Create Lesser Intelligent Undead [Ritual] .......... 236
Sigil of Fortification III ....................................... 254
Cure Disease ..................................................... 237
Symbol of Fire III ............................................... 255
Cure Wounds III................................................. 237
Sigil of Heating [Custom] .................................. 255
Curse of Weakness II ......................................... 237
Symbol of Pain III .............................................. 255
Grant Resist Poison [Ritual] ............................... 237
Symbol of Sleep ................................................ 256
Healing Circle II ................................................. 238
Ward ................................................................ 256
Raise Dead [Ritual] ............................................ 238
Level 4 Rune Magic Spells ...................................... 256
Level 4 Necromancy Spells ..................................... 239
Improved Symbol of Sleep ................................ 256
Animate Corpse IV ............................................ 239
Mask Sigil [Ritual] ............................................. 257
Cause Wounds IV .............................................. 239
Rune of Evasion [Ritual] ................................... 257
Command Undead IV ........................................ 239
Sigil of Fortification IV ...................................... 258
Create Intelligent Undead [Ritual] .................... 239
Symbol of Fire IV .............................................. 258
Cure Plague [Ritual]........................................... 240
Sigil of Obscuring [Custom] .............................. 258
Cure Wounds IV ................................................ 241
Symbol of Pain IV .............................................. 259
Grant Enhanced Vitality [Ritual] ........................ 241
Symbol of Terror .............................................. 259
Healing Circle III ................................................ 241
Level 5 Rune Magic Spells ...................................... 259
Reattach Limb [Ritual] ....................................... 242
Greater Ward ................................................... 259
Resurrection [Ritual] ......................................... 242
Improved Symbol of Fire .................................. 260
Level 5 Necromancy Spells ..................................... 243
Improved Symbol of Pain ................................. 260
Create Greater Intelligent Undead [Ritual] ....... 243
Improved Symbol of Terror .............................. 260
Create Living Dead ............................................ 243
Ritual of Erasure [Ritual]................................... 261
Cause Wounds V ............................................... 244
Ritual of Unwarding [Ritual] ............................. 261
Command Undead V ......................................... 244
Rune of Martial Prowess [Ritual] ...................... 261
Cure Wounds V ................................................. 244
Sigil of Fortification V ....................................... 262
Curse of Weakness III ........................................ 244
Sigil of Repair [Cooperative Ritual] ................... 262
Greater Resurrection [Ritual] ............................ 244
Symbol of Fire V ............................................... 265
Healing Circle IV ................................................ 245
Symbol of Pain V............................................... 265
Ritual of Life [Ritual] .......................................... 245
Symbol of Eternal Slumber ............................... 265
Sanguine Dominion [Ritual] .............................. 246
Sorcery ........................................................................ 266
Rune Magic .................................................................. 247
Level 1 Sorcery Spells ............................................. 266
Level 1 Rune Magic Spells....................................... 247
Displacement I .................................................. 266
Lesser Ward ...................................................... 247
Distract ............................................................. 266
Rune of Protection [Ritual] ................................ 247
Fumble ............................................................. 266
Sigil of Alarm [Custom] ...................................... 248
Conceal Portal [Ritual] ...................................... 266
Sigil of Fortification I ......................................... 248
Mask Spell ........................................................ 267
Symbol of Fear .................................................. 248
Mirror Image I .................................................. 267
Symbol of Fire I ................................................. 249
Level 2 Sorcery Spells ............................................. 267
Symbol of Pain I ................................................ 249
Calm ................................................................. 267
Level 2 Rune Magic Spells....................................... 249
Charm ............................................................... 267
Encompassing Ward [Ritual] ............................. 249
Disguise Self [Ritual] ......................................... 268
Extend Sigil [Ritual] ........................................... 250
Displacement II ................................................. 268
Extended Ward [Ritual] ..................................... 250
Fear .................................................................. 268
Improved Symbol of Fear .................................. 251
Level 3 Sorcery Spells ............................................. 268
6
Apathy .............................................................. 268
Deflect Energy V ............................................... 280
Bewitch............................................................. 269
Greater Energizing Circle [Ritual] ...................... 281
Confusion ......................................................... 269
Leech Endurance .............................................. 281
Displacement III ................................................ 269
Transfer Energy II .............................................. 281
Mirror Image II ................................................. 269
Traps ................................................................................. 282
Silence .............................................................. 270
Trap Representations (Trap Reps) ............................... 282
Simulacrum [Ritual] .......................................... 270
Setting Traps ................................................................ 282
Sleep ................................................................. 270
Crafting Traps .............................................................. 282
Level 4 Sorcery Spells ............................................. 270
Trap Types ................................................................... 283
Disguise Others [Ritual] .................................... 270
Noise Traps ............................................................ 283
Displacement IV ............................................... 271
Globe Traps ............................................................ 283
Improved Sleep ................................................ 271
Wand Traps ............................................................ 283
Heroism ............................................................ 271
Weapons Traps ...................................................... 283
Terror ............................................................... 272
Improvised Traps ................................................... 283
Level 5 Sorcery Spells ............................................. 272
Improved Traps ............................................................ 283
Displacement V ................................................ 272
Avoiding Traps ............................................................. 283
Enhance Pain .................................................... 272
Currency and Starting Equipment ..................................... 285
Eternal Slumber ................................................ 272
Weapons/Shields ......................................................... 285
Grant Resolution [Ritual] .................................. 272
Armor .......................................................................... 293
Mirror Image III ................................................ 273
Outfitter Items ............................................................. 294
Thaumaturgy ............................................................... 274
Crafting Materials ........................................................ 295
Level 1 Thaumaturgy Spells ................................... 274
Alchemical Items ......................................................... 296
Bind Legs .......................................................... 274
Magical Items .............................................................. 296
Deflect Energy I ................................................ 274
Lesser Energizing Circle [Ritual] ........................ 274 Restore Strength .............................................. 274 Transfer Energy I .............................................. 275 Level 2 Thaumaturgy Spells ................................... 275 Amplify Energy I ............................................... 275 Deflect Energy II ............................................... 275 Stasis ................................................................ 275 Transfer Spell .................................................... 276 Warp Damage [Ritual] ...................................... 276 Weaken Spell I .................................................. 276 Level 3 Thaumaturgy Spells ................................... 277 Amplify Energy II .............................................. 277 Copy Spell ......................................................... 277 Deflect Energy III .............................................. 277 Energizing Circle [Ritual] ................................... 277 Neutralize Poison ............................................. 278 Reflect Spell ...................................................... 278 Level 4 Thaumaturgy Spells ................................... 278 Amplify Energy III ............................................. 278 Block Endurance ............................................... 278 Deflect Energy IV .............................................. 278 Echoing Spell .................................................... 279 Neutralize Toxin [Ritual] ................................... 279 Revitalize [Ritual] .............................................. 279 Weaken Spell II ................................................. 280 Level 5 Thaumaturgy Spells ................................... 280 Amplify Energy IV ............................................. 280
7
began. Dragons, Elves, Humans, Gnomes, Cat and Wolf Folk, the Avorel and the Trolls, the Orc and Goblins were created one race at a time and seeded throughout the world to spread. Finally, the Ritual entered the last stage, and created the Aspects to govern the physical and magical nature of the world.
PROLOG In the beginning, there was only Emptiness; a dark abyss devoid of light. Then came the Three, ancient beings of great power who looked upon the Emptiness and deemed that this would be the place of their greatest endeavor. The Three colluded to combine their knowledge and essence to perform their greatest feat of magic yet, the creation of a universe. The Three began the preparation to perform the Ritual of Creation, a magical ceremony that would fill the Emptiness with light and life. The ceremony would take eons to complete as the Three channeled their power and recited the words needed to focus their magic into the Ritual. As they began, stars slowly appeared in the Emptiness, flickering coldly in the void. Unbeknownst to the Three, this light disturbed the Darkness that slumbered, hidden deep within the Emptiness. As the Darkness began to awake it slowly drew back the tendrils of its mind that extended into the dream realms beyond this one and its mind began seeking that which threatened to rouse it. The Magic of Creation radiated from the Three and it drew the consciousness of the Darkness to it as a moth to flame.
With the ritual almost complete, the Three took up their places in the heavens and gazed upon their Creation ready to perform the last steps that would close the Ritual circle when the Three were beset by an unknown Enemy and destroyed in a massive wave of magical energies that rocked the world. The bodies of the Three, still pulsing with the energy of the Ritual of Creation exploded and their remains fell like hail on the planet below. The remnants of the Three resemble shards of broken crystal, but still hold the magic of creation that infused their bodies when they were destroyed. These Shards of Creation peppering the world gave access to magic to the races and since the Ritual was never finalized, are still capable of changing the nature of the world. Who or what caused the destruction of the Three is a mystery that has continued to this day.
The Three were shaping the world when the mind of the Darkness brushed theirs. Feeling the dark, alien consciousness touch theirs startled the Three and the Ritual began to spin out of the delicate Balance required to sustain it. The three struggled to control the Magic of the Ritual but the Darkness continued to probe, its mind seeking to understand this power. As the Ritual spun more and more out of control, it sought the energy required correct the imbalance and seized on the mind of the Darkness and drew its energy into World as it formed. The infusion of energy stabilized the magic, and the Three, Unable to stop the Ritual, continued, hoping to be able to free the Darkness once their task was complete.
As the world cooled, the Ritual next brought the sun and moon into existence to shed light on the newly formed planet. Plants, animals, fish and insects were all created to populate the newly formed world and once the planet was able to support them, the creation of the races 8
Resuming Game play ‐ Because the Hold is out of game anything noticed during that time cannot be taken back into the game when a lay on is called, you must pretend you never noticed it. However, if it was a hold for effect then going back into game you immediately start noticing the effect or the effect described begins. For example, If a hold is called and I look around and happen to notice a rouge is right behind me preparing to attack me, when the lay on is called I must continue to act normally as if I have no idea he is there. If a hold for description is called and the staff member says the ground begins to shake and everyone loses their balance, when the lay on is called you and everyone else acts as if exactly that is happening.
General Rules Safety and Holds Safety is a top priority of your staff members. They will go to great lengths to make the game as safe as possible. Unfortunately, sometimes things can happen that could create an unsafe situation. When this is seen, by either a staff member or ANY player a "Hold" is called. What is a hold? ‐ A hold is an out of game (OOG) word that, when called loudly, will stop the action of the game. To call a hold, you simply yell "HOLD." If you hear a hold called you should also call hold to ensure all players know there is a need to stop action. Also, during a hold you should not move or talk until a "Lay on" is called.
Physical Representations Part of what differentiates LARPing from tabletop role‐playing (besides actually acting out combat and wearing costumes) is the requirement that the items a character possesses are represented by actual items. There are a few exceptions (see below) to this, but as a rule all finished items in a characters possession are represented by the combination of an item tag and the physical representation (PhysRep) of the item. When practical, the item tag should be attached to the item itself. For example, a character who wields a sword in the game must both have a sword weapon tag and must have a PhysRep of a sword. The sword weapon tag should be taped to and visible on the item itself. In cases where it is not practical for the item tag to be attached to the item, such as gas globe packets, then the player should carry the PhysRep and the item tags close together and the number should match. For example, a character who has 3 gas globes should carry 3 orange packets and have 3 glass globe item tags.
When should a hold be called? ‐ Anytime that any person sees something unsafe, such as someone about to step backwards into a hole or off a ledge, anytime anyone has been harmed, like a bad head shot or a hard fall, or when you've lost your glasses in the middle of combat, is when you call a hold. Any situation that makes anyone feel that a pause in game should be called for the safety of another person or themselves. Other Types of Holds ‐ Some holds are called for some of the in game skills, while others, called by staff only, are called to explain in game (IG) events that must be explained OOG. These holds are called "Hold‐For‐Effect" and are said as; "Hold"…(pause)… "for Effect." These holds should always be called when there is a need for a pause in action for reasons other than OOG danger or injuries. Lay On ‐ "Lay on" is the call that ends a Hold or Hold for Effect. The person who first called the hold then says; "is there any reason for this hold to continue?" If anyone still has a reason they would say "Hold." If no one gives a reason after the question then the person who first called the hold would continue to say; "3…2…1… Lay On" at which point the action continues right where it left off.
An item tag on armor is more likely to get torn off, wet, or damaged than most other tags, so they do not have to be attached to the item itself. Instead, Armor tags may be carried on the character wearing the armor or left with the armor if it is removed. It is recommended that players place their armor tags in a waterproof container that they can easily place with the items if they need to remove them. 9
Generally, a character can carry as many tagged PhysRep as he is physically able to, unless instructed otherwise by a marshal. For example, you can carry all your normal adventuring equipment that is represented by tagged items but if you would find a case of 20 long swords, even if you were able to actually move all the reps, a marshal may indicate they are too heavy or bulky to move together.
doors, stone walls, or window bars, are also represented by an index card with an attached item tag that is attached to the "improved" structure. These types of improvements cannot be removed or stolen (but may be destroyed). Finally, some items may be too large for a player to produce a PhysRep for the item. In such cases, the player should contact a marshal on how the item should be represented In‐Game.
A player lacking an appropriate PhysRep for an item will be unable to use the item; this includes expendable items such as potions, wands and scrolls all of which should have a tag attached to an appropriate PhysRep.
It is recommended that players cover their item tags in clear plastic tape to prevent damage from bad weather, especially items that will be left attached to the outside of buildings.
Losing Items
Exceptions to PhysRep Requirements
If an item with an attached tag is lost, stolen, or destroyed, the tag should be removed from the PhysRep and the player should return the PhysRep to an Out of Game area as soon as convenient. In the event a player wishes to steal another player's item, they should take the PhysRep to a marshal who will remove the item tag and then return the stolen item's PhysRep to the player who lost it. The character who stole the item will need to provide or produce an appropriate PhysRep before the item can be used in game. If a PhysRep cannot be provided the item tag should be stored in an In‐Game area until a PhysRep is produced. The spirit of the rules is such that if you steal an item that you could not easily conceal on your person, you should attach the tag to something of equivalent size and shape and either carry the temporary item or store it in an In‐Game location large enough to hold the item.
Crafting materials that are not yet made into a finished item, such as iron, steel, herbs, etc., do not require a PhysRep, but in order to simulate that they are real items that take up space, the character that carries the items must be to physically do so. A good approximation is that each unit of material averages out to about a 2" cube of material. Players should attempt to have sufficient carrying capacity for any untagged units they are carrying and should keep the tags in the container (backpack, pouch, bag, etc.) they are using to carry the materials. Regardless, players can carry no more than 20 Material Component Tags at one time unless they have appropriately stored the tags in bag, pouches or packs. Item tags for materials stored in this manner must be inside the container. Armor Refit Kits only require a player to have a single PhysRep that can be used to represent a large number of refit kits. The player should still only store no more than 20 Refit Kits in a single normal container.
For items without attached tags, such as a gas globe, the loss of either the packet or the tag represents the loss of the item. For example, if a character always walks around with a gas globe in their hand (represented by an orange packet) but drops the packet and doesn't realize it, the item is considered lost. Once they realize they have lost the item, they should have a marshal or other player randomly select one of their gas globe tags to be destroyed. Characters should store any extra orange packets they have in an OOG area and not on their person.
A few Outfitter items may not require a PhysRep. For example, a door bar is represented by an index card or other piece of paper attached to the outside of the door. When not in use, the door bar item card and the item tag should be place in an In‐Game area where it would be subject to the same threat of loss as any other item. Improvements to structures that would be impractical to steal, such as reinforced
Game Marshals may do random checks on players to ensure they are in compliance. If a 10
player is not in compliance, the game marshal may randomly remove tags for items the player does not have appropriate PhysRep for.
Damaging and Destroying Items All items in the game have 2 statistics, the Defense that represents how hard the item is to damage and its Body that represents how much damage it can take before it destroyed. Items in general are damaged by the use of tools, spells or weapons, though how resistant each item is to a particular type of attack is at the game Marshal's discretion. For example, a Sword should be able to easily overcome the defense of a rope and destroy it, while the same weapon would be highly ineffective against a castle wall where a hammer may be a more appropriate tool for its destruction. For simplicity's sake, each item has Body equal to its base Defense. Items with a Defense greater than 0 can be damaged before they are destroyed. Items with Defense less than or equal to 0 are destroyed outright when their Defense is overcome. To completely destroy an item outright, damage equal to 2x its defense must be done with a single attack. Any other attack that over comes the objects Defense, but that is not enough to destroy it outright, lowers the object's body by an amount equal to the excess damage. Some items, such as doors and chests can be broken open (see below).
Changing PhysReps If a player wishes to utilize a new PhysRep for a tagged item, they can freely do so, as long as the PhysRep tag does not have a unique description. For example, a player buys a new Chain Shirt and has a tag for a Chain Shirt (without any unique descriptive properties, they can simply use the new PhysRep. If a player wishes to utilize a new PhysRep for an item with a specific description on the item tag, the new item must match the description. For example, if a character has a Long Sword tag that indicates the red metal dye was to give it a Red Blade, any PhysRep they wish to use must have a Red Blade. If a character wishes to have a simple cosmetic description removed from an item (such as sanding away a maker's mark from a sword or dying a cloak a new color) the change can be done for 1LP at logistics by any character who has the skill to craft the type of item being changed. If the specific nature of the item is such that the description is more than simply cosmetic the item cannot be cosmetically changed and doing so would render such an item unusable. In that case if a player wishes to utilize a new PhysRep the PhysRep must reasonable matches the original item description. For example if a player has a magical necklace with a description of a red gem in a silver setting removing the gem and putting it in a new setting would not be allowed since the nature of the magic item is such that it was crafted with those specific materials and that combination is required for the item to function. Players may inquire at Logistics or ask a Staff member if they wish to modify a cosmetic element of an item and the Staff member will tell the player if it is possible or not. If a PhysRep is actually broken and there is no reasonable way to acquire a replacement that matches the item description, bring the broken item to staff and they will evaluate and try to determine a reasonable solution. Changing PhysReps for the purpose of making In‐Game identification of unique (or stolen) items difficult or impossible is not allowed.
Breaking In and Breaking Open A character or NPC who wishes to smash through a door or break open a chest must be able to exert more Force than the Defense of the items they are trying to get into. To determine if a character is successful, a marshal must evaluate the attackers Force vs. the defenders Defense. As a base, all player characters can exert a base Force of 1 on an object, without any tools. For very large objects, more than one player may be able to exert Force at the same time. In addition, tools will add to the Force a player can exert (as long as the tool is of the appropriate type: i.e.: you can't use a block and tackle to open a chest.) A marshal will add the number of individuals able to work on the item, the tools they have and any other appropriate modifiers and
11
compare it to the Defense of the item being broken into.
attempts to break into it easier. This damage can be repaired by the Mending Spell or by a character with the Outfitter Skill. To repair an item with a spell requires a marshal to be present. To repair an item using the Outfitter skill, it requires 1 LP per defense being repaired and must be done at Logistics.
If the force is 4 or more less than the defense, the character(s) cannot open or break into the item by any means. If the force is 3 or more less than the defense, the character(s) can eventually open the item, but time requirement is so great that it must be done between events. If the force is 2 or more less than the defense, the character(s) can open the item if they take at least 10 minutes of In‐Game time to do so. If the force is 1 less than the defense, the character(s) can open the item if they take at least 5 minutes of In‐Game time to do so. If the force is equal to the defense, the character(s) can open the item if they take at least 1 minute of In‐Game time to do so. If the total force exceeds the total defense of the item by 1, the item can be broken in using an interruptible 3 count (I break down the door one, I break down the door two, I break down the door 3). If the force is exceeded by 2 or more the item is broken in instantly (an ogre can break down a normal door instantly)
Basic Defense of Materials Material
Other Considerations Breaking into an item using Force is a noisy process and cannot be done stealthily. Characters performing this type of activity must make noise to simulate the working being done to break in. Forcing an item open automatically triggers any traps attached to the item. In addition, breaking into a storage container has a very good chance of damaging any contents it may contain.
‐2
1/8
Crystal
0
1/8
Clay
1
1/4
Leather
1
1/16
Bone
2
1
Thick Hide
3
1/4
Processed Wood
3
1
Stone
4
1
Silver
2
1/16
Iron
4
1/4
Hot Rock
3
1
Load Stone
4
1/2
Ironwood
5
1/8
Steel
5
1/8
Arcane Steel
5
1/8
Chilled Steel
5
1/8
Energetic Steel
5
1/8
Molten Steel
5
1/8
Masoned Steel
5
1/8
Envenomed Steel
5
1/8
Weeping Steel
5
1/8
Dragon Hide
5
1/4
Dragon Bone
5
1
Mithral
6
1/8
Star Metal 7 1/8 Note that each doubling of the thickness of a material increases the defense of the object by 1 (but also doubles the amount of materials and CP needed to craft the item).
Any attempt to Break into an item where a character expends at least 1/2 of the time required damages the item, reducing the defense of the item by 1 to a minimum of 0. Thus, several failed attempts to break into an object can still damage an item, making future
Encounters Shards is built around the idea of players are heroes and should have the potential to 12
Defense Thickness in inches
Glass
perform a few actions EVERY Encounter. This is represented by an Attribute called Short Term Endurance that characters can draw upon during an Encounter. Short Term Endurance (STE) can be used to power the vast majority of skills, spells and abilities though STE is not designed to be the primary way players use their special abilities. Characters can spend their STE or their Long Term Endurance when they wish, however STE only recovers at the end of an Encounter. LTE only refreshes between Events. See Characters for information on Endurance. Because STE recovery is based around Encounters, it is necessary to define what constitutes an Encounter. For Rules Purposes Encounter is defined as a Player Character's interactions involving one or more Non‐Player Characters in a Combat or Role‐Play situation.
Combat Combat Etiquette Boffer combat moves quickly and often in the dark or in cramped spaces. All players should do their best to take adequate precautions to ensure that combat is as safe as possible. Players should be aware of their surroundings, obstacles and the distance between them and their opponents. Players should not attempt to drive others backwards into or over obstacles such as fallen limbs or sudden drops in terrain. In addition, all players should maintain a safe combat distance when fighting. To properly gauge safe combat distance, the rule of thumb is if you can, while standing in place, reach out and touch your opponent with a closed fist you are too close to engage in combat. For purposes of describing combat, we will identify this space as a player's personal space and combat inside personal space is more likely to result in hits from unpadded areas of weapons, hands, feet or other equipment or the like which could cause real injury. If you find yourself in this situation, you should take one or more small steps backwards until you can no longer reach your opponent. There are several other common combat mistakes that players commit and should be aware of. These are Charging, Crabbing, and Turtling. All of which are not allowed in Shards LARP and players who perform them may receive warnings from the Marshals or other staff. Charging is when one player runs or otherwise moves very quickly at another player such a way that they become too close for safe combat and enter the other player's personal space. For example, a player who runs directly at their opponent such that the second player has no choice but to move or be run into is charging. Running near, but not AT another player is allowed as long as you stay outside their personal space. You may also slowly and steadily advance towards another player, as long as they have room to safely maneuver away from you. If an opponent stands their ground, you must stop before entering their personal space but you do not need to back up to give them room to get around you or to swing long weapons. Crabbing is when a player (generally one with two weapons) is hunched over forward and
PCs begin the game in an Encounter by default and that Encounter lasts until the PC comes to a situation that would cause the encounter to End. This allows a PC to use Skills and Abilities that last per Encounter immediately when entering the game and they will last until they come to a situation that ends the Encounter. Combat Encounters are when a PC and NPC enters combat with each other. Combat Encounters end 5 minutes after the Marshal declares the Encounter is over. During a Combat Encounter, a PC can withdraw and spend 10 minutes doing nothing other than basic conversation to end their encounter and recover their STE. The character can then again enter the same combat as if it were a new Encounter. If the character DOES NOT re‐engage in combat after their rest, their Encounter is considered ended and their STE does not refresh until the conclusions of their next Combat or Role‐Play Encounter regardless if they are nearby when the original combat they retreated from is declared over. Role‐Play Encounters are encounters where PCs and NPCs interact with each other without offensive spells, skills or abilities being used. Role‐Play encounters ONLY EVER end when that NPC announces the encounter is over. A PC CANNOT withdraw and rest during a Role‐Play encounter to regain their STE. 13
greatly extending their arms and weapons such that their opponent is unable to safely hit their body. Individuals who are crabbing are presenting their heads significantly forward of their body and are much more likely to receive blows to the head or face. Players may take a martial stance as appropriate but should generally attempt to stand more upright and keep their head in line with their body. Turtling is when a player, generally one with a shield, crouches in such a way that the only available target is their head. Once again, player may take a martial stance that will allow the shield to protect the majority of their body at any given time while still presenting targets other than their heads. Players with shields can work with marshals or other staff to learn how to properly use a shield to preventing Turtling. Machine Gunning is when a player rapidly strikes a target in the same location without withdrawing or moving the weapon tip at least 90 degrees between swings. A player can avoid machine gunning by re‐chambering their weapon between swings or by moving to a distinctly different target location between swings. For example, if a player swings at a targets left arm, the weapon tip must move 90 degrees back from the target before swinging at the same location again. The player could swing at their targets left shoulder then move to left hip and then the left foot in rapid succession by circling the weapon between locations which essentially ensures the weapon tip moves at least 90 degrees between strikes.
safety check, the weapon marshal will tell you why, and how to fix it. Time permitting; they will also try to help you fix it. We want our players to have a fun and safe time in this game. All characters have some form of natural attack, claws or fists. Red PhysReps represent Fists and White PhysReps represent Claws. If your race DOES NOT have claws, you may always wield a single Red Short PhysRep that represents your Fist. A character wielding a Red PhysRep can call 1 Normal damage and may include any extra damage granted by strength bonuses. A Red PhysRep cannot be used to deliver any special abilities unless the special ability specifically indicates it works with Natural Attacks. A Red PhysRep cannot actively be used to block weapon or claw attacks, however this does not mean that attacking characters can actively target your "Fist" to attempt to damage you. Striking at a Red PhysRep in and of itself does not do melee damage to its wielder unless the attack is a Break Limb attack. Only when a character actively intercepts an incoming attack with a "Fist" would they take damage. White PhysReps can be used to block weapon or claw attacks as normal. Players are prohibited from creating White or Red PhysReps that represent anything other than a characters natural attacks. Additionally, all characters are able to pick up and use a Weapon PhysRep that has a Weapon Item Tag attached to it in combat though a character who is not skilled in the use of a weapon (has the appropriate Use Weapon skill) can call only 1 Normal damage (plus any damage from strength effects) and cannot use the weapon to perform any skills or abilities that are normally delivered with a weapon. A character using a ranged weapon that requires ammunition must have ammunition item tags to use them. A character who attempts to wear a Shield but who does not have the Use Shield skill will take any damage that strikes the shield.
Weapons Safety checking a weapon before using that weapon at any and every event is required. At the beginning of each event staff will appoint weapon marshals. These marshals must check your weapons and place a safety tag on each weapon before it can be in any IG area. Any untagged weapon must be stored in a clearly OOG area, an example of a clearly OOG area is your car. An untagged weapon cannot be in game in any way, at any time, even if it is only for looks. Using an untagged weapon in any combat situation can get the user banned from the game.
A held weapon is not considered a valid hit location in that a melee attack that hits it deals damage to the character carrying it. Instead, a weapon that is not properly wielded (held in the manner in which it was designed to be used) that is struck with a melee attack is Disarmed
A new tag must be placed on each weapon, at each event. If your weapon does not pass a 14
and must be dropped. For example, a character who tucks their PhysRep under their arm to open a door, gets hit in the weapon with a melee attack, the player is required to drop the PhysRep as if hit with the Disarm skill, but does not take the damage called in the attack. If a character is not wielding the weapon but instead has it secured to them in such a way that they cannot drop it, then the weapon IS considered a valid hit location and the character would take the damage. The same rule applies to shields not properly worn.
Some weapon calls will have different effects then just Normal damage. The most common of these is a call of "Body". A weapon call of Body ignores your armor and directly removes your Body. If you don't know what to do when hit just ask the attacker.
Common Weapon Calls Assassinate
Landing Hits When in combat, always remember that you are hitting other players that are there, like you, to enjoy the game. Never aim for the head or neck because hitting someone there is especially painful. Also, avoid the groin for the same reasons. Try to pull back on the strength of your swings so that it just "taps" the target. Marshals/staff can help you learn how to do this. If help is needed, please just ask.
X Bleeding
X Body
Weapon hits that are to the head, neck, groin, or hands (if they are holding tagged weapons that the player has IG skill with) do not count. Therefore, do not take the damage/effect caused by those hits. Shots like these are considered illegal because they are not allowed for safety reasons.
Break Limb X Cleave Death
When swinging your weapon, you must call the damage of that weapon, and any skills you are using, BEFORE hitting the target. This must be done each time you swing. If damage is not called then the hit causes no damage, same goes for skills. The only exception to this are bows, they do not need to call damage.
Disarm
Exsanguinate
Taking Hits and Counting Damage When you are hit by a weapon, listen to the attackers weapon call, for example; "Two Normal." For a call like this one, each time you are hit you would take 2 Normal damage, removing Armor Points first, and then reducing Body. If/when your body points reach zero, or less than zero, you are down and must start your death count.
X Massive
X Mighty Blow
X Normal
15
If both attacks hit target's back, target is instantly killed. The target takes X damage, removing Armor Points first. If the target takes BODY damage from the attack they begin bleeding. Bleeding characters lose 1 body every 60 seconds until treated or until the character enters the first stage of their death count. If hit, target removes X body, regardless of Armor Points. If attack hits target's arm or leg, the limb is broken and cannot be used. If hit, target takes X damage to BOTH armor and body. If attack hits target's body the character is immediately killed. If attack hits target's Weapon, target drops weapon. If attack hits target, target begins Bleeding, removing 1 body every 60 seconds. If target is hit in any location including their shield or their weapon they take X damage.. If hit, target takes X damage, removing Armor Points first. If hit, target takes X Normal damage, removing Armor Points first.
Poison and Disease
Automatically hits target X Perfect Strike who takes X damage, removing Armor Points first. If hit, target takes X body, X Pierce regardless of Armor Points. If attack hits target, target takes X damage and one X Pin foot of their choice is pinned in place. If attack hits target, target takes X damage, removing Armor Points first and X Rend automatically begins Bleeding even if the target did not take any body damage. If attack hits target's arm or leg, the limb is considered severed and cannot be Sever Limb used. Additionally, the target begins Bleeding losing 1 body every 60 seconds. If attack hits a limb, target Sever Tendon loses ability to use limb. If attack hits the target they Sleep fall asleep. If attack hits target's Shatter weapon or shield, item is Weapon/Shield destroyed and must be dropped. If attack hits target, target is unable to use any offensive, Stun defensive or active powers for 5 seconds. If attack hits target's leg, Trip target must kneel, arms extended, for 5 seconds. If attack hits back, target Waylay drops unconscious for 60 seconds. Weapon hits to the head, neck, groin or hands (when holding a tagged weapon with which the character has the appropriate Use Weapon skill do not count. Weapon hits that hit flapping clothing but do not connect with the target's body do not count. For example, a character may be hit in the cloth of a flapping cloak with a melee weapon. The character would not take weapon damage for such a hit.
Poisons and Diseases are broken into to separate levels: Basic and Non‐Basic. A Basic Poison or Disease is very common and easily stopped by magical or alchemical means. Non‐ Basic Poisons and Diseases are much rarer but are significantly more deadly. In order to negate a Non‐Basic Poison or Disease the character must be administered a specific antidote or must be subject to a spell, skill or ability that works on a Non‐Basic Poison or Disease. In order to ensure clarity during combat, an attack with a carrier of Poison or Disease are Basic in nature. A damage call with a carrier of Toxin indicates the attack is a Non‐Basic Poison and one a carrier of Plague indicated the attack is a Non‐Basic Disease. If struck in combat by a Toxin or Plague, the encounter marshal will inform you of the effects of the attack at the conclusion of the encounter.
Special Abilities NOTE: Special abilities that cost Endurance to activate and last for a limited number of swings (generally 1 to 3) DO NOT stack. If you activate an Endurance based ability that lasts for a limited number of swings and then activate another Endurance based ability that also lasts for a limited number of swings, the first ability immediately ends. For Example a character who activates Flurry of Blows and while that effect is still active activates Mighty Blow it immediately ends the Flurry of Blows effect.
Subduing Others A helpless target may be rendered unconscious by using the Subdue call. To use this call the player must be armed within reach of the helpless target (a target that is completely unable to defend themselves in any way). The character touches the target to be knocked out and makes a call of "Subdue one, Subdue two, Subdue three". At the end of this call, the affected character immediately drops unconscious for 5 minutes.
Coupe de Grâce (Death Blow) A helpless target may be killed by using the Killing Blow call. To use this call the player must 16
be armed with a melee weapon and within reach of the helpless target. The character points their weapon at the target to be killed and makes a call of "Killing Blow one, Killing Blow two, Killing Blow three". At the end of this call, the affected character is immediately dropped to the beginning of the third stage of the death count (see below).
Safety When Casting A Caster may have a bundle (or cauliflower) of packets in a hand that is holding something else (such as a weapon), as long as that hand is not used to throw packets. A player cannot be holding anything else but the packet being thrown in their primary hand. This is done as a safety measure to ensure that only the packet is thrown. If a player were holding a weapon and packet in the same hand while attempting to throw that packet it is possible for the weapon to fly from their hand and strike another player.
Searching When a character wishes to search a downed opponent for treasure, they need to describe what exactly they are searching. For example, I search your pouches, I search your pockets, I search your boots, I search the folds of your clothing, I search your hair, I search your gullet, etc.. The NPC will produce the item(s) for you when you search the correct location(s). NPCs will attempt to carry their treasure in locations that are represented In Game, and when that is not possible, the location of their treasure should be noted on their Monster card. The amount of time it takes to search is the amount of time it takes for the player to describe their search and for the NPC to produce the treasure.
Representing Scrolls, and Wands A scroll PhysRep should be made of paper (though they can be laminated to prevent water damage) and should have the spell name and incantation written on it and the item tag should be attached to it. Scroll reps should be ripped (or if they are laminated the tags should be removed) once they are used.
Magic Casting Spells A caster is able to manifest a magic and use their willpower to shape it into the desired effect and (generally) direct that force at a target. The caster's willower is represented Endurance and the spell is shaped by the incantation required to cast it. There are various ways to cast a spell including natural magical ability, casting from wands and reciting scroll. How a character is required to cast magic depends on what they are casting from.
Wand PhysReps should be thin brittle sticks (such as a Popsicle or craft stick) with the item tag taped to it. A wand rep should be snapped in half when the spell is cast.
Innate Spell‐Like Abilities Some player races and monstrous creatures have the ability to use spell‐like abilities that do not follow the normal rule for casting spells. In cases where the spell‐like ability is being used on the "caster" themselves, there no requirement that a packet be in‐hand to use the spell‐like ability. In any case where the spell‐like ability targets another player or NPC other than the "caster" than a packet must be used and the target must be touched or struck as normal.
When casting a spell from a scroll, the magical effort used to create the spell effect has already been expended, so the player needs simply hold the scroll PhysRep, recite the incantation, and throw the packet. In the case of a wand, the magical effect is inside the wand and is released when the wand is broken. When casting from a wand, the player needs
Magical/Alchemical Combat Magical/Alchemical combat is performed using packets which are constructed just like Ammunition Packets (see Weapons). Spell 17
to break the PhysRep rep, recite the incantation, and throw the packet. A caster who has learned a spell (or a one that has a spell‐like ability can simply recite the incantation and throw their packet.
Packets should be constructed using White Cloth and Alchemical Packets should be constructed using Orange Cloth. Packet hits count regardless of the location of the hit. Hits to head, face, and groin are discouraged, but regardless of the location of the hit, the target must take the effect of the spell or alchemical substance. Players hit with a packet in a held weapon, worn equipment, shield, or clothing item ALSO take the effect of the spell or alchemical substance. Some spells cause Damage or Body as do melee weapons. Most spells have some other sort of in game effect.
to determine the effect of the attack since only the specific carrier was wrong. If the alchemist made a packet call that had information that was very incorrect, such as “White Fire Gas, 10 Poison”, where multiple parts of the call were incorrect, the attack is blown and the target should not take any effect from the attack. The table below covers the common spell effects and how the target should react. The spell Effects that are commonly used as attacks against PCs and NPCs target are listed below. Since many offensive spells have the same effect regardless of the incantation the table only shows the Effect part of the call.
Spell packet calls require the incantation be complete before the packet is thrown. Spell packet calls generally have 2 parts, the incantation and the effect. The incantation is generally the name of the spell and the effect is what happens to the target if they are hit. Because this incantation represents the magical words required to manifest a magical effect, both parts must be said correctly for a spell to work. If a character fumbles their call for a spell packet, the spell is considered blown and has no effect even if the packet hits the target.
Common Offensive Packet Calls
For example, a Caster should make a call of "Fire Ball, 10 Fire" and throw their packet. If the target is hit, they take 10 damage removing armor points first. If the caster mistakenly says "Flame Ball, 10 Fire" the spell would be blown and the target would not be required to take the effect of the spell. Alchemical packet calls also generally have to 2 parts, the first being the name of the alchemical substance, the second being the effect on the target. Alchemical packets, whose effects are not reliant on a precise magical incantation, are handled differently if the user of the item does not get the call exactly correct. In these cases, the target should take the effect if they can reasonable determine what effect the packet should have had on them. For example, an Alchemist should make a call of "White Fire Gas, 50 Fire" and throw their packet. If the target is hit, they take 50 damage removing armor points first. If the alchemist mistakenly says "White Fire Gas, 50 Damage" the target should be able to reasonably be able 18
..., Are You Devoted?
If struck the target must Yes if they are devoted, No if they are not.
Assess Health
If struck the target must reveal their total body, stage of death count, poison and disease status.
..., Attack
If struck the target must attack the specified in the spell
..., Become Friendly
If struck the target treats the caster as if they were friends.
..., X Body
If hit, target removes X body, regardless of Armor Points.
..., X Body
If hit, target removes X body, regardless of Armor Points.
..., X Burn
If hit, target is set on fire taking X fire damage per second for seconds. A burning character can extinguish themselves if they drop prone or kneel with arms extended and performs a 3 count (I roll 1, I roll 2, I roll 3)
..., Cannot Use Endurance
If attack hits target, the target is unable to use any skills that require Endurance
..., Cannot Move Legs
If attack hits target, the target is pinned in place
..., Cannot Speak
If attack hits target, the target is unable to spells, skills or abilities with an incantation
..., Cannot Use Arm
If attack hits target, the target is unable to use an arm of their choice
..., Cannot Use leg
If attack hits target, the target is unable to use a leg of their choice
..., Death
If attack hits target, the next target dies immediately.
..., Do Me No Harm
If attack hits target, the target cannot attack the caster unless the caster attacks first
..., Drop
If attack hits target, the target must drop the held item named.
..., Drop Shield
If attack hits target, the target must drop their shield.
..., Drop Weapon
If attack hits target, the target must drop their weapon. Dual Wielders may choose which weapon to drop.
..., X Encase
If hit, target takes X damage and is encased in ice. The ice can be broken with a single attack doing X+1 damage. It requires X strength to lift or carry an encased creature.
..., Fall Unconscious
If hit, target falls unconscious
..., Follow Me
If struck the target will follow the caster for the duration of the spell. 19
..., X Fire
If hit, target takes X damage, removing Armor Points first.
..., Heal X body
If hit, target heals X body.
..., X Ice
If hit, target takes X damage, removing Armor Points first.
..., Immobilized
If attack hits target, the target must freeze in place
..., Laugh Uncontrollably
If attack hits target, the laughs loudly and is unable to use any skills that require Endurance or that have an incantation.
..., X Lightning
If hit, target takes X damage, removing Armor Points first.
..., Lose Body
If hit, target loses 1 body and an additional 1 Body every 60 seconds until cured.
..., Lose Energy
If hit, target loses 1 STE and an additional 1 STE every 60 seconds. A character does not recover STE until cured.
..., Monstrous Strength X
If hit, target gains the benefit of monstrous strength X for the duration of the spell.
..., Negate Next Attack
If hit, target can negate the effects of the next attack that strikes them.
..., Negate Next Ranged Attack
If hit, target can negate the effects of the next ranged attack that strikes them.
..., Obey Me
If hit, target will obey the commands of the caster for the duration of the spell.
..., X Poison
If target take Body damage from the attack they are poisoned. At the conclusion of the
current combat, the character loses 1 Body every 60 seconds until dead or the poison is purged. A character can only be affected by 1 poison effect at a time. ..., Protect Me
If struck the target will attempt to protect the caster for the duration of the spell.
..., Purge Mental Effect
If hit, oldest mind affecting power on the target will be dispelled.
..., Retreat 10 Steps
If attack hits target, the target must back directly way from the caster 10 steps.
..., Resist X Damage
If hit, target will take X damage off all attacks that strike them for the duration of the spell
..., Resist Next Alchemical Effect
If hit, target can resist the next alchemical effect that strikes them
..., Resist Next Death Effect
If hit, target can resist the next spell, skill or ability with the Death carrier that strikes them
If hit, target flees the source of the attack
..., Speak True
If hit, target unable to lie
..., Stasis
If attack hits target, the target is immobilized but is immune to all damage for the duration of the spell.
..., Stunned
If attack hits target, target is unable to move or use any offensive, defensive or active powers for duration of the spell.
..., Take Double Damage
If attack hits target, all attacks that hit the target do double damage for the duration of the spell.
..., Swing X Less Damage
If hit, target calls X less damage for all melee swings for the duration of the spell.
..., X Stone
If hit, target takes X damage, removing Armor Points first.
..., Trip
If hit, the target must kneel, arms extended, for the next 5 seconds.
..., Resist Next Elemental Effect
If hit, target can resist the next spell, skill or ability with an Elemental carrier that strikes them
Please see the individual Arcana for detailed descriptions of spells and Crafting: Alchemy for alchemical effects.
..., Resist Next Mental Effect
If hit, target can resist the next Mind Affecting spell, skill or ability that strikes them
Note that beneficial spells can be delivered via touch, but the caster still must be holding a packet that represents the endurance he is expending.
..., Resist Piercing
If hit, target can resist the next Pierce Armor spell, skill or ability that strikes them
Effect Durations
..., Restore X LTE
If hit, target regains X Long Term Endurance.
..., Restore X STE
If hit, target regains X Short Term Endurance for the current encounter.
Shards LARP attempts to include enough information in the weapon, spell, or alchemical packet Call that most players can understand what is supposed to happen to them but since this is not always possible to include every detail, players are responsible to understand the effects that can occur to them and should at the very least be familiar with the Common Effects tables above. 20
..., Run Away
The duration of effects vary depending on the skill, spell, or ability. Characters with skills or spells that have special conditions on how long they last are responsible to understand their specific abilities and should be willing to explain to their targets what the effect of the power has on them. As a general rule:
Death Count, Dying, and Perming At any point where a PC reaches zero or less body points, their "death count" starts. The death count has three stages, each stage lasts two minutes (count in your head for 120 seconds).
Most effects that would against another target are Instant Effects. Examples include the damage cause by most melee swings (3 Normal from a long sword or 3 Fire from a Flaming Long sword) and spells with a numeric portion (Fire Ball, 5 Fire). Virtually all attacks that have a numeric portion have an Instant Effect that the effects the character immediately. A few Carriers will add damage that occurs over time IN ADDITION to the Instant Effect. Attacks with Poison or Bleeding as the carrier cause the character to take the numeric damage instantly and then continue to cause damage to the target. A few attacks and many spells and alchemical substances have a Continuing Effect. These attacks generally do not have a numeric component. For example a character is entangled by a Webs spell and will remain unable to move for some time. If the attack call does not include a different duration, the continuing effect lasts 60 seconds. Some attacks have a duration specified in the call. "Eternal Slumber, Fall Unconscious Forever" and "Tangle Weave, Immobilized 5 Minutes" Many beneficial alchemical items that are used on a character's equipment, as well as and many personal use spells, last for the remainder of the current encounter. For example a weapon treated with Ice Gel Weapon Coating will let the player use the Ice carrier for the duration of the encounter. The Body Magic Spell Lion's Claws lets the caster wield two white claw PhysRep for the duration of the encounter.
The First Stage A PC in the first two minutes, after being reduced to zero or fewer body, is semi‐aware but cannot move from where they fell or move in any other way, no sitting up or rolling over etc. also you only softy speak, no yelling for help across the site for help. In this stage First Aid will stop the counting as soon as the skill "begin(ing) first aid" is called on you. After the first aid skill is finished you will be healed up to one body point. After first aid was successfully done on you, you are still in the first stage for another one minute but not getting worse, start your count when he/she finishes first aid. If any damage is taken to your body points in these sixty seconds, you have to restart your death count. The Second Stage After the two minute count has passed and the first stage has ended the PC has now slipped into unconsciousness and is quickly going to die. Only spells or alchemical substances that specify they will heal an individual in the 2nd stage will save someone at this point. This stage also lasts for two minutes before moving into the third and final stage. The Third Stage Once this stage is reached, the PC heart has stopped beating and is essentially dead, however, the soul has not yet left the body and powerful magic and alchemy can still save the PC. Once the final stage has ended, aka the last two minutes are up, the PC has two choices; be raised from the dead by a healer, if they are able to, or report to plot. A player can only be raised from the dead a maximum of 10 times. After that when the PC dies and the third stage ends, they are now permanently dead, or permed, and cannot come back. A new PC can be made, but it must be a new race. Also, the new PC cannot know the 21
dead PC in any way. In this manor, no permed PC can leave any of their items to the newly made PC. The new PC must start new with only starting funds and items. There are a few ways to help you start a new PC with service points.
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Upon death, the soul of the Fate‐Touched enters Purgatory where its waits until the Judge determines if where the soul will be placed in Death's realm. While in Purgatory, some powerful rituals or spells are able to return the soul to the land of the living before the Fate‐ Touched is judged, but once judgment is rendered, the soul passes into the realm of the dead and must meet Death. Death will offer the Fate‐Touched a choice. If they possess Fate's Favor they may choose to use it immediately and return to life or they can choose to play Death's game and let chance determine if they live or remain in his realm. If they choose to use Fate's Favor, the Favor is gone. Because of this many Fate‐Touched choose to hold Fate's Favor until the odds of returning are stacked against them and use it only then.
Characters Fate Touched As a player in the world of Baru, your character has the distinction of being part of some greater destiny, you are Fate Touched. The role you are meant to play is known only to the Aspect of Fate. Perhaps you are the one to destroy a great evil, or maybe you are to become the great evil. Maybe you will live a long live and sire children who will in turn sire children who will do great things or maybe die young but inspire others to heroic acts. The actions of Fate are mysterious and the chains of events that Fate orchestrates can run though decades, affecting divergent people in distance places but always leading up to an end point that only Fate and Time know. Some mages make a study of trying to understand the workings of Fate, some succeed in the gleaning the slightest insights and are known as oracles. Those to delve too deep into the workings of Fate are often driven mad by sheer weight the knowledge they sought.
In Death's game, the Fate‐Touched is presented with a deck of 10 cards. The deck will contain one card with the symbol of a skull for each time the character has entered Purgatory. A number of blank cards will be added to complete the deck and the character will choose one card at random. If they choose a blank card they are returned to the land of the living. If they draw a skull their soul belongs to Death.
Scholars speculate that because the Three granted free will to the mortal races, Fate cannot directly affect the decisions or actions made by them. Instead Fate identifies how it may best complete its task and singles out individuals who give it the best chances of completing it. These individuals are Fate‐ Touched and Fate works to influences the variables of the world to give them the opportunity to make the decisions and perform the actions required of them to fulfill their part in Fate's plan.
When a character's soul returns to the mortal world, their dead body is destroyed and a living body reforms at a nexus point nearest the location they died and their soul returns to it. This reformation restores any lost Body, cures any disease or poisons, ends all ongoing effects, and regenerates any lost limbs. The character is returned to life in perfect health, though any Long Term Endurance the character used is still expended until they have had the opportunity to rest and restore it. Any items that are soul bound to the character will reform with the new body, but all other possessions remain at the location where the body was when it was destroyed.
Because these individuals give Fate the best chance to move its plan forward, Fate has granted them some rare gifts. The first and foremost is ensuring Fate‐Touched have the potential to overcome obstacles that stand between them and their destiny. Fate‐Touched characters are spiritually stronger than others of their race and this manifests itself in the skills, spells and abilities that Fate‐Touched is able to use at early ages. Secondly, Fate has granted these individual its' Favor which guarantees the Fate‐Touched can return from Death's realm at least one time.
Character Creation and Progression Character creation and progression in Baru is different than in many other games. In this system players are not forced into a particular class and can purchase any skill, spell or ability 23
they meet the prerequisite(s) for. Even though players are not required chose and progress inside a particular class, players who do so will receive automatic bonuses as their class level increases.
(Sum of Character Levels not including the lowest level character) DIVIDED BY (# of Participants ‐1 to a maximum of 6).
Class Level Class Level is used to determine what Special Abilities are available for purchase by a character and may be the prerequisite for the character to use certain magical items. A new character is considered to begin at level 0 in all classes and the character will progress in Class Level as they spend their build on Special Abilities related to a particular class. When a character has purchased enough class related skills to buy the level 1 keystone skill for that class, they become a level 1 in that particular class.
Character Level The Character Level statistic that is used to help the Staff scale encounters and determine appropriate rewards. Character Level is your total build divided by 20 (rounded down). When participating in scaled Modules (Mods), the marshal will use the following formula to determine the scale and treasure:
Automatic Level Awards Characters receive the skills below the first time they purchase the Keystone skill for their class at each level LEVEL 1
Alchemist 1 Recipe* Willpower OR Evade
Caster 1 Spell* Willpower OR Evade
2
+1 LTE Willpower OR Evade
+1 LTE Willpower OR Evade
3
+1 LTE 1 Alchemical Recipe* Willpower OR Evade +3 LTE Willpower OR Evade
+1 LTE 1 Spell/Ritual* Willpower OR Evade
4
5
+3 LTE Willpower OR Evade
+3 LTE +3 LTE Willpower OR Willpower OR Evade Evade Any 1 Caster or Any 1 Alchemist Defensive Skill† or or Defensive Skill† 1 Ritual or Spell from either General Arcana or the Arcana declared for Channel Mana V
Fighter +2 Body Willpower OR Evade Parry +2 Body Willpower OR Evade +1 LTE +4 Body Willpower OR Evade +1 LTE +2 Body Willpower OR Evade +2 LTE Dodge Any 1 Fighter or Defensive Skill†
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Monk +1 Body Parry Willpower OR Evade Evade Willpower OR Evade
Rogue +1 Body Parry Willpower OR Evade Evade Willpower OR Evade
Smith Material: Iron Material: Wood Material: Leather Willpower OR Evade +1 LTE Willpower OR Evade
+2 LTE +2 Body Dodge
+2 LTE +3 Body Willpower OR Evade
+1 LTE 1 Blueprint Willpower OR Evade
+1 LTE +1 Body Dodge
+2 LTE Dodge
+3 LTE Willpower OR Evade
+2 LTE Dodge Any 1 Monk or Defensive Skill†
+2 LTE Dodge Any 1 Rogue or Defensive Skill†
+3 LTE Willpower OR Evade Any 1 Smith or Defensive Skill†
*Of the appropriate level †Character must have any required prerequisites for the skill
For example, a character decides he wishes to become a caster so he purchases the following skills: Read and Write for 1 BP, Comprehend Arcane Script for 2 BP, Magical Potential for 5 BP, and Arcane Knowledge (Necromancy) for 3 BP. The character has now spent 10 build on Level 0 Caster Skills and can purchase Channel Mana I, which is the keystone skill for Casters, has a prerequisite of 10 BP of Level 0 Caster Skills. With the purchase of Channel Mana I, the character becomes a level 1 Caster and gains the level 1 Caster reward of 1 First Level Spell or Ritual automatically.
at the end of the previous event are able to utilize their between event LP. Character's who failed to turn in a ration are considered to be spending their LP to survive.
Special Abilities Special Abilities is a generic term that refers to the class‐based and general skills, spells and racial powers the character can purchase and use during the game. Special Abilities fall into one of three categories. 1.
Character Attributes All Characters have 4 primary attributes: Body, Short Term Endurance, Long Term Endurance and Labor Potential. Body is the representation of how hardy a character is and how much trauma the character can survive before dying. A character's starting body is determined by their race and every race has a normal range of starting value + 20 Body. A character's Body begins at the low end of their normal race range and a character can purchase additionally Body inside the normal range for 1 BP per Body. When a character wishes to purchase Body above the normal range for their race the cost is 2 BP per Body. At every character level beyond first level a character will receive +2 Body automatically.
2.
Short Term Endurance (STE) and Long Term Endurance (LTE) are the physical and spiritual energies the character uses to active Special Abilities. (See Endurance below for more details).
3.
Labor Potential is used primarily for crafting to represent how much a character can accomplish in a given amount of time. A character's Labor Potential (LP) is equal to their total LTE and cannot be purchased directly. A character has the potential to access to 100% of their LP for use between events and 1/3 of their LP for use during an event (rounding in the character's favor). Only characters who submitted a ration 25
Passive: Passive Special Abilities require no Endurance to use. Examples of Passive Special Abilities are Professional Skills, Gather Skills, and Knowledge skills. The character can use these skills as often as they would like and they never cause the character to tire. Endurance Based: These Special Abilities require the character to expend some of their Endurance to utilize. Some Special Abilities can only be powered by a specific type of Endurance (generally Long‐Term Endurance) and the description of the Special Ability will indicate if that is the case. If the description only indicates the character expends Endurance, the Player has the choice of which type of Endurance to utilize. Most character Special Abilities fall into this category. The amount of Endurance required by an Endurance Based Special Ability is always 1 unless the description of the Special Ability says otherwise. Restricted Use: Some Special Abilities require no Endurance but can only be used a certain number of times per day or per event. The number of times an ability can be used will be included in the ability's description. Daily Abilities can be used once per Logistics period and reset at each Logistics Period. Event Abilities can be used once per event and reset at the beginning of each event. Examples of Restricted Use abilities are Parry, Evade and Dodge
which can be used once per day per time purchased. These skills require no endurance and can be used again after the next Logistics period passes. Many abilities granted by magical items or powers granted by Aspects will fall into the restricted use Category.
receive +1 LTE at each level starting with character level 6. Characters start each event with a full pool of Long Term Endurance. Long Term Endurance does not refresh automatically during the event, though there are some alchemical potions or powerful magical rituals can restore Long Term Endurance during an event.
Endurance Most Special Abilities available to characters in Baru are powered by the physical and spiritual energy of the character. This energy is known as Endurance and is broken into two types:
All characters begin the game with 3 LTE. A character may purchase additional LTE (see chart for Build cost). Starting LTE and LTE granted from Racial Abilities or Class Skills are not added when determining the cost to purchase Additional LTE.
Short Term Endurance (STE) is energy that is quickly restored to the character after a short rest. A real world example of Short Term Endurance would be walking up several flights of stairs and being winded for a few minutes afterwards. After a brief respite, you are able to once again walk up more flights of stairs.
Build Points (BP)/Role‐Play Points (RP) Players use Build Points (BP) to purchase their race, attributes, skills, spells and abilities for their character. 3 BP are earned each event the player attends automatically. Additionally Game Marshals and Staff can award Role‐Play Points to players for good costuming, good role‐ playing, staying in character, or any other situation where the staff member has determined the player had enhanced the game in some way. When a character has received 10 RP points, they are automatically converted into 1 BP.
A character can utilize their STE pool every encounter. See General Rules for more information on what constitutes an Encounter. All characters begin the game with a STE pool of 2 and automatically receive another STE when their character reaches 40 Build and then another every 20 BP they accumulate until they reach level character level 5 to a maximum of 6 STE. Character's cannot purchase STE directly. Long Term Endurance (LTE) is energy that recovers much more slowly and is used to simulate the character's ability to push through exhaustion or when the action itself is particularly demanding, physically or spiritually. In the real world, an example of LTE would be running a marathon. The energy required to run marathon is substantial and afterwards your body needs time to recover before running again. LTE is awarded automatically as part of each class progression and characters will Purchased LTE
Build Cost Per LTE
1 to 5
1
6 to 10
2
11 to 15
3
16 and up
4
Character Creation All new characters begin the game with 30 build. To begin creating a character first choose a race that fits you. Racial descriptions contain information that will affect the role‐play that is expected of the character and will list the costuming requirements for the race. Keep in mind some races with better starting packages cost build just to be a member of that race and often have more stringent costuming requirements. Race will also determine any racial skills the character gets automatically as well as the starting Body of the character. Regardless of the choice of race, all characters start with 2 STE and 3 LTE.
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Please note that a player who is not in costume does not have access to any of their racial abilities unless a staff member has waived the costume requirement for that player. Staff will consider costume waivers due to medical condition(s) that make the costume requirement unsafe or impractical for the player OR when heat or other environmental conditions make wearing a costume unsafe. When weather conditions are evaluated for safety, the waiver will apply to all players equally. For example, if the temperature is greater than 85 degrees, races that require wigs may be allowed to remove them and still retain all their racial abilities.
All PCs can teach any skill, ability, spell or recipe they know and have on their card. To teach a skill the teacher should mark what they are teaching on the back of both their and the students cards in the space provided. Character updates should include that they spent a significant amount of their between event time showing, training, and testing their student. A PC may only to teach a single new skill, ability, spell or recipe to one student per event. When learning a completely new skill, a character must find a teacher who has the skill, ability, spell or recipe they wish to learn. Once the teacher agrees to teach the skill, they should fill out the appropriate section on the back of the player's card indicating they are teaching the PC the skill, ability, spell or recipe and fill out the corresponding section on their own cards. Logistics will ensure both the Teacher and Student cards match and if the PC has the free build while being processed through logistics at start of the next event the skill will be added to their card and it may be used or passed on via teaching to another student that event.
After choosing a race, the player can spend their remaining build to flush out their character. The player can buy additional Body, LTE, and any Special Ability they meet the prerequisites for. The player is not required to spend all 30 BP initially and can hold any unspent build to spend on skills later. Once the character is complete, the player needs to determine the character's starting equipment. See Starting Equipment for more information.
A character can improve a skill, spell or ability they already know and that is part the same skill chain without a teacher. Learning a new skill spell or ability in this way is considered Self‐ Teaching and takes both the characters teaching and learning slots for the event. In order to Self‐ Teach a skill, the spell, skill or ability it must have same base name as a skill the character already has and the character must meet all existing prerequisites for the spell, skill or ability. For example, a Necromancer with Cause Wounds I would be able to teach themselves Cause Wounds II, as long as they have purchased Channel Mana II. Additionally, a character can Self‐Teach themselves any Keystone class skills above 1st level, as long as they meet all prerequisites. If a spell, skill or ability does not share the same base name with a later skill, it cannot be Self Taught, even if the skill is a prerequisite for another skill. Signature Spell, Muscle Memory and All Specialization skills, spells and abilities may be self‐taught.
Note: for a character's first event they do not receive Between Event LTE to use for crafting. Between Event LTE is only available for characters to spend between events that they PC.
Getting More Build Points Each event that is attended earns three build for the PC that was at that event. Gaining ten Role‐ Play Points (RPP) will earn you one build. These points are only given by staff and are given for great role play, good looking costuming, or for doing something outstanding. If you see something outstanding happen IG, and you feel that it should be noted by a staff member, please inform staff.
Learning and Teaching New Skills Each event, a PC may both teach and learn one new skill, ability, spell, or recipe.
NPCs may have skills that they can teach, but like PCs, they are restricted to teaching a single student each event. In addition, there are times 27
a NPC will not be able to teach a student for a variety of reasons, such as the NPC being unavailable during down time due to Plot related issues or having already agreed to teach another player. Keep in mind that many skills have prerequisites that must be taken first before a player will be allowed to learn a new skill. As an alternative to locating a teacher simply by utilizing knowledge skills or through in‐game or between event role play, a character can utilize LP at or between events to attempt to locate a teacher (This represents the character's investment of time in searching for and locating a NPC with the required skill, spell, or ability. The cost of doing so is the level of the spell, skill or ability x3 LP and will result in the character automatically learning the spell, skill, or ability if they meet all prerequisites to do so. General Skills, defensive skills, knowledge skills and 0 level spells are considered level 1 abilities for purposes of learning with this method. Any associated knowledge skills you have that normally aid in the character locating a teacher reduce the cost 1 LP per rank down to a minimum cost of 1.
Increasing Attributes Players may raise any of their purchasable attributes (Body or Long Term Endurance) at Logistics as long as they have the amount of unspent build required to do so. Raising attributes does not require a teacher or any type of in‐game training.
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Races
Race Quick Reference Table Race Avorel
Canidae
Starting Attributes 12 Body 3 LTE 2 STE 8 Body 3 LTE 2 STE 7 Body 3 LTE 2 STE
Racial Abilities
Racial Flaws
Costuming Requirements
Monstrous Strength 2 Wrath
Overly Muscular Body Heavy High Metabolism None
Brown Skin Exaggerated Prosthetic Forehead
Deep Elf
5 Body 3 LTE 2 STE
Claws Pack Tactics Tracking Scent Claws Quick Strike Graceful Predator Gaseous Poison Immunity Magical Nature
Dragon‐Folk
7 Body 3 LTE 2 STE
Scaly Skin Breath Weapon Dragon Magic
Dwarf
8 Body 3 LTE 2 STE
Elemental‐Kin
6 Body 3 LTE 2 STE
Magic Resistance Grounded in Strong Reality Metabolism Smithing Aptitude Elemental None Affinity Elemental Weapon Elemental Form
Elf
6 Body 4 LTE 2 STE 6 Body 3 LTE 2 STE
Cat‐Folk
Fairy
Gargoyle
7 Body 3 LTE 2 STE
Prosthetic Mask, ears and tail. Skin painted to match mask Prosthetic Mask, ears and tail. Skin painted to match breed.
5 BP
Short Pointed Ears Exposed skin painted pale white White hair (or wig) Exposed skin painted in a scale pattern Black Diamond painted around each eye Chest Length or Longer Braided Beard
3 BP
Band of paint around the eyes that matches the elemental‐type. Hair (or wig) that matches the color of the band of paint. Short Pointed Ears
5 BP
None
Brightly Colored Prosthetic Wings and Antenna. One dark red stripe perpendicular to the mouth on the chin.
3 BP
Magically Animated Heavy
Short Pointed Ears and Horns Exposed Skin painted Gray
3 BP
None
None
None
Energetic None Racial Knowledge Magical Affinity Magical Resonance Tribal Heirloom Witchwood Native Claws Rocky Hide Monstrous Strength 1
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Racial Cost 12 BP
6 BP
5 BP
3 BP
3 BP
Race Quick Reference Table Race Gnome
Goblin
Human
Jastra
Orc
Troll
Starting Attributes 5 Body 3 LTE 2 STE
Racial Abilities
Racial Cost 3 BP
Racial Flaws
Costuming Requirements
Alchemical Intuition Gerry Rigging Creative Mind 10 Body Scavenger 3 LTE Hard to Kill 2 STE Iron Gullet
None
Long Pointed Ears Goggles
Puny Weak Willed
7 Body 3 LTE 2 STE 5 Body 3 LTE 2 STE 8 Body 3 LTE 2 STE 7 Body 3 LTE 2 STE
Fate Favored 2
None
Long Pointed Ears All exposed skin painted green with black circles around eyes None
Lucky Uncanny Accuracy Monstrous Strength 1 Frenzy Claws Regeneration Stamina Resurrection
None
Exaggerated Eyebrows and Sideburns
3 BP
None
Tusks Exposed skin painted green
3 BP
Susceptible
Long Pointed Prosthetic Nose All exposed skin painted brown Long Black Hair Braided into Dreadlocks
8 BP
3 BP
None
Carpenters are as sturdy any crafted from stone, iron or any other building material but have the added benefit of a natural aesthetic appeal blending well into the forest they call home. Smaller villages dot the Whispering Wild where the Avorel farm or fish to gather food to for their people or grow and harvest the trees used in their buildings.
Avorel Avorel are kin to the dull, brutish ogres that roam the lands of Baru, but other than the physical similarities the two races could not be more different. Avorel are known for their intelligence, their love of learning, and the skill of their Master Carpenters. They are a curious race, drawn to pursuits of the mind and vocations requiring intricate craftsmanship and a dexterous touch. Their hulking physical appearance often misleads others into underestimating their intelligence and few believe the artistry their huge hands are capable of creating until they witness an Avorel craftsman work.
Though recognized as beings who favor reason over violence, Avorel are known to be truly formidable foes and are merciless in the defense of their people or their lands. The maintain an elite force of warriors known as the Titans who patrol their lands in times of peace and drive away any that would do them or their land harm. The Titan motto is "We Will Ask But Once.' signifying that a foe will be given but a single chance to surrender or leave Avorel lands. Once engaged the Titans will attempt to destroy opponents without mercy and will take no prisoners. Enemies bodies are returned to the ground where they strengthen the soil they are interred in. In times of war, all Avorel of age are
Avorel live in the vast forest known as the Whispering Wild. Their capital city of Garmsby is composed mainly intricately carved hardwood homes enchanted to resist the elements and protected from fire through an intricate series of wards and glyphs carved and enchanted on each and every piece of lumber used in the creation. Buildings built by Avorel Master 30
conscripted to fight, taking over the duties of patrolling and defending their and maintaining peace allowing the Titans to form the core of the Avorel offensive units.
more productive. As part of their logistics action, an Avorel can spend Labor Potential to add plants to the quantity attribute of a type of plant found in the grove as long as there is at least 1 plant of that type remaining that has not been harvested. If they spend 10 LP they can increase a basic plant quantity by 20, if they spend 15 LP they can increase a rare plant quantity by 3, and they can spend 25 LP to increase an exotic plant quantity by 1. This ability may be used a single time on a grove but the character can increase multiple plant types as part of the same Logistics if they possess sufficient LP to do so.
Avorel are one of the few races that utilize a true democratic form of government, allowing all Avorel of age to cast their vote in any decision that is deemed by their elected leaders to have significant impact to their people. Because of the logistics required to allow for this process, the Avorel hold two Grand Councils per year where all pending business is discussed and voted upon. In times of great danger the Avorel Chancellor can skip the Grand Council and rule by mandate alone. This is seldom done because all decisions made without a vote are then voted on at the next Grand Council. If the people fail to retroactively support the decision made by the Avorel Chancellor, an immediate vote will be called to remove the Chancellor from power. This lends the Avorel of reputation for being slow to come to decisions as the Chancellor weighs any emergency situation with the greatest of care before making a decision without presenting it first at Grand Council.
Racial Flaws: Over Muscular Body: The unusual shape of Avorel bodies requires that clothing and armor be designed specifically for them. As such Avorel cannot use any armor not specifically crafted for them. Heavy 3: It requires a Force of 3 to move an unconscious Avorel. High Metabolism: Avorel require 2 units of rations feed themselves between events. Costuming Requirements: All exposed skin painted brown, exaggerated prosthetic forehead.
Race Cost: 12 Build Points Normal Body Range: 12 to 30 (See Characters for more information.)
Racial Progression Racial Abilities: Monstrous Strength 2: Avorels add 2 damage to all muscle powered melee weapons and 2 Force when breaking or lifting objects. Wrath: The Wrath ability allows the Avorel to use the Massive carrier on their next melee attack. The character may use Wrath each encounter a number of times equal to half their character level (rounding down, minimum 1) without expending Endurance. In addition, the character may spend 1 Long‐Term Endurance to invoke Wrath at will. To use this ability, the character must say "Wrath" followed by their damage ending with the carrier of "Massive." A player struck by a Massive attack in any location including weapon, shield or equipment take the damage of the swing. Massive attacks cannot be countered with Parry, Guard, or Riposte. Tree Singer: An Avorel automatically knows how to gather and refine vegetable materials. In addition, an Avorel can tend a grove, making it
The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so. Hardened Bones: The character is able to resist the first Break Limb attack that strikes each individual limb during a logistics period. If a second Break Limb attack strikes a limb that has already resisted an attack during the same logistics period the limb is broken as normal. Prerequisite: Character has at least 50 Build. Build Cost: 5.
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Monstrous Strength 3: The character's monstrous Strength increases to 3, allowing them to add 3 damage to all muscle powered melee weapons and 3 Force when breaking or lifting objects. Prerequisite: Character has at least 70 Build. Build Cost: 5.
Shatter: Character gains the Shatter Weapon/Shield skill (see fighter). If the character has already purchased this skill they can use the ability in 2 successive swings against the same target for 1 END. Prerequisite: Character has at least 200 Build. Build Cost: 6.
Wood Shaper I: Any item or structure that is constructed primarily of wood crafted by the Avorel is Master Crafted without requiring the expenditure of additional Crafting Points. Prerequisite: Character has at least 85 Build. Build Cost: 3.
Canidae Canidae is a broad descriptor that covers all manner of anthropomorphic canine mixtures including Wolf‐Folk, Coyote‐Folk, Jackal‐Folk and Fox‐Folk. While all Canidae are distantly related, each has their own society and social customs. Regardless of the species most Canidae are social creatures, preferring the company of others of their kind or those they deem worthy members of their pack. There are no large Canidae settlements and there is no central leadership among them.
Improved Wrath: The character can double their normal melee damage call when using the Wrath ability. Prerequisite: Character has at least 100 Build. Build Cost: 5. Improved Hardened Bones: The character gains immunity to Break Limb and can resist 1 Sever Limb per limb per logistics period. If a second Sever Limb attack strikes a limb that has already resisted an attack during the same logistics period the limb is severed as normal. Prerequisites: Hardened Bones I, Character has at least 125 Build. Build Cost: 3. Monstrous Strength 4: The character's monstrous Strength increases to 4, allowing them to add 4 damage to all muscle powered melee weapons and 4 Force when breaking or lifting objects. Prerequisites: Monstrous Strength 3, Character has at least 150 Build. Build Cost: 10.
The Wolf‐Folk are the most numerous of the Canidae. They are a nomadic people, traveling mostly in the forested and low mountain regions of the continent, generally around the Peaks of Dawn. Each pack has an Alpha who is the leader of the tribe. The Alpha makes all major decisions and determines how the tribe will deal with outsiders, hunt, trade or travel. Wolf‐Folk pack often follow large herds of animals through their yearly migrations and have very few permanent settlements. They are generally martially inclined and have relatively few spell casters. They respect those who work with their hands and produce goods and services and enjoy elaborate trinkets and jewelry. Wolf‐Folk are generally considered the most noble and trust worthy of the Canidae though not every pack is welcoming or accepting of outsiders.
Wood Shaper II: The character has the ability to spend 2x the amount of normal Craft Points used to craft an outfitter item or structure constructed primarily of wood to give it Damage Reduction (DR) equal to half of the character's level (rounded down) against Fire, Ice, Lightning and Stone damage. DR must be overcome before an object's Defense is considered for purposed of breaking an object. Prerequisites: Wood Shaper I, Character has at least 175 Build. Build Cost: 3.
Coyote‐Folk are perhaps the second most populous group of Canidae. They have significantly more individual packs than the Wolf‐Folk, though their pack sizes are generally significantly smaller. Coyote‐Folk are generally found in small clusters within the towns and cities of the other races. They are considered the most culturally advanced group of the Canidae, preferring the trappings of civilization to that of nature. They have a reputation for being tricksters, their pranks ranging from mere annoyances to life threatening, depending on 32
the individual and the target of the prank. Coyote‐Folk find such tricks played on them hilarious and enjoy a back and forth with each other. Coyote‐Folk vary greatly in profession, with a decent representation of all classes and skills, though many seem to enjoy the challenge associated with being a Rogue. They enjoy the finest items and rich foods.
Race Cost: 5 Build Points Normal Body Range: 8 to 28 (See Characters for more information.) Racial Abilities: Claws: Canidae may wield may wield 2 long short claws, swinging 3 base Normal damage. Claws are immune to Disarm effects and if stuck with a Shatter effect the character instead suffers a broken limb. Pack Tactics: The Canidae gains the ability to form a pack and gains benefit while fighting with them. A Canidae's pack size cannot be greater than their character level +1. To create a Pack, the player must notify a staff member who will record the character names of the individuals in the pack on the Canidae's character sheet. These individuals remain part of the pack until they die permanently or until expelled them from the pack. The Canidae cannot both add to and expel from their pack during the same event. When fighting with their pack mates, the Canidae gains the following benefits. For each other member other than themselves the Canidae gains +5 temporary Body and +5 temporary natural armor. When the pack size reaches 4 the duration of all negative mind effecting spells or abilities affecting members of the pack are halved. When the pack size reaches 5 and at every increment of 5 thereafter, the Canidae gains +2 damage to their claw attack and all other pack members gain +1 damage on melee attacks. Tracking Scent: This skill allows a Canidae to follow the trail left by others. Tracking Scent acts as a prerequisite for any skill or ability that normally requires Tracking.
Fox‐Folk are the least populous group of Canidae and their pack sizes are the smallest of any of the Canidae and are the most likely out of any of the Folk to have no pack. They are generally considered the most intelligent of the Canidae though they have a reputation for being the most dishonest. Fox‐Folk are drawn to secrets and enjoy solving puzzles. Most often they drawn to the magical arts, though a fair number are very talented artisans. They have a reputation as shrewd traders and merchants. Fox‐Folks are generally found in populated areas, preferring large cities or places where knowledge can be easily found. Jackal‐Folk are considered the barbarians of the Canidae, with a reputation for blood lust and savagery. Jackal‐Folk generally have little love for other races and are often found in wild areas where they can prey on merchants or travelers. Jackal‐Folk are most drawn to natural weapons, preferring to use their claws and teeth in combat. Jackal‐Folk casters, smiths and alchemists are exceedingly rare as those professions are considered inferior to the might of tooth and claw. Jackal‐Folk packs are generally fairly large, though they lack the cohesion found in the Wolf‐Folk and are often rife with internal power struggles.
Racial Flaws: None. It is believed that a line of Wolf‐Folk casters are responsible for the creation of Lycanthropy, a blood born disease of magical nature that causes those who are infected to lose their mental faculties and devolve into a warped and vicious animalistic state with each full moon until the creature becomes permanently changed to the animal form of the creature that infected them. There are rumors that some Canidae lycanthropes are able to control their form and retain their wits while in such a state.
Costuming Requirements: Prosthetic Mask, ears and tail. Skin painted to match mask. Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher 33
and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
same target with two consecutive swings for 1 END. Prerequisite: Character has at least 160 Build. Build Cost: 6.
Thick Skin: The Canidae gains 1 Natural Armor per character level. This amount increases automatically each level. Prerequisite: Character has at least 20 Build. Build Cost: 5.
Cat‐Folk Humanoid felines, Cat‐Folk are the near the top of the natural food chain. Their quick speed and razor sharp claws make them a race to be wary of. Congregating in nomadic tribes that follow their food sources through‐out the season or in small stationary villages in areas where food is plentiful, Cat‐folk do not have a central government. Each individual tribe has a tribal leader (usually the most powerful hunter in the tribe) who will speak on their behalf if necessary. Most tribes have between 40 and 100 members including their elderly, woman and children that generally travel throughout the spring, summer and fall months. Most often, each tribe is composed primarily of the same breed of Cat‐Folk, but some intermingling is not unheard of. During the winter, the tribes gather centrally in an area called the Basin that is at the edge of the grasslands in the lee of the Peaks of Dawn, a towering mountain range that protects the Cat‐Folk from the worst of the winter weather.
Harry Prey: When using their claws, the Canidae can cause an opponent to trip, as the Rogue skill. If the character already has Trip as a class skill, they can attempt the Trip attack against the same target with two consecutive swings for 1 END. Prerequisite: Character has at least 40 Build. Build Cost: 3. Disable Prey: When using their claws, the Canidae can sever an opponent’s tendon, as the Rogue skill. If the character already has Sever Tendon as a class skill, they can attempt the trip the same target with two consecutive swings for 1 END. Prerequisite: Character has at least 80 Build. Build Cost: 4. Battle Leader: Before a battle begins the Canidae can help their pack become more effective in battle. The Canidae must spend at least 60 seconds discussing the upcoming battle with their pack after which time, each other member of the pack gains 1 dodge that may be used during the encounter. If the Dodge is not used by the end of the encounter, it is lost. Prerequisite: Character has at least 100 Build. Build Cost: 5.
There are five distinct breeds of Cat‐Folk and are named for the mundane animals they most closely resemble, Panthers, Tigers, Cougars, Lynx and Lions. Each has their own preferred environment. Panthers are darkly colored Cat‐Folk who hunt primarily in dark and dense forests where the dim light allows them to take advantage of their dark coloring to blend into the shifting shadows. Panthers prefer to hunt by identifying likely paths their prey will take and ambushing them. Panthers are generally strong strategic thinkers and have no moral reservations about taking prey unaware. Panthers primarily take skills associated with rogues since they prefer to strike out of darkness against unaware prey, but other classes are not uncommon in lesser quantities.
Bleed Prey: When using their claws, the Canidae can Exsanguinate an opponent, as the Rogue skill. If the character already has Exsanguinate as a class skill, they can attempt the trip the same target with two consecutive swings for 1 END. Prerequisite: Character has at least 120 Build. Build Cost: 5. Rend Prey: When using their claws, the Canidae can rend a target, as the Fighter skill. If the character already has Rend as a class skill, they can attempt the Rend attack against the
Cougar are tawny colored Cat‐Folk who are suitable for a variety of environments, but is 34
most at ease in rocky terrain with areas of dense underbrush. Cougars are excellent stalk and ambush predators, preferring to follow and understand their prey before attacking. Cougars are much less social than the other breeds of Cat‐Folk and generally prefer vocations that allow them to work alone or in small groups, such as smithing and alchemy where they can keep their social interactions to a minimum.
not able to have a continuous magical effect cast upon them as can master‐crafted weapons, nor do they have the properties of many of the special materials smiths can use to make weapons. Finally, the application of poisons or weapon gels to claws causes the Cat‐Folk to suffer the effects themselves. Because of this many Cat‐Folk actively embrace the use of crafted weapons.
Lynx are more brightly colored spotted Cat‐Folk made distinct by the tufts of black hair on the tips of its ears. Lynx are generally range in color from brown to goldish to beige‐white and have white fur on their undersides. Lynx tribes generally travel in areas with dense ground cover, where their coloring more easily blends into their surroundings, but some tribes enjoy the snow covered areas of the Peaks of Dawn, though hunting is scarcer there. Lynx are the most curious of the breeds and are drawn to the mystery of magic, though other vocations are not unheard of.
While Cat‐Folk are not known as great weapon and armor smiths in general since their nomadic nature is not conducive to the more permanent structures needs to forge metal. Nomadic Cat‐ Folk do make many fine leather and bone items and a few Cat‐Folk who have left their tribes have setup permanent shops in some villages and towns and have gained a reputation as smiths of great renown. Race Cost: 6 Build Points Normal Body Range: 7 to 25 (See Characters for more information.)
Cheetah tribes travel mostly in the dense grasslands of the Golden Plains where their great speed allows them to chase down their prey. Cheetahs resemble Lynx in that they have a tawny colored coat, and dark‐colored spots, but a Cheetah lacks the distinct ear tufts of the Lynx and its spots are more dense over its body. Cheetahs are generally more straight‐forward, preferring to take things head on, without the subterfuge and deception some other tribes excel in. Cheetahs are drawn equally to all vocations.
Racial Abilities: Claws: Cat‐Folk may wield 2 short white claws, swinging 3 base Normal damage. Claws are immune to Disarm effects and if stuck with a Shatter effect the character instead suffers a broken limb. Quick Strike: Quick Strike allows a Cat‐Folk double their claw damage on their next three swings. The character may use Quick Strike each encounter a number of times equal to half their character level (rounding down, minimum 1) without expending Endurance. In addition, the character may spend 1 Long‐Term Endurance to use Quick Strike at will. To use this ability, the character must say "Quick Strike" followed by double their claw damage and its normal carrier. Graceful: A Cat‐Folk can spend 1 END to negate any spell, skill or ability that would trip them or knock them prone. Predator: Cat‐folk are exceedingly dangerous when attacking a foe from behind with their claws. They can call +2 damage when attacking from behind using Claws. Predator stacks with Back Stab.
Lion Tribes also use the Golden Plains as their primary hunting grounds. Lions typically have a golden‐brown coloring to their fur. Lions generally have the largest tribes and are considered to be the most physically powerful of the breeds and are drawn to the martial classes that can be used to show their dominance over others. Lions are typically more aggressive and are least likely to let slights (real or perceived) slide without a challenge. Cat‐Folk have devastating natural attacks in their claws, but recognize that many manufactured weapons are superior in some fashion. Claws are impossible to disarm, but are
Racial Flaws: None
35
Costuming Requirements: Prosthetic mask, ears, and tail. Exposed skin should be painted to match breed.
of a 2nd level Rogue skill for purposes of class advancement. Prerequisite: Character has at least 50 Build. Build Cost: 3.
Racial Progression Stalker II: In any Module where the players have the option to encounter it, a Cat Folk can position themselves anywhere up to within 10' of the NPCs prior to the Lay On call. Prerequisites: Stalker I, Character has at least 75 Build. Build Cost: 3.
The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
Predator II: The additional damage added from the character's Predator skill increases to +4. Prerequisites: Character has at least 100 Build. Build Cost: 5.
Stalker I: A Cat Folk can sneak up on opponent more easily than other races. In any Module where the players have the option to encounter it, a Cat Folk can position themselves anywhere up to within 20' of the NPCs prior to the Lay On call. Prerequisite: Character has at least 20 Build. Build Cost: 3.
Improved Quick Strike: The number of swing used for Quick Strike increases to 4. Prerequisite: Character has at least 125 Build. Build Cost: 5. Predator III: The additional damage added from the character's Predator skill increases to +6. Prerequisites: Predator II, Character has at least 150 Build. Build Cost: 8.
Monstrous Strength 1: The character gains monstrous Strength 1, allowing them to add 1 damage to all muscle powered melee weapons and 1 Force when breaking or lifting objects. When the character purchases this skill they gain the Racial Flaw of Heavy 2; it requires a Force of 2 to move an unconscious Cat Folk. Prerequisite: Character has at least 30 Build. Build Cost: 5.
Stalker III: In any Module where the players have the option to encounter it, a Cat Folk can position themselves anywhere up to within melee weapons range of the NPCs prior to the Lay On call. Prerequisites: Stalker II, Character has at least 175 Build. Build Cost: 3.
Sure Footed: The character is immune to any targeted effects that would trip them or knock them prone. This ability only negates the requirement to fall, not any associated damage. Additionally the character is unaffected by any movement impairing game mechanics related to unstable footing. Prerequisite: Character has at least 40 Build. Build Cost:5.
Sharpened Claws: The Cat Folk gains the Pierce Armor skill (see fighter) when fighting with their Claws. If the character has already purchased this skill they can use the ability in 2 successive swings against the same target for 1 END. Prerequisite: Character has at least 175 Build. Build Cost: 3.
Improved Dive for Cover: This ability gives the Cat Folk one daily use of the dive for cover skill. In addition, the Cat Folk can double their distance when using the Dive For Cover defensive skill. This ability stacks with the Rogue skill of the same name or may be used in place 36
This spell must either be one of the same arcana as their first spell‐like ability OR one that they meet all Prerequisites normally required to purchase. If the spell is part of a progression, the Deep Elf must have ALL the spells in the progression as Spell‐Like abilities or as learned spells in order to choose it as a Spell‐Like ability. This Spell‐Like ability does not count as a spell for teaching purposes nor can it act as a prerequisite to learn another spell. Prerequisite: Character has at least 50 Build. Build Cost: 3.
Deep Elf The Deep Elves are an offshoot of the Elf race. See Elf for more information. Race Cost: 3 Build Points Normal Body Range: 5 to 23 (See Characters for more information.) Racial Abilities: Gaseous Poison Immunity: Deep Elves are immune to any poison effect delivered via Gas Globe. Their native environment contains many such poisons and the Deep Elves have modified their bodies to deal with inhaled poisons. Magical Nature: Deep Elves start with a single level one spell of their choice that they can use as a Spell‐Like Ability. This ability requires the deep elf to expend the same type of Endurance as the spell they have chosen.
Resist Poison II: The Deep Elf can purge ongoing poison effects or completely resist magical or alchemical poison attacks by expending 1 STE. This does not negate any melee damage associated with a weapon attack with the poison carrier (a poisoned sword would still cut the character, but the deep elf could purge any ongoing poison effects immediately. Prerequisites: Resist Poison I, Character has at least 60 Build. Build Cost: 2.
Racial Flaws: None Costuming Requirements: Pointed Ears, all exposed skin painted pale white, white hair.
Resist Poison III: The Deep Elf is not subject to ongoing poison effects and magical and alchemical attacks with the poison carrier have no effect on the character. This does not negate any melee damage associated with a weapon attack with a poison carrier. Prerequisites: Resist Poison II, Character has at least 90 Build. Build Cost: 1.
Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so. Resist Poison I: The Deep Elf can purge ongoing poison effects or completely resist magical or alchemical poison attacks by expending 1 LTE. This does not negate any melee damage associated with a weapon attack with the poison carrier (a poisoned sword would still cut the character, but the deep elf could purge any ongoing poison effects immediately. Prerequisite: Character has at least 30 Build. Build Cost: 3.
Magical Nature III: The Deep Elf gains a 3nd level spell that they use as a Spell‐Like Ability. This spell must either be one of the same arcana as their first spell‐like ability OR one that they meet all Prerequisites normally required to purchase. If the spell is part of a progression, the Deep Elf must have ALL the spells in the progression as Spell‐Like abilities or as learned spells in order to choose it as a Spell‐Like ability. This Spell‐Like ability does not count as a spell for teaching purposes nor can it act as a prerequisite to learn another spell. Prerequisite: Character has at least 100 Build. Build Cost: 4.
Magical Nature II: The Deep Elf gains a 2nd level spell that they use as a Spell‐Like Ability.
Resist Toxin I: The Deep Elf can purge ongoing toxin effects or completely resist magical or 37
alchemical toxin attacks by expending 1 LTE. This does not negate any melee damage associated with a weapon attack with the toxin carrier (a toxic sword would still cut the character, but the deep elf could purge any ongoing toxin effects immediately. Prerequisites: Resist Poison III, Character has at least 120 Build. Build Cost: 5.
purchase. If the spell is part of a progression, the Deep Elf must have ALL the spells in the progression as Spell‐Like abilities or as learned spells in order to choose it as a Spell‐Like ability. This Spell‐Like ability does not count as a spell for teaching purposes nor can it act as a prerequisite to learn another spell. Prerequisite: Character has at least 200 Build. Build Cost: 6.
Magical Nature IV: The Deep Elf gains a 4th level spell that they use as a Spell‐Like Ability. This spell must either be one of the same arcana as their first spell‐like ability OR one that they meet all Prerequisites normally required to purchase. If the spell is part of a progression, the Deep Elf must have ALL the spells in the progression as Spell‐Like abilities or as learned spells in order to choose it as a Spell‐Like ability. This Spell‐Like ability does not count as a spell for teaching purposes nor can it act as a prerequisite to learn another spell. Prerequisite: Character has at least 150 Build. Build Cost: 5.
Magical Conservation: The deep elf is able to reduce the LTE cost of any ritual they cast by an amount equal to their character level divided by 2, to a minimum of 1 LTE. Prerequisite: Character has at least 200 Build. Build Cost: 5.
Resist Toxin II: The Deep Elf can purge ongoing toxin effects or completely resist magical or alchemical toxin attacks by expending 1 STE. This does not negate any melee damage associated with a weapon attack with the toxin carrier (a toxic sword would still cut the character, but the deep elf could purge any ongoing toxin effects immediately. Prerequisites: Resist Toxin I, Character has at least 150 Build. Build Cost: 4.
Dragon‐Folk
Improved Magical Conservation: The deep elf is able to reduce the LTE cost of any ritual they cast by an amount equal to their character level, to a minimum of 1 LTE. Prerequisites: Magical Conservation, Character has at least 250 Build. Build Cost: 10.
Dragon‐Folk we said to have originated as the offspring of male dragons and females other races. While other races are not able to produce a half‐blooded child, legend holds male Dragons are able to reproduce with any other race, but the offspring always resembles a scaled humanoid. While this belief is strongly held by Dragon‐Folk, most other races chalk this story up as a creation myth. Dragon Folk fall into one of four Castes depending on the abilities the Dragon Manifests. The castes are all considered equal in each other's eyes, the caste simply allows for quick identification of the abilities the Dragon‐Folk possess.
Resist Toxin III: The Deep Elf is not subject to ongoing toxin effects and magical and alchemical attacks with the toxin carrier have no effect on the character. This does not negate any melee damage associated with a weapon attack with a toxin carrier. Prerequisites: Resist Toxin II, Character has at least 180 Build. Build Cost: 3.
Dragon‐Folk vary widely in coloring, even within the same caste. The blood line they are part of manifests itself in the abilities the Dragon‐Folk can utilize. When Dragon‐Folk mate, the off‐ spring will exhibit the abilities of only one of its parents. It is very common for Dragon‐Folk to travel between, and even settle, in a province different than their caste. This allows the blood lines of the Dragon‐Folk to remain strong and gives each province the diversity it needs thrive
Magical Nature V: The Deep Elf gains a 5th level spell that they use as a Spell‐Like Ability. This spell must either be one of the same arcana as their first spell‐like ability OR one that they meet all Prerequisites normally required to 38
independently of the other provinces. While each province has a distinct sense of independence, the Dragon‐Folk cooperate quickly and efficiently in defense of their lands.
underground warrens or caves. Their ability to harden their skin to absorb damage makes them strong defensive warriors and the Earth Caste make up the majority of the Home Guard, responsible for guarding the High Thane and the capital city of Quival. Those Earth Caste who are Fate‐Touched can often manifest the ability to use the energy of the land to heal themselves or others.
There are four distinct provinces that makeup the kingdom of Zarastad each named for one of the four castes of Dragon‐Folk. Each province is typically led by an elder of great wisdom called the Dragon Thane. Every 10 years, the Dragon Thanes meet and elect a High Thane that acts as a leader for the Dragon‐Folk as a whole. The High Thane utilizes the Dragon Thanes as advisors and typically ask each to fill a distinct leadership role within the kingdom, such as the Military, Economic, Arcane or Social leader in addition to their responsibilities to their individual provinces. The High Thane is responsible for the defense of the kingdom as a whole and works out trade or diplomatic agreements with other races. The High Thane also acts as a final appeal on disputes between provinces, though for ruling within individual provinces, each Dragon Thane has the absolute word of law.
The Air Caste love high places and open air. They feel most at home on the peaks of mountains, creating villages that seemingly hang on the edge of cliffs. Air Caste can spit Lightning at their foes and those who are Fate‐Touched can move with a speed that most other cannot perceive making them difficult to strike with ranged attacks. They are often used in roles that require stealth or subtlety. The Water Caste are at home in water or in locations close to the water. Of all the castes only the Water Caste are able to breath both air and water. In addition to their ability to spit extreme cold at their foes, Fate Touched Water Caste can cause their opponents to briefly freeze in place. The Water Caste act as the Dragon‐Folk navy, patrolling the lakes and waterways of their kingdom below the surface of the water.
The various members of the Dragon‐Folk race share some common characteristics but each individual has special abilities that are associated with the type of dragon that said to sired the race. All Dragon‐Folk have thick scaly skin that gives them a degree of natural protection, and each has a breath weapon, the type of which varies between castes. Finally it is very common for Fated Touched Dragon‐Folk to manifest an additional ability above and beyond those of other members of their caste.
Race Cost: 5 BP Normal Body Range: 7 to 27 (See Characters for more information.) Racial Abilities: Scaly Skin: Dragon Folk have 5 points of natural armor. This armor is "repaired" automatically when the Dragon Folk is completely healed. Breath Weapon: Dragon Folk can spit energy ‐ 5 Fire, 5 Stone, 5 Lightning, or 5 Ice depending on their individual caste. Breath Weapon is an alchemical attack which the Dragon‐Folk may use a number of times each encounter equal to half their character level (rounding down, minimum 1) without expending Endurance. In addition, the character may spend 1 Long‐Term Endurance to use their Breath Weapon at will. To use this ability, the player must make a call of "Breath Weapon" followed by their damage and energy type.
The Fire Caste generally gravitate to areas of high temperature and arid conditions which they find refreshing. The Fire Caste makes up a large percentage of the offensive fighters in the Zarastad military and are commonly used in offensive campaigns where they can utilize their breath weapons to set enemy camps and supply trains ablaze. Fate‐Touched Fire Caste can typically coat themselves in flames that will harm any who strike them, making them formidable warriors. The Earth Caste prefer the feel of bare earth or stone under their feet and are most at home in 39
Dragon Magic: Dragon Folk have an inherent Spell Like Ability. Fire Caste can spend 1 Long Term Endurance to utilize Fire Shield as the spell, Earth Caste can spend 1 Long Term Endurance to cast Cure Wounds IV as the spell, Air Caste can spend 1 Long Term Endurance to utilize Lightning Speed II as the spell, Water Cast can spend 1 Long Term Endurance to utilize Deep Freeze as the spell. Since this is a Spell Like Ability, the Dragon Folk does not need to have a mana packet held to cast it. See Arcana ‐ Elemental for descriptions.
Prerequisite: Character has at least 40 Build. Build Cost: 3.
Dwarves Dwarves say they were hewn from the Stone of the world, shaped by its Fires, tempered by its Waters and given breath from its Air. This saying personifies a dwarf's connection to the natural world. So rooted in reality are dwarves that Magic itself tends to have less effect on them and dissipates more quickly on them than on others. This Magical Resistance while often a boon, also means dwarves receive less benefit from many otherwise helpful spells and are unable to attune themselves to magical items as readily as others.
Racial Flaws: None Costuming Requirements: All exposed skin painted in a scale pattern. A black Diamond painted around each eye represents the serpent like eyes of the Dragon‐Folk
Dwarves have an innate ability to understand metal and can instinctively figure out the correct method needed to smelt, shape and temper any metal armor or weapon. Dwarves as a race are drawn to Smithing as a career, and often spend much time below ground mining their ore, or in their forges refining and shaping it into items of exquisite craftsmanship.
Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
Dwarves are broken into two large clans, the Theran Clan who are dwarves who spend most, if not all their lives below ground, and the Conall Clan who have migrated above ground. Both clans view the other with a bit of distaste, thinking their clan is superior. This dispute has been an ongoing part of dwarven life since the twin sons of the first Dwarven King Callum the Beloved had a disagreement over who had the most spectacular beard. This seemingly petty dispute led the brothers to separate, the youngest son, Conall, and those who believed he had the most spectacular beard, moved out from under the mountain. Those who supported Theran and the majesty of his beard remained under the mountain. It is said that this split left Callum heart sick and he passed away soon after, leaving Theran to succeed him. To honor his father, Theran took up the name of Callum II and all other deep dwarf kings have followed suit. The current king is the fifty‐third to proudly wear the name of Callum.
Improved Scaly Skin: The natural armor provided by the Dragon Folk's Scaly Skin increases by 2. This ability may be purchased multiple times up to a maximum of 35 Natural Armor. Each time the ability is purchased, the minimum build Preqrequisite for the next level increases according the following list: 50, 60, 80, 90, 110, 120, 140, 150, 170, 180, 200, 210, 230, 240 Prerequisite: Character has at least 30 Build. Build Cost: 2. Improved Breath Weapon: The Dragon Folk's breath weapon damage increase by 5. This ability may be purchased mulitple times up to a maximum of 40 damage. Each time the abilty is purchased, the minimum build Prerequistes for the next level increases by 30 (70, 100, 130, 160, 190, 220, 250).
The Theran Clan dwarves are commonly referred to as Deep Dwarves by non‐dwarves 40
and are generally from dwarven towns in the mountains near the Iron Peak if not in the capital city of Dunbak itself. Dunbak is the largest single city of deep dwarves and is a carved labyrinth of rooms and corridors throughout the mountain that incorporate seamlessly into the natural underground caves and grottos that riddle the Iron Peak, one of the most imposing mountains in the Peaks of Dawn. In the largest caverns grandly ornate buildings have been constructed, giving the feeling of suburbs that surface city would have, but the tunnels that act as roads will suddenly shift into areas of natural beauty that the dwarf artisans have only modified in the slightest, to add to the splendor of their city. One such example is the Ruby Amphitheater, a large cave that is lit through a series of highly polished mirrors that reflect off the large rubies that encrust the ceiling and walls. The Ruby Amphitheater is the primary gathering site for dwarven business, and the site where King Callum LIII hears disputes and judges complaints of his people.
Given the geography of the Stony Gap, it was not long before other villages and towns had to be founded and today Clan Conall is spread over the continent near any location that offers good trade and/or plentiful resources. Each of these towns and villages has their own leader but they remain a close knit community, with Clan Conall dwarves often visiting other towns. It is known that an attack against any of the Hill Dwarf settlements is an attack against all and given the quality and quantity of arms and armor the pass through Clan Conall hands, most other races and kingdoms treat them honorably. Even after hundreds of years there still exists a rivalry between clans and the ideal of the beard being a measure of worth has remained. To this day, dwarves will always closely examine the beards of any other dwarf they meet as a means to judge the relative worth and skill. The longer and fuller the beard and the more ornate the braiding and ornamentation, the better received a dwarf will be. Regardless of clan, Dwarves are very pragmatic people, preferring straight language and a direct approach when dealing with others. They are known to embrace life and love revelry and will love, drink, fight with an amazing passion.
Conall and his followers moved above ground and founded a town near the base of Iron Peak in an area known as the Stony Gap. The steep walls of the narrow passage that widened to an area large enough for a settlement was an ideal location for Conall. It was near enough to water and had sufficient space for farms while being encircled by steeply sloping stone walls to make assaulting it difficult. Conall and his followers quickly built a sprawling town and series of small farms that could provide enough food for the Clan to survive. Their location ensured that most traffic bound for Dunbak stopped at their town before being able to move on, and because of this they quickly became adept at trading. Their ideal location allowed them to both provide rest and supplies to traveling traders and allowed them easily access the raw materials and good produced from Dunbak. It did not take Conall and his followers long to find a way to turn a tidy profit. While Clan Conall dwarves are easily as handy at handling and crafting metal, the hill dwarves as they are commonly known, have a reputation as shrewd traders who always have one hand on their money pouch and another in yours.
Race Cost: 3 Build Points Normal Body Range: 8 to 28 (See Characters for more information.) Racial Abilities: Magic Resistance: Dwarves take one less damage from spells that inflict damage and spells with a duration last half as long as normal when used on a dwarf. Magic Resistance does not stack with magical effects that give Damage Reduction (DR) against magic, but will stack with the DR provided by special materials. Strong Metabolism: A Dwarf is able to shrug off the effects of most poisons. Strong Metabolism allows the character to Resist a magical or alchemical attack with the poison carrier or end the ongoing effects of a poison attack. The character may use this ability each encounter a number of times equal to half their character level (rounding down, minimum 1) without expending Endurance. In addition, the character may spend 1 Long‐Term Endurance to use Strong Metabolism at will. To use this 41
ability, the character must say "Dwarf Resist" immediately after being hit by an alchemical or magical attack with the poison carrier or when they would be affected the continuous damage from a poison source. Strong Metabolism does not allow a Dwarf to ignore the damage associated with melee attacks with poison carriers, but can be used to negate any ongoing poison effects. Smithing Aptitude: A Dwarf does not need a teacher for any smithing blue print skill or material knowledge skill that uses metal as long as he meets the prerequisites to purchase it.
Mining Propensity: The Dwarf has a natural affinity with the earth and as such is able to gather one additional basic mineral unit when they use their Gather Component Mineral skill at Logistics. This skill is only useable once per Logistics, regardless of how many different times the character actually uses his Gather Component Mineral skill. Prerequisite: Character has at least 100 Build. Build Cost: 2. Magic Resistance IV: The protection offered by the dwarf's Magic Resistance increases to 4. Prerequisites: Magic Resistance III, Character has at least 110 Build. Build Cost: 5.
Racial Flaws: Grounded in Reality: Dwarves have one less magical affinity slot.
Magic Resistance V: The protection offered by the dwarf's Magic Resistance increases to 5. Prerequisites: Magic Resistance IV, Character has at least 130 Build. Build Cost: 5.
Costuming Requirements: Chest length or longer beard typically braided and adorned with trinkets or items of sentimental value. Racial Progression
Improved Mining Propensity: When using their Mining Propensity skill, the Dwarf can instead choose to collect 1 rare material in place of the basic materially normally awarded when using the skill. Prerequisite: Mining Propensity, Character has at least 150 Build. Build Cost: 3.
The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
Rebuff Magic II: The Dwarf can spent 1 STE to resist a spell's effect. Prerequisites: Character has at least 200 Build. Build Cost: 8.
Magic Resistance II: The protection offered by the dwarf's Magic Resistance increases to 2. Prerequisite: Character has at least 50 Build. Build Cost: 5.
Elemental‐Kin (FIRE‐KIN, EARTH‐KIN, AIR‐KIN, WATER‐KIN)
Magic Resistance III: The protection offered by the dwarf's Magic Resistance increases to 3. Prerequisites: Magic Resistance II, Character has at least 70 Build. Build Cost: 5.
Elemental‐Kin is a generic name for four distinct types of creatures: Fire‐Kin, Earth‐Kin, Air‐Kin and Water‐Kin. Elemental‐Kin are said be have been created as servitors for Aspect of the Elements at the beginning of time. As they carried out their duties on the physical plane and as more and more time passed they began losing some of their elemental nature and started taking on mortal characteristics such are independent thought and free will. Seeing this change in the Kin, the Aspect of the Elements
Rebuff Magic I: The Dwarf can spent 1 LTE to resist a spell's effect. Prerequisite: Character has at least 90 Build. Build Cost: 5.
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made the decision to allow the Kin to remain permanently on the mortal plane so that they could reach their full potential. The Aspect of the Elements freed the Elemental‐Kin from their bonds of service and allowed them to take their place on the world to learn and grow and take their place among the rest of races.
carrier matches their elemental type. This DR stacks with other forms of DR. Elemental Weapon: Elemental Kin can spend 1 Endurance to coat all wielded melee weapons in elemental energy, allowing them to use their corresponding elemental type as a damage carrier. This effects last for the current encounter, until the Elemental‐Kin is no longer wielding the weapon(s), or choses to end the effect. Elemental Form: Elemental‐Kin manifest their elemental heritage a number of times per logistics period equal to their character level. While in Elemental Form, the Elemental‐Kin gains the benefit of +2 Monstrous Strength, gains temporary body and natural armor equal to their character level and gains triple the Damage Resistance normally provided by the character's Elemental Affinity. The character's natural attacks automatically take on the character's elemental carrier and they may use their Elemental Weapon ability on wielded weapons without expending endurance. While in this form, the character takes double damage from the attacks with the opposite elemental carrier. Elemental Form lasts for the current encounter, until the character is knocked unconscious, is dying, or chooses to end the effect.
The idea of service to a greater cause is very strong in the Elemental‐Kin culture and they often strive to find ways to help those they deem worthy of their assistance. After being released from their bonds, many elemental Kin chose to become Devoted to the Aspect of the Elements of their own free will because they believe their Aspect treated them fairly and with respect and that the Aspect had their best interests as well as the best interests of the world at heart. Elemental‐Kin are very long lived, though they are relatively rare as can reproduce only with their own kind and only then in specific environmental conditions. The number of each type of Kin is much smaller than most other races so they lack any sort of homeland or organized leadership. Elemental Kin live among the other races and make their home in areas they find interesting or places where they believe they can be of service. Small communities of Elemental‐Kin are found in many town or cities throughout the world.
Racial Flaws: None Costuming Requirements: A band of color corresponding to their elemental type (red for Fire, brown for earth, yellow for air, and blue for Water) painted on the face around the eyes to represent the glowing elemental energy visible in their eyes. Hair (or wig) colored to correspond to their elemental type.) The majority of costuming should match the elemental color as well.
Elemental‐Kin have a reputation of being followers more so than leaders. As they were created as a servitor race, most prefer a structured existence with expectations and duties clearly laid out and where their success (or failure) is evident in their actions. Fate Touched Elemental‐Kin are often the exception, having stronger personalities and a desire to see their individual actions and decisions have impact on the world.
Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one
Race Cost: 5 Build Points Normal Body Range: 6 to 26 (See Characters for more information.) Racial Abilities: Elemental Affinity: Elemental Kin have Damage Reduction (magical and physical) equal to their character level against attacks whose 43
time if the character meets the prerequisites to do so.
Kins base weapon damage is increased by 5. This ability replaces Improved Elemental Weapon III. Prerequisites: Improved Elemental Weapon III, Character has at least 150 Build. Build Cost: 5.
Improved Elemental Weapon: When using their Elemental Weapon ability, the Elemental‐ Kins base weapon damage is increased by 2. Prerequisite: Character has at least 40 Build. Build Cost: 5.
Improved Elemental Form II: When using their Elemental Form ability, the Elemental‐Kins gains 30 Temporary Body, 30 Natural Armor, and +2 Monstrous Strength. In addition the character may expend 1 END to swing their special attack while in elemental form. This ability replaces Improved Elemental Form I. Prerequisites: Improved Elemental Form I, Character has at least 175 Build. Build Cost: 8.
Monstrous Strength 1: The character gains monstrous Strength 1, allowing them to add 1 damage to all muscle powered melee weapons and 1 Force when breaking or lifting objects. When the character purchases this skill they gain the Racial Flaw of Heavy 2; it requires a Force of 2 to move an unconscious Elemental‐ Kin. Prerequisite: Character has at least 50 Build. Build Cost: 5.
Elemental Shift: The Elemental‐Kin gains the ability to move rapidly between locations by creating a tunnel through their corresponding elemental plane. This ability cannot be used in combat, requires a martial to be present, and the Elemental‐Kin must have reasonably precise destination in mind. Both the starting and ending locations must have corresponding elemental aspects present which must be of sufficient size for the character to pass through. For Fire Kin, there must be open flame in both locations . For Air Kin, both locations must be under an open sky. For Stone Kin, both locations must contain natural, unworked rock or earth. For Water Kin, both locations must contain water in a natural form, either free flowing or frozen. The tunnel created by this ability will remain open for 5 seconds during which time the creatures may enter (or exit) the portal and travel to their destination (the amount of time the character must pass in their elemental plane to reach their destination will be determined by the marshal). The Elemental‐Kin is immune to any negative environmental conditions when traveling through the Elemental Plane but not from the results of any encounters they have on their journey. Any other being that passes into an Elemental‐Kin's tunnel is not protected from the environmental conditional of the plane. The elemental kin may use this ability a number of times per event equal to half their character level rounded up. Prerequisite: Character has at least 200 Build. Build Cost: 10.
Improved Elemental Weapon II: When using their Elemental Weapon ability, the Elemental‐ Kins base weapon damage is increased by 3. This ability replaces Improved Elemental Weapon. Prerequisites: Improved Elemental Weapon, Character has at least 60 Build. Build Cost: 5. Improved Elemental Form: When using their Elemental Form ability, the Elemental‐Kins gains 10 Temporary Body, 10 Natural Armor, and +1 Monstrous Strength. In addition the character may spend 1 LTE to swing a special attack while in elemental form. Fire Kin can swing a "1 Burn, 10 Seconds" attack, Lightning Kin may swing a "Gust, Retreat 10 paces" attack, Ice‐Kin may swing a "Slow, swing half damage" attack, and Earth Kin may swing a "Stun" attack. These attacks do not have a numeric component. Prerequisite: Character has at least 75 Build. Build Cost: 6. Improved Elemental Weapon III: When using their Elemental Weapon ability, the Elemental‐ Kins base weapon damage is increased by 4. This ability replaces Improved Elemental Weapon II. Prerequisites: Improved Elemental Weapon II, Character has at least 100 Build. Build Cost: 5. Improved Elemental Weapon IV: When using their Elemental Weapon ability, the Elemental‐ 44
various places of natural wonder throughout the continent. Wood Elf villages are designed to complement and blend into their surroundings making them hard to locate unless guided to one. It is a sign of great respect for any outsider to be shown a Wood Elf village.
Elves The elves were one of the first races created and have a long, and sometimes troubled, history. The proud elven people today are split into three distinct cultures. The Enshal'tiem, or True Elves, are direct descendants of the first elven king, Aleran and his queen, Morlay and hold most strongly to the culture and beliefs of the elven people before the Betrayal. True Elves believe that beauty lies in the perfection of one's chosen craft and spend decades or centuries honing their skills. This level of commitment ranges across all levels of their society so that even those who perform routine or mundane tasks strive to do so with attention to detail and pride in their work. This level of desire for perfection often makes other races feel that True Elves are haughty and arrogant, but to them, the other races simply lack the necessary focus (and life span) achieve perfection.
Of all the Elven people, Wood Elves are most commonly found mingling among the other races, seeking to learn from and to share their knowledge with others. Wood Elves have a deep respect for nature and those beings who are a natural part of the world. They generally distrust any whose race originated as Figments and despise both the Undead and any Shadow Creatures from Beyond the Veil, doing everything in their power to destroy such creatures. Wood Elves maintain relations with both the True Elves and the Deep Elves and have no particular loyalty or dislike of either race. They treat with honor those who do the same to them.
True Elves make their home in and around Val‐ Carthalan, the Shinning City. True Elves are a very close knit society and few non‐elves are permitted to enter the city itself. Most True Elves venture into the world during their younger years as a rite of passage, but most return to Val‐Carthalan where the pace of life allows them to hone their crafts. While having one of the smallest standing armies of all the races, those who are selected to guard the lands of the Enshal'tiem are literally those who have dedicated centuries to honing their battle craft. As such, only the bravest (or most fool‐hearty) enter the lands of the Enshal'tiem looking for violence.
The third and final Elven People are the Dravko'tiem most commonly referred to as Deep Elves. The Deep Elves were those elves who sided with Morlay during the time of the Betrayal, and when their side lost the conflict they were driven from Val‐Carthalan and hunted down. To survive, the Deep Elves hid in caves and warrens deep underground. The environment was so harsh that the Deep Elves needed to use their powerful magics to shape and change their physicality to survive in such a harsh environment. Deep Elves are the most dedicated to magical pursuits, virtually all have some spell casting ability, while many older elves have dedicated themselves to the mastery of magic and of the research and creation of new and more powerful spells. This constant search for knowledge and the Deep Elves apparent lack of concern for the repercussions of their magical experiments ensure most other races view them with distrust.
True Elves maintain diplomatic relations with the Wood Elves, but despise Deep Elves for their part in the demise of their king. The Sylvel'tiem are commonly known as Wood Elves and splintered from the Enshal'tiem prior the Betrayal. They were founded by Ashrana the Golden who gathered together those elves who felt their lives were better spent in service to the world they lived in than to the perfection of their craft. This group left Val‐Carthalan and choose instead to establish communities in
History of the Elven People
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The first humanoid race to be created by the Three were the Elves. The Three gave Elves unlimited life spans but to ensure they never overran the world, they designed the species so that they could only produce off spring from the union with their Soul Mate. The first two elves created were a Soul Matched couple named Aleran and Morlay. When the Three populated the land with the Elven people, Aleran was anointed the first king of the Elves and Morlay was his queen.
to capture her. Aleran and his guards took Morlay by surprise, but Aleran had no true grasp of the magical heights to which his wife had risen. Morlay's destructive spells washed over the palace and Aleran lost virtually all of the palace guards and all the court casters before subduing her. After her capture, he visited her daily to try to reason with her and to get her to the error in her actions and the dangers in reckless magical pursuits. He had no success in reforming her, but Aleran never stopped trying.
Aleran was charismatic and approachable, and the people loved him. He led the Elves to a time of prosperity during this time Val‐Carthalan was built, a shining beacon in the world, a place of learning, a hub for trade, and a center for culture. His Soul Mate, Morlay was more reserved, but was passionate about the craft of magic and is responsible for much of the knowledge about magic in the world today. She gather a close knit cabal of followers who valued knowledge and magical power.
As the years passed, Morlay's followers never forgot their imprisoned queen and planned on a way to set her free. They began by slowly expanded their influence using both wealth and magic and recruiting new members who longed for power. They continued to craft new monstrous creations that could eventually be used to free their Queen. In the year 1073 they attacked the palace in mass and released Morlay. The result was a bloody coup attempt that became known as the Betrayal. Aleran and his army were eventually successful in routing her followers. Aleran and an elite force of Elven Rangers led the assault on Morlay herself. Aleran was the only one who returned from the assault and simply said that Morlay was gone. He never again spoke of the battle or the fate of Morlay.
After the Breaking, Morlay became obsessed with gathering the Shards of Creation and using them to further her understanding of magic. Her experiments and endeavors into understanding the power of creation became darker and more twisted as time went on to the point where she was capturing members of other races and experimenting on them. While Aleran knew his wife was collecting and researching the Shards, he was blind to darker side of his wife's obsession. It was not until the year 983 when the first Unbalancing occurred and the resulting cataclysm caused many of her experiments to be released from her laboratory. These monstrous creations tore through Val‐Carthalan and killed thousands before they were destroyed or driven out.
After the battle ended Aleran was a changed man. He was sullen and withdrawn and prone to fits of anger. Aleran delved into his wife's writing and research, trying to understand what drove her to madness. He spent more and more time in study, appearing briefly when matters of the kingdom demanded it, but otherwise staying of the public eye. The day to day running of the city was left to his trusted council of advisors. Eventually when the city was fully rebuilt and the government restored to working order, Aleran ordered all his wife's writings and research destroyed and then simply disappeared. Many believe he was lost in grief over the betrayal and loss of his Soul Mate and the he took his own life.
The damage caused by these monsters was so great that Aleran had no recourse but to confront Morlay and demand she stop her research. Morlay refused and even more she showed no remorse for her creations or the carnage that resulted from them. Unwilling to kill his wife despite her actions, Aleran began a plan to imprison her. He had a special cell commissioned that would nullify magical energy and when it was complete he ordered his guards
True Elf / Wood Elf Race Cost: 3 Build Points Normal Body Range: 6 to 26 (See Characters for more information.) 46
Racial Abilities: Energetic: True and Wood elves start with an additional Long Term Endurance. Racial Knowledge: Elves begin the game with 4 Build Points worth of Knowledge Skills.
Manifest Mana Bolt or any Channel Mana I skill. Build Cost: 4. Improved Fleet of Foot: The elf's travel time is reduced to 1/2 the normal time. Prerequisite: Character has at least 150 Build, Fleet of Foot. Build Cost: 2.
Racial Flaws: None Costuming Requirements: Pointed Ears.
Improved Mana Bolt II: The Elf's mana bolt damage increases by 1. Prerequisite: Improved Mana Bolt (Racial version), Character has at least 160 Build. Build Cost: 5.
Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
Improved Mana Bolt III: The Elf's mana bolt damage increases by 1. Prerequisite: Improved Mana Bolt II, Character has at least 200 Build. Build Cost: 6.
Fairy Fairies are a mysterious race, originating deep within the dark and twisted forest known as the Witchwood. Fairies are insect‐like in appearance, most often having large eyes, wings, antennae or some combination thereof. At times of peace they favor primitive brightly colored clothing which helps attract the eyes of a mate, but in times of conflict they cloth themselves in blacks and grays to better hide themselves in battle. Regardless of their clothing Fairies always have a red staining on their lower jaws, the width of which varies from Fairy to Fairy but is commonly wider on older Fairies. Other races hold to the belief that the marking is a sign of the age of the Fairy though no Fairy has every confirmed or denied this belief.
Fleet of Foot: When traveling to or from an in‐ game encounter area or when traveling between events on foot, the character take 3/4 the normal time. Prerequisite: Character has at least 40 Build. Build Cost: 2. Manifest Mana Bolt: The Elf gains the ability to manifest and channel magical energy as an attack. The character can use Mana Bolts as a Caster for 1 magic damage. If the character already possess a Channel Mana skill, the character's Mana Bolt damage is increased by 1. Prerequisite: Character has at least 50 Build. Build Cost: 3.
Few Fairies ever leave their tribes and those that do seldom speak in detail about their homeland since any knowledge shared could affect the security of their Tribe. Their secrecy adds to the rumors that float about regarding the Fairy people. Some tales tell of benevolent fairies that fly on gossamer wings and lend aid to those in need. Others tales say that Fairies are pure evil and they use their magic to creep into homes and take children of other races for dark rituals or feast upon their flesh. Many of the rumors about the Fairies have seed of truth
Elusive: The character is apt at avoiding being struck. The elf may purchase defensive skills for 1 less Build Point (BP) than normal. The cost cannot be reduced below 1 BP. Prerequisite: Character has at least 100 Build. Build Cost: 2. Improved Mana Bolt: The Elf's mana bolt damage increases by 1. This ability stacks with the Caster skill of the same name. Prerequisite: Character has at least 130 Build,
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at their center, but time, ignorance and exaggeration has grown that seed into something almost unrecognizable. A good example of this is the belief that all Fairies can fly while in truth, for the overwhelming majority of Fairies, their wings are vestigial appendages whose colors help attract a mate. It is exceedingly rare for a Fairy to be born with fully functioning wings any born such prized among the people of their Tribe.
best warriors in the use of weapons and the arcane arts best suited for warfare. Those that do not pass the test are still expected to take up arms to defend the tribe when needed but are primarily trained in roles that support the Tribe such as alchemists, smiths and surgeons. Unlike most other races, Fairies require a source of magical energy to give birth to a child. Fairy villages all contain a Fairy Ring where the magical energy of their people is stored and where numerous rituals have been placed to sustain the life of a new Fairy. A Fairy child born outside a Fairy Ring will almost always perish within minutes of birth and any that survive become something other than Fairy and are killed before they can grow. Because of the delicate balance of magic required to sustain a new Fairy life, each Tribe crafts a magical trinket for each new born fairy child to act as a constant source of magic that provides the infant the energy they need until their metabolism is strong enough to survive in the natural world. This trinket is imbued with a minor magical effect, but unlike most other magical items, a Fairy trinket never loses its power. The art of crafting a Fairy item is a closely guarded secret among the Fairies.
Fairies are a secretive race. The information listed below is specific to the race and is provided to give individuals playing this race some background. This knowledge is NOT known to individuals not playing this race unless the character learns of it In‐Game. It is widely known that there were 13 Fairy tribes in the beginning, though it is said only 12 remain today. It is also known that the Witchwood is one of the most dangerous places in Baru. Survival in the Witchwood is brutal endeavor and Fairies must fight daily to survive; they face not only the dangers of the forest itself, but Fairy tribes are constantly fighting to retain and expand the territory. The constant dangers of their homeland and the ceaseless hostilities between their tribes have molded the Fairies into a warlike people. Each tribe is led by a Fairy who rules their tribe by right of combat. This Fairy is known as the Chieftain. A Chieftain is typically counseled another Fairy called the Elder. The Elder, as the name implies, is usually one of the oldest and wisest of the tribe. An elder holds great power within the tribe and are second only to the Chieftain with in the Tribe. Most Fairy chieftains have been proven by their actions in defense of the Tribe and the number of enemies they have slain when raiding the other villages. A Fairy Chieftain is responsible for the security of the tribe and works tirelessly to ensure their Tribe is the strongest while the Elder is concerned with other matters such as resolve disputes, passing on of lore, management of resources and the like.
Once every 10 years all 12 Fairy tribes declare an armistice and halt all hostilities for 1 month. During that month there is a grand gathering of the Fairy Tribes called the Grand Court. During the Grand Court the tribes come together to celebrate their victories and their loses, hold contests of martial skill and magical aptitude, trade goods and share knowledge. Tribal Chieftains take this opportunity to make a pilgrimage in honor of the Mother, the one who created their race. The path and destination of the pilgrimage is known only to the Chieftains and any who attempt to follow are hunted and killed. Race Cost: 3 Build Points Normal Body Range: 6 to 26 (See Characters for more information.)
Each and every Fairy child is trained in the basics of battle and when they come of age they are tested to see if they have courage and fortitude required to become a warrior in service of their Tribe. Those that do are trained by the Tribe's
Racial Abilities: Magical Affinity: Fairies begin with one additional Magic Item Affinity slot. Tribal Heirloom: Fairy children are given a 48
magical trinket as part of their naming ceremony. This Heirloom gives the Fairy it was created for one Daily dodge. Magical Resonance: A Fairy can create a soul bond to a single magic item. This item will move with the Fairy in death and will reform with their body if they resurrect in any fashion. A Fairy can choose to sever the bound voluntarily, but is unable to create a new bond for one lunar cycle. Fairies always enter games with their Tribal Heirloom soul bound to them. (This ability is always used at Logistics.) Witchwood Native: A Fairy has a significantly lower chance of becoming lost in the Witchwood than a non‐Witchwood Native. Fairies can automatically find their way to, from, and within their own clan's territory and all navigation tests outside their clan territory require 2 less successes.
ability would allow the character to learn a ritual as if they met the criteria to buy the ritual, it does not provide them the ability to automatically meet prerequisites needed to cast the ritual itself if the ritual has prerequisite they cannot meet. Note: Heart Eating is a single upgradable skill with 4 levels. When a character with Heart Eating purchases Improved Heart Eating, the Heart Eating is removed from their sheet. Heart Eating can be purchased multiple times though, with the Minimum Build to Purchase increasing by 60 and the Build Cost increasing by 1BP for each time it has been previous purchased. This means that the character who has purchased Heart Eating once and Improved Heart Eating can still only have a single temporary skill, not one skill from Heart Eating and second from Improved Heart Eating since the Heart Eating was removed from their character sheet when they purchased the next level. If a character wished to have both a skill that would last the next encounter AND a skill that would last the Logistics Period they would need to have purchased Heart Eating two times and Improved Heart Eating once. In that example, the character would have to be at least 80 build and would have had to pay 3 BP for their first Hearting Eating, 4 BP to upgrade their first Heart Eating to Improved Heart Eating, and 4 Build their second Heart Eating. Prerequisite: Character has at least 20 Build. Build Cost: 3.
Racial Flaws: None Costuming Requirements: Brightly Colored Prosthetic Wings and Antenna. One dark red stripe perpendicular to the mouth on the chin. Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
Improved Witchwood Navigation: When a Fairy travels within the Witchwood, but outside their clan's territory, the navigation tests require 1 less success (3 less total). This skill can be purchased multiple times; each time the Minimum Character Build prerequisite increases by 10 and the number of automatic successes provided by the skill increases by 1 (to a maximum of 10). Prerequisite: Character has at least 40 Build. Build Cost: 2.
Heart Eating: A Fairy with this ability can temporarily gain the knowledge of a fallen foe by consuming their heart. A martial must be present for the Fairy to use this skill and it cannot be used if combat is occurring during the current module. To use this skill, the Fairy must name 1 skill or spell that their fallen opponent possessed, consume the heart of their foe, and are then able to use that skill (as if they met all prerequisite and had purchased the skill) during their next encounter. This ability does not allow the character to learn Aspect powers, class keystone skills, or racial abilities. While this
Improved Heart Eating: The duration of the absorbed skill increases to current Logistics Period. Prerequisites: Heart Eating, Character has at least 60 Build. Build Cost: 4.
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Improved Heart Eating II: The duration of the absorbed skill increases to current event. Prerequisites: Improved Heart Eating, Character has at least 90 Build. Build Cost: 5.
Since they do not congregate in any large numbers, there is no real Gargoyle society. Because of this Gargoyles often find the trapping and customs of the other civilized races confusing. The few Gargoyles that choose to integrate with other races are usually Gargoyles who are Fate Touched and are seeking their destiny (which more often than not lies outside their normal territories).
Improved Heart Eating III: The fairy retains their temporary skill or spell until they choose to learn it or until the fairy gains a different temporary skill or spell by consuming another heart. If the character's wishes to learn the temporary spell or skill permanently, and they meet the spells normal prerequisites, they may self teach themselves the skill. If the character does not meet the normal prerequisites, they may learn the temporary skill or spell by self‐ teaching themselves for a number of months equal to the level of temporary skill or spell and expending the spell or skill's normal build cost each month. For example, a fairy who consumed the heart of an enemy caster who had the Spell Shield spell now wishes to add that spell permanently to their character sheet. Since the character does not meet the prerequisite to buy the spell, the Fairy can self teach themselves Spell Shield by spending 5 BP (the normal cost of the spell) once per month for 4 months after which they would be able to add the spell to their sheet. Prerequisites: Improved Heart Eating II, Character has at least 120 Build. Build Cost: 6.
Gargoyles are a physical race, most who are Fate Touched take the role of Fighter or, to a lesser degree, Rogue. Gargoyle Casters are not unheard of, though most lean towards Arcana that relates to the elements or occasionally healing. With no real society, and thus no real need for trade goods, Gargoyles seldom have abilitys related to the production of material goods. Race Cost: 8 Build Points Normal Body Range: 7 to 27 (See Characters for more information.) Racial Abilities: Magically Animated Mineral: Gargoyles are made of magically animated stone and receive many benefits because of this. First, they are immune to minor sources of damage. Gargoyles gain 3 Damage Reduction, Physical and 1 Damage Reduction, Magic. Damage Reduction (DR) allows the gargoyle to subtract its DR value from any damage from a matching attack that strikes them. Gargoyle DR is natural and stacks with the DR provided by special material armor and from spells. The gargoyle's DR does not protect against attacks with the Pierce or Cleave carrier as those attacks are designed to bypass such protections. Second, Gargoyles do not have bones or tendons and as such cannot suffer the effects of brokens bones or severed tendons. A gargoyle may resist the first 2 break limb attacks that strike them each encounter. If struck with any additional break limb attacks during the encounter, the struck appendage is instead severed as the rogue ability. In order to repair a severed limb of a gargoyle a character must have the severed limb, at least 3 ranks in Knowledge Architecture and Engineering, and 2 units of Mortar, and spend 10 minutes of In Game time. If the severed limb is not available, a
Gargoyle The gargoyle race was created by the belief of early people that the earth itself was alive. This belief, couple with the Magic of Creation that blanketed the world after the Breaking, manifested itself in the form of creatures composed of living rock. Equipped with great strength, a body comprosed of rock, and sharp claws, gargoyles fall above most other natural predators in the food chain. As a rule, Gargoyles are not particularly social creatures. Most prefer a solitary existence, usually near the area where the linage was founded and almost always in rocky terrain. These Gargoyles are often called Feral Gargoyles and are known for staking out an area of wilderness and claiming it as their own. Feral Gargoyles are dangerous to anyone or anything entering their territory. 50
new limb must be carved by a master artisan and then attached. A new limb takes 4 units of stone and 5 crafting points to craft, must be of master craft quality, and can then be attached as described as above. Third, Gargoyles, while alive, are comprised of minerals, not flesh. Because of this, gargoyles do not need to consume food or water (they have access to between event Labor Potential without the need for rations). In addition, a Gargoyle cannot be subject to the ongoing effects of poison, disease, plague, or toxins and are immune to magical and alchemical attacks with those carriers unless the poison/disease/plague/toxin is magical in nature (as determined by the marshal). This ability does not allow a gargoyle to ignore the damage associated with melee attacks with those carriers, but will prevent any ongoing effects. Finally, a Gargoyle does not have blood and is immune to the ongoing damage associated with bleeding effects. Fire Resistant: Gargoyles have some innate resistance to fire taking half damage from any attacks with the Fire carrier, however they are more vulnerable to attacks with the Ice carrier taking twice as much damage. Claws: Gargoyles may wield 2 short white claws, swinging 4 base Normal damage (Monstrous Strength included). Claws are immune to Disarm effects and if stuck with a Shatter effect the character instead suffers a broken limb. Monstrous Strength 1: Gargoyles add 1 damage to all muscle powered melee attacks and 1 Force when breaking or lifting objects.
that reattach or regrow limbs, do not affect Gargoyles, who must repaired be using the mechanic described above or by use of the Make Whole spell. Costuming Requirements: Short pointed ears and horns. Exposed skin painted to gray. Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so. Gargoyles racial progression are different in that the gargoyle is required to consume additional minerals in order to add abilities and they can only have 1 racial progression ability per character level. They must meet the minimum build perquisites and spend the build points as normal. Steel Composition: The character must consume 4 Steel Bars when buying this ability. The gargoyle's physical DR increases to 4 and their magical DR increases to 2. In addition, they become heavier, their racial flaw becoming Heavy 4. Prerequisite: Character has at least 50 Build. Build Cost: 5. Improved Steel Composition: The character must consume 8 Steel Bars when buying this ability. The gargoyle's physical DR increases to 5 and their magical DR increases to 3. In addition, they become heavier, their racial flaw becoming Heavy 5. Prerequisites: Steel Composition, Character has at least 100 Build. Build Cost: 8.
Racial Flaws: Heavy 3: It requires a Force of 3 to move an unconscious gargoyle. Shatterable: Gargoyles are particularly vulnerable to Shatter effects. If struck by a Shatter in any location, a gargoyle takes 30 body damage. Magically Animated Mineral: The unusual anatomy of Gargoyles combined with their stone skin makes it impossible for most healing skills to be used upon them unless the skill specifies it works on Gargoyles. Gargoyles are unaffected by ingested alchemical components including healing potions and ingested alchemical poisons. In addition, healing spells
Improved Steel Composition II: The character must consume 16 Steel Bars when buying this ability. The gargoyle's physical DR increases to 6 and their magical DR increases to 4. In addition, they become heavier, their racial flaw becoming Heavy 6. 51
Prerequisites: Improved Steel Composition, Character has at least 150 Build. Build Cost: 10.
Mineral Nullification II: The gargoyle gains protection from a single type of attack, based on the minerals consumed when this ability was purchased. The character must consume 2 Silver, Arcane Steel, Molten Steel, Masoned Steel, or Energetic Steel Bars when buying this ability and gains the ability to resist X attacks whose carrier match the damage associated with the consumed mineral per logistics period where X equals 1/2 the character level rounding down, minimum 1. For example, if when purchasing this ability, a 4th level character consumed 2 Silver bars they could resist 2 attacks with the Silver carrier per logistics period. Prerequisite: Character has at least 30 Build. Build Cost: 4.
Improved Steel Composition III: The character must consume 32 Steel Bars when buying this ability. The gargoyle's physical DR increases to 7 and their magical DR increases to 5. In addition, they become heavier, their racial flaw becoming Heavy 7. Prerequisites: Improved Steel Composition II, Character has at least 150 Build. Build Cost: 15. Star Metal Composition: The gargoyle gains protection from attacks with the Massive carrier. The character must consume 2 Star Metal Bars when buying this ability and gains the ability to resist X attacks with the Massive carrier per logistics period where X equals the character's level. Prerequisite: Character has at least 30 Build. Build Cost: 10.
Mineral Nullification III: The gargoyle gains protection from a single type of attack, based on the minerals consumed when this ability was purchased. The character must consume 3 Silver, Arcane Steel, Molten Steel, Masoned Steel, or Energetic Steel Bars when buying this ability and gains the ability to resist X attacks whose carrier match the damage associated with the consumed mineral per logistics period where X equals 1/2 the character level rounding down, minimum 1. For example, if when purchasing this ability, a 4th level character consumed 3 Molten Steel bars they could resist 2 attacks with the Fire carrier per logistics period. Prerequisite: Character has at least 30 Build. Build Cost: 5.
Mithril Composition: The gargoyle gains protection from attacks with the Body carrier. The character must consume 2 Mithril Bars when buying this ability and gains the ability to resist X attacks with the Massive carrier per logistics period where X equals the character's level. Prerequisite: Character has at least 30 Build. Build Cost: 10. Mineral Nullification I: The gargoyle gains protection from a single type of attack, based on the minerals consumed when this ability was purchased. The character must consume 1 Silver, Arcane Steel, Molten Steel, Masoned Steel, or Energetic Steel Bar when buying this ability and gains the ability to resist X attacks whose carrier match the damage associated with the consumed mineral per logistics period where X equals 1/2 the character level rounding down, minimum 1. For example, if when purchasing this ability, a 4th level character consumed 1 Arcane Steel bars they could resist 2 attacks with the Magic carrier per logistics period. Prerequisite: Character has at least 30 Build. Build Cost: 3.
Mineral Nullification IV: The gargoyle gains protection from a single type of attack, based on the minerals consumed when this ability was purchased. The character must consume 4 Silver, Arcane Steel, Molten Steel, Masoned Steel, or Energetic Steel Bars when buying this ability and gains the ability to resist X attacks whose carrier match the damage associated with the consumed mineral per logistics period where X equals 1/2 the character level rounding down, minimum 1. For example, if when purchasing this ability, a 4th level character consumed 4 Masoned Steel bars they could resist 2 attacks with the Stone carrier per logistics period.
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Prerequisite: Character has at least 30 Build. Build Cost: 6.
Prerequisite: Character has at least 30 Build. Build Cost: 6.
Mineral Nullification V: The gargoyle gains protection from a single type of attack, based on the minerals consumed when this ability was purchased. The character must consume 5 Silver, Arcane Steel, Molten Steel, Masoned Steel, or Energetic Steel Bars when buying this ability and gains the ability to resist X attacks whose carrier match the damage associated with the consumed mineral per logistics period where X equals 1/2 the character level rounding down, minimum 1. For example, if when purchasing this ability, a 4th level character consumed 5 Energetic Steel bars they could resist 2 attacks with the Lightning carrier per logistics period. Prerequisite: Character has at least 30 Build. Build Cost: 7.
Manifest Third Special Attack: The gargoyle is able to channel the property of a mineral it has consumed when attacking. The character must consume 4 Arcane Steel, Chilled Steel, Molten Steel, Masoned Steel, Energetic Steel or Silver Bars when buying this ability. The character gains the ability to swing the carrier normally associated with the consumed mineral with their claws X encounters per event where X equals character level /3 rounded down, minimum 1. If the character switches carriers during the encounter manifesting the same carrier again later counts as another use for the event. Prerequisite: Character has at least 30 Build. Build Cost: 7. Manifest Forth Special Attack: The gargoyle is able to channel the property of a mineral it has consumed when attacking. The character must consume 5 Arcane Steel, Chilled Steel, Molten Steel, Masoned Steel, Energetic Steel or Silver Bars when buying this ability. The character gains the ability to swing the carrier normally associated with the consumed mineral with their claws X encounters per event where X equals character level /3 rounded down, minimum 1. If the character switches carriers during the encounter manifesting the same carrier again later counts as another use for the event. Prerequisite: Character has at least 30 Build. Build Cost: 8.
Manifest First Special Attack: The gargoyle is able to channel the property of a mineral it has consumed when attacking. The character must consume 2 Arcane Steel, Chilled Steel, Molten Steel, Masoned Steel, Energetic Steel or Silver Bars when buying this ability. The character gains the ability to swing the carrier normally associated with the consumed mineral with their claws X encounters per event where X equals character level /3 rounded down, minimum 1. If the character switches carriers during the encounter manifesting the same carrier again later counts as another use for the event. Prerequisite: Character has at least 30 Build. Build Cost: 5.
Manifest Fifth Special Attack: The gargoyle is able to channel the property of a mineral it has consumed when attacking. The character must consume 6 Arcane Steel, Chilled Steel, Molten Steel, Masoned Steel, Energetic Steel or Silver Bars when buying this ability. The character gains the ability to swing the carrier normally associated with the consumed mineral with their claws X encounters per event where X equals character level /3 rounded down, minimum 1. If the character switches carriers during the encounter manifesting the same carrier again later counts as another use for the event.
Manifest Second Special Attack: The gargoyle is able to channel the property of a mineral it has consumed when attacking. The character must consume 3 Arcane Steel, Chilled Steel, Molten Steel, Masoned Steel, Energetic Steel or Silver Bars when buying this ability. The character gains the ability to swing the carrier normally associated with the consumed mineral with their claws X encounters per event where X equals character level /3 rounded down, minimum 1. If the character switches carriers during the encounter manifesting the same carrier again later counts as another use for the event. 53
Prerequisite: Character has at least 30 Build. Build Cost: 9.
lifting objects. The character must consume 2 units of Clear Crystal and 2 Magical Essence when purchasing this ability Prerequisite: Character has at least 100 Build. Build Cost: 3.
Manifest Sixth Special Attack: The gargoyle is able to channel the property of a mineral it has consumed when attacking. The character must consume 7 Arcane Steel, Chilled Steel, Molten Steel, Masoned Steel, Energetic Steel or Silver Bars when buying this ability. The character gains the ability to swing the carrier normally associated with the consumed mineral with their claws X encounters per event where X equals character level /3 rounded down, minimum 1. If the character switches carriers during the encounter manifesting the same carrier again later counts as another use for the event. Prerequisite: Character has at least 30 Build. Build Cost: 10.
Monstrous Strength 3: The character's monstrous Strength increases to 3, allowing them to add 3 damage to all muscle powered melee weapons and 3 Force when breaking or lifting objects. The character must consume 6 units of Clear Crystal and 6 Magical Essence when purchasing this ability. Prerequisites: Monstrous Strength 2, Character has at least 175 Build. Build Cost: 7.
Gnome The race of gnomes have a long and distinguished history among the people of Besaran, being the race that added most to the world's knowledge of physical sciences and the race that founded Alchemical Science, the art of extracting the magical essence of naturally occurring animal, vegetable and mineral components. Gnomes are known to be an inventive race, often finding unique solutions to problems or finding new ways to repurpose existing items.
Manifest Envenomed Attack: The gargoyle is able to channel the properties of envenomed steel when attacking. The character must consume 1 Envenomed Steel Bar when buying this ability. The character gains the ability to swing the poison carrier with their claws X encounters per event where X equals character level /3 rounded down, minimum 1. If the character switches carriers during the encounter manifesting the same carrier again later counts as another use for the event. Prerequisite: Character has at least 30 Build. Build Cost: 5.
The Gnomes live in the Gnomish Free Kingdom and are ruled by an elected body of great thinkers and inventors. Their location, surrounded by large mountain ranges in a semi‐ circle around them to the north provides them good defense against threats coming from land but that also poses significant issues concerning travel and trade to the other kingdoms. The southern section of gnomish lands border the ocean and the gnomes saw early that sea travel would allow them to move their goods for trade quickly and efficiently. Over the years the gnomes have amassed a huge fleet of transports to carry their good and an even larger fleet of warships to protect them as they travel.
Manifest Weeping Attack: The gargoyle is able to channel the properties of weeping steel when attacking. The character must consume 1 Weeping Steel Bar when buying this ability. The character gains the ability to swing the bleeding carrier with their claws X encounters per event where X equals character level /3 rounded down, minimum 1. If the character switches carriers during the encounter manifesting the same carrier again later counts as another use for the event. Prerequisite: Character has at least 30 Build. Build Cost: 5.
The Gnomish people typically live in sturdily built homes that are carved into the walls of the Shadowcleff, a large jagged chasm that bisects their kingdom. Stretching over 40 miles, Shadowcleff provides both protection from the
Monstrous Strength 2: The character's monstrous Strength increases to 2, allowing them to add 2 damage to all muscle powered melee weapons and 2 Force when breaking or 54
elements, extremely defensible homes, and ample space for the laboratories and workshops that are the hallmark of the gnomish city.
item, the player makes a Rock/Paper/Scissors challenge against a marshal. If the player used a unit of material that makes up the majority of the broken item, the item is repaired if the player wins or ties against the marshal. If the player used a unit of material that is not the primary material, the item is repaired only if they win the challenge. In all cases, the unit of material used for the repair is expended. Gerry Rigging can only be attempted one time on a broken item. Creative Mind: When crafting an item or alchemical substance a gnome may attempt to swap a single component normally required for the recipe with another when crafting an item however there is a chance the swap will not work. The player will roll on the chart below to determine if the swap was successful. If it was, the player will receive the finished item tag as normal, but if they fail all the components used in the creation of the item are destroyed.
The proximity of the GFK to the island of Pulau has put the gnomes on the forefront of the skirmishes between the mainland races and Cinderheart's Black Orc army. The success of their navy in preventing any large landings of his warriors has earned the gnomes Cinderheart's hatred, and he has vowed that the GFK would be the first kingdom to fall when the invasion begins. Race Cost: 3 Build Points Normal Body Range: 5 to 25 (See Characters for more information.) Racial Abilities: Alchemical Intuition: Gnomes do not need a teacher to learn any standard alchemical recipe they have the prerequisites to learn. This ability does not grant the gnome the ability to automatically learn custom alchemical recipes created by other characters. Gerry Rigging: Gnomes may spend 1 Long Term Endurance to attempt to repair a broken item. This attempt requires the expenditure of 1 unit of a material that was used in the creation of the broken item. To attempt to repair the
Racial Flaws: None Costuming Requirements: Long pointed ears (4" or longer), Goggles (worn or plainly visible on head or hanging from neck.)
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are made. When this purchased, the gnome gains 1 rank in Knowledge Architecture and Engineering and from that point forward gain an additional rank whenever they purchase 1 rank of the skill. Prerequisite: Character has at least 30 Build. Build Cost: 2.
Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
Gnomish Determination: A Gnome with this ability can attempt Gerry Rigging a second time after failing their first attempt. Prerequisite: Character has at least 50 Build. Build Cost: 2.
Alchemical Predilection: When attempting to create a alchemical item with the Alchemical Research skill, the character receives a bonus equal to their character level x 3 on their Experimentation roll. Prerequisite: Character has at least 20 Build. Build Cost: 3.
Gnomish Ingenuity: When attempting to create a mechanical item with the Inventor skill, the character receives a bonus equal to their character level x 3 on their roll to craft the Prototype. Prerequisite: Character has at least 75 Build. Build Cost: 3.
Mechanical Prodigy: Gnomes with this ability have an uncanny intuition related to how things
Let Me Tweak That: When crafting a mechanical prototype, a gnome with this ability 56
can expend 1 unit of a material used in the construction of the machine to re‐roll a failed Prototype roll. Prerequisite: Character has at least 100 Build. Build Cost: 2.
protection of their race would have on the world. On occasion a Goblin, usually Fate Touched, will rise above the conditions that hold the rest of his race back and learn the secrets of magic or the skills required to craft or create items. These individuals are scorned and ridiculed by other Goblins as one who is pretending to be above their station in life but their skills often make them invaluable additions to groups who see the value they bring.
Goblin Goblins are smallish, green‐skinned humanoids with large black eyes. Goblins are not physically intimidating, and because they breed and mature quickly and are able to survive in almost any conditions, other races of Baru generally consider goblins to be pests.
Race Cost: 3 Build Points Normal Body Range: 10 to 30 (See Characters for more information.)
Goblins that live in the civilized lands tend to live in small, filthy hovels on the outskirts of the villages and towns and survive by scavenging the waste and trash discard by those who live there. Goblins have no kingdom of their own and thus have no central government. Left to their own devices Goblins, even among their small communities, seldom appoint a leader or organize a governing body. This lack of organization means they do not fight (or defend themselves) well, with skirmishes generally deteriorating into every Goblin for themselves scenarios.
Racial Abilities: Scavenger: Goblins receive one random component at Logistics. This component can be of any type or rarity. Hard to Kill: Goblins can spend 1 Long Term Endurance to automatically revive from the 1st Stage of Death with 1 body. Iron Gullet: Goblins can eat and survive on almost anything that contains some sort of nutritional value. This means goblins can eat rotting food or plant and animal products that other races would be unable to digest. Because goblins can easily find some type of item that is edible to them, Goblins are always considered to have Rations between events.
To make things even worse Goblins are easily swayed by charismatic leaders of other races who convince them to serve them willingly or they are subjugated by the stronger, more aggressive races forced to obey them as their masters. While physically weaker than many other races, they make up for their physically frailty by being exceeding difficult to kill. It is said that like a cock‐roach, a goblin can be stomped flat, but stand up and run away. This makes them ideal expendable front line soldiers for those willing to coerce them into battle.
Racial Flaws: Puny: Goblins do 1 less damage when using muscle powered melee weapons. Weak Willed: The duration of Mind Affecting spells or skills active on a Goblin are doubled. Costuming Requirements: All exposed skin painted green with black circles around the eye sockets, Long Pointed Ears (4" or longer).
Goblins have the intellectual potential that is found in other races, but they have no real culture of their own and seldom receive any type of education or training other than the survival skills passed on by their parents. Their ignorance is passed on from generation to generation and as a whole they believe they belong in the place that society had put them. The other races have no idea the impact a real goblin society dedicated to the welfare and
Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher 57
and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
specific context where actual individual are not required to be physically represented. If the player wishes to have dedicated goblin followers, they must provide the players, costuming, and makeup to do so. Such players will be given generic goblin character sheets to use Prerequisite: Character has at least 120 Build. Build Cost: 3.
Roll with the Punches: A Goblin with this skill and spend 1 LTE to completely resist a melee attack with a numeric component. Unlike similar skills, this ability resists both the numeric portion and any effects associated with the attack's carrier. Prerequisite: Character has at least 60 Build. Build Cost: 5.
Roll with the Punches 2: A Goblin with this skill and spend 1 STE to completely resist a melee attack with a numeric component. Unlike similar skills, this ability resists both the numeric portion and any effects associated with the attack's carrier. Prerequisite: Character has at least 150 Build. Build Cost: 10.
Goblin Leader: A Goblin with the ability can inspire other goblins to follow their leadership. To use this ability, the Goblin Leader must give a speech lasting at least 60 seconds and then give the goblins clear instructions which they will attempt to follow to the best of their ability. Goblins influenced by a Goblin Leader may attempt dangerous tasks, but not ones that will result in certain death. For example, a Goblin Leader might convince a group of goblins to attack a far superior foe, such as a dragon, where death is a real possibility, but could not convince them to jump into a volcano or off a high cliff where death would be certain. The Goblins will remain "loyal" to a Goblin Leader who has treated them fairly and well, at least until they are outside the Leaders area of influence (sight and/or hearing) for a period of more than 24 hours OR until some other commanding creature attempts to exploit their Weak Will. If they are treated well, they may remain loyal without being in the leaders presence for extended periods of time. This ability is considered a Mind Affecting ability and can be resisted by any spell, skill or ability that would normally counter such. This ability allows the Goblin Leader to strongly influence other Goblins, but does not turn them into autonomous slaves. A Goblin Leader will not retain the loyalty of those treated poorly or if he is responsible for large numbers goblin deaths. This ability has limited or little effect on Fate‐Touched goblins or on goblins who the leader has previously treated poorly. Note: Staff will not provide NPCs to represent goblins being controlled with this ability outside modules where NPC goblins are already present, though the ability can be used in Role Play
Goblin Metamorphoses: A Goblin with this ability has reached maturity. They lose their racial flaws of Weak Willed and Puny. They gain 2 Short White Claws that swing 3 damage and have the carrier of Pierce Armor. Prerequisite: Character has at least 200 Build. Build Cost: 15.
Humans Humans are the most populous race in the world of Baru. Intelligent and adaptable, humans are found in virtually every environment that is capable of sustaining life in the world. Humans are among the races with the shortest life span in the world, but their ability to breed quickly and with multiple partners ensure the longevity of their race as a whole. Even though they are considered weak or puny compared to many of the other races, humans breed and mature comparatively quickly which allows them to be a potential threat to even the most powerful of the other races based on their sheer numbers. The fact that Humans vary so greatly in temperament means despite their numbers they seldom organize in such a way as to be perceived as an imminent threat to the other races. On occasion, a leader will arise with the charisma necessary to gather large numbers of followers and equip and train them for war. 500 years ago, before the last Unbalancing, a human 58
warrior named Valdstad did just that. Valdstad was the second son of the chieftain of the Winding River tribe who fancied himself to be a better candidate to succeed his father than the older son. Valdstad organized a group of village warriors and eliminated both his brother and father and make it look as if a neighboring tribe attacked. This allowed Valdstad to take control of the village and gave him the excuse needed to get the rest of the village to seek "justice" for this attack. Valdstad used his "passion" over the death of his father to motivate the rest of the village to strike back. This eliminated a rival tribe and expand his village's territory. Over the course of the next three decades Valdstad systematically conquered and assimilated all the villages and towns in the Northern Tier.
reported to still be in the prime of his life, though he was born almost 100 years ago. He has assembled an army of the Black Orcs, native to Pulau, and has used the magic of creation to make them larger and stronger than ordinary Orcs and to bind them to his command absolutely. He is the absolute ruler of Pulau and everyone who lives on that isle does so at his grace. He has several times sent fleets of Orcs to establish a beach head on Besaran, and has been largely unsuccessful, due to the naval superiority of the Gnomish Free Kingdom. The GFK is the southernmost kingdom in Besaran, and has plentiful resources suitable for ship building. Combining those resources with the natural creativity of the Gnomes, the GFK has built the fastest, best armed naval force in the world. The Gnomish Naval Force actively patrol around Pulau to attempt ensure that Cinderheart is contained. Several other kingdoms and free cities contribute a tithe to the GNF for this service, but the GFK performs this mission out of necessity given Cinderheart has vowed that theirs would be the first kingdom he would conquer. On occasion, a few of Cinderheart's ships have managed to slip past the blockades, but never in enough strength to be a direct threat to mainland kingdoms.
At some point in the fifth decade of his life Valdstad experienced an encounter with Axiom the physical embodiment of Law. While Valdstad never spoke of the details of this meeting, it left him a changed man. He dedicated the final years of his life to stabilizing the kingdom he created, setting up local governments dedicated to protecting the citizens and making it a haven from the disorder that plagued many other kingdoms. Before he died, Valdstad molded and rebranded the Kingdom of Valdstad as a kingdom of law, a place of order, and center for the acquisition and preservation of learning. To this day, the kingdom of Valdstad is revered for their protection of their people and the esteem awarded to scholars and teachers. It is one of the few truly civilized kingdoms and is the largest single human led kingdom in the world.
Race Cost: 0 BP Normal Body Range: 7 to 27 (See Characters for more information.) Racial Abilities: Fate Favored 2 ‐ Human's Receive an additional chance to return from the realm of the dead automatically.
While Valdstad eventually became a standard of what Good a Human can embody, Humans also have the capacity for great evil. The human warlord, Cinderheart, is the greatest threat facing civilization today. From the island of Pulau, to the south of the continent of Besaran, Cinderheart has proven to be ruthless in his drive to conquer the world. As one of the Fate Touched, he commands power greater than most normal mortals and he has used that power to aggressively find and take Shards of Creation. It is widely believed that he has used some of the power he collected to extend his lifespan as he does not seem to be aging and is
Racial Flaws: None Costuming Requirements: None
Jastra The Jastra are tribes of nomadic wanderers who travel throughout the lands, generally in large caravans, transporting goods and trading with the other races. Jastra have a reputation as neutral traders, seldom taking part in larger conflicts of the other races. Their neutrality in 59
most matters allows their caravans to travel through lands that may be hostile to other races.
Dwarves. Both males and female Jastra have thick eyebrows and sideburns and tend to dress in colorful clothing. The Jastra favor the sling as their weapon of choice, seemingly each has a natural talent for striking a target to the greatest effect. Jastra raised in a Tribe are taught from an early age how to use the weapon since the small size of the sling allow it to be easily concealed and ammunition for it can be found virtually anywhere. Their natural talent combined with these features makes a sling the ideal weapon for people who do not wish to appear threatening.
Each caravan is led by a Master Trader who is the leader of the tribe. The Master Trader plans the cargo load and delivery routes and works to establish trade deals between parties who are unable or unwilling to negotiate directly with each other. Each clan has its own method of choosing their Master Trader, but often age coupled with past successes in negotiation has much to do with who his chosen.
Jastra are welcomed almost everywhere they venture; besides the trade goods they bring from faraway lands and their reputation for honest trade, they often bring with them tales of their travels to entertain others.
While each Tribe is an independent group, they do occasionally gather to establish a bazar where many Tribes come together and setup a temporary community of portable structures generally near major waterway or major road intersections where they can attract the most customers. The transitory nature of these settlements allows the Jastra to pack quickly to avoid conflict, for a change of scenery, or to find a more lucrative or profitable area for their goods
Race Cost: 3 Build Points Normal Body Range: 5 to 25 (See Characters for more information.) Racial Abilities: Lucky: Jastra start with one daily Dodge. Uncanny Accuracy: Jastra do +1 Damage when using a ranged weapon.
Jastra who leave their Tribe are known as the Talvale or One Who Travels Alone. Talvale are generally Fate Touched Jastra who leave their Tribe to pursue their destiny, wherever that may take them. Talvale are honored among the Jastra who believe it takes great strength to bear the burden of being without a Tribe. Talvale are welcome among any tribe and are treated as honored guests if they encounter a Jastra Caravan.
Racial Flaws: None Costuming Requirements: Exaggerated Eye Brows and Sideburns. Racial Progression
Jastra have reputation for blending in and the ability to move silently when needed. Coupled with an inherent sense of danger that allows them to avoid surprises and traps, Jastra make excellent scouts and rogues. Those who excel in these skills are often initiated into their Caravan's Scout Force, who work to ensure the route their wagons are travelling is safe and secure.
The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
The Jastra race is very human like in appearance. Though Jastra tend to be shorter and slighter in build than most humans there are individuals who fall outside the racial norm and are taller than Humans or wider than
Pass Me By: Once per day, as long as the character is not actively engaged with, or observed by, another non‐friendly character, a Jastra with this ability may make a call of "Pass me by" and be considered invisible to sight and 60
sound so long as they do not speak, take a step or interact with their environment. Normal body movements such breathing, minor fidgeting, etc. will not cause the ability to end but any other type of In Game movement or actions will. The player may make of Out of Game call of "Active Pass Me By" to alert other of their state if anyone where to approach while they are hidden. Prerequisite: Character has at least 20 Build. Build Cost: 3.
OR expend 1 END per person in the group they are hiding and perform a single 3 count ("I Hide Us 1, I Hide Us 2, I Hide Us 3"). Each member of the group is considered invisible to sight and sound so long as they do not speak, take a step or interact with the environment. Normal body movements such breathing, minor fidgeting, etc. will not cause the ability to end but any other type of In Game movement or actions will. Any individual hidden thusly may make of Out of Game call of "Active Pass Me By" to alert other of their state. Prerequisite: Pass Me By, Character has at least 100 Build. Build Cost: 3.
Mercantile Tendencies: A Jastra with this ability often finds good trade deals. Between each event the character can negotiate a trade deal by either specifically looking for 1 specific type of item with a value no greater than 100 sp OR can by purchase a Lot which is contains 1 or more randomly generated materials or items. The Jastra states what percentage of the value of the item or Lot they are willing to pay and then roll percentile dice. If their roll is less than or equal to the amount they are willing to pay, they may purchase the item or Lot, at that percent of its normal value (as listed in the Starting Equipment List). If they cannot or will not make the payment, then the opportunity is lost. Prerequisite: Character has at least 30 Build. Build Cost: 3.
Improved Mercantile Tendencies II: When utilizing their Mercantile Tendencies, the character may look for a specific item worth up to 500 sp or may choose from 3 random Lots. Prerequisite: Improved Mercantile Tendencies, Character has at least 120 Build. Build Cost: 3. Improved Pass Me By II: The character may utilize their Pass Me By skill three times per day. Prerequisite: Improved Pass Me By, Character has at least 140 Build. Build Cost: 3. Improved Mercantile Tendencies III: When utilizing their Mercantile Tendencies, the character may look for a specific item worth up to 1000 sp or may choose from 4 random Lots. Prerequisite: Mercantile Improved Tendencies II, Character has at least 120 Build. Build Cost: 3.
Improved Pass Me By: The character may utilize their Pass Me By skill twice per day. Prerequisite: Pass Me By, Character has at least 80 Build. Build Cost: 3. Improved Mercantile Tendencies: When utilizing their Mercantile Tendencies, the character may look for a specific item worth up to 250 sp or may choose from 2 random Lots. Prerequisite: Mercantile Tendencies, Character has at least 70 Build. Build Cost: 3.
Improved Pass Me By III: When using their Pass Me By ability, the Jastra may make slow, steady movements and remain hidden. The character must move at a slow walking pace. While moving through grass or shrubs and causing them to move or to make soft sounds associated with walking will not end the effect, moving at more than a slow walking pace, speaking, running, picking up something, moving within melee weapons range of another character not under the effects of Pass Me By or Pass Us By, or using any In Game skill will cause the effect to end. Prerequisite: Improved Pass Me By II,
Pass Us By: A Jastra with this ability may attempt to hide others in a group. To do so none of the characters in the group to be hidden can be actively engaged with, or observed by, another non‐friendly character. The Jastra must either take a 3 count per individual to help them hide ("I Hide You 1, I Hide You 2, I Hide You 3") 61
Character has at least 200 Build. Build Cost: 3.
Loakay hoped at the worst case, Belatucdros would be severely weakened by the loss of even more follower and in the best case, the Orcs would be successfully and Loakay would be able to absorb Belatucdros' power. Unfortunately for Loakay, another Aspect, Lynx the Aspect of Secrets, discovered Loakay's plan and intervened. Lynx informed the Orcs of Loakay's trickery and his part in their defeat. He granted them the Secret of how to force Loakay to manifest physically and the how to craft a weapon that could destroy him. The Orcs followed Lynx's instructions and were able to manifest and destroy Loakay. Lynx was able to steal the energy released with Loakay's destruction and assumed the mantle of Trickery and Deceit becoming the Aspect of Secrets, Trickery and Deceit.
Orc The Orc races has a long history filled with violence and blood‐shed. Prior to the first Unbalancing, the Orc people were an organized band of roving marauders, leaving a path of destruction in their wake. As a whole they were dedicated to Belatucdros, the Aspect of War, and the Orcish people reveled in thrill of combat which leant greater strength to their Aspect. Concerned by Belatucdros growing power, Loakay, the Aspect of Trickery and Deceit, hatched a plan to unseat the Aspect of War. Loakay changed his form to mimic that of Belatucdros and convinced the Orc Warlords to extend their attacks into the lands held by the dragon‐kin many of whom followed Loakay himself. In the form of Belatucdros Loakay guided the Orc battle plans over time, providing intelligence that allowed the Orcs to drive their forces like the tip of a spear deep into dragon‐ kin lands. Once the Orcs were firmly committed to conquering in the Dragon‐kin lands Loakay appeared to the dragon‐kin as himself and informed the dragon‐kin chieftain of the Orc's war strategy and plans for the final push into their capital. This knowledge allowed the dragon‐kin to position their forces so that once the Orc's were finally committed to the final battle, the dragon‐kin were able to sweep in from the hidden positions along the flanks of the Orcish army and decimate the Orc war force. The Dragon‐kin pursued the routed into the Orc homeland and razed every building, burned and salted the fields and poisoned the wells. Those Orcs who survived fled in small groups that eventually formed the basis for the Orc tribes of today.
The remaining Orcs found themselves without a land to call their own and broke about into smaller tribes to make their passage through other races' lands stealthier and the logistics of moving and feeding their people easier. They gravitated to lands that none of the other races wanted, such as areas of swamp, harsh mountains and arid desserts. There they once again established communities and their population has slowly grown, but they are no longer an organized nation. Each village is ruled by a Warlord and each if fiercely independent. The Orcs have taken great pride in the fact that they are one of the few races to physically destroy an Aspect but the Orc War left most with an inherent distrust of Aspects in general. The Orc people want to be guided by their own leaders and not to be used as pawns in the games of power the Aspects play. As such very few Orcs become dedicated to an Aspect and those that do are looked upon with distrust by other Orcs.
Those Orcs who survived were devastated by the loss and felt betrayed by Belatucdros. The vast majority of Orcs who were dedicated to Belatucdros renounced him and the loss of his Dedicated warriors greatly weakened him. Loakay took advantage of shift in power and appeared to them Orc people again, this time in the form Nemesis, the Aspect of Vengeance. He preached to them about seeking revenge on Belatucdros who had betrayed them and urging them into battling and destroying Belatucdros.
Orcs are proud that they are able to survive and flourish in lands few other races are able to live in. They relish the challenge of survival and this had morphed into a culture where proving yourself the best, strongest, fastest or smartest a badge of honor and most Orcs will actively seek out situations that challenge them physically. While most Orcs are no longer
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dedicated to Belatucdros, they still enjoy the thrill of battle and relish a good fight.
lifting objects. Prerequisite: Character has at least 75 Build. Build Cost: 5.
Race Cost: 3 BP Normal Body Range: 8 to 28 (See Characters for more information.)
Improved Frenzy: An Orc with this ability is able to use END based skills and abilities while under the effects of Frenzy. In addition the Temporary Body and Temporary Natural Armor provided by Frenzy increases to 20. Prerequisite: Character has at least 100 Build. Build Cost: 3.
Racial Abilities: Monstrous Strength 1: Orcs add 1 damage to all muscle powered melee attacks and 1 Force when breaking or lifting objects. Monstrous Strength does not stack with other skills, spells or abilities that grant Monstrous Strength. A character can only benefit from their highest source of Monstrous Strength. Frenzy: At any time after engaging in combat an Orc may spend 1 Long Term Endurance to enter a Frenzy state becoming focused on defeating their opponents no matter the personal cost. After calling Frenzy, the Orc's Monstrous Strength increased by 2, he gains 10 temporary Body, and 10 temporary Natural Armor. The Frenzy state lasts the duration of the encounter or until all opponents are defeated. While in a Frenzy state the Orc cannot use any Defensive Skills or Endurance Based spells, skills, or abilities that are not offensive in nature (attacks that target an opponent and do them harm). Any temporary Body or Armor in excess of the Orc's normal maximum is removed when the Frenzy state ends.
Monstrous Strength 3: The character's monstrous Strength increases to 3, allowing them to add 3 damage to all muscle powered melee weapons and 3 Force when breaking or lifting objects. Prerequisites: Monstrous Strength 2, Character has at least 150 Build. Build Cost: 10. Improved Frenzy II: An Orc with this ability is able to all skills and abilities while under the effects of Frenzy. In addition the Temporary Body and Temporary Natural Armor provided by Frenzy increases to 30. Prerequisites: Improved Frenzy, Character has at least 175 Build. Build Cost: 3. Never Say Die: Once per Logistics Period, if the Orc with this ability, while in the Frenzy state, would drop into the first stage of their death count, they are instead healed to full body and their STE is refreshed to full. At the end of the encounter the Orc enters the first stage of death. If the character is already in a stage of death at the end of the encounter, they instead drop and additional stage in their death count. A character in the 3rd stage of death at the end of the encounter would dead. If the character does not die as a result of using this ability, during their next encounter the character cannot use any STE nor can they rest during the encounter to regain STE. Prerequisite: Character has at least 200 Build. Build Cost: 10.
Costuming Requirements: Tusks, All exposed skin painted green Racial Progression The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so. Monstrous Strength 2: The character's monstrous Strength increases to 2, allowing them to add 2 damage to all muscle powered melee weapons and 2 Force when breaking or
Troll Trolls are a perfect example of a race created for survival. The combination of their razor sharp 63
claws and an unnatural metabolism that allows them to shrug off almost any wound, purge all but the most deadly of poison and be unaffected by most diseases make them formidable foes. Their warped and twisted appearance and their seemingly primitive lifestyle conceal their sharp minds and extent of their knowledge of the natural world. In fact Trolls are as adept at magic, crafting and alchemy as virtually any other race and excel in the creation of poisons which they often use when hunting or in battle against their foes.
Nation. Komir ensure that food and essential supplies are purchased and delivered to the various villages throughout the swamp and funds are used to ensure the Troll army is well equipped and trained. Trolls protect their land with determination and woe be to any travelers who enter the Endless Morass without a Troll guide and a writ of passage. Race Cost: 8 Build Points Normal Body Range: 7 to 27 (See Characters for more information.)
The Troll Nation claims the area known as the Endless Morass and all it contains as their own. Their capital city, Wrathald, appears to be little more than a primitive village and lies deep within the deadly swamp they call home. The Troll Nation is led by a powerful Troll Shaman named Komir the Black has a reputation of knowing everything and what he doesn't know he can find out. He is known as a broker of information and many believe it is Komir's magic that allows him to gather knowledge for trade or sale. In reality, while Komir may indeed have some divination or scrying powers, most of what he learns comes from a complex network of informants that he invested decades in setting up. It is rumored that his network is comprised of a wide variety of people in all stations of life all over Baru, all of whom are Oath Bound to gather and sell information only to him. A darker rumor says any who break their Oath to Komir die instantly and souls are used to power the dark rituals that he uses to maintain his hold on the Troll Nation. It is often joked that anyone who dies suddenly without an obvious cause must have betrayed Komir.
Racial Abilities: Claws: Trolls may wield may wield 2 short white claws, swinging 3 base Normal damage. Claws are immune to Disarm effects, and if stuck with a Shatter effect, the character instead suffers a broken limb. Regeneration: A troll heals 1 Body every 60 seconds. A troll CANNOT regenerate damage from Fire or Acid attacks, this damage must heal normally or through alchemical or magical means. Regeneration stays active even when a troll enters the first stage of their death count, and a troll will become conscious before they reach stage 2 as long as they were damaged with effects other than fire and acid. Stamina: A troll may spend 1 Endurance to purge a bleeding, poison, or disease effect from themselves or to repair a broken limb. Additionally, a troll may spend 1 Long Term Endurance to repair a severed tendon, regrow a severed limb or purge a toxin or plague effect from them self. Resurrection: A troll will revive with full Body 120 seconds after entering the any stage of the Death Count as long as they have at least 1 Long Term Endurance. Resurrection will never trigger if the troll's regeneration is able to revive them and it does not activate if the Troll was delivered a killing blow with a Fire or Acid carrier. Resurrection reduces a Troll's Long Term Endurance to 0.
Rumors aside, the Troll Nation survives and thrives by gathering and selling (or trading) the valuable natural resources located within the darkest and deadliest areas of the swamp. In an environment where virtually every animal and plant is poisonous (and even those that are not will try to devour you) Trolls are the perfect labor force to gather them. The rarity of these resources combined with a monopoly on the labor force required to gather them allows Komir to set a premium price on those resources. Much of this money is invested in sustaining the welfare the people of the Troll
Racial Flaws: Susceptible: Trolls take double damage from attacks with Fire or Acid Carriers. Costuming Requirements: All exposed skin painted brown, long pointed nose, long black hair braided in dreadlocks. 64
Racial Progression
Improved Resurrection: The Troll's Regeneration ability no longer reduces the Troll's LTE to 0 after being used. Prerequisite: Character has at least 200 Build. Build Cost: 15.
The character has the following optional abilities available to represent the powers and abilities they develop as they age and mature. A character is not required to purchase any of these abilities, but if they choose to do so, the character must meet the all prerequisites. Racial Progression abilities do not require a teacher and multiple abilities may be purchased at one time if the character meets the prerequisites to do so.
Monstrous Strength 1: The character gains monstrous Strength 1, allowing them to add 1 damage to all muscle powered melee weapons and 1 Force when breaking or lifting objects. Prerequisite: Character has at least 75 Build. Build Cost: 5. Improved Regeneration: The Troll's Regeneration ability increases to 2 Body every 60 seconds and allows the troll to regenerate while in the 2nd stage of death. Prerequisite: Character has at least 100 Build. Build Cost: 6. Monstrous Strength 2: The character's monstrous Strength increases to 2, allowing them to add 2 damage to all muscle powered melee weapons and 2 Force when breaking or lifting objects. Prerequisite: Character has at least 125 Build. Build Cost: 10. Improved Stamina: The Troll's Stamina ability no longer requires END to purge a bleeding, poison, or disease effect from themselves or to repair a broken limb. In addition they no longer need to spend END to repair a severed tendon or regrow a severed limb. Prerequisite: Character has at least 150 Build. Build Cost: 10. Improved Regeneration II: The Troll's Regeneration ability increases to 3 Body every 60 seconds and allows the troll to regenerate while in the 3rd stage of death. Prerequisite: Character has at least 175 Build. Build Cost: 8.
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weapon tag attached. Natural Weapons such as Fists and Claws only need to be tagged for safety. Character's cannot dual wield weapons that have the option for more than one hand, such as hand and a half weapons, with the exception of a spear, and then only one of the character's weapons can be a spear. Prerequisites: Use Weapon of the appropriate type if wield weapons. Cost: 5 BP
Skills and Classes General Skills General Skills can be purchased by any character that meets the prerequisites to do so. They are skills that have some utility regardless of class.
Armor Specialization Description: A character with this skill gains extra protection while wearing a specific type of armor. Game Mechanic: The character gains +1 point of protection for every location they are wearing the type of armor specified when the skill was purchased. This skill can be purchased for Leather, Chain, Brigandine, or Plate Armor. Special: A character may have 1 Specialization per character level. NOTE: Armor Specialization CANNOT be used as a prerequisite skill to qualify for any class. Prerequisites: Wear Armor of the type specified when purchasing the skill. Cost: 3 BP
First Aid Description: A character with this skill has some knowledge assessing the severity of wounds and can aid those who have recently fallen in battle. Game Mechanic: This skill may only be initiated during the first stage of the death count. The player must announce they are beginning first aid, at which time, the wounded character pauses their death count. The character performing First Aid must physically bandage the character and otherwise treat their wounds for 60 seconds. If the character performing First Aid is interrupted while using the skill, the wounded character resumes their death count where they left off. If the First Aid is performed successfully, the wounded character remains unconscious for another 60 seconds and then becomes conscious with 1 Body. Special: First Aid may be used to assess a character's wounds. The player may approach a wounded character and declare "First Aid, Assess Wounds" at which time the wounded player may indicate what stage of the death count their character is in. Prerequisites: Knowledge: Anatomy Cost: 2 BP
Comprehend Arcane Script Description: A character with this skill is able to read magical script and can cast spells from a Scroll if they have sufficient ability to Channel Mana. Game Mechanic: This skill allows the character to read any in game items that are written in magical script and can identify the name of a spell written on a scroll. Additionally the character is able to activate a spell from a scroll as long as they have a Channel Mana skill equal to or greater than the level of spell contained thereon. The player is not required to have Arcane Knowledge that matches that of the spell. Prerequisites: Read and Write Cost: 2 BP
Gather Component, Animal Description: This skill allows the character to gather useful resources from the body of a dead animal. Game Mechanic: When searching the body of an animal the NPC may indicate the animal is Gather Animal active which means the animal has body parts that are salvageable. A player with this skill may spend 60 seconds and harvest the useful body parts, bone or skin which may then later be refined for use in crafting. Additionally this skill allows the character to
Dual Wield Description: A character with this skill has mastered fighting with two hands, weapons, or claws at the same time. Game Mechanic: This player can wield two one handed weapon reps in combat at the same time. The reps must be tagged for safety and all weapon reps must have the appropriate 66
convert their Labor Potential into Crafting Points at a 1:1 ratio for use in gathering this material type at Logistics. All characters with this skill may actually pick up or gather the physical representation of any type of animal component they discover in game. Prerequisites: None Cost: 3 BP (2BP if character possesses Refine Component, Animal)
type of mineral component they discover in game. Prerequisites: None Cost: 3 BP (2BP if character possesses Refine Component, Mineral)
Gather Component, Vegetable Description: This skill allows the character to gather useful resources from plants. Game Mechanic: When searching the body of an plant creature the NPC may indicate the animal is Gather Vegetable active which means the plant has parts that are salvageable. A player with this skill may spend 60 seconds and harvest the useful parts such as bark, seeds or leaves which may then later be refined for use in crafting. Additionally this skill allows the character to convert their Labor Potential into Crafting Points at a 1:1 ratio for use in gathering this material type at Logistics. All characters with this skill may actually pick up or gather the physical representation of any type of Vegetable component they discover in game. Prerequisites: None Cost: 3 BP (2BP if character possesses Refine Component, Vegetable)
Gather Component, Magical Description: This skill allows the character to gather useful resources from the body of a dead magical creature. Game Mechanic: When searching the body of a magical creature the NPC may indicate the body is Gather Magical active which means the corpse has body parts that are salvageable. A player with this skill may spend 60 seconds and harvest any useful materials which may then later be refined for use in crafting. Additionally this skill allows the character to convert their Labor Potential into Crafting Points at a 1:1 ratio for use in gathering this material type at Logistics. All characters with this skill may actually pick up or gather the physical representation of any type of magical component they discover in game. Prerequisites: None Cost: 3 BP (2BP if character possesses Refine Component, Magical)
Gather Rations, Farmer Description: This skill allows the character to create rations which can be used to feed themselves or others. Game Mechanic: This skill allows the player to convert their Labor Potential (LP) into Crafting Points (CP) in order to create a unit of Rations. A ration requires 2 CP to produce. Characters must have rations at the end of each event to have access to their Between Event Labor Potential. Characters without rations are considered to be spending the time between events gathering Food for themselves. At logistics the player notifies the logistics staff that that they wish to create a ration, expend the necessary CP and will receive a Ration tag. Additionally, this skill gives the character the opportunity once per event to spend 1 LP to attempt a random roll on the Gather Rations Farming Chart. The Farming Chart has different results that may provide the player with additional resources or extra rations but also have a chance of forcing an automatic
Gather Component, Mineral Description: This skill allows the character to gather useful resources from the body of a Mineral Creatures. Game Mechanic: When searching the body of a mineral creature the NPC may indicate the animal is Gather Mineral active which means the body has material that is salvageable. A player with this skill may spend 60 seconds and harvest the useful material such as iron, stone or precious gems which may then later be refined for use in crafting. Additionally this skill allows the character to convert their Labor Potential into Crafting Points at a 1:1 ratio for use in gathering this material type at Logistics. All characters with this skill may actually pick up or gather the physical representation of any
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encounter or not returning any rations at all. The player must take the results of the roll unless they have a skill that would allow them to re‐roll the results. To roll on the Farming Chart, the character with the Make Ration Skill, along with any characters accompanying the player, should see visit the Monster Desk and request to roll. Farming is considered the safest of the Gather Ration skills, so the risks and rewards are lesser than the other skills. Rations must be used in the event in they are created unless the player discovers a way in‐ game to preserve them for longer lengths of time. Rations are able to be traded, and the individual crafting them should write their Player name on the ration tag indicating they made the ration. Players who are turning in rations should also fill out the appropriate section of the ration tag with their Player name showing they are using the ration between events. Prerequisites: None Cost: 3 BP
with any characters accompanying the player, should see visit the Monster Desk and request to roll. Fishing is considered the middle road of Gather Ration skills. This means while there is a higher chance of not receiving a ration, the potential rewards are greater than that of Farming but there is less chance of a dangerous encounter than one would have with Hunting. Rations must be used in the event in they are created unless the player discovers a way in‐ game to preserve them for longer lengths of time. Rations are able to be traded, and the individual crafting them should write their Player name on the ration tag indicating they made the ration. Players who are turning in rations should also fill out the appropriate section of the ration tag with their Player name showing they are using the ration between events. Prerequisites: None Cost: 3 BP
Gather Rations, Hunter Description: This skill allows the character to create rations which can be used to feed themselves or others. Game Mechanic: This skill allows the player to convert their Labor Potential (LP) into Crafting Points (CP) in order to create a unit of Rations. A ration requires 2 CP to produce. Characters must have rations at the end of each event to have access to their Between Event Labor Potential. Characters without rations are considered to be spending the time between events gathering Food for themselves. At logistics the player notifies the logistics staff that that they wish to create a ration, expend the necessary CP and will receive a Ration tag. Additionally, this skill gives the character the opportunity once per event to spend 1 LP to attempt a random roll on the Gather Rations Hunting Chart. The Hunting Chart has different results that may provide the player with additional resources or extra rations but also have a chance of forcing an automatic encounter or not returning any rations at all. The player must take the results of the roll unless they have a skill that would allow them to re‐roll the results. To roll on the Hunting Chart, the character with the Make Ration Skill, along with any characters accompanying the player, should see visit the Monster Desk and request
Gather Rations, Fisherman Description: This skill allows the character to create rations which can be used to feed themselves or others. Game Mechanic: This skill allows the player to convert their Labor Potential (LP) into Crafting Points (CP) in order to create a unit of Rations. A ration requires 2 CP to produce. Characters must have rations at the end of each event to have access to their Between Event Labor Potential. Characters without rations are considered to be spending the time between events gathering Food for themselves. At logistics the player notifies the logistics staff that that they wish to create a ration, expend the necessary CP and will receive a Ration tag. Additionally, this skill gives the character the opportunity once per event to spend 1 LP to attempt a random roll on the Gather Rations Fishing Chart. The Fishing Chart has different results that may provide the player with additional resources or extra rations but also have a chance of forcing an automatic encounter or not returning any rations at all. The player must take the results of the roll unless they have a skill that would allow them to re‐roll the results. To roll on the Fishing Chart, the character with the Make Ration Skill, along 68
to roll. Hunting is considered the most dangerous of the Gather Ration skills since dangerous encounters are likely, but these encounters have greater potential rewards than Fishing or Farming. Rations must be used in the event in they are created unless the player discovers a way in‐ game to preserve them for longer lengths of time. Rations are able to be traded, and the individual crafting them should write their Player name on the ration tag indicating they made the ration. Players who are turning in rations should also fill out the appropriate section of the ration tag with their Player name showing they are using the ration between events. Prerequisites: None Cost: 3 BP
Game Mechanic: At the conclusion of a battle but before updating their ammunition tag(s), the character can visit a marshal to perform a Rock, Paper, Scissors challenge. If they succeed or tie in the challenge they can recover up to 5 arrows/bolts by spending 5 minutes of RP. If the character loses, they must still spend 5 minutes of RP, but do not recover any arrows or bolts. A player cannot recover more arrows or bolts then they used during an encounter. Prerequisites: Recover Arrows/Bolts Cost: 2 BP
Inventor Description: A character with this skill is able to attempt to make or improve new items, tools and mechanical devices. Such items differ from normal Outfitter items in that the creations of an inventor can simulate class skills or spells, but must be done with a mechanical explanation. All inventions must be approved and appropriate to the setting and the genre. For example, a character may be able to make a steam powered device that can shatter a stone block (like a jack hammer) but couldn't make a video transmitter/receiver. Game Mechanic: A character must invest time (represented by Labor Potential) and materials in the appropriate phase of the Inventor process. All inventions that simulate a class skill, racial trait, or spell effect must have a chance of failure and/or side effect. Other inventions that have a significant chance of injury to the use should also have a chance of failure and side effects. The frequency and the severity of the failure and side effect can vary, but the more powerful the spell or skill being emulated the higher both must be. Since the time investment is supposed to be great, most phases must be done using between event Labor Potential. Inventor has 3 basic Phases that are described below:
Hardened Hands Description: A character with this skill has practiced their unarmed combat skills to the point where their fists are tough enough to block weapon attacks. Game Mechanic: This skill allows a character to use White weapon reps to represent their fists instead of the normal Red weapon reps and the character can use their Fist(s) to block and use skills such as Parry and Riposte. Prerequisites: Use Weapon: Fist OR Body Mastery I Cost: 4 BP
Hoist Description: This skill gives a character the ability to lift a heavier than normal load. Game Mechanic: When this skill is purchased, it gives the character +1 Strength for the purpose of lifting and carrying. This means that a Human (1 Strength) can run while carrying another Human instead of walking as normal, or the character can carry two humans and move at a walk. Prerequisites: None Cost: 2BP
1.
Improved Recover Arrows/Bolts Description: A character with this skill is able to attempt to recover some of their expended arrows or crossbow bolts at the conclusion of a battle. 69
Design: The player notifies Logistics that they wish to begin designing a new invention. The player includes a description of the invention, the game mechanics associated with it, and the materials that they believe will be needed for their new creation, the amount of Labor required to produce the item, when the item is checked for
2.
failure and what the result of failure could be. The player spends 10 Labor Potential (LP) that represents the time they spend formulating their hypothesis. After receiving the request, Logistics will forward it to the Staff for review. The Staff will decide if the creation is appropriate for the game, and if so, will determine if the materials suggested are sufficient, if the failure chances and side effects are reasonable, and the amount of time required to craft a prototype. At the next event after the player has submitted their request, they will be notified at Logistics if their Design is feasible, if the design is insufficient, or if the design is not appropriate for the game. If the design is feasible, the player may begin the next phase. If the design request is returned is insufficient, it means that staff have determined the intent of the invention is allowable in game, but some portion of the design is insufficient (it may require more material components, more LP to craft the finished product, failure chance and/or side effects are out of balance, etc.), staff will give the player an idea of the area they feel is deficient and the player may submit an updated design for review at the next event. If the design is returned as not appropriate the design will not be allowed into game. The LP portion of designing of a Prototype can be spread out over multiple events and must be tracked by Logistics. Prototype: The player must expend the materials listed in the Design and the time required to craft the prototype. A player who invests the minimum resources and/or time have a 50% base chance of crafting a working prototype the first time. The player can expend additional time and/or material resources to increase their chance of success. Each extra LP spent crafting the prototype increases the chance of success by 1%, each additional unit of material appropriate for the prototype will add to the chance of success as well (+1% for each basic, +5% for each
3.
About Failure and Side Effects: All inventions that emulate class skills, racial powers, or spell effects must have a chance of failure and side effect. The failure chance always occurs after the device was used (so it always works at least once) and the frequency of the failure check can be: after each use, after each encounter the device is used in, after each logistics period the device was used in, or after each event the device was used in. The failure should be thematic so if a device is used for a short time it should probably be after every use, but something that "runs" or performs it function for an extended duration, a greater time period may be appropriate. A device that fails must undergo another test to see if there are any additional effects (known as side effects) from it failing. If the device fails but there no side effects, the item can be repaired by expending 1/10 the LP required to craft the device (minimum 1). If the device fails and there is a side effect, it should also be appropriate. Side Effects can range from the device simply being
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rare, +25% for each exotic) to a maximum of 95% (there is always a chance of failure). This extra LP and material represent various design options the inventor attempted before settling on the final prototype design. Once the character is ready to craft the craft prototype, they will visit logistics to spend their LP and submit all the required (and extra) materials they are using to craft their prototype and will roll percentile die to determine if their Prototype works as designed. If the roll is unsuccessful, the prototype does not work and is damaged or destroyed and the character must craft another Prototype and try again. The LP portion of crafting of a Prototype can be spread out over multiple events and must be tracked by Logistics. Final Design: Once the player has successfully crafted a prototype, they may add the recipe to their list of inventions that may be crafted per the approved design. Doing so counts as a skill being taught for that event so the player will not be able to learn any other skill or recipe that event.
destroyed, to exploding and causing damage to anyone in the vicinity. Again, the side effect should be appropriate. All checks should be something simple that can be done during a mod if necessary. It is recommended that Rock, Paper, Scissors be used, but coin flips or checks that include a random element may be approved.
Master Farmer Description: A farmer with this skill has a much greater chance of a good harvest. In addition, the character may learn how to Preserve the food from their harvest, allowing their rations to remain edible a longer period of time. Game Mechanic: This skill allows a player to re‐roll a second time on the Farming Chart. They must take the results of the second roll. The character also learns how to Preserve Rations. Preserved Rations are good for 1 year from their creation date. Prerequisites: Gather Ration: Farmer, Gather Component: Vegetable Preserved Ration Recipe: 1 Ration, 1 unit of Glass, 1 unit of Salt, 1 unit of White Lily (No LP required) Cost: 2 BP
Example: Gatsby, the gnomish inventor, wishes to design The Lamp Oil, Concentrator, Sprayer and Igniter (LOCSI), that allows the wielder to throw up to 5 alchemy packets with an effect of Burn 1, 60 Seconds. The player submits a Design that requires 10 LP, 1 Processed Wood (for the stock), 3 Steel Bars (for the nozzle and the oil reservoir), 2 Iron Bars(for the gears and springs and cylinders required to push the oil), 1 Refined Hot Rock (as the ignition source), and 5 Lamp Oil (expendable items that act as fuel and ammunition). The design indicates the device can be used 1 time before reloading and the failure chance happens at that time. The side effect requires a rock, paper, scissors challenge and the device fails only if the player loses the challenge (on a win or a tie, the device is fine). On a loss, there is a chance that, and there is a Side Effect and LOCSI explodes, causing the wielder to take Burn 3. This challenge is also rock, paper scissors with the device exploding only on a loss. Staff reviews the design and determines the design is appropriate and the player is given the go ahead to begin crafting a prototype. Prerequisites: Outfitter Note: This skill does not guarantee the invention will be approved or that your attempt to create it will succeed on the first attempt. Prerequisites: Outfitter Cost: 5 BP
Master Fisherman Description: A fisherman with this skill has a much greater chance of a good catch. In addition, the character may learn how to Preserve the fish they caught, allowing their rations to remain edible a longer period of time. Game Mechanic: This skill allows a player to re‐roll a second time on the Fishing Chart. They must take the results of the second roll. The character also learns how to Preserve Rations. Preserved Rations are good for 1 year from their creation date. Prerequisites: Gather Ration: Fisherman, Gather Component: Animal Preserved Ration Recipe: 1 Ration, 1 unit of Glass, 1 unit of Salt, 1 unit of White Lily (No LP required) Cost: 2 BP
Master Hunter Magical Potential
Description: A farmer with this skill has a much greater chance of a successful Hunt. In addition, the character may learn how to Preserve the game they bagged, allowing their rations to remain edible a longer period of time. Game Mechanic: This skill allows a player to re‐roll a second time on the Hunting Chart. They must take the results of the second roll. The character also learns how to Preserve Rations. Preserved Rations are good for 1 year from their creation date.
Description: A character with this skill has the willpower needed to manifest minor magical effects. Game Mechanic: When this skill is purchased the character may automatically learn two level 0 General Spells. Prerequisites: None Cost: 5 BP
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Prerequisites: Gather Ration: Hunter, Gather Component: Vegetable Preserved Ration Recipe: 1 Ration, 1 unit of Glass, 1 unit of Salt, 1 unit of White Lily (No LP required) Cost: 2 BP
Pin Description: A character with this skill is can pin a target in place with a bow or crossbow. Game Mechanic: To use this skill, the character spends 1 END, and makes a bow or crossbow attack with the carrier of Pin. If struck the target takes the attack damage and is pinned in place such that one foot (of the target's choice) cannot be moved until the arrow or bolt is removed. There are two options to remove the pin effect: first, the character can choose to Rip Free with a three count (I rip free 1, I rip free 2, I rip free 3) at which time the character takes the same amount of damage as the initial attack. Damage from Ripping Free cannot be avoided or reduced. The second option is for the character (or some other character) to RP removing the arrow or bolt slowly. This method requires 60 seconds of RP and removes the pin effect without additional damage to the character. Players removing a bolt or arrow in this fashion must RP appropriately. If a character is struck with a 2nd Pin attack while they are already pinned, the target's other foot is must be chosen to be pinned in place. The target cannot choose to have all pin effects go to one foot while another foot remains free. If struck with subsequent pin attacks after both feed are pinned, the target can choose to have one foot pinned multiple times. Each pin effect must be removed separately. Special: Pin can be used as a 3rd level Rogue or Fighter skill for class progression. Prerequisites: Use Weapon (Bow) OR Use Weapon (Crossbow) Cost: 5 BP
One‐Handed Weapon Master Description: A character with this skill can wield any one‐handed melee weapon with ease. Game Mechanic: The player can use any one‐ handed weapon as if they had the appropriate Use Weapon Skill. Prerequisites: 2 different Use Weapon skills for One‐Handed melee weapons Cost: 1 BP
Outfitter Description: A character is able to craft useful items ranging from small items such as rope, thieves tools and locks to large items such as walls and buildings. Game Mechanic: This skill allows the character to covert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:1 in order craft any item that is not covered specifically by any other crafting skill as long as the item does not require a Blueprint to create. See Crafting ‐ Outfitter for more information. Special: This skill can be purchased multiple times, each time it increases the ratio of LP to CP by 1 to a maximum of 5 CP for 1 LP. Prerequisites: None Cost: 5 BP
Overdraw Description: A character with this skill can pull a bow back further than it normal, thus propelling their arrow with greater velocity. Game Mechanic: This skill allows the character to add 5 damage to their normal bow attack. To use this skill, the character spends 1 END, and makes a call of Overdraw, followed by the weapon damage call (For example, "Overdraw, 11 normal"). If struck in a valid melee hit location, the target takes the damage as normal. Special: Overdraw can be used as a 2nd level Rogue or Fighter skill for class progression. Prerequisites: Use Weapon (Bow) Cost: 3 BP
Read and Write Description: A character with this skill is literate in Common. Game Mechanic: The player can read items write in Common or any other racial language they are familiar with. Prerequisites: None Cost: 1 BP
Recover Arrows/Bolts Description: A character with this skill is able to attempt to recover some of their expended arrows or crossbow bolts at the conclusion of a 72
battle. Game Mechanic: At the conclusion of a battle but before updating their ammunition tag(s), the character can visit a marshal to perform a Rock, Paper, Scissors challenge. If they succeed in the challenge they can recover up to 5 arrows/bolts by spending 5 minutes of RP. If the character does not win, they must still spend 5 minutes of RP, but do not recover any arrows or bolts. A player cannot recover more arrows or bolts then they used during an encounter. Special: Recover Arrows/Bolts can be used as a 1st level Rogue or Fighter skill for class progression. Prerequisites: Use Weapon (Bow) OR Use Weapon (Crossbow) Cost: 2 BP
with this skill can Reclaim single type of Magical material from a finished item. Reclaiming material from an item destroys all other components used in its creation. This skill also allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:1 for the purpose of refining magical materials at Logistics. Game Mechanic: To combine materials, the player must present the basic component tags to a marshal, spend any required Crafting points, and will receive a component tag for the new material. See Refining for information on how to Reclaim materials. Prerequisites: None Cost: 3BP (2BP if character possesses Gather Component, Magical)
Refine Component, Animal
Refine Component, Mineral
Description: Refine component gives the character several abilities. First it allows the character to process components found on an animal to allow them to be used in crafting recipes. Second, it allows the character to combine Animal components to create Treated Materials. Finally, a character with this skill can Reclaim single type of Animal material from a finished item. Reclaiming material from an item destroys all other components used in its creation. This skill also allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:1 for the purpose of refining animal materials at Logistics. Game Mechanic: To combine materials, the player must present the basic component tags to a marshal, spend any required Crafting points, and will receive a component tag for the new material. See Refining for information on how to Reclaim materials. Prerequisites: None Cost: 3BP (2BP if character possesses Gather Component, Animal)
Description: Refine component gives the character several abilities. First it allows the character to process mineral components to allow them to be used in crafting recipes. Second, it allows the character to combine mineral components to create Treated Materials. Finally, a character with this skill can Reclaim single type of Mineral material from a finished item. Reclaiming material from an item destroys all other components used in its creation. This skill also allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:1 for the purpose of refining mineral materials at Logistics. Game Mechanic: To combine materials, the player must present the basic component tags to a marshal, spend any required Crafting points, and will receive a component tag for the new material. See Refining for information on how to Reclaim materials. Prerequisites: None Cost: 3BP (2BP if character possesses Gather Component, Mineral)
Refine Component, Magical
Refine Component, Vegetable
Description: Refine component gives the character several abilities. First it allows the character to process components recovered from magical creatures to allow them to be used in crafting recipes. Second, it allows the character to combine Magical components to create Treated Materials. Finally, a character
Description: Refine component gives the character several abilities. First it allows the character to process Vegetable components to allow them to be used in crafting recipes. Second, it allows the character to combine Vegetable components to create Treated Materials. Finally, a character with this skill can
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Reclaim single type of Vegetable material from a finished item. Reclaiming material from an item destroys all other components used in its creation. This skill also allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:1 for the purpose of refining vegetable materials at Logistics. Game Mechanic: To combine materials, the player must present the basic component tags to a marshal, spend any required Crafting points, and will receive a component tag for the new material. See Refining for information on how to Reclaim materials. Prerequisites: None Cost: 3BP (2BP if character possesses Gather Component, Vegetable)
Speak Language Description: A character with this skill can speak another language other than common or their native tongue. Special: This skill can be purchased multiple times. Prerequisites: None Cost: 1 BP
Stabilize Description: This skill allows the character to stabilize a dying character, postponing death and providing time to move the character and tend their wounds. If not quickly treated, the character will begin dying once more. Game Mechanic: To use this skill the character must have a Bandage and be able to touch the patient. With the bandage PhysRep in hand, the character can use this skill by performing a 3 Count to stabilize the dying character (I Stabilize You 1, I Stabilize You 2, I Stabilize you 3 ‐ Stabilized 10 Minutes). If the character is able to finish uninterrupted, the patient pauses their Death count for 10 minutes after which time their count resumes as point they where when they were stabilized. Each subsequent use of Stabilize on the same character requires the individual using Stabilize to spend 1 Endurance for each other time the dying character has been stabilized UNLESS the target has been healed and has become conscious between uses. Prerequisites: First Aid, Stitch Wounds, Knowledge Anatomy Cost: 2 BP
Rapid Reload Description: A character with this skill can reload a crossbow much quicker than normal. Game Mechanic: This skill allows the character to spend 1 END to reload a crossbow without the 3 count normally required. To use this ability the character spends 1 END, and makes a call of Rapid Reload. The character can then fire the weapon immediately. Special: Rapid Reload can be used as a 2nd level Rogue or Fighter skill for class progression. Prerequisites: Use Weapon (Crossbow) Cost: 3 BP
Set Limb Description: A character with this skill has experience setting broken bones. Game Mechanic: This skill requires the character to have a Splint Kit (an expendable Outfitter Item) character must spend 60 seconds treating the injured character and roleplaying splinting and wrapping the limb. The character should role‐play using this skill and requires the use PhysReps of the bandages and splints used to treat the patient. After a limb is set, the patient is unable to use their limb for any strenuous activity until the bone is mended by alchemy or magical means or until the next event at which time the character may use their limb normally. This skill does not heal any damage associated with the broken limb. Prerequisites: First Aid Cost: 2 BP
Stitch Wounds Description: A character with this skill is able stitch the wounds of a patient. Game Mechanic: The amount of Body that can be healed is equal to (5 + 5 x the ranks of Knowledge Anatomy the character has). This means at base level, the character can restore 10 Body and can heal 5 more per additional rank of Knowledge Anatomy the character possess. This skill requires the Character to have a Suture Kit. To use the skill the character must have the needle and tendon PhysRep in hand, makes a call of "Begin Stitch Wounds" and performs 1 second per Body being healed (10 Body = 10 Seconds, 15 Body = 15 Seconds, etc.) 74
role‐playing the activity. At the end of this time, the character is restored 10 (or more) Body which cannot exceed their normal total Body. This skill cannot be used on a character who is in any stage of their Death Count nor will it work on characters under a Bleeding Effect. NOTE: Stitch Wounds may only be used a once per target per encounter. Prerequisites: First Aid, Knowledge Anatomy Cost: 2 BP
Target has particularly strong or distinct scent (ie: zombies) (only applies to Tracking Scent) Target scent is well known to tracker (ie: close friend or family or tracker has item with fresh scent on it) (only applies to Tracking with Scent) Target is moving through area of strong natural odor (ie: sulfur swamp) (only applies to Tracking Scent)
Tracking Description: A character with this skill is adept at reading his surroundings. He can attempt to follow a trail left by others and may be able to discern information about whatever he is following. To determine if the character can track their target(s) the character must have a reasonable starting point where the tracker knows their target has been and the Conditional Modifiers must total 0 or greater. See chart below. Game Mechanic: The player must consult with a marshal to use this skill.
+1
‐1 to ‐3
Location Specific Modifiers ‐ Modifier Witchwood Tracking inside of the ‐3 Witchwood Per Hour that has passed since the ‐1 tracks were made Tracker is a Witchwood Native +2 Note: Some locations have special rules that modify tracking when done so at that location. See the chart above. Special: Some Mod sheets may have instructions specific to characters with tracking. Only characters with Tracking may read such Mod sheets. Prerequisites: None Cost: 3 BP
Condition Modifier Normal Terrain 0 Each 24 hour increment after tracks ‐1 are made Soft Terrain +1 Rocky or Shifting Terrain ‐1 Target crosses a body of ‐3 water Rain or snow (per 2 hour ‐1 increment) Per two corporeal targets in group +1 being tracked Per heavy individual in group being +1 tracked Per riding/pack animal, cart or +1 wagon in group being tracked Daylight Conditions +1 Night Time Conditions ‐1 Tracker is Running ‐2 Tracker is Walking 0 Tracker is Moving Slowly +1 Tracker has Tracking Scent +3 Target has no natural scent (ie: ghosts) (only applies to Tracking ‐3 Scent)
Two‐Handed Weapon Master Description: A character with this skill can wield any two‐handed melee weapon with ease. Game Mechanic: The player can use any two‐ handed weapon as if they had the appropriate Use Weapon Skill. Prerequisites: 2 different Use Weapon skills for Two‐Handed melee weapons Cost: 1 BP
Use Shield Description: A character with this skill is experienced in using a shield and can do so effectively in combat. Game Mechanic: The player may wear a shield as long as they have an appropriate physical representation. Shields must meet all requirements specified in the Weapons and Shield section of the rules. Prerequisites: None Cost: 5 BP 75
+1
Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding hand and a half axes. Prerequisites: None Cost: 6 BP
Use Weapon, Bow Description: A character with this skill is able to use a bow in combat. A character must have the appropriate arrow tags to use the weapon. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a bow. Prerequisites: None Cost: 5 BP
Use Weapon, Hand and a Half Blades Description: A character with this skill is able to wield Hand and a Half Blade to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding hand and a half blades. Prerequisites: None Cost: 6 BP
Use Weapon, Club Description: A character with this skill is able to use a club with combat maneuvers that require a weapon. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers when wielding a club. Prerequisites: None Cost: 2 BP
Use Weapon, Hand and a Half Heavies
Use Weapon, Crossbow
Description: A character with this skill is able to wield Hand and a Half Maces, Mauls and Clubs to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding hand and a half maces, mauls or clubs. Prerequisites: None Cost: 6 BP
Description: A character with this skill is able to use a crossbow in combat. A character must have the appropriate bolt tags to use the weapon. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a crossbow. Prerequisites: None Cost: 5 BP
Use Weapon, Long Axes Description: A character with this skill is able to wield long axes to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a long axe. Prerequisites: None Cost: 4 BP
Use Weapon, Fist Description: A character with this skill is able to use their Fist to perform combat maneuvers that normally require a weapon. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers when using a Fist in combat. NOTE: This skill does not allow a character to actively block or use the skills Parry or Riposte with their red Fists. Prerequisites: None Cost: 1 BP
Use Weapon, Long Blades Description: A character with this skill is able to wield long bladed weapons to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a long blade. Prerequisites: None Cost: 4 BP
Use Weapon, Hand and a Half Axes Description: A character with this skill is able to wield Hand and a Half Axes to their full effect. 76
wielding a short mace, maul or club. Prerequisites: None Cost: 3 BP
Use Weapon, Long Heavies Description: A character with this skill is able to wield Long Maces, Mauls and Clubs to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a long mace, maul or club. Prerequisites: None Cost: 4 BP
Use Weapon, Sling Description: A character with this skill is able to use a sling in combat. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a sling. Prerequisites: None Cost: 3 BP
Use Weapon, Pole Arms Description: A character with this skill is able to wield Spears and Pole Arms to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a spear or pole arm. Prerequisites: None Cost: 5 BP
Use Weapon, Spear Description: A character with this skill is able to use a spear in combat. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a spear. Prerequisites: None Cost: 4 BP
Use Weapon, Short Axes Description: A character with this skill is able to wield short axes to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a short axe. Prerequisites: None Cost: 3 BP
Use Weapon, Staff Description: A character with this skill is able to use a staff with combat maneuvers that require a weapon. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers when wielding a staff. Prerequisites: None Cost: 2 BP
Use Weapon, Short Blades Description: A character with this skill is able to wield short bladed weapons to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a short blade. Prerequisites: None Cost: 3 BP
Use Weapon, Thrown Weapon Description: A character with this skill is able to use thrown weapons in combat to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when using thrown weapons. Prerequisites: None Cost: 3 BP
Use Weapon, Short Heavies Description: A character with this skill is able to wield short maces, mauls and clubs to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when
Use Weapon, Two‐Handed Axes Description: A character with this skill is able to wield two‐handed axes to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial 77
maneuvers and can only call 1 damage when wielding a two‐handed axe. Prerequisites: None Cost: 5 BP
weapon as if they had the appropriate Use Weapon Skill. Prerequisites: Use Weapon skills for 1 One‐ Handed melee weapon, 1 Two‐Handed Melee Weapon and 1 Ranged Weapon Cost: 1 BP
Use Weapon, Two‐Handed Blades Description: A character with this skill is able to wield two‐handed bladed weapons to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a two‐handed blade. Prerequisites: None Cost: 5 BP
Wear Armor, Brigandine Description: A character with this skill is able to get the full protection from Brigandine armor. Game Mechanic: The player without a wear armor skill that matches the armor they are wearing only receives 1 AV per location. Characters with this skill get 4 AV per location covered with Brigandine. This skill also allows the character to use Armor Repair Kits to repair damaged armor. Prerequisites: None Cost: 5 BP (‐1 for each other Wear Armor skill the character has purchased)
Use Weapon, Two‐Handed Heavies Description: A character with this skill is able to wield two‐handed maces, mauls and clubs to their full effect. Game Mechanic: Players without this skill are unable to use any weapon based martial maneuvers and can only call 1 damage when wielding a two‐handed mace, maul or club. Prerequisites: None Cost: 5 BP
Wear Armor, Chain Description: A character with this skill is able to get the full protection from Chain armor. Game Mechanic: The player without a wear armor skill that matches the armor they are wearing only receives 1 AV per location. Characters with this skill get 4 AV per location covered with Chain. This skill also allows the character to use Armor Repair Kits to repair damaged armor. Prerequisites: None Cost: 5 BP (‐1 for each other Wear Armor skill the character has purchased)
Weapon Specialization Description: A character with this skill does more damage with a specific type of weapon. Game Mechanic: The player can add +1 base damage to the specific type of weapon chosen when this skill is purchased. This skill can be purchased for Fists, Claws and other types of Natural Attacks. Special: A character may have 1 Specialization per character level. NOTE: Weapons Specialization CANNOT be used as a prerequisite skill to qualify for any class. Prerequisites: Use Weapon Skill that matches the weapon specialization chosen, or appropriate racial ability. Cost: 3 BP
Wear Armor, Leather Description: A character with this skill is able to get the full protection from Leather armor. Game Mechanic: The player without a wear armor skill that matches the armor they are wearing only receives 1 AV per location. Characters with this skill get 2 AV per location covered with Leather. This skill also allows the character to use Armor Repair Kits to repair damaged armor. Prerequisites: None Cost: 5 BP (‐1 for each other Wear Armor skill the character has purchased)
Weapon Master Description: A character with this skill can wield any weapon with ease. Game Mechanic: The player can use any 78
Wear Armor, Plate Description: A character with this skill is able to get the full protection from Plate armor. Game Mechanic: The player without a wear armor skill that matches the armor they are wearing only receives 1 AV per location. Characters with this skill get 5 AV per location covered with Plate. This skill also allows the character to use Armor Repair Kits to repair damaged armor. Prerequisites: None Cost: 5 BP (‐1 for each other Wear Armor skill the character has purchased)
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Arcane Knowledge Skills cost 3 BP and cannot be improved upon.
Knowledge Skills There are two primary types of knowledge skills in Shards: General Knowledge Skills and Arcane Knowledge Skills
General Knowledge Skills Knowledge Ancient Lore ‐ A character with this skill is able familiar with the locations of notable ruins in Baru and may receive additional knowledge of the type of creatures that may now inhabit it. This skill can also be used to help the character perform research about ancient cultures as part of their between event write‐ ups.
General Knowledge Skills are primarily role‐play skills that are used by players to gain about knowledge about people, places and things in the world that the character would reasonable know or be able to discover. Knowledge Skills allow the player to ask direct questions to plot about a specific topic as part of their between event write‐ups. The player may ask one question about the topic for every rank they have in that knowledge. Some answers may be outside the characters ability to discover, but the more ranks the player has in a particular knowledge the better the chance of a response. Additionally, some knowledge skills allow the character to receive extra information during a mod description or give additional bonuses when used between events.
Knowledge Anatomy ‐ A character with this skill is familiar with the parts of the body (for most common creatures) and can tell the general health of a creature they can observe and may be able to determine the cause of death of a corpse. This skill will allow the player a significantly better chance of finding someone with specific monk ability if they do so as part of their between event write‐up. Knowledge Arcana ‐ A character with this skill is familiar with the various Arcana and knows the spells and rituals that each contains. This skill will allow the player a significantly better chance of finding someone with specific spell or ritual if they do so as part of their between event write‐ up.
For example a character with 1 level in Knowledge Geography could ask where the nearest Orc village is. Staff would evaluate the question and determine since this knowledge is not very specific, 1 level is adequate for a response and would reply with the location of the village. If the character had asked "Where is Cinderheart's command tent?" the staff would evaluate the question and determine that the knowledge is very carefully guarded and 1 level Geography skill is not nearly adequate to find the answer so they would reply that they character was unable to find out.
Knowledge Diplomacy ‐ A character with this skill is knowledge of people of prominence in the world. They are more likely to have a favorable outcome when negotiating with Guilds, merchant houses, leaders and nobles. This skill may also allow the character to retract an indelicate statement or action made to an NPC that could lead to a hostile situation. This skill will allow a player a significantly better chance of finding someone with a skill not covered by another knowledge skills if they do so as part of their between event write‐up.
Players can request specific Knowledge Skills be added to the game and the requests will be evaluated and added if Staff feel the requested skill is not part of an existing ability and does not fall into one of the categories below. General Knowledge Skills cost 1BP each for each rank.
Knowledge Architecture and Engineering ‐ A character with this skill is generally able to identify what race created a structure and if a building is structurally sound. This skill also allows the character to find the weakest or strongest part of a structure and the character can identify potentially unsafe areas. This skill
Arcane Knowledge skills represents the character's understanding of Magic and allows them to utilize that knowledge to gain insight into spell and ritual effects or to actually cast spells if they have the potential to do so. 80
will allow the player a significantly better chance of finding someone with specific smith ability if they do so as part of their between event write‐ up.
Arcane Knowledge Skills Arcane Knowledge, Body Magic Description: A character with this skill is a basic understanding of the Body Magic Arcana and can learn and cast the spells contained therein. Game Mechanic: This skill allows the character an high level understanding of Body Magic Spells and Rituals. This knowledge is required for the character to learn and cast Body Magic Spells. Prerequisites: Magical Potential Cost: 3 BP
Knowledge Cryptology ‐ A character with this skill can more readily create, identify and decipher codes or messages hidden in text. This skill generally takes a significant amount of time, and thus greatly improves a character ability to decipher a code when used a part of their between event write‐up. Knowledge Flora and Fauna ‐ A character with this skill is able to more readily identify plants and animals in Baru. The character is also able to more easily locate the general area that a type of plant or animal is likely to be found in. This skill will allow the player a significantly better chance of finding someone with specific alchemist ability if they do so as part of their between event write‐up.
Arcane Knowledge, Conjuration Description: A character with this skill is a basic understanding of the Conjuration Arcana and can learn and cast the spells contained therein. Game Mechanic: This skill allows the character an high level understanding of Conjuration Spells and Rituals. This knowledge is required for the character to learn and cast Conjuration Spells. Prerequisites: Magical Potential Cost: 3 BP
Knowledge Geography ‐ The character has a high level familiarity with the kingdoms and physical landscape of Baru. The time required to travel between locations is lessened due to the character's familiarity with routes between locations.
Arcane Knowledge, Divination Description: A character with this skill is a basic understanding of the Divination Arcana and can learn and cast the spells contained therein. Game Mechanic: This skill allows the character an high level understanding of Divination Spells and Rituals. This knowledge is required for the character to learn and cast Divination Spells. Prerequisites: Magical Potential Cost: 3 BP
Knowledge Tactics ‐ The character has a familiarity with how to plan and excite battles. This skill allows the character a chance to reduce the difficulty of an encounter by presenting a plan to a marshal and succeeding in one or more challenges. This skill will allow the player a significantly better chance of finding someone with specific fighter ability if they do so as part of their between event write‐up.
Arcane Knowledge, Elemental Description: A character with this skill is a basic understanding of the Elemental Arcana and can learn and cast the spells contained therein. Game Mechanic: This skill allows the character an high level understanding of Elemental Spells and Rituals. This knowledge is required for the character to learn and cast Elemental Spells. Prerequisites: Magical Potential Cost: 3 BP
Knowledge Underworld ‐ A character with this skill knows the seedy part of society. They can potentially find dangerous or illegal items for sale or locate criminal services when used as part of the characters between event write‐ups. This skill will allow the player a significantly better chance of finding someone with specific rogue ability if they do so as part of their between event write‐up.
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and can learn and cast the spells contained therein. Game Mechanic: This skill allows the character an high level understanding of Thaumaturgy Spells and Rituals. This knowledge is required for the character to learn and cast Thaumaturgy Spells. Prerequisites: Magical Potential Cost: 3 BP
Arcane Knowledge, Enchanting Description: A character with this skill is a basic understanding of the Enchanting Arcana and can learn and cast the spells contained therein. Game Mechanic: This skill allows the character an high level understanding of Enchanting Spells and Rituals. This knowledge is required for the character to learn and cast Enchanting Spells. Prerequisites: Magical Potential Cost: 3 BP Arcane Knowledge, Necromancy Description: A character with this skill is a basic understanding of the Necromancy Arcana and can learn and cast the spells contained therein. Game Mechanic: This skill allows the character an high level understanding of Necromancy Spells and Rituals. This knowledge is required for the character to learn and cast Necromancy Spells. Prerequisites: Magical Potential Cost: 3 BP Arcane Knowledge, Rune Magic Description: A character with this skill is a basic understanding of the Rune Magic Arcana and can learn and cast the spells contained therein. Game Mechanic: This skill allows the character an high level understanding of Rune Magic Spells and Rituals. This knowledge is required for the character to learn and cast Rune Magic Spells. Prerequisites: Magical Potential Cost: 3 BP Arcane Knowledge, Sorcery Description: A character with this skill is a basic understanding of the Sorcery Arcana and can learn and cast the spells contained therein. Game Mechanic: This skill allows the character an high level understanding of Sorcery Spells and Rituals. This knowledge is required for the character to learn and cast Sorcery Spells. Prerequisites: Magical Potential Cost: 3 BP Arcane Knowledge, Thaumaturgy Description: A character with this skill is a basic understanding of the Thaumaturgy Arcana 82
Professional Skills Professional skills allow a character to spend their Labor Potential and turn their efforts into coin. Professions have two categories: 1. 2.
Untrained Professions are professions that do not have any prerequisite skills. Trained Professions are professions that require one or more additional skills.
Coins Received Coins Received Ranks in per LP per LP Professional Untrained Trained Skills Profession Profession 1 to 3 4cp 6cp 4 to 6
6cp
8cp
7 to 12
8cp
1sp
13 to 18
1sp
1sp 2cp
Professional Skills cost 2 BP per rank. Players may purchase multiple ranks in a Professional Skill. The number of coins received for each LP spent increases as the character increases in ranks of their profession.
Trained Professions
Apothecary (sells herbal remedies and alchemy items) o Prerequisite: Apprentice Alchemist Barber (cuts hair and performs basic medical services) o Prerequisite: Stitch Wounds Bounty Hunter (tracks and captures criminals) o Prerequisite: Tracking OR Tracking Scent Farmer (grows and sells crops) o Prerequisite: Gather Ration: Farmer OR Gather Component: Vegetable Fisherman (catches and sells seafood) o Prerequisite: Gather Ration: Fisherman Gem Cutter (cuts and polishes gems and precious stones) o Prerequisite: Outfitter OR Refine Component: Mineral
Untrained Professions 83
Glass Blower (makes glass and crafts items from it for sale) o Prerequisite: Outfitter Hunter/Trapper (kills animals and sells the meat and fur) o Prerequisite: Gather Ration: Hunter OR Gather Component: Animal Jeweler (creates and sells rings, necklaces and other wearable items) o Prerequisite: Outfitter Mason (designs, creates and repairs stone structures) o Prerequisite: Outfitter Scribe (reads and writes letters for other people) o Prerequisite: Read/Write Smith (creates and basic items made of metal) o Prerequisite: Apprentice Smith Tanner (tans animal hides and makes and sells small items made from leather) o Prerequisite: Material Recipe: Leather Translator (speaks multiple languages) o Prerequisite: 2 or more Speak Language skills Weaver (makes and sells cloth) o Prerequisite: Outfitter
Archaeologist (explores ruins of ancient civilizations) Artist (makes and selling works of art) Baker (makes and sells breads and cakes) Barrister (creates legal documents and represents clients at trial where allowed) Brewer (makes and sells beer, wine and mead) Carpenter (makes houses and performs maintenance) Candle Maker (makes and sells candles) Cheesemaker (makes and sells cheese) Cobbler (makes, repairs and sells shoes and boots) Cook (prepares and serves food) Engineer (designs mechanical devices)
Florist (grows, arranges and sells flowers) Gambler (plays games of chance for coin) Gravedigger (digs graves) Map‐maker (makes and sells maps) Mercenary (provides martial services for coin) Merchant (buys and sells items for profit) Miller (grinds grain into flour) Messenger (travels and delivers correspondence) Minstrel (entertains people with music and song) Porter (carries packages for other people) Sailor (performs duties on a ship or boat) Shipwright (designs and crafts ships and boats) Sooth Sayer (attempts to predecit the truth through supernatural means) Stable Keeper (cares for riding and pack animals) Tailor (makes and sells clothing) Thatcher (roofs houses with thatch) Veterinarian (treats sick animals) Wood Cutter (harvests and finishes wood used in crafting)
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generic Defensive skill. Defensive skills are all Restricted Use ‐ Daily Abilities and can be used once per day per time purchased and do not require Endurance to be expended when used.
Defensive Skills Defensive Skills are abilities that let a character stop, block or prevent an attack. There are two ways available to characters to defend against attacks.
There are five primary Defensive Skills available to all players: Parry, Evade, Willpower, Dodge and Dive for Cover. These skills can be called immediately after being struck by an attack. For example, after being hit by a spell packet, a character can call Willpower or Dodge (if they have any remaining daily uses) to avoid the effect of the spell.
The first is using a Like‐Skill defense. A Like‐Skill defense means that Character A can counter the spell or ability of Character B as long as Character A has the same spell or ability. For example: A fighter, Zeb, is fighting Hrun a monk. Zeb and Hrun both have some level of the Mighty Blow Skill. If Zeb strikes at Hrun with an attack of "15 Mighty Blow" and hits, Hrun can spend 1 END and call "Counter" to indicate he blocked the attack because he also has Mighty Blow. The characters are not required to have the same skill level of Mighty Blow, they just both need to have a Mighty Blow skill. The same holds true for Spells. A caster hit with "Webs, immobilized" can spend 1 END to call "Counter" if they to have the Webs spell. A character cannot use a spell or ability granted through a magic item to perform a Like‐Skill counter.
The cost of Defensive Skills varies by type and increases as the character purchases more uses of the skill. Defensive Skills awarded as Level Bonuses do not count towards the number of skills when determining the costs. For example, a level 4 monk has received 4 Evades as Level Bonuses. These 4 are not considered when the Monk wishes to by another Evade. Note that some individual classes may have other Defensive Skills that are not restricted use which are described in the class description sections of the rules.
The other way for a character to defend themselves is for the character to purchase a
0 to 3
Parry Cost Per Rank 1
Evade Cost Per Rank 2
Willpower Cost Per Rank 2
Dodge Cost Per Rank 3
Dive for Cover Cost Per Rank 3
4 to 6
2
3
3
4
4
7 to 12
3
4
4
5
5
13 to 18
4
5
5
6
6
Ranks Purchased
Parry allows a character to block an incoming weapon attack. To use Parry: 1.
2.
3.
The character must be reasonably aware they are were going to be attacked and able to perceive their attacker (this skill cannot be used to block attacks from an enemy you were unaware of) The character must be wielding an item capable of blocking the strike along with the required skill to use that item. (the claws racial ability or an
Evade allows a character to avoid any incoming weapon attack even if they were not aware of their attacker. Evade does not require a weapon or shield to be wielded to avoid the attack.
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appropriate Use Weapon or Use Shield skill and the character must have the PhysRep properly wielded.) Parry cannot be used to block Massive Attacks or area effect attacks of a similar nature, such as Engulf.
Willpower allows a character to avoid any single spell effect that just struck them. Willpower cannot be used unless the character was the target of the spell (it has no impact on Area of Effect (AoE) spell effects. Dodge allows a character to avoid any single target attack such as weapon swings and alchemical or spell packet attack. Dodge does not let a character avoid Area of Effect attacks. Dive For Cover is a special skill that allows a character to move out of the way of an Area of Effect (AoE) attack, such as a Globe Trap or a Pit Trap. Whenever an AoE event happens a Hold must be called to determine who is affected by the event. When the marshal asks if there is any reason for this Hold to continue, the player may indicate they wish to use Dive For Cover. The character can then move up to 5' from their previous location before the Lay On is called, thus avoiding the effects of the AoE Attack.
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any other class. Cost: 5 BP
Alchemist Alchemists are crafters who have mastered the art of creation potions, gases and gels. Alchemists combine various natural ingredients, combining their inherent natural and magical properties to craft substances of significant power.
Apprentice Alchemist Recipe Description: The character can learn a single Apprentice Alchemist Recipe. See Crafting ‐ Alchemy for a list of recipes. Game Mechanic: Creation of Alchemical Items must be done at Logistics. The Alchemist may create a Volatile Version of the recipe or may craft the recipe using all required ingredients. Prerequisites: Apprentice Alchemist Cost: 2 BP per Recipe
The Keystone skills for the Class are Apprentice Alchemist, Journeyman Alchemist, Alchemist, Master Alchemist and Grand Master Alchemist. The first time a character purchases a keystone skill at each level they will automatically receive the bonus listed below:
Alchemical Research Description: A master alchemist with this skill is able to create new and unique alchemical substances or modify existing recipes to a different or more powerful effect. The crafter must spend significant time and components and their efforts may not always lead to the desired results, but when successful the new substance is often well worth the cost. Game Mechanic: A character must invest time (represented by Labor Potential) and materials in the appropriate phase of the Study Alchemy process. Since the time investment is supposed to be great, most phases must be done using between event crafting points. Study Alchemy has 4 basic Phases that are described below:
Level Automatic Level Award 1 level 1 Recipe 1 Willpower or Evade +1 LTE 2 Willpower or Evade +1 LTE 3 Willpower or Evade 1 Alchemical Recipe of level 3 or lower +3 LTE 4 Willpower or Evade +3 LTE Willpower or Evade 5 Any 1 Alchemical or Defensive Skill the character qualifies for
1.
Alchemist Level 1 Skills Apprentice Alchemist Description: A character with this skill is able to create apprentice level potions, gels and gases. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:1 for use in creating alchemical items. The player informs Logistics of the recipe they wish to create, provides all required components, and pay the required Crafting Points. The marshal will then present the player with a tag(s) for their newly created items. Prerequisites: 10 points of General, Knowledge, or Professional Skills that include at least 3 Gather Component and/or Refine skills. These skill cannot have been used to qualify for
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Hypothesis: The player contacts Staff and submits their idea for a new alchemical substance. The submission must contain a description of the type of alchemy (liquid, gas, gel) that they believe is appropriate and the desired in game effects/mechanics of the substance. Staff will respond as to whether or not the new substance would theoretically be allowed into the game but will not inform the player of the skill level required to craft the substance or the specific components or the necessary quantities. If the player receives a positive response, the player may inform Logistics they wish to begin the alchemical research process and must spend 10 Labor Potential (LP) that represents the In Game time they spend formulating their hypothesis. After receiving the
2.
3.
player's intent to begin Alchemical Research, Logistics will notify Staff who will respond to Logistics with the skill level required and the recipe needed to craft the new substance. At the next event the player may begin the next phase. Research: The player during this time invests time (represented by between event LP) to being the planning process on how to proceed. The player must invest a minimum of 20 LP per level of the alchemical item. This investment may be spread out over multiple events and once the threshold is reached, they may move to the next phase. Experimentation: Once the player has invested the required research time, they must now begin investing resources to begin crafting a prototype. They may invest any number of basic, complex or exotic refined components, each will add to the chance of creating a successful prototype. (+1% for each basic, +5% for each rare, +25% for each exotic to a maximum of 95%.). Once they are ready to begin crafting the prototype, they will turn in the materials they are using to craft their prototype to Logistics who will compare the list to the recipe created by Staff. If they have submitted the correct type and quantity of resources they will have a chance to roll to see if they were successful. The chances will be based on 50% for basic research + a maximum of 45% from the components (there is always a 5% chance of failure). If they player has submitted the correct type of resources, but not correct quantities the prototype will fail, but Logistics will notify the player that they have isolated the correct ingredients and tell the player what type (but not the quantity) are required. The player can then expend additional resources to try to craft another prototype. If the player is missing any ingredients they will be notified by logistics which ones were correct, but will have to attempt to determine the missing ingredients and quantities and invest resources
4.
Note: This skill does not guarantee the recipe will be approved or that your attempt to create it will succeed on the first attempt. Prerequisites: Apprentice Alchemist Cost: 6 BP if purchased at 1st class level, 5 if purchased at 2nd class level, 4 if purchased at 3rd class level, 3 if purchased at 4th class level, 2 if purchased at 5th class level Assemble Unstable Concoction I Description: Using the left over ingredients from previous creations and some miscellaneous substances the alchemist has gathered, they can quickly assemble and throw a damaging alchemical substance. This substance is unstable and must be used quickly or it can damage the Alchemist themselves. Game Mechanic: To use this skill, the alchemist must have an Alchemist’s Satchel (Level 3 Outfitter Item). The alchemist can spend 1 STE to reach into their Alchemist’s Satchel and withdraw an orange Alchemical Packet PhysRep, make a call of "Unstable Concoction, 5 Normal" and throw it at a target. If struck in any location, the target takes 5 Normal damage. Unstable Concoctions are only able to be used by an alchemist with the appropriately tagged Alchemist’s Satchel and the Unstable Concoction PhysRep (the Orange Alchemical Packet) must be drawn from the bag immediately prior to being thrown. It cannot be held in hand for more than 3 seconds before it damages the Alchemist and is considered expended. Prerequisites: Apprentice Alchemist Cost: 2 BP Alchemist Level 2 Skills
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once again to attempt to craft a prototype. Final Design: Once the player has successfully crafted a prototype, they may add the recipe to their list to be crafted as any other alchemical item. Doing so counts as a skill being taught for that event so the player will not be able to learn any other skill or recipe that event.
Journeyman Alchemist Description: A character with this skill is able to create journeyman level potions, gels and gases. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:2 for use in creating alchemical items. The player informs Logistics of the recipe they wish to create, provides all required components, and pay the required Crafting Points. The marshal will then present the player with a tag(s) for their newly created items. Prerequisites: 3 Apprentice Alchemist Recipes (Not including the level 1 award) Cost: 5 BP
held in hand for more than 3 seconds before it damages the Alchemist and is considered expended. Prerequisites: Journeyman Alchemist, Assemble Unstable Concoction I Cost: 3 BP Improved Refining I Description: A character with this skill is able to better able to refine the components they need for creating Alchemical items.. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:2 for use in refining components. The player informs Logistics of the materials they wish to gather and pays the required Crafting Points. The marshal will then present the player with a tag(s) for their refined items. Prerequisites: Journeyman Alchemist, Refine Component (Any) Cost: 3 BP
Journeyman Alchemist Recipe Description: The character can learn a single Journeyman Alchemist Recipe. See Crafting ‐ Alchemy for a list of recipes. Game Mechanic: Creation of Alchemical Items must be done at Logistics. The Alchemist may create a Volatile Version of the recipe or may craft the recipe using all required ingredients. Prerequisites: Journeyman Alchemist Cost: 3 BP per Recipe
Transmuting I Description: A character with this skill is transform one basic component into another of the same category. Game Mechanic: This skill must be used at Logistics and allows the character to spend 1 LP to turn one basic component tag in for another basic component tag of the same category. Prerequisites: Journeyman Alchemist Cost: 3 BP
Assemble Unstable Concoction II Description: Using the left over ingredients from previous creations and some miscellaneous substances the alchemist has gathered, they can quickly assemble and throw a damaging alchemical substance. This substance is unstable and must be used quickly or it can damage the Alchemist themselves. Game Mechanic: To use this skill, the alchemist must have an Alchemist’s Satchel (Level 3 Outfitter Item). The alchemist can spend 1 STE to reach into their Alchemist’s Satchel and withdraw an orange Alchemical Packet PhysRep, make a call of "Unstable Concoction, 10 Normal" and throw it at a target. If struck in any location, the target takes 10 Normal damage. Unstable Concoctions are only able to be used by an alchemist with the appropriately tagged Alchemist’s Satchel and the Unstable Concoction PhysRep (the Orange Alchemical Packet) must be drawn from the bag immediately prior to being thrown. It cannot be
Alchemist Level 3 Skills Alchemist Description: A character with this skill is able to create alchemist level potions, gels and gases. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:3 for use in creating alchemical items. The player informs Logistics of the recipe they wish to create, provides all required components, and pay the required Crafting Points. The marshal will then present the player with a tag(s) for their newly created items. Prerequisites: 3 Journeyman Alchemist
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Recipes Cost: 5 BP
Prerequisites: Alchemist, Transmuting I Cost: 4 BP
Alchemist Recipe Description: The character can learn a single Alchemist Recipe. See Crafting ‐ Alchemy for a list of recipes. Game Mechanic: Creation of Alchemical Items must be done at Logistics. The Alchemist may create a Volatile Version of the recipe or may craft the recipe using all required ingredients. Prerequisites: Alchemist Cost: 4 BP per Recipe
Alchemist Level 4 Skills Master Alchemist Description: A character with this skill is able to create master level potions, gels and gases. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:4 for use in creating alchemical items. The player informs Logistics of the recipe they wish to create, provides all required components, and pay the required Crafting Points. The marshal will then present the player with a tag(s) for their newly created items. Prerequisites: 3 Alchemist Recipes Cost: 5 BP
Assemble Unstable Concoction III Description: Using the left over ingredients from previous creations and some miscellaneous substances the alchemist has gathered, they can quickly assemble and throw a damaging alchemical substance. This substance is unstable and must be used quickly or it can damage the Alchemist themselves. Game Mechanic: To use this skill, the alchemist must have an Alchemist’s Satchel (Level 3 Outfitter Item). The alchemist can spend 1 STE to reach into their Alchemist’s Satchel and withdraw an orange Alchemical Packet PhysRep, make a call of "Unstable Concoction, 15 Normal" and throw it at a target. If struck in any location, the target takes 15 Normal damage. Unstable Concoctions are only able to be used by an alchemist with the appropriately tagged Alchemist’s Satchel and the Unstable Concoction PhysRep (the Orange Alchemical Packet) must be drawn from the bag immediately prior to being thrown. It cannot be held in hand for more than 3 seconds before it damages the Alchemist and is considered expended. Prerequisites: Alchemist, Assemble Unstable Concoction II Cost: 4 BP
Master Alchemist Recipe Description: The character can learn a single Master Alchemist Recipe. See Crafting ‐ Alchemy for a list of recipes. Game Mechanic: Creation of Alchemical Items must be done at Logistics. The Alchemist may create a Volatile Version of the recipe or may craft the recipe using all required ingredients. Prerequisites: Master Alchemist Cost: 5 BP per Recipe Assemble Unstable Concoction IV Description: Using the left over ingredients from previous creations and some miscellaneous substances the alchemist has gathered, they can quickly assemble and throw a damaging alchemical substance. This substance is unstable and must be used quickly or it can damage the Alchemist themselves. Game Mechanic: To use this skill, the alchemist must have an Alchemist’s Satchel (Level 3 Outfitter Item). The alchemist can spend 1 STE to reach into their Alchemist’s Satchel and withdraw an orange Alchemical Packet PhysRep, make a call of "Unstable Concoction, 20 Normal" and throw it at a target. If struck in any location, the target takes 20 Normal damage. Unstable Concoctions are only able to be used by an alchemist with the appropriately tagged Alchemist’s Satchel and the Unstable
Transmuting II Description: A character with this skill is transform one rare component into another of the same category. Game Mechanic: This skill must be used at Logistics and allows the character to spend 2 LP to turn one rare component tag in for another rare component tag of the same category. 90
Concoction PhysRep (the Orange Alchemical Packet) must be drawn from the bag immediately prior to being thrown. It cannot be held in hand for more than 3 seconds before it damages the Alchemist and is considered expended. Prerequisites: Alchemist, Assemble Unstable Concoction III Cost: 5 BP
Crafting Points. The marshal will then present the player with a tag(s) for their newly created items. Prerequisites: 3 Master Alchemist Recipes Cost: 5 BP Grand Master Alchemist Recipe Description: The character can learn a single Grand Master Alchemist Recipe. See Crafting ‐ Alchemy for a list of recipes. Game Mechanic: Creation of Alchemical Items must be done at Logistics. The Alchemist may create a Volatile Version of the recipe or may craft the recipe using all required ingredients. Prerequisites: Grand Master Alchemist Cost: 6 BP per Recipe
Improved Refining II Description: A character with this skill is able to better able to refine the components they need for creating Alchemical items.. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:3 for use in refining components. The player informs Logistics of the materials they wish to gather and pays the required Crafting Points. The marshal will then present the player with a tag(s) for their refined items. Prerequisites: Master Alchemist, Improved Refining I Cost: 5 BP
Assemble Unstable Concoction V Description: Using the left over ingredients from previous creations and some miscellaneous substances the alchemist has gathered, they can quickly assemble and throw a damaging alchemical substance. This substance is unstable and must be used quickly or it can damage the Alchemist themselves. Game Mechanic: To use this skill, the alchemist must have an Alchemist’s Satchel (Level 3 Outfitter Item). The alchemist can spend 1 STE to reach into their Alchemist’s Satchel and withdraw an orange Alchemical Packet PhysRep, make a call of "Unstable Concoction, 25 Normal" and throw it at a target. If struck in any location, the target takes 25 Normal damage. Unstable Concoctions are only able to be used by an alchemist with the appropriately tagged Alchemist’s Satchel and the Unstable Concoction PhysRep (the Orange Alchemical Packet) must be drawn from the bag immediately prior to being thrown. It cannot be held in hand for more than 3 seconds before it damages the Alchemist and is considered expended. Prerequisites: Alchemist, Assemble Unstable Concoction IV Cost: 6 BP
Transmuting III Description: A character with this skill is transform one rare component into another of the same category. Game Mechanic: This skill must be used at Logistics and allows the character to spend 3 LP to turn one exotic component tag in for another exotic component tag of the same category. Prerequisites: Master Alchemist, Transmuting II Cost: 5 BP Alchemist Level 5 Skills Grand Master Alchemist Description: A character with this skill is able to create grand master level potions, gels and gases. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:5 for use in creating alchemical items. The player informs Logistics of the recipe they wish to create, provides all required components, and pay the required
Batch Efficiency Description: A grand master alchemist is able to produce larger batches of alchemical items at a single time. Game Mechanic: This skill must be used at 91
Logistics and doubles the batch size for any alchemical item the grand master alchemist is creating. The character must provide all the required components and spend any necessary Crafting Points as normal. Prerequisites: Grand Master Alchemist Cost: 6 BP Transmutation Master Description: A character with this skill is transform one component of any rarity into a different category of the same or lower rarity. Game Mechanic: This skill must be used at Logistics and allows the character to spend 4 LP turn one component tag of any rarity in for another component tag of the same or less rarity but of any other category. For example, a Transmutation Master could turn in an Exotic Mineral tag in for a Basic or Rare Plant, Animal, or Magical tag. Prerequisites: Grand Master Alchemist, Transmuting III Cost: 6 BP Unstable Concoction Specialization Description: A character with this skill is able to assemble even more devastating Unstable Concoctions. Game Mechanic: This skill allows the character to add 5 damage to their normal Unstable Concoction damage. Prerequisites: Assemble Unstable Concoction V. Special: This skill may be purchased multiple times. A character may have 1 Specialization per character level. Cost: 3 BP
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linked to a different Arcane Knowledge each time. Additionally, Channel Mana I allows the caster to manifest bolts of magical energy. Mana Bolts are attacks of pure magic that do not require the Endurance required to shape a normal spell so the caster use them at will. The base damage of a Mana Bolt is equal to (1 + the # of Channel Mana skills the character possess) and the call for these attacks is "Mana Bolt, X magic" where X is equal to 1 + number of times the character's has purchased a Channel Mana skill. Prerequisites: 10 points worth of General, Knowledge or Professional skills that include Magical Potential and at least one Arcana Knowledge. These skill cannot have been used to qualify for any other class. Cost: 5 BP
Caster Casters have the ability to manipulate the primal essence of universe, shape it to their will and direct it to various effects. In order to use magic, casters must have an understanding of a particular Arcana or a grouping of spells with similar effect. Casters may learn multiple Arcana but must learn how to channel each differently. The keystone skill for the Caster class is Channel Mana and is the prerequisite skill for each other skill at their respective level. The first time a caster purchases Channel Mana at each level they will automatically receive the bonus listed below: Level Automatic Level Award 1st Level Spell of any Arcana the caster 1 has knowledge of Willpower OR Evade +1 LTE 2 Willpower OR Evade +1 LTE Any 1st, 2nd or 3rd level Spell or Ritual 3 the caster can cast Willpower OR Evade +3 LTE 4 Willpower OR Evade +3 LTE Willpower or Evade Any 1 Caster or Defensive Skill the 5 character qualifies for, OR 1 Ritual or Spell from either General Arcana or the Arcana declared for Channel Mana V
Imbue Scroll Description: A character with this skill is able to create scrolls from the spells they know. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:1 for use in making scrolls. The player may create a scroll containing a spell they have the ability to cast. The player informs Logistics of the scroll they wish to create, provides all required components, and pays one Crafting Point per level of the spell (minimum 1 CP). The marshal will then present the player with a tag for their newly created scroll. A Scroll must be scripted using a special Silver Ink. Imbue Scroll allows the caster to craft Silver Ink, a magical ink that can hold the power of the magical words imbued on the scroll. To create a batch of Silver Ink, the caster must have 10 units of Ink and 1 silver bar. The caster then spends 1 CP to combine the materials and creates a batch of 10 units of silver ink. Prerequisites: Channel Mana I, Comprehend Arcane Script Material Components: 1 Unit of Silver Ink, 1 Unit of Paper, Any Component Required by the Spell being inscribed Cost: 2 BP
Caster Level 1 Skills Channel Mana I Description: A character with this skill is able to utilize their Arcane Knowledge to cast first level spells from that Arcana. Additionally, the character can manifest unshaped magical energy that can be hurled at a target to cause them harm. Game Mechanic: When this skill is purchased, it must be linked to an Arcane Knowledge the caster has previously purchased. It allows the player to purchase and cast any spell of that Arcana that requires Channel Mana I. Channel Mana I may be purchased multiple times and
Signature Spell Description: A character with this skill is so proficient with a single spell they can cast it without requiring Endurance. 93
Game Mechanic: When this skill is purchased, the caster may choose a single STE based spell which they can cast number of times equal to their character's level per Logistics period without expending any Endurance. Prerequisites: Target Spell purchased at highest level at which it exists. Special: This skill may be purchased multiple times and can be applied to the same or a different spell each time it is purchased. Signature Spell must be purchased at the highest class level in which the target spell exists. For example, since Fireball has 5 levels, Signature Spell: Fireball can only be learned at 5th level. Gust, a second level spell could be purchase at 2nd level since there are no improved versions of that spell. Signature Spell damage is not automatically increased if the character later purchases Spell Specialization for the same spell. A character who wishes their Signature Spell to increase when increasing Spell Specialization must purchase the Signature Spell Enhancement skill. Signature Spell counts as a Specialization. A character may have 1 Specialization per character level. Cost: Special (Signature Spell cost is the same as the cost of the target spell.)
2.
Study Magic Description: A character with this skill is able to develop new and unique magical effects. Game Mechanic: Study Magic allows a character to attempt to create a new magical spell or ritual. A character must be able cast spells of the appropriate level and arcana of the desired spell or ritual (have all required skills to successfully cast the spell or ritual) in order to have any chance of success. This skill does not guarantee the spell or ritual will be approved or that your attempt to create it will succeed on the first attempt. A character must invest time (represented by Labor Potential), and perhaps material components in the appropriate phase of the Study Magic process. The time requirement to research and create a new spell is significant and will generally take several events to complete. Study Magic has 4 basic Phases that are described below: 1.
Hypothesis: The player contacts Staff and submits their idea for a new spell 94
or ritual. Staff will respond as to whether or not the new ritual or spell would theoretically be allowed into the game but will not inform the player of the Arcana or Level that would be appropriate. If the player receives a positive response, the player may inform Logistics they wish to begin the study magic process and must spend 10 Labor Potential (LP) that represents the In Game time they spend formulating their hypothesis. After receiving the player's intent to begin Study Magic, Logistics will notify Staff who will respond to Logistics with the Arcana and level the spell would fall into. At the next event the player may begin the next phase. Experimentation: The player will then begin experimenting to try to determine the proper way to create their desired spell effect. The player must invest a minimum of 10 LP per level of the spell to reach the minimum threshold for a successful experiment. They player will not be notified of the spell level and if they have not reached the minimum threshold their prototype will automatically fail. A player who has met the minimum threshold has a 50% chance of successfully crafting their spell. LP spent in excess of the minimum threshold will increase the chances of a successful prototype by 5% for each LP spent over the threshold. If the player decided to use spell components or foci in crafting the spell that will also increase the chances of success. Adding components which are expended when the spell is cast adds +5% for basic components, +10% for rare components and +25% for exotic components. Adding a foci which is not consumed, but required each time the spell is cast, add +1% for basic components, +5% for rare components and +10% for exotic components. These components are crafted to be used as spell foci and cannot be used or reclaimed in any other way. Players should attempt to ensure they invested sufficient LP (and foci/components) before attempting to craft the spell
3.
4.
or rituals of that same Arcana. A general spell or ritual of the same level counts as a prerequisite spell of any Arcana, though a character cannot use the same general spell to qualify for more than one Arcana and a character can only substitute one General spell or ritual at each level. Cost: 5 BP
prototype. This investment may be spread out over multiple events and once the player decides they have spent sufficient time and resources in their experimentation phase, they may decide to move onto the next phase. Prototype: To begin crafting a prototype they player must notify logistics and spend 5 LP to roll see if they were successful. The chance of creating a successful prototype are based on the investment in the experimentation phase and any bonus derived from the use of foci or components to a maximum of 95%. They player then rolls % die and if they are successful they have crafted a prototype of their spell effect. If they fail, they must being the process over with new experimentation and reinvest the appropriate LP (and components) once again. Final Design: Once the player has successfully crafted a prototype, they may add the spell to their character sheet. Doing so counts as a skill being taught for that event so the player will not be able to learn any other skill that event.
Imbue Wand Description: A character with this skill is able to create wand from the spells they know. Game Mechanic: This skill allows a crafter to create a Wand that holds a spell they know how to cast. Imbue Wand allows the caster to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:1 to Imbue a Wand. To imbue a wand, the caster needs have purchased the spell they wish to imbue into the wand and must have an empty Wand Blank of the level of the spell being stored. At logistics the character must provide the required Wand Blank and spend 2 CP per spell level and will receive a wand item tag. Wands require a specially crafted Wand Blank to hold a spell. Ground Crystal is magically infused into a piece of high quality wood, allowing it to hold the magical energy of the spell. The amount of ground crystal to hold a spell depends on the level of the spell the wand will hold. One unit of crystal can be ground and used to craft one or more Wand Blanks that will hold any combination of 5 spell levels. Each individual wand requires one unit of refined wood but the ground crystal can be used to craft multiple Wand Blanks in a single session. For example, a caster can use 1 unit of Crystal (and 1 Processed Wood per Wand blank) to make 1 level 5 Wand Blank, 5 level 1 Wand Blanks, 1 level 4 Wand Blank AND 1 level 1 Wand Blank, 2 level 2 Wand Blanks and 1 level 1 Wand Blank, etc. To craft a batch of Wand Blanks, the caster must expend 1 CP and have one unit of refined wood per Wand Blank to be created and one unit of Crystal. Crafting Wand Blanks must be done at Logistics. Note: The player will need to produce a physical representation for the wand, generally a low cost breakable item such as a popsicle stick, on which the player should attach the wand tag. Prerequisites: Channel Mana II
Prerequisites: Channel Mana I Cost: 6 BP if purchased at 1st class level, 5 if purchased at 2nd class level, 4 if purchased at 3rd class level, 3 if purchased at 4th class level, 2 if purchased at 5th class level Caster Level 2 Skills Channel Mana II Description: A character with this skill is able to utilize their Arcane Knowledge to cast second level spells from that Arcana. Game Mechanic: When this skill is purchased, it must be linked to an Arcane Knowledge the caster has previously purchased. It allows the player to purchase and cast any spell of that Arcana that requires Channel Mana II. As Channel Mana I, this skill may be purchased multiple times, each time it must match the same Arcana as one of the caster's Channel Mana I skills. Prerequisites: Channel Mana I linked to the same Arcane Knowledge, three 1st level spells 95
Material Components: 1 Wand Blank of the appropriate level and any Components required by the Spell being imbued into the wand. Cost: 3 BP
to utilize their Arcane Knowledge to cast fourth level spells from that Arcana. Game Mechanic: When this skill is purchased, it must be linked to an Arcane Knowledge the caster has previously purchased. It allows the player to purchase and cast any spell of that Arcana that requires Channel Mana IV. As Channel Mana III, this skill may be purchased multiple times, each time it must match the same Arcana as one of the caster's Channel Mana III skills. Prerequisites: Channel Mana III linked to the same Arcane Knowledge, three 3rd level spells or rituals of that same Arcana. A general spell or ritual of the same level counts as a prerequisite spell of any Arcana, though a character cannot use the same general spell to qualify for more than one Arcana and a character can only substitute one General spell or ritual at each level. Cost: 5 BP
Caster Level 3 Skills Channel Mana III Description: A character with this skill is able to utilize their Arcane Knowledge to cast third level spells from that Arcana. Game Mechanic: When this skill is purchased, it must be linked to an Arcane Knowledge the caster has previously purchased. It allows the player to purchase and cast any spell of that Arcana that requires Channel Mana III. As Channel Mana II, this skill may be purchased multiple times, each time it must match the same Arcana as one of the caster's Channel Mana II skills. Prerequisites: Channel Mana II linked to the same Arcane Knowledge, three 2rd level spells or rituals of that same Arcana. A general spell or ritual of the same level counts as a prerequisite spell of any Arcana, though a character cannot use the same general spell to qualify for more than one Arcana and a character can only substitute one General spell or ritual at each level. Cost: 5 BP
Improved Imbue Wand Description: A character with this skill is more efficient in creating wands. Game Mechanic: This skill allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:2 for use in making wands. Prerequisites: Imbue Wand Cost: 5 BP
Improved Imbue Scroll Description: A character with this skill is more efficient in creating scrolls. Game Mechanic: This skill allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:2 for use in making scrolls. Prerequisites: Imbue Scroll Cost: 4 BP
Caster Level 5 Skills Channel Mana V Description: A character with this skill is able to utilize their Arcane Knowledge to cast fifth level spells from that Arcana. Game Mechanic: When this skill is purchased, it must be linked to an Arcane Knowledge the caster has previously purchased. It allows the player to purchase and cast any spell of that Arcana that requires Channel Mana V. As Channel Mana IV, this skill may be purchased multiple times, each time it must match the same Arcana as one of the caster's Channel Mana IV skills. Prerequisites: Channel Mana IV linked to the same Arcane Knowledge, three 4th level spells or rituals of that same Arcana. A general spell or ritual of the same level counts as a prerequisite spell of any Arcana, though a character cannot use the same general spell to qualify for more
Improved Mana Bolt Description: A character is able to manifest more damaging Mana Bolts. Game Mechanic: This skill allows the character to increase their Mana Bolt damage by +1. Prerequisites: Channel Mana III Cost: 4 BP Caster Level 4 Skills Channel Mana IV Description: A character with this skill is able 96
than one Arcana and a character can only substitute one General spell or ritual at each level. Cost: 5 BP
done/provided by the caster's specialized version of the spell increases by the normal increment of the spell. Prerequisites: Level V version of the spell being specialized in. Special: This skill may be purchased multiple times and can be applied to the same or a different spell each time it is purchased. A character may have 1 Specialization per character level. Cost: 3 BP
Arcane Mastery Description: A mage with this skill is experienced in channeling spells from a variety of Arcana, and has mastered the art of intuitively channeling spells from other Arcana. Game Mechanic: Once a Character purchases a new Arcane Knowledge Skill, they can use Arcane Master to substitute for the Channel Mana prerequisite for spells from that Arcana. Prerequisites: Channel Mana V in at least 1 arcana and 100 or more build spent on spells and rituals. Cost: 6 BP
Signature Spell Enhancement Description: This skill allows the damage from a caster's Signature Spell to automatically increase each time the caster purchases Spell Specialization with that same spell. Game Mechanic: This skill applies only to a spell that the caster has designated as a Signature Spell. If the caster purchases Spell Specialization with that same spell, the damage from the daily uses of Signature Spell is also increased. Without this ability the daily use damage is set when the caster first purchases signature spell and remains at the level. Prerequisites: Signature Spell Special: This skill may be purchased multiple times and must be applied to a different signature spell each time it is purchased. Cost: 3 BP Specialization Description: A character with this skill is able to cast a more powerful version of a particular spell that they have mastered. Game Mechanic: This skill applies only to spells that require endurance and that have 5 versions (spells names with a roman numeral V as part of the name) where each version increases the damage/healing/damage reduction/armor done/provided by the spell in a set increment (examples include such spells as Irresistible Force, Cure Wounds, Fireball, Mirror Image, Deflect Energy and Lightning Bolt). The damage/healing/damage reduction/armor 97
may be purchased multiple times and applies to a different type of weapon each time. A character is able to add their total ranks of weapon proficient to every weapon they have declared at least one time when purchasing Weapon Proficient. Prerequisites: 10 Points of General, Knowledge, or Professional Skills that includes at least 1 Use Weapon skill and at least one of the following: Dual Wield, Wear Armor Skill, or Use Shield. Claws may be substituted for the Use Weapon skill but the character must still have at least 10 points of Common or Knowledge Skills that were not used to qualify for a different class. Cost: 5 BP
Fighter Fighter is a generic term encompassing weapon‐ wielding martial characters; ranging from the heavily armored knight to the swift and deadly Elven swordsman, the class includes them and all types between. Regardless of how they define themselves, fighters are the primary physical combatants in Baru. Fighters excel in their use of weapons and are able to utilize a wide range of devastating combat maneuvers, making them deadly foes. The Keystone skills for the Fighter class is Weapon Proficient I, II, III, IV and V. The first time a character purchases a keystone skill at each level they will automatically receive the bonus listed below:
Adrenaline Rush I Description: This skill allows a fighter to exert their strength briefly, allowing them to perform feats of great strength for short periods of time. Game Mechanic: The player expends one Endurance and calls "Adrenaline Rush". For the next 60 seconds the character gains the benefits of +1 Monstrous Strength. This strength adds +1 damage to melee swings and gives +1 strength for opening or breaking objects. This ability does not stack with other versions of Adrenaline Rush. Prerequisites: Weapon Proficient I Cost: 2 BP
Level Automatic Level Award +2 Body 1 Willpower OR Evade Parry 2 +2 Body Willpower OR Evade +1 LTE 3 +4 Body Willpower OR Evade +1 LTE 4 +2 Body Willpower OR Evade +2 LTE Dodge 5 Any 1 Fighter or Defensive Skill the character qualifies for
Mighty Blow I Description: A fighter with this skill is able to do massive damage to their target. Game Mechanic: This skill allows the player to add 5 additional damage to their normal damage call and gives the swing a carrier of "Mighty Blow" which allows the attack to ignore most resistances the target may have. The player expends one Endurance and calls the modified weapon damage and "Mighty Blow" (For Example: "9 Mighty Blow"). If the player's next swing hits a valid location, the target takes the damage called. If the swing misses or is blocked, the mighty blow effect ends and the Endurance is expended. Mighty blow can be countered with by another character with the Mighty Blow skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit.
Fighter Level 1 Skills Weapon Proficient I Description: A character with this skill is more deadly with their claws, fists or weapon of choice than normal. Game Mechanic: The type of weapon this skill applies to must be declared when the skill is purchased and the character must have the corresponding Use Weapon skill. A character may choose natural Claws or Fists as their weapon for this skill however they must have the Claws racial ability or the Use Weapon: Fists skill to do so. The player calls one more damage than the weapon would normally do. This skill 98
Prerequisites: Weapon Proficient I Cost: 2 BP
become very hard to take down. Game Mechanic: The player expends one Endurance and calls "Steadfast". After doing so the fighter gains 5 temporary armor points. These armor points are the first armor points to be removed, regardless of any other spells or enhancements the character may be subject to. This temporary armor lasts until used or until the end of the event. Note: Steadfast is usable only on the character who possesses the ability. Steadfast does not stack with itself, but does stack with other skills, spell or abilities that provide temporary armor. Prerequisites: Weapon Proficient I Cost: 2 BP
Muscle Memory Description: A warrior with skill is so practices in a martial maneuver that they can do it reflexively. Game Mechanic: The player with this skill may choose a single STE based Fighter skill they know and add it to their Daily Use skill list. The skill can be used a number of times equal to the character's level per Logistics period without any Endurance cost. Special: This skill may be purchased multiple times and can be applied to the same or a different skill each time it is purchased. Muscle Memory must be purchased at the highest class level in which the target skill exists. For example, since Mighty Blow has 5 levels, Muscle Memory: Mighty Blow can only be learned at 5th level. Disarm, a second level skill could be purchase at 2nd level since there are no improved versions of that skill. Muscle Memory damage is not automatically increased if the character later purchases Specialization for the same skill. A character who wishes their Muscle Memory damage to increase when purchasing a matching Specialization skill must purchase the Muscle Memory Enhancement skill. Muscle Memory counts as a Specialization. A character may have 1 Specialization per character level. Prerequisites: Target fighter skill purchased at the highest level at which it exists. Cost: Special (Muscle Memory cost is the same as the cost of the target skill.)
Fighter Level 2 Skills Weapon Proficient II Description: A character with this skill is more deadly with their claws, fists or weapon of choice than normal. Game Mechanic: The type of weapon this skill applies to must be declared when the skill is purchased and must be the same as one of the character's Weapon Proficient I choices. The player calls one more damage than the weapon would normally do. This skill may be purchased multiple times and applies to a different type of weapon or natural attack each time. A character is able to add their total ranks of weapon proficient to every weapon they have purchased at least one level of Weapon Proficient with. For example, a character with Weapon Proficient II (Long Swords) and Weapon Proficient I (Short Axes) would be able to add 3 damage (1 for every Weapon Proficient skill they have purchased) when wielding either Long Swords or Short Axes. Prerequisites: Weapon Proficient I and at least 3 level 1 fighter skills. Cost: 5 BP
Rapid Armor Refit I Description: A fighter with this skill has learned to repair their armor more quickly than normal. Game Mechanic: A fighter with this skill can refit their armor in 4 minutes instead of the 5 minutes it normally takes. Note: This is a self only ability and cannot be used on the armor of other characters. Prerequisites: Weapon Proficient I Cost: 2 BP
Adrenaline Rush II Description: This skill allows a fighter to exert their strength briefly, allowing them to perform feats of great strength for longer periods of time. Game Mechanic: The player expends one Endurance and calls "Adrenaline Rush". For remainder of the current encounter the character gains the benefits of +1 Monstrous Strength 1. This strength adds +1 damage to
Steadfast Description: A fighter with this skill has learned to roll with punches so to speak and has 99
melee swings and gives +1 strength for opening or breaking objects. This ability does not stack with other versions of Adrenaline Rush. Prerequisites: Weapon Proficient I, Adrenaline Rush I Cost: 3 BP
do massive damage to their target. Game Mechanic: This skill allows the player to add 10 additional damage to their normal damage call and gives the swing a carrier of "Mighty Blow" which allows the attack to ignore most resistances the target may have. The player expends one Endurance and calls the modified weapon damage and "Mighty Blow" (For Example: "15 Mighty Blow"). If the player's next swing hits a valid location, the target takes the damage called. If the swing misses or is blocked, the mighty blow effect ends and the Endurance is expended. Mighty blow can be countered with by another character with the Mighty Blow skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit. Prerequisites: Weapon Proficient II, Mighty Blow I Cost: 3 BP
Disarm Description: A character with this skill can use their weapon to knock an opponent's weapon from their hands. Game Mechanic: The player expends one Endurance and calls "Disarm". If the player's next swing hits their target's weapon, the affected character must drop their weapon. They are unable to pick the weapon until it has come to rest on the ground. If the swing misses or fails to hit the target's weapon, the disarm effect ends and the Endurance is expended. Disarm can be countered with by another character with the Disarm skill, defensive maneuvers such as Parry (if the character is using a Shield), Evade and Dodge, and by with any spell or ability that prevents a weapon hit or that prevents a weapon from being disarmed. Prerequisites: Weapon Proficient II Cost: 3 BP
Rapid Armor Refit II Description: A fighter with this skill has learned to repair their armor more quickly than normal. Game Mechanic: A fighter with this skill can refit their armor in 3 minutes instead of the 5 minutes it normally takes. Note: This is a self only ability and cannot be used on the armor of other characters. Prerequisites: Weapon Proficient II, Rapid Armor Refit I Cost: 3 BP
Guard Description: An individual with this skill is able to parry blows meant for others. Game Mechanic: The player expends 1 Long Term Endurance, touches a target who was just hit with a melee attack with their weapon or shield and makes calls "Guard". The player who was the target of Guard does not take damage from that melee attack. Special: Guard can be used to prevent special attack effects that do not have a damage call associated with it, such as Shatter and Pin. If Guard is used to defend against an attack with the Massive carrier, the fighter takes the damage instead of the original target. If the fighter uses guard to protect another character from an area of effect attack, such as Engulf, they instead take the effect. Prerequisites: Weapon Proficient II, at least 1 daily Parry skill Cost: 3 BP
Fighter Level 3 Skills Weapon Proficient III Description: A character with this skill is more deadly with their claws, fists or weapon of choice than normal. Game Mechanic: The type of weapon this skill applies to must be declared when the skill is purchased and must be the same as one of the character's Weapon Proficient II choices. The player calls one more damage than the weapon would normally do. This skill may be purchased multiple times and applies to a different type of weapon or natural attack each time. A character is able to add their total ranks of weapon proficient to every weapon they have purchased at least one level of Weapon Proficient with. For example, a character with Weapon Proficient III
Mighty Blow II Description: A fighter with this skill is able to 100
(Long Swords) and Weapon Proficient I (Short Axes) would be able to add 4 damage (1 for every Weapon Proficient skill they have purchased) when wielding either Long Swords or Short Axes. Prerequisites: Weapon Proficient II and at least 3 level 2 fighter skills. Cost: 5 BP
Break Limb Description: A fighter with this skill can swing their weapon with such force as to break their opponent's bones. Game Mechanic: Break Limb allows the fighter's normal weapon swing to potentially break bones. To use Break Limb, the player spends 1 Endurance, calls their normal weapon damage with a carrier of "Break Limb", and swings at their target. If the swing connects with one of the target's limbs, the target takes the damage and the limb struck is broken. If the swing misses, the Break Limb effect ends and the Endurance is expended. Break Limb can be countered with by another character with the Break Limbs skill, defensive maneuvers such as Parry, Evade and Dodge, and any spell or ability that prevents or negates a weapon hit. Prerequisites: Weapon Proficient III, Mighty Blow III Cost: 4 BP
Adrenaline Rush III Description: This skill allows a fighter to exert their strength briefly, allowing them to perform feats of great strength for short periods of time. Game Mechanic: The player expends one Endurance and calls "Adrenaline Rush". For the next 60 seconds the character gains the benefits of +2 Monstrous Strength. This strength adds +2 damage to melee swings and gives +2 strength for opening or breaking objects. This ability does not stack with other versions of Adrenaline Rush. Prerequisites: Weapon Proficient III, Adrenaline Rush II Cost: 4 BP
Mighty Blow III Description: A fighter with this skill is able to do massive damage to their target. Game Mechanic: This skill allows the player to add 15 additional damage to their normal damage call and gives the swing a carrier of "Mighty Blow" which allows the attack to ignore most resistances the target may have. The player expends one Endurance and calls the modified weapon damage and "Mighty Blow" (For Example: "21 Mighty Blow"). If the player's next swing hits a valid location, the target takes the damage called. If the swing misses or is blocked, the mighty blow effect ends and the Endurance is expended. Mighty blow can be countered with by another character with the Mighty Blow skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit. Prerequisites: Weapon Proficient III, Mighty Blow II Cost: 4 BP
Berserk Description: Berserk allows a fighter to do more damage for a short period of time, but while under the effects of Berserk they cannot actively defend themselves. Game Mechanic: To use this skill, the player simply spends 1 Endurance and makes a call of "Berserk". For the next 60 seconds a Berserk character gains the benefit of +3 Monstrous Strength . This strength adds +3 damage to their melee swings and gives them +3 strength for opening or breaking objects. While under the effects of Berserk, the character cannot use any reactive defensive powers that have an Endurance (defensive abilities that would prevent the character from being hit or taking damage that the character can call in response to being hit). Any passive defensive power (such as stone skin and mirror image) which automatically activate when the character is struck work as normal. Berserk characters can still block weapons using their own weapons and shields and are not forced to stand and fight (they can retreat). Prerequisites: Weapon Proficient III, Adrenaline Rush III Cost: 4 BP
Rapid Armor Refit III Description: A fighter with this skill has learned to repair their armor more quickly than normal. Game Mechanic: A fighter with this skill can 101
refit their armor in 2 minutes instead of the 5 minutes it normally takes. Note: This is a self only ability and cannot be used on the armor of other characters. Prerequisites: Weapon Proficient III, Rapid Armor Refit II Cost: 4 BP
for 5 seconds. A stunned character stands still and can take no offensive or defensive actions for the next 5 seconds. A stunned character cannot use any powers that require Endurance. While stunned, any passive powers on the target (such as a defensive spell already cast on them like stone skin or mirror image) that activate automatically work as normal. A stunned character does not drop held weapons or shields, but their arms should hang limply and they cannot actively use them in their defense. Attacks that strike a stunned character's weapon or shield have no effect as long as the stunned character remains still. If a stunned character moves to try to impose their weapon or shield between the attacks then strikes that hit the weapon or shield damage the character as if they hit their body. Stun can be countered with by another character with the Stun skill, defensive maneuvers such as Parry, Evade and Dodge, and any spell or ability that prevents or negates a weapon hit. Prerequisites: Weapon Proficient III Cost: 4 BP
Riposte Description: This skill allows the character to redirect a melee attack back at its source. Game Mechanic: The player spends 1 Endurance and calls "Riposte" after a weapon hit has landed. The character does not take the effect of the weapon hit, instead the attacking player takes the damage they called. The player declaring Riposte must be able to see the attack coming for the maneuver to be successful. This ability only works against weapon effects that include numeric damage as part of their call (For example, a character can riposte a call of "16 Mighty Blow", but could not riposte "Trip" since there is no numeric damage called with the attack. Additionally, the character could not Riposte an attack from behind or any other attack the player was unaware of). Riposte only returns numeric damage back at the attacker, additional effects from attacks like the bleeding from Rend and broken limbs from Break Limb do not apply. Riposte cannot be used to counter attacks with the Massive carrier and cannot be used on area effect attacks of a similar nature, such as Engulf. Riposte can be countered with by another character with the Riposte skill, defensive maneuvers such as Parry, Evade and Dodge, and any spell or ability that prevents or negates a weapon hit.
Fighter Level 4 Skills Weapon Proficient IV Description: A character with this skill is more deadly with their claws, fists or weapon of choice than normal. Game Mechanic: The type of weapon this skill applies to must be declared when the skill is purchased and must be the same as one of the character's Weapon Proficient III choices. The player calls one more damage than the weapon would normally do. This skill may be purchased multiple times and applies to a different type of weapon or natural attack each time. A character is able to add their total ranks of weapon proficient to every weapon they have purchased at least one level of Weapon Proficient with. For example, a character with Weapon Proficient IV (Long Swords) and Weapon Proficient I (Short Axes) would be able to add 5 damage (1 for every Weapon Proficient skill they have purchased) when wielding either Long Swords or Short Axes. Prerequisites: Weapon Proficient III and at least 3 level 3 fighter skills. Cost: 5 BP
Prerequisites: Weapon Proficient III, at least 1 daily Parry skill Cost: 4 BP Stun Description: This skill allows a fighter to daze a target. Game Mechanic: To use this skill, the player expends one Endurance, makes a call of "Stun", and swings at their target. If the swing hits the target in a valid location, the target is stunned 102
Adrenaline Rush IV Description: This skill allows a fighter to exert their strength briefly, allowing them to perform feats of great strength for longer periods of time. Game Mechanic: The player expends one Endurance and calls "Adrenaline Rush". For remainder of the current encounter the character gains the benefits of +2 Monstrous Strength. This strength adds +2 damage to melee swings and gives +2 strength for opening or breaking objects. This ability does not stack with other versions of Adrenaline Rush. Prerequisites: Weapon Proficient IV, Adrenaline Rush III Cost: 5 BP
expends one Long Term Endurance and calls "Defy Pain". The attack that is being ignored must have a numeric call and the Defy Pain only allows the character to ignore the numeric damage associated with the attack. Any additional effects such as the bleeding from Rend or a broken limb from Shatter Limb still affect the player as normal. Prerequisites: Weapon Proficient IV Cost: 5 BP Mighty Blow IV Description: A fighter with this skill is able to do massive damage to their target. Game Mechanic: This skill allows the player to add 20 additional damage to their normal damage call and gives the swing a carrier of "Mighty Blow" which allows the attack to ignore most resistances the target may have. The player expends one Endurance and calls the modified weapon damage and "Mighty Blow" (For Example: "27 Mighty Blow"). If the player's next swing hits a valid location, the target takes the damage called. If the swing misses or is blocked, the mighty blow effect ends and the Endurance is expended. Mighty blow can be countered with by another character with the Mighty Blow skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit. Prerequisites: Weapon Proficient IV, Mighty Blow III Cost: 5 BP
Cleave Description: This mighty attack sunders armor and flesh with equal ease. Game Mechanic: A cleave attack does damage to both the target's armor (if any) and to their body in equal parts. To use this skill the player expends one Endurance and calls their weapon damage with a carrier of "Cleave" (For Example: "6 Cleave"). If the player's next swing hits a valid location, the target takes the damage called to both their armor and to their body. If the target is unarmored than only the body damage is taken. If the swing misses, is blocked, or is countered the Cleave effect ends and the Endurance is expended. Cleave can be countered with by another character with the Cleave skill, defensive maneuvers such as Parry, Evade and Dodge, and any spell or ability that prevents or negates a weapon hit. Additionally, Cleave is stopped by any effect that would stop Pierce Armor (such as armors made of special materials that grant resistance to Pierce Armor like Mithral Plate armor). Prerequisites: Weapon Proficient IV, Pierce Armor Cost: 5 BP
Perfect Strike Description: A fighter with this skill has so mastered his fighting abilities the can virtually ensure his attacks will strike true. Game Mechanic: Perfect Strike allows the character to perform a normal weapon strike that cannot be counted by non‐magical means. To use this ability, the player must be within weapon reach of their opponent. The player then spends 1 Endurance and calls "Perfect Strike" followed by their weapon damage. Only the weapons base damage, magical enhancements on the weapon itself, damage added from Weapon Proficient or from Backstab, monstrous strength and other effects that add to the normal weapon damage are included. A character cannot use Perfect Strike
Defy Pain Description: A character with this skill can shrug off even the most grievous of injuries. Game Mechanic: This skill allows the character to ignore the effects of any one damaging attack. To use this skill, after being struck by an attack with a numeric component, the player 103
with any other Endurance based skills or abilities. Perfect Strike can be countered with by another character with the Perfect Strike skill, but all other normal defensive maneuvers such as Parry, Evade, Dodge and Riposte cannot be used to counter this skill. Magical effects such as Mirror Image or Stone Skin can prevent the damage from a Perfect Strike. Prerequisites: Weapon Proficient IV Cost: 5 BP
Weapon Proficient V Description: A character with this skill is more deadly with their claws, fists or weapon of choice than normal. Game Mechanic: The type of weapon this skill applies to must be declared when the skill is purchased and must be the same as one of the character's Weapon Proficient IV choices. The player calls one more damage than the weapon would normally do. This skill may be purchased multiple times and applies to a different type of weapon or natural attack each time. A character is able to add their total ranks of weapon proficient to every weapon they have purchased at least one level of Weapon Proficient with. For example, a character with Weapon Proficient V (Long Swords) and Weapon Proficient IV (Short Axes) would be able to add 9 damage (1 for every Weapon Proficient skill they have purchased) when wielding either Long Swords or Short Axes. Prerequisites: Weapon Proficient IV and at least 3 level 4 fighter skills. Cost: 5 BP
Pierce Armor Description: A character with this skill is so proficient with their weapons that they can find weakness in others defenses and are able strike where their foes are unprotected. Game Mechanic: The player expends one Endurance and calls their weapon damage with a carrier of "Pierce" (for example, "5 Pierce". If the player's next swing hits, the damage bypasses the targets armor and the damage is dealt directly to the targets' Body. If the swing misses, the Pierce Armor effect ends and the Endurance is expended. Pierce Armor can be countered with by another character with the Pierce Armor skill, defensive maneuvers such as Parry, Evade and Dodge, and any spell or ability that prevents or negates a weapon hit. Additionally, the skill is stopped by any effect that would stop Pierce Armor (such as armors made of special materials that grant resistance to Pierce Armor like Hardened Steel Plate armor). Prerequisites: Weapon Proficient IV Cost: 5 BP
Mighty Blow V Description: A fighter with this skill is able to do massive damage to their target. Game Mechanic: This skill allows the player to add 25 additional damage to their normal damage call and gives the swing a carrier of "Mighty Blow" which allows the attack to ignore most resistances the target may have. The player expends one Endurance and calls the modified weapon damage and "Mighty Blow" (For Example: "33 Mighty Blow"). If the player's next swing hits a valid location, the target takes the damage called. If the swing misses or is blocked, the mighty blow effect ends and the Endurance is expended. Mighty blow can be countered with by another character with the Mighty Blow skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit. Prerequisites: Weapon Proficient V, Mighty Blow IV Cost: 6 BP
Rapid Armor Refit IV Description: A fighter with this skill has learned to repair their armor more quickly than normal. Game Mechanic: A fighter with this skill can refit their armor in 1 minute instead of the 5 minutes it normally takes. Note: This is a self only ability and cannot be used on the armor of other characters. Prerequisites: Weapon Proficient IV, Rapid Armor Refit III Cost: 5 BP
Mighty Blow Specialization Description: A character with this skill is able to swing greater damage when using their
Fighter Level 5 Skills
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Mighty Blow skill. Game Mechanic: This skill allows the character to add 5 damage to their normal mighty blow swings. Prerequisites: Mighty Blow V. Special: This skill may be purchased multiple times. A character may have 1 Specialization per character level. Cost: 3 BP
maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit. Prerequisites: Weapon Proficient V, Mighty Blow V, Cleave Cost: 6 BP Shatter Weapon/Shield Description: A fighter with this skill can swing their weapon with such force as to destroy weapons and shields. Game Mechanic: Shatter Weapon/Shield allows the fighter's normal weapon swing to potentially break weapons and shields. To use Shatter Weapon/Shield, the player spends 1 Endurance, calls "Shatter Weapon" or "Shatter Shield", and swings at their target. If the swing connects with the target's weapon or shield, that item is shattered and must be dropped (if it can be done so safely). If the swing connects with any other location on the target, there is no effect. If the swing misses, the Shatter Weapon/Shield effect ends and the Endurance is expended. A shattered weapon is utterly destroyed, with some of the item being destroyed outright and the remaining bursting into tiny slivers hurtling in all direction, making it impossible to recover all the pieces. Shatter can be countered with by another character with the Shatter skill, defensive maneuvers such as Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit. Prerequisites: Weapon Proficient V, Mighty Blow V, Pierce Armor Cost: 6 BP
Muscle Memory Enhancement Description: This skill allows the damage from a fighter's Muscle Memory: Mighty Blow skill to automatically increase each time the fighter purchases Mighty Blow Specialization. Game Mechanic: When the fighter purchases Mighty Blow Specialization the damage from the daily uses of Muscle Memory: Mighty Blow is also increased. Without this ability the daily use damage is set when the fighter first purchases Muscle Memory: Muscle Memory and remains at the level. Prerequisites: Muscle Memory: Mighty Blow Cost: 3 BP Rend Description: A rend is a mighty attack that does massive damage to its target and causes them to steadily lose blood. Game Mechanic: A rend attack adds an additional 20 damage to a fighters normal damage call and causes the target to lose 1 additional body due to bleeding every 60 seconds thereafter until treated by a surgeon with Resuscitate, they receive a Stop Bleeding spell from a life caster, or they die. To use Rend, the player spends 1 Endurance and calls their weapon damage +20 and "Rend" (i.e.: 28 Rend). If the player's next swing hits their target in a valid location the target take the weapon damage as normal and suffers 1 bleeding wound. Every 60 seconds, the afflicted character will lose 1 body until the bleeding is stopped or they die. If the swing misses, is blocked, or is countered in any way the rend effect ends and the Endurance is expended. NOTE: A character cannot lose more than 1 body every 60 seconds due to bleeding wounds, regardless of how many time the character was struck with a bleeding effect. Rend can be countered with by another character with the Rend skill, defensive
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Dexterity Armor I Description: Monks are trained to absorb the force of attacks making them harder to kill. Game Mechanic: This skill grants the Monk 5 natural armor as long as the character is not wearing any physical armor. The monk must rest and mediate for 5 minutes to restore his natural armor. Dexterity Armor does not stack with itself, but will stack with other spells or abilities to provide natural armor. Prerequisites: Body Mastery I Cost: 2 BP
Monk Monks are masters of their own bodies able to channel their energy to perform a variety of amazing feats. These characters specialize in hand to hand combat using fists, feet and claws to attack and defend. Monks receive bonuses to their natural armor and can performing a variety of martial maneuvers using their bare hands, or claws as the case may be. Monk have a disdain of manufactured weapons armor, preferring to hone their body into the ultimate weapon. The Keystone skills for the Monk class is Body Mastery I, II, III, IV and V. At each level, when a character purchases their keystone skill, they will automatically receive the bonus listed below:
Dexterous Description: A monk's quick reflexes allow them to avoid being thrown to the ground. Game Mechanic: A monk can spend 1 Endurance to resist any ability that would knock them from their feet, such as Trip. To use this ability, after the character is hit by an attack or effect that would knock them from their feet, the player spends 1 Endurance and calls "Resist" Prerequisites: Body Mastery I Cost: 2 BP
Level Automatic Level Award +1 Body 1 Parry Willpower OR Evade Evade 2 Willpower OR Evade +2 LTE 3 +2 Body Dodge +1 LTE 4 +1 Body Dodge +2 LTE Dodge 5 Any 1 Monk or Defensive Skill the character qualifies for
Disarm Description: A monk is skilled in removing an opponent's weapon from their hands. Game Mechanic: The monk expends one Endurance and calls "Disarm". If the player's next natural weapon swing hits their target's weapon, the affected character must drop their weapon. They are unable to pick the weapon until it has come to rest on the ground. If the swing misses or fails to hit the target's weapon, the Disarm effect ends and the Endurance is expended. Disarm can be countered with by another character with the Disarm skill, defensive maneuvers such as Parry (if the character is using a Shield), Evade and Dodge, and by with any spell or ability that prevents a weapon hit or that prevents a weapon from being disarmed. Prerequisites: Body Mastery I, Improved Natural Attack I Cost: 2 BP
Monk Level 1 Skills Body Mastery I Description: A character with this skill has conscious control of their natural functions and can speed their natural healing by force of will. Game Mechanic: A monk can spend 1 Endurance to heal themselves 5 Body. This healing cannot exceed the Monk's normal body total. Prerequisites: 10 Points of General, Knowledge, or Professional Skills that were not used to qualify for a different class. Cost: 5 BP
Improved Natural Attack Description: A monk is practiced at delivering devastating attacks with their natural weapons. Game Mechanic: The base damage of a 106
monk's natural attacks (fists or claws) is increased by 1 and the character may use long weapons to represent their fist. Improved Natural Attack does not stack with itself, the character only receives the benefit of their highest level of Improved Natural Attack. Prerequisites: Body Mastery I Cost: 2 BP
Prerequisites: Body Mastery I and at least 3 Level 1 Monk skills Cost: 5 BP Defy Pain Description: A character with this skill can shrug off even the most grievous of injuries. Game Mechanic: This skill allows the character to ignore the effects of any one damaging attack. To use this skill, after being struck by an attack with a numeric component, the player expends one Long Term Endurance and calls "Defy Pain". The attack that is being ignored must have a numeric call and the Defy Pain only allows the character to ignore the numeric damage associated with the attack. Any additional effects such as the bleeding from Rend or a broken limb from Shatter Limb still affect the player as normal. Prerequisites: Body Mastery II Cost: 3 BP
Muscle Memory Description: A monk with skill is so practices in a martial maneuver that they can do it reflexively. Game Mechanic: The player with this skill may choose a single STE based Monk skill they know and add it to their Daily Use skill list. The skill can be used a number of times equal to the character's level per Logistics period without any Endurance cost. Special: This skill may be purchased multiple times and can be applied to the same or a different skill each time it is purchased. Muscle Memory must be purchased at the highest class level in which the target skill exists. For example, since Mighty Blow has 2 levels, Muscle Memory: Mighty Blow can only be learned at 4th level. Disarm, a first level skill could be purchase at 1st level since there are no improved versions of that skill. Muscle Memory damage is not automatically increased if the character later purchases Specialization for the same skill. A character who wishes their Muscle Memory damage to increase when purchasing a matching Specialization skill must purchase the Muscle Memory Enhancement skill. Muscle Memory counts as a Specialization. A character may have 1 Specialization per character level. Prerequisites: Target monk skill purchased at the highest level at which it exists. Cost: Special (Muscle Memory cost is the same as the cost of the target skill.)
Dexterity Armor II Description: Monks are trained to absorb the force of attacks making them harder to kill. Game Mechanic: This skill grants the Monk 10 natural armor as long as the character is not wearing any physical armor. The monk must rest and mediate for 5 minutes to restore his natural armor. Dexterity Armor does not stack with itself, but will stack with other spells or abilities to provide natural armor. Prerequisites: Body Mastery II, Dexterity Armor I Cost: 3 BP Mighty Blow I Description: A monk with this skill is able to do massive damage to their target. Game Mechanic: This skill allows the a monk to add 5 additional damage to their natural weapon's damage call and gives the swing a carrier of "Mighty Blow" which allows the attack to ignore most resistances the target may have. The player expends one Endurance and calls the modified natural attack damage and "Mighty Blow" (For Example: "9 Mighty Blow"). If the player's next swing hits a valid location, the target takes the damage called. If the swing misses or is blocked, the Mighty Blow effect ends and the Endurance is expended.
Monk Level 2 Skills Body Mastery II Description: A character with this skill has conscious control of their natural functions and can cause their own broken bones or shattered claws to knit together more rapidly. Game Mechanic: A monk can spend 1 Endurance to repair their broken limb or shattered claw. 107
Mighty Blow can be countered with by another character with the Mighty Blow skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit. Prerequisites: Body Mastery II, Improved Natural Attack I Cost: 3 BP
to give his attacks a mystical nature. Game Mechanic: This skill allows a Monk to change the carrier of his natural attacks to "Magic". To use this ability the character must spend 1 Endurance and makes a call of "Arcane Style". For the remainder of the current encounter the character's natural attacks have the Magic carrier. A Monk can end this ability at any time and if the character activates a different Style this effect ends automatically. Prerequisites: Body Mastery III. Cost: 4 BP
Trip Description: A monk is practiced at knocking an opponent from their feet. Game Mechanic: The monk expends one Endurance and calls "Trip". If the player's next natural weapon swing hits their target's leg, the affected character is knocked prone. They affected character kneels with their arms extended to the side for 5 seconds unable to move. At the end of 5 seconds the character is able to stand again. While kneeling attacks against the targets weapons and/or shield do not affect the character. If the swing misses or fails to hit the target's leg, the Trip effect ends and the Endurance is expended. Trip can be countered with by another character with the Trip skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents a weapon hit or that prevents a weapon from being disarmed. Prerequisites: Body Mastery II, Improved Natural Attack I Cost: 3 BP
Break Limb Description: A monk with this skill can attack with such force as to break their opponent's bones. Game Mechanic: Break Limb allows the monk's natural weapon swings to potentially break bones. To use Break Limb, the player spends 1 Endurance, calls their normal natural weapon damage with a carrier of "Break Limb", and swings at their target. If the swing connects with one of the target's limbs, the target takes the damage and the limb struck is broken. If the swing misses, the Break Limb effect ends and the Endurance is expended. Break Limb can be countered with by another character with the Break Limbs skill, defensive maneuvers such as Parry, Evade and Dodge, and any spell or ability that prevents or negates a weapon hit. Prerequisites: Body Mastery III, Mighty Blow I Cost: 4 BP
Monk Level 3 Skills Body Mastery III Description: A character with this skill has conscious control of their natural functions and can purge basic poisons from their systems by force of will. Game Mechanic: A monk can spend 1 Endurance to purge one basic poison effect from themselves OR counter an alchemical attack with Poison in its name (except Death Poison) OR an attack with the Poison carrier. Prerequisites: Body Mastery II and at least 3 Level 2 Monk skills Cost: 5 BP
Dexterity Armor III Description: Monks are trained to absorb the force of attacks making them harder to kill. Game Mechanic: This skill grants the Monk 15 natural armor as long as the character is not wearing any physical armor. The monk must rest and mediate for 5 minutes to restore his natural armor. Dexterity Armor does not stack with itself, but will stack with other spells or abilities to provide natural armor. Prerequisites: Body Mastery III, Dexterity Armor II Cost: 4 BP
Arcane Style Description: A monk can channel his life force
Improved Natural Attack II Description: A monk is practiced at delivering 108
devastating attacks with their natural weapons. Game Mechanic: The base damage of a monk's natural attacks (fists or claws) is increased by 2. Improved Natural Attack does not stack with itself, the character only receives the benefit of their highest level of Improved Natural Attack. Prerequisites: Improved Natural Attack I Cost: 4 BP
Elemental Style Description: A monk can channel his life force to give his attacks a elemental nature. Game Mechanic: This skill allows a Monk to change the carrier of his natural attacks to their choice of "Fire, Stone, Ice or Lightning". The character must choose which element when activating the ability and cannot change the element without first ending this ability. To use this ability, the character must spend 1 Endurance and makes a call of "Elemental Style" followed by the chosen elemental type. For the remainder of the current encounter the character's natural attacks use that elemental type as the carrier. A Monk can end this ability at any time and if the character activates a different Style this effect ends automatically. Prerequisites: Body Mastery IV. Cost: 5 BP
Mental Fortitude Description: A monk with this skill has incredible mental focus, allowing them to shrug off attempt to influence their thoughts. Game Mechanic: A character with this skill can spend 1 Long Term Endurance to remove the effects of a single mind‐affecting skill, spell or ability from themselves. Prerequisites: Body Mastery III, Improved Natural Attack II Cost: 4 BP
Mental Fortitude II Description: A monk with this skill has learned to dispel mental effects with ease. Game Mechanic: A character with this skill can spend 1 Endurance to remove the effects of a single mind‐affecting skill, spell or ability from themselves. Prerequisites: Body Mastery IV, Mental Fortitude I Cost: 5 BP
Monk Level 4 Skills Body Mastery IV Description: A character with this skill has conscious control of their natural functions and can fend off all but the most debilitating of diseases. Game Mechanic: A monk can spend 1 Endurance to purge any basic disease from themselves. Prerequisites: Body Mastery IV and at least 3 Level 3 Monk skills Cost: 5 BP
Mighty Blow II Description: A monk with this skill is able to do massive damage to their target. Game Mechanic: This skill allows the monk to add 10 additional damage to their natural weapon's damage call and gives the swing a carrier of "Mighty Blow" which allows the attack to ignore most resistances the target may have. The player expends one Endurance and calls the modified natural attack damage and "Mighty Blow" (For Example: "15 Mighty Blow"). If the player's next swing hits a valid location, the target takes the damage called. If the swing misses or is blocked, the Mighty Blow effect ends and the Endurance is expended. Mighty Blow can be countered with by another character with the Mighty Blow skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit. Prerequisites: Body Mastery IV, Mighty Blow I,
Dexterity Armor IV Description: Monks are trained to absorb the force of attacks making them harder to kill. Game Mechanic: This skill grants the Monk 20 natural armor as long as the character is not wearing any physical armor. The monk must rest and mediate for 5 minutes to restore his natural armor. Dexterity Armor does not stack with itself, but will stack with other spells or abilities to provide natural armor. Prerequisites: Body Mastery IV, Dexterity Armor III Cost: 5 BP
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Improved Natural Attack II Cost: 5 BP
included. A character cannot use Perfect Strike with any other Endurance based skills or abilities. Perfect Strike can be countered with by another character with the Perfect Strike skill, but all other normal defensive maneuvers such as Parry, Evade, Dodge and Riposte cannot be used to counter this skill. Magical effects such as Mirror Image or Stone Skin can prevent the damage from a Perfect Strike. Prerequisites: Body Mastery IV, Improved Natural Attack II Cost: 5 BP
Stunning Fist Description: This skill allows a monk to daze a target. Game Mechanic: To use this skill, the player expends one Endurance, makes a call of "Stun", and swings at their target with their natural weapons. If the swing hits the target in a valid location, the target is stunned for 5 seconds. A stunned character stands still and can take no offensive or defensive actions for the next 5 seconds. A stunned character cannot use any powers that require Endurance. While stunned, any passive powers on the target (such as a defensive spell already cast on them like stone skin or mirror image) that activate automatically work as normal. A stunned character does not drop held weapons or shields, but their arms should hang limply and they cannot actively use them in their defense. Attacks that strike a stunned character's weapon or shield have no effect as long as the stunned character remains still. If a stunned character moves to try to impose their weapon or shield between the attacks, then strikes that hit the weapon or shield damage the character as if they hit their body. Stun can be countered with by another character with the Stun or Stunning Fist skills, defensive maneuvers such as Parry, Evade and Dodge, and any spell or ability that prevents or negates a weapon hit. Prerequisites: Body Mastery IV, Mighty Blow II Cost: 5 BP
Monk Level 5 Skills Body Mastery V Description: A character with this skill has conscious control of their natural functions and can stop themselves bleeding with ease. Game Mechanic: A monk can spend 1 Endurance to purge any single Bleeding effect themselves. Prerequisites: Body Mastery V and at least 3 Level 4 Monk skills Cost: 5 BP Dexterity Armor V Description: Monks are trained to absorb the force of attacks making them harder to kill. Game Mechanic: This skill grants the Monk 25 natural armor as long as the character is not wearing any physical armor. The monk must rest and mediate for 5 minutes to restore his natural armor. Dexterity Armor does not stack with itself, but will stack with other spells or abilities to provide natural armor. Prerequisites: Body Mastery V, Dexterity Armor IV Cost: 6 BP
Perfect Strike Description: A monk with this skill has so mastered his martial techniques they can virtually ensure their attacks will strike true. Game Mechanic: Perfect Strike allows the character to perform a normal natural weapon strike that cannot be counted by non‐magical means. To use this ability, the player must be within weapon reach of their opponent. The player then spends 1 Endurance and calls "Perfect Strike" followed by their weapon damage. Only the natural attacks base damage, damage added from Weapon Proficient or from Backstab, monstrous strength and other effects that add to the normal weapon damage are
Greater Natural Attack Description: A monk is practiced at delivering devastating attacks with their natural weapons. Game Mechanic: The base damage of a monk's natural attacks (fists or claws) is increased by 1. Greater natural attack may be purchased 1 time per character level, each time adding 1 to the character's base natural attack damage.
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Prerequisites: Improved Natural Attack III Cost: 5 BP
Muscle Memory Enhancement Description: This skill allows the damage from a monk's Muscle Memory: Mighty Blow skill to automatically increase each time the fighter purchases Mighty Blow Specialization. Game Mechanic: When the monk purchases Mighty Blow Specialization the damage from the daily uses of Muscle Memory: Mighty Blow is also increased. Without this ability the daily use damage is set when the monk first purchases Muscle Memory: Mighty Blow and remains at the level. Prerequisites: Muscle Memory: Mighty Blow Cost: 3 BP
Dexterity Armor Specialization Description: A character with this skill is able to absorb even more damage than normal. Game Mechanic: This skill allows the character to add 5 armor to their Dexterity Armor total. Prerequisites: Dexterity Armor V. Special: This skill may be purchased multiple times. A character may have 1 Specialization per character level. Cost: 3 BP Improved Dexterity Armor Description: Monks are trained to absorb the force of attacks making them harder to kill. Game Mechanic: This skill allows a monk to add 5 additional natural armor to their total natural armor value, as long as the character is not wearing any physical armor. This skill may be purchased 1 time per character level, each time adding 5 additional natural armor to the character. This ability functions in all other way like Dexterity Armor V except this skill stacks with itself. Prerequisites: Dexterity Armor V Cost: 5 BP
Rend Description: A rend is a mighty attack that does massive damage to its target and causes them to steadily lose blood. Game Mechanic: A rend attack adds an additional 20 damage to a monk’s normal damage call and causes the target to lose 1 additional body due to bleeding every 60 seconds thereafter until treated by a surgeon with Resuscitate, they receive a Stop Bleeding spell from a life caster, or they die. To use Rend, the player spends 1 Endurance and calls their natural weapon damage +20 and "Rend" (i.e.: 25 Rend). If the player's next swing hits their target in a valid location the target take the weapon damage as normal and suffers 1 bleeding wound. Every 60 seconds, the afflicted character will lose 1 body until the bleeding is stopped or they die. If the swing misses, is blocked, or is countered in any way the rend effect ends and the Endurance is expended. NOTE: A character cannot lose more than 1 body every 60 seconds due to bleeding wounds, regardless of how many time the character was struck with a bleeding effect. Rend can be countered with by another character with the Rend skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents or negates a weapon hit. Prerequisites: Body Mastery V, Mighty Blow II, Improved Natural Strike III Cost: 6 BP
Improved Natural Attack III Description: A monk is practiced at delivering devastating attacks with their natural weapons. Game Mechanic: The base damage of a monk's natural attacks (fists or claws) is increased by 3. Improved Natural Attack does not stack with itself, the character only receives the benefit of their highest level of Improved Natural Attack. Prerequisites: Improved Natural Attack II Cost: 6 BP Mental Solitude Description: A monk with skill is has complete control of their emotions and cannot be unduly influenced by others. Game Mechanic: The player with this skill is immune to all mind effecting skills, spells, or abilities. Prerequisites: Body Mastery V, Mental Fortitude II Cost: 6 BP
Viper Style Description: A monk can channel his life force to give his attacks a poisonous nature. 111
Game Mechanic: This skill allows a Monk to change the carrier of his natural attack to "Poison". To use this ability, the character must spend 1 Endurance and makes a call of "Viper Style". For the remainder of the current encounter the character's natural attacks use Poison as the carrier. A Monk can end this ability at any time and if the character activates a different Style this effect ends automatically. Prerequisites: Body Mastery V. Cost: 6 BP
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both shoulders blades of the target. A character who has purchased Backstab multiple times is able to add 2 x their total ranks of Backstab to every weapon (or natural attack) declared when purchasing Backstab as long as they are attacking their opponent from behind. For example, a character with Backstab I (Long Swords) and Backstab I (Short Axes) would be able to add 4 damage (2 for every Backstab skill they have purchased) when attacking from behind using either Long Swords or Short Axes. Prerequisites: 10 Points of General, Knowledge, or Professional Skills that includes at least 1 Use Weapon skill. Claws may be substituted for the Use Weapon skill but the character must still have at least 10 points of Common or Knowledge Skills that were not used to qualify for a different class. Cost: 5 BP
Rogue Rogues fill a variety of roles in the world of Baru. Some are the silently and deadly woodland scouts, to others locked doors and windows pose no more than a mild inconvenience. A few are masters at finding and disabling, or in some cases, creating deadly traps. Regardless of their specialty, rogues can prove deadly combatants, particularly when striking their opponents from behind. The Keystone skills for the Rogue class is Back Stab I, II, III, IV and V. The first time a character purchases a keystone skill at each level they will automatically receive the bonus listed below: Level Automatic Level Award +1 Body 1 Parry Willpower OR Evade Evade 2 Willpower OR Evade +2 LTE 3 +3 Body Willpower OR Evade +2 LTE 4 Dodge +2 LTE Dodge 5 Any 1 Rogue or Defensive Skill the character qualifies for
Close Combat Training I Description: A character with this skill is adept at close combat, making short weapons more deadly in their hands. Game Mechanic: The type of short weapon this skill applies to must be determined when the skill is purchased. A player with this skill can add +1 to the damage the short weapon normal damage call. Prerequisites: Backstab I, Use Weapon Cost: 2 BP Craft Noise Trap Description: A character with can create noise traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Noise Traps. The player must present the tags for materials needed (1 unit of any type of wood, 1 unit of any type of metal), spend 1 Crafting Point, and will receive a tag for the newly crafted trap. Noise Traps do not cause damage when triggered. See Traps for more information. Prerequisites: Backstab I, Handle Traps Cost: 2 BP
Rogue Level 1 Skills Back Stab I Description: A character with is skill can deliver devastating weapon blows when behind an opponent. Game Mechanic: When taken, the player must declare which weapon this skill applies to and the character must have the corresponding Use Weapon skill. A character may choose natural Claws or Fists as their weapon for this skill however they must have the Claws racial ability or the Use Weapon: Fists skill to do so. When wielding the declared weapon, the player adds two damage to the weapon's normal damage call when the player is attacking an opponent from behind. For game purposes, the player is behind an opponent when they are able to see
Craft Improvised Trap I Description: A character with can create improvised traps. Game Mechanic: This skill must be used at 113
Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Improvised Traps. Improvised Traps do not require materials, the player only needs to spend 1 Crafting Point and will receive a tag for the newly crafted trap. Improvised Traps created with this skill do 5 Normal damage in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab I, Handle Traps Cost: 2 BP
the lock by spending 10 minutes per level of the lock role‐playing picking the lock OR, if they are able, the player may actually unlock the physical representation of the lock taking as much time as it actually takes them to do so. For players who wish to simulate opening locks, they must have a tagged lock pick kit of the same level or higher than that of the lock being picked. Prerequisites: Backstab I Cost: 2 BP Muscle Memory Description: A rogue with skill is so practices in a martial maneuver that they can do it reflexively. Game Mechanic: The player with this skill may choose a single STE based Rogue skill they know and add it to their Daily Use skill list. The skill can be a number of times equal to the character's level per Logistics period without any Endurance cost. Special: This skill may be purchased multiple times and can be applied to the same or a different rogue skill each time it is purchased. Muscle Memory counts as a Specialization. A character may have 1 Specialization per character level. Prerequisites: Target rogue skill. Cost: Special (Muscle Memory cost is the same as the cost of the target skill.)
Craft Weapon Trap I Description: A character with can create improvised traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Weapon Traps. The player must present the tags for materials needed (2 units of any type of metal), spend 1 Crafting Point, and will receive a tag for the newly crafted trap. Weapon Traps created with this skill will do Mighty Blow damage equal to the type of Weapon used in the Trap + 5 in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab I, Handle Traps Cost: 2 BP Handle Traps Description: A character with this skill can set or disarm traps. Game Mechanic: To set a trap the player must possess a Trap item tag attached to a Trap PhysRep, and all other items such as thread and thumbtacks needed to create the trigger. They spend time in game and set the trap. To disarm a trap, the player needs to identify the Trap PhysRep and remove the trigger without setting it off. The character can retain the Trap item tag in the case of alarm, wand, weapon, globe traps. Improvised Traps and Magical Traps, such as Symbols, can also be disarmed, but their trap item tags must be destroyed. Prerequisites: Backstab I Cost: 2 BP
Rogue Level 2 Skills Back Stab II Description: A character with is skill can deliver devastating weapon blows when behind an opponent. Game Mechanic: The type of weapon this skill applies to must be declared when the skill is purchased and must be the same as one of the character's Backstab I choices. The player calls two more damage than the weapon would normally do when attacking from behind. This skill may be purchased multiple times and applies to a different type of weapon or natural attack each time. A character who has purchased Backstab multiple times is able to add 2 x their total ranks of Backstab to every weapon (or natural attack) declared when purchasing Backstab as long as they are attacking their opponent from behind. For example, a character with Backstab I (Long Swords) and Backstab II (Short Axes) would be
Manipulate Locks Description: A character with this skill can use tools to pick open locks. Game Mechanic: Provided the player has the required tools they may either simulate opening 114
able to add 6 damage (2 for every Backstab skill they have purchased) when attacking from behind using either Long Swords or Short Axes. Prerequisites: Back Stab I, 3 Level 1 Rogue Skills. Cost: 5 BP
effect ends and the Endurance is expended. Disarm can be countered with by another character with the Disarm skill, defensive maneuvers such as Parry (if the character is using a Shield), Evade and Dodge, and by with any spell or ability that prevents a weapon hit or that prevents a weapon from being disarmed. Prerequisites: Back Stab II Cost: 3 BP
Craft Improvised Trap II Description: A character with can create improvised traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Improvised Traps. Improvised Traps do not require materials, the player only needs to spend 2 Crafting Points and will receive a tag for the newly crafted trap. Improvised Traps created with this skill do 10 Normal damage in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab II, Craft Improvised Trap I Cost: 3 BP
Feint Description: This skill allows a rogue to distract an opponent so they can exploit weaknesses in their defenses. Game Mechanic: To use this skill a rogue must be within weapon's reach of their opponent, spends 1 Endurance, declares "Feint", and swings at their opponent. Regardless of whether or not the Feint strike their target (or blocked, parried, dodged, etc.) the rogues can then add their Back Stab damage to their next 3 attacks against that opponent regardless of their position. (The rogue does not have to be behind the target to get the benefit of the additional damage for these attacks.) If the rogue switches targets before completing all 3 strikes the effect ends. Prerequisites: Backstab II Cost: 3 BP
Craft Weapon Trap II Description: A character with can create improvised traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Weapon Traps. The player must present the tags for materials needed (2 units of any type of metal), spend 2 Crafting Points, and will receive a tag for the newly crafted trap. Weapon Traps created with this skill will do Mighty Blow damage equal to the type of Weapon used in the Trap + 10 in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab II, Craft Weapon Trap I Cost: 3 BP
Improved Dive For Cover Description: A character with this skill can dive further away from area of effect attacks. Game Mechanic: This skill gives the character 1 daily use of the dive for cover skill. In addition it allows the character to move 10' instead of 5' when using Dive For Cover. Prerequisites: Back Stab II Cost: 3 BP Open Lock Description: A rogue with is skill able open a lock with supernatural speed with or without tools. Game Mechanic: To use this skill, the rogue must touch the lock, then spends 1 Endurance, declares "Open Lock". The lock is considered to be automatically opened regardless of the level of the lock. Prerequisites: Manipulate Lock Cost: 3 BP
Disarm Description: A character with this skill can use their weapon to knock an opponent's weapon from their hands. Game Mechanic: The player expends one Endurance and calls "Disarm". If the player's next swing hits their target's weapon, the affected character must drop their weapon. They are unable to pick the weapon until it has come to rest on the ground. If the swing misses or fails to hit the target's weapon, the disarm 115
Pass without Trace Description: A character with this skill can move without leaving trace of her passage and can help hide the tracks of others who travel with them. Game Mechanic: The player may not use this skill while in view of any enemy (NPC). After being out of sight of all enemies for at least 5 minutes, the player spends 1 Endurance (+1 Endurance per additional person who is traveling with them) and goes Out of Game (OoG). While OoG, the player reports to a marshal and notifies the marshal where they are traveling using this ability. Once they reach their destination, they return to In‐Game from cover near their destination. This ability cannot be used to place the player in a tactical position, appear behind another character, or surprise another character at the destination. Note: Pass Without Trace cannot be used by characters under a Bleeding effect like that caused by Rend or Exsanguinate. Prerequisites: Backstab II Cost: 3 BP
Back Stab III Description: A character with is skill can deliver devastating weapon blows when behind an opponent. Game Mechanic: The type of weapon this skill applies to must be declared when the skill is purchased and must be the same as one of the character's Backstab II choices. The player calls two more damage than the weapon would normally do when attacking from behind. This skill may be purchased multiple times and applies to a different type of weapon or natural attack each time. A character who has purchased Backstab multiple times is able to add 2 x their total ranks of Backstab to every weapon (or natural attack) declared when purchasing Backstab as long as they are attacking their opponent from behind. For example, a character with Backstab III (Long Swords) and Backstab I (Short Axes) would be able to add 8 damage (2 for every Backstab skill they have purchased) when attacking from behind with either Long Swords or Short Axes. For game purpose, the player is behind an opponent when they are able to see both shoulders blades of the target. Prerequisites: Back Stab II, 3 Level 2 Rogue Skills. Cost: 5 BP
Trip Description: A character with this skill is practiced at knocking an opponent from their feet. Game Mechanic: The character expends one Endurance and calls "Trip". If the player's next weapon swing hits their target's leg, the affected character is knocked prone. They affected character kneels with their arms extended to the side for 5 seconds unable to move. At the end of 5 seconds the character is able to stand again. While kneeling attacks against the targets weapons and/or shield do not affect the character. If the swing misses or fails to hit the target's leg, the Trip effect ends and the Endurance is expended. Trip can be countered with by another character with the Trip skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents a weapon hit or that prevents a weapon from being disarmed. Prerequisites: Back Stab II Cost: 3 BP
Close Combat Training II Description: A character with this skill is adept at close combat, making short weapons more deadly in their hands. Game Mechanic: The type of short weapon this skill applies to must be determined when the skill is purchased and much match that the character's choice for the previous level of this skill. A player with this skill can add an additional +1 to the damage the short weapon normal damage call for a total of +2 damage with their chosen short weapon. Prerequisites: Backstab III, Use Weapon, Close Combat training I Cost: 4 BP Craft Improvised Trap III Description: A character with can create improvised traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for
Rogue Level 3 Skills 116
use in crafting Improvised Traps. Improvised Traps do not require materials, the player only needs to spend 3 Crafting Points and will receive a tag for the newly crafted trap. Improvised Traps created with this skill do 15 Normal damage in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab III, Craft Improvised Trap II Cost: 4 BP
player's next swing hits their target in a valid location the target suffers 1 Bleeding wound. Every 60 seconds, the afflicted character will lose 1 body until the wound is treated by character with a spell or skill that can heal a Bleeding effect. Exsanguinate can be countered with by another character with the Exsanguinate skill, defensive maneuvers such as Parry, Evade and Dodge, and by with any spell or ability that prevents a weapon hit or that prevents a weapon from being disarmed. Prerequisites: Backstab III Cost: 4 BP
Craft Wand Trap Description: A character with can create a trap capable of trigger a wand. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Wand Traps. The player must present the tags for the wand to be used in the trap, tags for 2 units of any type of metal, spend 3 Crafting Points, and will receive a tag for the newly crafted trap. Wand Traps created with this skill will affect the closest target within 5' of PhysRep with the wand's effects. See Traps for more information. Prerequisites: Backstab III Cost: 4 BP
Pierce Armor Description: A character with this skill is so proficient with their weapons that they can find weakness in others defenses and are able strike where their foes are unprotected. Game Mechanic: The player expends one Endurance and calls their weapon damage with a carrier of "Pierce" (for example, "5 Pierce". If the player's next swing hits, the damage bypasses the targets armor and the damage is dealt directly to the targets' Body. If the swing misses, the Pierce Armor effect ends and the Endurance is expended. Pierce Armor can be countered with by another character with the Pierce Armor skill, defensive maneuvers such as Parry, Evade and Dodge, and any spell or ability that prevents or negates a weapon hit. Additionally, the skill is stopped by any effect that would stop Pierce Armor (such as armors made of special materials that grant resistance to Pierce Armor like Hardened Steel Plate armor). Prerequisites: Back Stab III Cost: 4 BP
Craft Weapon Trap III Description: A character with can create improvised traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Weapon Traps. The player must present the tags for materials needed (2 units of any type of metal), spend 3 Crafting Points, and will receive a tag for the newly crafted trap. Weapon Traps created with this skill will do Mighty Blow damage equal to the type of Weapon used in the Trap + 15 in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab III, Craft Weapon Trap II Cost: 4 BP
Sever Tendon Description: A rogue with this skill can sever an opponent's muscles and tendons, leaving them helpless. Game Mechanic: This skill allows the user to completely immobilize a target's limb. To use this skill the rogue spends 1 Endurance, declares "Sever Tendon", and swings at their target. If the attack hits the target's leg or arm, the targeted limb becomes "dead". The effected limb goes limp, if it was holding a weapon or other item it is immediately dropped, if was a
Exsanguinate Description: A character with this skill is able to inflict horrible, bleeding wounds on their opponents. Game Mechanic: The player spends 1 Endurance and calls "Exsanguinate". If the 117
leg, it will support no weight (the target would drag their leg behind them limp). This effect remains in place until treated by a character that hast the ability to repair a limb. Prerequisites: Backstab III, Pierce Armor Cost: 4BP
skillfully maneuver an ally out of danger. Game Mechanic: To use this skill the rogue must be within arm's reach of the ally they wish to protect. The player then spends 1 Long Term Endurance, touches an ally who was just hit with an attack, spell, or alchemical packet and makes calls "Cover". The player who was the target of Cover does not take damage from that effect. Special: Cover cannot be used if either the character or their target is completely immobilized. Prerequisites: Backstab IV, at least 1 daily Dodge skill Cost: 5 BP
Trap Smith Description: A rogue with this skill is better at making traps than other rogues. Game Mechanic: This skill allows the layer to convert their Labor Potential (LP) into Crafting Points (CP) at a 1:2 ratio for use in crafting any trap the character is capable of creating. Prerequisites: Craft Noise Trap, Craft Weapon Trap I, Craft Improvised Trap I Cost: 4BP
Craft Weapon Trap IV Description: A character with can create improvised traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Weapon Traps. The player must present the tags for materials needed (2 units of any type of metal), spend 4 Crafting Points, and will receive a tag for the newly crafted trap. Weapon Traps created with this skill will do Mighty Blow damage equal to the type of Weapon used in the Trap + 20 in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab IV, Craft Weapon Trap III Cost: 5 BP
Rogue Level 4 Skills Back Stab IV Description: A character with is skill can deliver devastating weapon blows when behind an opponent. Game Mechanic: The type of weapon this skill applies to must be declared when the skill is purchased and must be the same as one of the character's Backstab III choices. The player calls two more damage than the weapon would normally do when attacking from behind. This skill may be purchased multiple times and applies to a different type of weapon or natural attack each time. A character who has purchased Backstab multiple times is able to add 2 x their total ranks of Backstab to every weapon (or natural attack) declared when purchasing Backstab as long as they are attacking their opponent from behind. For example, a character with Backstab IV (Long Swords) and Backstab I (Short Axes) would be able to add 10 damage (2 for every Backstab skill they have purchased) when attacking from behind with either Long Swords or Short Axes. For game purpose, the player is behind an opponent when they are able to see both shoulders blades of the target. Prerequisites: Back Stab III, 3 Level 3 Rogue Skills. Cost: 5 BP
Craft Improvised Trap IV Description: A character with can create improvised traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Improvised Traps. Improvised Traps do not require materials, the player only needs to spend 4 Crafting Points and will receive a tag for the newly crafted trap. Improvised Traps created with this skill do 20 Normal damage in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab IV, Craft Improvised Trap III Cost: 5 BP
Cover Description: This skill allows the rogue to
Master Trap Smith Description: A rogue with this skill is better at 118
making traps than other rogues. Game Mechanic: This skill allows the player to convert their Labor Potential (LP) into Crafting Points (CP) at a 1:3 ratio for use in crafting any trap the character is capable of creating. Prerequisites: Trap Smith, Craft Wand Trap Cost: 5 BP
their target. If the attack hits the target's leg or arm, the targeted limb is severed and the target begins to bleed to death, losing one body per minute until the bleeding is stopped. To role play this effect, the player should drop any items held in the affected limb, if the limb is a leg the character should fall prone, etc. The player should play as if the limb is not there. Special: If the character has the limb that was cut off (this is assumed as long as the limb was able to be retrieved ‐ not eaten for example) it can be reattached by a character with a skill or spell that will Repair Limb which also stops the bleeding. If the character is treated by a spell or limb that that can stop bleeding effect will stop the bleeding but will not reattach the limb. Prerequisites: Backstab IV, Sever Tendon Cost: 5BP
Riposte Description: This skill allows the character to redirect a melee attack back at its source. Game Mechanic: The player spends 1 Endurance and calls "Riposte" after a weapon hit has landed. The character does not take the effect of the weapon hit, instead the attacking player takes the damage they called. The player declaring Riposte must be able to see the attack coming for the maneuver to be successful. This ability only works against weapon effects that include numeric damage as part of their call (For example, a character can riposte a call of "16 Mighty Blow", but could not riposte "Trip" since there is no numeric damage called with the attack. Additionally, the character could not Riposte an attack from behind or any other attack the player was unaware of). Riposte only returns numeric damage back at the attacker, additional effects from attacks like the bleeding from Rend and broken limbs from Break Limb do not apply. Riposte cannot be used to counter attacks with the Massive carrier and cannot be used on area effect attacks of a similar nature, such as Engulf. Riposte can be countered with by another character with the Riposte skill, defensive maneuvers such as Parry, Evade and Dodge, and any spell or ability that prevents or negates a weapon hit. Prerequisites: Back Stab IV, at least 1 daily Parry skill Cost: 5 BP
Waylay Description: This skill allows a rogue to knock an opponent unconscious. Game Mechanic: To use this skill, the character must be wielding a one handed weapon and must be attacking from behind (defined as able to see both their opponent's shoulder blades). The player expends one Endurance, makes a call of "Waylay", and swings at their target. If the swing hits the target in struck in the back above the waist the target is knocked unconscious for 60 seconds. An unconscious character is considered helpless and the rouge can add their Back Stab damage to any attacks they make against them. While unconscious, any passive powers on the target (such as a defensive spell already cast on them like stone skin or mirror image) that activate automatically work as normal. Stun can be countered with by another character with the Waylay skill, defensive maneuvers such as Parry, Evade and Dodge, any spell or ability that prevents or negates a weapon hit and certain types of armor worn on the back and head such as Steel Plate armor. Prerequisites: Back Stab IV Cost: 5 BP
Sever Limb Description: A rogue with this skill can sever an opponent's limb causing them to slowly bleed to death. Game Mechanic: This skill allows the user to cut off a target's limb causing them to bleed until the limb is repaired or until the bleeding is stopped. To use this skill the rogue spends 1 Endurance, declares "Sever Limb", and swings at
Rogue Level 5 Skills Back Stab V Description: A character with is skill can deliver devastating weapon blows when behind an opponent. 119
Game Mechanic: The type of weapon this skill applies to must be declared when the skill is purchased and must be the same as one of the character's Backstab IV choices. The player calls two more damage than the weapon would normally do when attacking from behind. This skill may be purchased multiple times and applies to a different type of weapon or natural attack each time. A character who has purchased Backstab multiple times is able to add 2 x their total ranks of Backstab to every weapon (or natural attack) declared when purchasing Backstab as long as they are attacking their opponent from behind. For example, a character with Backstab V (Long Swords) and Backstab III (Short Axes) would be able to add 16 damage (2 for every Backstab skill they have purchased) when attacking from behind with either Long Swords or Short Axes. For game purpose, the player is behind an opponent when they are able to see both shoulders blades of the target. Prerequisites: Back Stab IV, 3 Level 4 Rogue Skills. Cost: 5 BP
to add 2 damage to their normal backstab swings. Prerequisites: Backstab V. Special: This skill may be purchased multiple times. A character may have 1 Specialization per character level. Cost: 5 BP Close Combat Training III Description: A character with this skill is adept at close combat, making short weapons more deadly in their hands. Game Mechanic: The type of short weapon this skill applies to must be determined when the skill is purchased and much match that the character's choice for the previous level of this skill. A player with this skill can add an additional +1 to the damage the short weapon normal damage call for a total of +3 damage with their chosen short weapon. Prerequisites: Backstab V, Use Weapon, Close Combat training II Cost: 6 BP Craft Improvised Trap IV Description: A character with can create improvised traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Improvised Traps. Improvised Traps do not require materials, the player only needs to spend 5 Crafting Points and will receive a tag for the newly crafted trap. Improvised Traps created with this skill do 25 Normal damage in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab V, Craft Improvised Trap IV Cost: 6 BP
Assassinate Description: This deadly skill allows a character to quickly strike their opponents down. Game Mechanic: To use this skill, the character must be wielding a one handed weapon and must be attacking from behind (defined as able to see both their opponent's shoulder blades). The player spends 1 Endurance and can make a single attack against their target with the "Death" carrier. A target stuck by this attack is instantly killed. Assassinate can be countered with by another character with the Assassinate skill, defensive maneuvers such as Evade and Dodge, any spell or ability that prevents or negates a weapon hit. Special: Assassinate can only be used a single time against a target in the same encounter. Prerequisites: Backstab IV, Pierce Armor Cost: 6 BP
Craft Globe Trap Description: A character with can create a trap capable of trigger a gas globe and distributing its contents in an area of effect. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Globe Traps. The player must present the tag for the globe to be used in the trap, tags for 2 units of any type of metal, spend 5 Crafting Points, and will receive a tag for the
Backstab Specialization Description: A character with this skill is able to do greater damage when attacking from behind. Game Mechanic: This skill allows the character 120
newly crafted trap. Globe Traps created with this skill affect all characters within 5' of the PhysRep with the globe's effects. See Traps for more information. Prerequisites: Backstab V Cost: 6 BP
Trap Cost: 6 BP Improved Improvised Trap Deployment Description: A character with can create improvised traps with a larger area of effect. Game Mechanic: This skill must be used at Logistics and allows the player spend 1 LP to receive an Improved Deployment Weapon Tag. This tag can only be attached to a trap PhysRep by the character with this skill who must be the character setting the trap. The area of effect for the trap is raised to 10'. Improved Deployment tags are good only for the event they are issued and must be removed when the trap is disarmed. Prerequisites: Backstab V, Craft Improvised Trap V Cost: 6 BP
Craft Weapon Trap V Description: A character with can create improvised traps. Game Mechanic: This skill must be used at Logistics and allows the player to convert their Labor Potential (LP) into Crafting Points (CP) for use in crafting Weapon Traps. The player must present the tags for materials needed (2 units of any type of metal), spend 5 Crafting Points, and will receive a tag for the newly crafted trap. Weapon Traps created with this skill will do Mighty Blow damage equal to the type of Weapon used in the Trap + 25 in a 5' radius of the PhysRep. See Traps for more information. Prerequisites: Backstab V, Craft Weapon Trap IV Cost: 6 BP
Improved Globe Trap Deployment Description: A character with can create globe traps with a larger area of effect. Game Mechanic: This skill must be used at Logistics and allows the player spend 1 LP to receive an Improved Deployment Weapon Tag. This tag can only be attached to a trap PhysRep by the character with this skill who must be the character setting the trap. The area of effect for the trap is raised to 10'. Improved Deployment tags are good only for the event they are issued and must be removed when the trap is disarmed. Prerequisites: Backstab V, Craft Globe Trap V Cost: 6 BP
Flurry of Blows Description: This skill allows a rogue strike with supernatural quickness. Game Mechanic: This skill is used to simulate the great speed at which a rouge can attack. After spending 1 Long Term Endurance and declaring "Flurry of Blows" the rogue's next three attacks that have a numeric call are doubled. For example a rogue who normally swings 5 Damage would call 10 Damage for their next 3 swings. This skill can be used regardless of position relative to the target, and if used from behind doubles the characters backstab damage. Given the example above, from behind the same rogue would be able to call 30 Damage ((5+10)x2)=30) for their next 3 swings. Prerequisites: Backstab V, Feint Cost: 6 BP
Improved Weapon Trap Deployment Description: A character with can create weapon traps with a larger area of effect. Game Mechanic: This skill must be used at Logistics and allows the player spend 1 LP to receive an Improved Deployment Weapon Tag. This tag can only be attached to a trap PhysRep by the character with this skill who must be the character setting the trap. The area of effect for the trap is raised to 10'. Improved Deployment tags are good only for the event they are issued and must be removed when the trap is disarmed. Prerequisites: Backstab V, Craft Weapon Trap V Cost: 6 BP
Grand Master Trap Smith Description: A rogue with this skill is better at making traps than other rogues. Game Mechanic: This skill allows the layer to convert their Labor Potential (LP) into Crafting Points (CP) at a 1:4 ratio for use in crafting any trap the character is capable of creating. Prerequisites: Master Trap Smith, Craft Globe 121
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Once per game season, a smith may automatically find either a new mine or a new grove where they can harvest minerals and wood. The Smith may choose to use any skills that have related to generating a mine/grove at that time. Prerequisites: 10 points of General, Knowledge, or Professional Skills that include at least 3 Outfitter, Gather Component and/or Refine skills. These skill cannot have been used to qualify for any other class. Cost: 5 BP
Smith Smiths create armor and weapons from a variety of materials. They fill an essential role in keeping the adventurers of the world ready to face the dangers all around them. The Keystone skills for the Class are Apprentice Smith, Journeyman Smith, Smith, Master Smith and Grand Master Smith. The first time a character purchases a keystone skill at each level they will automatically receive the bonus listed below:
Armor Blueprint, Brigandine Suits Description: A character with this skill can create a full set of brigandine armor. Game Mechanic: This skill allows the character to create brigandine style armor made of any material they have a corresponding Material Knowledge of. When the smith purchases this blueprint, they gain the skill Wear Armor, Brigandine. If the character already has the skill Wear Armor, Brigandine, the character instead gains Armor Specialization, Brigandine. This specialization does not count towards the character's normal limit on specialization. Prerequisites: Apprentice Smith Cost: 4 BP
Level Automatic Level Award Material Knowledge: Iron Material Knowledge: Wood 1 Material Knowledge: Leather Willpower or Evade +1 LTE 2 Willpower or Evade +1 LTE 3 Willpower or Evade 1 Blueprint +3 LTE 4 Willpower or Evade +3 LTE Willpower or Evade 5 Any 1 Smith or Defensive Skill the character qualifies for
Armor Blueprint, Chain Suits Description: A character with this skill can create a full set of chain armor. Game Mechanic: This skill allows the character to create chain armor made of any material they have a corresponding Material Knowledge of. When the smith purchases this blueprint, they gain the skill Wear Armor, Chain. If the character already has the skill Wear Armor, Chain, the character instead gains Armor Specialization, Chain. This specialization does not count towards the character's normal limit on specialization. Prerequisites: Apprentice Smith Cost: 4 BP
Smith Level 1 Skills Apprentice Smith Description: A character with this skill is able to create basic items from Iron, Wood and Leather and knows where to find mines and groves that produce resources useful for their trade. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:1 for use in creating outfitter, armor and weapon items. The player informs Logistics of the recipe they wish to create (the Smith must have any required Blueprints if the item they wish to create requires one), provides all required components, and pay the required Crafting Points. The marshal will then present the player with a tag(s) for their newly created items.
Armor Blueprint, Leather Suits Description: A character with this skill can create a full set of leather armor. Game Mechanic: This skill allows the character to create leather style armor made of any material they have a corresponding Material Knowledge of. When the smith purchases this 123
blueprint, they gain the skill Wear Armor, Leather. If the character already has the skill Wear Armor, Leather, the character instead gains Armor Specialization, Leather. This specialization does not count towards the character's normal limit on specialization. Prerequisites: Apprentice Smith Cost: 4 BP
(for Leather or Brigandine Armor) OR 1 Metal Bar (for Brigandine, Chain or Plate Armor) to full repair a suit of Armor. This method requires the smith to role‐play repairing the armor for 30 Seconds per Armor Value being repaired. If the smith is interrupted before the armor is fully repaired STE is expended and the material is wasted. Prerequisites: Apprentice Smith Cost: 2 BP
Armor Blueprint, Plate Suits Description: A character with this skill can create a full set of plate armor. Game Mechanic: This skill allows the character to create plate armor made of any material they have a corresponding Material Knowledge of. When the smith purchases this blueprint, they gain the skill Wear Armor, Plate. If the character already has the skill Wear Armor, Plate, the character instead gains Armor Specialization, Plate. This specialization does not count towards the character's normal limit on specialization. Prerequisites: Apprentice Smith Cost: 4 BP
Material Knowledge: Iron Wood Description: A character with this skill can create utilize iron wood in any item that requires wood as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Iron Wood items. Prerequisites: Apprentice Smith Cost: 2 BP Material Knowledge: Steel Description: A character with this skill can create utilize steel in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Steel items. Prerequisites: Apprentice Smith Cost: 2 BP
Armor Blueprint, Shields Description: A character with this skill can create a variety of shields. Game Mechanic: This skill allows the character to create shields made of any material they have a corresponding Material Knowledge of. When the smith purchases this blueprint, they gain the skill Use Shield. Prerequisites: Apprentice Smith Cost: 4 BP
Material Knowledge: Thick Hide Description: A character with this skill can create utilize thick hide in any item that requires leather as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Thick Hide items. Prerequisites: Apprentice Smith Cost: 2 BP
Armor Reconstruction Description: A smith with this skill is very efficient when repairing armor. Game Mechanic: This skill gives the smith two options to repair armor more efficiently than others. The first option allows the smith to expend 1 STE to fully repair a suit of armor using only a single repair kit. The time requirement to repair the armor using the repair kit is unchanged when using this option. If interrupted while performing this action, the STE is expended, but the repair kit remains intact. The second option requires the smith to have a corresponding Armor Blueprint for the armor to be repaired, however it allows the smith to expend 1 STE along with just 1 Unit of Leather
Racial Adaptation Description: A character with this skill can create modify an existing Blueprint to accommodate a specific race's anatomy. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create a version of the item that is usable by a member of the specified race. The blueprint that the Racial Adaptation 124
will modify and the specific race it applies to must be specified when this skill is purchased. Once this skill is purchased, the smith can create both normal and racial specific versions of the item. Prerequisites: Apprentice Smith, one blueprint Cost: 2 BP
Prerequisites: Apprentice Smith Cost: 4 BP Weapon Blueprint, Blades Description: A character with this skill can create a variety of Blades. Game Mechanic: This skill allows the character to create Blades of any length made of any material they have a corresponding Material Knowledge of. When the smith purchases this blueprint, they gain the skill Use Weapon, Blade with a weapon length of their choice. If the character already has the skill Use Weapon, Blade of the same weapon length, the character instead gains Weapon Specialization, Blade for that weapon length. This specialization does not count towards the character's normal limit on specialization. Prerequisites: Apprentice Smith Cost: 4 BP
Smithing Familiarity Description: This skill allows a smith to easily learn how to use or wear an item they know how to craft. Game Mechanic: This skill allows the character to gain a familiarity with a single weapon that they have learned the corresponding Blue Print for. This skill may be purchased one time for each level of Smith the character has achieved, each time allowing the Smith to gain one additional Use Weapon skill. Prerequisites: Apprentice Smith Cost: 2 BP
Weapon Blueprint, Heavies Description: A character with this skill can create a variety of Heavy Weapons such as maces and hammers. Game Mechanic: This skill allows the character to create Heavy Weapons of any length made of any material they have a corresponding Material Knowledge of. When the smith purchases this blueprint, they gain the skill Use Weapon, Heavy with a weapon length of their choice. If the character already has the skill Use Weapon, Heavy of the same weapon length, the character instead gains Weapon Specialization, Heavies for that weapon length. This specialization does not count towards the character's normal limit on specialization. Prerequisites: Apprentice Smith Cost: 4 BP
Surveyor Description: This skill allows a smith to find a more productive mine or grove. Game Mechanic: This skill allows the character, prior to the details of the mine or grove being generated, add 1 to the number of different types of materials contained within the mine or grove. This means that the mine or grove found by the Smith can have between 2 and 4 different types of resources. See Crafting ‐ Mines and Groves for more information. Prerequisites: Apprentice Smith Cost: 2 BP Weapon Blueprint, Axes Description: A character with this skill can create a variety of Axes. Game Mechanic: This skill allows the character to create Axes of any length made of any material they have a corresponding Material Knowledge of. When the smith purchases this blueprint, they gain the skill Use Weapon, Axe with a weapon length of their choice. If the character already has the skill Use Weapon, Axe of the same weapon length, the character instead gains Weapon Specialization, Axe for that weapon length. This specialization does not count towards the character's normal limit on specialization.
Weapon Blueprint, Ranged Weapons Description: A character with this skill can create a variety of Ranged Weapons and their ammunition out of any material they have a corresponding Material Knowledge of. Game Mechanic: This skill allows the character to create Bows, Arrows, Crossbows, Crossbow Bolts, Slings, Sling Bullets and Thrown Weapons. The character must have the corresponding Material Knowledges for the materials used to craft the item. When the smith purchases this blueprint, they gain the skill Use Weapon with a 125
single ranged weapon of their choice. If the character already has the skill Use Weapon with the specified ranged weapon, the character instead gains Weapon Specialization with that ranged weapon type. This specialization does not count towards the character's normal limit on specialization. Prerequisites: Apprentice Smith Cost: 4 BP
Hammer Expertise I Description: A character with this skill is adept at the use of hammers making them more deadly in their hands. Game Mechanic: A character with this skill can add +1 to the damage call of any size hammer they are proficient with. The Heavy PhysRep being used must be that of a Hammer for the character to be able to receive this bonus. Prerequisites: Journeyman Smith, Use Weapon, Heavy (Any Length) Cost: 3 BP
Weapon Blueprint, Reach Weapons Description: A character with this skill can create a Reach Weapons out of any material they have a corresponding Material Knowledge of. Game Mechanic: This skill allows the character to create Staffs, Spears, and Pole‐Arms. The character must have the corresponding Material Knowledges for the materials used to craft the item. When the smith purchases this blueprint, they gain the skill Use Weapon, with the reach weapon of their choice. If the character already has the skill Use Weapon with the same reach weapon, the character instead gains Weapon Specialization with the specified reach weapon. This specialization does not count towards the character's normal limit on specialization. Prerequisites: Apprentice Smith Cost: 4 BP
Improved Refining I Description: A character with this skill is able to better able to refine the components they need for creating weapons and armor. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:2 for use in refining components. The player informs Logistics of the materials they wish to gather and pays the required Crafting Points. The marshal will then present the player with a tag(s) for their refined items. Prerequisites: Journeyman Smith, Refine Component (Any) Cost: 3 BP Material Knowledge: Chilled Steel Description: A character with this skill can create utilize Chilled Steel in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Chilled Steel items. Prerequisites: Journeyman Smith, Material Knowledge: Steel Cost: 3 BP
Smith Level 2 Skills Journeyman Smith Description: A character with this skill is able to create items and learn to work with journeyman level materials. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:2 for use in creating outfitter, armor and weapon items. The player informs Logistics of the recipe they wish to create (the Smith must have any required Blueprints if the item they wish to create requires one), provides all required components, and pay the required Crafting Points. The marshal will then present the player with a tag(s) for their newly created items. Prerequisites: Apprentice Smith, at least 6 BP worth of Smithing Skills that were not used to qualify for another level. Cost: 5 BP
Material Knowledge: Load Stone Description: A character with this skill can create utilize Load Stone in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Load Stone items. Prerequisites: Journeyman Smith Cost: 3 BP 126
Material Knowledge: Masoned Steel Description: A character with this skill can create utilize Masoned Steel in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Masoned Steel items. Prerequisites: Journeyman Smith, Material Knowledge: Steel Cost: 3 BP
Prerequisites: Journeyman Smith, at least 9 BP worth of Smithing Skills that were not used to qualify for another level. Cost: 5 BP Environmentalist Description: This skill allows a smith to find a mine or grove that blends much more seamlessly into the environment making it more difficult for others to locate. Game Mechanic: The Smith automatically adds their smith level x 5 to the base Camouflage stat of the mine or grove they receive from their keystone skill. Prerequisites: Smith Cost: 4 BP
Material Knowledge: Silver Description: A character with this skill can create utilize Silver in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Silver items. Prerequisites: Journeyman Smith Cost: 3 BP
Material Knowledge: Energetic Steel Description: A character with this skill can create utilize Energetic Steel in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Energetic Steel items. Prerequisites: Smith, Material Knowledge: Steel Cost: 4 BP
Prospecting Description: This skill allows a smith to find a mine or grove that contains a specific basic mineral or vegetable component. Game Mechanic: This skill allows the character, prior to the details of the mine or grove being generated, specify 1 specific type of basic mineral or vegetable component that will definitely be present in the mine or grove. Prerequisites: Journeyman Smith Cost: 3 BP
Material Knowledge: Hardened Steel Description: A character with this skill can create utilize Hardened Steel in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Hardened Steel items. Prerequisites: Smith, Material Knowledge: Steel Cost: 4 BP
Smith Level 3 Skills Smith Description: A character with this skill is able to create items and learn to work with smith level materials. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Long Term Endurance into Crafting Points at a ratio of 1:3 for use in creating outfitter, armor and weapon items. The player informs Logistics of the recipe they wish to create (the Smith must have any required Blueprints if the item they wish to create requires one), provides all required components, and pay the required Crafting Points. The marshal will then present the player with a tag(s) for their newly created items.
Material Knowledge: Molten Steel Description: A character with this skill can create utilize Molten Steel in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Molten Steel items. Prerequisites: Smith, Material Knowledge: Steel Cost: 4 BP 127
Sunder Armor Description: A character with this skill is adept at striking the most vulnerable location in a suit of armor, effectively destroying it in a single hit. Game Mechanic: To use this skill, the smith spends 1 Endurance and makes a call of "Sunder Armor" and swings at their target. If the target is struck in an a valid hit location and the attack is not countered with a defense such as Parry, Evade or Dodge, it destroys all manufactured armor a target is wearing reducing the target's AV for their worn armor to 0. If the swing misses, the Sunder Armor effect ends and the Endurance is expended. Sunder Armor can be negated by any normal defensive skill that would counter a weapon strike and can be Resisted by a character wearing armor that has one or more Temper slots, but each successful attack destroys a Temper slot. Prerequisites: Smith Cost: 4 BP
Game Mechanic: This skill must be used at Logistics and allows the character to Custom Make armor pieces. Custom Make armor pieces proved 1 additional AV per location when worn by the character it was designed for but 1 less AV per location when worn by someone else to a minimum of 1 AV. Custom Make armor require x2 CP when crafted. If used in conjunction with the Master Craft skill the total cost is x4 CP. For example to compute the cost of a Custom Make Master Craft Brigandine Torso piece that covers 3 locations take Base AV x # locations x 4 (4 x 3 x 4) = 48 CP. Prerequisites: Master Smith, 3 or more Armor Blueprint Skills Cost: 5 BP Hammer Expertise II Description: A character with this skill is adept at the use of hammers making them more deadly in their hands. Game Mechanic: A character with this skill can add +1 to the damage call of any size hammer they are proficient with for a total of +2 damage including the damage bonus from Hammer Expertise I. The Heavy PhysRep being used must be that of a Hammer for the character to be able to receive this bonus. Prerequisites: Master Smith, Hammer Expertise I Cost: 5 BP
Smith Level 4 Skills Master Smith Description: A character with this skill is able to create items and learn to work with master smith level materials. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:4 for use in creating outfitter, armor and weapon items. The player informs Logistics of the recipe they wish to create (the Smith must have any required Blueprints if the item they wish to create requires one), provides all required components, and pay the required Crafting Points. The marshal will then present the player with a tag(s) for their newly created items. Additionally this skill allows the smith to retemper damaged items and restore them to full durability. Prerequisites: Smith, at least 12 BP worth of Smithing Skills that were not used to qualify for another level. Cost: 5 BP
Improved Prospecting Description: This skill allows a smith to find a mine or grove that contains a specific basic or rare mineral or vegetable component. Game Mechanic: This skill allows the character, prior to the details of the mine or grove being generated, specify 1 specific type of basic or rare mineral or vegetable component that will definitely be present in the mine or grove. Prerequisites: Master Smith, Prospecting Cost: 5 BP Improved Refining II Description: A character with this skill is able to better able to refine the components they need for creating weapons and armor. Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points
Custom Make: Armor Description: A character with this skill is able to create pieces of armor that are perfectly designed for their wearer and thus provide additional protection to them. 128
(CP) at a ratio of 1:3 for use in refining components. The player informs Logistics of the materials they wish to gather and pays the required Crafting Points. The marshal will then present the player with a tag(s) for their refined items. Prerequisites: Master Smith, Improved Refining I Cost: 5 BP
Game Mechanic: This skill must be used at Logistics and allows the character to convert their Labor Potential (LP) into Crafting Points (CP) at a ratio of 1:5 for use in creating outfitter, armor and weapon items. The player informs Logistics of the recipe they wish to create (the Smith must have any required Blueprints if the item they wish to create requires one), provides all required components, and pay the required Crafting Points. The marshal will then present the player with a tag(s) for their newly created items. Prerequisites: Smith, at least 15 BP worth of Smithing Skills that were not used to qualify for another level. Cost: 5 BP
Material Knowledge: Arcane Steel Description: A character with this skill can create utilize Arcane Steel in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Arcane Steel items. Prerequisites: Master Smith, Material Knowledge: Steel Cost: 5 BP
Alloyist Description: A master smith with this knowledge can create a new metal that has the characteristics of two different special material. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create metal items that have 2 special properties. The special properties cannot be opposites (for example, a smith cannot create an alloy using both Molten Steel and Chilled Steel). Prerequisites: Grand Master Smith Cost: 6 BP
Material Knowledge: Envenomed Steel Description: A character with this skill can create utilize Envenomed Steel in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Envenomed Steel items. Prerequisites: Master Smith, Material Knowledge: Steel Cost: 5 BP
Custom Make: Weapons Description: A character with this skill is able to create weapons that are perfectly designed for their wielder thus are capable of creating greater wounds on its target. Game Mechanic: This skill must be used at Logistics and allows the character to Custom Make weapons. Custom Make weapons have +1 base damage when wield by the individual it was designed for but have ‐1 base damage when wielded by someone else. Custom Make weapons require x2 CP when crafted. If used in conjunction with the Master Craft skill the total cost is x4 CP. For example a normal Long Sword required 4 CP to craft. A Custom Make Master Craft Long Sword takes (4 x 4) 16 CP to craft. Prerequisites: Grand Master Smith, 3 or more Weapon Blueprint Skills Cost: 6 BP
Material Knowledge: Weeping Steel Description: A character with this skill can create utilize Weeping Steel in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Weeping Steel items. Prerequisites: Master Smith, Material Knowledge: Steel Cost: 5 BP Smith Level 5 Skills Grand Master Smith Description: A character with this skill is able to create items and learn to work with master smith level materials. 129
Expert Surveyor Description: This skill allows a smith to find a richer or lusher mines and groves. Game Mechanic: This skill allows the character, prior to the details of the mine or grove being generated, to choose one of the individual component type slots and increase the results of the quantity roll by a number steps equal to their Smith level. Prerequisites: Grand Master Smith Cost: 2 BP
Prerequisites: Grand Master Smith Cost: 6 BP
Material Knowledge: Dragon Bone Description: A character with this skill can create utilize Dragon Bone in any item that requires wood as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Dragon Bone items. Prerequisites: Grand Master Smith Cost: 6 BP Material Knowledge: Dragon Hide Description: A character with this skill can create utilize Dragon Hide in any item that requires leather as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Dragon Hide items. Prerequisites: Grand Master Smith Cost: 6 BP Material Knowledge: Mithral Description: A character with this skill can create utilize Mithral in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Mithral items. Prerequisites: Grand Master Smith Cost: 6 BP Material Knowledge: Star Metal Description: A character with this skill can create utilize Star Metal in any item that requires metal as a component. Game Mechanic: This skill is used in conjunction with a Weapon or Armor Blueprint to allow the character to create Star Metal items. 130
other on the mortal plane and a great war of the Aspects erupted with only Fate and Time choosing to avoid the conflict. The magical energy unleashed in their battle destroyed many of the Lesser Aspects and gravely injured several of the Greater Aspects. Additionally, their battle trigged an event the mortals called the Unbalancing, a series of cataclysmic events that ravaged the world, decimated entire populations, leveled cities and set back civilization hundreds of years.
Aspects As Three crafted the Ritual of Creation they recognized that they would need to ensure that certain universal constants were part of their creation in order for the mortal races to survive and grow. For each of these constants, the Three integrated a Domain, a plain of existence parallel to the mortal world but linked so that the power of each Domain would be able to affect the mortal realm. For each of these Domains, the Three created an Aspect that was the embodiment of each respective universal constant. These Aspects were charged with ruling their Domains and using their power to ensure the continued growth of the mortal realms.
The loss of so many of their devoted caused the power of the Greater Aspects to return to the level the Three had established for them and their injuries reminded them that in the mortal realm they were vulnerable. They entered an Accord to that stipulated the must avoid further direct conflict with each. Furthermore, the Accord states that all Aspects will combine their might to destroy any who would violate the Accord. Finally the Accord states that no Aspect will command a devoted to destroy the devoted of another though the Accord does not prevent one devoted from freely choosing to do so.
At the time of their creation, the Aspects performed their duties in perfect harmony, but the destruction of the Three and failure of the Ritual of Creation to be completed created an unforeseen problem. Without the Ritual being completed, the nature of the universe was still flexible the Will and Belief of the mortal races was able to change reality and the very nature of the Aspects themselves and in some instances create Aspects outside of those the Three designed. These new Aspects were the personification of other primal emotions that the mortals felt and that they associated with some sort of outside influence, such as Hate and Love.
Now, the Aspects attempt to further their power through their Devoted on the mortal plane. Each works to grow their influence while undermining the efforts of the other Devoted. At times the goals of more than one Devoted will align and alliances or truces will be forged. Overall, this leads to a balance of sorts as each tries to actively counter the efforts the others make to grow their power.
Over time all the Aspects gained more and more personality traits that the mortals associated with them, Darkness was Evil, Light was Good, the Elements were in constant conflict with each other, and so on and so on. These changes turned Aspects into individuals who no longer worked in Harmony with each other, but instead who worked towards their own personal goals. They discovered that the Will and Belief of the mortals could grow their individual power and they began recruiting devoted to further their own goals. They gave the devoted a fraction of their power to show their favor and to encourage them to work in ways the benefited the Aspect.
Aspects are not omnipotent or omniscient though they are often thought to be. Their mortality has been established when the orcs slew Loakay and while the breadth of their knowledge is impressive, they gain most of their information about the mortal realm from their devoted. Aspects depend on their devoted to act as their eyes and ears and to be wielded as a tool or a weapon when the need arises.
Becoming Devoted Player characters who wish to become devoted to an Aspect must be aware that Devotion requires the character to perform actions that will work towards the goals of their Aspect.
Eventually, with each Aspect working for their own desires, they came into conflict with each 131
There is significant potential for extended role‐ play associated with Devotion and as such a player cannot choose to become devoted until they have an overall character level of 2 or higher. Once the decision is made to become Devoted, the player must find a teacher and then spend 2 BP to purchase Devotion I. Each additional level of devotion will cost 2 + the character's current level of devotion.
them. The character can attempt to become devoted to another Aspect, but will need to demonstrate that they are willing to serve the Aspect faithfully. Aspects will not tolerate Fate Touched who fail to live up to their commitments and may take actions against such a character.
Aspect Powers
If a character fails to act on behalf of their Aspect, the Aspect may shun them, causing them to lose their Devoted powers until such a time as they atone or they choose to leave the service of the Aspect. A character who chooses to leave the service of an Aspect loses their Devoted powers and has their build returned to
The magical forces granted by Aspects are very powerful, as such most standard defenses will not work to counter them. Many aspect powers are delivered via an Aspect Packet, which is constructed as a spell or ammunition packet, but that is Green in color. When a character is struck by an Aspect packet, only the power of another aspect can prevent the effect.
Aspect Name
2nd Level
Domain
Opposed By
1st Level
3rd Level
4th Level
5th Level
Karta
Fate
None
Commune
Camaraderie Aspect's Protection
Not Yet My Time
Chronos
Time
None
Commune
Camaraderie Aspect's Protection
Slow Time
Time Loop
Temporal Distortion
Aura of the Righteous
Thwart Evil
Arch Aspects Not Yet Your Second Chance Time
Greater Aspects Dagda
Good Light
Ahriman
Commune
Camaraderie Aspect's Protection
Inner Light
Evil Darkness
Dagda
Commune
Camaraderie Aspect's Protection
Unholy Aura
Faro (Ice) Skadi (Lightning) Svarog (Fire) Alisanos (Earth)
Commune
Camaraderie Aspect's Protection
Elemental Infusion
Magic
Ghede
Commune
Ghede
Science Knowledge
Ptah
Axiom
Law Order
Entropy Viviana
Ahriman
Svarog (Fire) Elements Alisanos (Earth) Faro (Ice) Skadi (Lightning) Ptah
Balor
Shadow Form Shadow Armor Elemental Mantle
Elemental Empowerment
Camaraderie Magical Sight Aspect's Protection
Arcane Immunity
Arcane Acumen
Commune
Camaraderie Aspect's Protection
Inspiration
Insight
Entropy
Commune
Camaraderie Ordered Mind Aspect's Protection
Force Confession
Bring Order
Chaos Discord
Axiom
Commune
Camaraderie Aspect's Protection
Chaos Blade
Sow Discord
Psychosis
Life
Balor
Commune
Camaraderie Aspect's Protection
Vitality
Mantle of Life
Resurrection
Death
Viviana
Commune
Camaraderie Balor's Reward Death's Touch Aspect's Protection
Uncanny Aptitude
Rebirth
Aspects Belatucdros Pax Namtaru
War
Pax
Commune
Camaraderie Precise Strike Aspect's Protection
Peace
War
Commune
Camaraderie Aspect's Protection
Accord
Disease Pestilence Poison
Borvo
Commune
Camaraderie Aspect's Protection
Namtaru's Vessel
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Martial Prowess
Martial Knowledge
Parlay
Non‐Combatant
Namtaru's Namtaru's Touch Will
Aspect Name
Domain
Opposed By
1st Level
2nd Level
Borvo
Healing
Namtaru
Commune
Camaraderie Aspect's Protection
Healing Knowledge
Borvo's Blessing
Healing Touch
Sun
Luna
Commune
Camaraderie Aspect's Protection
Sol's Touch
Sol's Shroud
Sol's Sword
Luna
Moon
Sol
Commune
Camaraderie Aspect's Protection
Luna's Touch Shifter's Bane
Frightful Presence
Dekla
Luck Fortune
Dekla
Commune
Camaraderie Aspect's Protection
Aine
Love
Whiro
Commune
Whiro
Hate
Aine
Secrets Trickery Mischief Deceit Vengeance
Sol
Lynx
Nemesis
3rd Level
Right Time, Right Place
4th Level
5th Level
Dekla's Blessing
Gambler's Fate
Camaraderie Power of Love Aspect's Protection
Assume Burden
Self Sacrifice
Commune
Camaraderie Aspect's Protection
Goad
Enduring Hatred
Focused Rage
None
Commune
Camaraderie Aspect's Protection
Cheater
Impersonation
Deceit
None
Commune
Camaraderie Aspect's Protection
Retaliation
Blood for Blood
Retribution
Common Abilities
Karta
Aspect's Protection ‐ Aspect's protection allows a character to resist the power of another aspect (attacks delivered via an Aspect (Green) Packet). Aspect's Protection is usable one time per event and allows the devoted to resist an Aspect power with a call of "Aspect's Protection, Resist" after the devoted is struck by an Aspect Packet. Commune ‐ Commune allows the devoted to pose a single question to their Aspect as part of their between event write‐up. Note that Aspects are NOT omniscient and as such the response may be that the Aspect does not know. The closer the question is to the Aspect's domain, the better chance the character has of getting a relevant response. Camaraderie ‐ This skill allows a devoted to confirm another if character is devoted to the same aspect. To use this ability the be within touching distance of another character and either (1) make a call of "Camaraderie are you devoted to " OR (2) request a marshal verify the information. In either case the character should receive a response of Yes or No. The target must answer truthfully unless they have a spell, ability or item that would allow them to be deceitful or that would hide their devotion.
Domain(s): Fate Opposed By: None Not Yet My Time (1/day) ‐ When being struck by an attack that would cause the devoted to enter their death count, the devoted can choose to completely ignore the effects of the attack as if it did not strike them. This ability works on attacks that cannot normally be avoided. To use this ability the devoted makes a call of "Not Yet My Time" after being struck by an attack that would cause them to enter their death count. Not Yet Your Time (1/event) ‐ Once per event the devoted can give Karta's blessing to another character so that if the blessed character dies, they come back to life as if they were Fate Favored. The death still counts towards the character's total deaths. To use this ability there must be a marshal present and the devoted must touch the character with an Aspect packet "Not Yet Your Time" after which the character will returned to life after death as if they had Fate's Favor. Second Chance (Constant) ‐ When performing any contest that involves one or more random elements such as dice throws or Rock/Paper/Scissors contests, the devoted may choose to nullify and redo a single result during the test. This power can be used even after the devotee dies. The devotee must accept the results of the 2nd chance. To use this ability the devoted must state Second Chance after being
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involved in a contest with a random element. This ability can only be used once per contest.
Aura of the Righteous (1/day) ‐ The devoted gains +1 Monstrous Strength (which stacks with other sources of Monstrous strength), +2 Damage Reduction, Physical, and +2 Damage Reduction, Magical (which stacks with other sources of Damage Reduction) for 1 encounter. To use this ability the devoted must make a call of Aura of the Righteous and will gain the benefits of the ability for the duration of the current encounter. Thwart Evil (1/event) ‐ The devoted has the ability to add a portion of Dagda's might to their own when fighting Evil. To use this ability the devoted must declare their chosen enemy (at Logistics or to a Marshal who will make the enemy on their character sheet) by common name, true name or by a reasonable description and the devoted must truly believe their target is Evil. When next engaging their target in combat, the devoted gains the ability to call double their normal weapon damage (including extra damage granted from additional strength and inherent bonuses on their weapon) against their chosen target for 1 encounter. In addition, the devoted will take only half damage from that target for that encounter.
Chronos Domain(s): Time Opposed By: None Slow Time (1/day) ‐ Once per day, the devoted can slow all persistent lingering conditions (such as poison, bleeding, disease, and burn) on a target so that any additional damage from those conditions is occur must less frequently. Effects that normally do damage every minute are slowed so that the target takes damage once per hour instead. Effects that cause damage every second instead do damage every minute. To use this ability the devoted must touch their target with an Aspect packet, and make an incant of "Slow Time" after which any damage over time effects have the duration between damage extended appropriately. Time Loop (1/event) ‐ Once per event the devoted can choose a magical effect on their person that has a duration of at least 60 seconds and extend that effect's duration. Effects with a duration of 60 seconds are extended to 1 encounter, effects with a duration of 1 encounter are extended to 1 Logistics Period, and effects with a duration of 1 Logistics Period are extended to 1 Event. To use this ability the devoted must touch themselves with a packet and make a call of "Time Loop" followed by the name of the magical effect being extended. Temporal Distortion (Constant) ‐ At the highest level of devotion, the devoted is slightly out of phase with time, allowing them to react quickly to an attack. The Temporal Distortion effect ends immediately after the devoted is attacked, but the first attack that would strike the devoted each encounter is automatically Dodged if the attack is able to be Dodged. Temporal Distortion resets automatically at the end of an encounter. To use this ability the devoted must call Dodge on the first attack that would strike them each encounter.
Ahriman Domain(s): Evil/Darkness Opposed By: Dagda Unholy Aura (Constant) ‐ The devoted with this power automatically damages the first target that strikes them in melee combat each encounter with unholy energy. The devoted can call "Unholy Aura, X Body" in response to the first melee attack that strikes them each encounter where X is their level of devotion. This power does not prevent the devoted from taking damage from the initial melee attack. Shadow Form (1/day) ‐ Once per day, the character can make a call of "Shadow Form" to assume the form of a shadow for 5 minutes. While in shadow form, the character is immune to all type of attacks, but cannot affect the physical world in any way. The character is able to move, but cannot cross areas that are devoid of shadows. If struck while in Shadow Form the player should announce "Shadow Form, No Effect" if reasonably able to do so. Shadow Form does not allow a character to pass through walls or other solid objects and cannot be used to enter Wards or Magic Circles. If a character in
Dagda Domain(s): Good/Light Opposed By: Ahriman Inner Light (Constant) ‐ The devoted is able to cast Beam of Light as the spell at will. Using this ability does not cost Endurance.
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shadow form triggers a trap simply because they moved through a trapped area, the trap does no harm to the devoted, however, if the player actively seeks out and attempts to trigger a trap the Shadow Form ends immediately and the character takes the full effect of the trap. Shadow Armor (1/event) ‐ Once per event, the devoted can cloak themselves in solid shadows giving them 100 AV. Shadow Armor is considered outside the character's other defenses and is also the first type of AV that is damaged by an attack. Shadow Armor cannot be refit. Shadow Armor lasts 1 event or until expended. To activate this power the player must have a marshal present (who will mark the player's character sheet when the power was activated) and must make a call of Shadow Armor.
Empowerment allows the devoted to double all damage calls with their chosen elemental carrier for 1 encounter. To use this ability the devoted makes a call of "Elemental Empowerment" followed by their chosen elemental type. Elemental Empowerment remains in effect until the end of the encounter or until the devoted makes an attack that has a carrier different than the one the declared when activating the power. For example, a devoted that swings a melee attack of 5 Fire would be able to call 10 Fire for 1 encounter as long as he did not use any attacks with a different carrier during the battle. If the devoted would switch to an attack with different carrier, such as Normal or Body, the Elemental Empowerment would end.
Ptah Domain(s): Magic Opposed By: Ghede Magical Sight (constant) ‐ The devoted can use Spot Magic as the spell at will. Using this ability does not require endurance. Arcane Immunity (1/day) ‐ Once per day (at Logistics), the devoted can declare a single spell that they become immune to for that Logistics Period. The spell they choose CANNOT be a spell that ends the effects of another spell, such as Purge Effect. This ability does not provide any immunity to spells that do not specifically target the devoted (such a Magic Circle). If the devoted attempts to cast the spell that they have declared immunity to while under the effects of Arcane Immunity, including casting from wands or scrolls, Arcane Immunity ends immediately. To use this ability, after being hit by their chosen spell, the devoted calls "Arcane Immunity, No Effect." Arcane Acumen (1/event) ‐ Once per event the devoted can cast any spell or ritual that has an Endurance cost of 1 as if they knew the spell or ritual and had all prerequisite skills required to cast it. This ability does not provide material components required by a spell or ritual and cannot be used for spells or rituals that require more than 1 Endurance. To use this ability, the devoted must have a Marshal present who will mark the use of the ability on the character's sheet.
Svarog/Alisanos/Faro/Skadi Domain(s): Elements (Fire/Earth/Ice/Lightning) Opposed By: Faro/Skadi/Svarog/Alisonos Elemental Infusion (constant) ‐ The devoted must select a specific element the first Logistics Period each event. Elemental Infusion allows the devoted to change the carrier on their normal melee attacks and/or their mana bolts to match their chosen elemental type. The devoted may activate Elemental Infusion any time during an encounter by making a call of "Elemental Infusion" followed by their chosen element type, but once activated the devoted cannot end the Elemental Infusion effect until the end of the encounter. If the devoted has an enchantment or alchemical substance that would give it a carrier opposite to the one chosen by the devoted at Logistics, the weapon instead reverts to the Normal carrier for the remainder of the encounter. Elemental Mantle (1/day) ‐ The devoted must selected a specific element during the Logistics Period each day. The devoted can them make a call at any time during that logistics period of "Elemental Mantle" followed by their chosen elemental type. After activating their mantle the devoted is immune to the next five attacks with the chosen elemental carrier that strikes them. The devoted responds to such attacks with a call of "Elemental Mantle, No Effect." Elemental Empowerment (1/event) ‐ The devoted must select a specific element the first Logistics Period each event. Elemental 135
Confession cannot be used on a target engaged in combat and if the target of Force Confession attempt to begin combat after being struck, they must still answer the question posed within 5 seconds. If the target is physically able to but refuses to answer the question within the allotted time the target is unable to use any In Game skills, spells or abilities until they answer the question such that the devoted can hear the answer or until they die. Bring Order (1/day) ‐ Once per day the devoted can attempt to remove all magical affects from a target. To use this power the devoted must make a call of "Bring Order, Purge all Magic Effects" and strike their target with an Aspect packet. If struck Bring Order ends all active magical effects on the target immediately. All persistent spell and ritual effects end immediately and all Magic Items and Talismans cease to function for 60 seconds after which time the Magic Items and Talismans begin working as normal. Bring Order cannot be avoided by any magical means.
Ghede Domain(s): Science/Knowledge Opposed By: Ghede Uncanny Aptitude (1/day) ‐ Once per day the devoted can use any defensive or class skill that has no Endurance cost or that has an Endurance cost of 1 and whose Keystone skill prerequisite (if any) is less than or equal to the character's level of devotion. The devoted can use this class skill as if they knew the skill and had all prerequisite skills required to use it. Uncanny Aptitude does not provide access to blueprints, material knowledge, alchemical recipes, racial abilities or spells and cannot be used to teach others. To use this ability the devoted must make a call of "Uncanny Aptitude" followed by the name of the skill they are using. Inspiration (1/event) ‐ Once per event (at last Logistics) the devoted can purchase any general, knowledge, professional, defensive, smith or alchemist skill or recipe they meet the prerequisites for without needing a teacher. Insight ‐ The devoted may use all General Knowledge Skill as if they had +1 level in each skill. This automatic level does not affect the cost of additional ranks in General Knowledge Skills nor does it allow the devoted to teach skills they have not purchased directly.
Entropy Domain(s): Chaos/Discord Opposed By: Axiom Chaos Blade (Constant) ‐ This power allows the devoted to change the carrier on their normal melee attacks or their mana bolts for 1 encounter but the devoted becomes more susceptible to the certain types of damage while doing so. The devoted can only change their carrier once per encounter and once changed cannot change it back until the end of the encounter.
Axiom Domain(s): Law/Order Opposed By: Entropy Ordered Mind (Constant) ‐ The devoted automatically resists the first Mind Affecting power that strikes them each encounter. To use this ability, after being stuck for the first time during the encounter with a Mind Affecting power, the devoted calls "Ordered Mind, Resist." Force Confession (1/event) ‐ This power allows the devoted to compel a target to truthfully respond to up to five questions that would have a single word answer. Within 5 seconds of being questioned the target must truthfully reply with a one word response if they know the answer to the question, or say "unknown" if they do not know the answer. The Confession effect does not end if the target does not know the answer to a question. To use this ability the devoted must make a call of "Force Confession" and strike a target with an Aspect packet. They may then follow with their first question. Force 136
Devotion Required 3rd 3rd 3rd 4th 4th 4th 4th
Normal Silver Magic Fire Ice Lightning Stone
Take Double Damage From Magic Disease Normal Ice Fire Stone Lightning
5th
Poison
Poison
5th 5th 5th
Disease Bleeding Body
Silver Bleeding All Attacks
Carrier
Sow Discord (1/day) ‐ A devoted with power can attempt to cause a target to go berserk, attacking the closest target to them for a short period of time. To use the power, the devoted must make a call of "Sow Discord, Attack Closest Target" and strike their target with an Aspect packet. If struck, the target must attack the closest target then can perceive and will switch targets only after their current target has entered their death count. Psychosis (1/event) ‐ A devoted with this power can cause such mental confusion in their target that they cannot use any END based abilities for 1 encounter. To use this power, the devoted must make a call of "Psychosis, Cannot Use Endurance, 1 Encounter" and strike the target with an Aspect packet. If struck, the target is unable to spend any Endurance for the duration of the current encounter or until the effect is purged, whichever occurs first.
Balor Domain(s): Death Opposed By: Viviana Balor's Reward (Constant) ‐ Once per encounter, the devoted can perform a killing blow against a target, which, if successful heals the devoted up to 10 Body. This healing cannot exceed the devoted's normal total body. To use this ability, the devoted must perform a killing blow as normal immediately after which they must announce "Balor's Reward, Healed 10 Body". Death's Touch (1/day) ‐ Once per day the devoted can attempt to instantly slay a target. To use this power, the devoted must incant "Death's Touch, Die," and strike their target with an Aspect packet. If struck, the target immediately enters the 3rd stage of their death count. Rebirth ‐ Once per event the devoted will return to life full Body after reaching the end of the 3rd stage of death. This death does not count as a death on the character's card.
Viviana Domain(s): Life Opposed By: Balor Vitality (Constant) ‐ The devoted automatically resists the first Poison and first Disease attack each encounter that would actually cause them to become poisoned or diseased. To use this ability after being struck by an attack that would cause the devoted to become poisoned or diseased, the devoted makes a call of "Vitality, Resist" and is unaffected by the attack. Mantle of Life (1/day) ‐ Each logistics period the Mantle of Life allows the devoted to automatically Resist the first five attacks with a Body carrier that strikes them. Mantle of Life automatically resets each Logistics period. To use this ability, after being struck by an attack with the Body Carrier, the devoted makes a call of "Mantle of Life, Resist." and ignores the body damage the attack would have normally caused. Resurrection (1/Event) ‐ Once per event the devoted can return another dead being who has not yet been judged to life. To use this ability the devoted must make a call of "Resurrection, Return to Life" and strike the target with an Aspect packet. If struck, the target immediately resurrects at 1 Body. This Resurrection does not count as a death on the character's card.
Belatucdros Domain(s): War Opposed By: Pax Precise Strike (Constant) ‐ Once per encounter the devoted can make a melee attack with the Perfect Strike carrier. To use this ability the devoted must first call Precise Strike and then make a melee attack with a carrier of Perfect Strike. Martial Prowess (1/event) ‐ Once per event, the devoted can call upon the power of Belatucdros to increase their prowess in battle. For one encounter the devoted can utilize any martial weapon as if they had the Use Weapons skill, add +2 damage to all martial weapon attacks, and gain +20 Armor Value. This armor value stacks with both natural and manufactured armor. To use this ability, the devoted simply makes a call of "Martial Prowess" and gains the benefit of the ability until the end of the encounter. Martial Knowledge (1/day) ‐ Once per day, the devoted can use any maneuver that is delivered by a melee weapon as if they had the skill. The martial power does not cost any Endurance. To use this ability the devoted makes a call of "Martial Knowledge" followed by the normal call of the maneuver they are using. 137
own. To use this power, the devoted simply makes a call of "Absorbed" after being stuck by an attack with a Poison or Disease carrier that would normally affect them. While storing the poison or disease, the devoted is immune to any ongoing effects associated with the specific disease or poison they are storing but are NOT immune to the initial damage associated with further attacks with the same carrier. The devoted can only store a single disease or poison at a time. After storing a poison or disease the devoted can attempt to utilize the stored poison or disease in a single melee attack using the appropriate carrier. Once the devoted empties their stored harmful substance they can once again absorb another disease or poison. Namtaru's Will (1/day) ‐ Once per day the devoted can purge a target of a single disease, poison, toxin or plague effect. To use this ability the devoted must touch their target with an Aspect packet and make an incant of "Namtaru's Will". The target is purged of any ongoing effects from a single disease, poison, toxin or plague effect. Namtaru's Will does not remove any damage that the target received prior to receiving Namtaru's Will. Namtaru's Touch (1/event) ‐ Once per event the devoted can attempt an Aspect packet attack against a target by making a call of "Namtaru's Touch, Penetrating Toxin." If struck, the target is poisoned by the power of Namtaru and loses 1 body per minute until administered the correct anti‐toxin. Namtaru's Touch is magical in nature and affects all creatures even those normally immune to toxins.
Pax Domain(s): Peace Opposed By: Belatucdros Accord (1/day) ‐ Once per day the devoted can cause a target to stop fighting and withdraw from battle. To use this ability, the devoted must make a call of "Accord, Withdraw from Battle" and strike the target with an Aspect packet. If struck, the target must withdraw from battle though any hostility towards the target by the devoted or any of their allies will end the effect. Parlay (1/event) ‐ The devoted can enter a state where they are immune to all forms of attack as long as they do not wield a weapon or use any powers that affect another target. To use this power the devoted must make a call of "Parlay" and must hold both hands up with their palms facing outwards. This effect lasts 1 encounter, until the devoted lowers their hands, or until the devoted performs an action that affects another target such as casting a spell, using an ability or picking up an item. Non‐Combatant (Constant) ‐ The devoted gains the ability to become immune to all ranged spell effects as long as they do not engage in combat. To activate this power, the devoted cannot be wielding a weapon and must make a call of "Non‐Combatant". While under the effects of this power, the devoted cannot wield any weapons nor can they use any ranged attacks (with the exception of Accord), though they are able to touch cast spells on their allies or other willing targets. Once the devoted wields a weapon or performs a range attack (with the exception of Accord) the effect ends and the devoted is subject to all spell effects as normal until the end of the encounter. While under the effects of Non‐Combatant the devoted is affected by weapon attacks as normal. Non‐ Combatant resets at the end of each encounter. If struck by a spell while under the affects of this power, the devoted should call "Non‐ Combatant, Resist" in response.
Borvo Domain(s): Healing Opposed By: Namtaru Healing Knowledge (1/day) ‐ Once per day, the devoted can utilize any general skill or Arcane spell that heals another target or that removes a negative condition (such as poison or disease) as if they had the skill or spell and met all prerequisites. If the spell or ability being used has a prerequisite class keystone skill, it must be less than or equal to the characters level of devotion. Borvo's Blessing (1/event) ‐ Once per event the devoted can bestow Borvo's Blessing on a target which heals all Body, purges all poisons, diseases, toxins and plagues, stops all bleeding
Namtaru Domain(s): Disease/Pestilence/Poison Opposed By: Borvo Namtaru's Vessel (Constant) ‐ This power allows the devoted struck by a poison or disease attack to absorb and store the harmful substance to utilize later in an attack of their 138
effects, restores all limbs and revives the character from any stage of the death count. Healing Touch (Constant) ‐ The devoted of Borvo are skilled healers. Whenever a devoted of Borvo uses a skill, spell, alchemical substance or item that would heal a target other than themselves Body, the amount of healing is increased by 3.
"Luna's Touch, Change Form" and strike their target with an Aspect packet. A Shape Changer struck by this ability loses all shifter abilities for the duration of the encounter. Shifter's Bane (Constant) ‐ During the night time (sunset to sunrise) hours the devoted's weapons are granted Luna's power. The devotee gains the ability to change their weapon carrier to Silver and can add +2 damage to all weapon damage calls. To use this ability the devoted must make a call of "Shifter's Bane" after which their weapon carrier changes to Silver and the weapon damage increases by 2. This ability remains active until the devoted incants "Dismiss Shifter's Bane" or until the sun rises. If the devoted chooses to deactivate this ability, it cannot be activated again until the next encounter Frightful Presence (1/event) ‐ The devoted with this ability can cloak themselves with fear associated with the moon. During the event the he devoted can swing up to three melee attacks with a carrier of Terror by making a call of Frightful Presence, Terror". If struck, the target is affected as if hit by the Terror Spell.
Sol Domain(s): Sun Opposed By: Luna Sol's Touch (1/day) ‐ Once per day the devoted can attempt an Aspect packet attack against an undead that will destroy a mindless undead and gravely wound intelligent undead. To use this ability the devoted must incant "Sol's Touch, Destroy Undead" and strike a target with an Aspect packet. If struck, a mindless undead is instantly destroyed and intelligent undead take damage equal to half their normal Body. Sol's Shroud (1/event) ‐ Once per event, the devoted can call upon Sol to protect them from the cold. The devoted must make a call of "Sol's Shroud" and for the duration of the current encounter the devoted is immune to all attacks with the Ice carrier. When struck with such an attack the devoted should reply with "Sol's Shroud, Resist" if reasonably able to do so. Sol's Sword (Constant) ‐ During the daylight (sunrise to sunset) hours the devoted's weapons are granted Sol's power. The devotee gains the ability to change their weapon carrier to Fire and can add +1 damage to all weapon damage calls. To use this ability the devoted must make a call of "Sol's Sword" after which their weapon carrier changes to Fire and the weapon damage increases by 1. This ability remains active until the devoted incants "Dismiss Sol's Sword" or until the sun sets. If the devoted chooses to deactivate this ability, it cannot be activated again until the next encounter.
Dekla Domain(s): Luck/Fortune Opposed By: None Just Lucky I Guess (constant) ‐ Once per encounter Die the Effect Roll devoted +2 Damage on all can make a 1 weapon attacks for the call of "Just day Lucky I ‐1 STE per encounter for Guess" to 2 the day avoid the Automatically Dodge first effects of a 3 attack each encounter single trap Take double damage that would 4 from first attack each normally encounter affect +2 STE per encounter for them. The 5 the day devoted ‐1 Damage on all weapon can choose 6 attacks for the day to utilize this power after being informed of the trap's effect(s). Dekla's Blessing (1/day) ‐ At beginning Logistics period each day, the devoted can roll on the
Luna Domain(s): Moon Opposed By: Sol Luna's Touch (1/day) ‐ Once per day the devoted can attempt an Aspect packet attack against a shape changer to force them to resume their weaker form. To use this ability, the devoted must make an incantation of
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chart below to determine what Blessing Dekla has granted the devoted each day.
instantly dies and takes a death on their card, but their Self‐Sacrifice ensures they can return to life as if they had Fate's Favor as long as they are able to do so. After returning to life, the devoted is healed of all damage and their body is fully restored.
Gambler's Fate (1/Event) ‐ Once per event (at logistics) the devoted can choose to gamble with a material component or finished item. The devoted must produce a single tagged item or component and roll 1d6, on a roll of 1‐2 the item is lost, 3‐4 the item is kept, 5‐6 the devoted receives a duplicate item or component.
Whiro Domain(s): Hate Opposed By: Aine Goad (constant) ‐ Once per encounter the devoted can make an Aspect packet attack against a character to force them to attack the devoted. To use this power, the devoted must make a call of "Goad, Attack Me, 1 encounter" and strike the target with an Aspect packet. If struck, the target will do their best to kill the devoted, but can defend themselves if attacked by other characters and is able to strike down any who stands between them and their target. The individual subjected to Goad will not leave the battle until the devoted is dead. Enduring Hatred (1/day) ‐ Once per day, when the devoted is subject to an attack or effect that would drop them into the first stage of their death count the devoted can make a call of "Enduring Hatred, Healed" and they are instantly healed to full body. If after being fully healed, the devoted again would enter the first stage of their death count during the current encounter, they instead enter the 2nd stage of their death count. Focused Rage (1/event) ‐ At the first logistics period each event the devoted can declare their hatred of a specific race and a particular individual (by common name or true name). During the event, the devoted can add +1 damage to all weapon attacks against members of the specified race and swings +3 weapon damage against the named individual.
Aine Domain(s): Love Opposed By: Whiro Power of Love (Constant) ‐ Once per encounter the devoted can heal a target by channeling their life energy into the target. The devoted must touch their target with an Aspect Packet, and make a call of "Power of Love" followed by the amount of Body they wish to heal which cannot exceed the devoted's (current Body total ‐1) x2. The devoted takes Body damage equal to half the amount of healing they provide their target. For example, a devoted with 20 body could heal their target a maximum of (20‐1) x2 = 38 body and would take 19 Body damage. Assume Burden (1/day) ‐ Once per day the devoted can target a character that has one or more negative persistent condition such as poison, disease, toxin, plague, bleeding, broken or missing limbs or any negative spell effect lasting more than 60 seconds and assume that conditions themselves. Assume Burden must target a willing character and transfers the target's negative persistent effect as well as all other persistent effects, harmful or beneficial, the target is undergoing to the devoted. To use this power, the devoted must touch a willing target with an Aspect Packet and make a call of "Assume Burden" at which point all conditions on the target are transferred to the devoted. Note: this power will not transfer persistent effects granted by the devoted of other Aspects. Self‐Sacrifice (1/event) ‐ Once per event the devoted can take the place of a recently deceased character that has not yet been judged. The devoted must touch their target with an Aspect packet and makes a call of "Self‐ Sacrifice, Return to Life" at which point the devoted assumes all the negative effects that led to the target's death and the target is fully healed and returned to life. The devoted
Lynx Domain(s): Secrets/Trickery/Mischief/Deceit Opposed By: None Cheater (1/day) ‐ Once per day, the devoted can modify the result of a single In Game challenge they are involved in after the results of the challenge have been revealed. If the challenge is Rock/Paper/Scissors the devoted can change their throw after seeing what their opponent threw. If the contest is a random number
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generated on a single die, the devoted can modify the results up or down by 1. If the contest is the result of multiple dice used in a single contest, such as a percentile throw, the devoted can specify the results of one of the dice. This power can only be used to modify In‐ Game challenges and cannot be used to modify results of random events that occur at Logistics. Impersonation (1/event) ‐ This power allows the devoted to convince their target that they are someone else. The devoted is required to have at least two pieces of information about the individual they wish to impersonate and the information must be such that the target would have no doubt who they devoted is trying to impersonate. To use this power the devoted makes a packet attack against a target with the call: "Impersonate" followed by at least two pieces of information that would uniquely identify the individual who is being impersonated. If struck, for the remainder of the encounter the target must act as though the devoted is that person. For example, "Impersonate, your father John" would provide two pieces of unique information (a relationship and a name) allowing the target to definitively identify the person the devoted is impersonating. If the devoted attempted "Impersonate, human guard" the power would not work since the information is too vague for the target to definitively identify. Impersonation does not change the actual appearance of the devoted to anyone other than the target. Impersonation is an Aspect level Mind Affecting power, and as such only Aspect's Protection would allow a target to counter or avoid its effects if struck. Deceit (Constant) ‐ The devote can lie in response to any effect that would require them to give an honest response as long as the effect targets the devoted or something they are in possession of. There is no spell, skill or ritual effect that can detect if the devoted is telling the truth or lying. Deceit can be used even when the character is dead and functions against abilities such as Speak with Dead that would normally require the target to answer truthfully.
devoted can Riposte an attack that strikes them as the Fighter skill by making a call of "Retaliation, Riposte". Blood for Blood (1/day) ‐ Once per day, after slaying an opponent who cause them Body damage, the devoted fully heals any lost body. To use this ability the devoted must deliver a killing blow to an opponent who caused them Body damage and makes a call of "Blood for Blood, Healed". The devoted is restored to full Body. Retribution (1/event) ‐ Once per event, when the devoted takes damage that would cause them to enter any stage of the death count their attacker also drops into their death count but at the next stage. To use this ability, the devoted must point at the target that caused them to enter their death count and call "Retribution, Enter Death Count" followed by the stage they are to enter. If the attack causes the devoted to drop into the 3rd stage of their death count, the attacker would also drop into their 3rd stage. Retribution can only be resisted by Aspect’s Protection.
Nemesis Domain(s): Vengeance Opposed By: None Retaliation (constant) ‐ Once per encounter, the 141
no other effects, characters can still attempt between event RP actions if they so desire.
Crafting Crafting Overview
A character can purchase In‐Game facilities, equipment, or hired help that will provide them extra LTE to use in conjunction with a crafting skill. These Crafting Enhancers allow the character to add bonus LTE to their personal LTE for use with a specific crafting skill. Crafting Enhancers can be utilized by a character when they are performing their between event crafting only.
Crafting is the method Player Characters (PCs) use to create items for use in game. Crafting in Shards is broken down into 3 basic steps. 1.
2.
3.
Gathering ‐ The character harvests raw Material(s) needed to create an item. There are 4 types of materials that can be gathered: Animal, Magical, Mineral, and Vegetable and each crafting recipe requires one or more types of one of these component types. Refining ‐ The character processes the raw materials to remove any impurities and prepare it for use in crafting. Creating ‐ A character, with the appropriate skill, turns the refined item into a finished item that can be used in game.
Note, there are a few skills that allow a character to convert their LTE into CP and directly into a finished item, but most require the character to provide additional materials to create a finished item.
Crafting Skills Summary The Alchemist class skills allow a character to combine various natural and magical ingredients to create potions, gasses and gels that have wondrous effects. Each level of Alchemist gives the character better efficiencies at creating alchemical items
In order to perform any of the steps above, the character must have a skill that allows the character to convert their Labor Potential (LP) into Crafting Points (CP). A character's Labor Potential is equal to their total LTE and many crafting skills allow the character to convert 1 Labor Potential into 1 Crafting Point which represent the character's ability related to the creation items. This includes, gathering and refining materials as well as the actual creation of an item. Some classes give the character better conversion ratios for crafting related tasks.
The Outfitter general skill allows a character to create simple items useful to the adventuring community. The vast majority of these items do not require specific resources, just the character's time to finish. Large items and structures may require material components as determined by the Logistics staff. The Smith class skill allows a character to combine a Material Knowledge with a Blue Print to create a finished item. Each level of smithing gives the character more efficiency when creating weapons, armor and shields.
A character can use up to 1/3 of their Labor Potential (rounded in the player's favor) during an event to perform crafting actions additionally any character who turned in a Ration at the last event they played gains their full Labor Potential that can be used Between Events to perform crafting actions. A character can only perform between event crafting at the first Logistics when they check in but they may perform their at event crafting at any Logistics. Characters who failed to turn in a ration at the end of their last event are considered to be spending their time gathering the food they need to live, instead of spending their time performing crafting actions. Failure to turn in a ration has
Casters can purchase the skills required to imbue wands and scrolls that will store spells for later use. Rogues can purchase the skills required to craft a variety of traps, from noise alarms to deadly weapon traps. Additionally, there are 4 types of general Gathering skills and 4 types of general Refining 142
skills that a character can purchase to help find and prepare the materials needed to create items.
Dragon Bone Dragon Skin
Gather Component Magical
Gathering
Raw Material
Gathering is the primary means for acquiring the material need to craft weapons, armor and alchemical items. A character can purchase one or more Gather Component skills (see General Skills for more information) from the following list: Gather Component, Animal Gather Component, Magical Gather Component, Mineral Gather Component, Vegetable
Fire Elemental Heart Ice Elemental Heart Lightning Elemental Heart Stone Elemental Heart Dragon's Tears Void Elemental Heart
2.
3.
Gather Component Mineral Raw Material Boulder Clay Coal Iron Ore Lime Sand Salt Crystals Stone Brimstone Hot Rock Ore Load Stone Ore Raw Crystal Silver Ore Mithral Ore Star Metal Ore
Characters can pick up any naturally occurring material (if they have the appropriate category) they find in game for no END cost. If a character without the required skill harvests a material component, the component is destroyed. Characters can harvest useful materials from the bodies of fallen foes after combat. This skill takes time, but also does not require END. Characters with a Gather skills can convert their LP into Crafting Points for purposes of automatically gathering materials. This aspect of the skill must be used at Logistics. The following charts show the materials that Gather Component skills allow a character to gather and the required amount of CP needed. NOTE: The character must have sufficient CP from the same time period (at event or between event) to gather a component. Gathering cannot be spread over different time periods.
Animal Hide Tendon Bone Wax (Bees) Thick Hide Wing Bone
Gather Component Vegetable Raw Material Blood Peddle Dark Fern Earth Root Flax Sap Natural Wood White Lily Wood Log Amber Dread Bloom Fire Fern Iron Wood Lightning Spore Oak's Foot Razor Leaf Water Vine Black Thorn Moon Rod
CP Required to Gather 1 Unit 1 1 1 1 10 10
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CP Required to Gather 1 Unit 1 1 1 1 1 1 1 1 10 10 10 10 10 100 100
Gather Component Animal Raw Material
CP Required to Gather 1 Unit 1 1 1 1 10 100
These skill have three primary functions. 1.
100 200
CP Required to Gather 1 Unit 1 1 1 1 1 1 1 1 10 10 10 10 10 10 10 10 100 100
All characters who take Refine can create the recipes from their category listed below. The cost of refining or creating each material is listed below.
Refining "When the first blacksmith began hammering on a hot piece of iron little did he know how he was shaping the future." ‐Bill Miller
General Refining Recipes
Refining allows a character to perform several different actions: 1.
2.
3.
4.
Characters with the Refine skill are able to extract imperfections in a raw materials, cleaning, purifying and extracting the essence needed for crafting. This process may require stripping the flesh from and drying bones, curing and stretching animal hides into leather, shaving bark and rotten or soft woods from hardwoods. Most crafting recipes required Refined Components in order to be crafted successfully. Note: that a character may only Refine Materials of the same category as their Refine skill. Refining allows the character to combine various materials to make new substances such as alloys. The character can examine an item and determine if any material that match the category of their refine skill(s) was used in its creation. For example, a character with Refine Animal would be able to study a suit of armor and determine if it was made of Leather, Thick Hide, or Wyvern Hide. The character can deconstruct an item and Reclaim a single type of material (that matches their refine skill) from it. This Reclaimed material can then be used to craft a new item. This skill must be used at Logistics and the character must have the tag of the item they are Reclaiming. The character spends 1 CP and notifies Logistics of the material they are reclaiming and turns in the item tag. This process destroys the Reclaimed item but the character is able to salvage all units of a single material type from the item. Logistics will provide the character with new component item tags. Note: Small items that are made using only Crafting Points are not able to be reclaimed
Refining Recipes ‐ Animal
Animal Hide refines into Leather for 1 CP Tendons refine into Sinew for 1 CP Thick Animal Hide refines into Thick Leather for 2 CP Bone refines into Refined Bone for 1 CP Wing Bone refines into Refined Wing Bone for 2 CP Dragon Skin refines into Dragon Hide for 3 CP Dragon Bone refines into Refined Dragon Bone for 3 CP
Refining Recipes ‐ Magical
Ice Elemental Heart refines into Ice Elemental Essence for 1 CP Fire Elemental Heart refines into Fire Elemental Essence for 1 CP Lightning Elemental Heart refines into Lightning Elemental Essence for 1 CP Stone Elemental Heart refines into Stone Elemental Essence for 1 CP 1 each Ice, Fire, Lightning and Stone Elemental Essences together refine into a Primal Essence for 2 CP Dragon's Tears refines into Magic Essence for 2 CP Void Elemental Heart refines into Void Elemental Essence for 3 CP
Refining Recipes ‐ Mineral
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Pure Water requires 1 unit of Glass and 1 CP
Boulder refines into Stone Block for 1 CP Iron Ore refines into Iron Bars for 1 CP Salt Crystals refine into Processed Salt for 1 CP Sand refines into Fine Sand for 1 CP Stone refines into Processed Stone for 1 CP Brimstone refines into Refined Brimstone for 2 CP Load Stone Ore refines into Load Stone Bars for 2 CP Raw Crystal refines into Clear Crystal for 2 CP Silver Ore refines into Silver Bars for 2 CP Hot Rock refines into Refined Hot Rock for 2 CP Star Metal Ore refines into Star Metal Bars for 3 CP
Mithral Ore refines into Mithral Bars for 3 CP
1 unit of Coal and 1 unit of Sand combined refines into 3 Units of Glass for 1 CP
1 Iron Bar and 1 unit of Coal refines into a Steel Bar for 2 CP
2 Steel Bars and 2 Iron Wood refine into a Hardened Steel Bar for 2 CP 1 Steel Bar, 1 Magic Essence, 1 Primal Essence, and 1 Load Stone Bar refine into an Arcane Steel Bar for 2 CP
1 Steel Bar, 2 Refined Water Vine, 1 Load Stone Bar, and 1 Ice Elemental Essence refine into a Chilled Steel Bar for 2 CP
1 Steel Bar, 2 Refined Lightning Spore, 1 Load Stone Bar, and 1 Lightning Elemental Essence refine into a Energetic Steel Bar for 2 CP
1 Steel Bar, 2 Hot Rock Bars, 1 Load Stone Bar, and 1 Fire Elemental Essence refine into a Molten Steel Bar for 2 CP
2 Steel Bars, 2 Load Stone Bar, and 2 Stone Elemental Essence refine into a Masoned Steel Bar for 2 CP
2 Steel Bars, 2 Dread Bloom Extracts, and 1 Black Thorn Extract refine into a Envenomed Steel Bar for 3 CP
2 Steel Bars, 2 Razor Leaf Extracts, 1 Void Elemental Essence refine into a Weeping Steel Bar for 3 CP
Earth Root refines into Refined Earth Root for 1 CP Natural Wood refines into Processed Wood for 1 CP Wood Log refines into 5 Wood Planks for 1 CP Sap refines into Refined Sap for 1 CP White Lily refines into Refined White Lilly for 1 CP Amber refines into Refined Amber for 2 CP Dread Bloom refines into Refined Dread Bloom for 2 CP Fire Fern refines into Refined Fire Fern for 2 CP Lightning Spore refines into Refined Lightning Spore for 2 CP Oak's Foot refines into Refined Oak's Foot for 2 CP Razor Leaf refines into Refined Razor Leaf for 2 CP Water Vine refines into Refined Water Vine for 2 CP Black Thorn refines into Refined Black Thorn for 3 CP Moon Rod refines into Refined Moon Rod for 3 CP
Special Refining Recipes (Require 2 or more material categories)
Refining Recipes ‐ Vegetable
Blood Peddle refines into Refined Blood Peddle for 1 CP Dark Fern refines into Refined Dark Fern for 1 CP
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1 Steel Bar, 1 Silver Bar, 1 Magic Essence, 1 Clear Crystal refines into an Arcane Steel Bar o Arcane Steel requires Refine Mineral and Refine Magical for 2 CP
Crafting Enhancers Crafting Enhancers are Buildings, Equipment, or Services that a character can purchase in game that will provide bonus Between Event Labor Potential (LP) to a character for a specific crafting skill. Crafting Enhancers simulate the extra production the character would be capable of achieving with the proper facilities, correct equipment and additional helpers. Crafting Enhancers are broken down into two categories: Equipment, items and facility which make the character more efficient or productive, and Retainers, who can help gather components for the character.
Crafting Enhancers require a significant initial investment that simulates all the steps the character would take such as purchasing land, having a structure built, adding equipment, paying taxes, bribing officials, and the like. Crafting Enhancers may not show much "profit" the first year, but can produce great value for a character the longer they are maintained. Crafting Enhancers become less efficient at higher levels, but characters with sufficient skills to utilize improved crafting ratios may still find them useful, even with the increased costs.
When utilizing an Equipment Crafting Enhancer, the character must expend at least one of their own LP on the same skill that the Crafting Enhancer provides a bonus in order to receive the bonus LP from the Crafting Enhancer at the same time. This simulates the time required to setup the equipment for mass production of a particular type of item.
For example a character who has a Level 1 Forge will only receive the +5 LP if they expend at least one of their own LP using a Smith skill at the same time. If the character had a level 4 Forge, they would need to expend at least 1 of their own LP using the smith skill to gain its +14 LP bonus. All LP from equipment Crafting Enhancers must be spent at the same time and as part of the same crafting action.
When using a crafting enhancer to refine materials all bonus LP provided by the crafting enhancer must be spent on refining the same material. For
When utilizing a Retainer Crafting Enhancer, the retainer is able to gather any type and quantity of materials associated with the retainer type.
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example, if a character was using a Smelter to make Iron Bars, all the LP from the smelter would need to be used for making iron bars. When using a Forge to craft items using the Smith skill, all bonus LP provided by the crafting enhancer must be used on items created from the same blueprint. For example, a smith making Blades with a Forge would need to put all the bonus LP towards making Blades. When using a Machine Shop, an outfitter must spend all bonus LP provided on making items from the same category. For example, an outfitter using their Machine Shop to make force items would need to put all bonus LP towards making force items. When using a Laboratory, an Alchemist must spend all bonus LP provided on making the same alchemical substance. For example, an alchemist using their Laboratory to brew Cure Light Wounds potions would need to spend all bonus LP on making Cure Light Wounds potions. When using a Scriptorium to create scrolls, a caster must spend all bonus LP provided on imbuing scrolls that contain the same spell. For example, a caster using their Scriptorium making Fireball V scrolls would need to use all bonus LP for imbuing Fireball V scrolls. When using a Lathe to craft wands, a caster must spend all bonus LP provided on making wands that contain the same spell. For example, a caster using their Lathe making Spot Magic wands would need to use all bonus LP for imbuing Spot Magic wands. When using a Workshop to craft traps, a rogue must spend all bonus LP provided on making the same type of trap. For example, a rogue using their Workshop to craft Weapon Traps would need to use all bonus LP for crafting Weapon Traps.
some Additional LP (see below) but the cost of each additional upgrade increases in cost. A character must purchase each individual upgrade level when improving their Crafting Enhancer.
When gathering components the bonus LP provided by the Retainer Crafting Enhancer may be spent on gathering any type and quantity of materials the Retainer could gather. For example, a player wishes to use their level 3 Retainer ‐ Farmer to gather vegetable materials. The retainer provides 12 LP for this purpose, so the player directs them to gather 2 White Lily (1LP each) and 1 Oak's Foot (10 LP).
The rental or purchase of a Crafting Enhancer must be done at the first Logistics of the Event. Cost to Rent a Level 1 Crafting Enhancer (cannot be upgraded): 15sp per event Base Cost to Purchase or Place a Level 1 Crafting Enhancer or Retainer: 50sp
All Crafting Enhancers start at Level 1 and provide a base of 5 LP for crafting, though Crafting Enhancers purchased or placed on retainer by a player can be upgraded. Each Upgrade allows the Crafting Enhancer to provide Level 1 Crafting Enhancer Equipment Forge Machine Shop Workshop Laboratory Scriptorium Lathe Smelter Arcanium Tannery Mill
NOTE: Crafting Enhancers may be purchased as part of a character's Starting Equipment.
Bonus LP 5 5 5 5 5 5 5 5 5 5
LP Can Be Used For: Smith Outfitter Craft Trap Alchemy Imbue Scroll Imbue Wand Refine Mineral Refine Magical Refine Animal Refine Vegetable
Annual Maintenance Cost 5sp 5sp 5sp 5sp 5sp 5sp 5sp 5sp 5sp 5sp
Bonus LP 5 5 5 5
LP Can Be Used For: Gather Magical Gather Mineral Gather Animal Gather Vegetable
Annual Maintenance Cost 5sp 5sp 5sp 5sp
Level 1 Crafting Enhancer Retainers Retainer ‐ Exorcist Retainer ‐ Miner Retainer ‐ Hunter Retainer ‐ Farmer
Upgrade Costs for Crafting Enhancers Level of Crafting Enhancer 2 3 4 5 6
Bonus LP 4 3 2 1 1
Total Bonus LP Provided 9 12 14 15 16
Upgrade Cost (Does not include base cost) +100sp +150sp +200sp +250sp +300sp
Total Cost 150sp 300sp 500sp 750sp 1050sp
Annual Maintenance Cost 15sp 30sp 50sp 75sp 105sp
Purchased Crafting Enhancers must be maintained in order to remain in operational condition (or at peak efficiency in the case of Retainers). The Annual Maintenance costs are due first event the character attends every season. Failure to pay the Annual Maintenance
Costs will results in the crafting enhancer reducing one level until it reaches 0 at which point it is no longer useable by the character.
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Elemental Essence Batch Size: 2 Alchemical Lights CP Cost: 1 CP
Alchemy Alchemy is the science of combining and processing natural materials. The finished products can range from mundane items such as inks and lamp oil, to complex creations that mimic the effects of spells or create seemingly magical effects of their own. While alchemy may mimic many features of magic, alchemical effects are not countered by Skills or Abilities that counter only magical effects.
Dye Dye is made by combining and aqueous substance with pigment and is typically used to change the color of an item. Components: 1 Pure Water, 1 Pigment Batch Size: 1 unit of Dye CP Cost: 1 CP
When a character purchases Alchemy, they are considered automatically to have all the equipment needed to make Alchemical Items. An Alchemist may create their alchemical substances in one of two manners. The first one uses the Components listed to create a batch of items for the CP Cost indicated. Alchemical Items created in this fashion are usable by any character and are represented with an Orange item tag. The Alchemist may also choose to make Volatile versions of any non‐simple alchemical recipe they have learned. Volatile alchemical substances all have a batch size of one, require only the CP listed for the Volatile Version (no components are needed), and can only be handled by the Alchemist who created it. Volatile alchemical items have a limited life and must be used the event they are created or they become inert.
Ink Ink is made by combining some sort of solvent with a pigment. Components: 2 Glass, 1 Flax, 1 Pigment Batch Size: 2 vials of Ink CP Cost: 1 CP
Lamp Oil Lamp Oil is used to provide fuel to a lantern as well as being a component in other alchemical items. Lamp Oil used in a lantern will provide 8 hours of fuel. If poured onto an item and set alight, Lamp Oil produces a "Burn 1, 10 seconds" effect. Components: 1 Glass, 3 Flax Batch Size: 1 Lamp Oil CP Cost: 1 CP
Apprentice Alchemists can automatically make any simple Alchemical Item from the list below. These items do not require an Alchemical Recipe but the Alchemist must still have any required materials and spend any required Crafting Points.
Paint Paint is made by combining oil with pigment and is used to color or mark items. Components: 1 unit of Flax, 1 Pigment, 1 Glass Batch Size: 1 unit of Paint CP Cost: 1 CP
NOTE: Alchemical Weapon Gels cannot be applied to natural weapons (fists or claws). The toxic mixtures needed to produce weapon gel effects are dangerous to living creatures and anyone attempting to do is affected as if struck with an attack with the "Poison" carrier.
Paper Paper is formed from wood pulp and flattened smooth most commonly used for writing or drawing. Components: 1 unit of Wood Batch Size: 2 sheets of paper CP Cost: 1 CP
Simple Alchemical Items Alchemical Light Alchemical Light is a small container than can generate light when shaken. Components: 2 Glass, 1 Lamp Oil, 1 Fire 148
Weapon Coating evaporates over time and will only remain on the weapon for the duration of the current encounter or until the weapon is struck by a Shatter effect at which time the coating is destroyed. Components: 2 Glass, 1 Processed Salt, 1 Processed Wood, 1 Stone Elemental Essence Batch Size: 2 Gels CP Cost: 1 CP Volatile Version: 2 CP
Pigment Pigments can be made of many different materials and an alchemist is easily able to find and create a pigment simply by spending the required time. Components: None Batch Size: 1 unit of Pigment CP Cost: 1 CP
Pure Water
Grip Stick Gel
Pure Water is water that has been distilled into its purest form. It is the base for many other alchemical items. Components: 1 unit of glass Batch Size: 1 Pure Water CP Cost: 1 CP
A weapon hilt or shaft coated with Grip Stick Gel is hard to knock from a character's grip. This gel allows the wielder of the treated weapon to call Resist on the next Disarm affect that would strike the weapon. This gel lasts until the wielder releases their grip on the treated area of the weapon, or until the weapon is struck by a Disarm effect. Components: 2 Glass, 1 Processed Salt, 1 Processed Wood, 1 Refined Sap Batch Size: 2 Gel CP Cost: 1 CP Volatile Version: 2 CP
Apprentice Alchemical Items Earth Seal Ointment Earth Seal Ointment is applied directly to the skin and provides the individual treated immunity to the next Poison attack that strikes them. The treated character simply calls Resist in response to the next Poison attack that strikes them. Earth Seal Ointment will protect the treated individual for up to 1 day or until the character is next struck with a Poison effect. Poison effects includes alchemical attacks with Poison in their name and melee attacks that use Poison as the carrier. Components: 3 Glass, 1 Processed Salt, 1 Processed Wood, 1 Refined Processed Earth Root Batch Size: 3 Gels CP Cost: 1 CP Volatile Version: 1 CP
Lesser Healing Potion An individual who drinks a Lesser Healing Potion is instantly healed 5 Body. If the character is in First Stage of their death count, they will be revived with 1 Body. This potion has no effect on characters in the Second or Third stages of their death count. Components: 3 Glass, 1 Pure Water, 1 Processed Salt, 1 Refined Processed Earth Root Batch Size: 3 Potions CP Cost: 1 CP Volatile Version: 1 CP
Quickmend
Durable Gel Weapon Coating
This potion instantly knits a broken bone. If the bone was properly set, the limb is immediately able to be used again. If the limb was not set then the bone is still mended, but the limb is unusable until re‐broken, set, and healed again. Components: 3 Glass, 1 Pure Water, 1 Processed Salt, 1 Refined Bone, 1 Refined Sap Batch Size: 3 Potions
A weapon coated with Durable Gel Weapon Coating is more resistant to damage than normal. After being applied, Durable Weapon Gels encases the weapon in a hard coating that will absorb damage directed at it. This allows the wielder to call Resist on the next Shatter effect that strikes the treated weapon during the encounter in which it was applied. Durable 149
CP Cost: 1 CP Volatile Version: 2 CP
Poison. Components: 2 Glass, 1 Processed Salt, 1 Refined Brimstone, 1 Refined Processed Earth Root Batch Size: 2 Globes CP Cost: 2 CP Volatile Version: 3 CP
Sleeping Poison A person drinking a Sleeping Poison falls into a deep slumber for 5 minutes 60 seconds after ingesting the poison. During this time, the individual cannot be waked through shaking or shouting; only if they are physical injured will they awake. Components: 2 Glass, 1 Pure Water, 1 Processed Salt, 1 Refined Processed Dark Fern Batch Size: 2 Potions CP Cost: 1 CP Volatile Version: 2 CP
Pure Gel Ointment Pure Gel Ointment is applied directly to the skin and provides the individual treated with it protection from all basic diseases for the remainder of the current encounter. Components: 2 Glass, 1 Processed Salt, 1 Processed Wood, 1 Refined White Lilly Batch Size: 2 Gels CP Cost: 2 CP Volatile Version: 2 CP
Journeyman Alchemical Items Clearing Potion
Resting Potion
A Clearing Potion has the ability clear one basic poison or one basic disease from the system of the person who drinks it. If the individual is being affected by more than one basic poison or disease, then the oldest condition is the one cleared. Components: 3 Glass, 1 Pure Water, 1 Processed Salt, 1 Refined White Lilly Batch Size: 3 Potions CP Cost: 2 CP Volatile Version: 1 CP
An individual drinking a Resting Potion will instantly fall into a deep slumber for 1 minute. If the character awakens normally after that period they healed 10 Body, but if the character is woke early by any means, such as taking damage or being shaken awake, the potion does not work and is wasted. This potion will not bring a character out of a death count. Components: 3 Glass, 1 Pure Water, 1 Processed Salt, 1 Refined Processed Earth Root, 1 Refined Processed Dark Fern Batch Size: 3 Potions CP Cost: 2 CP Volatile Version: 1 CP
Laughing Gas Poison An individual hit with Laughing Gas breaks into an uncontrollable fit of laughter. Such is the mirth caused by this gas that the target has difficulty communicating intelligibly and using most in‐game skills for 60 seconds. A character affected by Laughing Gas is unable to use any spell, skill, or ability that takes Endurance with the exception of skills and abilities that allow the character to Purge Basic Poison that do not require an Incantation). Actions that do not require Endurance such as using a weapon, activating a magic item, etc. are not affected by Laughing Gas. Packet Call: Laughing Gas Poison, Laugh Uncontrollably Note: Laughing Gas Poison can be resisted by any ability that allows a player to resist a Basic
Sleep Gel Weapon Coating A weapon coated with Sleep Gel causes the next target hit with the weapon to slip into a deep slumber for 5 minutes. During this time, the individual cannot be waked through shaking or shouting; only if they are physical injured will they awake. After being applied, Weapon Gels harden slightly, preventing the gel from beginning to deteriorate immediately. As soon as the weapon is swung in combat for the first time after being treated, when the coating is broken, the gel becomes active and begins to quickly 150
deteriorate. The character can then call Sleep, 5 Minutes as the carrier for their next melee attack. If that attack strikes the target on a valid hit location the target falls asleep. If the strike hits the targets weapon or shield the effect also ends. In the event the character's strike completely misses their target the character can continue to call Sleep, 5 Minutes as their attack carrier until the weapon comes into contact with a solid object or the encounter ends. Components: 2 Glass, 1 Processed Salt, 1 Processed Wood, 1 Refined Processed Dark Fern Batch Size: 2 Gels CP Cost: 2 CP Volatile Version: 2 CP
Processed Salt, 1 Refined Blood Peddle, 1 Refined Earth Root Batch Size: 3 Potions CP Cost: 3 CP Volatile Version: 3 CP
Fevered Slumber Potion An individual imbibing a Fevered Slumber Potion falls into a deep sleep for 10 minutes, during which time the count on all poisons and diseases stop while the character's body purges the effects of all basic poisons and basic diseases currently affecting them. If the character is woke early by any means, such as taking damage or being shaken awake, none of the effects are removed and the potion is wasted. Batch Size: 3 Potions CP Cost: 3 CP Components: 3 Glass, 1 Pure Water, 1 Processed Salt, 1 Refined White Lily, 1 Refined Processed Dark Fern Volatile Version: 2 CP
Alchemical Items Bleeding Gas A living target struck with a Bleeding Gas globe takes 10 Body damage. Packet Call: Bleeding Gas Poison, 10 Body Note: Bleeding Gas Poison can be resisted by any ability that allows a player to resist a Basic Poison. Components: 2 Glass, 1 Processed Salt, 1 Refined Brimstone, 1 Refined Blood Petal Batch Size: 2 Globes CP Cost: 3 CP Volatile Version: 3 CP
Flaming Gel Weapon Coating A weapon coated with Flaming Gel can burst into flame, causing fire damage for a short period of time. After being applied, Weapon Gels harden slightly, preventing the gel from beginning to deteriorate immediately. As soon as the weapon is swung for the first time after begin treated, the coating is broken and the weapon bursts into flame for the remainder of the current encounter. For the duration of the encounter the player must call Fire as the damage carrier for the treated weapon. Weapon coatings will not last between events but will last during an event from the time they are applied until end of the encounter in which the treated weapon is first swung. NOTE: If Flaming Gel Weapon Coating is applied to a weapon that otherwise would have a carrier of Ice, the two opposing effects neutralizes each other and the weapon would carrier would revert to Normal for the remainder of the encounter. Components: 2 Glass, 2 Processed Salt, 2 Processed Wood, 1 Refined Fire Fern, 1 Fire Elemental Essence Batch Size: 2 Gels
Blood Poison After drinking Blood Poison, a victim finds that any hits they suffer are more painful than normal. A character affected by this poison takes one (1) additional damage each time they are hit for 1 day. Batch Size: 3 Potions Components: 3 Glass, 1 Pure Water, 1 Processed Salt, 1 Refined Processed Dark Fern Batch Size: 3 Potions CP Cost: 3 CP Volatile Version: 1 CP
Clotting Agent When imbibed, this potion immediately ends a bleeding effect on the character. Batch Size: 3 Potions Components: 3 Glass, 1 Pure Water, 1 151
CP Cost: 3 CP Volatile Version: 4 CP
Weapon Gels harden slightly, preventing the gel from beginning to deteriorate immediately. As soon as the weapon is swung for the first time after begin treated, the coating is broken and the weapon arcs with electrical energy for the remainder of the current encounter. For the duration of the encounter the player must call Lightning as the damage carrier for the treated weapon. Weapon coatings will not last between events but will last during an event from the time they are applied until end of the encounter in which the treated weapon is first swung.. NOTE: If Lightning Gel Weapon Coating is applied to a weapon that otherwise would have a carrier of Stone, the two opposing effects neutralizes each other and the weapon would carrier would revert to Normal for the remainder of the encounter. Components: 2 Glass, 2 Processed Salt, 2 Processed Wood, 1 Refined Lightning Spore, 1 Lightning Elemental Essence Batch Size: 2 Gels CP Cost: 3 CP Volatile Version: 4 CP
Healing Potion An individual who drinks a Healing Potion is instantly healed 10 Body. If the character is in First Stage of their death count, they will be revived with 1 Body. This potion has no effect on characters in the Second or Third stages of their death count. Components: 2 Glass, 1 Pure Water, 2 Processed Salt, 1 Refined Processed Oak's Foot Batch Size: 2 Potions CP Cost: 3 CP Volatile Version: 3 CP
Ice Gel Weapon Coating A weapon coated with Ice Gel can become numbingly cold, causing Ice damage for a short period of time. After being applied, Weapon Gels harden slightly, preventing the gel from beginning to deteriorate immediately. As soon as the weapon is swung for the first time after begin treated, the coating is broken and the weapon is covered in alchemical ice for the remainder of the current encounter. For the duration of the encounter the player must call Ice as the damage carrier for the treated weapon. Weapon coatings will not last between events but will last during an event from the time they are applied until end of the encounter in which the treated weapon is first swung.. NOTE: If Ice Gel Weapon Coating is applied to a weapon that otherwise would have a carrier of Fire, the two opposing effects neutralizes each other and the weapon would carrier would revert to Normal for the remainder of the encounter. Components: 2 Glass, 2 Processed Salt, 2 Processed Wood, 1 Refined Water Vine, 1 Ice Elemental Essence Batch Size: 2 Gels CP Cost: 3 CP Volatile Version: 4 CP
Sleep Gas An individual struck with a Sleep Gas Globe falls into an unnatural slumber. For 5 minutes after exposure the victim cannot be woken except by removing the poison. Packet Call: Sleep Gas Poison, Fall Unconscious 5 Minutes Note: Sleeping Gas Poison can be resisted by any ability that allows a player to resist a Basic Poison. Components: 2 Glass, 1 Processed Salt, 1 Refined Brimstone, 1 Processed Dark Fern Batch Size: 2 Globes CP Cost: 3 CP Volatile Version: 3 CP
Stone Gel Weapon Coating A weapon coated with Stone Gel can become as strong as the earth, causing Stone damage for a short period of time. After being applied, Weapon Gels harden slightly, preventing the gel from beginning to deteriorate immediately. As soon as the weapon is swung for the first time after begin treated, the coating is broken and the density and composition of the weapon
Lightning Gel Weapon Coating A weapon coated with Lightning Gel can spark with electricity, causing Lightning damage for a short period of time. After being applied, 152
change to that of stone. For the duration of the encounter the player must call Stone as the damage carrier for the treated weapon. Weapon coatings will not last between events but will last during an event from the time they are applied until end of the encounter in which the treated weapon is first swung. NOTE: If Stone Gel Weapon Coating is applied to a weapon that otherwise would have a carrier of Lightning, the two opposing effects neutralizes each other and the weapon would carrier would revert to Normal for the remainder of the encounter. Components: 2 Glass, 2 Processed Salt, 2 Processed Wood, 1 Clear Crystal, 1 Stone Elemental Essence Batch Size: 2 Gels CP Cost: 3 CP Volatile Version: 4 CP
When broken, a Deadly Gas globe produces a toxic gas that bypasses the targets defenses and causes 20 Body Damage to them. Packet Call: Deadly Gas Poison, 20 Body Note: Deadly Gas Poison can be resisted by any ability that allows a player to resist a Basic Poison. Components: 3 Glass, 1 Processed Salt, 1 Refined Brimstone, 1 Refined Dread Bloom Batch Size: 3 Globes CP Cost: 4 CP Volatile Version: 3 CP
Master Alchemical Items
Fire Breath Potion
Refined Brimstone, 1 Hot Rock Bar, 1 Fire Elemental Essence CP Cost: 4 CP Volatile Version: 5 CP
Deadly Gas
Bleeding Gel Weapon Coating A Fire Breath Potion allows its drinker to spit several bursts of fire from their mouth. This potion grants its user the ability quickly expel 5 burst of flames from their mouths. In order to do so, the user should remain stationary and expel the 5 bursts of flames from their mouths in quick succession. The verbal component for this potion is "Fire Breath Potion, 10 Fire" followed by "10 Fire" for the remaining 4 packets. If the player moves before expelling all 5 fire burst, through their own volition or because of another game mechanic, they take the damage from any unused bursts themselves. A character may imbibe a Fire Breath Potion for some time before expelling their first burst of fire, but if during this time the character opens their mouth for any reason, except making out‐of‐ game effect calls, they must immediately expel all 5 bursts of fire in an area in front of them. If they fail to do so, once again, they take damage for all remaining unused bursts. Components: 2 Glass, 1 Pure Water, 2 Processed Salt, 1 Refined Fire Fern, 1 Water Vine, 1 Fire Elemental Essence Batch Size: 2 Potions CP Cost: 4 CP Volatile Version: 5 CP
A weapon coated with Bleeding Gel causes toxic wounds that continue to bleed long after the strike. After being applied, Weapon Gels harden slightly, preventing the gel from beginning to deteriorate immediately. As soon as the weapon is swung for the first time after begin treated, the coating is broken and the toxic substance on the blade can affect its target. For the duration of the encounter the player must call Bleeding as the damage carrier for the treated weapon. Weapon coatings will not last between events but will last during an event from the time they are applied until end of the encounter in which the treated weapon is first swung. Batch Size: 2 Gels Components: 2 Glass, 1 Processed Salt, 1 Processed Wood, 1 Refined Processed Blood Peddle CP Cost: 4 CP Volatile Version: 2 CP
Burning Gas When used, a Burning Gas globe explodes into a cloud of fire that causes 25 Fire Damage to the target hit. Packet Call: Burning Gas, 25 Fire Batch Size: 2 Globes Components: 2 Glass, 1 Processed Salt, 1 153
Lightning Cloud
Tangle Weave
When broken, a Lightning Cloud globe produces an electrical burst that envelopes the target, dealing them 25 Lightning Damage. Packet Call: Lightning Cloud, 25 Lightning Components: 2 Glass, 1 Processed Salt, 1 Refined Brimstone, 1 Lightning Spore, 1 Lightning Elemental Essence Batch Size: 2 Globes CP Cost: 4 CP Volatile Version: 5 CP
When broken, a Tangle Weave globe creates a gas that solidifies around the target immobilizing them in place and securing them to the ground upon which they stand. The target is bound and unable to move or speak for 5 minutes during which time they cannot use any in game skills and cannot be physically moved from the spot they are secured without a Force of 6 or greater. After 5 minutes, the tangle weave dissolves and the target may once again move normally. Tangle Weave can be dissolved by the application of a Universal Solvent using a 3 count. Packet Call: Tangle Weave, Immobilized 5 Minutes Components: 1 Glass, 1 Processed Salt, 1 Refined Brimstone, 1 Refined Amber, 1 Processed Oak's Foot Batch Size: 1 Globe CP Cost: 4 CP Volatile Version: 11 CP
Greater Healing Potion An individual who drinks a Greater Healing Potion is instantly healed 15 Body. If the character is in First or Second Stages of their death count, they will be revived with 1 Body. This potion has no effect on characters in the Third stage of their death count. Components: 2 Glass, 1 Pure Water, 2 Processed Salt, 2 Processed Oak's Foot, 1 Processed Earth Root Batch Size: 2 Potions CP Cost: 4 CP Volatile Version: 5 CP
Universal Solvent Universal Solvent is used to dissolve Tangle Weave and as a base for other alchemical creations. To use Universal Solvent to dissolve Tangle Weave, the character must make a 3 count "I apply the solvent 1, I apply the solvent 2, I apply the solvent 3" after which time the Tangle Weave is dissolved. Components: 1 Glass, 1 Processed Salt, 1 Pure Water, 5 Units of Wood, 3 Refined Razor Leaf Batch Size: 1 Potion CP Cost: 4 CP Volatile Version: 4 CP
Nightmare Poison A person drinking a Nightmare Poison falls into a deep, terror filled slumber for 10 minutes. During this time, the victim will thrash and call out in their sleep as they experience horrifying, seemingly real nightmares. If the individual is woke through any means including shaking, shouting, or physical injury they will immediately take 20 Body damage. If they are left to sleep through the duration of the poison, they will suffer no physical affects, but the memory of the nightmares may haunt them for some time. Components: 1 Glass, 1 Pure Water, 1 Processed Salt, 1 Processed Blood Peddle, 1 Processed Dark Fern Batch Size: 1 Poison CP Cost: 4 CP Volatile Version: 4 CP
Grand Master Alchemical Items Life Potion A Life Potion can revive a character from any stage of the death count, restore all lost limbs, end all bleeding effects, purge all poisons, cure all diseases, and restore all lost body to the recipient. Components: 1 Glass, 1 Pure Water, 2 Processed Salt, 1 Refined Moon Rod, 2 Processed Oak's Foot Batch Size: 1 Potion 154
CP Cost: 5 CP Volatile Version: 35 CP
White Fire When used, a White Fire gas globe explodes into a cloud of white fire that causes 50 Fire Damage to the target hit. Packet Call: White Fire Gas, 50 Fire Components: 1 Glass, 1 Processed Salt, 2 Refined Brimstone, 1 Refined Fire Fern, 1 Hot Rock Bar, 1 Fire Elemental Essence Batch Size: 1 Globe CP Cost: 5 CP Volatile Version: 15 CP
Death Breath Potion A Death Breath Potion allows its drinker to spit several clouds of poisonous gasses infused with death magic from their mouth. This potion grants its user the ability to quickly expel 5 poisonous clouds from their mouths. In order to do so, the user should remain stationary and expel the 5 clouds from their mouths in quick succession. The verbal component for this potion is "Death Breath Potion, 5 Body" followed by "5 Body" for the remaining 4 packets. If the player moves before expelling all 5 clouds, through their own volition or because of another game mechanic, they take the damage from any unused clouds themselves. A character may imbibe a Death Breath Potion for some time before expelling their first gas cloud, but if during this time the character opens their mouth for any reason, except making out‐of‐game effect calls, they must immediately expel all 5 clouds of in an area in front of them. If they fail to do so, once again, they take damage for all remaining unused clouds. Components: 1 Glass, 1 Pure Water, 2 Processed Salt, 1 Refined Dread Bloom, 1 Processed Oak's Foot Batch Size: 1 Potion CP Cost: 5 CP Volatile Version: 13 CP
Death Toxin One minute after drinking this deadly toxin, its imbiber is killed outright without falling into a normal Death Count. This toxin is so deadly; its affects cannot be halted or stopped by any means. Batch Size: 1 Potion Components: 1 Glass, 1 Pure Water, 2 Processed Salt, 1 Refined Black Thorn, 2 Refined Dread Bloom CP Cost: 5 CP Volatile Version: 35 CP
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spend between event LP to make a mine/grove they know the location of harder to locate. Each LP the character spends increases the Camouflage trait by 1%.
Mines and Groves A mine or grove is an area of land that grants a character who knows its location, and has the skill required, the ability to gather the components present within it at a ratio of 1LP:2CP. Because much of the LP cost associated with gathering Rare and Exotic materials represents the difficulty involved in locating the components themselves, the Crafting Point cost for gathering these types of materials is reduced when gathering from an mine or grove. It takes 6CP to gather a rare and 25CP to gather an exotic material from a mine or grove.
A character's target chance to locate a mine/grove is based on the number of mines/groves already in game in the geographic area the player is searching and is made easier by the character's Knowledge: Geography skill. This target is computed by Logistics and is not made known to the player. The player searches for a mine/grove by expending LP and has a chance of either finding nothing, finding a mine that other characters know about, or finding a brand new mine/grove. The more LP that is expended by the character, the further afield they are searching, and the greater the odds they will find a previously unknown mine/grove.
Gathering from a mine/grove must be performed as part of between event actions. Mines and Groves have 3 traits: 1.
2.
3.
In order to find a new mine/grove the character must expend more LP than the (target ‐ the character's ranks in KS: Geography). If they do so they successfully locate a mine/grove. If the character spends LP that does not equal the target it is possible that they have located a mine/grove that has already been found by another player. The Camouflage trait is then used to determine if the character finds the already known mine/grove. If the character finds nothing during a search, the amount of LP they expended is added to their total LP expenditure the next time they attempt to locate a mine/grove.
Types: The number of distinct materials found inside. This number ranges between 1 and 3, with 1 mines/groves containing only 1 type of material being the most common and ones containing 3 being the rarest. For example, finding a mine that contains just Stone is not uncommon, or while a mine that has 2 veins of iron or a vein of iron and a vein of silver is less common, and one that has Iron, Star Metal, and Hot Rock in it would be rare. Quantity: The quantity of each material found inside. This number varies based on the rarity of the material, with common components having the largest amount harvestable and exotic components have a significantly smaller quantity available. The exact number is known to and tracked by Logistics and is not known to the player. Camouflage: How difficult the mine/grove is to locate in percent. This trait represents how difficult the location is to reach and/or how it blends into the natural surroundings. This number determines how easily another character or creature can locate the mine/grove. A character may
Once a mine/grove is located, Logistics will inform the player if it looks like the mine/grove is being used (already known to another character) and Types of individual components located in the mine/grove. Logistics will not inform the player of quantity of material available. Logistics will make note of which mine/grove the player knows the location of and will track components remaining there. Multiple characters can work the same mine/grove, with each depleting the total resources available in the mine/grove. A character who know the location of a mine/grove can attempt to camouflage it to make it more difficult for others to initially 156
locate. This does not affect any character who already knows the location of the mine/grove, but logistics will inform them that the area looks improved if they return to the site. When multiple players attempt to gather materials from the same mine/grove, Logistics will process them in order that the requests are received. This means that a player who waits until the event to gather from their mine/grove may find that a player who performed their Prelogistics and sent their actions in first harvested all the materials.
represents the amount of LP Zeb would need to spend to find a new grove, unknown to any other character. If the LP spent is greater than target number, Zeb finds a new grove. If the amount of LP Zeb spent is less than the target number, Zeb has a chance to encounter a grove already discovered by another character in game. If this occurs, Logistics will then roll against the Camouflage trait of the grove and if the roll is greater than the Camouflage trait, then Zeb finds the grove. If the roll is less than or equal to the Camouflage trait, Zeb finds nothing, though the 12 LP he expended would add to his next attempt to find a grove. Once Zeb finds a grove, Logistics will tell him what types of materials are present, for example Wood and White Lily, and the Camouflage trait of the grove. After that point, Zeb may gather materials from the Grove at a 2:1 ratio since he has the Gather Component, Vegetable skill and Logistics will track how much of each material remains to be harvested.
If a character wishes to personally defend a mine/grove, they must notify both Plot and Logistics and their defense is considered their entire downtime plot action. If any other character attempts to gather resources from a defended mine/grove, then plot must resolve the issue. Please note that such actions might lead to combat depending on the decisions of the players involved, and if so that combat would occur at the beginning of the next event. If one or more of the involved parties is not present at the opening of the next event, the other party proceeds as they desire. It is also possible for characters to ward or trap a mine/grove. These effects must be approved by plot and will be resolved as appropriate by game staff. Note that the actions related to gathering or defending are processed sequentially by the date plot/logistics are notified. For example, if Players A and B both know the location of Mine 1 (a stone mine) and Player A sends in to logistics that they are gathering stone, even if Player B notifies plot they wish to defend Mine 1 but does so after Player A submitted his actions then Player A will gather the materials he desires. If another Player later requests to gather from Mine 1, plot would have to resolve that issue.
Example of Finding a Mine/Grove Zeb wishes to look for a new Grove. Zeb notifies the Logistics Staff of his desire to do so. Logistics will inquire how long (represented by LP) Zeb is searching for a grove. Zeb replies he is spending 12 LP in the search. Logistics consults their data and computes the target number which 157
To make a piece of armor the smith must have knowledge of the material they are working with and know the blue print for the piece of armor they are constructing. Then the smith must expend the required time crafting the armor (represented by Crafting Points) and have an adequate amount of material to produce a finished item.
Armor Smithing "There is no armor against fate." ‐James Shirley
To Be an Armor Smith An armor smith is without a doubt one of the most important skills a crafters can have in Baru. They have the ability to take the raw materials of the earth and transform them into a protective second skin that allows the PC to take hits against before being dealt damage to their body. Armor Smithing is a skill that may be acquired after the person has the blacksmith skill. Once you have the ability to craft armor, you will be able to make any type of armor suit and rep in the game, provided that you have the correct materials and crafting points to do so. The full rules on armor can be found in the Armor section, so we shall focus on the pure crafting aspect of the skill. Please note; there will be many opportunities in game for a player to make items of special materials not listed here to create special types of armor that contain unique characteristics, but these must be discovered in game.
To figure the Crafting Point cost of piece of armor simply multiple the Base Armor Value (AV) x the number of locations the piece will cover. You will need 1 unit of the proper material for each location the piece of armor will cover.
Examples To make a leather chest piece that covers the back, chest and abs (3 locations) and provides 2 points of AV the cost is (3x2) 6 crafting points and 3 units of leather. To make a plate full suit that covers all 10 locations and provides 5 points of AV would require 50 crafting points and 10 units of iron. This formula will work for any situation for example a chest piece made of a mixture of different materials whose Chest and Back are made of Plate and whose Abs location is of Chain. The Plate is made of Iron as is the Chain so it would require (2 location in Plate x 5 AV) + (1 location in Chain x 4 AV) or (2 x 5) + (1 x 4) = 14 Crafting Points and would require 3 units of Iron.
A character with the Journeyman Smith skill is considered to have all the equipment to forge Armor. The character must have the appropriate Armor Blueprints and Material Knowledge(s) to make finished items. Lastly, armor‐smiths can also create armor refit kits that can be used by anybody to refit and restore their armor in game.
NOTE: A character can spread the crafting of a piece of armor over multiple time periods (between event and/or at event), however the character can only have one item in progress at one time.
Armor Creation Procedures Armor, as described in the Armor section, there are four different classifications of armor and each is made of a standard material. Smiths can eventually learn how to craft armor out of special materials which will give some benefit to the wearer. These are:
If you are not sure on how a certain armor rep qualifies for crafting, please see an armor/weapon marshal out of game for help.
Standard Armor Value Classification Material per Location Leather Armor Leather 2 Chain Armor Iron 4 Brigandine Leather and Iron 4 Plate Iron 5
Refit Kits All armor will breakdown as it is absorbs damage in game and eventually will not provide any protection to its wearer. To fix armor the 158
character must have a wear armor skill for the type of armor they are repairing and must have Armor Refit kits. An armor refit kit will repair up to 20 points of damage on a suit of armor and multiple can be used during the same refit session to completely repair a suit of armor. For example, a character in a full suit of Iron Plate Armor with the Wear Armor, Plate skill would have a normal total of 50 AV. If the character took 50 points of damage in a battle the suit would have an Armor Value of 0, providing no protection to the character. In order to refit and repair the suit the character would need to spend 5 minutes and have 3 Armor Refit Kits (since each repairs up to 20 points) to completely repair the suit.
If you have any questions on how to create armor please see Logistics or a Weapon/Armor Marshal.
A smith can create 3 Armor Refit kits by spending 2 Crafting Points and 1 unit of leather and 1 metal bar.
Master Crafted, Custom Make and Special Material Armor The smith skill allows for the creation of Armor Refit kits and the Armor Blueprint skills allow the smith to make certain pieces of armor, but as the smith progresses in skill there are other enhancements the smith can add to a piece of armor. With the proper training a smith can create Master Crafted armor that is so flawless in its construction that it is able to hold a magical enchantment. Armor that is not Master Crafted contains flaws in the workmanship or material that prevents a magical enchantment from binding to it. Eventually, a smith can learn to create Custom Make armor that is fitted so well to its wearer that it provides extra protection. Each piece of Custom Make Armor adds 1 AV to its Base Armor Value. When a smith become familiar with crafting armor from special material even more benefits can be added. When a smith creates armor from a special material, in order to receive the benefit of the material, the armor item tag must cover at least Chest, Back and Abs before the special property is applied to it. For example, a character wearing Chilled Steel torso armor that covers the Back, Chest, and Abs location would take 1/2 damage from all attacks with the Fire carrier.
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Outfitters items may be Master Crafted, allowing them to be capable of holding a persistent magical effect. The cost to create a Master Craft Outfitter item is double the normal CP cost plus any materials required.
Outfitter The outfitter skill is used to craft items that generally have some sort of In‐Game benefit but that are not weapons, armor or alchemical items. Outfitter items are generally small and do not require a specific material knowledge or blueprint.
NOTE: A character can spread the crafting of an outfitter item over multiple time periods (between event and/or at event), however the character can only have one item in progress at one time.
Outfitter items can be virtually any mechanical item the character wishes to make that is not covered by another crafting skill and is approved for In‐Game use by the Logistics Officer or by a Game Marshal as long as the items in question do not duplicate a racial ability, class spell, or existing magical effect unless the item is common in the Fantasy Genre (if you have any question about if an item would be allowed see the Logistics office or a member of the Staff). To create mechanical items that duplicate racial abilities, class skills or magical effects that are not already listed below, the character must invent the new item using the Inventor Skill. Once such an item has been invented and it in general use in the setting, the item can be added to the outfitter list for other individuals to make.
All items that can have in game impact or that a character wishes to use for the basis of a magic item must be tagged. Items will generally have a Defense equal to that of the material that composes the majority of the item. The defense of an item can be increased by making thicker versions of the item. Each double of the materials used in the creation of an item will add +1 to the defense of the item. See General Rules for a list of material Defenses. Items fall into one or more of following categories: Utility: Utility items provide some benefit in game. They are used to represent tools or other items that a character would use to perform actions that they could not perform without the item. Storage: These items are used to hold other items or liquids. Defense: These items add to the defense of another item or are designed to protect other items. Structure: These items are used to build or accessorize buildings. Force: These items help a character by adding to their effective strength to lift, open or break another item.
The primary restrictions on new outfitter items are that they must have some sort of existing mechanical basis, be appropriate for the genre and setting, and the PhysRep must be safe for use in the game. For example, you could make a lantern (a simple mechanical device, appropriate for the genre, and using safe PhysRep of a battery powered lantern), but probably not make a Laser Sighted Crossbow (which is not in genre). Remember, in most cases, you must be able to produce a PhysRep when the item is being crafted when visiting logistics.
ITEM Alchemist's Satchel Animal Call Backpack/Sack, Large
MATERIALS NEEDED 1 Leather, 3 Glass 1 Processed Wood 2 Linen Cloth or Leather
CRAFTING COST 1 1 2
CATEGORY Utility Utility Storage
NOTES Holds up to 40 unrepped items.
Backpack/Sack, Small
1 Linen Cloth or Leather
1
Storage
Holds up to 20 unrepped items.
1 Linen Cloth
1
Utility
Bandages
160
Makes 10 Bandages
ITEM Barrel
MATERIALS NEEDED 5 Wood Planks, 4 Iron Bars 1 Metal Bar
CRAFTING COST 7
CATEGORY Storage
2
Utility
Bolt Cutters
3 Metal Bars
3
Force
Book, journal
1 Leather, 1 Paper per 2 pages in journal 2 Iron Bars
2
Utility
Adds 2 to character Force. Cannot cut metal with Defense higher than the material the bolt cutters are made of.
2
Utility
2 Processed Stone 2 Wax, 1 Linen Cloth 3 Linen Cloth
2 1
Utility Utility
1
Utility
Makes 10 Candles, 1 hour per thickness
Materials Vary, See Logistics
2
Utility
Cask
2 Wood Planks, 1 Iron Bar
4
Storage
Chain
2 Metal Bars
4
Defense/Utility
Chest, Metal
3 Metal Bars
8
Storage/Defense
Chest, Wooden
2 Wooden Planks, 1 Metal Bar
4
Storage/Defense
Compass
1 Silver Bar, 1 glass, 1 Lamp Oil, 1 Loadstone Bar 5 Metal Bars
3
Utility
4
Force
Crowbar, Medium (25 to 48 in.)
4 Metal Bars
3
Force
Crowbar, Short (12 to 24 in.)
3 Metal Bars
2
Force
Door Bar
4 Metal Bars
2
Defense
Door, iron shod
8 Iron Bars, 3 Wood Planks
3
Defense/Structure
Defense 6 Door
Door, simple wooden Door, stone Flint and Steel
3 Wood Planks 2 Stone Blocks 1 Processed Stone, 1 Steel Bar
2 4 1
Defense/Structure Defense/Structure Utility
Defense 3 Door Defense 4 Door
2 Metal Bars
2
Utility
Bell, Small
Brazier, Iron Brazier, Stone Candle Cape, Billow Case, map or scroll
Crowbar, Long (
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