Astral Adventures v4.2 - Northreach! · PDF fileBarbarian Bushi (New) Druid Gypsy (New) ......

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Transcript of Astral Adventures v4.2 - Northreach! · PDF fileBarbarian Bushi (New) Druid Gypsy (New) ......

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Introduction With Amtgard's version 8 rulebook being released, it was time to overhaul these rules. Astral Adventures has been played throughout the Principality of Northreach (Alaska) for nearly ten years! Over the years, these rules have gone through several changes as we have learned and grown with them. Overall, these rules are about fun, creating memorable moments for the participants, and generating excitement for the future. While these rules were created for the parks of Alaska, they have found there way into the hands of several other Amtgard Chapters, and I hope that they inspire the members of those parks to embrace the wonder and excitement that come from a really good quest! Good Luck and Enjoy! Margrave Sir Gorin Principality of Northreach, Kingdom of Dragonspine Please note: Many concepts within this book were influenced by the work of Lord-Abbot Katzushima, whose original works inspired me to create these rules and quests! This book is not a rulebook by itself, but a Quest Supplement for the fine rulebook created by the Amtgard 8 publishing group. These rules are for specialized campaigns and events, and should not be used for ordinary battlegames.

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A Rift in the World The four of them stood before what looked like a shimmering rip in the air nearly twenty feet high. It shimmered black and red against the backdrop of the murky forest. It might have been beautiful were it not surrounded by the blood and corpses of the fallen. Together they began the ritual that would close the portal and prevent the creatures on the other side from invading their homeland. Obtaining the words they now spoke had cost them dearly and they only hoped it was worth it. Batterd, bloody, and exhausted, stood what remained of the guardsmen that had accompanied them on this quest. As their voices echoed the ancient text on the page, a sense of urgency could be felt in the air, as if the forest itself were bracing against the backlash of their actions. Suddenly, a pack of demons burst from the trees and flung themselves wildly into the tattered line of guards. Blades and claws flashed in equal measure, mingling with screams of pain and fury. The four standing over the ancient scroll could not afford to look away from their task, and they continued to read the words aloud. Without warning, a monstrous claw erupted from within the rift, crushing the nearest of the four. Flinging the bloody remains into the forest, it groped about blindly, looking for the others. A deafening silence fell over the entire forest as the last line of the ritual was spoken. Everything and everyone seemed frozen in time as the very air pulsed with energy. A chorus of screams emerged from the rift as it slowly began to close. There was a cry of victory and relief as the rift disappeared, and the last of the demons fell to heroic blades.

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Section 1 – Starting Out

Character Creation New players wishing to participate in the Astral Adventures Questing system must complete a few steps before entering play. This will allow the Adventuring officials to track the player, as well as his equipment, money, and abilities.

The Character Sheet

The first step to filling out your character sheet is to put your name on the top. Next, you need to come up with a name for your character. Most of you will already have a name prepared.

Class Registration

Next, choose a character class from the following list: Archer Assassin Bard Barbarian Bushi (New) Druid Gypsy (New) Healer Inquisitor (New) Monk Scout Swashbuckler (New) Warrior Wizard Anti - Paladin* Paladin* * Knight only

Merchant (New, Nonfighting) Sage (New, Nonfighting) Smith (New, Nonfighting)

The classes designated as a (New) are detailed in the back of this book under Section 3 – New Classes. Players are allowed to change their class, but it will require them to give up Quest Tokens or Gold to ‘Retrain’ their characters. Quest Tokens are explained in Section 2.

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Nobility Titles of Nobility are not featured too heavily in this system, however, all members with a title of Lord or greater will be noted as a Land-owner under the King and shall gain some small income as a result. If you have a title of nobility, note it on your character sheet. Only the highest ranking title applies. Officer Titles do not count. When a noble registers, rather than starting with 50 gold like other players, (s)he gains the amount listed below. In addition, each time the noble signs in, a certain number of gold coins are automatically awarded based on their status. This sum is only gained if the noble actually shows up and participates.

Initial Feudal Feudal TITLE Gold Income Obligation Lord or higher 60 10 1 Baron or higher 80 20 2 Duke or higher 100 30 4 Feudal Obligation This income doesn’t come without a price, however. The Monarch may, at any time, call upon any noble within his land to offer up service to the Crown. This service is usually in the form of military man-power. If the Monarch so calls upon a noble, the noble must offer up a number of persons to fight for the Monarch equal to the level of the noble’s obligation rating (even if the noble has to fill that role himself). For Example: A Duke is required to offer the service of 4 people. If, a noble is unable to meet his Feudal Obligation, he must give the monarch twice the amount of weekly gold he receives from his title. It is to be noted, however, that this game is heavily oriented toward Role Playing. To further the atmosphere of this game, certain behaviors will be encouraged while playing this game. See APPENDIX I for more information on Role Playing with Nobles. Role-playing the caste system goes a long way to help create the atmosphere for this game. Do not be surprised if the players, NPCs, and the environment are geared towards maintaining this system.

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Class Masters (Paragons) and Guildmasters While several of our past events have favored the nobles heavily, this system is focused around class-based adventure and role play. In light of that, we wish to highlight those who have played their class with such expertise as to be recognized as true Masters of their class, as well as those who have volunteered their time and energy to stand up and lead their class as its Guild master. If you have achieved masterhood in your registered class, or are the guild master of your registered class, note it on your character sheet under Titles. Class Masters (Paragons) gain the ability listed below for their class. Class Master (Paragon) Abilities When playing the appropriate class, Class Masters (Paragons) may utilize the abilities listed below: Archer - Choose one additional arrow: Destruction, Poison, Pinning Anti-Paladin - Undead Minion becomes Charge x 10 Assassin - Coup de Grace becomes Charge x 7 Barbarian - Fight After Death 1/Refresh Bard - 1 extra point of magic at the Bard’s highest level Druid - 1 extra point of magic at the Druid’s highest level Healer - Equipment: Staff (6ft max, non-heavy padding, 1st level, 3 points) Monk - Sanctuary becomes Charge x 3 Paladin - Resurrect becomes Charge x 5 Scout - Dispel Magic 1/Refresh Warrior - Insult becomes Charge x 3 Wizard - Equipment: Staff (6ft max, non-heavy padding, 1st level, 3 points) Guildmasters Note: New classes do not have Guild masters available to them. They are too rare and too disorganized. In this campaign system, Guildmasters gain additional abilities that allow them to improve the abilities of those in their guild. As such, they gain access to the “Guildmaster: [Class]” ability. See the new abilities section for details on this ability.

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Equipping your character

Starting Gold All players start with 50 coins (except nobles as noted above). These coins can be used for any purpose whatsoever. Coins can be represented in a wide variety of ways based on the desires of the Quest Adminstrator. Spellcasters Spellcasters begin the game with a single 1st level spell point. In order to gain more spellpoints, the spellcaster must pay to have their power increased. This might by purchasing a blessed holy symbol, an ancient spellbook, a druidic fetish, or mystical tattoos. The exact nature of this power is up to the player, however, each spell point beyond the 1st must be paid for by purchasing Grimoires. (exception: Spell points granted from sources such as Look the Part, Magic Items, etc are free). The Bank Once the player has registered, he will henceforth have a Character Sheet, an inventory and a bank. The bank is just a fancy word for all the coins and equipment that the player chooses not to bring with him/her that quest day. The Inventory The inventory contains all the equipment and wealth that a player chooses to bring to the quest event. This can take many physical shapes (Pouches, bags, etc) but basically holds all of the tokens that represent your character’s equipment as well as any coins / gems, etc the player has. All equipment in the inventory must be physically represented. For example, if Loknarl the barbarian has an inventory containing tokens for a Javellin, a Small Shield, 2 Short Swords and 2pt armor, then Locknarl must be carrying a Javelin, Small Shield, 2 short swords and wearing 2pt armor. Exception: Some small items such as jewelry, potions, scrolls, etc may not need to be physically represented. Any such item will have “NONREP” listed on the card/token. There may be situations in which a player will have a token without having an item. At the Reeve’s discretion this will be allowed.

The Town The home of every adventure, this bustling community is where the Adventurers will start and stop their day’s activities. This is where the Registrar and Merchant dwell, and where the Monarch can often be found overseeing his land. The Registrar The Registrar is the official who will maintain all of the records of the adventuring system (detailed below). He will sign players in and assign equipment at the beginning of the session, as well as collecting all character information at the end of the session. In addition, the Registrar will act as the town banker, allowing players to deposit and withdraw money and equipment from the bank. In larger questing groups, the Registrar may need to utilize assistants in order to facilitate these tasks.

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Player / Character Tracking Each player will be assigned a unique Player Identification Number. When a player creates a character, this number will be assigned to the character sheet and any special equipment the player possesses will be stored under that number. When a player signs in at the start of the day, the Registrar will verify any titles, expert abilities, and unique equipment the player has. Equipment Tracking There will be a limited amount of any particular piece of equipment. Once these are gone, it’s up to the players to either 1) Trade with each other or 2) Create their own. Unique equipment (usually magic items) will be tracked via the online database. The Tavern The tavern is a place in town designated by the quest administrator to act as a spawn point for players returning from the graveyard.

The Marketplace

The center of a thriving economy, this is where most adventurers will spend their down-time (and their treasure). The marketplace will be run by the Merchant. The Merchant will oversee all transactions with the marketplace (players are still free to make transactions with each other). All manner of things may be purchased at the marketplace, some examples are listed below. Standard Equipment All normal equipment (swords, shields, armor, etc) will fall under this category. The Marketplace only has a limited number of these items, and once they are gone, they are gone. These items will be represented by an item token, but must also be physically represented. Magical Components Arguably the most powerful force on the battlefield, magic is indeed a deadly tool. However, it requires a great deal of dedication and study. Spell casters begin the game one first-level spell point. If the player wishes to add more spells points to his character, he must purchase a Grimoire with coins. The more spell points a Grimoire will hold, the more expensive it will be. These items are normally considered “NONREP” and will not need to be physically represented. Each quest day, a spellcaster will create a spell list containing a maximum number of spell-points equal to the size of their grimoire. A player may not utilize more than 1 grimoire for this purpose. If their grimoire is subsequently stolen, destroyed, or otherwise lost, it does not affect that spell list (only future spell lists). Some Grimoires are exceedingly powerful and will allow a spellcaster to access more spell points than they would normally be allowed. In these cases, 5 spell points MUST be allotted to each spell level that the player has access to. Any remaining points are then assigned to the highest level. For example: Wally the Wizard is 4th level and has a 25pt Grimoire. Since he gets his 1st point for free and another

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from Look the Part, he has 27 points to spend on magic. After assigning 5pts each to his 1st, 2nd, 3rd, and 4th levels, he has 7 points remaining. These are all assigned to 4th level (his highest) leaving him with 5pts at 1st, 2nd, and 3rd, and 12pts at 4th. Magical Equipment Some classes have the ability to place potent, permanent magics upon everyday items. These items are unique and will be logged with the Registrar. It will receive a unique serial number and a token to represent it. Magic Items come in three types, Trinkets (Potions/Scrolls), Talismans, and Artifacts. Some magic items such as (Potions, scrolls, etc) are destroyed when they are used. These “consumable” magic items are the more common types of magic items found throughout the land. Powerful, permanent magic items are considerably more rare and valuable. While any player may possess a permanent magic item, in order to use one, it must be “bound” to its holder with Quest Tokens. See Section 2 – Quest Tokens for more information. See the v8 Rules of Play for more information on these items. In addition to Standard equipment and Magical Supplies, a small number of magical items can sometimes be found at the marketplace. Selling Items Players may sell their outdated or surplus equipment back to the Merchant for a price equal to 25% of a new object of the same type. (I.e., if a Long sword costs 20 gold, then a Long sword may be sold to the Merchant for 5 gold). Alternatively, players may buy and sell items amongst themselves or they may use the auction board. The Auction Board

The auction board is a no-hassle way for players to sell off their excess gear. This process is ideally handled through an online message board or similar mechanism. The selling player simply posts his auction to the appropriate section and sets an expiration date / time. Once that time expires, players can physically trade the equipment, or, if it’s through another park, the players can turn the gold / equipment in to their local registrars for transfer. If an online solution is unavailable, a physical board can be used. The selling player simply fills out an auction form and posts it to the board. Players will come up and enter bids on it throughout the day. At the end of the day, the owner finds the highest bidder and they can complete the transaction.

Broken Equipment Thanks to the wonderful world of magic, equipment maintenance has almost become a thing of the past. However, some forces will destroy your equipment beyond the ability of any spell caster to repair. The Reeve will tell a player if his equipment is destroyed by a game effect (Siege Weapons, Sphere of Annihilation, Acid Pits, Rust Monsters, etc). If your equipment is destroyed, you must turn the equipment token over to the Reeve.

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Basic Equipment Price Chart Note: It is important to remember that all prices in Astral Adventures are subject to modification by the Quest Administrator. A balanced and well-managed economy is a large factor in the enjoyment of the quest campaign!

Melee Weapons  Cost  Shields  Cost 

Dagger  5  Madu  Shield+10

Short Weapon  10  Small Shield  20 

Long Weapon  15  Medium Shield  30 

Great Weapon  35  Large Shield  40 

Hinged Weapon  15       

      Ranged Weapons  Cost 

Armor  Cost  Bow  40 

Armor, 1pt  10  Quiver (Capacity: 5)  5 

Armor, 2pt  20  Quiver (Capacity: 10)  15 

Armor, 3pt  50  Quiver (Capacity: 15)  45 

Armor, 4pt  55  Quiver (Capacity: 20)  75 

Armor, 5pt  65  Light Thrown Weapon  5 

Armor, 6pt  75  Heavy Thrown Weapon  10 

      Javelin  20 

Miscellaneous Equipment  Cost  Rock  0 

Camp Token  10       

Torch  5   Magic Supplies  Cost 

Lantern  10 

Lockpick (Rating 1)  10  Grimoire (Capacity: 5)  30 

Lockpick (Rating 2)  15  Grimoire (Capacity: 10)  50 

Lockpick (Rating 3)  20  Grimoire (Capacity: 15)  80 

Lockpick (Rating 4)  30  Grimoire (Capacity: 20)  120 

Lockpick (Rating 5)  40  Grimoire (Capacity: 25)  160 

Lockpick (Rating 6)  50  Grimoire (Capacity: 30)  200 

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SECTION 2 - Adventuring “What is an adventure?” An adventure is a specialized battle game in which a small group of players attempts to overcome several obstacles in order to achieve a specific objective. While this might seem a little vague, that’s because no two adventures will be alike. Players will form many different groups, face a variety of enemies, as well as traps, and natural obstacles in order to achieve some end, whether it be to save someone, hunt for treasure, defend a village or escort a treasure through enemy territory.

Death and Dying Dying Death has to be handled a little differently in this system to accommodate the continuity of an adventure. In this system, all players will be assigned a number of lives by the quest administrator at the beginning of the day (usually 3). While participating in an Adventure, if a player dies (s)he may remain where slain in the hopes of being returned to life, or, (s)he can return to The Town after a 30 count. This count must be made loudly and clearly enough to be heard 50 feet away. Players will be penalized severely by the reeve for counting quietly or quickly in order to avoid negative effects (looting, etc). Once this count is complete, the player is free to leave the battlefield and head back to town. (See Nirvana below) For role playing purposes, the shock of dying will not allow a player to remember the five minutes immediately preceding his death, even after being returned to life. The Graveyard Nirvana is located in a section of The Town called the Graveyard. Once in town, a dead player must spend *at least* 120 seconds (2 minutes) in the Graveyard before rejoining the adventure. While in Graveyard, players may not interact with other players unless otherwise noted. They may leave Nirvana when their count has elapsed. Players in the Graveyard may be brought back to life through use of magic and abilities such as Resurrect, Greater Resurrect, Undead Minion, etc. Once their count is up, a player may come to life at the Tavern, or any other available respawn point.

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Shattered Players Shattered players (players who have run out of lives) have 3 options:

1) They can remain dead and stay in the Town where they can interact with other players, the merchants, etc. (And possibly be brought back to life)

2) They can pay a sum of gold equal to their class level x 5 to gain one additional life. 3) They can check with the quest organizer to see if there is a need for additional monsters for

secondary quests, etc.

Looting “If we take these back and sell them, we’ll be rich!” In the tradition of all good RPGs, looting monsters will be an exciting part of any Adventure. This is accomplished by crouching near the target and saying “Looting” x 10. If the player is interrupted while counting, the count must begin again from the start. When looting a monster, the monster will surrender one appropriate loot item (if it has any). This equipment will be represented by a token, each having a unique control number. These tokens will be attached to a “Loot Marker”. Loot markers are easily recognizable objects roughly 18” long and usually made of foam. These markers lend some measure of reality to the carrying of loot. Typically, the items attached to the Loot Markers may not be utilized until brought back to town, where they can be sold or stored in the bank. Unless otherwise noted, loot markers are not game items and do not follow the rules of game items. When looting from another player, you may look at the player’s inventory. You may then decide to take 1 Item, or a number of coins equal to the current “Loot Factor” x the player’s level, but not both. The loot factor is set by the Quest Administrator and is usually a number between 1 and 10. The default loot factor is 5. Once a player has been looted, he may not be looted again until once again being killed.

PVP While the killing of other Player-characters is allowed, it is to be noted that it is also against the laws of the Crown. Looting from another player is considered theft. Both of these crimes are punishable by death (see the new ability: EXECUTE). However, players may wish to tread this path regardless of the laws of man. A note on PVP: While it is fun to add the element of danger and excitement that PVP can bring, it is important to remind players that it is not fun to be constantly killed by other players. Quests such as those created through Astral Adventures exist only through a cooperative environment. Excessive player killing can dissolve this environment quickly. Bottom line: Don’t be a jerk.

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Camping Some adventures are going to be particularly long and to help off-set the rigors of such arduous journeys, players will be allowed to set up Camp. A Camp is an area set up by the players as a resting point. A camp is established by finding a suitable area and stating “Camping” x 100 following by tearing the CAMP equipment card in half (or turning it in to a reeve). A maximum of 5 players may gain the benefits of a single camp, though a single player may only use the camp once. A camp token is required to set up a camp. A camp token is a circular, or disk shaped object at least 12” in diameter. It should clearly be labeled with the word “CAMP” or made to look like a campfire. Once the incantation is complete, the camp token is used to mark the center of the camp and affected players must stay within 10 feet of the marker. The camp grants the following benefits:

1) Any player may refresh all of their spells and abilities by remaining in the camp for a 300 count (5 min).

a. This includes per life abilities / spells. 2) If any member of the party has access to the Mend spell/ability, all damaged equipment may be

repaired by remaining in the camp for a 300 count. (The party member need only have access to Mend, the spell / ability is not actually used / cast).

3) The marker at the center of the camp acts as a Camp Fire (see Terrain: Darkness for more info) Camp tokens are removed / destroyed 10 minutes after they are activated.

Terrain In an Adventure, monsters and villains are not the only obstacles to overcome. Sometimes the environment itself poses a variety of challenges for the players. Below are the different types of terrain utilized by this system, how they are represented as well as their effects in the game. Water There are various types of water that can be encountered during an adventure. Water is generally represented by blue tarps/fabric/surveyor tape and has the following effects:

All players must WALK while in water. All players are considered FRAGILE while in water

In addition to the basic effects of water, there are several types of water that have additional effects:

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Deep Water Deep water represents deep pools of motionless or slow moving water and is marked to stand out from normal water.

Players wearing 1 or 2pts of armor must kneel while in this type of terrain and must keep 1 hand is free. Failure to do so results in death.

Players wearing 3 or more points of armor, OR who are affected by stone skin, ironskin, or gift of earth are instantly killed as soon as they set foot in the water. They may not be resurrected as their corpses sink to the bottom (exception: Summon Dead).

Players traveling through Deep Water always count as moving their feet, even if they are standing still.

Moving Water Moving water is usually represented by an arrow to show the direction of the water’s movement.

When moving through this water, the player must take 1 step in the direction of the arrow for each step that they take in any other direction.

The following spells / states have modified effects on targets when in water.

Frozen State: Target dies if in deep water. Stopped State: Target dies in a 10 count if in deep water, Target must take 1 step per second

downstream in moving water. Stunned State: Target dies in a 10 count if in deep water or moving water. Target must take 1

step per second downstream in moving water. Insubstantial State: Target ignores all effects of water Song of Freedom / Bear Strength: Target is treated as if not wearing armor. Additionally, target

may run while in any water and does not have to move downstream in while in moving water. Gift of Air / Water: Target is unaffected by water. The following enchantments are removed by Water: Gift of Fire, Flame Blade (Deep water

only). Darkness (Designated by reeve) Sometimes, an Adventure will take characters into areas of complete darkness. Darkness is alleviated by a Light Source. A light source will negate the effects of darkness within Line of Sight. While under the effects of darkness terrain, the following rules are observed:

Players must have 1 foot on the ground at all times (walk only). Failure to do so results in an automatic leg wound (player’s choice).

All projectiles and arrows fail. All spell balls fail once thrown.

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Verbal magic may not be used at a range greater than “Touch”. The following items are examples of Light Sources:

Torch (Destroyed when dropped or struck. May be used to light fires at a reeve’s discretion) Lantern (If struck, is destroyed and delivers a single wound to the torso of the person holding it.

This wound does not interact with worn armor. May be set down.) Sunstick (Destroyed if struck, only functions while held.) Light Spell (Enchanted item becomes a light source for five minutes. This enchantment is

removed if the item is destroyed). Any Spellball / Enchantment of the flame school or sorcery schools. Campfire

Purified Ground (White) Faith in the Radiance of the White Light is often focused and used to purify an area of land for some special purpose. Churches, Shrines, Temples, etc are often a source of power for those who know how to use it. While within the borders of Purified Ground the following effects are observed:

Verbal Magic and Abilities from the “Spirit” school become “CHARGE x 1”. This does not apply to Magic Items.

The “Cursed” state is ignored. Undead who enter the area are immediately affected as per the Shove spell and must move away

from the area. Some evil monsters may be unable to enter the area (Reeve’s discretion).

Defiled Ground (Black) Places of eternal darkness, these areas have been dedicated to the Shadow and are havens for beings of negative energy.

While within the borders of Unholy Ground, the following effects are observed:

Verbal magic and abilities from the “Death” School become “CHARGE x 1”. This does not apply to Magic Items

Players bearing the “Undead Minion” enchantment are no longer “FRAGILE” Players bearing the “Greater Undead Minion” enchantment gain 1 point of magic armor. Some good monsters may be unable to enter the area (Reeve’s discretion).

Indoors / Underground (Grey) Often times, an adventure will take a player into a structure, cavern, or some other area that shelters one from the outside world. While Indoors or Underground, the following effects are observed: At the reeve’s discretion, certain spells or abilities may not function (such as Call Lightning) Unless a Reeve says otherwise, Darkness will be in effect.

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Environmental Features Locks When someone wants to keep something safe and secure, they usually employ a lock. While there are all manner of locks in the world, they are going to fall under two categories: Normal Locks and Magical Locks. Locks are represented in the game by a pink ribbon tied around the object that is locked. A lock pick and a reeve are required to open these items. See New Skills: B&E for more information on opening locks. Normal Locks This covers all manner of locks that an adventurer might encounter. These locks have a rating from 1 to 6. Magical Locks These locks are made of exotic materials and some may actually employ powerful magics to make them more difficult to open. These locks have a rating of 7-12. Doors While traveling through cities and their buildings, adventurers are bound the run into doors. These doors may be locked or unlocked, wooden or metal. Doors will be represented by a waist-level barrier marked with a pink ribbon. This pink ribbon will have “UNLOCKED” written upon it. If it does not, then it is locked and a Reeve must be present in order to unlock it or break it down (as noted below). Common Doors These doors, denoted with a brown ribbon in addition to the pink, are made of wood or some other common material. While these doors are generally sturdy, they can be broken down by a determined individual. Armor Breaking / Destroying melee weapons may be used to destroy the door. Any other spell or game effect that destroys an object can be used to destroy a Common Door. Solid Doors Solid doors are made of very strong materials such as iron or solid stone and are denoted with a combination of grey and pink ribbons. These doors cannot be broken down by normal means. A siege weapon or powerful magics may be capable of breaking down these doors, at the Reeve’s Discretion

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Traps Often times, players or monsters will place traps to protect an area from intruders. These types of devices can range from annoying to terrifyingly lethal. Below are some examples of common traps. Boulders (Strike-legal boulders or logs) Boulder traps involve large objects (usually rocks) being dropped from higher elevations. Sometimes, the objects are tied to trees and swung at their targets. These weapons count as a siege weapon and will kill on contact. Pits A primitive trap, the pit is employed by everyone from savage races to highly intelligent spell casters. Pit Traps come in a variety of types, their effects listed below. Pits are initially hidden. A reeve will notify a player if he falls into a pit. Once the pit is discovered, a marker will be placed to show its location. Players affected by the INSUBSTANTIAL state are immune to Pits. At the Reeve’s discretion, certain enchantments, spells, abilities, or effects may prevent or mitigate damage from a pit. Shallow pit (Brown Tarp) Shallow pits are often hastily dug in an attempt to slow an opponent down. Though not very deep, a victim caught unaware can be injured badly by the fall. Anyone falling into this trap will take a wound to the leg (victim’s choice). Those protected by magic armor will take a single hit (to the leg if applicable). Deep Pit (Brown Tarp with “Deep”) Deep pits are often deeper than 10ft, and are often lined with spikes. Anyone who falls prey to this trap receives a wound to each hit location that is not stopped by armor. Anyone who survives the fall is trapped unless they have some means of escaping (Teleport, Rope, etc). A reeve will make the final call on the viability of any escape plan. Fire pit (Orange Tarp or Tarp with “Fire”) These shallow pits are filled with red-hot embers or, occasionally, magical fire. Anyone falling into these pits suffers a hit to each leg that is not stopped by armor. Tangle trap (A brown tarp with “Tangle”) These traps come in a wide array of types, but all have the same purpose: to slow up an enemy. Whether it is falling nets, caltrops, strangling vines, quicksand, etc the effect is the same. Anyone who steps into one of these traps takes becomes “STOPPED”. This effect is not stopped by any kind of armor and the player can only be freed as directed by the Reeve. Bottomless pit (A Black Tarp or Tarp with “Bottomless”) These pits are so deep, that it may seem as though they have no bottom (in the cases of some wizard’s traps they may actually have no bottom). A player that falls into this trap falls and keeps falling. The player is dead unless he has some other Reeve-approved method of escape. In addition, the player may not be brought back to life without the assistance of “SUMMON DEAD”.

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Quest Tokens Throughout the course of an adventure, Reeves will be awarding Quest Tokens. These tokens will be awarded for participating in a quest, surviving a quest, great character portrayal as well as for helping out and playing monsters and NPCs. Quest tokens are used to buy special things for you character. Things you can’t get with gold alone. The most prevalent of these are Expert Abilities. These skills are class-specific and allow a character to advance beyond the scope of the basic Rules of Play. Other things that can be purchased with Quest Tokens include things such as: The creation of magic items – Creating a magic item may require that the creator spend a number

of quest tokens. See the Non-fighting classes section for details on creating Magic items. Binding of magic items – Before a player can use a magic item, he must bind it to himself. This

costs 1 quest token for a Talisman and 3 quest tokens for an Artifact. Special, powerful magic items may require more quest tokens to bind, at the Administrator’s discretion.

Regional Equipment – When playing a joint campaign with multiple parks, players may be able to gain access to special, regional equipment. This equipment may only be purchased with Quest tokens earned AT THAT PARK. See the “Multi-Park Campaign” supplement for more information.

Changing your Registered Class – A player can change their registered class by paying 5 quest tokens. Doing this removes access to any Expert Abilities or Guildmaster abilities associated with the previous class and allows access to any expert abilities or guildmaster abilities associated with the new class (if applicable). See a quest administrator if you wish to change classes. **Note: The cost for changing classes may be modified by the quest administrator.

Players will generally earn 1-3 Quest tokens per quest day and they will generally be given out at the end of an adventure. Quest tokens cannot be traded or Looted.

Adventure Zones Adventures can often be quite large, requiring that it be broken into different “Zones”. Each of these zones will be overseen by a different reeve who will control all of the monsters and encounters within his area. See the “How to Run Adventures and Campaigns” supplement for more information on Adventure Zones.

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SECTION 3: New Classes This section details several new classes that players may utilize as well as adding a Race to your character. All new classes utilize a player's “Monster” or “Reeve” credits to determine level.

Bushi Garb: Silver Sash with Japanese Characters Armor: Up to 4 points Shields: None Weapons: Dagger, short, long, great Immunities: Gained at later levels Limitations: Ancestral Weapon Look the Part: Resistant to Projectiles 1/Refresh, Persistent Abilities and Traits: Levels 1st Harden (T) (Ancestral Weapon only) 2nd Armor Breaking (T) (Ancestral Weapon Only) 3rd Immunity: Flame(T) (Ancestral weapon only) 4th Fight After Death (ex) (1/Refresh)

Resistant to Projectiles (ex) (2/Refresh, Persistent) 5th Spell Ball Block (T) (Ancestral Weapon only) 6th Shield Crushing (T) (Ancestral Weapon only) Ancestral Weapon The Bushi’s Ancestral weapon is a treasured heirloom and a superb example of the weaponmaker’s art. Any weapon listed above may be designated as the Ancestral Weapon. Once this weapon is designated, it cannot be changed unless a new Ancestral weapon is made. A new Ancestral weapon costs an amount equal to the Bushi’s level x 30 gold. A Bushi may only ever own 1 Ancestral Weapon at a time. If the Bushi ever loses his Ancestral weapon (looting, permanent destruction, etc), he may do one of two things:

1) Continue without it – As a peasant until the Ancestral Weapon is returned or remade. 2) Remake the weapon – Make a new one as detailed above.

All of the above abilities affect only the Ancestral Weapon. They do not impart any other special abilities on the bearer of the weapon. For example: Enlightened Soul makes only the weapon immune to the effects of verbal magic, however, the owner can still be affected. In anyone else’s hands, the Ancestral Weapon will function as a normal weapon of its type. Additionally, the Bushi may use an Ancestral Weapon as a material component in the creation of a Magic Item (essentially adding additional magical properties to the weapon). Resistant to Projectiles (ex) T: Enchantment M: White Strip S: Protection I: “I am resistant to projectiles” x 3 E: The effects of the next projectile to strike the player are ignored as if they had not been hit. L: This ability does not work against siege weapons, or Phase Arrow.

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Swashbuckler Description: Swashbucklers represent the duelists, pirates, and musketeers of the past. They are a light fighter that relies on nimble reflexes and rapier wit to survive any encounter. Some are honorable, while others lead a less than reputable life, but they all share an innate skill and passion for the blade. Garb: Silver sash with a fleurs-de-lis displayed on garb. Armor: None Shields: None Weapons: Dagger, Short, Long, Heavy Thrown Look the Part: Agility 1/Life (T) Levels: 1st Acrobatic (T) 2nd Armor Breaking Strike (1/Life, Charge x 3) (Ex) 3rd Weapon Breaking Strike (1/Refresh, Charge x 5) (Ex)

Agility (1/Life) (T) 4th Missile Block (Weapons only) (T)

Bravado (2/Refresh) (T) 5th Armor Destroying Strike (1/Life) (Ex) 6th Insult 2/Life (Ex) Acrobatic (T) T: Trait E: Player is immune to the STOPPED state Agility (ex) T: Verbal S: Sorcery R: Self I: Player says "Agility" immediately after being hit by a weapon, projectile, or spell ball. E: Allows the player to ignore the previous hit as if it did not happen. Armor Breaking Strike (ex) T: Enchantment S: Sorcery R: Self I: “I shall find my enemy’s weakness” M: Red Ribbon E: Player must announce “Armor Breaking” to activate. The next melee attack by the player acts as per Armor Breaking. N: Does not discharge if the called blow misses or is blocked. If active, must announce “Armor Breaking” when engaging an enemy. Armor Destroying Strike (ex) T: Enchantment S: Sorcery R: Self I: “Even the greatest armor has holes” M: Red Ribbon

E: Player must announce “Armor Destroying” to activate. The next attack delivered by the player acts as per Armor Destroying. N: Does not discharge if the called blow misses or is blocked. If active, must announce “Armor Destroying” when engaging an enemy Bravado (ex) T: Enchantment S: Protection R: Self I: "I am the greatest ever" x 3 M: White Ribbon E: Player gains Resistant to Command. N: This enchantment is persistent and does not count against the number of enchantments a player may wear. Weapon Breaking Attack (ex) T: Enchantment S: Sorcery R: Self I: “I shall disarm my opponent” M: Red Ribbon E: Player states “Weapon Breaking” to activate. The next melee strike acts as Weapon Breaking. L: Has no effect against great weapons. N: Will not discharge unless it strikes a weapon. Hits count as a normal strike against a player, armor or shield. If active, must announce “Weapon Breaking” when engaging an opponent.

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Gypsy

Description: Professional travelers, these people are strongly attuned to the spirit world and practice their own brand of magic. Well known for their ability to tell the future and lay powerful curses on those who cross them, Gypsy’s are an enigmatic people who seem to know a little bit about everything. Garb: Pink Sash. Armor: None Shields: None Weapons: Dagger Look the Part: 1 Additional point of magic at the Gypsy’s highest level. Magic User: Gypsy’s may purchase five points of magic from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times.

Name Cost Max Frequency Type School Range 1st Level

Shove 1 - 1 / Life, Charge x3 Verbal Sorcery 20ft Heal 1 - 1 / Life Verbal Spirit Touch

Banish 1 - 1 / Life Verbal Spirit 20ft Release 1 - 1 / Refresh Verbal Sorcery Touch

Hold Person 1 - 1 / Life Verbal Command 20ft 2nd Level

Mend 1 - 1/Life Verbal Sorcery Touch Sever Spirit 1 - 1/Life Verbal Spirit Touch

Summon Corpse 1 - 1/Refresh Verbal Spirit 20ft Break Concentration 1 - 1/Refresh Verbal Command 20ft

3rd Level Awe 1 - 1/Refresh Verbal Command 20ft

Dragged Below 1 - 1/Refresh Verbal Death 20ft Wounding 1 - 1/Life Verbal Death 20ft

Suppress Aura 1 - 1/Life, Charge x 5 Verbal Command 50ft 4th Level

Terror 1 - 1/Refresh Verbal Death 20ft Lycanthropy 1 2 1/Refresh Enchantment Death Touch

Resurrect 1 5 1/Refresh Verbal Spirit Touch Curse Player* 1 - 1/Refresh, Charge x 5 Verbal Sorcery 20ft

Greater Release 1 - 1/Refresh Verbal Sorcery 20ft 5th Level

Agoraphobia 1 1 1/Refresh Verbal Command 20ft Steal Life Essence 1 1 1/Refresh Verbal Death Touch

Curse of Pain* 1 1 1/Refresh, Charge x 5 Verbal Sorcery 20ft Greater Heal 1 1 1/Refresh Verbal Spirit 20ft

6th Level Undead Minion 1 2 1/Refresh Enchantment Death Touch Finger of Death 1 2 1/Refresh Verbal Death 20ft

Curse of Vengeance* 1 4 1/Refresh Verbal Sorcery 50ft Dispel Magic 1 - 1/Refresh Verbal Sorcery 20ft

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Inquisitor Description: These individuals hunt the supernatural with what borders on obsession. The ends will always justify the means to an Inquisitor. Through a life of devotion to this task, they have developed skills and gathered knowledge that make them rather good at the job. Garb: Silver Sash with a Torch. Armor: Up to 2 points Shields: None Weapons: Dagger, Short, Long Look the Part: Protection from Magic 1/Refresh Levels: 1st Banish (1/Life, Charge x 5) (m)

Break Concentration (2/Life) (m) 2nd Planar Grounding (1/Life, Charge x 5) (m) 3rd Dispel Magic (2/Refresh) (m) 4th Dimensional Rift (2/Refresh) (m) 5th Suppress Aura (2/Refresh) (m) 6th Protection from Magic 1/Refresh

Kill it with Fire 1/Refresh Kill it with Fire! T: Verbal S: Sorcery R: 20ft F: 1/Refresh I: “Kill it with Fire!” x 1 E: Must be used immediately after delivering a wound that kills a player or triggers an ability that invokes a state other than death when receiving such a wound (Trolls Blood, Undead Minion, Gift of Air, etc). Target player is immediately Dead and Cursed. These states are not prevented by any ongoing magic or abilities. L: The player must be carrying a flame source in order to use this ability (Torch, Flameblade, etc).

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SECTION 4: Races At some point during character creation, players will want to portray a non-human character. Rather than create an overly complex method of creating bonuses and drawbacks for a variety of races, the folks currently overhauling the Dor Un Avathar have developed an elegant system for just this thing. In order to gain racial abilities, a player must costume themselves as that race well enough to qualify for a "Look the Part" bonus. If they do, they may swap out their class' normal Look the Part bonus for the racial one. In addition, this will also open up the option for the player to purchase Racial Expert Abilities. Please note that the costume requirements are the same for these Expert Abilities as well. Below is the relevant section from the Dor Un Avathar X, please visit them and support their efforts here:

https://www.facebook.com/groups/DorUnAvatharX/

Monster Race Alternative Look the Part A player may portray a standard class with a monster Race. The player would wear the garb and/or makeup for that race of sufficient quality to qualify for Look the Part. The Player would then gain access to an alternative Look the Part bonus, determined by their Race, that the player could use instead of the Look the Part bonus for their class. Players must still wear the required garb of their class.

Dwarf Garb: Beards, blocky looking armor/garb/shields. Description: Short and powerfully built, Dwarves have a reputation that defies their small size. Capable of the finest metal and stone crafting known to man, these bearded warriors are not to be taken lightly. As a race they possess a grim determination and an amazing constitution against threats both magical and mundane.

Alternate Look The Part Harden(Ex) (self-only) 2/Refresh

Catperson Garb: Cat masks, makeup, fur, tail Description: Catpeople are a race of feline humanoids that resemble many of the great cats such as lions, tigers or leopards. They are normally very refined in the field that they specialize in, be it the arts or war-oriented sciences. Catpeople take great pride in whatever they do.

Alternate Look The Part Blink (Ex) 2/Refresh

Elf Garb: Pointed ears Description: Elves are the longest lived of all the civilized races. Their thin limbs and beautiful features cause many races to underestimate the Elven Nation – much to the dismay of any enemy who has lost a war to the graceful elves.

Alternate Look The Part

Tracking (Ex) 1/Refresh, Charge x10

Dark Elf Garb: Sable/purple face paint, pointed ears Description: Long ago, the Dark Elves were driven out of the Elven cities and forced underground because of their worship of evil gods. Dark Elves take great pleasure at the destruction of anything good or bright, especially their surface dwelling cousins.

Alternate Look The Part Poison (Ex) (self-only) 1/Refresh, Charge x10

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Gnome Garb: Leather workman’s apron, Wok gloves. Suggested: Unkempt white hair and wild beard. Description: Small and wiry, this race of tinkers and inventors look at the world with rapt curiosity and see nothing but possibilities!

Alternate Look The Part Mend (Ex) 1/Refresh, Charge x 10

Half-Giant Garb: Anything that makes you look taller or larger. Description: These behemoths are very rare. Towering above the other races, they try to make their way in a world built for much smaller peoples.

Alternate Look The Part Large (T)

Half-Orc Garb: Green / Grey Facepaint, tusks. Description: Half-orcs have a difficult time blending in to society as their features tend to stand out. They can be quick to anger and are often discriminated against by more ‘civilized’ races.

Alternate Look The Part Scavenge (Ex) 1/Refresh, Charge x 10

Halfling Garb: Hairy Feet, Simple, comfortable, and practical clothes. Suggested: Long sideburns. Description: These short folk are generally very agreeable and have an obsession with food.

Alternate Look The Part Pass without Trace (Ex) 2/Refresh

Lepus Garb: Bunny ears, fluffy tails. Description: These creatures resemble werewolves, except that they’re rabbits.

Alternate Look The Part Leap (Ex) 2/Refresh

Lizardman Garb: Green tunic and facepaint or mask. Description: These tribal groups of sentient lizardfolk will occasionally cross paths with those of the other races. They often seem primitive in nature due to their lack of needing clothing, but their intelligence rivals that of the other races.

Alternate Look The Part

Free Hinged (Natural) Weapon Does not cost magic points.

Satyr Garb: Small Horns, furry leggings, bare chests, pan flutes. Description: Half-man, half-goat, these whimsical trouble makers are often found in the forest, causing trouble and playing music.

Alternate Look The Part

Song of Visit 1/Refresh, Charge x 10

Scalor Garb: Scales, make-up, or a scaly costume Description: These sentient sea-dwellers occasionally come onto land to trade with the other races. They are fantastic swimmers and fiercely territorial. If you qualify for Look the Part, you may, optionally, switch out your Look the Part bonus for the following ability:

Aquatic (T)

Skeleton Garb: Skull Mask or face makeup and black tunic Description: Intelligent undead that still cling to the world of the living.

Alternate Look The Part True Grit (ex) 1/Refresh

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Werewolf Garb: Lots of fur and fangs, garb details that identify the type of creature. Description: Whether naturally born, or victims of a dark curse, these shapeshifters can transform between man and beast. Often working together in packs, they are fierce hunters.

Alternate Look The Part

Lycanthropy (M,( Self Only) 1/Refresh

Vampire Garb: White makeup, fangs, Cloak. Description: These undead prey upon the other races, consuming their blood to survive.

Alternate Look The Part Vampirism (T), Enchantment limit is lowered by 1.

SECTION 5: New Abilities & Spells This section details new abilities from Monsters, New Classes, as well as Expert Abilities.

Disable Locks / Traps Skill can be used by: Anyone Cost to learn the skill: None, though equipment is required. This skill is useable by anyone and simply requires a lock pick. Whenever encountering anything that is locked or trapped, the user simply pulls out his lock picks, and counts “Disabling 1… Disabling 2… Disabling 9… Disabling 10”. Once finished, the Rating of the lock pick is compared to the rating of the Lock or Trap. If the rating is equal to or greater than the level of the lock or trap, it becomes disabled. NOTE: Assassins and Gypsies may add their Level to the Rating of any lock pick, to a maximum Rating equal to twice the lock picks original rating. (A 5th level assassin with a level 2 lock pick could utilize it at a Rating of 4. If the lock pick were a Level 5, then the Assassin could add all his levels for a total of 10.)

Curse Player T: Verbal S: Sorcery R: 20ft F: 1/Refresh, Charge x 5 I: “My power curses you x 3” E: Target player is affected by the ‘Cursed’ state.

Curse of Pain T: Verbal S: Sorcery R: 20ft F: 1/Refresh, Charge x 5 I: “May the curse of pain suppress your thoughts” x3 E: Target player is affected by the ‘Cursed’ and ‘Suppressed’ states.

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Curse of Vengeance T: Verbal S: Sorcery R: 50ft F: 1/Refresh I: “My vengeance makes thee cursed, fragile, and suppressed” x 1 E: Target player is affected by the ‘Cursed’, ‘Fragile’, and ‘Suppressed’ states. Caster is cursed. N: May only be cast immediately after dying. May only be used to target the player that killed the caster. Target is affected even if Frozen or Insubstantial.

Execute Useable by: Any Monarch, Champion, Knights. Uses: Monarch – 3/Refresh, Champion – 1/Refresh, Knight – 1/Refresh This ability allows the Law to punish criminals. It is used by killing a player while stating “Execute”. The player is killed and Cursed. In addition, the player loses all of the coins currently in his possession (minimum 10). If the player does not have at least 10 coins in his possession, the player instead loses at least 100 coins worth of equipment. If the player’s equipment is not worth at least 100 coins, he loses everything in his inventory and dies a pauper, alone and forgotten. These coins / items are then deposited into the Local Treasury as restitution for the offending crimes. Local officers may only use this ability in their own lands.

Light (New Spell) Level: Brd 1, Drd 1, Hlr 1, Wiz 1, Gyp 1 Cost: 1 Max: Unlim Uses: 1/Refresh Type: Enchantment School: Sorcery Material: Yellow strip and item to be enchanted Incantation: “My power shall light your way” Effect: Enchanted item is considered a Light Source as per the Darkness section. This enchantment is removed after a 300 count.

Rebounding Exceptional Equipment Trait Type: Trait School: Sorcery Effect: This is a trait that can be granted to a small shield through the creation of Exceptional Equipment by the Smith class. A shield with this trait is immune to the effects of magic balls. In addition, if a magic ball makes contact with the shield, it will remain active and affect the next target struck prior to contacting the ground. Once the magic ball touches the ground, the wielder of the shield has 2 seconds to pick up and immediately throw the spellball, which is considered active once again.

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Guildmaster Abilities Guildmasters gain access to a special ability that allows them to assist other members of their guild. These abilities may not be used at a range of ‘Self’. Guildmaster: Archer (ex) T: Verbal S: Sorcery R: Touch F: 1/Life, Charge x 3 I: “Your guild comes to your aid” E: Choose one of the following effects: 1) Target Archer’s ‘Reload’ ability is immediately recharged. 2) Target Archer’s Bow is immediately affected as per “Mend” 3) Target Archer using the ‘Sniper’ ability is allowed to immediately charge one arrow of their choice. Guildmaster: Assassin (ex) T: Verbal S: Sorcery R: Touch F: 1/Life, Charge x 3 I: “Your guild comes to your aid” E: Choose one of the following effects: 1) Target Assassin is immediately affected as per the ‘Poison’ ability 2) Target Assassin immediately gains a single use of ‘Blink’ Guildmaster: Barbarian (ex) T: Verbal S: Sorcery R: Touch F: 1/Life, Charge x 3 I: “Your guild comes to your aid” E: Choose one of the following effects: 1) Target Barbarian is immediately affected by “Blood and Thunder” 2) Target Barbarian is affected by “Fight After Death” the next time they are killed. This will not

function if the barbarian is suppressed when killed. Guildmaster: Bard / Druid / Healer / Wizard (ex) T: Verbal S: Sorcery R: Touch F: 1/Life, Charge x 3 I: “Your guild comes to your aid” E: A single magic, purchased by the Guildmaster, is removed from his/her spell list and added to the list of the Target. N: This will not function if the chosen spell has been modified by an Archetype. The transferred spell must be noted on both the Guildmaster and Target’s spell sheet. This transfer lasts until the end of the quest day. May not be used to grant a player more than the maximum number allowable of a particular magic. The target must be a member of the Guildmaster’s Guild (ie, Bard, Druid, Healer, Wizard, as appropriate).

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Guildmaster: Monk (ex) T: Verbal S: Sorcery R: Touch F: 1/Life, Charge x 3 I: “Your guild comes to your aid” E: Choose one of the following effects: 1) Immediately recharges the ‘Sanctuary’ ability of the Target Monk 2) Immediately recharges the ‘Resurrect’ ability of Target Monk. Guildmaster: Scout T: Verbal S: Sorcery R: Touch F: 1/Life, Charge x 3 I: “Your guild comes to your aid” E: Choose one of the following effects: 1) Immediately recharges the ‘Tracking’ ability of the Target Scout 2) Immediately recharges the ‘Release’ ability of the Target Scout 3) Target scout is immediately affected by ‘Adaptive Blessing’. Guildmaster: Warrior T: Verbal S: Sorcery R: Touch F: 1/Life, Charge x 3 I: “Your guild comes to your aid” E: Choose one of the following effects: 1) Immediately recharges the ‘Shake it off’ ability of the Target Warrior 2) Target Warrior is immediately affected as per ‘Shake it off’ 3) Target warrior is immediately affected as per ‘Mend’.

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EXPERT ABILITIES By spending Quest Tokens, character can gain access to powerful and rare skills. These skills are detailed below. Each of these skills costs Quest tokens to purchase. Each additional Expert Ability purchased will have an increased cost. Once a player has purchased all of the expert abilities for their class, they may purchase the class' Final Ability. Your quest administrator may adjust the cost of these abilities at the beginning of the campaign. When calculating costs for expert abilities, only active abilities are used. Inactive abilities from changing classes are not considered.

Expert Ability Cost

Racial / 1st Class 6 Quest Tokens 2nd Class 8 Quest Tokens 3rd Class 10 Quest Tokens Final Class 12 Quest Tokens

Anti Paladin Juggernaut – Anti Paladin Expert Ability The Anti-Paladin has so tapped into his hatred for others, that his mind becomes focused on destruction. So powerful is his rage, that almost nothing can stop him. The player gains Resistance: Subdual 1/Life

Lord of Darkness – Anti Paladin Expert Ability Once per game, the Anti-Paladin can call on the forces of Darkness to desecrate holy ground by stating “Let darkness corrupt this place” x 5. Holy Ground within 20ft of the Anti Paladin is dispelled. The Anti-Paladin also gains Undead Minion 2/Refresh. Lord of Fire – Anti Paladin Expert Ability The player may cast Flame blade (Self only) 1/Refresh. Lord of Death – Anti Paladin Expert Ability (Final) The player may cast Greater Undead Minion 2/Refresh.

Archer Eye of the Owl (T) – Archer Expert Ability An archer with this ability may fire arrows normally while under the effects of darkness. Ironwood Bow (Ex) – Archer Expert Ability The archer gains Harden (1/Life) EX (self only). Phase Arrow (Ex) – Archer Expert Ability The Archer gains an additional Phase Arrow.

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Specialist (T) – Archer Final Ability At the start of the quest day, choose one of the following arrow types: Destruction, Poison, or Pinning. The arrow selected is the only type of special arrow the archer may use. The Archer gains 3 of this arrow at levels 1, 3 and 5, and 2 of these arrows at levels 4 and 6 as well as being awarded an additional arrow for Look the Part. A 6th level archer with a Look the Part bonus would have 14 specialty arrows, but they must all be the same type.

Assassin Amazing Reflexes (ex) – Assassin Expert Ability T: Enchantment S: Protection R: Self F: 1/Life I: “My body is nimble, My mind is sharp” x 3 E: Player ignores the effects of the next trap that would affect him/her. Persistent until discharged. Blind fighter (T) – Assassin Expert Ability The assassin may ignore the effects of darkness. Phase Strike (Ex) – Assassin Expert Ability T: Enchantment S: Sorcery R: Self F: 1/Refresh M: Red Strip I: “Everything has a weak spot” x 3 E: The next strike to a player dealt by the bearer in melee combat does not interact with any ongoing magic or abilities. Must announce “Phase” when engaging an enemy. Knife Fighter (T) – Assassin Expert Ability (Final) Player’s weapons are considered “Armor Breaking” as long as they are under 24” in total length.

Barbarian Great Hurl (ex) – Barbarian Expert Ability T: Enchantment (ex) S: Sorcery R: Self F: 1/Refresh I: Immediately prior to throwing a rock with 2 hands – “Siege” E: Rock thrown two handed acts as a siege weapon. N: This enchantment is removed once a rock has been thrown as a siege weapon. Persistent until used / dispelled. Killing Machine (T) – Barbarian Expert Ability Player gains Fight After Death 2/Refresh (ex) Ambulent

Hulk Out (ex) – Barbarian Expert Ability Player may cast Bear Strength 1/Refresh, Range: Self.

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Crushing Blow (ex) – Barbarian Expert Ability (Final) T: Enchantment (ex) S: Sorcery R: Self F: 1/Refresh M: Red Strip I: “Nothing can stand before me!” x 3 E: The next blow dealt by the bearer in melee combat acts as a siege weapon. This enchantment is removed once used.

Bard Banshee’s Wail (T) – Bard Expert Ability The spell Agoraphobia becomes Charge x 5 Squirrel! (T) – Bard Expert Ability The spell Break Concentration becomes Charge x 3 War Musician (T) – Bard Expert Ability If the bard carries field legal equipment (could even be a weapon) that legitimately looks like a musical instrument (reeve’s discretion) The Bard gains 1 additional point of magic at the highest level.

Dance of Death (T) – Bard Expert Ability (Final) Ambulent becomes 2/Life.

Bushi Spirit Blade (Ex) – Bushi Expert Ability The Bushi may cast Banish 1/Life. Tea Ceremony (Ex) – Bushi Expert Ability T: Enchantment S: Protection R: Touch F: 1/Refresh M: White Strips (up to 5) I: “Clear your minds and focus on inner peace” x 3 E: Up to 5 players (including the Bushi) are granted Resistance: Command Masterful Caligraphy (M) – Bushi Expert Ability The Bushi can choose to create a single scroll from the following list each Quest day:

Mend Heal Release

All scrolls use the incantation “I read from a scroll of Mend/Heal/Release” x 1

Demon Mempo (M) – Bushi Expert Ability (Final) The Bushi may cast Terror 2/Refresh.

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Druid Elemental Alignment (T) – Druid Expert Ability The Druid may choose 1 of the following Elements to align himself with. This may never be changed, and the Druid may never have more than 1 of these abilities.

Earth Druid Entangle becomes “Max 4” Gift of Earth becomes “Self / Touch” Player may not purchase “Attuned” or “Essence Graft” Player may have an unlimited number of golems

Fire Druid

Heat Weapon becomes “Charge x 1” Flameblade becomes “Range: Touch/Self” Gift of Fire becomes “Range: Touch/Self”

Water Druid

Heal becomes “Charge x 3” Gift of Water becomes “Range: Touch/Self” Icy Blast becomes “Charge x 3”

Lord of Nature (T) – Druid Expert Ability Animals, Fey and Nature-aligned Creatures (at reeve’s discretion) will not attack the player unless directly provoked. Additionally, the player may cast Awe 1/Refresh while in a forest. Must announce the presence of this ability to NPC’s when appropriate. Nature’s Wrath (M) – Druid Expert Ability Player may cast Grasping Tentacles 1/Refresh Shapeshifter (M) – Druid Expert Ability (Final) T: Enchantment S: Sorcery R: Self F: 1/Refresh I: “My body is formed by my mind” x 3 E: Player gains the following:

2 points of natural armor Regeneration Immunity to Command Choose one of the following ability sets:

o Shadowstep 1/Life (Charge x3) o Blink 1/Life (Charge x 3) o Poison 1/Life (Charge x 3) o May use Short Weapons

o Immunity to Subdual o Adrenaline (unlimited) o May use short

weapons(considered Armor Breaking)

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L: Player may not wear any enchantments from any source while under the effects of this ability. Player loses the ability to activate magic items or cast any Druid Magic while under the effects of this ability.

Gypsy Gypsy Dancer (T) – Gypsy Expert Ability The player gains Ambulet (m) 2/Life.

Ghost Whisperer (T) – Gypsy Expert Ability The player has the ability to speak with players affected by the Dead state. Dead players still won’t recall the five immediately preceding their death.

Gypsy Brew (M) – Gypsy Expert Ability The player can make three Potions of Adaptive Blessing each quest day for free. Fortune Teller (ex) – Gypsy Expert Ability (Final) T: Verbal S: Sorcery R: Self F: 1/Refresh I: “I gaze through the veil to know its secrets x 3” E: The player may ask up to three simple questions about a quest, monster, or player of the reeve. The reeve will answer truthfully, though the answer may be cryptic in nature. This spell lasts for a maximum of 100 seconds.

Healer Herbalist (m) – Healer Expert Ability The player can make three Potions of Heal each quest day for free.

Annointed (T) – Healer Expert Ability Blessing against Wounds becomes Range: Touch/Self Purify / Defile Ground (M) – Healer Expert Ability T: Verbal S: Spirit / Death Range: Self F: 1/Game M: White / Black spell strips to mark the area I: “Let the white light [purify/abandon] this place” x5 E: An area 10ft radius around the caster becomes Blessed / Cursed Ground (see Terrain for more details). This area is static and does not move and lasts for 10 minutes. May alternatively be used to cancel the opposing terrain (Purify to remove Defiled, etc) N: The healer must choose either Purify or Defile and may not change without the administrator’s approval. L: This ability may not be used more than once per quest day for any reason.

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Deific Icon –Healer Expert Ability (Final) The player gains a magic item at least 18” long that is shaped / designed as a symbol of his/her faith. While holding this item, the Healer’s charge incant iterations are reduced by 1 (ie, Charge x 3 becomes Charge x 2).

Inquisitor Close the veil (T) – Inquisitor Expert Ability Planar Grounding becomes “Charge x 5”

Interrogation (ex) – Inquisitor Expert Ability Type: Verbal S: Sorcery R: Touch F: 1/Life, Charge x 5 I: “I will make you talk” x 3 E: Player may ask 1 yes or no question of a Player or Monster, which must be answered truthfully. The target must be subdued or otherwise incapable of combat (including frozen and insubstantial).

Monster Lore (Ex) – Inquisitor Expert Ability T: Verbal S: Sorcery R: Self F: 1/Life I: “I think I read about this in a book somewhere” x 1 E: Player may ask a reeve 3 yes/no questions about a monster, a monster’s abilities, or a monster’s weaknesses. Purification (Ex) – Inquisitor Expert Ability (Final) Kill It With Fire! becomes ‘Charge x 5’

Merchant Appraisal (Ex) – Merchant Expert Ability T: Verbal S: Sorcery R:Self F:3/Refresh I: “Show me your secrets” x 3 The player is able to “identify” a unique item. This may require the assistance of a reeve / administrator and may usually only be done in town. Using this ability costs the player 3 coins. This will identify the unique properties of the item as well as the name of the person to whom it is bonded. Master Negotiator (T) – Merchant Expert Ability The merchant gains an additional 5% discount when buying items from NPC vendors. This includes the local store (run by the administrator), the Merchant Network ability, or from the Importer ability. Expanded Network (T) – Merchant Expert Ability The merchant is able to purchase up to 2 additional random items when using the Merchant Network ability. Importer (T) – Merchant Expert Ability The merchant may purchase up to 100 coin worth of standard equipment from the local Administrator, even if they are not in stock. This represents the merchant’s ability to import goods to the area.

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Monk Blind Fighter (T) – Monk Expert Ability The monk may ignore the effects of Darkness Iron Fists (T) – Monk Expert Ability The monk may carry two daggers that are considered natural weapons. These weapons are not subject to effects that target weapons or equipment in general (Weapon Destroying, Heat Weapon, etc). These daggers may not be held in the hands while in sanctuary, but may otherwise be carried as if they were not weapons. Master of the Wind (T) – Monk Expert Ability The monk is immune to the effects of Pits, Water, and other, ground-based traps. Additionally, the monk is immune to anything the reeve determines to be a wind- or air-based effect. Spell Ball Deflection After successfully blocking a spell ball with his/her hand(s), the player has 2 seconds to retrieve the spell ball and throw it back at the caster. The spell ball is considered active once thrown. Paladin Driven (Ex) – Paladin Expert Ability T: Enchantment S: Prot R: Self F: 2/Refresh I: “Let nothing stop me in my quest” x 3 M: White Strip E: Player gains Resistant to Subdual Gift of the Phoenix (m) – Paladin Expert Ability Player gains Phoenix Tears (1/Refresh) (M), Self Only. Inner Light (m) – Paladin Expert Ability T: Enchantment S: Spirit Range: Self F: 1/Refresh, Charge x 10 I: “May the White Light shine” x 3 M: Yellow strip E: Player becomes a Light source. May Charge other players’ magic or abilities by stating “May my light focus your thoughts” x1 (Range: touch, unlimited uses until the enchantment expires). N: This enchantment is removed after a 100 count. Lord of Life – Paladin Expert Ability (Final) Resurrect becomes 1/Refresh, Charge x 10 Player may cast Greater Resurrect 2/Refresh.

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Racial Expert Abilities Human - Racial Expert Ability Player chooses 1 non-enchantment spell or ability from 1st, 2nd, or 3rd level. This spell or ability acts as if affected by the "Experienced" metamagic. Catperson - Racial Expert Ability The player may ignore the effects of Darkness. Dark Elf - Racial Expert Ability Player gains Shadow Step (ex) 1/Refresh, Charge x 4 Dwarf - Racial Expert Ability Player gains Mend (ex) 2/Refresh Elf - Racial Expert Ability Tracking from Look the Part becomes 1/Life OR gain 1 point of Magic at the highest level. Half-Giant – Racial Expert Ability Player may use Rocks Half-Orc - Racial Expert Ability Player gains 1 point of natural armor (T) (may not be combined with magic or worn armor). Player must wear a white ribbon. Halfling – Racial Expert Ability Player may loot by saying “Looting” x5 instead of the normal x10 Lepus – Racial Expert Ability Player gains Blink (ex) 1/Refresh, Charge x 10 Lizardman – Racial Expert Ability Player gains Poison (ex) 1/Refresh, Charge x 10 Satyr – Racial Expert Ability Player gains Insult (ex) 1/Refresh, Charge x 10 Scalor – Racial Expert Ability Player gains Entangle (m) 1 Ball, 1/Life Charge x 3 (Simulates Neting) Skeleton – Racial Expert Ability Player treats Mend as Heal Werewolf – Racial Expert Ability Player gains Lycanthropy 1/Refresh(m)(Self Only) Vampire – Racial Expert Ability Player gains Awe (m) 1/Refresh, Charge x 10

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Sage Appraisal (Ex) – Sage Expert Ability T: Verbal S: Sorcery R:Self F:3/Refresh I: “Show me your secrets” x 3 The player is able to “identify” a unique item. This may require the assistance of a reeve / administrator and may usually only be done in town. Using this ability costs the player 3 coins. This will identify the unique properties of the item as well as the name of the person to whom it is bonded.

Exotic Materials Mastery (T) – Sage Expert Ability Player may create 1 additional exotic material each quest day.

Arcane Library – Sage Expert Ability While in town, and at the Reeve’s discretion, the Sage may ask up to 5 yes/no questions each quest day pertaining to a monster, quest, terrain, or item. Legendary Crafter – Sage Final Ability The sage adds +4 to their level when determining the highest level of magic item they can create. Scout Guerilla (ex) – Scout Expert Ability Player gains Teleport (ex) 1/Refresh and Shadowstep becomes Charge x 5.

Grizzled Veteran (T) – Scout Expert Ability The scout may add “Traps” to the list of resistances selectable with Adaptive Blessing. Additionally, Hold Person becomes Charge x 5. Keen Senses (ex) - Scout Expert Ability T: Verbal S: Sorcery R: Self F: 1/Refresh I: “My senses reveal what is secret” x 3 E: The player may ask up to three simple questions about a quest, monster, or player of the reeve. The reeve will answer truthfully, though the answer may be cryptic in nature. This spell lasts for a maximum of 100 seconds. Expert Tracker – Scout Expert Ability (Final) Tracking becomes “Charge x 1”

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Smith Appraisal (Ex) – Smith Expert Ability T: Verbal S: Sorcery R:Self F:3/Refresh I: “Show me your secrets” x 3 The player is able to “identify” a unique item. This may require the assistance of a reeve / administrator and may usually only be done in town. Using this ability costs the player 3 coins. This will identify the unique properties of the item as well as the name of the person to whom it is bonded. Exotic Materials Mastery (T) – Smith Expert Ability The player may create 1 additional exotic material each quest day. Smithing Mastery (T) – Smith Expert Ability The player add +1 to their level when determining the highest level of exceptional item they can create Legendary Smith (T) – Smith Final Ability The player adds +3 to their level when determining the highest level of exceptional item they can create

Swashbuckler Witty Repartee (ex) – Swashbuckler expert ability The player may cast Insult 2/Life Dread Pirate (ex) – Swashbuckler expert ability The player may cast Awe 2/Refresh Master of the Sea (T) – Gain bonuses in the water or on ship combat. The player may always run while in water. Additionally, the player may gain additional advantages when participating in water, ship, or other nautical environments.

Arterial Strike (ex) – Swashbuckler expert ability (Final) The player gains poison 2/Refresh

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Warrior Epic Trophy – Warrior Expert Ability This is actually four abilities and each can be taken multiple times. The cost of these abilities is one half as much as normal, but, in addition to paying the Quest Tokens, the Warrior must also defeat a particular monster. This does not have to be a one-on-one fight, he just has to participate in the killing. Multiple warriors can benefit from the same monster quest. Each time the warrior pays the Quest Tokens and successfully defeats the particular monster, he may choose 1 piece of equipment from the appropriate list. This item is considered Bound and may not be bound to another. If all of the items are carried in the set, an additional ability is granted. All items must be worn / carried in order to use the bonus ability. In addition, the item must be represented by a special piece of equipment. (ie, Dragon Scale Armor should look like armor made of scales, etc. Be creative. The GM:R has the final say on the appearance of the new equipment.) Epic Trophy: Dragon slayer Monster to Defeat: Dragon Equipment Options:

Dragon scale Armor (up to 5pts) : Armor is immune to the Flame School. Dragon scale Shield (up to Medium) : Shield is affected as per Imbue Shield. Dragon tooth Spear: Stabbing only weapon up to 72” in. Is considered Hardened Also Armor

Breaking. All three: Warrior gains the ability to carry and use a single Fireball. Only one spellball may be

carried. As the spell Fireball. Epic Trophy: Giant Mauler Monster to Defeat: Giant / Titan Equipment Options:

Titan cloth armor (up to 2pts) : Armor is affected as per Pro Projectiles Titan’s Hammer: Warhammer (Up to 72”). 2/Refresh will impart the STUNNED state if it

strikes a shield. This state lasts for 30 seconds. The player must state “Stunned” upon striking the shield.

Lightning Javelin: Yellow Javelin that strikes as a lightning bolt when thrown. This ability can be used 1/Life. Must carry a Red Strip when active.

All Three: 1 Siege Strike per life. May only be used with the Titan’s Hammer. Must state “Siege” immediately prior to attacking the target.

Epic Trophy: Demon Killer Monster to Defeat: Demon Equipment Options:

Demon skin armor (up to 3pts): Warrior affected as per Regeneration Demon blade: Sword (up to 48”) gains Armor Breaking Demon-barbed chain: Flail affected as per Poison 1/Life. All three: Warrior is affected as per Pro-Flame.

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Epic Trophy: Death’s Bane Monster to Defeat: Powerful undead Equipment Options:

Deathsteel Plate (up to 6pts): Warrior is affected as per Pro-Death Deathsteel shield: Shield affected as per Harden. Allows casting of Fear 1/Life. Deathsteel Blade: Sword (up to 48”). Enemies killed by the blade are Cursed All three: An enemy player that the Warrior has just slain is affected as per Undead Minion. This

player then serves the warrior for the remainder of that life. May be used 1/Refresh Epic Trophy: Fae’s Demise Monster to Defeat: Powerful Fae Equipment Options:

Fairy Chain (up to 4pts): Armor is immune to Magic Faeblades: Twin daggers that ignore the Insubstantial State. Must announce “Faeblades” before

engaging. Unseelie Masque: Mask (covering 50% of the face) that counts as if wearing a heavy helm.

All three: Shadow Step 1/Refresh Wizard Soul Devourer (T) – Wizard Expert Ability Steal Life Essence becomes 2/Life, Charge x 3 Massive Spellbook (T) – Wizard Expert Ability Player may create up to 3 scrolls of Innate each quest day. These scrolls function as a Potion of Refreshment and may only be used by the creator. Military Magus (T) – Wizard Expert Ability The maximum number of times each spellball may be purchased is increased by 1. Wizard Staff (T) - Wizard Final Ability The player has completed all six of his wizarding trials and now receives his Wizard Staff. The player may carry a double ended great weapon no longer than 6.5 feet. Additionally, the player gains 2 points of magic at their highest level.

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Section 6 - Non-Fighting Classes This section details several classes designed to give non-fighters a chance to play an active role in our Adventures.

Players who chose to register as one of the following classes will be unable to participate in combat, but will still be able to participate in an in-depth and exciting way, taking part in commerce, politics, storylines and many other aspects of the game. Players may use either “Color” or “Reeve” credits to determine levels for these classes.

Non-fighting classes will be allowed at the discretion of the Administrator.

Merchant Garb: Gold Sash with a black “M” Armor: None Shields: None Weapons: None Immunities: None Abilities and Traits: Non Combatant (See Below) Levels 1st Negotiation (5)

Store Size (20) 2nd Negotiation (7)

Store Size (40) Merchant Network 1

3rd Negotiation (10) Store Size (60)

4th Negotiation (12) Store Size (80) Merchant Network 2

5th Negotiation (15) Store Size (100)

6th Negotiation (20) Store Size (120) Merchant Network 3

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Merchant Abilities Defined Non-Combatant – A class with this trait must refrain from combat. Others are forbidden from engaging with a non-combatant in combat or otherwise using any abilities or magic upon them. There are only two exceptions to this:

1) Resurrect/Greater Resurrect 2) Killing a Non-Combatant. Any player may kill a non-combatant so long as he has no active

defenders or bodyguards within 20 feet of him. This is done by stating “[Non-fighting class] You’re dead”. The attacking player must have a weapon and be within 10ft of the non-combatant to do this. “Active” Defender / Bodyguard refers to any player that is capable of combat (ie, not frozen, stunned, insubstantial, etc). The reeve has the final say on whether or not a player is considered “Active”.

Negotiation – This skill allows the merchant to haggle better than other folk. The number in parentheses is the percentage discount that the merchant receives. The final price is rounded to the nearest coin. Store Size – As the merchant becomes more skilled and more successful, he will be able to hold a larger store in the marketplace. Each level of this ability allows the merchant to hold a larger inventory. The number in parentheses is the number of items that may be kept in the “Store”. Items in the “Store” may not be looted unless the Merchant is in town. For this reason, these items must be identifiably separated from the player’s regular inventory (Such as in a separate bag/envelope, etc) Merchant Network – As a merchant gains experience, he will begin to collect contacts who regularly sell to him. This ‘network’ of suppliers allows the merchant to get his hands on rare and valuable items for his shop. Each level of this ability will earn the merchant 1 item that he has the option to purchase and place in his store. These items will be presented by the Administrator. The prices presented are non-negotiable and the merchant is not required to buy any of the items.

Main 

1‐5  Potion 

6‐10  Scroll 

11‐12  Weapon 

13‐14  Shield 

15‐16  Armor 

17‐18  Talisman 

20  Artifact 

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Merchant Network Item Tables

Potions  Cost  Scrolls  Cost 

1  True Death  5  1‐5  Mend  5 

2‐5  Healing  5  6  Amplification  5 

6‐7  Refreshment  10  7  Harden  10 

8‐9  Poison  10  8‐11  Release  10 

10‐11  Barkskin  15  12  Greater Release  15 

12‐13  Bear Strength  15  13  Prot. from Projectiles  15 

14  Regeneration  30  14  Teleport  20 

15  Restoration  30  15  Prot. from Flame  20 

16  Stoneskin  35  16  Prot. from Magic  25 

17  Lycanthropy  35  17  Resurrect  25 

18  Ironskin  40  18  Word of Mending  30 

19  Troll Blood  40  19  Greater Resurrect  30 

20  Phoenix Tears  40  20  Naturalize Magic  30 

Weapon Type  Cost  Weapon Properties Additional 

Cost 

1‐3  Dagger  5  1‐8  Hardened  +50 

4‐9  Short  10  9‐12  Flame‐Proof  +75 

10‐11  Long  15  13  Magic‐Proof  +125 

12‐13  Flail  10  14‐15  Armor Breaking  +125 

14‐15  Great  35  15‐16  Shield Breaking  +175 

16  Javelin  10  17  Poisoned  +250 

19  Light Thrown  5  18  Armor Destroying  +300 

17‐18  Heavy Thrown  10  19  Shield Destroying  +350 

20  Arrow  5  20  Life Stealing  +400 

Shield Type 

Base Cost   

Shield Properties Additional 

Cost 

1‐8  Small  15  1‐9  Hardened  +50 

9‐16  Medium  20  10‐15  Flame Proof  +75 

17‐20  Large  30  15‐17  Beguiling  +125 

18‐19  Magic Proof  +175 

20  Rebounding  +250 

Please note that costs are subject to the discretion of the Quest Administrator!

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Merchant Network Tables

Armor Type Base Cost   

Armor Properties Additional 

Cost 

1‐9  1pt  10  1‐9  Imbued  +50 

10‐14  2pt  25  10‐12  Flame‐Proof  +75 

15‐16  3pt  50  13‐15  Magic‐Proof  +125 

17‐18  4pt  60  16  Freedom  +125 

19  5pt  75  17  Regeneration  +175 

20  6pt  100  18  Phoenix  +250 

      19  Ancestral  +250 

         20  Reaping  +250 

Talismans  Cost 

1‐2  Amulet of Force  15 

3‐4  Amulet of Tracking  15 

5‐6  Amulet of Teleport  15 

7‐8  Amulet of Shadows  15 

9  Amulet of Survival  75 

10‐11  Bracelet of Solidity  25 

12  Bracelet of Anti‐Magic  25 

13‐14  Wand of Release  40 

15‐16  Wand of Healing  40 

17‐18  Wand of Mending  60 

19  Bracelet of Stoneskin  60 

20  Wand of Extension  250 

Artifacts  Cost 

1‐2  Andalsa's Lament  75 

3‐4  Ankh of Ran  75 

5‐6  Homestone  150 

7‐8  Cloak of Enigmas  150 

9‐10  Nuntius Staff  150 

11‐12  Shield of the Chosen  150 

13‐14  Sword of Flame  150 

15  Micheal's Hammer  250 

16‐17  Helm of Willpower  250 

18  Phase Blade  350 

19  Staff of Light  350 

20  Singing Sword  350 

Please note that costs are subject to the discretion of the Quest Administrator!

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Sage Garb: Gold Sash with a black “S” Armor: None Shields: None Weapons: None Immunities: None Abilities and Traits: Non-Combatant Levels: 1st Crafting Proficiency (10)

Craft Magical Items 2nd Crafting Proficiency (20)

Exotic Materials Knowledge (1) 3rd Crafting Proficiency (30) 4th Crafting Proficiency (40)

Exotic Materials Knowledge (2) 5th Crafting Proficiency (50) 6th Crafting Proficiency (60)

Exotic Materials Knowledge (3) Crafting Proficiency (##): This skill allows the player to create equipment equal in value to the number in parentheses each quest day. Only the highest level of this ability is used (ie, they don’t stack). If the equipment being created costs more than the allowable amount, the sage may spend coin to make up the difference. See the local administrator to use this ability. Craft Magic Items: This skill allows the Sage to create Potions, Scrolls, Talismans, and Artifacts of a level equal to their own. See the Item Creation Chart for items, levels, and exotic materials costs. Costs for these items may be adjusted by the Administrator. When creating magic items, Quest Tokens may be used in lieu of Exotic Materials. These quest tokens may only come from another player if the resulting item is also bound to the player upon creation. This ability also allows the Sage to bond one unique item per Sage level each quest day. Exotic Materials Knowledge (#): This skill allows the sage to refine exotic materials, creating a number of them each quest day equal to the number in parentheses. See the local administrator to use this ability. Non-Combatant – A class with this trait must refrain from combat. Others are forbidden from engaging with a non-combatant in combat or otherwise using any abilities or magic upon them. There are only two exceptions to this:

1) Resurrect/Greater Resurrect 2) Killing a Non-Combatant. Any player may kill a non-combatant so long as he has no active defenders or

bodyguards within 20 feet of him. This is done by stating “[Non-fighting class] You’re dead”. The attacking player must have a weapon and be within 10ft of the non-combatant to do this. “Active” Defender / Bodyguard refers to any player that is capable of combat (ie, not frozen, stunned, insubstantial, etc). The reeve has the final say on whether or not a player is considered “Active”.

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Magic Item Creation Charts Magical Equipment  Level  Materials  Gold Potions  Level  Materials  Gold

Sunstick  1  0  20  True Death  1  0  5 

Grimoire (5)  1  0  20  Healing  1  0  5 

Grimoire (10)  2  0  30  Refreshment  2  0  10 

Grimoire (15)  3  0  50  Poison  2  0  10 

Grimoire (20)  4  0  80  Barkskin  3  0  15 

Grimoire (25)  5  1  120  Bear Strength  3  0  15 

Grimoire (30)  6  1  150  Regeneration  4  1  30 

Magic Focus +1  7  2  50  Restoration  4  1  30 

Magic Focus +2  8  3  75  Stoneskin  5  1  35 

Magic Focus +3  9  4  100  Lycanthropy  5  1  35 

Magic Focus +4  10  5  200  Ironskin  6  1  40 

Troll Blood  6  1  40 

Talismans / Artifacts  Level  Materials  Gold Phoenix Tears  6  1  40 

Amulet of Force  1  3  15 

Amulet of Tracking  1  3  15  Scrolls  Level  Materials  Gold

Amulet of Teleport  1  3  15  Mend  1  0  5 

Amulet of Shadows  1  3  15  Amplification  1  0  5 

Bracelet of Solidity  2  5  25  Harden  2  0  10 

Bracelet of Anti‐Magic  2  5  25  Release  2  0  10 

Wand of Release  3  7  40  Greater Release  3  0  15 

Wand of Healing  3  7  40  Prot. from Projectiles  3  0  15 

Amulet of Life  3  7  40  Teleport  4  1  20 

Bracelet of Stoneskin  4  9  60  Prot. from Flame  4  1  20 

Wand of Mending  4  9  60  Prot. from Magic  5  1  25 

Andalsa's Lament  4  9  75  Resurrect  5  1  25 

Ankh of Ran  4  9  75  Word of Mending  6  1  30 

Amulet of Survival  4  9  75  Greater Resurrect  6  1  30 

Homestone  5  12  150  Naturalize Magic  8  1  30 

Cloak of Enigmas  5  12  150 

Nuntius Staff  5  12  150 

Shield of the Chosen  5  12  150 

Sword of Flame  5  12  150 

Micheal's Hammer  6  15  250 

Wand of Extension  6  15  250 

Helm of Willpower  6  15  250 

Phase Blade  7  15  350 

Staff of Light  7  15  350 

Singing Sword  7  15  350 

Please note that costs (both gold and materials) are subject to the discretion of the Quest Administrator!

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Smith Garb: Gold Sash with a black Anvil or Hammer Armor: None Shields: None Weapons: None Immunities: None Abilities and Traits: Non-Combatant Levels 1st Smithing Proficiency (10)

Smithing Accomplishment 2nd Smithing Proficiency (20) 3rd Smithing Proficiency (30) 4th Smithing Proficiency (40)

Exotic Materials Knowledge (1) 5th Smithing Proficiency (50)

Exotic Materials Knowledge (2) 6th Smithing Proficiency (60)

Exotic Materials Knowledge (3) Crafting Proficiency (##): This skill allows the player to create equipment equal in value to the number in parentheses each quest day. Only the highest level of this ability is used (ie, they don’t stack). If the equipment being created costs more than the allowable amount, the sage may spend coin to make up the difference. See the local administrator to use this ability. Smithing Accomplishment: This skill allows the smith to create items from the item creation chart up to his own level. Additionally, this skill allows the smith to bond up to 1 unique item per smith level each quest day. Exotic Materials Knowledge (#): This skill allows the smith to refine exotic materials, creating a number of them each quest day equal to the number in parentheses. See the local administrator to use this ability. Non-Combatant – A class with this trait must refrain from combat. Others are forbidden from engaging with a non-combatant in combat or otherwise using any abilities or magic upon them. There are only two exceptions to this:

1) Resurrect/Greater Resurrect 2) Killing a Non-Combatant. Any player may kill a non-combatant so long as he has no active defenders or

bodyguards within 20 feet of him. This is done by stating “[Non-fighting class] You’re dead”. The attacking player must have a weapon and be within 10ft of the non-combatant to do this. “Active” Defender / Bodyguard refers to any player that is capable of combat (ie, not frozen, stunned, insubstantial, etc). The reeve has the final say on whether or not a player is considered “Active”.

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Standard Equipment Creation Chart Equipment  Type  Level Gold  Equipment  Type  Level  Gold 

Dagger  Weapon  1  3  Torch  General  1  3 

Hinged Weapon  Weapon  2  10  Lantern  General  2  5 

Short Weapon  Weapon  2  7  Lockpick: Rating 1  General  1  5 

Long Weapon  Weapon  3  10  Lockpick: Rating 2  General  2  7 

Great Weapon  Weapon  4  20  Lockpick: Rating 3  General  3  10 

Small Shield  Shield  1  10  Lockpick: Rating 4  General  4  15 

Medium Shield  Shield  2  15  Lockpick: Rating 5  General  5  20 

Large Shield  Shield  3  20  Lockpick: Rating 6  General  6  25 

Madu  Shield  4  Shld+10  1pt Armor  Armor  1  7 

Heavy Thrown  Projectile  1  5  2pt Armor  Armor  1  15 

Javelin  Projectile  1  12  3pt Armor  Armor  2  35 

Light Thrown  Projectile  3  2  4pt Armor  Armor  3  40 

Bow  Projectile  4  30  5pt Armor  Armor  3  45 

Quiver (5)  Accessory  1  3  6pt Armor  Armor  4  50 

Quiver (10)  Accessory  2  10 

Quiver (15)  Accessory  3  30 

Quiver (20)  Accessory  4  50 

Exceptional Equipment Chart Armor Qualities  Level 

Exotic Materials 

Gold Shield Qualities  Level Exotic 

Materials Gold

Imbued  1  +3  +50  Hardened  1  +3  +50 

Flame‐Proof  2  +5  +75  Flame Proof  2  +5  +75 

Magic‐Proof  3  +7  +125 Beguiling  3  +7  +125

Freedom  4  +7  +125    Magic Proof  4  +9  +175

Regeneration  5  +9  +175 Rebounding  6  +11  +250

Phoenix  6  +11  +250

Ancestral  6  +11  +250

Reaping  6  +11  +250

Weapon Qualities  Level Exotic 

Materials Gold 

  Weapon Qualities  Level 

Exotic Materials 

Gold

Hardened  1  +3  +50  Poisoned  5  +11  +250

Flame‐Proof  2  +5  +75     Armor Destroying  6  +13  +300

Magic‐Proof  3  +7  +125  Shield Destroying  7  +15  +350

Armor Breaking  3  +7  +125     Life Stealing  8  +20  +400

Shield Breaking  4  +9  +175                Please note that costs (both gold and materials) are subject to the discretion of the Quest Administrator!

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Section 7: Magic Item Descriptions Armor Qualities Imbued – Armor gains +1 to its total value. May not exceed player class restrictions. Flame Proof – Armor (not player) is immune to effects from the Flame school. Magic Proof – Armor (not the player) is immune to the effects of magic. Freedom – Player gains immunity to the stopped state Regeneration – Player gains the Regeneration enchantment (ex)(Self Only) 1/Life while wearing the armor. Phoenix – Player gains Phoenix Tears (ex) (Self Only) 1/Refresh while wearing the armor. Ancestral – The armor acts as Ancestral Armor Reaping – The armor feeds on the death of the wearer’s enemies. The wearer gains Scavenge (unlimited), which may only be used to repair the armor. Shield Qualities Hardened – The shield is considered Hardened (T). Flame Proof – The shield (not the player) gains immunity to Flame (T). Engulfing Flame effects will not function when striking the shield. Magic Proof – The shield (not the player) gains immunity to Magic (T). Engulfing Magic effects will not function when striking the shield. Beguiling – While wielding the shield, the player gains Awe 1/life (M). Rebounding – If the shield is struck by a spellball, the wielder has 2 seconds to pick up and throw the spellball. The spellball is considered active once thrown. Weapon Qualities Hardened – The weapon is considered Hardened (T). Flame Proof – The weapon (not the player) gains immunity to Flame (T). Engulfing Flame Effects will not function when striking the weapon. Magic Proof - The weapon (not the player) gains immunity to Magic (T). Engulfing Magic Effects will not function when striking the weapon. Armor Breaking – The weapon gains the Armor Breaking special effect. Shield Crushing – The weapon gains the Shield Crushing special effect. Poisoned – The player may use Poison (ex) 1/Life, Charge x 5 on the weapon only. Armor Destroying – The weapon gains the Armor Destroying special effect Shield Destroying – The weapon gains the Shield Destroying special effect Life Stealing – The wielder may cast Steal Life Essence each time an opponent is killed with the weapon.

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Magical Equipment Sunstick – A magical light source that will not burn, or go out if dropped. It will cease to function if struck with a weapon. Grimoire – A collection of magical knowledge. The number in parentheses determines how many points of magic a player may utilize. These points must be spent as detailed in the Amtgard ROP. Magic Focus (+X) – A Magic Focus allows a player to utilize X additional magic points at their highest available level. A player may only ever use 1 Magic Focus at a time. Potions All potions are activated by stating “I drink from a potion of [name of potion]” The item card must then be destroyed or turned over to a reeve. True Death – As detailed in the Amtgard ROP v.8 Healing – Player is affected as per Heal (m) Refreshment – Player is affected as per Confidence (m) Poison – Player is affected as per Poison (m) Barkskin – Player is affected as per Barkskin (m) Regeneration – Player is affected as per Regeneration (m) Restoration – Player is affected as per Restoration (m) Stoneskin – Player is affected as per Stoneskin (m) Lycanthropy – Player is affected as per Lycanthropy (m) Ironskin – Player is affected as per Ironskin (m) Trolls Blook – Player is affected as per Trolls Blood (m) Phoenix Tears – Player is affected as per Phoenix Tears (m) Scrolls All scrolls are activated by stating “I read from a scroll of [name of scroll]” The item card must then be destroyed or turned over to a reeve. Mend – Player may cast Mend (m) using the incantation above. Amplification – Player may cast Amplification (m) using the incantation above. Harden – Player may cast Harden (m) using the incantation above. Release – Player may cast Release (m) using the incantation above. Greater Release – Player may cast Greater Release (m) using the incantation above. Protection from Projectiles – Player may cast Protection from Projectiles (m) using the incantation above. Teleport – Player may cast Teleport (m) using the incantation above. Protection from Flame – Player may cast Protection from Flame (m) using the incantation above. Protection from Magic – Player may cast Protection from Magic (m) using the incantation above. Resurrect – Player may cast Resurrect (m) using the incantation above. Word of Mending – Player may cast Word of Mending (m) using the incantation above. Greater Resurrect – Player may cast Greater Resurrect (m) using the incantation above. Naturalize – Player may cast Naturalize Magic (m) using the incantation above.

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Talismans Amulet of Force – As per the Amtgard Rules of Play v8 Amulet of Tracking – As per the Amtgard Rules of Play v8 Amulet of Teleport – Player may cast Teleport (self only) 1/Day Amulet of Shadows – As per the Amtgard Rules of Play v8 Amulet of Survival – Once per Refresh, whenever the player would normally die, are instead affected as per Lost. Amulet of Light – Player gains an additional life. Bracelet of Solidity – As per the Amtgard Rules of Play v8 Bracelet of Anti-Magic – As per the Amtgard Rules of Play v8 Wand of Release – As per the Amtgard Rules of Play v8 Wand of Healing – As per the Amtgard Rules of Play v8 Bracelet of Stoneskin – As per the Amtgard Rules of Play v8 Wand of Mending – As per the Amtgard Rules of Play v8 Wand of Extension – Player may cast Extension 1/Life, Charge x 3 (m) while holding the wand. Artifacts Andalsa’s Lament - As per the Amtgard Rules of Play v8 Ankh of Ran – As per the Amtgard Rules of Play v8 (Will also function against undead monsters at the reeve’s discretion) Homestone – As per the Amtgard Rules of Play v8 Cloak of Enigmas – As per the Amtgard Rules of Play v8 Nuntius Staff – As per the Amtgard Rules of Play v8 Shield of the Chosen – As per the Amtgard Rules of Play v8 Sword of Flame – As per the Amtgard Rules of Play v8 Michael’s Hammer – As per the Amtgard Rules of Play v8 Helm of Willpower – Player gains immunity to Command (T) while wearing the helm Phase Blade – As per the Amtgard Rules of Play v8 Staff of Light – Bearer may cast Heal 3/Life, Resurrect 1/Life and Greater Resurrect 1/Refresh. If the player is a Healer, they also gain unlimited uses of the Swift metamagic. This metamagic may only be used in conjunction with Heal, Resurrect, and Greater Resurrect. Singing Sword – This short sword allows the bearer to cast Song of Deflection (ex), Song of Battle (ex), or Song of Freedom (ex). These songs may not be used simultaneously with other Songs.

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APPENDIX I: Customs & Nobility

CUSTOMS AND NOBILITY In Amtgard there are many Nobles and, whether they are officers, lords, masters, barons, or even Kings, they all require certain behavior from those who deal with them. These behaviors are traditions of our proud land. In this section we’ll be discussing the various Titles of nobility, lesser nobility and other ranks of prestige. For more information on Titles, visit: www.akamtgard.com/index.php/docs-rules/115-nrcorpora Each of these Titles has a form of address, as well as physical behaviors that are expected from those who deal with them. We’ll start with the Officers of the group:

MONARCH Title: Sheriff, Baron/Baroness, Duke/Duchess, or Prince/Princess Forms of Address: (See the specific entry below for forms of address) When approaching, or passing the Monarch, all those of lower rank should bow or curtsey. This behavior is usually only observed when the Monarch is wearing his / her crown. When approaching the Monarch in a formal court setting, it is customary to present oneself with a bow, curtsy or flourish before settling to one knee. When leaving, one should rise from the knee, take several steps backward while facing the Monarch, and bow / curtsy before turning away. It is impolite for a person of lesser status to address the monarch by any name other than the above listed forms of address. It is an outright insult to refer to them by their first name.

REGENT Title: Consort, Baronial Consort, Ducal Consort, Prince/Princess Regent Forms of Address: - My Lord / Lady Regent - My Lord / Lady Consort - Your Highness (Principality Regent) The regent should be given a bow / curtsy whenever being dealt with directly. This action should be

repeated when dismissed.

CHAMPION Title: Champion, Baronial Champion, Ducal Champion, Prince's Champion Forms of Address: - My Lord / Lady Champion There is no particular action required when addressing the champion, though a short bow or nod

is considered courteous. PRIME MINISTER Title: Chancellor, Baronial Chancellor, Ducal Chancellor, Supreme Chancellor Forms of Address: -My Lord / Lady Chancellor There is no particular action required when addressing the Prime Minister, though a short bow or nod is considered courteous.

GUILD MASTER OF REEVES Title: Reeve Forms of Address: -My Lord Reeve There is no particular action required when addressing the Guildmaster of Reeves, though a short bow or nod is considered courteous.

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Other Titles and Orders of Rank GREATER NOBILITY (AKA ROYALTY) All members of Royalty are allowed to wear a circlet or coronet with five raised points. Generally the customs presented below are observed during the formal occasions or when Royalty is wearing his / her circlet or coronet. When addressing a member of Royalty, it is custom to bow or curtsy before addressing the noble. It is also custom to bow or curtsy when passing a member of Royalty or before dismissing oneself from the noble’s presence. It is considered rude for someone of lesser status to address a member of Royalty in any way other than an appropriate form of address (as listed below). It is an outright insult to refer to them by their first name. Title: King / Queen Forms of Address: -My King / My Queen -My Liege (for Knights) -My Lord King / My Lady Queen

-Your Majesty -Your Royal Majesty -His / Her Royal Majesty

Title: Prince / Princess Forms of Address: -My Prince / My Princess -My Lord Prince / My Lady Princess

-Your Highness -His Highness / Her Highness

Title: Duke / Duchess Forms of Address: -My Duke / My Duchess -My Lord Duke / My Lady Duchess -Your Grace -His Grace / Her Grace

NOBILITY All members of the nobility are allowed to wear a circlet or coronet with three raised points. Generally the customs presented below are observed during the formal occasions or when the Noble is wearing his / her circlet or coronet. When addressing a member of the Nobility, it is custom to bow or curtsy before addressing the noble. It is also custom to bow or curtsy when passing a member of the Nobility or before dismissing oneself from the noble’s presence. It is considered rude for someone of lesser status to address a noble in any way other than an appropriate form of address (as listed below). It is an outright insult to refer to them by their first name.

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Title: Marquis / Marchioness (aka Margrave) Forms of Address: -My Lord Marquis (Margrave) / My Lady Marchioness -Your Excellency -His / Her Excellency

Title: Baron / Baroness Forms of Address: -My Lord Baron / My Lady Baroness -Your Excellency -His / Her Excellency

LESSER NOBILITY All members of the Lesser Nobility are allowed to wear a circlet or coronet with no points. Generally, the customs presented below are observed during formal occasions or when the Lesser Noble is wearing his/her circlet/coronet. When addressing a member of the Lesser Nobility it is polite to bow or curtsy before addressing them. They should be addressed using one of the below appropriate forms of address. It is considered rude for a person of lesser status to refer to the lesser nobility by any other form of address.

Title: Defender Forms of Address: - Defender - Your Lordship / Ladyship - His Lordship / Her Ladyship - My Lord / Lady Defender Title: Walker of the Middle Forms of Address: - Walker - Your Lordship / Ladyship - His Lordship / Her Ladyship - My Lord / Lady Walker

Title: Baronet / Baronettess Forms of Address: - Your Lordship / Ladyship - His Lordship / Her Ladyship - My Lord Baronet - My Lady Baronettess Title: Lord / Lady Forms of Address: - My Lord / Lady - Your Lordship / Ladyship

ORDERS OF RANK All members with Orders of Rank aren’t quite nobility, but they are indeed a step above the peasantry. These folk aren’t granted permission to wear a circlet / coronet, but are still afforded some level of respect. There is no formal requirement to bow, etc when addressing those with Orders of Rank, but it is polite to address them in the forms of address listed below.

Title: Master / Paragon Forms of Address:

- Master [NAME] Title: Squire

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Forms of Address: - Squire [NAME]

APPENDIX II: Character Background When you are creating your character, it is important to ‘flesh him/her out’. That is, creating details about the character that makes them more realistic and easier to role play. Below are some questions you can ask yourself when creating your character. Use the answers to these questions to help you create a Physical Description and History for your character sheet. What is the character's full name? Does your character have any Nicknames? What is the color of the character's hair, eyes, and skin? What is the character's general appearance? What is the character's age? Where was the character born? Describe the character's family. Has the character begun his/her own family? When or how was the character educated? Has the character ever done anything else for a living? What about the character's political and religious beliefs? What is the character's moral code? What might someone seeing the character for the first time think? Does the character have any goals? What is the character's personality? Any reoccurring mannerisms? What special qualities does the character possess? Not your Rules of Play skills, but what else can the

character can do well? Does he get along well with other people? Is he skilled at taking care of business? Prioritizing tasks? Planning

ahead? Are there certain things the character just cannot do? Get close to people; perceive himself realistically, etc. What does your character hate? What does your character love? How does the character perceive government? Those who are opposed to the government? How did the character gain his abilities? What is his first reaction to a situation? What motivates him to act (or not act) as a hero (or villain) now? What does your character hope to accomplish by adventuring? Why is this goal more important than his/her safety? (i.e., Why take up adventuring, rather than being a nice,

accountant?) What would be the ultimate magic item for this character? What would be the worst curse this character could ever receive? List the 5 most important people in the character's life. Who is the one person your character trusts the most? Does your character have any prejudices? How would your character handle an insubordinate servant / hireling? How would your characters parents describe him? What was the best moment of the characters life? Worst? How did his peers treat the character as a child?

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His elders? What flaws does the character have? What advice would you give your character? What would the character die for? What would they be willing to sacrifice the lives of their friends for? What is the character's weakness? What does the character do to relax? Describe the characters ideal mate. How will the character die? What would you consider a good end to a life well lived for this character? "Hey, I've got an interesting job for you..." Name 3 jobs that your character might find interesting. What is in your character's pockets, right now? NOTE: The above is shamelessly stolen from Sir Feral Lynn of the Wetlands.

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ART CREDITS

Cover: Snqalien – Deviant Art Page 09: Heatherwind – Deviant Art Page 12: Darthwoo – Deviant Art Page 14: Captain Fry – Deviant Art Page 15: Anry – Deviant Art Page 16: Diana Petrova (Dianimator) - Deviant Art Page 17: Mirrasol - Deviant Art Page 25: Jujika – Deviant Art Page 26: Yosai – Deviant Art Page 28: Njoo – Deviant Art Page 30: Nukedan – Deviant Art