Contents Introduction to the Hardestaan Empire ................................................................................................................... 7 Overview of the Empire ...................................................................................................................................... 7 Imperial History .............................................................................................................................................. 7 Timeline of the Empire ................................................................................................................................. 10 Government................................................................................................................................................... 10 What’s it like to belong to an Imperial Guild? .............................................................................................. 12 The Isles of the Old Empire .............................................................................................................................. 14 The Reborn Empire ........................................................................................................................................... 17 The Numerology of Goriatria and Baranos ...................................................................................................... 18 The Accelerant Core Rules ................................................................................................................................... 21 Rules of Etiquette .............................................................................................................................................. 21 Game Actions .................................................................................................................................................... 21 Always In Game ............................................................................................................................................... 21 Caution .......................................................................................................................................................... 21 Clarification .................................................................................................................................................. 21 Let Me Clarify............................................................................................................................................... 21 Emergency .................................................................................................................................................... 22 Safety Restrictions ............................................................................................................................................ 22 No Physical Contact ...................................................................................................................................... 22 Searching a Character ................................................................................................................................... 22 Carrying a Character ..................................................................................................................................... 22 No Alcohol or Drugs ..................................................................................................................................... 22 Rules Restrictions ............................................................................................................................................. 22 Prop Restrictions ............................................................................................................................................... 23 Game Environment ........................................................................................................................................... 23 Out of Game Areas........................................................................................................................................ 23 Special Areas ................................................................................................................................................. 23 Gates ............................................................................................................................................................. 23 Combat .............................................................................................................................................................. 24 Verbals............................................................................................................................................................... 24 Traits ................................................................................................................................................................. 24 Deliveries .......................................................................................................................................................... 24 Melee Attacks.................................................................................................................................................... 24 The Proximity Rule ....................................................................................................................................... 25 Claws and Natural Weaponry ....................................................................................................................... 25 Missile Attacks .................................................................................................................................................. 25 Packet Attacks ................................................................................................................................................... 26 Special Attacks .................................................................................................................................................. 26 Affliction ....................................................................................................................................................... 26 Gaze .............................................................................................................................................................. 26 Gesture .......................................................................................................................................................... 26 Name ............................................................................................................................................................. 27 Room ............................................................................................................................................................. 27 Voice, Place ................................................................................................................................................... 27 Ambient......................................................................................................................................................... 27 Vitality............................................................................................................................................................... 27 Unconscious ...................................................................................................................................................... 27 Death ................................................................................................................................................................. 27 Death Strike .................................................................................................................................................. 28 The "Death" Effect ........................................................................................................................................ 28 Mishaps ......................................................................................................................................................... 28 Spirits of the Dead ........................................................................................................................................ 28 Final Death .................................................................................................................................................... 28 Attack Effects .................................................................................................................................................... 28 Timed Effects ................................................................................................................................................ 28 Agony............................................................................................................................................................ 29 Cure... ............................................................................................................................................................ 29 Damage ......................................................................................................................................................... 29 Death ............................................................................................................................................................. 29 Destroy... ....................................................................................................................................................... 30 Diagnose ....................................................................................................................................................... 30 Disarm... ........................................................................................................................................................ 30 Disengage ...................................................................................................................................................... 30 Drain ............................................................................................................................................................. 31 Expose... ........................................................................................................................................................ 31 Frenzy ........................................................................................................................................................... 31 Grant... .......................................................................................................................................................... 31 Heal... ............................................................................................................................................................ 32 Imbue... ......................................................................................................................................................... 33 Inflict... .......................................................................................................................................................... 33 Maim ............................................................................................................................................................. 33 Paralyze ......................................................................................................................................................... 33 Refresh... ....................................................................................................................................................... 34 Repair... ......................................................................................................................................................... 34 Repel ............................................................................................................................................................. 34 Root ............................................................................................................................................................... 34 Silence ........................................................................................................................................................... 34 Slam .............................................................................................................................................................. 34 Slow .............................................................................................................................................................. 35 Stabilize......................................................................................................................................................... 35 Stricken ......................................................................................................................................................... 35 Stun ............................................................................................................................................................... 35 Speak ............................................................................................................................................................. 35 Waste... .......................................................................................................................................................... 35 Weakness ....................................................................................................................................................... 35 Attack Traits ...................................................................................................................................................... 36 Elemental Traits ............................................................................................................................................ 36 Mental Traits ................................................................................................................................................. 36 Metabolic Traits ............................................................................................................................................ 36 Physical Traits ............................................................................................................................................... 36 Special Traits ................................................................................................................................................. 36 Bane .............................................................................................................................................................. 36 Self ................................................................................................................................................................ 36 Defenses ............................................................................................................................................................ 36 Elude, Guard, Shield ..................................................................................................................................... 37 Avoid, Parry, Resist ....................................................................................................................................... 37 Purge ............................................................................................................................................................. 37 No Effect ....................................................................................................................................................... 37 Reduce, Absorb ............................................................................................................................................. 37 Reflect ........................................................................................................................................................... 37 Spirit.............................................................................................................................................................. 37 Defense Traits ................................................................................................................................................... 38 Chained Defense ........................................................................................................................................... 38 Armor – (Isles Rules) ........................................................................................................................................ 38 Traps.................................................................................................................................................................. 38 Snap Trap ...................................................................................................................................................... 39 Buzzer Trap ................................................................................................................................................... 39 Verbal Trap .................................................................................................................................................... 39 Gas Trap ........................................................................................................................................................ 39 Contact Poison .................................................................................................................................................. 39 Shackles ............................................................................................................................................................ 39 Verbal Modifiers ............................................................................................................................................... 39 Short .............................................................................................................................................................. 39 Permanent ..................................................................................................................................................... 39 Double and Triple ......................................................................................................................................... 40 Chained Effects ............................................................................................................................................. 40 Numeric Modifiers ............................................................................................................................................ 40 Character Creation ................................................................................................................................................ 41 Terms................................................................................................................................................................. 42 Starting Points ................................................................................................................................................... 42 Costuming ......................................................................................................................................................... 43 Traits ................................................................................................................................................................. 43 Racial Modifiers................................................................................................................................................ 44 Stamina, Headers, and Skills ................................................................................................................................ 44 Stamina – Physical, Mental, and Spiritual ........................................................................................................ 44 Derived Stats: Vitality, Sanity, and Karma ................................................................................................... 45 Sustenance............................................................................................................................................................. 46 Headers ................................................................................................................................................................. 47 Skills ..................................................................................................................................................................... 48 Physical Skills ................................................................................................................................................... 48 Physical Skills: Layman ................................................................................................................................ 48 Basic Header: Warrior ................................................................................................................................... 50 Advanced Header: Musketeer (Prerequisite: 10 Physical Stamina Pool) ..................................................... 54 Hidden Header: Umbral Knight (Prerequisite: 10 Physical Stamina) .......................................................... 55 Mental Skills ..................................................................................................................................................... 56 Mental Skills: Layman .................................................................................................................................. 56 Basic Header: Psionic ................................................................................................................................... 57 Advanced Header: Mindbender (Prerequisites: Header: Psionic; Skills: Horrify and Mind Healing) ......... 60 Hidden Header: Necromind (Prerequisite: 10 Mental Stamina) ...................................................................... 62 Basic Header: Scholar ................................................................................................................................... 63 Advanced Header: Doctor, Psychologist (Prerequisite: Skill- Hypnosis) .................................................... 65 Advanced Header: Doctor, Surgeon (Prerequisite Skill - Surgery) .............................................................. 66 Advanced Header: Archivist (Prerequisites: Header Scholar, Skills: Language Theory & at least 3 School of Knowledge skills) ..................................................................................................................................... 67 Spiritual Skills................................................................................................................................................... 68 Spiritual Skills: Layman ............................................................................................................................... 68 Believer Skills (Prerequisite; Skill Believer) ................................................................................................ 70 Advanced Header: Harbinger: (Prerequisite: Skills: Believer, Basic Combat, and weapon proficiency in maces & clubs) .............................................................................................................................................. 71 Advanced Header: Disciple (Prerequisite: Token of Faith, Conduit) ........................................................... 72 Basic Header: Wizard ................................................................................................................................... 73 Hidden Header : Necromancer (Prerequisite: 10 Spiritual Stamina) ........................................................... 78 Basic Header: Invocation .............................................................................................................................. 80 Advanced Header: Magus (Requires: Invocation - Master) ........................................................................ 81 Basic Header Enchanting .............................................................................................................................. 83 Basic Header: Thief ...................................................................................................................................... 87 Advanced Headers: Expert Thief .................................................................................................................. 91 Production Skills ............................................................................................................................................... 94 How to Produce: Gather Raw Materials ....................................................................................................... 94 How to Produce: Crafting Refined Materials into an item. .......................................................................... 96 Production Skill: Layman ............................................................................................................................. 97 Basic Header: Production ............................................................................................................................. 97 Advanced Header Huntsman (Prerequisite: Master Hunter/Herder, Warrior Header) ............................... 100 Advanced Header: Tradesman (Prerequisite: Mastery in at least one refining skill & in at least one crafting skill) ............................................................................................................................................................ 101 Crafting ....................................................................................................................................................... 103 Item Duration .............................................................................................................................................. 109 Salvage .........................................................................................................................................................111 Weapon Smith Recipes ....................................................................................................................................113 Tinker Recipes .................................................................................................................................................114 Artisan Recipes ................................................................................................................................................116 Culinarian Recipes ...........................................................................................................................................117 Alchemist Recipes ...........................................................................................................................................119 CHARACTER RACES ...................................................................................................................................... 121 Hidden Header: Metal Man (Pre-Requisite- Specific Races Only) ............................................................ 121 CREATING A RACIAL TEMPLATE ................................................................................................................ 123 STANDARDIZED TEMPLATES: ..................................................................................................................... 123 Faerindae (Faerine) ......................................................................................................................................... 126 Elves: Daybreak .......................................................................................................................................... 126 Elves: Vintnae ............................................................................................................................................. 126 Elves: Nightfall ........................................................................................................................................... 127 Elves: Sunith ............................................................................................................................................... 127 Elves: Ethmahem ........................................................................................................................................ 127 Burr Tthok ....................................................................................................................................................... 128 Cyndir: Tthun .............................................................................................................................................. 129 Cyndir: Mandret .......................................................................................................................................... 129 Niemas ............................................................................................................................................................ 129 Bloodfolk:Gypsies ...................................................................................................................................... 129 Bloodfolk: Caravansi .................................................................................................................................. 130 Bloodfolk: Nomads ..................................................................................................................................... 130 Systril .............................................................................................................................................................. 130 Animae: Ursines.......................................................................................................................................... 131 Animae: Lupines ......................................................................................................................................... 132 Animae: Felines .......................................................................................................................................... 132 Virago .............................................................................................................................................................. 132 Viragee: Hunter Caste ................................................................................................................................. 135 Viragee: Healer Caste ................................................................................................................................. 135 Viragee: Mystic Caste ................................................................................................................................. 135 Viragee: Mage Caste ................................................................................................................................... 136 Viragee: Tender Caste ................................................................................................................................. 136 Purgatory Station – The ISLES Introduction to the Hardestaan Empire So you want to be a citizen of the Hardestaan Empire? What’s the Empire like? Overview of the Empire The Empire of Hardestaan has occupied a fairly unique position in the annals of the Isles as a kingdom spanning more than one Isle. Through a policy of diplomacy and conquest, the Emperors expanded their control from a single world (Hardestaanos, also called The Heartworld) to fifteen worlds before their encounters with both the Hive and the Void led to their near-ruin, now known as the Sixteen Year Darkness. After the Magus Baranos detonated The Answer and closed the Gates, the Emperors spent several years reconsolidating their control of Hardestaanos and then began cautiously stretching forth their hands again to encompass other worlds. Over a hundred years have now passed since the Sixteen Year Darkness, and the Empire is once again becoming a force to be reckoned with. Nevertheless, the Hardestaani Emperor lives in fear of the time when his scouts will bring news that the Hive or the Void has been encountered in the newest Isle that they’ve colonized. Imperial History The City-States Hardestaanos was originally the name of an equatorial country in the Isle that now bears its name. It was a warm, lush valley region that sloped down to its coast. Within the valley were a number of city-states who continually warred on one another. Finally, a great king arose in the city-state of Valandor, named Azarandus. He was a great warrior, but also a man who inspired others to love and follow him. He was born to the hereditary throne of Valandor, but, through diplomacy, he soon established himself as the liege-lord of several other rulers as well. When war came, he fought long and hard against his enemies, and, almost to his surprise, he found himself the high king of the Hardestaani City-States. And with this, he was content. The Three-Hundred Thirty-Three Year Campaign After his death, Azarandus’ sons bickered and argued as to whom would be high king, and the city-states started to fragment. To everyone’s surprise, it was his granddaughter, Adramante, who reconsolidated Hardestaanos and led them outside of their valley to begin conquering the rest of the world. Adramante seemed to embody the same qualities Azarandus had, for she was both a great diplomat and a great warrior. She was also, however, a woman of great vision and ambition who saw the possibility of one person ruling the entire Isle. With the support of the rulers of the individual city-states, she declared herself Empress of Hardestaanos and laid forth to her heirs and advisors the Three-Hundred and Thirty-Three Year Campaign. This plan would, she told them, bring the entire Isle under the control of Hardestaanos in that amount of time. A series of heirs followed her plans, but few of them stuck to it exactly, so that the campaign lasted over four hundred years, but, ultimately, it led to one of her descendants, a boy-king named Ulakolos, being the first Emperor of all Hardestaan (as he now named the Isle.) Ulakolos was not a great ruler, for he enjoyed the comforts and luxuries of being Emperor without real though to the ruling of the empire. The Empire Grows Ulakolos’ son, Adrakolos, was considered a great Emperor, for, under his wise and learned rule, the Empire began to flourish. Feeling that no one person could not be wise enough or have enough time to properly govern all functions of the Empire, he appointed three advisors to help him – Maladaria, his Archon, to help ensure the physical aspects of the Empire’s safety and welfare; Olokorios, his Savant, to help govern the mental aspects of the Empire’s education and prosperity; and Goriatria, his Hierophant, to help maintain the Empire’s spiritual progress and happiness. Under the wise rulership of their Emperor and his three Advisors, the Empire flourished, and, by following this example, Adrakolos and his heirs made the Empire into a fairly happy and prosperous place. The Empire enjoyed a golden age of peace and affluence. The office of the Archon kept peace and justice throughout the land, putting down malcontented rebels and anti-social criminals where it was needed. The Archon also took responsibility for construction and repair of Imperial facilities, including the roads and government buildings in various cities. The collective body of the Archon’s underlings became known as the Archonium. The office of the Savant took responsibility for education and research. On the one hand, the Savant saw to it that universities and forums were raised where learned people could teach their specialties to eager students, as well as debate each other. The Savant also saw to it that both science and magic were used to seek out new technologies and knowledge. The collective body of the Savant’s underlings became known as the Savantium. The office of the Hierophant sought to understand the spiritual mysteries of existence, eventually realizing the possible existence of other Isles. The Hierophant sought places of deep spiritual reverence where men and women sought to comprehend the very nature of reality. The Hierophant also pondered on the nature of those spirits that seemed to govern their world – the Fates, the Muses, and the Furies. The Hierophant Goriatria was the first to note the Laws of Three and Four. The collective body of the Hierophant’s underlings became known as the Hierophantium. The Isles After the Hierophantium made public its theory that there was not one world, but many, the Savantium began to see if there was truth to this, and whether or not doors could be opened to these other worlds. The first Gate, created by the scientist Ailiana, was shortly thereafter mimicked with magic. Through some research, it was discovered that these Gates, when created in specific locations and at specific angles and with specific materials, could lead to different worlds. Ailiana coined the phrase Isles to refer to these differing worlds, for she saw them as islands on a cosmic sea. She was also responsible for the discovery that only nine Gates could be opened in any one world and for identifying the natural phenomenon of Rifts. Under the guidance of the Empress Savrianna, groups headed by members of the Archonium, the Savantium, and the Hierophantium began exploring these Isles, sometimes finding them inhabited, and sometimes not. These teams, usually made up of three individuals from each consortium, were referred to as Imperial First-In Survey teams. When they were uninhabited, but habitable, permanent gates were established, and groups of colonists would follow the First-In teams, settling the new Isle. When they were already inhabited, diplomacy or warfare would follow, depending on the nature of those they met, with permanent gates established once the Isle was under Imperial control. In this way, Savrianna began expanding her Empire into other worlds. It was a policy that her heirs would continue. The Hive When fifteen Isles had been investigated, and nine Isles made up the great Empire of Hardestaan, there was some nervousness on the part of Laarandor, the current Hierophant. He cautioned Osricast, the current Emperor, that the next Isle would be a source of danger for them, for it would be the sixteenth Isle, and therefore, under the Law of Fours, a source of peril. Osricast ignored his Hierophants advice and allowed the Savantium to seek this sixteenth Isle. At first, the sixteenth Isle appeared to be ideal. Called Idyll, it was a warm and tropical world, with abundant natural resources, and no native inhabitants. The First-In teams gave it an all-clear status, permanent gates were established, and colonists were sent in. Several years later, however, to the colonists surprise, a Gate opened that was not Imperial in nature. At first, the insect creatures that emerged from them seemed unintelligent and peaceful, then, after some weeks of exploration, they attacked with unparalleled ferocity! The colony was nearly wiped out before a backup Archonium force could be sent from Hardestaan. The Archon’s soldiers battled these creatures, which they called the Hive, and slowly forced them back to their gate. They set up a containment perimeter around the Hive’s Gate and would not let them out. The Hive occasionally skirmished with the Imperial force, but, on the whole, they were contained. The Sixteen Years of Darkness Imperial expansion continued, and it seemed that there was nothing that could stop the Empire from continuing its growth. After all, the Empire had the power of multiple worlds behind it; what could stand against it? It was this arrogance and folly that the Emperor Ulthaniex inherited. When his reign began, twenty-three Isles had been explored, and he wished to make it twenty-seven during his reign, for, under the Law of Threes, twenty-seven is an extremely good number. His Hierophant, Barthanos, cautioned him against this, for there was concern around the twenty-fifth Isle. The office of the Hierophant had begun to see the possibility of a Law of Fives to supplement the Laws of Three and Four. He asked for more time to research before this Twenty-Fifth gate was opened. Ulthaniex promised him more time, but, when a twenty-fourth gate yielded an uninhabitable Isle, Ulthaniex grew impatient and instructed his Savantium to redouble its efforts to discover more Isles. Recalling what had happened with the Hive, the Archonium and the Hierophantium formed an alliance and entered into rebellion against the Emperor. The Savantium, finding itself greatly supported by the Emperor, remained loyal, providing him with protection in the form of new weapons and magics. The rebellion was growing in power amongst the people however, who felt that their Emperor was ignoring the lessons taught by the folly of Emperor Osricast. With their support, it seemed likely that the Emperor would be overthrown. Then, in secret, a member of the Savantium came to the Emperor with the knowledge that the gate to the Twenty-Fifth Isle had been discovered, and that it could be opened at any time. The Emperor traveled to Amarasto, the Isle that this gate had been discovered in, and prepared to escape through it to the new world, if it proved habitable. To his horror, it was not. The twenty-fifth world had been partially devoured by the extra-dimensional horror known as the Void, and, sensing new warmth and life; the Void flowed into Amarasto, consuming the Emperor and those who controlled the gate. It began expanding out from the gate, consuming all in its path. It corrupted those it allowed to remain in order to have agents to help it through into even more Isles. It grew, and Its hunger grew with It. In the emergency, Barthanos was made Praetor, a sort of emergency emperor. Under his new instructions, the Archonium, supported by Savantium and Hierophantium alike, combated the slowly growing Void, but found they were unable to defeat it. To make matters worse, the Hive chose this moment to make a concentrated attack on their containers and they began swarming Idyll, conquering and consuming. Before they could be further contained, they began tracing their way back through the permanent gate into other Imperial worlds. Soon, both the Void and the Hive were threatening Hardestaanos itself. This period became known as the Sixteen Years of Darkness. The Answer Barthanos had not been idle, however. He had put together and headed a consortium of great wizards and scientists, who constructed a powerful weapon that Barthanos simply called The Answer. He tried, for some time, to decide exactly where to detonate it in order to stop both the Void and the Hive. When word came that the Hive had nearly fought to the gates leading to Hardestaanos, he made a decision. Many people saw him striding through the streets of Imperial Valandor that day, a simple gray box in his arms. Even as the gates started glowing, signaling that the Hive was activating it on the other side, Barthanos stepped into the gate. He detonated The Answer as he stepped through, allowing it to go off in the null-space between the Isles. The resulting rush of energy caused terrible earthquakes in Hardestaanos and many Hardestaani died that day, but the Heartworld was protected from the invaders. When things settled, the Hardestaani attempted to open their gates to find out what had occurred but they found that no gates worked. Whatever The Answer had done, it had scrambled the very nature of the Isles themselves, jangling the Tapestry at which the Fates were weaving. The Empire was back to being one world, totally cut off from their colonies and leaving many delegations from the races of those other Isles stranded. A New Beginning At this time, it was decided that more representation was needed for the people of the Empire. Although an Emperor was chosen by the ancient customs, it was agreed by Emperor and Advisors alike that this Emperor would be advised not only by Archon, Savant, and Hierophant, but by an elected Praetorium, ruled by a Praetor, this office named after Barthanos’ assumed title. The new Empress, Elissoria, decreed that the Emperor or Empress would never completely go heedless of the words of their advisors again, and that the will of the people would be heard as well. In contempt for his foolishness, Emperor Ulthaniex would forever after be recorded as Ulthanex the Idiotic. In respect for what he did, but in pain for his final decision, Barthanos would be renamed Baranos the Answerer. After much painstaking effort, the Savantium began to discover new Isles again. Cautiously, the Empress Elissoria granted that FirstIn Survey teams would be sent, but, this time, there would be no permanent gates, especially into the Heartworld itself, in order to prevent the need for another Answer to ever be given. Over the last hundred years, a total of seven more isles have been discovered, with Asylum, the most recent, being the eighth discovered, and, therefore, the ninth Isle. On one hand, there is hope, for nine is three times three, and, therefore, very auspicious under the Law of Threes. On the other hand, there is great nervousness, for nine is also four plus five, and, therefore, potentially bad under the Law of Fours and the Theory of Fives. The tone in the Empire is guarded optimism. Timeline of the Empire 508 PE Birth of Azarandus the Great. 487 PE Azarandus the Great becomes King of Valandor. 456 PE Azarandus the Great becomes High-King of Hardestaanos. 433 PE Death of High-King Azarandus the Great. 403 PE Adramante the Farseeing claims the Crown. She names herself Empress. 402 PE Empress Adramante the Farseeing outlines the 333 Year Campaign. 0 ER Emperor Ulakolos the Selfish crowned. 37 ER Emperor Adrakolos the Wise crowned. 39 ER Tests of Worth put into place for future Emperors. First Archon, Savant, and Hierophant named. 237 ER Savant Alianna discovers Gates during reign of Empress Savrianna the Visionary. 661 ER Birth of Osricast the Unwise. 683 ER Crowning of Emperor Osricast the Unwise. 688 ER Gate to Idyll opened. 692 ER The Hive invade Idyll. 694 ER The Hive gate is contained by the Archonium. 810 ER Birth of Baranor the Answerer. 853 ER Gate to the VoidIsles opened. Death of Emperor Ulthanex the Idiotic. Beginning of the Sixteen Years of Darkness. 869 ER The Answer. Death of Baranor the Answerer. Forming of the Praetori Council. 870 ER Crowning of Empress Elissoria the Hasty. 910 ER Birth of Riekendor the Mapmaker. 928 ER Crowning of Emperor Riekendor the Mapmaker. 968 ER Birth of Issendria the Poet. 998 ER Death of Emperor Riekendor the Mapmaker. 999 ER Crowning of Empress Issendria the Poet. Her advisors are Archon Zuthrias Sedrian (an old general, who was Riekendor’s Archon as well), Savant Mythandiar (her older brother), and Hierophant Curunorion Snowhawk (a daylight elf). 1005 ER Present Day. Government Overview An Emperor or Empress, who is chosen by tests of worth, rules the Empire of Hardestaan. The Archon, the Savant, and the Hierophant advise the Emperor or Empress. They are chosen during the same tests as the Emperor. Their individual consortiums advise the Archon, the Savant and the Hierophant in turn, and by the Praetori Council. The Praetori Council is chosen by popular election, and they, in turn, choose their leader by simple vote. Each group has a certain degree of power in their individual bailiwick, but all are ultimately answerable to the Emperor/Empress. The Emperor or Empress Originally, the title of Emperor or Empress was intended to be a hereditary title, but, ultimately, the Empire has become something of a meritocracy. When the Emperor passes away, the Tests of Worth are administered. These tests may be taken by anyone who considered themselves worthy of the title, but the most common applicants are the Archon, the Savant, the Hierophant, the Provincial Governors, and the family of the former ruler. The Emperor or Empress has a great deal of authority, but, after the Sixteen Years of Darkness, the title has definitely been lowered in power. Their main power lies in a sort of “Veto” ability, as, in theory, all are answerable to the Imperial Throne. Ultimately, however, the Emperor or Empress really only has as much power as those loyal to them will allow them to claim. To date, this has not been a problem. The Archon The Archon must balance the duties of a general with those of a civic planner. As in the past, the Archon’s office is served by the Archonium and is responsible for the physical welfare of the Empire. The Archonium builds and maintains roads and government buildings, marshals a soldiery, conducts warfare when necessary, and keeps the peace. Although soldiers are most commonly associated with this office, the Archonium is also made up of judges, jailers, sheriffs, and wizards who specialize in the physical arts. During the Tests of Worth, the Archon is chosen as the one who most ably displays physical prowess. The Savant The Savant’s office is that of the mind. The Savant must be a teacher, researcher, and student. The Savantium is an Imperial body devoted to learning, education, and research. The Savantium builds and maintains universities, as well as forums for debate and Imperial research facilities. The Savantium prizes scientists and wizards alike. The office is made up of scientists, those who study mental magicks, philosophers, and thinkers of all stripes. During the Tests of Worth, the Savant is chosen as the one who most ably displays mental prowess. The Hierophant The Hierophant must be a philosopher, a student of mysteries, and a mystic. The office is concerned with the spiritual wellbeing of the nation, as well as the Empire’s relationships with the spirit world. The Hierophantium is most commonly called upon to intervene between the spirits and mortals, while the Hierophant him or her self often ponders upon the Isles’ very nature, and its relationship with the Furies, Fates, and Muses. Healers and Mystics who study the spiritual magicks are most common members of the Hierophantium, but it’s open to any with a keen interest in the spirituality of the Empire. During the Tests of Worth, the Hierophant is chosen as the one who shows the most spiritual awareness. The Praetori Council Members of the Praetori Council are referred to as Councilors and are elected by the people of the Isles. Anyone may become a Praetori Councilor, regardless of skill or profession. The Heartworld is allowed to elect twenty-seven councilors, while worlds that are officially part of the Empire are allowed to elect nine, and colony worlds are allowed to elect three. Because of the Gate situation, however, it is often difficult for other worlds to have their Councilors present. As a result, most Councilors for these outlying worlds remain in Hardestaanos and know what’s happening only through reports that they receive. It’s sort of a no-win situation. The Council elects one member who is called the Praetor. The Praetor acts as a chancellor, governing the Council and reporting on its findings directly to the Emperor, the Archon, the Savant, and the Hierophant. The Praetor does not have any more voting power than any other Councilor, but he or she does get the chance to put his or her own personal swing on the information that’s provided to the Emperor. Provincial Governor Each Imperial Province is presided over by a Governor. This figure is chosen by the Tests of Worth, just as the Emperor is, and chooses three advisors, based on the Tests, who are referred to as the Provincial Archon, the Provincial Savant, and the Provincial Hierophant. The Governor meets with the Praetori Councilors for the Province and reciprocal advice and governmental policy is exchanged. Corruption in the Councilors can be countered, as the Governor can call for a re-election of Councilors every year, if necessary. If all Councilors are unanimous, however, they can call for a re-Testing of the governor, so the two bodies exist in a delicate balance. Colonial Governor A Colonial Governor is exactly as described under Provincial Governor, except that they rule a Colony, rather than a Province. Colonies cannot elect as many Councilors to the Praetori Council, so they are often closer with the Governor than Provincial Councilors might be. What’s it like to belong to an Imperial Guild? For many centuries, now, the Empire of Hardestaan has worked with the great Imperial Guilds to promote harmony in the Empire and the professional development of her citizens. At the order of her Imperial Majesty, Issendria the Poet, I am setting down a series of notes on the structure of the guild system, their rules and structures. It is my hope that this will bring to all Imperial Citizens a sense of understanding of this complex system. Guild History Originally, the guilds were simple organizations of craftsmen gathering together to share best practices, protect the traditions of their trade, and barter needed materials between each other. As time went on, they began to formalize their organization and to gain in power. Despite their growing authority, they remained largely ignored by the Imperial Throne until the Guild Wars of 451, when the Armoursmith’s Guild withheld armor from Imperial soldiers to force the Empire to yield them concessions. Although this ended very bloodily for both sides, it also demonstrated the powers the guilds could bring to bear. Under advice from the Savantium, the Imperial Throne entered into negotiations with the Guilds, fully cementing them under Imperial Rule. From that day forward, the Mercenaries Guild was adopted into the Archonium, the Mercantile Guild was adopted into the Savantium, and the Mage’s Guild was adopted into the Hierophantium. Cassano de Scola became the first Agent-in-Extraordinary to the Imperial Throne. These agents who purposefully balance their pursuits amongst matters physical, mental and spiritual, act as go-betweens amongst the various guilds and the Imperial Throne, helping to smooth matters and end conflicts. Guild Structure Each Guild is divided into 9 unions, as follows: Mages Guild 1 Alchemist’s Union 2 Anthropologist’s Union 3 Herbalist’s Union 4 Psionicist’s Union 5 Scholar’s Union 6 Seer’s Union 7 Spellcrafter’s Union 8 Technoanalyst’s Union 9 Terraformer’s Union Mercenaries Guild 1 Assassin’s Union 2 Attache’s Union 3 Communication Union 4 Enforcer’s Union 5 Guardsman’s Union 6 Hunter’s Union 7 Military Union 8 Special Ops Union 9 Bodyguard’s Union Merchants Guild 1 Acquisitor’s Union 2 Armoursmith’s Union 3 Artisan’s Union 4 Geologist’s Union 5 Guncrafter’s Union 6 Metallurgist’s Union 7 Tanner’s Union 8 Toolcrafter’s Union 9 Weaponsmith’s Union In ideal circumstances, the leadership of the guild is organized following the model of Imperial rule. At the top of the Guild is the Guildmaster, who is either appointed by the previous, retiring Guildmaster or else elected by a simple majority vote if the previous head is unable to name a successor. The Guildmaster is responsible for the overall wellbeing of the guild, and, if the guild fails, it is the Guildmaster who will answer for it, whether it is to the Hardestaan branches of the guild, or else to the Praetori Council. Under the Guildmaster are three advisors that mirror the structure of the Praetori Council. The Guardian is responsible for all matters that affect the guild’s physical structure, including upkeep, protection, and management of money and resources. The Guardian is supported in turn by the Custode, the Treasurer, and the Quartermaster. The Custode administers the upkeep of guild grounds and tools, the Treasurer tracks guild funds, and the quartermaster tracks guild resources. The Prelate handles matters of the spirit, and is responsible for all spiritual matters, ritual castings and issues of protocol and diplomacy. The Rector, the Ritemaster and the Punctilion aid the Prelate. The Rector gives advice on matters of conscience and the eidolae, the Ritemaster makes sure all rituals are performed properly, and the Punctilion makes certain rules and protocols are properly followed. Matters of creativity and theory are under the aegis of the Docent. The Docent handles mental matters, advances new theories and methods, and keeps up to date with developments in other Guildhouses and makes sure this information is shared. The Phrenist, the Advocate and the Auditor aid the Docent. The Phrenist handles all matters of psionics, the Advocate makes certain new theories are given proper investigation, and the Auditor travels to other guildhalls and brings back best practices. Guild Laws Cassano de Scola, as the first Agent-in-Extraordinary to the Imperial Throne, helped the guilds codify a set of nine rules that the guilds operate under. These rules are grouped into three sets of three based on the virtues of Loyalty, Dedication, and Respect. They are considered as ranked in order of importance, starting at the top and working one’s way down. Loyalty 1) Loyalty to Empire. As Imperially chartered and supported guilds, the Imperial Guilds are expected to have the good of the Empire as their highest ideal. 2) Loyalty to Guild. If one is to help one’s guild thrive, one must show loyalty to one’s guild above all other agencies. A guildsman who does not help his guild could help it best by removing himself from it. 3) Loyalty to Hierarchy. The officers of the Guild cannot operate without the loyalty of the guildsmen. The guildsmen are expected to support their officers. An interesting aside to this is that it is expected that these loyalties will be treated in this order. If one feels that an order from the guild’s officers is detrimental to the guild, then one must disobey one’s officers and possibly seek to have them removed. Conversely, if one feels that the overall actions of one’s guild are somehow detrimental to the Empire at large, then it is one’s Imperial Duty to defy one’s guild, possibly to the extent of alerting the Archonium to possible acts of treason. Dedication 1) Dedication to Guild Obligation. This is the rule under which guild dues and duties are generally lumped. One is expected to do one’s work and pay one’s dues. 2) Dedication to Guild Sovereignty. One is expected to keep all secrets of guild techniques within the guild and not teach them to those outside the guild. 3) Dedication to Guild Success. If guildsmen are not committed to the guild’s overall success, then the guild cannot hope to stand. The rules of dedication are believed to fall in logical order. If one pays one’s dues, does one’s work, and protects the guild’s trade, then success should be assured. Respect 1) Respect to Those Above. One is expected to show respect to one’s officers, as well as to the nobility of the Empire and any duly elected representatives of the Empire. 2) Respect to Each Other. A guild with feuding in its ranks cannot hope to achieve anything. It is best to embrace each other as cousins-in-craft. 3) Respect to Appearances. Regardless of what goes on behind closed doors, appearing as if one respects one’s guild heads and fellows guildsmen in public is the best policy. Otherwise, the guild appears fractious and divided. This last rule causes a lot of debate, but it is essentially considered to be an extension of the family etiquette of the Empire: one can criticize one’s family in private all one wishes, but one should not do so in public, or one brings one’s family shame. Likewise, someone who complains of a guildsman to another member of a guild shouldn’t expect commiseration. They should expect the guildsman to solidly defend a fellow member of the guild. As a curious historical note, on Cassano’s deathbed, he was asked what principle he had followed as regards to personal success and his own experiences with the guilds. He smiled a sly smile well known to his friends and croaked out, “If you want to get to the top, start at the bottom and work your way up.” Some were dismayed that his last words were such a straightforward homily. Others, however, believe that what he meant was that, if one wishes to gain personal success, one should reverse the rules of the guilds and follow them. This rather treasonous idea would place appearances as the most important rule and loyalty to the Empire as the least important. Needless to say, no Imperial Guild would ever sanction such a scurrilous idea. What were the Isles that comprised the Empire and which ones are part of the Empire now? The Isles of the Old Empire Overview The Empire, in its heyday, ruled over fifteen Isles, including Hardestaanos, was at war or in diplomatic relations with three more Isles, and knew of six others that were uninhabitable. When the seventh uninhabitable world, a world mostly consumed by the Void, was discovered, it nearly destroyed them. This section will describe the Empire and the known Isles at the time that Emperor Ulthanex the Idiotic, including those that were uninhabitable or uncontrolled by the Empire. Hardestaanos Also known as the Heartworld, Hardestaanos is, of course, the Heart of the Empire. It is a pleasant Isle, with little seasonal variance, placid seas, and, in its youth, an abundance of natural resources. It is mostly made up of islands, separated either by narrow sea-lanes or wide, rolling oceans. Its polar caps are not frozen, though they are significantly cooler than other areas, and its equatorial regions are extremely tropical. Although the Isle itself was fairly placid, small-scale skirmishes were very common in the time of King Azarandus. He, however, began the larger-scale conquests that ultimately led to the Empire becoming a multiple-Isle-spanning government. Ships and shipbuilding form the spine of the Heartworld’s transportation system, although the Archonium has also covered the larger landmasses in fine roads. At this point, the Empire has exhausted most of Hardestaanos’ resources to the point where it needs more Isles in order to survive. This might serve to explain Empress Elissoria’s willingness to endanger matters by reopening the gates. Faerindae (Faerine) The Isle known as Faerine is remarkable primarily as the homeland of the various species of elves. Imperial surveys have evaluated Faerine as a world of advanced geological age and moderate axial tilt. This has resulted in a moderate climate and a landscape dominated by rich oceans. Notice regarding the lack of mountainous regions has caused speculation that this is due to a natural erosion pattern indicating support for the believed geological age of the world and some concern for it’s continued ability to support it’s population. If this is true, then Faerine is a slowly dying world. The indigenous population, made up of various species of what have been termed ‘elves’, inhabits the single, large landmass just above the equatorial line. Faerine was the first Isle discovered by the Empire, and, though there were some small clashes at first, it joined the Empire willingly as its first Province. Faerine is also remarkable in that it is one of the worlds which was part of the Old Empire and which is also part of the Current Empire. Mistymere The world of Mistymere seemed ideal for people to inhabit, but, strangely, none did, until the Empire discovered it. It was a world of majestic, soaring mountains with pools of strange silvery water that cascaded down miles of mountain peak to become mist below, giving the world its name. It was thoroughly inhabited and explored by Imperial forces that discovered that, curiously, it had no oceans. The water table was entirely made up of the cascades from the peaks and their rivers and great lakes. It remains designated as the Third Isle of the Old Empire. Maelstrom The fourth world was designated as Maelstrom, for it was constantly besieged by whirlwinds and tidal waves. It seemed to have great wide oceans, with fewer landmasses, and the storms that tore and scoured the land seemed to make all colonization impossible. The ferocity of the storms made it impossible for the Survey team to determine if the world was round, flat, amorphous or any other shape. Nevertheless, although no settlers were ever left on Maelstrom, First-In Survey teams did mine the seemingly bottomless seas for natural resources. Despair The bleak terrain of Despair was a cause for some sadness and concern for the Empire. Two uninhabitable worlds in a row suggested that perhaps they were doomed to find no more worlds that could be made part of the Imperial body. Despair was said to be made up entirely of fire and volcanic ash, with rivers of lava and the sky darkened into Eternal Night by the constant eruptions of stark volcanoes. It is the Fifth World of the Old Empire. Tynara Tynara is a place of cold and wind, for the most part, and its white and distant sun, looking more like an oversized star, gives little warmth to those who live there. Geothermal energy, escaping from vents in deep canyons, give rise to the almost underground civilization of the pale humans known as the Sevilean Mahrandor. The Sevilean have adapted to the lack of magic on Tynara by mastering technology. They fight with energy weapons and mental powers, and they have converted geothermal energy to electricity, using this to power their small, cell-like cities. Despite their technological aspects, they maintain great respect and love for their spiritual powers. They eagerly embraced the Empire, seeking escape from the bleakness of their life. It is the Sixth Isle of the Old Empire. Burr Tthok Burr Tthok is an extremely turbulent world, subject to severe atmospheric conditions and a slightly higher gravity. Chains of mountains cutting across turbulent small seas dominate the surface of the planet. Burr Tthok has 3 small moons that cause variable tidal conditions and contribute to the frequent storms. The mountains are constantly swept with high winds and driving rains. Originally thought to be uninhabitable by the Empire when it was first discovered; as its rocky soil did not seem capable of sustaining life, further exploration found that farmable land and, indeed, small farms, seemed to exist at the bottom of certain canyons and ravines. Eventually, the First-In teams exploring it discovered the reclusive inhabitants, the people the Empire know as the Cyndir, the Tthun and Mandret. Almost the entire mantle of this Isle is warrened with the delving of the stone-folk. Many Cyndir go their whole lives without seeing the light of the sun, and they seem quite content with this. Burr Tthok has two major bits of interest. Firstly, it is the only other world (with Faerine) to be a part of both the old and the New Empire, and, secondly, it is the only Isle to discover Hardestaanos, instead of the other way around, thanks to the magic and inventions of the Mandret. It is designated as the Seventh Isle of the Old Empire. Hjorsten Like many of the Isles their discovered at this time, the Empire worried, at first, that this cold and icy world, with its seemingly endless winters and brief summers, could not be inhabited by humans. To their surprise, they soon met the inhabitants of the Eighth Isle, a cold people called the Volsungr, bold barbarian warrior tribes that follow their spirit totems. The Volsungr live a bleak life, full of clan wars and ice storms that bring a frozen death. Perhaps because of their ferocity in eking out an existence, they have repeatedly (and successfully) repelled both the diplomatic overtures and the invading armies of the Empire. They claim to serve powers native to their world, including a male version of the Furies, and they revere the Fates as the Norns. The Muses seem almost completely alien to them. Madrazha The steaming jungle world found as the Ninth Isle was discovered to also be inhabited, but this time, by a wide variety of peoples. Humans lived in it, with deep brown skin and black or red hair, calling themselves the Mazari, but there were also tribes of lizardfolk who built great pyramids in the middle of the lush jungles. Savage tribes of orcfolk called the gorogol were encountered here, dressed in the skins of great reptiles, decorated with fangs and claws. This Isle marks the first time the Empire met with orcfolk, but, sadly, not the last. The Mazari gladly entered into pacts with the Empire, and they fought the lizardfolk and the gorogol. Mileas The Tenth Isle was called Mileas, and, at first, the Empire made diplomatic relations with a spider-like folk called the Arachine they found there. To their horror, however, they soon found that the Arachine were blood-drinking slavers who had been committing genocide against the humans that had been the Isle’s masters. The Empire chose to free these people, who called themselves the Traberk. These grim and stone-skinned folk make good allies to the rest of the Empire, but there remains a palpable anger around them. The Traberk were one of the few peoples who were not at all saddened when their homeworld was lost to The Answer. Tinarok Several cultures of humans make their homes in Tinarok, a small, cool world with craggy coasts. The most numerous by far are the Caledor, known by some as the Highlanders. They rule the cool northern territories of their continent, and they seem content to do so. The Gaelenar rule the western lands, jovial and courteous. The Cymri rule the southeastern third, with their lilting voices and pleasant manners. The Caledor revere the Furies most strongly, and the Gaelenar pay their homage to the Muses, while the philosophical Cymri follow the ways of the Fates. These people are jointly ruled by the Ardari Council, which is made up of three chiefs from each land. Tinarok is the Eleventh Isle. Amarasto In some ways, Amarasto is a gentle twin to Maelstrom. Although there are only small, scattered archipelagoes of islands, and deep, great, wide oceans, the storms seem much fewer and much milder. The people of Amarasto have theorized that their Isle, the Twelfth, was once a normal world, for they sometimes find wood, seemingly ripped up from antediluvian underwater forests. They use these trunks to build ships, which sail across the oceans. Some groups of ships have linked together to form vast ship-cities that sail as the wind and water carry them across the face of their world. Core The Thirteenth World is one of the strangest that has been discovered. At first, the First-In Survey team assumed they were in tunnels, but, slowly, they came to realize that they were inside a vast artificial world floating in nothingness. This technological world was, eerily, empty, and the Savantium suspected it was a world which was once linked to the Hive and which has been emptied of life. Whole hydroponics stations have been reactivated and are used by the colonists of Core, who took up rooms in the abandoned cabins and set up sophisticated defense and surveillance systems to protect them from whatever took the last inhabitants. Bleak Made up of vast needles of sharp rock with only a few thin-aired plateaus to provide a place to build, this world was uninhabited and it was decided to allow the Fourteenth Isle to remain so. Sharadar The Fifteenth Isle seemed deserted, and the Survey team wondered if their discovered a new Core, when the inhabitants began to communicate with them. These people, the Psiphans, were creatures that had evolved beyond the Physical plane and existed as wholly Mental and Spiritual entities. They were friendly enough, although they could not physically aid the Colonists, but this world became oft visited by Savantium and Hierophantium members who spoke with the Psiphans to discuss theories and ideas. Unfortunately, the Psiphans could not leave their Isle due to their nature, and it is unknown what this people’s fate is, given the activities of the Hive and Void. Idyll In many ways, Idyll reminded the First-In team of Mistymere. It seemed perfect for humans to inhabit, but none seemed to dwell there. Its rolling hills were perfect for farming, and its longer warm seasons allowed for more crops to mature. It was a perfect breadbasket for the Empire, until the coming of the Hivegate. After the war with the Hive, Idyll was no longer seen as perfect. Although the Hivegate was contained, the losses the Empire sustained were high, and they were leery of losing so much again. It remained an Imperial Province, but settling there was not encouraged. Ultimately, the Sixteenth world was overrun by the Hive during the Sixteen Years of Darkness. Aelryth The eternally dark nightworld of Aelryth is one with a strange relationship with the Empire. Although officially the Seventeenth world was made part of the Empire, its inhabitants all seemed to have different opinions about what that meant. The most numerous and psionically powerful people, the Sicrasleinn, welcomed Imperial organization openly, while their less influential counterparts, the Crosklavi, seemed more interested in escaping to other Imperial worlds or getting Imperial aid for their own political struggles. While these two races dominated the small series of islands that are Aelryth’s only habitable regions, there were others present as well who did not seem to understand or show interest in Imperial citizenship. Ultimately many of the Crosklavi fled Aelryth despite the pain they suffered from the sunlit lands of other worlds, while only a handful of the Sicrasleinn accepted invitations to explore other Isles. It is believed that some of the other natives of Aelryth may have escaped before the Isle was lost, but they were not numerous. The fate of Aelryth remains uncertain. Lycaeum This crystal world was declared uninhabitable by the First-In Survey team, for it has no good sun, no soil, and no way to obviously make foodstuffs. All this, combined with the fact that technology does not work there seemed to make it useless. The Imperial Chroniclers, however, claimed this world as their own, and they used their strange knowledge to store information in the crystal matrices there, making the Eighteenth Isle a sort of giant record of all history. All members of the Chroniclers carry a crystal from this Isle with them, which they claim allows them to transmit information back to Lycaeum. Fang When the Empire found the Nineteenth world, they were distressed to find that orckind seemed to teem and multiply over its twilit surface. The orcs, who are divided into many, many tribes, claim that Fang is their Homeworld, and it seems a hard fact to dispute. At the time of the Answer, the Empire was still nominally at war with Fang, so little is known of it. It was known to be mountainous and inhospitable, which might explain the orcs desire to move to other worlds. Aerie The Twentieth World is not a planet at all, seemingly, but a strange and vast cloudscape, made up of many layers. It has been theorized that it is a gas giant, but this has yet to be proven. Graceful birdfolk called the K’kree lived in delicate fairytale castles in the semisolid clouds, flying from place to place. Curiously, the K’kree seemed to revere those elves they met and claimed that they were watching over the castles until their rulers, whom the elves apparently resembled, returned. Several elves moved here and were treated like kings. Sadly, no K’kree are currently reported to exist within the Empire, and it is feared that this graceful folk may be extinct. Parch Three suns hang low and sullen over the dry deserts of Parch and harsh patches of seemingly artificially radioactive hell-lands echo their radiation on the Twenty-First World’s surface. Needless to say, it didn’t take long for the First-In team to declare this world uninhabitable. Explorations, however, suggested that there had been civilizations there many years in the past. Sadly, its mysteries may now be gone forever. Varikiis It is unknown what the world of Varikiis was like in its youth, but, now, the entire planet has been covered by a vast urban sprawl. The inhabitants grow their food artificially, mostly refining them to pastes that are taken in capsules, or if possible taken intravenously, for the human inhabitants of Varikiis spend almost their entire existences logged into the Global Communications System known as the Grid. In this artificial world, which mostly exists on a Mental Plane, they can look like anything, do anything, and, in fact, BE anything they wish. The Twenty-Second world is now ruled by massive Artificial Intelligences who, in fact, appear in the Grid as huge, sprawling Dragons. The Dragons were in Diplomatic relations with the Empire when the Answer happened. Niemas Of all the worlds that were cut off from the Heartworld, it can be said that no people mourn the loss of their homeworld than those who lived in Niemas. These people, called the Gypsies, Bedouins, and Nomads, quest endlessly for their lost home. They describe their world as a beautiful place, full of lush warm forests and hot, sweeping, jewel-like deserts, with wide, rolling oceans to be explored, and tropical islands to be discovered. Niemas was the Twenty-Third Isle, and it was not fully explored by First-In team, so little is known of it, save what the People of the Blood tell us. Cruel The Isle called Cruel was only briefly known of in Imperial lore. It was discovered during the reign of Ulthanex the Idiotic, and it is only known that it was considered uninhabitable. The little information that the Savantium gathered suggested that it was a frozen world, as cold at its warmest as the polar caps of most other Isles. If there were inhabitants, it seems unlikely that they would’ve found the rest of the Empire comfortable, and vice-versa. Folly The twenty-fifth Isle was dominated by the Void, and nothing is known of its climate or geography. There were no survivors of the team of savants that accompanied Ulthanex to his doom. In Imperial lore, it has simply been denoted as Ulthanex’s Folly, or just Folly. The Reborn Empire Overview The Empire now knows of nine worlds that it is connected to, including Hardestaanos. Of those worlds, one is uninhabitable, two are in diplomatic relations, three are provinces, and two are colonies, all presided over by Hardestaanos itself. This section will describe these worlds, including their relations to the Empire. Hardestaanos Of course, the Heartworld is still the most key element of the Empire as the place of its birth and the heart of its government. As time has continued, the Empire developed more of its Heartworld into city, which means that its natural resources have been greatly depleted. The Answer was a very hard thing for the Empire to deal with, for, while it ended the attacks of the Hive and the Void, it also cut off the Empire from the resources it so desperately needed to survive. This need is one of the reasons the Empire has struggled forward as it has. Kwaelon / Hirokumi The Second World of the Reborn Empire is a very intriguing one. The entire world has been discovered to be on the back of a vast Tortoise who swims along across a cosmic ocean. The lands of the Second World are torn by war between two great Empires, while a third faction remains carefully neutral. The Kingdom of Fu Lan (who call their Isle Kwaelon) have mastered the magicks and martial arts of the Spiritual path and are led by a Philosopher-King with his army of warriors, known as the Brass Men. They find themselves at war with the Empire of Narakuma, led by the Emperor of the Crescent Moon. He and his samurai, who have mastered the Physical ways, call their world Hirokumi. Meanwhile the peaceful monks of the path of Hai Du Lac continue their mastery of the ways of the Mind. Until one clear victor arises, the Empire continues a wait-and-see policy. Faerindae (Faerine) The Second Isle of the Old Empire is the Third Isle of the Reborn Empire. Little has changed in Faerine, and it seems that, other than a skirmish with warriors of the Hive, they escaped the doom that seemed likely to engulf them. Constantius The Fourth Isle of the Reborn Empire is the world of Constantius. Balanced, as the Heartworld itself is, between magic and science, the Constantinians are a fairly peaceful people, enjoying the fruits of what moderately advanced science and magic can bring. Steamdriven railways bring gold, jewels, and magickal treasures from the far reaches of the Constantine Kingdom to the Faerie Queen, a supposedly immortal sorceress who is never seen unmasked by her people. It is assumed that this immortality is false, and that different people of similar build have all been the Queen, using the mask to project the image of immortality. This convention is accepted by the Constantinians. The Kingdom is currently in Diplomatic Relations with the Empire. Ta’abu-djeser The fifth Isle is the desert world of Ta’abu-djeser. Vast oceans of sand stretch beneath its triple white suns, covering most of this hot, arid Isle and broken by the occasional jagged spine of one of its long chains of mountain ranges. Running along the tallest string of mountains called the Hemhayet is a deep trench counter bordered by cliffs and sand dunes. This is the Sebakem Oasis, an opulent river valley winding almost a mile below the desert floor and stretching nearly 300 miles in length. The Sebakem Oasis is home to the Kingdom of Tabudjir, and its shining white and gold capitol city Iunu is ruled by their God-King, whom they call Nebsarah. The Tabuji people have two main societal classes; the warrior/worker caste called the Mesurah and the artisan/scribe caste called the Hebeteru. The Tabuji welcomed the Imperial representatives openly, treating them to feasts and festivals. They seem to regard the use of gates as a divine power and therefore regarded the First-In team as divine messengers. The Nebsarah welcomed Imperial Provincial status for Tabudjir and political relations and trade with the Tabuji were quickly established. An Imperial holding was granted north of Iunu for colonization, and many of the Tabuji both moved to the colony and began to travel between Isles. However, not all of Ta’abudjser’s native population was pleased with the Imperial presence. The nomadic desert people called the Khaseti seem indifferent to Imperial citizenship, though intrigued by using the Gates. The real problem lies with the mountain tribes called Kerimedu, or stormspeakers. They are extremely xenophobic and highly aggressive towards off-world intruders. While the Tabuji are welcoming, relocation to this Isle is permitted only with caution, as the constant threat of war with the Kerimedu is a real danger. Intriguingly, this is one of a rare group of worlds where neither magic nor technology hold sway, but, rather, the mastery of psionics is the key to power. Systril When the Imperial First-In Survey team arrived on Systril, the Sixth Isle of the Reborn Empire, they saw no intelligent life, and they set up a small outpost. The inhabitants of this world reacted badly to the intrusion and a second team was soon sent in to salvage what they could of the first team’s mission. They ultimately discovered that this lush, beautiful world was entirely alive, and that its various animals were capable of taking near human forms – the Animae. So far, the Empire gently considers this a colony, but they’re not sure what role it will take in their long-term destiny. Inferno The Seventh Isle of the Reborn Empire greatly resembles Despair, the Fifth Isle of the Old Empire. It is a hot, volcanic place, considered uninhabitable by the Imperial First-In Survey teams. We may never know whether those two worlds were one and the same. Burr Tthok Only one of three worlds (including Hardestaanos) to be a part of both the Old Empire and the Reborn Empire, the homeworld of the Tthun and Mandret is the Eighth Isle of the Reborn Empire. Unlike Faerine however, they suffered greatly in their war with the Hive. Apparently a very large number of the insect warriors entered Burr Tthok and the Tthun were hard-pressed to deal with them, cut off from the rest of the empire. The Cyndir as a whole have grown somewhat bitter about what they view as the Empire’s desertion of them, and, although officially they have returned as a Province of the Empire, they still grumble a bit, with an eye towards greater independence. Asylum Little is known, as yet, about the Empire’s latest colony. Time will tell whether its discovery will lead to the good or the ill. What are the beliefs of the Empire? The Numerology of Goriatria and Baranos Overview Goriatria was the first Hierophant of the Empire, appointed by Emperor Adrakolos the Wise in 39 ER after passing the Tests of Worth and being judged the greatest in the spiritual ways. She is said to have possessed a keen sense of the spiritual mysteries, and she researched long and hard as well as meditated upon these matters. It is even said that she was able to communicate, in some way, with the High Spirits. From her teachings, we gain the Laws of Threes and Fours and our modern concept of Death. Baranos, called the Answerer, was the magus who detonated the Answer in 869 ER, thus saving the Heartworld from the ravening of the Hive and the Void. Amongst his many accomplishments was a definition of the Enumeration - the system of numerology that is used today to plan Imperial Strategy. The Law of Threes "The Universe is divided on a triparate line. All things may ultimately be broken down on an axis of three: Physical, Mental, and Spiritual." This axiom, set down by Goriatria, is key to the Enumeration. Her original Enumeration, then, is as follows: 1. Unity. The Self. 2. Division. Chaos. 3. Balance. Order. She postulated that, as all things could be divided into threes, things based on the number three were the most ordered and complete. She included humanity in this state, for they were, during her time, the only race known with certainty to possess a physical, mental, and spiritual being. The Law of Fours "When an item and being somehow comes to possess a fourth aspect, such as a divided mind, gained through madness, it causes the chaos of two to rebound in upon itself. As a result, conflict is sure to follow." Her second axiom, then, is the basis for the following Enumeration: 1. Unity. The Self. 2. Division. Chaos. 3. Balance. Order. 4. Chaos redoubled. Conflict. This Enumeration was the cause for the concerns of Laarandor, the Hierophant at the time of Emperor Osricast the Unwise. Osricast ignored his advice and moved hastily to colonize Idyll, a policy that cost the Empire dearly when that world was invaded by the Hive. It should be noted, also, that the Hive appear to be the first entities we have encountered based on the principle of Four (as they possess both a normal mind and a group mind), and, therefore, a creature we will likely always be in conflict with. The Theory of Fives Armed with the knowledge that the numbers one through four possessed particular significance, Baranos the Answerer, during his time as Hierophant, desired to determine what significance the number five might possess. His first idea was to look at the Isles that had been discovered as fifth, tenth, fifteenth, and twentieth. Despair was certainly not a pleasant beginning as the fifth world, and the stark world of Mileas as the tenth world did not seem to bode well either. Sharadar did not seem bad, but Baranos pondered whether or not the Law of Threes might have tempered it. Aerie, also, did not seem to bode ill, but there was the disconcerting fact that there seemed to be no actual planet near Aerie - simply a cloudscape. Baranos, through magickal experiments, came to the conclusion that Five might represent a sort of magickal Entropy, or Hunger. When the Empire seemed on the verge of opening a Gate to the twenty-fifth world, Baranos cautioned the Emperor Ulthanex to allow for a much longer period of study through the portals. The Emperor, however, laughed off Baranos' concerns, ultimately causing the schism in the Imperial government and the coming of the Void into the Isles of the Empire. Baranos became convinced that Five was the number of Entropy and Destruction, and that the Void was somehow an Entity based on a principle of Five, though he was never able to find a way to prove this. The Enumeration During the research of The Answer, Baranos' side project was to work on a new Enumeration, building on the work of Goriatria. His new Enumeration was as follows: 1. Unity. The Self. 2. Division. Chaos. 3. Balance. Order. 4. Chaos redoubled. Conflict. 5. Entropy. Destruction. With this model established, he theorized out further. 6. Harmony. Good Fortune. As a doubled three, or Chaos tempered by Order, six seemed to suggest good luck and a harmonious way. 7. Great Change. As the sum of three and four, seven seemed a sort of neutral state. As Order meeting Chaos, Baranos theorized it meant great changes, though not necessarily good or bad, or perhaps both. 8. Ill Fortune. Chaos times Chaos times Chaos. It seemed obviously to bode ill. 9. A number of great power, for good or for ill. Nine on one hand was Balance times Balance. On the other hand, it was also the sum of Conflict and Destruction. Baranos felt that nine was the most potent of numbers, but that its presence might be for good or for ill. This whole concept, the Enumeration up to Nine, is seriously looked at by most Imperials before making any significant decisions. Asylum's place as the ninth Isle of the Reborn Empire, therefore, is considered of great significance. Many are watching to see whether its fortune be good or ill. The Accelerant Core Rules Welcome You are preparing to enter a game world using the Accelerant system. The system is designed to be simple in concept and execution, yet have a rich and varied set of skills and abilities with which to develop characters and stories. To do this we have created a set of Core Rules that defines all of the effects of the game and presents them to you within the first chapter of the rule book. All skills and special abilities refer back to these Core Rules, so once you have learned the Core Rules you know how to react to effects from any Accelerant game, even though the skills or abilities that allow a character to use those effects may be very different. Rules of Etiquette In an activity as fluid and full of unexpected circumstances as live action games, it is important that each player attempt to follow the spirit as well as the letter of the rules. Although we have tried to create a set of rules that is as cut and dry as possible, there are certain rules that are difficult or impossible to quantify that are necessary to promote atmosphere or safety. These rules are marked as Rules of Etiquette. These rules are difficult or impossible to quantify. We know this, and if players abuse them or become less than graceful when using them the game will suffer. We trust the player to follow the intent of the rules, and to be particularly careful to be graceful when dealing with Rules of Etiquette. Rule of Etiquette The first rule of etiquette is that abusive language or actions are not tolerated, whether they are in game or not. Language or actions that are derogatory or that are deemed to be harassment are not allowed. References to explicit sexual behavior or concepts, particularly violent ones, are not allowed. In game threats should be worded so they are clearly in game. Game Actions The system is designed to keep the game running as smoothly and fluidly as possible. The game takes place in a site full of props, buildings, and other players. The rules define how you interact with the environment and other players. The game has removed actions and effects players cannot actually perform from the gameplay. There are no creatures stepping through solid walls, no flying creatures, and no activities that cannot be played without interrupting the flow of the game. Characters that step into rifts and turn to spirit, or characters that die and rise as spirits are still visible as they walk off. You cannot attempt actions such as chopping up bodies or breaking down doors that cannot be performed for logistical or safety reasons. Always In Game Players stay in game and in character from the start of the event to its end. There is no "out of game" except during emergencies. There are no out of game indicators such as white headbands, and no people should be wandering about unless they are there in the actual game. The idea is to keep the game flowing so players can stay in character and be immersed in the story. If you have a question, attempt to word it and ask it in game. If you feel you must leave game, walk to the edge of the game area in character and leave the game for a time. You should never interrupt the flow of the game. The system is also designed to minimize the times where you cannot act on what you see, hear and feel. You are always in game, even if your character is unconscious, dead, or affected by a game condition that incapacitates you. Your spirit still remains with you, and it can experience the game world around you. You do not need to pretend you did not experience the game even under these conditions. If your eyes are closed then you might not see what is going on, but you will remember everything you hear, smell, and feel. Your character also will realize this and knows that sometimes dead men do tell tales. There is no information that is out of game. If you don’t want other players to know something in game, don’t talk about it out of game. Keep your in game secrets to yourself, and if you talk out of game about something other players can decide they learned that information in game if they feel that the conversation unfairly inflicts knowledge upon them they did not want to know. If you want in game secrets, keep out of game secrets. The only caveat is if you are experienced and play a different character, creature, or plot role we ask you do not transfer anything you learn to other characters. To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions. Caution This phrase indicates some condition that may threaten the health of a player. A caution should never last more than 10 seconds. It indicates that those people who are close to or involved in that problem should pause so someone can get clear, get up, or move away from a threat. Only those people nearby need pause until the problem resolves. Everyone involved in a caution is still responsible to the game, and should still be cautious of in game threats. They may move away from the Caution or pause until the person has dealt with the problem. Clarification This phrase works like Caution, but it indicates that someone needs a quick explanation of what happened. People directly involved pause for up to three seconds while someone repeats a verbal or quickly indicates a condition or result of something. This should be used infrequently, if ever. It is present for new players who may be overwhelmed and confused during their first game or two. Let Me Clarify This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used unless the player has plot approval for that specific encounter, and the information imparted must be a clarification of some specific game effect or encounter. Emergency This phrase should come up rarely. This means that there is some medical emergency that needs attention. The game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called if there is a real problem and someone could be hurt. Safety Restrictions There are a number of basic safety restrictions in the Accelerant system to ensure the safety, comfort, and enjoyment of all. No Physical Contact You have no reason to touch another player in the Accelerant system. Physical contact is not allowed. You may contact another player with a boffer weapon in a legal attack area and you may contact another player by touching a packet to their arm or shoulder to deliver a "touch cast" effect. Violators will be asked to leave the game. Searching a Character Because the game does not allow physical contact, you may not physically search someone else. Instead you approach within searching distance and tell them in a low voice "I am searching you." The player may simply reveal items you have found. The player may make a pouch available for you to reach into and take items. The player may request that you describe your search. In this case, you must take the time to tell the player where on his or her person you are looking for items. Items cannot be hidden in places people might find rude or inappropriate. An item must actually be hidden where you say it is. You cannot have an item in your pocket, for example, and claim it was tucked in your boot. It must be hidden there. If someone searches a general area you may request them to be more specific by stating "Describe that search." If you have an item concealed in the sole of your boot and someone says "I search your boot" you may ask them to "Describe that search" before giving it up. Players should not demand unreasonable searches with too much detail - a search should take no more than a minute. Carrying a Character Because the game does not allow physical contact, you may not physically carry or drag another person. Instead you simple tell the person you are picking them up and role play carrying them along. They must get up and walk with you while you pretend to hold their shoulders. You cannot move faster than a walk while carrying someone else. If you are unable to move while being carried you walk with your head bowed and arms at your sides. If you are carrying a character and that character is struck by an effect from a melee, missile, or packet attack that is not beneficial, you will also take that effect unless you "drop" the character immediately. If you are being carried and someone "drops" you then you role play falling to the ground. If you are being carried, you must role play an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If you are carrying someone who role plays an effect, and you do not know what the effect was, you must drop them. You may pick up a body after dropping it as soon as that body stops moving. Rule of Etiquette Whenever you are required to role play an effect you must always do so in a safe manner. If you must adjust your role play or position slightly to make the game safer for you or another player we ask you to do so. You should take care before moving in crowded areas even if you must play out the effect in a slightly different manner. You are encouraged to take the extra step or two when playing out an effect if it removes you from an area that is detrimental to your health such as a puddle or an area with too many other players. No Alcohol or Drugs You cannot consume alcohol or drugs on the premises of the game unless the drugs are for medical use and approved by the staff. You cannot be under the influence of these while on the premises of the game. Violators will be asked to leave the game. Rules Restrictions As you play the game and wander around the world, there is a lot you can do to affect the game environment around you. Conversely, there are lots of effects that can change how you play the game, for both good and bad. Other characters may attempt to inflict unpleasant fates upon you, and you might attempt to do the same to them. There are three restrictions on your activities. The first is an environmental restriction. When you come across props that represent certain environments, such as tarp walls representing solid walls, you must play as if that condition was real. You cannot move tarp walls, you cannot walk across black pits, and you cannot enter areas marked out of game. The second is an effect restriction. If an effect has been inflicted upon you, you must abide by the restriction of that effect until it is removed. If you have a Slow effect you cannot run. If you have the Maim effect you cannot use the maimed limb. Effects can be inflicted upon you in a variety of ways. The third is a skill restriction. If there is a skill that specifically allows you to manipulate a prop or perform some action, you cannot attempt to perform that action or manipulate that prop unless you have that skill. You cannot pick up weapons and try to fight unless you have the skill to do so. You cannot manipulate traps unless you have the skill to do, although you can attempt to avoid them. Prop Restrictions You are not allowed to bring to an event any prop that resembles or could be mistaken for common or unique game items provided by plot without the express permission of the game staff. You cannot attempt to duplicate or forge game money, item props, tags, or logistical documents such as character or monster cards. Any attempt to use in game means to create fakes of any items must be approved by the plot committee. You are not allowed to break, destroy, or take apart any prop. If a prop is attached to a wall by a chain, for example, you cannot attempt to break or detach that chain in any way. The Destroy effect does not change the basic structure of a prop; it just makes the item unusable for any game related purpose. Most props have no in game worth. Costuming, jewelry, weapons, and area props cannot be moved from the area they are placed in except by the owner. These props provide no in game benefit and disallowing their removal ensures these props are not broken or lost. Props may be handled but must be put back where they are found unless they have a sticker. Small circular stickers indicate special rules about handling an item. If an item has a red circle, it cannot be moved at all. It cannot be picked up or touched. It will not move. If an item has a yellow or green sticker, it seems to be valuable. A small, yellow, circular sticker means the prop may be taken but it must be turned in at checkout. A small green circular sticker means you can take the prop and hold on to it. Special items may also have a red sticker with a rune or number on it. These stickers indicate that characters may not pick up or touch the item unless they have a skill or ability that allows them to manipulate objects marked by that symbol or number. Items may also be marked by attaching a short green, yellow, or red ribbon to indicate the item's in game status. These ribbons replace the sticker and have the same meaning. A ribbon can be used to mark small items that don't have room for a sticker, such as rings, or on items where plot feels that a ribbon would look better or be more evident to the players. This ribbon may have codes or markings on it in the same manner that stickers can have markings for players with specific skills to recognize. Some game effects will enhance an object such as a weapon or a piece of armor. When an item has been enhanced by a game effect, an effect sticker will be placed upon it so long as the enhancement is in place. Items with effect stickers are treated as though they were yellow sticker items. If you have an effect sticker upon your weapon, that prop can be stolen from you. You should bring back up props if you want to use item enhancements. Game Environment Games take place at a site, usually a campground. This site defines the boundaries of the game. During game play, a player may attempt to enter any area within the game boundaries unless the area is marked with a yellow information sign. Areas marked with information signs are either special areas with additional rules described by the sign or they are out of game and impassable. Out of Game Areas Areas that are out of game are marked by the yellow or hazard orange signs with text marking it Out of Game. You may not enter these areas. The text of the sign indicates why, in game, this area cannot be entered. Some areas might be described as collapsed and ruined piles of rubble that have no real interior. Other areas might be marked as impassable swamp. Special Areas Areas with special restrictions or rules will be marked by the yellow or hazard orange signs with game information printed on it. This sign will have game information written upon it that will describe the circumstances that make the area special. Gates Portals ringed with strings of decorative light are magical portals. These portals lead to other places. Some lead to other places in this world, some lead to places beyond this world. If a portal is ringed with lights and they are not lit then you cannot go through that portal. The areas beyond gates are often marked with yellow information signs, so you should always look around after going through a gate. Gates have a disorienting effect to compensate for the time it takes to spot and read a yellow sign. White gates are open portals. If the lights are on, anyone may step through the gate. White gates will always appear in ruined areas. Colored gates are special. Only special staff characters that control the gate may bring you through a gate with colored lights. If there is no guide you cannot enter the gate. Some colored gates are free standing, with no actual area on the other side. If you enter such a gate at the request of a staff character then you will become a spirit. You will not be affected by any attacks and you must reply "Spirit" to any attack that strikes you. You cannot use any game skills or converse with anyone else. You are visible to others, but you cannot converse with them and you can only enter an area indicated by the spirit guide who leads you. You must follow the spirit guide until you exit through another gate and your guide indicates you have assumed your normal form. Combat During the course of the game, you can be the subject of a wide variety of attacks. Each attack will attempt to inflict an effect upon you. Some effects can benefit you, and some will deliver unpleasant effects upon you. Each attack has a verbal that describes what the attack does and a delivery that determines how the attack is used against the target. Verbals A verbal is a short phrase that is called out when an ability is used to explain the effect of that attack. Each verbal can have an effect and a trait for that attack. The trait indicates the flavor of the attack so you may role play the effects and perhaps use a defense to negate the attack if it strikes you. The effect indicates what the attack does to you. A verbal is an out of game phrase. You must call your verbal even if you are affected by Silence. If you hear the beginning of a verbal you must listen to the phrase and play out the effect. Verbals for melee attacks are called out as you swing your weapon. Verbals for missile and packet attacks are called out before you release the projectile from your hand. You call out a phrase that takes the form of [Effect] by [Trait]. For example, a poison that freezes you in place would use the verbal "Paralyze by Poison" and a bolt of fire that causes 5 points of damage would use "5 Damage by Fire" as the verbal. If you hear a verbal, your character knows what happened. The verbal not only tells you the effect out of game, but it represents the sight, sound and feel of the attack in game. You never have to play it dumb. The verbal "4 Damage by Fire" might represent a roar of flame. The verbal "Maim by Lightning" might represent a flash of light. The verbal "Paralyze by Fear" might represent the hairs rising on the back of your neck. However you imagine it, the verbal tells you what happened both in and out of game. Verbals should not be confused with incantations. Incantations are magical words that are used to cast a spell. These are in game magical phrases that are required for all but the most powerful mages to cast magic. Spells usually have incantations, but they also end with a verbal. Remember that there are two rules that apply to all called attacks.  You must finish the verbal for a called attack before launching a packet or missile attack. You call out the verbal as you swing a melee attack. If there is an incantation, which is an in game phrase associated with an attack, then that must be clearly spoken before the verbal. This is true for melee, missile and packet attacks.  All called hits must be acknowledged with role play. Many skills are consumed only if the recipient calls out a defense or role-plays the effects of the attack. If you don't role play the effect, the attacker may assume that you were not struck and the skill not used. Traits A trait is a label that is given to a character, an attack, a defense, or an item. Traits help describe the flavor of game effects and define how abilities interact with each other. There are four types of traits. A character trait is any trait that is somehow given to a character. An attack trait is added to an attack verbal and defines the flavor of that attack. A defense trait is added to a defense call. An item trait is added to a tagged item and gives that trait to anyone carrying that item. An attack trait tells you which defenses can be used against that attack. A character or item trait can be used to determine if certain effects worked against you. If you had the "Undead" trait, for example, then an attack that caused "5 Damage to Undead" would be effective against you. A defense trait is generally used for flavor, but it is possible to have skills or abilities that can be used only if a defense with an appropriate trait is used. A character's race is always considered a trait. Characters with no explicit race have the Human trait. If you have a sub-race then both your sub-race and your general race will be considered to be traits. So a Wood Elf has the Elf trait as well as the Wood Elf trait. Deliveries Each ability must be delivered to its target in some way. These deliveries are the physical action needed to determine whether an ability has been successfully used on an opponent. There are several different ways to deliver game effects, but there are three basic attack deliveries that are used most often in combat. Melee attacks are delivered with a successful strike with a hand held weapon. Packet attacks are delivered by throwing a bean bag like projectile and striking an opponent. Missile attacks are delivered by throwing a special foam throwing weapon or by aiming a bow and then throwing an arrow prop marked with ribbons at an opponent and striking that opponent with the projectile. It is always up to the defender to make the final decision whether an ability has struck or affected them, and thus whether the ability has been delivered. It is important that players do not abuse this honor system. If a player does not count legal hits, the game breaks down. Individuals that are reported for not counting hits will be reviewed and if necessary asked to leave the game. Melee Attacks Melee attacks require special hand held padded weapons to deliver an attack. Melee weapons cannot be thrown. You must have both hands on a two handed weapon in order to use it in combat unless some game ability specifically states otherwise. These padded weapons have a strict set of creation rules and must pass a safety inspection at each and every event where you intend to use them. To add to the atmosphere of role playing, we expect our players to role play in combat. Although we allow light weapons for safety and comfort, we ask that players keep the pace of their swings in line with what a heavier weapon might require. Melee swings that are entirely generated by snapping or rotating the wrist or forearm are discouraged. Although you are expected to role play full weapon swings where the weapon moves at least 45 degrees, the actual contact cannot be too hard. A tap from a weapon is sufficient to deliver an attack. Melee attacks that are blocked by another weapon or shield wielded by a character with the appropriate skill to do so are not counted. Attacks to the head, the hands, or the groin are illegal and are not counted. Any strike that has no verbal causes 1 point of damage. These are known as "uncalled strikes" because they have no verbal. Uncalled strikes will cause someone to fall unconscious if they remove all Vitality, but the victim will remain stable. A character taken down by called strikes will fall unconscious and be unstable as well. If you are unskilled with a melee weapon you cannot make attacks with that weapon. If someone strikes that weapon or you try to parry with that weapon, you must either take the blow or the weapon is ripped from your hand. If you do not take the blow, you must drop the weapon as if you had been affected by the Disarm effect. You may hold only one weapon or shield in your hand during combat. If you are holding more than one item in a hand, and a melee attack strikes one of those items, then you will take the blow or be disarmed of both items as if you were unskilled in their use. Many skills work only on limb hits. A limb hit is a strike to the arm or leg. A torso hit includes the chest from the belt up to the top of the chest. Any hit to the leg or buttock is a leg hit. Any hit to the arm or to the outer shoulder is an arm hit. Hits that come down on the shoulder or that come down between the shoulder and the neck are also arm hits. Neck hits are illegal. The Flurry Rule A flurry is a series of melee swings delivered at an enemy in combat with little or no pause. You can make no more than three consecutive attacks where your weapon contacts an opponent or their weapons, including their shield, before you must reset. To reset your flurry you must stop all attacks for at least a second and, if movement brought you closer to an opponent, reset your range to two paces. That's all you need to remember, everything else are clarifications and answers for specific questions.  Blocked swings that contact a weapon or shield and successful hits that contact the body are counted as flurry swings. Feints and swings that do not make contact against weapons, shield, or body do not count as a flurry swing. You must reset your flurry after you have made three swings with contact.  When we say two paces, we mean two normal walking paces. If this is unclear, this is the range where you are far enough from your opponent that if you extend a full length one handed weapon at them only the tip will touch the closest part of their torso including their shoulders.  If you are already two paces away then you need only pause for the full second to reset your flurry.  An opponent can't try to prevent you from resetting your flurry by advancing. If you have retreated in an attempt to increase your range to two paces but your opponent's advance has prevented you from doing so then you may reset your flurry after a full second pause.  Incidental weapon contact and aggressively engaging an opponent's weapon with beat attacks or offensive parries can make flurry determination confusing. We realize it is difficult to determine if these types of weapon maneuvers count as a strike in a flurry. As a Rule of Etiquette, if both your elbow and the weapon tip move forward and contact an opponent's weapon then count that as one of your flurry strikes even if it was not your intention to launch an attack. This might mean that both combatants use up a Flurry swing during incidental weapon contact. The Proximity Rule You must maintain a safe distance from any active opponent. If you can reach out and touch the torso of an opponent with your hand then you are too close and you must back away. If there is a significant difference in the reach of two opponents, the opponent with the shorter reach may approach close enough so that they can strike their opponent with their weapon so long as they cannot touch the torso of the opponent. Claws and Natural Weaponry Some characters have the ability to use claws or natural weaponry instead of, or in addition to, weapons. These weapon props are red, though some plot creatures may have props that are constructed to appear to be part of that creature. Claws are considered to be melee weapons and can be used to block melee attacks. Claws are not affected by Disarm. Destroy effects delivered to such weaponry will cause a Maim effect to the limb using the weapon. Claws and natural weaponry are not bladed weapons, and cannot be used with skills or effects that require bladed weapons. If you are holding a claw that is struck by a melee or missile attack, and you cannot legally block with the claw due to some game effect, you will be affected by the attack since you cannot drop the claw in response to the strike. Missile Attacks Missile attacks use special thrown weapons, projectile weapons such as bows and crossbows, and streamer packets that represent arrows and bolts. If a weapon is designed as a thrown weapon or projectile, it cannot be used in melee combat. You may only throw one thrown weapon at a time, although you may fire a projectile weapon such as a crossbow from each hand if you are skilled in using that weapon in both hands. Like melee attacks, any missile attack that has no verbal causes 1 point of damage. Missile attacks with no verbal are "uncalled strikes" and cause someone to fall unconscious but stable when they reduce Vitality to zero. Missile weapons that use called damage effects cause enemies to become unstable when they fall unconscious just like called melee attacks. Packet Attacks A packet is a small bean bag filled with bird seed that represents some sort of mystical, psychic, or supernatural ranged attack form. Packets have strict construction guidelines. You call a verbal and throw a packet at a target to deliver the attack. If the packet hits the target, or any direct possession of the target, then the effect is delivered to the target. You cannot throw packets too hard. If you are winding up to throw the packet then you are throwing too hard. Packets are not solid objects and cannot be affected by Disarm or Destroy, but they are a visible, in game effect. If someone is carrying packets and you see the packets, you can assume they have some sort of aura that makes you realize they are capable of something special. Because of this, you cannot carry or throw packets unless you have the power to use them for something. If a packet clearly strikes a target and they do not acknowledge the hit with role play or by negating it with a defense, the attributes or their equivalent are not exhausted. If the packet misses, or you cannot tell whether the packet hit, then attributes or resources are exhausted normally. To deliver a packet attack, the arm that is delivering the packet must be free and the hand empty except for the packet itself. A free arm cannot have props tucked under it or tied to it other than armor. You cannot deliver packet attacks if you cannot use game skills, or if the arm is affected by something that prevents its use such as a Maim effect or shackles. Some packet based skills have additional requirements as well. Packet attacks cannot be used while you are being hit. Successful melee attacks interrupt your ability to throw packet attacks, forcing you to wait for one full second before attempting to throw again. It is impossible to get off packet attacks during the Flurry pause. Missile and packet attacks will also interrupt your verbal if they land while you are speaking it, but you may begin a new verbal immediately and do not have to wait for one second in these cases. An interrupted ability is not used up and attributes or their equivalent are not wasted, but you must begin the verbal again. Some creatures may have the ability to use packet attacks even while they are being hit. They will indicate this by saying "Focused" before the packet verbal when they make the attack. Rule of Etiquette In order to encourage the use of good costuming and add a little more realism, we have the Costume Rule. If a packet attack clearly misses a target and passes by the body, yet that packet hits a cloak or costuming piece after it has gone past, the defender can call out "costume." This rule cannot be used if the costuming is in front of the defender or if the packet has not already passed the body. The rule is in place to encourage cloaks, back banners, and some directed character costuming such as wings without adding an unacceptable disadvantage to the character in combat. Special Attacks Special attacks are delivered in unusual ways rather than using the regular melee, missile, and packet combat system. They represent large scale effect and atmospheric conditions. Special attacks always begin with the person or area that the attack affects and that is followed by a verbal. If you have a defense that works against the verbal of a special attack you can use it to negate that attack. Once the verbal of these attacks has begun the effect is already delivered. You cannot, for example, retroactively turn to a spirit during the verbal to negate it. The individual types are detailed below. Affliction Someone delivers an effect to your immobile or unconscious form by touching a weapon or packet to your torso and stating "Affliction One, Affliction Two, Affliction Three" clearly and slowly followed by a verbal. This works like a Death Strike and can be interrupted in the same manner as a Death Strike. The verbal may be a standard effect, or it may deliver an Inflict effect in which case the player will give you an effect card. Gaze Someone who has met your gaze for a full three seconds calls out or whispers "By My Gaze" followed by a verbal. A vampire might whisper "By My Gaze, Paralyze by Will." Other creatures might cause fear or other effects. Relevant Purgatory Station Skills Intimidate, Psychic Probe Gesture Someone points at you with a hand or a weapon and calls out "By My Gesture" followed by a verbal. If the effect has a duration that is not instantaneous, then instead of the normal duration, the effect lasts so long as they point at you. Relevant Purgatory Station Skill Tracking Name Someone calls out "By Your Name," states your name, part of your name, or some pseudonym that you have used and calls out a verbal. The attack is delivered to you if you recognize that name as a name you have used or a name that person might use to refer to you. Basically if you know they are talking about you then you take the effect. Room Someone calls out "In This Room" and an effect and everyone in that room will be affected by it. Doorways and gates act as room dividers. This delivery is commonly used for traps and performances. The attack only works in an enclosed room with normal doorways and corridors leaving it. The attack will affect you if any part of you is within the room when the verbal is called. Voice, Place Someone calls out "By My Voice" or "In This Place" and an effect and everyone who hears it will be affected by it. You cannot defend against Voice or Place attacks by intentionally obscuring the sound of the verbal with loud noise or by plugging your ears. Voice attacks indicate that the effect is radiating from the creature calling the effect. Place attacks indicate that the effect is environmental and the creature calling it is not itself causing the effect. Relevant Purgatory Station Skill Psychic Scream Ambient The call ‘Ambient’ designates that the effect that is occurring is coming from the room, not the creature who is making the call. For instance, if you’re fighting a creature who calls out "By my voice, heal 2 by magic, Ambient!" you know that the effect is occurring in the room from some unknown source, not from the creature who you are trying to kill. Vitality Vitality is a count of how much damage you can take before you collapse. As you take damage, your Vitality points are exhausted. These points can never drop below zero. Healing refreshes Vitality, and these points are also refreshed at the beginning of each event. If your Vitality ever reaches zero you will collapse and become unconscious. Unconscious characters that are taken down by uncalled melee or missile hits are stable. Characters taken down by any other kind of damage, from called melee or missile hits, from firearms, from traps, from packets, or from anything with a verbal become unstable. If you fall unconscious but you are stable, you will remain unconscious for five minutes. After that time you will wake up with 1 point of Vitality. If someone hits you with an attack for called damage while you are unconscious and stable you will become unstable and unconscious and begin your 1 minute count. Other effects can be inflicted upon you while you are unconscious and stable and those effects will still be active when you wake up. If healing raises your Vitality above 0 then you will become conscious. A death strike successfully delivered to your torso will kill you. If you are unconscious and you are unstable you are dying from blood loss and shock. You will linger for one minute before dying. A Stabilize effect will change your condition to stable and you will begin your 5 minute count. Other effects can be inflicted upon you while you are unstable and those effects will still be active if you wake up. If healing raises your Vitality above 0 then you will become conscious. A death strike successfully delivered to your torso will kill you. If someone begins to use First Aid on you, your count will be suspended until they stop the First Aid. If they call Stabilize you become stable and start your five minute count. If they do not finish the First Aid, your one minute death count will continue where it was before they started using the skill. When you die, all active effects on your person end unless an Imbue or Inflict effect specifically says otherwise on the effect card. Your remains will linger for five minutes before you change to a spirit of the dead and begin to walk to the gate of death. Only effects with "to Spirit" or with "to Dead" traits will affect a spirit of the dead. Unconscious You are incapacitated and must collapse to the ground. You must close your eyes and you cannot move or speak while you are unconscious. You cannot use game skills unless a skill explicitly explains that it can be used while unconscious. Rule of Etiquette Players who are unconscious close to combat may open their eyes to watch for out of game danger if the battle moves too close. It is important for players to be able to protect themselves during these times. If you open your eyes for safety reasons then we ask that anything you see during that time remain outside the normal knowledge of the game. Death There are four ways you can die in this game.  First, you can be knocked unconscious and unstable and remain that way for a full minute. This is referred to as "bleeding out" and is described above.  Second, you can be killed if someone delivers a successful death strike to your torso.  Third, You will be killed by an attack with a Death effect that you cannot negate.  Finally, special areas might cause your death if you have a mishap. Death Strike A death strike is used to kill an unconscious or immobile victim. You must touch a weapon to the torso of the victim while saying "Death strike one, death strike two, death strike three". This verbal must be spoken clearly and at a normal speaking pace. You do not need to have skill with the weapon to inflict a death strike. To inflict a death strike, the victim must be unmoving. The victim can be unconscious or unmoving because of a game effect, but you cannot inflict a death strike on a body until it comes to rest after an attack, nor can you inflict a death strike on a helpless but struggling victim. If the victim can move, the victim can prevent a death strike. First you must render the victim unconscious or unmoving, and then you may inflict a death strike. To interrupt a death strike, you must strike the person attempting to deliver the death strike with a melee, missile or packet attack. You may also interrupt the death strike by striking the weapon used to perform the death strike with a weapon of your own. You do not have to force the weapon away. A death strike that is interrupted is canceled and has no effect. The "Death" Effect Any effect that successfully inflicts a Death effect kills you immediately. Of all the various game effects, only the Death effect will kill you outright. The Death effect may be nullified by an appropriate defense. Mishaps There might be large scale traps, challenges, and mishaps in special areas that can cause you to perish if you are unfortunate enough to stumble into them. Closing walls, deep pits, and other deadly traps might kill you outright. These areas will be marked or made clear to you during the course of the game. Spirits of the Dead After 5 minutes of death, a dead character becomes a spirit of the dead. Your spirit and everything you still carry is drawn to a special area of the game marked as a Death area. Your spirit will even pick up your own weapons if they are within reach unless someone else possesses them. When you rise as a spirit you must proceed directly to the Death area. You must walk with your head bowed and your arms at your side. You cannot interact with any other character unless they use an ability that allows you to do so. You cannot drop items. You cannot use any game ability. If someone tries to interact with you, reply "Spirit" and continue on your way. This is the gate to the Realm of Death. Before arriving at the gate, ring the bell by the tavern side (near the IG Tavern entrance) then follow the path to the Gate of Death (up by Monster Camp) and wait for the Reaper to arrive and call you into the gate. While you are a spirit of the dead, there are very few effects that will work on you. The only effects that will work are effects with "to Spirit" or "to Dead" in the verbal. These are Bane effects specifically designed to affect spirits. The most common is a "Speak to Dead" effect. This type of "Speak" effect will allow you to converse quietly with the character who used the effect. You cannot stray from your path or use any game skill while talking. You are not compelled to communicate, but you may do so. Other effects might include "Imbue to Spirit" and "Inflict to Spirit." If the description on the effect card states that it works on a spirit of the dead then you must follow the instructions given therein. You may use Resist and Purge defenses while you are a spirit of the dead if they are appropriate for an attack that strikes or affects you. Final Death If the spirit cannot return from the Death area then the character passes beyond this world and is said to have taken a final death. Final death means that you can no longer play the character in question, and adds an air of danger to the game by threatening your in game persona. Attack Effects The effect of an attack describes how that attack benefits or impairs you. The effect is the first part of any verbal. Some effects target items rather than characters. Each effect has a duration, but curing or removing that effect will end it. Timed Effects There are various effects and activities that require time before they are completed or removed. This time is defined in one of two ways; Rest time is generally used when an effect has some passive duration which will wear off if you have time to rest. Activity time is used when you must perform some action such as repairing an item or mending wounds before an effect will take place. In order to satisfy either requirement you must spend the time uninterrupted. If you are forced to break the conditions of Rest or Activity time then that attempt ends and you must start again from the beginning. Resting time requires you to be sitting, lying, or kneeling. You cannot walk or run. You can talk and gesture, but you cannot use game skills, used called attacks, or use called defenses while you are resting. You are resting if you are dead, paralyzed, stunned, or unconscious. Paralyzed characters are resting even if they are standing or in some other paralyzed position. Effects which require rest can overlap; what this means is that a single rest time can be used for multiple effects. If you had a game skill that allowed you to reset some kind of magical defense after a minute of rest, and you were affected by a Root effect, and you were affected by a Weakness effect you could rest for five minutes and apply the time to all three benefits. The Root would end, the Weakness would end, and the skill could be used to reset the defense. Activity time represents something that requires your concentration. Activity time might be required to repair armor, mend wounds, or meditate to remove an effect. You must spend the time role playing in a manner appropriate for the skill or ability you are using. You may talk with others during this role play time if you wish so long as the skill or ability description does not have additional restrictions in its description. Activity time requires that you stay in the same area as you role play the activity. You cannot walk or run. You cannot use other game skills, used called attacks, or use called defenses during this time. In addition, if you are affected by an attack with an effect that is not beneficial your activity time is interrupted and you must begin that time again. Skills and abilities which require activity time do not overlap; what this means is that if you have two different skills that require activity time to perform that time spent on one ability cannot be applied to any other activity. You have to role play each activity time separately to use the ability. Effects that prevent you from using game skills also prevent you from spending activity time to refresh abilities. Resting time and Activity time do not overlap. Travis and Gerard, for example, each have a skill that provides armor points. Travis has a skill that requires one minute of rest to refresh his armor points. Gerard has a skill that requires one minute of activity to refresh armor. Both sit down to rest off a Weakness effect. During that time, Travis may also refresh his armor points. Gerard will still have to spend one minute of role play to refresh his armor. Many attacks last until you rest for five minutes. Paralyzed characters are considered resting even if they are standing. You cannot refresh attributes or skills while you are resting. Agony You are wracked with pain. You cannot attack or use most game skills. You may run, defend yourself by blocking with weapon skills and can use called defenses. Agony lasts for 10 seconds. Warrior's Agony, Thief's Agony, Relevant Purgatory Station Skills Pain, Psychic Scream, Furies' Pain Cure... The Cure effect removes effects on the target. A Cure [Effect] will remove all instances of that specific effect. A Cure [Trait] will remove every active effect with the appropriate trait except Imbue and Inflict unless the Imbue or Inflict card specifically says otherwise. Cure will never restore Vitality. Cure is a beneficial effect. Travis, for example, has been affected by the following attacks: Slow by Disease, Slow by Will, and Drain by Will. A Cure Slow will remove both the Slow by Disease and the Slow by Will since they are both Slow effects. A Cure Will would remove both the Slow by Will and the Drain by Will since they both have the Will trait. If a "Cure Maim" effect references a specific limb, the effect will only remove Maim effects on that limb. If the Cure Maim effect does not specify a limb, it will cure all Maim effects active upon the target. If an ability or skill allows you to use the "Cure Maim" effect on a specific limb, you cannot use that ability as a general "Cure Maim" effect. A "Cure Death" effect will restore a dead target to life and leave them with 1 Vitality unless that target has transformed to a Spirit of the dead. Once a character has transformed to a Spirit of the dead, only the rare "Cure Death to Spirit" effect can restore them to life, and only if it is used before the Spirit reaches its destination. A "Cure [Name] Trait" effect will remove a trait given to you by an Inflict, Imbue, or other effect that is temporary. It has no effect on a permanent trait granted by race, skill, or the like. Pull Free, Mind Healing, Muses' Grace, Muses' Purity, Furies' Relevant Purgatory Station Skills Balm, Furies' Mercy, Furies' Recovery Damage This effect removes Vitality points as described in the section on Vitality. Unlike typical effects, Damage is instantaneous. It removes Vitality points and then the effect ends. You cannot remove or dispel damage. Vitality points must be restored though healing. Death An attack with this effect kills you. You fall down dead, as if you had been struck with a death strike. All temporary effects upon you end when you are killed except for Imbue and Inflict effects that are not specifically removed by death. Death lasts for 5 minutes, after which you will rise as a spirit and travel to the Death area. This process is described in greater detail in the Spirits of the Dead section. Cure Death and certain special abilities can affect you while you are dead. Some strengthen your spirit so it is not weakened by the presence of Death. Some might even restore you to life. Others might cause unpleasant effects. All of these will be handled using an Imbue or Inflict effect. In these cases you will be given an effect card that explains the results of the Imbue or Inflict effect. Destroy... An item is destroyed and cannot be used for any game skill or effect until it is repaired. For most melee delivered effects, the verbal is simply "Destroy" and the strike will destroy the weapon it hits. For missile and packet attacks the verbal will include the name of the item and any strike will destroy that named item. A melee attack that strikes your shield and uses the "Destroy Shield" verbal will render your shield unusable. The effect is permanent until the item is restored with a Repair effect. Some items may be truly destroyed if no Repair effect exists in the game to restore them. The item does not crumble away or disappear; the prop represents the broken item. An attack that uses the "Destroy Armor" verbal will exhaust all of your armor points. The armor points can be refreshed or repaired normally as if they had been removed by damage. Melee attacks must successfully strike you to deliver a Destroy Armor effect. Some creatures might take some kind of detrimental effect when struck by this attack. If you want to attempt to harm a construct directly with this effect you would call out "Destroy Form" as the verbal. Items without tags or safety stickers (such as clothing, belts, pouches, and the like) cannot be affected by Destroy. Burst Bonds, Shield Breaker, Relevant Purgatory Station Skills Sword Breaker, Fates' Retribution Diagnose This effect is used to determine if the recipient is inflicted with a specific effect, trait, or game condition. Skills with the Diagnose effect allow you to use Diagnose to determine the presence of specific effects or traits with the exception of Imbue or Inflict effects. A skill might also allow you to use Diagnose to determine if the recipient is currently Stable, Unstable, Dead, or Damaged. To use Diagnose, touch the recipient with a packet and say "Diagnose" followed by an effect, trait or game condition. The recipient says "Yes" if they are afflicted with the named effect or an effect with the named trait, or if they suffer the game condition. Otherwise they say "No." Travis, for example, is lying on the ground unstable and has been inflicted by a Slow by Disease and a Paralyze by Magic. Another player leans over, touches him with a packet and says "Diagnose Stable." Travis says "No." She says "Diagnose Unstable" and Travis says "Yes." She uses a Heal effect on Travis but he still doesn't move. Puzzled, she says "Diagnose Stun." Travis says "No." She says "Diagnose Paralyze." Travis says "Yes." She has the ability to Cure Poison, so she says "Diagnose Poison." Travis says "No." She decides to wait until the Paralyze wears off. If someone uses "Diagnose Damage" on you, you may choose, for the sake of expediency, to include in your reply the current number of Vitality points that have been removed by Damage. If, for example, you have taken two damage that has not been healed and someone uses "Diagnose Damage" on you, you may reply with a simple "Yes" or you may reply with a "Yes, two." The choice of how to respond is up to you. Relevant Purgatory Station Skills Tracking, Diagnose Disarm... You must drop everything in the hand indicated by the verbal. You can pick up items immediately after they have come to rest. You may pick up an item as soon as it stops moving. The verbal will contain either "Disarm right hand" or "Disarm left hand." If you are holding a fragile or breakable prop, including an air gun, you may put it down rather than drop it, but in this case you cannot pick it up for a full five seconds. Delivering this effect with a melee attack requires you to strike that weapon while calling the Disarm effect. You do not need to specify a hand. The hand that is holding the weapon will be affected. A melee delivered Disarm will not affect a shield unless the "Disarm Shield" verbal is used. You cannot disarm a shield unless a skill or ability specifically allows the use of "Disarm Shield." Relevant Purgatory Station Skills Disarm, Fumble Disengage To initiate this ability either take a step back or plant your feet for 3 seconds. Gesture at any number of opponents with your weapon(s). You cannot move towards any target. Everyone who is attacking you and everyone indicated by the gesture of your weapon must move back out of weapon range so that you cannot cross extended weapons. Targets that are rooted or cannot move back may cross their arms and lean away from the effect instead of backing up. Once the distance has been increased and the space indicated by the Disengage has been cleared by all targets (or everyone has crossed their arms and leaned away) the effect ends. Disengage will not force a target into a dangerous area. A target may choose to cross arms and lean back rather than stepping back into an area that will cause them some detrimental effect. Disengage is not a melee delivered attack and cannot be negated by defenses that stop melee attacks. Relevant Purgatory Station Skills Warrior's Disengage, Thief's Disengage Drain For a simple Drain effect, you cannot run or use any game skill, including weapon and shield skills. If the verbal is followed by a skill or ability name then you cannot use that particular skill. Drain can also be used to prevent entire skill headers. If a header is drained, you cannot use any skill that falls under that header. Drain can be used in this manner to suppress racial abilities and empowered named items. If an item is named after a Drain effect then no abilities from that item can be used until the Drain ends. Only simple Drain effects prevent you from running. The Drain effect will last until you rest for five minutes. Relevant Purgatory Station Skill Feeblemind Expose... The Expose effect is followed by one trait. If you have that trait and are subjected to this effect, you must cry out, revealing the fact that you have the trait and revealing your position. You must cry out as loudly as the Expose effect was called. Although you may cry out softly if the Expose was called softly, you still must make every effort to ensure that you are revealed to the person who called the effect. The Expose effect is audible and you must cry out even if you are unconscious or under the effects of a Stun, Paralyze, or other disabling effect. Only a Silence will prevent you from crying out, and even then you must role play crying out even though you make no noise. You are not affected if you are Dead or have the Spirit defense unless the Expose effect targets those specific traits. This effect is one of the few that will commonly be delivered by voice. Relevant Purgatory Station Skill Psychic Probe Frenzy This effect causes you to attack the closest creature to you, regardless of recognition or consequence. You may attack with any standard skill that is not beneficial, though you are not forced to use consumable skills in this attack. If you are affected by a Repel effect, or if you are not affecting the creature in question, or if you cannot find a way to reach the creature for 10 seconds you will move on to the next closest creature. If someone else attacks you and that creature is more convenient than your current target then that creature will become your new target. The effect ends when you are rendered dead or unconscious. Grant... You gain a temporary enhancement to your abilities. There are five types of Grant effects as indicated by the verbal. Each type of Grant effect gives a different enhancement. Most types of the Grant effect last until the end of the event, or until the granted ability is used up. See Special Note: “~My~” for the exceptions. If you have temporary imbues, boons or abilities that mimic a Grant effect that are not technically Grant effects they do not stack with similar Grant effects. Only effects with an Imbue card that explicitly states that it will stack with Grant effects will do so. Grant is a beneficial effect. ... Armor This type of Grant effect adds additional armor points to your base armor, whether those armor points are granted by physical armor or a skill. These points are refreshed when your base armor is refreshed. If no number is indicated then this effect boosts your armor points by 1. The effect might indicate a higher number in the verbal such as "Grant 2 Armor" to indicate that a greater number of armor points have been granted. A successful Destroy Armor effect destroys the armor points and completely ends this type of Grant effect. You may only have one Grant Armor effect active upon you, though you may choose which Grant effect to keep if someone uses an additional Grant Armor effect upon you. Relevant Purgatory Station Skill Gift of the Furies ... Protection This type of Grant effect adds additional protection points that negate points of damage. These protection points work in a manner similar to armor, negating the indicated amount of damage regardless of the source. The number of points is indicated after the "Grant" in the verbal, and if no number is indicated then the ability grants a single protection point. Protection points are always lost after armor points. Protection points cannot be refreshed or renewed. Once they are used to negate damage the effect ends. You may only have one Grant Protection effect active upon you, though you may choose which Grant effect to keep if someone uses an additional Grant Protection effect upon you. Relevant Purgatory Station Skills Zen Focus, Invoked Staff Defense ... Attribute This type of Grant effect adds to the total of one numeric attribute. Any points added with this effect are available immediately for use. Effects which refresh that attribute also refresh these additional points. These extra points can be used in the same manner as regular attribute points. A successful Waste effect that reduces the boosted attribute also completely ends this type of Grant effect. If the attribute indicated is Vitality then Heal effects work normally. Vitality calculations and other secondary attribute calculations are not affected by points added by the Grant effect to another attribute used in that calculation. You may only modify one attribute with a Grant Attribute effect, though you may choose which Grant effect to keep if someone uses an additional Grant Attribute effect that modifies an attribute. Relevant Purgatory Station Skills Battlerage, Outer Calm ... Defense This type of Grant effect gives you one called defense that can be used on attacks indicated by the defense verbal. This type of Grant effect starts with the Grant verbal, which may include a trait, and ends with the verbal that describes the defense. You may use the indicated defense against an appropriate attack once during the event. Once this defense is used the Grant effect ends. If the defense portion includes a trait then you must call out that trait when you use the defense. The defense portion of the verbal indicates the types of attacks it can be used against by either indicating a trait or an attack type. If there is no indication then the defense may be used against any melee, missile or packet attack. A "Grant Defense by Shadow, Avoid by Shadow" would give you one defense against any weapon or packet attack. You would call out "Avoid by Shadow" when you used the ability. A "Grant Defense, Resist Poison" would give you one defense against any attack with the Poison trait. You would call out "Resist" when you used the ability. A "Grant Defense by Divine, Parry melee" would give you one defense against any melee attack. You would call out "Parry" when you used this ability. You may only have one Granted Defense effect active upon you, though you may choose which Grant effect to keep if someone uses an additional Grant Defense effect upon you. Relevant Purgatory Station Skill Furies' Bane ... [Delivery] Attack This type of Grant effect gives you one called attack that uses the appropriate delivery. This type of Grant effect starts with the Grant verbal, which may include a trait, and ends with the verbal that describes the delivery of the attack and the effect. This cannot be stacked and allows only one melee, one missile, and/or packet attack at any one time. “Double” and “Triple” granted attacks count as one Granted Delivery Attack and work as per normal “Double” and “Triple” attacks. You may use the indicated attack only if you have the props to make an attack with the specified delivery. For melee and missile attacks, the attack is exhausted and the Grant effect ends only if the strike lands and the opponent acknowledges it with role play or negates it with a defense. For packet attacks the Grant effect ends when you throw the attack. A "Grant Melee Attack by Shadow, Weakness by Shadow" would give you one melee attack with the Weakness by Shadow effect. You would call out "Weakness by Shadow" when you used the ability. A "Grant Packet Attack, 2 Damage by Fire" would give you one packet attack and you would call out "2 Damage by Fire" when you used the ability. A "Grant Missile Attack, Stun by Poison" would give you one arrow or thrown weapon attack and you would call out "Stun by Poison" when you used the ability. Furies’ Pain, Furies’ Vengeance, Furies’ Blow, Relevant Purgatory Station Skills Strength of the Furies, Strike of the Furies Special Note: “~my~” There is something special we have added to the system that is meant to help the players understand a certain special circumstance. The circumstance is the case of a Granted ability that expires given certain conditions not normally a part of the Granting mechanism. An example would be a Granted defense that expires if you refresh a Stamina pool. A specific example is “Grant Defense by my Faith, Resist Fear.” Note the use of the word “my.” This indicates to the target that whatever you are receiving from the caster will expire as soon as you Refresh a Stamina (Physical, Mental and/or Spiritual) pool by normal means. “Normal means” is defined as the normal resting period you require. This does not include the use of Karma to Refresh or certain skills that can cause a Stamina pool to Refresh. Nor does it include outside sources of Refreshment. Though the example given uses “Grant” and “Faith,” those are not the only types that use the “~my~” mechanism. Heal... This effect restores one point of Vitality. If the effect is followed by a number, then it restores Vitality equal to the indicated number. Otherwise it restores one point. If you are unconscious with no Vitality then healing will restore one or more Vitality points and you will wake immediately unless some other effect is preventing you from doing so. Heal is a beneficial effect. Resilience, Surgery, Believer, Muses’ Blessing, Furies Relevant Purgatory Station Skills Blessing Imbue... This effect can be used in one of two ways. If the Imbue effect is followed by a trait name and "Trait," such as "Imbue [Name] Trait" then you will gain that trait for the remainder of the event. Otherwise, this effect is some enhancement or extra ability that is described on an effect card that is given to you after the effect is used upon you. An Imbue effect with no trait will not take effect until you have read the effect card. Imbue will usually give you some ability that can be used during the current event, although the effect card might describe some effect that lasts beyond the current event. Imbue is a beneficial effect. Imbue effect cards can have a wide variety of long term plot effects. Examples include granting a defense against certain types of attack, strengthening the spirit of a dead character, and similar exceptional abilities. Defenses can be used to negate Imbue attacks if those defenses will stop an attack with the appropriate trait. If a player can use an Imbue effect, that ability will always have some in game action that must be accomplished before you can use the ability. You might need to gather and mix components. You might need to construct some item from strange parts. These actions earn you the effect card needed to use this effect. You can never use an Imbue ability without the appropriate effect card to represent the properly prepared components. Gift of the Muses, Brethren's Blessing, Relevant Purgatory Station Skills Walking the Spirit World, Hide in Shadows Inflict... This effect can be used in one of two ways. If the Inflict effect is followed by a trait, then you will gain that trait for the remainder of the event. Otherwise, this effect is some affliction or detrimental effect that is described on an effect card that is given to you after the effect is used upon you. An Inflict effect with no trait will not take effect until you have read the effect card, so a character engaged in combat may not be affected by Inflict effects described on Inflict cards immediately; they have time to retrieve the effect card and read it when it is convenient and unobtrusive to do so. Unconscious or dead characters must read the card immediately. Inflict cards will give you some unusual detriment that will have an effect and a duration described on the effect card. Inflict effect cards can have a wide variety of long term plot effects. Examples include causing death after a certain amount of time, causing you to transform into some type of creature, inflicting you with a disease that cannot be healed normally, weakening the spirit of a dead character, and similar exceptional abilities. Defenses can be used to negate Inflict attacks if those defenses will stop an attack with the appropriate trait. If a player can use an Inflict effect, that ability will always have some in game action that must be accomplished before you can use it. You might need to gather and mix components. You might need to construct some item from strange parts. These actions earn you the effect card needed to use the ability. A player can never use an Inflict ability without an effect card to represent the properly prepared components. Maim One limb becomes useless. An arm must hang at your side and cannot be used for any game ability. A leg becomes unusable. You must go down on one knee - you cannot hop. You may crawl using your other limbs. A Maim effect will last for the duration of the event. If a Maim effect is delivered by a melee or missile attack, the limb struck will be affected. If a Maim effect delivered by a melee or missile attack strikes the torso then the Maim effect is ignored. If a Maim effect is delivered by a packet, the attacker can include the limb in the verbal. For example, a caster might call out "Maim Right Leg by Fire." If the limb is not specified, then the subject may choose one limb that is not already affected by a Maim. Maim only works on arms and legs. Relevant Purgatory Station Skills Bone Break, Splintable, First Aid, Surgery Paralyze You must stand frozen. You cannot move, but you are aware of what is happening around you. If you are rendered unconscious, or if someone tries to change your pose, you will collapse to the ground. Paralyze will last until you rest for five minutes. You are resting while you are paralyzed even if you are standing. Relevant Purgatory Station Skills Entrance, Furies' Vengeance Refresh... Refresh is always followed by either an attribute or a skill that has a limited number of uses. You recover one or more uses of the named skill or one or more points of the named attribute. If you do not have the named skill or attribute then the Refresh has no effect. As a default, Refresh restores one point or use of a skill. If a number is placed before the attribute or skill name then you will restore more attribute points or uses of a skill. Skills that require attributes cannot be restored directly and are unaffected by a Refresh effect. Refresh will never raise you above your maximum attribute or give you more uses of a skill than you would have at the start of an event. Refresh is a beneficial effect. Refresh can also be used to restore abilities of an empowered item. If the item has a unique name and Refresh is followed by that name then the abilities of the item are restored. Relevant Purgatory Station Skills Inner Calm, Gift of the Fates Repair... You restore one item that has been rendered unusable by a Destroy effect. For an item you are touching you need not specify a target in the verbal. For other types of abilities you specify a target after the Repair verbal. Repair may also be used to refresh armor points from physical armor. In this case you use the "Repair Armor" verbal. Repair is a beneficial effect. Relevant Purgatory Station Skills Armorsmith, Weaponsmith Repel This effect prevents you from using game skills on the attacker. You will also attempt to stay 10 feet away from the attacker unless doing so would endanger you. If this is the case you may move to a safer position even if it takes you within 10 feet, so long as you then attempt once again to stay 10 feet away from the attacker. You cannot use game skills on the attacker in any case. The Repel effect will last until you rest for five minutes or the attacker strikes you with any attack, though if that new attack is a Repel the effect would be refreshed. The attacker is not immune to the attacks of a character affected by the Repel. That character is free to launch attacks at other creatures so the attacker should be careful to stay clear of other potential targets and avoid attacks launched at other characters. Relevant Purgatory Station Skills Unshakable, Intimidate, Repulsion Root You cannot move your right foot from its spot. You may pivot on that foot, and you may move your left foot. A Root effect will last until you rest for five minutes. Relevant Purgatory Station Skills Pull Free, Lesser Pin, Pin Silence You cannot talk or make any in game verbal noise. You cannot use game skills that require incantations. If you are affected by an Expose effect you must mime crying out but you do not make any actual noise. You must still use out of game phrases as normal. A Silence effect will last until you rest for five minutes. Relevant Purgatory Station Skill Still Tongue Slam Some great force knocks you back and off your feet. When you are struck with this effect you role play an extremely forceful blow or blast. You may take up to three steps backwards and fall down. The steps backward are optional. The effect ends when your chest or back touches the ground. If falling to the ground is an issue due to ground quality, crowding or health you may opt to instead take your steps, drop to a knee and place both hands palm down on the ground as shake your head for three seconds. Some Slam effects are so powerful they knock you back through a shield. If you hear "Shield Slam" it works even if it strikes your shield. This attack can be blocked by a weapon and would count as a strike to the limb holding the shield. Slow You cannot run. You may only walk at a normal pace. The Slow effect will last until you rest for five minutes. Relevant Purgatory Station Skill Slow Stabilize If you are at 0 Vitality and unstable this effect makes you stable and unconscious. You start your 5 minute count. Otherwise you call "No Effect." Stabilize is a beneficial effect. Relevant Purgatory Station Skills First Aid, Surgery Stricken You are unaffected by any beneficial effect unless it removes the Stricken effect from you. Call "No Effect" to any other beneficial effect used on you. There is one exception; if someone uses First Aid on you then the Stabilize effect will work. Only a "Cure Stricken" effect or a Cure effect applied to the trait of this attack will remove this effect. An effect that removes the Stricken effect from you will not remove other effects. Stricken does not work on items you carry or wear and items may be affected by Repair or Imbue effects. The Stricken effect will last until you rest for five minutes. For example, if you have a Stricken by Poison and a Paralyze by Poison effect upon you, a Cure Poison effect will remove the Stricken effect but it won't also remove the Cure Paralyze effect. A second Cure Poison would be needed to remove the Paralyze by Poison effect. Stun You are knocked unconscious. Stun will last until you rest for five minutes. You are resting while you are stunned. Another character may take a full minute of role play to revive you and end this effect. Relevant Purgatory Station Skills Stunning Blow, Dead Aim, Sleep, Furies' Blow, Mug Speak This effect allows you to converse with a creature or being that cannot otherwise communicate with you. It is usually used with the Bane trait, allowing you to speak with specific types of creatures. The subject is under no obligation or compulsion to speak with you, but it may do so if it wishes. The Speak effect will last until a participant uses another game skill or until a participant move out of reasonable conversation range. Relevant Purgatory Station Skill Tongue of the Muses Waste... Waste is always followed by either an attribute or a skill that has a limited number of uses. You lose one or more uses of the named skill or one or more points of the named attribute. Waste has no effect if you have no attribute points or skill uses left. If you do not have the named skill then Waste to that skill has no effect. As a default, Waste removes one point or use of a skill. If a number is placed before the attribute or skill name then you will lose more attribute points or uses of the skill. Skills that require attributes cannot be wasted directly and are unaffected by a Waste effect. Wasted attribute points and skill uses can be refreshed. A Cure Waste effect will restore points or skill uses lost to Waste effects unless they have already been refreshed or restored by some other means. Once a wasted attribute or skill use has been refreshed a Cure Waste effect will have no effect on you. Attributes and skills lost to a Waste effect are always refreshed before points lost through normal use. Waste can also be used to remove abilities of an empowered item. If the item has a unique name and Waste is followed by that name then any charged abilities of the item are removed as if they had been used. Relevant Purgatory Station Skills Self Control, Horrify Weakness Your ability to strike with melee attacks is severely weakened. You cannot deliver any called effects with your melee attacks. Weakness does not affect uncalled strikes or any other weapon skill. The Weakness effect will last until you rest for five minutes. Relevant Purgatory Station Skills Enervate, Strike of the Furies Attack Traits Most attacks include a descriptive trait. This trait is indicated by the second part of the verbal. The trait of an attack adds flavor to the attack and determines whether certain defenses can be used to negate the attack. If an attack is "5 Damage by Fire" then the trait of the attack would be Fire. The "by Weapon" trait is dropped from the verbal of normal melee attacks to reduce noise. Any melee or missile attack with no trait is assumed to have the "Weapon" trait. Most attack traits allow you to role play the effect. You may step back or cry out in reaction to the attack. If you are surprised by an attack, however, you cannot add additional role play to the effect. For example, if you were hit by a "Stun by Force" from a visible enemy then you could add the role play of crying out or staggering back. But if someone sneaks up behind you and calls out "Stun" with a melee attack then you should just go down. If someone sneaks up and surprises you with a spell that you honestly did not see coming, you should not cry out to warn your friends. Elemental Traits These include Air, Cold, Earth, Fire, Ice, Lightning, Water, and Wind. The effect is caused by elemental power. Abilities that work against Elemental effects will work against effects with any of these traits. You may role play an Elemental effect by crying out or stepping backwards as the effect is inflicted. Mental Traits These include Awe, Confusion, Despair, Fear, Gloom, Inspiration, Madness, Presence, Trance, and Will. The effect is caused by some mental or emotional reaction. Abilities that work against Mental effects will work against effects with any of these traits. You may role play a Mental effect by crying out or stepping backwards as the effect is inflicted. Metabolic Traits These include Aging, Air, Cold, Disease, Poison, Radiation, and Sleep. The effect is caused by a Metabolic reaction. Abilities that work against Metabolic effects will work against effects with any of these traits. You may role play a Metabolic effect by crying out or stepping backwards as the effect is inflicted. Physical Traits These include Crystal, Earth, Force, Ice, Silver, Thorns, Weapon, Web, and Wind. The effect is caused by a Physical force. Abilities that work against Physical effects will work against effects with any of these traits. You may role play a Physical effect by crying out or stepping backwards as the effect is inflicted. Special Traits All traits not included above are Special traits. These can include, but are not limited to, Acid, Blessing, Curse, Light, Magic, Malediction, and Shadow. These traits are not included in any general trait, so abilities must specifically include them. Special attacks allow no additional role playing; you will suffer the effect of a Special attack immediately. Bane This is a unique attack trait that works against another specific trait, and targets only those creatures that have that trait. Instead of saying "by" you would say "to" and state the trait that is targeted. An attack that stated "10 Damage to Undead" would be an example of an attack with the Bane trait, and the attack would only affect creatures with the Undead trait. If you somehow lose the trait that a Bane effect targets while under that effect, then the effect ends immediately. So, if you had a "to Dead" effect upon you and you were brought back to life then the "to Dead" effect would end. Remember that the race of a character is always considered to be a trait of that character. Bane attacks allow no additional role playing; you will suffer the effect of a Special attack immediately. Some effects may have both a normal trait and a bane trait. In this case the attack affects only those targeted by the Bane affect but it may be resisted by defenses that work against the normal trait. An attack that stated "Paralyze to Elf by Fear" would only affect characters with the Elf trait but it could be negated by a Resist Fear defense. Self This trait indicates that the effect works only on the person using it. Instead of saying "by" you would say "to Self" after the effect. This indicates that you are the only target of the called effect. Resilience, Inner Calm, Zen Focus, Believer, Gift of the Muses, Walking the Spirit World, Relevant Purgatory Station Skills Invoked Staff Defense, Hide in Shadows Defenses These abilities allow you to negate abilities used against you. Although there are a large number of possible defenses that can be used against specific causes and effects, all defenses can be summarized as one of the following types. When it is possible to apply multiple defenses to an attack the defender decides which defense to use. Although Elude, Guard, and Shield defense must be used if an attack would affect you, it is possible, for example, to use a skill that provides a Resist defense when an appropriate attack strikes you to "protect" and Shield type defense. You could, for example, use a Resist against Fear to save a Shield against any Mental trait. Elude, Guard, Shield You negate the first attack of the appropriate type that strikes you. Although different verbals are used to indicate the nature of your defense and to add flavor to the game, all of these defenses work the same way. You must call out the defense when it is used. Elude Guard Mantle of Foreboding Relevant Purgatory Station Skill Shield Furies’ Bane Avoid, Parry, Resist You choose one attack of the appropriate type to negate when it strikes you. You can allow an attack to affect you and negate a later attack. Although different verbals are used to indicate the nature of your defense and to add flavor to the game, all of these defenses work the same way. You must call out the defense when it is used. Avoid Blow, Avoid Dodge, Avoid Trap, Parry Parry, Block Resist Poison, Hero's Death, Relevant Purgatory Station Skills Fearless Spirit, Resist Self-Control, Strong Mind, Whispers from Beyond Purge You may negate an attack after it has affected you. You must spend three seconds to role play this defense as you shake off the effect, during which time you must remain relatively still. You cannot use game skills while role playing the purge. You cannot use Purge while unconscious unless doing so would wake you. You cannot use Purge when you are dead unless the skill specifically allows you to use "Purge Death" in the verbal. Relevant Purgatory Station Skill Unshakable No Effect You are unaffected by the attack in question. This indicates a defense that is not consumable. The attack does not affect you, nor will it ever affect you. Relevant Purgatory Station Skill Hero's Death Reduce, Absorb You are affected by the attack in question, but the effect has been mitigated, lessened, or changed entirely. The actual reduction is determined by the skill or ability that allows you to use this defense. Reduce is often used to indicate the effect has been lessened while Absorb often indicates that the attack had a different effect entirely. The verbal for this defense might be followed by "to" and the modified effect such as "Reduce to Maim" or "Absorb to Heal 2." You must role play the new effect appropriately. Reflect You choose one melee, missile, or packet attack of the appropriate type to rebound back at the attacker when it strikes you. Call this defense to negate the effects of the attack. If your attack is reflected then you must take the attack as if your melee, missile or packet had struck you. The attack retains all of the original traits so it might not actually affect you. You may use defenses to negate the attack, including using Reflect to bounce it back on the original target. Spirit You are insubstantial and are unaffected by most attacks. You call "Spirit" to any attack that you negate for this reason. You cannot use game abilities unless specifically allowed to do so. You cannot speak or converse with other characters unless they use an ability that allows you to do so. If someone tries to talk with you, you may call "Spirit" to inform them that you cannot speak. You cannot drop any items. No one may search you, nor can items that you carry be removed from your person. Nothing can be thrown over you. You cannot rest while in spirit form, and effects that last until you rest will not be removed. You cannot block doorways or portals. If someone tries to move through a portal that you are blocking then you are forced to move. Characters who have died and are traveling to the Realm of Death are spirits. If you gain the Spirit trait because you have died and you have become a Spirit of the Dead then you also gain the Dead trait. Effects with the trait "to Spirit" affect all spirits, while effects with the trait "to Dead" affect only spirits of the dead. You must walk with your head bowed and your hands at your side. Some abilities allow a living character to become a spirit for a time, but these abilities usually have special restrictions or will not be absolute in their protection. You might gain a trait and become vulnerable to attacks with that trait even though you are a spirit. Some of these skills last until you move. In these cases you cannot move or speak without ending the effect. If you turn into a spirit in a place which blocks a portal or doorway then you are forced to move to allow someone through. Since this can end the effect you must be careful to use these types of skills so as to not block confined areas. Relevant Purgatory Station Skills Walking the Spirit World, Gift of the Muses Defense Traits A defense might have a trait associated with it. The verbal should include the defense and the trait with a "by" between them. This can be done to add flavor to an ability, to differentiate two similar skills, or to allow other skills to key off certain defenses. Chained Defense A chained defense has an effect that is called immediately after the defense. The verbal should include the defense and the additional effect with an "and" between them. If the additional effect is an attack then that attack must be launched immediately as the defense is called. Using the additional effect could be optional or required. If the additional effect affects the character using the chained defense then the ability must use the Self trait and character must role play that effect as if they had been struck by it. For example, a Fire based attack strikes a Fire Elemental. The creature calls out "Resist and Heal to Self" to indicate that the attack was negated and the creature was healed by using the defense. For example, a strong creature can tear out of some physical effects but it takes damage doing so. The creature is struck by the appropriate attack, role plays for 3 seconds, calls out "Purge and 2 Damage to Self" and then role plays the damage effect. For example, a character has an ability that simulates a Riposte. The character is struck by a successful melee attack, calls out "Parry and 3 Damage," and immediately swings at the person who attacked her. For example, a creature has an ability that can shoot attacks with the Magic trait back at the attacker. The creature is struck by a "Paralyze by Magic." The character calls "Resist and Paralyze by Magic" and throws a packet back at the attacker. Relevant Purgatory Station Skill Reposté Armor – (Isles Rules) The rules for armor in The Isles: Purgatory Station differ slightly from the Accelerant rules. Please review the following if you are familiar with the Accelerant rules for armor. Armor provides points of protection that act as a buffer against most damage effects. Armor points are usually lost before Vitality points. If you are hit by a normal melee or packet weapon attack – it will take off your armor points first. If you are hit by an attack that specifies "vitality" – such as "Waste Vitality by Magic" – that effect bypasses your armor, and goes straight to your basic vitality score. It is possible to die, and have your armor unscratched … Armor does not add to or increase your Vitality score. If you are wearing armor and activate a skill like Battle Rage, the effect only counts your basic Vitality – your Armor points are not increased. Most magical armor effects will not stack with actual "physical" armor. Check the descriptions of any Wizardry, Enchantment, or Invoker spells carefully about armor restrictions. If you are unsure, ask a staff person for clarification. A character with the Armor-smith skill can repair "physical" armor, but not magical armor effects. See the production chapter for the rules on armor construction and maintenance. In The Isles, you are expected to have good phys-reps for your armor. If it is metal, it should look like the proper type of metal. The same goes for leather, and for cloth as well. An extra shirt is not "cloth armor." A heavy, quilted shirt or a heavy weight cloth vest – that’s more like it. If it looks good, it is likely to pass inspection. The Isles armor consists of 4 parts : Torso, Head, Arms, and Legs. The Torso is the only piece that can be more than 1 point of armor value. Head, Arms and Legs are worth only 1 point each. These three do not have to be made of the same materials, nor do they have to be of the same materials as the Torso nor must you have any one to receive points for the others. See the Armorsmith skill description for full details on Armor. There is no armor inspection in The Isles. You are expected to wear the phys-rep for the armor if you are "wearing" the armor. If you are unsure if something is a good phys-rep, just ask for an opinion from the Staff. If the NPC’s question how someone is taking so many hits, they will ask the staff to check the situation. If you are taking the benefits of an armor tag, without wearing the phys-rep – that is cheating. The Isles is built upon the "honor system" – and if you prove to be unable to hold to that system you will be uninvited from our game. Traps Traps are devices or substances set to deliver an effect to anyone who disturbs them or attempts to get past them. Anyone can avoid a trap, but no one can attempt to manipulate a trap by moving it, disarming it, or affecting the individual components unless they have a skill that allows them to do so. Most traps will cause an effect to the person who set them off. If someone manages to trigger a trap with a thrown object, then the object will take the affect instead. If the trap affects the entire room or corridor, then this trick will not provide much help. Some traps will work multiple times, while some will work once. If an item is causing a trap to go off continuously then anyone who touches the item will take the effect. If a trap is set in a small box, chest, or other enclosed area no larger than 3 feet in any dimension then setting it off will destroy everything inside the area. Coins, items, paper, and everything else inside will be destroyed and cannot be removed from the box. If any living creature has somehow crawled into an enclosed area no more than 3 feet in any dimension with a trap and the trap goes off then they will be killed instantly. There are four types of traps. Snap Trap These traps make a snap sound when they go off. They are represented by mousetraps, party poppers, and snaps. These traps cause 2 Damage to whoever sets them off. Buzzer Trap These traps make an electronic sound of some kind when they are set off. Sounds used for these traps include beepers, buzzers, and electronic sound effects like the moaning of a rigged welcome mat you might find at Halloween. These traps cause 5 Damage to whoever sets them off. Verbal Trap When these traps are set off and you will hear a trap sound and a voice will call out a verbal associated with them. Whoever set the trap off must take the effect of that verbal. If no verbal is present, then the sound determines the type of trap as described above. Gas Trap As with a Verbal trap, but the verbal will begin with the words "In This Place..." Everybody in the room will take the effect. This trap only works in an enclosed room with normal doorways and corridors leaving it. The trap will affect you if any part of you is within the room when the trap goes off. Contact Poison This attack is represented by petroleum jelly. If you touch the jelly with bare skin, you will take an effect of "5 Damage by Poison." A character with the appropriate skill may apply such a substance directly from the vial it was created in. Once applied to a surface, the jelly cannot be scraped off onto another object. Only a character with an appropriate skill may wipe the substance off a surface with a cloth or cloth like substance, but the contact poison is destroyed in the process. An item with contact poison is considered a Red Sticker item. The fumes and burning of the poison are overwhelming, even to a character who is immune to it. The object cannot be moved from its place or handled until the poison is removed by a character with the appropriate skill to do so. Shackles Shackles are a prop that binds the wrists or legs of a character. An in game lock is affixed to each prop to represent the locking mechanism of that prop. The prop must be loose enough to remain comfortable and, for safety, the player must be able to easily remove the prop if an out of game need arises. Shackles can only be placed on a helpless or willing character if the lock is open. You place the shackle prop on the helpless or willing target and close the lock. Shackles placed on the arm restrict movement and make it impossible to use any skill that requires that the arms must be free, including using weapons, using packet attacks, and using First Aid. You may use a skill that allows you to attempt to open a game lock on your own shackles. Shackles placed on the legs make it impossible to run and restrict movement to the extent of the shackles. A prop placed on the ankles must be constructed to allow the player to stand and walk slowly. Shackles can be removed by opening the lock or by using an appropriate skill to remove them. Each game will have a skill assigned to destroy and remove shackles by taking a minute and using the appropriate props and role playing. Skills that allow a character to slip out of bonds are possible as well. Verbal Modifiers There are certain phrases that can be added to verbals to change the effect. These can modify the duration or add additional effects to an attack. For simplicity, a single attack can only be modified by one of verbal modifier. Short Someone precedes an attack verbal with "Short" and calls out an effect that lasts until you rest or lasts for the entire event. That effect instead lasts until you rest for 10 seconds. If used with Frenzy then the effect will only last 10 seconds. Relevant Purgatory Station Skill Lesser Pin Permanent Someone precedes an attack verbal with "Permanent" and calls out an effect with a duration. The effect will last at least for the remainder of the event. Permanent effects may not be removed by resting, but may still be removed by the Cure effect. In The Isles, if you end the event with a Permanent effect submit to plot a description of the effect and how you received it. Double and Triple One single delivery causes multiple attacks to affect the target. "Double" causes two of the specified attack to be delivered, while "Triple" causes three attacks to be delivered. Each attack requires a separate defense. For example, a wizard calls out "Triple 10 Damage by Fire" and throws a packet that hits you. You must take three "10 Damage by Fire" attacks. "Resist Fire" would negate one of these attacks and you would still take two attacks. You may use multiple defenses against these attacks. Bluff, Good Aim, Deft Defense, Feint, Relevant Purgatory Station Skills Perfect Aim, Psych Out, Backstab Chained Effects Two effects can be chained in one attack. The verbal should name the effects with an "and" between them. If both effects have the same trait then the trait is called only at the end of the attack. If both effects have different traits then a trait is called for each effect. A defense that negates one of the effects or one of the traits if they are different would only affect that portion of the attack. In the case where both effects have the same trait, however, a defense that negated the appropriate trait would negate all effects. The attack is still considered a single melee, missile, or packet attack so a defense that negates a hit from a specific delivery such as melee, missile, or packet will negate the entire attack. For example, a spider calls out "Drain and Slow by Poison" and hits a player with a packet. The defense "Resist Poison" would negate the entire attack. The defense "Resist Slow" would negate the Slow effect, but the character would still be affected by the Drain effect. If the character had both "Resist Slow" and "Resist Drain" defenses then both could be used to negate the effects of the attack. For example, a wraith calls out "Paralyze by Fear and 2 Damage" and hits the player with a melee attack. The defense "Resist Fear" would negate the Paralyze effect. The defense "Resist Weapon" would negate the Damage effect. A skill that negates one melee strike would negate the entire attack. Relevant Purgatory Station Skills Flourish, Trick Shot Numeric Modifiers Any skill or ability that boosts the numeric value of another skill such as damage or armor is called a numeric modifier. Numeric modifiers that come from skills and boost static values such as armor or vitality are called permanent modifiers. Numeric modifiers that come from Grant effects or Imbue effects are called temporary modifiers. No numeric value can be modified by more than one permanent modifier and one temporary modifier. If you receive an additional modifier when you already have a modifier in place you choose which numeric modifier to keep and the other modifier effect ends. Only skills that specifically say "This modifier stacks with..." are exceptions to this rule. For example, Travis is wearing 3 points of armor and has a skill that increases his armor by 1. His armor is currently 4. He receives a Grant Armor effect and since this is a temporary modifier it can be used with his skill. His armor increases to 5. Later he gains a Imbue effect that increases his armor by 2. He cannot use both the Imbue effect and the Grant effect so he chooses to keep the higher Imbue effect and end the Grant effect. His armor is 6. Character Creation The Isles rules are designed to work in concert with the Accelerant system. If you are unfamiliar with Accelerant, please read the Accelerant Core Rules and Effects before continuing. This Chapter assumes knowledge of Accelerant standard effects and uses Accelerant terms in many of its descriptions. One of the major concepts behind the Isles is that the player (you!) can be whomever or whatever you want to be. The Chapter on Races goes into full detail about several races, which may help you to start thinking about your character’s background, but you aren’t limited to just these character archetypes. If there is a particular idea you have in mind, the staff will do their best to accommodate you in creating a starting character that meets your ideas. A beginning character starts with 100 Talent Points and 150 eXperience Points (XP) to purchase initial abilities. In The Isles, any character may learn any skill in the game, so long as the skill’s prerequisites are met. However, some races have skills that are unique to them as well as restrictions on the availability of certain, otherwise common skills. Talent Points are spent on a character’s four Talent Ratings, which represent your character’s natural ability with regards to each of the four types of skills: Physical, Mental, Spiritual, and Production. These Talents are decided during character creation and will determine how much XP the abilities in each Talent area will cost. Keep in mind that Talent ratings cannot be changed after character creation. There are two types of abilities that can be purchased with XP: Stamina Pools and Skills. While Talent points represent how easily a particular type of skill is for your character to learn, Stamina Pools represent how long you can perform that type of skill before having to rest. Many skills require that you spend a certain number of Stamina points from the appropriate Stamina pool every time that skill is used. Stamina Pools are also used to determine other factors, including: how much Physical or Mental damage you can take before unconsciousness and how many skills you can use in quick succession without resting. Skills are the actual specific abilities that allow you to take certain in-game actions, such as fighting with a boffer weapon, striking an exceptionally effective blow, casting a particular spell, or crafting an item. A Note about the Character Creation Spreadsheet A spreadsheet has been created to assist you in creating, playing, and updating your character. It comes with a full set of its own instructions and is quite easy to use. It is available to everyone and we encourage its use. To get your own copy, just ask and a member of staff will provide one to you. Update: we have added a number of skills that are not represented on the Spreadsheet. This situation is being handled by Staff and all appropriate adjustments are being made. Terms There are several terms used in this document that should be defined at this point. "Melee weapon" refers to a weapon that is only used in  Journeyman=1 hand to hand combat – including "claws." Only melee  Master=2 weapons can be used in hand to hand combat.  Specialist=3. "pStam" refers to Physical Stamina. "Claws" refers to red Melee weapons used by creatures as natural body weaponry and can include everything "mStam" refers to Mental Stamina. from actual claws to horn, tentacles, tails, stingers, "sStam" refers to Spiritual Stamina. mandibles, or any number of other similar things. "nStam" refers to the appropriate non-specified "Thrown weapon" refers to a weapon that is only Stamina. thrown. "Stam" or "xStam" refers to any Stamina. "Nerf bullet" or just "Bullet" refers to a foam projectile "PPP" refers to Production Pool Points. launched by a Nerf or Nerf-like device such as a pistol "mPPP" refers to Mining Production Pool Points. or musket. "fPPP" refers to Hunt/Farm Production Pool Points. "Nerf arrow/bolt/dart" or "Nabd" (pronounced /năbÄd/) refers to a foam projectile usually launched by a "hPPP" refers to Herbalism Production Pool Points. device such as a Nerf Bow/crossbow or any of its many "Ore" or "Rocks" or "mSU"refers to all kinds of imitators. Mining Tokens. "Packet arrow/bolt/dart" or "Pabd" (pronounced /pă"Hunt" refers to Spoils of the Hunt Tokens. bÄd/) refers to any standard cloth & seed packet used to "Farm" or "Sticks" or "fSU" refers to Farming represent arrows, bolts and darts. Tokens. "Ranged weapon" refers to all weapons except Melee "Herb" or "Flowers" or "hSU" refers to all kinds of weapons. Herbalism Tokens. "Any weapon" refers to all of the above. "SU" refers to any of the items referred to in the "Spell Packet" or just "Packet" refers to a bit of cloth previous four entries. filled with seed held together with a rubber band or "βPP" refers to Blood Pool Points or Brain Pool Points. string. A standard throughout LARPing. "Sust" refers to Sustenance Tokens. When speaking of the quality of an item expressed as a "NPC" refers to a "Non-Player Character." number (for certain calculations):  Apprentice=0 Starting Points As stated earlier, a beginning character starts with 100 Talent Points and 150 eXperience Points (XP) to purchase initial abilities. Talents & Talent Points A Talent represents the character’s natural aptitude to learn certain kinds of skills/abilities. As mentioned before, there are four types of Talents: Physical, Mental, Spiritual, and Production. A high Talent means that the character has great aptitude in that area; consequently, they will have a relatively low XP cost for the corresponding Stamina pools and related skills. Similarly, having a low Talent means that the character has little aptitude in that area, and will have a relatively high XP cost for the corresponding Stamina pools and related skills. All Talent Ratings begin at zero (0) but the minimum is one (1) so you must allocate at least one Talent Point to each unless your racial package alters this restriction. You have 100 points to distribute among the four ratings. The chart below indicates how many Talent Points each Talent Rating costs: Talent Rating → 1 2 3 4 5 6 7 8 9 10 Number of Talent Points Spent → 1 3 6 10 15 21 28 36 45 55 As an example, if you wanted one of your Talents to have a rating of ten (10), that would use up 55 of your 100 Talent Points or if you wanted it to have, instead, a rating of six (6), that would use up only 21 of your Talent Points. Though you don't have to use every last one of your Talent Points, you might as well since they cannot be used for anything else. Essentially, going from zero to one will cost one point; going from one to two will cost two more points (for a total of three); going from two to three will cost three more points (for a total of six), and so on. So if you want a rating of six it will cost you 1 + 2 + 3 + 4 + 5 + 6 = 21. Remember that not everyone is good at everything. You could make a Specialist-type character by spending many points on one or two Talents and leaving the others very low (such as Talent ratings of 10/8/3/2), or you could make a generalist-type character by spreading out the rating points more equally (such as 7/7/6/6). It is possible that some combinations do not utilize all 100 Talent Points. To take best advantage of your total number of skill points, some of the more common combinations are listed below: Talent Rating Combinations Total Talent Advantage of Talent Points Spent Rating Combination 10/8/3/2 100 Most Specialized in two Talents 10/7/5/1 99 Specialized in one Talent, moderate in two 10/6/6/2 100 Uses 100 points 10/5/5/5 100 Best Specialized in one Talent 8/7/7/3 98 Most Specialized in 3 Talents 8/7/6/5 100 Most efficient build 7/7/7/5 99 Efficient Build 7/7/6/6 98 Most balanced combination, efficient build eXperience Points (XP) All beginning characters start with 150 eXperience Points (XP) to divide among their Skills, Skill Headers, and Stamina Pools. Skills are abilities a character can use to produce various effects in the game. Many of the skills require you to purchase a Skill Header, to unlock all of a certain type of skill before it can be bought. Bonus for veterans: Returning players from The Isles: Asylum are granted an additional 20 XP, for a total of 170 starting XP. A Note about starting equipment: Every character is given 75 guilda 'starting money' that they can use before the game starts to 'buy' equipment. The list of equipment available is limited and there is no guarantee that something not on the list will be readily available at the General Store once you (as your character) arrive in-game. By the same token, there is no guarantee that something on the list will be available at the General Store either. Shopping carefully is a good idea. For a full list of the available Starting Equipment, see the Appendix: Starting Equipment. Costuming Costuming can be a fun and enjoyable endeavor for not only yourself but those around you. It adds to the atmosphere of the game and helps to define your character. Good, detailed, and elaborate costuming is heartily encouraged. Bad, lazy, and/or sloppy costuming is discouraged. While everyone understands that not every piece of costuming can be completely accurate in its intent, all attempts to ensure quality are appreciated. Many of the players in this game (indeed, throughout the LARPing community) are more than willing to help out with advice and helpful tips/hints. Never hesitate to ask your fellow players for their advice or help when it comes to costuming. The vast majority will enthusiastically lend a hand. Traits Everyone starts with a set of Traits that define their character. These indicate various aspects of the character that may or may not change during game play. These include but are not limited to:       Living (this will change to “Dead” when you die which will change to “Spirit” when your body dissipates.) <Race/Species> (Human, Elf, Systrillean, etc... This is highly unlikely to ever change.) <Tribe> (optional.) <Family> <Name> Faithless (this will change to “Faithful” if you take the skill “Believer,” at which time you must choose a Faith.)  <Faith> (optional if you are “Faithless” but you can be “Faithless” yet still have a Faith, you are just not devoted enough to gain any benefits from your Faith – yet.)     Conscious (will change to “Unconscious” when you reach zero Vitality.) Stable (may change to “Unstable” for various reasons.) Sane (this will become “Insane” when you reach zero Sanity.) Headers (Each Header you acquire gives you that trait.) Racial Modifiers Many races in this game have various modifiers to their skills and abilities based on the race's commonly shared traits. While one race may be naturally big and tough, another may have exceptionally well developed Psionic abilities. Advantages Some races will have bonuses to certain skills that allow them to spend fewer XP when buying the skill. They may have bonuses to one or more of their Derived Characteristic (Vitality, Sanity, and/or Karma). They may even have access to a unique skill only available to members of their race. Disadvantages Some races will have penalties to certain individual skills or groups of skills that require them to spend more XP when buying the skill. Some of these penalties may be harsh to the point of actually banning the skill. They may even have penalties to one or more of their Derived Characteristic (Vitality, Sanity, and/or Karma). Racial Skills Racial Skills are available only to the race associated with them. Each entry for a race will have the full details of any special racial skill(s). Please refer to the Appendix: Racial Skills for further details. Stamina, Headers, and Skills Stamina – Physical, Mental, and Spiritual Stamina is what powers your skills. If a character has zero Stamina, they cannot use a skill that draws from that Stamina Pool. A Stamina Pool can be thought of as a kind of 'battery' that powers skills and abilities. In order to use a skill/ability, there must be enough power to do so. If there isn't enough power available, the skill cannot be used. Physical Stamina (AKA: pStam) can (usually) only be used to power Physical Skills. Mental Stamina (AKA: mStam) can (usually) only be used to power Mental Skills. Spiritual Stamina (AKA: sStam) can (usually) only be used to power Spiritual Skills. Once all of the Stamina in a pool is used up, no skill that draws from that pool may be used until the Stamina is refreshed. There are several ways to refresh a Stamina pool:  All expended Stamina pool points can be refreshed, returning to the maximum value, by role-playing recovering your stamina pool for five (5) uninterrupted minutes. This counts as Activity Time and does not stack with other actions. You may not leave the area where you are performing the Activity or perform any other game skills. Stopping the roleplay to perform another action stops the recovery and you must start over again. You can role-play your time as meditating, centering or focusing in a manner appropriate to your character. You cannot refresh a Stamina Pool if you are dead, unconscious, or paralyzed. You can only recover one Stamina pool at a time, so if you were depleted in Physical, Mental, and Spiritual Stamina pools, you would have to Role play for 3 separate, uninterrupted 5 minute periods to be completely refreshed in all three areas. There is no limit to how many times you can refresh your Stamina by these means. The skills, Second Wind, Mental Focus, and Spiritual Center reduce this five minute period. See the individual entries for these skills for full details.  After spending three seconds stationary and without using any game skills, you may expend one point of Karma to call "Imbue by Karma" to refresh one of your Stamina pools (Physical, Mental, or Spiritual) to full.  You may spend one point of Karma to substitute for up to two points of Stamina (Physical, Mental, or Spiritual) when using a skill. This can allow you to spend more Stamina than your normal Stamina maximum in a single skill use. You may spend multiple points of Karma in this way for the same skill use. This option is mentioned here because while this is not a way to 'refresh' a Stamina pool, it is a way to 'power' a skill/ability when there is not enough Stamina available. The Production skills do not use the same sort of Stamina pools as the Physical, Mental, or Spiritual skills. Refining uses an associated refining pool to determine how much source material the character can refine during an event. There is a separate Production refining pool for each category of refining skills: Mining, Hunting/Farming, and Herbalism. Each of these pools is bought in the same way as Stamina pools in other Talent areas, with XP costs dependent on the Production Talent rating, and has a maximum of 10. The rules for Production and Crafting are discussed in detail in the Section on Production. Also, remember that there is a spreadsheet available to assist you. Stamina Pool Points (and Production Pools Points) begin at zero (0), and cannot normally be bought higher than 10 (though you may obtain items or effects during game play that can increase this pool beyond 10 points). The amount of XP it costs to buy a certain number of Stamina points depends on your rating in the associated Talent. Stamina pools are bought according to the same table as skills. Many skills require that you expend a certain number of Stamina points from the specified Stamina pool every time you use the skill. Different skills draw different amounts of Stamina from their specific pool, representing the difficulty of the skill or how taxing it is. Some finely crafted items, such as high quality weapons, can make it slightly easier to use certain skills by reducing the amount of Stamina you must expend. Many skills have a static number of Stamina listed that must be expended every time you use the skill. Some skills, however, may allow you to spend variable amounts of Stamina depending on the difficulty of the task or how quickly you want to accomplish it. Each skill’s description will indicate exactly how and why Stamina is spent. The following chart illustrates the cost of Stamina points based on Talent: Talent 1 2 3 4 5 6 7 8 9 10 1 10 9 8 7 6 5 4 3 2 1 2 21 19 17 15 13 11 9 7 5 3 3 33 30 27 24 21 18 15 12 9 6 4 Stam ina 5 6 46 42 38 34 30 26 22 18 14 10 60 55 50 45 40 35 30 25 20 15 75 69 63 57 51 45 39 33 27 21 7 91 84 77 70 63 56 49 42 35 28 8 108 100 92 84 76 68 60 52 44 36 9 126 117 108 99 90 81 72 63 54 45 10 145 135 125 115 105 95 85 75 65 55 A spreadsheet was designed for easy character creation and can be found at WWW.THEISLES.ORG, or by contacting a member of the Isles staff. Here are some examples to help illustrate: If your Talent is 6 then 4 Stamina will cost (5+6+7+8=) 26 XP. If your Talent is 8 then 9 Stamina will cost (3+4+5+6+7+8+9+10+11=) 63 XP. If your Talent is 10 then 10 Stamina will cost (1+2+3+4+5+6+7+8+9=) 55 XP. Derived Stats: Vitality, Sanity, and Karma There are three important characteristics derived from your maximum Physical, Mental, and Spiritual Stamina ratings: Vitality, Sanity, and Karma. Each of these characteristics begins with a value of 2, and increases by 1 for every two points of Stamina you have in the corresponding pool. A character who has bought no points of Stamina in a certain Talent area will have the base characteristic rating of 2, while a character who has bought 10 points in Stamina would increase their rating to 7. There are circumstances, items, and abilities that will increase these values such as the character's race, certain items to be found during game play, and/or certain beings to be encountered during game play. Benefits from High Life do not change these derived, calculated ratings. Vitality is a measure of how much damage your character can take before falling unconscious. It is based on your Physical Stamina. Sanity is a measure of your Mental resilience and stability. It measures how much Mental damage you can take before losing the ability to function normally. It is based on your Mental Stamina. Karma is a measurement of luck or fate smiling upon you. You can use your Karma points to perform certain actions during an event when you otherwise could not. It is based on your Spiritual Stamina. This chart shows your Vitality, Sanity and Karma ratings according to the levels of your character's Stamina Pools: 1 2 3 4 5 6 7 8 9 10 Physical/Mental/Spiritual Stamina Pool 0 Vitality/Sanity/Karma Rating 2 2 3 3 4 4 5 5 6 6 7 Vitality - Vitality functions as described in the Accelerant Core rules. If you are wearing a suit of armor, the Armor Points of the armor act as additional Vitality points, and are expended before your own Vitality. Vitality can be restored by skills that perform a 'Heal' effect, and Armor points can be restored by skills that perform a 'Repair Armor' effect, but neither can ever be restored to be higher than their original maximum values. Sanity - Sanity is a measure of your current Mental stability and resistance to attacks on your mind. Certain Psionic abilities can attack your mind directly, reducing your Sanity. If you are affected by a "Waste Sanity" effect, your Sanity is reduced by 1, just as a strike with a weapon removes 1 Vitality. A call of "Waste <X> Sanity" will remove X points of Sanity, exactly like a call of "4 Damage" would remove 4 points of your Vitality. Like Vitality, Sanity can never drop below 0. Sanity can be restored by spells or abilities which perform a 'Refresh Sanity' effect. A call of "Refresh <X> Sanity" restores X points of Sanity, up to your normal maximum. If your Sanity ever drops to zero (0), you are immediately affected by a 'Drain' effect. This effect lasts until you rest quietly for five minutes. When the Drain effect ends, you return to 1 Sanity, but will not regain any more Sanity unless it is restored by a skill. Certain things are simply too terrible for the mind to safely encounter - ancient horrors, forces from beyond, and so forth. It is quite likely that these entities will be far more damaging to one's psyche than anything induced by standard Psionic attacks, and the long-term effects from being overwhelmed by their presence may be more dramatic. If your character is reduced to 0 Sanity by a 'Waste <X> Sanity' call with a value of 2 or greater, you should try to role-play appropriately, such as responding as though you were shocked, numb or even catatonic. This effect will last until you have regained at least 1 Sanity point. You cannot use any game skills while you are at 0 Sanity. Make sure you mention the incident in your PEL (Post Event Letter) also; as such experiences may have longer lasting effects. Karma - Karma represents your reserves of luck and inner strength. Karma is a 'per-event' attribute; you will start each event with your maximum Karma, and under normal circumstances there is no way to restore spent Karma points during an event. You may use Karma in the following ways:  You may spend a point of Karma to substitute for up to 2 points of Physical, Mental, or Spiritual Stamina when using a skill. This can allow you to spend more Stamina than your normal Stamina maximum in a single skill use. You may spend multiple points of Karma in this way for the same skill use.  You may spend one point of Karma to restore 1 point to one of your Production Refining Pools.  After spending three seconds stationary and using no game skills, you may spend one point of Karma to call "Imbue by Karma" and refresh one of your Stamina Pools (Physical, Mental, or Spiritual) to full.  When you are affected by a 'Death' effect, you may spend one point of Karma to negate the Death effect but become Unconscious and Unstable instead. You must immediately start your sixty second 'bleeding out' count. You may not use Karma to negate a 'Death Strike.' These are two different things and should not be confused.  When you are about to 'bleed out' (going from Unstable to Dead) you may expend one point of Karma to become Stable instead. You may not do this until the sixty second count is over. Sustenance Characters need to consume a certain amount of prepared food to stay healthy. This required sustenance is represented by ‘sustenance tokens’ which may be purchased from the General Store, or created by characters with the Cook production skill. Sustenance tokens are out-of-game items and may not be stolen, though if you have produced sustenance tokens with the Cook skill, you may freely sell or give them to other characters. A character requires 3 sustenance tokens per event. At the end of each event, you must turn in your sustenance tokens in with your Character card at Check out. For each token less than 3 which you turn in, at the beginning of the next event you will suffer a -1 cumulative penalty to your maximum Stamina pool in each attribute and to all Production Pools; each sustenance token you turn in will remove one of these penalty points from each pool but will not apply towards preventing further penalties in the next event. If your Stamina penalty is -3 or more, you gain the Starving trait. As long as you have the Starving trait, you suffer a permanent Drain effect and cannot use any in-game skills. Living the High Life You may gain benefits by having more or better food and drink in your diet. These benefits, unlike base sustenance which is paid at the end of the event, are paid for at the beginning of the event. When you check in you may opt to pay for Extra Sustenance or High Sustenance. Paying at the beginning of the event reflects that your character has been living well coming into the event, and will have benefits from it. Extra Sustenance gives a player a bonus of +1 vitality for the event. To have the bonus of Extra Sustenance, a player must pay 3 guilda at check in. High Sustenance gives a player a bonus of +1 vitality, and +1 to physical, mental and spiritual stamina pools maximums for the event. These boosts to Stamina pools do not alter derived stats of Sanity, Vitality or Karma. To have the bonus of High Sustenance, a player must pay 9 guilda at check in. Skills that Affect Sustenance There are multi-level skills that can help you maintain and even reduce the cost of your sustenance. Some skills can reduce the costs of Sustenance, Extra Sustenance, and High Sustenance. These include Survivalist (under Physical), Forester/ Farmer (under Production), and Hunter/ Herder (under Production). These skills do not stack. You may only gain reduction in Sustenance from one skill. All of the above skill levels give the following bonuses in regards to Sustenance; ï‚· ï‚· ï‚· Apprentice Level : You only need 2 Sustenance tokens at check out. Journeyman Level : You only need 2 Sustenance tokens at check out, and you may pay 1 guilda for Extra Sustenance, or pay 9 guilda at check in for High Sustenance. Master Level : You only need 2 Sustenance tokens at check out, you get Extra Sustenance for free as long as you turned in 2 sustenance tokens at the last event, or pay 6 guilda at check in for High Sustenance. Headers In many cases, you must purchase a skill Header before you can use skills within that category. Purchasing a skill Header represents the time you spend studying a particular profession or skill set in order to learn particular skills that can only be taught in certain situations. Each Header you gain also gains you that Trait or specific trait if mentioned in the header listing. The XP cost for a particular Header is based on it governing Talent. The formula is 10-T/2 round down and is illustrated by the following table. 1 2 3 4 5 6 7 8 9 10 Talent Score → Skill Header Cost in XP → 10 9 9 8 8 7 7 6 6 5 Any skill listed under 'Layman' may be purchased by anyone, and does not require a Header to be purchased in order to obtain the skill. They are skills that can be picked up without formal training. Some skills may also require certain prerequisites that must be met before that skill can be purchased. Advanced Headers Some Headers are specialized, and may also require certain prerequisites that must be met before that Header may be acquired. Any Advanced Header must be “unlocked” by finding a PC or NPC who has the skill/Header and convincing them to teach you the header. There is no cost to buy the header, unlike basic headers like Warrior and Scholar. Once unlocked, you may buy skills under the Advanced Header as you wish. Once you have this Header you may choose to teach it to others. Hidden Headers Some Headers are specialized, and may also require certain prerequisites that must be met before that Header may be acquired. Any Hidden Header must be “unlocked” by finding an NPC who has the skill/header and convincing them to teach you the header. There is no cost to buy the header, unlike basic headers like Warrior and Scholar. Once unlocked, you may buy skills under the Hidden Header as you wish. Most Hidden headers are earned through roleplay. Hidden Headers may not be taught by PC’s to others. Starting 2014, a second header (Advanced , Hidden or Racial) may be acquired. The cost is 30 XP minus the number of skill levels you have purchased in your first Header. Example: In your first (advanced/hidden) header you have previously purchased a 2nd level skill, a 6th level skill and a 7th level skill. That is 15 levels and the cost for the second header would be 15 build. This cost does not change if after the purchase of the second header, you buy more skills in the first header. Skills Physical Skills Most Physical skills are used to harm or attack others, or to prevent you from being harmed. You may never wield a weapon that you do not have proficiency in. You may never use a skill through a weapon you cannot wield. Physical Skills: Layman Small Weapon Combat [Physical/Layman 0]: You may wield a single dagger or other 'small' weapon (24" or less) to use weapon-required skills, block, use uncalled strikes in combat, or Death Strike. You must have at least 1 point of maximum Physical Stamina to use this skill, but it has no Stamina cost. As a Level Zero (0) skill, this skill is free to all characters but, there is no requirement that it be taken. Some character concepts may be better served by not taking this skill. Assisting Items Related Skills None Basic Combat Self-Splinting [Physical/Layman 0]: You may Splint your own limb with this skill. Self-splinting takes five minutes without First Aid and requires that at least one arm be free and usable. This skill is free to all characters. This skill may be used when suffering from a Drain or similar effect. Assisting Items Related Skills First Aid; Surgery; None Muses' Grace; Furies' Recovery Basic Combat [Physical/Layman 1]: You may wield a weapon that you have proficiency in to use weapon required skills, block, use uncalled strikes in combat, or Death Strike. You may also call "<X> Damage' with any weapon strike up to the maximum damage of the weapon which costs X+1 Physical Stamina. You may not call "1 Damage" with this ability. Using this skill has no Stamina cost unless you are using called Damage. For each point of Physical Stamina purchased, you may choose one weapon type, or one weapon style (assuming pre-reqs are met.) There are a total of 14 weapons & styles, and once you hit Physical Stamina Pool = 10, you gain all the weapon types or styles you have not selected with the first 9 stamina point choices. The Weapons Types/Styles for Proficiencies covered by Basic Combat are: Swords Axes Hammers Maces/Clubs Thrown Weapons Crossbows Bows Spears/Pole Arms Staffs Firearms Two-Handed Weapon – can use Florentine – One weapons that require two hands Pre Req Physical Stamina 4 Handed Weapon & Small/Short Weapon Paired Weapons – One Handed Weapon in each hand Shield – One Handed Weapon & Shield Pre Req Physical Stamina 3 Pre Req Physical Stamina 5, Pre Req Physical Stamina 5 Florentine Assisting Items Related Skills None Small Weapon Combat Bluff [Physical/Layman 3]: When using a melee weapon, this skill allows you to add the prefix "Double" to your Damage Call. This skill doubles the Physical Stamina cost of calling damage minus 1 with a minimum of 2. For example, if calling "4-Damage" would normally cost you 5 Physical Stamina, Calling "Double-4-Damage" will cost you 9 Physical Stamina ((5x2)-1=9). Any reductions to Physical Stamina cost due to weapon quality are only applied once. The advantage is that the second half automatically lands and will require a second defense (or a "double" defense) to be called to negate it. Note: this does NOT work with other Physical Combat skills i.e.: "Agony" or "Disarm." Good Aim is the ranged version of this skill while Bluff is the hand to hand version. This skill can be upgraded to Feint. Assisting Items Related Skills Well-made weapon Feint; Deft Defense Good Aim [Physical/Layman 4]: When using a missile weapon, this skill allows you to add the prefix "Double" to your Damage Call. This skill doubles the Physical Stamina cost of calling damage minus 1 with a minimum of 2. For example, if calling "4-Damage" would normally cost you 5 Physical Stamina, Calling "Double-4-Damage" will cost you 9 Physical Stamina ((5x2)-1=9). Any reductions to Physical Stamina cost due to weapon quality are only applied once. The advantage is that the second half automatically lands and will require a second defense (or a "double" defense) to be called to negate it. Note: this does NOT work with other Physical Combat skills i.e.: "Agony" or "Disarm." Good Aim is the ranged version of this skill while Bluff is the hand to hand version. This skill can be upgraded to Perfect Aim. Assisting Items Related Skills Well-made weapon Perfect Aim; Deft Defense Resist Poison [Physical/Layman 4]: You may call "Resist" to negate an effect that is "~by Poison" as it affects you. Using this skill costs 4 Physical Stamina. Assisting Items Related Skills Rum None Pull Free [Physical/Layman 5]: After thirty seconds of uninterrupted role-playing attempting to free yourself or someone else, you may call "Cure Root" to free yourself or the target from a Root effect. Using this skill costs 6 Physical Stamina. Assisting Items Related Skills Light Tobacco None Resilience [Physical/Layman 5]: After ten uninterrupted seconds using no skills, receiving no attacks, and roleplaying tending your wounds and gathering your strength, you may call "Heal 2 to Self" to regain 2 Vitality. You may only use this skill if you are below half of your maximum Vitality. Using this skill costs 5 Physical Stamina. Assisting Items Related Skills Whiskey None Second Wind [Physical/Layman 5]: You may take this skill up to 5 times. Each time it will reduce the amount of time you need to roleplay when refreshing your Physical Stamina Pool. For each level purchased, you reduce your reset time (for that pool only) by 30 seconds. If bought the maximum of 5 times, it would allow you to reduce your normal refreshing time from 5 minutes, down to 2 minutes and 30 seconds. There is no way (except by using Karma) to reduce your refresh time to less than 2 minutes and 30 seconds. Remember, this Activity Time must be spent roleplaying the refreshing of your stamina, using no game skills, (see Stamina, Headers and Skills section for more information on recovering stamina). Assisting Items Related Skills Vodka Mental Focus; Spiritual Center Burst Bonds [Physical/Layman 6]: After five seconds of role-playing struggling with a set of bonds, you may call "Destroy Bonds" to destroy ropes or shackles which have bound you or another target. You may only destroy one set of ropes or shackles with each use of this skill. Using this skill costs 6 Physical Stamina. Assisting Items Related Skills Hooch/Moonshine; Reinforced Gloves Pick Locks Great Strength [Physical/Layman 7]: You may run at full speed while carrying a person. Using this skill has no Stamina cost. Survivalist [Physical/Layman 3/5/7]: You've learned to survive in the woods and off of the land - you can feed yourself between events. This skill will help reduce your character’s Sustenance requirements. Apprentice: You only need 2 Sustenance Tokens at check out. Journeyman: You only need 2 Sustenance Tokens at check out, and you may pay 1 guilda for Extra Sustenance, or pay 9 guilda for High Sustenance at check in . Master: You only need 2 Sustenance Tokens at check out, you get Extra Sustenance for free, or pay 6 guilda for High Sustenance at check in as long as you turned in 2 sustenance tokens at the end of your last event. Note: Races that have alternate forms of Sustenance will have details concerning Survival skills and Extra/High Sustenance outlined in their individual descriptions. Basic Header: Warrior Warrior skills deal with attacking and defending against harm. Warrior's Disengage [Physical/Warrior 2]: As long as you are wielding a melee weapon or shield, you may call "Disengage." Using this skill costs 2 Physical Stamina. See The Accelerant Rules for a complete description. Assisting Items Related Skills Well-made weapon; Boots Thief's Disengage Warrior's Agony [Physical/Warrior 3]: You may call "Agony" with any weapon strike from a weapon with a maximum damage of 2 or more. Using this skill costs 4 Physical Stamina. Assisting Items Related Skills Well-made weapon Thief's Agony; Pain; Furies' Pain Deft Defense [Physical/Warrior 4]: When using Parry or Block, this skill allows you to add the prefix "Double" to your response call of "Parry" for an additional 2 Physical Stamina. You may alternately add the prefix "Triple" to your response call of "Parry" for 4 Physical Stamina. Any reductions to Physical Stamina cost due to weapon quality are only applied once. Deft Defense can only be used vs incoming calls of "Double" or "Triple." Note that you must have the skill(s) Parry and/or Block to use Deft Defense. Normally, using one defense multiple times will cost more Physical Stamina than using this skill. Assisting Items Related Skills Well-made weapon Parry; Block; Called Shot; Feint Parry [Physical/Warrior 4]: As long as you are wielding a melee weapon or shield, you may call "Parry" to negate the effect of any call delivered via a melee weapon strike that hits your weapon(s), limb(s) or shield. This skill allows you to negate the effect of any melee strike only to weapon, limb, or shield while the Block skill negates the effect of any weapons strike to any location. Using this skill costs 6 Physical Stamina. Assisting Items Related Skills Well-made weapon Parry; Block, Reposté Bone Break [Physical/Warrior 5]: You may call "Maim" with a melee weapon strike, or "Maim <limb>" with a missile strike, as long as the weapon used has a maximum damage of 2 or more and you are currently able to wield the weapon. Using this skill costs 6 Physical Stamina. Assisting Items Related Skills Well-made weapon Self-Splinting; First Aid; Surgery Unshakable [Physical/Warrior 5]: After three seconds of role-playing, you may call "Purge Repel" to free yourself from a Repel effect. Using this skill costs 5 Physical Stamina. Assisting Items Related Skills Strong Tobacco None Battle Rage [Physical/Warrior 6]: When you invoke this skill, call "Grant <X> Vitality to Self by my Will" where <X> is equal to your Normal Maximum Vitality. Thus, a character with 1out of a maximum 7 Vitality left who invoked this skill would immediately be at 8 of 14 Vitality. Invoking the skill again would only add to your current Vitality, (example: 8 of 14 would go to 14 of 14.) This skill ends when you become unconscious or when you can no longer see any active opponents. A 'Cure Will' effect that affects you will also end this skill. When this skill ends, you become unconscious, unstable, and at 0 Vitality. You are thus 'Bleeding Out' after the skill ends. You may invoke this skill immediately if you choose when you take an amount of Damage that would otherwise knock you unconscious. This skill cannot be used in conjunction with Zen Focus. Using this skill costs 6 Physical Stamina. Assisting Items Related Skills Mead None Bow Parry [Physical/Warrior 6]: As long as you are wielding a bow or crossbow (boffers only – no 'unsafe' reps allowed with this skill), you may expend 6 Physical Stamina to use your bow as a parrying weapon to block melee weapons strikes. This effect lasts until you spend time to refresh your Physical Stamina Pool. Using your bow or crossbow in this manner damages the bow string and it must be repaired in the normal manner by a Weaponsmith before it can be used to fire arrows or bolts again. This skill does not allow you to use your bow or crossbow to strike melee attacks. Note: no other skill or weapon proficiency is required regardless of the size of your bow/crossbow. See the Skill Weaponsmith for repair details. Assisting Items Related Skills Well-made weapon None Disarm [Physical/Warrior 6]: You may call "Disarm" with a melee weapon strike, or "Disarm <weapon/item>" with a missile strike, as long as the weapon used has a maximum damage of 2 or more. This skill may not be used to Disarm a target of a Shield. Using this skill costs 6 Physical Stamina. Assisting Items Related Skills Well-made weapon None Feint [Physical/Warrior 6]: When using a melee weapon, this skill allows you to add the prefix "Double" to your Call. This skill doubles the Physical Stamina cost of calling damage minus 1 with a minimum of 2. For example, if calling "4-Damage" would normally cost you 5 Physical Stamina, Calling "Double-4-Damage" will cost you ((5x2)1=9) 9 Physical Stamina. Any reductions to Physical Stamina cost due to weapon quality are only applied once. The advantage is that the second half automatically lands and will require a second defense (or a "double" defense) to be called to negate it. Note: this also works with other Physical Combat skills i.e.: "Double-Agony" and/or "Double-Disarm." Perfect Aim is the ranged version of this skill while Feint is the hand to hand version. (See Deft Defense.) Assisting Items Related Skills Well-made weapon Bluff; Warrior's Agony; Bone Break; Disarm Reposté [Physical/Warrior 6]: When using a defensive maneuver that allows the call "Parry," (i.e. Block or Parry) this skill allows you to add "~and <X>" where <X> is any offensive skill you may have such as straight damage, Disarm, Stun, Agony, Maim, etc... which will automatically hit the opponent. All requirements of both things being done must be met. For example if using the Parry skill would cost you 6 Physical Stamina and performing a Disarm would cost you 5 Physical Stamina, the total cost for calling "Parry-and-Disarm-<Sword>!" would be 11 Physical Stamina. The first half of the call must be a "Parry" and the second half must be an offensive maneuver. Assisting Items Related Skills Well-made weapon Parry; Block Shield Breaker [Physical/Warrior 6]: You may call "Smash Shield" with two consecutive hits on a target's shield and then, on the third hit, call "Destroy Shield." If you use any other game skill between each of the three calls, the subsequent calls are negated and you must start again - but no Stamina is spent for this skill until the third strike lands. This can only be done with a weapon with a maximum damage of 7 or more. Pausing your strikes to conform to the Flurry Rule does not constitute an interruption. Using this skill costs 7 Physical Stamina. Assisting Items Related Skills Well-made weapon None Block [Physical/Warrior 7]: As long as you are wielding a melee weapon or shield, you may call "Parry" to negate the effect of any call delivered via a melee weapon strike. This skill allows you to negate the effect of any melee strike to any location, while the Parry skill negates the effect of any weapons strike only to weapon, limb, or shield. Using this skill costs 8 Physical Stamina. Assisting Items Related Skills Well-made weapon Parry; Deft Defense; Reposté Perfect Aim [Physical/Warrior 7]: When using a missile weapon, this skill allows you to add the prefix "Double" to your Call. This skill doubles the Physical Stamina cost of calling damage minus 1 with a minimum of 2. For example, if calling "4-Damage" would normally cost you 5 Physical Stamina, Calling "Double-4-Damage" will cost you ((5x2)-1=9) 9 Physical Stamina. Any reductions to Physical Stamina cost due to weapon quality are only applied once. The advantage is that the second half automatically lands and will require a second defense (or a "double" defense) to be called to negate it. Note: this also works with other Physical Combat skills i.e.: "Double-Agony" and/or "Double-Disarm." Perfect Aim is the ranged version of this skill while Feint is the hand to hand version. (See Deft Defense.) Assisting Items Related Skills Well-made weapon Good Aim; Warrior's Agony; Bone Break; Disarm Sword Breaker [Physical/Warrior 7]: You may call "Destroy Weapon" with a melee strike from a weapon that has a maximum damage of 7 or more. Using this skill costs 8 Physical Stamina. Assisting Items Related Skills Well-made weapon None Avoid Blow [Physical/Warrior 8]: You may call "Avoid" to negate any weapon or weapon strike represented by a packet (Packet Bow, etc...) that would otherwise affect you. Using this skill costs 9 Physical Stamina. Assisting Items Related Skills Cloth Cape; Leather Cape None Intimidate [Physical/Warrior 8]: After meeting a target's eyes for three consecutive seconds, you may call "By My Gaze, Repel by Fear." Using this skill costs 7 Physical Stamina. Assisting Items Related Skills Chewing Tobacco None Stunning Blow [Physical/Warrior 8]: You may call "Stun" with a melee strike from a weapon that has a maximum damage of 6 or more. Using this skill costs 9 Physical Stamina. Assisting Items Related Skills Well made weapon None Trick Shot [Physical/Warrior 8]: When using a ranged weapon (Bow, Crossbow, Thrown, Firearm, etc...), this skill allows two offensive things in one shot. An example might be "4-damage and Agony." All requirements of both things being done must be met. If each effect would cost four (4) Physical Stamina to do, performing both would cost eight (8). The advantage is that the second half automatically lands and may require a second defense to be called to negate it. The two effects being called must be different; they cannot be the same. Note: You must also have purchased every skill that you have used within your combination. Although this maneuver is delivered with one shot, any Stamina bonuses granted by the user's weapon apply twice. Remember, however that one call of “Parry/Avoid” by your target will negate this entire chained attack! Assisting Items Related Skills Well-made weapon Warrior's Agony; Bone Break; Dead Aim Dead Aim [Physical/Warrior 9]: You may call "Stun" with a successful shot from a bow, crossbow, or thrown weapon that has a maximum damage of 5 or more. Using this skill costs 9 Physical Stamina. Assisting Items Related Skills Well-made weapon Stunning Blow Hero's Death [Physical/Warrior 9]: When you invoke this skill, call "Imbue Hero by Fate." All of your Stamina pools are immediately refreshed to full. For the duration of this skill, you call "No Effect" to uncalled damage. You may spend one point of Vitality or Sanity to call "Resist" to any effect. This skill ends when you become unconscious or dead, or when you can no longer see any active opponents. When this skill ends, your character dies permanently, and may no longer be resurrected or return from Death's realm; this death may not be prevented by any means including Karma. Using this skill has no Stamina cost. Advanced Header: Musketeer (Prerequisite: 10 Physical Stamina Pool) The Musketeer may increase their Physical Stamina pool beyond ten. Their maximum becomes twelve (12) which may increase to thirteen (13) with High Sustenance. Kneecap [Physical/Musketeer 3]: You may call “Short Slow” with any melee attack. Alternately, you may add the call “~ AND Short Slow” to any called melee attack. This skill costs 3 (additional) Physical Stamina. This skill cannot be used again until your entire Physical Pool has been refreshed. Assisting Items Related Skills Well-made weapon Trick Shot Hamstring [Physical/Musketeer 4]: You may call “Short Slow” with any ranged attack. Alternately, you may add the call “~ AND Short Slow” to any ranged attack. This skill costs 4 (additional) Physical Stamina. This skill cannot be used again until your entire Physical Pool has been refreshed. Assisting Items Related Skills Well-made weapon Trick Shot Undaunted (Requires Unshakable) [Physical/Musketeer 4]: After three seconds of role-playing, you may call one of the following:  “Imbue to Self” – which will have the same effect as “Splinting” a Maimed limb.  “Purge Slow to Self” – which will rid you of all Slow effects.  “Purge Root to Self” – which will rid you of all Root effects. Using this skill costs 4 Physical Stamina. Assisting Items Related Skills None Splinting; First Aid; Pull Free Intuitive Defense [Physical/Musketeer 7]: Call "Grant Defense to Self by ~my~ Training, Shield Melee Weapon" and spend 5 Physical Stamina (not modified by Weapon Quality). You, now, must call “Shield” to the first melee attack delivered by a hand to hand weapon. This skill ends just after you call your defense or you refresh any Stamina Pool or you simply choose for it to end. See the section discussing the “~my~” option and the rules on “Grants”. Assisting Items Related Skills None Parry; Deft Defense; Reposté Flaunt [Physical/Musketeer 8]: When using a melee weapon, this skill allows you to add the prefix "Triple" to your Call. This skill triples the Physical Stamina cost of calling damage minus 1 with a minimum of 2. For example, if calling "3-Damage" would normally cost you 4 Physical Stamina, Calling "Triple-3-Damage" will cost you ((4x3)1=11) 11 Physical Stamina. Any reductions to Physical Stamina cost due to weapon quality are only applied once. The advantage is that the second and third part automatically lands and will require a second and third defense (or a "double/triple" defense) to be called to negate it. Note: this also works with other Physical Combat skills i.e.: "Triple-Agony" and/or "Triple-Disarm." (See Deft Defense.) Assisting Items Related Skills Well-made weapon Bluff; Warrior's Agony; Disarm Imperial Fortitude [Physical/Musketeer 8]: When taking a Death effect you may call “Reduce.” For 4 Physical Stamina the Death effect will be reduced to “Unconscious and Unstable.” For 8 Physical Stamina the Death effect will be reduced to “Unconscious and Stable.” Your choice must be made when the attack affects you and you cannot 'upgrade' your status again with this skill. In either case you will be unconscious. Note this skill refers to a “Death Effect” and not a “Death Strike.” This skill cannot be used again until your Physical Pool has been Refreshed normally. Sisters/Brothers Forever [Physical/Musketeer 8]: After five minutes of role-play and the expenditure of 1 Karma, you may pick one other character that is your “ward.” For the rest of the event, every time you witness your ward being dropped in combat you may call “Refresh Physical Stamina to Self by Honor.” However, once you have Refreshed your Physical Stamina by this method, you may not use this method again until you have Refreshed your Physical Stamina by some other method (resting, Karma, etc...). You may only have one 'ward' at a time. Switching to a new 'ward' will negate your previous use of this skill in favor of a new ward and cost you another point of Karma. War Stories [Physical/Musketeer 9]: Once per event you must role-play telling a story of your exploits to up to five targets for five minutes. At the end of your story you gain 5 uses of “Refresh 1 Karma by Inspiration” which must be used on those targets within 60 seconds. If you use any other skill before you use any remaining uses, the remainder are lost. You may not use this skill on yourself. No character may have their Karma increased by this method more than once per event. This costs 1 Karma. To be clear, “Refresh~” will not boost anything beyond normal maximums. Hidden Header: Umbral Knight (Prerequisite: 10 Physical Stamina)  The character who successfully begins training as an Umbral Knight will gain the trait “Dark Soul.”  A character with the trait “Dark Soul” may use the effect trait “~by Shadow” in place of any other battle   carrier (spells, melee attacks, etc.). However, they also now take double damage from any attack that is “~by Faith.” Note that some Umbral Knight skills/abilities can be easier to use (expressed as a reduction in Stamina costs) when the Umbral Knight possesses a Conduit. The reduction in Stamina costs is based on the quality of the Conduit as explained under the skill used to create the Conduit. The Umbral Knight may increase their Physical Stamina pool beyond ten. Their maximum becomes twelve (12) which may increase to thirteen (13) with High Sustenance. Calcification (Physical/Umbral Knight 3/6/9): With this skill, the character that has “High Sustenance” (see rules governing Sustenance elsewhere in these rules) receives +1 Vitality per level of this skill. To be clear: the character will receive +1 Vitality for High Sustenance, then +1 more for the first level of this skill, then +1 more for the second level of this skill, and then +1 more for the third level of this skill for a maximum total of +4 Vitality. Mantle of Foreboding (Spirit/Umbral Knight 4): The Umbral Knight may add “~by Shadow” when they perform a Death Strike (“Death Strike one, Death Strike two, Death Strike three by Shadow”) and then immediately call “Grant to Self by Shadow, Guard” and gains one use of Guard. “Guard” is a “dumb” defense and will protect the character from the next called attack or effect received. They must call out “Guard,” negating that effect. They may only have one use of this at a time. This skill costs 4 Spirit Stamina to use, expended at the time of the Death Strike/Grant. Whispers from Beyond [Spiritual/Umbral Knight 5]: You may call “Resist” to any call “~by Radiance” or “~by Shadow.” This costs 5 Spiritual Stamina. Assisting Items Related Skills Conduit None Dead Eyes (Physical/Umbral Knight 5): The Umbral Knight may attack for “By my gaze Inflict Stricken by Fear” This skill cost 5 Physical Stamina to use and nothing will reduce this cost. Remember that Gaze attacks require three seconds of eye to eye contact. Unnatural Vitality (Physical/Umbral Knight 6): The Umbral Knight may call “Reduce to Weakness” when affected by any Stun, Paralyze, or Drain effects. This costs 6 Physical Stamina per use and nothing will reduce this cost. Chilling Touch (Spirit/Umbral Knight 8): The Umbral Knight may swing a melee weapon for “Short Paralyze by Shadow.” This skill costs 9 Spiritual Stamina to use. Assisting Items Related Skills Conduit None Sin Eater (Physical/Umbral Knight 9) Once per day, when hit by a Death effect the Umbral Knight may call “Absorb to Refresh Physical Stamina by Shadow.” This skill costs 1 Karma to use. Province of the Grave (Physical/Umbral Knight 10) To use this skill, the Umbral Knight plants both feet and roleplays a prayer to Teleute for 3 seconds. Touching a held weapon s/he may call “Grant Melee Attack to Self by my Shadow, Death by Shadow” and gains one melee attack for “Death by Shadow.” This attack is lost upon any Physical Stamina Refreshment. This skill costs 10 physical Stamina to use and nothing will reduce this cost. Mental Skills Mental skills rely on the power and agility of the mind. They include Psionics, Scholarly pursuits and other skills that rely primarily on the strength and power of one's mind. Mental Skills: Layman Language Theory [Mental/Layman 1]: You may attempt to decipher codes and cryptograms. Using this skill has no Stamina cost. Tracking [Mental/Layman 3]: You may access any Tracking Marker with an expenditure of Mental Stamina equal to the numbers on the marker. Markers may have up to 3 tags in them, and you may read any tag up to and including the total amount of Mental Stamina that you spend. You also have knowledge of general animal species. You may point at and call out to an NPC, in a normal voice (no yelling please): "By my Gesture, Diagnose Species by Tracking". The (N)PC should answer you if they are a creature that you could recognize. You are not guaranteed a reply, and you should try to not break game atmosphere when using this skill. Inner Calm [Mental/Layman 5]: After ten uninterrupted seconds using no skills, receiving no attacks, and roleplaying meditating and calming your mind, you may call "Refresh 2 Sanity to Self" to regain 2 Sanity. You may only use this skill if you are below half of your maximum Sanity. Using this skill costs 5 Mental Stamina. Assisting Items Related Skills Fruit-aide; Meditation Beads Gift of the Fates Mental Focus [Mental/Layman 5]: You may take this skill up to 5 times. Each time it will reduce the amount of time you need to roleplay when refreshing your Mental Stamina Pool. For each level purchased, you reduce your reset time (for that pool only) by 30 seconds. If bought the maximum of 5 times, it would allow you to reduce your normal refreshing time from 5 minutes, down to 2 minutes and 30 seconds. There is no way (except by using Karma) to reduce your refresh time to less than 2 minutes and 30 seconds. Remember, this Activity Time must be spent roleplaying the refreshing of your stamina, using no game skills, (see Stamina, Headers and Skills section for more information on recovering stamina). Assisting Items Related Skills Gin Second Wind; Spiritual Center Psychic's Defense [Mental/Layman 5]: This skill allows you to hold a staff/spear or small blocking weapon in your off-hand while casting Psionic effects. This skill costs no Stamina to use. You may not swing for damage unless you have the weapon proficiency and/or Basic combat for called damage. Fearless Spirit [Mental/Layman 6]: You may call "Resist" to negate any effect that is "~by Fear" or "~by Spirit." Using this skill costs 6 Mental Stamina. Self-Control [Mental/Layman 6]: You may call "Resist" to negate any "Waste Sanity" or "Waste <X> Sanity" effect. Using this skill costs 3 Mental Stamina. Assisting Items Related Skills None Horrify Strong Mind [Mental/Layman 6]: You may call "Resist" to negate any effect that is "~by Will," "~by my Will," or "~by Psi." Using this skill costs 6 Mental Stamina. Assisting Items Related Skills Tea None Basic Header: Psionic Psionic skills draw on the innate power of the mind and will, focusing mental energies to affect the minds of others. All Psionic skills require Psionic Foci to use, as well as a mouthed or spoken 'concentration mantra' that must be at least 4 + the skill level in syllables long. It takes ten minutes of Activity time to attune a Psionic Foci to a specific skill. A Foci may only be attuned to one skill at a time. Damage or attack effects are usually cast "~by Will" while mental or curative effects are usually cast "~by Psi." You may not cast Psionic effects while holding any weapons or shields in either hand, nor with weapons tucked under your casting arm unless you have the skill Psychic's Defense. Psychic Probe [Mental/Psionic 2]: After meeting a target's eyes for three consecutive seconds, you may call "By My Gaze, Expose Psychic by Psi." Using this skill costs 3 Mental Stamina and requires an attuned Minor Psi Focus. The target of this effect must cry out and role-play appropriately. Assisting Items Related Skills Well-made Focus None Horrify [Mental/ Psionic 3]: You may throw 3 packets of "Waste Sanity by Fear." Using this skill costs 4 Mental Stamina and requires an attuned Minor Psi Focus. Assisting Items Related Skills Well-made Focus Self-Control Pain [Mental/ Psionic 3]: You may throw a packet for "Agony by Will." Using this skill costs 4 Mental Stamina and requires an attuned Minor Psi Focus. Assisting Items Related Skills Well-made Focus None Slow [Mental/ Psionic 3]: You may throw a packet for "Slow by Will." Using this skill costs 4 Mental Stamina and requires an attuned Minor Psi Focus. Assisting Items Related Skills Well-made Focus None Mind Healing [Mental/ Psionic 4]: You may throw a packet for "Cure Will by Psi" or "Cure Fear by Psi." Using this skill costs 5 Mental Stamina and requires an attuned Minor Psi Focus. Assisting Items Related Skills Well-made Focus None Psych Out [Mental/Psionic 4]: When using an offensive Psychic attack (Slow, Enervate, Entrance, Feeble-mind, Fumble, Pain, Pin, Psychic Scream, Repulsion, Sleep, Still Tongue), this skill allows you to add "Double" to your call. This skill doubles the Mental Stamina cost of any skill it is used in conjunction with. For example, if calling "Root by Will" would normally cost you 5 Mental Stamina, Calling "Double Root by Will" will cost you 10 Mental Stamina. The advantage is that rarely will the second half be avoidable. This skill does not require a separate Focus but has no use without another skill. Note that most (if not all) of the possible effects this skill can be used with have no additional effects when applied twice. This Skill just makes it harder for the target to avoid the effect. Note that the skill "Horrify" may not be used with Psych Out. Assisting Items Related Skills 'Shroomz None Crystal Harmony [Mental/Psionic 5]: You may buy this skill up to 5 times. Each time you take this skill, it will reduce the amount of time you need to attune to a Psi-Focus. You may still only attune to one focus at a time. For each level taken, you reduce your attuning time by one minute. If taken to the maximum level of 5, it would eventually allow you to reduce your normal attuning time from 10 minutes, down to 5 minutes. There is NO WAY to reduce your attuning time to less than 5 minutes. Remember, this time must be spent only attuning. This counts as Activity time. Fumble [Mental/ Psionic 5]: You may throw a packet for "Disarm <Weapon/Item> by Will." Using this skill costs 6 Mental Stamina and requires an attuned Major Psi Focus. Assisting Items Related Skills Well-made Focus None Outer Calm [Mental/ Psionic 5]: You may touch your target with a packet and call "Grant <X> Sanity by Will." The recipient receives a bonus of 1 to 3 Sanity Points, depending upon the desire of the Psychic and the quality of the focus used. This skill requires an attuned Minor Focus to Grant 1 Sanity Point; an attuned Major Psi Focus to Grant up to 2 Sanity Points; or an attuned True Psi Focus to Grant up to 3 Sanity Points. It costs 3 Mental Stamina per point of Sanity Granted and 1 minute of role-play per point of Sanity Granted. Sanity granted by the use of this effect stacks on top of a players base Sanity, and these Granted points are the first lost if a player suffers a Sanity loss. Sanity points gained by use of this effect may not be healed/refreshed - they are the first to be lost & may not be regained except by recasting the effect. A player may only have a single casting of this on them at any time. If the effect is cast on someone who already has this effect on them, the stronger bonus will replace the weaker one. Example: Jon has a 3 point Outer Calm on him, and loses 2 Sanity during a fight. The lost points may not be healed, but if John gets his friend to recast the 3 point Outer Calm on him, John will then have 3 points of bonus Sanity again. The 1 point left over from the first casting is lost. Assisting Items Related Skills Well-made Focus; Vegetable Juice None Enervate [Mental/ Psionic 6]: You may throw a packet for "Weakness by Will." Using this skill costs 7 Mental Stamina and requires an attuned Major Psi Focus. Assisting Items Related Skills Well-made Focus None Still Tongue [Mental/ Psionic 6]: You may throw a packet for "Silence by Will." Note that a Silenced character may still use Psionic skills because mantras/concentration phrases do not need to be spoken aloud, merely mouthed. Using this skill costs 4 Mental Stamina and requires an attuned Major Psi Focus. Assisting Items Related Skills Well-made Focus None Repulsion [Mental/ Psionic 7]: You may throw a packet for "Repel by Will." Using this skill costs 7 Mental Stamina and requires an attuned Major Psi Focus. Assisting Items Related Skills Well-made Focus None Feeble-mind [Mental/ Psionic 8]: You may throw a packet for "Drain by Will." Using this skill costs 9 Mental Stamina and requires an attuned True Psi Focus. Assisting Items Related Skills Well-made Focus None Pin [Mental/ Psionic 8]: You may throw a packet for "Root by Will." Using this skill costs 5 Mental Stamina and requires an attuned True Psi Focus. Assisting Items Related Skills Well-made Focus None Why are Lesser Pin and Pin different levels? A “short” effect lasts until the target rests for only ten uninterrupted seconds and a normal effect lasts until the target rests for five uninterrupted minutes. In a pitched battle, it is unlikely that a target will have any chance to rest for any length of time so a form of Pin (Root) was developed that was easier for a character to learn. Tactically, one may be a better choice than the other. The choice is yours. Zen Focus [Mental/ Psionic 8]: When you invoke this skill, call "Grant <X> Protection to Self by my Will." When this skill is invoked, you immediately gain temporary <X> Protection points where <X> how much Mental Stamina you spend, 1 point of Protection for every point of Mental Stamina spent, up to your maximum Vitality. Thus, a character with 4 Vitality who invoked this skill could gain up to 4 temporary Protection points. These Protection points are lost after Armor points you already possess (thus in the previous example, if a character has an Armor Value (AV) of 4, they would be able to take 12 damage before falling unconscious). This skill will never provide more Protection points than your maximum Vitality. This skill cannot be invoked again until you have rested for five minutes. This skill ends when you become unconscious or when you can no longer see any active opponents. A 'Cure Will' effect that affects you will also end this skill. When this skill ends, you immediately become unconscious yet stable if you had any Vitality left and will awaken normally with one Vitality. This skill cannot be used in conjunction with 'Battle Rage.' This skill is 'self only.' Using this skill costs <X> Mental Stamina and requires an attuned True Psi-Focus. Assisting Items Related Skills Well-made Focus None Sleep [Mental/ Psionic 9]: You may throw a packet for "Stun by Will." Using this skill costs 10 Mental Stamina and requires an attuned True Psi Focus. Assisting Items Related Skills Well-made Focus None Psychic Scream [Mental/ Psionic 10]: You may call "By My Voice, Agony by Psi." You do not take this effect when you use it. Using this skill costs 12 Mental Stamina and requires an attuned True Psi Focus. Assisting Items Related Skills Well-made Focus None Entrance [Mental/ Psionic 10]: You may throw a packet for "Paralyze by Will." Using this skill costs 11 Mental Stamina and requires an attuned True Psi Focus. Assisting Items Related Skills Well-made Focus None Advanced Header: Mindbender (Prerequisites: Header: Psionic; Skills: Horrify and Mind Healing) The Mindbender may increase their Mental Stamina pool beyond ten. Their maximum becomes twelve (12) which may increase to thirteen (13) with High Sustenance. Mind Link [Mental/Mindbender 3]: After five minutes roleplaying meditating with a willing target, specifically, both holding the same Psi Focus gem used for this skill, the Mindbender spends 4 Mental Stamina and touch casts upon the target, calling “Imbue <caster's name + 'link'> by Psi” which will give the target the trait <caster's name + 'link'>. For the rest of the event the Mindbender may call “By My Voice, Expose <caster's name + 'link'> by Psi.” Example: "By My Voice, Expose Reno's Link by Psi." Using the Expose call costs the Mindbender 2 Mental Stamina per use. Each Link created requires an attuned Minor Psi Focus (which the Mindbender must keep). The Mindbender may break the link with 30 seconds of role-play with the target. Assisting Items Related Skills Well-made Focus None Flexible Sanity [Mental/Mindbender 4]: You may call “Waste <X> Sanity to Self by my Will” followed immediately by touch casting (upon yourself or another target) “Refresh <X> Mental Stamina by Will.” <X> cannot be more Sanity than you have. Once used, you call “no effect” to any cure or refresh to your Sanity until you rest for 5 minutes. Requires an attuned Major Psi Focus. Assisting Items Related Skills Well-made Focus, Psycher's Psyn None Telekinetic Shield [Mental/Mindbender 5]: Call "Grant Defense to Self by ~my~ Will, Shield Ranged Weapon" and spend 5 Mental Stamina. You, now, must call “Shield” to the first ranged attack delivered by a firearm, bow packet, or thrown weapon. This skill ends just after you call your defense or you use Activity Time to refresh any Stamina Pool or you simply choose for it to end. See the section discussing the “~my~” option and the rules on “Grants”. Requires an attuned Major Psi Focus. Assisting Items Related Skills Well-made Focus None Psychic Rage [Mental/Mindbender 6]: (Requires Flexible Sanity) When you invoke this skill, call “Grant <X> Sanity by my Will” where <X> is equal to your Normal Maximum Sanity. Thus, a character with 1 of 7 Sanity left who invoked this skill would immediately be at 8 of 14 Sanity. This skill ends when you become unconscious or when you can no longer see any active opponents. A ‘Cure Will’ effect that affects you will also end this skill. When this skill ends, you take “Waste <X> Sanity to Self by Will.” If the Mindbender is reduced to one (1) Sanity in any way while this skill in use, they immediately take a Frenzy effect. If they reach zero (0) Sanity, the normal Drain happens and the Frenzy (if any) ends. This skill cannot be used in conjunction with Zen Focus. Requires an attuned Major Psi Focus. Using this skill costs 1 Karma. Assisting Items Related Skills Well-made Focus Battle Rage; Zen Focus Induce Nightmare [Mental/Mindbender 7]: A Mindbender may force a single opponent back by pointing at them and calling “By My Gesture Repel by Fear.” This costs 8 Mental Stamina and requires an attuned Major Psi Focus. Assisting Items Related Skills Well-made Focus None Pyro Kinetic [Mental/Mindbender 8]: With this skill a Mindbender may spend 6 Mental Stamina and use a thrown packet for “4 Damage by Fire.” Requires an attuned True Psi Focus. Assisting Items Related Skills Well-made Focus Psych Out Psychic Signature [Mental/Mindbender 9]: When casting any Psionic ability, the Mindbender may spend an additional 2 Mental Stamina to insert “~AND 2 damage~” to the effect that is being cast. Example: Using the skill, Pain, to call “Agony by Will” would become “Agony AND 2 Damage by Will” when using this skill too. Requires an attuned True Psi Focus. The Mental Stamina cost may not be reduced below two (2) by any means. Assisting Items Related Skills Well-made Focus None Hidden Header: Necromind (Prerequisite: 10 Mental Stamina)  The character who successfully begins training as a Necromancer will gain the trait “Dark Soul.”  A character with the trait “Dark Soul” may use the effect trait “~by Shadow” in place of any other battle   carrier (spells, melee attacks, etc.). However, the they also now take double damage from any attack that is “~by Faith.” Note that some Necromancer skills/abilities can be easier to use (expressed as a reduction in Stamina costs) when the Necromancer possesses a Conduit. The reduction in Stamina costs is based on the quality of the Conduit as explained under the skill used to create the Conduit. The Necromind may increase their Mental Stamina pool beyond ten. Their maximum becomes twelve (12) which may increase to thirteen (13) with High Sustenance. Parasitic Fear [Mental/Necromind 4]: With this ability, whenever the Necromind successfully wastes at least one point of Sanity via the Psionic skill, Horrify, at the conclusion of the Horrify the Necromind may call “Refresh 1 Sanity to Self.” As per the rules, “Refresh will never raise you above your maximum ...” Dead mind [Mental/Necromind 5]: With this skill, the Necromind may spend 1 Karma and call “Grant to self by ~my~ will, Dead Mind vs by Fear.” This temporarily gives the Necromind the Trait “Dead Mind” which means that they must call “No effect” to any Fear based attack/effect that successfully hits them. Note that this is a “~my~” skill and thus the trait will disappear when the Necromind spends Activity Time to refresh any of their Stamina pools. See the section discussing the “~my~” option and the rules on “Grants”. Medium [Mental/Necromind 5]: With this skill, A Necromind may attempt to force a spirit to communicate with them through intimidation and/or force of will. The Necromind points (with an empty usable hand) at the spirit they intend to speak with and makes the call “by my gesture, Root to Spirit by Will AND Speak to Spirit by Shadow!” The Necromind must then clench their fist, symbolizing that they are 'holding' the spirit there. The spirit, if affected, may now communicate with the Necromind freely. Anyone within earshot of the conversation also hears what the spirit says and the Necromind should make every effort to repeat aloud whatever the spirit says. The effect must be started within a range of hearing via a normal conversation voice. If the spirit can no longer clearly hear what the Necromind is saying then the effect ends. This skill costs 5 Mental Stamina, Requires a Major Psi Focus to use, and this cost is reducible by quality of the Focus. As per the rules on 'gesture' attacks, once the Necromind stops gesturing at the Spirit, the Root Effect ends and the Spirit may leave. Assisting Items Related Skills Well Made Focus None Echoes [Mental/Necromind 6]: With this skill, a Necromind may negate any one weapon strike or non-psionic packet attack (~by Fear, ~by Psi, or ~by Will) with a call of “Reduce To Waste 3 Sanity” thus losing 3 Sanity instead of the taking the effect. There is no way to reduce this Sanity loss. Quiet the Restless Mind [Mental/Necromind 6]: This skill allows the Necromind to confer upon a willing target the ability to Resist a Fear based attack/effect. The Necromind first calls “Waste Sanity to Self,” and then may, within 3 seconds, touch cast upon a willing target calling “Grant Defense by ~my~ Will, Resist Fear.” This Grant effect may not be used on the caster. See the section discussing the “~my~” option and the rules on “Grants.” Whispers of the Grave [Mental/Necromind 7]: Between events the Necromind with this skill may ask one question of “the dead.” This is not a specific spirit or dead character, but a question that receives an answer from the realm of death without recourse. Glimpse From Beyond [Mental/Necromind 8]: The Necromind with this skill can cause turmoil and confusion in the mind of their target. After calling “Waste 5 Sanity to Self” they may throw a packet and call "Frenzy AND Repel by Shadow!" Necrotic Incorporation [Mental/Necromind 9]: If a Necromind with this skill is struck with an effect that is “~by (my) Will” or “~by (my) Psi,” they may call “Absorb to Refresh 3 Mental Stamina AND Waste 3 Sanity to Self." Basic Header: Scholar Scholarly skills deal with the gaining of knowledge. All characters have a Research Pool equal to their maximum Mental Stamina. The Research Pool may only be used between events and only by those who have the appropriate Scholarly skills. School of the Arts [Mental/Scholar 2]: You may attempt to decipher information from the School of the Arts. This school involves information about crafting, art and music, architecture, and other creative endeavors. If you encounter a packet which contains information about the School of the Arts you may open it and read the information by expending a number of Mental Stamina points equal to the number listed on the packet. In addition, you may choose to research information from the School of the Arts between sessions using your Research Pool. School of Forces [Mental/Scholar 2]: You may attempt to decipher information from the School of Forces. This school involves information about magic, the dimensions, and technology. If you encounter a packet which contains information about the School of Forces you may open it and read the information by expending a number of Mental Stamina points equal to the number listed on the packet. In addition, you may choose to research information from the School of Forces between sessions using your Research Pool. School of Natural Science [Mental/Scholar 2]: You may attempt to decipher information from the School of Natural Science. This school involves information about biology, chemistry, natural history, physics, mathematics, and other 'hard' sciences. If you encounter a packet which contains information about the School of Natural Science you may open it and read the information by expending a number of Mental Stamina points equal to the number listed on the packet. In addition, you may choose to research information from the School of Natural Science between sessions using your Research Pool. School of Man [Mental/Scholar 2]: You may attempt to decipher information from the School of Man. This school involves information about history, other cultures, archeology, law, monetary matters, accounting, and other such matters. If you encounter a packet which contains information about the School of Man you may open it and read the information by expending a number of Mental Stamina points equal to the number listed on the packet. In addition, you may choose to research information from the School of Man between sessions using your Research Pool. School of the Spirit [Mental/Scholar 2]: You may attempt to decipher information from the School of the Spirit. This school involves information about spirits, the spirit world, death and fate, necromancy, and burial rites. If you encounter a packet which contains information about the School of the Spirit you may open it and read the information by expending a number of Mental Stamina points equal to the number listed on the packet. In addition, you may choose to research information from the School of the Spirit between sessions using your Research Pool. School of Alchemy [Mental/Scholar 4]: You may attempt to decipher information from the School of Alchemy. This school involves information about alchemical processes of all kinds, the making of herbal components, herbs, and herb gathering techniques. If you encounter a packet which contains information about the School of Alchemy, you may open it and read the information by expending a number of Mental Stamina points equal to the number listed on the packet. In addition, you may choose to research information from the School of Alchemy, including the potential locations of herb sources, between sessions using your Research Pool. School of the Land [Mental/Scholar 4]: You may attempt to decipher information from the School of the Land. This school involves information about wild and domesticated animals, trees, natural materials, cartography and mapping, and farming and hunting techniques. If you encounter a packet which contains information about the School of the Land, you may open it and read the information by expending a number of Mental Stamina points equal to the number listed on the packet. In addition, you may choose to research information from the School of the Land, including the potential locations of hunting and farming sources, between sessions using your Research Pool. School of Metals [Mental/Scholar 4]: You may attempt to decipher information from the School of Metals. This school involves information about metals, gems, minerals, ores, metallurgy, and mining techniques. If you encounter a packet which contains information about the School of Metals, you may open it and read the information by expending a number of Mental Stamina points equal to the number listed on the packet. In addition, you may choose to research information from the School of Metals, including the potential locations of mining sources, between sessions using your Research Pool. Surgery [Mental/Scholar 4/6/8] A Surgeon can heal lost vitality at a slow but steady pace. Surgery requires the following: Diagnose, First Aid and Surgeon's Tools. Healing by Surgery takes 1:30 per attempt. A patient can only have one (1) Surgeon attending them at a time. The time to complete a surgery can be reduced as follows: -10 seconds for having Journeyman Surgeon's Tools. -20 seconds for having Master Surgeon's Tools. -30 seconds for Specialist Surgeon's Tools. -10 seconds for School of Natural Science. The minimum time ever required for a round of Surgery is 1 minute - no less. After the time requirement has been met, you may call "Heal <X> by medicine." For each completed surgery an Apprentice Surgeon will Heal 1 point of Vitality, a Journeyman Surgeon will Heal 2 points of Vitality, and a Master Surgeon will Heal 3 points of Vitality. Surgery requires no Stamina expenditure for Healing Vitality. NOTE: As with Muses Blessing, Performing Surgery does not stop the Bleed out count. A Stabilize effect is needed to stop Bleed out such as performing First Aid or Stabilize by Faith. Assisting Items Related Skills Surgeon's Tools; Doctor's Bag First Aid; Diagnose Hypnosis [Mental/Scholar 4/6/8] A Hypnotist can restore lost Sanity at a slow but steady pace. Hypnosis requires the following: Diagnose and First Aid. Though not strictly required, A Hypnotic Focus tends to be very helpful. Restoring Sanity by Hypnosis takes 1:30 per attempt. A patient can only have one (1) Hypnotist attending them at a time. The time to complete a Hypnosis can be reduced as follows: -10 seconds for having Journeyman Hypnotic Focus. -20 seconds for having Master Hypnotic Focus. -10 seconds for School of Natural Science. The minimum time ever required for a round of Hypnosis is 1 minute - no less. After the time requirement has been met, you may call "Refresh <X> Sanity by medicine." For each completed Hypnosis an Apprentice Hypnotist will Refresh 1 point of Sanity, a Journeyman Hypnotist will Refresh 2 points of Sanity, and a Master Hypnotist will Refresh 3 points of Sanity. Hypnosis requires no Stamina expenditure for Refreshing Sanity. Assisting Items Related Skills Hypnotic Focus First Aid; Diagnose Advanced Header: Doctor, Psychologist (Prerequisite: Skill- Hypnosis) Mental Fortitude (Medicine/Mental 3) [Requires Hypnosis at Master level]: The Doctor may call “ Reduce to Short Paralyze” versus a Stun effect. This Skill costs 4 Mental Stamina to use. There is no way to reduce this cost. Complex (Medicine/Mental 4) May resist any attack or effect with the “~by Will” attribute. This skill costs 4 Mental Stamina to use. There is no way to reduce this cost. Frailty of the Human Form (Medicine/Mental 5): The Doctor may strike with Any Weapon (that they have the skill to use) for “2 Damage AND Agony by Medicine.” This skill costs 5 Mental Stamina to use. This cost may be reduced by weapon quality. Assisting Items Related Skills Well-Made Weapon Basic Combat Reassuring Voice (Medicine/Mental 4) The Psychologist may touch cast and call “Cure <Will or Fear> by Medicine.” This skill costs 5 Mental Stamina to use. This cost may be reduced by a Hypnotic Focus. Assisting Items Related Skills Hypnotic Focus None Professional Ambivalence (Medicine/Mental 5): The Doctor may call “Elude” to a damaging attack while administering Hypnosis. This skill costs 5 Mental Stamina to use. There is no way to reduce this cost. Revelation (Medicine/Mental 6) After having previously roleplayed an interview (“getting to know”) the target for some time (60 seconds minimum) where an agreed upon “trigger” phrase is determined between doctor and patient, the Psychologist may call "By your name, <target name>, refresh 5 <Physical/Mental/Spiritual> Stamina by Medicine." The Psychologist may only use this on a particular target once per event. This costs 6 Mental Stamina to use. There is no way to reduce this cost. You’re Getting Sleepy (Medicine/Mental 7) The Psychologist may make an attack for “By my Gaze, Short Paralysis by Medicine.” This skill costs 7 Mental Stamina to use. This cost may be reduced by a Hypnotic Focus. Remember that all Gaze attacks require three seconds of eye to eye contact. Assisting Items Related Skills Hypnotic Focus None Pep Talk (Medicine/Mental 8) The Psychologist must spend five minutes roleplaying a “Pep Talk” with up to 3 intended recipients and upon completion of the “Pep Talk” the Psychologist may use three castings of "grant melee attack, 3 damage" or "grant melee defense, Reduce to Agony" or any combination thereof. These “Grants” are socalled “smart” Grants and the recipient may choose when to use them. These effects are lost at the end of the event if they go unused. This skill costs 9 Mental Stamina to use. This cost may be reduced by a Hypnotic Focus. This skill may not be used on the Hypnotist giving the Pep Talk. Assisting Items Related Skills Hypnotic Focus None Advanced Header: Doctor, Surgeon (Prerequisite Skill - Surgery) Surgeon’s Drive (Medicine/Mental 3) [Requires Surgery at Master level]: The Doctor may use any “Medicine” skills (including Surgery) while Drained. Inoculation (Medicine/Mental 4): The Surgeon may use a touch packet and call “Cure <Radiation or Disease> by Medicine.” This skill costs 5 Mental Stamina to use and requires a set of Surgeon's Tools which may reduce this cost. Assisting Items Related Skills Surgeon’s Tools None Set Bone (Medicine/Mental 4): After using First Aid to 'Splint' a target's Maimed limb, a Surgeon may add the call “Cure Maimed <limb> by Medicine.” This skill costs 5 Mental Stamina to use and requires a set of Surgeon's Tools which may reduce the Stamina cost. Assisting Items Related Skills Surgeon’s Tools None Frailty of the Human Form (Medicine/Mental 5): The Doctor may strike with Any Weapon (that they have the skill to use) for “2 Damage AND Agony by Medicine.” This skill costs 5 Mental Stamina to use. This cost may be reduced by weapon quality. Assisting Items Related Skills Well Made Weapon Basic Combat Morphine (Medicine/Mental 5): The Surgeon may use a touch packet and call “Stabilize” to any unstable creature. This skill costs 5 Mental Stamina to use and requires a set of Surgeon's Tools which may reduce this cost. Assisting Items Related Skills Surgeon’s Tools None Professional Ambivalence (Medicine/Mental 5): The Doctor may call “Elude” to the first effect or called damage while administering Hypnosis or Surgery. This skill costs 5 mental stamina to use. There is no way to reduce this cost. Assisting Items Related Skills None None Jump Start (Medicine/Mental 6): A Surgeon may touch cast on a Stunned target and call “Cure Stun AND Agony by Medicine” or on an Unconscious target and call “Refresh 1 Vitality AND Agony by Medicine.” This skill costs 6 Mental Stamina to use and requires a set of Surgeon's Tools which may reduce this cost. Assisting Items Related Skills Surgeon’s Tools None Staunch (Medicine/Mental 6): The Surgeon my use a touch packet and call “Cure Stricken by Medicine.” This costs 7 Mental Stamina to use and requires a set of Surgeon's Tools which may reduce this cost. Assisting Items Related Skills Surgeon’s Tools None Advanced Header: Archivist (Prerequisites: Header Scholar, Skills: Language Theory & at least 3 School of Knowledge skills) The Archivist may increase their Mental Stamina pool beyond ten. Their maximum becomes twelve (12) which may increase to thirteen (13) with High Sustenance. School Specialization (Archivist/Mental 3): This skill represents an Archivist's deep and extensive knowledge of a certain School of Knowledge. The Archivist gains one Bonus Research Point (+1 BRP) towards research with the specified school for each instance of this skill. This skill may only be taken three times and only three Schools of Knowledge may be specialized in. Each School Specialization must be purchased separately. The bonuses gained from this skill may be used to reduce the Mental Stamina costs associated with reading Knowledge Markers. If used with the skill Field Research (see below), the Archivist may deduct BRPs before “halving” the Mental Stamina cost. Linguist (Archivist/Mental 4): (requires Language Theory) Once per event, when translating a cipher, you may ask for one letter (symbol, pictogram, hieroglyph, etc.) to be translated for you. Field Research (Archivist/Mental 4): Knowledge markers cost half as much (rounded up) Mental Stamina to use. Minimum cost is, as always, one. This skill requires a tagged item: Research Notebook for each School of Knowledge skill it is used with. If used with the skill School Specialization (which see), the Archivist may deduct BRPs before “halving” the Mental Stamina cost. Field Research Notebook : Research Notebooks are a personal item written in by the individual researcher. Each book can only be used be the person who wrote in it (as indicated on the logistics tag). All Schools represented within the book must be clearly defined. An Apprentice quality Research Notebook may encompass only one School of Knowledge while a Journeyman quality one will encompass two Schools, a Master quality one will encompass three, and a Specialist quality one will encompass four Schools of Knowledge. Insomniac (Archivist/Mental 4): An Archivist may call "Resist by Will" to any effect that has the “~by Sleep” attribute. This skill costs 4 Mental Stamina to use which may be reduced by the Culinarian (Brewer) produced beverage, Coffee. Assisting Items Related Skills Coffee Forethought (Archivist/Mental 5): This skill represents the Archivist's ability to “think ahead” and prepare for (seemingly) all contingencies. Once per event for 1 Karma, not reducible in any way, the Archivist with this skill may call “No Effect by Forethought” to anything affecting them. Project Leader (Archivist/Mental 6): (Requires Field Research) When leading a Research Team (Minimum of two people but, no more than six – not counting the Project Leader) a Project Leader increases the efficiency of the research done. For every two researchers contributing 2 or more Research points to a project, the team gains an additional Bonus Research Point (+1 BRP) towards that project. School Specialization BRPs are counted separately and added to the end total. Applied Research (Archivist/Mental 2/4/6):The Archivist may write useful information in a book for others to use. At the first tier the book provides 1 Mental Stamina to the user only for use in reading information/Knowledge markers of the appropriate school. At the second tier the book provides 2 Mental Stamina to the user only for use in reading information/Knowledge markers of the appropriate school. At the third tier the book provides 3 Mental Stamina to the user only for use in reading information/Knowledge markers of the appropriate school. To create an Applied Research Notebook, you must acquire a blank Research Notebook in-game and then, put your notes into it between events. This will allow it to be used in-game. Only one new Applied Research Notebook may be created between two events. Applied Research Notebook An Applied research note book must include the name of its creator and the school of knowledge contained within it, Note that a Applied Research notebook is not useful to its creator – only to others with the proper/corresponding School of Knowledge. Renaissance (Wo)Man (Archivist/Mental 4): (Prerequisite: ALL Schools of Knowledge) The Archivist with this skill is so well rounded that they can correlate the theorems, facts, and trivia from all of the other Schools of Knowledge to assist them when confronted with a conundrum involving one specific School. In game terms this translates as expending a School Marker's listed Mental Stamina for the first tier to read the first & second tier or expending the listed Mental Stamina for the second tier to read the third. This does not mean you get to read the first tier for free. Spiritual Skills Spiritual skills relate to the spirit and one's connection to it. Spiritual Skills: Layman Diagnose [Spiritual/Layman 1]: After three seconds of role-playing examining a target closely, you may call "Diagnose <trait>," where <trait> is one of the following: Damage, Dead, Disease, Fear, Poison, Silver, Stable, Starving, Unstable, Weapon, Will. You may also call "Diagnose <effect>," where <effect> is one of the standard Accelerant effect calls except for Imbue and Inflict. Using this skill has no Stamina cost. Assisting Items Related Skills None Tracking First Aid [Spiritual/Layman 2]: You may touch the target and call "First Aid" while role-playing binding their wounds. You cannot use this skill while holding or using any weapons or packets. This will halt the target's bleed-out count if they are bleeding. After one minute, you may call "Stabilize" or "Imbue by Medicine." The 'Stabilize' effect stops a target's bleed-out count and makes them stable instead of unstable. The 'Imbue by Medicine' effect will 'splint' a Maimed limb. A 'splinted' Maimed limb is still Maimed, but will function normally until it is struck by any weapon strike or until you become unstable. If the character calling "Imbue by Medicine" is indicating a particular limb with their role-playing, you must choose that limb. The time it takes to perform this skill is doubled if you are using it on yourself. You must have at least one usable arm to perform this skill at all. Using this skill has no Stamina cost, but the user may expend any number of Spiritual Stamina points to decrease the time it takes by five seconds per Stamina point spent. Assisting Items Related Skills Bandages; Wands, Wood Alcohol Self-Splint; Surgery; Muses’ Blessing, Furies’ Blessing Believer [Spiritual/Layman 3]: You believe in a Higher Being, a Great Philosophy, or an Inspiring Ideal. For good or for ill, you have opened your mind, body and spirit to something greater than yourself. Additional benefit: Once a day you may rest for 30 seconds and call "Heal 3 to Self by Faith." This costs no Stamina of any kind. You gain the trait: "Faithful." You will now take any effects that target the trait: Faithful. Examples: Agnostic, God(s), Goddess(es), Pantheon(s), any life-guiding philosophy(ies), The Emperor and/or the Empire, Law, Chivalry, etc. Taking the Skill Believer unlocks access to the Believer Skills. Believer is Not a Header. Assisting Items Related Skills None None Insight [Spiritual/Layman 4]: There are three ways Insight will be handled in this game: Method #1: At the start of the event, you may draw a number of numbered, green envelopes or slips equal to your maximum Karma. When you encounter a green number (presented in any way) matching that slip's number, you may open the slip and read the information within. Your character will intuitively realize the information presented on that slip. You may not open the slips unless you encounter the proper number. Method #2: You may find Insight markers during game play that look much like the "School of ~" or Tracking markers. You are allowed to pick up and read 1 marker for each point of Karma you have. This 'Insight pool' does not refresh, if you have 4 Karma, that means you may read up to 4 Insight markers you find during an event. If you have the Insight skill, you may spend a point of Karma to read an Insight marker if you have used up your "Insight pool." This expends the point of Karma. Method #3: A combination of Method #1 and Method #2. Using this skill has no Stamina cost. Assisting Items Related Skills None None Haunt [Spiritual/Layman 5]: If you choose, you may extend the length of time it takes for your body to turn to a spirit after you have died to ten minutes instead of the normal five. Using this skill has no Stamina cost. Assisting Items Related Skills None None Spiritual Center [Spirit/ Layman 5]: You may take this skill up to 5 times. Each time it will reduce the amount of time you need to roleplay when refreshing your Spiritual Stamina Pool. For each level purchased, you reduce your reset time (for that pool only) by 30 seconds. If bought the maximum of 5 times, it would allow you to reduce your normal refreshing time from 5 minutes, down to 2 minutes and 30 seconds. There is no way (except by using Karma) to reduce your refresh time to less than 2 minutes and 30 seconds. Remember, this Activity Time must be spent roleplaying the refreshing of your stamina, using no game skills, (see Stamina, Headers and Skills section for more information on recovering stamina). Assisting Items Related Skills Liqueur Second Wind; Mental Focus Dodge [Spiritual/ Layman 6]: You may call "Avoid by Karma" to negate a weapon strike that would otherwise affect you. To use this skill, you must spend 1 Karma point. This skill may be used as long as you have Karma Points to spend. Assisting Items Related Skills None None Believer Skills (Prerequisite; Skill Believer) Note: There is no XP cost for this category of Skills; it can only be unlocked by purchasing the skill 'Believer.' Conduit [Spiritual/Enchantment 7]: You believe so strongly in your chosen faith that you may bestow power into an ordinary item of Journeyman quality (or better), rendering it a Conduit to effect the world around you. You may only have one Conduit at any given time, and said Conduit is only transferable between those of the same Faith. A Conduit out of the possession of a character of the proper Faith for more than a moment will cease being a Conduit. At the time of its creation, the Believer chooses one of the effects that the Conduit will mimic from the following list:  Used in place of a Magic Field. When used this way, all Wizardry cast must be touch-cast.  Used in place of an Invoker Crystal.  Used in place of the Herbal Component for casting one Wizardry spell. The Wizardry spell must be chosen when Conduit is cast, and cannot be changed unless the Conduit is recast.  Used in place of any one ritual component when casting Wizardry. It gives -1 cost to the stamina cost for casting Wizardry. The Quality of the conduit does not increase this bonus. You may still use up to 3 other ritual components to reduce the casting cost as per the normal casting rules. This skill costs 8 Spiritual Stamina to cast. A Conduit only lasts the event it is cast in and the next event though the item it is cast upon will continue or expire normally. If the item expires, the Conduit expires. Assisting Items Related Skills Improved Conduit Artisan; Tinker Token of Faith [Spiritual/Enchantment 8]: Your belief in your faith allows you to instill a blessing upon others. You may create a token that may be used for one of the following effects only once:  Automatically prevent bleed out from being unconscious.  You may call "Resist" vs one battle magic or Wizardry effect once.  You may spend this token once for “Divine Inspiration,” and read an Insight marker once. The token costs the caster 1 Karma to cast, it may only be given to others of the same faith, or those who have not chosen a faith. It may not be given to someone of a different faith. A Token of Faith will expire at the end of the event it is created in whether it is used or not though the item it is cast upon will continue normally. Assisting Items Related Skills None None Advanced Header: Harbinger: (Prerequisite: Skills: Believer, Basic Combat, and weapon proficiency in maces & clubs) Banish [Spiritual/Harbinger 2/4/6]: Plant both feet. RP for 30 seconds/15 seconds/instant cast time in regards to level of skill. The Harbinger may use a weapon or touch a packet to an undead and call "Cure Undeath by Radiance." If the caster moves or is otherwise attacked the casting is interrupted. This costs 2/4/6 Spiritual Stamina in regards to what level of the skill is used. Assisting Items Related Skills Conduit; Token of Faith Conduit; Token of Faith Shadow’s Bane [Spiritual/Harbinger 3]: 3 second casting time. The Harbinger calls “Triple Grant Melee Attack to Self by my Faith, Short Weakness to Undead” and gains three uses of “Short Weakness to Undead” by melee attack. This costs 4 Spiritual Stamina. Assisting Items Related Skills None Enervate; Strength of the Furies Hand of Faith [Spiritual/Harbinger 4]: By meditating over a weapon for one minute and spending 4 Spiritual Stamina, you may call out "Imbue Radiance to Self by my Faith" which will allow you to add "~ by Radiance" to any attack you make with a melee weapon. This costs 4 Spiritual Stamina. Assisting Items Related Skills Conduit Conduit Reckoning [Spiritual/Harbinger 4]: The Harbinger may strike with a Mace, Club, Staff, Hammer, or natural weapon for "Slam by Faith." This costs 6 Spiritual Stamina. Assisting Items Related Skills Well-Made Weapon None Bastion Of Truth [Spiritual/Harbinger 5]: You may call "Resist" to any call “~by Radiance” or “~by Shadow.” This costs 5 Spiritual Stamina. Assisting Items Related Skills Conduit Conduit Inspiring [Spiritual/Harbinger 6]: Spend 10 uninterrupted seconds bolstering up to three targets' courage then immediately touch cast “Grant Defense by ~my~ Faith, Resist Fear” once upon each of the targets. If interrupted you lose the remainder of the castings. You may, yourself, be one of the targets. This costs 6 Spiritual Stamina regardless of the number of targets. See the section discussing the “~my~” option and the rules on “Grants”. Assisting Items Related Skills Conduit None Unstoppable [Spiritual/Harbinger 8]: Once per Refresh of your Spiritual Stamina Pool, when unstable, you may spend 1 Karma and call “Heal 5 to Self by Faith.” A Will to Live [Spiritual/Harbinger 9]: Once per event, when the Harbinger has died and draws from the bag of fate, he may pick twice and pick one of his choosing. This skill does not cost Stamina. The Harbinger must have the required 2 copper coins to pay Death in order to use this skill. Advanced Header: Disciple (Prerequisite: Token of Faith, Conduit) Note: All Disciple Skills that cost Spiritual Stamina may have their Stamina cost reduced by the Quality of your Conduit unless specifically stated otherwise.Bastion Of Truth [Spiritual/Disciple 5]: You may call "Resist" to any call “~by Radiance” or “~by Shadow.” This costs 6 Spiritual Stamina. Assisting Items Related Skills Conduit; Improved Conduit None Blessing [Spiritual/Disciple 5]: Spend 10 uninterrupted seconds role-playing your devotion to your Faith then immediately touch cast “Grant Protection by ~my~ Faith, 2 Protection” once upon each of up to three targets. If interrupted you lose the remainder of the castings. You may, yourself, be one of the targets. This defense goes away when the target Refreshes any Stamina Pool as indicated by the use of “~my~” in the call. See the section discussing the “~my~” option and the rules on “Grants”. This costs 6 Spiritual Stamina regardless of the number of targets. Assisting Items Related Skills Conduit; Improved Conduit None Abjuration [Spiritual/Disciple 6]: You may call “Triple Grant Packet Attack to Self by ~my~ Faith, Short Repel by Faith." See the section discussing the “~my~” option and the rules on “Grants”. This costs 7 spiritual stamina to use. Assisting Items Related Skills Conduit; Improved Conduit None Death Ward [Spiritual/Disciple 6]: You may touch cast "Grant Defense by ~my~ Faith, Resist Shadow." This defense goes away when the target Refreshes any Stamina Pool as indicated by the use of “~my~” in the call. See the section discussing the “~my~” option and the rules on “Grants”. This costs 6 spiritual stamina to use. Furthermore, you may use this ability in conjunction with the skill "Token of Faith" (if you have that skill) to make tokens that allow the user to call “Resist Shadow.” This option will cost 1 Karma. Assisting Items Related Skills Conduit; Improved Conduit Token of Faith Karmic Aura [Spiritual/Disciple 6]: The disciple permanently gains +1 Karma. Improved Conduit [Spiritual/Disciple 7]: Requires Conduit. You believe so strongly in your chosen faith that you may bestow power into an ordinary item of Master quality (or better), rendering it an Improved Conduit to effect the world around you. You may only have one Conduit (Improved or not) at any given time, and while an ordinary Conduit is transferable between those of the same Faith, an Improved Conduit is not. A Conduit out of the possession of a character of the proper Faith for more than a moment will cease being a Conduit. At the time of its creation, the Disciple chooses two different effects that the Improved Conduit will mimic from the following list:  Used in place of a Magic Field. When used this way, all Wizardry cast must be touch-cast.  Used in place of an Invoker Crystal.  Used in place of the Herbal Component for casting one Wizardry spell. The Wizardry spell must be chosen when Conduit is cast, and cannot be changed unless the Conduit is recast.  Used in place of any one ritual component when casting Wizardry. It gives -1 cost to the stamina cost for casting Wizardry. The Quality of the conduit does not increase this bonus. You may use up to 3 other ritual components to reduce the casting cost as per the normal casting rules. This skill costs 8 Spiritual Stamina to cast. A Conduit only lasts the event it is cast in and the next event though the item it is cast upon will continue or expire normally. If the item expires, the Conduit expires. Assisting Items Related Skills None Artisan; Tinker Beacon of Faith [Spiritual/Disciple 10]: This skill is an upgrade of the Wizardry spell Fates' Salvation and as such requires that you have had that spell for at least one event before you learn this skill. Once that condition is met, you may pay the XP difference between that spell and this skill. With this skill you may cast Fates' Salvation in (nearly) the usual way: You may give a Token to a dead character which will allow them to take only a minimal penalty from traveling through the Realm of the Dead. However, you do not need to meet the normal Field, Herbal Component, Stamina, or time requirements normally associated with Fates' Salvation. Alternately, instead of giving the Token, you may touch cast "Cure Death by Radiance” followed immediately by “Drain to Self by Sacrifice." Nothing can prevent the Drain effect. In both cases, the caster expends 3 Karma. Assisting Items Related Skills Conduit; Improved Conduit Fates' Salvation Basic Header: Wizard Wizardry is the art of affecting the world through ritual and spirituality. All Wizardry skills require a ritual to use, herbal components to power the ritual, and a Grimoire. There are many optional crafted items that may assist with the casting of a ritual. Wizardry Basics  The Caster must have bought the skill for the spell before they may cast it.  Magic must be done in a space that has been minimally prepared - the ritual space must be marked with a cloth, rope, or other such device (although not necessarily a crafted item). In the absence of such things, at least one uninterrupted minute of preparation - pacing the length and breadth of a room and marking its distances, invisibly scribing lines in the dirt, etc. - may be substituted, but it will be generally faster and easier to mark the space with objects.  The ritual may be role-played in any way desired so long as it is obviously a magical working, although it should be reasonably consistent from casting to casting and the general outline of the ritual should be described in the 'spell notes' section in the caster's Grimoire.  The Caster's hands must be free to cast any ritual; they may not have their arms bound, and they may not be holding any non-ritual items in their hands at any time during the ritual. The Caster may not cast a ritual if both of their arms are rendered unusable (such as through the Maim effect), though they may cast with only one arm.  Ritual Length is always the maximum time listed for each skill but can be shortened by spending additional Spiritual Stamina. For each Spiritual Stamina expended in this manner, 5 seconds is deducted from the ritual, not going below the minimum Ritual Length indicated.  Rituals may be canceled at any time. The stamina cost for the ritual is not expended until the ritual is complete and has taken effect.  Any Ritual Components that are contributing to the spells effect must be used in the ritual; at least minimally enough to be set out and touched once during the ritual.  The Caster must have the Herbal Component for the spell on their person or used in the ritual.  The Caster must have their Grimoire open to the proper page for reference.  The 'target' of a ritual must have been present for the entire ritual and touching or within the marked ritual space for the entire duration of the ritual. Boosting Wizardry Each appropriate Ritual Component (listed in the spell description) that is used in the ritual will add a 'magical bonus' to the ritual based on their quality - 0 for Apprentice, 1 for Journeyman, 2 for Master and 3 for Specialist. These magical bonuses provide additional Spiritual Stamina for each casting according to the chart below: Total Bonus Additional Stamina 1 or 2 1 3 to 5 2 6 to 9 3 10+ 4 No matter how many bonus Spiritual Stamina are added to a spell, the Caster must always expend at least the Minimum Spiritual Stamina for the spell directly from their own Spiritual Stamina Pool. Sacrificing an Herbal Component to the ritual reduces the ritual's stamina requirements to half (round up) the normal cost. Some powerful spells are nearly impossible to cast without this sacrifice. Sacrificing an herbal component need not be explicitly part of the ritual, but when it is done, the component is rendered useless and its tag should be destroyed. Key/Format Example Spell Name (Alternate Name) [Spiritual/Wizardry Level] Spiritual Stamina cost: Xmax (Xmin) Ritual Length: Minimum-Maximum time (0:10-0:30) Description: Description of the spell including any required actions and the relevant 'call.' Herbal Component Assisting Items Related Skills <example> <example> <example> Star of the Fates (Magelight) [Spiritual/Wizardry 1] Spiritual Stamina cost: 1 (1) Ritual Length: 0:05-0:20 Description: With a magical ritual, you may light a glowstick or turn on a small, diffused flashlight. The light may not be passed to another character. If you douse the light, you must cast the spell again before you may light it. Herbal Component Assisting Items Related Skills Tincture of Brilliance None Eye of the Fates Gift of the Muses (Safe Travel) [Spiritual/Wizardry 2] Spiritual Stamina cost: 3 (2) Ritual Length: 0:20-0:60 Description: With a magical ritual you can protect a dwelling (defined as a semi-permanent structure with at least three walls and an entryway). This won't work on a tavern or guildhouse . Anyone within a protected cabin may take on the trait 'Spirit' for the purpose of traveling to and from the bathroom facilities between the hours of 2:00am and 10:00am. They must touch the amulet upon exiting the building, stating "Invoke Spirit Protection, Imbue 'Spirit' Trait to Self." Upon re-entering the dwelling, the 'Spirit' trait will be removed automatically. The person using the spirit protection to travel cannot use any game skills, carry any game items or props except for a light source, detour from their path or interact with any other game function while it is in use. No damage-causing or harmful skills may be used within the protected dwelling while this spell is in effect. To indicate to the other players that a structure is protected in this way, the caster must provide a 'Triskelion' to post on the entryway. Triskelions can be as fancy or as plain as the crafter desires. No specific skill aside from Gift of the Muses is required to craft one. They can be of any weatherproof or protected material, and of any size provided they are at least 4" in diameter. Herbal Component Assisting Items Related Skills Tincture of Safety Bell; Box Spirit of the Hearth's Protection; Fates' Retribution Whimsy of the Muses (Pocket Space) [Spiritual/Wizardry 2] Spiritual Stamina cost: 2 (1) Ritual Length: 0:05-0:20 Description: With a magical ritual, you may gain the ability to carry extra tags without phys-reps. This spell lasts until you sleep or become unconscious at which time all tagged items without phys-reps still in your possession disappear forever. Removing the tags/items from your person beforehand will prevent this disappearance. Herbal Component Assisting Items Related Skills Compound of Passage None Muses' Inspiration Brethren's Blessing (Brethren) [Spiritual/Wizardry 3] Spiritual Stamina cost: 3 (2) Ritual Length: 0:20-0:60 Description: With a magical ritual, you may give the target character another character's Family Trait. This will replace the target's Family Trait if they currently have one. Touch cast and call "Imbue <Family Trait> by Magic." This may only be cast on willing targets. Herbal Component Assisting Items Related Skills Compound of Connection None Family's Tears Family's Tears (Sunder) [Spiritual/Wizardry 3] Spiritual Stamina cost: 3 (2) Ritual Length: 0:20-0:60 Description: With a magical ritual, you may remove a character's Family Trait. Touch cast and call "Inflict, Remove <Family Trait> by Magic." Herbal Component Assisting Items Related Skills Tincture of Solitude None Brethren's Blessing Tongue of the Muses (Spirit Speech) [Spiritual/Wizardry 4] Spiritual Stamina cost: 4 (2) Ritual Length: 0:05-0:30 Description: This magic ritual creates a link between the world of the living and a (one) spirit. Touch a packet to a man-portable item (crafted or not - it does not matter), and then touch the packet to the spirit to be spoken to, calling "Speak to Spirit by Magic" or "Speak to Dead by Magic." Upon completion, the voice of the spirit will be able to be heard by all as if normally speaking. The spirit, however, can only hear the voices of anyone touching the token. More than one person may touch the token at a time, allowing multiple people to converse with the spirit. Once cast, the caster does not need to remain in contact with the token - but if at any time no one is touching the token the effect ends. The token may be moved without disrupting the effect, however if the token is ever more than 10' from the targeted spirit, the effect ends. As long as the effect is active, anyone may join, leave, or rejoin the conversation by simply touching or letting go of the token. A spirit is not forced to speak by this wizardry, it is simply given the option to do so. This effect ends when the event ends if it has not ended before then. Herbal Component Assisting Items Related Skills Compound of Wisdom Bell; Wine; Leather Mask; Statuette; Rich Tobacco None Muses' Blessing (Heal) [Spiritual/Wizardry 4] Spiritual Stamina cost: X (2) Ritual Length: 0:05-0:30 Description: With a magical ritual, you may touch cast and call "Heal <X> by Magic," where X is the number of Spiritual Stamina points you expend in the casting. Herbal Component Assisting Items Related Skills Tincture of Health Cup; Jeweled Ring; Blue/Green Candle; Furies' Blessing Cloth Sheet Gift of the Fates (Touch of Sanity) [Spiritual/Wizardry 5] Spiritual Stamina cost: X (2) Ritual Length: 0:05-0:30 Description: With a magical ritual, you may touch cast and call "Refresh <X> Sanity by Magic," where X is the number of Spiritual Stamina points you expend in the casting. Herbal Component Assisting Items Related Skills Tincture of Peace Jeweled Pendulum; Yellow/Orange Candle; Sachet; Mirror Outer Calm Muses' Grace (Mend Limb) [Spiritual/Wizardry 5] Spiritual Stamina cost: 5 (2) Ritual Length: 0:05-0:30 Description: With a magical ritual, you may touch cast and call "Cure Maimed <limb> by Magic" once for each 5 Spiritual Stamina you expend in the casting. You may only affect a single target with each casting of this spell. Herbal Component Assisting Items Related Skills Compound of Wholeness Wand; Red Candle; Rope; Charm Bag Furies' Recovery Muses’ Purity (Cleanse Body) [Spiritual/Wizardry 5] Spiritual Stamina cost: 5 (2) Ritual Length: 0:05-0:30 Description: With a magical ritual, you may touch cast and call "Cure Poison by Magic" or "Cure Disease by Magic" once for each 5 Spiritual Stamina you expend in the casting. You may only affect a single target with each casting of this spell. Herbal Component Assisting Items Related Skills Compound of Purity Bowl; Silver Ritual Knife; Incense; Bracelet Resist Poison; Furies' Mercy Fates’ Salvation (Lifeline) [Spiritual/Wizardry 7] Spiritual Stamina cost: 7 (6) Karma cost: 3 Ritual Length: 0:05-0:30 Description: With a magical ritual, you may give a token to a dead character and call “Imbue Token to Dead by Magic” which will allow them to take only a minimal penalty from traveling through the Realm of the Dead. This spell costs the caster 3 Karma in addition to 7 spiritual stamina every time it is used. Herbal Component Assisting Items Related Skills Essence of Fate Ritual Key; Loadstone; Thread; Runestones; Pair of Ritual Coins Rebirth of the Muses Spirit of Hearth's Protection (Ward) [Spiritual/Wizardry 7] Spiritual Stamina cost: 7 (5) Ritual Length: 0:20-0:60 Description: With a magical ritual, you may ward a room from unauthorized entry. This spell may only be cast within the Peace Warded confines of the town. When the ritual is cast, the caster draws a rune upon the warding sign and then writes the name of the ward's warden, who must be present for the casting, upon it in the top position. The warding sign must be placed prominently on the location to be warded. No being may enter the warded room unless their name appears on the warding sign; including the caster. The warden may add names to the warding sign by spending one minute writing them on the warding sign; multiple names may be added at the same time. Names may not be subtracted from the warding sign. The warden and any who are named upon the warding sign may enter the warded area by spending three seconds role-playing concentrating on and tracing the warding rune; if they do not enter immediately after tracing the rune, they must retrace it before they may enter. The warden and only the warden may deactivate the ward by taking down the warding sign, but once deactivated, the ward cannot be reactivated without a recasting of this spell. The herbal component for this spell cannot be taken out of the warded area as long as the ward is active, and may only be used for one ward at a time. Herbal Component Assisting Items Related Skills Compound of Dismissal Ritual Lock; Signet Ring; Sealing Wax; Fates' Retribution; White Ritual Candle Gift of the Muses Fates' Retribution (Destroy Magic) [Spiritual/Wizardry 8] Spiritual Stamina cost: 16 (12) Ritual Length: 0:20-0:60 Description: With a magical ritual, you may destroy a Ward by touch casting upon the Warding sign and calling "Destroy Ward." Herbal Component Essence of Negation Assisting Items Related Skills Clay Jar; Talisman; Iron Ritual Knife; Spirit of the Hearth's Protection; Black Candle Gift of the Muses Walking the Spirit World (Spirit Walking) [Spiritual/Wizardry 10] Spiritual Stamina cost: 8 (6) Ritual Length: 0:30-0:60 With a magic ritual you may say "Imbue Spirit Trait to Self by Magic." You will acquire the 'Spirit' trait for up to 1 hour. You must return to the spot where the spell was cast before that hour is up. If you exceed your time limit, your character must go directly to Death. While this spell is active you are not restricted to any location regardless of your Town or Adventuring status, except you may not enter any gates, module areas or yellow triangle marked restricted areas. You can only speak to people with your Family trait. Others may use the spell "Tongue of the Muses" to speak with you. While this spell is active, you may not use any game skills or abilities, nor may you use, activate, accept, give or move any game items, except personal items you are carrying. You will not recover Stamina while this spell is active. You will call "Spirit" to any other effect or interaction, unless it specifically is targeted "~to spirit." If a spirit effect would render you unconscious or unstable, you must immediately return to where the spell was cast, the spell will then be broken, and you will be unconscious or unstable. This spell may only be cast on yourself. This spell may only be cast once during any event. If a second attempt is made to cast this spell by a single caster during an event, the caster will proceed directly to the passage to the Realm of Death at the conclusion of the spell and take the normal consequences for death. Herbal Component Assisting Items Related Skills Essence of Spirit Votive (Jar) Ritual Candle; Circlet; Chain; Chalk; Shawl Spirit of the Hearth's Protection Hidden Header : Necromancer (Prerequisite: 10 Spiritual Stamina)  The character who successfully begins training as a Necromancer will gain the trait “Dark Soul.”  A character with the trait “Dark Soul” may use the effect trait “~by Shadow” in place of any other battle   carrier (spells, melee attacks, etc.). However, the they also now take double damage from any attack that is “~by Faith.” Note that some Necromancer skills/abilities can be easier to use (expressed as a reduction in Stamina costs) when the Necromancer possesses a Conduit. The reduction in Stamina costs is based on the quality of the Conduit as explained under the skill used to create the Conduit. The Necromancer may increase their Spiritual Stamina pool beyond ten. Their maximum becomes twelve (12) which may increase to thirteen (13) with High Sustenance. Black Tithe (Spirit/Necromancy 3): With this skill, the Necromancer may call “Waste 2 vitality to Self” and touch a packet to a target calling “Heal 2 by Shadow” which must be used within 3 seconds or is lost. This skill costs 4 spiritual stamina to use. Assisting Items Related Skills Conduit None Flicker of Life (Spirit/Necromancy 4): May use a weapon attack and call "Death to Unstable by Shadow” and gain one use of “Heal 2 by Shadow” which must be used within 3 seconds or is lost. This skill costs 5 spiritual stamina to cast. Assisting Items Related Skills Conduit None Undead Mastery (Spirit/Necromancy 5): All skills used against undead may be used as a bane (“~to Undead”) at a 1 Stamina cost. The minimum is still, as always, one Stamina cost. Assisting Items Related Skills Conduit None Sacrifice (Spirit/Necromancy 6): After performing a 5 minute ritual of their own design, the Necromancer must Death Strike a living creature and will gain three castings of “Refresh 1 Karma by Shadow” which must be used immediately. If the Necromancer uses any other skill before they use any remaining uses, the remainder are lost. This skill may not be used on yourself. No character may have their Karma increased by this method more than once per event. This costs the Necromancer 1 Karma. Nothing can reduce this cost. Assisting Items Related Skills Conduit None Wail of the Cursed (Spirit/Necromancy 7): When using this skill the Necromancer must give out a wailing or moaning and may then call “By my voice, short weakness by shadow” at the same volume as the wail or moan. This skill costs 8 Spiritual Stamina to cast. Assisting Items Related Skills Conduit None Umbral Siphon (Spirit/Necromancy 8): When using this skill the Necromancer may touch cast and call “Cure Drain by Shadow, AND Short Drain to Self by Shadow.” This costs 9 Spiritual Stamina. Assisting Items Related Skills Conduit None Blessing of Teleute (Spirit/Necromancy 10) The Necromancer may throw a packet calling “Death by Shadow.” This costs 10 Spiritual Stamina. Assisting Items Related Skills Conduit None Basic Header: Invocation Invocation is the art of affecting the world physically through spiritual means. Invocation (Apprentice) [Spiritual/Invoker 3]: You may spend 4 Spiritual Stamina to throw "2+X Damage by [Fundament/Magic]," where X is equal to 1 for every 4 Mental pool spent. Invocation (Journeyman) [Spiritual/Invoker 6]: You may spend 4 Spiritual Stamina to throw "3+X Damage by [Fundament/Magic]," where X is equal to 1 for every 4 Mental pool spent. Requires Invocation Apprentice Invocation (Master) [Spiritual/Invoker 9]: You may spend 4 Spiritual Stamina to throw "4+X Damage by [Fundament/Magic]," where X is equal to 1 for every 4 Mental pool spent. Requires Invocation Journeyman The Basic Magical Fundaments: An Invoker may choose to control one of the following fundamentals of magic for every 2 points of Spiritual Stamina Pool they acquire. They must have control over one Fundament in order to use this skill. They must also have the appropriate level of Invocation to attempt to control the listed Fundament. Each Fundament is represented in the physical world by an item made of specific materials. For the recipes of these items see the notes below or the section on Production. Apprentice (Minimum of 2 Spiritual Stamina): Thermal: The control of heat transfer, from arctic temperatures to blazing infernos. With control over this Fundament, an Invoker may call "~by Fire" or "~by Ice." Journeyman (Minimum of 4 Spiritual Stamina): Electrical: The control over the latent electrical charges within, without, and above. With control over this Fundament, an Invoker may call "~by Lightning." Sonic: The control of sound waves, from subsonic to ear-shattering. With control over this Fundament, an Invoker may call "~by Sonic." Master (Minimum of 6 Spiritual Stamina): Radiation: The control over light waves, both visible and invisible, harmless and harmful. With control over this Fundament, an Invoker may call "~by Radiation." Force: The control over gravity, the very force that turns the world. With control over this Fundament, an Invoker may call "~by Force." You must have control of at least one Apprentice level Fundament before you may take control of any Journeyman level Fundament. Likewise, you must have control of at least one Journeyman level Fundament before you can control a Master level Fundament. Required Component Assisting Item Required to use mStam Fundament Wizard's Staff Invocation Crystal Invoked Staff Defense [Spiritual/Invoker 2/6] Requirements: Invocation (Apprentice) and possession of a Wizard's Staff. Self-cast only. You may call "Grant <X> Protection to Self by Magic." At the first tier, X=1. At the second tier, X=2. These points of Protection last until they are used. Once this Defense has been Invoked, it cannot be Invoked again until five minutes after the last point of Protection has been exhausted. This spell costs 4+X Spiritual Stamina to cast. The quality of the Wizard's Staff may reduce this cost (Apprentice=-0; Journeyman=-1; Master=-2; Specialist=-3) Note: When taking damage, subtract from Armor first before Protection and then Vitality. Also, you may not stack Protections, a higher Protection replaces a lower Protection. Prerequisite Skill Assisting Item Invocation (Apprentice) Wizard's Staff Invoker Specific Items Fundaments are made by Alchemists using a Common Herb of the Muses (TRc) and a metal. Fundaments do not receive a bonus based on their quality; they simply allow the indicated Trait. They are "Short Lived," and only last 2 events (not counting the event they are created in) but they only age if they are used. Thus they have no need of Maintenance. They can, however be 'Salvaged' after a fashion by an Alchemist when making a new Fundament of the same type. Though neither the metal nor the herb can be extracted, the used Fundament, itself, can be used as a substitute for the metal. Of course, only a Thermal Fundament can substitute for a Unit of Bronze; only an Electrical Fundament can substitute for a Unit of Copper and so forth. Type Effect Herb Metal Skill Level Thermal Fire or Ice TRc Bronze (Bz) Apprentice Electrical Lightning TRc Copper (Cu) Apprentice Sonic Sonic TRc Steel (St) Master Radiant Radiation TRc Gold (Au) Master Force Force TRc Silver (Ag) Journeyman Invoker's Crystals are made by Artisans (Jeweler). They allow the use of 4 Mental Stamina to augment the damage delivered in a Fundamental Invocation by one point (+1 DAM). That cost is reduced by this item's quality using the normal rules for a single item (Apprentice=-0; Journeyman=-1; Master=-2; Specialist=-3). Invocation Crystal recipe: 1 Unit of Noble Metal + 1 Unit of Gemstone + 1 TRc. Wizard's Staffs are made by Weaponsmiths (Bladesmith). They are required for Invoked Staff Defense and can reduce the Spiritual Stamina cost of Invoking based on their quality using the normal rules for a single item (Apprentice=-0; Journeyman=-1; Master=-2; Specialist=-3). A Wizard's Staff can, of course, be used as a weapon as well where the reduction of Physical Stamina follows the same rules as other weapons (Apprentice=-0; Journeyman=-1; Master=-2; Specialist=-2). Wizard's Staff recipe: 4 Units of Wood or Bone + 1 Unit of Gemstone. Advanced Header: Magus (Requires: Invocation - Master)  The character who successfully begins training as a Magus will gain the trait “Potent Aura.”  The Character with the trait Potent Aura may increase their Spiritual Stamina pool beyond ten. Their maximum becomes twelve (12) which may increase to thirteen (13) with High Sustenance.  After planting their feet and concentrating for three seconds, a Magus can Refresh some of their Spiritual Stamina using their Mental Stamina. The may call “Refresh X Spiritual Stamina to Self by Invocation.” The cost of this is 2X Mental Stamina. There is no way to reduce this cost. As per normal rules for Refreshing, Stamina may not be refreshed beyond its normal maximum. Invocation Burst [Spiritual/Magus 4]: When using an Invocation damaging spell, this skill allows you to add the prefix "Double" to your Damage Call. This skill costs double the Spiritual Stamina cost of Invocation minus 1. For example, if calling "4-Damage" would normally cost you 4 Spiritual Stamina, Calling "Double-4-Damage" will cost you7 Spiritual Stamina ((4x2)-1=7). Any reductions to Spiritual Stamina cost due to Wizards Staff quality are only applied once. The advantage is that the second half automatically lands and will require a second defense (or a "double" defense) to be called to negate it. No Mental Stamina can be used in conjunction with this skill. Magus Staff Defense [Spiritual/Magus 3/4/5] Requirements: Invoked Staff Defense (both tiers). There are three uses for this spell.  At the initial Invocation of this spell, the Magus may call "Grant <X> Protection to Self by Magic." At the first tier of this spell, X=3. At the second tier of this spell, X=4. At the third tier of this spell, X=5 These points of Protection last until they are used. This spell cannot be Invoked again until five minutes after it has ended. Exhausting all Protection Points will end this spell. While this spell is active, the Magus may use its effects for two other special purposes:  If the Magus has the ability to Invoke this spell at the second tier (Granting four Protection Points), they  may defend against any attack that has affected them that was “~by <Fundament>.” The correct response call is “Resist <Fundament> by Magic.” This requires that the Magus also be in possession of the appropriate Fundament. Using this option immediately ends this spell. If the Magus has the ability to invoke this spell at the third tier (Granting five Protection Points), they may defend against any melee attack that has affected them. The correct response call is “Parry by Magic.” Using this option immediately ends this spell. This spell costs 4+X Spiritual Stamina to cast. This spell can only be cast on the yourself. Casting this spell requires a Wizard's Staff. The quality of the Wizard's Staff may reduce this cost (Apprentice=-0; Journeyman=-1; Master=-2; Specialist=-3). This spell cannot be Invoked again until five minutes after it has ended. Note: When taking damage, subtract from Armor first before Protection and then Vitality. Also, you may not stack Protections, a higher Protection replaces a lower Protection. Prerequisite Skill Assisting Item Invocation (Master),Invoked Staff Defense (both tiers) Wizard's Staff, Invoker's Imbibence Rime (Magus/Spirit 4): The Magus may cast “Slow by Ice” or “Cure Ice by Fire.” This spell costs 4 Spiritual Stamina to cast which may be reduced by a Wizard's Staff. Use of this spell requires a Thermal Fundament. Prerequisite Skill Assisting Item Invocation (Master) Wizard's Staff, Thermal Fundament, Invoker's Imbibence Electrocution (Magus/Spirit 5): A Magus may strike a target with their Wizard's Staff (and ONLY with that weapon) and call “3 Damage AND Agony by Lightning” for 4 Spiritual Stamina. Use of this spell requires an Electrical Fundament. Note: this is essentially a melee attack and, as such, the Wizard's Staff's bonus due to quality will apply as per a WEAPON (Apprentice:-0; Journeyman:-1; Master:-2; Specialist:-2). Prerequisite Skill Assisting Item Invocation (Master) Wizard's Staff, Electrical Fundament, Invoker's Imbibence Coking the Forge (Magus/Spirit 6): After calling “Imbue to Self,” the Magus may throw unlimited packets of "1 Damage by Fire." If the Magus is rendered unconscious or stunned, takes any Vitality Damage, uses any other skill, or Refreshes their Spirit Pool (by any means), this spell ends. This spell costs 9 Spiritual Stamina which may be reduced by a Wizard's Staff. Use of this spell requires a Thermal Fundament. Also, if a Magus has an Invoker's Crystal, they may increase individual shots by +1 damage (and only +1 damage) for 4 Mental Stamina. This cost is reducible by the quality of the Invoker Crystal. Prerequisite Skill Assisting Item Invocation (Master) Wizard's Staff, Thermal Fundament, Invoker's Crystal, Invoker's Imbibence Siren's Call (Magus/Spirit 8): The Magus may throw one packet for "Short Stun by Sonic." This spell costs 9 Spiritual Stamina which is reducible by a Wizard's Staff. Use of this spell requires a Sonic Fundament. Prerequisite Skill Assisting Item Invocation (Master) Wizard's Staff, Sonic Fundament, Invoker's Imbibence Increase Gravity [Spiritual/Magus 8]: You may throw a packet for "By my Gesture Root by Force." Using this skill costs 5 Spiritual Stamina which may be reduced by a Wizard's Staff. Use of this skill requires a Force Fundament. Prerequisite Skill Assisting Item Invocation (Master) Wizard's Staff, Force Fundament, Invoker's Imbibence Lingering Sickness (Magus/Spirit 10): The Magus may throw a packet and call "Stricken by Radiation." This spell costs 10 Spiritual Stamina which is reducible by a Wizard's Staff. Use of this spell requires a Radiation Fundament. Prerequisite Skill Assisting Item Invocation (Master) Wizard's Staff, Radiation Fundament, Invoker's Imbibence Basic Header Enchanting Enchantment Basics  You must have bought the skill for the Enchantment before you may use it.  Enchantment must be performed in an alchemical lab, generally provided by the Guild, and requires the oversight of a guild representative (who will give you the tags for the items you create).  Casting any Enchantment takes 2 minutes. You may spend additional Spiritual Stamina beyond that required by the Enchantment to reduce the casting time by 10 seconds per point to a minimum of 10 seconds.  The Spiritual Stamina cost for the Enchantment is not expended until the Enchantment is complete.  Any Ritual Components that are contributing to the spell's effect must be present at the lab.  Enchantments last 2 events not counting the one they are created in unless otherwise stated in the description. Most notably the “Hero” Enchantments.  The Enchanter must sacrifice the herbal component during the Enchantment.  The Enchanter must have their Grimoire open to the proper page for reference.  The Enchanter should have an Imbue card with them for the target to read if the Enchantment requires one. See logistics for these cards. Boosting Enchantments Each appropriate Ritual Component (listed in the spell description) that is used in the ritual will add a 'magical bonus' to the ritual based on their quality - 0 for Apprentice, 1 for Journeyman, 2 for Master and 3 for Specialist. These magical bonuses provide additional Spiritual Stamina for each casting according to the chart below: Total Bonus Additional Stamina 1 or 2 1 3 to 5 2 6 to 9 3 10+ 4 No matter how many bonus Spiritual Stamina are added to a spell, the Caster must always expend at least the Minimum Spiritual Stamina for the spell directly from their own Spiritual Stamina Pool. Most basic Enchantments deal with the creation of minor magic items, or potions of various sorts. More powerful Enchantments are possible but are not widely known. Most people consider these effects to be "potions" - but in fact they can be in any form you wish. You are casting the Enchantment magic "into" the target - be it a bottle of water, a ring, a sword, a scroll - whatever. And, as always, the list in the Rulebook is not the limit of what may be available. If you wish to research new effects, use a combination of Research and IG discovery to learn new things. Enchantment creates potions, runes, and other magical items that can be used by anyone. Most Enchanted items are only good for one use. Enchantment requires a basic laboratory and equipment, usually provided by the guild, and herbal components that are sacrificed during the Enchantment's creation. Key/Format Example Spell Name (Alternate Name) [Spiritual/Enchantment Level] Spiritual Stamina cost: Xmax (Xmin) Ritual Length: Minimum-Maximum time (0:10-2:00) Description: Description of the spell including any required actions and the relevant 'call.' Herbal Component Assisting Items Related Skills <example> <example> <example> Eye of the Fates (Cold Fire) [Spiritual/Enchantment 2] Spiritual Stamina cost: 3 (1) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce one small light that may be passed to others. Each Enchantment may light either a small, diffused flashlight or a glowstick. A Cold Fire Enchantment may be turned on and off at will. Once activated, Cold Fire will expire at the next 12pm (noon) - or at the end of the event whichever comes first. Herbal Component Assisting Items Related Skills Tincture of Glory Mortar & Pestle; Retort Star of the Fates Inspiration of the Muses (Bag of Holding) [Spiritual/Enchantment 2] Spiritual Stamina cost: 3 (1) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce a pouch that can hold items in an extra-dimensional space. This pouch may be given to others willingly, but can only be removed unwillingly from an unconscious/dead person during a search. It will allow the bearer to carry tags without a phys-rep. The pouch used must be a specific and identifiable phys rep that will be provided by staff at check in for anyone who purchases this skill. Herbal Component Assisting Items Related Skills Compound of Space Mortar & Pestle; Retort Whimsy of the Muses Hero's Shield [Spiritual/Enchantment 4] Spiritual Stamina cost: 5 (3) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, the Enchanter may touch-cast “Grant Defense by Enchantment, Resist Magic by Magic” upon a single living target. Herbal Component Assisting Items Related Skills Compound of Toughness Retort; Alembic None Furies’ Balm (Antidote) [Spiritual/Enchantment 5] Spiritual Stamina cost: 6 (4) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce an item which will have the effect of "Cure Poison by Enchantment." Herbal Component Assisting Items Related Skills Tincture of Vigor Mortar & Pestle; Retort Muses' Purity Furies’ Blessing (Healing Potion) [Spiritual/Enchantment 5] Spiritual Stamina cost: 6 (4) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce an item which will have the effect of "Heal 3 by Enchantment." Herbal Component Assisting Items Related Skills Tincture of Aid Mortar & Pestle; Retort Muses' Blessing Hero's Balance [Spiritual/Enchantment 5] Spiritual Stamina cost: 6 (4) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, the Enchanter may touch-cast “Grant Defense by Enchantment, Resist Slam by Magic” upon a single living target. Herbal Component Assisting Items Related Skills Tincture of Balance Crucible; Still None Furies’ Mercy (Medicinal Philter) [Spiritual/Enchantment 6] Spiritual Stamina cost: 7 (5) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce an item which will have the effect of "Cure Disease by Enchantment." Herbal Component Assisting Items Related Skills Compound of Sanctity Crucible; Still Muses' Purity Furies’ Recovery (Mend Limb Potion) [Spiritual/Enchantment 6] Spiritual Stamina cost: 7 (5) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce an item which will have the effect of "Cure Maim by Enchantment." This will cure all Maims affecting the target. Herbal Component Assisting Items Related Skills Compound of Regrowth Crucible; Still Muses' Grace Hero's Gaze [Spiritual/Enchantment 6] Spiritual Stamina cost: 7 (5) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, the Enchanter may touch-cast “Imbue Fear Control” upon a single living target, imbuing the trait “Fear Control” upon that target. The trait “Fear Control” gives the target the ability to call either “By my gaze - Short Repel by Fear” or “By my gaze - Cure Fear.” This trait will end when either of these abilities are used just once. Herbal Component Assisting Items Related Skills Compound of Calm Alembic; Pure Spirits None Gift of the Furies (Armor) [Spiritual/Enchantment 7] Spiritual Stamina cost (creation): 8 (5) Spiritual Stamina cost (application): 3 Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce three doses of a substance that will allow the user to touch cast and Call "Grant 3 Armor by Enchantment" after they apply the substance to the skin of a living target for 60 seconds. This will appear as a design chosen by the user. This application requires the user/applicator to spend 3 Spiritual Stamina. This effect cannot be used with other Armor effects be they physical, psionic, or magical. Only one of the 'doses' can be used by one target at a time. Different people/cultures refer to this Enchantment in various ways: "War Paint," "Blood Tattoo," and "Furies' Face" are but a few examples. In any case, the markings created by this Enchantment fade when the Armor it confers is used up. Herbal Component Assisting Items Related Skills Compound of Protection Crucible; Still Zen Focus Hero's Might [Spiritual/Enchantment 7] Spiritual Stamina cost: 8 (6) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, the Enchanter may touch-cast “Imbue Hero's Might” upon a single living target, imbuing the trait “Hero's Might” upon that target. The trait “Hero's Might” gives the target a +1 bonus to called, numbered damage with any melee weapon they have the skill to use. This trait will last until the end of the event. Example: Jetry has the trait “Hero's Might.” He gets no bonus when swinging uncalled damage with his sword. Normally, Jetry would pay 3 Physical Stamina to swing “2 Damage” with his sword, but since he has the trait “Hero's Might” he can swing “3 Damage” (2+1) at the same cost. Herbal Component Assisting Items Related Skills Essence of Strength Mortar & Pestle; Crucible None Hero's Resilience [Spiritual/Enchantment 7] Spiritual Stamina cost: 8 (6) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, the Enchanter may touch-cast “Grant Defense by Enchantment, Resist <Stricken/Drain/Waste> by Magic” upon a single living target. The Enchanter must choose which of the three options (Stricken, Drain, or Waste) at the time of the casting. Herbal Component Assisting Items Related Skills Essence of Tenacity Still; Pure Spirits None Rebirth of the Muses (Reform Body) [Spiritual/Enchantment 8] Spiritual Stamina cost: 10 (8) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce a token that will allow the bearer to call "Imbue to Spirit by Enchantment" once with a packet touch. This effect will make the spirit corporeal and capable of being affected by most abilities (including Fates' Salvation). If applied to a spirit of the recently deceased, this will reincorporate their physical body and make them begin their death count again. This token will also allow the bearer to end the skills of Walking the Spirit World, Hide in Shadows, and Treemeld, or any similar effect that allows a nondead character to become a Spirit. Some beings may be immune to this effect. Herbal Component Assisting Items Related Skills Essence of Presence Pure Spirits; Alembic Fates' Salvation Basic Header: Thief Thieving skills are useful for the subtle or roguish, and deal mainly with stealth, safety, and the bypassing of obstacles - whether an inanimate trap or an unwitting guard. Thief's Disengage [Spiritual/Thief 2]: As long as you are wielding a melee weapon, you may call "Disengage." Using this skill costs 2 Spiritual Stamina. Assisting Items Related Skills Well-made weapon; Boots Warrior's Disengage Thief's Agony [Spiritual/Thief 3]: You may call "Agony" with any weapon strike from a weapon with a maximum damage of 2 or more. Using this skill costs 4 Spiritual Stamina. Assisting Items Related Skills Well-made weapon Warrior's Disengage; Pain; Furies' Pain Arm/Disarm Trap [Spiritual/Thief 3]: You may attempt to arm and disarm traps. If the trap is a 'virtual' trap without a physical trigger, you may expend a number of Spiritual Stamina points equal to twice the quality of the trap plus two plus any modifiers due to materials to automatically disarm it after one minute of undisturbed role-playing. You may expend extra Spiritual Stamina points to reduce this time by 5 seconds each, to a minimum of 10 seconds. All Virtual Traps will have a number on them indicating exactly how many Spiritual Stamina they will take to Disarm. Traps with a physical trigger must be disarmed by hand. You may not use this skill without a set of Thieves' tools in hand. Assisting Items Related Skills Thieves' Tools; Trap Kit Detect Trap; Avoid Trap Hide Item [Spiritual/Thief 4]: This skill will prevent you from having to give up one item or small container that is on your person when you are searched. The item or container must not be readily visible on your body. This effect lasts for five minutes. Using this skill costs 6 Spiritual Stamina. Assisting Items Related Skills Hidden Pouch None Pick Lock [Spiritual/Thief 4]: You may attempt to pick in-game locks. If the lock is a 'virtual' lock without a real locking mechanism, you may expend a number of Spiritual Stamina points equal to twice the quality of the lock plus two plus any modifiers due to materials to automatically pick it after one minute of undisturbed role-playing. You may expend extra Spiritual Stamina points to reduce this time by 5 seconds each, to a minimum of 10 seconds. All Virtual Locks will have a number on them indicating exactly how many Spiritual Stamina it will take to pick them. Locks that are actually locked must be picked by hand. If you are shackled, you may attempt to pick the lock on the shackles through whichever method is appropriate. Combination Locks will always have an information marker with them that will allow a certain number of spent Spiritual Stamina to reveal one of the combination's numbers. Warning: These numbers may not be in order! Example: Joe looks at the first part of the Pick Locks Marker (spending the indicated 1 Spiritual Stamina) and discovers the last number in the combination is "34." He spends another point and finds the middle number is "12." One more point later and he has the first number, "23." Joe still has to work the combination "23-12-34" on the lock to open it but at least he knows it now. If you are bound by ropes, you may escape them with ten seconds of role-playing and the expenditure of 5 Spiritual Stamina points. You may not use this skill except to slip ropes without a set of Lock picks in hand. This skill may not be applicable to certain physical or virtual locks in special situations. Any 'unpickable' locks will be clearly marked as such. Assisting Items Related Skills Lock picks None Avoid Trap [Spiritual/Thief 5]: You may call "Avoid" to negate the effect of a Trap or physical challenge that would otherwise affect you or items in your possession. This skill does not prevent the Trap from affecting other people or objects. Using this skill costs 6 Spiritual Stamina. Assisting Items Related Skills Fine Gloves Avoid Blow; Dodge; Arm/Disarm Trap Envenom [Spiritual/Thief 5]: You may safely apply Venoms to any of these groups of weapons: Swords Spears Darts Javelins Bows Axes Pole Arms Throwing Knives Thrown Axes Crossbows You may use any type of Venom with any such weapon regardless of the weapon’s maximum called damage rating. Envenoming takes 60 seconds. This time can be reduced by 10 seconds for every point of Spiritual Stamina spent to do so. You must call the Venom's effect (usually "<effect> by Poison") on the next strike you make with that weapon. If any other effect is used through the Envenomed weapon, the Venom is expended without effect. Venoms cannot be removed from weapons once applied. If the event ends the applied Venom is expended. No character may use Venoms that another character has applied. Attempting to do so (knowingly or unknowingly) will expend the Venom without effect. Using this skill no Stamina. All Venoms have a listed Spiritual Stamina cost that must be paid at the time of use. When using an Envenomed weapon, the listed Spiritual Stamina must be spent or the Venom will be expended without effect. Individual Arrows/Bolts cannot be Envenomed, you may Envenom the Bow/Crossbow. Assisting Items Related Skills Well-made weapons None Creating poisons costs the Base Spiritual Stamina and is not reducible. Delivering the Venom to a target also costs the base Spiritual Stamina but is reducible by the weapon's quality. Mug [Spiritual/Thief 7]: You may call "Stun" with a melee strike from a weapon of 36" or less (a 'short' weapon, or a dagger, blackjack, or other small weapon) which you are currently able to use. You must be able to see both of the target's shoulder blades and your feet must be planted when you make this attack. Using this skill costs 8 Spiritual Stamina. Assisting Items Related Skills Well-made weapon Stunning Blow, Sleep, Furies' Blow Street Survivor I [Spiritual/Thief 3]: You've learned how to survive in the shadows and between the cracks, scrounging what you need to survive. You are given 3 guilda at the beginning of each event. Assisting Items Related Skills None None Street Survivor II [Spiritual/Thief 5]: You've learned how to survive in the shadows and between the cracks, scrounging what you need to survive, even if it means going about it by dirty methods. You are given 3 guilda at the beginning of each event, as well as a choice between 3 additional guilda or one damage poison. (Prerequisite: You must have had the skill: Street Survivor I for at least one event before you can purchase Street Survivor II) Assisting Items Related Skills None None Street Survivor III [Spiritual/Thief 7]: You've now mastered how to survive in the shadows and between the cracks, scrounging what you need to survive, even if it means going about it by dirty methods. You will receive one sustenance token at the beginning of each event. You are also given 3 guilda, as well as a choice between 3 additional guilda or one damage poison. (Prerequisite: You must have had the skill: Street Survivor II for at least one event before you can purchase Street Survivor III) Assisting Items Related Skills None None Backstab [Spiritual/Thief 8]: When using a short melee weapon (36" or less) from behind, this skill allows you to add the prefix "Double" to your call. This skill costs the same number of Spiritual Stamina points as the Physical Stamina cost of any skill it is used in conjunction with. You must make the strike from behind, defined as being able to see both of the target's shoulder blades, and both feet must be planted. For example, if calling "4-Damage" would normally cost you 5 Physical Stamina, calling "Double-4-Damage" will cost you 5 Physical Stamina plus 5 Spiritual Stamina. When using Backstab, weapon damage caps are not considered. The bonus for landing this very difficult attack is that you have a chance to deal much more damage than you normally could with a smaller melee weapon. All other normal rules for the call of "Double" apply. This skill may be used with any melee attack (called damage, Stun, Maim, etc...). Double effect calls of Stun, Main, Agony, etc. have no other bonus/effect than to simply be harder to dodge/avoid. Assisting Items Related Skills Well-made weapon Called Shot Hide In Shadows [Spiritual/Thief 9]: You may call "Imbue Spirit Trait to Self by Shadow" to assume Spirit form in a dark area. While this skill is in use, you gain the 'Spirit' trait, during which time you must call "Spirit" to negate any effect that strikes you which is not "~to Spirit." You are not considered to be resting while this skill is in use, and thus may not recover Stamina points. You and all items you are carrying may not be searched, picked up, or otherwise moved, nor may anything be thrown over you. You may not obstruct a doorway or other passage with this skill. If you move, speak, or use any game skills, this skill ends. If you successfully receive an Agony effect or become unconscious, this skill ends. Any light shining on you that is brighter than a glowstick or diffused flashlight will immediately end the skill. Using this skill costs 9 Spiritual Stamina. Assisting Items Related Skills Cloak None Toxicologist [Spiritual/Thief 2/4/6]: A Toxicologist makes Poisons. To perform Toxicology, you must have use of an Alchemy Lab or a Toxicology Kit, a Toxicology Note/Recipe Book and the respective skill. At the first tier they make one (1) per batch. At the second tier they make two (2) per batch. At the third tier they make three (3) per batch. The Stamina cost remains the same at every tier. The skill Envenom is not required for this skill but it is required to Envenom a weapon. All Poisons have a Short Life; Duration of 2 Events and they “Decay.” See the section on Duration in the Production section. Once applied, they expire at the end of the event if they remain unused. A Toxicology Kit is a crafted item (though it may have multiple parts like a Surgeon's Kit or a Trap Kit) that facilitates the conversion of the Refined Herbs into a Poison. The quality of the Toxicology Kit will reduce the time requirement of Catalyzation by ten seconds if it is of Journeyman quality; by twenty seconds if it is of Master quality; by thirty seconds if it is of Specialist quality. A Toxicology Kit is crafted by an Artisan (Locksmith). A Toxicology Recipe/Note Book contains all of the information on how to use the Toxicology Kit to convert which Refined Herbs into whichever Poison. This item is not a 'tagged' item (see Grimoire). The act of converting Refined Herbs into Poisons is called “Catalyzing.” Catalyzing takes 3 minutes and may be role-played in any way desired so long as it is obviously a quasi-chemical procedure, although it should be reasonably consistent from performance to performance and the general outline should be described in the 'notes' section in the Toxicologist's Note/Recipe Book. At a minimum, the Character's Toxicology Kit (if not in the Alchemy Lab), their Toxicology Recipe/Note Book, and the Refined Herbs involved in the specific procedure must be in/at hand (or upon a surface before them) as well as the weapon to be Envenomed (if that is the goal). All of this must take place in an enclosed area such as the Alchemy Lab or (if they have their own Toxicology Kit) another enclosed place of their choosing. The Character's hands must be free to perform the procedure; they may not have their arms bound, and they may not be holding any non-related items in their hands at any time during the procedure. The Character may not perform the procedure if both of their arms are rendered unusable (such as through the Maim effect). Venoms may be applied at any time after creation but then will expire at the end of the event in which they were created. They have a “Short Life;” Duration=0 (same as Sustenance Tokens). When using Toxicology skill, you will turn in all phys-reps for the Refined Herbs used and will be given tags for the Poisons you are creating. The tags are not “in play” until they roleplay the creation of the poisons in the Alchemy Lab or their chosen enclosed spot where they will use their Toxicology Kit. Creating poisons costs the Base Spiritual Stamina and is not reducible. Delivering the Venom to a target also costs the base Spiritual Stamina but is reducible by the weapon's quality. The following skills require that the character already have the skill Toxicologist. Cure Toxin [Spiritual/Toxicology 4] Base Spiritual Stamina: 5 Description: Once Catalyzed, the substance created by this procedure will have the affect “Cure Poison” when administered by a Toxicologist. Only a Toxicologist may administer this. To Catalyze this Toxin requires the following Refined Herbs: 2 cFates. Anti-Toxin [Spiritual/Toxicology 4] Base Spiritual Stamina cost: 5 Description: Once Catalyzed, the substance created by this procedure will have the effect of "Grant Defense by Poison, Shield Poison by Poison" when administered by a Toxicologist. Only a Toxicologist may administer this. The affected must call "Shield" to the next effect they receive that is "~by Poison." To Catalyze this Poison requires the following Refined Herbs: cFuries + cMuses + cMuses. Pain Venom (Agony Venom) [Spiritual/Toxicology 4] Base Spiritual Stamina cost: 5 Description: Once Catalyzed, the substance created by this procedure will have the effect of "Agony by Poison" when delivered via an appropriate weapon. The first attack made by that weapon will deliver the effect, and it will then no longer be on the blade. The Envenom skill is needed to apply the Venom unless the Venom was created on the weapon. To Catalyze this Venom requires the following Refined Herbs: cFates + uFates + cMuses. Strike Venom (Damage Venom) [Spiritual/Toxicology 5] Base Spiritual Stamina cost: 6 Description: Once Catalyzed, the substance created by this procedure will have the effect of "5 Damage by Poison" when delivered via an appropriate weapon. The first attack made by that weapon will deliver the effect, and it will then no longer be on the blade. The Envenom skill is needed to apply the Venom unless the Venom was created on the weapon. To Catalyze this Venom requires the following Refined Herbs: cFates + uFates + cMuses. Weakness Venom (Weakness Venom) [Spiritual/Toxicology 7] Base Spiritual Stamina cost: 7 Description: Once Catalyzed, the substance created by this procedure will have the effect of "Weakness by Poison" when delivered via an appropriate weapon. The first attack made by that weapon will deliver the effect, and it will then no longer be on the blade. The Envenom skill is needed to apply the Venom unless the Venom was created on the weapon. To Catalyze this Venom requires the following Refined Herbs: cFuries + cFuries + cMuses. Stun Venom (Stun Venom) [Spiritual/Enchantment 8] Base Spiritual Stamina cost: 9 Description: Once Catalyzed, the substance created by this procedure will have the effect of "Stun by Poison" when delivered via an appropriate weapon. The first attack made by that weapon will deliver the effect, and it will then no longer be on the blade. The Envenom skill is needed to apply the Venom unless the Venom was created on the weapon. To Catalyze this Venom requires the following Refined Herbs: uFates + uFates + rFates. Vengeance Venom (Paralysis Venom) [Spiritual/Enchantment 10] Base Spiritual Stamina cost: 11 Description: Once Catalyzed, the substance created by this procedure will have the effect of "Paralyze by Poison" when delivered via an appropriate weapon. The first attack made by that weapon will deliver the effect, and it will then no longer be on the blade. The Envenom skill is needed to apply the Venom unless the Venom was created on the weapon. To Catalyze this Venom requires the following Refined Herbs: uMuses + uMuses + rMuses. Advanced Headers: Expert Thief The Expert Thief may increase their Spiritual Stamina pool beyond ten. Their maximum becomes twelve (12) which may increase to thirteen (13) with High Sustenance. An Expert Thief must choose one line of skills from the following three options: Box Man, Infiltrator, Assassin. Skills from the other lines may not be chosen, unless a second Advanced Header is selected. All Expert Thief Skills: Nefarious Connections: (Expert Thief 5): Thief may put out a contract (to plot) requesting "stuff." The better the offer, the better the chance the contract will be fulfilled. No money is given beforehand, but if the thief were to not have enough guilda to pay off the contract there may be consequences. One request per event, must be placed before the event - deadline equal to the deadline for research submissions. Cheat Death: (Expert Thief 9): Use 1/event. Negate a Death Effect completely. No Karma cost, no stamina cost. Quick: (Expert Thief 3): [Requires Dodge] Allows ability to dodge packets attacks as well as weapon attacks. Costs as per Dodge. “Box Man” - The Professional Safe-Cracker Safe Cracker (Thief-Box Man 2): When picking a lock, the Box Man may add 3 to their Spirit Stamina Pool when dealing with a “virtual” lock. This allows them to pick locks that are normally out of the range of average thieves without having to resort to spending Karma. Assisting Items Related Skills Lock picks None Trap Master (Thief – Box Man 3): When disarming traps, the Box Man may add 3 to their Spirit Stamina Pool when dealing with a “virtual” trap. This allows them to disarm a trap that is normally out of the range of average thieves without having to resort to spending Karma. Assisting Items Related Skills Thieves' Tools; Trap Kit Detect Trap; Avoid Trap Anticipation (Thief – Box Man 3): When using the skill “Avoid Trap,” the Box Man's base cost is reduced to 4 Spiritual Stamina rather than the usual the normal 6. Assisting Items Related Skills Fine Gloves Avoid Blow; Dodge; Arm/Disarm Trap Controlled Detonation (Thief – Box Man 4): [Requires Disarm Trap and Avoid Trap] If the Box Man with this skill set off a trap that would normally destroy the contents of a container, they may spend 1 Karma to keep the contents from being destroyed. They will receive a Maim effect in addition to any other damage dealt by the trap, but the contents will not be destroyed. Neither Dodge nor Avoid Trap may be used in conjunction with this skill. MacGuyver (Thief – Box Man 6): the Box Man no longer needs lock picks or thieves tools in order to pick locks or disarm traps. Having a set of tools still can reduce the stamina costs to use these skills, but are not required to use them. “Infiltrator” – The Inside Man Stealthy (Thief – Infiltrator 2): [Requires Hide in Shadows] The Infiltrator with this skill may use the skill Hide in Shadows for a base cost of 6 Spiritual Stamina, rather than the usual 9 base Spiritual Stamina. Assisting Items Related Skills Cloak None Nimble: (Thief – Infiltrator 4): An Infiltrator may pay 4 Spiritual Stamina (not reducible) and may call “Reduce to Agony” when hit with a Maim, Root, or Slow effect. Stalwart (Thief – Infiltrator 5): [Requires Hide in Shadows] If, while Hiding in Shadows, the Infiltrator with this skill is hit by a “~to Spirit” effect or an “Agony” effect they may call “No Effect.” This skill may be used only once each time while Hiding in Shadows. To use it again, the skill Hide in Shadows must be ended and restarted again. Moving Shadows (Thief – Infiltrator 7): [Requires Hide in Shadows] While using the skill Hide in Shadows the Infiltrator with this skill may move and remain hidden. They may only move as per a “Wedding Walk” (i.e. take a step, bring both feet together, take another step, bring both feet together, etc). Moving any faster will break the Hide in Shadows skill, as will any other normal effects that end a Hide in Shadows effect. The character Moving in Shadows must maintain their 'spirit pose' (crossed wrists in front; head bowed) for the duration of their use of these skills. Case the Joint (Thief – Infiltrator 8): You may, at the discretion of the module controller, scout out a module setting prior to your group actually going inside. You will be allowed 1 minute per point of Spirit Stamina Pool you have. If you set off any trap, make any significant noise while inside the module, or are not back at the entry point by the time your “Casing” is done – the module will “begin” immediately, quite possibly leaving you in a bad situation. You may not touch anything while inside the module, and you may not initiate any attacks while “Casing.” You may only go into the module once (if you leave you may not re-enter), and you may not talk to anyone until such time as your “Casing” effect ends by timing out or by you declaring you are finished. “Assassin” – The Hired Killer Weapon Specialist (Thief – Assassin 3): An Assassin with this skill may select weapon types and styles using their Spirit Stamina as the “counter” instead of their Physical Stamina. Normally, one weapon type or style per point of Physical Stamina may be selected. Lethal Attack (Thief – Assassin 4): When dealing basic called damage, the Assassin with this skill may ignore the damage cap of any weapon they are wielding. This does not change any other weapon damage cap requirements for using other skills/effects, only basic called damage. Master of Toxins (Thief – Assassin 5): When creating Venoms via the Toxicology Skill, a Master of Toxins will create them at one level above their normal level. If they are a Master Toxicologist, then they will produce as a 'Specialist' and get 4 doses/uses per batch. Ambush (Thief – Assassin 7): [Requires Hide in Shadows] An Assassin with this skill may refresh their Spiritual Stamina Pool while Hidden in Shadows. This ability does not give the option of movement, as the Infiltrator skill “Moving Shadows” does. Death Poison (Thief – Assassin 8): [Requires Master Toxicology and Master of Toxins] This skill allows the Assassin to create the 'Holy Grail' of all Venoms: The Death Venom. The recipe must be discovered in game. Production Skills There are three stages to Production: Gathering Raw Materials Refining Raw Materials into Refined Goods (Refining Skills) Crafting Refined Goods into Items (Crafting Skills) Refining and Crafting skills are ranked (Apprentice, Journeyman, Master, Specialized) and must be bought in sequence. You must spend at least 1 event at each level of skill before you may take the next level. In order to achieve Mastery in a Refining or Crafting Production Skill, you need to be trained by another Master (PC or NPC). When you are ready to spend the XP to acquire Mastery of a Skill you should contact Plot if you need/want an NPC to come out to teach it. It is best to do this before the event at which you plan to have the skill. Plot will send in an NPC to interact with you, and to 'train' you. This may entail a small 'quest' or task to be completed – to prove yourself. (Thus, the request to contact Plot an event ahead!) Once the teacher is satisfied, you will gain the use of your Master Skill. This is not intended to be a measure to keep players from buying skills – it is a mechanism for Plot to be able to interact with production-based players. Player Master Refiners/Craftsmen can teach others their Master Skills. It is encouraged to play out the training – within reason, of course! As the campaign progresses, it is expected that fewer NPC Masters will be needed – but they can always be requested if needed. Once you achieve Mastery of a Skill, you can progress to the Specialized Skills without a mentor – these skills simply represent the ultimate perfection of your skills after you became a Master. For that specific area, you will get additional bonuses. A Refiner or Craftsman may choose to become a Specialist of multiple segments in the same field. How to Produce: Gather Raw Materials You can gather raw materials for crafting in a variety of ways; Harvest with the skill Identify Resources, Sell/ Purchase, Trade or “Acquiring”. Token phys-reps should be exchanged at the General Store for tags within a few hours of gathering them allowing the staff to recycle the reps back into the game as quickly as possible. All yellow tagged/marked reps must be turned in by the end of the event. Reps from the General Store are treated as green tagged items. Most Tags/Reps will have a value of 2, 4, or 6 on them representing the quantity of Raw materials obtained. Higher values can be refined into either higher quality (into Uncommon or Rare) refined goods or greater quantity of refined goods (into Common or Uncommon). Raw Materials do not have an expiration date and do not need maintenance. How to Produce: Refining Raw Materials into Refined Materials Refining Raw Materials into Refined Materials is done by a person with the appropriate Refining Skill. Each Refining skill has a Production Pool associated with it. Like Mental, Physical & Spiritual pools, this represents how much you can do in refining. The difference is that these pools do not refresh during an event. Once they are used up they cannot be refreshed in-game through normal means. You can spend a Karma point to regain a production pool point. Tool use can increase the number of Pool points available to use. Resultant Refined Material Skill Production Pool Common (2) Uncommon (4) Rare (6) Base Metals Refiner Mining Bronze Iron Steel Farmer/Gatherer Farming Produce, Wood, Fiber None None Gem Refiner Mining Common Semi-Precious Precious Hunter/Herder Hunting Meat, Bone, Leather None None Noble Metals Refiner Mining Copper Silver Gold Herbalists [All] Herb Common Uncommon Rare Refining work is done at specified locations in game (forge/workshop/lab). You must stay at the forge/work-shop/lab for 1 minute per Token phys-rep you are refining. You then turn in your SU phys-reps/tags at the General Store, and request tags/phys-reps of your refined component materials. Most Tokens/Reps will be in denominations of 2, 4, or 6. It takes at least a 2 to make a Common Refined Material, at least a 4 to make an Uncommon Refined Material and at least a 6 to make a Rare Refined Material. Your refining skill level determines what items you can create. An apprentice can only create common, a Journeyman can create Uncommon and a Master can create Rare goods. Tokens/Reps may be broken down, but may not combined when refining them (except for some Specialized skills). Thus, a value 6 Token (or greater) are the only ones that can be made into a Rare Refined Material. A value 6 Token can be made into 3 Common Refined Materials, or 1 Common Refined Material and 1 Uncommon Refined Material, if that is what is needed at the time. Refined materials do not have an expiration date and thus do not need to be maintained. Like Wizardry and Enchanting, you can use items, Tools, to affect your refining stamina Pools. Refining Tools Crafted Refining Tools can augment Production Pools. The bonus is equal to a one-time-per-event bonus of Points to your Production Pool. To find the number of additional PPP a set of Tools will provide, total all of their qualities (Apprentice=0; Journeyman=1; Master=2; Specialist=3) and compare to the chart below. Qualities Total Additional PPP 1 or 2 1 3 to 5 2 6 to 9 3 10 to 14 4 15 5 Example: Horatio has three Master Mining Tools he will use to augment his Mining Production Pool. Master=2. 2+2+2=6. On the chart above, 6 gets him 3 additional PPP to use. Example: Thomas has two Journeyman Farming Tools, a Master Farming Tool and two Specialized Farming Tools to use to augment his Hunt/Farm Production Pool. Journeyman=1; Master=2; Specialized=3. 1+1+2+3+3=10. On the chart above, 10 gets him 4 additional PPP to use. A player may use a maximum of 5 tools to augment each of their Production Pools (Mining, Hunt/Farm, and Herbalism) for a maximum of 15 tools. Tools have a Duration of four events and require maintenance. How to Produce: Crafting Refined Materials into an item. To create a game item using Refined Materials, you must again travel to the forge/workshop/lab. You spend 1 minute per unit of Refined Material used in creating your item role playing that creation. Once you have spent that much time at the forge/workshop/lab, you may turn your Refined Materials in to the General Store and you will receive a tag for the item. It is up to the player to provide any finished item phys-rep. We require all game items to have clearly recognizable phys-reps. All game items should have a green dot on them, to show that they are in game items and not personal items. Personal items, such as costume jewelry, that are not green dotted have no in game value and may not be stolen. It is very important to keep game items marked! The Quality of a crafted item is determined by the skill level of the Craftsman who created the item. Crafted Items: Reducing Stamina Weapons of quality reduce the Physical Stamina cost for Physical skills used through them. Item Quality Weapon Skill Bonus Apprentice NONE Journeyman -1 Physical Stamina Master -2 Physical Stamina Specialists -2 Physical Stamina Other crafted items of quality reduce the Stamina cost for skills used through them, with the exception of casting Wizardry/Enchantments. Please see the Wizardry or Enchantments section for information on Quality Items and Stamina Costs. Item Quality Skill Bonus Apprentice NONE Journeyman -1 Related Stamina Master -2 Related Stamina Specialists -3 Related Stamina Production Skill: Layman Identify Resources [Production/Layman 1] This skill allows you to take any Isles marked SU phys-rep/token that you may find in game. It takes 10 seconds to gather a single resource phys-rep. This time should be role played out appropriately – carefully picking plants, digging up minerals, or butchering a hunted creature. After spending 10 seconds role-playing harvesting the material, you may take the tag/phys-rep. Some creatures' carcasses can also provide raw materials. After spending 10 seconds roleplaying harvesting the material, you may call "Inflict to Dead by Hunting," "Inflict to Dead by Mining," or "Inflict to Dead by Herbalism," and will receive a tag for the raw material. The bodies of dead creatures will usually be drawn into the spirit world like the bodies of dead people are, or even more quickly, so a carcass must be harvested quickly if at all. It is not possible to harvest material from a creature unless it is dead. Basic Header: Production Refining When Refining a Raw Materials Token, also known as a Source Unit (SU), an Apprentice may refine 1 Token per Production Pool Point (PPP) while a Journeyman may refine 2 Tokens and a Master may refine 3 Tokens. Additionally, an Apprentice may only make Common Refined Materials while a Journeyman may make both Common and Uncommon Refined Materials and a Master may make any (Common, Uncommon or Rare) Refined Materials based on refining skill and raw materials. Base Metals Refiner [Production/Refining 3/5/7]: Allows the character to refine mining Tokens into Base Metals (Bronze, Iron and/or Steel). Base Metals Specializations: Base Metals Adept [Production/Refining 4]: The Character is particularly good at refining Base Metals. Their results are increased by one third. An Adept must work in only one product at a time. The Adept can spend multiple pool Points and craft all the same refined materials or multiple types as long as each pool point spent is the same refined material. Blacksmith [Production/Refining 5]: The character is particularly good at dealing with Iron. They are allowed to combine smaller value Tokens together when refining them into Iron. Bluesmith [Production/Refining 7] The character is particularly good at dealing with Steel. They are allowed to combine smaller valueTokens together when refining them into Steel. Assisting Items Related Skills Tools (Mining) Noble Metals Refiner; Gem Refiner Farmer/Gatherer [Production/Refining 3/5/7] Allows the character to refine Farming Tokens into organic Materials (Produce, Wood and/or Fiber). Farmer/Gatherer Specializations: Gardener [Production/Refining 4] The Character is particularly good at refining Produce. Their results are increased by one third. Lumberjack [Production/Refining 4] The Character is particularly good at refining Wood. Their results are increased by one third. Spinner [Production/Refining 4] The Character is particularly good at refining Fiber. Their results are increased by one third. Assisting Items Related Skills Tools (Hunt/Farm) Hunter/Herder; Herbalist Gem Refiner [Production/Refining 3/5/7] Allows the character to refine mining Tokens into Gems (Common, SemiPrecious and/or Precious). Gem Refiner Specializations: Crystal Adept [Production/Refining 4] The Character is particularly good at refining Gems. Their results are increased by one third. The Adept can spend multiple pool Points and craft all the same refined materials or multiple types as long as each pool point spent is the same refined material. Gemologist [Production/Refining 5] The character is particularly good at dealing with Semi-Precious Gems. They are allowed to combine smaller value Tokens together when refining them into Semi-Precious Gems. Jewelologist [Production/Refining 6] The character is particularly good at dealing with Precious Gems. They are allowed to combine smaller value Tokens together when refining them into Precious Gems. Assisting Items Related Skills Tools (Mining) Base Metals Refiner; Noble Metals Refiner Hunter/Herder [Production/Refining 3/5/7] Allows the character to refine Tokens into organic Materials (Meat, Bone and/or Leather). Hunter/Herder Specializations: Butcher [Production/Refining 4] The Character is particularly good at refining Meat. Their results are increased by one third. Tanner [Production/Refining 4] The Character is particularly good at refining Leather. Their results are increased by one third. Bonerender [Production/Refining 4] The Character is particularly good at refining Bone. Their results are increased by one third. Assisting Items Related Skills Tools (Hunt/Farm) Farmer/Gatherer Noble Metals Refiner [Production/Refining 3/5/7] Allows the character to refine mining Tokens into Noble Metals (Copper, Silver and/or Gold). Noble Metals Refiner Specializations: Noble Adept [Production/Refining 4] The Character is particularly good at refining Noble metals. Their results are increased by one third. The Adept can spend multiple pool Points and craft all the same refined materials or multiple types as long as each pool point spent is the same refined material. Silvermith [Production/Refining 5] The character is particularly good at dealing with Silver. They are allowed to combine smaller valueTokens together when refining them into Silver. Goldsmith [Production/Refining 7] The character is particularly good at dealing with Gold. They are allowed to combine smaller value Tokens together when refining them into Gold. Assisting Items Related Skills Tools (Mining) Base Metals Refiner; Gem Refiner Herbalist of the Fates [Production/Refining 3/5/7] Allows the character to refine Herb Tokens into Common, Uncommon and/or Rare Herbs of the Fates/Shadows. Herbalist of the Fates Specializations: Fates' Adept [Production/Refining 4] The Character is particularly good at refining Herbs of the Fates/Shadows. Their results are increased by one third. An Adept must work in only one product at a time. Fates' Substitution [Production/Refining 5] The character has noticed that some Herbs of the Fates have similar, if not identical, properties as Herbs of the Furies and Herbs of the Muses. As a result, after the refining process they may end up with Herbs of the Furies or Herbs of the Muses. However, they will end up with half the number of units they normally would (round down). Fates' Savant [Production/Refining 5] The character is particularly good at dealing with Herbs of the Fates. They are allowed to combine smaller value Tokens together when refining them to make larger refined materials. . Assisting Items Related Skills Tools (Farming) Herbalist of the Furies; Herbalist of the Muses; Alchemy Herbalist of the Furies [Production/Refining 3/5/7] Allows the character to refine Herb Tokens into Common, Uncommon and/or Rare Herbs of the Furies/Light. Herbalist of the Furies Specializations: Furies' Adept [Production/Refining 4] The Character is particularly good at refining Herbs of the Furies/Light. Their results are increased by one third. An Adept must work in only one product at a time. Furies' Substitution [Production/Refining 5] The character has noticed that some Herbs of the Furies have similar, if not identical, properties as Herbs of the Fates and Herbs of the Muses. As a result, after the refining process they may end up with Herbs of the Fates or Herbs of the Muses. However, they will end up with half the number of units they normally would (round down). Furies' Savant [Production/Refining 5] The character is particularly good at dealing with Herbs of the Furies. They are allowed to combine smaller value Tokens together when refining them to make larger refined materials.. Assisting Items Related Skills Tools (Farming) Herbalist of the Fates; Herbalist of the Muses; Alchemy Herbalist of the Muses [Production/Refining 3/5/7] Allows the character to refine Herb Tokens into Common, Uncommon and/or Rare Herbs of the Muses/Transition. Herbalist of the Muses Specializations: Muses' Adept [Production/Refining 4] The Character is particularly good at refining Herbs of the Muses/Transition. Their results are increased by one third. An Adept must work in only one product at a time. Muses' Substitution [Production/Refining 5] The character has noticed that some Herbs of the Muses have similar, if not identical, properties as Herbs of the Fates and Herbs of the Furies. As a result, after the refining process they may end up with Herbs of the Fates or Herbs of the Furies. However, they will end up with half the number of units they normally would (round down). Muses' Savant [Production/Refining 5] The character is particularly good at dealing with Herbs of the Muses. They are allowed to combine smaller value Tokens together when refining them to make larger refined materials.. Assisting Items Related Skills Tools (Farming) Herbalist of the Fates; Herbalist of the Furies; Alchemy Advanced Header Huntsman (Prerequisite: Master Hunter/Herder, Warrior Header) Bonus Ability: Master Hunting Skill: For every 6 spoils of the hunt SU refined by a Master Hunter/Herder, they may request a tag for one Quality Pelt. Quality Pelts may be sold for 3 guilda to the Geneal Store, or may be used in special skills open only to a Huntsman. Huntsman's Cloak (Production 2): A Huntsman may modify an ordinary cloak such that it blends in with the specific local surroundings. Requires 2 Quality Pelts and an Ordinary Cloak (IG tagged Item). Wearing the cloak will give the Huntsman 1 Armor Point, which may stack with other armor. The Huntsman’s Cloak may be used with the skill “Camouflage” listed elsewhere in the Expert Huntsman's description. This skill requires a proper phys-rep of the cloak – not just a plain cloak, think Mountain Man! The Quality of the Cloak is determined by the quality of the crafted Ordinary Cloak that is used. Duration 3 Events, not maintainable. Huntsman’s Boots (Production 2): A Huntsman may modify a pair of ordinary boots to perform particularly well with the terrain demand of the local area. Requires 2 Quality Pelts and a pair of Ordinary Boots (IG tagged Item). Wearing the boots will give the Huntsman 1 Extra point of Maximum Physical Stamina. This skill requires a proper phys-rep of the Boots – not just plain boots, similar to the Huntsman's Cloak requirements! The Quality of the Huntsman's Boots is determined by the quality of the crafted Ordinary Boots that are used. Duration 3 Events, not maintainable. Huntsman’s Grieves (Production 2): A Huntsman may modify a pair of ordinary Bracers or Grieves to protect them from the fangs and claws of many creatures. Requires 2 Quality Pelts, and a pair of normal arm or leg armor. If struck for a Maim effect the Hunter may call “Reduce to Agony AND Destroy” once per general location (any arm strike or any leg strike). They may be repaired as per the normal rules for a Destroyed piece of Armor (Armorsmith of Apprentice or better). Duration 3 Events, not maintainable. Note: A pair of Bracers/Grieves are considered one item and allow for only one use. Clarification: A modified ordinary item loses its former beneficial effects in favor of the new effects. Also the Huntsman's Cloak, Boots, and Grieves may only be used by someone with the trait “Huntsman.” Expert Tracker – (Physical 3/5/7): Tracking is second nature to an Expert Tracker. They may reduce the Mental Stamina cost of reading a Tracking Marker by 2 for each tier of this skill that they have but, may not use this skill again until after they have refreshed their Mental Stamina Pool. As always, the minimum Stamina cost is one regardless of how much the listed cost was reduced. Hard-Core Survivalist (Physical/other, 5): The Hunter can live off of less.They only need 1 Sustenance token at check out, they get Extra Sustenance for free as long as they turned in 1 sustenance token at the last event, or pay 3 guilda for High Sustenance at check in. Huntsman's Patience: (Physical/Other 7): [Requires Camouflage] A Huntsman with this skill may refresh their Physical Stamina Pool while Camouflaged. This ability does not give the option of movement, as the skill “Stalk” does. Stalk (Physical/Other 7): [Requires Camouflage] While using the skill Camouflage, the Huntsman with this skill may move and remain hidden. They may only move as per a “Wedding Walk” (i.e. take a step, bring both feet together, take another step, bring both feet together, etc). Moving any faster will break the Camouflage skill. The character who is Stalking must maintain their 'spirit pose' (crossed wrists in front; head bowed) for the duration of their use of these skills. Camouflage (Physical/Other 9): The Huntsman may call "Imbue Camouflaged to Self" to assume Spirit form in a wooded/bushy/grassy area. While this skill is in use, they gain the 'Spirit' and 'Camouflaged' traits, during which time they must call "Spirit" to negate any effect that strikes them which is not "~to Spirit." They are never considered to be resting while this skill is in use, and thus may not recover Stamina points. They and all items they are carrying may not be searched, picked up, or otherwise moved, nor may anything be thrown over them. They may not obstruct a path or other passage with this skill. If they move, speak, or use any game skills, this skill ends. If they successfully receive an Agony effect or become unconscious, this skill ends. Any successful call of “Expose Camouflaged” that affects the Huntsman will immediately end this skill. When this skill ends the 'Spirit' and 'Camouflaged' traits will be removed. Using this skill costs 9 Physical Stamina. An optional use of this skill allows the Huntsman to make the call “By My Voice, Expose Camouflaged, Ambient.” This costs 3 Physical Stamina. Advanced Header: Tradesman (Prerequisite: Mastery in at least one refining skill & in at least one crafting skill) All Production Pool Points now have a maximum of 12. Smooth Talker [Production/Tradesman 2] – Prerequisite: Tradesman Skill: Hard Bargainer – The Tradesman is particularly adept at convincing others to sell. At the beginning of the event, the player of the character with this skill will receive a number of (OOGly) “Information” cards describing this skill based on the Level of their Hard Bargainer skill. Once the character invokes this skill by saying “Imbue Smooth Talker to Self,” they may give one of the cards to an NPC they are conversing with. The NPC will then strongly consider selling whatever it was the Tradesman wanted. This may require that they “think on it” (meaning ask plot and get back to you), and there is no guarantee that a cheap price will be given! If the NPC does finally sell and the Tradesman does finally accept delivery of the item in question, the Tradesman will say “Accept by Karma” and expend one Karma Point. If the Tradesman has no Karma to expend, the NPC will back out of the deal at the last second and refuse to sell once more. The NPC will keep the card. Smart Investor [Production/Tradesman 2/4/6] With this skill a Tradesman can buy a “Bond” either from the General Store or “off board” (via PEL submission) at a greater discount than normal. All Bonds are “Bearer” Bonds meaning that if stolen or given away the person in possession of it may turn it in for the full value noted on the Bond itself on or after the listed maturity date. Bonds mature two events hence. A Tradesman may purchase a bond at a discount determined by their level of Smart Investor skill (10%/20%/30%). Each Bond will state its maturity value (not the investment value). To redeem a matured Bond, you simply take it to the Merchants' Guild and ask for payment. Example: A Journeyman Smart Investor could buy a 100 Guilda Bond for 80 Guilda (a 20% discount) and receive the Bond itself which will state “Bearer Bond – Mature value: 100 Guilda.” The maturity date listed on the Bond will be the event after next. Nose To The Grindstone [Production/Tradesman 3] When a Tradesman chooses to use Karma to refresh their Production Pool, they can get a better return than the usual 1 for 1. If expended before 6pm on Saturday, each Karma Point will refresh 2 production pool points. If expended after 6PM Saturday, the Tradesman will get simply 1 for 1 as normal. This skill does not guarantee access to logistics! Scrounge [Production/Tradesman 3] A Tradesman who is a Scrounge is particularly good at Salvaging usable materials out of expired items. When Salvaging (see rules on Salvage) each pair of tags that is being recycled count as only 1 phys-rep, and counts towards your event pool use. Remember: you may only Salvage materials that you could normally produce! Example: Lucky Louis is, now, not only a Master Base Metals Refiner but a Scrounge, too! And he has gotten his hands on 6 old (expired) Steel Pole Arms. Using just one PPP (or TPt), he can Salvage 2 Steel from each of the Pole Arms all at once for a total of 12 Steel. Truly, Louis is, indeed, the luckiest of men. (Compare to the example in the Rules.) Connections [Production/Tradesman 3/5/7] With this skill a Tradesman may acquire any normal game item, at General Store rates, even if out of stock. The Tradesman has the option of buying the item outside of the store - still going OOG to logistics for tags. Use of this skill requires the incantation of: "I use my tradesman’s connections to acquire <X>" to indicate use of this skill where <X> is the item sought. Important Note: This skill can only be used to acquire 'normal' items that have a listed recipe. The skill Hard Bargainer may be used in conjunction with this skill. The tier of this skill determines the quality of the items obtainable (Apprentice/Journeyman/Master) as well as the number of times per event (1/2/3) this skill may be used. Hard Bargainer [Production/Tradesman 3/5/7] The Tradesman is particularly adept at making exceptional deals for him/herself. At the beginning of the event, the player of the character with this skill will be given a number of (OOGly) “Information” cards describing this skill based on the tier of skill bought. Once the character invokes this skill by saying “Imbue Hard Bargainer to Self,” they may give one of the cards to the NPC they are haggling with. The NPC will now pay the most they are allowed or accept the least they are allowed, as the case may be. Each card will also indicate the maximum number of items per deal (again, based on the tier – 1/2/3). The NPC will keep the card. Making Do [Production/Tradesman 3/5/7] A Tradesman may reduce the required materials in a recipe by one if that recipe requires multiples of the same material. At Apprentice level, the tradesman may reduce a recipe that requires 5 or more of the same material. At Journeyman level, the tradesman may reduce a recipe that requires 4 or more of the same material. At Master level, the tradesman may reduce a recipe that requires 3 or more of the same material. The type and rarity of the materials to be reduced must match exactly. Example Α: When crafting a Longsword (4Base+1Leather) a Weaponsmith who is a Journeyman at “Making do” will, instead, require only 3Base+1Leather. Example Β: When crafting a Pistol (5Base+3W|B) a Weaponsmith who is a Master at “Making do” may reduce either the 5Base to 4Base or 3W|B to 2 W|B but not both. Example Γ: When crafting a Wand (3 Bz|Noble) an Artisan who is a Master at “Making Do” could reduce the recipe from 3 Bronze to 2 Bronze but, could not reduce the recipe from 1 Copper+1Silver+1Gold because the types and rarities of the materials to be reduced do not match even though they are all 'Noble.' Tricks Of The Trade [Production/Tradesman 7] Prerequisite: 12 Production Pool Points of at least one type (Mining, Hunt/Farm, Herbalism). After taking this skill, a Tradesman gains a secondary Pool of “Trick” Points that may be used in place of any type of normal Production Pool Points. These Trick Points are only usable with Master (or better) skills. Trick Points, like Production Pool Points, do not normally Refresh during an event. Like Production Pool Points, Trick Points can be refreshed through the use of Karma following the same rules as Production Pool Points. The XP cost for these extra Trick Points is the same as normal Production Pool Points and is determined by the Production Talent. Example: Assuming a Production Talent of 10, the skill “Tricks of the Trade” will cost 28XP and the cost for 3 Trick Points will be 6XP For a total of 34XP. Crafting When Crafting Refined Materials an Apprentice may work with only Common Refined Materials while a Journeyman may work with both Common and Uncommon Refined Materials and a Master may work with any (Common, Uncommon or Rare) Refined Materials. Armorsmith [Production/Weaponsmith 3/6/9]: Allows the character to create any kind of Armor out of the appropriate Materials (based on skill). Greater skill equates to better quality armor and more bonuses. Better materials equates to tougher Armor and more bonuses. Each type of Armor has a specific 'recipe' listed elsewhere in this document. All Armorsmithing is done in the Forge. Field Repairs: A character with this skill may spend one uninterrupted minute role-playing fixing a suit of armor, call "Repair 5 Armor" and refresh up to five armor points up to the maximum original Armor Value of the armor. The armor does not need to be removed for this repair to be made. This basic repair does not need to be performed at the Forge and does not require any additional materials. An Apprentice rank skill is sufficient for all such basic repairs. This counts as Activity time. Armorsmith Specializations: Tailor [Production/Armorsmith 5] Allows the character to create superior Cloth armor out of Fiber. Leathersmith [Production/Armorsmith 6] Allows the character to create superior Leather armor out of Leather. Metalsmith [Production/Armorsmith 7] Allows the character to create superior Chain or Plate armor out of Base Metals (Bronze, Iron or Steel). The following charts pertain to the main Armor Location, namely the "Torso." The recipe is simple: 3 units of Common Material per point of Armor. A Journeyman (or better) can substitute 2 units of Uncommon Material for 3 units of Common Material. A Master (or better) can substitute 1 unit of Rare Material for 3 units of Common Material. So, where an Apprentice would use 3 Bronze per Armor Point, a Journeyman could use 2 Iron per Armor Point and a Master could use 1 Steel per Armor Point. Cloth (Max:1) Leather (Max:2) 3 Fiber 3 Leather per Point per Point Chain (Max:4) Plate (Max:6) 3 Bronze per Point 3 Bronze per Point ~or~ ~or~ 2 Iron per Point 2 Iron per Point ~or~ ~or~ 1 Steel per Point 1 Steel per Point When rarer materials are used, the armor not only requires less material to get the same protection, but it even gets additional bonuses based on that material. If they use all Iron, the Armorsmith may choose to increase either the Duration or the Armor Value by one. If they use all Steel, the Armorsmith may choose to increase either the Duration or the Armor Value by two or increase both by one each. Remember that the armor must be made entirely of one material to get these bonuses! Material Bonus Common (Fiber/Leather/Bronze) All Uncommon (Iron) All Rare (Steel) NONE +1DUR +2DUR +1AV ~or~ ~or~ +2AV ~or~ +1DUR & +1AV When an Armorsmith's skill reaches Master level, they get an automatic +1 to the Armor Value. When/If they eventually Specialize in a certain type of Armor, they may also increase the Armor's Duration or Armor Value by one (for a total of +1DUR & +1AV or +2AV). Skill Bonus Apprentice NONE Journeyman NONE Master +1AV Specialists +1DUR & +1AV ~or~ +2AV Here are some examples of Armor to help illustrate: Example #1: Simple Cloth Armor crafted by an Apprentice Armorsmith. First chart says it will take 3 Fiber. Second chart says Common Materials (Fiber) get no bonuses. Third chart says an Apprentice gets no bonuses. Therefore this simple Cloth armor has an Armor Value of 1 point and will last the normal duration of 4 events. (0 Physical Stamina required to wear this armor) Example #2: Leather Armor crafted by a Specialist Armorsmith known as a "Leathersmith." First chart says it will take 3 Leather per point and has a maximum of 2 points to start – so they'll need 6 Leather. Second chart says Common Materials (Leather) get no bonuses. Third chart says a Specialist gets to choose between +1DUR & +1AV or +2AV. They choose to increase the AV. Therefore this Leather armor has an Armor Value of 4 points and will last the normal duration of 4 events. (0 Physical Stamina required to wear this armor) Example #3: Chain Armor crafted by a Journeyman Armorsmith. First chart says it will take 3 Bronze per point and has a maximum of 4 points to start. But they have a bunch of Iron and decide to use that instead of Bronze. So, they'll need a total of 8 Iron. Second chart says Uncommon Materials (Iron) get a bonus of +1 to either the Duration or the Armor Value. They choose to increase the AV. Third chart says a Journeyman gets no additional bonuses. Therefore this Iron Chain armor has an Armor Value of 5 points and will last the normal duration of 4 events. (3 Physical Stamina required to wear this armor) Example #4: Plate Armor crafted by a Specialist Armorsmith known as a "Metalsmith." First chart says it will take 3 Bronze per point and has a maximum of 6 points to start. But they have a bunch of Steel and decide to use that instead of Bronze. So, they'll need a total of 6 Steel. Second chart says Rare Materials (Steel) get a bonus of +2 to either the Duration or the Armor Value or +1 to both. They choose to increase both. Third chart says a Specialist gets to choose between +1DUR & +1AV or +2AV. They choose to increase the AV. Therefore this Steel Plate armor has an Armor Value of 9 points and will last five (5) events. (2 Physical Stamina required to wear this armor) And here is one to show you just how wacky this can get! Example #5: Chain Armor crafted by a Specialist Armorsmith known as a "Metalsmith." First chart says it will take 3 Bronze per point and has a maximum of 4 points to start. But they have a bunch of different metals and decide to use whatever they have. So, they use 2 Steel, 2 Iron, and 3 Bronze. Since they used dissimilar materials, they get none of the bonuses listed in the second chart. Third chart says a Specialist gets to choose between +1DUR & +1AV or +2AV. They choose to increase the AV. Therefore this Mixed Chain armor has an Armor Value of 6 points and will last the normal duration of 4 events. (3 Physical Stamina required to wear this armor) One more... Example #6: Plate Armor crafted by a Specialist Armorsmith known as a "Metalsmith." First chart says it will take 3 Bronze per point and has a maximum of 6 points to start. But they have only 1 unit of Steel. So, they use 1 Steel. Second chart says Rare Materials (Steel) get a bonus of +2 to either the Duration or the Armor Value or +1 to both. They choose to increase the AV. Third chart says a Specialist gets to choose between +1DUR & +1AV or +2AV. They choose to increase the AV. Therefore this Steel Plate armor has an Armor Value of 5 points and will last the normal duration of 4 events. (1 Physical Stamina required to wear this armor) Encumbrance: This stuff can be heavy! Wearing Armor all the time can be tiring. Therefore, a character must have a minimum Physical Stamina (Physical Stamina) in order to wear it. This does not mean that you have to spend any Stamina to wear armor just that your score in Physical Stamina has to be a certain minimum amount.  Wholly Cloth and/or Leather Armor has a Physical Stamina requirement of ZERO (0).  Metallic Armor has a calculated Physical Stamina requirement of 1 for every three units of metal (or part thereof). This means the user has to have a minimum of 3 Physical Stamina to wear armor that was made with 9 units of metal and 4 Physical Stamina if it was made with 10 units of metal. The worst case scenario: All Bronze Max-Plate: 18 Bronze requiring 6 Physical Stamina minimum. 'Extra' Armor There are three ways to increase your Armor with extra pieces. Arm, Leg, and Head Armor may be added as separate items. Each one adds only one point of armor no matter what it is made of or how skilled the Armorsmith is. These pieces of Armor may be made of Fiber, Leather, Bronze, Iron or Steel.  Arm Armor (known as 'Bracers' or 'Sleeves') are made with two (2) units of material.  Head Armor (known as a 'Helmet' or even a 'Hat') is also made with two (2) units of material.  Leg Armor is made with three (3) units of material. These 'extra' pieces of Armor do not count toward the Physical Stamina requirements regardless of the material they are made from. Last Example: Sue and Kevin both want to wear 5 points of armor. Sue wants Bronze but Kevin wants Leather. Kevin meets up with a Tailor who makes him a fine Armored Vest out of Leather. It is made of six units of Leather and will last 4 events but, it only has an AV of 4 so Kevin picks up a pair of Leather Bracers to get that extra point. (0 Physical Stamina) Now Sue meets up with a Journeyman Armorsmith who crafts her a nice chain shirt out of 12 units of Bronze. But her Armor also only has a an AV or 4 so she picks up a spiffy helmet to get that extra point. (4 Physical Stamina) What did this cost them (wholesale)? Kevin paid 48g for the vest and 4g for the bracers – Total: 52g. Susan paid 48g for the shirt and 4g for the helmet – Total: 52g. (funny how that works out, eh?) Weaponsmith [Production/Weaponsmith 3/6/9] :Allows the character to create any kind of weapon out of the appropriate Materials (based on skill). Greater skill equates to better quality weapons and more bonuses. Every Weapon has a specific 'recipe' listed elsewhere in this document. Field Repairs: A character with this skill may spend one uninterrupted minute per quality ranking of the weapon; (see tag) role-playing fixing a weapon that has been affected by a 'Destroy' effect, call "Repair Weapon" and the weapon will no longer be useless. This basic repair does not need to be performed at the Forge and does not require any additional materials. An Apprentice rank skill is sufficient for all such basic repairs. This counts as Activity time. Weaponsmith Specializations: Bladesmith [Production/Weaponsmith 6]: Allows the character to create superior Melee Weapons. Founder [Production/ Weaponsmith 6]: Allows the character to create superior Firearms. Bowyer/Fletcher [Production/ Weaponsmith 6]: Allows the character to create superior Bows and Crossbows as well as Arrows, Bolts , and Darts. Note: Specialized Arrows/Bolts, while still considered of Apprentice quality for all other purposes, will last three (3) event instead of the normal two (2). When rarer materials are used for the primary material, the weapon gets additional bonuses based on that material. If they use all Iron, the Weaponsmith may choose to increase either the Duration ( DUR) or the Damage Cap (CAP) by one. If they use all Steel, the Weaponsmith may choose to increase either the Duration or the Damage Cap by two or increase both by one each. Material Bonus Common (Wood/Bone/Bronze) Uncommon (Iron) Rare (Steel) NONE +1DUR +2DUR +1CAP ~or~ ~or~ +2CAP ~or~ +1DUR & +1CAP When a Weaponsmith's skill reaches Journeyman level, the Weapons they craft get an automatic -1 Stamina reduction to any skill used through them. When a Weaponsmith skill reaches Master level, the Weapons they craft get an automatic -2 Stamina reduction to any skill used through them. When they eventually Specialize in a certain type of Weapon, they may also increase the Weapon's Duration or Damage Cap by one. Skill Bonus Apprentice NONE Journeyman -1 pStam Master -2 pStam Specialists -2 pStam & +1DUR ~or~ -2 pStam & +1CAP Remember that no item in this game may have a Duration ( DUR) longer than six (6) events, so you may be forced to increase the CAP instead. Tinker [Production/Craftsman 3/5/7]: Allows the character to create any of the items listed on the Tinker chart out of the appropriate Materials (based on skill). Tinker Specializations: Leatherworker/Clothier [Production/Craftsman 4]: Allows the character to create superior items listed in the subsection Leatherworker/Clothier of the Tinker chart. Chandler/Potter [Production/Craftsman 4]: Allows the character to create superior items listed in the subsection Chandler/Potter of the Tinker chart. Carver/Sculptor [Production/Craftsman 4]: Allows the character to create superior items listed in the subsection Carver/Sculptor of the Tinker chart. Skill Bonus Apprentice NONE Journeyman -1 nStam Master -2 nStam Specialists -3 nStam Artisan [Production/Craftsman 3/5/7]: Allows the character to create any of the items listed on the Artisan chart out of the appropriate Materials. Artisan Specializations: Jeweler [Production/Craftsman 4]: Allows the character to create superior items listed in the subsection Jeweler of the Artisan chart. Locksmith [Production/Craftsman 4]: Allows the character to create superior items listed in the subsection Locksmith of the Artisan chart. Metalworker [Production/Craftsman 4]: Allows the character to create superior items listed in the subsection Metalworker of the Artisan chart. Skill Bonus Apprentice NONE Journeyman -1 nStam Master -2 nStam Specialists -3 nStam Culinarian [Production/Craftsman 2/4/6]: Allows the character to create any of the items listed on the Culinarian chart out of the appropriate Materials. It is important to note that, not only do Culinarian items not need Maintenance but, they cannot be Salvaged. Also, Some items only last for the event they are created in (Sustenance Tokens being one example). Culinarian Specializations: Brewer/Brewster [Production/Alchemy 4]: Allows the character to create superior items listed in the subsection Brewer of the Culinarian chart. Chef [Production/Alchemy 4]: Allows the character to create superior items listed in the subsection Chef of the Culinarian chart. Tobacconist [Production/Alchemy 4]: Allows the character to create superior items listed in the subsection Tobacconist of the Culinarian chart. Skill Bonus Apprentice NONE Journeyman -1 nStam Master -2 nStam Specialists -3 nStam Some Culinarian created items have unique game effects that are listed with their recipes. Items that allow for Substitution do so at the following exchange rate; Quality+1:1. The Quality+1 indicates how many of the starting points you can spend at one time to receive an equal amount of the substituted points. For example; when using Apprentice quality Spiced Tobacco, if you are hit with say 5-damage you can choose to lose four vitality and one sanity instead. If you had Master quality Spiced Tobacco, you can choose to lose two vitality and three sanity instead. In the case of Mages' Milk, you are substituting Karma for Spiritual Stamina at a greater rate than can already be done naturally. Anyone can sub one Karma for two Stamina. But with Mages' Milk, the character can do so to greater benefit but only with Spiritual Stamina. With the very best Mages' Milk made by a Specialist that ratio jumps to 5:1. Culinarian items cannot be Salvaged. See the section on Salvaging for further details. Alchemist [Production/Alchemy 3/5/7]: Allows the character to prepare refined Herbs into Tinctures, Compounds and/or Essences Based on their skill. Instead of producing higher quality Tinctures, Compounds and/or Essences, skilled Alchemists produce more of them. Alchemization take three minutes. This time cannot be reduced. An Apprentice Alchemist will produce one (1) Tincture per Alchemization. A Journeyman Alchemist will produce two (2) Tinctures or two (2) Compounds per Alchemization. A Master Alchemist will produce three (3) Tinctures, three (3) Compounds or three (3) Essences per Alchemization. Note that this is the skill required to make or salvage Fundaments. See the section on Salvage for further details. Alchemist Specializations: Solutio Adept [Production/Alchemy 4]: When preparing refined Herbs to be Tinctures, a Solutio Adept will produce four (4) Tinctures per batch. Conjunctio Adept [Production/Alchemy 5]: When preparing refined Herbs to be Compounds, a Conjunctio Adept will produce four (4) Compounds per batch. Rectificatio Adept [Production/Alchemy 6]: When preparing refined Herbs to be Essences, a Rectificatio Adept will produce four (4) Essences per batch. Item Duration Most tagged Items have a set Duration (DUR) of four (4) events not counting the event in which they are created. The event an item is created in may be considered its '0th' event (for a list of shorter Duration items, see below). For an item to be fully useful on its third and fourth event it must be maintained. Most items age only if they are used in-game any time during an event (for a list of items that age even if they are not used, see below). Maintaining Equipment As a general rule, most items need Maintenance during its last two events. Maintaining an item requires an appropriate unit of Refined Material and an appropriate craftsman. The material must be the same as the material from which the item is made and the craftsman must have the same skill as that which created it, of at least Apprentice level. If there is any question, this can be clarified at the General Store. Usually, it will be evident by the item tag descriptors. Example #1: Even though Dzheph's amazing sword was created by a Bladesmith (Specialist Weaponsmith) with Steel, Wood and Leather, an Apprentice Weaponsmith can maintain it for him with one unit of Steel. (Yes, this means that an Apprentice is working with a Rare Material but it is only Maintenance. Would you rather be forced to seek out a Master so they can charge you three times as much?) Example #2: Isabel's 8AV Steel Armor has a Duration of six events. This means that it will need to be maintained on its fifth and sixth events: If it is not maintained, it will drop to 6AV. Example #3: Rutger's Cloth Sheet has a Duration of four events. This means that it will need to be maintained on its third and fourth events: If it is not maintained, it will contribute no bonus to his magical casting. If an item is not maintained before it is due maintenance, it will lose all of its skill based bonuses (bonuses to Damage, Armor Value, Stamina Cost, etc...) until it is maintained. Items may not be maintained during their zeroth or first events. Items may be maintained only once each event after their first event. Items may be maintained one event ahead of schedule. Some items crafted by Specialists or made from Uncommon or Rare Refined Materials have an option to increase their duration. These items delay their need for maintenance as well as extend their life. Note that maintaining ahead of time is not as difficult and does not require greater skill. Also, additional duration due to skill is unaffected by lack of maintenance. These are the schedules for Maintenance: Normal Items: Event Maintenance Skill Materials Creation ('0th') Not Possible N/A N/A First (1st) Not Possible N/A N/A Second (2nd) Optional Apprentice 1 Unit of appropriate material Third (3rd) Must or lose bonus(es) Apprentice 1 Unit of appropriate material Fourth (4th) Must or lose bonus(es) Apprentice 1 Unit of appropriate material Event Maintenance Skill Materials Creation ('0th') Not Possible N/A N/A First (1st) Not Possible N/A N/A Second (2nd) Optional Apprentice 1 Unit of appropriate material Third (3rd) Optional Apprentice 1 Unit of appropriate material Fourth (4th) Must or lose bonus(es) Apprentice 1 Unit of appropriate material Fifth (5th) Must or lose bonus(es) Journeyman 1 Unit of appropriate material +1DUR Items: +2DUR Items: Event Maintenance Skill Materials Creation ('0th') Not Possible N/A N/A First (1st) Not Possible N/A N/A Second (2nd) Optional Apprentice 1 Unit of appropriate material Third (3rd) Optional Apprentice 1 Unit of appropriate material Fourth (4th) Optional Apprentice 1 Unit of appropriate material Fifth (5th) Must or lose bonus(es) Journeyman 1 Unit of appropriate material Sixth (6th) Must or lose bonus(es) Master 1 Unit of appropriate material Please note that while maintaining can be done ahead of time, you only need to maintain twice to get the last two Events’ usefulness from the item. Some items may not be worth maintaining. At the end of their duration, all items are considered worn out & useless. Their only possible use is as Salvage material. Yes, some items are simply not worth Maintaining – it may be more efficient to just buy/make a new one. But, if there is no one to create a new one, then you have the option to maintain it anyway. Yes, this means you will never need to maintain an Apprentice Quality item. That Apprentice Quality Longsword may not be pretty, or give any bonuses – but it will always be usable as intended. The Exceptions There are some items that do not conform to the standard four (4) event duration/maintenance cycle. Some items have a "Short Life" and have less than the normal Duration of four events. They normally need not be Maintained. An item that "Decays" ages even if it is not used and cannot be Maintained. Items that are "Durable" need no Maintenance. Some items have a "Extended Life" and have a Duration of five (5) events. They normally need be Maintained. Some items have a "Long Life" and have a Duration of six (6) events. They normally need be Maintained. "Eternal" items do not age and do not need Maintenance. Sometimes, this is because of the item's nature and other times it is simply for game balance. This is a list of those items: Item Note Ammunition Short Life, DUR=2. Founders make DUR=3. Arrows/Bolts Short Life, DUR=2. Fletchers make DUR=3. Enchantments Short Life, DUR=2. Decays. Fundaments Short Life, DUR=2. Herbal Components Short Life, DUR=2. Decays. Raw Materials Durable. Eternal. Refined Materials Durable. Eternal. Sustenance Tokens Short Life: DUR=0. Tobacco Short Life, DUR=2. Decays. All Other Culinarian Items Durable. DUR=4. Extended Life Extended Life, DUR=5. Long Life Long Life, DUR=6. Salvage When things wear out, they may still have a little value in Salvaged materials. A Refiner can Salvage useful material from an expired item. A Refiner can only salvage material that they could normally refine.     Regular Items with 6 or more material components will yield 2 units of material. Regular Items with 3 to 5 material components will yield 1 unit of material. Regular Items with fewer than 3 material components have no salvage value. So-called "Worn/Rusted" items with 3 or more material components will only yield 1 units of material, regardless of size.  So-called "Worn/Rusted" items with fewer than 3 material components have no salvage value.  Fundaments may have their metal component 'pseudo-salvaged' by an Alchemist of proper level even though they are not technically 'refiners' (see the skills Invocation and Alchemy for more details).  Culinarian items, Herbal Components, Enchantments, Ammunition, Arrows, and Bolts have no Salvage value. Salvaging materials uses production pool points. It takes 3 minutes spent at the Forge/Lab for each item being salvaged. This time is reduced to 2 minutes per item for a Journeyman refiner, and further reduced to 1 minute for a Master refiner. Each tag that is being recycled counts as 1 phys-rep, and counts towards your event pool use. Remember: you may only Salvage materials that you could normally produce! Example: Lucky Louis is a Master Base Metals Refiner and has gotten his hands on 3 old (expired) Steel Pole Arms. Using just one PPP, he can Salvage 2 Steel from each of the Pole Arms all at once for a total of 6 Steel. Truly, Louis is, indeed, a lucky man. Refiners (Mining) Base Metals Noble Metals Gems Type Raw SU Type Raw SU Type Raw SU Bronze 2 Copper 2 Common 2 Iron 4 Silver 4 Semi-Precious 4 Steel 6 Gold 6 Precious 6 Refiners (Hunt/Farm) Hunting Farming Type Raw SU Type Raw SU Leather 2 Fiber 2 Meat 2 Produce 2 Bone 2 Wood 2 Refiners (Herbalism) Furies (LT) Muses (TR) Fates (SH) Type Raw SU Type Raw SU Type Raw SU Common 2 Common 2 Common 2 Uncommon 4 Uncommon 4 Uncommon 4 Rare 6 Rare 6 Rare 6 Weapon Smith Recipes Weaponsmith (Bladesmith) da m Size Proficiency Materials Quarter 0 48"-64" Staff 4 Wood|Bone Wizard's 0 48"-64" Staff 4 Wood|Bone + Gem Metal Shod 2 48"-64" Staff 4 Wood|Bone + Base Thrown Knife 1 4"-18" Thrown Weapon 2 Bone|Base + Leather Dagger 0 up to 24" Swords 2 Bone|Base + Leather Short 2 up to 36" Swords 3 Bone|Base + Leather Long 3 up to 46" Swords 4 Base + Leather Great 6 up to 64" Swords & Two Handed 5 Base + 2 Leather Sap 2 up to 24" Hammers Base + 2 Leather Small 1 up to 24" Hammers 2 Base + Wood|Bone Short 2 up to 36" Hammers 2 Base + Wood|Bone + Leather Long 3 up to 46" Hammers 3 Base + 2 Wood|Bone + Leather Great 6 up to 64" Short 2 up to 36" Mace/Club 2 Base + Wood + Leather Long 3 up to 46" Mace/Club 3 Base + 2 Wood + Leather Great 6 up to 64" Small 0 up to 24" Mace/Club 2 Wood|Bone + Leather Short 1 up to 36" Mace/Club 3 Wood|Bone + Leather Long 2 up to 46" Mace/Club 4 Wood|Bone + Leather Great 3 up to 64" Thrown 2 8"-20" Thrown Weapon 2 Bone|Base + 2 Wood + Leather Hatchet 1 up to 24" Axes 2 Bone|Base + 2 Wood + Leather Short 2 up to 36" Axes 2 Bone|Base + 2 Wood + Leather Long 3 up to 46" Axes 3 Bone|Base + 3 Wood + Leather Great 6 up to 64" Axes 4 Bone|Base + 3 Wood + 2 Leather Spear 3 up to 48" Spears/Pole Arms 3 Bone|Base + 2 Wood + Leather Pole Arm 6 N/ A 60"-72" Spears/Pole Arms & Two-Handed 3 Bone|Base + 4 Wood + 2 Leather 36” In any direction Shield 4 Wood + 2 Base + 1 Leather Type Staffs Swords Hammer s Hammers & Maces Two-Handed 4 Base + 3 Wood|Bone + Leather Mace/Club & Clubs Two-Handed 2 Base + 3 Wood + Leather Mace/Club & Axes Shield Shield Two-Handed 5 Wood|Bone + 2 Leather Weaponsmith (Bowyer/Fletcher) Type dam Size Proficiency Materials Short 1 30" Bows 3 Wood|Bone + Leather Long 2 38" Bows 4 Wood|Bone + 2 Leather Great 3 48" Bows 5 Wood|Bone + 3 Leather Arrows 0 3"-5" ribbon Bows Bone|Base + Wood Light 2 20" Crossbows 4 Base + 2 Wood + Leather Medium 3 30" Crossbows 5 Base + 2 Wood + Leather Heavy 4 40" Crossbows 5 Base + 3 Wood + 2 Leather Bolts 0 3"-5" ribbon Crossbows Bone|Base + Wood Dart 0 2"-8" Thrown Weapon Bone|Base + Wood Thrown Axe 2 8"-20" Thrown Weapon 2 Bone|Base + 2 Wood + Leather Thrown Knife 1 4"-18" Thrown Weapon 2 Bone|Base + Leather Javelin 3 24"-48" Thrown Weapon Bone|Base + 3 Wood Blow Gun 0 -- 2 Wood|Bone|Base Blow Dart 0 -- Wood|Bone|Base Bows Crossbows Weaponsmith (Founder) Type Firearms dam Size Proficiency Materials Pistol 5 Pistol rep Firearms 5 Base + 3 Wood|Bone Musket 6 Rifle rep Firearms 7 Base + 5 Wood|Bone Ammunition 0 -- Firearms 2 Base + Wood + Fiber Tinker Recipes Tinker (Carver/Sculptor) Item Bonus Materials Box Gift of the Muses 3 Wood|Bone Carved Wand First Aid; Muses' Grace 3 Wood|Bone Mortar & Pestle Eye of the Fates; Inspiration of the Muses; Furies Balm; Furies' Blessing; Hero's Might 2 Wood|Bone Runestones Fates' Salvation 2 Wood|Bone Statuette Tongue of the Muses 2 Wood|Bone Meditation Beads Inner Calm Wood|Bone + 2 Fiber Tool Box Prevents Tool Decay 3 Wood|Leather Tinker (Leatherworker/Tailor) Item Bonus Materials Tool Box Prevents Tool Decay 3 Wood|Leather Doctor's Bag Prevents Surgeon's Tools Decay (dur:3) 2 Leather|Fiber Bandages First Aid 3 Fiber Boots Disengage 4 Leather + cMuses Cape Avoid Blow 5 Fiber|Leather + 2 cMuses Cloak, Dark Hide in Shadows 5 Fiber|Leather + 2 cMuses Charm Bag Muses' Grace 2 Leather + Gold Rope Muses' Grace 4 Fiber Gloves, Fine Avoid Trap 3 Leather + 2 Fiber Gloves, Reinforced Burst Bonds 4 Leather Mask, Leather Tongue of the Muses 2 Leather + 2 cMuses Pouch, Hidden Hide Item 2 Leather + cMuses Notebook Applied Research; Field Research (dur:4) 1 Leather + 1 Fiber|Wood Sachet Gift of the Fates 2 Fiber + 2 cFuries Shawl Walking the Spirit World 4 Fiber + uMuses Thread Fates' Salvation 2 Fiber Sheet, Cloth Muses' Blessing 3 Fiber + cMuses Tinker (Chandler/Potter) Item Bonus Materials Chalk Walking the Spirit World 2 Produce Candle, Votive (Jar) Walking the Spirit World 3 Produce + uMuses Candle, Black Fates' Retribution 2 Produce + cMuses + cFates Candle, Red Muses' Grace 2 Produce + cMuses + cFuries Candle, Orange/Yellow Gift of the Fates 2 Produce + cMuses + cFuries Candle, Green/Blue Muses' Blessing 2 Produce + cMuses + cFuries Candle, White Spirit of the Hearth's Protection 2 Produce + cMuses + cFuries Sealing Wax Spirit of the Hearth's Protection 2 Produce Clay Cup Muses' Blessing 2 Produce Incense Muses' Purity Produce + Wood + 2 cMuses Clay Bowl Muses' Purity 3 Produce Alembic Hero's Gaze; Hero's Shield 3 Produce Retort Still Clay Jar Eye of the Fates; Inspiration of the Muses; Furies Blessing; Rebirth of the Muses; Furies Balm; Hero's Shield Furies Mercy; Gift of the Furies Furies Recovery; Hero's Balance; Hero's Resilience Fates' Retribution 4 Produce 4 Produce 4 Produce Artisan Recipes Artisan (Metalworker) Item Bell Crucible Bonus Tongue of the Muses; Gift of the Muses Furies Mercy; Gift of the Furies; Hero's Might Furies Recovery; Hero's Balance Materials 3 Bronze|Copper|Silver 2 Steel + 2 Wood Ritual Knife, Iron Fates' Retribution 2 Iron + Bone Ritual Knife, Silver Muses' Purity 2 Silver + Wood Loadstone Fates' Salvation 3 Iron Paired Coins Fates' Salvation 2 Silver|Gold Metal Bowl Muses' Purity 3 Base|Noble Metal Cup Muses' Blessing 2 Base|Noble Mirror Gift of the Fates 3 Silver Tool Boosts Production Base + Wood|Bone Matched Tool Set 5 Production Tools, requires Specialist to craft 4 Wood/Bone + 4 Base Surgeon’s Tools Surgery; Inoculation; Set Bone Morphine; Jump Start; Staunch 2Wood/Bone + 2 Base Artisan (Jeweler) Item Bonus Materials Bracelet Muses' Purity 2 Silver|Gold Chain Walking The Spirit World 4 Base|Noble Circlet Walking The Spirit World 3 Silver|Gold Jeweled Ring Muses' Blessing Gem + Silver|Gold Jeweled Pendulum Gift of the Fates Gem + 2 Silver|Gold Metal Wand Muses' Grace, First Aid 3 Bronze|Noble Signet Ring Spirit of the Hearth's Protection Silver|Gold Talisman/Hexagram Fates' Retribution 3 Silver Invoker's Crystal Required to use mStam for Invocation Noble + Gem + cMuses Psi-Focus, Minor Psionic Levels ≤ 4 3 Common Gems Psi-Focus, Major Psionic Levels ≤ 7 2 Common Gems + Uncommon Gem Common Gem Psi-Focus, True Psionic Levels ≤ 10 + Uncommon Gem + Rare Gem Hypnotic Focus Hypnosis; Reassuring Voice; You're Getting Sleepy; Pep Talk 2 Noble Metal + 2 Gem Artisan (Locksmith) Item Bonus Materials Chest Lock Pick = 2 + (2 × Quality) + [0|1|2] sStam 2 Base Lockpicks Required to use Pick Locks Skill 2 Steel Thieves' Tools Required to use Disarm Traps Skill Steel + Silver Ritual Lock Spirit of the Hearth's Protection 2 Silver|Gold Shackles Pick = 2 + (2 × Quality) + [0|1|2] sStam 4 Base Ritual Silver Key Fates' Salvation Silver + Gem Toxin Kit Toxin Catalyzing (J=-10s; M=20s; S=-30s) 3 Base/Noble + 1Leather/Fiber Culinarian Recipes Culinarian (Chef) Item Bonus Materials Bloody Mary Substitute Vitality as Physical Stamina Quality+1:1 3 Meat + Bone + uFuries Mages' Milk Substitute Karma as Spiritual Stamina Quality+1:1 3 Produce + xFuries + xMuses+ xFates Ordinary Sustenance Make Quality+1 Tokens 5 Meat|Produce Spicy Sustenance Make Quality+1 Tokens 4 Meat|Produce + Common Herb Spicier Sustenance Make Quality+1 Tokens (≥Journeyman only) 3 Meat|Produce + Uncommon Herb Spiciest Sustenance Make Quality+1 Tokens (≥Master only) 2 Meat|Produce + Rare Herb Chef's Surprise Make 4 Tokens (Specialist: "Chef" only) 5 Hunt|Farm Culinarian (Brewer/Brewster) Item Bonus Materials Fruit-ade Inner Calm 5 Produce Vegetable Juice Outer Calm 5 Produce Mead Battle Rage; Fearless Spirit 5 Produce Pure Spirits Hero's Gaze; Hero's Resilience Rebirth of the Muses 5 Produce Rum Resist Poison 5 Produce Whiskey Resilience (Physical Skill) 5 Produce Vodka Second Wind [-15s/Quality] 5 Produce Gin Mental Focus [-15s/Quality] 5 Produce Liqueur Spiritual Center [-15s/Quality] 2 Produce + cFuries + cMuses + cFates Invoker's Imbibence Substitute Mental Stamina for Spiritual Stamina Quality+1:1 4 Produce + cMuses + cFates Psycher's Psyn Substitute Sanity as Mental Stamina Quality+1:1 3 Produce + rMuses Tea Strong Mind 5 Herb Coffee Insomniac 5 Herb Wine Tongue of the Muses 4 Produce "Hooch" / "Moonshine" Burst Bonds Wood Alcohol First Aid 2 Produce + 3 Wood|Produce|Common Herb 4 Wood Culinarian (Tobacconist) Item Bonus Materials Black Tobacco Substitute Karma for Sanity Quality+1:1 3 Wood + Fiber + Produce Red Tobacco Substitute Karma for Vitality Quality+1:1 4 Wood + Meat + Produce Spiced Tobacco Substitute Sanity for Vitality Quality+1:1 4 Wood + Produce + Herb Chew Intimidate 3 Produce + cFuries + cFates Light Tobacco Pull Free 3 Farm Rich Tobacco Tongue of the Muses 4 Farm Snuff Resist Frenzy [6|5|4|3 xStam] Wood + uFuries + uMuses + uFates Strong Tobacco Unshakable 5 Farm White Tobacco Fates' Salvation [-1 Karma @ Specialist] 2 Fiber + 2 Produce 'Shroomz/Weed Psych-Out 2 Farm Pipe Required for all Tobacco but Chew & Snuff 2 Wood|Bone [dur=2|3|4|5] Prevents Tobacco Decay 2 Fiber|Leather|Wood|Bone [All Tobacco dur=2] [dur=4] Tobacco Pouch/Box Alchemist Recipes Alchemist (Solutio) Wizardry Enchantment Item Tincture of... For use with... Materials Brilliance Star of the fates cFuries + cMuses Health Muses Blessing cFuries + cFuries Peace Gift of the Fates cFuries + cMuses + cMuses Safety Gift of the Muses cMuses Solitude Family's Tears cMuses + cFates Aid Furies' Blessing cFuries + cFuries + cMuses Balance Hero’s Balance cFuries+cFates+cMuses Glory Eye of the Fates cFuries + cMuses Vigor Furies' Balm cFates + cFates Alchemist (Conjunctio) Wizardry Enchantment Item For use with... Materials Connection Brethren's Blessing cFuries + cMuses Dismissal Spirit of the Hearth's Protection cMuses + cMuses + uMuses Passage Whimsy of the Muses cFuries + cMuses + uMuses Purity Muses' Purity cFuries + cMuses Wholeness Muses' Grace cFuries + cFuries + cMuses Wisdom Tongue of the Muses' cMuses + uMuses Calm Hero’s Gaze cFuries+uFates+cMuses Protection Gift of the Furies uMuses + uMuses Regrowth Furies' Recovery cFuries + cMuses + uMuses Sanctity Furies' Mercy cFuries + cFates + cFates Space Inspiration of the Muses cMuses + uMuses Toughness Hero’s Shield cFuries+cFates+cMuses Compound of... Alchemist (Rectificatio) Wizardry Enchantment Item Essence of... For use with... Materials Fate Fates' Salvation uFuries + rFuries + rMuses Negation Fates' Retribution rFates + uMuses + uMuses Presence Rebirth of the Muses cFuries + rFuries + cMuses Spirit Walking the Spirit World rFuries + uMuses + rMuses Strength Hero’s Might cFuries+rFates+cMuses Tenacity Hero’s Resilience uFuries+uFates+uMuses Alchemist (Any) Item Fundament Allows use of... Materials Thermal "~by Fire" or "~by Ice" Bronze + cMuses [A+] Electrical "~by Lightning" Copper + cMuses [A+] Sonic "~by Sonic" Steel + cMuses [M+] Force "~by Force" Silver + cMuses [J+] Radiation "~by Radiation" Gold + cMuses [M+] CHARACTER RACES Racial options for Isles campaigns are highly variable due to the structure of unlimited worlds linked through the Gates. Races that originate in the known, Imperially-assimilated isles are provided in the released templates found in this chapter, along with information on their native Isles and cultures. While all characters travel to new colonies from the Hardistaan Imperial homeworld, they do not have to originate from there. Many Imperial citizens originated from Isles of the old and new Empire, and some have come from other unattached worlds through various means such as temporary rifts. If you choose to play a character from any of the Isles backgrounds and races listed below, please contact Plot, as these templates were originally designed for Isles: Asylum and skills may have changed. If you choose to create your own cultural background or Isle you can make your character's culture as a variant of human or an existing culture by defining a subculture and a Variable Template. You can also choose to create an entirely new race by creating your own Isle and racial package and submitting a new Standardized Template using the Character Race Creation system detailed in this chapter. Hidden Header: Metal Man (Pre-Requisite- Specific Races Only) “Metal Man” refers to characters who have elected to replace some part of their physical body with an artificial, metallic, part. While these Metal Parts are certainly well crafted and usually appear as whatever organic part they replace, they are not “electronic” or “clockwork” devices. They are simply metallic sculptures of the corresponding organic part and are inanimate objects. That is, until they are installed by a skilled Surgeon. Once installed, some kind of magical process happens and the Metal Part takes on all of the characteristics and utility of the organic part it replaces. Plus, it grants the user some ability that they may not have had prior to installation. The surgical process of installation takes 90 minutes which is reduced by the quality of the Surgeon's tools. The skill of the Surgeon must match or exceed the Rarity of the materials of the Metal Part so that a Master Surgeon is required to install Steel/Gold Metal Parts. Some races are restricted as to which kinds of metals they can use: • • • • Varikiisians must use Base Metals in construction (Bronze, Iron, Steel). Sparks must use Noble Metals in construction (Copper, Silver, Gold). Marionettes who are made of Bronze, Iron, or Silver can only use that metal. All others may use any metals. All Metal Parts are always made from a single material and never of a mixture of materials or alloys. They are crafted by Artisans (Metalworker). Hands, Feet, Arms, and Legs are always installed in pairs. All Metal Parts may be used as normal parts even after abilities have been used. Each Metal Part allows a special ability to be used. A number of charges of this ability are granted based on the Rarity of the material used to create the Metal Part. Once if made of Common Materials, twice if made of Uncommon Materials, and thrice if made of Rare Materials. Using any Metal Part's special ability usually (unless specifically stated otherwise with its description) costs 6 Stamina which is reduced by the quality of the craftsmanship (A: -0; J: -1; M: -2, S: -3). Metal Parts are “self maintaining” in that it simply takes time to reset the charges: five uninterrupted minutes of rest. This rest can be concurrent with other resting periods such as Refreshing various Stamina Pools but the character must be fully conscious. This applies to all Metal Parts at the same time. One rest period with reset all charges in all installed Metal Parts. If anything about a Metal Part differs from this rule, it will be clearly spelled out in the Metal Part's descriptions. Metal Parts listed here are “Eternal” and thus do not require maintenance and have an infinite DURation. While most Metal Parts are Physically based and thus use Physical Stamina, some are Mental and others are Spiritual and use those types of Stamina. In the case of the Guardians of the Spark of Life, they are allowed to use their special “Spark Pool Points” to power the devices in part or fully. They may use two “Spark Points” in place of any single point of Stamina required. Note that a 'level' for each Metal Part is not listed but, rather, a set number of XP is listed instead. Metal Feet (Physical/Metal Man 10XP) Allows “Resist Root.” Metal Legs (Physical/Metal Man 15XP) [prereq: Metal Feet] Allows “Resist Slam.” Metal Hands (Physical/Metal Man 10XP) Allows “Resist Disarm.” Metal Arms (Physical/Metal Man 15XP) [prereq: Metal Hands] Allows “Burst Bonds.” Note: A Maimed Metal Limb can also be “Splinted” using the Artisan Skill following the same rules as normal Splinting. Metal Neck (Physical/Metal Man 15XP) Allows “Resist Stun” but only if it came from behind. Metal Skull (Mental/Metal Man 21XP) Allows “Resist <Psi/Will>.” Metal Skin (Spiritual/Metal Man 15XP) Depending on the material, the 'wearer' gains the ability to Resist certain types of effects: • • • • • • Bronze: call “Resist” to any “~by Fire” or “~by Ice.” Iron: call “Resist” to any single Weapon strike. Steel: call “Resist” to any “~by Sonic.” Copper: call “Resist” to any “~by Lightning.” Silver: call “Resist” to any “~by Force.” Gold: call “Resist” to any “~by Radiation.” Whenever the 'wearer' is reduced to zero (0) Vitality, they cannot use this ability until their Metal Skin has been repaired by a Surgeon. Only one Metal Skin can be 'worn' at a time. This alteration requires that all exposed skin look like the metal it is supposed to be. Integrated Launcher (Mental/Metal Men 28XP) [Requires Metal Arms & mStam≥5] This is a Ranged Weapon. Allows the user to throw a packet or use a Nerf Ranged weapon and call “5 Damage.” This act costs 5 mStam which is reducible by the quality of the device (A:-0; J:-1; M:-2; S:-2); thus minimum mStam cost is 3. The device can hold a number of rounds equal to its quality (A:1; J:2; M:3; S:4). Reloading the device takes 30 seconds no matter how many additional rounds it will take to do so; loading 1, 2, 3, or 4 rounds will take 30 seconds. Chambering a round takes 3 seconds. Note that this weapon does not take the normal ten seconds between each shot but, it is limited to three or four shots. The Ammunition's recipe is per set: Apprentice Weaponsmith produces 3 rounds, Journeyman produces 6, Master: 9. A Specialist can produce either 12 standard rounds or 6 Special rounds which will allow the call, “5 Damage AND Slam.” The alternate Special rounds take up twice as much room in the Launcher as an ordinary round and cost 10 mStam each to fire which is reducible by the quality of the device; thus the minimum mStam cost for these rounds is 8. A “Disarm” affecting the Arm with the Launcher will jam the round and make the launcher useless until “unjammed” which anyone can do in ten seconds of uninterrupted concentration & roleplay. No, the jammed round is not lost and remains loaded. Integrated Launcher: 8 Appropriate Metal (same as Arm). Integrated Launcher sets of Rounds: 4 any Metal as racially Appropriate. Mixtures are allowed. The Rarity of the Materials is irrelevant. Note: Changing Metal Parts requires Surgery to 'deinstall' the old one then again to install the new one. The old Metal Parts can be salvaged normally using the Salvage rules. No Metal Part can be 'deinstalled' without then having a replacement Metal Part installed. Once you've gone Metallic, you can't go back to organic. No, when initially installing a new Metal Part, you cannot 'salvage' the organic leftovers as Hunting SU. Ew, knock it off. Hands/Feet: 3 Metal Skill: Artisan (Metalworker) Arms/Legs/Neck: 4 Metal Skill: Artisan (Metalworker) Skull: 5 Metal Skill: Artisan (Metalworker) Skin: 6 Metal Skill: Artisan (Metalworker) Integrated Launcher: Sets of Rounds: 8 Metal 4 Metal Skill: Weaponsmith (Founder) Skill: Weaponsmith (Founder) All installed parts are “Eternal” and bridge resurrection. The rarity of the material dictates the number of charges. The quality of the craftsmanship determine the Stamina cost. xStam cost is 6 per charge reduced by quality. Every metal man suffers the loss of 1 Sanity or 1 Karma (PC's choice) for each replacement Metal Part after the first. Aquiring the Metal Man Header allows use of the Cyborg header and vise-versa for a Varikiisians. CREATING A RACIAL TEMPLATE VARIABLE TEMPLATES: These templates may represent a particular 'race' of beings, or may simply reflect cultural differences between characters of the same race but with different origins and backgrounds. Players may create these using the formulae below. Individual Variable Template: only choose from certain Advantages, but each character may determine their Advantages individually. Cultural Variable Template: Advantages. These templates do not require plot approval to play. However, Cultural Variable Templates do require you to submit your template and a basic background (1 or 2 paragraphs, est. word count of 250-500 words) describing your race, culture and/or group. You may play these characters at the event immediately following your design and submission, without permission or approval. If you intend to develop your template into a full racial template, you will be required to follow the full review process for Standardized Templates below. Cultural Variable Templates, once submitted, will be used as the canon/standard for any other characters who wish to come from that particular group or culture. While the Plot Staff would appreciate notification of any Racial Templates being used for any character: require submission, review and approval before being allowed in game play. STANDARDIZED TEMPLATES: These templates always represent a particular race or racial subdivision of beings. All members of any standardized race have the same bonuses and penalties. Anyone may play a character from any of the released standardized templates. All original races, backgrounds and templates must be submitted to the Isles staff for approval before they will be allowed into game play. Submissions must be received a minimum of 3 weeks before any event to be considered for that event. Asylum plot does not guarantee approval of submissions; you must have received written confirmation before your race and background is considered approved and playable. All races and backgrounds submitted and approved for use will be considered canon to the Isles multiverse and available for use by Asylum plot or for future release as accessible racial templates at the discretion of the Isles staff. To create a Standardized Racial Template, you choose items from the following Advantages and Disadvantages chart. You may choose to spend up to 25 points in Advantages without choosing any Disadvantages. Choosing Disadvantages will give you Disadvantage Points. Your Disadvantage points can be used to increase the limit of the number of Advantage points you can spend. You can choose as many Disadvantages as you like, but only the first 15 points in Disadvantages will raise your Advantage limit on a 1 to 1 point ratio, up to a maximum limit of 40 points in Advantages. You must also choose a costuming requirement for your race that clearly sets them apart from other racial appearances. It must be a reasonable requirement for any player to manage. Costuming requirements are usually done with theatrical makeup, hair colour, hairstyle, prosthetics and other appearance altering techniques. They can also be fulfilled by unique clothing requirements. You can choose anything from Light to Heavy Costuming requirements. Heavy Costuming is the ONLY Disadvantage that will raise your Advantage point limit over 40. If you choose 15 other points in Disadvantages and also choose Heavy Costuming, you will have 42 points in Advantages to spend. Traits Standardized Template racial traits should follow the formula of a) identifying the world of origin and b) identifying the specific species. For example, Elves come from Faerindae, and people from the Isles are referred to as Faerine. So, the traits for a specific species of Elf, like Daybreak, would be Faerine, their origin, and Daybreak Elf, their race. THE CHARACTER RACE CREATION SYSTEM ADVANTAGES ADVANTAGE POINT COST Bonus Skill (*see below) (2 times base level of skill) in points Innate Talent (*see below) (5 times base level of skill) in points +1 Vitality 10 points 10 Points +1 Sanity 10 points 10 Points +1 Karma 10 points 10 Points +2 Vitality 25 points 25 Points +2 Sanity 25 points 25 Points +2 Karma 25 points 25 Points Racial Skill – special (*) 10 points 10 Points DISADVANTAGES DISADVANTAGE POINT GAIN Light Costuming Requirement (*see above) 0 Points Heavy Costuming Requirement (*see above) 2 points -1 Vitality 5 points -1 Sanity 5 points -1 Karma 5 points -2 Vitality 10 points (+ +) -2 Sanity 10 points (+ +) -2 Karma 10 points (+ +) (+ +) Characters whose races have a –2 disadvantage are required to purchase a minimum Stamina Pool of 3 in the related Pool Combat Style Restriction 1 point each - Choose Shield, Two-Handed Weapon, Florentine or Paired Weapon Combat Style set Restriction (all of the above) 4 points Situational +1 Stamina for all skill use 10 points - e.g: in light, in darkness, etc. Talent Rating Requirement – Minimum of 5 3 points Talent Rating Limitation – Maximum of 5 6 points Talent Stamina Pool Limit - Variable (10 minus limit times 2) in points Penalty Skillset (*see below) 3 points Penalty Skillset bonus (*see below) 1 points Penalty SkillType (*see below) 6 points Heavy Penalty Skillset (*see below) 5 points Heavy Penalty Skillset bonus (*see below) 2 points Heavy Penalty SkillType (*see below) 10 Points Banned Skill (*see below) (1/2 base level of skill rounded down) in points Armour Value Restriction (*see below) Maximum armour = (7 minus the AVR limit) x 2 Light Costuming Requirements Light costuming requirements are usually minimum changes or makeup, such as pointed ears for certain Elves or a facial tattoo mark for Cyndir. Light clothing costume requirements might include items such as a particular colour sash that must be worn. Light requirements distinguish the race from other characters, but don’t take a great deal of time or effort to put on. Heavy Costuming Requirements Heavy costuming is used to describe changes such as full facial makeup, alteration to anthropomorphic animal features, and changes of entire hair colour. Heavy clothing costume requirements might include entire uniforms, outfits made from particular colours and materials such as all green leather or all black satin. It might also include extreme clothing requirements, such as the full body and head coverage of the Viragee. Heavy requirements usually create very drastic and distinct appearance changes and often take a great deal of time and effort to maintain. Bonus Skill Choose a skill that you would like your race to be naturally good at learning. Characters from your race will be able to buy this skill at a reduced cost. They will pay 2 XP less per skill rank they purchase for this skill, but the minimum cost per rank cannot be reduced below 1. Innate Talent Choose a skill that you would like your race to have a natural ability to use. Characters from your race will be able to buy this skill at a reduced cost. They will pay 5 XP less per skill rank they purchase for this skill, but the minimum cost per rank cannot be reduced below 1. Racial Skill You can design a unique skill or ability exclusively for characters of your race. You will have to submit your Racial Skill design for staff approval before you can buy it for your character. Racial Skills must be purchased normally, and do not automatically count as Bonus Skills or Innate Talents unless you also purchase those Advantages to use with the Racial Skill. Penalty Skillset Choose a set of 5 skills that you think your race would find more difficult to learn. The 5 skills you choose should have something in common and be appropriate or thematically connected to your race’s background and culture. These skills will cost characters from your race an extra 2 XP per rank to purchase. Penalty Skillset bonus The Penalty Skillset bonus gives you an additional disadvantage point if all 5 skills in your Penalty Skillset use an Attribute that you have chosen a Talent Rating Limitation or a Talent Rating Requirement for. For example, if all 5 of the skills in your Penalty Skillset use the Mental Attribute, and you have a Talent Rating Limitation for Mental skills, then you automatically earn the Penalty Skillset bonus point as well. Penalty SkillType Choose a SkillType that you think your race would find difficult to learn. SkillTypes are entire categories of skills, such as Psionics skills, Combat skills, Wizardry skills, Thieving skills or Production skills. You may not choose Other as your SkillType Category. All skills in your Penalty SkillType will cost characters from your race an extra 2 XP per rank to purchase. Heavy Penalty Skillset Choose a set of 5 skills that you think your race would find more difficult to learn. The 5 skills you choose should have something in common and be appropriate or thematically connected to your race’s background and culture. These skills will cost characters from your race an extra 5 XP per rank to purchase. Heavy Penalty Skillset bonus The Heavy Penalty Skillset bonus gives you additional disadvantage points if all 5 skills in your Heavy Penalty Skillset use an Attribute that you have chosen a Talent Rating Limitation or a Talent Rating Requirement for. For example, if all 5 of the skills in your Heavy Penalty Skillset use the Mental Attribute, and you have a Talent Rating Limitation for Mental skills, then you automatically earn the Heavy Penalty Skillset bonus points as well. Heavy Penalty SkillType Choose a SkillType that you think your race would find difficult to learn. SkillTypes are entire categories of skills, such as Psionics skills, Combat skills, Wizardry skills, Thieving skills or Production skills. You may not choose Other as your SkillType Category. All skills in your Heavy Penalty SkillType will cost characters from your race an extra 5 XP per rank to purchase. Banned Skill Select a skill that you think your race is unable to learn, or unable to perform for whatever reason you choose. No characters from your race will ever be allowed to purchase this skill. Armour Value Restriction Your race cannot use or wear armour over your racial restriction level, calculated at (7 minus your chosen limit) X 2 for points. E.g.: for an Armour Value Restriction of 3, you would have [(7-3) X 2], or 8 disadvantage points. ** There are examples of racial template creation and the application of bonus and penalty advantages and disadvantages in the Isle Races Section ** ISLES RACES STANDARDIZED TEMPLATES All of the races below are 'Standardized Templates' which have already been approved. These Races were designed for the First Isles Campaign. The rules have been updated for Isles:Purgatory Station, so if you wish to play one of these races, Please consult Plot for the exact Racial Advantages & Disadvantages. Faerindae (Faerine) The Isle known as Faerine is the primary homeland of the various species called Elves. Faerine was the first Isle discovered by the Empire and though there were some small clashes initially, it joined the Empire willingly as the first Imperial Province. It is also remarkable in that it is one of the only Isles to have been part of the Old Empire and rediscovered in the New Empire. The initial Hardistaan report on Faerine was very informative: The Imperial Geological Survey team has evaluated Faerine as a world of advanced geological age and moderate axial tilt. This has resulted in a moderate climate and a landscape dominated by rich oceans. Notice regarding the lack of mountainous regions has caused speculation that this is due to a natural erosion pattern indicating support for the believed geological age of the world and some concern for it’s continued ability to support it’s population. The indigenous population, made up of various species of what have been termed ‘elves’, inhabits the single, large landmass just above the equatorial line. While the different races do seem to maintain civil relations, they also retain a marked cultural isolation from one another. For example, the Nightfall Elves remain in the gentle hills of the Northern section of the continent while the Daybreak Elves prefer the flatter lands of the equatorial band. The Sunith Elves are likeliest to be found in the forest regions while the Vintnae tend towards the rolling hills that seem to replace Faerine’s mountains. Little contact or reporting exists on the reclusive Ethmahem Elves. One of the few things we do know of the Ethmahem Elves is that they raise the delicate Resurrection Lily and are known to occasionally trade seedlings and harvested flowers. This herb, along with various native craft goods and a very popular and delightful native ale represent Faerine’s largest export contributions to the Empire. Faerine has a negligent percentage of ores and minerals native to the Isle, though there are traces of old deposits long since diminished beyond use. Elves: Daybreak Traits: Faerine, Daybreak Elf Advantages: - Bonus Skill: First Aid (4 points) - Bonus Skill: Star of the Fates (2 points) - Bonus Skill: Strong Mind (12 points) - Bonus Skill: Gemcutter (6 points) - Racial Skill Access: Furies Solar Grace (*see below) (10 points) Disadvantages: - +1 Extra Stamina Cost to all skills when in darkness (+10 points) Costuming: - Light: Pointed ears, gold or white streaks in their hair, avoidance to dark clothing, streak of white or pale gold extending upwards from outer edge of eyebrows Furies’ Solar Grace [Physical/Other 5]: When in direct sunlight, you may spend thirty seconds resting, using no skills. If you are not interrupted, you may spend 5 Physical Stamina points to call 'Heal to Self' to recover 1 Vitality. While counting for this skill, you may not recover Stamina (counts as Activity time). If the sun is shadowed by clouds, this ability cannot be used, though short (~10 seconds or less) periods when the sun is obscured will merely pause the thirty-second count instead of canceling it. This ability may be used while bleeding out to become stable instead of healing, but if the character bleeds out and dies before the count is finished, the ability cannot be used. Elves: Vintnae Traits: Faerine, Vintnae Elf Advantages: - Bonus Skill: Carver/Sculptor (4 points) - Bonus Skill: Fletcher (10 points) - Bonus Skill: Jeweler (4 points) - Bonus Skill: Ringsmith (10 points) Disadvantages: - Maximum Physical Pool: 8 (+4 points) Costuming: - Light: Pointed ears, red or purple ‘jewel-tone’ streaks in their hair, tend towards well-coordinated, welldressed appearances and fashion, streak of red or purple extending upwards from outer edge of eyebrows Elves: Nightfall Traits: Faerine, Nightfall Elf Advantages: - Bonus Skill: Hide in Shadows (18 points) - Bonus Skill: Resist Poison (8 points) - Bonus Skill: Disarm Trap (6 points) - Bonus Skill: School of Alchemy (8 points) Disadvantages: - +1 Extra Stamina Cost for all skills when in light (+10 points) - Minimum Spiritual Talent 5 (+3) Costuming: - Heavy (+2): Pointed ears with grey accents, black streaks in their hair, dark tint to lips, optional grayish cast to face or optional dark skin, tend towards black or dark toned clothing, streak of grey or black extending upwards from outer edge of eyebrows. Elves: Sunith Traits: Faerine, Sunith Elf Advantages: - Bonus Skill: Track (6 points) - Bonus Skill: Hunter/Herder (8 points) - Bonus Skill: Wood/Bonesmith (6 points) - Bonus Skill: School of the Land (8 points) - Racial Skill Access: Treemeld (*see below) (10 points) Disadvantages: - Max Armor Value of 3 (+8 points) - Penalty Skill Set: Mining (all Miner skills and School of Metals) (+3 points) Costuming: - Heavy: Pointed ears, bark, leaf, or wood patterned markings on part of the face, usually around the eyes, d brown streaks in their hair, tend toward ‘woodsy’ clothing usually in all natural fabrics, streak of green, brown or tan extending upwards from outer edge of eyebrows Treemeld [Spiritual/Other 7]: You may call 'Imbue by Nature' to assume Spirit form while touching a tree. While this skill is in use, you gain the 'Spirit' trait, during which time you may and must call 'Spirit' to negate any effect which strikes you which is not 'to Spirit'. You are not considered to be 'resting' while this skill is in use, and thus may not recover Stamina points. You and all items you are carrying may not be searched, picked up, or otherwise moved, nor may anything be thrown over you. If you move, break contact with the tree, speak, or use any game skills, this skill ends. If you successfully receive an Agony effect or go unconscious, this skill ends. Using this skill costs 7 Spiritual Stamina points. Elves: Ethmahem Traits: Faerine, Ethmahem Elf Advantages: - Bonus Skill: Tongue of the Muses (8 points) - Bonus Skill: Haunt (10 points) - Bonus Skill: Fates Salvation (14 points) - Bonus Skill: School of the Spirit (4 points) Disadvantages: - Minimum Spiritual Talent of 5 (+3 points) - Maximum Physical Talent of 5 (+6 points) Costuming: - Heavy (+2): Pointed ears, pale skin, blue and white streaks in their hair, tendency toward ice-toned clothing (white, blue, purple, pale green) and light / ethereal fabrics and styles, streak of blue extending upwards from outer edge of eyebrows Burr Tthok Burr Tthok is an extremely turbulent world, subject to severe atmospheric conditions and a slightly higher gravity. Chains of mountains cutting across turbulent small seas dominate the surface of the planet. Burr Tthok has 3 small moons in non-synchronous orbits, causing highly variable tidal conditions and contributing to the frequent storms. The mountains are constantly swept with high winds and driving rains. Very little exists on Burr Tthok’s surface, except for a small number of sheltered, isolated canyons hidden deep in the mountain ranges. In some of these were found small farms or homesteads, but never far from entrances to the more extensive and safe underground regions. The inhabitants of Burr Tthok chiefly live in extensive underground cities that span across gigantic tunnels from extinct volcanic activity and massive natural canyons. There is only one sentient race of people inhabiting the Isle, the Cyndir, but they are divided into clearly delineated cultures. The first culture is called the Tthun, a strong and hardy race of people well suited to their harsh environment. The second are the Mandret, a people who seem almost frail next to their more powerful counterparts, but who are highly evolved in technological crafting. The Cyndir are arranged into a feudal society, with various tribes owing loyalty to one of the great kings whom they refer to as Thandros, which seems to be a title. Throughout the history of Burr Tthok, it seems various tribes have gone to war with each other, and the Thandros maintain a standing guard army of warriors called the Tthrunin. Cyndir culture is very structured and unforgiving, rigidly bound by laws of honour and warrior’s codes. All Cyndir are tattooed with their tribal mark or brand when they come of age in their culture. The mark is always placed on the face, although the young Cyndir is permitted to choose where on the face they wish to display their tribal identity and badge of honour. This is a very important ceremony that some Cyndirrin tribes will allow outside visitors to witness, but only on the understanding that they are being paid a great and solemn honour to be allowed to attend. Inquiries determined that while an unmarked Cyndirrin is nearly unheard of, should one exist they would be shunned, banned and probably killed, for there are no laws protecting the lives of honourless outcasts. Warriors in Cyndarrin society who have made their 12th kill are permitted to wear a warrior’s braid, usually a side-lock of hair. These are often decorated with finely crafted metal beads inscribed with runes that brag of the warrior’s prowess and cajole the spirits to protect them in battle. The Mandret do not seem to participate in the warrior caste, nor do they wear braids or beads. They seem to have smaller and more modest tattooing on their faces as well. Overall, they are not as strong or sturdy seeming a people as the Tthun, but they do share the same grayish tint to the skin and many have similar features. It is clear that there is a distinct genetic relationship between the two cultures, but they have likely been divided and evolved along separate lines for many generations. The Mandret are articulate and skilled technical craftsmen. Some of the finest and most delicate metalsmithing known to the Empire is produced from Burr Tthok. All of the Cyndir rely on and value the near legendary artistry in Mandret weapons and armour. Upon successful diplomatic relations with Burr Tthok, the Guilds were eager to establish trade relations with the Mandret, to gain access to a number of the unique ores, minerals and metal resources in the widespread and numerous mines of this Isle. Mandret smiths were also highly sought, employed for highly paid commissions and to teach their superior smithing techniques. It is well known in the Empire that the finest weapons and armour come from Mandret smiths. The Mandret also hold another unique status in the Empire. They are the only people who discovered the Empire before the Empire discovered their Isle. Their proficient technical experimentation and creations led them to their own method for reaching across Isles. While they will not share their techniques, we have assurances that it is difficult and rare, and perhaps it is fortunate that Hardistaan was the first Isle they discovered. Cyndir: Tthun Traits: Cyndiran, Tthun Advantages: - Bonus Skill: Blacksmith (6 points) - Bonus Skill: Gemcutter (6 points) - Bonus Skill: Hammersmith (10 points) - Bonus Skill: Metalworker (4 points) - +1 Vitality (10 points) Disadvantages: - +1 Extra Stamina Cost when in open spaces (+10 points) Costuming: - Heavy: Dark grey stonelike skin, facial tattooing particular to tribal or family affiliation, all hair longer than shoulder length may include at least one runic-beaded braid (+2 points) Cyndir: Mandret Traits: Cyndiran, Mandret Advantages: - Bonus Skill: Jeweler (4 points) - Bonus Skill: Ringsmith (10 points) - Bonus Skill: School of Metals (8 points) - Bonus Skill: Noble Metals Miner (6 points) - Bonus Skill: Gemstone Miner (8 points) Disadvantages: - +1 Extra Stamina Cost when in open spaces (+10 points) Costuming: - Heavy: Dark grey stonelike skin, facial tattooing particular to tribal or family affiliation (+2 points) Niemas Of all the worlds that were cut off from the Heartworld after the Answer, it is said that no people mourn the loss of their homeland more than those of Niemas. These people, called the Gypsies, Caravansi and Nomads, quest endlessly for their lost home. They describe Niemas as a beautiful place full of lush, warm forests and sweeping, jewel-like deserts, of wide, rolling oceans and tropical islands of paradise. The Bloodfolk of Niemas are largely nomadic, moving as they need in order to meet the daily survival and happiness of their families. The family or tribal unit is the cornerstone of their society, defining their identity and purpose. Niemas was the Twenty-Third Isle discovered by the Empire and was not fully explored by the Imperial Survey teams, so very little is know of it save what the native People of the Blood are able to describe. When Niemas was originally welcomed into the Empire, her curious and highly nomadic natives eagerly embraced Imperial travel and the exploration of other worlds. Many left as entire family groups and have been known to show up in every unusual corner of the Empire. When the Gates collapsed, however, no group was more determined to go home, and no group has more strongly pursued an agenda aimed entirely at the rediscovery of their homeworld. Bloodfolk:Gypsies Traits: Nieman, Gypsy Advantages: - Racial Skill Access: Blood Healing (*see below) (10 points) - Bonus Skill: Gift of the Fates (10 points) - Bonus Skill: School of the Arts (4 points) - +1 Karma (10 points) Disadvantages: - Max AC of 4 (+6 points) - -1 Sanity (+5 points) Costuming: - Light: Must wear some conspicuous clothing in bright red and purple colours Blood Healing [Spiritual/Other 5]: After touching a target for three seconds, and using no other skills, you may call 'Heal to <your Family Name>' at the cost of one Vitality. If this effect is not successful (i.e. you touched the wrong target), you do not lose the Vitality. Using this skill requires no Stamina points. Bloodfolk: Caravansi Traits: Nieman, Caravansi Advantages: - Bonus Skill: Self-Control (12 points) - Bonus Skill: Insight (8 points) - Bonus Skill: Inspiration of the Muses (4 points) - Bonus Skill: School of Man (4 points) - Bonus Skill: Language Theory (2 points) Disadvantages: - -1 Vitality (+5 points) Costuming: - Light: Must wear some conspicuous clothing in bright blue and purple colours Bloodfolk: Nomads Traits: Nieman, Nomad Advantages: - Bonus Skill: Avoid Blow (16 points) - Bonus Skill: School of the Land (4 points) - Bonus Skill: Eye of the Fates (4 points) - Bonus Skill: Diagnose (2 points) - +1 Vitality (10 points) Disadvantages: - Max AC of 4 (+6 points) - -1 Sanity (+5 points) Costuming: - Light: Must wear some conspicuous clothing in green and bright purple colours Systril Systril. the Sixth Isle discovered in the New Empire, is a world near to Asylum. It is teeming with life thoughtout its vast forests and jungles At first glance there would seem to be no civilization to the world at all. Then you meet the inhabitants, the Animae, who are capable of changing between animal and nearhuman form. The Survey team thought the Animae were the animals of their world, but these natives possess strong inherent magic given to them by their nearness to nature. The world is a wild place where the Empire has built only one small town. The natives do not appreciate any disruption of their natural cycle. There is a story to the Animae and the Empire’s first visit to Systril. The initial survey team found a natural world of incredible complexity and beauty when they first arrived. They explored a land they believed was uninhabited and free for Imperial exploitation. In preparation for a colony, the broke earth and clear-cut a field to begin construction. That was the last report they sent. The second survey team was more cautious. They examined the native fauna and found that there was a strong magical presence in all creatures of Systril. One enterprising mage, deciding magic was a sign of higher intelligence, attempted to communicate via spells. She selected a pack of wolves who were watching the survey team closely and attempted to look for ways to ask them about the missing survey team. She learned more than she was prepared for in the bargain. All life on Systril is intelligent.; the plants, the animals, the birds, everything., and they all communicate constantly. Their greater society is a complex interweaving of the natural cycles, and everything from predator to prey is interconnected. The natives live in the universal “now” where the cycle determines what comes next, and not necessarily the individual. The complexity of the Animae’s society was far beyond the research team’s ability to comprehend. However the exchange of communication was not one way. The Animae also learned of the Empire in the exchange. They learned of tools and worlds, civilizations and magic. While the survey team watched in amazement, the wolves near to them began to experiment with these new ideas and forms. The pack changed, stretching and shifting into a close approximation of a humanoid form. They attempted to imitate the speech of the survey team, in gruff but comprehensible voices. The survey team quickly shifted the focus of their exploration to helping the Animae explore them and begin an attempt at diplomatic relations. They apparently succeeded well enough that the Animae and all of Systril came to accept an Imperial presence and Imperial visitors, just as they began to choose to explore other worlds themselves. It has never been quite clear to the Empire what their relationship to Systril is. The Empire gingerly counts Systril as an Imperial colony, but its long-term purpose has yet to be determined. The world has only a small footprint on it and remains relatively unchanged. Groups of Animae travel throughout the Empire in the humanoid guise they have learned to adopt to promote familiarity and ease of communication. The most common Animae found in the Empire are predatory species, such as cats, bears and wolves. The occasional Herbivore Animae has been seen, but it is far rarer that they leave their homeworld. Researchers have speculated that this may be due to the naturally aggressive nature of predators and the relative caution of the other species. The Animae in their explorations have shown some common traits. Wanton destruction of nature or natural resources often throws them into a killing rage. Also, they only resume their animal forms on Systril where it is believed their power and ability to do so are strongest. They very rarely learn magic; their command over the natural forces of their homeworld is unsurpassed in all the Empire. The most common Animae accept the human terms for them of Ursine, Feline, and Lupine. They differentiate each other primarily by specific sub-species, and apparently by scent. Of the Lupines, there are 27 known species recognized, each with it’s own culture and social order. Most are based on the Lupine “Pack” model, but there are differences even in that. Similarly, the Felines generally hold a looser pack structure with the females being the stronger hunters and often leading family groups or prides. The Ursines, on the other hand, tend to be solitary and each family unit has it’s own fiercely defended territory. Animae: Ursines Traits: Systrillian, Ursine Advantages: - +2 Vitality (25 points) - Bonus Skill: Battle Rage (12 points) - Bonus Skill: Basic Combat (2 points) Disadvantages: - Penalty Skill Set: Fine motor coordination skills - Pick Lock, Locksmith, Disarm Trap, Jeweler, Ringsmith, Gemcutter, Clothier/Weaver (+3 points) - Heavy Penalty Skill Type: Scholar (+10 points) Costuming: - Heavy: Bear makeup or half-mask, fur-colored skin, etc. (+2 points) Animae: Lupines Traits: Systrillian, Lupine Advantages: - Racial Skill Access: Pack Howl (*see below) (10 points) - Bonus Skill: Track (6 points) - Bonus Skill: Bone Break (10 points) - +1 Vitality (10 points) Disadvantages: - Heavy Penalty Skill Type: Scholar (+10 points)) Costuming: - Heavy: Wolf makeup or half-mask, fur-colored skin, etc. (+2 points) Pack Howl [Spiritual/Other 5]: You may shout, howl, or cry out your pack howl (which may be a simple howl) loudly. After doing so, you may call 'By My Voice, Imbue to <your Family Name>. Those who are affected by it immediately recover 2 Physical Stamina, up to their maximum. You do not take this effect. Using this skill costs 5 Spiritual Stamina points. Animae: Felines Traits: Systrillian, Feline Advantages: - Bonus Skill: Intimidate (16 points) - Bonus Skill: Disengage (4 points) - Bonus Skill: Agony (6 points) - Bonus Skill: Basic Combat (2 points) - +1 Vitality (10 points) Disadvantages: - Penalty Skill Set: Civilized Production - All Miner skills, Blacksmith, Bladesmith, Founder, Platesmith, Ringsmith, Locksmith, Metalworker, Jeweler (+3 points) - Heavy Penalty Skill Type: Scholar (+10 points) Costuming: - Heavy: Cat makeup or half-mask, fur-colored skin, cat ears, etc. (+2 points) Virago The Viragee, or Swamp Walkers, are the descendants of a group of gate travelers from an early exploration era who somehow lost their way between gates. A large, well-equipped party of colonists, headed for a prepared and sedate colony, they stepped through the gate and into a swampy hell. No one has ever been able to determine what went wrong with the gate transfer that sent them to Virago, which was not a known world at that time. A dozen years ago, a new gate was opened onto the swamp world of Virago and contact was made again with the Empire. Diplomatic relations were established and Virago is now being developed slowly as it has Alchemical resources valuable to the Empire in its deeper waters. There have also been some scientific research stations established and privately funded, as Imperial scientists are endlessly fascinated by the adaptations the colonists, now the Viragee, had to make to survive. Nearly all the Viragee left their ‘home world’ once Imperial contact was established and are engaged in exploration for a new home. Those that stayed are generally the elders who live in their houses in the trees, watching the swamp and remembering. Virago is a very still world. With no moons and little tilt to the planetary axis, there are no tides; the endless water tends to stagnate. What small amounts of circulation there exist are caused by weather, though little of that penetrates the Hanchoo swamps. The world is nearly completely covered with water. There is open water around the equatorial band and swamps canopied with huge overarching Hanchoo trees cover a great deal of the poles. There are few solid landmasses, the largest being about 200 yards square. Land in general is very rare and the small pieces of dry land there have great Spiritual and ritual significance. Once contact was re-established, researchers were able to learn a great deal about what befell the original colonists. Some was pieced together by records and through old tales and songs. 90% of the colony apparently died in the first year, killed by drowning, vicious and toxic creatures, and the malevolent, pervading gases that inhabit the swamp. Those that lived adapted. They took to the trees and built groups of structures there that they call Aeries.They learned to travel over the sprawling roots of the great Hanchoo trees that grow over most of the planet. The misty, drifting fogs of gasses make the surface of the swamp a twilight at mid-day and dark as ink in the night. The Viragee do not go into the water, ever. The water is inhabited by legions of nightmarish creatures, from a four inch long eel-like slug with a nerve poison that will paralyze a human in seconds, all the way up to dinosaur-sized reptiles in the deeper water. There are numerous dangerous lifeforms across the world; piranha-like fish, poisonous snakes, hundreds of species of reptiles, and numerous birds and insects that have adapted to Virago’s toxic atmosphere. Theses creature form a delicate, if uneasy, ecological balance in a series of micro-ecosystems that are being carefully documented so as not to disrupt the planetary balance while acquiring valuable resources. The Viragee travel over open water using very small canoes, usually suited for one person. Their apparent original design was for sitting, but most Viragee stand in them and pole about the shallow swamps. The little crafts look ridiculously inadequate but they are surprisingly more substantial than they seem. Larger versions of the craft exist, for groups and elderly, but a hunter would never be seen in such a thing. Pride insists that he dare the swamp to devour him. Other travel utilizes a sort of aquatic snowshoe called Huartes. They are made of circles of highly buoyant reeds woven into floats that the hunter can wear on his feet. This gives him the ability to cross small sections of open water and clamber over roots and reeds. These work particularly well on reeds, where they get some support by the vegetation. A hunter who has used these for his entire life can walk from tree to water to swamp with virtually no pause in his stride. A hunter trained in using Huartes will walk with a slightly bow-legged walk once on dry ground due to being used to having to spread his feet apart to accommodate the devices. Viragee Society The colonists that arrived on this planet were agrarian and little prepared for the reality they had to deal with. Most of their equipment was lost in the first hour after their arrival. Those who survived tended to be the young and agile. The society they invented was an adolescent one, filled with bravado and daring, bravery and foolishness. They quickly learned to be pragmatic however, and to take the measures needed for survival. While they are easy to underestimate, one should not forget that each of the Viragee is descended from a gene pool that has been thoroughly culled. These are tough survivors. Viragee tend to die young. A revered elder statesman may be only 30 or so years old. Back on Virago, the oldest man on record was 47 when he died. The Viragee are considered adult at the age of 14. Appearance: Viragee rarely expose any skin to the outside air. Their world has taught them to believe that corrosive Spirits will attack their skin, and the noxious gasses of Virago’s swamps lend serious credibility to this belief. They cover their mouth and nose with cloth at all times when outdoors, believing that evil spirits will get into their bodies through the mouth or nose. At home in the swamp, especially during times of great trouble, they will cover even their eyes with a sheer, gauzy material. Research has revealed that the toxic and noxious gases in the Virago swamps, which are generated by the eons of stagnant and festering filth, can produce the effects of the things the Viragee fear. These gases can cause infection and rot of unprotected skin and when inhaled through the mouth or nose. They can cause corruption, infection and necrosis, starting in mucus membrane tissue and rapidly expanding to pulmonary corrosion, eventually ending in a horrible and painful death. A simple barrier of cloth woven from a specific reed seems to adequately filter the gases and this results in the Viragee’s near neurotic compulsion to stay covered at all times. Convention allows the face to be uncovered indoors where it is safer, but the Viragee will only take off clothing down to the skin behind cloth hangings that are impenetrable to the gases. While the dangerous and toxic gases generally don’t exist off of their home world, the persistent habits are very strong preservation instincts that are rarely overcome. A bare face anywhere but in a private and “safe” hearth makes them very nervous and uncomfortable. It also means that if a Viragee bares his or her face to you, he or she has accepted you as a member of his or her family group. There is no greater sign of trust and respect among their society. There are few woods in the swamp that are suitable for making bows, so archery is not a common skill among the Viragee. Living in the trees has had an effect on their cultural development as well. Smithing and metalworking are foreign to them and open flames make them very uneasy. Food is prepared in a variety of ways, but rarely involving fire. One of the more common methods of preparing food is to dry and preserve it using salt, making a jerky sort of food that is easy to transport through the swamps, and reasonably tasty. The use of salt is very important in the Viragee household. Salt is a valuable commodity and a family rich is salt is very wealthy. Where the salt holders are placed on the table, and your seat relative to this container, indicates your importance to the group. Sitting at the high end of the table is referred to as sitting in a “salted” seat. The protein in their diet is mainly fish, but there are some large, carniverous reptilian creatures that they also hunt for food. They are excellent hunters with an almost mystical ability to track creatures through the swamp. They have an acute sense of detail and can spot the unnatural swirling of the scum floating on the surface of the water where their prey removed it’s foot minutes ago, or the impression of that foot in the ooze at the bottom of the water in clearer water. Broken twigs and crushed leaves are clear road signs to their sharp eyes. The Hunters are the nobility of the Viragee. The Hunters are respected above all others for their ability to survive in the swamps and the Hunters take great pride in this reverence. They are deferred to in public and take offense easily. They live a life of danger, but by a very strict code that seems to hold great store in bravado. They challenge death every day and will challenge other hunters to foolish bets and risks. It should be noted that there is little, if any differentiation between the sexes in Viragee society. A hunter is as likely to be female as male. The origin of this egalitarian attitude is thought to have originated in the dress of the Viragee, which hides all primary and secondary sexual characteristics, and leaves ability as the determining factor in a Hunter’s worth. Their native weapons tend to be made of bone and scales, teeth and wood. They do have some metal weapons, made from the little they were able to scavenge from the stuff the original colonists brought through, but over the years these few weapons have gained the status of revered artifacts and are considered to be magical in nature. They are excellent with spears and clubs and have adapted quickly to the new technologies that make the unimaginably wondrous weapons available to them now, but tend to be very uncomfortable in high tech worlds. They can understand a sword, but a gun just seems to be almost too much. Their new metal swords they revere as gifts from the Fates. These are the Templates for various niches in the society, each with it’s own skills and restrictions. Viragee Warrior (Hunters) The Hunters are the nobility of the Viragee (see about the Hunters, above) Viragee Healer Viragee Healers are second in the social ladder of the Viragee as the group that keeps the Hunters alive. Many of the Healers will undergo grueling tests so that they might be allowed to travel with hunting parties and are considered to be honored guests, worthy of being seated in salted seats. These people are specialists in the spells that get hunters back on their feet and are able to get out of dangerous situations themselves. While they dedicate themselves to the Hunter’s well-being, they are not to be taken lightly. Viragee Mystic The Mystics are revered, sometimes even feared. They revel in their rituals that are designed to add mystery and inscrutability to their profession. A great deal of what they do is just showmanship, but there is a core of true ability in the most respected of these individuals. Viragee Mage Many Viragee Mages take to this profession late in life, and many are former Hunters. They find some satisfaction in providing the protections and ritual magics for the safety of the Aerie. The Viragee have no battle spells of their own and their discovery of such things in other Imperial worlds was a revelation. That revelation has attracted some younger Viragee to try their skill in battle with magic, but old habits are hard to break. Magic is still thought of primarily as an old man’s profession, though it is hoped that attitude will have dissipated within a few generations. Viragee Aerie Tender These are the Viragee that stay in the Aerie and prepare and gather the food, as well as make most of the various items needed. Again, please note that these Tenders are as likely to be male as female. Viragee: Hunter Caste Traits: Viragian, Viragee Advantages: - Bonus Skill: Track (6 points) - Bonus Skill: Parry (10 points) - Bonus Skill: Hunter/Herder (8 points) - +1 Vitality (10 points) Disadvantages: - May not use the Shield fighting style (+1 points) - Heavy Penalty Skill Set: Farming and Mining (Forester/Farmer, School of Metals, and all Mining skills) (+5 points) Costuming: - Heavy: Must wear full, dark, concealing clothes at all times, with no bare skin except the face. Must wear facial veil when outdoors. (+2 points) Viragee: Healer Caste Traits: Viragian, Viragee Advantages: - Bonus Skill: Healing Potion (10 points) - Bonus Skill: School of Alchemy (8 points) - Bonus Skill: First Aid (4 points) - Bonus Skill: Furies Balm (10 points) Disadvantages: - May not use the Shield fighting style (+1 points) - Heavy Penalty Skill Set: Farming and Mining (Forester/Farmer, School of Metals, and all Mining skills) (+5 points) Costuming: - Heavy: Must wear full, dark, concealing clothes at all times, with no bare skin except the face. Must wear facial veil when outdoors. (+2 points) Viragee: Mystic Caste Traits: Viragian, Viragee Advantages: - Bonus Skill: Insight (8 points) - Bonus Skill: Tongue of the Muses (8 points) - Bonus Skill: Haunt (10 points) - Bonus Skill: Whimsy of the Muses (4 points) - Bonus Skill: Language Theory (2 points) Disadvantages: - May not use the Shield fighting style (+1 points) - Heavy Penalty Skill Set: Farming and Mining (Forester/Farmer, School of Metals, and all Mining skills) (+5 points) Costuming: - Heavy: Must wear full, dark, concealing clothes at all times, with no bare skin except the face. Must wear facial veil when outdoors. (+2 points) Viragee: Mage Caste Traits: Viragian, Viragee Advantages: - Bonus Skill: Spirit of the Hearth’s Protection (14 points) - Bonus Skill: Walking the Spirit World (16 points) - Bonus Skill: Star of the Fates (2 points) Disadvantages: - May not use the Shield fighting style (+1 points) - Heavy Penalty Skill Set: Farming and Mining (Forester/Farmer, School of Metals, and all Mining skills) (+5 points) Costuming: - Heavy: Must wear full, dark, concealing clothes at all times, with no bare skin except the face. Must wear facial veil when outdoors. (+2 points) Viragee: Tender Caste Traits: Viragian, Viragee Advantages: - Bonus Skill: Herbalist of the Furies (8 points) - Bonus Skill: Diagnose (2 points) - Bonus Skill: Potter (4 points) - Bonus Skill: Clothier/Weaver (4 points) - Bonus Skill: Leathersmith (8 points) - Bonus Skill: Forester/Farmer (6 points) Disadvantages: - May not use the Shield fighting style (+1 points) - Heavy Penalty Skill Set: Mining (all Mining skills and School of Metals) (+5 points) Costuming: - Heavy: Must wear full, dark, concealing clothes at all times, with no bare skin except the face. Must wear facial veil when outdoors. (+2 points)