Table of Contents A note about the Accelerant System .......................................................................................................... 4 The Accelerant Rules ................................................................................................................................ 4 Welcome................................................................................................................................................ 4 Rules of Etiquette .................................................................................................................................. 4 Rule of Etiquette ................................................................................................................................ 4 Game Actions ........................................................................................................................................ 4 Always In Game.................................................................................................................................... 4 Caution .............................................................................................................................................. 5 Clarification ...................................................................................................................................... 5 Let Me Clarify................................................................................................................................... 5 Emergency ........................................................................................................................................ 5 Safety Restrictions ................................................................................................................................ 5 No Physical Contact .......................................................................................................................... 5 Searching a Character ....................................................................................................................... 5 Carrying a Character ......................................................................................................................... 5 Rule of Etiquette ................................................................................................................................ 5 Rules Restrictions ................................................................................................................................. 6 Prop Restrictions ................................................................................................................................... 6 Game Environment ............................................................................................................................... 6 Out of Game Areas ............................................................................................................................ 7 Special Areas ..................................................................................................................................... 7 Gates.................................................................................................................................................. 7 Combat .............................................................................................................................................. 7 Verbals ................................................................................................................................................... 7 Traits ..................................................................................................................................................... 8 Deliveries .............................................................................................................................................. 8 Melee Attacks ........................................................................................................................................ 8 The Flurry Rule ................................................................................................................................. 8 The Proximity Rule ........................................................................................................................... 9 Claws and Natural Weaponry............................................................................................................ 9 Missile Attacks ...................................................................................................................................... 9 Packet Attacks ....................................................................................................................................... 9 Rule of Etiquette .............................................................................................................................. 10 Special Attacks .................................................................................................................................... 10 Affliction ......................................................................................................................................... 10 Gaze ................................................................................................................................................ 10 Gesture ............................................................................................................................................ 10 Name ............................................................................................................................................... 10 Room ............................................................................................................................................... 10 Voice, Place ..................................................................................................................................... 10 Ambient............................................................................................................................................11 Vitality..................................................................................................................................................11 Unconscious .........................................................................................................................................11 Death ....................................................................................................................................................11 Death Strike......................................................................................................................................11 The "Death" Effect .......................................................................................................................... 12 Mishaps ........................................................................................................................................... 12 Spirits of the Dead........................................................................................................................... 12 Final Death ...................................................................................................................................... 12 Attack Effects ...................................................................................................................................... 12 Timed Effects .................................................................................................................................. 12 Agony .............................................................................................................................................. 13 Cure... .............................................................................................................................................. 13 Damage ........................................................................................................................................... 13 Death ............................................................................................................................................... 13 Destroy... ......................................................................................................................................... 13 Diagnose.......................................................................................................................................... 14 Disarm... .......................................................................................................................................... 14 Disengage ........................................................................................................................................ 14 Drain................................................................................................................................................ 14 Expose... .......................................................................................................................................... 15 Frenzy.............................................................................................................................................. 15 Grant................................................................................................................................................ 15 Heal... .............................................................................................................................................. 16 Imbue... ........................................................................................................................................... 17 Inflict... ............................................................................................................................................ 17 Paralyze ........................................................................................................................................... 17 Refresh... ......................................................................................................................................... 18 Repair... ........................................................................................................................................... 18 Repel ............................................................................................................................................... 18 Root ................................................................................................................................................. 18 Silence ............................................................................................................................................. 18 Slam ................................................................................................................................................ 18 Slow ................................................................................................................................................ 19 Stabilize ........................................................................................................................................... 19 Stricken ........................................................................................................................................... 19 Stun ................................................................................................................................................. 19 Speak ............................................................................................................................................... 19 Waste... ............................................................................................................................................ 19 Weakness ......................................................................................................................................... 19 Attack Traits ........................................................................................................................................ 20 Elemental Traits .............................................................................................................................. 20 Mental Traits ................................................................................................................................... 20 Metabolic Traits .............................................................................................................................. 20 Physical Traits ................................................................................................................................. 20 Special Traits ................................................................................................................................... 20 Bane ................................................................................................................................................ 20 Self .................................................................................................................................................. 20 Defenses .............................................................................................................................................. 20 Elude, Guard, Shield ....................................................................................................................... 21 Avoid, Parry, Resist ......................................................................................................................... 21 Purge ............................................................................................................................................... 21 No Effect ......................................................................................................................................... 21 Reduce, Absorb ............................................................................................................................... 21 Reflect ............................................................................................................................................. 21 Spirit ................................................................................................................................................ 21 Defense Traits ..................................................................................................................................... 22 Armor – (Isles Rules) .......................................................................................................................... 22 Traps .................................................................................................................................................... 23 Snap Trap ........................................................................................................................................ 23 Buzzer Trap ..................................................................................................................................... 23 Verbal Trap ...................................................................................................................................... 23 Gas Trap .......................................................................................................................................... 23 Contact Poison .................................................................................................................................... 23 Shackles .............................................................................................................................................. 23 Verbal Modifiers ................................................................................................................................. 24 Short ................................................................................................................................................ 24 Greater ............................................................................................................................................. 24 Double and Triple............................................................................................................................ 24 Chained Effects ............................................................................................................................... 24 Numeric Modifiers .............................................................................................................................. 24 Character Creation .................................................................................................................................. 26 Terms ................................................................................................................................................... 26 Starting Points ..................................................................................................................................... 27 Talents & Talent Points ................................................................................................................... 27 eXperience Points (XP) ................................................................................................................... 28 Costuming ........................................................................................................................................... 28 Traits ................................................................................................................................................... 28 Special Note: “~my~” ..................................................................................................................... 28 Racial Modifiers .................................................................................................................................. 28 Advantages ...................................................................................................................................... 28 Disadvantages ................................................................................................................................. 29 Racial Skills .................................................................................................................................... 29 Stamina, Headers, and Skills................................................................................................................... 29 Stamina – Physical, Mental, and Spiritual .......................................................................................... 29 Derived Stats: Vitality, Sanity, and Karma .......................................................................................... 30 Headers................................................................................................................................................ 31 Skills.................................................................................................................................................... 31 Physical Skills ................................................................................................................................. 31 Mental Skills ................................................................................................................................... 39 Spiritual Skills ................................................................................................................................. 45 Production Skills ............................................................................................................................. 63 Production Skill: Other ................................................................................................................... 65 Header: Production ......................................................................................................................... 66 Item Duration .................................................................................................................................. 73 A note about the Accelerant System The Isles: Purgatory Station is based on the Accelerant Rules System. There may be times when the rulebook might contradict what is listed within the Accelerant Rules. In these cases, defer to the specific rule instead of the contradicting Accelerant rule. The Accelerant Rules Welcome You are preparing to enter a game world using the Accelerant system. The system is designed to be simple in concept and execution, yet have a rich and varied set of skills and abilities with which to develop characters and stories. To do this we have created a set of Core Rules that defines all of the effects of the game and presents them to you within the first chapter of the rule book. All skills and special abilities refer back to these Core Rules, so once you have learned the Core Rules you know how to react to effects from any Accelerant game, even though the skills or abilities that allow a character to use those effects may be very different. Rules of Etiquette In an activity as fluid and full of unexpected circumstances as live action games, it is important that each player attempt to follow the spirit as well as the letter of the rules. Although we have tried to create a set of rules that is as cut and dry as possible, there are certain rules that are difficult or impossible to quantify that are necessary to promote atmosphere or safety. These rules are marked as Rules of Etiquette. These rules are difficult or impossible to quantify. We know this, and if players abuse them or become less than graceful when using them the game will suffer. We trust the player to follow the intent of the rules, and to be particularly careful to be graceful when dealing with Rules of Etiquette. Rule of Etiquette The first rule of etiquette is that abusive language or actions are not tolerated, whether they are in game or not. Language or actions that are derogatory or that are deemed to be harassment are not allowed. References to explicit sexual behavior or concepts, particularly violent ones, are not allowed. In game threats should be worded so they are clearly in game. Game Actions The system is designed to keep the game running as smoothly and fluidly as possible. The game takes place in a site full of props, buildings, and other players. The rules define how you interact with the environment and other players. The game has removed actions and effects players cannot actually perform from the gameplay. There are no creatures stepping through solid walls, no flying creatures, and no activities that cannot be played without interrupting the flow of the game. Characters that step into rifts and turn to spirit, or characters that die and rise as spirits are still visible as they walk off. You cannot attempt actions such as chopping up bodies or breaking down doors that cannot be performed for logistical or safety reasons. Always In Game Players stay in game and in character from the start of the event to its end. There is no "out of game" except during emergencies. There are no out of game indicators such as white headbands, and no people should be wandering about unless they are there in the actual game. The idea is to keep the game flowing so players can stay in character and be immersed in the story. If you have a question, attempt to word it and ask it in game. If you feel you must leave game, walk to the edge of the game area in character and leave the game for a time. You should never interrupt the flow of the game. The system is also designed to minimize the times where you cannot act on what you see, hear and feel. You are always in game, even if your character is unconscious, dead, or affected by a game condition that incapacitates you. Your spirit still remains with you, and it can experience the game world around you. You do not need to pretend you did not experience the game even under these conditions. If your eyes are closed then you might not see what is going on, but you will remember everything you hear, smell, and feel. Your character also will realize this and knows that sometimes dead men do tell tales. There is no information that is out of game. If you don’t want other players to know something in game, don’t talk about it out of game. Keep your in game secrets to yourself, and if you talk out of game about something other players can decide they learned that information in game if they feel that the conversation unfairly inflicts knowledge upon them they did not want to know. If you want in game secrets, keep out of game secrets. The only caveat is if you are experienced and play a different character, creature, or plot role we ask you do not transfer anything you learn to other characters. To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions. Caution This phrase indicates some condition that may threaten the health of a player. A caution should never last more than 10 seconds. It indicates that those people who are close to or involved in that problem should pause so someone can get clear, get up, or move away from a threat. Only those people nearby need pause until the problem resolves. Everyone involved in a caution is still responsible to the game, and should still be cautious of in game threats. They may move away from the Caution or pause until the person has dealt with the problem. Clarification This phrase works like Caution, but it indicates that someone needs a quick explanation of what happened. People directly involved pause for up to three seconds while someone repeats a verbal or quickly indicates a condition or result of something. This should be used infrequently, if ever. It is present for new players who may be overwhelmed and confused during their first game or two. Let Me Clarify This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used unless the player has plot approval for that specific encounter, and the information imparted must be a clarification of some specific game effect or encounter. Emergency This phrase should come up rarely. This means that there is some medical emergency that needs attention. The game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called 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 any one else. You are visible to others, but you cannot converse with them and you can only enter an area indicated by the spirit guide who leads you. You must follow the spirit guide until you exit through another gate and your guide indicates you have assumed your normal form. 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 subrace 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. Intimidate, Psychic Probe Relevant Purgatory Station Skills 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. Tracking Relevant Purgatory Station Skill 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. Psychic Scream Relevant Purgatory Station Skill 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 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. In The Isles, the Death area is the Gate of Death. This is the gate to the Realm of Death. When you arrive at the gate you must follow the posted instructions and ring the bell. You will 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. Skills and abilities which require activity time do not overlap; what this means is that if you have two different skills that require activity time to perform that time spent on one ability cannot be applied to any other activity. You have to role play each activity time separately to use the ability. Effects that prevent you from using game skills also prevent you from spending activity time to refresh abilities. Resting time and Activity time do not overlap. Travis and Gerard, for example, each have a skill that provides armor points. Travis has a skill that requires one minute of rest to refresh his armor points. Gerard has a skill that requires one minute of activity to refresh armor. Both sit down to rest off a Weakness effect. During that time, Travis may also refresh his armor points. Gerard will still have to spend one minute of role play to refresh his armor. Many attacks last until you rest for five minutes. You must be sitting, lying, or kneeling to rest. You cannot walk or run. You cannot use any game skills while you are resting. Effects that require rest will not end until you rest for five uninterrupted minutes. You are also resting if you are dead, unconscious, stunned or paralyzed. Paralyzed characters are considered resting even if they are standing. You cannot refresh attributes or skills while you are resting. Agony You are wracked with pain. You cannot attack or use most game skills. You may run, defend yourself by blocking with weapon skills and can use called defenses. Agony lasts for 10 seconds. 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, Relevant Purgatory Station Skills Furies' 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. Tracking, Diagnose Relevant Purgatory Station Skills 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." Disarm, Fumble Relevant Purgatory Station Skills 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. Warrior's Disengage, Thief's Disengage Relevant Purgatory Station Skills 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. Feeblemind Relevant Purgatory Station Skill 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. Psychic Probe Relevant Purgatory Station Skill Frenzy This effect causes you to attack the closest creature to you, regardless of recognition or consequence. You may attack with any standard skill that is not beneficial, though you are not forced to use consumable skills in this attack. If you are affected by a Repel effect, or if you are not affecting the creature in question, or if you cannot find a way to reach the creature for 10 seconds you will move on to the next closest creature. If someone else attacks you and that creature is more convenient than your current target then that creature will become your new target. The effect ends when you are rendered dead or unconscious. Grant... You gain a temporary enhancement to your abilities. There are five types of Grant effects as indicated by the verbal. Each type of Grant effect gives a different enhancement. All types of the Grant effect last until the end of the event, or until the granted ability is used up. If you have temporary imbues, boons or abilities that mimic a Grant effect that are not technically Grant effects they do not stack with similar Grant effects. Only effects with an Imbue card that explicitly states that it will stack with Grant effects will do so. Grant is a beneficial effect. ... Armor This type of Grant effect adds additional armor points to your base armor, whether those armor points are granted by physical armor or a skill. These points are refreshed when your base armor is refreshed. If no number is indicated then this effect boosts your armor points by 1. The effect might indicate a higher number in the verbal such as "Grant 2 Armor" to indicate that a greater number of armor points have been granted. A successful Destroy Armor effect destroys the armor points and completely ends this type of Grant effect. You may only have one Grant Armor effect active upon you, though you may choose which Grant effect to keep if someone uses an additional Grant Armor effect upon you. Gift of the Furies Relevant Purgatory Station Skill ... 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. Zen Focus, Invoked Staff Defense Relevant Purgatory Station Skills ... Attribute This type of Grant effect adds to the total of one numeric attribute. Any points added with this effect are available immediately for use. Effects which refresh that attribute also refresh these additional points. These extra points can be used in the same manner as regular attribute points. A successful Waste effect that reduces the boosted attribute also completely ends this type of Grant effect. If the attribute indicated is Vitality then Heal effects work normally. Vitality calculations and other secondary attribute calculations are not affected by points added by the Grant effect to another attribute used in that calculation. You may only modify a specific attribute with one Grant Attribute effect, though you may choose which Grant effect to keep if someone uses an additional Grant Attribute effect that modifies the same attribute. You may have additional Grant Attribute effects upon you so long as each modifies a different attribute. Battlerage, Outer Calm Relevant Purgatory Station Skills ... Defense This type of Grant effect gives you one called defense that can be used on attacks indicated by the defense verbal. This type of Grant effect starts with the Grant verbal, which may include a trait, and ends with the verbal that describes the defense. You may use the indicated defense against an appropriate attack once during the event. Once this defense is used the Grant effect ends. If the defense portion includes a trait then you must call out that trait when you use the defense. The defense portion of the verbal indicates the types of attacks it can be used against by either indicating a trait or an attack type. If there is no indication then the defense may be used against any melee, missile or packet attack. A "Grant Defense by Shadow, Avoid by Shadow" would give you one defense against any weapon or packet attack. You would call out "Avoid by Shadow" when you used the ability. A "Grant Defense, Resist Poison" would give you one defense against any attack with the Poison trait. You would call out "Resist" when you used the ability. A "Grant Defense by Divine, Parry melee" would give you one defense against any melee attack. You would call out "Parry" when you used this ability. You cannot have more than one Grant Defense effect upon you that protects against the same trait unless the skill or ability explicitly makes an exception. If you receive another Grant Defense effect that protects against a trait for which you already have a granted defense you choose which to keep. You cannot, for example, have a Shield Magic defense and a Resist Magic defense both from Grant effects. You would have to choose between them. Likewise, if you had a Resist Poison effect you could not receive an additional Grant Defense that gave you another defense against the Poison trait. You gain only one defense per trait. Defenses with overlapping traits also do not stack. If you have a Shield against Fear, for example, you could not also have a Resist against Mental. You would have to choose which to keep when you receive the second Grant effect. Defenses that have no trait and work on melee, missile, or packet attacks likewise do not stack. You may only have one such effect from a Grant Defense effect. Furies' Bane Relevant Purgatory Station Skill ... [Delivery] Attack This type of Grant effect gives you one called attack that uses the appropriate delivery. This type of Grant effect starts with the Grant verbal, which may include a trait, and ends with the verbal that describes the delivery of the attack and the effect. You may use the indicated attack only if you have the props to make an attack with the specified delivery. For melee and missile attacks, the attack is exhausted and the Grant effect ends only if the strike lands and the opponent acknowledges it with role play or negates it with a defense. For packet attacks the Grant effect ends when you throw the attack. A "Grant Melee Attack by Shadow, Weakness by Shadow" would give you one melee attack with the Weakness by Shadow effect. You would call out "Weakness by Shadow" when you used the ability. A "Grant Packet Attack, 2 Damage by Fire" would give you one packet attack and you would call out "2 Damage by Fire" when you used the ability. A "Grant Missile Attack, Stun by Poison" would give you one arrow or thrown weapon attack and you would call out "Stun by Poison" when you used the ability. Furies’ Pain, Furies’ Vengeance, Furies’ Blow, Relevant Purgatory Station Skills Strength of the Furies, Strike of the Furies 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. Relevant Purgatory Station Skills Resilience, Surgery, Believer, Muses Blessing, Furies' 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. Bone Break, Splintable, First Aid, Surgery Relevant Purgatory Station Skills 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. Inner Calm, Gift of the Fates Relevant Purgatory Station Skills 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. Armorsmith, Weaponsmith Relevant Purgatory Station Skills 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. Unshakable, Intimidate, Repulsion Relevant Purgatory Station Skills 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. Pull Free, Lesser Pin, Pin Relevant Purgatory Station Skills 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. Still Tongue Relevant Purgatory Station Skill 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. Slow Relevant Purgatory Station Skill Stabilize If you are at 0 Vitality and unstable this effect makes you stable. You start your 5 minute count. Otherwise you call "No Effect." Stabilize is a beneficial effect. First Aid, Surgery Relevant Purgatory Station Skills 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. Stunning Blow, Dead Aim, Sleep, Furies' Blow, Mug Relevant Purgatory Station Skills 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. Tongue of the Muses Relevant Purgatory Station Skill 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. Self Control, Horrify Relevant Purgatory Station Skills 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. Enervate, Strike of the Furies Relevant Purgatory Station Skills 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, 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 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 Relevant Purgatory Station Skills Resist Poison, Hero's Death, Resist Fearless Spirit, Self Control, Strong Mind 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. Unshakable Relevant Purgatory Station Skill 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. Hero's Death Relevant Purgatory Station Skill 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. Walking the Spirit World, Gift of the Muses Relevant Purgatory Station Skills 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. Reposté Relevant Purgatory Station Skill 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 Armorsmith 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 that fool will be killed instantly. There are four types of traps. Snap Trap These traps make a snap sound when they go off. They are represented by mousetraps, party poppers, and snaps. These traps cause 2 Damage to whoever sets them off. Buzzer Trap These traps make an electronic sound of some kind when they are set off. Sounds used for these traps include beepers, buzzers, and electronic sound effects like the moaning of a rigged welcome mat you might find at Halloween. These traps cause 5 Damage to whoever sets them off. Verbal Trap When these traps are set off and you will hear a trap sound and a voice will call out a verbal associated with them. Whoever set the trap off must take the effect of that verbal. If no verbal is present, then the sound determines the type of trap as described above. Gas Trap As a magical trap, but the verbal will begin with the words "In This 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. Lesser Pin Relevant Purgatory Station Skill Greater Someone precedes an attack verbal with "Greater" and calls out an effect with a duration. The effect will last at least for the remainder of the event. Greater 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 Greater 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. Flourish, Trick Shot Relevant Purgatory Station Skills 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 a 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 /pă-bĭd/) refers to any standard cloth & seed packet used in hand to hand combat – including "claws." used to represent arrows, bolts and darts. Only melee weapons can be used in hand to hand "Ranged weapon" refers to all weapons except combat. Melee weapons. "Claws" refers to red Melee weapons used by "Any weapon" refers to all of the above. creatures as natural body weaponry and can "Spell Packet" or just "Packet" refers to a bit of include everything from actual claws to horn, cloth filled with seed held together with a rubber tentacles, tails, stingers, mandibles, or any number band or string. A standard throughout LARPing. of other similar things. When speaking of the quality of an item expressed "Thrown weapon" refers to a weapon that is only as a number (for certain calculations): thrown. Apprentice=0 "Nerf bullet" or just "Bullet" refers to a foam Journeyman=1 projectile launched by a Nerf or Nerf-like device Master=2 such as a pistol or musket. Specialist=3. "Nerf arrow/bolt/dart" or "Nabd" (pronounced "pStam" refers to Physical Stamina. /nă-bĭd/) refers to a foam projectile usually "mStam" refers to Mental Stamina. launched by a device such as a Nerf Bow/crossbow "sStam" refers to Spiritual Stamina. or any of its many imitators. "nStam" refers to the appropriate non-specified "Packet arrow/bolt/dart" or "Pabd" (pronounced Stamina. "Stam" or "xStam" refers to any Stamina. "PPP" refers to Production Pool Points. "mPPP" refers to Mining Production Pool Points. "fPPP" refers to Hunt/Farm Production Pool Points. "hPPP" refers to Herbalism Production Pool Points. "Ore" or "Rocks" or "mSU" refers to all kinds of Mining Tokens. "Hunt" refers to Spoils of the Hunt Tokens. "Farm" or "Sticks" or "fSU" refers to Farming Tokens. "Herb" or "Flowers" or "hSU" refers to all kinds of Herbalism Tokens. "SU" refers to any of the items referred to in the previous four entries. "βPP" refers to Blood Pool Points or Brain Pool Points. "Sust" refers to Sustenance Tokens. "Nipcy" refers to an NPC or "Non-Player Character." 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 → Number of Talent Points Spent → 1 1 2 3 3 6 4 10 5 15 6 21 7 28 8 36 9 45 10 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 Points Spent Advantage of Talent Rating Combination 10/8/3/2 10/7/5/1 10/6/6/2 10/5/5/5 8/7/7/3 8/7/6/5 7/7/7/5 7/7/6/6 100 99 100 100 98 100 99 98 Most Specialized in two Talents Specialized in one Talent, moderate in two Uses 100 points Best Specialized in one Talent Most Specialized in 3 Talents Most efficient build Efficient Build 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.) 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 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. 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 a can be refreshed, returning to the maximum value, by resting for five (5) uninterrupted minutes. You must be sitting, lying, or kneeling to rest; you cannot walk or run; and you cannot use any game skills. Role-playing your resting time as meditation, centering or focusing in a manner appropriate to your character is highly encouraged. You are not considered to be resting 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 rest 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 resting. 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 have 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: 1 2 3 4 Stam 5 ina 6 7 8 9 10 1 10 21 33 46 60 75 91 108 126 145 2 9 19 30 42 55 69 84 100 117 135 3 8 17 27 38 50 63 77 92 108 125 4 7 15 24 34 45 57 70 84 99 115 Talent 5 6 6 5 13 11 21 18 30 26 40 35 51 45 63 56 76 68 90 81 105 95 7 4 9 15 22 30 39 49 60 72 85 8 3 7 12 18 25 33 42 52 63 75 9 2 5 9 14 20 27 35 44 54 65 10 1 3 6 10 15 21 28 36 45 55 Before you cross your eyes at all of these numbers, we have created a spreadsheet that allows for very easy character creation and it calculates all of these numbers for you. It is available at www.theisles.org for the asking. So, ask. 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. 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 2 3 3 4 4 5 5 6 6 7 Vitality/Sanity/Karma Rating 2 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 never 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. 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 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. Headers In many cases, you must purchase a skill Header before you can use any of the 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. 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 'Other' or '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. Some Header sare specialized, and may also require certain prerequisites that must be met before that Header may be purchased. 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 None Related Skills Basic Combat Self-Splinting [Physical/Layman 0]: You may Splint your own limb with only 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 None Related Skills First Aid; Surgery; 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 costing 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. The Weapons Types/Styles for Proficiencies covered by Basic Combat are: Swords Axes Hammers Maces/Clubs Thrown Weapons Crossbows Bows Spears/Pole Arms Staffs Two-Handed Firearms Florentine Two-Weapon Weapon & Shield Weapon Assisting Items Related Skills None Small Weapon Combat 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 Rum Related Skills None 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 ((5x2)-1=9) 9 Physical Stamina. Any reductions to pStam 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 ie: "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 Well made weapon Related Skills 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 ((5x2)-1=9) 9 Physical Stamina. Any reductions to pStam 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 ie: "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 Well made weapon Related Skills Perfect Aim; Deft Defense 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 Light Tobacco Related Skills None Resilience [Physical/Layman 5]: After ten uninterrupted seconds using no skills, receiving no attacks, and role-playing 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 Whiskey Related Skills 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 rest 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 refresh resting 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 time must be spent 'at rest,' using no game skills, and you must be lying, sitting, or kneeling for the entire time. Assisting Items Vodka Related Skills 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 Hooch/Moonshine; Reinforced Gloves Related Skills Pick Locks Great Strength [Physical/Layman 7]: You may run at full speed while carrying a person. Using this skill has no Stamina cost. Assisting Items None Related Skills None 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. Assisting Items None Related Skills None 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 Well made weapon; Boots Related Skills 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 Well made weapon Related Skills 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 pStam. You may alternately add the prefix "Triple" to your response call of "Parry" for 4 pStam. Any reductions to pStam 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 pStam than using this skill. Assisting Items Well made weapon Related Skills 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 Well made weapon Related Skills 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 Well made weapon Related Skills 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 Strong Tobacco Related Skills None Disarm [Physical/Warrior 6]: You may call "Disarm" with a melee weapon strike, or "Disarm <limb/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 Well made weapon Related Skills None Reposté [Physical/Warrior 6]: When using a defensive maneuver that allows the call "Parry," (ie 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-<Arm>!" would be 11 Physical Stamina (hope you ate your Wheaties!). The first half of the call must be a "Parry" and the second half must be an offensive maneuver. Assisting Items Well made weapon Related Skills Parry; Block 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 1 of 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 Mead Related Skills 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 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 Well made weapon Related Skills None 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 6 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 Well made weapon Related Skills 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 Well made weapon Related Skills Parry; Deft Defense; Reposté 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-4Damage" will cost you ((5x2)-1=9) 9 Physical Stamina. Any reductions to pStam 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 ie: "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 Well made weapon Related Skills Bluff; Warrior's Agony; Bone Break; Disarm 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 pStam 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 ie: "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 Well made weapon Related Skills 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 6 or more. Using this skill costs 8 Physical Stamina. Assisting Items Well made weapon Related Skills 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 Cloth Cape; Leather Cape Related Skills 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 Chewing Tobacco Related Skills 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 Well made weapon Related Skills None Flourish [Physical/Warrior 7]: When using a melee weapon, this skill allows two offensive things in one hand to hand strike. 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 strike, 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 Well made weapon Related Skills Warrior's Agony; Bone Break; Disarm; Stunning Blow; Trick Shot 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 Well made weapon Related Skills 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. Assisting Items None Related Skills 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 Well made weapon Related Skills Warrior's Agony; Bone Break; Dead Aim Advanced Header: Musketeer (Requires 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. 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 pStam 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 ie: "Triple-Agony" and/or "Triple-Disarm." (See Deft Defense.) Assisting Items Well made weapon Related Skills Bluff; Warrior's Agony; Disarm Imperial Fortitude [Physical/Musketeer 8]: When taking a Death effect you may call “Reduce.” For 4 pStam the Death effect will be reduced to “Unconscious and Unstable.” For 8 pStam the Death effect will be reduced to “Unconscious yet 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 use again until your Physical Pool has been Refreshed normally. Assisting Items None Related Skills None 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 use again until your entire Physical Pool has been refreshed. Assisting Items Well made weapon Related Skills Trick Shot Kneecap [Physical/Musketeer 3]: You may call “Short Slow” with any melee attack. Alternately, you may add the call “~ AND Short Slow” to any melee attack. This skill costs 3 (additional) Physical Stamina. This skill cannot be use again until your entire Physical Pool has been refreshed. Assisting Items Well made weapon Related Skills Trick Shot 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. Assisting Items Well made weapon Related Skills Parry; Deft Defense; Reposté 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 None Related Skills Splinting; First Aid; Pull Free Sisters/Brothers Forever [Physical/Musketeer 8]: After five minutes of role-play and the expenditure of one point of 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. Assisting Items None Related Skills None War Stories [Physical/Musketeer 9]: Once per event you must role-play telling a story of your exploits for five minutes. At the end of your story you gain 5 uses of “Grant 1 Karma by Inspiration.” 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 by you more than once per event. This will not increase a target's Karma beyond their normal maximum. This costs 1 Karma. Assisting Items Related Skills None None 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: Other Language Theory [Mental/Other 1]: You may attempt to decipher codes and cryptograms. Using this skill has no Stamina cost. Assisting Items Related Skills None None Tracking [Mental/Other 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. Assisting Items None Related Skills None Inner Calm [Mental/Other 5]: After ten uninterrupted seconds using no skills, receiving no attacks, and role-playing 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 Fruit-aide; Meditation Beads Related Skills Gift of the Fates Mental Focus [Mental/Other 5]: You may buy this skill up to 5 times. For each time you purchase this skill, it will reduce the amount of time you need to rest when resetting your Mental Stamina Pool. You may still only reset one pool at a time. For each level purchased, you reduce your reset time (on that pool only) by 30 seconds. If bought to the maximum level of 5, it would eventually allow you to reduce your normal reset resting time from 5 minutes, down to 2 minutes and 30 seconds. There is no way, except by using Karma, to reduce your reset time to less than 2 minutes and 30 seconds. Remember, this time must be spent 'at rest,' using no game skills, and must be lying, sitting, or kneeling for the entire time. Assisting Items Gin Related Skills Second Wind; Spiritual Center Psychic's Defense [Mental/Other 5]: This skill allows you to hold a staff or small blocking weapon in your off-hand while casting Psionic effects. This skill costs no Stamina to use. You may not swing for called damage unless you have also bought the skill 'Basic Combat.' Assisting Items None Related Skills None Fearless Spirit [Mental/Other 6]: You may call "Resist" to negate any effect that is "~by Fear" or "~by Spirit." Using this skill costs 6 Mental Stamina. Assisting Items None Related Skills None Self-Control [Mental/Other 6]: You may call "Resist" to negate any "Waste Sanity" or "Waste <X> Sanity" effect. Using this skill costs 3 Mental Stamina. Assisting Items None Related Skills Horrify Strong Mind [Mental/Other 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 Tea Related Skills None Header: Psychic 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. 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/Psion 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. Requires an attuned Minor Psi Focus. The target of this effect must cry out and role-play appropriately. Assisting Items Well made Focus Related Skills None Slow [Mental/Psion 3]: You may throw a packet for "Slow by Will." Using this skill costs 4 Mental Stamina. Requires an attuned Minor Psi Focus. Assisting Items Well made Focus Related Skills None Pain [Mental/Psion 3]: You may throw a packet for "Agony by Will." Using this skill costs 4 Mental Stamina. Requires an attuned Minor Psi Focus. Assisting Items Well made Focus Related Skills None Horrify [Mental/Psion 3]: You may throw 3 packets of "Waste Sanity by Fear." Using this skill costs 4 Mental Stamina. Requires an attuned Minor Psi Focus. Assisting Items Well made Focus Related Skills Self Control Mind Healing [Mental/Psion 4]: You may throw a packet for "Cure Will by Psi" or "Cure Fear by Psi." Using this skill costs 5 Mental Stamina. Requires an attuned Minor Psi Focus. Assisting Items Well made Focus Related Skills None Lesser Pin [Mental/Psion 4]: You may throw a packet for "Short Root by Will." Using this skill costs 5 Mental Stamina. Requires an attuned Minor Psi Focus. Assisting Items Well made Focus Related Skills None Pin [Mental/Psion 8]: You may throw a packet for "Root by Will." Using this skill costs 5 Mental Stamina. Requires an attuned True Psi Focus. Assisting Items Well made Focus Related Skills 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. 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 'Shroomz Related Skills None Outer Calm [Mental/Psion 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. 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 roleplay 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 Well made Focus; Vegetable Juice Related Skills None Crystal Harmony [Mental/Other 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. Assisting Items None Related Skills None Fumble [Mental/Psion 5]: You may throw a packet for "Disarm by Will." Using this skill costs 6 Mental Stamina. Requires an attuned Major Psi Focus. Assisting Items Well made Focus Related Skills None Enervate [Mental/Psion 6]: You may throw a packet for "Weakness by Will." Using this skill costs 7 Mental Stamina. Requires an attuned Major Psi Focus. Assisting Items Well made Focus Related Skills None Still Tongue [Mental/Psion 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. Requires an attuned Major Psi Focus. Assisting Items Well made Focus Related Skills None Repulsion [Mental/Psion 7]: You may throw a packet for "Repel by Will." Using this skill costs 7 Mental Stamina. Requires an attuned Major Psi Focus. Assisting Items Well made Focus Related Skills None Feeblemind [Mental/Psion 8]: You may throw a packet for "Drain by Will." Using this skill costs 9 Mental Stamina. Requires an attuned True Psi Focus. Assisting Items Related Skills Well made Focus None Zen Focus [Mental/Psychic 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 that 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. Requires an attuned True Psi-Focus. Assisting Items Well made Focus Related Skills None Sleep [Mental/Psion 9]: You may throw a packet for "Stun by Will." Using this skill costs 10 Mental Stamina. Requires an attuned True Psi Focus. Assisting Items Well made Focus Related Skills None Psychic Scream [Mental/Psion 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. Requires an attuned True Psi Focus. Assisting Items Well made Focus Related Skills None Entrance [Mental/Psion 10]: You may throw a packet for "Paralyze by Will." Using this skill costs 11 Mental Stamina. Requires an attuned True Psi Focus. Assisting Items Well made Focus Related Skills None Header: Mindbender (Req. Header: Psychic, 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. 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 Well made Focus, Psycher's Psyn Related Skills 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 Well made Focus Related Skills None 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.” Requires an attuned Major Psi Focus. This costs 8 Mental Stamina. Assisting Items Well made Focus Related Skills 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 Well made Focus Related Skills Battle Rage; Zen Focus 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. Requires an attuned Minor Psi Focus (which the Mindbender must keep). Assisting Items Well made Focus Related Skills None Telekinetic Shield [Mental/Mindbender 5]: Call "Grant Defense to Self by my Will, Shield Ranged Weapon" and spend 5 Mental Stamina (modified by Focus Quality). 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 refresh any Stamina Pool or you simply choose for it to end. Requires an attuned Major Psi Focus. Assisting Items Well made Focus Related Skills None 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 Well made Focus Related Skills None 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. See, also the School of Hard Knocks above. Assisting Items Notebook Related Skills None 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 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 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 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 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. 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 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. 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. Assisting Items Surgeon's Tools; Doctor's Bag Related Skills First Aid; Diagnose Surgeon's Tools, Artisan (Metalworker): 2 Wood/Bone, 2 Base Metal. The tools of a sawbones trade. These precision instruments allow a skilled individual to mend wounds. These are required to use the surgery skill. Doctor's Bag, Tinker (Leatherworker/Tailor): 2 Leather/Fiber or combination of two. Precision tools need to be taken care of. Where would a frontier doctor be without their little black bag? Having a Doctors Bag will automatically maintain your Surgery tools at no material cost. If you do not have a Doctors Bag, your Surgery tools must be maintained as per normal rules. The Doctors Bag will last 3 events, and may not be maintained. It is assumed that the Doctors Bag takes all of the wear and tear that otherwise would damage your Surgery tools. Spiritual Skills Spiritual skills relate to the spirit and one's connection to it. This includes magic, enchantment, and thieving. Spiritual Skills: Other Diagnose [Spiritual/Other 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 None Related Skills Tracking First Aid [Spiritual/Other 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 Bandages; Wands; Wood Alcohol Related Skills Splintable; Surgery Insight [Spiritual/Other 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 None Related Skills None Haunt [Spiritual/Other 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 None Related Skills None Spiritual Center [Spirit/Other 5]: You may take this skill up to 5 times. For each time you purchase this skill, it will reduce the amount of time you need to rest when refreshing your Spiritual Stamina Pool. You may still only refresh one pool at a time. For each level purchased, you reduce your refresh time (on that pool only) by 30 seconds. If bought to the maximum level of 5, it would eventually allow you to reduce your normal refresh resting time from 5 minutes, down to 2 minutes and 30 seconds. There is no way, except by using Karma, to reduce your reset time to less than 2 minutes and 30 seconds. Remember, this time must be spent "at rest," using no game skills, and must be lying, sitting, or kneeling for the entire time. Assisting Items Liqueur Related Skills Second Wind; Mental Focus Dodge [Spiritual/Other 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 None Related Skills None Believer [Spiritual/Other 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. (This skill unlocks the pseudo-header "Believer" at no additional cost.) Assisting Items None Related Skills None Believer Skills Note: There is no XP cost for this pseudo-header; it can only be unlocked by purchasing the skill 'Believer.' 'Believer' is not so much a 'Header' as it is a prerequisite for the following skills. None of the skills in this section can be taken unless you have first taken 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. 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 Improved Conduit Related Skills 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 bleedout 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. See the Advanced Header: Disciple and the skill “Death Ward” for an additional option. The token costs the caster 1 point of 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 None Advanced Header: Harbinger: (req. Believer, Basic Combat, and weapon proficiency in maces & clubs) Related Skills None 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 Well Made Weapon Related Skills None 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 A Conduit or A Token of Faith Related Skills Conduit; Token of Faith Bastion Of Truth [Spiritual/Harbinger 5]: You may call "Resist" to any call by Radiance or by Shadow. This costs 5 Spiritual Stamina. Though a Conduit is not required to use this skill, a Conduit will reduce the Spiritual Stamina requirement based on it quality. Assisting Items A Conduit Related Skills Conduit 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. Though a Conduit is not required to use this skill, a Conduit will reduce the Spiritual Stamina requirement based on it quality. Assisting Items A Conduit Related Skills Conduit 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 None Related Skills Enervate; Strength of the Furies 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 which may be reduced by the quality of your Conduit. Assisting Items Conduit Related Skills 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.” Assisting Items None Related Skills None 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. Assisting Items Related Skills 2 Copper Coins None Advanced Header: Disciple (req. 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. 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 Conduit; Improved Conduit Related Skills Fates' Salvation 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 Conduit; Improved Conduit Related Skills None Mend Wounds [Spiritual/Disciple 4]: By meditating over your chosen Conduit for one minute and spending 6 Spiritual Stamina (reduced by Conduit Quality), you may call “Triple Grant Touch Packet to Self by my Faith, Stabilize by Faith” gaining three uses of "Stabilize by Faith." Stabilizing in this way costs no Stamina to use. Assisting Items Conduit; Improved Conduit Related Skills 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. 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 Conduit; Improved Conduit Related Skills Token of Faith 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. You may use up to 3 other ritual components to reduce the casting cost as per the normal casting rules. This option may ony be chosen once. 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 Conduit; Improved Conduit Related Skills Artisan; Tinker Karmic Aura [Spiritual/Disciple 6]: The disciple permanently gains +1 Karma. Assisting Items None Related Skills 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. This costs 6 Spiritual Stamina regardless of the number of targets. Assisting Items Conduit; Improved Conduit Related Skills None Abjuration [Spiritual/Disciple 6]: You may call “Triple Grant Packet Attack to Self by my Faith, Short Repel by Faith." This costs 7 spiritual stamina to use. Assisting Items Conduit; Improved Conduit Related Skills None 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 rules for creating ritual space here.> 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. 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 The Herbal Component and 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 3 to 5 6 to 9 10+ 1 2 3 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 <example> Assisting Items <example> Related Skills <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 Tincture of Brilliance Assisting Items None Related Skills 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 Tincture of Safety None Related Skills 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 Compound of Passage Assisting Items None Related Skills 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 Compound of Connection Assisting Items None Related Skills 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 Tincture of Solitude Assisting Items None Related Skills 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 anytime 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 event ends when the event ends if it has not ended before then. Herbal Component Compound of Wisdom Assisting Items Bell; Wine; Leather Mask; Statuette; Rich Tobacco Related Skills 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 Tincture of Health Assisting Items Cup; Jeweled Ring; Blue/Green Candle; Cloth Sheet Related Skills Furies' Blessing 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 Tincture of Peace Assisting Items Jeweled Pendulum; Yellow/Orange Candle; Sachet; Mirror Related Skills 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 Compound of Wholeness Assisting Items Wand; Red Candle; Rope; Charm Bag Related Skills 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 Compound of Purity Assisting Items Bowl; Silver Ritual Knife; Incense; Bracelet Related Skills 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 which will allow them to take only a minimal penalty from traveling through the Realm of the Dead. This spell also costs the caster 3 Karma every time it is used. Herbal Component Essence of Fate Assisting Items Ritual Key; Loadstone; Thread; Runestones; Pair of Ritual Coins Related Skills 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 Compound of Dismissal Assisting Items Ritual Lock; Signet Ring; Sealing Wax; White Ritual Candle Related Skills Fates' Retribution; 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 Clay Jar; Talisman; Iron Ritual Knife; Black Candle Related Skills Spirit of the Hearth's Protection; 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 Essence of Spirit Assisting Items Votive (Jar) Ritual Candle; Circlet; Chain; Chalk; Shawl Related Skills Spirit of the Hearth's Protection Invocation Header 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. Invocation (Master) [Spiritual/Invoker 3/6/9]: 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. 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 sStam): 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 sStam): 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 sStam): Radiant: 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 Fundament Assisting Item Wizard's Staff Required to use mStam 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," meaning that they 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 Electrical Sonic Radiant Force Fire or Ice Lightning Sonic Radiation Force TRc TRc TRc TRc TRc Bronze (Bz) Copper (Cu) Steel (St) Gold (Au) Silver (Ag) Apprentice Apprentice Master Master 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. Enchanting Header 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. Important Note: Venoms have an additional Spiritual Stamina cost that must be paid at the moment of use by the user. This cost is listed with each Venom's entry below. However, The user may pay either that cost or their entire Spiritual Stamina Pool if that pool is full and at least 1. Example: Krink the Thief has a sword he Envenomed with a Paralysis Venom. He only has 3 total Spiritual Stamina and that is his maximum. When he uses that Paralysis Venom he will use all 3 of his Spiritual Stamina even though the listed cost is 7. This allows characters to use at least one Venom without having to buy lots of Spiritual Stamina. The quality of the weapon used to deliver the Venom's effect may reduce this cost. 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. The Enchanter must sacrifice the herbal component during the Enchantment. The Enchanter must have their Grimoire open to the proper page for reference. Boosting Enchantments The Herbal Component and 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 3 to 5 6 to 9 10+ 1 2 3 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 and poisons 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) Venom Spiritual Stamina cost: Vmax (Vmin) Ritual Length: Minimum-Maximum time (0:10-2:00) Description: Description of the spell including any required actions and the relevant 'call.' Herbal Component <example> Assisting Items <example> Related Skills <example> Eye of the Fates (Cold Fire) [Spiritual/Enchantment 2] Spiritual Stamina cost: 3 (1) Venom Spiritual Stamina cost: N/A 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 Tincture of Brilliance Assisting Items Mortar & Pestle; Retort Inspiration of the Muses (Bag of Holding) [Spiritual/Enchantment 2] Spiritual Stamina cost: 3 (1) Related Skills Star of the Fates Venom Spiritual Stamina cost: N/A Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce a pouch that can hold items in an extradimensional 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 Compound of Space Assisting Items Mortar & Pestle; Retort Related Skills Whimsy of the Muses Furies’ Bane (Anti-Poison) [Spiritual/Enchantment 4] Spiritual Stamina cost: 5 (3) Venom Spiritual Stamina cost: N/A Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce an item that will have the effect of "Grant Defense by Enchantment, Shield Poison." This will force the consumer to call "Shield" to the next effect they receive that is "~by Poison." The consumer cannot choose not to call "Shield." Herbal Component Tincture of Resistance Assisting Items None Related Skills Resist Poison Furies’ Balm (Antidote) [Spiritual/Enchantment 5] Spiritual Stamina cost: 6 (4) Venom Spiritual Stamina cost: N/A 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 Tincture of Vigor Assisting Items Mortar & Pestle; Retort Related Skills Muses' Purity Furies’ Blessing (Healing Potion) [Spiritual/Enchantment 5] Spiritual Stamina cost: 6 (4) Venom Spiritual Stamina cost: N/A 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 Tincture of Aid Assisting Items Mortar & Pestle; Retort Related Skills Muses' Blessing Furies’ Mercy (Medicinal Philter) [Spiritual/Enchantment 6] Spiritual Stamina cost: 7 (5) Venom Spiritual Stamina cost: N/A 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 Compound of Sanctity Assisting Items Crucible; Still Furies’ Recovery (Mend Limb Potion) [Spiritual/Enchantment 6] Related Skills Muses' Purity Spiritual Stamina cost: 7 (5) Venom Spiritual Stamina cost: N/A 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 Compound of Regrowth Assisting Items Crucible; Still Related Skills Muses' Grace Gift of the Furies (Armor) [Spiritual/Enchantment 7] Spiritual Stamina cost: 8 (5) Venom Spiritual Stamina cost: N/A 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 Compound of Protection Assisting Items Crucible; Still Related Skills Zen Focus Rebirth of the Muses (Reform Body) [Spiritual/Enchantment 8] Spiritual Stamina cost: 10 (8) Venom Spiritual Stamina cost: N/A 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 non-dead character to become a Spirit. Some beings may be immune to this effect. Herbal Component Essence of Presence Assisting Items Pure Spirits; Alembic Related Skills Fates' Salvation Furies’ Pain (Agony Venom) [Spiritual/Enchantment 4] Spiritual Stamina cost: 5 (2) Venom Spiritual Stamina cost: 4 (2) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce a substance which will have the effect of "Agony by Poison" when delivered via a bladed weapon or consumed. Herbal Component Assisting Items Compound of Pain Crucible; Still Strike of the Furies (Damage Venom) [Spiritual/Enchantment 5] Spiritual Stamina cost: 6 (3) Related Skills Warrior's Agony; Thief's Agony; Pain; Envenom Venom Spiritual Stamina cost: 4 (2) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce a substance which will have the effect of "5 Damage by Poison" when delivered via a bladed weapon or consumed. Herbal Component Compound of Wrath Assisting Items Crucible; Still Related Skills Basic Combat; Envenom Strength of the Furies (Weakness Venom) [Spiritual/Enchantment 7] Spiritual Stamina cost: 8 (5) Venom Spiritual Stamina cost: 5 (3) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce a substance which will have the effect of "Weakness by Poison" when delivered via a bladed weapon or consumed. Herbal Component Essence of Torment Assisting Items Crucible; Still Related Skills Enervate; Envenom Furies’ Blow (Stun Venom) [Spiritual/Enchantment 8] Spiritual Stamina cost: 9 (6) Venom Spiritual Stamina cost: 6 (4) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce a substance which will have the effect of "Stun by Poison" when delivered via a bladed weapon or consumed. Herbal Component Assisting Items Essence of Dreams Pure Spirits; Alembic Related Skills Stunning Blow; Sleep; Mug; Envenom Furies’ Vengeance (Paralysis Venom) [Spiritual/Enchantment 10] Spiritual Stamina cost: 11 (8) Venom Spiritual Stamina cost: 7 (5) Ritual Length: 0:10-2:00 Description: With an Enchantment procedure, you can produce a substance which will have the effect of "Paralyze by Poison" when delivered via a bladed weapon or consumed. Herbal Component Essence of Stillness Assisting Items Pure Spirits; Alembic Related Skills Entrance; Envenom 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 [Physical/Warrior 2]: As long as you are wielding a melee weapon, you may call "Disengage." Using this skill costs 2 Spiritual Stamina. Assisting Items Well made weapon; Boots Related Skills Warrior's Disengage Thief'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 Spiritual Stamina. Assisting Items Well made weapon Related Skills 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 Thieves' Tools; TrapKit Related Skills 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 Hidden Pouch Related Skills 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 Lockpicks 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 Lockpicks Related Skills 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 Fine Gloves Related Skills Avoid Blow; Dodge; Arm/Disarm Trap Envenom [Spiritual/Thief 5]: You may safely apply enchanted Venoms to any of these groups of weapons: Swords Spears Thrown Darts Arrows (Bows) Javelins Axes Pole Arms Throwing Knives Bolts (Crossbows) Thrown Axes 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 has no Stamina cost however, 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. The quality of the weapon will assist in reducing the Spiritual Stamina requirement (Apprentice=±0; Journeyman=-1; Master=-2; Specialized=-2) but no Spiritual Stamina requirement can be reduced below 2 by any means. Ever. No Exceptions. Individual Arrows/Bolts can be Envenomed, but if this physrep is lost or taken, the Venom is gone. Note that all Arrows/Bolts are of Apprentice Quality (Arrows/Bolts made by Fletchers only increase their duration, their quality does not change) no matter who made them and never reduce the Stamina requirement listed for Venom use (or anything else for that matter). To get a reduction with Archery, you must Envenom the Bow/Crossbow - then its quality will apply for the reduction. But then you will have to re-Envenom the Bow/Crossbow for each shot which will take 60 seconds (see above). Assisting Items Well made weapons Related Skills None 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 Well made weapon Related Skills 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 None Related Skills 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 None Related Skills 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 None Related Skills 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 Well made weapon Related Skills 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 Cloak Related Skills None Production Skills There are two types of Production Skills: Refining and Crafting. Refining skills turn Raw Materials (AKA: Tokens, Source Units or 'SU') into Refined Materials that can be used by Craftsmen to create a finished product. Production skills 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 Production Skill, you need to be trained by another Master. When you are ready to spend the XP to acquire Mastery of a Skill you should contact Plot. 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. Information concerning item Duration, Maintenance, Repair, and Salvage is in the section directly after the following list of Production Skills. How to Produce: Gather Raw Materials Gathering Raw Materials may require you to go out into the world and, well, find them. They could be simply laying on the ground, be in the possession of another being, or be an actual part of another being. You could earn, steal, or buy them as well. Using the skill, Identify Resources, 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 and/or phys-rep. Receiving tokens given freely takes no time. Some creatures' carcasses can also provide raw materials. After spending 10 seconds role playing 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 or rep 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. Token phys-reps should be turned in 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 will have or be green tags. 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. Resultant Refined Material Skill Raw Material Common (2) Uncommon (4) Rare (6) Base Metals Refiner Farmer/Gatherer Gem Refiner Hunter/Herder Noble Metals Refiner Herbalists [All] Mining Farming Mining Hunting Mining Herb Bronze Produce, Wood, Fiber Common Meat, Bone, Leather Copper Common Iron None Semi-Precious None Silver Uncommon Steel None Precious None Gold Rare Refining work is done at specified locations in game (forge/workshop/lab). You must stay at the forge/workshop/lab for 1 minute per Token phys-rep you are refining. You then turn in your SU phys-reps at the General Store, and request tags/phys-reps of your refined component materials. Most Tokens will be in denominations of 2, 4, or 6. It takes 2 to make a Common Refined Material, 4 to make an Uncommon Refined Material and 6 to make a Rare Refined Material. Tokens may be broken down, but may not combined when refining them (except for some Specialized skills). Thus, a value 6 Token is the only one that can be made into a Rare Refined Material. That 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. 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 3 to 5 6 to 9 10+ 1 2 3 4 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. Tool have a Duration of four events and require maintenance. Refining Tools Recipes are listed here as well as in the master list for clarity's sake: Refiner's Tool: 1 unit of Wood/Bone and 1 unit of any Base Metal. Primary Skill: Artisan Note: There are no specific tool types listed here. The player has the option to declare their Refiner’s Tool to be whatever they wish it to be. Refiner’s Tools should be properly phys-repped. Each tool should be its own phys-rep, so having 5 tools means you should have a selection of 5 different tool reps on you when you Refine. Refiner's Tool Kit: 3 units of Wood/Leather. Primary Skill: Tinker Note: Having a Refiner's Tool Kit will automatically maintain the Tools contained within it at no material cost. If you do not have a Refiner's Tool Kit, your individual tools must be maintained as per normal rules. The Refiner's Tool Kit will last 3 events, and may not be maintained. How to Produce: Crafting Refined Materials into an item. To create an in-game item using Refined Materials, you must again travel to the forge/workshop/lab. You must 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 green 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 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. Skill Apprentice Journeyman Master Specialists Bonus NONE -1 pStam -2 pStam -2 pStam Other crafted items of quality reduce the Stamina cost for skills used through them. Skill Apprentice Journeyman Master Specialists Note the differences. Bonus NONE -1 nStam -2 nStam -3 nStam Recipes are in the section directly after the section about Salvage. Production Skill: Other Identify Resources [Production/Other 1] This skill allows you to take any Isles marked SU phys-rep 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 and 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. Assisting Items None Related Skills None 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. All within their areas of their skills, of course. 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. Blacksmith [Production/Refining 5]: The character is particularly good at dealing with Iron. They are allowed to combine 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 Tokens together when refining them into Steel. Assisting Items Mining Tools Related Skills Noble Metals Refiner; Gem Refiner Farmer/Gatherer [Production/Refining 3/5/7] The character may refine 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 Hunt/Farm Tools Related Skills Hunter/Herder; Herbalist Gem Refiner [Production/Refining 3/5/7] Allows the character to refine mining Tokens into Gems (Common, Semi-Precious 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. An Adept must work in only one product. Gemologist [Production/Refining 5] The character is particularly good at dealing with SemiPrecious Gems. They are allowed to combine Tokens together when refining them into SemiPrecious Gems. Jewelologist [Production/Refining 6] The character is particularly good at dealing with Precious Gems. They are allowed to combine Tokens together when refining them into Precious Gems. Assisting Items Mining Tools Related Skills Base Metals Refiner; Noble Metals Refiner Hunter/Herder [Production/Refining 3/5/7] The character may 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 Hunt/Farm Tools Related Skills 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. An Adept must work in only one product at a time. Silvermith [Production/Refining 5] The character is particularly good at dealing with Silver. They are allowed to combine Tokens together when refining them into Silver. Goldsmith [Production/Refining 7] The character is particularly good at dealing with Gold. They are allowed to combine Tokens together when refining them into Gold. Assisting Items Mining Tools Related Skills 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 off). Fates' Savant [Production/Refining 5] The character is particularly good at dealing with Herbs of the Fates. They are allowed to combine Tokens together when refining them. Assisting Items Farming Tools Related Skills 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 Fates 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 off). Furies' Savant [Production/Refining 5] The character is particularly good at dealing with Herbs of the Furies. They are allowed to combine Tokens together when refining them. Assisting Items Farming Tools Related Skills 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 Fates 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 off). Muses' Savant [Production/Refining 5] The character is particularly good at dealing with Herbs of the Muses. They are allowed to combine Tokens together when refining them. Assisting Items Farming Tools Related Skills Herbalist of the Fates; Herbalist of the Furies; Alchemy 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. 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) Chain (Max:4) Plate (Max:6) 3 Bronze per Point 3 Bronze per Point ~or~ ~or~ 3 Fiber 3 Leather 2 Iron per Point 2 Iron per Point per Point 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) NONE Uncommon (Iron) +1DUR +1AV ~or~ Rare (Steel) +2DUR +2AV ~or~ ~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 pStam) 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 pStam) 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 pStam) 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 pStam) 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 pStam) 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 pStam) Encumbrance: This stuff can be heavy! Wearing Armor all the time can be tiring. Therefore, a character must have a minimum Physical Stamina ( pStam) 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 pStam requirement of 1 for every three units of metal (or part there of). This means the user has to have a minimum of 3 pStam to wear armor that was made with 9 units of metal and 4 pStam if it was made with 10 units of metal. The worst case scenario: All Bronze Max-Plate: 18 Bronze requiring 6 pStam 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 a 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 pStam) 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 pStam) 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?) Assisting Items None Related Skills None 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. 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 Common (Wood/Bone/Bronze) Uncommon (Iron) Rare (Steel) Bonus +1DUR +2DUR ~or~ NONE ~or~ +2CAP ~or~ +1CAP +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 Apprentice Journeyman Master Specialists Bonus -2 pStam & +1DUR NONE -1 pStam -2 pStam ~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. Assisting Items Related Skills None None 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 Apprentice Journeyman Master Specialists Bonus NONE -1 nStam -2 nStam -3 nStam Assisting Items None Related Skills None 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 Apprentice Journeyman Master Specialists Bonus NONE -1 nStam -2 nStam -3 nStam Assisting Items None Related Skills None Culinarian [Production/Craftsman 2/4/6]: Allows the character to prepare refined Edibles into food and drink as well as Tobaccos and such. 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 Apprentice Journeyman Master Specialists Bonus NONE -1 nStam -2 nStam -3 nStam Some Culinarian created items have unique game effects that are listed with their recipes. Culinarian items cannot be Salvaged. See the section on Salvaging for further details. Assisting Items None Related Skills None 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. 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 Fundaments. (note about 'salvaging' Fundaments.) 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. Assisting Items None Related Skills None 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 '0 th' 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') First (1st) Second (2nd) Third (3rd) Fourth (4th) Not Possible Not Possible Optional Must or lose bonus(es) Must or lose bonus(es) N/A N/A Apprentice Apprentice Apprentice N/A N/A 1 Unit of appropriate material 1 Unit of appropriate material 1 Unit of appropriate material Event Maintenance Skill Materials Creation ('0th') First (1st) Second (2nd) Third (3rd) Fourth (4th) Fifth (5th) Not Possible Not Possible Optional Optional Must or lose bonus(es) Must or lose bonus(es) N/A N/A Apprentice Apprentice Apprentice Journeyman N/A N/A 1 Unit of appropriate material 1 Unit of appropriate material 1 Unit of appropriate material 1 Unit of appropriate material Event Maintenance Skill Materials Creation ('0th') First (1st) Second (2nd) Third (3rd) Fourth (4th) Fifth (5th) Sixth (6th) Not Possible Not Possible Optional Optional Optional Must or lose bonus(es) Must or lose bonus(es) N/A N/A Apprentice Apprentice Apprentice Journeyman Master N/A N/A 1 Unit of appropriate material 1 Unit of appropriate material 1 Unit of appropriate material 1 Unit of appropriate material 1 Unit of appropriate material +1DUR Items: +2DUR Items: At the end of their duration, all items are considered worn out & useless. Their only 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 Arrows/Bolts Enchantments Fundaments Herbal Components Raw Materials Refined Materials Sustenance Tokens All Other Culinarian Items Extended Life Long Life Short Life, DUR=2. Founders make DUR=3. Short Life, DUR=2. Fletchers make DUR=3. Short Life, DUR=2. Decays. Short Life, DUR=2. Short Life, DUR=2. Decays. Durable. Eternal. Durable. Eternal. Short Life: DUR=0. Durable. DUR=4. Extended Life, DUR=5. Long Life, DUR=6. Item Repair <how to repair an item> 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. Ever. 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. Racial Skills Listed by Race Playing the game Earning eXperience Points (XP) PCing NPCing Helping Out Donations Life & Death Sustenance Reducing Sustenance Requirements Extra & High Sustenance Starvation Death Death Effect Deathstrike Karma & Death Effect vs Deathstrike Bleeding Out Dissipation The Afterlife Resurrection Alternate Characters Physical Fighting (lightest touch, flurry, disengage, etc...) Weapons (safety, &casting/psyching, psychic's defense, etc...) Armor (reps, wearing, repairing, order, etc...) Mental Psyching (casting, foci, psychic's defense, etc...) Schooling (markers, research, insight, etc...) Tracking (markers, diagnose species, etc...) Surgery Spiritual Insight (alt ways of use) Casting (Grimoire, herbal components, do-dads, researching new, etc...) "Thieving" (stealing, B&E, picking, Dis/Arming traps, creating traps, thieves' tools, advice, etc...) Production Repping Things Using Things The General Store Item Stats Duration Rating (Armor, Damage, etc...) Quality (App, Jman, Master, Spec.) Value Wholesale Retail Market forces Salvage Special notes (Plot) Recipes (large) Refiners (Mining) Base Metals Noble Metals Gems Type Raw SU Type Raw SU Type Raw SU Bronze Iron Steel 2 4 6 Copper Silver Gold 2 4 6 Common 2 4 6 Semi-Precious Precious Refiners (Hunt/Farm) Hunting Farming Type Raw SU Type Raw SU Leather 2 Fiber 2 Meat Bone 2 2 Produce Wood 2 2 Refiners (Herbalism) Furies (LT) Muses (TR) Fates (SH) Type Raw SU Type Raw SU Type Raw SU Common Uncommon Rare 2 4 6 Common Uncommon Rare 2 4 6 Common Uncommon Rare 2 4 6 Weaponsmith (Bladesmith) Type DAM Size Proficiency Materials Quarter Sta Wizard's ffs Metal Shod Thrown Knife Dagger Sw Short ord Long s Great 0 0 2 1 0 2 3 48"-72" 48"-72" 48"-72" 4"-18" up to 24" up to 36" up to 46" 4 Wood|Bone 4 Wood|Bone + Gem 4 Wood|Bone + Base 2 Bone|Base + Leather 2 Bone|Base + Leather 3 Bone|Base + Leather 4 Base + Leather 5 up to 64" Sap Small Short Long 2 1 3 5 up to 24" up to 24" up to 36" up to 46" Great 8 up to 64" Short Long 3 5 up to 36" up to 46" Great 8 up to 64" Small Short Long 0 1 2 up to 24" up to 36" up to 46" Great 5 up to 64" Thrown Hatchet Short Long Great Spear 2 1 2 6 8 3 8"-20" up to 24" up to 36" up to 46" up to 64" up to 48" Pole Arm 6 60"-72" Staff Staff Staff Thrown Weapon Swords Swords Swords Swords & Two-Handed Hammers Hammers Hammers Hammers Hammers & Two-Handed Mace/Club Mace/Club Mace/Club & Two-Handed Mace/Club Mace/Club Mace/Club Mace/Club & Two-Handed Thrown Weapon Axes Axes Axes Axes Spears/Pole Arms Spears/Pole Arms & Two-Handed Ha m me rs Ma ces Clu bs Ax es 5 Base + 2 Leather Base + 2 Leather 2 Base + Wood|Bone 2 Base + Wood|Bone + Leather 3 Base + 2 Wood|Bone + Leather 4 Base + 3 Wood|Bone + Leather 2 Base + Wood + Leather 3 Base + 2 Wood + Leather 2 Base + 3 Wood + Leather 2 Wood|Bone + Leather 3 Wood|Bone + Leather 4 Wood|Bone + Leather 5 Wood|Bone + 2 Leather 2 Bone|Base + 2 Wood + Leather 2 Bone|Base + 2 Wood + Leather 2 Bone|Base + 2 Wood + Leather 3 Bone|Base + 3 Wood + Leather 4 Bone|Base + 3 Wood + 2 Leather 3 Bone|Base + 2 Wood + Leather 3 Bone|Base + 4 Wood + 2 Leather Weaponsmith (Bowyer/Fletcher) Type Bo ws Short Long Great Arrows DAM Size Proficiency Materials 1 2 3 0 30" 38" 48" 3"-5" ribbon Bows Bows Bows Bows 3 Wood|Bone + Leather 4 Wood|Bone + 2 Leather 5 Wood|Bone + 3 Leather Bone|Base + Wood Cr oss bo ws Light Medium Heavy Bolts Dart Thrown Axe Thrown Knife Javelin Sling Blow Gun Blow Dart 1 2 3 0 0 2 1 3 0 0 20" 30" 40" 3"-5" ribbon 2"-8" 8"-20" 4"-18" 24"-48" ---- Crossbows Crossbows Crossbows Crossbows Thrown Weapon Thrown Weapon Thrown Weapon Thrown Weapon Thrown Weapon 4 Base + 2 Wood + Leather 5 Base + 2 Wood + Leather 5 Base + 3 Wood + 2 Leather Bone|Base + Wood Bone|Base + Wood 2 Bone|Base + 2 Wood + Leather 2 Bone|Base + Leather Bone|Base + 3 Wood 2 Wood|Bone|Base Wood|Bone|Base Weaponsmith (Founder) Type Fir ear ms Pistol Musket Ammunition DAM Size Proficiency Materials 5 6 0 Pistol rep Rifle rep -- Firearms Firearms Firearms 5 Base + 3 Wood|Bone 7 Base + 5 Wood|Bone 2 Base + Wood + Fiber Tinker (Carver/Sculptor) Item Bonus Materials Box Carved Wand Gift of the Muses Muses' Grace Eye of the Fates; Inspiration of the Muses; Furies Bane; Rebirth of the Muses Fates' Salvation Tongue of the Muses Inner Calm Prevents Tool Decay 3 Wood|Bone 3 Wood|Bone Mortar & Pestle Runestones Statuette Meditation Beads Tool Box 2 Wood|Bone 2 Wood|Bone 2 Wood|Bone Wood|Bone + 2 Fiber 3 Wood|Leather Tinker (Leatherworker/Tailor) Item Bonus Materials Tool Box Doctor's Bag Bandages Boots Cape Cloak, Dark Charm Bag Rope Gloves, Fine Gloves, Reinforced Mask, Leather String Pouch, Hidden Sachet Shawl Thread Sheet, Cloth Prevents Tool Decay Prevents Surgeon's Tools Decay (DUR:3) First Aid Disengage Avoid Blow Hide in Shadows Muses' Grace Muses' Grace Avoid Trap Burst Bonds Tongue of the Muses 3 Wood|Leather 2 Leather|Fiber 3 Fiber 4 Leather + TRc 5 Fiber + 2 TRc 5 Fiber + 2 TRc 2 Leather + Gold 4 Fiber 3 Leather + 2 Fiber 4 Leather 2 Leather + 2 TRc 3 Fiber 2 Leather + TRc 2 Fiber + 2 LTc 4 Fiber + TRu 2 Fiber 3 Fiber + TRc Hide Item Gift of the Fates Walking the Spirit World Walking the Spirit World; Fates' Salvation Muses' Blessing Tinker (Chandler/Potter) Item Bonus Materials Chalk Walking the Spirit World 2 Produce Candle, Votive (Jar) Candle, Gray Candle, Black Candle, Purple Candle, Red Candle, Orange/Yellow Candle, Green/Blue Candle, White Sealing Wax Clay Cup Incense Claw Bowl Alembic Retort Still Clay Jar Walking the Spirit World Gift of the Furies; Muses' Grace 3 Produce + TRu 2 Produce + 2 TRc 2 Produce + TRc + SHc 2 Produce + TRc + LTC 2 Produce + TRc + LTC Gift of the Fates 2 Produce + TRc + LTC Muses' Blessing Spirit of the Hearth's Protection Spirit of the Hearth's Protection Muses' Blessing Muses' Purity Muses' Purity Furies Pain, Strike of the Furies, Strength of the Furies, Furies Blow Eye of the Fates, Inspiration of the Muses, Rebirth of the Muses, Furies Bane Furies Mercy, Furies Balm, Furies Blessing, Furies Recovery Fates' Retribution 2 Produce + TRc + LTC 2 Produce + TRc + LTC 2 Produce 2 Produce Produce + Wood + 2 TRc 3 Produce Fates' Retribution 3 Produce 4 Produce 4 Produce 4 Produce Artisan (Metalworker) Item Bell Crucible Ritual Knife, Iron Ritual Knife, Silver Loadstone Paired Coins Metal Bowl Metal Cup Mirror Tool Bonus Tongue of the Muses; Gift of the Muses Furies Mercy; Furies Balm; Furies Blessing; Furies Recovery Fates' Retribution Muses' Purity Fates' Salvation Fates' Salvation Muses' Purity Muses' Blessing Gift of the Fates Boosts Production Materials 3 Bronze|Copper|Silver 2 Steel + 2 Wood 2 Iron + Bone 2 Silver + Wood 3 Iron 2 Silver|Gold 3 Base|Noble 2 Base|Noble 3 Silver Base + Wood|Bone Artisan (Jeweler) Item Bonus Materials Bracelet Chain Circlet Jeweled Ring Jeweled Pendulum Metal Wand Signet Ring Talisman Invoker's Crystal Psi-Focus, Minor Muses' Purity Walking The Spirit World Walking The Spirit World Muses' Blessing Gift of the Fates Muses' Grace Spirit of the Hearth's Protection Fates' Retribution Required to use mStam for Invocation Psionic Levels ≤ 4 Psi-Focus, Major Psionic Levels ≤ 7 Psi-Focus, True Psionic Levels ≤ 10 2 Silver|Gold 4 Base|Noble 3 Silver|Gold Gem + Silver|Gold Gem + 2 Silver|Gold 3 Bronze|Noble Silver|Gold 3 Silver Noble + Gem + TRc 3 Common Gems 2 Common Gems + Uncommon Gem Common Gem + Uncommon Gem + Rare Gem Artisan (Locksmith) Item Bonus Materials Chest Lock Lockpicks Thief Tools Ritual Lock Shackles Ritual Silver Key Pad Lock Combination Lock Hasp & Staple Pick = 2 + (2 × Quality) + [0|1|2] sStam Required to use Pick Locks Skill Required to use Disarm Traps Skill Spirit of the Hearth's Protection Pick = 2 + (2 × Quality) + [0|1|2] sStam Fates' Salvation Pick = 2 + (2 × Quality) + [0|1|2] sStam 2 Base 2 Steel Steel + Silver 2 Silver|Gold 4 Base Silver + Gem Break = 2 + (2 × Quality) + [0|1|2] DAM Culinarian (Chef) Item Bonus Materials Bloody Mary Mages' Milk Ordinary Sustenance Spicy Sustenance Use Vitality as pStam Quality+1:1 Use Karma as sStam Quality+1:1 Make Quality+1 Tokens Make Quality+1 Tokens Make Quality+1 Tokens (≥Journeyman only) Make Quality+1 Tokens (≥Master only) Make 4 Tokens (Specialist: "Chef" only) Joy 3 Meat + Bone + LTu 3 Produce + LT-X + TR-X + SH-X 5 Meat|Produce 4 Meat|Produce + Common Herb Spicier Sustenance Spiciest Sustenance Chef's Surprise Bacon 3 Meat|Produce + Uncommon Herb 2 Meat|Produce + Rare Herb 5 Hunt|Farm Meat + LTc Culinarian (Brewer/Brewster) Item Bonus Materials Fruit-ade Vegetable Juice Mead Inner Calm Outer Calm Battle Rage; Fearless Spirit Furies Pain; Strike of the Furies; Strength of the Furies; Furies Blow Resist Poison Resilience Second Wind [-15s/Quality] Mental Focus [-15s/Quality] Spiritual Center [-15s/Quality] Quality mStam = Quality sStam Use Sanity as mStam Quality+1:1 Strong Mind Tongue of the Muses 5 Produce 5 Produce 5 Produce Pure Spirits Rum Whiskey Vodka Gin Liqueur Invoker's Imbibence Psycher's Psyn Tea Wine "Hooch" / "Moonshine" Wood Alcohol Burst Bonds First Aid; Surgery 5 Produce 5 Produce 5 Produce 5 Produce 5 Produce 2 Produce + LTc + TRc + SHc 4 Produce + TRc + SHc 3 Produce + TRr 5 Herb 4 Produce 2 Produce + 3 Wood|Produce|Common Herb 4 Wood Culinarian (Tobacconist) Item Bonus Materials Black Tobacco Red Tobacco Spiced Tobacco Chew Light Tobacco Rich Tobacco Snuff Strong Tobacco White Tobacco Substitute Karma for Sanity Substitute Karma for Vitality Substitute Sanity for Vitality Intimidate Pull Free Tongue of the Muses Resist Frenzy [6|5|4|3 xStam] Unshakable Fates' Salvation [-1 Karma @ Specialist] 3 Wood + Fiber + Produce 4 Wood + Meat + Produce 4 Wood + Produce + Herb 3 Produce + LTc + SHc 3 Farm 4 Farm Wood + LTu + TRu + SHu 5 Farm 2 Fiber + 2 Produce 'Shroomz/Weed Pipe Psych-Out Required for all Tobacco but Chew & Snuff Prevents Tobacco Decay Tobacco Pouch/Box [All Tobacco DUR=2] 2 Farm 2 Wood|Bone [DUR=2|3|4|5] 2 Fiber|Leather|Wood|Bone [DUR=4] Alchemist (Solutio) Ti nct ure of.. . Item For use with... Materials Aid Brilliance Glory Health Peace Resistance Safety Solitude Vigor Healing Potion Star of the fates Cold Fire Muses Blessing Gift of the Fates Anti-Poison Gift of the Muses Family's Tears Antidote LTc + LTc + TRc LTc + TRc LTc + TRc LTc + LTc LTc + TRc + TRc LTc + TRc + TRc TRc TRc + SHc SHc + SHc Alchemist (Conjunctio) Item Co mp ou nd of.. . Connection Dismissal Pain Passage Protection Purity Regrowth Sanctity Space Wholeness Wisdom Wrath For use with... Materials Brethren's Blessing Spirit of the Hearth's Protection Agony Venom Whimsy of the Muses Armor Muses' Purity Mend Limb Potion Medicinal Philtre Muses' Inspiration Muses' Grace Tongue of the Muses' Damage Poison LTc + TRc TRc + TRc + TRu SHc + SHu + TRc LTc + TRc + TRu TRu + TRu LTc + TRc LTc + TRc + TRu LTc + SHc + SHc TRc + TRu LTc + LTc + TRc TRc + TRu SHc + SHu + TRc Alchemist (Rectificatio) Item Es sen ce of.. . Dreams Fate Negation Presence Spirit Stillness Torment For use with... Materials Stun Venom Fates' Salvation Fates' Retribution Reform Body Walking the Spirit World Paralysis Venom Weakness Venom SHu + SHu + SHr LTu + LTr + TRr SHr + TRu + TRu LTc + LTr + TRc LTr + TRu + TRr TRu + TRu + TRr LTc + LTc + TRc Alchemist (Any) Item Fu nd am ent Thermal Electrical Sonic Force Radiation Allows use of... "~by Fire" or "~by Ice" "~by Lightning" "~by Sonic" "~by Force" "~by Radiation" Materials Bronze + TRc Copper + TRc Steel + TRc Silver + TRc Gold + TRc [A+] [A+] [M+] [J+] [M+] Appendixes: Racial Warrior Psycher Scholar Believer Wizard Invoker Enchanter Refiners Crafters Condensed Recipes Table Starting Equipment