Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of...

164
Ewan Taylor and Lee Mitton Introduction Welcome to the Cuckoo’s Nest LARP. This is the Cuckoo’s Nest Rule Book. The Cuckoo’s Nest was formed in 1984 at Glasgow University as a group for students to do Live Role-play together. We are no longer a University group but still welcome people from anywhere. We have had members from Aberdeen down to Derby and many points in between – Stirling, Edinburgh, Falkirk, Largs, and Newcastle, although most of our membership is from Glasgow and its surrounding area. Rule Book 2020 V4 This is a living Rule Book and thus is open to minor changes between versions. Should a change be made it will be made public as and when a change is made. We welcome constructive feedback on the rules as this allows for continual development. If you have any thoughts or suggestions please email [email protected] 1

Transcript of Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of...

Page 1: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Ewan Taylor and Lee MittonIntroduction

Welcome to the Cuckoo’s Nest LARP. This is the Cuckoo’s Nest Rule Book. The Cuckoo’s Nest was formed in 1984 at Glasgow University as a group for students to do Live Role-

play together. We are no longer a University group but still welcome people from anywhere. We have had members from Aberdeen down to Derby and many points in

between – Stirling, Edinburgh, Falkirk, Largs, and Newcastle, although most of our membership is from Glasgow and its surrounding area.

Rule Book 2020 V4

This is a living Rule Book and thus is open to minor changes between versions. Should a change be made it will be made public as and when a change is made.

We welcome constructive feedback on the rules as this allows for continual development. If you have any thoughts or suggestions please email

[email protected]

1

Page 2: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Acknowledgements :

To those that inspired the contents and put up with the terrible pain that was the process. A heartfelt thank you is given here as the help given has allowed us to create what is contained within this book.

Cat BechtelEmma GibbCalum MacleanClaire MainYoda OdieCatriona PlenderleithJez PoppenbeckMike RutherfordAndrew Wilson

2

Page 3: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Acknowledgements:...............................................................................................2CHAPTER 1: ABOUT THE RULES ....................................................................................4CHAPTER TWO: UNIVERSAL RULES ..............................................................................10CHAPTER THREE: CHARACTER LOGISTICS ......................................................................28CHAPTER FOUR: SPELL CASTING AND MAGIC ................................................................35Chapter Five: Character Creation..........................................................................41Crafting Skills, and Items Created........................................................................60Scaling XP Costs..................................................................................................60Use of Defensive Calls..........................................................................................60Athletics/Acrobatics.............................................................................................62Alchemy..............................................................................................................63Armourer.............................................................................................................73Artificer...............................................................................................................81Bard - Magical Skill..............................................................................................88Berserk...............................................................................................................92Faith - Magical Skill.............................................................................................95Inspire................................................................................................................97Keen Senses........................................................................................................98Meditation - Magical Skill...................................................................................100Orator...............................................................................................................101Physician...........................................................................................................103Resistances.......................................................................................................105Security.............................................................................................................106Sneak................................................................................................................108Survival.............................................................................................................111Weapon and Armour Skills..................................................................................114Light, Medium and Heavy Armour Types.............................................................114Weapon Skills....................................................................................................115Ranged and Throwing Weapons..........................................................................119Magic Skills.......................................................................................................120Specializations **Please note Specializations are still in development**................141Race Specific Path **Please note these paths are still in development**...............148DEFINITIONS ........................................................................................................157

3

Page 4: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

CHAPTER 1: ABOUT THE RULES The Principle of Absolutism – The GM is always right.The Principle of Equality – If something is fair for one then it’s fair for all.The Principle of Parsimony – If something seems too good to be true, then it is.

This chapter covers the rules that govern the Player, as opposed to the Character, at a Nest LARP event. A Player is you, the real life person involved in the event, whereas the Character is the person you are playing. The rules in Chapter One deal with the logistics of running a Nest LARP event.

The Spirit of the GameAll participants at Nest LARP events are requested and required to uphold the

spirit, not just the letter, of the rules. The GM can only make decisions based on the information at hand; if they feel it is necessary they will consult with other GM's before making a decision. The ultimate aim of live role-playing is to have fun. Role-playing a Character in such a way as to deliberately upset others Out Of Character (OOC) is not within the spirit of the rules. The Nest would like to ask all participants to leave OOC disagreements outside the event. Please note that the rules exist to be an aid to your role-playing, not the basis of it. However, be aware that breaking these rules, whether intentionally or not, is cheating. Be careful about spreading OOC information that you are not sure of, in case your actions lead to others inadvertently cheating. Physical restraint and force should never be used when role-playing; if you are kidnapping or arresting someone In Character (IC), you should tell them if they are being tied, then ask them to role-play the effects without actual physical restraint. Persons found not abiding by the spirit of these guidelines face being warned or asked to leave site, depending on the severity of their actions. Our events may have a dark and gritty feel, and the game is meant to be heroic.

In Character (IC)When am I In Character?

From the beginning, or Time-In, of an adventure or free-form event until Time-Out is called you are IC. If you are in an area where other Players are wearing IC costume during Time-In then you are considered IC. If you need to move through an IC area OOC, whilst wearing costume, then you should raise an open hand above your head and not interact with anyone or anything whilst moving through there.

Adventures and BanquetsThe name given to the session where Characters interact with each other. These

can involve solving plot and several encounters with Monsters and NPC's.

Free-form and IC DinnersThis is an event where a group of Characters get together; the reason is often an

IC social event of some kind. They will often require the minimal use of skills though some investigation or questioning is likely to take place.

The End of the GameAt the end of the Game session Time-Out will be called. This can also be used to

indicate the end of a playing day at an event lasting more than one day; Time-ish may also be called by the REF.

Going Out of CharacterA Player with their hand straight up in the air above their head is considered not

to be present IC. Before dropping OOC you must first extract yourself from all IC action.

Special Effects

4

Page 5: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

We use latex and resin masks as well as costume. On rare occasions we use smoke grenades, fireworks and lighting effects, though should these be used we will inform the Players involved.

Safety Actions

Becoming Non-Combatant:Anyone who is concerned for their OOC safety or well-being whilst in a combat

situation should remove themselves from the combat. It is best to make this move as IC as possible. If need be, put your hand in the air. After removing yourself, as you are a Non-Combatant, you should not take any further IC actions in the current combat situation; do not cast spells or use skills. By removing yourself like this you make yourself fatigued, reducing your head and body hits to Zero (0) but you are still conscious.If you remove yourself from a combat situation be prepared to explain yourself to the GM. Doing this cannot be used to benefit your Character; it is purely there for your personal safety. If you consider yourself unable to get involved in combat situations then avoid being involved in them to the best of your ability.

Cuckoo's Nest LARP is a combat game and being struck is an inherent part of the game.

Ask for a GM:In role-play situations where it may be inappropriate to put your hand in the air

but you are still concerned for your OOC well-being or feel uncomfortable with a situation, you may request the presence of a GM. As above, this cannot be used to benefit your Character; it is for your OOC safety and peace of mind only. In cases where actions may have occurred in the time it takes to find a Referee or GM, they will use their best judgement to determine any effects resulting from those actions.Only identifiable Nest LARP GM's should be approached in such cases. Please follow all the actions indicated by these individuals. These are used mostly for in-game reasons, and to control Characters- not the Players themselves. However, even if you are OOC, you must follow all the actions required unless otherwise directed.

Out of Character Calls

Safety Calls:Anyone hearing a safety call should stop what they are doing immediately and

follow the instructions detailed below unless a GM gives other instructions, or until IC actions are restarted using the Time-In call. A safety call can be used by anyone. Please do not approach an incident after hearing the safety call, unless you are fully aware of the nature of what is going on and can help.

Man Down:This can be seen by anyone when someone suffers a real OOC injury of any type.

Make yourself obvious but do check it is a real word injury and not just someone role-playing. Calling Man Down will stop all Players and interrupt play. Move clear of the injured person. Only repeat the call if others in the area have not heard the call. Anyone calling Man Down should be able to point out the location of the injured person. If you cannot point out the location of the injured person do not call out Man Down, but do follow the instruction and stop what you are doing.

Medic: This is asking for OOC assistance, likely to be for first aid. This call must not be used as an IC call.

Healer: This is asking for IC healing this can be any call except those listed above.Time Freeze!

When you hear this call stop all actions, close your eyes, and remain still. Please do not sing loudly, though humming a tune can help cover noises made by the GM during this time. Listen for any further instructions. Ignore any noise you hear, unless advised

5

Page 6: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

otherwise by a Referee or GM. No IC time passes during a Time Freeze, unless directed otherwise.

Time-Out!All IC actions are suspended by this call. At the end of each day, and at the end of

an event, there may be a special Time-Out call, during which time is not suspended but no official IC actions can take place until Time-In is called again. You may not move from your location, restore IC damage, or take any other IC action.

Time-In!This call will restart IC actions after a Man Down, Time Freeze, or Time-Out

call. At the start of each day, and at the start of an event, there may be a special Time-In call. In battle situations, a Referee or GM may use a countdown prior to calling Time-In.

Time-ish!This call is to indicate a time where Players are still welcome to role-play with one

another but the GM's are not going to be present. Use of Game Calls, Skills, Virtues, Flaws, Magic etc. should be kept to a minimum and preferably not used at all. Should anything happen that needs a GM to resolve then everyone involved is instantly timed out until you can find a GM. Time-ish is often used at events over more than one day and often is allowed to happen late at night/early in the morning. Time-ish must not be used to gain your Character anything in game terms.Drop!

Drop to the ground at once and perform no other actions unless a GM states otherwise or for safety reasons. Once you have dropped, a Referee or GM will explain why you were told to do so.Trundle!

The Nest usually runs a linear style of adventures. This call indicates IC time is still passing but the GM needs time to setup what is coming next. You should stop moving, but stay IC during this time, also try not to look ahead at what is coming as this could spoil some of your funHand Signals

The T SymbolMade with one hand on top of the other, this indicates that the Player wants to be

out of game time for a moment- often used to ask a question of clarity about rules or knowledge. The Player will need to justify this to the GM or the Players they are asking. This should not be used often as it does interrupt the flow of a game.

Hand in the Air (Open Hand) – At shoulder heightThis is your raised hand roughly at your right or left shoulder. This is to indicate

you are speaking a different language other than Default Common. Those people doing this should confirm with each other what language they are using when doing it. If you know the same language and can hear them or wish to join in you must let the people involved and a GM know.

Holding Up Your Hand and Arm – Open Flat HandOften used to indicate you are not IC at the time and should not be used to drop

In and Out of Character, or to gain any kind of IC advantage. This can be used when in areas where Players are IC. When doing this, your hand should be clearly up in the air. Anyone with their hand in the air is not there IC. If a Monster puts their hand clearly up into the air you should stop hitting them. Also used to indicate invisibility/travel spell and you cannot be directly interacted with.

Holding Up Your Hand and Arm –Closed FistThis is used to indicate that though you can be seen you cannot be made contact

with, you may be using combat leap or a spell may be in effect meaning you can not be

6

Page 7: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

reached. This is usually a short term effect. Though you can see the person with this hand signal and may be able to estimate where they may land you cannot get to the landing site ahead of them.

7

Page 8: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Refereeing and Adjudication

The GM's decision is final! Should you have cause to question the GM about a decision, you must accept

their decision on the spot. You may then ask for a clarification after the game or after Time-Out. A GM may temporarily overrule the published rules when running plot or when it’s in the interest of the story being told. Any interpretation or ruling is valid for that occasion only; permanent rule changes or clarifications can only be made in a valid Cuckook’s Nest rules publication.Questions

Questions from your Characters about knowledge gained from skills can be directed to a GM. Questions about IC knowledge can be gained from other Characters, should they know the answer. Questions about on-going plot are at the discretion or ability of the GM to answer. Questions about behaviours of the Monsters and NPC's or Players should be directed towards a GM to look into, preferably after the end of the encounter.

8

Page 9: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

CHAPTER TWO: UNIVERSAL RULES You DO NOT need a Skill to use a melee weapon.You DO NOT need a Skill to use a shield. You DO NOT need a Skill to wear armour.

You DO need to pass a basic assessment of your skill to use a bow/crossbow.You DO need to pass a basic assessment of your skill to fight unarmed/hand to hand.You DO need to pass a basic assessment of your skill to fight with claws.

Combat

MechanicsThe Nest LARP System combat rules provide a quick and effective method of

resolving live combat with a minimum of interruption to the flow of the game. The combat system is generally self-policing. This is to say, it is the Players themselves who are primarily responsible for taking their hits and for taking reasonable care not to hurt one another. All blows must be pulled to reduce the force of impact. If you are unsure of your combat skills, check with your other Players, members of the Committee, or a GM. There are always people willing to help you learn to fight properly. Additional combat safety guidelines may be imposed at sanctioned events due to site restrictions or other OOC logistical reasons.

9

Page 10: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Fighting SafelyLARP fighting is generally a more theatrical style than realistic. The ideal for this is

heroic swings and reacting to being hit according to the blow received as well as the mechanical calls and effects. Because the weapons are made out of foam note should always be taken that you can swing a LARP weapon faster and easier than a real one, as such the fighting should aim to look cool rather than swinging the weapon as fast as you can.

Ideally blows should not be struck faster than the associated damage can be clearly called, and the tip of the weapon must travel at least 12” (30cm) or 50% of the complete length of the weapon, whichever is greater. This applies to both thrust safe and non thrust safe weapons.

Safe blows should not cause pain or bruising to your opponent , and thrusting with any weapon, even those described as "thrust safe", must be done with the same care. Thrust safe weapons must be in used in 2 hands. Both hands must be at least shoulder width apart. You must not aim above the clavicle!

You must complete the vocals for a weapon’s type and effect before striking your next blow or, if you are not required to call damage, you must allow a length of time equivalent to the amount of time it would have taken to call the damage. Any Player found by a GM to be acting in a dangerous manner whilst in combat will be warned not to repeat their actions. If they do not heed this advice, they will be withdrawn from combat.

All the following are examples of actions not allowed, though this is not an exhaustive list:

Encircling an opponent with your arms to strike their back when standing in front of them. Using shields as a striking weapon.Shield barging.Body checking.Stabbing with weapons at the face.Stabbing actions with non thrust safe weapons.

10

Page 11: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

The head is a valid target, but if another location is available you should strike for it if at all possible- but if necessary the head can be struck. Common sense must also dictate that certain other delicate areas of the female and male anatomy should be avoided. Extra care should be taken in large combats with blows to the head- especially with pole arms or other large weapons as this can cause concussion, eye damage, or other serious injuries. Combat is about role-playing as much as it is about winning a fight. You can have a great deal more fun with a well role-played combat than with a more mechanical one. If you take a hit, role-play the pain, or stagger back a bit to show that you are taking damage.

Here are some basic rules that must always be adhered too during LARP fighting

Rule 1: Pull Your BlowsThis concept is to ensure that while fighting we do not injure each other - think of

LARP combat as a little like tag with sticks. You’re hitting your opponent to indicate they have been struck but not to cause any real bodily harm. The blow should strike your opponent no harder than a friendly pat on the back. It can be felt but no more, it is not designed to cause bruising or break the skin.

Rule 2: ThrustingAs we allow the use of Thrust Safe weapons, specifically 2 handed weapons like

Spears and Javelins: unless the phys rep is a Thrust safe weapon you must not Thrust with it. Stab safe weapon blows should still be pulled as normal. If you are unsure if a weapon is thrust safe then you should not stab with it. Only thrust at your target below the shoulders, never at the head or neck.

** Any Player wishing to take the skill must pass a basic assessment of their ability to use them safely before taking this skill. **

Rule 3: Head HitsThe head is a valid location, though should only be aimed for if you are able to hit

the location safely with a pulled blow. Remember: hits to the head can cause pain and damage often more easily than other locations, and that repeated hits to the head are not advised. Never hit the head with a thrust safe weapon.

11

Page 12: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Rule 4: Body ContactBy body contact we mean physically touching another Player/Character or

NPC/Monster. It is assumed that all normal rules of decency and behaviour will be followed, as such no touching anyone in an area normally covered by underwear. When touching or searching or healing this should be light contact, and hovering your hand over the target is allowed.

Rule 5: No Drum Rolling/Machine GunningThis is where you hit a person several times quickly in the same location

repeatedly. Any weapon strike should be drawn back the required distance as lisdted above (page 10) for each blow, thus a dagger has a much faster strike speed than a 2 handed sword as a dagger is often around 12” and a 2 handed sword would be at least 43”. If you are the recipient of drum rolling/machine gunning you should take the first blow and react accordingly, then ignore the rest. Inform your GM of what happened so that should it come up later someone knows what’s happened. You should not challenge the person doing it to you at the time.

Dealing DamageAny blow struck with any weapon will deal a single point of damage unless an

effect states otherwise. Armour cannot be reduced below 0 AV (Armour Value), and body locations cannot be reduced below -1 hits. For the purposes of hits it does not matter where on the location you have been struck. You lose one hit to the location every time you are struck on it in combat. Once you have lost all your hits to a location it is unusable. If you reach -1 hits on a location then your death count will start.

12

Page 13: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Body LocationsWith the exception of some special creatures, all Characters have six body

locations. These are:

Head, Torso, Left Arm, Right Arm, Left Leg, Right Leg.

Each body location has base hits. The number of hits a location has can be increased through skills, magic, items, and special powers.Every time your Character is hit on an unarmoured body location, you should deduct one from the hits of that body location. On a body location covered by armour deduct a hit from the AV of the armour on that location. If the AV is at Zero, you should deduct one from the hits of that body location instead. If a body location is reduced to Zero hits, it is rendered unusable. If a body location is reduced to -1 hits, it is considered to have a Mortal Wound, is rendered unusable, and the Character will enter their death count. If you are struck on an armoured body location (if you are wearing a suitable phys-rep for your armour) deduct 1 hit from the armour's AV at that location. The exception to this is if a damage call would bypass/ignore the armour and strike directly at your body location.

Unusable LocationsThe following list describes what happens to your Character once a body location

is rendered unusable. These effects should be role-played. When an injury requires you to drop to your knees or to the ground, you should do so as safely as possible.

Leg LocationYou must drop to your knee(s) or fall down immediately. You can get back up

again but you cannot use the damaged leg. If both leg locations become unusable, you should drop to the ground (not just to your knees). If one leg is unusable you may get back up again but can only walk slowly and role-play the injury to your leg, you may not run or use any skills that require the use of your legs. If both legs are unusable you may not walk (or run) or use any skills that require the use of your legs.

13

Page 14: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Arm LocationYou must drop anything held or supported by that arm (or hand) immediately. You

may not make any use of that arm (or hand). In a situation where dropped items might be trampled, damaged, or lost, you do not have to drop the item- but you cannot use it with the useless arm (if appropriate and possible give the item to a GM to prevent loss of the item) or pass it to your other arm without role-playing picking it up again.Head or Torso Location

Your Character falls unconscious and you must drop (safely) to the ground.Unconscious

If you have been knocked unconscious you cannot see or hear anything that is happening IC around you. If you are reduced to unconsciousness but your hits do not drop below 0 (Zero) on your Head or Torso you can wake after 5 mins and will be Fatigued. (See page 26). Waking this way does not restore any hitsYou should still pay attention OOC to any combat occurring around you and be prepared to move if you are in danger of being trampled, or if a GM asks you to move.Combat SummaryHead or Torso Hits = 0: Unconscious.Limb Hits = 0: Location is unusable, arm or leg broken for example.Head/Torso Hits = -1: Unconscious and bleeding to death. This takes Endurance

+1 x 60 seconds to bleed to death. After the initial 60 seconds you are considered to -1 to all adjoining locations. Limb Hits = -1: Location is unusable. You are still conscious but you are

bleeding to death from the location. This will spread to your body after 60 seconds (one minute).All locations = -1: Immediate Character death.

14

Page 15: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

ArmourAn Armour phys rep is a physical representation of an item. It does not need to be

made of the material it is representing but it should be a good representation. and also not specifically covered by another armour classification.Armour has 3 groupings: Light, Medium, and Heavy. Armour counts for the Location it covers. A Location is considered to be covered is 66% of a location is covered. If less of the Location is covered the armour is considered not to be covering the area it is covering.

Light Armour : Animal skins and soft leather, padded thin leather, or heavy material (e.g. heavy cotton gambeson)

Medium Armour: Stiff/thick Leather Armour or flexible metal armour like Chainmail, soft leather with metal in it (the buckles and metal rings for lacing don’t count) across the surfaces.

Heavy Armour: Solid plates like Plate mail or Chain/Scale mail. (Norton Armouries or Resin Plate mail phys rep fit into Heavy Armour). Coir bouilli leather or Solid leather.

Stacked Armour LayersYou may stack up to 3 layers of armour on any one single location. Armour

stacked means you get the benefit of the hits from all armour on that location. Layering armour has an effect on your Ki and casting. See page 17

Parrying (physical)If a blow from a weapon delivering a Call or Special Call is parried, the damage

will not affect you but will instead target the item used to parry it. A weapon must be held to parry the blow. Any blow striking a slung weapon will not be considered to be parried and will still damage any location it would have struck under the weapon. Arrows and crossbow bolts must not be parried by a weapon, but it is acceptable to block them with a shield- providing you take care not to deflect them onto others. A shield under 18" means the user takes no damage but doe's take the full effect of any Special Call.

15

Page 16: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

DodgeAny blow that has been dodged with either an IC 'Dodge' call or a hard skill dodge

by physically moving out of the way of the blow is considered to have missed the 'target' and as such no damage or effect is applied to the target. A damage or effect that has 'missed' the target does not use up any use of a 'Call' or 'Special Call'. A targeted spell cannot be 'dodged' in any way.

Armour RepairsYou may only repair armour if you have a relevant perk to repair armour or a spell

that repairs armour. You also need Blacksmith/Naturesmith ingredients (as appropriate) to convert into Armour Repair Points. The specifics of time etc. is detailed in the Armourer rules in the Skills and Perks section (See page 62 onwards) .

Armour and Ki

The table below describes the effect on your ability to cast that each armour type you can wear will have. Anything larger than a small shield (see page 23), while carried in your hand or upon your person, counts as a separate "layer" of armour- wearing a shield with no other armour will provide the Light Armour effect on your Ki, wearing it with any other armour counts as wearing multiple layer of armour and will effect your Ki accordingly.

Armour Worn Effect On KiNo Armour, Shields & Weapons Full use of Ki naturallyLight Armour Global and Mass Spells can no longer be castMedium Armour Only Touch and Self spells can be castHeavy Armour Only Self spells can be cast.Multiple layers of armour* Ki is Drained to 0**

*Wearing multiple layer's of armour in any way drains your Ki, even if you have the relevant Perk to allow you to wear them. (Battle Mage helps reduce the effect of wearing armour or armour layer's on your Ki - page 135)**Your Ki is drained totally, any continual spells drop, all continual spell effects on self stop working, your own natural Ki is affected and you now feel unwell. For each complete day you stay like this you take a wound to each location at the end of the day. This can be healed normally.

16

Page 17: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Injury and Death

Death CountA Character’s Death Count is the time between them receiving a Mortal Wound

(See page 20) and them dying. Some effects can put you directly into your Death Count, but if a Character is put into a Death Count for any reason they will die when the Death Count expires. A Death Count is normally 60 seconds (1 Min) in length + 60 seconds (1 Min) per point of Endurance, but certain effects may change this duration.A Character that is already in their Death Count and would be subject to an additional effect that would place them in their Death Count is not put into a second Death Count. Instead, their Death Count becomes the lower of the two (time left of the original Death Count, or the new Death Count if it is shorter). The Death Count is the time during which the Character’s Life Force is departing their physical body. To be brought out of their Death Count, all reasons for the Character to be in their Death Count must be resolved.A Character cannot have more than one Death Count ongoing at any one time.

Bleeding to DeathYour Death Count has started. 60 seconds base plus an additional 60 seconds for

every full point of Endurance so between 60 and 420 seconds maximum (6 Mins MAX normally). Should a game effect give you higher Endurance it will for the time you have the higher Endurance give you a higher Death Count. When the effect giving you a higher Endurance ends, your Death Count returns to its normal. This includes if your Endurance rises above 5.Your Death Count is always a minimum of 60 Seconds.

Spreading WoundsWounds spread but only when a body location goes to -1. The damage starts to

spread to all adjoining locations. Every 60 seconds (1min) every adjoining location loses a hit until every location is at 0 (Zero). Locations will not drop below 0 (Zero) from spreading wounds. Any subsequent inflicted wounds to a location from any source after they reach 0 (other than Subdual) will take the location to -1. Once any location is at 0 (Zero), it will need treated in some way to make it usable, and until the initial wound that caused the Mortal Wound is treated it will continue to spread.

For example, Ralstin has Endurance 2 meaning he has 3 hits on each location. He takes a blow to the left arm and ends up on -1 hits – also a Mortal Wound. This also causes Ralstin’s Death Count to start. After 1 min the damage starts to spread to all adjoining body locations (that is, his torso). So every 60 seconds (1 Min) Ralstin loses a hit to all adjoining body locations to his left arm (torso) and every 60 seconds (1 min) it spreads again (to head, right arm, right leg, and left leg). So 5 minutes after he received the Mortal Wound, his body is at 0 hits and Ralstin is then unconscious. After a further 1 min all his locations are now at 0. Ralstin has another problem, because 3 mins after receiving the initial hit that took him to -1 (When his Death Count started), his Death Count ended and he died. If someone had bandaged him and stopped the Death Count (without restoring any hits), or had healed him and restored one hit point, 3 minutes after he received the Mortal Wound, he would have lost 2 hits to his torso and 1 hit to every other location. No further hits would be lost from spreading wounds once the locations suffering from spread wounds reach 0. The additional hits would have to be healed as well.

Other game effects may affect the length of time of your Death Count.

Role Playing Blows and Reacting to your Hits

17

Page 18: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

This is where you react to being hit, should it be to stagger back if pushed back with a great blow, to indicate an injured arm or leg, or a head wound, potions or poisons, or other game effects.

Identifying WoundsAll Characters can visually identify if a Character has any location with a Mortal

Wound or is dead. This identification takes 3 seconds of Concentration whilst within 10ft (~3m) of the target and they must state "Detect Mortal Wounds" to the target Player. This is an OOC vocal. The type and number of blows is not detectable by this method. It is possible to continue to monitor the location to see if its status changes.

18

Page 19: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Mortal WoundThis may happen to a charachter for two reasons. 1) When a charachter's their

death count is started before they reach -1 wounds This happens in special or specific circumstances listed in the perks listed below (See from page 65 onward) or 2) When a location reaches -1. A location may have multiple reasons for having a 'mortal wound' but no single location is considered to have more than a single 'mortal wound'.

Coup-de-GraceAnyone can do this – no skill is required. Your target must be unable to resist in

any way (I.E. Generally asleep or unconscious, however paralysed or immobilised does not count for this.), and Call Coup-de-Grace. It is possible for item or spells to prevent this from being a successful Coup-de-Grace.

Should you be successful with the Coup-de-Grace call then the target instantly goes to -1 on their head and torso and their death count starts. This may instantly kill if the GMs deem it appropriate. Instant death only happens to a character if all locations are at -1.

RecoveryA wound takes time to recover from naturally. Physician healing can speed up this

time a little - it is a fairly common type of healing. Magic healing is near instant but is rare, difficult, and can be dangerous. Recovering from a wound naturally with no assistance takes one day IC per wound. So being hit means that by next morning at IC dawn one wound would be recovered. After 5 minutes of a Character's Head or Torso being on 0 (Zero) hits, the Character will recover consciousness but will be Fatigued (See page 26).The Physician heal perks (see page 103) are represented in 3 different ways, String or similar for 'Ligature'. A pined token to the location for 'Staunch minor wound'. Bandages for 'Ministration', unless a perk allows the Character to not use a bandage for a specific instance.

19

Page 20: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Death and Dying

A Character that has any location reduced to -1 hit for any reason or has taken a Mortal Wound and will enter their Death Count. A location cannot be reduced below -1 hits. Locations at 0 are unusable but stable and do not deteriorate. If all of a Character’s body locations simultaneously have a -1 Wound, the Character will die immediately. There is no Death Count or further Death Count when this occurs; the Character will die as soon as their final body location suffers a -1 Wound. In this case, a Character has suffered so much damage that their Life Force is forced to leave their body immediately.If it should take a Referee a short period of time to clarify all the facts of a situation they may declare a Character in an indeterminate state. Typically this may be between being dead or alive although there may be other situations where this is used. Anything done to the Character during this period will still have an effect as normal and any power expended will still be expended even if the decision is that the Character was not in a state to have been affected by the effect used. The Referee will take account of anything done to the Character in the indeterminate state as this period merely means that is impossible to determine the state of the Character until the GM makes a decision.A Player may decide to retire their Character at any point. The Character will be assumed to have died from natural causes.If a Character has died, and the Player of the Character is happy that the death is legitimate, and no Referee is present, the Player can self declare their Character dead.If a Character has died under any circumstances, the Player of the Character must report the death to the game GM.

DeathOnce your death count has expired you are dead. Some skills with specific perks

allow a Character to be brought back to life after the death count has expired (in certain specific conditions, and within a specific time), and these are listed within the skill (See from page 65 onward)

After Death When a Character dies, their life force leaves their body. The Character is dead and no power will ever bring them back. The life force stays near to the body until Dawn and then travels to whichever of the Planes is its Guardians (see world guide) home, unless an effect prevents it from doing so. Anything done to a dead body must be reported to a GM. Some effects might still affect a dead Character, but the Character will not be able to be played again.

Live Role-playing Weaponry

This is a basic description of the Live Role-playing weaponry to be used in Nest LARP. The specific guidelines can be found in the Documents/Downloads sections of the website.

Small Weapons: Up to 18” in length

One-handed Weapons: Up to 42” in length designed to be used in one hand

Two-handed Weapons: Any weapon over 42” in length must be used with both hands. Can be Thrust Safe

Staves, Spears and Great Weapons: Between 32 “ and 90” in length (7’6”). Can be Thrust Safe

Shields: They can be up to 54” X 66” or 4'6" x 6'6" though should not be unwieldy in size for the user, this should be relatively common sense. Please ask your GM if in doubt.

Thrown Weapons: These can be between 2” and 7” in length. They should have no core of any kind other than the foam construction of the thrown weapon.

20

Page 21: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Bows: No more than a 30 lb draw strength at 28” draw length.

Arrows and Bolts: max 28” draw length with a traditional constructed head or IDV MK5 head

Thrust Safe: we are allowing stab safe weaponry but currently only Javelins between 32” - 42” and Two-Handed Weapons (Spears, Staves, or Halberds for example) over 48”. The thrust safe material must be 5” long and 3” wide. The material may slim down to a point but must always be reasonable enough as to prevent damage. Only thrust at your target below the shoulders, never at the head or neck.

21

Page 22: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Weapon SizesClassification Max Classification SizeSmall 18” Medium 42”Large 72”Extra Large 72”+

Shield Sizes SizeSmall Upto the players kneeMedium Upto the players hipsLarge Upto 75% of the players heightExtra Large Over 75% of the players height

Monster HitsMonsters do have a varied number of hits from type to type and creature to

creature. As such it is not up to a Player or Character to question the number of hits a Monster has. Monsters will follow the brief they are given by the GM. Monsters may have global hits not only locational hits.

Directed Action Some effects can control or dictate your actions. If you are generating these

effects, you should be aware of the possibility of causing another Player to endanger him or herself and try to avoid creating this situation. If you are targeted by one of these effects, you must follow the directions to the best of your OOC ability unless the directions are inappropriate, or jeopardise your OOC safety or that of others.

Damage System

Appropriate ContactSome effects have a range of Touch. When using these effects, you should take

care to avoid inappropriate contact, and be ready to move your hands if the target tells you they are uncomfortable. If the target requests it, you should cast (or continue to cast) Touch effects by holding your hand 2” away from the target. By default you should avoid an area that would normally be covered by the person’s underwear.

22

Page 23: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Damage CallsA damage call may include up to 2 damage types or up to 2 damage effects or a

mix of 1 damage type and 1 damage effect. Only one damage call may be made per blow. Effects and Types are listed below, together with their descriptions.Effects

A Damage Effect is generated in addition to, and is separate from, the Damage Type done by the blow.All blows do 1 point of damage. An Effect will never add another point of damage, but it may convert the blow to destroying a location or the armour covering it. It is also possible for Effects to negate damage.Some Damage Effects only work on a specific Target Group (for example Cinneans, Humans, or the Living). If the target is not in that group, the Effect is ignored but the damage from the blow is still taken.

Damage Calls and Special Effect Call DescriptionsCalls: Special Calls: Resistances: Special Effects:

Disarm Crush Dodge Degrade ArmourKnockback Cleave Parry DiseaseStrikedown Impale Resist DiseaseStun Bane Resist Mental FatigueShatter Iron Will Paralysis

Resist Special Call (can also be used on "calls")

Shatter

Spellward SubdueThrough

Zero damage - This can be called by anyone though is also able to be a part of specific special effect calls. This cannot be added or removed from a special effect call.

Please refer to chapter 7 for descriptions of the above Calls and Special Calls Pg 102 onward.

23

Page 24: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Damage TypesDamage Types describe the nature of the damage inflicted. This may mean that the

target is affected differently. Some individuals take different effects from different Damage Types. Unless you are told otherwise by a GM or have a specific description that tells you otherwise, all Damage Types affect you in the same way. A Character will only be able to deliver a blow of the following Damage Types:

NormalBaneMagicArtefact

Damage Type Descriptions

NormalThe Normal damage type means the weapon will do 1 hit of Normal damage. Note this

does not need to be called, as it is the default damage type. It is not possible for a Character to be innately immune to Normal damage, although armour may be.

'X' Bane'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane

damage always counts as Magic towards 'X' and has additional effects on certain targets, which will be briefed by the GM to the target.

MagicMagic damage is magical in nature, and can hit targets unaffected by normal

weapons, whether this is due to something innate (being a greater daemon, for example), spells, or any other reason. It is stopped by armour. It is possible to resist or be immune to Magic damage.

ArtefactArtefact call or damage is irresistible, and nothing is immune to it. It does not go

Through armour. This does a single point of damage unless otherwise stated. Any other game call may be added to an Artefact call (e.g. Artefact zero Fear will mean no damage is cause but fear is the effect and as the Artefact call was attached the receiving target is unable to resist this in any way and they will take a fear effect.)

24

Page 25: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

ImmunitiesIf you or an Item has an immunity, then this only affects you or the item with the

immunity. If you are Immune only to the damage type of a blow, then you must still take the damage effect. (e.g. if you are Immune to normal and are struck by a normal paralysis blow then you will not take any damage from the blow but will still take the paralysis effect).If you are Immune only to a damage effect then you ignore everything listed in the effect description, but will still take the damage type of the weapon. (e.g.. single through will still do single, but only to the armour layer that is immune to through damage)You cannot be immune to any Special Call from a perk. Items may grant an immunity but you cannot be immune to more than one special call or damage type at once. Items can grant an immunity.

If you become immune to an effect while subject to it, the immunity will remove the effect, but will not restore any damage caused by it (e.g. if you are under the effect of a poison, and become immune it you have still taken the effect but are no longer poisoned

Players cannot have innate immunity to Artefact or 'X' Bane damage types.

Players cannot have innate immunity to Normal damage – EVER

FatiguedThis is where someone has had their hits reduced to 0 (Zero) on Head and/or

Body and has become unconscious, 5 mins later the person may be wakened but they are Fatigued. If you are only reduced to 0 (Zero) you do not need to be treated with bandages in order to regain consciousness. When you wake your hits are unchanged.

This means that the Character is not able to take any action other than walking slowly and talking. They cannot use any ability that requires Concentration or any perks, cast any spell, or wield a weapon or Item effectively (including parrying).

25

Page 26: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Once you are at more than 1 hit to your Head and Body you still need fatigue to be removed, this can be done by a Physician with the Remove Effects perk, through a potion or through suitable roleplay.

For example, you would be able to drink a potion as this does not require Concentration but you would not be able to use potion lore to identify it as this does require Concentration.

Damage Reduction – Player Characters CANNOT have this.

A creature may Call this if they have been magically imbued in some way. This means you are hurting them but at a significantly reduced rate. If damage reduction is not called, then you are hurting them at a normal rate.A creature calling damage reduction will not have its casting interrupted if the damage is from a source where damage reduction can be applied. If Damage is from a source where damage reduction cannot be applied then casting would be interrupted as normal.

For example, a wraith with damage reduction and 10 global hits that is magically imbued might now need hit 30 times when calling damage reduction (from weapons that are not magical). It still has 10 hits, so need only be hit 10 times if the weapon striking it is magical. If struck with a non magic weapon its casting would not be interrupted, but if struck with a magic weapon then its casting would be interrupted.

26

Page 27: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

CHAPTER THREE: CHARACTER LOGISTICS Special Items

Spell effects generated by magic items do not suffer from armour restrictions or effects that interrupt concentration, and if on a weapon they target the location struck. Spell effects that directly cause damage cannot be applied to weapons as properties, e.g. fireball just becomes magic damage. This also applies to Zero effect spellsSpell effects that cause damage that are duplicated as a specific Damage Effect use the Damage Effect, rather than the spell effect (e.g. a sword that could be used to cast fireball and fear cannot be used to strike for fireball, but could strike for magic fear). Items that allow the user to generate spell effects follow normal restriction and concentration rules. Some combinations of effects cannot be combined for game mechanics reasons.

Below is a list of examples, in descending order as listed.

Special Creature e.g. GuardianSpecial Power e.g. Innate Spell ReductionSpecial Item e.g. Ring of Spell ReductionSpell e.g. Sleep SpellSpecial Weapon e.g. Enchanted Sword

Attunement, Magic Items and Powers

Effects on Magic ItemsA magic item can have as many different effects on it as you want, allowing for

the fact that more powerful levels override lower levels of the same effect. If a weapon you may only call up to two (2) effects or damage calls, or mix of the two at any one time available from the weapon. This is so that damage calls do not last longer than the swing of the weapon. You may not swing the weapon faster than you call damage, and still need to take account of weapon length when swinging your weapon. You must also be able to clearly hear the call you are making when swinging the weapon and MUST NOT shorten the words, e.g. Silver - Silv or Enchanted - Ench etc.Attunement

Magically Active Items need some kind of affinity or link to activate Each magical Weapon, Armour or Item takes a certain number of linears, banquets or time to access all the powers of the Magic Item. There are magical spells, or perks that can reduce the amount of time required to attune fully to an item.

A weapon that does only Enchanted damage does not need to attune, as a magic weapon always does Enchanted damage. However, the other abilities will need to be attuned. All kinds of items can be created and the above table is a simple representation of the process. The same process is worked out for Magic Items in the same way for attunement. You also have an XP cost if you are changing ownership of a magic item. This is 1XP for every 4 abilities the item has. Once the XP cost has been paid, the item is yours and the XP is spent, then the attunement process can begin.Loaning an item works for the remainder of an event, but should an item be loaned for more than 2 consecutive events then the item will start to feel rejected, and will no longer do anything other than enchanted damage for any user until it has been used by its owner for several consecutive encounters – ask your GM for this time period at the time.

Creating Magical ItemsTo create any magic item of any kind costs 1 XP. For each power added costs 1XP

per power level, e.g. one level 3 power on a magic item would be 4XP. A Level 4 power and a level 2 power would be 7XP total.

27

Page 28: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Limited Use ItemsSome items with powerful effects can only be used a limited number of times a

day (e.g. 3 or 5 times a day).

28

Page 29: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

An item made for the original user will be attuned to them from the beginning due to the instant affinity. However if a user buys a magic item or is given one to keep rather than it being lent to them for a short period. Magic understands an affinity with the user and as such it knows when it is being ‘loaned to’ or ‘passed to’ another user.Enchanted - Loaning a magic item can be done without a problem but if the item is given to another Character to use permanently or for an extended period (more than one day), the item needs to attune. This is done by spending time with the item and allowing the magic to attune to the new owner or user. This involves spending 1 adventure with the item for each power held within the item.

= 0 Adventures

Sword that is Silver + Stun = 2 adventures, but does Enchanted damage immediately.

Sword that is Flame + Cleave + Stun + Knockback = 4 adventures, but does Enchanted damage immediately.

Sword that does Enchanted Sleep = 1 adventure, but does Enchanted damage immediately.

ScrollsSpells can be put into scrolls through a simple rite (perk) that allows anyone with

the ability to use a scroll to cast the spell. A scroll must have a phys rep, which must be appropriate – Plain white photocopy or lined paper with a pen is not appropriate.

Immunity ItemsSpells or effects that grant immunity can be put into items. You can only have 1

immunity at any one time as constant immunity items are jealous. Should you wish to change the immunity on you it takes 5 minutes of suitable role-play. Any Immunities last as long as you wear the item granting the immunity. Should you have an item with immunity on & remove it, you lose the immunity. Should you then put on another item with an immunity it does not work without the suitable role-play and time.

29

Page 30: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Magic Item Power CapAll magic items have a power rating of 1. A Characters power cap is equal to their

KI attribute doubled. So a KI of 1 means 2 magic items. A KI of 3 means 6 magic items. Temporary items do not have a power rating but they get one if/when made permanent.

Poisons and DiseasesThere are several Poisons and Diseases that can affect a Character; the effect of

each one on the Player is specified by the poison or disease description. Please see the section that covers Poison and Diseases.

A Purge Poison works to stop the effects of all poisons except the specific Magical poisons. A Purge Magical Poison will purge the specific Magical Poisons but not other Poisons.

All poisons will be spoiled if they are not used within 30 minutes of opening them. Spoiled poisons have no effect. Poisons cannot be mixed unless you have a perk with an explicit description that allows it.

Any person attempting to use or apply poisons without an alchemy perk has a high chance of poisoning themselves, and the attempt requires a GM. Blade Oils can be handled by anyone.Potions and Poisons can be traded safely when in potion bottles. Some potions or poisons need to be handled and used by Alchemists specifically or the user is at a high risk of being affected by the potion or poison in question.

There are five classes of poison - listed below, and a further distinction is made between Lethal and non-Lethal poisons:

1) Ingested Poisons that will inflict their effect on the first person to consume any morsel of

food or drink from the poisoned item. (All potion/poison phys-reps must be OOC safe to consume) Generally Lethal.

2) Lethal and Non-LethalA lethal poison is something that will cause damage by removing hits, a non lethal

poison is something that causes an effect only and does not remove hits E.G. Sleep.

30

Page 31: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

3) VapourPotions or Poisons that will inflict their effect on everyone within 10ft (~3m) of

them. After that point, they have no further effect. Often Lethal.

4) Venom Poisons that must be introduced through a break in the skin, generally a wound

from a bladed weapon. Armour that is hardened will stop this effect.

5) Weapon OilAlchemical treatments that modify the damage effect or damage type on a single

weapon for the next successful strike. Parries will not cause the oil to be used. The Weapon Oil works even if it strikes armour rather than skin.Weapon oils are generally not magical, though they often produce magical effects, and can only modify the damage type of Normal weapons. Rarely Lethal.

General Logistics

MoneyThere are three types of coins in use in the Nest LARP system, of which the lowest

denomination is the copper. Ten (10) Coppers make one silver, and Ten (10) silver make one Gold.We would ask that if a Player changes Characters from a wealthy one to a poor one the excess phys-reps are handed back in to keep the money cycle going.Each Player (not each Character) gets 10 Silver or 1 Gold when they start playing. This is renewed when paying your membership, as long as the Character currently being played is not from a nation in strife or occupation. Earning money from then on is down to the Player, as is how they earn or spend/lose it. Flaws may negatively affect an income. Skills will allow the creation of Items that can be sold for IC money. We encourage Players to think of ways to make money and if another Player is willing to give you money for something of use to them it’s up to them.

31

Page 32: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

In Character SearchingAt all times you must follow the rules for appropriate contact while

searching anyone (See page 23). Anyone can earch someone though the results can vairy depending on your perks. A thorough IC search of another Character requires 10 seconds of Concentration per body location. When searching a Character the searcher should roleplay appropriately during the search, the searcher must tell the target that they are performing an IC search.The searcher must also say if they are using any skill or ability that allows them to find concealed items. Items may only be considered concealed for these rules if the target has a skill that allows them to conceal items, if any item that is concealed a GM should be informed.

All Players using these searching rules (whether to search or be searched) must be fair and honest when looking for or revealing items. Please also try to avoid keeping IC and OOC items together.

As searching requires concentration you cannot do this whilst under the effects of Fatigue etc.

In Character TheftNothing may be stolen during Time-out, or from OOC areas. At all times

you must follow the rules for appropriate contact during 'IC theft' (23). Only items that are valid IC Items, documents marked as IC, and IC coins may be stolen IC. Theft of OOC items will be treated as OOC theft. Any visible item that is clearly in one of these categories can be stolen subject to the following limitations: Nothing may be taken from a Character without the Player's OOC co-operation.Nothing may be taken from a non IC Bag, IC bag, chest, or container without informing a GM. If a bag is carried on a Character’s person this would be considered an IC bag and ideally should look IC (plastic carrier bags and bags with modern company names or logos on them would by default be considered OOC). If you are unsure ask a GM if the bag would pass as IC.

Unconscious and Immobilized Characters should in every way possible co-operate with a Character attempting to steal items, they may not resist having a visible item stolen, and must OOC hand the item to anyone wishing to steal it. The Character taking the item should not touch the target directly. The thief should inform the target OOC that they are removing the item, at which point the item must be handed over OOC. Any item that is completely hidden can only be stolen if discovered by the Searching rules above. If you wish to steal an item IC from a container or pouch on someone you must follow the pickpocket rules (see page 108) and, you must inform a GM! If possible, get a GM to accompany you when you are attempting to steal an item as this can help prevent disputes arising. Some items have a permanent/fixed phys rep, and the IC item does not change phys rep when stolen. Check OOC with the Player you are IC stealing from as well as the game GM. Any Special Creature Powers represent abilities innate to that Character and cannot be stolen.

Moving CharactersAt all times you must follow the rules for appropriate contact while

moving anyone (See page 23).When moving a Character you should not just grab the person and drag them. Moving an unconscious Character can be done by one person though they must move slowly.It requires 2 other Characters to pick up and move with a 3rd (normally unconscious) person normally. While being moved by 2 others they can all move at a normal pace and those carrying are able to use free arms as normal.When picking someone up you should tell them you are picking them up and allow the person to stand. Be available to lend a helping hand should it be needed.

Should you be in a position where your Character is stronger than you are it is allowable to inform the person that as you have 2 people moving them they have no choice but to co-operate and being determined to be man handled is inappropriate and outside the spirit of the game.

32

Page 33: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

ClawsThere are two types of claws, weapon claws and natural claws. Weapon claws

must look artificial or be IC removable. Wearing and using natural claws requires a relevant specific description or skill. Weapons claws count in all ways as a small weapon and are considered IC to be artificial weapon claws strapped to your hands. Hands with weapons claws cannot be used to perform any other action.

All weapon and natural claws inflict normal damage unless otherwise enhanced (through artificer for example). Natural claws are immune to the effect Shatter, but a Fumble effect will render them useless for 3 seconds (in effect the fumble effect temporarily numbs the muscles/nerves/etc). Weapons claws are affected by Shatter and are rendered useless for three seconds by the fumble spell.

CHAPTER FOUR: SPELL CASTING AND MAGIC Introduction

"It was considered by the majority of magi involved in study of magical theories that religious and spirit magic were 2 schools, but since the Scourge has repressed all magic (and theorising about Psionic Magic's), they are now considereddifferent aspects of Spirit Magic."

A Mage will usually refer to themselves by their School and Aptitude in learning. So a Water Elementalist could describe themselves as a Hydromancer and a Priest... well would likely call themselves a Priest. The aptitude will be based on the number of spells they have learned (e.g.1-3 = Novice, 4-7 = Adept, 7-8+ = Master).

Magic falls into one of 4 categories Elemental, Spirit or Totemic, General Magic or Psionics.

General Magic is common to all mages, but limited due to its lack of focus – but even it can still be powerful.Elemental Magic is about creating from or manipulating the elements. Spirit/Totemic Magic is about calling on the powers of the Guardians or Elder. Shamans may call on their patron Guardian in the form of a totem spirit. It is not possible for a Character to use both aspects of this School – the beliefs and way of thinking are mutually exclusive.Psionics. Little was previously known about Psionic magic as this seems to be an unknown practice, practised only by the Scourge creatures.

Elemental: divide my the 4 types of magic aboveWood - Wood Elementalist, ArbormancerAir - Air Elementalist, AeromancerWater - Water Elementalist, HydromancerFire - Fire Elementalist, PyromancerMetal - Metal Elementalist, Ferromancer

Spirituality:Priest -Priest, Cleric, Divine Conduit, SeerAvatar - Avatar, Paladin, CrusaderTotemic - Shaman, Seer, Witch

Mechanics

Magic refers to any form of spell casting regardless of its flavour. To cast a spell requires expenditure of Ki Essence. A Character has an amount of Ki Essence per day equal to 3 times their KI attribute. A spell costs 1 KI essence unless otherwise stated.

33

Page 34: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Perks may change this. Any KI essence not spent in a day does not carry over to the next day.

Foci: All magic’s require a focus to cast. Each school requires a separate focus. Foci can be any object which can be held or often pinned to the mages clothes. (Examples: Religious symbol, representations of totem or element). Foci generally react in some way in areas where the same school of magic has been used. The more vigorous the reaction the more Essence has been used. Ask a GM when looking for the reaction of your foci.

Spells have 3 different casting ranges.

Self – Spell can only be cast on the mage.Touch – spell can be cast on caster or target touched by the mageTarget – spell can be cast on targeted creature or object.

The target or GM standing no less than 3 metres away must be able to hear the spell for the spell to be effective. If a target cannot hear due to commotion of battle, then you are deemed not to have used any Essence.

Effects can be Sefl, Touch, Ranged, Mass or Global. Self-effects only ever affect the caster and their equipment.Touch effects require physical contact in order to be delivered. Touch effects may be applied to the caster of the effect. Touch must be maintained throughout the casting of the spell.Ranged effects have a maximum range of Line of Sight and Hearing (The Target must be seen and can hear you.)Mass effect everyone within 10ft (3mtr) of the target.Global effects all location on a targets(s)

Rite effects have a range defined explicitly in their description. Please see your GM.

Spells and Casting

Your Essence is a natural and inherent part of you.Your Essence can be used or spent to do various things. It can be used to cast magic spells in various ways. It can also be used to empower some Perks - what this does is specified in the individual Perk (see page 62 onward). It is near impossible to be truly cut off from the flow of KI or Essence though with KI at level 0 you have not enough Essence to cast spells or power Perks. How Essence is used will be fully explained in the Magic Rules for casting Spells. When using Essence to power perks, the amount of Essence needed is specified in the Perk description.

You should name your target. IC or OOC name will do as will a description of them, e.g. naming an item of clothing they are wearing on something distinguishing about them - so Dave or Helen, or 'The person in the gold jacket,' or 'The person with the long pink hair'.

When casting a spell the vocals must always be able to be heard clearly by your target or the Ref at least 3 meters away if you do not want to shout. If you are struck whilst casting the spell is miscast and the Ki essence is wasted.If the target has not taken the effect of the spell due to not hearing or observing the spell being cast at them then you have not used any Essence. Any miscasting side effects still apply (i.e. if you call the wrong vocals but they do not hear you, you have used Ki and will suffer the effects of the miscast).

Stacking of EffectsOn a Character, NPC, or Monster

34

Page 35: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

More than one magical effect can be in play at any one time, both positive and negative. The effects should be applied in the order they were received by the Character/NPC in an effort to resolve them. Some magical effects will negate others. With regard to on-going effects, effects of the same type with different strengths only the spell with the strongest effect of that type will remain in play on its target. If there are more than one spell of the same strength then only one can remain on the target. When considering a target, body locations are considered a target as is any armour on that location, even multiple layers. The last spell of a given type is the one that remains in effect all other spell's of the type are dispelled. Magical Effects on Items

It may be possible to add magical effects either temporarily or permanently to an item. Higher-powered effects of the same type will overwrite the same effect of a lower type; you are only able to have one of each effect on an item. the rule is the same across different magic types e.g. fire, metal, air etc.e.g. If you have one fire effect of a low level and one fire effect of a high level then only the high-level fire effect will remain in place.If you have two fire effects no matter the power level of them only one will bond to the weapon.

OvercasttingIt is not possible for an individual to cast a spell and the casting of that spell to

take them below Zero (0) Essence. It may be possible for a continual spell to take someone below Zero (0) Essence. If in any way Essence is reduced below 0, you instantly become unconscious and all hits are reduced to Zero. This is the effect of reducing your KI to significantly lower than the natural base level (1).

SpecializationThis opens access to further spells related to those paths If you choose to

specialise you can only have spells from the 2 magic paths that make up the specialisation path plus the specialisation spells as well as any General Magic spells. You are no longer able to learn additional magic paths.

Spell casting

All casters have a starting cast time of 5 seconds. Additional cast time duration can be bought through the Extended Chant perk in General Magic. The duration will either be instant or until dawn. Benign spells will last until dawn or if it is an offensive spell then it will act instantly. The spell description will say otherwise if this is not the case

Spells fall into 3 categories: Spontaneous spells, chants and prayers

Spontaneous spells SP have a single use instant casting,

35

Page 36: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Chant: (C) take at least 5 seconds before they will have an effect. Damaging/Healing

chants take 10 seconds. A chant must include the spell name and the effects the spell will have, on casting the Spell you should loudly name your target(s) and the effects they take (this will make up the last few seconds of the chant). A chant can be maintained up to an absolute maximum of 30 seconds, and only if the Character has the perks to allow this. The chant can then be maintained for additional casting duration's for no extra KI essence cost. The spell will take effect again after every chant time for the spell, and so without additional perks only one casting is possible per Chant and some spells require extended casting before they can even be used.

Prayers P These are small ceremonies and suitable role play must be carried out for at least 1 minute.

Armour and Ki

Please see page 17

Rites and Rituals

Rituals are powerful effects, but can only be performed on Nodes, where ley lines converge. They often require the use of rare items as part of the ritual. Rituals need to follow a set process written down in a ritual text.

Rites can be performed in areas of power formed on leylines; these can be used by any Mage to adapt a spell they know to perform a different or additional function for a limited time. A Rite does not need a text but you must specify the specific outcome being looked for and it is the GMs discretion as to the actual outcome.

36

Page 37: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Ritual Texts

Rituals are powerful effects, but can only be performed on Nodes, where leylines converge. They often require the use of rare items as part of the ritual. Rituals need to follow a set process written down in a ritual text. Without a text almost anything can happen and it's rarely good. Some false texts have been known to be created, but as it usually takes a lot of time and effort to research a working ritual it is rarely worth the time and effort to make a false text. You should keep in mind this should be relevant and entertaining (this does not need to be comical, but could be dramatic or involving others around you). You will always need to prepare a ritual circle, but this can be done in advance or as part of the ceremony, and complexity can aid you in getting more difficult results. Rituals done without a Ritual Text or an incorrect Ritual Text will suffer backlash, this can be to the Ritualist or the contributors to the ritual or to the surrounding area.

You should always discuss with your GM the planned outcome for your rite or ritual prior to undertaking the ceremony. The GM will them be watching the performance and will decide if you have achieved what you set out for, more, less, or something a bit different.As always, the GM's decision is final.

Magical effects

Magic Armour : grants additional AV. AV are single floating hits and are reduced by the next damage the Character would take until expended. Through damage ignores these.Magic weapon: Strikes for magic and may affect targets which might not otherwise be afected.Global: affects all locations on a specified target within rangeMass: affects all targets within 10 ft (3m) meters

37

Page 38: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Chapter Five: Character CreationCharacter Concept

The Known World is a fantasy/medieval world that has been created to accommodate a wide variety of Characters within its campaign. Use the following procedure to create your Character.

Choose a Concept or ArchetypeYou may already have an idea of the type of Character you would like to play. This

will be your basic guide to creating your Character for Nest LARP. Use books or films or TV if need be for inspiration but do not copy directly a fictional Character. You may be playing this Character for a long time to come, so you do not want to be stuck playing something you do not enjoy. A concept that you are comfortable with playing several days at a time can be a good idea as some of our events last for 3 or 4 days.

Some common archetypes are, Fighter, Thief, Mage, Assassin, Hunter, Druid, Shaman, Builder, Politician, Scout. Once you have decided on your concept/archetype this should help direct the perks and flaws your Character may have.See the section after Character Creation for some suggestions of basic builds and suggested perks.

Once you have chosen a concept, you will move on to the specifics of creating the Character. We will use the Character Ralstin as an example.The Player wants Ralstin to be a Scout/Hunter from the Delvings. This means he has felt the yoke of Scourge Oppression since they arrived, but the Player gets to decide the specifics of:

How it has affected him?Where is he from?Have his family or friends been affected?What was his life like before?What kind of future can he see for himself now the Scourge has taken over?

Whilst not all this information needs to be known, knowing at least some of it will help you decide what choices your Character is likely to make, and lead to a richer role-playing experience.Playing the Character

The ExcuseThis is the reason why your Character became an adventurer. It could be a Family

Tragedy, a bet from friends, a member of local militia that led a hunt for someone or something, or any idea that strikes your imagination.

ConflictConflict is something that happens between NPC’s and Player Characters, NPC’s

and NPC’s, and Player Characters and Player Characters. This is a Heroic game and can be gritty. You should expect conflict. Characters will dislike and hate each other, racism is a possibility and you must keep it to in game references and no matter what avoid references that could be mistaken by others.

Costuming and PropsSome perk's will benefit from the use of Props, e.g. Physician, Alchemist, Mage

etc. Each perk that needs props to use will have it detailed in its description. Some sort of Physrep will be needed. Alchemist has small bottles; physician has surgical tools and bandages etc. The better the physrep the more the look and feel of the game will immerse you, though money should be no barrier to you playing with any given skill. (e.g. with physician though you will need physicians tools and bandages to use the skill,

38

Page 39: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

an appropriate minimum would be metal or wooden/bone look handled cutlery to indicate your tools, or a dentist’s kit).

Languages

Common - English. Each region will have its own local dialect of English wherever humans reside.Scourge EscariFelidi - possibly the oldest known language in the world Shujin - only truly makes sense underwater Sauran - lots of the engineering terms from Sauran history can be traced back to here Old Empire - this is how it is commonly known today; it is a Human version of the Felidi dialect. Delving Scout/Hunter signs - used by Delving scouts and hunters.KanuOrcAbove is a list of the common known languages. This list is not exhaustive.

Choose your Character RaceNumerous fantasy races exist within the known world. Many are widespread, but

others remain all but unknown. For purposes of simplification, we have grouped all the known races together into the racial groups listed below. Each race belongs to a category, and you count as a member of the category of the racial group you are in. For the purpose of effects that target specific groups, you will be affected by damage that targets either your racial group or your category, e.g. if you are a Felidi you will take both Felidi Bane and Elder Race Bane. Select a racial group from those listed. For more details see the Nest LARP World Guide.

Make-UpWe wholeheartedly approve of make-up, tattoos etc. If playing a race that needs

phys-reps we would ask people endeavour to phys-rep this, be it with make-up, prosthetics, costuming, or all of the above.

Choose a Character NameChoose a name for your Character. This can be as simple or as complex as you

want it to be. Try to avoid putting titles like Lord or Baron in the name; such titles are earned, not assumed and titled Characters tend to take exception to a simple peasant calling himself Lord something. Knowing your concept, race and archetype can often help with this.

39

Page 40: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Races Currently Known:

Racial Group Example individual races *Not a playable race ** Limited Player availability

Human Ilac, Cinnea, Drengfold, Duchy of Archon, Delving, Archipelago, Castann, Waster, Eyre - Skyriders*, Kanu**

Beast Bear*, Wolf*, Sheep*, Cow*Plant Shambling Mound*, Oak Tree*Mineral Golem* Clockwork man*, Gargoyle*Olog Ogre*, Troll*, Trollkin*Beastkin Felidi**, Shujin**, Escari*, Beastman*,

Bugbear*, Wolfkin*Uruk Sauran**, Goblin*, Hobgoblin*, Orc**,

Blackorc*Ancestral Spirit*, Daeva*, Archon*, Avatar*Ilac

Undead**Daemon Imps*, Demonkin*, Overlord*Elemental Zephyr*, Servitor*, Ifrit*, Djinn*Umbral Scourge*, Voidkin*, Half-construct*

racial templates.....

When playing your Character you must be able to physrep what you are playing, so don’t play something that has the ability to fly unless you can fly (just jumping a long way is not enough). Phys-repping something close to the Characteristics of what you are playing is always favoured - Horns, Skin colour, etc.

40

Page 41: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

AttributesThese describe your Endurance and KI (Magic) affinity. You have 2 attributes:

EnduranceGives a base of 1 hit plus 1 hit per point of Endurance. Also determines death

count.

Ki3 Points of Essence per Point of Ki, used for the casting of spells or powering

perks.

A Player must assign a numerical value to each attribute; they range from 0: deficient to 5: exceptional, the average human having an Endurance of 1 and KI of 1

LEVEL 0 - DeficiantLEVEL 1 - NaturalLEVEL 2 - AdventurerLEVEL 3 - SupremeLEVEL 4 - HeroicLEVEL 5 - ExceptionalLEVEL 6 - Super Natural

Note: these limits only apply to Player Characters. Massive creatures, bears, or horses may have a strength of 4 or 5 or more. Supernatural creatures may possess attributes far beyond those. Levels 6 and above are there as an indicator it is possible, but this is outside the realms of normal human/humanoid ability. This allows wild creatures or other things to have higher abilities than Player Characters.

EnduranceAll Players have at least 1 Hit (Endurance 0), rising to a maximum of 6 hits (at

Endurance 5). Hits are counted separately from your Endurance Level though one is an indicator of the other.

41

Page 42: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

KiOnce your Essence reaches 0 you may not cast any more spells till your Essence

is replenished. Essence replenishes overnight naturally so each day at dawn your Essence will be full to the level of Essence you have (Dawn will always be considered real Dawn unless your GM states otherwise.). Each Point of Ki gives you access to 3 points of Essence for casting spells or powering perks.How to Create or Build a Character's Skills and Abilities

At Character Creation you have 20 experience points (XP) to spend on attributes and perks. Once the 20 XP are spent then you can then choose Flaws, and spend any XP points gained from Flaws (up to a maximum of 5 pts). A potential maximum of 25 XP. You may buy a attribute up to 2. 0-1 costs 0xp (3x0), 1-2 costs 3xp (3x1). Attributes start at 0. you may not have more than one attribute start at 0 (Zero) YOU MUST HAVE A GOOD REASON FOR AN ATTRIBUTE TO BE AT 0 (ZERO)

At Creation you can only buy a maximum of 6 perks in any one skill, including repeat buys of the same Perk. You may only purchase Perks which cost 3 XP or less. You may only buy Perks up to the 3rd part of a chain (e.g. you can buy Brewing 3, but not Brewing 4). Scaling Costs may limit the number of times you can buy a Perk if the cost goes above 3XP. Some perks have pre requisites, these are stated in the relevant perk.Once your Initial XP points are spent on Attributes and Skills, then you get to spend your XP points from FLAWS, this is still part of Character Creation. Each point of flaw taken gives you an additional XP point to spend. Flaws should make sense for the Character, and are a big part of the role-playing.Magic spells are bought as per perks.After creation the limit of 6 perks per skill no longer applies

Skills and PerksFree Skills only at Character Creation:

These perks below are assumed to be known to all Characters and should be kept track of. These are the only free perks you get and cannot be changed in any way other than not taken (Player's choice not to take a free skill).

Magical SkillsThese are marked with an asterisk * in the Skill and Perks document. You cannot

take these skills unless you have a Ki attribute of greater than Zero.

42

Page 43: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Deity Favoured SkillsEach god favours certain skills. To progress as a priest, shaman, or Voodoo doctor

and so on, you must demonstrate skill and aptitude for your faith. Each member of faith must pick 4 appropriate skills, at least 1 of which must come from Faith if you take Priest or Avatar(in conjunction with their GM); each different Character may have individual deity related skills. These must be selected at Character Creation.These are still being finalised, please ask your GM for additional info if needed.

Ralstin starts with (20) experience points (XP). Ralstin decides to be Endurance 1, Ki 1, so spends 0 XP on Attributes. He now chooses his perks. He chooses to take perks in six different skills.

So he has spent 20 XP spent so far and 0 XP leftPerks: Cost: XP Spent:Small Shield Free 0 XP 0 XPJump Acrobatics 1 XP 1 XPArmour Repair Armourer 1 XP 2 XPArmourer Blacksmithing Armourer 1 XP 3 XPArmourer Naturesmithing Armourer 1 XP 4 XPRapid Armour Repair Armourer 2 XP 6 XPDisarm One Handed 1 XP 7 XPAcute Taste Keen Senses 1 XP 8 XPSearch Keen Senses 1 XP 9 XPDetect Keen Senses 1 XP 10 XPDetect Traps Keen Senses 2 XP 12 XPPickpocket Sneak 1 XP 13 XPHide in Cover Sneak 1 XP 14 XPResist Physical Resistance 1 XP 15 XPParry Resistance 1 XP 16 XPDodge Resistance 2 XP 18 XPDodge Resistance 2 XP 20 XP

So 20 XP spent on Perks *It is not required to buy a skill but you are not considered to have a skill until you have a perk in the skill.

43

Page 44: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Choose FlawsYou may choose flaws from the list available; this is a complete list of flaws.

At Character Creation you can pick Flaws. From your Flaws up to 5 points can be used as additional XP. You may have additional Flaws but you do not get any additional XP during Character Creation.

Variable FlawsAll variable flaws are given values after discussion with the party GM, as it is

recognized that the degree of flaw is variable but the value must be a whole number between 1 and 5. These values are on a case-by-case basis. It is best to decide what you want to role-play, and then discuss the value with your GM. If flaws are not role-played sufficiently, the Player will be told and there may be IC consequences. Depending on the flaw, certain Perks may be unobtainable. It is possible to remove or reduce a Flaw with both IC role-play and XP expenditure.

Flaw Overview XP ConsequenceObsession The Character has more

interest than is usual in a specific substance, activity, person, or other object.

1 The Character will seek out the subject of his obsession if it is easily available. He will follow a sensible lead to gain his obsession.

2 The Character should take opportunities to gain his obsession. If he finds a way to attain it, he will make excuses to do so. He can however be reasoned with, and will leave it if necessary.

3 The obsession is at a level where it interferes with normal life. The Character will take all opportunities to gain the obsession. If he needs to stop indulging it, he will bemoan the fact and be generally less willing to interact and put effort into his current goal. His income is reduced by 10%.

4 If something needs to be done to attain his obsession, the Character has no compunction in leaving the task at hand to attain it. He is willing to take risks in order to get back to it. He is likely to skimp on other things to spend money on it. His income is reduced by 50%. He receives a slight negative modifier for being unable to indulge his obsession (with GM input, suitable for the obsession)

44

Page 45: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

5 The Character spends every waking moment thinking about his obsession. He dreams about it, and will go without food in order to be able to spend money on it. It is difficult to motivate him to come adventuring, leaving the subject of his obsession. If he cannot indulge the obsession, he will become physically and mentally unwell, receiving negative modifiers to Attributes, Skills, and Perks. His income is reduced by 90%.

Phobia The Character has an irrational fear of a harmless substance, object, activity, or situation. The point value depends on the degree to which he is affected, and how common the object of his phobia is.

1 The phobia affects the Character only mildly. The Character does not enjoy being around the object of his phobia, and will be uncomfortable, but he can deal with it. He will avoid the object of his phobia if he can do so without affecting his current goal.

2 The phobia causes discomfort. The Character becomes jittery when exposed to it (possibly mildly affecting some actions such as spell casting) and will put in reasonable effort to avoid it.

3 The phobia causes physical discomfort, nausea or dizziness. These effects only occur when the stimulus is extreme – the exposure to the phobia is close or intense. The GM will decree appropriate physical effects and ability modifiers when the flaw is taken.

4 The Character is likely to take risks, spend money, or use abilities to avoid his phobia. Slight exposure causes the effects noted as level 3. If the phobia is to a less common thing, the physical effects must be more severe to give a value of 4.

5 The object of the Character's phobia is a common one. He cannot stand to be involved in any way with it, and if this means he cannot achieve his goal, then that goal will not be met. If he finds himself forced to confront the object of his phobia, he cannot function, and all he will do is try to get away, using anything within his means. If escape is not possible he will either panic or faint.

45

Page 46: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Code The Character lives his life according to a set of rules. The value depends on the frequency of situations that it will affect the Character's behaviour in, and the degree in which it affects his behaviour. If a Code was made by personal choice, it should not be role-played as a burden the Character wishes rid of.

1 The Code only applies on rare occasions, or it has only a very mild effect. The Character may mention it occasionally.

2 The Code limits the Character's choices in a small way, but is little more than an affirmation of the Character's ideals.

3 The Code must be considered before each course of action. The tenets may stop certain acts, but goals should still be achievable by working with or around the Code.

4 The Code occasionally leaves the Character with no choice. Paths to goals may have to be very convoluted, and sometimes cannot be made.

5 The Code is very restrictive. The Character must consider it before taking any action, and it often leaves him with no choice. It frequently impairs his ability to achieve his goals. It may involve him in acts he does not want to do. Working around it is unlikely to be possible.

Reputation The Character has a poor reputation, whether deserved or not, with some part of the world. The value depends on how much of the world, and how negatively they see him. The reason must be specified.

1 A small portion of the world (one group or faction) dislikes him. This will show in the way they talk to him, their willingness to give him information, and the prices he is offered. If he is unrecognised, the penalties will not apply, and this is not terribly difficult to do.

2 The Character's reputation is more widely known, and the consequences are more severe.

3 Either the Character is disliked by most of the world in a minor way (if recognised), or smaller areas dislike him more severely. Discuss the balance with your GM.

4 There are large or important areas where the Character is shunned. In these areas the Character will not be able to buy or sell, except at large mark-ups, innkeepers will turn him away, and he will be offered less reward for tasks undertaken. Perks involving interactions with NPCs may function slightly less effectively or for a reduced time.

5 The Character is universally detested. Merchants refuse to trade with him, he is unlikely to be offered employment, and he may not be allowed into town. It is not possible for the Character to disguise himself such that his reputation does not show. Any Perks that improve his interaction with NPCs function either less effectively or not at all (GM's discretion but agreed when flaw is taken).

Allergy The Character has a negative physical reaction to a substance that should be inert. The value depends on both how common the substance is and how extreme the reaction is.

1 The Character is mildly itchy or sneezes frequently in the presence of the allergen.

2 The reaction causes more inconvenience. The Character is not prevented from doing anything, but some acts will be more difficult.

3 Exposure to the allergen causes a marked reaction. The Character cannot do some acts whilst under the influence of it. These will be agreed by discussion with the GM.

4 Exposure to the allergen causes a very strong reaction, one that incapacitates the Character for a period of time. The reaction should be specified when the flaw is taken. The strength of the reaction and the duration are determined by how common the allergen is. A purge or healing spell or potion will stop the current reaction, but not prevent others.

5 Anaphylaxis. The Character is so allergic to a common substance that he will lose one hit to his torso for every 60 seconds he is in contact with it. If he ingests it, he must be made to vomit or have a healing or purge spell or potion administered to prevent him from dying.

46

Page 47: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Physical Flaw The Character has some part of him that does not work properly.

1 The flaw is noticeable on occasion and must be role-played. It may make some non-critical actions more difficult.

2 The flaw is readily noticeable. Some actions are significantly affected and will take the Character longer, or be slightly reduced in efficacy.

3 The flaw makes either a few actions much more difficult and less effective, or a wider range of actions will be less severely affected. The balance must be discussed with your GM.

4 The flaw has an obvious effect. Some actions are not possible, and some will be significantly more difficult. These should be discussed with your GM, and must be appropriate.

5 The flaw is very severe. It affects every action the Character attempts. One or more parts of the Character are absent or completely non-functional.

Enemy Some individual or organization has it in for the Character for some reason (should be specified).

1 The enemy is less powerful than the Character and is unlikely to be able to do him any harm. He may be caused some embarrassment.

2 The enemy is either not very powerful, or not interested in causing the Character more than minor damage or embarrassment.

3 The enemy can make life more difficult for the Character in numerous ways. Whether the enemy wants to kill him or merely make him suffer, the Character needs to consider the possibility that the enemy may be behind any misfortune he finds himself in.

4 The enemy is powerful enough to cause the Character major harm, as well as threaten those he cares about.

5 The enemy is very powerful, capable of destroying the Character should they find him. The Character cannot safely go by his own name, cannot stay in one place for too long, and should he make friends or fall in love, the friend or loved one will be in danger. This will make following any long-term plot difficult for the Character, as he cannot allow himself to be traceable.

Secret The Character has something they are hiding from the world in general. The value depends mostly on the consequences of discovery, but also on how easy it would be to let something slip.

1 The secret would embarrass the Character and make people hearing it laugh at him.

47

Page 48: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

2 If the secret were to escape, the Character would be shunned by a particular group of people (or individual important to him), or would gain an Enemy. If it escapes to people who are not part of the disapproving group, it may cause mild embarrassment but not particular censure. It will not cause the Character to need to face justice.

3 The secret is more serious. The people who would censure him are more numerous or more powerful, or more important to the Character.

4 Should the secret escape to the world in general, the flaw will be converted to Level 4 reputation flaw, and in addition the Character will be wanted by the authorities or some other powerful organization to face justice. Should it escape to a few trusted people, their feelings towards him will change in a manner appropriate to the secret (this will always be an adverse reaction).

5 Should the secret become public, the Character's life is forfeit. He will not instantaneously die, but many major powers will attempt to bring about his demise.

Exaggerated personality trait

Some aspect of the Character's personality is taken to excess. It may not be possible for certain traits to give a level 5 flaw.

1 The Character has a noticeable increase in one personality trait. This must be role-played.

2 The trait is frequently noticeable during interactions with the Character, and may prejudice others against him (or cause other mild undesirable effects, depending on which trait it is).

3 If the Character tries, he can control the trait most of the time. It is possible he considers it a good thing and does not generally feel controlling it is appropriate.

4 The Character's response to situations is always coloured by the trait. In circumstances of gravity he can often control it, especially if he has been warned of the consequences. If taken by surprise he is unlikely to be able to suppress it.

5 The Character cannot control the trait. It leads him into danger and limits his responses to situations significantly. He may or may not realize this, but everybody he comes into contact with probably will.

48

Page 49: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

One-Point FlawsName DescriptionHaunted There is a mischievous spirit that follows the Character around, making life

difficult in numerous small ways (hiding things, sand in his underwear and so on).

The Game The Character is playing the Game; the point of this game is to not remember you are playing it, or you lose.

Two-Point FlawsName DescriptionDense Although ordinary in size, the Character is much heavier than most of his kind.

This means crossing weak bridges etc. has extra risks.

Three-Point FlawsName DescriptionBinding Contract

The Character has been cursed by a powerful deity to be bound to a specific item. This item could be a stone, amulet, or perhaps an actual piece of paper, but it must be portable.

Five-Point FlawsName DescriptionMagic Corrupting Touch

You corrupt magical items that you touch. For each 5 mins (constant) you touch an item you permanently remove 1 positive effect or enchantment. Starting with the strongest & going down to the weakest. In addition to this you take a point of head damage (amour does not stop this and it is considered to be artefact) and cannot be healed until dawn. Temporary magic Items are destroyed after 5 minute (this includes any and all game created items carried and beneficial spell effects). People and Artifact items though cannot be permanently changed. After contact (as above) will mean they are suppressed for 10 mins. EG. After 5 mins contact with someone with Ki they will feel strange and that as if their Ki is locked in a glass cabinet but they can't get it out to use it.If you take this flaw then you should not know you have it and will be convinced any effect from this will be from another source. It can't be me. You show up as 'normal' to second sight or similar effects.GM's may have this work in a different way if you try to use this to your benefit. This cannot be used intentionally to benefit the world or players.

49

Page 50: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Ralstin then takes 5 points of FLAWS. He is a solitary man who has spent a lot of time in the woods. His regent has him patrol the woods to stop poachers and game hunters; any caught are to be killed. His regent also keeps slaves. Ralstin’s regent also sends him up against superior forces and it is usually only his skill that keeps him alive. The flaws below are reasonable for Ralstin:

Expendable 1 pointLoathsome Regent 4 points

Ralstin chose 5 points of Flaws, so now has an additional 5 XP to spend:

Resist Physical 2 Resistances -2 XP 22 XPKnockback One Handed -1 XP 23 XPSharpen Stone Armour smith -1 XP 24 XPPickpocket Sneak -1 XP 25 XP

Ralstin has now spent all his XP from creation, including those (if any) gained from FLAWS. From this point on XP is the only way to improve your Character and this can be earned through going on Adventures and attending Banquets. There are no limitations to what you may spend your XP on.

50

Page 51: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Below is an example of Ralstin's Character Sheet.

Ralstin   XP   XP   XPATTRIBUTES          Endurance 1        KI 1   Essence   3

SKILLS     ASSOCIATED PERKS    

Acute Taste 1 Jump 1 Dodge x 2 4

Armourer Blacksmithing 1Armour Repair 1 Resist Physical x 3 3

Armourer Naturesmithing 1 Disarm 1 Knockback 1Rapid Armour Repair 2 Search 1 Sharpen Stone 1Detect 1 Detect Traps 2 Parry 1

Pickpocket x 2 2Hide in Cover 1

Free Perks    

Numeracy FS 0 Calls & Items    Sharpen Shard

Buckler FS 0 Resist x 3Literacy FS 0  Parry    Read Maps FS 0  Knockback    Navigation FS 0  Disarm    FLAWS          Loathsome Regent 4        Expendable 1                     XP Earned 0          

**A blank Character sheet is available at the end of this document.**

51

Page 52: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

IngredientsSome perk's grant ingredients, some perks require the use of ingredients. An

ingredient is specific to a skill and may not be used with another skill unless a perk specifically allows mixing of ingredients between skills. They are assumed to work because of the arcane and magical nature of the world around you.Forge/Alchemy Lab/ Artificer Table

Anyone with a skill that needs one of these things is able to set one up. Armourer for a Forge, Alchemist for an Alchemy Lab and Artificer for an Artificers table. Each needs specific rites and designs for the space intended to be used. It takes about 12 hours to be able to set up a Forge/Alchemy Lab/Artificer Table and be able to produce something from it. The requisite ingredients are needed. Suitable phys reps are needed to set up what you need as well as to produce the items you want. Finding one already set up means you may be able to produce items quicker though any old site where it was specifically removed/destroyed means starting from scratch.Using stones and wood or some other form of fire as well as a workbench or anvil of some kind. Bowls and beakers with a small fire would work for alchemy and drawing out a artificer workspace with enchanter circle and any needed artificer totems, this is not meant to be an exhaustive list more an idea of things needed. As long as you can justify to a GM what it is you are using for what you are making and you are in a suitable space within the world then it can work.Levelling Up Attributes and Perks

After Character Creation, XP (experience points) are used to increase attributes , and purchase additional Perks, the costs are listed in the perks list below (See Page 62 Onwards).Spending XP

It is up to the Player to spend their XP on their Character as they see fit, though a GM is allowed input into this. Any spending of XP on a skill the Player would not normally have easy access to should be justified IC to the GM (e.g. who you are learning it from IC). All Players are requested to submit a Character background to their GM in writing This should be a synopsis of what their Character is about and include how they have gained important skills and virtues and flaws. This will allow their GM to better prepare adventures for the Character. Should a GM not have a background they can prevent the Character from spending XP on additional Character development, though a GM may not prevent a Character from earning XP. Once a GM has received a background the XP spending restriction is lifted.Gaining XP

XP AwardsTavern Nights - No XP is awarded at these events usually.Banquets - XP is awarded as per the individual Banquet.Adventures - 1XP per each adventure your chosen Character goes on.

The Social ContactThe concept is you play an Adventure and Monster an adventure and you then

receive 1XP. Until you complete this cycle you do not get an XP increase for your Character.

Additional Way to Gain XPAfter the social contract if you Monster/GM or for helping the society in an

equivalent way, more times than you Adventure you gain an XP. This works on a 3 month period in the following way Jan - March, Apr- Jun, Jul - Sept, Oct - Dec. Please ask the Games Convenor if you are unsure if you have gained additional XP..

XP ScalingOnce your character reaches a preset level all perks become more difficult and

thus more expensive. This shows the additional difficulty of maintaining additionally

52

Page 53: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

learned information and skills. As you reach additional preset levels the difficulty increases. Please use the table below for the preset level and difficulty modifier. The modifier is applied to the purchase of every perk, level of perk, spell, level of spell. It does not apply to costs for Permanent items.

XP Level Modifier75 +1 XP100 +2 XP125 +3 XP150 +4 XP

53

Page 54: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Character Do’s and Don'ts

For XP spending details please see the Rule Book Chapter 4. Also chapters 3 and 5 help for calls, magic, and magic items. Perks are bought with experience points earned by adventuring. Once you have a Perk from a skill, you are considered to have that skill.

A Character MUST:Pay the Perk cost in XP.

Buy a Prerequisite before buying any follow up Perks. These are either denoted as "Pre Req:" or a Progressive level such as "Brewing 3". This means you need Brewing 1 & 2 before you can buy 3.

A Character MAY NOT:Buy a perk more than once, unless it is specifically listed as repeating.

Character Creation Quick Guide:You have 20xp to spend on Perks. You may gain a further 5xp by taking the

equivalent value of Flaws. you may not have more than one attribute start at 0 (Zero)YOU MUST HAVE A GOOD REASON FOR AN ATTRIBUTE TO BE AT 0 (ZERO)You may buy an attribute up to 2. 0-1 costs 0xp (3x0), 1-2 costs 3xp (3x1).You may only buy Perks which cost 1, 2, or 3xp.You may only buy Perks up to the 3rd part of a chain (e.g. you can buy Brewing 3,

but not Brewing 4).You may only take the same perk up to 3 times at Character Creation.You may only have 6 Perks from any one Skill group.

Ingredients: All Ingredient perks give 3 ingredients usable in the skill they are taken from.

Additional Ingredients may be found or purchased or traded. Ingredients can only be used between skills with the appropriate perk. Ingredients gained from skills last till the end of the event no matter where you get them from. Purchased Ingredients last up to 6 months or until used.

54

Page 55: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Crafting Skills, and Items Created

The crafting skills are Alchemy, Armourer, and Artificer. All potions and poisons effects last until dawn, unless otherwise noted. Crafted Alchemy items last up to 6 months. Crafted smith and Artificer items last till the end of the event (as do Survival crafted items).The Character may research new items. These items should be run past your GM for approval, and confirmation of how they work.

Scaling XP Costs

*SC Some perks have a scaling XP cost. All perks marked with *SC have an increasing cost each time the perk is bought. The perk will tell you when the scaling cost starts to apply.

i.e. each additional buy will increase the XP of the next buy by 1.

Use of Defensive Calls

Parries When you make a parry call you MUST make some attempt to parry, e.g. you

need to move in a way that would mean you would be able to parry. If you do not make an attempt to parry then it will fail. A successful Parry means you avoid the Damage but you still take the Effect.

ResistsWhen calling a Resist you must have the ability to call the resist from a Perk from

one or more of the skills and perks below. A successful Resist means you have been able to Resist the Effect from a non-magical source, though you do still take the Damage caused by the blow. Effects which can be resisted are: Stun, Strikedown, Disarm, and Knockback.

Resists do not work on Special Calls. These are Impale, Crush, and Cleave.

Mental ResistsAre used to stop Mental Effects (ME). These include, but are not limited to:

Enchanting Voice, Suggestion, Overawe, Bluff, Taunt, Ingratiate, Verbal Disarm, Befriend, Trader Discount, Buy at Cost, Fortune of the Famous, Divine Command.

55

Page 56: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

DodgesWhen you make a Dodge call you MUST make some attempt to dodge the blow,

e.g. move away from the blow in some manner. If you do not make an attempt to move away from the blow when you call dodge, then it fails. A successful Dodge means you avoid all damage and effect from a blow.

SpellwardsSpellwards can entirely negate a spell of any power, except Artifact.

ArtifactArtifact Calls are from extremely rare or powerful abilities. They cannot be

Resisted, dodged, Parried or Warded. If they are physically Parried (Sword or Shield), the damage will be stopped, but the Call or Effect will still go through.

ResearchCharacters may research new Perks, Potions, Poisons and Crafted Items when

they have at least 4 different Perks in any one skill. Relevant Perks may be needed as a Prerequisite. Speak with your GM about doing this and e-mail [email protected].

Free PerksAll Characters have the following perks unless they choose to not have them.

They can be gained later in play with suitable Role Play.

Free Buckler You can use a shield/buckler under 18" across.Free Literacy You can read and Write any Language you know. You know the Common

Language.Free Navigation You can usually discern which way is North (using the Sun, Stars, etc.).

You can follow detailed Directions.Free Numeracy You can count and do Mathematics.Free Read Maps You can use a Map to navigate as long as you have a good idea of

Landmarks.

Increasing Attributes

(3 X current level) XP

Increase Endurance

Increases Endurance by 1 to a maximum of 5

(3 X current level) XP

Increase Ki Increases Ki by 1 to a maximum of 5

56

Page 57: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Athletics/AcrobaticsThese Perks include things like the ability to jump up to 20ft either vertically or

horizontally, and to demonstrate physical conditioning. This could be via feats of strength, agility or stamina. Detailed within relevant perks listed below.

Perks and XP costs:1 XP Jump The ability to jump up to 20ft either vertically or horizontally. Hand in the

air in a fist then move the appropriate distance. This perk can be used once per day. You may purchase this Perk up to 5 times. This perk cannot be used in stacked armour.

3 XP Stamina Can maintain a sustained run as a Wolf or Cheetah can. You do not suffer Exhaustion from running long distances.

4 XP Double-jointed

The Character is unusually supple. Squeezing through a tiny space is one example of a use for this Perk.

5 XP Escape Whilst using defensive items in both hands (e.g. by dropping your sword and holding a shield in both hands, using 2 Shields, or using Weapons held defensively), you may use Knockback, Strikedown, Stun, or Paralyze to escape combat if you have such a Call available. Once you call Escape you take no damage for 3 seconds as long as you are fleeing combat. The Character must leave the area of combat, and can return only after the combat has ended.

7 XP Second Wind

Once per day, the user may gain back up to half their original hits, rounded down. This cannot take the Character above their maximum hits.

57

Page 58: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

AlchemyTaking any alchemical creation perk gives the Character the ability to distinguish

between Healing Potions, Alchemical Potions, Poisons, ingredients, and inert substances.As an alchemist you can safely handle and Identify all potions and poisons created using a Perk you have, as long as they are no more than one level higher than your current number of picks of that Perk. As long as you have at least 1 Alchemy Perk you can identify all level 1 potions and poisons.The crafter may make any crafted item from the list and with appropriate perks, for the appropriate number of Ingredients. To make a Potion or Poison, it takes 2 hours, assuming you have rudimentary supplies and a fire. This time can be reduced with a Alchemy Laboratory. To craft a potion or poison requires two ingredients per level of item, unless specifically stated.Potions and Poisons can be traded safely when in potion bottles. Some potions or poisons need to be handled and used by Alchemists specifically or the user is at a high risk of being affected by the potion or poison in question. Blade oils can be handled by anyone.

Ingredients: As an alchemist you get 3 Alchemy ingredients each time you buy the Alchemy Ingredient perk.

Reagent: A reagent takes 1 Alchemy ingredient to make. Reagent types can be Healing, Alchemical or Poison. A reagent requires a perk to be used correctly or the outcome may not be what is expected.

Perks and XP costs:1 XP Alchemical

IngredientsThe Character gains 3 additional Alchemy ingredients. This perk can be taken up to five times.

1 XP Brewing*SC

The Character can create potions and poisons at a level equal to the number of times this perk has been taken. This perk can be taken up to six times. Each buy increases the XP of the next buy by 1 XP.

1 XP Reagent*SC

The Character can create and use a reagent to change any potion or poison into any other potion or poison of the same type. This can be done only to potions of a level equal to the number of times this perk has been taken. Pick the Reagent type when creating it - Healing, Alchemical or Poison. This perk can be taken up to six times. Each buy increases the XP of the next buy by 1 XP.

58

Page 59: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Alchemy Perks2 XP Poison

StoicThe Character is resistant to pain from poisons. Damage is still taken, as are any Effects of the poison. You should role-play a minimal effect from pain but the pain will not incapacitate you. Any potion that would take you to zero no longer makes you unconscious.

3 XP Arcane Brew

The Character can make a potion or poison to duplicate the effect of any spell. You must be able to cast the spell or have someone else who can cast it into the potion as part of its preparation, This expends the Ki essence at creation. . You need to spend 2 x the ingredients equal to the number of Ki required to cast the spell.

3 XP Transmute PRE REQ: Reagent. The Character may use 2 additional Alchemy ingredients to change any alchemical creation of any level to another alchemical creation of equivalent or lower level. You are limited by the number of times you have taken Reagent as to what you can transmute this into. You can turn a Level 5 Poison into a Level 3 Potion if you have 3 Pick of Reagent, the remaining power of the original Poison is wasted.

5 XP Iron Digestion

PRE REQ: Any alchemical creation perk of 4XP or above. The Character is Resistant to all normal lethal alchemical effects.

10 XP

Alchemical Resistance

PRE REQ: Any alchemical creation perk of 5XP or above. The Character is Resistant to all but Level 5 magic poisons and potions with negative effects.

10 XP

Universal Ingredient

PRE REQ: Any alchemical creation perk of 5XP or above. Due to the Character's intimate knowledge of working with Alchemy ingredients, he can now use any ingredients from any skill to create his alchemical items.

59

Page 60: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Potion ListDraughts or Dusts have an instant or near instant effect.Elixirs last until dawn.Mists are inhaled and have an area of effect.Potions last till the end of the next encounter.Potions that scale with level require the use of 2 ingredients per level effect desired.

Potion ListLevel 1

Draught of Cure Disease

This salve cures all non-magical diseases. Immediate effect takes 5 minutes to recover from the body being purged - suitable roleplay required. Healing

Level 1

Elixir of Noble's Ease (Level X)

The imbiber is immune (thus poisons to this level have no effect) to all mundane poisons of the same level as the Alchemist's Brewing Perk. Till Dawn. When Brewing make sure to give the Elixir a level X. This potion scales with brewing perk level. Healing

Level 1

Minor Healing Draught

Returns one hit to one location that is not actively bleeding (in Death Count). Healing

Level 1

Potion of Wilful Focus

For the next encounter, the imbiber's Concentration cannot be interrupted. Prevents Mind effects till the end of the next encounter. Alchemical

Level 1

Potion of Staunching

Stops a Person from Bleeding. Cannot run or take damage otherwise the bleed count continues form the point it was halted by this potion. The person taking this must remember the point at which their death count was stopped.

Level 1

Purge Poison Draught

All non-magical poisons are removed from the user. Immediate effect takes 5 minutes to recover from the body being purged - suitable roleplay required. Healing

Level 1

Draught of Recovery

This potion brings a location from -1 to 0 hits. Healing

Level 1

Revive Draught

Rouses the Character it is given to from unconsciousness. Healing

Level 1

Suspension Vial 1

A potion that can hold the effects of a 1 XP cost spell cast into it. Alchemical

Level 1

Elixir of the Brave

Until the next dawn, the imbiber's Concentration is stronger than the average man. Resist all fear Effects till dawn. Alchemical

60

Page 61: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Potion ListLevel 2

Elixir of Protection from Disease.

The drinker is protected from disease until the next dawn. This does not cleanse any disease already present. Healing.

Level 2

Elixir of Water Breathing

The drinker can breathe under water until the next dawn. Alchemical

Level 2

Mend Armour Dust

The dust is a mix of leather fibres, iron dust and a strange ingredient that can be found around the heart of a forge. This restores 4 hits per level back to a layer of armour. This potion scales with level. Alchemical.

Level 2

Night Sight Elixir

The imbiber can see in the dark as well as they can in daylight. Alchemical

Level 2

Cat's Grace Elixir

You can call resist to Strikedown or Knockback from either a magical or physical source. Lasts till dawn. Alchemical

Level 2

Cure Decay Draught

This potion removes any non-magical Decay effect. Healing

Level 2

Elixir of Barkskin

Grants the user 2 floating armour hits. These are used up on the next 2 hits taken. Alchemical

Level 2

Elixir of Purification

The imbiber is purged of all negative effects. This does not cure him of Disease or heal any wounds but will wake him if unconscious. Healing

Level 2

Potion of Rallying Voice

For one encounter, all those who hear the Character speak become immune to Fear. Alchemical

Level 3

Mist of Purge Poison

Once this potion is opened, it evaporates over the course of five minutes to form a cloud of vapour. Any Character remaining within five feet of the vial for at least one minute after it has evaporated will have any poisons purged from his system. The cloud persists for five minutes. Healing

Level 2

Suspension Vial 2

A potion that can hold the effects of a 2 XP cost spell cast into it. Alchemical

Level 2

Purge Magical Poison Draught

All non-magical & Lethal poisons are removed from the user. Immediate effect takes 5 minutes to recover from the body being purged - suitable roleplay required. Healing

61

Page 62: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Potion ListLevel 3

Corruption Shield Elixir

The imbiber is protected from any magic effect that would cause corruption to their Life Force. Disease, Decay. Healing

Level 3

Potion of Disguise

This allows the Character to disguise himself for the next scene. It does not withstand close scrutiny but will allow him to look like a member of the crowd/a random guard etc. This does not change his voice or how he walks etc. Alchemical

Level 3

Whole Body Heal

Restores 1 hit to each Location. Will only work if the target is at Zero hits or above on every location. Healing

Level 3

Potion of Traverse Magical Barrier

The imbiber becomes attuned to, and able to pass across, any and all magical barriers. Alchemical

Level 3

Protection from Paralysis Potion

The imbiber is immune to Paralysis for the next encounter. Healing

Level 3

Stoneskin Elixir

Gives 3 floating armour hits. These are used up on the next 3 hits taken. Lasts till dawn. Alchemical

Level 3

Suspension Vial 3

A potion that can hold the effects of a 3 XP cost spell cast into it. Alchemical

Level 4

Mighty Blow Elixir

The Character drinking such a potion gains five Calls of Knockback. Alchemical

Level 4

Heal Location Draught

The potion restores all hit points to a single location that is at Zero hits or above. Healing

Level 4

Potion of Immunity to Fatal

For one encounter, the imbiber is immune to Fatal damage. Healing

Level 4

Potion of Meditation

The imbiber may re-use any Meditation perk they have. If they do not have Meditation, the potion allows them to enter a meditative state for ten minutes, restoring five points of Ki essence. Alchemical

Level 4

Reduce Fatal Damage potion

For one encounter, all Fatal damage counts as Normal. Call Damage Reduction Fatal. Healing

62

Page 63: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Potion ListLevel 4

Pure Thought Draught

Restores five points of Ki essence. Alchemical

Level 4

Whole Body Heal

Restores 2 hit to each Location. Will only work if the target is at Zero hits or above on every location. Healing

Level 5

Draught of Ki Affinity

Restores the user's Ki essence by 2 Ki essence per point of Ki attribute they have. Alchemical

Level 5

Elixir of Boar's Endurance

Gives the user one additional point of Endurance and the associated hits. Till Dawn. Alchemical

Level 5

Elixir of the Honed Mind

Until the next dawn, the imbiber's Concentration cannot be interrupted. Resist fear mind effects. Alchemical

Level 5

Potion of Crushing Blows

For the next encounter, the drinker may call Crush once when using a two-handed weapon over 42" in length. Alchemical

Level 5

Potion of Purge Magical Poison

The imbiber is purged of any Magical poison, this does not purge non magical poisons. this unusual side effect is due to the specific ingredients needed to make it. . Immediate effect takes 5 minutes to recover from the body being purged - suitable roleplay required. Healing

Level 5

Restore Location Draught

This will restore all hits to a single location, even one that is actively bleeding (at -1 hits). Healing

Level 5

Potion of Purge Magical Poison

The imbiber is purged of any Magical poison, this does not purge non magical poisons. this unusual side effect is due to the specific ingredients needed to make it. . Immediate effect takes 5 minutes to recover from the body being purged - suitable roleplay required. Healing

Level 5

Restore Location Draught

This will restore all hits to a single location, even one that is actively bleeding (at -1 hits). Healing

Level 5

Whole Body Heal

Restores 1 hit to each Location. Will only work if the target is at Zero hits or above on every location. Healing

Level 6

Draught of Global Heal

All the imbiber's locations with Zero hits or above are fully restored. Healing

63

Page 64: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Potion ListLevel 6

Elixir of Titan's Endurance

The user gains 2 points of Endurance and the associated hits. Till Dawn. Alchemical

Level 6

Healing Mist Once this potion is opened, it evaporates over the course of five minutes. At the end of that time, all locations not actively bleeding (so at Zero hits or above) within three feet of the bottle regain one hit, and then one hit per minute as long as they remain in the mist. The mist persists for five minutes. Healing

64

Page 65: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Poisons ListBlade Oils are applied to weapons and affect the target hit by the weapon.Toxins must be ingested.Clouds are inhaled and have an area of effect.Dusts are the same as the spell effect of the same name as well as having an instant or near instant effect.Once poisons have been opened and applied to weapons or food and drink, they lose efficacy at the next dawn, even if they have not been used.

Poisons ListLevel 1

Oil of Free Mind

The next blow with the treated weapon frees the target from all negative Mind effects. Alchemical

Level 1

Painful Toxin An ingested poison. The target will notice that he is poisoned one minute after ingesting it. Nine minutes after ingesting it, he takes one hit to his torso, and must writhe in agony for 5 seconds. Role-play pain effect. Poison

Level 1

Sample Collection Kit

Using this Kit on a target allows a poison or potion with negative effects to be brewed for use specifically against that one target. The potion or poison this is applied with will have an Irresistible Effect, which works in the same way that Artifact Damage does – it is impossible for the target to have either immunity or resistance to it. A potion brewed using this has the normal effect on those who are not the target. Alchemical

Level 1

Stun Dust Thrown in the target's face, this powder will cause a 10-second Stun effect. Poison

Level 1

Oil of Sleep The first blow after application causes the target to fall Asleep. Poison

Level 2

Toxin of Punishment

An ingested poison. The target will notice that he is poisoned five minutes after ingesting it. Five minutes after ingesting it, he takes one hit to his head and Torso, and is knocked down. Poison

Level 2

Toxin of Sleep The target ingesting this poison falls asleep. Poison

Level 2

Oil of Cold For one minute after application the weapon does Cold damage. Poison

Level 2

Oil of Enchantment

For one minute after application the weapon does Enchanted damage. Poison

65

Page 66: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Poisons ListLevel 2

Oil of Flame For one minute after application the weapon does Flame damage. Poison

Level 3

Mist of Fatigue One minute after opening this potion, all targets within five feet become Fatigued. The cloud persists for nine minutes. Poison

Level 3

Oil of Freezing The first blow after application causes the Freeze effect. Poison

Level 3

Toxin of Brief Paralysis

The target ingesting this poison is Paralysed for five seconds. Poison

Level 3

Toxin of Haemorrhage

An ingested poison. The target will notice that he is poisoned one minute after ingesting it. Nine minutes after ingesting it, he takes one hit to his torso and head and has a nosebleed, so must (at minimum) hold his nose for ten seconds(Stun effect). Role-play nosebleed effect. Poison

Level 4

Agonising Toxin

An ingested poison. The target will notice that he is poisoned five minutes after ingesting it. Five minutes after ingesting it, he takes two hits to both his head and torso, and must writhe in agony for five seconds. Role-play the agony effect. Poison

Level 4

Mist of Sleep One minute after opening this potion, all targets within five feet fall Asleep. Target is asleep for 1 min as per lullaby - Bard. Poison

Level 4

Oil of Affect <Race>

For one minute after application the weapon does Artifact damage against the target Race. Poison

Level 4

Oil of Cleave The first blow after application causes the Cleave effect. Alchemical

Level 4

Torturing Toxin

An ingested poison. The target will notice that he is poisoned Nine minutes after ingesting it. One minutes after ingesting it, he takes one hit to every location, and must writhe in agony for ten seconds. Poison

Level 5

Love Slave Elixir

The imbiber falls madly in love with the next person they see. This is a rare poison. An alchemist will only make 1 of these at a time as well as only making a maximum of 12 each year. Alchemical

66

Page 67: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Poison ListLevel 5

Magical Toxin of <Race> Agony

A magical ingested poison. The target will notice that he is poisoned Nine minutes after ingesting it. One minutes after ingesting it, he takes one hit to his torso and head. This poison only acts on the race named. Poison

Level 5

Magical Toxin of Pain

A magical ingested poison. The target will notice that he is poisoned Nine minutes after ingesting it. One minute after ingesting it, he takes two Artefact hits to his torso and head, and must writhe in agony for ten seconds. Poison

Level 5

Mist of Paralysis

One minute after opening this potion, all targets within five feet are Paralysed Poison

Level 5

Oil of Paralysis

The first blow after application causes the target to be Paralysed Poison

Level 5

Toxin of Paralysis

The target ingesting this poison is Paralysed for ten seconds. Poison

Level 6

Mist of Death Five minutes after opening this poison, all targets within five feet lose one hit to each location per minute spent within the cloud. The cloud persists for five minutes. Artefact damage. Poison

Level 6

Oil of <Race> Bane

For one minute after application the weapon has the Bane effect towards the target Race, and so each blow will cause Artifact Fatal damage. Poison

Level 6

Rapid Toxin of Submission

An ingested poison. The target will notice that he is poisoned 30 seconds after ingesting it. 30 seconds later both the targets head and torso are taken to 0 hits. Poison

Level 6

Toxin of Submission

An ingested poison. The target will notice that he is poisoned five minutes after ingesting it. Ten minutes after ingesting it, his torso and head are both taken to 0 hits(treated as Artifact damage), knocking him out. Poison

67

Page 68: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

ArmourerThis skill covers the ability to make weapons and armour.The items do not last beyond that adventure. An Armourer cannot normally repair magic weapons or armour without relevant

Perks.The crafter may also repair any weapons or armour they have the ability to make

as long as they have the relevant perks.To craft a temporary item requires two ingredients per level of item. To make an item permanent requires the use of the appropriate permanence perk. The recipient must also invest XP at the same rate as ingredients (e.g. a level 3 permanent item requires 6 ingredients and 6 XP).Blacksmith and Naturesmith ingredients can make any items from the Armourer Items list unless otherwise specified with Blacksmith or Naturesmith in the description in Bold.

Ingredients: Blacksmithing or Naturesmithing ingredients do not last beyond the end of the adventure.

Armour Repair Points are made by converting an Blacksmith or Naturesmith Ingredient into 3 Armour Repair Points of the appropriate type with use of the Armour Repair Perk.

Perks and XP costs: Armourer1 XP Armour Repair The Character can convert their ingredients into 3 points of armour

repair per Blacksmith or Naturesmith ingredient. It takes 60 Seconds to repair 1 point of Armour. Blacksmith ingredients can be used to repair metal/reinforced armours. Naturesmith ingredients can be used to repair Natural Armours.

1 XP Armourer Blacksmithing Ingredients

The Character gains 3 Blacksmithing ingredients. This perk can be taken up to five times.

1 XP Armourer Naturesmithing Ingredients

The Character gains 3 Naturesmithing ingredients. This perk can be taken up to five times.

68

Page 69: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Armourer1 XP Blacksmith

*SCThe crafter may make any crafted item from the Blacksmith item list of level equal to the number of times this perk has been taken, for the appropriate number of Blacksmithing Ingredients. Items crafted last only for the given adventure. This perk can be picked up to 6 times. Each buy increases the XP of the next buy by 1 XP.

1 XP Naturesmith*SC

The crafter may make any crafted item from the Naturesmith item list of level equal to the number of times this perk has been taken, for the appropriate number of Naturesmithing ingredients. Items crafted last only for the given adventure. This perk can be taken up to 6 times. Each buy increases the XP of the next buy by 1 XP.

1 XP Sharpen Stone The armourer creates a sharpening stone fragment. When used on a weapon, the next blow will cause Through damage. This takes 1 minute to apply. This can be created each adventure or Banquet. Once per adventure.

2 XP Arcane Smith PRE REQ: Weapon Repair, Shield Repair and Armour Repair Can repair magical armour and weapons with a physical basis.

2 XP Natural Trophy

The Character can make a trophy from a powerful creature of nature. This fortifies the will of the wearer and allows them one use of the Perk Iron Will per day (resist fear, Knockback, or Strikedown, or ignore one incapacitating wound for the duration of battle).

2 XP Permanence The Character can create permanent items at a level equal to the number of times they have taken this perk. This process uses XP paid by the recipient of the item, as well as ingredients.

2 XP Rapid Armour Repair*SC

PRE REQ: Any Armourer Repair perk. Repair time reduced by 25%. This perk may be picked more than once, but each additional pick only reduces the time by a further 10 seconds to a minimum of 25% of the original repair time. Each buy increases the XP of the next buy by 1 XP.

2 XP Shield Repair Can repair shields broken by non-magical damage. The repair time is 120 Seconds. Uses 1 Blacksmith or Naturesmith Ingredient.

2 XP Unshatter Shield

PRE REQ: Shield Repair: The Character may now repair magically broken shields as per Shield Repair. This requires arcane words to be spoken as the repair is done. Uses 1 Blacksmith or Naturesmith Ingredient.

69

Page 70: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Armourer2 XP Weapon

EnhancementCan temporarily enhance a weapon for improved attack or defence: add one use of a single Call per day from calls you already have. The Call is chosen when the Perk is taken. This uses 1 Blacksmith or Naturesmith ingredient. This can be taken once for each Call.

2 XP Weapon Repair

Can repair broken weapons. The repair time is 300 Seconds. Uses 1 Blacksmith or Naturesmith Ingredient. This does not work on magical items.

3 XP Master Armourer 1

PRE REQ: Any Armour repair perk. This allows you to have an additional armour repair point per ingredient. This can only be taken once.

3 XP Master Armourer 2 *SC

This allows you to have an additional armour repair point per ingredient. You may buy this as many times as you like. Each buy increases the XP of the next buy by 1 XP.

3 XP Sharpening shard

PRE REQ: Sharpen Stone With the use of a forge, the crafter can create a sharpen shard to sharpen a mundane weapon so it does Through damage once per combat for the rest of the day.

3 XP Stun Missiles The crafter can make a special mix to allow projectiles to cause a Zero Stun effect. One dose will coat the arrows or thrown weapons of one Character, and lasts for the remainder of the adventure. (Uses a Nature Smith Ingredient).

2XP Arcane Shield May make natural armour and shields with the capacity to hold spells. You must be able to cast the spell or have someone else who can cast it into the potion as part of its preparation, This expends the Ki essence at creation.

4XP Armour Tailoring

The Character can create a matched Layer of armour. When worn together, the individual pieces articulate so smoothly that each piece gets one extra hit. Ingredients used equal to the number of locations covered.

4XP Enhance Shield

PRE REQ: Arcane Shield May make shields resistant to magical Effects. Call Spellward to the magical effects against you. Your shield must be in one of your hands. This can be used up to 1 times a day.

5 XP Ephemeral Smithing

PRE REQ: Arcane Smithing. The Character has the ability to repair temporary and permanent magical items including weapons and amour as well as magically cast armour. 1 Armour repair ingredient required for each Point of Armour or 1 ingredient can restore an effect or spell removed in the Last IC day to the item being repaired.

Armourer5 XP Smith’s Gift All your crafted items cost 25% fewer ingredients if you are at a forge in a

town or at a mine. GM will tell you if you are at a forge.6 XP Advanced

MaterialsThe Character has the ability to work with two of the following materials:ChitinDemonicEbonyEscariFelidiOrcishSauranShujinThis perk may be taken up to twice.

10 XP

Universal Ingredient

Due to the Character's intimate knowledge of working with ingredients, he can now use any ingredients from any skill to as Blacksmith or Naturesmith ingredients.

70

Page 71: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Materials of the Known World.Chitin Plate Material made from the shells of the Scourge.

How best to get the shells is not know. This is a very rare substance.

Chitin Plates added to a weapon allows the user to do Strikedown. 3 calls a day. The wielder is also able to resist Knockback. 2 resists a day. Armour made from this allows the user to resist either Strikedown or Knockback up to 5 times a day

Demonic Steel

An incredibly hard compound of steel and demon dust.

Demonic Steel is thought to not be affected by normal damage. More research is needed to fully understand the use of this steel in weapons.

Petrified Ebony Wood

This rare material comes from an ore found in veins in high mountains both above and below the water. This material is often inlaid rather than items being made from it, though that is not unheard of.

Ebony can only be used in Light or Medium armour. It increases the hits of the armour it makes, increases by 50%. (rounded up)Cannot be used on the same layer of armour as Sauran Ore. More research is needed to fully understand the use of this steel in weapons.

Escari Leather

Leather and hide armour. How best to get the leather is not know.

Properties of Escari are as yet unknown. Once some is found and researched more information will be known.

Felidi Quartz Often found in ruins of the Felidi Empire. No human knows how to create it, though they can work it. It is not known if there are Felidi smiths who can create it.

Armour made with this metal is thought to not block the flow of Ki. More research is needed to fully understand the use of this steel in weapons.

Orcish Ore A heavy and robust metal extracted from ore commonly found near Orc settlements.

Orcish weapons can be enhanced with the Weapon Enhancement Perk to use the special call crush or shatter. The Weapon must be at least 24". More research is needed to fully understand the use of this steel in armour.

Sauran Ore It is hard to tell what manner of material this is. To work with, it feels like lizard scales.

Sauran can only be used in Medium or Heavy armour. It increases the hits of the armour it makes, increases by 50%. (rounded up)Cannot be used on the same layer of armour as Ebony. More research is needed to fully understand the use of this steel in weapons.

Shujin Pearl This metal has only ever been found in the jewellery of the Shujin. It is believed that it is only found underwater, and even there it is rare. It has a sheen, and is very delicate, used only to make trinkets.

The full properties are only known to Shujin crafters. Artificers are known to be able to source this and use small amounts in making items and trinkets.

These metals need to be found IC. Often they come from Mines or Traders. Due to their rarity and difficulty to get traders do not often sell them inexpensively. These ingredients are needed in addition to the Ingredients for crafting an item. They are needed at a rate of half as many again as the normal crafting ingredients.I.E. If a crafted item needs 4 ingredients then you will require 2 ingredients of the required Material of the Known World in addition to the normal crafted items. A total of 6 ingredients.Any item crafted from Material of the Known World requires the crafter to have bought one more pick of the Blacksmith perk than the level of the item they are creating (e.g. to craft a level 2 item requires the crafter to have bought the Blacksmith perk three times).

Armourer Items ListLevel 1

Bear's Head Grease

Rubbed into armour, allows the user to resist stun calls upto 2 times a day.

Level 1

Beetle Blood Resin

Coats armour to give resistance to Knockback and Strikedown. While wearing this you are able to call resist to the previous calls up to 2 times a day in total.

Level 1

Darkleaf cloth Cloak

NATRUESMITH Grants the wearer one additional level of the Hide in Cover Perk, when in a forest environment. Cloak must be worn over the shoulders.

Level 1

Demonic Iron Armour

BLACKSMITH The wearer can call upon a 1 Ki essence dispel once per day to a spell targeted at you.

Level 1

Fluted weapon A shard of stone or wood attached to a weapon allowing one call of Fear to be made per day.

Level 1

Gorget An armoured collar that makes the wearer immune to Coup-de-Grace.

Level 1

Lucky Rabbit's Foot

Wearing this allows the Character to Resist one Fear call a day.

Level 1

Reinforced Armour

One location has one extra hit with no additional encumbrance. Pick the location when armour is made reinforced.

71

Page 72: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Level 1

Wildcat Fang Gives wearer 1 use of Iron Will Perk, to resist special calls or to fight on when injured.

Level 2

Close Fitted Hardened armour (Grants the wearer a resist)

Level 2

Delvings Cloak of Shadows

NATRUESMITH Grants the wearer one additional level of the Stealth Perk. Cloak must be worn over the shoulders. May stack with Cloak of the woods though both appropriate phys reps must be worn over the shoulders.

Level 2

Durable Can be repaired 10 seconds quicker per hit. Does not allow the repair time to go below 25% of maximum time.

Level 2

Heartwood Bow NATRUESMITH Allows a Strikedown Stun call twice daily.

Level 2

Ornate Armour The wearer has 3 resist to Fear spells/Effects

Level 2

Unshatterable Shield

With the application of a rim to a shield and improved bolts and rivets the shield is now immune to shatter.

72

Page 73: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Armourer Items ListLevel 3

Demonic Steel Armour

BLACKSMITH The wearer can call upon a 1 Ki essence dispel up to 2 times per day to a spell targeted at you.

Level 3

Angel Silk BLACKSMITH Cloth which provides 1 point of armour per location covered but no penalty to Ki., but is immune to Through. May cover all 6 locations (phys rep dependant)

Level 3

Hardened Armour

Immune to Through

Level 3

Lightweight Armour

Counts as one level higher of armour than the physrep shows, e.g. light is medium etc.

Level 3

Rune Armour The wearer can call resist to 3 Mind effects.

Level 5

Blessed Armour Increased resistance to damage. The armour has twice the hits the basic armour would normally have. You need to have any one Faith perk to gain benefit from this armour. Immune to Through.

Level 3

Ithilmar Armour Medium Armour that has no effect on Ki flow, and can have one point of Ki Essence stored within it.

Level 4

Monkey Tail The Character has 5 resists a day to effects that negatively affect balance. Move to Artificer?

Level 4

Wyvern Scale Belt

A Belt crafted from the scales of the Wyvern, this allows the Character an additional armour hit on his head and body (not limbs).

Level 5

Legendary Dragon Fang

The user has one Spellward per day.

Level 5

Wyrmscale Armour

Heavy armour that is as light as leather. It requires Light Armour Mastery Perk to wear, and has the same effect on Ki, but has the hits of Heavy Armour. Also Immune to through.

Level 6

Barbed Missiles Missiles do through damage.

Level 6

Blessed Armour of the Elder

The armour has three times the hits the armour would normally have. You need to have any one Faith perk to gain benefit from this armour . Immune to Through

Level 6

Demonic Felidi Armour

The wearer can call upon a 1 Ki essence dispel up to 3 times per day to a spell targeted at you. This is only a name and is a mix of steel and various substances found in the bottom of a forge. Move to Artificer

73

Page 74: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Armourer Items ListLevel 6

Were-beast Hide

Armour that is hardened and repairs itself 1 hit per minute after combat. 1 Additional Ingredent for Medium, 2 Additional Ingredients for Heavy

Level 6

Blessed Armour of the Elder

. The armour has four times the hits the armour would normally have. You need to have any two Faith perks to gain benefit from this armour . Immune to Through

74

Page 75: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Artificerhis skill covers the ability to work metal, stone and natural materials to make

small artifacts and trinkets. The crafter may make any item from the crafted item list with the appropriate perks, for the appropriate number of Artificer Ingredients. The items do not last beyond that adventure.To craft a temporary item requires two ingredients per level of item. To make an item permanent requires the use of the appropriate permanence perk. The recipient must also invest XP at the same rate (e.g. a level 3 permanent item requires 6 ingredients and 6 XP).

Ingredients: As an artificer you get 3 Artificer ingredients each time you buy the Ingredient perk.

Perks and XP Cost: Artificer1 XP Artificer

Artisan *SCThe crafter may make any crafted item from the Artificer item list of level equal to the number of times this perk has been taken, for the appropriate number of Artificer ingredients. Items crafted last only for the given adventure. This perk can be taken up to 6 times. Each buy increases the XP of the next buy by 1 XP.

1 XP Artificer Ingredients

The Character gains 3 additional Artificer ingredients. This perk can be taken up to five times.

1 XP Identify Identify takes 60 seconds of looking at the item. This works as Dweomer. May be purchased upto 3 times. Does not require the use of Ki essence. May only be used double the number of times purchased per day.

1 XP Ritual Ingredients

The Character gains 3 ritual ingredients. This skill can be taken up to 5 times.

1 XP Ritual Text 1 - copy

PRE REQ: Scribe Scroll: The Character can use 1 Ritual Ink, Ritual Paper and Ritual Quill to Copy a text that they already possess. This new text will last 6 months. Using Paraphernalia that have not been specially prepared can have varying consequences and the ritual text will not last more than 1 week.

75

Page 76: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Artificer1 XP Tinkerer *SC The Character has the ability to create items (not weapons or armour)

with the capacity to hold spells at a Ki essence level equal to the number of times this perk has been taken. The item should be appropriate for the spell it is intended to hold. This perk can be taken up to six times. Each buy increases the XP of the next buy by 1 XP.

2 XP Permanence The Character can create items at a level equal to the number of times they have taken this perk that are permanent. This process uses XP paid by the recipient of the item, as well as ingredients.

2 XP Ritual Create Paraphernalia

The Character use 1 Ritual Ingredient to make a Ritual Ink, Ritual Paper or Ritual Quill. Other Paraphernalia can be made to help in casting a ritual to add complexity (Silver candle sticks, Special Incense, etc. This cannot be used to make a specific component for a ritual)

2 XP Scribe Scroll - SELF ONLY

This allows the Character to scribe a spell they can cast onto scroll paper. This uses the Essence required to cast the spell. The scroll is a single-use item, and Requires use of 1 Artificer Ingredient per Ki essence to be put into the spell to create as well as special inks which last no longer than 6 months or until the writing is no longer legible.

3 XP Artificers' Gift PRE REQ: Any Permanence or Tinkerer. All crafted items cost 25% fewer ingredients to make at a workshop in a town or at a precious metal mine. GM will tell you if you are at a Workshop, mine or forge

3 XP Scribes Ink This allows the artificer to make a blended ink infused with powdered Ki Stone, This makes the Ink on scrolls made with 'Scribe Scroll' and 'Mage Scroll' last upto 6 months, powdered Ki Stone can be made from a single Artificer Ingredient or even an existing powered Ki stone. A scroll made with Scribes Ink will mean the ink can last for upto 6 months (depending on if the original phys rep is still readable)

3 XP Ritual Permanence

A Ritual Text can be made permanent by doubling the Paraphernalia used in its creation. This means the Text lasts longer than 6 Months. It is still consumed in the performance/effect of the ritual.

76

Page 77: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Artificer4 XP Ritual Text 2 -

createThe Character can use Ritual Inks, Paper and Quills to Create a new ritual. This will take much time and investigation to make a 100% workable text. Generally it will take years to develop a new ritual with no flaws. Other ritual specialist could assist, relevant adventures, research and other factors can be used to reduce this. Ultimately it would be a plot/GM decision. This new text will last 6 months.

4 XP Mage Scroll This allows the Artificer to create a scroll which any Character can cast a spell on. This uses the Essence required to cast the spell. The scroll is a single-use item, and Requires use of an Artificer Ingredient to create as well as special inks which last no longer than 6 months or until the writing is no longer legible.

6 XP Advanced Materials

The Character has the ability to work with two of the special Materials of the Known World.

6 XP Ritual Replacement Component

The Ritualist can take time and effort to create a suitable replacement ritual component. This take 5 ingredients and makes a replacement component for a specific ritual. this take 1 day of preparation and will last 1 week. If more than 1 Component in a ritual is replaced, this will have repercussions.

10 XP

Universal Ingredient

Due to the Character's intimate knowledge of working with Artificer ingredients, he can now use any ingredients from any skill to create his Artificer items.

77

Page 78: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Materials of the Known World.Chitin Plate Material made from the shells of the Scourge.

How best to get the shells is not know. This is a very rare substance.

Chitin Plates added to a weapon allows the user to do Strikedown. 3 calls a day. The wielder is also able to resist Knockback. 2 resists a day. Armour made from this allows the user to resist either Strikedown or Knockback up to 5 times a day

Demonic Steel

An incredibly hard compound of steel and demon dust.

Demonic Steel is thought to not be affected by normal damage. More research is needed to fully understand the use of this steel in weapons.

Petrified Ebony Wood

This rare material comes from an ore found in veins in high mountains both above and below the water. This material is often inlaid rather than items being made from it, though that is not unheard of.

Ebony can only be used in Light or Medium armour. It increases the hits of the armour it makes, increases by 50%. (rounded up)Cannot be used on the same layer of armour as Sauran Ore. More research is needed to fully understand the use of this steel in weapons.

Escari Leather

Leather and hide armour. How best to get the leather is not know.

Properties of Escari are as yet unknown. Once some is found and researched more information will be known.

Felidi Quartz Often found in ruins of the Felidi Empire. No human knows how to create it, though they can work it. It is not known if there are Felidi smiths who can create it.

Armour made with this metal is thought to not block the flow of Ki. More research is needed to fully understand the use of this steel in weapons.

Orcish Ore A heavy and robust metal extracted from ore commonly found near Orc settlements.

Orcish weapons can be enhanced with the Weapon Enhancement Perk to use the special call crush or shatter. The Weapon must be at least 24". More research is needed to fully understand the use of this steel in armour.

Sauran Ore It is hard to tell what manner of material this is. To work with, it feels like lizard scales.

Sauran can only be used in Medium or Heavy armour. It increases the hits of the armour it makes, increases by 50%. (rounded up)Cannot be used on the same layer of armour as Ebony. More research is needed to fully understand the use of this steel in weapons.

Shujin Pearl This metal has only ever been found in the jewellery of the Shujin. It is believed that it is only found underwater, and even there it is rare. It has a sheen, and is very delicate, used only to make trinkets.

The full properties are only known to Shujin crafters. Artificers are known to be able to source this and use small amounts in making items and trinkets.

These metals need to be found IC. Often they come from Mines or Traders. Due to their rarity and difficulty to get traders do not often sell them inexpensively. These ingredients are needed in addition to the Ingredients for crafting an item. They are needed at a rate of half as many again as the normal crafting ingredients.I.E. If a crafted item needs 4 ingredients then you will require 2 ingredients of the required Material of the Known World in addition to the normal crafted items. A total of 6 ingredients.Any item crafted from Material of the Known World requires the crafter to have bought one more pick of the Blacksmith perk than the level of the item they are creating (e.g. to craft a level 2 item requires the crafter to have bought the Blacksmith perk three times).

Artificer Items and LevelsItems that scale with Tinkerer Perk require the use of 2 ingredients per perk level effect desired.

Level 1

KI Stone This stone Has 1Ki essence. You may only have 3 Ki storage items on you at any one time.

Level 1

Lucky Rabbit's Foot

Wearing this allows the Character to Resist one Fear call a day.

Level 1

Mirrored Shield The Artificer can use artificer ingredients to polish the front of any shield in an Arcane way. This will grant the shield user a single dispel. 2 artificer ingredients per Ki cost spell to be dispelled. If made permanent can be made into a number of uses per day.

Level 1

Missives Mystical Scroll

Allows the artificer to create a scroll with a message on it, no longer than 2 sides of letter paper. This is an etherial piece of paper and will not last longer than 10 mins in the hand of the recipient once received and opened. This can also be in the form of a whispered message if the artificer desires.

Level 1

Suspension Vial 1

A potion that can hold the effects of a 1 XP cost spell cast into it.

78

Page 79: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Level 1

Wildcat Fang Gives wearer 1 use of Iron Will Perk, to resist special calls or to fight on when injured.

Level 1

Vile of Ki Essence

Can store Ki Essence upto level of Brewing. Once Drunk/used the container is drained and destroyed unless permanant. Max 3 worn.

Level 2

Bag of the Dead Can speak with dead - 3 Yes/no questions.

Level 2

Suspension Vial 2

A potion that can hold the effects of a 2 XP cost spell cast into it.

79

Page 80: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Artificer ItemsLevel 2

Jicon's Shield The Artificer can create limited an item of limited armour. Works as Barkskin but only upto 3 points of armour not upto 5. This does not need the knowledge of the Barkskin spell. Max 1 worn.

Level 2

The Cinnean Rose

The artificer can create a Cinnean Rose (Gain a 1 ingredient deduction in cost of you have an actual Cinnean Rose) This is an item put around the neck of someone bleeding out. This halts their bleed count at this point. The person can be moved by 2 people slowly - any faster and the rose will shatter due to its delicacy. All hits still need to be healed as normal and all rules for bleed counts work as normal outside of the time the bleed count is halted. The Artificer does not need physician to make this item.

Level 3

Dawn stone A dawn stone works from latent Ki in the stone and the power of the sun. The stone must be held in dawn's light to recharge it. 3 ingredients per point of Ki essence are needed to create this item. You may only have 3 Ki storage items on you at any one time. They can store up to 2 points of Ki essence. uses per day if it can be recharged.

Level 3

Suspension Vial 3

A potion that can hold the effects of a 3 XP cost spell cast into it.

Level 3

Vile of imaginary rest

A Vile that makes the user feel as if they have had a small part of overnight rest restored to them. This will give the drinker back any single 'Call' they have already used since they last slept overnight. Not a 'Special Call'.

Level 3

Whole Body Heal

Restores 1 hit to each Location. Will only work if the target is at Zero hits or above on every location. Healing

Level 4

Wyvern Scale Belt

A Belt crafted from the scales of the Wyvern, this allows the Character an additional armour hit on his head and body (not limbs). Max 1 worn

Level 5

Greater Dawn stone

A dawn stone works from latent Ki in the stone and the power of the sun. The stone must be held in dawn's light to recharge it. 3 ingredients per point of Ki essence are needed to create this item. You may only have 3 Ki storage items on you at any one time. They can store up to 4 points of Ki essence. uses per day if it can be recharged.

80

Page 81: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Artificer ItemsLevel 5

Bloodstone Crystal

This crystal is named for its colour. These stones are difficult to come by, as they seem to only be found in the gut of trolls and ogres. Once the stone is found the artificer then needs to perform some special rites. They have a unique magical property allowing the storing of Ki essence taken from the blood of a living creature or person. Of course, the being will not survive having their Essence ripped from them in such an unnatural way. It has been 200 years since someone tried to carry more than one, and they never returned. The stone can store 5 points of Ki essence, and may be recharged as above indefinitely. You may only have 3 Ki storage items on you at any one time.

Level 5

Death Mask The artificer has been able to skin the face of someone who has passed from this life. The mask is worn as if it was a hood, but when it is raised it causes a 5-foot radius Artefact mass Stun effect. This ability is usable twice per day.

Level 5

Ring of the Moon

While wearing this you regenerate hits. Only normal hits and only hits to locations above Zero (0). The rate of regeneration is 1 hit every 5 minutes.

Level 5

Amulet of Savos

Crafted after an amulet worn by a mage called Savos Aren. Savos was able to find a pattern that bolstered his Ki. Though many have tried to extract the exact pattern, it is a mystery. These amulets are copies but done with such skill they grant the user a recharge of their Essence when invoked with the name of the master mage. Once per day. You may only have 3 Ki storage items on you at any one time.

Level 6

Circlet of Divinity

The user can call a use of Divine Majesty once per day.

81

Page 82: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Bard - Magical SkillThis skill involves abilities arising from song, speech, and storytelling. It requires a

higher level of role-play than most other skills. A bard song may be sung or spoken, be a rhyme or be told in some other expressive way.

Bard Song (BS)The Character can perform two Bard Songs per pick of the Bard Song Perk; e.g.

Bard song 3 means you have 6 bard song uses. The Character can perform any of the songs available to them. So it could be 6 performances of the same song, or a mix of bard songs. A bard song has a minimum performance of 10 seconds. The song can have a longer performance should you wish.

Lingering Songs (LBS)A Bard may expend 2Ki Essence, in addition to the Bard Song, to have the effect

of that Bard Song last until dawn, unless it is stated otherwise in the effect of the Song. A song that would grant an immunity will come to an end after that immunity is used.

Although this skill is not usable without purchasing perks, if role-play is sufficiently awesome the GM may allow effects to occur anyway. But don't count on it…

Perks and XP Cost: Bard1 XP (BS) Song of

FearlessnessThe bard is immune to Fear effects till the end of the next encounter. Passive effect. Self Only.

1 XP (BS) Song of Strong Mind

Immune to Distract or Charm till the end of the next encounter. Self Only.

1 XP Bard Song*SC

Grants 2 uses of Bard Songs. Each time bought after the 5th time Each buy increases the XP of the next buy by 1 XP.

1 XP Taunt The bard provokes the target to take action against him. This could be a simple physical attack, but it is possible for a clever bard to manipulate another into trying to take more subtle action (for example, leading someone to try and plant false evidence – and then catching them in public). This perk can be taken up to 5 times.

1XP Suggestion Through persuasive words, the Bard causes the target to perform one single-word action. This may not cause the death of (or harm to) the target. If the action is impossible, the Suggestion will fail. GM Discretion. This perk can be taken up to 5 times.

82

Page 83: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Bard2 XP

(BS) Discordant Harmony

SP, TARGET The bard can counter a spell, bard song or the effects there of. The cost for this is Ki essence equal half the Ki essence used in the spell or song. The Player must specify how much Ki essence is being used when attempting this. Bard songs which are not lingering have a Ki essence cost of 0, lingering are 2 so would require 1 Ki essence to counter, but spells may require more. This cannot be made lingering.

2 XP (BS) Lullaby 1

Affects one target within 20ft. The target is asleep for 1 min . They cannot be woken by any means for the first 10 seconds but can woken normally after that.

2 XP (BS) Song of Courage

The target gains the Iron Will Perk. This lasts till the end of the next encounter.

2 XP Awe Through story or song the Bard can have the attention of the whole room (or anyone within 50', whichever is the lesser). The listeners will be favourably impressed by the Bard. This perk can be taken up to 5 times.

2 XP Entrance The target will listen to the Bard until the song or story ends, or until hostile action is taken against them. This affects all within 30’ when the effect starts.

2 XP Luck 1 - Fickle Luck

The Character is both blessed by good luck and cursed by bad. Critical blows may miraculously hit a limb rather than the heart, or the Character may drop his sword. They are always more likely to roll a 1 or a 6 than any other number. This can be used once per day*. Call fickle luck and the stated effect you want I.E. turn the dice to the result you need, have a hit land on a different location etc. *Should you try to use this more once per day it may bring fates eye to look more closely upon you, your GM will tell you should good/bad luck be affecting you.

3 XP (BS) Implacable

Bard is immune to all Mind effects. Taunt, Honeyed Voice, Enchanting Voice, Fear, Suggestion.

3 XP (BS) Song of Fortitude

For 5 minutes after the song ends, the target has one extra hit per location, as if they had an extra point of Endurance.

3 XP Glorify/Satirise

PRE REQ: Praise/ Denigrate Through use of story or song, the target's Reputation will increase or decrease by 2. Useable once per Adventure

83

Page 84: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Bard3 XP Praise/

Denigrate By use of story or song, the Bard causes the Reputation of the target to increase or decrease by 1 until the end of the next day. Useable once per Adventure.

3 XP Travellers Knowledge

Specialized knowledge in a field such as Religion, Sea Monsters, Ritual magic etc. Your GM will give you info appropriate to the subject and your knowledge

4 XP (BS) Lullaby 2 The Sleep effect affects up to 2 targets of the bard's choice within 20ft. The target is asleep for 1 min . They cannot be woken by any means for the first 10 seconds but can woken normally after that.

4 XP (BS) Song of Evasion

The target has one Dodge Call. This lasts till IC dawn or till used, whatever comes first.

4 XP (BS) Song of Freedom

The target has one Resist entangle. This lasts till IC dawn or till used, whatever comes first.

4 XP Luck 2 - Lucky Break

This can be used to change any one situation in some way to your advantage. For example, have a minor healing potion when you really need one, call a resist you forgot you had, or persuade the guard to let you past. Once per day*. Call Lucky Break and the stated effect you want I.E. find an item you desperately need, remember a dodge you had forgotten you had(in addition to the ones you should have). Convince a some people of what you are saying. Should your GM think it is too big or inappropriate, he can say it doesn’t work this time. If it didn’t work it doesn’t stop you trying your luck again but once Luck has smiled on you once, try this again and it may punish you…. So be warned; luck is fickle. *Should you try to use this more once per day it may bring fates eye to look more closely upon you

5 XP (BS) Countersong

Target. Grants a Spellward to the target of the bard song. A Spellward stops any magical effect from affecting the target once used.

6 XP (BS) Lullaby 3 The Sleep effect now affects up to 3 targets of the Bard's choice within 20ft. The target is asleep for 1 min . They cannot be woken by any means for the first 10 seconds but can woken normally after that.

84

Page 85: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Bard8 XP (BS) Lullaby 4 The Sleep effect now affects up to 6 people of the Bard's choice within

20ft. The target is asleep for 1 min . They cannot be woken by any means for the first 10 seconds but can woken normally after that.

10 XP

(BS) Geas The Bard places an irresistible effect (which can be anything, not necessarily one of the standard Effects) on a target. The effect lasts till Dawn. It can be broken with a childhood memory of the target.

12 XP

(BS) Lullaby 5 The sleep effect may affect up to 10 people of the Bard's choice within 20ft. The target is asleep for 1 min . They cannot be woken by any means for the first 10 seconds but can woken normally after that.

85

Page 86: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

BerserkThrough sheer force of will, the character is able to ignore effects that would stop a normal person in their tracks. This skill covers the ability to enter a berserk rage (or battle rage) among other things. This allows a Character to ignore various effects and be tougher than any normal person should be. Berserk rage - BR effects only work when you are in a battle rage. Unless you call ‘Battle Rage,’ they do not work. Battle rage is a perk that can be purchased as normal.

Battle RageBattle Rage lasts for the whole encounter or until:-

the Character is in their Death Countthe Character is Unconsciousor the Player is forced to leave the combat due to a spell or injury most likely.the Character may not voluntarily leave combat while under the effects of battle rage.

Perks and XP Cost:1 XP Hold your

AlcoholCan drink 4 times as much as an average person. Role play effect.

1 XP Deadened (BR) Nerves 1

The Characters limbs can no longer be reduced to Zero hits by Subdual damage.

1 XP Battle Rage*SC

Grants 2 uses of battle rage. To use call 'Battle Rage'. Each time bought after the 5th buy increases the XP of the next buy by 1 XP.

2 XP Berserk Rage 1 May call on an additional use of Iron Will (but you do not gain the iron will perk) once per day each time you enter Battle Rage. This would allow you to resist a call of Fear, Knockback, or Strikedown, or to fight on despite a single incapacitating wound.

1 XP Remain Conscious

The Character can choose to remain conscious when his head or torso are at Zero hits. He cannot do more than walk and talk action's but is fully mentally alert.

4 XP Berserk Fury(BR)

PRE REQ: Berserk Rage 1 The berserker gains one addition use of Iron Will and can now use Iron Will to resist.

2 XP Skin of Rage(BR)*SC

The berserker gains one hit of natural armour to every location until Battle Rage ends each time this perk is taken. This perk can be taken up to 5 times. Each buy increases the XP of the next buy by 1 XP.

86

Page 87: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Berserk1 XP Suicidal

Fury(BR)PRE REQ: Berserk rage 2 The berserker can and will use Iron Will to fight on at -1 on any locations. Gains 1 additional use of Iron Will.

2 XP (BR)Deadened Nerves 2

The Characters head and torso can no longer be reduced to Zero hits by Subdual damage.

2 XP Stunning Blows(BR)

The Character can call Stun up to 1 time per Battle Rage in addition to any other Calls they may have. This does not change the number of calls that can be made per blow. This can be taken up to 5 times

3 XP Berserk Rage 2

The berserker will fight on with locations at 0 hits, but is still affected as normal when any location is at -1 hits. Gains one additional use of Iron Will.

1 XP Physical Stoic 1

Immune to pain from physical attacks. Damage is still taken, but pain is ignored. This is a role-play effect only.

1 XP Physical Stoic 2

You are immune to all pain including torture and other such effects. This is a role-play effect only.

3 XP Code of Honour

The Character follows a specific code of honour, even when berserk. This code is sworn to on the name of a lord or Guardian when the Perk is taken. He can automatically Resist most temptations if they would mean they broke this Code. Your code must be available to be viewed by a GM on every adventure. If your GM feels you have broken your code you become cursed. This curse will stop the Beserker from using any skills or perks (including spells) until it is removed. Passive abilities (immunities, skills you can use an unlimited number of times per day are unaffected) This curse can only be removed by a blessing of the same Guardian/Elder whose power was used to cast the miracle.

4 XP Keep Moving

The Character is able to call resist to being immobilized (Stun, Sleep, Paralysis) up to two times. This perk can be taken up to three times.

4 XP Supreme Will (BR)

PRE REQ: Iron Will. May call Supreme Will once per day to ignore a wound where a location is taken to 0 or -1 where the hit would have knocked you out. This will allow you to fight on. Any hit again to the location will knock you out immediately. Your Bleed Count still starts at the appropriate time but you are still conscious and can move, fight, walk and talk as able based on your wound/hit state otherwise.

5 XP Berserk Rage 3

As per Berserk Rage 3, but in addition the Character gains a resist that can be used against anything that can be resisted.

87

Page 88: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Berserk8 XP Hardened

Skin of Rage(BR)

PRE REQ: Skin of Rage. These hits now have double the armour value and are immune to Through damage.

8 XP Death Stand

Against any hated enemy (already present in the Character's biography), the Player may declare Death Stand. The Character's hits are set to double their current full hits, as is their armour. The Character can call Knockback when striking any suitably role-played blow. At the end of combat, all the extra hits are lost. The extra hits are lost after all other end-of-combat benefits such as Berserk Endurance have been applied.

88

Page 89: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Faith - Magical SkillThe Character is a follower of one of the Guardians, or of Elder. The Player picks

which when they pick the first perk from this Skill. A Player must also pick the enemy of their faith. Let your GM know.

A Pick from this skill is mandatory for any Priest or Avatar Character.A follower is a Character who has a perk from Faith, but does not have Priest or

Avatar.A follower can only boost 1 Priest or Avatar at a time (e.g. congregation).

Perks and XP Cost:1 XP Congregation Having 'followers' allows the Priest or Avatar to gain 1 additional point

of Ki essence per follower. The Priest cannot gain more than one additional point of essence for each point he naturally has. Only a Priest or Avatar can gain benefit from this Perk. Ki Awarded on an adventure by adventure basis.

1 XP Faithful Fury The Character can resist a Mind effect once per day. This perk can be taken upto two times.

2 XP Influence PRE REQ: Any other Faith Perk. The Character has influence in the Church of their deity. They can use this to influence the direction of the Church’s aspirations.

2 XP Turn The Hated

Using a symbol of their faith, the Character can defend themselves against enemies of their faith; this stops a single targeted undead/enemy of the faith from approaching within five feet of the Character whilst they are chanting. Should the priest faith have a different enemy of the faith than undead, it works on them but not undead. This may not work on Greater Undead, but this will be at GM discretion. The chant should include the target race or some OC descriptor of the monster.

3 XP Hatred of the Defiler

The Character gains the effect of the Berserk Rage 1 & Skin of Rage 1 perks against direct enemies of their faith, or any who defile their deity's altar. They gain the effects of Berserk Endurance perk but do not gain the perk and so could not buy Berserk Endurance 3 for example.

3 XP Trust of the Faithful

PRE REQ: Faithful Fury. Healing spells used on the follower can be cast for one less Ki essence than is usually required. This will only benefit the priest if you are the only target or the group all have this perk. This Perk can only be taken by a follower.

89

Page 90: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Faith4 XP Theology All Players may know as much or as little of their Nation's Guardians as

they wish. This perk allows you to ask your GM and they will provide the information needed and will answer questions posed by the Player, though depending on the obscurity of the knowledge needed this may be in a cryptic fashion or be communicated later.

20 XP

True Faith PRE REQ: Congregation &/or Theology. The Character's faith is in Elder. They will rarely pass up any opportunity's to explain how the old 'gods' are Guardians of the True God, Elder, and thus all Guardian worship is indirectly worship of Elder. This gives the Character the one extra point of Ki, and the ability to meditate once per day to regain one point of Essence for every point of Ki. This stacks with the Meditation skill. This meditation can be used once per day. This does not count towards the Ki 5 Cap.

90

Page 91: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

InspireThe Character has the ability to inspire others to greatness or to bring leadership.

Any group of strangers will automatically assume someone with this skill is a leader of adventurers. A follower for the purpose of Inspire is someone who accepts the leadership of the Character with the skill.

Perks and XP Cost:2 XP Inspired

FollowersAnyone that chooses to follow the Inspiring Character is able to resist Mind Effects once a day. This Perk can be taken up to 5 times. The Character himself is not immune to Mind effects from this Perk.

2 XP Loyalty Any effect that would cause a follower to doubt the leader automatically fails. This does not grant any resists, however may cause effects such as Bluff or Suggestion effects to fail if they cause a follower to doubt the leader.

3 XP Overawe The Character may Call Mass Fear once per day, provided they can demonstrate an impressive feat. This includes using any perk of 3 XP or higher. Other feats are encouraged, as long as they would sufficiently impress the target, at the GM's discretion. Suitable role play is required. This Perk can be bought up to 3 times.

3 XP Teaching*SC

The Character can, through use of role-play, train one other Character to use a 1 XP perk that the Teacher possesses. Teaching can only be done once per day, and lasts till dawn. This Perk can be bought up to 5 times, each purchase allows the teaching of an additional Character per day. Each buy increases the XP of the next buy by 1 XP.

5 XP Inspirational Leadership

Your encouraging presence is such that 2 followers gain one extra use of a Perk in a non-magical skill that the follower already possesses, for the duration of the next encounter. You can buy this Perk up to 5 times, each additional purchase you can inspire 2 additional people per day. You can spread the use of this over the day. You may inspire the same person multiple times a day.

91

Page 92: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Keen SensesThe Character has a greater awareness of their surroundings than is usual.

Whether it is by sensing disturbances in the flow of Ki in the world, having a natural ability to read people's intentions from their posture, or just being able to smell the rotting stench of undeath from far away, The Charachter appears to have information that nobody should be able to have. This also renders the Character less susceptible to Mind Effects, as The Character senses more clues that the Effect is being imposed from outside.Searching

When searching for someone hiding you need to have a Detect perk level higher than the Hide in Cover perk level of the person hiding in order to find them. Thus if they have the ability to Hide in Cover at level 2 you need to have Detect 3 in order to see them. If it is a tie (i.e. both have the same level), then the defender wins (i.e. the person hiding stays hidden. Hiding/Concealing/Detecting rules PG 107). If someone is hiding without a Hide Perk, then you still need Detect 1 to notice them.Perks and XP Costs: Keen Senses

1 XP Detect The Character has better awareness and sight and can spot when someone is hiding from them. As long as your Detect level is higher than the Hide In Cover level of the person or item hiding then you find what you are looking for. This perk can be bought up to 5 times.

1 XP Danger Sense

The Character can sense a general threat, but nothing specific. See Page 123 in General Magic for additional levels.

1 XP Search The Character can search a person's location or a place (of about the same size as a person's limb) to find concealed objects or other information. Not everyone/everything likes to be searched. It takes 10 seconds to search a location. To find specifically Concealed items via the Conceal perk or spell you need to have the Search perk. Search rules see page 33

1 XP Tracking 1 Can follow a track, but not give specifics such as how many people or animals are leaving it.

2 XP Acute Taste The Character can get information from tasting things – ingredients in food, types of potion/poison (only a minor taste is needed), what animal brushed against that muddy stone, what this ash used to be etc.

2 XP Tracking 2 Can now follow a track and tell what made it, as well as estimate numbers.2XP Detect

TrapsPRE REQ: Detect Can detect traps laid down by the set trap perk. Must actively search for them.

Keen Senses2 XP Poison Sense The Character can detect poison automatically in anything they are

about to consume, or upon examination of food and drink intended for others.

2 XP Watchman's Eye

Can see concealed items on the person or target they are looking at. Lasts for the encounter. This ability uses 2 Ki essence each use.

3 XP Advanced Navigation

The Character can accurately read and use all kinds of maps. If the map is in a foreign language they can still decipher landmarks etc even though actual words of places etc may not be fully understandable.

3 XP Awareness Your hearing and smell heightened up to 10 meters - you can hear or smell better than normal. For eavesdropping you need to concentrate (put your hand in the air and move closer to your target). This does not work in combat and concentration will be broken if combat starts. This can be bought up to 5 times. One use per day.

3 XP Empathy The Character can sense the emotional state of anyone they are talking to.

3 XP Sense Emotion

PRE REQ: Empathy Can detect the emotions of the target. This ability uses 1 Ki essence each use.

3 XP Spirit Sense Can sense magical spirits, including magically invisible people. This ability uses 1 Ki essence each use.

92

Page 93: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

3 XP Tracking 3 The Character can now also tell the age of tracks, as well as how fast whatever left them was moving.

4 XP Sense Scrying

The Character can detect when they are being spied upon by magical means.

6 XP Fight Without Sight

The Character can fight even whilst under a Blind effect. They can also fight in the dark. Call Blind Fight and fight with your eyes open.

6 XP Perspicacity The Character is not fooled by skills or perks that hide a person's true nature, such as Bluff, Taunt, or Disguise, Honeyed Voice etc.

8 XP Clarity The Character is Immune to all illusion spells, and will not see illusions at all. They won't even know that an illusion is present unless somebody else reacts to it.

93

Page 94: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Meditation - Magical SkillThe Character can enter a state of mind allowing peace and tranquillity to restore

the natural Essence of the body. This inner balance brings other positive effects – it is much more difficult to disturb such a Character's Concentration, and their strength of mind can grant them immunity to some Effects.

Perks and XP cost:2 XP Restorative

MeditationOnce per day the Character may meditate to gain Essence equivalent to 75% on first use and 50% on second use per day, rounding up. This takes 5 mins. This perk may be taken up to two times.

3 XP Recognize Omens The Character may commune with a source appropriate to them (spirits, ancestors, gods etc.) to gain a hint as to what lies ahead. Works as Divine Conduit (spell) and can be done 3 times a day.

4 XP Zen Focus The Character gains an additional use of Restorative Meditation at 50%, Once per day.

4 XP Focus Spells cast at you, spell warded or dispelled will no longer break Concentration or interrupt casting.

5 XP Imperturbable Physical attacks no longer interrupt casting. If struck while casting call 'Imperturbable' once you have finished your spell vocal.

6 XP Unseen to the Magic Eye

The Character cannot be detected by magic or scrying.

94

Page 95: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

OratorThe Character has a silver tongue and can persuade others to their way of

thinking.

Perks and XP Costs: Orator1 XP Bribe The Character knows what type or kind of bribe is most likely to be

accepted by the target. The GM will supply this information. Offering the bribe must be done through role-play and there is no guarantee that the target will accept.

1 XP Language The Character knows how to speak, but not read one additional language. You can buy this perk as many times as you like.

2 XP Bluff - ME Through role-play, the Character can make an NPC believe what they are saying. Role play is required, and the bluff must be believable for the situation. The target will believe the bluff till it can be disproven or till dawn. This perk is usable once per day. This perk may be taken up to 5 times.

2 XP Coldly Logical

The Character has the knack of seeing facts in a story, and eliminating the bias caused by the emotions of the person telling it.

2 XP Friendly Face - ME

The Character has a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined towards them because of it. The effect doesn't fade if they explain the "mistake". This merit only functions on a first meeting.

2 XP Ingratiate Through role-play, this is likely to cause the target to become more well-disposed towards you.

2 XP Translate *SC

The Character can translate any two languages. These languages MUST be chosen at the time of picking the Perk. This will take time and will involve role-play on the part of the Player,. This does not mean Speak. This perk may be taken up to 5 times. Each buy increases the XP of the next buy by 1 XP.

2 XP Verbal Disarm - ME

PRE REQ: Bluff or Taunt. Call "Verbal Disarm," The Character can, through role-play, persuade the target to drop whatever they are holding. This will not work in combat. This perk can be taken up to 5 times.

3 - 5 XP

Ally ‘X’ The Character has an ally. This MUST be given in the background at creation, or have a compelling reason to be able to be picked afterwards.

95

Page 96: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Orator3 XP Befriend -

METhe target treats the user as a friend, and the NPC will accept this and follow the Character, unless some hostile action is taken against them.

3 XP Honeyed Voice - ME

PRE REQ: Bluff or Taunt. Call "Honeyed Voice," The Character can make a target with whom he is in conversation follow them, in a manner that the target feels is entirely natural. This does not change the thinking of the target. This perk is usable once per day per pick, this perk may be taken up to 5 times.

4 XP

Enchanting Voice – ME

Call "Enchanting Voice," - There is something in the Character's voice that others cannot ignore. The Character may use "Enchanting Voice" to bring the attention of all those around him. This cannot be used in mid-combat, but may well be enough to stop a fight breaking out. This works to hold your attention as long as the role play is continued. This effect will hold attention for a minimum of 5 secs. If something else catches their attention after this 5 seconds then the Enchanting Voice role play effect is broken for those people. This will last until the User of this Perk stops Role Playing this effect. This can be used up to twice a day. This perk may be purchased twice.

4 XP Natural Linguist

The Character may examine any written runes, words, or hieroglyphs. After some time (GM's discretion), they may come up with clues as to the meaning of the script. The information gained will be variable, depending on factors such as the length and complexity of the script. The Character will be aware of how accurate his translation is likely to be.

5 XP Malleable Memory - ME

The Character can persuade the target to 'forget' something that just happened. Role play with the target is needed.

5XP Dynamic Personality - ME

PRE REQ: Enchanting Voice Call "Draw to Me," and through role-play either individuals or groups of people are drawn to the Character. This does not stop people thinking for themselves but they will listen to the Character. Useable up to twice per day.

96

Page 97: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

PhysicianThis is the skill of non-magical healing; the use of bandages, sutures, and salves.

It can allow a Character to look at another and assess and treat their wounds. They may also be able to see the indications of poisons or diseases.Treating a Wound - perks required to treat a wound

To heal one wound to a location takes 5 minutes of role-play including using a bandage.

Once a physician starts treatment on a Character, any and all ongoing death counts on the Character pause till treatment is finished.

Should the Character still have an ongoing death count, this will resume once the physician stops working on them.

The Physician heal perks are represented in 3 different ways, String or similar for Ligature. A pined token to the location for Staunch minor wound and bandages for Ministration. are represented by bandages, unless a perk allows the Character to not use a bandage for a specific instance.

Overnight healingOne bandaged wound per location heals 10 seconds before dawn then normal

overnight healing is applied.Perks and XP cost: Physician

1 XP Physician Heal 1 - First Aid

First Aid allows the Physician to treat one wound per person (not per location) per day. Restores 1 hit to a location, will work even if the target is in their Death Count. Can only be used on an unbandaged location. No Phys rep required. This take 30 secs.

1 XP Staunch Minor Wound*SC

The physician may gather supplies from the immediate vicinity to restore one hit to a location that has lost only one hit. This ability can be used three times per day. The pinned token is used to represent this. This perk can be taken upto 3 times. Each buy increases the XP of the next buy by 1 XP. This takes 5 seconds to apply or as long as it takes to tie a bandage around the location (whichever comes first).

1XP Mortician With this perk you are now able to use all your physician perks on the Ilac Undead.

2 XP Delegate Physician may direct other Characters to put pressure on a wound to stop the death count. They may not move the target from the immediate area they are, while pressure is applied. All hands must be used.

2 XP Foraged Herbs

The Character can search for roots each day to make themselves immune to disease. The Player must remember to state that they are doing so each in-game day.

97

Page 98: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Physician2 XP Identify

Symptoms 1 - Disease

The Character can identify diseases from the symptoms the patient is showing. This take 30 secs of Role Play.

2 XP Ligature The physician can stop another Character from bleeding out by applying a ligature to the affected major vessel. This doesn't restore any hits, but stops the Death Count and prevents the wound from Spreading any further than it already has. This takes as long as it takes to tie a piece of string/wool around the location.

2 XP Physician Heal 2 - Ministration

The physician can apply a bandage that restores one hit to a location. It cannot be used on a location that is actively bleeding (in Death Count) without additional perks, but may be used in addition to a ligature. The hit is only restored for as long as the bandage physrep is in place. Can be used once per location per day. This Perk can be bought up to 5 times. Each buy allows the physician to apply an additional bandage per location per day. Bandage Phys Rep required.

2 XP Remove Effects

Can remove Effects caused by damage Calls, such as Decay or Paralyse This does not restore any hits. This takes 15 seconds. This can also be used to remove Fatigue effects, this take 30 secs of Role Play.

2 XP Vital Bandages

The physician can now place bandages on bleeding (-1 hits) locations.

2 XP Analgesia The Character can find herbs to remove the pain from any one location three times a day. This skill may be taken up to 5 times. This is used to make a 0 hit location useable as if it had an additional hit but it doesnt restore any hits. Should the location take another hit the location is at -1 and the bleed count starts as notmal.

3 XP Identify Symptoms 2 - Poison

The Character can identify poisons, from the symptoms the patient is showing. This take 30 secs of Role Play.

4 XP Identify Symptoms 3 - Magical Disease

The Character can identify magical diseases. This requires 1 minute of Role-play.

4 XP Treatment Time*SC

Pre Req: Physician Heal 1: Each single wound heal takes 1 minute less than standard. This can be bought up to 4 times, Each buy increases the XP of the next buy by 1 XP. Minimum treatment time 1 minute. For First Aid this reduces the time to that which it takes to tie the bandage.

98

Page 99: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

ResistancesThis skill tree covers the purchasing of resistances. Any Character can purchase

from this skill tree. This skill tree is different in that you can purchase from it as many times as you wish unless a resistance perk has a limitation.

1 XP Parry Gain a parry call once per day.1 XP Resist

MentalGain a resist to mind effects (ME). (Enchanting Voice, Suggestion, Overawe, Bluff, Taunt, Ingratiate, Verbal Disarm, Befriend, Trader Discount, Buy at Cost, Fortune of the Famous, Divine Command. Stacks with Iron Mind.) Once per day.

1 XP Resist Physical

Gain a Resist call to a physical Effect, once per day. (Stun, Disarm, Knockback and Strikedown.)

2 XP Dodge Gain a dodge call once per day.2 XP Pelagic

HarmonyBeing close to the sea calms the Character and gives them strength of mind. Other bodies of water do the same, though to a lesser extent. This gives them some ability to resist Mind effects (GM discretion). This can only be taken by a Character with an appropriate background. Able to use resist against mind effects 3 times a day when near water; if this doesn't work the GM will tell you.

5 XP Resist Magical

Grants a Spell ward, once per day.

5 X Resist Special

Gain a resist to Special Calls, once per day - Cleave, Crush, Impale. Does not stop Artifact 'X' call.

7 XP Charmed Existence

A Character may up to twice per adventure Resist any special Call, or ward against a spell. 2 Ki essence cost each time cast.

99

Page 100: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

SecurityThe Character has mastered security as well as some dubious abilities due to

spending time with criminals and working out how to not fall foul of them. They can spot weaknesses in security as well as exploit them.

Perks and XP Costs: Security1 XP Conceal May hide one small item on their person. To find it, the one searching

must have the Search Perk. If searched ask the level of Detect perk the searcher has. If this exceeds your level of Conceal then the item will be found. This perk may be taken up to 5 times.

2 XP Additional Set Trap/Disarm Trap*SC

PRE REQ: Set/Disarm Trap. One additional use of the Set Trap/Disarm Trap Perk. Each buy increases the XP of the next buy by 1 XP.

2 XP Explosive Trap

PRE REQ: Set/Disarm Trap. Can set a trap on a lock or area which explodes when opened or crossed, causing 'Artifact single Strikedown' to the person opening it, no matter the method of triggering. Usable once per day.

2 XP Lockpick 1*SC

Can pick/lock a non magical lock equal to or lower than your perk level. This can be used 2 times per day. Requires tools and 60 seconds of role-play This perk may be taken up to 5 times. Each buy increases the XP of the next buy by 1 XP.

2 XP Lockpick 2*SC

Can pick/lock magical and non-magical locks. This can be used up to twice a day. Requires tools and 60 seconds of role-play You cannot have more picks of Lockpick 2 than you have of Lockpick 1. This perk may be taken up to 5 times. Each buy increases the XP of the next buy by 1 XP.

2 XP Scout Signs Can read all scout signs of any kind that relate to traps or scouting knowledge. When you take this you will be given a sheet of the common signs.

2 XP Set/Disarm Trap

Can set a trap which explodes when triggered, causing one point of normal Through damage to the person setting off the trap. May also disarm traps that have been set. Can be used 2 times a day for setting traps. This is only way to disarm a set trap without setting off the trap, no limitation on the number of times disarm can be used.

100

Page 101: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Security3 XP Doorman Can backstab for Artifact Zero Strikedown. The target must be unaware

of the Character, and this is for the first blow only.3 XP Fool's Lore The Character can contact and question any fool or thief in the area. The

target will answer questions willingly but are limited by what they might reasonably know.

3 XP Magical Trap

PRE REQ: Set/Disarm Trap. Can use your set/disarm trap to set a trap on a lock or elsewhere to set off a spell when triggered. The Character needs to be able to cast a spell into the magical trap. For this he can use a Spell, Scroll, Potion or Poison.

3 XP Secure May make one pocket or pouch unable to be pick pocketed. This can be named each adventure. No bigger than about the size of the average fist or 2 packs of standard playing cards. Must be named prior to the beginning of the adventure.

6 XP Skeleton Keys

PRE REQ: Lockpick 2 Can pick any magical or non-magical lock. some Lock's may be locked by ritual effects and cannot be opened through normal means. 1 use a day.

101

Page 102: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

SneakThe Character is a master of concealment and disguise.

Hiding/Concealing/DetectingAnyone can attempt to Hide, and you should notify a GM if you are doing so. As

long as more than 75 percent of them is hidden, a character cannot be seen unless a character with a Higher Level Detect Perk than their Hide in Cover Perk is searching for them.

When hiding put your fingers in the air equal to the level of Hide in Cover you have.When Detecting someone or something your level of Detect needs to exceed the level of the character being hidden(or doing the hiding if it is an item that is hidden), or you cannot find it. If Hiding with no fingers in the air it is assumed you do not have a relevant hide perk and are just trying to be unseen without any bonuses. Hiding with fingers in the air & in less than 75 percent cover means you can be seen as no cover means no ability to hide.

See below for Hide in Cover Perk

Pickpocket - perk required to useFor each use of this perk, you have one peg. You place the peg on the container

you want to Pickpocket. You then need to inform a GM. The GM then talks to the target Player. The target Player should then remove their Bag/Belt/Container to allow the Pickpocket to remove an item as required. Should the container have closing/security straps etc. then you need to place the peg on the straps at the point of opening. If you are seen placing the peg or your hand/arm is seen during the pickpocket then you have been caught and must not place a peg.You need to resolve being caught IC. If a target has danger sense then pick pocketing them will set this off.

Perks and XP Costs: Sneak1 XP Hide in

cover*SC

As Long as at least 75 percent of you is hidden you cannot be seen without a Character with a higher level of the Detect perk looking for you. This perk can be taken up to five times. Also see above for Hiding. Each time you take this perk the cost increases by 1 XP.

102

Page 103: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Sneak1 XP Pickpocket The Character is skilled at picking pockets etc. For each pick of this perk

you get a peg you can place on a target object. You may remove any small item from a pocket or pouch. This may be spotted by the ’mark’ with sufficiently high Keen Senses. This perk can be picked up to five times.

2 XP Additional Pickpocket*SC

One extra use of the Pickpocket skill. This perk can be picked up to five times. Each buy increases the XP of the next buy by 1 XP.

2 XP Avoid Traps 1

The Character may be able to resist trap effects upto 2 additional times per day. This perk can be taken up to 5 times.

2 XP Avoid Traps 2

The Character may be able to resist trap effects upto 4 additional times per day.

2 XP Disguise 1*SC

Through role-play, the Character can use a disguise. This will work for one encounter but will be broken by more than 10 words of conversation. This perk can be used upto 2 times a day. This perk can be picked up to 3 times. Each buy increases the XP of the next buy by 1 XP.

2 XP Forge Document

The Character can forge a document in any language they know

2 XP Friend of the Streets

The Character knows their way around the sewers and underground passages of a town. He has an uneasy truce with the usual occupants, and can use any Survival perks he has when down there, even those that usually can only be used in the wilderness.

3 XP Blinding Strike

Can backstab for Artifact Zero blind. The target must be unaware of the Character, and this is for the first blow only.

3 XP Hide in Shadows

PRE REQ: Hide in Cover. A shadow will conceal the Character as well as any physical object, as long as they are completely within it.

3 XP Nerve Strike Can backstab for Artifact Zero disarm. The target must be unaware of the Character, and this is for the first blow only.

3 XP Pushover Can backstab for 'Artifact Zero Knockback'. The target must be unaware of the Character, and this is for the first blow only.

3 XP Trustworthy Appearance

Those about you are inclined to give you the benefit of the doubt, giving you extra information and overlooking oddities of behaviour.

103

Page 104: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Sneak4 XP Razor Strike PRE REQ: Pushover OR Blinding Strike or Nerve Strike. The Character

can backstab to do Artifact single through damage. The target must be unaware of the Character, and this is for the first blow only.

4 XP Disguise 2 The Character can disguise themselves for longer periods of time as someone who fits in. This requires a change, or addition, of Kit, and is not used to impersonate a specific individual.

4 XP Elusive Target

PRE REQ: Hide in Cover. The Character is hard to Notice. Danger sense will only trigger for this person now if others have three or more Detect perks.

4 XP Stunning Blow

PRE REQ: Blinding Strike. Can backstab for Artifact Zero stun. The target must be unaware of the Character, and this is for the first blow only.

6 XP Alternative Identity

PRE REQ: Disguise. The Character has worked to build up a specific, believable alter ego. The alternative identity has their own Kit, friends, enemies, and back-story (although this is made up by the Character). The alternative identity may never be played as if it were the true Character – it is a tool. This perk can be taken up to 5 times, a new identity created for every pick of this perk.

6 XP Enchanted Ambush

PRE REQ: Pushover OR Blinding Strike or Nerve Strike. The Character deals 'Artifact Magic Through' damage when the target is unaware of you. This uses 4 points of Ki essence. The target must be unaware of the Character, and this is for the first blow only. Dagger only.

8 XP Crippling Ambush

PRE REQ: Pushover OR Blinding Strike or Nerve Strike. The Character backstab for 'Artifact Through Crush'. The target must be unaware of the Character, and this is for the first blow only. Once per day. Dagger only.

8 XP Shock Treatment

PRE REQ: Elusive Target. Can backstab for 'Artifact paralyse'. The target must be unaware of the Character, and this is for the first blow only. Paralyse only works if you hit an unarmoured location.

10 XP Deadly Strike

PRE REQ: Razor Strike. Character can backstab to drop the target unconscious on the floor and they cannot make noise. This cannot be resisted . Effect wise this is Artefact Crush mute, if this would drop the target to zero, then this drops them to -1 instead.). If the target has armour with a gorget or has magical armour up then this is destroyed as per 'Crush', but the target is aware and can react normally. The target must be unaware of the Character, and this is for the first blow only.

104

Page 105: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

SurvivalThis skill allows the Character to find food, shelter, and healing in the wilderness.

It also gives the Character the ability to find his way about and track the movements of others.

Perks and XP Costs:1 XP Campsite The Character can find food and shelter for a night for themself and a

group (up to 4 total). Each purchase increases the number of people by 4. May be bought up to 3 times.

1 XP Herbalist 1 The Character can find herbs to create a Purge Poison. 1 potion per adventure. No ingredient cost. Does not last beyond the end of the adventure

1 XP Herbalist 2 Can make a Minor Healing Draught. 1 per adventure. No ingredient cost. Does not last beyond the end of the adventure.

1 XP Herbalist 3 Can make a Cure Disease. 1 per adventure. No ingredient cost. Does not last beyond the end of the adventure

1 XP Time Sense The Character is innately aware of the passage of time, and can estimate it to within a minute or two.

2 XP Herbalist 4 Whole Body Heal potion. 1 per adventure. No ingredient cost. Does not last beyond the end of the adventure

2 XP *1 XP

Piscine The Character is abnormally comfortable underwater and vastly prefers swimming to walking. The Character can breathe underwater, and underwater denizens and sea creatures accept their presence. This Perk is always taken by *Shujin and *Sauropsidians. Other Characters require a very good background reason and the approval of at least three GM's

2 XP Poison Immunity *SC

The Character is immune to all poisons at a level equal to the number of times this perk has been taken. Does not work against Magical or Artifact Poisons. This perk may be taken 5 times. Each buy increases the XP of the next buy by 1 XP.

2 XP Ranger 1 The Character can track anyone who does not have the Survival skill.2 XP Tactical

AbilityThrough their study of military history, the Character has a working knowledge of tactics and manoeuvring. You can ask the GM if this will give you an advantage for the situation. You can use this Perk up to twice per day.

105

Page 106: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Survival2 XP Trapper The Character is an expert Trapper and is able to come out of a wilderness

adventure (one not based wholly in a city) with 50% more income or ingredients due to finding rare herbs and animal skins to sell. This should be role-played. Alternatively, the Character may find 2 potions or poisons that equal upto 4 levels in total, 2 x level 2 or 1 x level1 & 1 x level 3 or 2 x level1.

20XP Tough The Character gets one additional hit for each point of Endurance they have.

3 XP Advanced Navigation

The Character can accurately read and use all kinds of maps and navigate by Landmarks of any kind.

3 XP Astronomy The ability to look at the stars and navigate, as well as knowledge of the constellations. This grants the ability to navigate direction and distance not just North, South, East, West.

3 XP Ranger 2 The Character can track anyone that does not have the Ranger Perk. You may handle poisons without poisoning themself.

3 XP Wilderness Healing

Seals a wound, recovering one hit. This ability may be used even on mortal wounds (in Death Count). Takes 5 minutes. Can be used once per person, per day.

4 XP Magic Poison Immunity

Pre Req: Poison Immunity.The Character is also immune to Magic poisons in line with their Poison Immunity Perk.

4 XP Ranger 3 The Character can Hide the tracks of a party of up to 10. Each additional buy of this increase's the number that can be hidden by 10. May be bought up to 3 times.

5 XP Ranger 4 The Character can track anyone, even those with Ranger.

106

Page 107: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

TraderThe Character has an uncanny knack for buying and selling, knowing just what to

offer at what time, and how to appear unconcerned despite the most urgent of need for the item being bartered for.

Perks and XP cost:1 XP Fence The Character can buy items from illegal sources not usually open to

adventurers. Let your GM know if you are looking for a fence.1 XP Haggle The Character can, through use of role play, reduce the total they pays

for goods by 10 percent. Once per day.2 XP Trader

DiscountPRE REQ: Haggle. The Character can call Trader Discount to get 25 percent off the purchase of a single item (or multiple identical items) once per day. Use of role play is required. This perk may be taken up to 5 times.

3 XP Buy at Cost PRE REQ: Haggle. The Character pays either 50 per cent of the starting price offered, or the cost price of the item if this is less.

3 XP Deep Discount

PRE REQ: Trader Discount. A 50 percent discount, even if this means the merchant selling makes a loss. The merchant will complain, but will do it. Up to once per adventure. Useable for a single item only. Crafted Items up to level 3 only.

4 XP Financial Wizard

PRE REQ: Haggle. The Character holds a stake in an established business. Your starting money is doubled. Their total income is doubled. So each amount of money you are paid for work is doubled – applies to the individual only, not to the party or group.

4 XP Fortune of the Famous

The Character may pick one free item from a trader as they are so well known. 1 use per adventure. Limited to non-permanent Crafted Items. GM Discretion.

4 XP Miraculous seller

PRE REQ: Financial Wizard. Merchants will always have enough money to buy what the Character has to sell, this covers a single item only.

4 XP Persuasive Seller

PRE REQ: Haggle. Merchants will buy anything the Character has to sell, if they can afford it.

5 XP Tenure The Character has tenure with an organization, and cannot lose that position. This means they have more money than the average Character. When this perk is taken in addition to your starting money as well as 5 silver per adventure if you are getting paid from the event. (Affected by Character Nations Stability and thus ability of background organization to give money.)

107

Page 108: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Weapon and Armour Skills

Armour SkillsIf a Character wears any form of armour without an Armour Mastery perk for that type of armour, they become Encumbered, and cannot run or use any Perks which rely on agility. Even if they have the Perks to use two different types of armour, they will be encumbered if they use more than one on a location at the same time without having the relevant stack armour perks.Armour ValueThe armour value is dependent on the armour worn. When you have an Armour Mastery perk it gives you an additional hit for the armour type.Light Armour gives one hit if worn without a Light Armour Mastery perk, or two hits to a Character skilled in wearing it.Medium Armour gives two hits if worn without a Medium Armour Mastery perk, or three hits to a Character skilled in wearing it.Heavy Armour gives three hits if worn without a Heavy Armour Mastery perk, or four hits to a Character skilled in wearing it.Heavier armour can be represented by several layers of a lighter armour, e.g. thick animal skins and furs with thick plated leather armour to show Heavy armour.Light, Medium and Heavy Armour TypesThese perks work for all types of armour but buying them is done by the 3 types of armour Light, Medium and Heavy.Perks and XP Costs:

1 XP Stack Armour

Pre Req: '' type Armour Mastery This perk enables you to wear multiple layers of armour of the same type. 3 layers of armour max. Must have the stack armour perk in each type of armour when stacking armour to gain the benefit of all armour types being worn.

2XP 'X' type Armour Mastery

Any Character taking this Perk gains an extra hit to any location covered in light/Medium/Heavy armour, on top of the basic armour value.

3 XP Rejig 'X' type Armour*SC

Once per day the Character can rearrange their armour to cover damaged areas. This allows them to repair 1 hit per armoured location . This ability is reset if the armour is fully repaired by a smith. This ability can be bought up to 3 times. Each buy increases the XP of the next buy by 1 XP.

6 XP Well Fitted Armour

The Character gains one additional hit to every location covered by light/Medium/Heavy Armour. This stacks with Armour Mastery Perk (Above).

108

Page 109: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Weapon Skills

Melee WeaponsThese are grouped into the following Skills.

One HandedTwo-handed Hand to HandRanged and Throwing

Whilst any Character can pick up a weapon, they will only ever do a single point of normal damage without the skill to wield it. The perks available are the same for every weapon, but do not transfer between Skills (e.g. if a Character has the perk Stun with his single-handed hammer, he must pay the cost again should he wish to use it with his broadsword). The general Perks list follows.This skill tree covers the purchasing of Damage Calls and Special Calls. Any Character can purchase from this skill tree. This skill tree is different in that you can purchase from it as many times as you wish unless a perk has a limitation.Perks and XP Costs:

1 XP Disarm One Call per day. Pick 1 handed or 2 handed disarm.1 XP Knockback One Call per day.1 XP Parry 1 One Call per day.1 XP Strikedown One Call per day.2 XP Stun One Call per day.2 XP Through One Call per Day.3 XP Shatter One call per day. May only purchase three times.5 XP Crush (SC) One Call per day. Usable with 2 handed weapons only. May purchase Twice

only.6 XP Shatter 2 One call per day. May only purchace ONCE.8 XP Crush 2

(SC)One Call per day. 2 handed only. May only purchase ONCE.

10 XP Cleave (SC)

One Call per day. Cleave must be a full blow to indicate the effect. 2 handed only. May only purchase ONCE.

10 XP Shatter 3 One call per day, May only Purchase ONCE.12 XP Impale One call per day. Arrows, Bolts and Missile weapons only. May purchase

Twice ONLY.

109

Page 110: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Melee Weapons Perks15 XP Cleave 2

(SC)One Call per day. Cleave must be a full blow to indicate the effect. 2 handed only. May only purchase ONCE.

15 XP Power Attack

The Character has unlimited use of a single Call (Disarm, Knockback Stun, Through or Strikedown). Requires 10previous purchases of the Call which you are making unlimited. 1 handed only. Requirements need met and needs to be purchased again for each additional Power Attack Call.

110

Page 111: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

ShieldAnyone can block with a Small Shield (under 18") or weapon. Should a blow hit

your shield, you ignore the damage as it hit the shield, You still take any Calls as normal.Shields do not stop Special Calls.

Remember actually attacking with your shield or shield barging is not allowed in any way.

1 XP Knockback One Call per day. Can be called only when the target hits the Character's shield or blocking blade. This perk can be taken up to 5 times.

1 XP Shield 1 - Kite

Can use a shield of upto Large Size

1 XP Shield 2 - Tower

Can use a shield of upto Extra Large size

1 XP Shield bearer

Should a Call hit your shield you take half the effect. This could be duration (Stun, 5 seconds not 10 seconds) or role-play effect (Strike Down, drop to 1 knee not to your back.)

1 XP Strikedown One Call per day. Can be called only when the target hits the Character's shield or blocking blade. This perk can be taken up to 5 times.

2 XP Stun One Call per day. Can be called only when the target hits the Character's shield or blocking blade. This perk can be taken up to 5 times.

4 XP Dual Defender

The Character can use two shields. Whilst doing this, they cannot run, but any enemy striking either shield or blocking blade will take a Knockback. This can be use up to 5 times a day.

111

Page 112: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Hand to HandAnyone who has shown they can fight Safely with Hands or Claws may do so and Strike for single. A weapon call bought for use with hand to hand may also be applied to hands or Claws

2 XP Strength PRE REQ: Combat Throw. The Character can perform Feats of Strength to move obstacles etc. They are not able to move mountains or similar. The obstacle must be reasonable, for example a large boulder or medium sized oak. There are limitations, Your GM will tell you if this works or you can ask them if you think you can do this. This perk can be used up to twice per day.

2 XP Wrestling PRE REQ: Combat Throw. The Character can hold an opponent down. The hold can be broken by the Strength and Destructive Strength Perks. This does not cause any Normal damage, but may cause Subdual – 1 point per 10 seconds the hold is maintained. Stun damage may also be caused, but only to the locations held. OOC, Call 'Wrestling', and lay your hands on your opponent. Do not actually chuck them about! Up to 3 uses per day.

3 XP Fracture Pre Req: Wrestling. Gain the ability to break someone's limb once per day if you have them held for 5 secs. This takes the limb immediately to 0 hits. Role-play is required to represent the limb break.

3 XP Combat Throw*SC

The Character can grapple another Player, NPC or Monster, throwing them away from the Character or knocking them over. Out of Character, the Player puts both hands on the shoulders or limbs of the target and Calls either Knockback or Strikedown or Stun as appropriate. 2 times per day. This Perk can be taken up to 3 times. Each time this perk is purchased the cost is increased by 1 XP.

3 XP Destructive Strength

PRE REQ: Combat Throw The ability to break any physical object. Within reason – GM decision. This perk can be used up to twice per day.

3 XP Knockout Punch

Call Knockout Subdue to knock out a prone or non-resistant target once per day. This takes the target's head Subdual hits to 0

3 XP Toughened Hands*SC

Damage to the Character's hands and arms is reduced. Each time you purchase this perk your arms gain 1 additional hit. This perk can be purchased up to 3 times. Each buy increases the XP of the next buy by 1 XP.

112

Page 113: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Ranged and Throwing WeaponsThese include bows, crossbows and thrown weapons. These cannot be used

without the skill.

Any Player wishing to take the skill must pass a basic assessment of their ability to use them safely before taking this skill.

Perks and XP Costs:1 XP Through

ArrowsWhen you take this, if you aim for 3 seconds or more all arrows you fire now do through, remember to call through* when shooting an arrow. Specific to this perk – the call of through from this perk is not counted as one of your 2 calls per weapon strike for weapon calls.

8 XP Through Missiles

When you take this all knives you throw now do through, remember to call through* when throwing a missile weapon. Specific to this perk – the call of through from this perk is not counted as one of your 2 calls per weapon strike for weapon calls.

3 XP Precise Stunning Shot

Can call a location on a target they wish to Stun. 5 uses per day. The target location suffers Subdual damage to its maximum level making the location unusable. The target must be hit for this to work.

5 XP Dead Shot If you hit a target you can call Impale X. X is the location of the target you hit. This ability can be used once per day. Limb Only. Must hit the target for this to work.

10 XP

Pinpoint Accuracy

The Character gains 1 Call of Impale. This can only be taken once

15 XP

Ranged Backstab

Pre Req: A backstab ability: You can use a backstab ability with a throwing knife from concealment and range - you must hit the target for this to work .

113

Page 114: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Magic SkillsThere are three Schools of magic available to Characters. These are:

1) General Magic SchoolThis School is made up of Perks and Spells that can be taken by anyone.

2) Elementalism SchoolWood Path Air PathFire Path Water PathMetal Path

3) Spirituality or Totemic SchoolSpirit/Faith/Priest Path Avatar PathTotemic Physical Path Totemic Supernatural Path

Spell CastingSP -Spontaneous spells have a single use instant casting, and duration will either

be instant or until dawn. Generally benign spells will last until dawn or if it is an offensive spell then it will act instantly. The spells will say otherwise.

C - Chants take at least 5 seconds before they will have an effect. Damaging/Healing chants take 10 seconds. A chant must include the spell name and the effects the spell will have; on casting the Spell you should name your target(s)( and the effects they take (this will make up the last few seconds of the chant). A chant can initially be maintained for 5 seconds and can be increased to a maximum of 30 seconds, and only if the Character has the perks to allow this The chant can then be maintained for additional casting durationsfor no extra KI essence cost. The spell will take effect again after every chant time duration for the spell, and so without additional perks only one casting is possible per Chant and some spells require extended casting before they can even be used.

P - Prayers are small ceremonies and suitable role play must be carried out for at least 1 minuteSelf – spell can only be cast on the mage.Touch – spell can be cast on caster or person or object touched by the mageTarget – spell can be cast on a target up to 10 meters away.Extended Chant Time

Perk's marked with @ have a chant time of 10 seconds and so will require a level of Extended chant time before they can be used.

114

Page 115: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

General MagicThis type of magic is common to all mages, limited due to its lack of focus – but

even it can still be powerful.General Magic Perks and XP Cost1XP Specialization To specialise as a mage you must not have more than 2 paths of

magic, If you choose to specialise, then you can no longer buy spells from other paths other than your initial 2, the specialised path and general magic. . See a list after the Spells section. *Specialisations have not yet been completed, so if you want to suggest spells or perks for a specialist path, please e-mail to the address on page 1 of this book*.

1 XP Extended Chant Time*SC

Extends Chant time by 5 seconds. This Perk can be bought up to 5 times. Maximum chant time 30 seconds. Each buy increases the XP of the next buy by 1 XP. Skills marked with @ have a base chant time of 10 seconds and so will require a level of Extended chant time before they can be used.

1 XP Second Sight The Character can see all magic within 5 feet They can tell what School of Magic has been used to cast spells, rites or rituals in the area and a vague idea of how much Ki essence, given in approximate multiples of your own Ki essence pool. 1 Ki essence is used to create this effect. Last 10 seconds. Each time you buy this perk the range is increased by 5 feet. This perk can be bought up to five times.

1 XP Battle Mage 1 Reduces armour type for the purposes of casting magic by 1 level so medium armour is now effectively light armour for the purposes of casting and its effect on your KI. Any Double stacked armour counts as heavy for the purposes of casting.

2 XP Battle Mage 2 Reduces armour type for the purposes of casting magic by 2 levels so heavy armour is now effectively light armour for the purposes of casting and its effect on your Ki. Double stacked armour counts as medium for the purposes of casting. Triple stacked armour counts as heavy for the purposes of casting. This replaces Battle Mage 1.

3 XP Battle Mage 3 Reduces armour type for the purposes of casting magic by 3 levels so Heavy armour is now effectively wearing no armour for the purposes of casting and its effect on your Ki. Double stacked armour counts as Light for the purposes of casting. Triple stacked armour counts as medium for the purposes of casting. This replaces Battle Mage 2.

115

Page 116: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

General Magic Perks3 XP Chant re-

targetingPRE REQ: Extended Chant Time The Character can change the Target of a Targeted chant if the spell is being cast with additional chant times.

3 XP Ki Affinity1

The Character has developed a natural affinity with the flow of Ki. They have 1 additional Ki Essence per point of Ki attribute they have.

5XP Ki Affinity2

The Character has developed a natural affinity with the flow of Ki. They have 2 additional Ki Essence per point of Ki attribute they have. This replaces Ki affinity 1

20XP Conduit The Character gets five additional points of Ki essence for each point of Ki they have.

116

Page 117: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

General Magic Spells and XP Cost1 XP Danger Sense 1 -

ImprovedSP, SELF The Character can sense a threat from around them, and knows the direction.

1 XP Displacement SP, SELF - gain a dodge.1 XP Dweomer 1 -

Analyse P, TOUCH- identifies the lowest ability of a magical item, how many abilities, the overall power level and Name of the item.

1 XP Mute C, TARGET - target cannot speak or make a sound with their voice Lasts 10 second's.

1 XP Revive SP, TARGET - Rouses the target Character from unconsciousness.1 XP Word of Light 1 SP, TOUCH - creates enough light to read by. (upto 3 candles or a

directed light akin to a booklight)1 XP Word of Light 2 SP, TOUCH - creates enough light to see nearby objects (torchlight

amount of light)1 XP Word of Light 3 SP, TOUCH - creates enough light to see the surrounding area by

(circle of torches amount of light). 2 XP Chant of Pain C, TARGET - Zero, Strikedown, stun. Lasts 10 second's.2 XP Concealment SP, TOUCH - can conceal 1 small object (roughly the size to be kept

in a pocket). Can only conceal 1 item at a time.2 XP Dispel magic SP, TARGET - Dispel a active spell or interrupt chant/prayer.

Requires use of half the Ki essence of the target spell rounded up. Need to state the amount of Ki essence used when cast. May not always work depending on the source/power of the spell cast.

2 XP Dweomer 2 - Identify

P, TOUCH - fully identifies the magical properties of an item and its name.

2 XP Dweomer 3 - Deconstruction

P, TOUCH - you learn the properties of an item and may then be able to destroy it by calling its name. This costs you 3 Ki essence.

2 XP Item attunement P, TOUCH - Target can instantly attune to an item's first level. This will also half the time for each subsequent attunement level if cast during each period of attunement.

2 XP Rune of Weapon Resistance

P, Self - gains + 3 resists vs. 1 weapon type. Lasts 10 mins. (sword, bow, staff, etc.)

117

Page 118: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

General Magic Spells and XP Cost3 XP Danger Sense

2 -Hunter's Senses

SP, SELF - You are able to sense where danger is and roughly how many enemies there are, and the size of them. Smells and tracks allow you to do this.

3 XP Danger sense 3 - Hunter Awareness

SP, SELF - Due to time spent hunting you are able to sense danger from around you. You can sense anything or anyone. The direction and numbers plus even those invisible. Smells, tracks and noises works almost like a sixth sense.

3 XP Fortress P, SELF – up to 10ft diameter area barrier, must be physrepped. Cannot be moved once cast, only dispelled. Only those you choose and name after this spell has been cast may enter or strike through this barrier (Upto double your Ki attribute). Spells targeted at the caster are warded. The barrier lasts for up to 1 hour. The barrier is dispelled if the caster leaves the area. This costs you 2 Ki essence

5 XP Hidden compartment

P, TOUCH - can cause a container up to the size of a coffer to appear empty unless the password is said whilst opening.

118

Page 119: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Elementalism SchoolThis is about creating from or manipulating the elements, Wood, Air, Fire, Water

and Metal.Spells, Perks and XP cost:Detect element - The focus will react in the presence of magic of the same element. The stronger the magic, the stronger the reaction of the Elemental foci. Elementalism School Perks and XP Cost

1 XP Farcast The mage can cast any spell that is Self only onto a target person or object that you touch. Spells cast this way cost one more point of Ki essence. Does not work with Multi Target.

2 XP Multi Target

The Character can modify any spell they can cast which would affect a single target (not self or touch) to affect multiple targets. The spell now affects anyone the caster wishes within a 10’ radius of the target. The spell uses 1 additional point of Ki essence for each target beyond the first.

2 XP Scry RITE - you can sense a person you can name or have a personal item of. You can use 1 sense per path of magic (Taste, sight, smell, hearing, feeling). Magi with this spell can form a nexus to combine efforts, but if 2 magi with the same path are working together, they only cover 1 sense.

Elementalism School Spells and XP Cost - AllThese are common spells for each Path. You only need to buy the Spells once

unless otherwise stated. They only apply to Elemental spells.1 XP Elemental

FavoursP, Self - call forth an elemental spirit to perform 1 simple task in line with their element. You must have a spell from a path of Elementalism to call a spirit form that element.

1 XP Spell Immunity 1

P, TARGET - target is immune to 1 spell. The spell must be picked when you take this perk. This lasts for 10 minutes. This perk can be taken up to 5 times choosing a different path of Elementalism each time.

3 XP Spell Immunity 2

P, TARGET - immune to the offensive spells of the Path taken in Spell Immunity 1. This lasts for 10 minutes. This perk can be taken up to 5 times choosing a different path of Elementalism each time.

4 XP Elemental Weapon

SP, TOUCH - Makes a weapon strike for Magic for 10 minutes. Elements must be in a path you have a spell in. The weapon is made to resemble the element you called on.

Elementalism Spells and XP Cost – Wood Path. Wood bends, but does not break. Manipulating and Creating the Wood element to Protect, Repair and Immobilize.1 XP Animate CC - TARGET- The Character can make a small living wooden object

move slowly.1 XP Armourskin 1

- BarkskinC , SELF- Gives 1 floating AV and these hits are Hardened. This Perk can be bought up to 5 times. Each time you buy this it grants 1 additional Hardened AV.

1 XP Chant of Nature repair 1 - Leather Armour Repair

P, TOUCH - You can repair up to 3 pts of leather/natural armour per cast. This can also repair magical armour from Barkskin.

1 XP Nature's Snares 1 - Roots

SP, TARGET - Entangle legs (Zero, Immobilize)

1 XP Root C, Self: Gives the caster Resist Immunity to Strikedown and Knockback till the end of next encounter.

2 XP Natures' Snares 2 -Tanglevine

C, TARGET - Entangle whole body (Zero, Paralysis)

119

Page 120: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

2 XP Warp C, TARGET- Renders 1 wooden object broken - no larger than a standard door. when used at touch range and the chant is continued then it could warp a larger item. GM discretion.

2 XP Chant of Nature repair 2 - Mend wood weapons/ items

C, TOUCH - Repairs a wooden item; when used at touch range and the chant is continued then it could warp a larger item. GM discretion.

4 XP Armourskin 2 - Ent form

P, SELF - Gives 10 floating Magic AV and these hits are Hardened, aalso allows you to call Magic this lasts till your armour from the spell is destroyed.. You must have max ranks in Armourskin 1. Costs 3 Ki essence.

4 XP Nature's Snares 3 -Bramble Swarm @

C, TARGET - Mass single, entangle whole body (Paralysis). Costs 2 Ki essence

Elementalism Spells and XP Cost – Air Path Air Passes, air flows, air can topple the tallest of trees. The Air element focuses on Communication and deflection.2 XP Air Bubble SP, TOUCH - This creates a small pocket of breathable air that sur-

rounds the touched targets head or the touched object. The air bubble al-lows the creature touched to breathe underwater or in similar airless en-vironments, or protects the object touched from water damage.

1 XP Breeze SP, TARGET: You create a light wind that blows against the target, severe heat causing Disarm Target. This spell does not function without air or underwater.

1 XP Deflection 1

C, SELF - stops all mundane ranged attacks on caster. This lasts 2 minutes. This can be bought up to 5 times increasing the time by 2 minutes each time.

1 XP Heightened Awareness 1

SP, TARGET - hearing and smell - 10 meters - you can hear or smell better than normal. For eavesdropping you need to cast this and put your hand flat in the air and move closer to your target. This does not work in combat and will be broken if combat starts.

1 XP Heightened Awareness 2

SP, TARGET - hearing and smell - upto your line of sight - you can hear or smell better than normal. For eavesdropping you need to cast this and put your hand flat in the air and move closer to your target. This does not work in combat and will be broken if combat starts. Costs 2 Ki essence.

1 XP Jump SP, SELF - can move 10 ft. Put your hand in the air as a fist and move.1 XP Throw

voice 1SP, TARGET - shout/ whisper - 10 ft The Character can throw their voice 10FT. It appears as if the target made the noise.

1 XP Throw voice 2

SP, TARGET - shout/ whisper - upto your line of sight - This allows the Character to throw their voice as far as their line of sight. It appears as if the target of the spell made the noise. Costs 2 Ki essence.

2 XP Deflection 2

C, SELF - Stops all mundane ranged attacks within 5 ft of the caster, This can be bought up to 5 times increasing the range by 5 ft each time this is bought.

2 XP Piercing Scream

C, TARGET - You unleash a powerful scream, inaudible to all but a single target. The target is dazed for (Single, Stun).

120

Page 121: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Elementalism Air Path2 XP Throw

voice 3SP, TARGET - Send a short message (20 words) to a Known Target. Costs 2 Ki essence.

2 XP Vortex 1 C, SELF - (Mass Zero Knockback).2 XP Vortex 2 -

Thunder clap

C, TARGET - (Mass Zero Knockback, Stun). Costs 2 Ki essence.

4 XP Vortex 3 - Timeslip

C, SELF - on completion of this spell the caster stops time for 10 seconds. The caster may take named targets equal to double their Ki attribute with them. The caster and named targets can move during this 10 second time period. Costs 3 Ki Essence.

121

Page 122: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Elementalism Spells and XP Cost – Fire Path Fire burns, fire breaks, fire can turn all of creation to Ashes. The fire element is all about purification, cleansing and destruction.1 XP Living Flame 1

- FlashC, TARGET - (Zero blind).

1 XP Purifying flame

P, TOUCH - purge a target of all active poison, potions and diseases. Target feels as if they have a high fever and also burning skin all over.

1 XP Shroud 1 - Fire Shroud

C, SELF - Gives 1 floating AV, and gives resistance to stun and blind effects while the armour still has hits. Each time a stun or blind effect is resisted by the armour it depletes 1 hit from the armour. The resist is done automatically by the armour. You can buy this up to 5 times. each time this increases the AV by 1.

3XP Living Flame 2 - Flame breath @

C, TARGET - (Single blind).

4 XP Living Flame 3 - Fireball @

SP, TARGET - (Mass single blind, Stun). Costs 2 Ki essence.

5 XP Living Flame 4 - Inferno @

C, TARGET - (Mass, global, single blind, Stun). Costs 4 Ki essence.

5 XP Living Flame 5 - Ashes to Ashes @

SP, TARGET - (Mass, Crush, Blind, Stun). Costs 6 Ki essence.

5 XP Shroud 2 - Flame form

P, SELF – Gives 10 floating magic AV, and gives resistance to stun and blind effects while the armour still has hits. Each time a stun or blind effect is resisted by the armour it depletes 1 hit from the armour. The resist is done automatically by the armour. Allows you to call Magic with a weapon. This lasts till your armour from the spell is destroyed. You must have max ranks in Shroud 1. Costs 4 Ki Essence.

122

Page 123: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Elementalism Spells – Water Path and XP Cost Water is life, water is nothing, when turned to ice it can erode the most stalwart mountain. Water is about illusion, subterfuge and when turned to Ice it can kill.1 XP Preserving

IceSP, TOUCH - stops bleed count, re-starts if target is moved.

1 XP Glamour 1 SP, SELF - changes 1 physical Characteristic. This can be bought up to 5 times, each time you can change 1 additional Characteristic.

2 XP Glamour 2 P, SELF - physical impersonation with either 1 day of shadowing or a personal item. Must have max ranks in glamour 1.

2 XP Invisibility C, SELF - turn invisible for up to 2 mins, once you are spotted doing something or make a combat initiating move the spell drops. Costs 2 Ki essence .

2 XP Ice 1 - Chilblain

C, TARGET - (Zero, Disarm).

2 XP Ice 2 - Glissade

C, SELF - (Mass Zero, Strikedown).

3 XP Ice 3 - Ice breath @

C, TARGET- single entangle full body (Single, Paralysis). Costs 2 Ki essence.

4 XP Ice 4 - Hoarfrost @

SP, TARGET - (Mass single, Through, Strikedown). Costs 4 Ki essence.

4 XP Glamour 3 - decoy

P, Touch a body of water large enough for an average human - Creates a duplicate out of elemental water of a person you are touching when this is cast. Can mimic limited basic social interactions, cannot fight. The spell is lost if the duplicate leaves the sight of the caster for more than 10 seconds. If it is struck the spell ends. Costs 3 Ki essence.

5 XP Ice 5 - Coldsnap @

C, Self - (Mass crush). Costs 5 Ki essence.

123

Page 124: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Elementalism Spells and XP Cost – Metal Path Metal is the bones of the Earth, it strengthens, it hardens, but when broken, it returns to the land to be reformed. Metal is all about the enhancement, repairing and destruction of Metallic items.1 XP Chant of Mend 1

- metal armourC, TOUCH - You can repair 3 pts of metal armour per cast.

1 XP Metal Transmutations

SP, TOUCH - can convert 1 metallic object into another metal of which you have a sample. The sample is consumed in this casting.

1 XP Rune of Armouring 1

C, TOUCH - + 1 LAV to A single piece of armour named on Casting. This spell can be taken up to 3 times. Each time this is taken it increases the LHV by 1. This spell can only be applied once per location no matter the number of layers of armour you are wearing.

2 XP Chant of Mend 2 - Metal weapons and items

C, TOUCH - repairs a metal item, if the chant is continued then it could repair a larger item. GM discretion.

2 XP Degrade 1 - Rust armour @

C,TARGET - Global Degrade - does 1 point of magic damage to all physical armour locations, with an armour value above 0.

2 XP Shatter C, TARGET - Breaks a metallic weapon or shield (not armour). This can also be used on a small object such as a lock. If used at touch range, then can break larger non-magical items if chant is continued. GM discretion.

3 XP Degrade 2 - Destruction @

C, TARGET - (Crush armour) - removes all non magical armour from 1 location of a single target. any location that looses armour this way then takes 1 damage. Costs 2 Ki essence.

4 XP Degrade 3 - Fragmentation @

C, TARGET - (Global Crush armour) - removes all non magical armour from all locations of a single target. any location that looses armour this way then takes 1 damage. Costs 4 Ki essence.

124

Page 125: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Elementalism Spells Metal5 XP Degrade 4 -

Rust storm @

C, TARGET - (Mass global Crush Shatter, Single), Does Crush to the body of all those in the affected area. The centre target Takes Global Crush. Also any location that looses all armour/shield this way also takes 1 damage. Costs 6 Ki essence.

5 XP Rune of Armouring 2 - Golem form

P, SELF - Gives +3 Magic LHV to all armoured locations, and allows you to call Enchanted with a metal weapon. You must have max ranks in Rune of Armouring 1. Costs 6 Ki essence. This spell lasts until the end of the encounter where the armour takes damage. At this point the armour loses its magical protection and magic weapon but any remaining LHV remain in place as part of the spell. the remaining LHV last till dawn but are used up as hits as normal. should another armour spell be used this will replace the effect of this spell.

125

Page 126: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Spirituality and Totemic School

This is about calling on the powers of the Guardians or Daemons. Shamans may call on their patron deity in the form of a totem spirit. To access these spells Priests or Shamans must pick Deity Favoured skills.

Spells, Perks and XP cost:

Spirituality

Faithful follow the teachings of a Guardian or Elder. Faithful can choose to follow or become a Priest or Avatar. or

Totemic

Pick a natural or supernatural creature to be the basis of your totem, this is an aspect of a Guardian. Creatures of the Totem will not attack you unless you are hostile or they are directed to attack.

*Please see Chapter 5: Character Creation - for deity favoured skills***It is not possible to have both the Priest path and the Totemic path together.**

Spirituality School Perks and XP Cost

2 XP Blessed A Prayer (P) will affect multiple targets up to the casters Ki attribute doubled who are faithful to the same Guardian's nation pantheon or Elder E.G. Ki attribute 3 means 6 targets may be blessed. The Prayer requires 1 additional Ki essence per additional Target.

4 XP High Priest The Priest is the recognized leader of the order - gains an additional point of Ki for each follower and each Priest. Up to 3 times your maximum Ki essence. (there may only be 1 high priest for each Guardian or Elder. There needs to be suitable RP and reason for the Character to have this perk. You can choose to relinquish this position, you do not get any XP back).

Spirituality Spells and XP Cost – Priest Use miracles granted to them by their Guardian/Elder1 XP Divinity 1 -

Divine conduitP, SELF - By taking this miracle you have opened yourself up as a conduit to your Guardian/Elder. You can meditate on a single subject for insight into what your Guardian/Elder might do. You will get images, which may not be clear in their meaning. You might get visions without casting a spell.

1 XP Life force 1 - Diagnose living/Undead

SP, TOUCH - choose living or undead. Can diagnose any status effects affecting the targeted creature (Poison, Disease, bleeding, etc.)

1 XP Life force 2 - stabilization

P, TOUCH - whilst Praying the target you are touching halts any count for status effects (Poison, Disease, bleeding, etc.). At the end of the Prayer, this effect will last till dawn. Cost 2 Ki essence.

1 XP Priest 1 - Speak with the Dead

P, TOUCH - 1 yes/no question per Priest Spell (e.g. Bless Water = Priest 2 = 2 questions, Ward Spirits = Priest 3 = 3 Questions).

1 XP Spirit 1 - Divine Fear

C, TARGET - Target will flee in fear for 10 seconds. The target will not return to this location unless they have a good reason to do so. This effect can be removed by any effect which can remove a curse.

2 XP Divinity 2 - Divine Revelation

P, SELF - ask a single yes/no question in line with your Guardians knowledge and beliefs.

126

Page 127: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

2 XP Priest 2 - Bless water

P, TOUCH- creates holy water. Holy water can be used to harm some spirits. Can be used to anoint a target or remove a curse. Required a consecrated a shrine to a Guardian of the same nation.

2 XP Priest 3 - Ward Spirits

P, SELF - whilst this Prayer is in effect, lesser spirits will flee. Major spirits will be unable to approach within 10 ft or target you. Greater spirits may be unaffected by this spell. Lasts up to 10 minutes. Costs 2 Ki essence.

2 XP Spirit 2 - Divine Grasp

C, TARGET - Zero, Entangle legs (Zero, immobilize).

3 XP Spirit 3 - Divine Bolt @

C, TARGET - (single stun).

127

Page 128: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Spirituality Spells and XP Cost – Faith, Priest, Spirit Path3 XP Spirit 4 - Divine

Radiance @C, SELF - (Mass single blind, stun). This is a brilliant light of your Guardian/Elder. Allies are not affected by the damage of this miracle, but still take the effects, E.G. blind and stun. Costs 2 Ki essence.

3 XP Life force 3 - Healing/destructive touch @

C, TOUCH - (Heal 1Point) Restores 1 pt. If you have diagnose undead then you heal undead and harm living. If you have diagnose living then you heal living and harm undead. Costs 2 Ki essence.

3 XP Life force 4 - Healing/destructive aura @

P, SELF - (Mass Heal 'X') - Where 'X' either heals 1 point or deals 1 point of Artefact damage. If you have diagnose undead then you heal undead and harm living. If you have diagnose living then you heal living and harm undead. Costs 3 Ki essence.

4 XP Spirit 5 - Divine Majesty @

C, SELF - (Mass single through Blind, stun). This is a brilliant light of your Guardian/Elder. Allies are not affected by the damage of this miracle, but still take the effects. E.G. blind and stun. Costs 3 Ki essence.

5 XP Life force 5 - Regeneration

C, TOUCH - target heals 1 to all locations point every 10 seconds to a maximum of 50 points in total. Duration 10 minutes. This miracle can alternatively be cast to start the regrowth of a lost limb, this regrowth will take approximately 1 week. XP cost is required to regain a limb please consult your GM. This costs 6 Ki essence.

5 XP Divinity 3 - Divine Consultation

P, SELF - can enter a trance and request an audience with their Guardian/Elder. costs 3 Ki essence.

128

Page 129: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Spirituality School Spells and XP Cost – Avatar Path Powers allow the Priest to enhance themselves or merge Characteristics from their Guardian/Elder1 XP Faithful Form

1 - Corpse Flesh

C, SELF - +1 LAV per location, you look undead. Lesser undead will ignore you completely unless you take hostile action, major undead will only notice you if you react out of place. Greater undead and living will react in various ways depending on their characters.

2 XP Faithful Form 2 - Ghoul form

C, SELF - As Corpse Flesh, but you have +2 LAV.

2 XP Divine Gift 1 - Knowledge

P ,SELF - By taking a drop of blood from another you can use 1 non-magical perk they have for the rest of the day (you must know they possess the perk). You can only have this miracle active once at a time.

2 XP Divine gift 2 - Path

SP, SELF - you can disappear and reappear up to 10ft away. Put your hand in the air and move.

2 XP Ethereal 1 - Mist form

C, SELF - You become almost incorporeal. 1 Magic AV. You can move anywhere a gas could flow. You can do no damage in this form. The spell will run for 10 minutes or until you run out of magical armour and if you were in an area where you could not fully corporate you are ejected to the nearest area where you can fit and fall unconscious. Costs 2 Ki essence.

2 XP Faith Armour 1 - Divine benediction

P, SELF – Gives +1 floating AV and a blessed weapon (call Magic as you strike). This lasts till your armour from the spell is destroyed. This perk can be bought up to 5 times, each time this gives +1 AV. One the 4th purchase of this spell, the weapon becomes Artefact Enchanted for the first blow and then Enchanted from then on.

2 XP Possession 1 - passive

SP, TOUCH - you can pass your spirit into another physical creature. You can see, hear, smell, taste and feel everything that the creature can. You cannot read the creatures thoughts or control it in any way. If your physical form is harmed the miracle will break. If the miracle is warded you take a stun effect. If the miracle is dispelled you will take a point of damage to your head and fall unconscious. Costs 2 Ki essence.

Spirituality - Avatar Path4 XP Possession 2 -

activeactive - SP, TOUCH - you can pass your spirit into another physical creature. You can see, hear, smell, taste and feel everything that creature can. You can understand what the creature is thinking and you can control it by planting suggestions in its thoughts. The creature will mostly act normally, but a suggestion which would make it say or do something out of the usual will likely arouse suspicion. If your physical form is harmed the miracle will break. If the miracle is warded you take a stun effect. If the miracle is dispelled you will take a point of damage to your head and fall unconscious. Costs 3 Ki essence.

5 XP Ethereal 2 - Wraithform

C, SELF - as mist form however, you become a ghost-like wraith. 3 Magic AV, magic through with hands. You are a spirit for the purposes of spells - Lasts 10 minutes or until banished or dispelled. 5 Ki essence.

5 XP Divine Gift 3 - plan

C, SELF - the avatar stops time for 10 seconds. The Avatar may take named targets equal to double their Ki attribute with them. The Avatar and named targets can move during this 10 second time period. Costs 3 Ki Essence.

5 XP Faith Armour 2 - P, SELF – 10 AV and will strike for Magic with a weapon.

129

Page 130: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Divine Transformation

This lasts till your armour from the spell is destroyed. A divine light is also emitted pushing any low level undead away from you for up to 10FT. Requires Max ranks of Faith Armour 1. Costs 4 Ki essence.

5 XP Faithful Form 3 - Vampiric Form

P, SELF - As Corpse Flesh, but you have 5 Magic AV and immune to all spells from undead. Greater Undead will treat you as an equal (although may still be hostile), Lesser Undead may be commanded if they do not have orders. Costs 4 Ki essence.

130

Page 131: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Totemic Spells and XP Cost – Physical Path Buff/Transformation1 XP Animal’s Eyes SP, SELF - You can see through the eyes of an animal. You cannot

command the animal. Lasts for up to 1 hour.1 XP Animate

natures objectC, TARGET - you are able to animate a small object made of natural material (mud/clay/wood/leaves etc). Lasts for 10 minutes.

1 XP Root C, Self: Gives the caster Resist Immunity to Strikedown and Knock-back till the end of next encounter.

1 XP Woad 1 C, SELF - 1 AV. You use a magical tattoo or paint to make this work. can be bought up to 5 times. Each time after the first +1 AV.

2 XP Familiar You can summon a familiar based on your totem and it will follow 1 simple instruction. If it is commanded to attack someone it will cause. Single Through Fear once and then leave and will not return for the rest of the day. Costs 2 Ki essence.

2 XP Totem's gift P, TOUCH - this allows the caster to bestow any one sense or a point of endurance onto the target. The caster loses the bestowed gift until dawn. Repeated use cannot add the same sense or more endurance to target(s).

3 XP Heart of the Totem

P, SELF - +1 endurance. Costs 2 Ki essence.

4 XP Totemic Weapon

P, TOUCH - A weapon becomes infused with the power of the Totem and calls Magic. Lasts for 10 minutes. 2 Ki essence.

5 XP Woad 2 - Totemic Transformation

P, SELF - 7 Magic AV, Bestial Roar (mass stun) once every 30 seconds, Single with claws. Costs 3 Ki essence.

131

Page 132: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Totemic Spells and XP - Supernatural Path

Supernatural magic.1 XP Totemic Communion P, SELF - By taking this miracle you have opened yourself up as a

conduit to your Totem. You can meditate on a single subject for insight into what your Totem might do. You will get images, which may not be clear in their meaning. You might get visions without casting a spell.

1 XP Life force 1 - Diagnose living/Undead

SP, TOUCH - choose living or undead. Can diagnose any status effects affecting the targeted creature (Poison, Disease, bleeding, etc).

1 XP Life force 2 - stabilization

P, TOUCH - whilst Praying the target you are touching halts any count for status effects (Poison, Disease, bleeding, etc). At the end of the Prayer, this effect will last till dawn. This cost 2 Ki essence.

1 XP Natures Walk SP, SELF - allows you to walk into one tree and out another tree (or other natural growing object. It must be at least the same size as you) within 30 ft.

1 XP Nature's Storm 1 - Storm of flies

C, TARGET - zero, blind.

2 XP Bestial Roar SP, SELF - mass stun. Costs 2 Ki essence.2 XP Hunters presence C, SELF - mass fear. Costs 2 Ki essence.3 XP Life force 3 -

Healing/destructive touch

C, TOUCH - restores 1 pt. If you have diagnose undead then you heal undead and harm living. If you have diagnose living then you heal living and harm undead. Costs 2 Ki essence.

3 XP Life force 4 - Healing/destructive aura

P, SELF - Mass - either heals 1 point or takes 1 point of damage. If you have diagnose undead then you heal undead and harm living. If you have diagnose living then you heal living and harm undead. Costs 3 Ki essence.

3 XP Nature's Storm 2 - Storm of Thorns

C, TARGET - single, through, blind. Costs 2 Ki essence.

132

Page 133: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Supernatural Path4 XP Natures Storm

3 - SwarmC, TARGET - mass global single through, blind. Costs 4 Ki essence.

5 XP Life force 5 - Regeneration

C, TOUCH - target heals 1 point to all locations every 10 seconds to a maximum of 50 points in total. Duration 10 minutes. This miracle can alternatively be cast to start the regrowth of a lost limb, this regrowth will take approximately 1 week. XP cost is required to regain a limb please consult your GM. This costs 6 Ki essence.

5 XP Time stop C, SELF - the caster stops time for 10 seconds. The caster may take named targets equal to double their Ki attribute with them. The caster and named targets can move during this 10 second time period. Costs 3 Ki Essence.

133

Page 134: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Specializations **Please note Specializations are still in development**

Some Spell casters have chosen to specialize in their magical paths, rather than generalize. As such this opens additional spells based on the two paths they have already learned. Please see Chapter 4 and Page 36 for additional Specialisations rules.

Paladin - Avatar and PriestWhen you swear to a Paladin Order you must choose to dedicate to that orders

Favoured enemy. Examples of Favoured Enemies are Undead or Daemons. Nature and elemental Spirits may not be affected by some of these effects as they are Natural to the areas.

1 XP Banishment 1 - Lesser

C, Target - Banish a Lesser <Favoured enemy>. This can be warded.

1 XP Banishment 2 - Major

C, Target - Banish a Major <Favoured enemy>. This can be warded.

1 XP Banishment 3 - Greater

C, Target - Banish a Greater <Favoured enemy>. This can be warded.

5 XP Gilded Vestments

Doubles the effectiveness of Faith Armour vs the Favoured enemy and Magic Weapon becomes Affect <Favoured Enemy> (Artifact). If you strike anyone who is not a hostile or Favoured Enemy with the Enhanced Weapon, then this shatters and you lose access to all paladin Spells/Perks until you atone. any current affects drop.

2XP Ward Location

RITE -This Rite allows a Paladin to Ward a location from Undead, Daemons or Spirits. This can bind an elemental in side or keep something out. This must br performed on a lay line so is limited in its area.

134

Page 135: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Shaman - totemic supernatural and physicalCalling on natures powers to intervene with natural spirits.

1 XP Cloak of Nature

C, SELF - Invisibility in natural environments. Lasts 2 minutes.

1 XP Natures Commune 1 - Spirits

P, SELF - this allows you to commune with animals or nature spirits in the area. They will usually be friendly, though might not just give up information. Last for 5 minutes.

1 XP Nature’s Commune 2 - Animals

P, SELF - through commune with the natural creatures of the local area you can find out what has happened in the area recently.

1 XP Nature's Commune 3 - Earth's Cleanse

P, SELF - This spell allows you to cleanse an area (1 mile radius) of nature which is tainted. If the source is magical, this will not dispel the source. This will give the caster a sense of what and where the source is. Costs 2 Ki essence.

2XP Echoes of the Past

RITE - This Rite allows a shaman to look into the recent past of a location. This must performed on a lay line so is limited in its area of use.

135

Page 136: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Necromancy - Avatar: Faith Form 1 and Priest - Lifeforce undead 1 and Priest 1 Control/ commune with undead or weaken a Target with an effigy. A Necromancer can Control up to 2 times their Ki attribute in Unliving at any one time.

1 XP

Control 1 - Lesser

(SP, Touch) - Can Control a Basic undead (e.g. zombie, Skeleton). This can be warded. 1 Ki essence. control will last 10 mins, or until dispelled or the undead is killed.

2XP Drain @

C, TOUCH - Contact with the target must be maintained through out the chant. This spell does 1 point of damage to the head or torso of an inca-pacitated or willing target and the caster gains 1 Ki essence. If the target is reduced to -1 on the location touched (head or torso) or the target runs out of ki essence, then this spell ends even if the caster has more chant time avaliable. If the target is willing, then this causes them a nauseous revulsion and fear of the caster as their essence is drained. They must ex-pend a resist ME to not physically remove themselves after the first 10 seconds. If this is used more than the casters KI per day then they will gain temporary flaws as they pick up negative traits of those they have drained. If this is used excessively, this may lead to permanent flaws.

3 XP Control 2 - Major

(SP, Touch) - Can Control a Bestial Undead (e.g. Ghouls). This can be warded. 2 Ki essence. control will last 10 mins, or until dispelled or the undead is killed.

5 XP Control 3 - Greater

(SP, Touch) - Can Control Sentient Undead (e.g. Vampires, Ilac Undead). This can be warded. 3 Ki essence. control will last 10 mins, or until dispelled or the undead is killed. Ilac undead affected by this based on their Levels. Lvl 1 take this as a suggestion and can be resisted as a ME, Lvl 2 take this as a compulsion, this still lasts 1 minute if resist ME is used. Lvl 3 Undead are dominated and affects as per the spell.

3 XP Compel Audience

Speak with Dead now allows you to call forth the essence of any nearby Undead in the form of spirits, and you can commune with them.  You may be able to get their help, information or a boon, but they may want something in return.  Any Sentient Undead in the Area, may feel this Summons and be attracted... for good or for ill.

3 XP Unbind Dead

PRE REQ: RITUAL Bind Dead - This allows the caster by using their will is able to untie the bonds that bind the spirit to the corpse, freeing it back to the afterlife. When used on PC’s you first need to drain all essence from the target then perform the unbinding rite for the entirety for the Char-achters Bleed Count.

Necromancy4 XP Bind Dead RITUAL - This allows the caster to tie a spirit to a corpse the necromancer

can use his will to force the spirit to animate it. Creating a lesser un-dead. Immediately after casting, the new undead will try feed on anyone near by and necromantic control magic must be applied.

5XP Create Effigy

RITE - This Rite allows a necromancer to create an effigy of a creature. This requires a sample(hair blood, saliva) of the target taken in the last week bound into a freshly made figurine requiring 1 hour of preparation and 3 Ki essence.  This must performed on a lay line.The effigy can have various effects and must be decided when the effigy is made. It can:Physically Weaken the Target - target cannot use any skills or abilities that cost more than 1 XP, while within 20 ft of the effigy.Magically Weaken the Target - A spell cast whilst holding this counts as Artefact (cannot be resisted or warded). If used in this way the Effigy is destroyed instantly.Spiritually weaken the Target - Target looses access to all Ki essence whilst within 20 ft of the effigy.

136

Page 137: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Elementalist- Elemental and SupernaturalControl, Banish or Ward Elemental Spirits

1 XP Control 1 - Lesser

SP, Touch - Can Control a Lesser Spirit. This can be warded.

1 XP Control 2 - Major

SP, Touch - Can Control a Major Spirit. This can be warded.

1 XP Control 3 - Greater

SP, Touch - Can Control Greater Spirits. This can be warded.

2XP Ward Location

RITE - This Rite allows a Elementalist Ward a location from elementals. This can bind an elemental in side or keep something out. This must performed on a lay line so is limited in its area.

3 XP Elemental Affinity

Elemental favours now allows you to call forth any nearby Major Spirits, and you can commune with them. you may be able to get their help, information or a boon, but they will want something in return. Any Greater spirits in the Area, may feel this Summons and be attracted... for good or for ill.

Elemental Specialist - Combine 2 elements to make a new Path.

Woo/Air - I am a leaf on the wind, see how I Soar

Wood/Fire - Ouch it burns... really well

Wood/Water - Drift Wood, floating on the ocean

Wood/Metal - Chest braces and decoration5 XP Iron Wood Doubles the effectiveness of Armourskin spells, but makes it affected by

effects which affect metal.

Air/Fire - Heat

137

Page 138: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Air/Water - Storm0 XP Chain

Lightning 1

PRE REQ: Ice 2 & Vortex 1: SP, SELF - Mass Zero Knockback stun, 2 Ki essence.

1 XP Mist SP, SELF - Obscures the caster in a cloud of mist, those with detect or heightened senses can see the caster (its a smoke grenade)

2 XP Chain Lightning 2

C, Target - Mass, Single, Through, Stun, 3 Ki essence.

2 XP Eye of the Storm

PRE REQ: Glamour 1 & Chain Lightning: C, Target - Creates the illusion (with all effects) of a storm 20mtr around the caster, which everyone can see.  The Target of this spell cannot move out with a 10mtr radius of the caster without taking Artifact single Knockback, towards the caster. The illusion remains in effect for 5 minutes, but has no further mechanical effect. 3 Ki essence.

4 XP Chain Lightning 3

C, Target - Mass Single Through Paralysis (60 Seconds), 5 Ki essence.

5 XP Mantle of Storms

P, Self. the mages body and weapons crackle with lightning. The mage gains +3AV and any strike that lands on the mage stuns the attacker (call Stun) and the mage can call a Stun every 10 seconds. The mage cannot wear metal armour while mantle of storms is active but can use metal weapons.Equally beneficial contact such as healing will shock the person for single making contact if the spell is active.This spell will last to the end of the encounter where the mage deals or takes damage. 5Ki essence.

8 XP Hurricane PRE REQ: Mantle of Storms: Caster becomes surrounded by nasty cloud of wind, rain and lightning for 5 minutes. The Caster gains the abil-ities of Mantle of Storms, however they are able to move slowly but can take no other offensive actions. They will only take damage from spells and magic weapons. Non magic weapons shatter on strike.  Coming into physical contact with the caster will cause the target to take an Artifact Crush effect. If the casters concentration is broken (taking offensive ac-tion, successfully damaged, spell warding, moving faster than a slow walk etc) they take an Artifact Crush and the spell dissipates. 10 Ki essence.

Air/Metal - Stalagmites in the mist

Fire/Water - Steam

Fire/Metal - Magma

Water/Metal – Decay

138

Page 139: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Race Specific Path **Please note these paths are still in development**Below are the details for racial specifics.

You cannot start higher than Natural Tier 1 at Character Creation. To change your tier appropriate role play must be undertaken for at least 3 months of game play and GM must confirm the RP has been appropriate.

You can only EVER be one of these and gain benefit from the one section. Should you for in game reasons change the path then you start your new path at the lowest Tier and must pay all indicated XP costs.

Perks gained from a Race specific path may be gained in addition to normal limitations on those skills or perks.

(X) This is where X represents then next available level of a Perk or Chain of Perks.

139

Page 140: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Felidi path – please see your nation brief for informationNaturalTier 1

2 XP Cub Min Phys Rep– Feline features, basic catlike personality traits like narcissism and pride.Tier Perk – Danger Sense 1 can be cast twice per day for no Ki CostPerks – a single 1 XP perk from one of the following trees: Acrobatics, Keen Senses, survival, General Magic, Orator.Default – None

SupremeTier 2

5 XP Stalker Min Phys Rep – Feline features, ears, fur in places, tail, territorial or sudden mood changes.Tier Racial Feature –1) Ki Is limited by an additional reduction of 1 point of essence per Ki attribute point2) Meat Eater, You MUST east meat every day, without eating meat your Endurance the following day is reduced by 1, this will continue to add up every day you do not eat meat. 3 days without meat = -3 endurance. \this will take you to a minimum of Endurance 0.3) Overly inquisitive, anything new or anything that you would be interested in makes you want to know everything about it, where it's from, how it got to where you are, how you get more etc.4) Territorial. You consider those you travel with regularly to be part of your pack/family. you are possessive over them. you are territorial over 3 specific possession's (to be picked when this goes onto your Character sheet)Perks – Two perks up to 3 XP and two perks up to 2 XP as per Natural Tier plus Security, Stealth, Artificer Default – Spell Immunity 1, Jump,

ExceptionalTier 3

8 XP Hunter Min Phys Rep– Feline features, ears, paws, fur indicated in places, aged fur, scars, tail, territorial over positions or friends, catlike personality traits like the desire to hunt.Tier Racial Feature – 1)Ki Is limited by an additional reduction of 1 point of essence per Ki attribute point2) Stalks all prey enemies and objects if interest/desire. if this is something you want you approach it like you are stalking it.3) Due to how the Felidi in you has developed you are no longer able to sneak during the day.4) Solitary. you often find yourself being alone or wanting to be alone. you interact less than you have previously with others even those in your pack/family.5) cat nip - favoured substance/item - must be relatively uncommonPerks– Two 4 XP perks from as per Supreme Tie plus Alchemy, Sneak,Default – Ki Affinity, Pushover, Avoid Traps

140

Page 141: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Ilac Undead pathNaturalTier 1

2 XP Unnatural Min Phys Rep– skin paler than normal & indications to shaded eyes. Tier Perk – 1 additional use of Iron Will perkPerks – A single 1 XP perk from one of the following skills – Armourer, Berserk, Hand to Hand, Iron Will, Physician, Weapon skills, Light/Medium Armour, General Magic.Default – None

SupremeTier 2

5 XP Horror Min Phys Rep – you look undead appropriate to your racial type, slight white/yellow/grey skin shallow/sunken eyes. Less self concern, slightly detached.Tier Racial Feature – 1 in 3 random chance from one of the below: (in accordance with your GM)1) While the Sun is up your Ki essence is half rounded up. Normal Ki essence when the Sun is not up.2) While the Sun is up your Endurance attribute is reduced by 1 level as well as all associated perks to this. Normal endurance when the Sun is not up.3) Due to weakness of your body ageing in time all calls you perform now cost 1 KI EssencePerks – Two perks of up to 3 XP and single perk up to 2 XP (3 total)from the following skills – As Natural Tier plus Alchemy, Artificer, Keen Senses.Perks gained this way may be gained in addition to normal limitations on those skills.Default – Poison Immunity x 1

141

Page 142: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Ilac Undead pathExceptionalTier 3

8 XP Dread lord Min Phys Rep – You look heavily undead, white pale or light grey skin, heavily sunken eyes. Detached personalityTier Racial Feature – 2 in 3 random chance from two of the following: (in accordance with your GM)1) 1) Compulsion to feed on living flesh every day, not freshly slain they must still be living.2) 2) Aversion to all holy sites and symbols. Any contact with a holy symbol causes 1 hit ignoring armour Contact with a holy site means you take a hit for each minute you are on the holy site (Only sites dedicated to your Guardian or Elder are excluded from this)3) 3) Compulsion to return home to Ilac City( or another named place) once per month. Not returning home means that till you do none of your skill levels or perks at levels 4 and 5 work.Perks – Two perks up to 4 XP from the following skills – As Natural and Supreme Tiers plus Security, Elementalism - Metal, Spirituality and Totemic.Perks gained this way may be gained in addition to normal limitations on those skills.Default – Poison Immunity x 2

142

Page 143: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Shujin path – please see your nation brief for informationNaturalTier 1

2 XP Silverfish Caste

Min Phys Rep – Must look non human and race appropriate. Gills and/or scales. Multicoloured skin. Prosthetics.Tier Racial Feature – You feel at home near water and will subtly move near water if able.Perks– A single1 XP perk from the following skills – Alchemy, Artificer, Bard, Inspire, Keen Senses, Meditation, Orator, Physician, General Magic, Elementalism - Water, Spirituality.Default – Piscine and Pelagic Harmony

SupremeTier 2

4 XP Manta Ray Caste

Min Phys Rep– Must look non human and race appropriate. Gills and/or scales. Multicoloured skin. Prosthetics. Slightly aged look.Tier Racial Feature – Each Day you need contact with water. This must be swimming, bathing, walking along or through a river etc. The down side takes effect the following day (the following IC day that you play) Pick one of the below:1) If not been near a significant body of water your Ki essence is half rounded up. Normal Ki essence if you have gone near water.2) If not been near a significant body of water your Endurance attribute is reduced by 1 level as well as all associated perks to this. Normal endurance when the Sun is not up.3) If not been near a significant body of water your Piscine and Pelagic Harmony perks do not work..Perks– A single 3 XP perk and single perk up to 2 XP from the following skills – As Natural Tier plus Block, Faith, Iron Will, TraderDefault – Pick 3 XP worth of the following: Time Sense, Enchanting Voice, Escape, Reagent (X),Travellers Knowledge, Advanced Materials, Poison Sense, Honeyed voice, Physician Heal (X), Vital Bandages.

143

Page 144: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Shujin pathExceptionalTier 3

6 XP Kraken Caste

Min Phys Rep – Must look non human and race appropriate. Gills and/or scales. Multicoloured skin. Prosthetics. Increased aged look.Tier Racial Feature – Each Day you must have contact with a body water. This is needed contact. This must be swimming, bathing, walking along or through a river that connects to the body of water of your birth. The down side takes effect the following day (the following IC day that you play) Pick one of the below:1) No contact with water linked to your place of birth your Ki is reduced to 1 with a MAX of 5 Essence.2) Your Endurance is reduced to Zero. Your hits are as if you have an Endurance of Zero (1 Hit).3) All your magic perks and the Piscine and Pelagic Harmony perks do not work.Perks – A single perk up to 3XP from the following skills – As Natural and Supreme Tiers plus Sneak, Security, Ranged and Throwing WeaponsDefault – Pick 3 of the following: Reagent (X), Advanced Materials, Awe, Befriend, Physician Heal (X), Advanced Navigation, Trapper, Inscribe Magical Tattoo.

144

Page 145: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Eyrie Skyriders path – please see your nation brief for information **CURRENTLY NOT PLAYABLE** This will be populated nearer the time.

NaturalTier 1

2XP Name Min Phys Rep – yesTier Racial Feature – NonePerks – yesDefault – yes

SupremeTier 2

4 XP Name Min Phys Rep – yesTier Racial Feature – yes

Perks– yesDefault – yes

ExceptionalTier 3

6XP Name Min Phys Rep– yesTier Racial Feature – yes

Perks– yesDefault – yes

145

Page 146: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Sauropsidians path – please see your nation brief for informationNaturalTier 1

2 XP Gecko Min Phys Rep – some scales & lizard humanoid featuresTier Racial Feature – NonePerks– artificer, armourer, alchemy, physician, Default – coldly logicalWorld tasted via the tongue as if smelling

SupremeTier 2

4 XP Tegu Min Phys Rep– some scales & lizard humanoid features. Scales on several areas of visible skin.Tier Racial Feature – brewing x, 2 x additional ingredients for the skill of your choice. Armour repair. Tinkerer X.2 in 3 random chance from two of the following: (in accordance with your GM)1)Lacking empathy, do not understand why adults like children & the young are not helpless, 2) In the height of the day (lots of sunshine/midday-ish) you want to sunbathe and move slowly to enjoy the sun.3)when it is bitterly cold you want to wrap up warm and be as near warmth as possible. during the cold loose access to all perks above a value of 6XPPerks – natural armour, friendly face, Default – poison resistance x

ExceptionalTier 3

6 XP KomodoDragon

Min Phys Rep– some scales & lizard humanoid features. Scales on several areas of visible skin. Eyes. TalonsTier Racial Feature – 2 x additional universal ingredients. Armour repair. Identify x. Advanced Metals.2 in 3 random chance from two of the following: (in accordance with your GM).1)when it is bitterly cold you want to wrap up warm and be as near warmth as possible. during the cold loose access to all perks above a value of 4XP2)You now have natural claws meaning you can call single points of damage with your hands and no weapons. when your claws are out they stay out till dawn or till you meditate. while your claws are out you cannot hold any single handed weapon or are unable to do anything dexterous with your hands - pick locks etc.3)XXXPerks – natural armour - 2 levels, dodge, resist.Default – tough poison resistances

146

Page 147: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

CHAPTER SIX: EFFECTS AND DEFINITION OF TERMS

Notes on EffectsAn effect is always the same no matter how it was generated. An effect is always of the same class, regardless of how it was generated. A Character cannot be Immune to the source of an effect, only a single effect or a class of effects. E.g. you cannot be immune to magic but you can be immune to the sleep spell; the spell was generated by magic. No effect may just use the name of the effect, unless it is delivered by a GM, or is delivered as part of a Damage Call. Effects of an identical name do not stack and casting a new effect on someone replaces the previous effect, unless specifically stated otherwise in the effects description, e.g. Casting an Endurance effect on someone will replace any current Endurance effect on the target. Innate abilities require the Call innate <name of effect>. This call is for OOC information only; there are no IC vocals for innate effects.

Effect Descriptions

NO EFFECT If you are immune to an effect or blow then you should call ‘No effect to <effect x>’. If there could be no confusion as to which blow or effect you are immune to, then you should just call "no effect". If you wish to pretend IC that you have no immunity, then you must role play the attacks effects and do not have to call no effect.

GLOBAL Any effect that is preceded by the word Global will affect every location of the target, regardless of the effect. Global and Mass cannot be combined in the same call unless a description explicitly states otherwise. Global cannot be called without a description that explicitly states otherwise.

MASS Any effect that is preceded by the word Mass will affect every target, regardless of the effect. Global and Mass cannot be combined in the same call unless a description explicitly states otherwise. Mass cannot be called without a description that explicitly states otherwise.

SOURCE This is what generates the effect: Mage Spells, Priest Spells, Chant Spells, Innate Spells, Rituals

DEFINITIONS

The following are definitions of terms used in this Handbook or elsewhere in the system. These definitions contain rules and should be read along with the section in which they are mentioned.

Adventure The usual name for the weekly/monthly missions Player Characters take part in to earn XP, progress their Character, and have fun! A story your Character experiences. The GM writes it, but all your actions have consequences.

Alchemical A sub-type of Dust, Poison or Potion. Poisons of this type may be removed by using any of the following effects: Purge Poison, Purge All Poisons and Total Heal.

Armour Value (AV) Refers to the protection value (number of hits) of a piece of armour, or how many points of damage on a location are considered armour.

Artefact A type of call or damage that cannot be resisted and to which nothing is immune. It will strike Armour before striking skin (i.e. it is not automatically Through damage).

Asleep, Magical A Character put to sleep by magical means will be unable to be woken for 10 seconds, if then shaken/shuggled for 10 seconds or struck/hit. If not shaken/shuggled they will awaken naturally after 60 seconds

147

Page 148: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Asleep, Natural This is when a Character is asleep, they may be awoken naturally after 10 seconds of shaking/rocking etc. - this should not be too vigorous. If struck/hit for damage they will awake immediately but be stunned for 10 seconds.

Attribute The common name for Endurance or KI.Backstab This can only be done to a target from behind if they have not detected

you or if they are totally unaware of your location I.E. invisible or the target is asleep.

'X' Bane A weapon is imbued to count as magic vs. 'X' only and may have additional affects which will be briefed by the GM.

Bestial Intelligence Beings of Bestial intelligence have limited reasoning capability and operate mostly by instinct. They are often subject to powerful instincts that they must follow; such instincts may be described by a specific description, GM or Referee. Due to their low intellect, the ritual of peace does not cover them.

Spirit weapon A blessed weapon is magically imbued to count as magic vs. spirits only (Spirit Bane)

Blind This effect lasts for 10 seconds. It may be caused either magically or by a skill.

Call A call is an effect from a blow or spell. These can be resisted.Character The in game persona that you play within the Nest LARP System.Character Sheet The written description of your Character's skills, attributes, flaws and

virtues.Character Skill Refers to the basic skills that each Character buys either at creation, or

later on with XP earned on adventure. Within each skill are Perks.Chants These require a constant chanting to be maintained before and the spell is

cast, the chant can then be maintained for additional castings for no extra Essence cost.

Cleave For effect this is crush followed by crush again, instantaneously. If a source would make something immune to crush then it is immune to cleave. You cannot be immune or resistant to this effect.

Code (Of Honour) The Character follows a specific code of honour, even when berserk. This code is sworn to on the name of a lord or Guardian when the Perk is taken. He can automatically Resist most temptations if they would mean he broke this Code. Your code must be available to be viewed by a GM on every adventure. If your GM feels you have broken your code you become cursed.

Concentration You may only perform one action that requires concentration at a time. Attempting to perform another action that requires concentration, being reduced to unconsciousness or undertaking any other action that states it breaks concentration will break concentration.

Continual Some effects continue forever, unless something happens to negate them.Crush When striking a location with AV of 0 this effect destroys the body location

as well taking the location to -1 and causing it to start to bleed entering your Death Count. When striking a location with AV of greater than 0, this effect Destroys ALL the armour on that location, reducing it to 0 AV. When striking a shield that is not immune to the Crush effect, the shield will be destroyed.

Cursed A curse will stop the target from using any skills or perks (including spells) until it is removed. Passive abilities (immunities, skills you can use an unlimited number of times per day are unaffected) A curse can only be removed by a blessing of the same source whose power was used to cast the curse.

Degrade Armour 1pt of damage to each armour location. Does no damage to people. May damage metal constructs.

Damage reduction LHV or AV are reduced at 1/10th the normal rate by normal weapons. Magic weapons reduce this at 1 hit per AV (i.e. magic weapons are unaffected by Damage Reduction).

148

Page 149: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Dawn This is usually 6am or specified by your GM.Death Count The period between receiving a Mortal Wound (one which takes the

location to -1 hits), and death. For PCs, this is 60 seconds plus 60 seconds per point of Endurance.

Disarm This makes you drop your sword. It can be a magical or physical effect.Dodge This allows you to Dodge a hit that has connected, to use this you must

actively dodge the blow, so react away from it or jump out the wayDust An alchemical preparation that may be used to enhance a Character or

their armour.Effect Effects are spells or special types of damage that will affect your

Character in different ways.Elemental Magic This is about creating from, or manipulating, the elements through the

use of Essence.Enchanted This denotes a weapon or other item imbued with magic either

temporally or permanentlyMagic Damage Done by Enchanted weapons. Can hit beings immune to Normal damage.

It is possible to resist or be immune to Enchanted damage.Encounter A single scene or scenario of an adventure. Usually between Players and

Monsters or NPCs, but can be between PCs, or between PCs and the environment.

Encumbered Being encumbered means you are no longer able to run and are not allowed to use skills or perks that give you avoiding abilities e.g. acrobatics, dodge etc.

Entangle An effect that restricts the Player's movement as per paralysis but only waist down.

Ethereal This is when a Character, Monster or NPC is a ghostly apparition of some kind. They are not all physically solid but still retain the shape or form of the original.

149

Page 150: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Fatigued This is where someone has had their hits reduced to Zero (0) on all locations and may have become unconscious, 5 mins later the person may be wakened but they are Fatigued. This means they cannot use any skills other than defensive ones and may only use first (1st) level defensive magic’s. You do not need to be treated with bandages but when you wake up you are on Zero hits. The Character cannot take any action other than walking slowly and talking. They cannot use any ability that requires Concentration, or wield a weapon or shield effectively (including parrying).

Fear For 10 seconds, the target fears the caster. The target will attempt to remain at least 10 feet (~3m) away from the caster. If closer than this when the effect takes place then they must move away as quickly as it is OOC safe to do so. The Character must do everything within their power to flee the caster including using weapons, abilities and/or casting magic. However, they will not attack the caster by any means for the duration of the effect. If Trapped with no way out they will cower in what space they have available till the spell ends.

Foci All magic’s require a focus to cast. Each school requires a separate focus. Foci can be any object which can be held or often pinned to the mages clothes. (Examples: Religious symbol, representations of totem or element).

Free-form An event that is more about the role-play and interaction than the skills your Character has, though skills are used at times at free-form events. Often indoors in a pub, where combat would get everybody in trouble.

Gaining and Losing Extra Hits

Upon gaining extra hits via spell or item, locations on 0 or -1 will have their maximum possible hits increased, but will not have any hits restored. For the duration of this effect, these extra hits may be restored as normal. When this effect expires, your maximum hits per location will be reduced by reducing your current hits, if necessary.

General Public Don't attack them, and be friendly. We share the park on an equal basis, but we stand out so if we do something the public don't like, it is noticeable and might get us complaints. We want to be able to keep playing.

General Magic This is common, but limited due to its lack of focus – yet it can still be powerful. Essence is spent to make spells of this sphere of magic work.

Global Any effect that is preceded by the word Global will affect every location of the target, regardless of the effect. Global cannot be combined with Mass unless explicitly stated by a specific description. Global cannot be called without a specific description that allows its use.

GM The Games Master. The person responsible for running an adventure, event or plot line.

GM Discretion A Gm is required for this effect to ensure appropriate role-play and suitable effect take place

Hardened A physical item that through the use of magic has been hardened against magic spells and/or Through damage.

Immune When a something is Immune to an effect, then they are never affected by it. This requires no Concentration or knowledge of the effect. The target will be aware of the effect, unless the effect specifically states that the target is unaware of the effect.

Impale Combined effects of Through and Crush and Stun (10 Seconds). You cannot be immune or resistant to this effect.

In Character (IC) This is when you are In Character, role-playing your Character in action or reaction to the world around you. Things that happen are happening to the Character, not the Player, and should not be taken personally OOC.

In Game Anything that happens within the game world, including IC actions.Innate The ability to generate effects without the use of a free hand or full

vocals. This ability is part of the being, it is not something learned or imposed from outside (contrast a dragon's breath with a wizard casting a fireball).

150

Page 151: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Intelligent All Characters are considered intelligent unless a GM or specific description states otherwise.

Knockback This is a damage effect that Pushes you backwards quickly by 10 ft, it does not force you to fall over.

Layer (Armour) A layer of Armour is multiple pieces of armour worn on top each other on 3 Locations or more.

Magi This is the plural of the word 'mage'.Magic This has effects on the world, usually through the use of KI.Magic Armour Grants additional AV. AV are single floating hits and are reduced by the

next damage the Character would take until expended. Through damage does not ignore these.

Magic Damage reduction

This AV is only affected by Magic Weapons. Magic weapons reduce this at 1 hit per LHV or AV.

Mass This is where a magical or physical effect is able to affect everyone within a specified range.

Melee Weapons Any weapon intended for close combat as opposed to ranged combat e.g. swords are melee weapons; bows and throwing daggers are not. If your weapon phys-rep has a core, it is a melee weapon and may not be thrown or used as a projectile.

Monster Someone playing a Character defined by the GM to interact with the Players in some way. Monsters are not necessarily monstrous, and are not always hostile. They may have powers unavailable to a Player Character and are directed by a GM. At NEST LARP events, Players are encouraged to take their turn playing the various Monsters that are part of the plot lines at the event. Monstering can be just as much fun as playing – enjoy it!

Monster GM This is the GM responsible for giving the Monsters stats and costuming to aid the telling of the story to the Players at a Nest LARP event.

Mortal Wound A wound that starts the Death Count for the Character. This can be the last in a series of wounds, or caused by one massively damaging blow. All damage is normally considered lethal damage unless the blow is specified as being Subdual. Artefact damage is lethal damage unless specified otherwise.

Non-combat Prop (NCP)

NCP's are non-combat props, i.e. some form of game prop such as boxes, barrels, or ritual phys reps, which are not for use in combat.

Non Player Character (NPC)

A Character controlled by the GM and part of the world the Characters are interacting with. They are there to provide depth and colour, and make a living, breathing game world for you to enjoy.

Onset Time The time it takes a poison to start working from the moment it enters the target's system.

Out of Bounds Any area that Players are forbidden to enter. Usually for safety reasons, or to separate the IC Player area and the OOC area where Monsters, NPC’s and GM’s are working in the background to help make the event happen.

Out of Character This is when you are not currently playing your Character.

151

Page 152: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Paralyse This is a magical effect and can be delivered via a spell, poison or physical effect Whilst under this effect the target cannot move or speak, but can still see and hear, unless they take or have taken damage that renders them unconscious. If there are real OOC (safety) issues, you should move to a nearby safer location, or more comfortable position. Immobilization effects do not prevent you from having an item removed from your grasp. You cannot stop this, but the Character taking the item from you should not touch you directly. They should tell you OOC that they are removing the item, at which point the item must be handed over Out of Character.

Parry This is where you use the weapon you are holding to block an incoming hit.

Phys-Rep Stands for Physical Representation. Without an appropriate Phys-rep, an item cannot be considered to exist at an event. This covers all things from Characters to Castles.

Player You, the person playing the Character.Player GM The GM with the Player group, describing the world around them and

reacting to their actions within it.Plot Non Player Character (Plot NPC)

These Characters form part of a plot line and are directed by a GM and the Plot Team. They will never have powers unavailable to Players.

Plot Team The term used to refer to the collection of GM’s and Plot writes as a whole.

Poison A liquid or salve that has detrimental effects.Possession Any Character that is possessed counts as being in the Target Group of

the one possessing them, as well as their normal Target Group for all effects. If the possession is removed or Dismissed then the Character reverts to their normal Nest LARP type. Note that they are not killed by the Dismiss unless a specific description states differently. For example, a human is possessed by a Daemon; they will now also count as a daemon for the purposes of Bane and all other Target Group effects until the possession is removed or Dismissed. You can only have one possession at a time.

Potion A liquid or salve that has positive effects.Prayer These are small ceremonies and suitable role play must be carried out for

at least 1 minute.

152

Page 153: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Progressive An Effect that builds with the passing of time to have a stronger effect.Psionics This is the magic type used by the Scourge ONLY. This is not available to

Player Characters. Effects of this may be found out during play.Resist When a being can resist an effect, then it requires a conscious choice and

effort. If the being is unconscious, or is unaware of the effect, they cannot resist it.

Rites This is a performance in areas of power formed on ley lines; these can be used by an experienced Mage to adapt a spell they know to perform a different or additional function for a limited time.

Rituals These are powerful effects, but can only be performed on Nodes, where ley lines converge. They often require the use of rare items as part of the ritual. Rituals need to follow a set process written down in a ritual text. Without a text almost anything can happen and it's rarely good. Some false texts have been known to be created, but as it usually takes a lot of time and effort to research a working ritual it is rarely worth the time and effort to make a false text.

Ritual Circle A construction built to harness and channel magical energy into lasting magical effects. This can be a temporary or permanent circle, and this can dictate the level of power a circle can channel.

Role-Playing Playing your Character as best you are able, to both flaws, virtues, and other things that have affected your Character.

Self Spell can only be cast on the mage casting the spell.Shatter This damage effect shatters the target item. This can either destroy the

item by breaking it into many pieces or break all the straps and laces etc. that hold the item together.

Single The basic damage done by all weapons, you do not need to call single as it is assumed all weapons do single. If you want you may call single for clarity.

Site Rules You should follow the rules of the Site we are using. If you are unsure ask a Ref/GM

Sleep A spell or poison effect Call. Magical sleep takes longer to be woken from than normal sleep, but wears off after 60 seconds. For the first 10 seconds the target effected by the spell cannot be woken by any means.

153

Page 154: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Spell An effect generated by the use of magic. Also refers to the effects generated by Spell casters.

Special Call A call is an effect from a blow or spell. These can be resisted.Spontaneous These spells have a single use instant casting, and duration will either be

instant or until the end of the following morning. These spells will either last until the following morning, or if it is an offensive spell, then it will take effect instantly.

Stacking Armour AV does not stack without an explicit definition from a perk. If a Character has AV from two or more different sources, be it physical armour or magical armour, and does not have a perk that allows stacking armour then all sources of armour take damage at the same time.

Strikedown When receiving this effect your reaction is so either drop safely to the ground so your back touches the floor, or you may drop to one knee with one hand touching the ground for a steady count of 5 seconds. After either of these you may return to your feet. This effect does not cause damage as an individual effect though it may come from a weapon.

Spirit Magic It is about calling on the powers of the Guardians. Shamans may call on their patron deity in the form of a totem spirit.

Stun This damage source causes you to be Stunned for 10 seconds. You may not attack or defend and should not flail around. You may move, but not run.

Subdual This is damage that will not kill you but does damage as normal and will make you unconscious. Anyone can call Subdue. This is unable to make you enter your bleed count.

Target This type of spell can be cast on or targeted up to 10 meters away.Target Group This is a group defined by any entry on the Character sheet or specific

description of the Character.Through Damage from this source goes through your armour and removes hits

from the location without damaging the armour.Time-in After hearing this, your actions etc. are now considered to be your

Character's. The more strictly you keep to this, the more immersive your role-play will feel.

Time-ish A time where you are still IC but the main even has timed out, e.g. at a multi day event, it is after 2 am and the GM has gone to bed. This allows for the continuation of role-play, but not game affecting actions such as killing another Character.

154

Page 155: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

Touch This type of spell can be cast on caster or target touched by the mageUnarmoured Location A location that has no armour protecting it. This may be because there

was no armour to start with, or because all the Hits from the armour have been lost.

Unintelligent Unintelligent beings have no independent thought processes and may only act in the way that is set out by their creator/commander, or by their own instincts. Having no mind to affect, they are Immune to Mind Effects.

Venom A type of poison that needs to be delivered through a break in the skin – most commonly from a weapon blow.

Vulnerable This means you are specifically wounded by something, in excess of what might be expected (e.g. a werewolf's response to Silver weapons).

Weapon Oil An alchemical preparation that may be used to enhance a weapon.Wounded You have taken one or more wound and will need to wait or be healed.Zero Typically used in a damage call to indicate the call does no damage but

may still have an effect.Zero Hit Creatures A game mechanics term used to refer to illusionary creatures. Zero Hit

Creatures are normally incapable of physically interacting with the world.

155

Page 156: Ewan Taylor and Lee Mitton...  · Web view'X' Bane damage type means the weapon will do 1 hit of Normal damage. 'X' Bane damage always counts as Magic towards 'X' and has additional

CUCKOO'S NEST EXAMPLE CHARACTER SHEET PLEASE FEEL FREE TO PRINT THIS PAGE AS NEEDED

CHARACTER NAMEATTRIBUTES            END HITS WITH ARMOUR    KI ESSENCE    

PERKS XP PERKS XP PERKS XP PERKSXP

                                                                                                  

              

Navigation - FS 0 Literacy - FS 0 Numeracy - FS 0 Read Maps - FS 0FLAWS        XP EARNED            CALLS   ITEMS                 FS = Free Skill only available free at creation.

156