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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 /năbĭd/) 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)
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