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AfterMath Mission Statement

The AfterMath Staff is dedicated to giving each and every player the chance and ability to be entertained. Our goal is to create a consistent, full, ever changing, and interactive world full of action, excitement, and role-play. Every staff member will remain impartial, unbiased, and will treat every player of this game fairly. The AfterMath Staff will always remember that it is the players who are the heart and soul of the game, and it is because of them that we are here.

Welcome to AfterMath

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I am imagination. I can see what the eyes cannot see. I can hear what the ears cannot hear. I can feel what the heart cannot feel. -Peter Nivio Zarlenga

World developed and written by

Brandon Machart Richard Rossow Joel Roberts
Additional Plot development by

Theresa Delashmutt Dane Sanders
Core Rules by

Charles Baccum Sherri Baccum

Robert Ciccolini - Accelerant Games
Rules by

Brandon Machart Joel Roberts Ed Landers Scott Bradlee

Rulebook Edited by

Scott Bradlee Bill May Joseph Jennings Jamie Bradlee

Special Thanks!

There are too many to mention individually. I want to thank each and every player who has walked in the world of Astoria. Thank you to every staff member who has selflessly given their time to help make this game a reality. And most of all thank you to those who never lost faith.

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1.0

Chapter One

Core Rules Introduction
1.1

Welcome

You are preparing to enter a game world using the ‘Accelerant’ system. The system is designed to be simple in concept and execution, yet have a rich and varied set of skills and abilities with which to develop characters and stories. To do this we have created a set of Core Rules that define all of the effects of the game and presents them to you within the first two chapters of the rule book. All skills and special abilities refer back to these Core Rules, so once you have learned the Core Rules you know how to react to effects from any Accelerant game, even though the skills or abilities that allow a character to use those effects may be very different.

1.2

Philosophy

The main philosophy of the Accelerant system is to keep the game flowing smoothly and without interruption. Almost everything you do you should attempt in game. There should be no reason to drop out of game, to consult an out of game personage during normal game play, or to describe out of game actions unless those actions may make others uncomfortable. You may consult in game spirits and characters, but all your actions should be in game. In the Accelerant system you will never have a reason to describe your actions. You can't set things on fire. You can't chop creatures to pieces. You cannot, and have no reason to, perform actions you cannot actually attempt unless those actions are defined in some other way in these rules. The idea is to stay in character no matter what. If you have a question, attempt to word it in character and ask it in game. If you feel you must leave game, walk to the edge of the game area in character and leave the game for a time. You should never interrupt the flow of the game. There are no rifts that move you out of the game action, no things stepping through solid walls, no flying creatures, and no happenings that cannot be played without interrupting the flow of the game. You might be transformed into a spirit and made to walk someplace in that state, but anyone who sees your spirit still sees you walking. Be forewarned that our directed characters will react to blatant out of game comments as insults or lies. Spirits and creatures will become enraged at out of game comments. As such, dropping out of character can get you killed, or worse. If the problem continues, you will be asked to leave the game. Stay in character.

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1.3

In a game as fluid and full of unexpected circumstances as live action, it is important that each player attempt to follow the spirit as well as the letter of the rules. We have tried to create a set of rules that are as cut and dry as possible. However, there are certain rules that that are necessary to promote atmosphere and or safety. These rules are marked as Rules of Etiquette. These rules are often difficult or impossible to quantify without breaking character. We know this, and if players abuse them or become less than graceful when using them, the game will suffer. We trust the players to follow the intent of the rules, and to be particularly tactful when dealing with Rules of Etiquette. You will find further specific Rules of Etiquette outside this section when dealing with some specific effects or performing some specific actions. people who are close to, or involved in, that problem should pause so someone can 1.3.1 get clear, get up, or move away from a • Abusive language or actions are not threat. Only those people nearby need tolerated, whether they are in game pause until the problem resolves. Everyone or not. Language or actions that are involved in a caution is still responsible to derogatory or that are deemed to be the game, and should still be cautious of in harassment are not allowed. References game threats. They may move away from to explicit sexual behavior or concepts, the Caution or pause until the person has particularly violent ones, are not allowed. dealt with the problem. In game threats should be worded so they are clearly in game.

Rules of Etiquette

Basic Etiquette

1.3.3

• You are always in game, even if your character is unconscious, dead, or affected by a game condition that incapacitates you. Your spirit still remains with you, and it can experience the game world around you. You do not need to pretend you did not experience the game even under these conditions. If your eyes are closed then you might not see what is going on, but you will remember everything you hear, smell, and feel. If you are lying unconscious or dead, or affected by the Stun effect, you must close your eyes. • There is no "out of game" except during emergencies. There are no out of game indicators (such as white headbands), and no people should be wandering about unless they are there in the actual game. To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions.
1.3.2

Clarification

This phrase works like Caution, but it indicates that someone needs a quick explanation of what happened. People directly involved pause for up to three seconds while someone repeats a verbal or quickly indicates a condition or result of something. This should be used infrequently, if ever. It is present for new players who may be overwhelmed and confused during their first game or two.
1.3.4

Let Me Clarify

Caution

This phrase indicates some condition that may threaten the health of a player. A caution should never last more than 10 seconds. It indicates that those AfterMath LARP Rulebook

This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used unless the player has plot approval for that specific encounter, and the information imparted must be a clarification of some specific game effect or encounter.

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1.3.5

Emergency

This means that there is some medical emergency that needs attention. This phrase should come up rarely. The game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called is there is a real problem and someone could be hurt.

search" before giving it up. Players should not demand unreasonable searches with too much detail - a search should take no more than a minute.
1.4.3

Carrying a Character

Safety Restrictions
1.4

There are a number of basic safety restrictions in the Accelerant system to ensure the safety, comfort, and enjoyment of all.
1.4.1

Because the game does not allow physical contact, you may not physically carry or drag another person. Instead you simply tell the person you are picking them up and role play carrying them along. They must get up and walk with you while you pretend to hold their shoulders. You cannot move faster than a walk while carrying someone else. If you are unable to move while being carried you walk with your head bowed and arms at your sides. If you are carrying a character and that character is struck by an effect from a melee, missile, or packet attack, you will also take that effect unless you "drop" the character immediately. If you are being carried and someone "drops" you then you role play falling to the ground. If you are being carried, you must role play an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If you are carrying someone who role plays an effect, and you do not know what the effect was, you must drop them. You may pick up a body after dropping it as soon as that body stops moving.
1.4.4

No Physical Contact

You have no reason to touch another player in the Accelerant system. Physical contact is not allowed. You may contact another player with a boffer weapon in a legal attack area and you may contact another player by touching a packet to their arm or shoulder to deliver a "touch cast" effect. Violators will be asked to leave the game.
1.4.2

Searching a Character

Because the game does not allow physical contact, you may not physically search someone else. Instead you approach within searching distance and tell them in a low voice "I am searching you." The player may simply reveal items you have found. The player may make a pouch available for you to reach into and take items. The player may request that you describe your search. In this case, you must take the time to tell the player where on his or her person you are looking for items. Items cannot be hidden in places people might find rude or inappropriate. An item must actually be hidden where you say it is. You cannot have an item in your pocket, for example, and claim it was tucked in your boot. It must be hidden there. If someone searches a general area you may request them to be more specific by stating "Describe that search." If you have an item concealed in the sole of your boot and someone says "I search your boot" you may ask them to "Describe that

Rule of Etiquette

Whenever you are required to role play an effect you must always do so in a safe manner. If you must adjust your role play or position slightly to make the game safer for you or another player we ask you to do so. You should take care before moving in crowded areas even if you must play out the effect in a slightly different manner. You are encouraged to take the extra step or two when playing out an effect if it removes you from an area that is detrimental to your health such as a puddle or an area with too many other players.
1.4.5

No Alcohol or Drugs

You cannot consume alcohol or drugs on the premises of the game unless the drugs are for authorized medical use and the staff has been notified, and has approved. You cannot be under the influence of alcohol or drugs while

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If an effect has been inflicted upon you. in a variety of styles and they can easily be incorporated into your costume. but the AfterMath staff does recommend it for your protection.5. tags. and you might attempt to do the same to them. Violators will be asked to leave the game. jewelry. These ribbons replace the sticker and have the same meaning. destroy. you must play as if that condition was real. A ribbon can be used to mark small items that don't have room for a sticker. or take apart any prop. there are lots of effects that can change how you play the game.1 The Staff of AfterMath recommends that you wear safety glasses when playing AfterMath. You cannot move tarp walls. Props may be handled but must be put back where they are found unless they have a sticker. for both good and bad.on the premises of the game. Items may also be marked by attaching a short ribbon to indicate the item's in game status. although you can attempt to avoid them. You cannot manipulate traps unless you have the skill to do. Other characters may attempt to inflict unpleasant fates upon you. weapons. 1. it just makes the item unusable for any game related purpose. Again you are not required to. such as tarp walls representing solid walls. or on items where plot feels that a ribbon would look better or be more evident to the players. Prop Restrictions • You are not allowed to bring to an event any prop that resembles or could be mistaken for common or unique game items provided by plot without the express permission of the game staff. These props provide no in game benefit and disallowing their removal ensures these props are not broken or lost. The Destroy effect does not change the basic structure of a prop. You are able to find safety glasses. • You cannot attempt to duplicate or forge game money. • Costuming. item props. Most props have no in game worth. If a prop is attached to a wall by a chain. There are activities. 1. and you cannot enter areas marked out of game. you must abide by the restriction of that effect until it is removed. When you come across props that represent certain environments. Any attempt to use in game means to create fakes of any items must be approved by the plot committee.5.2 Rules Restrictions 1. there is a lot you can do to affect the game environment around you. 1. you cannot attempt to break or detach that chain in any way. for example.5 As you play the game and wander around the world. such as rings. Effects can be inflicted upon you in a variety of ways. This ribbon may have codes or markings on it in the same manner that stickers can have markings for players with specific skills to recognize. three restrictions on your The first is an environmental restriction. or logistical documents such as character or monster cards. such as sunglasses. and area props cannot be moved from the area they are placed in except by the owner. • You are not allowed to break. Conversely. you cannot attempt to perform that action or manipulate that prop unless you have that skill. Page 7 of 185 . If you have the Maim effect you cannot use the maimed limb.4. The second is an effect restriction. The third is a skill restriction. you cannot walk across black pits. You AfterMath LARP Rulebook Prop Labels Small circular stickers attached to objects indicate special rules about handling an item. If you have a Slow effect you cannot run. If there is a skill that specifically allows you to manipulate a prop or perform some action.6 Safety Glasses cannot pick up weapons and try to fight unless you have the skill to do so. Foam darts do have the potential to harm your eye should they take a direct hit.

It cannot be picked up or touched. This site defines the boundaries of the game.3. During game play. 1.1 Out of Game Areas Areas that are out of game are marked by the yellow or hazard orange signs with text marking it Out of Game. Gates have a disorienting effect to compensate for the time it takes to spot and read a yellow sign. If you enter such a gate at the request of a staff character then you will become a spirit. anyone may step through the gate. You should bring back up props if you want to use item enhancements.• If an item has a red circle or ribbon. usually a campground. AfterMath LARP Rulebook . circular sticker means the prop may be taken but it must be turned in at checkout. You may not enter these areas.3 Gates and Turn Back Markers • Portals ringed with strings of decorative light are magical portals. it seems to be valuable.5. Some game effects will enhance an object such as a weapon or a piece of armor.2 • • Special Areas • • Areas with special restrictions or rules will be marked by the yellow or orange hazard signs with game information printed on it. a player may attempt to enter any area within the game boundaries unless the area is marked with a yellow information sign. If there is no guide you cannot enter the gate. Gates may also be marked off with ribbons during the day instead of lights.5. You will not be affected by any attacks and you must reply "Spirit" to any attack that strikes you. A small green circular sticker means you can take the prop and hold on to it.3 Environment Games take place at a site. that prop can be stolen from you. Some colored gates are free standing. Page 8 of 185 1. A small yellow. so you should always look around after going through a gate. Some areas might be described as collapsed and ruined piles of rubble that have no real interior. If you have an effect sticker upon your weapon.3. You must follow the spirit guide until you exit through another gate and your guide indicates you have assumed your normal form. but you cannot converse with them and you can only enter an area indicated by the spirit guide who leads you. If a portal is ringed with lights and they are not lit then you cannot go through that portal.5.5. White gates will always appear in ruined areas. These portals lead to other places. Some lead to other places in this world. it cannot be moved at all. If the lights are on. The text of the sign indicates why. with no actual area on the other side. Colored gates are special. 1. Other areas might be marked as impassable swamp. Items with effect stickers are treated as though they were yellow sticker items. some lead to places beyond this world. an effect sticker will be placed upon it so long as the enhancement is in place. Only special ‘Staff Characters’ that control the gate may bring you through a gate with colored lights. This sign will have game information written upon it that will describe the circumstances that make the area special. Areas marked with information signs are either special areas with additional rules described by the sign or they are out of game and impassable. White gates are open portals. If an item has a yellow or green sticker or ribbon. You cannot use any game skills or converse with any one else. 1. Special items may also have a red sticker with a rune or number on it. this area cannot be entered. You are visible to others. It will not move. When an item has been enhanced by a game effect. These stickers indicate that characters may not pick up or touch the item unless they have a skill or ability that allows them to manipulate objects marked by that symbol or number. The areas beyond gates are often marked with yellow information signs.3. in game.

or a similar guide. especially at night. If you spot these Turn Back Markers hanging in the area. a scout.Turn Back Markers Some games have locations in a game site are normally accessible to players. AfterMath LARP Rulebook Page 9 of 185 . While this is usually handled with yellow information signs. Sometimes players simply state that the area ahead looks uninteresting and turn back. it means that the area is inaccessible and you should stay away unless you are led to the area by a spirit. It is often left to the player to explain why they cannot proceed when they spot Turn Back Markers. It is left to you and your companions to come up with a plausible reason that you cannot proceed when you spot a Turn Back Marker. but are sometimes closed for specific encounters or modules. To make these easier. One common reason is that the area ahead is impassable swamp. Another is that a mist has risen and players cannot find their way through the area. areas can be marked with circular information signs (rather than the usual octagonal signs) and at night these signs are lit with circular rings created with looped glow bracelets. it is often difficult to spot and read information signs without entering the encounter area to read them.

Melee attacks are delivered with a successful strike with a hand held weapon. the game breaks down. Packet attacks are delivered by throwing a bean bag like projectile and striking an opponent. on a two handed weapon in order to use it in combat unless some game ability specifically states otherwise. you must drop the weapon as if you had been affected by the Disarm effect. often referred to as boffer weapons. Attack/Ability Delivery 2. Melee attacks that are blocked by another weapon or shield wielded by a character with the appropriate skill to do so are not counted.2 Melee Attacks Melee attacks require special hand held padded weapons to deliver an attack. we expect our players to role play in combat. These padded weapons have a strict set of creation rules and must pass a safety inspection at each and every event where you intend to use them. If a player does not count legal hits. 2. Uncalled strikes will cause someone to fall unconscious if they remove all Vitality. To add to the atmosphere of role playing. Some effects can benefit you. and thus whether the ability has been delivered. Melee swings that are entirely generated by snapping or rotating the wrist or forearm are discouraged.0 Chapter Two Core Rules Effects During the course of the game you can be the subject of a wide variety of attacks. we ask that players keep the pace of their swings in line with what a heavier weapon might require. If you do not take the blow. You must have both hands AfterMath LARP Rulebook Page 10 of 185 . If you are unskilled with a melee weapon you cannot make attacks with that weapon. These are known as "uncalled strikes" because they have no verbal. It is important that players do not abuse this honor system. Although you are expected to role play full weapon swings where the weapon moves at least 45 degrees. Although we allow light weapons for safety and comfort. the actual contact cannot be too hard.1 Each ability must be delivered to its target in some way. A character taken down by called strikes will fall unconscious and be unstable as well. These deliveries are the physical action needed to determine whether an ability has been successfully used on an opponent. Individuals that are reported for not counting hits will be reviewed and if necessary asked to leave the game. and some will deliver unpleasant effects upon you. or the groin are illegal and are not counted. you must either take the blow or the weapon is ripped from your hand. the hands. There are several different ways to deliver game effects. If someone strikes that weapon or you try to parry with that weapon. Attacks to the head. Melee weapons cannot be thrown. but there are three basic attack deliveries that are used most often in combat. Each attack will attempt to inflict an effect upon you. but the victim will remain stable. A tap from a weapon is sufficient to deliver an attack.2. Missile attacks are delivered by throwing a special foam throwing weapon. It is always up to the defender to make the final decision whether an ability has struck or affected them. Any strike that has no verbal announcement causes 1 point of damage.

Feints and swings that do not make contact against weapons. This might mean that both combatants use up a Flurry swing during incidental weapon contact. You must reset your flurry after you have made three swings with contact.3 The Flurry Rule A flurry is a series of melee swings delivered at an enemy in combat with little or no pause. everything else falls under clarifications and answers for specific questions.You may hold only one weapon or shield in your hand during combat. We realize it is difficult to determine if these types of weapon maneuvers count as a strike in a flurry. 2. A torso hit includes the chest from the belt up to the top of the chest. Any hit to the leg or buttock is a leg hit. allow your opponent to role-play. If this is unclear. Hits that come down on the shoulder or that come down between the shoulder and the neck are also arm hits. AfterMath LARP Rulebook Page 11 of 185 . before you must “reset”. shield. If there is a significant difference in the reach of two opponents. • Blocked swings that contact a weapon or shield and successful hits that contact the body are counted as flurry swings. Moral of the story. Neck hits are illegal. then you will take the blow or be disarmed of both items as if you were unskilled in their use. • An opponent can't try to prevent you from resetting your flurry by advancing. • Incidental weapon contact and aggressively engaging an opponent's weapon with beat attacks or offensive parries can make flurry determination confusing. If you can reach out and touch the torso of an opponent with your hand then you are too close and you must back away. you have expended your stats even if the first attack would have killed your opponent. if both your elbow and the weapon tip move forward and contact an opponent's weapon then count that as one of your flurry strikes even if it was not your intention to launch an attack. • When we say two paces. You can make no more than three consecutive attacks where your weapon contacts an opponent or their weapons. If you are holding more than one item in a hand. Many skills work only on limb hits. • If you expend stats and attack so quickly that your opponent cannot role-play their hits. • If you are already two paces away then you need only pause for the full second to reset your flurry. including their shield. and a melee attack strikes one of those items. the opponent with the shorter reach may approach close enough so that they can strike their opponent with their weapon so long as they cannot touch the torso of the opponent. we mean two normal walking paces. If you have retreated in an attempt to increase your range to two paces but your opponent's advance has prevented you from doing so then you may reset your flurry after a full second pause. Any hit to the arm or to the outer shoulder is an arm hit. this is the range where you are far enough from your opponent that if you extend a full length one handed weapon at them only the tip will touch the closest part of their torso including their shoulders. To reset your flurry you must stop all attacks for at least one second and. if movement brought you closer to an opponent.4 The Proximity Rule You must maintain a safe distance from any active opponent. 2. or body do not count as a flurry swing. That's all you need to remember. As a Rule of Etiquette. reset your range to two paces. A limb hit is a strike to the arm or leg.

or if the arm is affected by something that prevents its use such as a Maim effect or Page 12 of 185 2. You cannot throw packets too hard. Claws are not affected by Disarm. You cannot use thrown weapons if you lose the use of your arms via in game skills like Maim or shackles or the use of game skills via Drain. Unlike melee attacks. you cannot carry or throw packets unless you have the power to use them for something. is designed as a thrown weapon or projectile. Packets have strict construction guidelines.2. or supernatural ranged attack form.5 Claws & Natural Weaponry Some characters have the ability to use claws or natural weaponry instead of. you can assume they have some sort of aura that makes you realize they are capable of something special. Projectile attacks are defined as projectile weapons such as bows and crossbows.7 Packet Attacks A packet is a small bean bag filled with bird seed that represents some sort of mystical. and you cannot legally block with the claw due to some game effect. psychic. If someone is carrying packets and you see the packets. However. or any direct possession of the target. If a weapon AfterMath LARP Rulebook . or you cannot tell whether the packet hit. You may only throw one thrown weapon at a time. any projectile attack that has no verbal causes 3 points of damage and will cause enemies to become unstable when they fall unconscious just like called melee attacks. Claws are considered to be melee weapons and can be used to block melee attacks. though some plot creatures may have props that are constructed to appear to be part of that creature. then attributes or resources are exhausted normally. Destroy effects delivered to such weaponry will cause a Maim effect to the limb using the weapon. the arm that is delivering the packet must be free and the hand empty except for the packet itself. you will be affected by the attack since you cannot drop the claw in response to the strike. If you are holding a claw that is struck by a melee or missile attack. A free arm cannot have props tucked under it or tied to it other than armor. To deliver a packet attack. this is still considered uncalled damage for the purposes of skills that can resist uncalled damage. These weapon props are red. Projectile attacks and thrown weapons.6 Missile Attacks There are two types of missile attacks. You cannot deliver packet attacks if you cannot use game skills. If the packet hits the target. and foam arrows and bolts. You call a verbal and throw a packet at a target to deliver the attack. in game effect. Claws and natural weaponry are not bladed weapons. or in addition to. If a packet clearly strikes a target and they do not acknowledge the hit through role playing or by negating it with a defense. Packets are not solid objects and cannot be affected by Disarm or Destroy. weapons. the attributes or their equivalent are not exhausted. it cannot be used in melee combat. Thrown weapons are defined as anything thrown and not from a projectile device. These only do one point of uncalled damage just like a normal weapon strike and do not cause you to become unstable. Because of this. but they are a visible. You may fire a projectile weapon such as a crossbow from each hand if you are skilled in using that weapon in both hands. If you are winding up to throw the packet then you are throwing too hard. then the effect is delivered to the target. and cannot be used with skills or effects that require bladed weapons. 2. NERF type guns. If the packet misses.

the defender can call out "costume.8 Special Attacks Special attacks are delivered in unusual ways rather than using the regular melee.7.shackles. The attack is delivered to you if you recognize that name as a name you have used or a name that person might use to refer to you. (See 2. then instead of the normal duration. The rule is in place to encourage cloaks.2) The verbal may be a standard effect.5 Name Affliction Someone calls out "In this room" and an effect. missile.8.2 Gaze Costume Rule Someone who has met your gaze for a full three seconds calls out or whispers "By my gaze" followed by a verbal. but the ability is interrupted and you must begin the verbal again. yet that packet hits a cloak or costuming piece after it has gone past. Gesture Someone points at you with a hand or a weapon and calls out “By my gesture” followed by a verbal. and everyone in that room will be affected by it.4 2. for example. Basically. If you have a defense that works against the verbal of a special attack you can use it to negate that attack. back banners.8. The individual types are detailed below. part of your name. A vampire might whisper "By my gaze. Packet attacks cannot be used while you are being hit.3 In order to encourage the use of good costuming and add a little more realism.1 packet to your torso and stating "Affliction One.8." This rule cannot be used if the costuming is in front of the defender or if the packet has not already passed the body. You cannot. NPC’s may still target multiple people. The attack will affect you if any part of you is within the room when the verbal is called. Doorways and gates act as room dividers." states your name.8.8. 2. In AfterMath. They represent large scale effect and atmospheric conditions. This works like a Death Strike and can be interrupted in the same manner as a Death Strike. If a packet attack clearly misses a target and passes by the body." Other creatures might cause fear or other effects. Some creatures may have the ability to use packet attacks even while they are being hit. This delivery is commonly used for traps and performances. or some pseudonym that you have used and calls out a verbal.8. Paralyze by Will. Affliction Three" clearly and slowly followed by a verbal.6 Room Someone delivers an effect to your immobile or unconscious form by touching a weapon or AfterMath LARP Rulebook Voice and Ambient Page 13 of 185 . The attack only works within an enclosed room that has normal doorways and corridors as exits. missile and packet attacks will interrupt your verbal if they land while you are speaking it. 2. They will indicate this by saying "Innate" before the packet verbal when they make the attack. 2. or it may deliver an Inflict effect in which case the player will give you an effect card. Some packet based skills have additional requirements as well. If the effect has a duration that is not instantaneous.1 Someone calls out "By your name. Affliction Two. Once the verbal of these attacks has begun the effect is already delivered. The ability is not used up and attributes or their equivalent are not wasted. 2. and packet combat system. 2.10. 2. Melee. 2.2. and some directed character costuming such as wings without adding an unacceptable disadvantage to the character in combat. retroactively turn to a spirit during the verbal to negate it. the effect lasts so long as they point at you. if you know they are talking about you then you take the effect. we have the Costume Rule. player characters may only gesture at one target unless specified in the description of the spell or skill. Special attacks always begin with the person or area that the attack affects and that is followed by a verbal.

the verbal tells you what happened both in and out of game.Someone calls out "By My Voice" and an effect and everyone who hears it will be affected by it. You call out a phrase that takes the form of <effect> by <trait>. This is true for melee. Verbals should not be confused with incantations. but they also end with a verbal. An attack trait is added to an attack verbal and defines the flavor of that attack. All called hits must be acknowledged through role playing. A bolt of fire that causes 5 points of damage would use "5 Damage by Fire" as the verbal. but it represents the effects of the attack in game. You never have to play it dumb. If you hear the beginning of a verbal you must listen to the phrase and play out the effect. or type. Remember that there are two rules that apply to all called attacks: You must finish the verbal for a called attack before launching a packet or missile attack. However you imagine it. If you don't role play the effect. Ambient is the same as above except it is called to notate that the effect is not originating from that creature but is more of an environmental effect. There are four types of traits. a poison that freezes you in place would use the verbal "Paralyze by Poison". 2. of the attack so you may role play the effects and perhaps use a defense to negate the attack if it strikes you. For example. then that must be clearly spoken before the verbal. Each verbal can have an effect and a trait for that attack. A character trait is any trait that is somehow given to a character. Incantations are magical words that are used to cast a spell. Flavor of attack indicates a specific descriptor. These are in game magical phrases that are required for all but the most powerful mages to cast magic. The effect indicates what the attack does to you. or an item. A defense trait is added to a defense call. which is an in game phrase associated with an attack. You call out the verbal as you swing a melee attack. Verbals for missile and packet attacks are called out before you release the projectile from your hand. The trait indicates the flavor1. The verbal "4 Damage by Fire" might represent a roar of 1 2. The verbal not only tells you the effect out of game. The verbal "Paralyze by Fear" might represent the hairs rising on the back of your neck. a defense. This type of attack never sets off Shield defenses. an attack. The verbal "Maim by Lightning" might represent a flash of light.9 Traits A trait is a label that is given to a character. Many skills are consumed only if the recipient calls out a defense or role-plays the effects of the attack. Verbals for melee attacks are called out as you swing your weapon.7 flame. the attacker may assume that you were not struck and the skill not used. such as “1 damage by Shadow” Page 14 of 185 AfterMath LARP Rulebook . If there is an incantation. Spells usually have incantations. your character knows instinctively what happened. A verbal is an out of game phrase. If you hear a verbal.8. missile and packet attacks. You cannot defend against Voice attacks by intentionally obscuring the sound of the verbal with loud noise or by plugging your ears. Verbals A verbal is a short phrase that is called out when an ability is used to explain the effect of that attack. You must call your verbal even if you are affected by Silence. An item trait is added to a tagged item and gives that trait to anyone carrying that item. Voice attacks indicate that the effect is radiating from the creature calling the effect. Traits help describe the flavor of game effects and define how abilities interact with each other.

You must close your eyes and you cannot move or speak while you are unconscious. Characters taken down by any other kind of damage. This can change based on how many character points you have spent. A character that has purchased the Rogue discipline. In AfterMath. A character who has spent at least 100 character points gains both the Experienced and the Accomplished trait. Fire. Learning certain skills can give you other Traits as well. from called melee or missile hits. Vitality is always rounded down. A defense trait is generally used for flavor. As you take damage.All races get the ‘Living’ trait with the exception of the Soulless. Magic. each character has a number of Vitality points equal to the average of the Brawn attribute and the Essence attribute.Magic 2.A character's race is always considered a trait.Will Shifter. then an attack that caused "5 Damage to Undead" would be effective against you. Old Bloods. your Vitality points are exhausted.Elemental Trait (Air. A character or item trait can be used to determine if certain effects worked against you. from packets. Unconscious characters that are taken down by uncalled melee or missile hits are stable. These points can never drop below zero. and Unclean also have the Human trait. Guardians have their specific element.Ki Warbringer.Animal. Radiation. Water. Nature Sorcerer. Exhausting Brawn or Essence points does not affect Vitality and taking damage does not reduce Brawn or Essence. from firearms. Power (Ar-el. Although Vitality is based off of two attributes.10 Vitality Living. Healing refreshes Vitality and these points are also refreshed at the beginning of each event. has the Rogue trait. from traps. You cannot use game skills unless a skill explicitly explains that it can be used while unconscious. Magic. they are totally separate statistics.An attack trait tells you which defenses can be used against that attack. Race. Only a permanent change to Brawn or Essence will cause your maximum Vitality to change. If your Vitality ever reaches zero you will collapse and become unconscious.Holy. what skills you have. Nature Psionic. New Bloods. In AfterMath. The specific trait you gain depends on the school of magic: Vitality is a count of how much damage you can take before you collapse.10. there are several types of traits that a character can have.1 You are incapacitated and must collapse to the ground. Soulless have the Mechanical trait A character who has not yet spent 50 character points to improve gains the Initiate trait. Some races have additional traits in addition to their race. but it is possible to have skills or abilities that can be used only if a defense with an appropriate trait is used. Magic Martial Artist. or from anything with a verbal become unstable.Blood.Animal. If you had the “Undead” trait. Tor’men) Pathwalker. you will remain unconscious for five Page 15 of 185 Unconscious AfterMath LARP Rulebook . and what race you are. Genshi. Earth. 2. but you are stable. for example. Each Discipline and Focus that you purchase is also a trait. A character who has spent at least 50 character points gains the Experienced trait. for example. Magic Priest.). Also When the first spell is learned in a specific school of magic the person learning the school gains a new trait that will stay with the person as long as that spell is known. If you fall unconscious. Force. Here is a breakdown of traits automatically gain based on race: you Blood Mage.

you can be knocked unconscious and unstable and remain that way for a full minute.10. and mishaps in special areas that can cause you to perish if you are unfortunate enough to stumble into them. The victim can be unconscious or unmoving because of a game effect. You do not need to have skill with the weapon to inflict a death strike. missile or packet attack. 2. Closing walls. your count will be suspended until they stop the First Aid.3) • Finally.10. but you cannot inflict a death strike on a body until it comes to rest after an attack. • First.2. This verbal must be spoken clearly and at a normal speaking pace. the victim must be unmoving.10. The Death effect may be nullified by an appropriate defense. and other deadly traps might kill you outright. nor can you inflict a death strike on a helpless but struggling victim.2) Any effect that successfully inflicts a Death effect kills you immediately.1 The "Death" Effect Death There are four ways you can die in this game. First you must render the victim unconscious or unmoving. and then you may inflict a death strike.2. If healing raises your Vitality above 0 then you will become conscious.2. If the victim can move. death strike two. your one minute death count will continue where it was before they started using the skill. Other effects can be inflicted upon you while you are unconscious and stable and those effects will still be active when you wake up. deep pits.2.2.2 A death strike is used to kill an unconscious or immobile victim. special areas might cause your death if you have a mishap. After that time you will wake up with 1 point of Vitality.10.10.3 Death Strike Rule of Etiquette Players who are unconscious close to combat. Of all the various game effects. You will linger for one minute before dying. challenges. you can be killed if someone delivers a successful death strike to your torso (2. If they do not finish the First Aid. only the Death effect will kill you outright.4) 2. 2. These areas will Page 16 of 185 Mishaps AfterMath LARP Rulebook . It is important for players to be able to protect themselves during these times. To interrupt a death strike.10. may open their eyes to watch for out of game danger if the battle moves too close. If you are unconscious and you are unstable you are dying from blood loss and shock. A death strike successfully delivered to your torso will kill you.10. You do not have to force the weapon away. If someone hits you with an attack for called damage while you are unconscious and stable you will become unstable and begin your 1 minute count.4 There might be large scale traps. Other effects can be inflicted upon you while you are unstable and those effects will still be active if you wake up. If they call Stabilize you become stable and start your five minute count. you will be killed by an attack with a Death effect that you cannot negate. death strike three". • Second.2. You may also interrupt the death strike by striking the weapon used to perform the death strike with a weapon of your own. This is referred to as "bleeding out" and is described above. A death strike that is interrupted is canceled and has no effect. If you open your eyes for safety reasons then we ask that anything you see during that time remain outside the normal knowledge of the game. A death strike successfully delivered to your torso will kill you. (2.2. If healing raises your Vitality above 0 then you will become conscious. you must strike the person attempting to deliver the death strike with a melee.minutes. If someone begins to use First Aid on you. To inflict a death strike. A Stabilize effect will change your condition to stable and you will begin your 5 minute count. You must touch a weapon to the torso of the victim while saying "Death strike one. 2. • Third. (2. the victim can prevent a death strike.

AfterMath LARP Rulebook Page 17 of 185 . but you may do so.be marked or made clear to you during the course of the game. The most common is a "Speak to Dead" effect. or kneeling. In AfterMath. When you rise as a spirit you must proceed directly to the Death area. This is the gate to the Realm of Death. If you are forced to break the conditions of Rest or Activity time then that attempt ends and you must start again from the beginning. You cannot stray from your path or use any game skill while talking. The only effects that will work are effects with "to Spirit" or "to Dead" in the verbal. lying.7 After 5 minutes of death. This time is defined in one of two ways: Rest time is generally used when an effect has some passive duration which will wear off if you have time to rest.10.10. Your remains will linger for five minutes before you change to a spirit of the dead and begin to walk to the gate of death. Final death means that you can no longer play the character in question. 2. These are Bane effects specifically designed to affect spirits. Some effects target items rather than characters. there are very few effects that will work on you. You can talk and gesture.2. Your spirit will even pick up your own weapons if they are within reach unless someone else possesses them. and adds an air of danger to the game by threatening your in game persona. Your spirit and everything you still carry is drawn to a special area of the game marked as a Death area. used called attacks. Activity time is used when you must perform some action such as repairing an item or mending wounds before an effect will take place.11 Attack Effects The effect of an attack describes how that attack benefits or impairs you. but curing or removing that effect will end it. a dead character becomes a spirit of the dead. When you arrive at the gate you must follow the posted instructions and ring the bell. reply "Spirit" and continue on your way. but you cannot use game skills. Only effects with "to Spirit" or with "to Dead" traits will affect a spirit of the dead. This type of "Speak" effect will allow you to converse quietly with the character that used the effect.5 When you die. The effect is the first part of any verbal. Timed Effects There are various effects and activities that require time before they are completed or removed. all active effects on your person end unless an Imbue or Inflict effect specifically says otherwise on the effect card." If the description on the effect card states that it works on a spirit of the dead then you must follow the Spirits of the Dead If the spirit cannot return from the Death area then the character passes beyond this world and is said to have taken a final death. You will wait for The Gambler to arrive and call you into the gate. the Death area is The Gate of Death. While you are a spirit of the dead. Other effects might include "Imbue to Spirit" and "Inflict to Spirit.2. what this means is that a single rest time can be used for multiple effects. 2. You may use Resist and Purge defenses while you are a spirit of the dead if they are appropriate for an attack that strikes or affects you.2. Each effect will have its own duration. You cannot interact with any other character unless they use an ability that allows you to do so. You must walk with your head bowed and your arms at your side.6 instructions given therein. 2. or use called defenses while you are resting. In order to satisfy either requirement you must spend the time uninterrupted. Final Death 2. You cannot use any game ability. You cannot walk or run. Resting time requires you to be sitting. You cannot drop items.10. You are not compelled to communicate. Effects which require rest can overlap. If someone tries to interact with you.

Effects that require rest will not end until you rest for five uninterrupted minutes. Activity time requires that you stay in the same area as you role play the activity. only the rare "Cure Death to Spirit" effect can restore them to life. Effects that prevent you from using game skills also prevent you from spending activity time to refresh abilities.11. If a "Cure Maim" effect references a specific limb. You cannot use other game skills. or meditate to remove an effect. A Cure Slow will remove both the Slow by Disease and the Slow by Will since they are both Slow effects. Gerard will still have to spend one minute of role play to refresh his armor. defend yourself by blocking with weapon skills and can use called defenses.11. Cure will never restore Vitality. Skills and abilities which require activity time do not overlap. or kneeling to rest. Travis has a skill that requires one minute of rest to refresh his armor points. AfterMath LARP Rulebook You are also resting if you are dead. lying. Travis may also refresh his armor points. You may run. If an ability or skill allows you to use the "Cure Maim" effect on a specific limb. 2. it will cure all Maim effects active upon the target. A Cure <Trait> will remove every active effect with the appropriate trait except Imbue and Inflict unless the Imbue or Inflict card specifically says otherwise. the Weakness would end. You cannot use any game skills while you are resting. what this means is that if you have two different skills that require activity time to perform that time spent on one ability cannot be applied to any other activity. Paralyzed characters are considered resting even if they are standing.1 Agony You are wracked with pain. You must be sitting. During that time. Activity time represents something that requires your concentration. You must spend the time role playing in a manner appropriate for the skill or ability you are using. Example: Travis has been affected by the following attacks: Slow by Disease. Gerard has a skill that requires one minute of activity to refresh armor. and you were affected by a Root effect. You cannot walk or run. Once a character has transformed to a Spirit of the dead. You cannot walk or run outside of the immediate area. you cannot use that ability as a general "Cure Maim" effect. Activity time might be required to repair armor. and Drain by Will. Both are interrupted by a successful non-beneficial attack. Slow by Will. A Cure Will would remove both the Slow by Will and the Drain by Will since they both have the Will trait. mend wounds. 2. the effect will only remove Maim effects on that limb. You may talk with others during this role play time if you wish so long as the skill or ability description does not have additional restrictions in its description. and the skill could be used to reset the defense. A "Cure Death" effect will restore a dead target to life and leave them with 1 Vitality unless that target has transformed to a Spirit of the dead. Both sit down to rest off a Weakness effect. For example. A Cure <Effect> will remove all instances of that specific effect.2 Cure The Cure effect removes effects on the target. and Page 18 of 185 .If you had a game skill that allowed you to reset some kind of magical defense after a minute of rest. and you were affected by a Weakness effect you could rest for five minutes and apply the time to all three benefits. You cannot refresh attributes or skills while you are resting. If the Cure Maim effect does not specify a limb. You cannot attack or use most game skills. The Root would end. Travis and Gerard each have a skill that provides armor points. Many attacks last until you rest for five minutes. stunned or paralyzed. Resting time and Activity time do not overlap. Agony lasts for 10 seconds. You have to role play each activity time separately to use the ability. Cure is a beneficial effect. unconscious. used called attacks. or use called defenses during this time.

should you break that cap you are allowed to add extra effects on top of your 10 damage depending on by how much you break that cap. 2. or Damaged.11.only if it is used before the Spirit reaches its destination. Damage is instantaneous. A "Cure <Inflict Name> to/by <Trait>" effect will remove a trait given to you by an Inflict. The prop must still be carried. Some might even restore you to life. Vitality points must be restored though healing. The skill varies with the type of item. When an item with a tag is affected by a Destroy. trait.4 This effect is unique in that it is inflicted upon an item rather than a character. or other effect that is temporary. or if they suffer the game condition. such as potions. belts. or the like. 2. cannot be repaired and are lost forever. the item becomes the target for the attack. and the like) cannot be affected by Destroy. Dead. may be affected by Destroy if it is used upon them directly by saying "Destroy Body. trait or game condition. weapons and armor are repaired by the Smith skill. Unstable.11. In AfterMath. It has no effect on a permanent trait granted by race. Imbue. 2." In AfterMath. Cure Death and certain special abilities can affect you while you are dead. Otherwise Page 19 of 185 Diagnose . You fall down dead. If armor is destroyed all the points are exhausted until it is repaired. skill. You may use Diagnose to determine the presence of any effect or trait mentioned in chapter 2 with the exception of Imbue/Inflict effects and the Traits listed under header 2. This process is described in greater detail in the Spirits of the Dead section. Some items.11. You may also use Diagnose to determine if the recipient is currently Stable. the tag is either marked or destroyed.6 An attack with this effect kills you. Because of this. 2.3 Inflict effect. Unlike typical effects. Other items are repaired by various other skills. after which you will rise as a spirit and travel to the Realm of Death. 11-13: 10 damage and Maim 14-16: 10 damage and Agony 17-19: 10 damage and Slam 20+: 10 damage and Death You may use any lower add on to instead of a higher add on if you wish. Items without tags or safety stickers (such as clothing. Some strengthen your spirit so it is not weakened by the presence of Death. However. You cannot remove or dispel damage. as if you had been struck with a death strike. Others might cause unpleasant effects. It removes Vitality points and then the effect ends. All of these will be handled using an Imbue or AfterMath LARP Rulebook Death This effect is used to determine if the recipient is inflicted with a specific effect.11. such as constructs. called melee damage has a cap of 10 damage. Death lasts for 5 minutes. All temporary effects upon you end when you are killed except for Imbue and Inflict effects that are not specifically removed by death. The item is not destroyed. This item becomes unusable until someone with the appropriate skill spends one minute of time to fix it. just damaged and in need of repair before it can be used. Melee attacks affect the item struck. while missile and packet attacks affect one item that will be named in the verbal. for it represents the broken item. The recipient says "Yes" if they are inflicted with the named effect or an effect with the named trait. Touch the recipient with a packet and say "Diagnose" followed by the effect.5 Destroy Damage This effect removes Vitality points as described in the section on Vitality. pouches. In these cases you will be given an effect card that explains the results of the Imbue or Inflict effect. or game condition.9. Some characters with unusual forms.

" Travis says "No. A melee delivered Disarm will not affect a shield unless the "Disarm Shield" verbal is used." You may only Diagnose Elemental. The verbal will contain either "Disarm right hand" or "Disarm left hand. to include in your reply the current number of Vitality points that have been removed by Damage." If you are holding a fragile or breakable prop. you cannot run or use any game skills." She has the ability to Cure Poison. Once the distance has been increased and the space indicated by the Disengage has been cleared by all targets (or everyone has crossed their arms and leaned away) the effect ends." She says "Diagnose Paralyze. revealing the fact that you have the trait and revealing your position." Travis says "Yes. so she says "Diagnose Poison. You cannot disarm a shield unless a skill or ability specifically allows the use of "Disarm Shield. but in this case you cannot pick it up for a full five seconds. Targets that are rooted or cannot move back may cross their arms and lean away from the effect instead of backing up. If an item is named after a Drain effect then no abilities from that item can be used until the Drain ends. Mental. The Drain effect will last until you rest for five minutes..11. you may put it down rather than drop it. Everyone who is attacking you and everyone indicated by the gesture of your weapon must move back out of weapon range so that you cannot cross extended weapons. The hand that is holding the weapon will be affected." She decides to wait until the Paralyze wears off. you must cry out.10 Expose. for the sake of expediency. A target may choose to cross arms and lean back rather than stepping back into an area that will cause them some detrimental effect. You can pick up items immediately after they have come to rest." Disarm For a simple Drain effect. Delivering this effect with a melee attack requires you to strike that weapon while calling the Disarm effect.11. You must cry out as loudly as the Expose effect was called." Travis says "No.11. AfterMath LARP Rulebook Page 20 of 185 . Disengage is not a melee delivered attack and cannot be negated by defenses that stop melee attacks. If. you cannot use any skill that falls under that header. including weapon and shield skills." She uses a Heal effect on Travis but he still doesn't move. you have taken two damage that has not been healed and someone uses "Diagnose Damage" on you. Drain can also be used to prevent entire skill headers. two. You may pick up an item as soon as it stops moving. touches him with a packet and says "Diagnose Stable. If you have that trait and are subjected to this effect. Puzzled. If a header is drained. 2. Disengage will not force a target into a dangerous area..9 Disengage Drain You must drop everything in the hand indicated by the verbal. she says "Diagnose Stun. you may reply with a simple "Yes" or you may reply with a "Yes. Another player leans over. You cannot move towards any target.they say "No. 2.11.8 To initiate this ability either take a step back or plant your feet for 3 seconds and gesture at any number of opponents with your weapons. If the verbal is followed by a skill or ability name then you cannot use that particular skill. for example. The Expose effect is followed by one trait. If someone uses "Diagnose Damage" on you. Drain can be used in this manner to suppress racial abilities and empowered named items. 2. and Physical traits or attacks. including an air gun. Metabolic.7 2. You do not need to specify a hand. Only simple Drain effects prevent you from running." She says "Diagnose Unstable" and Travis says "Yes. Example: Travis is lying on the ground unstable and has been affected by a Slow by Disease and a Paralyze by Magic. you may choose." The choice of how to respond is up to you." Travis says "No.

11. You are not affected if you are Dead nor have the Spirit defense unless the Expose effect targets those specific traits. you still must make every effort to ensure that you are revealed to the person who called the effect. which may include a trait.11. boons or abilities that mimic a Grant effect they will not stack with similar Grant effects. If no number is indicated then this effect boosts your armor points by 1. Each type of Grant effect gives a different enhancement. and even then you must role play crying out even though you make no noise. These points are refreshed when your base armor is refreshed. All types of the Grant effect last until the end of the event. You may use the indicated attack only if you have the props to make an attack with the specified delivery.1 This type of Grant effect adds additional armor points to your base armor. 2. If someone else attacks you and that creature is more convenient than your current target then that creature will become your new target.2 Grant <#>Armor Frenzy This effect causes you to attack the closest creature to you. or if you are not affecting the creature in question. For melee and missile attacks. Someone casts a Grant 2 Armor on Travis which replaces his This type of Grant effect gives you one called attack that uses the appropriate delivery.12 Grant <Delivery> Attack Grant Effects You gain a temporary enhancement to your abilities. Only a Silence will prevent you from crying out. You may attack with any standard skill that is not beneficial. If you have temporary imbues. There are five types of Grant effects as indicated by the verbal. The effect might indicate a higher number in the verbal such as "Grant 2 Armor" to indicate that a greater number of armor points have been granted. A "Grant Melee Attack by Shadow. and ends with the verbal that describes the delivery of the attack and the effect. This type of Grant effect starts with the Grant verbal. Paralyze.11 Grant 1 armor but does not affect his +1 Brawn Grant. This effect is one of the few that will commonly be delivered by voice. You may only have one Grant Armor effect active upon you. 2. 2.Although you may cry out softly if the Expose was called softly.11. whether those armor points are granted by physical armor or a skill. Example: Travis has a +1 Brawn Grant effect and a +1 armor Grant effect. regardless of recognition or consequence. The effect ends when you are rendered dead or unconscious. though you may choose which Grant effect to keep if someone uses an additional Grant Armor effect upon you. You would call out "Weakness by Shadow" when you used the ability. A successful Destroy Armor effect destroys the armor points and completely ends this type of Grant effect. A "Grant Packet Attack. AfterMath LARP Rulebook Page 21 of 185 .11. Weakness by Shadow" would give you one melee attack with the Weakness by Shadow effect. 2 Damage by Fire" would give you one packet attack and you would call out "2 Damage by Fire" when you used the ability. though you are not forced to use consumable skills in this attack. If you are affected by a Repel effect. or until the granted abilities are used up. the attack is exhausted and the Grant effect ends only if the strike lands and the opponent acknowledges it with role play or negates it with a defense. or other disabling effect. 2. For packet attacks the Grant effect ends when you throw the attack. Only effects with an Imbue card that explicitly states that it will stack with Grant effects will do so. The Expose effect is audible and you must cry out even if you are unconscious or under the effects of a Stun.12. or if you cannot find a way to reach the creature for 10 seconds you will move on to the next closest creature.12. Grant is a beneficial effect.

which may include a trait. missile. Effects which refresh that attribute also refresh these additional points. A "Grant Defense. Examples: A "Grant Defense by Shadow.11. Likewise. or packet attacks likewise do not stack. If you have a Shield against Fear. 2. If a Grant Defense effect is combined with a Double or Triple modifier. If the defense portion includes a trait then you must call out that trait when you use the defense. you could not also have a Resist against Mental.12. Avoid by Shadow" would give you one defense against any weapon or packet attack. You may have additional Grant Attribute effects upon you so long as each modifies a different attribute. You gain only one defense per trait. have a Shield Magic defense and a Resist Magic defense both from Grant effects. You may use the indicated defense against an appropriate attack once during the event. If you receive another Grant Defense effect that protects against a trait for which you already have a granted defense you choose which Grant effect to keep. You would call out "Parry" when you used this ability. for example. you will bypass the normal stacking rules to gain extra defense. You would call out "Resist" when you used the ability. A "Grant Defense by Divine. you will bypass the normal stacking rules to gain extra attacks. Once this defense is used the Grant effect ends. The defense portion of the verbal indicates the types of attacks it can be used against by either indicating a trait or an attack type.11.12. You would have to choose which to keep when you receive the second Grant effect. though you may choose which Grant effect to keep if someone uses an additional Grant Attribute effect that modifies the same attribute. If there is no indication then the defense may Grant <#>Defense Grant <#>Protection Page 22 of 185 AfterMath LARP Rulebook . Defenses with overlapping traits also do not stack. You cannot have more than one Grant Defense effect upon you that protects against the same trait unless the effect is preceded with a Double or Triple qualifier. 2. and three attacks for the Triple modifier. and ends with the verbal that describes the defense.4 Grant <#> Attribute This type of Grant effect gives you one called defense that can be used on attacks indicated by the defense verbal. 2. If the attribute Granted is Vitality then Heal effects work normally.3 be used against any melee. and three defenses for the Triple modifier. You would call out "Avoid by Shadow" when you used the ability. for example. A successful Waste effect that reduces the boosted attribute also completely ends this type of Grant effect. Parry melee" would give you one defense against any melee attack. If a Grant <Delivery> Attack effect is combined with a Double or Triple modifier. You would have to choose between them.A “Grant Missile Attack. Vitality calculations and other secondary attribute calculations are not affected by points added by the Grant effect to another attribute used in that calculation. This type of Grant effect starts with the Grant verbal.12. These extra points can be used in the same manner as regular attribute points. Defenses that have no trait and work on melee.11. You may only have one such effect from a Grant Defense effect. You gain only one defense per trait. if you had a Resist Poison effect you could not receive an additional Grant Defense that gave you another defense against the Poison trait. You cannot. You will gain two attacks for the Double modifier.5 This type of Grant effect adds to the total of one numeric attribute. missile or packet attack. Resist Poison" would give you one defense against any attack with the Poison trait. You will gain two defenses for the Double modifier. You may only modify a specific attribute with one Grant Attribute effect. Stun by Poison” would give you one arrow or thrown weapon attack and you would call out “Stun by Poison” when you used the ability. Any points added with this effect are available immediately for use.

14 Heal This effect can be used in one of two ways. These actions earn you the effect card needed to use the effect. Protection points cannot be refreshed or renewed. strengthening the spirit of a dead character. then it restores Vitality equal to the indicated number.. Imbue will usually give you some ability that can be used during the current event. negating the indicated amount of damage regardless of the source. they have time to retrieve the effect card and read it when it is convenient and unobtrusive to do so. then you will gain that trait for the remainder of the event. causing you to transform into some type of creature. 2. though you may choose which Grant effect to keep if someone uses an additional Grant Protection effect upon you. and if no number is indicated then the ability grants a single protection point. For example you may need to gather and mix components. An Imbue effect with no trait will not take affect until you have read the effect card. 2. Otherwise. 2. then that ability will always have some in game action that must be accomplished before you can utilize the ability. You can never use an Imbue ability without the appropriate effect card to represent the properly prepared components. These protection points work in a manner similar to armor. If the Imbue effect is followed by a trait.11. that ability will always have some in game action Inflict. If you are unconscious with no Vitality then healing will restore one or more Vitality points and you will wake immediately unless some other effect is preventing you from doing so.11. This effect can be used in one of two ways. Unconscious or dead characters must read the card immediately. and similar exceptional abilities. The number of points is indicated after the "Grant" in the verbal. Otherwise. Imbue. You may only have one Grant Protection effect active upon you. Protection points are always lost after armor points.. so a character engaged in combat may not be affected by Inflict effects described on Inflict cards immediately. If a player can use an Inflict effect. this effect is some affliction or detrimental effect that is described on an effect card that is given to you after the effect is used upon you. Inflict cards will give you some unusual detriment that will have an effect and a duration described on the effect card. then you will gain that trait for the remainder of the event. although the effect card might describe some effect that lasts beyond the current event. Examples include causing death after a certain amount of time.13 be used to negate Imbue attacks if those defenses will stop an attack with the appropriate trait. inflicting you with a disease that cannot be healed normally. this effect is an enhancement or extra ability that is described on an effect card that is given to you after the effect is used upon you. Heal is a beneficial effect. Defenses can AfterMath LARP Rulebook Page 23 of 185 .This type of Grant effect adds additional protection points that negate points of damage.. If the effect is followed by a number. weakening the spirit of a dead character. If a player can use an Imbue effect.15 This effect restores one point of Vitality. Or you might need to construct an item from strange parts.11. If the Inflict effect is followed by a trait.. Imbue cards can have a wide variety of long term plot effects. Once they are used to negate damage the effect ends. Imbue is a beneficial effect. Examples include granting a defense against certain types of attack. Imbue is a beneficial effect. Otherwise it restores one point. Defenses can be used to negate Inflict attacks if those defenses will stop an attack with the appropriate trait. and similar exceptional abilities. An Inflict effect with no trait will not take effect until you have read the effect card. Inflict effect cards can have a wide variety of long term plot effects.

A player can never use an Inflict ability without an effect card to represent the properly prepared components. or if someone tries to change your pose. Repair is a beneficial effect. You recover one or more uses of the named skill or one or more points of the named attribute.11. 2. For other types of abilities you specify a target after the Repair verbal. If this is the case you may move to a safer position even if it takes you within 10 feet. If the attacker strikes you with a melee attack using an effect that is not Repel then this effect ends immediately.19 One limb becomes useless.11.17 Maim You restore one item that has been rendered unusable by a Destroy effect. You will also attempt to stay 10 feet away from the attacker unless doing so would endanger you. If a Maim effect is delivered by a packet. Refresh can also be used to restore abilities of an empowered item.11. If you do not have the named skill or attribute then the Refresh has no effect.you cannot hop. Paralyze will last until you rest for five minutes. <attribute/skill> Refresh is always followed by either an attribute or a skill that has a limited number of uses. Refresh is a beneficial effect. the attacker can include the limb in the verbal. 2. Maim only works on arms and legs. 2. 2. In this case you use the "Repair Armor" verbal.16 will restore more attribute points or uses of a skill. but you are aware of what is happening around you. You might need to gather and mix components. Skills that require attributes cannot be restored directly and are unaffected by a Refresh effect. If the item has a unique name and Refresh is followed by that name then the abilities of the item are restored. That character is free to launch attacks at other creatures so the attacker should be careful to stay clear of other potential targets and avoid attacks launched at other characters. As a default. An arm must hang at your side and cannot be used for any game ability. 2. Repair may also be used to refresh armor points from physical armor. If a Maim effect delivered by a melee or missile attack strikes the torso then the Maim effect is ignored. If you are rendered unconscious.11. The attacker is not immune to the attacks of a character affected by the Repel. The Repel effect will last until you rest for five minutes or the attacker strikes you with a melee attack that does not cause a Repel effect. You cannot move. You may crawl using your other limbs. You must go down on one knee . You cannot use game skills on the attacker in any case.18 Paralyze Refresh # This effect prevents you from using game skills on the attacker. These actions earn you the effect card needed to use the ability. the limb struck will be affected. a caster might call out "Maim Right Leg by Fire. A Maim effect will last for the duration of the event.11. Refresh restores one point or use of a skill. If a number is placed before the attribute or skill name then you 2. You are resting while you are paralyzed even if you are standing. then the subject may choose one limb that is not already affected by a Maim. you will collapse to the ground. Refresh will never raise you above your maximum attribute or give you more uses of a skill than you would have at the start of an event. For an item you are touching you need not specify a target in the verbal. If a Maim effect is delivered by a melee or missile attack.that must be accomplished before you can use it. You might need to construct some item from strange parts. A leg becomes unusable. so long as you then attempt once again to stay 10 feet away from the attacker.21 Root Page 24 of 185 AfterMath LARP Rulebook .11." If the limb is not specified.20 Repair < > Repel You must stand frozen. For example.

Waste has no effect if you have no attribute points or skill uses left. this effect makes you stable. It is usually used with the Bane trait. 2. 2. You are resting while you are stunned. 2. Some Slam effects are so powerful they knock you back through a shield.. You start your 5 minute count. drop to a knee and place both hands palm down on the ground as shake your head for three seconds. If you do not have the named skill then Waste to that skill has no effect. An effect that removes the Stricken effect from you will not remove other effects.11. You must still use out of game phrases as normal. There is one exception. but it may do so if it wishes. When you are struck with this effect you role play an extremely forceful blow or blast. You may only walk at a normal pace. 2. Another character may take a full minute of role play to revive you and end this effect. 2. for example. Otherwise you call "No Effect. If you are affected by an Expose effect you must mime crying out but you do not make any actual noise. As a default." Stabilize is a beneficial effect.26 This effect allows you to converse with a creature or being that cannot otherwise communicate with you. the Stabilize effect will work. You cannot use game skills that require incantations.11. If falling to the ground is an issue due to ground quality.11.29 Stun Slow You cannot run. A second Cure Poison would be needed to remove the Paralyze by Poison effect.11. You lose one or more uses of the named skill or one or more points of the named attribute. The Slow effect will last until you rest for five minutes. This attack can be blocked by a weapon and would count as a strike to the limb holding the shield. Call "No Effect" to any other beneficial effect used on you.11. The steps backward are optional. You may pivot on that foot.27 Stricken You are unaffected by any beneficial effect unless it removes the Stricken effect AfterMath LARP Rulebook Waste is always followed by either an attribute or a skill that has a limited number of uses.25 You are knocked unconscious. Waste removes one point or use of a skill.11. Stricken does not work on items you carry or wear and items may be affected by Repair or Imbue effects. and you may move your left foot. A Silence effect will last until you rest for five minutes. The subject is under no obligation or compulsion to speak with you. If.You cannot move your right foot from its spot. 2. If you hear "Shield Slam" it works even if it strikes your shield..11. crowding or health you may opt to instead take your steps. A Root effect will last until you rest for five minutes. Only a "Cure Stricken" effect or a Cure <effect> applied to the trait of this attack will remove this effect. allowing you to speak with specific types of creatures. 2. Stun will last until you rest for five minutes. . If a number is placed before the attribute or skill name then you will lose more attribute points Page 25 of 185 Waste.22 from you.30 Speak Stabilize If you are at 0 Vitality and unstable. 2.11. you have a Stricken by Poison and a Paralyze by Poison effect upon you a Cure Poison effect will remove the Stricken effect but it will not remove the Cure Paralyze effect.28 You cannot talk or make any in game verbal noise. The effect ends when your chest or back touches the ground. The Stricken effect will last until you rest for five minutes. The Speak effect will last until a participant uses another game skill or until a participant move out of reasonable conversation range.23 Silence Slam Some great force knocks you back and off your feet. You may take up to three steps backwards and fall down.

Ice. The effect is caused by some mental or emotional reaction. and Wind. The Weakness effect will last until you rest for five minutes. Cold. Disease. Most attack traits allow you to role play the effect. Weakness does not affect uncalled strikes or any other weapon skill. You may role play a Mental effect by crying out or stepping backwards as the effect is inflicted. 2. Weapon. 2. Once a wasted attribute or skill use has been refreshed a Cure Waste effect will have no effect on you. If an attack is "5 Damage by Fire" then the trait of the attack would be Fire. But if someone sneaks up behind you and calls out "Stun" with a melee attack then you AfterMath LARP Rulebook These include Aging. This indicates that you are the only target of the called effect. The effect is caused by a Metabolic reaction. Radiation. Cold. 2.12. The "by Weapon" trait is dropped from the verbal of normal melee attacks to reduce noise. Presence.5 Physical Traits Self This trait indicates that the effect works only on the person using it. Water. Despair. Thorns. The trait of an attack adds flavor to the attack and determines whether certain defenses can be used to negate the attack. You cannot deliver any called effects with your melee attacks. if you were hit by a "Stun by Force" from an enemy you were fighting then you could add the role play of crying out or staggering back. The effect is caused by a Physical force. you should not cry out to warn your friends. 2. Attributes and skills lost to a Waste effect are always refreshed before points lost through normal use. you cannot add additional role play to the effect. You may step back or cry out in reaction to the attack. These include Confusion. Earth. You may role play a Physical effect by crying out or stepping backwards as the effect is inflicted. and Will. Force. 2. Abilities that work against Elemental effects will work against effects with any of these traits. Madness. Skills that require attributes cannot be wasted directly and are unaffected by a Waste effect.12. Silver.12 Attack Traits Most attacks include a descriptive trait. Ice. Lightning. Wasted attribute points and skill uses can be refreshed. You may role play an Elemental effect by crying out or stepping backwards as the effect is inflicted. Trance. Fire.12. This trait is indicated by the second part of the verbal.2 Elemental Traits Mental Traits Weakness Your ability to strike with melee attacks is severely weakened. Air. Waste can also be used to remove abilities of an empowered item.11.3 Metabolic Traits 2. Web. If you are surprised by an attack.or uses of the skill. Earth. however. Fear.31 should just go down. For example. and Wind. Abilities that work against Metabolic effects will work against effects with any of these traits. Inspiration. Page 26 of 185 . You may role play a Metabolic effect by crying out or stepping backwards as the effect is inflicted. Any melee or missile attack with no trait is assumed to have the "Weapon" trait. Instead of saying "by" you would say "to Self" after the effect. A Cure Waste effect will restore points or skill uses lost to Waste effects unless they have already been refreshed or restored by some other means. Abilities that work against Physical effects will work against effects with any of these traits. and Sleep.1 These include Air. If someone sneaks up and surprises you with a spell that you honestly did not see coming.12. The effect is caused by elemental power. Abilities that work against Mental effects will work against effects with any of these traits.4 These include Crystal. Poison.12. If the item has a unique name and Waste is followed by that name then any charged abilities of the item are removed as if they had been used. 2.

The actual reduction is determined by the skill or ability that allows you to use this defense. but the effect has been mitigated.13. 2. Absorb Avoid.13 Defenses These abilities allow you to negate abilities used against you. In this case the attack affects only those targeted by the Bane affect but it may be resisted by defenses that work against the normal trait. and Shadow. Bane You negate the first attack of the appropriate type that strikes you. Malediction. lessened. you will suffer the effect of a Special attack immediately. So. Special attacks allow no additional role playing.13. Blessing.12. The attack does not affect you. You cannot use Purge when you are dead unless the skill specifically allows you to use “Purge Death” in the verbal.5 2.4 No Effect You are unaffected by the attack in question. then the effect ends immediately. Magic. This indicates a defense that is not consumable. all of these defenses work the same way.7 Special Traits You choose one attack of the appropriate type to negate when it strikes you.13. An attack that stated "10 Damage to Undead" would be an example of an attack with the Bane trait. but are not limited to. 2. during which time you must remain relatively still. You cannot use Purge while unconscious unless doing so would wake you. You can allow an attack to affect you and negate a later attack. 2. nor will it ever affect you. Curse. Although different verbals are used to indicate the nature of your defense and to add flavor to the game. Although different verbals are used to indicate the nature of your defense and to add flavor to the game. 2. Purge is self only.13. Although there are a large number of possible defenses that can be used against specific causes and effects. and the attack would only affect creatures with the Undead trait. Reduce is often used to indicate the effect has been lessened while Absorb often indicates that the attack had a different effect entirely. If you somehow lose the trait that a Bane effect targets while under that effect. all of these defenses work the same way.13. or changed entirely.2 Elude. You must call out the defense when it is used 2. Acid. so abilities must specifically include them. Instead of saying "by" you would say "to" and state the trait that is targeted. Remember that the race of a character is always considered to be a trait of that character. and targets only those creatures that have that trait. all defenses can be summarized as one of the following types.2.6 All traits not included above are Special traits. 2." You must role play the new effect appropriately. These can include.1 You are affected by the attack in question. Some effects may have both a normal trait and a bane trait. Resist Page 27 of 185 AfterMath LARP Rulebook . You must call out the defense when it is used. you will suffer the effect of a Special attack immediately. Bane attacks allow no additional role playing. You cannot use game skills while role playing the purge. if you had a “to Dead” effect upon you and you were brought back to life then the “to Dead” effect would end. Reduce. You must spend three seconds to role play this defense as you shake off the effect. Parry.3 Purge You may negate an attack after it has affected you.12. Guard. These traits are not included in any general trait. The verbal for this defense might be followed by "to" and the modified effect such as "Reduce to Maim" or "Absorb to Heal 2. An attack that stated "Paralyze by Fear to Elf" would only affect characters with the Elf trait but it could be negated by a Resist Fear defense. Light. Shield This is a unique attack trait that works against another specific trait.

" and immediately swings at the person who attacked her. calls out "Parry and 3 Damage. you may call "Spirit" to inform them that you cannot speak. Characters who have died and are traveling to the Realm of Death are spirits.2. while effects with the trait "to Dead" affect only spirits of the dead. You might gain a trait and become vulnerable to attacks with that trait even though you are a spirit. In these cases you cannot move or speak without AfterMath LARP Rulebook Spirit A defense might have a trait associated with it. calls out "Purge and 2 Damage to Self" and then role plays the damage effect. Call this defense to negate the effects of the attack.6 Reflect You choose one melee. or packet attack of the appropriate type to rebound back at the attacker when it strikes you. The verbal should include the defense and the additional effect with an "and" between them. No one may search you. If the additional effect is an attack then that attack must be launched immediately as the defense is called. If your attack is reflected then you must take the attack as if your melee. If the additional effect affects the character using the chained defense.13. Some of these skills last until you move.14 Defense Traits You are insubstantial and are unaffected by most attacks. You must walk with your head bowed and your hands at your side. The creature calls out "Resist and Heal to Self" to indicate that the attack was negated and the creature was healed by using the defense. You cannot rest while in spirit form." The character calls "Resist and Page 28 of 185 . but these abilities usually have special restrictions or will not be absolute in their protection. The attack retains all of the original traits so it might not actually affect you. Some abilities allow a living character to become a spirit for a time. You call "Spirit" to any attack that you negate for this reason. missile or packet had struck you. then the ability must use the Self trait and character must role play that effect as if they had been struck by it. You may use defenses to negate the attack. Example: A character has an ability that simulates a Riposte. missile. If you turn into a spirit in a place which blocks a portal or doorway then you are forced to move to allow someone through. Example: A creature has an ability that can reflect attacks with the Magic trait back at the attacker. and effects that last until you rest will not be removed. You cannot block doorways or portals.14.1 Chained Defense A chained defense has an effect that is called immediately after the defense. 2. 2. The creature is struck by a "Paralyze by Magic. Nothing can be thrown over you. to differentiate two similar skills. role plays for 3 seconds. Example: A strong creature can tear out of some physical effects but it takes damage doing so. 2. The character is struck by a successful melee attack. If you gain the Spirit trait because you have died and you have become a Spirit of the Dead then you also gain the Dead trait. Since this can end the effect you must be careful to use these types of skills so as to not block confined areas. Using the additional effect could be optional or required. nor can items that you carry be removed from your person.13. This can be done to add flavor to an ability. The creature is struck by the appropriate attack. including using Reflect to bounce it back on the original target.7 ending the effect. You cannot use game abilities unless specifically allowed to do so. or to allow other skills to key off certain defenses. If someone tries to talk with you. You cannot drop any items. Effects with the trait "to Spirit" affect all spirits. If someone tries to move through a portal that you are blocking then your insubstantial form will be repositioned so you are no longer blocking that area. You cannot speak or converse with other characters unless they use an ability that allows you to do so. Example: A Fire based attack strikes a Fire Elemental. The verbal should include the defense and the trait with a "by" between them.

In AfterMath. The more the appearance of the armor adds to the atmosphere of the game. AfterMath LARP Rulebook Page 29 of 185 . In AfterMath. Armor points are lost before Vitality points. you immediately exhaust all other previous armor and will need to repair it or reset it when the 5 armor effect wears off. armor is awarded points based on its type and its coverage. you must be skilled in the use of armor to wear any. Heavy armor includes plate. and you choose to accept this effect. Armor points are removed by damage in a manner similar to Vitality. but the protection it will provide will be limited by your armor skill. Armor is divided into light armor and heavy armor. If the armor is from a single source such as a Grant 5 Armor you may go beyond the normal maximum 4. Light armor includes light leather and thick suede. You may wear a prop worth points without this skill. bracers. A character with the Smith skill can restore physical armor. the more likely it will be evaluated in the heavy category. scale.Paralyze by Magic" and throws a packet back at the attacker.15 Armor Armor provides points of protection that act as a buffer against damage effects. If someone casts a Grant 5 Armor on you. 2. hides made of fur. The weapon marshal evaluates armor. or greaves. and micro chain mail. and bulky chain mail. The smith must role play for one minute at a forge to fix the suit of armor. Micro chain mail and thick leather can be upgraded to heavy armor if they have additional articulation or heavy pieces such as pauldrons.

Armor Coverage Breast and Back 40% Shoulders 5% each Forearms 5% each Hip and Groin 10% Thighs 5% each Lower Leg 5% each Open Helm 5% Face 5% Armor Looks In Game +10% Armor Looks In Character +10% Coverage Bonuses Armor Points for Light Coverage 100% or more 3 75% 2 50% 1 Armor Points for Heavy Coverage 75% or more 4 60% 3 45% 2 30% 1 AfterMath LARP Rulebook Page 30 of 185 . The values for armor coverage are given below.Points awarded for armor are based on the type of armor and the body coverage it provides.

One problem with weapon materials is that they vary wildly. A club needs padding that covers at least 1/2 of its entire length. Examples are available upon request. . The main portion of the banner is a 14” by 11” rectangle. A bladed weapon has a striking surface that covers at least 2/3 of its entire length.16 Shield Buckler Shield 2.1. Weapon Lengths: Short/Dagger Medium Long Two handed* Minimum 12” 26” 34” 50” Maximum 26” 34” 46” 72” Banners are to be made using the standard staff rules with the following changes: Banners are a one handed weapon. Page 31 of 185 . The striking surface is the padded area of the weapon above the grip. the banner on the staff top must be at least 154 square inches and have at least 25 square inches of flair on it.5 Bows/Crossbows *This includes Staves and Glaives. but it is not that hard once you have practiced a bit. be aware that with use. The striking surface is at least 6" long. The various weapon types are explained below.1. it is remotely possible that a weapon could fail because of a strange inconsistency in the core or foam. The weapon may have a cross guard or hand guard.3 Banners These weapons represent daggers and all types of swords.1. 2. Also. even within the same brand name.16. 2. but anyone can use small weapons under 24” in length. 2.1. but the guard must be made entirely of pipe foam or the equivalent. 2.16.4 Blades We allow NERF type crossbows if they are deemed safe. Flair is anything other than that.1 These weapons represent hatchets and all types of axes. and include the details along the way. 2. Even if you follow the suggestions. A claw needs padding that covers at least 2/3 of its entire length. 2.16.Weapon Construction 2. It may be Clubs AfterMath LARP Rulebook. Bow Crossbow Spear Thrown Weapons: Thrown dagger Dart Javelin 4” 2” 8” 12” 12” 36” 36” 18”x18” 48” 48” 36x24” 64” These weapons represent some kind of natural weaponry.2 Axes Choose Your Weapon First.16.16.1. An axe needs padding that covers at least 1/2 of its entire length. the character will take a Maim effect to the limb holding the claw.16. Claws are not affected by Disarm effects. you have to figure out what type of weapon you are making and determine the length and construction requirements.Draft.16. The striking surface is a head of open celled foam at least 8" in length that extends at least 4" from the shaft.1. We describe the steps to create the various weapons below. Two handed weapons are marked with a “*” in the length table.6 Claws These weapons represent weapons made entirely from wood. Each weapon type requires its own skill. You cannot use a Two handed weapon with one hand unless you have a skill which specifies otherwise. and looks like an axe blade.1 Maximum 24” 36” Constructing a weapon requires time and patience. If a claw is affected by a Destroy effect. weapons will break down and need to be repaired or remade.

The following are some guidelines that should be followed: 1. darts. and all types of smashing weapons with metal heads. although you can use 3/8” padding for the grip of the staff so long as the full 5/8” is used for the striking surfaces. but light shields might only have a single handle. 2.1.13 Shields Glaives are shafted weapons that have a blade on both sides of the weapon.16.16. A buckler is a small shield that cannot be more that 24" at its longest dimension.1.1. The middle section of the staff must also be padded. and all exposed edges must be protected with 5/8" thick foam piping. the staff must have a thrusting tip on both ends. but at least 5/8” of foam must be between the birdseed and the surface. 2. . A polearm must have padding that covers down the striking end at least 1/2 of its entire length.16. The striking surface must cover at least 12". A spear must have padding that covers down the striking end at least 1/2 of its entire length.1. The middle section of the glaive must also be padded.16. They are constructed from light wood or plastic. It cannot be used to swing. the character will take a Maim effect to the limb holding the fist. 2. but larger thrown weapons such as javelins are allowed if the staff deems them safe.1. Larger thrown weapons may be weighted with birdseed. although you can use 3/8” padding for the grip of the staff so long as the full 5/8” is used for the striking surfaces. All glaives are two handed weapons. the glaive must have a thrusting tip on both ends.16. polearms have the advantage of reach. Page 32 of 185 . The striking surface is a head of open celled foam at least 6" long that extends at least 4" from the shaft. These weapons must be at least 2” in length. and must include additional padding of open celled foam that extends at Polearms These weapons represent daggers. Review the skill rules for max size of Fist that your skill allows.8 ‘Fists’ Shields are defensive props used to block weapon blows. If a fist is affected by a Destroy effect.12 These weapons represent fists. There should be no sharp edges. Because both ends of the staff are striking surfaces.14 Spears These weapons represent maces.open celled foam that extends at least 1" from the shaft. or it could be an additional layer of pipe foam. Each striking surface covers at least 1/3 its entire length. If you are using a spear one handed you may not thrust at any target above the arm pit of the opponent. although this could be 2" on both sides for a mace and could be just a second layer of foam on both side of the weapon.16. 2. 2. You can choke up to one end and grasp the blade of a glaive only if you are wearing thick gauntlets. A hammer needs padding that covers at least ½ of its entire length. 2.1. A full sized shield cannot be more that 36" at its longest dimension.7 least 1" from the shaft or another layer of pipe foam cut in half.10 Hammers Staves have a striking surface on both sides of the weapon. A spear can only be used to stab an opponent.16.15 Staves Covering all types of longer pole weapons.16. Because both ends of the glaives are striking surfaces.9 Glaives The spear is the only long weapon that may be used one handed without a specific skill.1. and the blade itself must be at least 18". You cannot fight with a spear and another weapon if that weapon is longer than 36” without a specific skill. They cannot be used to strike another player. Each striking surface covers at least 1/3 its entire length. Most shields use a handle and an arm strap. The striking surface is the padded area of the weapon above the grip.1. hammers. 2. 2. Thrown Weapons AfterMath LARP Rulebook. Fists are not affected by Disarm effects. and javelins. A fist needs padding that covers at least 2/3 of its entire length.Draft.

and has give. 3/4” PVC This common core can be used for one handed weapons and is used with aluminum to make two handed weapons.610 Ultralight This core is a thicker version of the spiral wound fiberglass tubing that is purchased from the company called Good Winds Kites.1 Next you must create the weapon core. You will want to find schedule 20 PVC pipe with a thin wall.goodwinds. On “aerodynamic” weapons (javelins. the core will shatter rather than splinter.2. Weapons have traditionally used 5/8" green Climatube 80 pipe insulation. PVP shears are recommended. Role Play your swings. 2. we are especially careful to ensure that those using these weapons role play their swings properly.2. or Padding the Striking Area Next you will have to add the padding to the striking surface of the weapon. Your core materials depend on the length of the weapon.505 diameter pole that sells for under $6. which you determined in step one. Suitable replacement foam can be found through McMaster-Carr at 404-346-7000 or online at www. Page 33 of 185 . . . standard camping foam. Each end must be capped with a coin or strapping tape so there is no hole at the end. large darts. Consult staff should you have questions regarding acceptable materials. spears) a thrusting tip should be used to add extra protection. Other than that everyone is free to come up with his or her own designs. Graphite Golf Club Shafts This type of core is beneficial in that.com. For thrown weapons you skip this step. 4. These can be ordered new. The weapon should be made totally out of padded foam.1 Striking Weapons Weapon Cores 2.1. this is considered a privilege and players who perpetually swing from the wrist and machine gun shots will lose this privilege. The padding can be 5/8” pipe insulation. It is almost twice as expensive as . durable.com) Intended to be used as a kite pole. should the weapon break. The core materials we allow are described below. the core is light. Search for polyethylene pipe insulation.00. (www.mcmaster. The weapon should not be able to knock someone back when thrown. The product numbers for unslit foam that fits various cores are below: AfterMath LARP Rulebook.16. but it is needed if you intend to make ultralight two handed weapons. Each pipe insulation overlap will need to be 1” and the foam thrusting tip must be 2” in length.505 Ultralight The core this refers to is actually called spiral wound fiberglass tubing and can be purchased from a company called Good Winds Kites. Ultralight two handed weapons require extra padding down one side of blade consisting of 1" of open cell foam or an extra layer of 5/8" pipe foam. but the parent company has discontinued that foam.2 Creating your Weapon 2.1.Draft. and we shall look forward to seeing your creative ideas.505. or softening with a heat gun or handheld blowtorch.16. salvaged from golf pro shops (with the added bonus of a grip already attached). Because ultralight weapons are so light. 3. There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. . or several other varieties of approved foam.16. Though we allow the use of these cores.2.2. Many players consider this a safer alternative to PVC and aluminum golf club shafts. This core can also be bent into bows by applying very hot water. One handed weapons use the . The weapon core will need to be 5” shorter than the overall length of the weapon.2 2.16. unless they are entirely made of foam.

Longer thrusting tips tend to bend. and black or brown where there is wood.Draft.16.2. If the foam is too big. This is not required unless a player is reported to hit opponents frequently with the grip of the weapon. The pipe foam should fit snugly over the pipe without rattling. 2.Ultralight . You may also use a narrow strip of open cell foam. 2. particularly staves. It is suggested that two handed weapons.2. If the weapon uses other open cell foam. We reserve the right to restrict such weapons if this proves to be problematic. It should not be wrapped in a spiral around the blade. you may add a strip of weather insulation to the core or use strapping tape to pad out the core at three or four points. light tape. Cut the foam to cover the tip. The pipe insulation must extend past the end of every core by at least 1” and the resulting hole must be filled with a rolled up bit of pipe insulation.5 Adding the Thrusting Tip The tip of the striking surface must have a thrusting tip. you might find that when the foam compresses that the tape wrinkles as it sticks to itself.1. self sealing foam that is easy to apply around the edges of a shield.4 Adding the Pommel If the weapon is a blade it will need a pommel. Attach the extra padding with strapping tape to prepare it for the final layer of duct or kite tape. We prefer to use weapons with a diameter of around 2”. Take a length of tape and place it so it goes across the end of the tip and down both sides. For shield edges. If the tip is round. 2. Once the basic padding is added. The majority of the weapon should be black or gray where there is metal.3 Cross guards and hand guards may be added to blades using pipe insulation or similar materials.410 and . You can prevent this by covering the open cell foam with plastic wrap used for food storage or a plastic grocery bag before taping over the foam. . The tape should run down the length of the weapon and have a slight overlap.2. but we allow a wedge to be removed from the pipe foam to be so long as the diameter of the weapon is no less than 1 and 3/4”. You may now cover the entire weapon with tape.6 Cover with Tape Adding Cross Guards AfterMath LARP Rulebook. Use a razor to cut the corners so the tape overlaps slightly and conforms to the tip. Duct tape or Kite tape is allowed. Pipe insulation must extend past both ends of the core by at least 1” and the resulting hole must be filled with a rolled up bit of pipe insulation.1.610 core Part #4530K162 Ultralight . poke many tiny holes all over the tip so the air can escape and the tip can contract and expand freely.1. so you should look for a thinner. 2. Use strapping tape to hold in the filler. All guards must have give and be deemed safe by the staff. Use strapping tape to hold in the filler.2. Weapon heads are also made from open cell foam. cover the grip area or at least most of the grip area with a thin walled pipe insulation to protect against accidental contact with the grip. use a razor to cut the corners so the tape conforms to the tip. This tip is 2” of open cell foam.505 core Part #4530K161 Ultralight .16. Now add another piece of tape so it goes across the end and down the exposed sides of the foam tip. Bright Page 34 of 185 .1.16.750 core 3/4" CPVC 3/4" PVC Part #4530K163 1" PVC and 7/8" Aluminum Part#4530K165 All wall thicknesses must be at least 5/8" thick. use part #4734K151 which is a slit. Even duct tape varies in weight and thickness. you may add extra padding to two handed weapons using another layer of pipe insulation cut in half to fit over the foam. attaching the tip to the weapon. Finally.16.

There should be no sharp edges.colors are not allowed as the primary color of the weapon. 2.Draft. 3. The head of the packet should be between 1 and 1.16.2.16.2.2 Thrown Weapons Packets 2. You should use only small birdseed with no larger or sharper seeds.13) Thrown weapons may be weighted with birdseed. . You should be able to squeeze the center of the packet and almost touch your fingers together.2.16.1. Packets with any other material inside will not be allowed.2 Other thrown Weapons (Repeated here from 2.2.5 inches in diameter. and the packet should have give in any case (meaning pack them loosely – they should not do real-life physical damage on impact). The weapon should be made totally out of padded foam.1 Packets are small bean bags that are thrown to represent magical attacks or special powers. spears) a thrusting tip should be used to add extra protection. They should be made of stretchable fabric and filled with birdseed. A square of fabric is pulled around the birdseed and its corners are gathered together to form a “tail” and closed up with strapping tape or rubber bands. The fabric must be stretchable and cannot be pulled so tight that it no longer has give.16. You may also sew a packet shut. The weapon should not be able to knock someone back when thrown. Page 35 of 185 . 4. Sealing the packet with other types of tape will be allowed on a case by case basis. AfterMath LARP Rulebook.2. unless they are entirely made of foam. 2. large darts. though decorations are allowed. On “aerodynamic” weapons (javelins. 2. but at least 5/8” of foam must be between the birdseed and the surface. and the tail behind the tape should not be longer than 4 inches. The following are some guidelines that should be followed: 1.

Then all used items in the creation bag are deposited into the ‘Waste Bin’. directions. and used. and everything else inside will be destroyed and cannot be removed from the box. The whole time you’re working on an item you must be role playing its construction using the various tools in your lab. or other required items. Some traps will work multiple times. Each production skill is different but they do have some common rules in regards to their creation. A workshop is a central location designated by the plot team where different labs are able to be created.7 1) All production skills require some type of directions or instructions. So a level five item takes five minutes. A portion of this tag will be removed and placed with all components and any other spent items and placed in a creation bag that is provided. then this trick will not provide much help. Some directions are required to be used as part of the creation of the item. you must stop and retrieve whatever item you are missing. paper. 6) All production items. The Workshop will have blank tags. items. phys reps. If any living creature has somehow crawled into an enclosed area no more than 3 feet in any dimension with a trap and the trap goes off then that fool will be killed instantly. For a list of known production items please see: 3. unless otherwise stated/labeled are considered Green Tag. but no one can attempt to manipulate a trap by moving it. or other enclosed area no larger than 3 feet in any dimension then setting it off will destroy everything inside the area. Filling out the Tag is not part of this role-play and should be done before or after the role playing construction. 2. If an item is causing a trap to go off continuously then anyone who touches the item will take the effect. If someone manages to trigger a trap with a thrown object.2. It must be written legibly so that anyone can read the tag.18 Traps Traps are devices or substances set to deliver an effect to anyone who disturbs them or attempts to get past them. and a place to store used components and Amps. 5) Obviously no item can be created if you are missing any components. Then you must start over. If a trap is set in a small box. The directions must be present when the item is being created.17 Production In AfterMath we have several production skills. 4) When you finish creating the item you will write on a Master Item Tag all rules and fill everything out completely. If in the process of building an item you realize that you are missing something. chest. while some will work once. or affecting the individual components unless they have a skill that allows them to do so. Anyone can avoid a trap. These are used to allow players to create various useful items that can affect the game. Waste Bin it should be tagged with a Red Tag and a small hand written note should be added in the creation bag to indicate it was used. maintained.Draft. This will destroy the directions in the process. empty bags. This requirement will be listed on the write up. 3) It takes one minute per level of the item to create. 2) To create an item you must be in a ‘Workshop’. then the object will take the effect instead. This is usually a blueprint or recipe of some sort. . disarming it. Most traps will cause an effect to the person who set them off. Coins. Page 36 of 185 . If a component is too big to be put into the AfterMath LARP Rulebook. If the trap affects the entire room or corridor.

These can modify the duration or add additional effects to an attack. party poppers. Page 37 of 185 ." A character with the appropriate skill may apply such a substance directly from the vial it was created in.. and snaps.18 Shackles When these traps are set off you will hear a trap sound and a voice will call out a verbal associated with them.18. then the sound determines the type of trap as described above.6) to remove them. These traps cause 2 Damage to whoever sets them off. Whoever set the trap off must take the effect of that verbal..3 Buzzer Trap 2. even to a character that is immune to it. the player must be able to easily remove the prop if an out of game need arises. 2. These traps cause 5 Damage to whoever sets them off. Shackles placed on the legs make it impossible to run and restrict movement to the extent of the shackles. and using First Aid. using packet attacks. Once applied to a surface.18. Gas Trap A magical trap. but the verbal will begin with the words "To the Room. the jelly cannot be scraped off onto another object. but the contact poison is destroyed in the process. If you touch the jelly with bare skin.19 Verbal Modifiers There are certain phrases that can be added to verbals to change the effect. The fumes and burning of the poison are overwhelming. 2. Shackles can be removed by opening the lock or by using the Escape Artist skill (3. including using weapons. and electronic sound effects like the moaning of a rigged welcome mat you might find at Halloween. you will take an effect of "5 Damage by Poison.18. 2.19 Contact Poison This attack is represented by petroleum jelly. . An item with contact poison is considered a Red Sticker item. You may use a skill that allows you to attempt to open a game lock on your own shackles.2 Snap Trap These traps make an electronic sound of some kind when they are set off.18. The prop must be loose enough to remain comfortable and. This trap only works in an enclosed room with normal doorways and corridors leaving it. The object cannot be moved from its place or handled until the poison is removed by a character with the appropriate skill to do so. If no verbal is present. Shackles placed on the arm restrict movement and make it impossible to use any skill that requires that the arms must be free. 2. buzzers. Shackles can only be placed on a helpless or willing character if the lock is open. For simplicity. Sounds used for these traps include beepers.There are four types of traps: 2. You place the shackle prop on the helpless or willing target and close the lock.1 character with an appropriate skill may wipe the substance off a surface with a cloth or cloth like substance.4 Verbal Trap Shackles are a prop that bind the wrists or legs of a character." Everybody in the room will take the effect. for safety. 2. An in game lock is affixed to each prop to represent the locking mechanism of that prop. Only a AfterMath LARP Rulebook. A prop placed on the ankles must be constructed to allow the player to stand and walk slowly.Draft. The trap will affect you if any part of you is within the room when the trap goes off. These traps make a snap sound when they go off. They are represented by mousetraps.

The defense "Resist Weapon" would negate the Damage effect. 2. You may use multiple defenses against these attacks.1 One single delivery causes multiple attacks to affect the target. if you end the event with a Permanent effect. or packet attack so a defense that negates a hit from a specific delivery such as melee. You must take three "10 Damage by Fire" attacks. Example: A wraith calls out "Paralyze by Fear and 2 Damage" and hits the player with a melee attack. you must submit to plot a description of the effect and how you received it. missile. In AfterMath. Permanent effects may not be removed by resting. The defense "Resist Poison" would negate the entire attack. If both effects have the same trait then the trait is called only at the end of the attack. AfterMath LARP Rulebook. "Resist Fire" would negate one of these attacks and you would still take two attacks. In the case where both effects have the same trait. Example: A spider calls out "Drain and Slow by Poison" and hits a player with a packet. No numeric value can be modified by more than one permanent modifier and one temporary modifier.2 Double and Triple would negate the Paralyze effect. His armor is currently 4. Example: Travis is wearing 3 points of armor and has a skill that increases his armor by 1.. A defense that negates one of the effects or one of the traits if they are different would only affect that portion of the attack. or packet will negate the entire attack. a defense that negated the appropriate trait would negate all effects. Example: A wizard calls out "Triple 10 Damage by Fire" and throws a packet that hits you. but may still be removed by the Cure effect. Only skills that specifically say "This modifier stacks with. The defense "Resist Slow" would negate the Slow effect. missile. He receives a Grant 1 Armor effect and since this is a temporary modifier it Page 38 of 185 .20 Short Numeric Modifiers Any skill or ability that boosts the numeric value of another skill such as damage or armor is called a numeric modifier. while "Triple" causes three attacks to be delivered. 2. If you receive an additional modifier when you already have a modifier in place you choose which numeric modifier to keep and the other modifier effect ends. 2. Each attack requires a separate defense.3 Permanent Someone precedes an attack verbal with "Permanent" and calls out an effect with a duration. "Double" causes two of the specified attack to be delivered. If used with Frenzy.19.a single attack can only be modified by one of verbal modifier. A skill that negates one melee strike would negate the entire attack. The defense "Resist Fear" Chained Effects Someone precedes an attack verbal with "Short" and calls out an effect that has a duration. If both effects have different traits then a trait is called for each effect.4 Two effects can be chained in one attack.Draft. That effect instead lasts until you rest for 10 seconds. Numeric modifiers that come from Grant effects or Imbue effects are called temporary modifiers.19. . but the character would still be affected by the Drain effect.. the effect will only last 10 seconds. The verbal should name the effects with an "and" between them.19. Numeric modifiers that come from skills and boost static values such as armor or vitality are called permanent modifiers.19. If the character had both "Resist Slow" and "Resist Drain" defenses then both could be used to negate the effects of the attack." are exceptions to this rule. 2. however. The effect will last at least for the remainder of the event. 2. The attack is still considered a single melee.

if the weapon misfires such that the bullet dribbles out of the end of the barrel attributes are not wasted. but at the beginning of the event you are at you must pay the normal cost (unless you are starving (see Effects of Starvation)).Draft. During cycles NPCs are not allowed to check bullets and fire them. As a guideline. this is still considered uncalled damage for the purposes of skills that can resist uncalled damage.22 2. If your weapon jams in a way that the bullet does not actually leave the gun. Because in the real world bullets make loud bangs and NERF bullets do not make an audible change when being dry fired. you may never intentionally dry fire a weapon. However.1 Regular Regular food and living maintenance will be typically 10 Amps. an unloaded gun may still be used to threaten someone with. Food and Living Maintenance 2. . as if the gun was laying on the ground. However. Similarly. tavern night. If it is not paid then you will start to starve (see Effects of Starvation). His armor is 6. they must wait until AfterMath LARP Rulebook. Also all modifications must be discussed with a Marshal before they can come into game. If any additional skills are used when firing the gun. Bullets belonging to PC or those that belong to NPCs/Monster Camp are considered red tagged items. Later he gains an Imbue effect that increases his armor by 2. skills. Some effects. they recycle unless they have an approved IG fixer with them who takes the appropriate time to do this. it's a dribble. If no effect card is available. so if you miss an event you do NOT have to pay for the event you missed. Any projectile attack that has no verbal causes 3 points of damage and will cause enemies to become unstable when they fall unconscious just like called melee attacks. or adventure day your PC attends.22. The cost may vary due to in game events such as a change in the economy. It is done at the beginning of the next event. This does not affect the charge of the bullet.can be used with his skill. and the NPC does not indicate the bullets status. you do not need to expend the attributes for the shot. they must be called as per normal procedures. If you have an ability to resist uncalled damage you may use it on bullets. Modifications to a weapon typically have much more scrutiny as they can pose a safety concern and can cause some balance issues. When fired all darts must be collected and go through an examination before being fired again. The payment is NOT cumulative. if the bullet travels less than one foot from the end of the gun. If they are given as treasure their will be an accompanying effect card indicating if they are ‘charged’.21 Guns and Bullets In AfterMath we use Gun Combat. unless someone actually calls damage with them. then they should be considered empty and needing to be charged. All weapons must be approved by a safety marshal prior to coming into game each event. His armor increases to 5. 2. There is typically an IG charge for this service. You are required to bring them to a safety marshal (usually an InGame approved Fixer) to have them checked before using again. If it is an effect or a spell that is temporary and not on the character card an effect card must be Page 39 of 185 . and spells can wave the cost of Food and Living Maintenance. As such you may not pick up bullets and fire them again. Some NPCs are trained as safety marshals and have the ability to check their darts between cycles. They can be given out as treasure but not stolen. He cannot use both the Imbue effect and the Grant effect so he chooses to keep the higher Imbue effect and end the Grant effect. To simulate guns we use AfterMath approved foam launching guns (typically NERF).

raising the maximum for the event. As it represents you eating better and staying in better conditions.Full Maintenance Adventure Days. 2. Effects of Starvation AfterMath LARP Rulebook. Example: if the cost is double maintenance for a character. If it is an effect or a spell that is temporary and not on the character card an effect card must be presented to the Records team in place of the maintenance money. The Maintenance cost is paid at the beginning of every event. Some effects. This must be noted on the character card at the beginning of the event when it is purchased. Tavern Nights. so they owe 20 Amps and they receive something that waves normal maintenance they would have to pay only the 10 AMP difference. or tavern night.22.23. 2. This reduction is cumulative for each event this cost is not paid. and spells can waive the cost of High Life Food and/or Living Maintenance. the character card must be presented. but the Essence increase does not effect the vitality calculation. If it is a skill or effect that is on the character card. and spells can wave the cost of Good Life Food and Living Maintenance. It will give the character an extra vitality for the whole event. If your Essence is ever reduced to 0 because of Starvation you will perish and you must visit Death's Gate when you enter game on the event in which Page 40 of 185 . . skills. adventure day. unless the effect given to them specifically dictates otherwise. skills. the cost for High Life food and living is quadruple the normal cost but you gain the benefits of both.22. It will give the character an extra Essence and an extra vitality for the whole event. If it is an effect or a spell that is temporary and not on the character card an effect card must be presented to the Records team in place of the maintenance money. the player will have to pay the difference between their maintenance and the extra. the character card must be presented. Some effects. and Full Weekend Events all have maintenance but the cost is different based on the type of event. Recovering requires you to pay all previous costs. This must be noted on the character card at the beginning of the event when it is purchased. and they will gain the 'Starvation' trait till the effect is lifted.Half Maintenance Note: If a character must pay extra maintenance other than the normal cost.presented to the Logistics team in place of the maintenance money.2 Example: if the cost was 10 Amps and the cost for Good Life is 20 Amps then the player would only have to pay 10 Amps.Half Maintenance Tavern Night.4 Good Life Living the “Good Life” costs more than Regular Living Maintenance. Adventure Days. 2. If it is a skill or effect that is on the character card. If it is a skill or effect that is on the character card. the cost to live a Good Life for food and living is double the normal cost.3 High Life Living the “High Life” costs more then Good Life Maintenance. As it represents you eating better and living in better conditions then even those who live the Good Life. If for some reason the normal cost is waived then the player is able to buy High Life for the difference between the two costs. the character card must be presented. raising the maximum for the event. If for some reason the normal cost is waived then the player is able to buy Good Life for the difference between the two costs.Draft. Full Weekend Events. Those who fail to pay this cost will find themselves weaker by one Essence point to represent the effects of starvation and exposure to the elements. Example: if the cost was 10 Amps and the cost for High Life is 40 Amps then the player would only have to pay 30 Amps.

Page 41 of 185 . There are some skills. .this has happened. and spells that can remove this effect from you. AfterMath LARP Rulebook. After resurrecting you will no longer have the Starvation trait and will be back to normal.Draft. effects. At the next event you must present the removal effect card as well as any Maintenance cost owed (if any).

positive or negative and unless stated otherwise. that limit is 20 per calendar year. As stated previously Vitality is based Brawn+Essence divided by 2. all Attributes. with the exception of Essence and Vitality. and/or spells. or if any adverse condition should affect you.5 CP Event Staff: 0.0 Chapter Three Character Creation Now that you have read all the core rules. To go from 3 to 4 it would cost 6CP.1 Essence use has different requirements than other attributes. This time does count as resting time. Examples would be: a character who is a Fixer tinkering around in their shop for the five minutes. These attributes are Brawn. Essence Usage AfterMath LARP Rulebook. An example of that would to go from a Brawn of 2 to 3 it would cost 4 CP. you know how to play AfterMath! The rest of the data here is for building your character and going over the AfterMath world. Willpower. taking damage. and Essence. Module Day/Tavern Night PELs are worth half. The CP gains will be the following: Character History: 3 CP once ever Donations: 0. Now to create your character you will need a few elements.5 CP Event Setup: 0. 3.2 Character Attributes 3.5 CP – 5 CP Module Days: 0.5 CP * AfterMath has a limit to the number of non-event CP you can gain in a year.Draft. After the ritual. Agility. By spending a point of your Essence attribute you must spend 5 minutes to role-play a ritual that is thematically correct for your character.2. Attributes can be raised by spending 2 CP times its current rating. skills. are refreshed back to full. These attributes have nothing to do with your characters actual abilities but they are used to power your skills and spells. So when you attend an event or assist the AfterMath staff in some way you gain CP instead.5 CP – 5 CP Event: 1 CP * Event Clean Up: 0. 3. a Gunslinger breaking down and cleaning his gun. After this ritual is completed all effects on the character. rounded down. on All characters start with 20 Character Points (CP) to place in your character. a Martial Artist who goes through a Kata.3. Characters start out with 2 points in each attribute unless their race dictates otherwise. Wits. will be removed. But before you can get to that you must understand how character points will work. If this occurs.5 CP * Post Event Letter (PEL): 1 CP ** Tavern Nights: 0. This would include your race. Each attribute tries to be reflected by the type of action that is being made. you do not refresh your attributes and Page 42 of 185 . and/or anything creative you can come up with. . There is no level in AfterMath. These can be spent or saved till later.1 Character Points Each character has 5 attributes. racial advantages / disadvantages. * Does not affect total CP gain in the given year ** Must be submitted within 14 calendar days of the Event/Module day/Tavern Night to receive credit. The ritual can be interrupted by you choosing to stop.

Example: A character that chooses cooking as their ritual might carry a bowl with them and use the bowl to make sugar water by adding water and then stirring in sugar for the 5 minutes. But at their heart each follows their races guidelines. you should play a New Blood since these are the most diverse.4 Character Races Within AfterMath there are several different character races. As such it can and probably will be dangerous to break those broad stereotypes. or an Old Blood who truly loves an Unclean. Luckily each race is pretty diverse within its role-playing guidelines. 3.may start again. friendly Kesa’malani. Each has their own flavor. nice Old Bloods. AfterMath LARP Rulebook Page 43 of 185 . Note that the ritual can be modified depending on the situation. Though there is a great amount of diversity in these races all players should attempt to role-play them correctly. a Kesa’malani who is a coward. All other races have a strong culture and as such it is very difficult to play something outside the ‘norm’. but the base of the ritual should remain the same. and dislikes. If you would like to be adaptable and have less restrictive rules placed on your characters role-play. it is extremely rare for there to be an Ashuran who likes combat. and even likable Unclean. They could not choose to stretch for 5 minutes instead of cook. likes. Doing so will breed disenchantment from others who follow the racial packet and try to expand on the racial culture. If you have any questions then make sure to talk to the Directing Staff before you play. Each race has a culture that directs them. There are mean Ashuran’s. They represent the majority of the denizens in Astoria.

3 CP. It will be run by an ‘Amnakoi’ which means Guide. Patterns among family members are often very similar. they will always err on the side of caution. The Kesa’malani won’t harm them. is called the ‘Shudai-amnith’ or ‘Mind’s Eye’.Sacrifice – During the death count of a target. and then anywhere between six and twelve across the rest of the forehead. Clear/Silver is Compassion. but they despise their pacifist way of life. Most people consider it very bad luck to harm an Ashuran. This is often a long and painful and always profitless process. Black is the only color never seen. When forced to fight they will use non-lethal means. They have no known settlements of their own and live among all the other races. These elder Ashurans watch over the younger ones and offer guidance and support. White is Calmness. If in doubt. both in position and color. Their entire culture is founded on the virtues of Compassion and Humility.1 and share their progress in the ‘Great Work’ of bringing peace to all Kallan’te. let alone slay one. with only 3 seconds of role play. At the end of that time Both spirits then head to Death’s Gate and the Ashuran has the opportunity to try to convince the Gambler to spare the spirit and allow them both to pass through Death’s Gate unharmed. Yellow is Empathy. whose members collect information on healing methods AfterMath LARP Rulebook Page 44 of 185 . He can heal any increment up to 15 by stating “Heal X by will” Once he is out of healing and uses his Essence to refresh the rest of his attributes. Racial Requirements: A gem in the center of the forehead. The Gambler does not always agree and has been known to punish those who abuse this ability. they are loved and welcomed almost everywhere. Example: Travis the Ashuran has bought all three ranks of this advantage. They usually are belted with enough pouches for their healing gear.-1 Vitality Shunning the Violence. If jewelry is worn.Healing the Sick.Races of Astoria: 3. This gem reveals the primary trait or focus of that person.4. sometimes surrounded by two to six more. For three CP it is an unlimited amount of these stabilizes. The Unclean do their best to avoid them. They are free to fight against animals and constructs. They offer their considerable healing abilities to anyone that needs them. Ashurans can be identified by the patterns of ‘gems’ that naturally grow in their foreheads. Blue is Hope. Red is Courage. They also have a great council spread out across Kallan’te.Cure Poison by Will. The Ashurans regard both sexes as completely equal in all regards.Cleansing the Body. The center gem. They see themselves as servants to all other intelligent life. Racial Abilities: Advantages 0 CP Born to Heal. These points of healing are reset with each use of Essence to refresh. his healing is also restored. Disadvantages Focus of the Healer. because otherwise the Ashurans compulsively try to cure them. Robes in solid colors are the common mode of dress for both male and female alike. 1/2/3 CP – Hands of the Healer – For each purchase of this advantage the Ashuran gains 5 ‘Heal by Will’ that they can use in any increment. it will be simple in fashion. There they practice healing and young Ashurans learn of the Two Virtues. Orange is Happiness. to teach them the Two Virtues by example. They are pacifists. From the time that the Ashuran and the target become spirits there is a Ritual that the Ashuran must perform that lasts at least a minute. The known color matches are: Green is Honesty. In most settlements there can be found a Sanctuary built and run by the Ashurans. Their pacifism only extends to intelligent beings. Purple is Justice. Gold is the rarest. Black may not be used.Cure Disease by Will1 Brawn 3 CP. There is always one large one in the center. avoiding combat whenever they can. the Ashuran may start a ritual that imbues both parties with the spirit trait immediately.May take Doctor and Priest Focus for 1 less CP 0/3 CP – Stabilize – The first rank of this advantage is free and allows the Ashuran to stabilize the target.Cost an additional 2 CP for all weapon skills (including Small Weapons) Fragile.1 Brawn 5 CP.Cost Double CP for Warrior or Rogue Disciplines Ashurans The most respected race on the face of Kallan’te. three times per Essence refresh. and is called by many the ‘Genkuret Kish’ or ‘Servant’s Crown’. and Gold is Humility.

All negative effects with the Will Trait are doubled Example: if they are hit with a 3 Damage and Stun by Will and it affects the Child of Ektur. However. Cost: 1 of any stat. They engineered a special breed of drone. 2 CP – Secrete Poison .4. Mnemarchs (Hive Queens). but many have benefited from trading with the Hives and see it as an attempt to adapt to their surroundings. Only the Ebektur are commonly seen outside of Hive lands. including Grant effects. The armor may be refit even when drained or moving. They have a rigid caste system and most have no contact with other races.2 Racial Abilities: Advantages 0 CP. AfterMath LARP Rulebook Page 45 of 185 . This effect would take two resists for an Ektur to negate or one shield.Apply to Weapon or Claw with 10 seconds of role-play-Agony by Poison. the common laborers. Costume Requirements: Red Makeup with black ‘polygonal’ designs on all exposed skin. the six rulers of the Great Hives decided there was a need for greater contact with the other races of the world.. a ‘Drain Armor’ effect will still affect them. a very powerful alcoholic beverage called Yalakan (commonly called Bug Juice) and very strong fabrics of unknown origin. Pangri (Craft workers). ears and public relations in the world outside the Hives. Ektur do not understand beggars. This may also be thrown as a packet. Armor refits with 1 minute of Role-play. Even the soldier castes of the Ektur have secondary work in one of the Crafts. It is clear that they are originally from another world than this one. The Caste system is as follows. When asked they always refer to themselves as ‘the Children or the Child of Ektur’.Children of Ektur (Ehk-TOOR) 3. If this effect was stopped by a Shield and did not actually affect the Ektur. and lastly the Panturj. this would not yet be doubled. nor can they gain armor of any type other than their Exoskeleton. This armor does not go away when hit with a simple drain. Hajtur (Handmaidens). it affects the Children of Ektur as if it was a Double Stun by Force. A few decades back. They have no use for non productive members of their society. Even though the Ebektur do not generally reside in the hive they still retain much of the Ektur beliefs. Autarchs (General/Consorts). Ebektur (Agent/Adventurers).Craftsmen: -1 CP to all production skills 1/1/1/2 CP – Exoskeleton .All Stun effects act as if they had a Double Effect on them unless two ‘Children of Ektur’ are within sight of each other. Due to the Exoskeleton Children of Ektur may not wear armor of any type.(Example if they are hit with a Stun by Force. or thieves. The Hives export minerals and metals dug from beneath the earth. Turgri (Craft masters). they would take 6 points of damage and Double Stun instead of just 3 damage and one Stun. Up to 5 points of armor may be bought. or anyone who does not produce something tangible for a living. taking two defenses to block) This armor plated race of hive dwellers is normally extremely xenophobic. Disadvantages Hive Separation . An Ektur who is disabled or not otherwise able to contribute is destroyed. Durankaj (soldiers).Natural ArmorAll Children of Ektur start with one point of armor for free. They are required to report back every year or so to relate their experiences. giving them almost full autonomy and set them to act as eyes. They are also known as the greatest of crafters. their home world or a Power is unknown. Whether this is a high queen of their race. Some say it is a preparation for an attempt to rule the world. One Mind Alone.

Directing the Energy. 1 any 3 CP. This ability gives the Guardian the ability to resurrect their Nothreik when the Nothreik is in spirit form prior to the Nothreik going to Death’ Gate. This can not take longer then 10 minutes or the Guardian will then travel to Deaths Gate. To do this the Nothreik must get an item in its pure form and bind it to a bottle. Most Nothreik are viewed as property and do to the great deal of resources involved in there creation. Fire tends to be passionate. The guardian is restricted to purchasing this for their element only and as a result. You may only use your own element as an attack. Different advantages add additional makeup requirements as the Guardian gets more in touch with there elemental nature. They get to exist in exchange for servitude. Only this race holds the secret on their creation and part of the spell connects the two races together. The biggest part of the Guardian’s life is there servitude to the Nothreik. Most Guardians do not see themselves as slaves. Radiation. This bottle if held/bound to a Nothreik allows the Guardian to reform many times. may never purchase the opposite One with (element) even if they purchase all the pre-requisites for the Sorcerer spell. These are ‘safety’ measures that the Nothreik placed in the binding spell that allows them to control the race better. If this attack is successful and the target has role-played the attack. As a gift for their servitude the Guardian’s are not only physical but they are also able to keep this form for a great deal of time. Fire: Red and Yellow ‘flames’ around one eye. This gives the Nothreik a great deal of power of the Guardians. This is the only thing that can interrupt a Spirit Vengeance. As such it is very difficult for a Guardian to be released. Upon reaching the Nothreik they are able to say 10 words in a whisper and then they must travel directly to Deaths Gate. now they are given life. and Water. Water: Blue around one eye.Death Whisper) The Nothreik and the Guardian are completely bound both body and soul. 2 CP.The Guardian gains environmental immunity to self which functions identical to the sorcerer spell One with (element name). If it is not bound to a Nothreik then a Guardian is only able to reform twice. Without the binding they would be one with their elemental energy and would not experience any life. if a Nothreik does not have it bound to them then the Guardian must keep it with them. Makeup Each Element has different ‘motifs’. The only way a Guardian is able to be set free is to have their bottle given to them (they can not ‘take it’) or to die permanently and return to their energy form.Death Whisper. “Cure Death to Spirit by Will”. Air.One with (element) . Earth: Brown and Black around one eye. Fire. Fire Guardians only use fire. The Guardian’s makeup starts with the baseline below: Air: White swirls off of one eye. after all they were only beings of energy with no sense of self before.When the Guardian dies they are able to travel directly to their Nothreik as a Spirit of the Dead. This will only work on the Guardian’s bound Nothreik. The Guardian spends 1 Any and may throw a 3 damage by (their element). the Guardian also calls Heal 3 to Self. Slaves) 3. The Earth Guardians tend to be very stubborn and direct. This is typically looked down upon unless there is a good reason. The Nothreik that has the Guardian’s bottle has voice control over their servant. Once they have it they can start to bind themselves to it effectively enslaving the creature. If a Nothreik saw a Guardian who is free they ‘might’ render them unconscious and take their bottle from them. When a guardian reforms they always form at there bottle.Bound Life (Pre-req.Guardian (Elemental Kin. AfterMath LARP Rulebook Page 46 of 185 . Air tends to be flighty and hard to keep in one place. Star bound. Racial Abilities: Advantages: Guardian Abilities 1 CP. 2 CP. Each Guardian is an aspect of there element. Force. They are also able to discipline at will. Each guardian is created by capturing a spirit and forcing them to take physical form. Water tends to adapt. Force: Lightning Streaks off of one eye Radiation: Orange around one eye. Cost 1 Essence.The Guardian may direct their element to both hurt others and heal themselves. When this happens they are bound to a new life and forget there past existence. Earth. Radiation tends to be very destructive and finally Force tends to be full of life.3 There are six types of guardians. The concept of freedom is very alien to them. but as servants given a gift. As such it is best to be very careful with its placement. etc. Force Guardians only use force.4.

The Guardian is unable to use any ability to stop this curse such as “Avoid.If the Nothreik is not at an AfterMath event or if the Guardian is no longer bound to a Nothreik they lose all racial abilities and only keep racial disadvantages Opposite Poles.Force Repel Guardian.Harness the Elements (Guardian Specific) . they will proceed directly to the Guardian and inflict the Curse of Vengeance. The curse causes an irresistible instant death and turns the Guardian into a Spirit of the Dead.Spirit of Fire Guardian.Packet.Must put racial makeup over both eyes.“Disarm by Fire”1 Brawn 0 CP .Resist Earth.Broken BodyGuardian.“Resist and Heal to self” .Uncontrollable GustGuardian.Packet.“Repel by Force”.Uncontrollable Heat Guardian.Resist Air .2 Any Force 2 CP .6 Syllable Incant. Force .“Resist” .Spirit of the Air Guardian.Guardian’s take double damage from any ‘Damage’ call from the opposite element.1 Any Nothreik.“Resist” .Packet.Resist Radiation.Overexposure Guardian.“Resist and Heal to Self” . The Nothreik does not get a choice in this and the Guardian is not able to resist or try to hinder this.Resist Force .Spirit of Force Guardian.6 Syllable Incant.Spirit of Water Guardian.Packet.10 Syllable Incant.When a bound Nothreik dies. Upon seeing the Nothreik as a spirit the Guardian must travel directly to the Nothreik to receive the Curse.6 Syllable Incant.1 Any Nothreik.“Resist” .Radiation Spirit Vengeance.“Slow by Water”.1 Any Nothreik. Fire – Water.“Resist and Heal to self” .2 Any Radiation 2 CP .“Resist Slow” – 2 Wits 0 CP .“Repel by Force”1 Wits 0 CP .Resist Force.“Resist and Heal to Self” . This will function identical to the Harness the Elements sorcerer effect except that the Guardian is not required to carry a staff and they may only throw their own element.“Root by Earth”. Air 2 CP .1 Brawn 0 CP. Fire 2 CP .1 Any AfterMath LARP Rulebook Page 47 of 185 .Spirit of the Earth Guardian.10 Syllable Incant.“Slam by Air”. There is no way to stop it once it’s been placed upon you. Example: A Radiation Guardian may only throw 1 damage by Radiation.“Resist and Heal to Self” .1 Any Nothreik. Parry” etc.“Resist”.6 Syllable Incant.1 Any Nothreik.Resist Air.Resist Water .1 Any Nothreik.“Resist” .Resist Fire .Resist Root.2 Agility 0 CP .2 Any Disadvantages Bound Life and Soul.4 CP.“Resist”.6 Syllable Incant. Air – Earth.“Destroy by Fire”1 Any Nothreik.10 Syllable Incant.1 Any Nothreik. At the point of death the Guardian will then join the Nothreik as they travel to Deaths Gate.Resist Slam.Resist Water.“Resist and Heal to Self” . Shield.1 Any Nothreik.Drowning Rain Guardian.“Resist” .Resist Radiation.Packet.2 Any Water 2 CP .1 Any Nothreik.6 Syllable Incant.Packet.“Agony by Radiation” – 1 Any Nothreik.“Resist” .Resist Earth.2 Any Earth 2 CP .Packet.1 Any Nothreik.Packet.“Agony by Radiation” – 1 Willpower 0 CP – Spirit of Radiation Guardian. This skill does not exclude them from purchasing the Sorcerer Skill Harness the Elements.Packet.Resist Fire.

Resist Radiation. They consider magic and technology to be equally valuable. or acting in a rude fashion. both listening to them and telling them.4 Racial Abilities: Advantages 0 CP. light colored clothing.1 Brawn 6CP. shape.Costs double for all Armor skills (including heavy armor and dex armor) This race is one of the most distinctive and least numerous of the peoples you will find in the world today. affixed to the skull. They are great travelers. which is ‘Guide’ or ‘Teacher’ in the common tongue.Horath Vir-Jan Racial Requirements: Either no make up or Black Makeup on all exposed skin. The horns vary greatly in size. Some learn trades.Goriyani (Gor-E-yanee) (Imps. reputedly a council of their wisest elders. and placement. “Death is its own Question” . Here and there you will find older Goriyani in more established roles in society. Goriyani tend to wear loose. “Only death could stop me asking questions” . or act as wandering storytellers. making their appearances even more striking. Most Goriyani that you meet will be on their ‘Ajan’ or ‘becoming’ journey. AfterMath LARP Rulebook Page 48 of 185 . what they do is up to them.Strong Willed: +1 Willpower 2 CP. Some even paint their horns. Must have 1 to 5 horns.True Heritage. When a Goriyani reaches 18 years of age. It is rare to find a Goriyani out of sorts. As long as they never stay in one place for more than three months at a time. light blues and greens being the most common. These are usually ‘Virjan’. They make themselves available to younger Goriyani to give guidance and support while on their Ajan.Jeru Ajan. Many travel with the caravans that are the lifelines for the cities and towns.SPF 100. Goats) 3. minimum 1” length. they MUST leave home and wander the world without returning for ten years. Although it is rare to find more Goriyani than two or three at once they can be met almost anywhere.Immune to Radiation (prereq: SPF 100) Disadvantages The Price of Radiation: -1 to Brawn Attribute Weak Frame. They have sometimes have pitch-black skin but most have normal New Blood colored skin.4. and have no particular ill-will towards any race. Darklings. and they all have anywhere from one to five horns protruding from their skulls. They are valued companions in the Waste due to their resistance to radiation. and their familiarity with the dangers there. loving adventure for the sake of seeing new things alone. They love stories of all kinds. The use of hair dyes is very popular. to an annoyed city guard. At the end of that time they return home to tell their stories to the ‘Kaha-Mari’.

They believed by many to bring bad luck (this rumor was probably started by wizards who like to throw their power around). Faith. Racial Abilities: Advantages: 0 CP.5 “What’s fear?” -Addle. causing them to take insane risks. the Jinxies are mistrusted by many people due to their odd behavior and ‘detached’ world view. Typically have some sort of glitter on there skin but not required.No additional attribute cost Disadvantages New to the World. at least for short periods of time. Ice.Sleight-of-Magic (Pre-Req Attune to Magic). Delphs. Also Facial designs or artwork are encouraged but not mandatory.After resisting an effect using Attune to Magic the Jinxie is then able to throw ‘2 Damage by Magic’ within 10 seconds of being hit. Magic. a Jinxie is suddenly born on the spot. After 5 seconds of role-play they may expend any trait to resist a spell with the trait that they attuned to. and it is rare to ever see more than a handful in any given place. they feel nothing deeply. they cannot have children in the normal fashion. They have an inborn ability to absorb hostile spells and return them as pure magical bolts. Even the Jinxies themselves do not know how they come to be. Their names and style of dress vary in the extreme. They have a fascination with the way other mortals interact with each other. With each CP spent on this advantage the player may choose three traits from the list below. Water. Newer Jinx-kin may occasionally have inappropriate emotions. Whatever the cause. though they never truly become attached to anything or anyone. 1 CP – Attune to Magic – Resist (trait) – costs 1 of any stat to use. these wanderers take delight in all aspects of life. so as to leave some mark upon the world before they leave it. Fire.Magic within the Blood. Nature. ending their illusion. They appear almost human. Force. some develop an obsession with becoming famous through some deed or other.4. Their emotions can change quickly from moment to moment although they never feel them very strongly. A popular legend is that whenever all four winds meet at the same place. a newly spun Jinx-kin Racial Requirements: Purple or Blue makeup around the eyes. Late in life.. Since Jinxies are essentially made of the different magics they find it easy to resist many forms of it. They are commonly believed to be a spontaneous creation of pure magic. Earth. “The only thing to fear is boredom!” -Silken. Bane Urges) 3.-1 Wits Irresistible. and sometimes will pretend to similar emotions and desires. Ultimately their lack of emotional depth betrays them. becoming bored easily. Lightning. Radiation 3 CP.Jinxies (Jinx-kin. as they lack understanding in their interactions with other mortals. The Jinx-Kin have a universal love of parties and social gatherings of all kinds. There might be more that they can resist but they must find a Jinxie who knows how to resist it and get them to teach it to them. many have become skilled social sycophants. on the lips and fingernails. Traits: Air. Gossamers.May take any focus under the Mystic Discipline at half cost rounded up. They have a certain ‘detachment’ from reality. They tend to have short attention spans. With some it can be very extreme indeed. just to see where it goes. wandering wherever they can.-1 Willpower One of the strangest races of Kallan’te. They have no society of their own. Although Jinx-kin are gender specific. Jinx-Kin AfterMath LARP Rulebook Page 49 of 185 . Wind Spun. They enjoy experience of any kind. Blood. as they are ‘spawned’ as fully grown adults. and are unable to interbreed with any other species. and are powerful wielders of magic.

see culture packet) Racial Abilities: Advantages 0 CP – Weapon Heritage – After choosing your Society and weapon that is associated with that society. Although there are many tribes of the Kesa’malani scattered throughout Kallan’te. Racial Requirements: Pointed Ears. moving them several times a year in a specific pattern and range chosen by the Lonmala’ai. law and dispute among the Kesa’malani are solved through combat. No blood may be shed there unless AfterMath LARP Rulebook Page 50 of 185 . The Societies are Axe.4. a Kesa’malani gains an Imbue. although usually without loss of life. between Societies’ and tribes they compete for glory and prestige for them and their Society.Kesa’malani (The Wildfolk. Aggros) 3. A Kesa’malani NEVER touches another persons weapons without their permission. you get a 2 CP discount to the purchase of either one handed weapon or two handed weapon proficiency of that society. A Kesa’malani believes that part of his spirit resides in his weapons. A Society is more important than tribe. Melee weapons are the heart and soul of a Kesa’malani. It is rumored that each Society has a special master attack. and many will immediately flee for home when they discover the loss. taking two defenses to block) Up Close and Personal.All Frenzy effects count as a Doubled effect. There is also Dagger which is sneered at by most as being a Society for those unable to master a true weapon. When travelling. and even then only rarely and with need. Example: a Kesa’malani who spends two points into this advantage could add Agility and Wits so that they can use those to power Heightened Reflexes as well as Willpower Disadvantages Hard to Control. Each tribe lives in semi-permanent camps. Mace. 1-3 CP – Improved Heightened Reflexes – For each CP spent on this skill the user can add another attribute to the list of traits that can power the skill Heightened Reflexes. which allows them a second use of a melee skill that requires a stat and involves the weapon. a flower or twig from a tree. Each tribe keeps a few permanent structures somewhere in there lands for the use of trade and tribal gatherings. Although some that spend a lot of time among the more 'civilized' regions may learn the use of firearms. They also strongly believe that their spirits are tied to the land of their birth. Their leaders for the next year are chosen by a vote of all competing warriors after the fighting is over. the council of elders. a stone. To make a weapon ready for use. The only attribute that cannot be used to fuel this is Essence. If they lose this it is considered a terrible omen. In May of each year every Kesa’malani village holds a huge three day feast and all warriors duel for glory and prestige. overseen by tribal elders. a clod of earth.6 part of a permitted duel. village or even family. Kesa'malani who wish to purchase a weapon type other than their family type will pay the full amount for that weapon type. a warrior must go through a ritual called ‘Blooding’ in which he spills his own blood on the weapon. Society Mark (tattoo of weapon visible on the face. Kesa’malani are always dueling. Almost all matters of justice. These are called Malani’ai. taught only to those that have proven worthy. it affects the Kesa’malani as if it was a Double Frenzy by Magic. To break this law is death. and Staff which is usually only followed by Mages. Sword. men and women. They prefer a relatively primitive existence carved with strength and skill from nature’s heart. In fact all of them.(Example if they are hit with a Frenzy by Magic. A favorite maxim is “it’s not a kill unless you get it on you”. each is divided further by Weapon Societies. The second use must happen within the same battle. they all disdain them. and this determines much of their life.All Range Skills Cost double CP The pointy-eared Wildfolk are completely tribal. to be used on themselves immediately. but it does not cost a second stat. Kesa’malani always carry something from home with them. To lose a weapon or to have it break is considered very bad luck. Sarks. In their own societies they duel for rank and honor. choose a weapon style at age thirteen. 2 CP – The Weapon Knows the Way – When using the weapon of your society.

All Attacks with the Fire trait add the effect of ‘Agony’ to the character. most often wear clothing in the shades of greens. Leshka will always go out of their way to greet fellow Leshka when traveling abroad. Racial Abilities: Advantages 0 CP.1 Brawn 4 CP. they all believe that the forests and plant life are more important than technology.Live off the Light. Natures Lust. They do recognize if someone is using a fire for warmth and food cooking.Packet. or destroy plant life with no reasoning behind it.Natures Protection. The hair can either be colored by hair color. browns. Technology is destructive and in its creation. and that is unnecessary destruction of plant life.3 Damage by Nature . sometimes above their own lives. The leaders of the Leshka are the oldest and wisest in the Phylum. They do not mind other races. Cities are generally avoided because the people that build them have to clear the land. Sometimes they work together to destroy a particularly dangerous enemy. and among those secrets are the Leshka. The Leshka are not overly fanatical. is to set fires throughout the forests.1 Any Binding Roots. Members of the Phylum generally stay in or near their specific forests. or blues.+2 CP cost of the Fixer and Doctor Focus AfterMath LARP Rulebook Page 51 of 185 . but it is not required.No Normal Upkeep cost 2 CP. The quickest way to upset a Leshka.1 Any Acid Spray. The Leshka hold plant life very dearly.Packet. but if chemicals are used or viable plant life is destroyed.3.1 Any 6 CP. they will tend to avoid it as much as possible. or leaves and/or flowers can be worked into the hair.1 Any Pollen Burst. Racial Requirements: Green lines around the eyes.Life’s Gift. there is one race in particular that they don’t care particularly about. but mostly they travel apart. The Leshka are a group of people that are primitive in respect to most other races. A player may change slightly the coloration of hair during seasonal changes. plants are destroyed.Immune to Poison (pre-req: Natures Protection) Disadvantages Curse of the Burning Leaf.4. and will always offer one another aid. Whatever the origin of these green haired forest champions. no matter what race you are. They are secretive and elusive and almost never leave the deep forest. There are many tribes of the Leshka known as Phylum's.Gift of the Forest – (may only be bought once and may one choose one effect from the list below) Spikes.Root by Nature .Packet. green hair and lips. then the Leshka step in and that person steps out. but this is their preferred style of dress. Some believe that the Leshka are forest spirits made flesh to punish those that destroy the forests. They are said to be born of the Awakened Forests of Kallan’te. They prefer to spend their time in the forest rather than in the confines of a city. Leather is also an appropriate clothing choice.Disengage by Nature – Must have Weapon in Hand . therefore. The Leshka. Keep it in mind that should you choose the second option.7 Leshka The forests keep many secrets. They can wear other colors. there should be enough leaves and such in your hair to denote that you are Leshka. the Soulless. tending to keep to the shadowed forests. or the fire is just let go. for they are nothing but technology. They don’t mind so much if someone is in the forest and uses dead fall for fuel of such. As said before they are more interested in the preservation of the forest than the preservation of other races.Destroy by Nature . however.Resist Poison.

Some Old Blood families are permanently indentured to greater families. Bloodlines are of paramount importance. when they were the masters of this planet.Gain Money every event and gain triple starting money for the character. This semi secretive organization works to ensure the continuance of important bloodlines without incurring the effects of inbreeding. especially New Bloods and Unclean. Unchanged by the horrors of the Great Destruct. Well-to-do.If the Old Blood is affected by 1 Damage by Radiation they will take one point of damage as well as be in agony and get slammed. is a requirement for climbing the social ladder. they strive to reclaim the glories lost in that awful conflict. Marrying for love is rare. They tend to be obsessed with the past.Clarity of the Old Blood. However they rarely shed blood. being able to list a long lineage untainted by any impurity.Investments. as there are too few Old Bloods to risk wiping out a bloodline. usurpers of the Old Blood rule of Kallan’te. All marriages between Old Bloods must be ratified by the Genetic Purity Commission. Disadvantages Un-resistant.Old Blood. These deals vary greatly depending on the individuals involved. (Progenitors.4.Master the Mind. Most Old Bloods have an innate distrust of anything that smacks of ‘Powers’. no one knows how the disease is passed on.May be purchased twice.Radiation effects that affect the Old Blood add the effects Agony and Slam Example. Most prefer to dress in the styles of before the Destruct. If purchased after character creation. feuds and rivalries between individuals and families can last decades. the triple money does not apply. Although they are not all cowards. the Old Bloods are cautious about risking any of their precious blood in risky ventures. Obsols. True bloods. Old Bloods in dire straits sometimes indenture themselves to a more powerful Old Blood in return for rewards in the future. One touch could doom your children to be born as an Unclean.All starvation effects are double. They will also strive to at least ‘appear’ as wealthy as they possibly can. They especially dislike the Unclean because it is considered the greatest of sins to be touched by one. Although they will work with other races as necessary. The only race they get along well with are the Ashurans.8 Marriages are usually arranged to increase a families standing or power base. AfterMath LARP Rulebook Page 52 of 185 . mostly because they are the most useful allies. as inappropriate as they often are to the new world. Racial Requirements: Must dress in high style (similar to business suits or expensive looking cloths) AND have one of the 7 Main Family symbols prominently displayed on their costuming at all times (see culture packet) Racial Abilities: Advantages 0 CP. 2 CP. they despise them all.Gain Psionic Focus for one CP less. and often creates a huge scandal. This is original race of the continent of Kallan’te. letting their money and lesser races do the work. For each purchase of this skill. They maneuver amongst themselves as well. the Old Blood may substitute this instead of an attribute for a Psionic Spell. clinging to the legends of before the war. Fossils) 3. They hide it well beneath a facade of gentility but they feel the new bloods are an abomination. This stacks with Concentration. Material wealth is the second most important status symbol among Old Bloods. These things are almost never spoken of in front of other races. 4 CP. They prefer to manipulate from behind the scenes. Even indentured Old Bloods are treated better than other races of course.

that prior to the Great Destruct the Navian’s were fully airborne. nature is not something to "be in harmony" with. They are also very leery of the Leshka.Vestigial Flight – A Navian can use their wings to their advantage. Of the forms of magic. 1/1/1/1/1 – Power of the Wings – For each CP spent on this advantage the Navian has a store of energy in their wings that can be used to power devices that need batteries. Navian usually dress in the best armor they can find. Disadvantages Forced Evolution – Navians must spend a tech level one component in addition to their Amps for Maintenance. controlled and exploited. adorned with as much technology as possible. Purge Root and Frenzy to Self. This often has the side effect of making them very paranoid about the motives of others. Many Navians spend at least part of their life as adventurers or explorers. Crows. They sneer at tribal cultures. (attached at shoulders) and must appear mechanical. Of course those are just rumors. AfterMath LARP Rulebook Page 53 of 185 . and their "fanatic" pro-nature ideals.4. and that can only be done after Essence is used to refresh traits. They are obvious aviaforms. May not resist this effect. spend 1 ‘Any’ and you make take up to two steps in any direction but forward to get back to safety.9 Navians (Birds. They lived for the freedom of the skies and their whole society obsessed on that freedom. once used. or land short on a physical challenge call Vestigial flight. most commonly by a cord with a battery-like connection on it. causing their wings to become brittle and withered. after three seconds. Their home. in this game a Lego on a string will suffice. but it is something to be mastered. will require an Amp to recharge it.3. One of the main aspects of the Navian Technocrats is their wings. A Navian who is robbed will stop at nothing to take vengeance. On top of that. There must be a way of attaching the device to the wings. It is said. Poop bombers) Racial Abilities: Advantages 0 CP . They are avid users and hoarders of Technology and can spend a lifetime trying to harness higher and higher tech. Should you make a miss-step. a blend of magic and technology. The Navians are another race trapped here by the Great Destruct. with mechanical wings that make them unique among the races of Kallan'te. The Wings are the Way – When a Navian is hit with a Destroy Wings they are also affected by an Agony.Tinkerers – Navians gain Engineering at one less CP per rank. Each point. This is a race of engineers and scientists who work hard to better themselves and their race through the wonders of technology. Costume Racial Requirements: Wings at least 2' long and 1' wide. Horizon. The technological minds of the Navian were able to create mechanical wings that could aesthetically please the Navian’s but unfortunately they were unable to safely give them the ability to fly again. When Tor’men’s Curse fell upon this winged race it took their ability to fly away. The use of the “free component” given by the search tech skill can be used for this. 0 CP . is rumored to have enough technology hidden within its walls to shame the Old Blood ORC and their great Soulless factories. hoping for that one big score of Tech that will elevate them to near godhood. Remembered Freedom – When affected by a Root Navians must Role-play extreme discomfort and. Navians developed Technomancy. The Navians are known for their love of gadgets. until they get the wings repaired they may not use them for Vestigial Flight and all charges on the wings are lost and must be recharged per usual.

Because adaptability is so important. 3 CP. even those in specialized fields. They are also the opposite of the Old Bloods. You always want to have people at your back you can trust.Resilient. in that they usually prefer to do things themselves.Resist Repel. Too much Radiation-1 in any attribute except Essence Unlucky. Family is also less about bloodlines than it is about the deep bonding of love and friendship. Guilds. They recognize the need to work well with others in this harsh new world. in as direct and an efficient way as possible.1 Willpower 3 CP– The Next Link – Normal Upkeep cost is reduced to 5 amps. but get along well with all races but the Unclean. possibly due to racial memories of things done to them during the Great Destruct.The New Blood has NO Advantages and NO Disadvantages at all. This is perhaps an unconscious rebellion against the imperious and fashion obsessed Old Bloods.10 New Blood (Amalgams. Being around such things makes them very uncomfortable.Will to Live. Scholar Trained. Easily Cracked. the Old Bloods. making up about 50 percent of the population. They tend to be confident and self sufficient. so enjoy them while you can. function is more important than form. Must choose 2 from the following list at character creation: Butter Fingers-All Disarm effects are doubled. fellow adventurers can all be considered family depending on circumstance. Of course most that have training in healing arts overcome this phobia. they almost always have a back-up skill or two. Inheritors. They prefer utilitarian clothing. New Bloods. 3 CP. This is used to ward off talk of evil things. Family is an important concept to them. 0 CP – Vigor of the Blood – Using one ‘any’ trait the user may resist a maim effect. They can be found in every type of society and position.+1 damage from all Uncalled Bullet Damage AfterMath LARP Rulebook Page 54 of 185 . both physically and socially to adapt to the ways of the new age. and flick the fingers outwards several times. They have been changed. They mix the closest with the Old Bloods. There are a few common themes that run throughout almost all New blood cultures.3.4. because of their genetic ties to them. the second purchase makes it 1 Amp. (This is only allowed if the New Blood did not take “Not Bound to the Norm”) May Choose 2 from the following list: 3 CP. Tainted) This is the most numerous of all the races of Kallan’te.Ever Moving Feet. Distaste for mind-altering magic is very common. caravans. Aside from this.+30 seconds to Bleed Out Count (Purchasable only once) Disadvantages If the advantage ‘Not Bound to the Norm’ is chosen you do not gain disadvantages. with many personal ‘rituals’ to ward off sickness. Taking this advantage can only be chosen at character creation and can not typically be changed.Resist Slow. They are descended from the original inhabitants of this world. They also have a strong aversion to physical deformities and illness.+1 Toughness (Purchasable only once) 3 CP– Strong Arm – May call ‘Three Damage’ with a melee weapon for 1 ‘any’ trait. rarely focus everything on skill or path. A common gesture is to hold the right hand with the palm facing the heart. even the most settled of New Bloods understands the transitory nature of life in the New World. Racial Requirements: None Racial Abilities: Advantages 0 CP.Not Bound to the Norm. ill luck or danger. although they are nowhere near as fanatical as the Old Bloods. Many are very superstitious.All Weapons (except Firearms and Heavy Weapons) cost 1 extra CP.+1 damage from all Called Melee Damage Feeble Limbs – All weakness effect act as a ‘Maim’ as well.Free Spirit. People die or move on almost constantly. although any personality type can be found among them.1 Agility 3 CP.

If Nothreik has a bound Guardian when they die they must proceed directly to their Guardian and invoke the “Curse of Vengeance”.Darkness in the Voice.The Nothreik is able to focus magic through their body. There are only seven known Diachessa on Kallan’te.Must role-play meditation. “Cure Death to Spirit by Will”. AfterMath LARP Rulebook Page 55 of 185 . Outsiders are only rarely allowed far into them. and so they have a hard time dealing with the harsh sun of their new home. Privacy is violated only with great need. A female without any magical ability can never hold any office. Upon invoking the Curse the Nothreik will head directly to Deaths Gate. who gather information all over Kallan’te. Racial Abilities: Advantages 0 CP. The Nothreik often deal in intelligence. To become Diachess a female mage must challenge the reigning matriarch to a duel. and they all work together well. they enjoy tragic plays and poetry. All adult female Nothreik are addressed as ‘Mistress’. 2 CP. If at all possible they conduct most of their business at night. and this permeates all their social interaction. 1 CP. often with elegant hairstyles and jewelry. with status between women determined by magical might. This racial ability gives the Nothreik the ability to gain racial abilities based on what the Guardian purchases. This will only work on the Nothreik’s bound Guardian. as a way of bargaining with neighboring settlements. If they use a Magic 2 component they are able to do this instantly. The Search Magic free 'component' is not able to be used in this manner. the more elaborate they will dress. Their home world had a much dimmer sun. Males are not slaves.Gain the ability to be bound to one Guardian. Formal greetings and farewells are especially important. Nothreik have a deep need for privacy. The higher their social station. the Nothreik travels to the Guardian and touches them with a packet (or boffer weapon) and says in a normal voice and 15 Brought from another dimension during the Great Destruct.Energize the Soul. Cost 1 Essence. Using a single Magic 1 component a Nothreik is able to refresh their Essence with only 1 minute of role-play (instead of the normal 5). and she is always the most potent mage in her realm. Riverfolk and Goriyani have the most trouble relating to the Nothreik. as their much more positive and cheerful outlooks tend to clash. although they still must be addressed properly. Gloomies) Racial Requirements: White skin on all exposed skin. These duels are always public. usually being restricted to visitor's quarters in the entrance areas. To administer the Curse. rounded down. Their usually isolated settlements are elaborate tunnel complexes that wind deep under the earth. the Nothreik are fiercely determined to keep their heritage and culture alive. They have many agents belonging to other races. as far as anyone knows.Bound Life (Pre-req.3. Their society is a strict matriarchal. the Nothreik must place the expended magic components into the Forge's recycle bin as soon as possible. Pales.Purge Silence By Darkness.Gain Mystic Discipline for 1 and May take the Sorcerer Focus at -1 CP Cost 0 CP. It also gives an ‘Agony by Gesture to <Guardian’s name> by Will’ with no attribute cost and done at will. Conversely.Bound Guardian. Once this is done. masquerade balls and they are avid players of chess. As a rule they tend to be somewhat morbid in their conversation and outlook. The ruler of a Nothreik city is called a Diachess. and always to the death. The Nothreik have a great love for elaborate and somber rituals. even the lowest ranked among them have their own private room. They do not have a choice on this and must proceed the moment they become a Spirit of the Dead directly to their Guardian. They dress in darker colors which enhances the contrast of their pale skin. When using a Magic component they are able to infuse their soul with its magic. A female convicted of mistreating a male runs the risk of being banished or worse. 2 CP. The Nothreik can only have as many Guardians as they have in the average of Willpower and Essence.4.11 Nothreik (The Exiles. a male who allows a female to die in his presence may be executed and banished. and outrank any male.The Guardian must have ‘Death Whisper’) .The Nothreik and the Guardian are completely bound both body and soul. this may be purchased multiple times to gain multiple Guardians.Magic within the Blood. This is not Guardian specific it is based on the number of Guardians. and by Nothreik law it is the responsibility of all females to care for and watch over them. For entertainment.No attribute cost. This ability gives the Nothreik the ability to resurrect their Guardian when the Guardian is in spirit form prior to them going to Death’ Gate.

Take +1 Damage from all Called Damage when any of these conditions occur: When outside the Sun is out at all. or non-filtered lights are on in the room you are in. there is a full Moon with no cloud cover. they may use their abilities that require them to be in the dark in addition to ignoring any of the disadvantages for being in the light. when inside the Sun is shining into the room you are in. You cannot use this ability if any of these conditions occur: When outside the Sun is out at all. This skill refreshes when Essence is used.If the Guardian is not at an AfterMath event or if the Nothreik is no longer bound to a Guardian they loose all special racial abilities and disadvantages (specific to the Guardian). if you fall down and are facing upwards and light is shining on your face.Focusing the Dark. You are able to make the wording of the curse up.minus 30 seconds to bleed out count when any of these conditions occur: When outside the Sun is out at all. there is a full Moon with no cloud cover. Curse of the Light. Special rules for the Nothreik: If the Nothreik covers themselves from head to toe with no exposed skin and is wearing a hood so that no light can shine on their faces. you would be considered in the light even if all other conditions are met. 2 CP.syllable curse ending with “Invoke Curse of Vengeance to <insert Guardian’s name> by Spirit Bound.While “in the Dark” the Nothreik can use this skill in place of any attribute cost. Lights Burning Sores. We wish to be very specific on this. Disadvantages Bound Life and Soul. or nonfiltered lights are on in the room you are in. when inside the Sun is shining into the room you are in.Can be bought up to three times. there is a full Moon with no cloud cover. AfterMath LARP Rulebook Page 56 of 185 . when inside the Sun is shining into the room you are in. If at any time during this call you receive a “Cure Death to Spirit by Will” it will interrupt this Curse. or non-filtered lights are on in the room you are in.

just more ways to make life easier. All a Riverfolk must do is rest for 5 minutes and they are fully healed. long time. A tail at least twelve inches long in AfterMath LARP Rulebook Page 57 of 185 .12 Riverfolk (Manders. finding them obsessive and uptight. though inviting strangers into their homes is a rare occurrence. they tend to become depressed when away from free-flowing water for too long. One of their favorite sayings is “Wait long enough. Disadvantages Fearing the Storm. They are as at home in the water as on land. If they have taken you into their homes and shared salt and meat with you. Tech or Magic is all the same to them. assuming they have any left. and like to wear light clothing that match the bright colors of their skins. but the Riverfolk claim such waters are ‘dead’. and getting someone else to do your work for you is an art form.Amphibian . often taking years to plan the most devious revenge possible. They gain 5 uses of ‘Heal by Will’ that they can only use on themselves.Can’t wear any armor.4. Gads) matching colors. They make good boatmen when motivated. in homes dug into riverbanks or on stilts out in the water. Normally they live in small family groups of ten or twenty. They don’t care much for Kesa’malani. This brightly colored amphibious race usually makes their homes along the banks of the larger rivers of Kallan’te. They fish the rivers and practice a small amount of aquaculture to survive. Guest right is of the utmost importance to the Riverfolk. They can use this healing. Slinks. Avid swimmers. They are humanoid. Racial Requirements: Appropriate Mask or Makeup on all exposed skin. They are highly prized as pilots and navigators on the rivers. Once they have enough to keep them for a while. but most prefer to spend their days in idle inactivity. but rarely work for long. then you may trust them with your life as long as you are a guest.” They tend to be friendly. On the other hand they hold grudges for a long. home they go. Laziness is almost considered a virtue among these people. with some reptilian features and a short tail. Certain worms. This has given them a certain casual disregard for danger which many races find disconcerting. Outside of combat is where this advantage shines though. to the gastronomic discomfort of anyone watching.All Air ‘Damage’ acts as a Double Effect Itchy Skin. Stagnant pools will do in a pinch. Racial Abilities: Advantages 0. The other point of contention between the Riverfolk and other races is their tendency to eat live food. even when unconscious. They have an amazing ability to regenerate damage and even re-grow limbs almost instantly when they need to. without spending any traits. For the cost of 2 Willpower a Riverfolk can Cure Death to Self.allows unhindered movement in ‘water’ areas as designated by module or plot 1 CP– Re-grow Limb – Self only – Cure Maim by Will – 10 Second RP – No attribute cost 2 CP– Regenerate – At the cost of 1 ‘Any’ the River folk are able to heal themselves from almost any wound. to look like a lizard or other type of amphibian (see culture packet). and the River will bring it to you. 3 CP– Revive – Even if the Riverfolk are out of their ability to regenerate when they hit the floor they are still hardy. They claim to feel the ‘singing’ of the waters they swim in. snails and slugs are considered great delicacies.3. Can still purchase dex armor and gain benefits from Grants.

dials. Soulless’ upkeep is considered 10 amps higher than the level they are paying and can not go below 10 amps unless an imbue card specifically says otherwise.Power of the Machine. Unless otherwise noted even an owner can not force a Soulless to break one of the Edicts. These are irreversible and must be followed at all times.Upgradable.13 Soulless (Mechs. Soulless do have personalities. Silver. and buttons.“Let there be no harm to the True Race”They may never harm by action or inaction an Old Blood nor may they allow harm to come to an Old Blood. Even though they are seen in such a way.“Follow the Orders of your Master”.3.+4 minutes to bleedout when unstable. switches. No Core. Tool) The Soulless are another manufactured race. Soulless tend to be programmed to be respectful to Old Bloods at all times and view them all as there master.They must follow all commands given to them by an Old Blood unless those command contradict the commands from there owner. The fact that they mimic intelligence is a sign of the greatness of the Old Bloods who created them. some were created as ‘House’ servants. There is a very small group of Soulless who believe they are fully alive and do not like being controlled. Sometimes adorn with lights. Controlled by the Makers. Each was programmed with several core commands known as the Five Great Edicts.The Soulless can not permanantley die as long as their 'Core' can be retrieved. Unfortunately they must stay away and hide from any and all Old Blood or risk being ‘retaken’.“Only the True Race can be the Master”They may not follow the commands of any non-Old Blood. An owner can order a Soulless to follow orders of a non-old blood but the order is reset every 24 hours. Though most were made for war.A Soulless is able to use Heavy Weapons while standing and/or on the move. these tend to be very dry but sometimes they can go in any direction. Soulless mimic life in almost all ways (unless ordered not too). They have no rights and are all considered property.All Soulless are expensive to keep maintained. Four.The Mystic focus cost an additional 3 CP to purchase.Programmed and Controlled by Old Bloods Keep from Breaking. A Soulless can have as many cybernetics as they have in Brawn + Willpower + Essence. Makeup Gold. 4 CP. Three.They must always follow the orders of their owner at all times.They may never lie to an Old Blood even when ordered to.Gain the 'Cyber' trait. The cost of creating and maintaining the Soulless is just too expensive and they are too highly coveted to allow one to be rogue.The Immortality of Metal. Two.4. It typically costs money and a Cyberdoctor (or ORC Plants) to 'reconstruct' the Soulless. They were created during the war against magic by the Old Blood. A stolen or dysfunctional Soulless in an area will call out ORC in mass. A Master can overrule any order by any other Old Blood but can not break the Five Edicts in any way unless otherwise noted. Five.“Speak only the truth”. If his Core is retrieved it only cost AfterMath LARP Rulebook Page 58 of 185 . First upgrade is Free. 1 CP – Heavy Frame . They follow the letter of the order and typically do not try to twist those orders. Warborn. If the Soulless dies and if the Soulless’ Core is not retrieved they must pay the full component cost to have any implants reintroduced into their body. Most lights are locked down and are only used during maintenance. Racial Abilities: Advantages 0 CP. or Grey on all exposed skin. Any Soulless that acted in a different way may be flagged as ‘defective’ as such the Order of Reconstruction and Control (ORC) will come and ‘repair’ or ‘decommission’ the Soulless. 2 CP. This Core must be part of the costuming in someway but should be removable. They are apart of the core makeup of the race and all Soulless follow these without question. ORC is able to install several minor cybernetics with just the component cost. If a non-old blood had a Soulless they would view it as a stolen property. The Soulless are seen as a tool by the Old Bloods. One. Disadvantages: Bio Feedback.“Serve”. Required to have a ‘Core’ this is an item that represents the character in some way. The Soulless is able to be upgraded by a Cyberdoctor with cybernetics and are immune to normal cybercosis and cyberdementia. They are created to follow there purpose.A Soulless is said to be only as good as his parts. but after that a Cyberdoctor is required.

Charges/Use: 1 Per Shot Side Effect: None Cost: 4-T1 / 3-M1 Cybercosis Cost: 1 ORC Blueprint: Body Regeneration Effect: Heal by Nano on person with impant only Phys Rep: Blue and Silver lines around one or both eyes Charges/Use: 1 Charge Side Effect: None Cost: 4-T1 / 1-T2 / 4-M1 Cybercosis Cost: 2 ORC Blueprint: Leg Stabilizers Effect: Resist Root Phys Rep: Metal looking plates on legs Charges/Use: 2 Charges Side Effect: Root Effects that do affect the character also cause 1 Damage Cost: 3-T1 / 3-M1 / 1-T2 Cybercosis Cost: 1 ORC Blueprint: Self Repairing Armor Effect: Repair Armor Phys Rep: Wires attached from character to all armor Charges/Use: 3 Charges Side Effect: None Cost: 2-T1 / 4-M1 Cybercosis Cost: 2 ORC Blueprint: Voice Box Effect: Resist Silence Phys Rep: Visible Mechanical makeup around mouth Charges/Use: 1 Charge Side Effect: RP Effect.Force Causes all 'Damage' to be doubled.shalf the components rounded down plus 1 Amp. Laser must be obvious and at least 2 inch's long. Soulless Upgrades: To repair these upgrades when broken the cost is half the component cost rounded down plus 1 Amp. Batteries must be placed in a visible location and be part of the costume. ORC Blueprint: Arm Laser Effect: Packet Delivered. character will talk in a monotone voice. If a Core is not retrieved these components must be completely reinstalled by a Cyber-Doctor.If Silence affects character. One battery can be used for all implants. All charges are done by Batteries. Note: Blueprints are not required by the CyberDoc to repair if the implant was already a part of the Soulless. for 1 hour after its fixed. Short Circuit."3 Damage by Lightning" Phys Rep: Arm Mounted Laser Rep. Cost: 4-T1 / 1-M1 Cybercosis Cost: 1 AfterMath LARP Rulebook Page 59 of 185 . unless an item does not take charges.

Stoneborn have a choice of racial makeup. at age 15. with one or two Masters. discuss new ideas and techniques and of course to have a good time. trade. Instead they are usually a small but well respected minority in various settlements. they choose which Hall they wish to serve. ‘rocky’ skin which can shrug off the most powerful of blows. Most Halls are small.14 (Makers. the bloodlines are traced through the female side. Once they have become angry. If they are using prosthetics they should have a minimum of three one inch by one inch stone looking prosthetics attached to their face. Some appear more human than others though all obviously have stones growing out of their body.4. They are loyal and steadfast friends. The Stoneborn prefer simple modes of dress. no more than a few dozen members. Racial requirements: Stoneborn are characterized by their rock skin and the stones that grown on them. This advantage is limited to “Essence” uses per Essence refresh. They live in small family groups. They can either have completely grey skin with rock pattern on all exposed skin or they can use prosthetics to represent their stones coming out of their body. while in the families. in the middle of December. Too Heavy to Dodge. Example: If the Stoneborn has an Essence of two then they can only use this twice per Essence refresh.” Long Sword sized fist reps to be provided by the player. when they purchase Improved Unarmed Combat they get to use “Long Fists. There are no purely Stoneborn communities on Kallan’te (other then there Halls). however. AfterMath LARP Rulebook Page 60 of 185 . Disadvantages Hard to Move – All Slow effects that affect a Stoneborn last ten minutes instead of five. does not need to have makeup on it. This slow moving.1 Any.Calm Mind. but prefer to explore other means of problem solving before letting things become violent. it is very hard to placate or stop them. The area around their eyes needs to be outlined and shaded in grey. they have a week long celebration to show off their skills to each other. and go for three years of training. other than the area round the eyes. Outsiders are always welcome. but are divided among the many monasteries known as Halls of Enlightenment.All weapon skills (except Unarmed Combat) cost 1 CP more. 2 CP – Shards of Stone – Plus one damage to all called strikes using only their fists 3 CP. Prefer the Hands. They move their fists like a works of art. They are not pacifists. but relentless enemies. worthless thing. If they are using prosthetics the rest of the skin. Male and female are equal in the Halls. even by his or her own family. When a child reaches adulthood. They always prefer handmade to machine crafted items.Double cost for any Dex Armor. as long as they are not too nosy. In addition. Each year. Luckily this is a very rare occurrence. They have gray.1 Wits 6 CP– Rock Skin – Resist Damage.Resist Frenzy. whatever is most practical for the practice of their craft. They prefer to live in underground monasteries were they spend their days working towards enlightenment and trying to be stay at peace with the world. slow speaking race has innate talent for Martial Arts. Racial Abilities: Advantages 0 CP – Martial Artist – Stoneborn get a 2 CP discount on Martial Arts. and always take their tools and trade secrets very seriously.Stoneborn Slows) 3. A Stoneborn without martial arts is considered a broken.

Racial Requirements: Partial Skull.3. Racial Abilities: Advantages 0 CP. The Genshi Sisterhood. while sometimes Old or New Blood children will manifest the disease.” The Staff of AfterMath want you the player to be aware this race is subject to many In Game AfterMath LARP Rulebook Page 61 of 185 .4. rotting. or burned make up on exposed skin. it usually manifests when the host is 12-14 years of age. regardless of personal preferences. the Unclean heals (level bought x2) damage by disease. A proverb circulating through out the Unclean of Kallan’te that many live by is. but rejoice in each day won. some groups of Unclean have managed to find social niches in the larger settlements. Working in sewage treatment plants and systems.Resist Disease. AfterMath suggests new players avoid this race. “Suffering brings Strength.15 Unclean (Rotters. Some require they cover themselves completely in gray sheets or robes. Some settlements ban them completely. Once done.1 Brawn 0 CP.’ 2 CP. The user calls the Infect as normal and then ‘Heal X by Disease. have become embittered and vicious bandits. while others place severe restrictions on their coming and going. It is said to be hidden on an island within a great swamp. They tend to avoid Ashurans like the proverbial plague. Accursed. The Unclean first began appearing about 25 years ago. driven by the loathing of those around them.Bursting Sores – Double Slow by Disease1 Any 6 CP. Pukes. enjoying a respect no others of their kind have ever experienced. others wishful thinking. Endurance to Overcome.Already Got It.True Scavenger. although there are rare exceptions.All Search skills cost 1 less CP. They are ostracized. it does make them resistant and even immune to other diseases. infectious and even evil due to their appearance. Many of the less well informed consider them cursed. Many consider it a legend. reviled and even attacked by many people. will always provide shelter for an Unclean within their Refuges.Immune to Disease (prereq: Already Got It) Disadvantages Born in the Sewer. Shamblers) prejudices from PCs and NPCs alike. Others. and Look not for Tomorrow. This Advantage may be bought up to 3 times. As such. Children of Unclean parents almost always manifest the parasite. as the Ashurans always want to try and heal them through long involved and often painful processes. Most Unclean lead very rough lives. Face should be wrapped in cloth or hidden in someway. A few have managed to work their way into the Masters of Lightning. Robes are recommended to hide most of the body.Viral Antibodies. 1-3 CP – Spreading the Disease – (Pre-Req: Viral Antibodies) The Unclean who possesses this advantage has the ability to inflict disease to those who are unable to defend themselves. Some Unclean families have become rather wealthy this way. Curiously. Although the parasite has some detrimental effects. and ring a bell so that people will know they are coming. No cure or treatment has ever been discovered. Their frightful condition and demeanor seems to be the result of some sort of parasitic virus. Named the Jatushka Parasite after the Ashuran doctor who first studied the victims. So far only Old and New Bloods have been affected. corpse disposal and other jobs where the risk of disease is high.Cannot buy Good Life or High Life (or gain effect) Burdened by the Rags -1 Agility Attribute Thrives on Disease – Any Unclean struck by a Cure Disease are affected as if it had Drain and Agony as well. There is rumored to be a settlement of solely Unclean somewhere on the continent. so far incurable.

Skills During the creation and advancement of your character. throughout an event. Although the many choices can be. Skills come in a variety of types. Event information skills. For example. Also it can suggest even more about how your character fits into the AfterMath world. sly stealthy rogues.These skills either add to an existing attribute or provide the character an additional attribute that they may use for a certain ability or group of skills. a character in melee combat with a weapon in each hand must have the appropriate fighting style.3. and skills. Racial effects aside. Disciplines A broad character concept. focuses. Unique skills. Path skills. Focuses To further specialize your character.5 “From Baking Cakes to Combat” Character Generation The foremost goal in the following character generation system was to make possible nearly any character idea. where they grew up. and special production abilities. you may still gain some information. and encourage future growth. To better understand the skills they have been divided into several distinct kinds. promote diversity. disciplines cost the listed CP price regardless of how many the character has. Fighting Styles. Prop interaction skill. at times. powerful magical paths. a white or yellow envelope will be in sight with the name of the usable skill written on it or the skill’s individual short code as per the long description of the skill.These skills are used in combat to cause certain effects or defend against attacks. or a powerful mystic. and how they think. Multiple disciplines can be bought with CP.While not weapon skills. a character history is an invaluable tool to roleplaying. As you build the character.From time to time. The skill system is divided into three parts. characters have the ability to gain information pertinent to the plot of the following event. some may allow the The Skill System character to manipulate specific props while others can give the character plot information before the event begins. or when they are bought.With these skills. you may spend CP on focuses. Focuses reflect specific training in an area. Without these skills. Weapon skills. disciplines. To be more specific. If a skill is listed under multiple disciplines. disciplines determine the strengths of your character. opening up specific skills. In addition to unlocking many relevant skills. Without a fighting style your character may only use one weapon (in which they are skilled) in their primary hand.This group of skills contain all the other skills that do not conform to the other types. A character with the appropriate skill may then open the envelope to read and interact in the appropriate manner. actually playing the character becomes that much easier. characters will encounter props and situations that require the character to have certain skills to manipulate them.Purchasing these skills allow the character to begin to pick up the magical spells. you will spend the characters CP on raising attributes and gaining skills. whether they are combat junky warriors. Focuses. Combat skills. In all cases. a little overwhelming. or other skill specific abilities within the path. each discipline has its own unique focuses. AfterMath LARP Rulebook Page 62 of 185 . More important than any set of skills however. technical skills. the skill does not have to be bought again upon gaining the other discipline. for many. To simplify the process. however a trained character can always find out a little extra. are even their actual occupations. think of each of these as progressively more specialized skill headings. this type of skill allows the character to use the weapon skills they have in a particular manner. almost any skill that is primarily used to resolve combat is considered a combat skill.These allow a character to use a specific kind of AfterMath approved weapon in combat. Production skills.The idea of production skills is that they allow the character to create an item that can be used to effect the game at a later time. They are as follows: Attribute skills. you should be able to easily resolve who and what the character is.

Plant Search.Animal Search. Description CP Cost 2 2 2 2 2 2 1 1 2 2 2 2 2 0 2 2 2 2 1 2 3 1 2 2 2 0 4 Attribute Cost Verbal Adept Allows the use of a melee weapon in the off hand Allows user to diagnose effects May Use AfterMath approved. May instantly refresh attributes May regain stats on a missed spell delivery. to a maximum of two Allows the user to wield all one handed or all two handed weapons. single shot. may be bought up to 2 May perform first aid to stabilize a target. or cure a maimed limb Allows the purchaser to wear one more point of armor. Must be bought for each path of magic. or cure a maimed limb May wear one point of armor per purchase. can be bought up to a max 2 times to wear 4 points of armor May wear one point of armor per purchase. May search NPCs and certain props for animal components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components May search NPCs and certain props for tech components May use small weapons Mystic Derringer Dexterity Armor First Aid Light Armor Melee Weapon Proficiency Reckless Refocus Search.Tech Small Weapons (repeated at the end for easy printing) Almost all skills have pre-requisites. “Foam Gun Weapons” Adds a point of armor due to characters ability to dodge and roll with damage. “Foam Gun Weapons” Adds a point of armor due to characters ability to dodge and roll with damage. May search NPCs and certain props for magical components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components May use small weapons May research new spells from a known magical path 2 Essence AfterMath LARP Rulebook Page 63 of 185 . single shot.Plant Small Weapons Spell Research May Use AfterMath approved.Mineral Search.6 Skill Overview Disciplines Disciplines Ambidexterity Check Condition Derringer Dexterity Armor First Aid Heavy Armor Light Armor Melee Weapon Proficiency Search. Make sure you read the long descriptions.3. to a maximum of two Allows the user to wield all one handed or all two handed weapons.Magical Search. may be bought up to 2 May perform first aid to stabilize a target.Mineral Search.

to a maximum of two Allows the user to wield all one handed or all two handed weapons. may be bought up to 2 May perform first aid to stabilize a target. next allows 36 inch May use small weapons May throw specially made AfterMath approved weapons May be bought up to 2 times.Staff Prof Can use a staff 0 2 2 2 2 2 1 2 3 2 0 4 1 2 2 Wits "Spirit" 1 Agility "Stun by Weapon" Rogue Demolitions Derringer Dexterity Armor First Aid Light Armor Melee Weapon Proficiency Out Cold Pick Locks Small Weapons Stealth Thrown Weapons May set and disarm prop traps May Use AfterMath approved. or cure a maimed limb Allows the purchaser to wear one more point of armor. single shot. 12 AfterMath LARP Rulebook Page 64 of 185 . single shot. 1st allows use of shield up to 20 inches long. Melee Weapon Delivered. For each purchase you may have 1 more bullet in your hopper at any one time May be purchased 2 times. can be bought up to a max 2 times to wear 4 points of armor May wear one point of armor per purchase.'Stun'.Can only be done from behind May attempt to pick prop locks May use small weapons Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted May throw specially made AfterMath approved weapons Warrior Disciplines Ambidexterity Cleave Derringer Firearm First Aid Heavy Armor Light Armor Description Allows the use of a melee weapon in the off hand Melee Weapon Delivered. “Foam Gun Weapons” May use AfterMath approved 'Foam Gun Weapons' May perform first aid to stabilize a target. or cure a maimed limb May wear one point of armor per purchase.'5 Damage' May Use AfterMath approved. to a maximum of two Allows the user to wield all one handed or all two handed weapons. “Foam Gun Weapons” Adds a point of armor due to characters ability to dodge and roll with damage. adds one point of vitality CP Cost 2 3 2 2 2 1 1 Attribute Cost 1 Brawn Verbal "5 Damage" Melee Weapon Prof Reload Shield Small Weapons Thrown Weapons Toughness 2 1 2 0 1 8.

and Will) "Fists" or Claw delivered Disengage." while the other hand may be used for Thrown Weapons. Avoid vs. Trance. Spells. and Psionics.T.Focus Skills Adept Skills Bedside Manner E. Grenades. packet. Referred to as Ki Points.Paralyze Production Skill . Inspiration.Disengage Allows an engineer to recharge bullets For each purchase you may have 1 more bullet in your hopper at any one time May repair weapons or armor that have been destroyed via the destroy effect 1 Wits "Disengage" Martial Artist Clarity Defensive Stance Dodge Fist of Steel Heightened Reflexes Improved Unarmed Combat Martial Arts Philosophies Mind of No Mind Resist any Mental Traits (Confusion.'Destroy and Slam. Any weapon.Can be bought up to 4 times AfterMath LARP Rulebook Page 65 of 185 . 1 Willpower 1 Wits 3 Agility "Resist" "Disengage" "Avoid" 1 Willpower “Imbue by Will” 4 1 4 One Armed Monkey Style Pressure Point Raining Hammer Fist 2 3 3 3 4 1 Wits 1 Brawn "Agony " "Stun " Psionic Concentration Attribute to use Psionic abilities.Makes poisons to apply to weapons 1 Agility "Paralyze" Fixer Analyze Customer Service Engineer Firearm Passive Recharge Bullet Reload Smith Can manipulate plot and module specific tech devices Pre Event info Production Skill . Fist or Claw Delivered. Presence.' User may not advance on opponent for three seconds.Makes tech gadgets May use AfterMath approved 'Foam Gun Weapons' Weapon Delivered. (Does not take damage when used to block) Grants access to Martial Arts Philosophies This creates a ‘pool’ of points that are used power to power Martial Arts Philosophy. Any other weapons cause the Martial Artist to lose their trance.Makes drugs that aid and heal Small Weapon Delivered. Fear.M. With this skill the Martial Artist is able to use only a single "Fist. or bullet's effect +1 to called damage with 'Fists' or claws Grants the user the ability to avoid uncalled bullets and arrows two times May use two medium sized weapon reps as fists. Despair. Must be completely red in color.'Short Paralyze' Fist or Claw Delivered. Procedures Pharmaceuticals Scalpel Venoms Description CP Cost 3 2 2 3 3 3 3 2 2 3 2 3 2 1 3 3 4 2 4 3 4 Attribute Cost Verbal Doctor Pre Event Info Technical path Production Skill .

12 3 2 2 4 Attribute Cost Verbal Blood Mage Allows the use of a melee weapon in the off hand Magical Path. shrugging of wounds) Can use to read envelopes marked with skill name Resist Presence Trait May be bought up to 2 times. except vitality. Resist vs. Magic Trait Technical Path 2 3 1 2 1 1 3 1 3 "By Voice. Expose Animal by Will" 1 Brawn "Resist" 1 Willpower "Resist" Shifter Animal Scent Canine Hybrid Controlling the Beast Feline Hybrid Mask of the Warrior Rodent Hybrid Speak with Animals Allows user to expose any creature with the animal trait by Voice Magical path Resist Frenzy Effect Magical path Production Skill. Must be bought for each path of magic.Must be approved by Plot Resist vs.Speak to Animal by Will 1 1 2 1 3 1 1 1 Wits 1 Willpower "Resist" 1 Wits "Speak to Animal by Will" Ursine Hybrid Magical path 1 Mystic Skills Ambidexterity Blood Mastery Blood Potency Check Condition Defensive Instinct Fortitude Read Magic Seen It All Toughness Description CP Cost 3 2 1 4 2 3 3 2 2 8.able to cast while one had is full.Can be bought up to 4 times. Allows user to diagnose effects Can parry any non bullet.Blood Magic May use instead of attribute for Blood magic spell.Makes war paint Magical path Packet Delivered. adds one point of vitality 2 Agility 1 Brawn "Parry" "Heal 2 by Will" 1 Wits "Resist Pathwalker Check Condition Commune with Guardian Equinox Allows user to diagnose effects Pre Event Info Mana ability used in place of any attribute for Pathwalker spells AfterMath LARP Rulebook Page 66 of 185 . weapon delivered attack. Fear or Confusion Trait Technical Path Allows the user to open envelopes with skill name written upon them Technical Path May regain stats on a missed spell delivery.Focus Stone Mental Focus Mind over Body Dedication Premonition Projective Dedication Refocus Shrugging off Magic T-K Dedication While wearing a Gem of any kind in a visible location.Must have weapon in hand May heal self 2 points by spending 5 seconds role-play (wiping sweat.

or Path of Fall (each path bought separately) Can use to read envelopes marked with skill name Production Skill – Makes Runes for later use May use weapon in off hand while casting Pathwalker spells Gain unique Spirit Guide and abilities.Fire You are able to block with one hand on a two handed weapon for up to three swings before having to put the second hand on the weapon.Must have Symbol of Guide visible at all times to access ability and spells 1 2 3 2 5 3 2 3 3 3 3 1 2 3 1 Willpower or 1 trait being refreshed 1 Willpower 2 Willpower 1 Any "Stabilize by Will" "Cure Magic by Will" Priest Check Condition Cleanse the Soul Confession Console the Spirit Power of Faith Powers Gift Read Magic Rune Cutting Allows user to diagnose effects May remove any magic effect after 30 Sec. Can use to read envelopes marked with skill name Production Skill – Makes Runes for later use 1 2 2 3 AfterMath LARP Rulebook Page 67 of 185 .Can be bought up to 4 times.Path of Summer. Path of Winter. Earth.Open the Inner Path Read Magic Rune Cutting Somatic Talent Spirit Guide Magical Path. Radiation. Skill ends when Essence is used Magical Path. Water .Earth Magical Path.Grants Unlimited packet delivered. Force. Can cast while holding a staff Create an indestructible staff of (element) imbued with your own spirit force Magical Path. <Trait>= Air.Force Imbue by <trait>.Water Magical Path.Radiation Gift of the Old World Harness the Elements Heart of the Mountain Heart of the Sea Heart of the Storm Magical Path. RP Allows a priest to refresh Essence to those of the same Faith May stabilize target after 10 sec. Fire.'1 Damage by <trait>. of RP +1 to all Healing Spells Magical Path Can use to read envelopes marked with skill name Production Skill – Makes Runes for later use May heal 1 to the room or May refresh traits to those of the same faith.Lightning 1 "Imbue by <trait>" "1 Damage by <trait>" 2 1 1 1 1 Any Heart of the Sun One Handed Block Read Magic Rune Cutting Magical Path.Must have Staff of the Elements in off hand. Death effect puts bearer in unstable state instead of dead Sermon Strengthen the Spirit 3 5 3 4 2 2 1 Sorcerer Arcana Combat Casting Create Elemental Staff Gift of the New World Can use in place of attributes for sorcerer spells. Path of Spring.

All weapons caught do no damage. This can only be done from behind the target Two uses of Melee Weapon Delivered . When you are unable to continue the battle due to death or any other reason that prevents you from continuing. Disengage.Makes war paint May search NPCs and certain props for animal components Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted 3 2 2 2 Call the Battle Charisma Check Condition Drum Rituals Mask of the Warrior Search.Animal Stealth 0 4 2 1 3 2 4 2 Wits Spirit' Tribal Politics Pre event info 2 Rogue Assassin Assassination May weapon deliver a 5 damage and Stricken to contracted target 3 3 1 Brawn or Wits "5 damage and Stricken" Bulls Eye Coup de grace Thrown Weapon Delivered. CP Cost 2 2 Attribute Cost Verbal AfterMath LARP Rulebook Page 68 of 185 . used in place of attributes for drum rituals Allows user to diagnose effects Magical path Production Skill. 3 2 1 Agility "5 damage " Death from Afar Heightened Reflexes Informant Throw Weapon or Bow delivered ‘10 damage’ Grants the user the ability to avoid uncalled bullets and arrows two times Pre event info Resist vs. you must call the end battle phrase.Warbringer Ambidexterity Banner Fighter Battle Soliloquy Allows the use of a melee weapon in the off hand Allows user to fight with a Banner in one hand and a weapon in the other hand.3 Damage.Makes poisons to apply to weapons 4 4 2 2 Agility 1 Will "10 damage" “Imbue by Will” Relentless Softly in the Night Thrown Weapons Venoms 1 3 1 3 3 1 Willpower 1 Agility "Resist" "3 damage" Cat Burglar Skills Ambidexterity Catch Description Allows the use of a melee weapon in the off hand May catch any non-bullet ranged weapon. Must say a battle phrase to indicate Warbringer powers being up. Can be bought up to four times.Can only be called from behind the target or at night May throw specially made AfterMath approved weapons Production Skill .Can only be done if chasing and the opponent calls a Disengage.'5 Damage' May call "Death by Weapon" on contracted person when the target is incapacitated.

Cat-Like Reflexes Dodge Duck And Cover Escape Artist Palm Object Reconnaissance

On module specific physical challenges, may use an extra foot to keep balance Avoid vs. weapon, packet, or bullet's effect Avoid vs. Traps May escape from shackles You do not have to give one palm sized object to a searcher unless they actually see it Pre event info

3 4 3 3 3 2 3 2 2 2 2 2 3 2 1 3 3 2 3 3 2 2 2 3 2 3 1 2

1 Agility 3 Agility 1 Agility 1 Wits 1 Agility

"Avoid" "Avoid" "Avoid"

Drifter
Ambidexterity Born to the Waste Check Condition Decipher Script Firearm Luck Quick Escape Reload Taunt Throat Jab Unarmed Combat Waste Walker Allows the use of a melee weapon in the off hand Allows the Drifter to resist anything with the Radiation trait. Allows user to diagnose effects Allows the user to attempt to de-code certain messages May use AfterMath approved "Air-Gun" While unstable, may become stable at any point during the bleeding out count. Resist Slow effect For each purchase your may have 1 more bullet in you hopper at any one time Packet Delivered- Frenzy by Inspiration- Must shout a taunt loud enough for the target to hear, then throw packet Fist Delivered- 'Silence' attack May use two dagger sized weapon reps as fists. Must be completely red in color. (Do still take damage if used to block) Allows a discount to upkeep

1 Willpower

"Resist"

2 Any 1 Agility "Resist"

1 Willpower 1 Wits

"Frenzy by Will" "Silence"

Explorer
Archaeology Check Condition Decipher Script Duck and Cover Firearm Palm Object Reload Search- Magical May research for info on Old World related topics Allows user to diagnose effects Allows the user to attempt to de-code certain messages Gain an 'Avoid vs. Traps' May use AfterMath approved "Air-Gun" You do not have to give one palm sized object to a searcher unless they actually see it For each purchase you may have 1 more bullet in your hopper at any one time May search NPCs and certain props for magical components

Diagnose <effect>'

1 Agility

"Avoid"

1 Agility

Search- Tech

May search NPCs and certain props for tech components

2 "By Voice, Expose <trait> by Will."

Seeker of Truth Tracker

This skill grants the explorer the ability to Expose certain traits Can interact with module or plot specific props or settings

2 2 3 3 2 2

1 Any

Thug
Cheap Shot Combo Firearm Weapon Delivered- 'Agony' attack 2 x Consecutive 'Fist' delivered '3 Damage' attacks May use AfterMath approved "Air-Gun"

1 Brawn 1 Agility

"Agony" "3 damage"

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Grenadier Heavy Armor Heavy weapon Leg Breaker Reload Toughness

Allows the user to throw grenades Allows the purchaser to wear one more point of armor, can be bought up to a max 2 times to wear 4 points of armor Allows the use of designated "Heavy Weapons." Weapon Delivered- 'Maim' attack For each purchase you may have 1 more bullet in your hopper at any one time May be bought up to 2 times, adds one point of vitality May use two dagger sized weapon reps as fists. Must be completely red in color. (Do still take damage if used to block)

2 1 2 3 1 8, 12 1 Willpower "Maim"

Unarmed Combat

2

Warrior
Blade
Skills Description
Three swings of 2 damage. However, these must be spaced out with two uncalled attacks that cannot be used as called attacks in any way. The two uncalled attacks must proceed the called attack. Allows the user to Disengage and Slam while using a shield or two handed weapon. Using a two handed weapon, this allows the user to swing "Slam and Weakness" The user then staggers back for three seconds. Can parry any non bullet, weapon delivered attack- Must have weapon in hand Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 May use in place of any attribute for blade skills and cleave. Can be bought up to 4 times. May not be used for Heightened Reflexes. Resist Disarm Effect Grants the user the ability to avoid uncalled bullets and arrows two times Allows a master of the blade to resist disengage If affected by maim, allows the two handed weapon user to still call weapon defenses. Allows the user to block with a two handed weapon or staff with one hand for up to three swings. Using a two handed weapon, this allows the user to swing "Double" any non-damage melee weapon effect Adds one additional point of called damage to all called Melee weapon (not 'fists') damage attacks Allows a Blade to heal themselves Can research new blade abilities Allows the Blade to weapon deliver a "stricken" Weapon delivered- Disarm attack 3

CP Cost

Attribute Cost

Verbal

Blade Dance

4

1 Wits

"__ Damage "Disengage and Slam" "Destroy (item) and Slam" "Parry"

Clear the Zone Crushing Blow Defensive Instinct

4 2 3

2 Brawn 1 Brawn 2 Agility

Dexterity Armor

2

Finesse Gentle Grip Heightened Reflexes Holding Ground Leveraged Block One Handed Block Power Behind the Swing Razor Sharp Resolve Sword Study Tainted Steel Touché

4 2 4 1 2 2 3 3 1 2 3 3 3 2 1 Agility 1 Agility "Stricken" "Disarm " 1 Brawn "Heal 2 by Will" 1 Agility 1 Willpower 1 Willpower "Resist" “Imbue by Will” "Resist" "Reduce"

Bodyguard
Check Condition Allows user to diagnose effects

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Contact Defend

May collect information before every event Imbue another with a parry that they can only use in your presence

2 4 3 Agility "Imbue by Will" "Imbue 'Employer' by Will" "Stabilize to Employer" "Resist" "Disengage" "Repel by Will" "Imbue 'Employer' by will, Grant 2 Protection"

Employed Endure Impressive Stature Intimidate

Allows Bodyguard to be hired and Stabilize his employer Resist Agony Effect Melee Weapon Delivered- Disengage Packet Delivered- 'Repel by Will'

1 3 3 2 1 Willpower 1 Wits 1 Wits

Protect Unarmed Combat

Allows Bodyguard to protect employer better May use two dagger sized weapon reps as fists. Must be completely red in color. (Do still take damage if used to block)

3 2 3

1 Agility

Hunter
Animal Scent Archery Dexterity Armor Pin Search- Animal Search- Mineral Search- Plant Stealth Sure Shot Tracker Venoms Allows user to expose any creature with the animal trait by Voice May use a AfterMath approved Bow and Arrow Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 Arrow Delivered- 'Root' May search NPCs and certain props for animal components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted Arrow Delivered- '5 Damage' Can interact with module or plot specific props or settings Production Skill - Makes poisons to apply to weapons

1 2 2 3 2 2 2 4 3 2 3

1 Wits

"By Voice, Expose Animal by Will"

1 Wits

"Root "

2 Wits 1 Agility

"Spirit" "5 Damage "

Volley of Arrows

Arrow Delivered- 3 x ' 5 Damage'

4 3 2 2 2 3 3 2 2 2 3

2 Willpower

"5 Damage"

Merc
Check Condition Grenadier Heavy weapon Iron Will Softly in the Night Squad Chief Strength Unstoppable Allows user to diagnose effects This skill allows the user to throw grenades Allows the use of designated "Heavy Weapons." Can become immune to the fear trait for one fight Two uses of Melee Weapon Delivered - 3 Damage- Can only be called from behind the target or at night Pre Event Info Resist Maim effect Purge Root- Can break free from root effect

2 Willpower 1 Agility

"Imbue by Inspiration" "3 damage"

1 Brawn 1 Brawn or Willpower

"Resist “Purge root"

Sharpshooter
Center mass Gun Delivered- '10 Damage'

4

2 Agility

"10 damage "

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They tend not to break and can resist Destroy effects. Allows the Sharpshooter to improve upon the defenses of Digging In. One Kill Paired Pistols Rapid Fire Sleep Deprivation Training Gives a Dug In Sharpshooter the ability to scare off enemies. With the right knowledge. may be bought up to 2 Allows The Sharpshooter to take up a defensive position and gain protection 2 Digging In 3 Don't Rush This Guns Don't Kill People Improved Position Knock'em Down Mental Focus Nerve Shot One Shot. 2 1 Willpower "Resist Snipers Position Spend 30 seconds making cover/hiding may Resist Expose Trait 4 2 Agility "Resist" AfterMath LARP Rulebook Page 72 of 185 . May use 2 firearms Allows the Dug In Sharpshooter to decimate his enemies faster 1 1 Willpower "Repel by Fear" 2 2 2 3 1 4 4 2 1 Brawn "Resist" 1 Willpower 1 Willpower 1 Willpower 3 Wits "3 Damage and Slam" "Resist" "Agony " "Death" 2 Brawn "Triple 3 damage" Sleep is for the weak! With this skill you can resist Stun. the Sharpshooter maintains their weapons better.'Agony' Gives the Dug In Sharpshooter that ability to kill with a single shot. With this skill the Dug In Sharpshooter can damage and knock down their enemies Resist Fear or Confusion Trait Gun Delivered.Dexterity Armor Adds a point of armor due to characters ability to dodge and roll with damage.

huh?” –Billy Tell Cost: 2 CP Prerequisite: None Type: Weapon Skill Description: Allows the use of an AfterMath approved Bow. Analyze “I repeat. Assassination “A Blue Rose? No. Verbal: None Attribute Cost: None Archaeology “What the Heck is that?” “I have no idea. you might receive information on the ‘Old World’. Animal Scent “Whoa. Davis Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Informational Skills Description: Between events the explorer may attempt to gain knowledge on ‘Old World’ related topics. You don’t want this to backfire” –Fitzgerald Act Cost: 1 CP Purchase: Multiple Prerequisite: Any Magical Path Type: Unique Description: To learn most spells a young mystic must find someone to teach them. there’s something over there” – George Steele Cost: 1 CP Purchase: Once Prerequisite: none Type: Unique Description: Allows you to detect any creature with the ‘ANIMAL’ Trait. Arcana “Let no man bar my path. for I am the fire and the rain. I found it over there. it is not that hard. With this skill the character may teach the spells they know to a student. These points can be used in place of any attribute for any spell located in the Sorcerer spell list from any of the Magical Paths within that focus. This pool refreshes when Essence is used.” –Esteban Soldano Cost: 2 CP Purchase: Once Prerequisite: Any Weapon Proficiency or Gun Type: Fighting Style Description: The character is allowed to use a weapon in the off hand while wielding any one handed weapon in the other. Expose Animal by Will” Attribute Cost: 1 Wits Apprenticeship “Listen and follow my directions to the letter. it is a single fluid motion. Verbal: “By Voice. though it can not be done with a packet. never hit the red button” –Robert De Crystal Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill is used to figure out complex machines. the Old Blood’s last words before his guard pointed a gun at his chest and smiled. The contact must specifically identify the person who is to be assassinated and some form of payment must be made. In many situations this skill will be needed to handle any unique old tech artifacts. and wishes to teach. Short code – AL. Beware. and many old world devises.” –Theodore M. AfterMath LARP Rulebook Page 73 of 185 . This is delivered by Voice. Short Code – AR. You cannot use this skill if you end an event with a condition that prevents the use of game skills. parry…strike. should they break the terms of the contract. This skill must be purchased for each path the teacher has. Archery “Not to bad for a stick and a string. as loud as you wish. This can be delivered with any melee or ranged weapon. See. It can only be done on the person who the contract is for or to the person who originally paid for the contract. Once this is done the assassin is able to deliver a “5 Damage and Stricken”.” -Derwyddon Cost: 4 CP Purchase: Up to four times Prerequisite: Any one Sorcerer Path of Magic Type: Attribute Skill Description: This skill gives an amount of points equal to the amount of times the skill is bought. If you have this skill and use it as part of your pre-registration.Ambidexterity “Parry…strike. Hold up. I am the earth and the lightning. Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: To use this skill the Assassin must first create a written contract with an employer. This skill does not guarantee information. Specifically it allows the user to read envelopes containing the skill name. this can’t be! That means he could be anywhere! You there guard change cloths with me! Guard?” –Lord Gezlin Drakel.

you may throw an approved thrown weapon for 5 points of damage. except for Vitality. Rally to it and you will be safe in battle!” -Wilt “The Stick” Chamberlane Cost: 2 CP Purchase: Once Prerequisite: Ambidexterity Type: Combat Description: You may fight with a banner in one hand and either a melee or gun in the other hand. The 2 points of Agility are only used when the blow is landed and the target acknowledges the effect though roleplay or a appropriate defense is called. This does stack with any melee weapon based called damage effect. And since many of a doctor’s customers tend to be involved with combat and adventure. Uhhuh. I am sure it will be ok. Deadly? Defiantly” –Sir John Talbot Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This gives you access to the transform abilities for this Hybrid. Bedside Manner “I understand. Born to the Waste “Radiation sorcerers? Oh yeah. Well to be honest. In the time between events or right before the next event an information sheet may be given to you. Verbal: “Resist” Attribute Cost: 1 Willpower Bulls Eye “Oh. right. these must be spaced out with two uncalled attacks that cannot be used as called attacks in any way. Blade Dance “So you think you’re good? Let’s Dance…” –Marco the Swordfighter Cost: 4 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: Three swings of 2 damage. To use this skill. I laugh usually when they point their sticks at me. I never miss” -Benjamin Poindexter Cost: 3 CP Purchase: Once Prerequisite: Thrown Weapons Type: Combat Description: You’re deadly accurate when it comes to throwing weapons. you must have completed a preregistration.Verbal: “5 Damage and Stricken” Attribute Cost: 1 Brawn OR 1 Wits Banner fighter “This banner is the representation of our prowess. These points can be used in place of any attribute for any spell located in the Blood Mage Spell list.” – Psycho Bob Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the Drifter to resist the Radiation trait. depending on skill. you should note that this skill is applicable to your character. You may block melee with your banner while using it one handed. AfterMath LARP Rulebook Page 74 of 185 . However. he is in constant contact with a lot of information. Yes. This will provide your character the information that they have heard. Verbal: ‘2 Damage’ Attribute Cost: 1 Wits Blood Mastery “This might hurt a bit” –Robert B Skytower Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Blood Mage spells. They don’t like that. The two uncalled attacks must proceed the called attack. In it. oh of course” -John Langdon Down Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: One of the most valuable tools for a good doctor is the ability to talk well to their patients. well they don’t exactly scare me. Verbal: “5 Damage” Attribute Cost: 1 Agility Canine Hybrid “Loyal? Maybe. This pool refreshes when Essence is used. but its fun. By spending 2 points of agility. Verbal: None Attribute Cost: None Blood Potency “Damn how much blood can that guy hold?” –Derek “White Wolf” Harper Cost: 4 CP Purchase: Up to four times Prerequisite: Magic of the Blood Type: Attribute Skill Description: This skill gives an amount of points equal to the amount of times the skill is bought.

If one foot is not touching that area then this skill will not work and the player must take the effect. personality” –Living Colour Cost: 4 CP Purchase: Multiple Prerequisite: None the cult of Type: Combat Description: Each time this skill is bought. you take the damage effect. The recipient responds with a “Yes” if they are inflicted with the named effect or an effect with the named trait. You may deflect or tip a weapon but as soon as that weapon hits anything you are not holding. These points are refreshed when Essence is used to reset attributes.Catch “It’s all in the reflexes” –Jack Burton Cost: 2 CP Purchase: Once Prerequisite: Dodge Type: Combat Description: With incredible reflexes the character is able to catch thrown weapons and arrows without taking any damage or effects. usually with one shot. I am a doctor. You may buy this up to four times. Cheap Shot “Ouch that Hurt!” -Dartigan Cost: 3 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill grants the player a weapon delivered ‘Agony’. Clarity “And for some. Despair. Will. Verbal: “Resist” Attribute Cost: 1 Willpower Cleanse the Soul “Emmm…now that is what I call refreshing” -Jacob Colon Cost: 3 CP Prerequisite: Console the Spirit Type: Combat Description: Cures ALL “magic trait” effects on the character. Attribute Cost: 2 Agility Verbal: “10 damage” Charisma “We’re the cult of personality. The weapon must be held on to with some part of your body. For specifics on what can be diagnosed. Verbal: ‘Agony’ Attribute Cost: 1 Brawn Check Condition “You’re right. and followed by the “resist” verbal. the weapon must actually be caught and held for a minimum of 2 seconds. just aim for center mass and pull the trigger till it stops makin’ noise. Confusion or Inspiration.e. Fear. This skill allows the player to keep from having any detrimental effects from stepping/falling off of a module specific physical challenge.11. (i. To use this skill the player must have at least one foot still touching the edge of the ‘safe’ zone. Otherwise they say nothing. You must spend 30 seconds of AfterMath LARP Rulebook Page 75 of 185 . quickly dispatching her foes. there is only peace” –Robert “The Forsaken” Ciccolini Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: This skill allows you to resist any attack with a Mental Trait. Presence.” -Dan Fosbury Cost: 4 CP Purchase: Once Prerequisite: Firearm Type: Combat Description: The shooter has learned how to aim for the most vital organs in the torso.6 Diagnose. Although no attribute is used. When this skill is used the player calls out ‘Avoid’ and must step back to the safe zone their free foot is touching. At certain times you must maneuver through obstacles which require balance and/or agility. This skill is not meant to test module effects and is meant to be used to assist the player when they loose their footing. Trance) by paying the attribute cost and saying “Resist”. please see 2. Center Mass “If all else fails. Cat-like Reflexes “I can do it… honest” –Olaf Kolzig Cost: 3 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill is usable only in very specific circumstances. To use this skill you touch the recipient with a packet and say “Diagnose” followed by an effect or trait. a misstep causing damage or another negative effect. but I can’t do much when his head is gone” –Theodor Billroth Cost: 2 CP Purchase: Once Prerequisite: None Type: Unique Description: Many see enough wounds and death on the battlefield to be able to discern the cause of an ailment. you gain One Drum Point which you may use in place of a Attribute for Drum Rituals ONLY.

straining. sometimes its good to have a weapon” –Jody Hart Cost: 2 CP Purchase: Once Prerequisite: Staff Skill Type: Combat Skill Description: This skill allows the player to cast while holding a staff in their off hand. Verbal: “5 Damage” Attribute Cost: 1 Brawn Combat Casting “You know. and may not be used if you end an event with a condition that prevents it. This may be bought up to a maximum of 4 times. If you do you MAY receive pregame information at the next event. then the Blade is able to call “Disengage and Slam”. This may only be used on a person once per event. Verbal: “Disengage and Slam” Attribute Cost: 2 Brawn Cleave “Wow…I didn’t know blood could fly that far” -Rodia Cost: 3 CP Purchase: Multiple Prerequisite: Any Weapon Proficiency Type: Combat Description: Sometimes time is not on your side.uninterrupted role-play concentrating. (I. This can only be done with ‘fists’ and not with any other melee weapon. This does NOT guarantee information. Verbal: “Cure Magic by Will” Attribute Cost: 1 Willpower Clear the Zone “Back dogs!! BACK!!” – Yeen Cost: 4 CP Purchase: Once Prerequisite: Shield or 2 Handed Weapon skill Type: Combat Skill Description: To use this skill you must have a shield or two handed weapon in your hand. They may only cast Sorcerer spells in this way. With this skill you can spend two points of brawn and call out “5 damage” on your next swing. Though this is called confession your role-play is up to you. Confession “Forgive me Ar-el for I have sinned” -Brother Justin Cost: 3 CP Purchase: Once Prerequisite: none Type: Attribute Skill Stat – 2 Willpower Description: This will let the Priest take 1 min of role-play talking to a person in private. then a knee in the groan followed by roundhouse. The target does not have to be the same one. At the end of the Confession you may refresh 1 Essence to your target. Console the Spirit “Calm your spirit my child. causing severe trauma. Each swing must be done within 5 seconds of the other. gives the character a additional attribute to use in place of any other attribute for use with Psionics. devastating swing. for each time bought. or meditating before this skill is used. If the blow lands and the target does not acknowledge the strike through role-play no brawn points are spent.Bob Clayton Cost: 4 CP Purchase: Multiple Prerequisite: None Type: Attribute Description: This skill. Verbal: ‘3 Damage’ Attribute Cost: 1 Agility Commune with the Spirits “So how’s the forest this week my friend” –The Porcelain Goddess Cost: 2 CP Purchase: Once Prerequisite: Spirit Guardian Type: Event Information Description: To use this Skill you must turn in a pre-registration specifying you have this skill and intend to use it. that should do the job. This will only work on those who follow your Power.e.” –Sacka Yawea Cost: 2 CP Purchase: Once Prerequisite: Unarmed Combat Type: Combat Skill Description: This skill grants the player two consecutive ‘fist’ delivered ‘3 Damage’ attacks. Verbal: None Attribute Cost: None Combo “It takes a quick punch to the solar plexus. and the ability to quickly dispatch an enemy becomes necessary. The call is Refresh Essence to <power> by Faith. I will ease your pain” –Archibald Graham Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat AfterMath LARP Rulebook Page 76 of 185 . Permanent Drain) Concentration “What was that you said? I wasn’t paying attention”. one can learn to focus their energy on a single. With a little training.

In it. This will provide your character the information that they have heard. While in the hands of the Sorcerer with this skill the staff is considered ‘Immune to Destroy’.Description: You may Stabilize a person with Ten Seconds of role-play and spending the attribute. Earth. This throws you off balance as well. AfterMath LARP Rulebook Page 77 of 185 . The physrep of the staff must clearly represent the type of element it is portraying. Verbal: “Stabilize by Will” Attribute Cost: 1 ANY Contact “Hey. you may call ‘resist’ to ignore that one attack. conquer the earth. You must step back after using this skill and you cannot advance on that opponent for 3 seconds. Verbal: None Attribute Cost: None Crushing Blow Cost: 2 CP Purchase: Once Prerequisite: Power behind the Swing Type: Combat Description: Using a two-handed weapon you can strike an opponent's melee weapon and call "Destroy ‘item’ and Slam" to knock them down. Many targets that may appear to be down are faking it in the hopes that the assassin will leave. command the sea.Air. First. To use this skill you must have completed a pre-registration. harness the sun. Sadly if they are playing possum this skill will affect them too unless they have a way to defend against it. because they may find another place to shop. After all if you do not you are not finishing your contract!” -Vincent Van Buren Cost: 2 CP Purchase: Once Prerequisite: Assassination Type: Combat Skill Description: Once the contracted target is incapacitated the assassins ultimate technique.” Here is the tricky thing though. or constantly comes across that valuable information that they have been looking for. No imbue or effect cards are needed since it only works on the Sorcerer. and the thing that makes them the most scary. easy” –Marc Singer Cost: 2 CP Purchase: Once Prerequisite: none Type: Combat Description: When struck by an attack with the FRENZY effect. Verbal: “Resist” Attribute Cost: 1 Willpower Coup De Grace “Sometimes it is best to make sure your target is down. who worked with a guy that probably can help you with that little problem you got” –Ellie Arroway Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: The character knows someone who. Verbal: “Death by Weapon” Attribute Cost: None Create Elemental Staff “Summon the stars my child. Radiation. They must still be incapacitated. This will provide your character the information that your contact has obtained. In the time between events or right before the next event an information sheet may be given to you. In the time between events or right before the next event an information sheet may be given to you. More then one staff can be created and used with this skill as long as the next staff clearly represents only one of the elements. but also a friendly customer talks a lot more. Of course nothings free. and Water. To use this skill you must have completed a pre-registration. Verbal: “Slam and Weakness” Attribute Cost: 1 Brawn Customer Service “Come back and see us” -Anonymous Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: It’s always a good idea to be nice to your customers. who knows this other guy. In it. Using this skill the assassin must strike the incapacitated enemy with a melee weapon and call “Death by Weapon. I know this guy. Controlling the Beast “Easy my friend. Force. you should note that this skill is applicable to your character. for some reason. Fire. always can find what they need. thank goodness for his “friend discount”. and the world will be yours. you should note that this skill is applicable to your character. This skill can also be used against the person whom you made the contract with if they break the contract.” –Adam “Maplestory” Marcotte Cost: 2 CP Purchase: Once Prerequisite: Combat Casting Type: Unique Skill Description: This skill allows the player to create an Elemental Staff after one of the six Sorcerer elements. is their ability to keep the target down for good.

after which the verbal is called and the imbue card given to the target. planning strategy. 3 points of Agility are subtracted from the imbuing character upon handing card to the recipient. It merely gives the character the ability to attempt the skill. Verbal: ‘Parry’ Attribute Cost: 2 Agility Defensive Stance “When someone will not move.). It will sometimes allow the user to be given keys to what letters match what symbols or a hint at which you can use to try to decode the writings given.I. When this skill is used the player must call ‘Parry’.” –Billy Rupert. this skill does not guarantee success. that boy is fast!” –Johnson Michael Cost: 3 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill allows the player to parry any non bullet. this skill is the key focus for any such that wishes to be successful.” -John Shaw Billings Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: The main job of a bodyguard is to protect another from possible harm. A melee weapon must be in the players hand to use this skill. Short Code – DS.” -“Sniffer” Cost: 3 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: As with the pick locks skill. the character must first fill out a imbue card explaining the effects of the skill. . rooted. That being said. This skill allows the character to deliver one lethal blow with a Bow or Thrown Weapon. Defend “So. Verbal: “Disengage” Attribute Cost: 1 Wits Demolitions “There are always two way to disarm a trap. and Monk. shackled or under any other effect that hinders movement.Death From Afar “This may hurt a little” –Broken Steel Cost: 4 CP Purchase: Once Prerequisite: Thrown Weapon or Bow Type: Combat Description: Any good assassin knows that it is better to not be near your target when they “fall down”. Student. I. The recipient however is not required to have a weapon in hand. To use it. The 2 points of Agility are only used when the blow is landed and the target acknowledges the effect though role-play or an appropriate defense is called. To use the parry. the character must be within 10 feet of the skill possessor. AfterMath LARP Rulebook Page 78 of 185 . Cost: 2 CP Purchase: Once Prerequisite: None Type: Weapon Proficiency Description: With the skill you gain the ability to use a single shot AfterMath approved “Nerf” Blasters. Then 1 minute of role-play is required with the recipient (Contract negotiating. Unlike other prop interaction skills this one will allow Players to try to decipher a code that is otherwise unbreakable. Parry” Defensive Instinct “Man. The skill grants the target the ability to parry one melee weapon delivered attack. sometimes you must force them. I am SOOOOO Scar. This can be used against archery and darts. Derringer “I see you have a peashooter there. This skill gives the character the ability to set and disarm prop traps as detailed under the traps section of the core rules. Philosopher. prefer the correct way.” -Zing Wai Quong. weapon delivered attack. and neither character may be unconscious. This may never be intentionally dry fired. I guess it’s time to go to work. Cost: 2 CP Purchase: Once Prerequisite: Martial Arts Type: Combat Description: This gives you the ability to perform a Disengage while using Martial Arts.” -Rosetta Cost: 2 CP Purchase: Once Prerequisite: none Type: Prop Interaction Description: This skill allows the user to see the message hidden within the odd writings. Verbal: “10 Damage” Attribute Cost: 2 Agility Decipher Script “You see those symbols there? They speak more to me than just the pictures that they make to the naked eye. for one. . R. etc. The weapon in question must hold only a single round and need to be re-cocked and reloaded in between shots.P. Attribute Cost: 3 Agility Verbal: “Grant Defense.

massaging bruises. 3 points of agility are used to cancel the effects of any weapon. you can only miss once. Verbal: None Attribute Cost: None Dodge “There’s no way I missed him. Verbal: “Avoid” Attribute Cost: 3 Agility Don’t Rush This “Stop.” -Pvt. and must be redone again at the beginning of each event. With this skill the character has the ability to avoid nearly any attack. To use this skill you must take a knee. 1st Class. This will give the Bodyguard a pool of five “Stabilize to Employer by Will” that resets when Essence is refreshed. that shot was perfect.” -Adam Macheart Cost: 5 CP Purchase: Once Prerequisite: None Type: Combat Description: While it is nice to be able to take a lot of damage. such as preparing the area and checking your gun.” –Gabriel the Soulless Cost: 1 CP Purchase: Once Prerequisite: Digging In Type: Combat Skill Description: This skill can only be used when ‘Dug In’. While you are dug in you are free to rotate in a circle but any movement that takes you out of your dug in position will end the effect. bullet.” This will give the Employer the “Employer” trait. it must be removed prior to activating the dexterity armor. you can avoid the effects of one trap Verbal: “Avoid” Attribute Cost: 1 Agility Employed “You sir. or assume a seated position then spend fifteen seconds of role-play creating a good firing position. You may not wear any physical armor while this skill is active. This will only last the event. These will still drop you to unstable. or packet delivered strike. To use this skill the Body Guard and Employer must create a written contract outlining the duties and expectations of the Body Guard. Digging In “Hold this line!” Cost: 3 CP Purchase: Once Prerequisite: Firearms Type: Combat Skill Description: This skill allows the player to now only take 1 point of damage from uncalled bullet attacks. Verbal: “Repel by Fear” Attribute Cost: 1 Willpower Drum Rituals “Is their any way to turn to volume down on that” –Unknown suddenly awake person Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This skill gives you access to the Drum Ritual spell list. you can always hear the slight click of the pin on a landmine. Leonard Maltoy Cost: 3 CP Purchase: Once Prerequisite: Demolitions Type: Combat Description: By using this skill and 1 point of Agility. It allows for a packet delivered “Repel by Fear”. After it is breached. has no armor points. Verbal: “Imbue ‘Employer’ by Will” “Stabilize to Employer by Will” AfterMath LARP Rulebook Page 79 of 185 .Dexterity Armor “First rule in combat…don’t get hit” -Grand Master Lao Chin Cost: 2 CP Purchase: Twice Prerequisite: None Type: Combat Description: This represents the characters ability to roll with a punch. and Listen. dodge. Even if the physical armor is destroyed. and or parry blows delivered to them while in combat. or is not being used. it’s always better just to get out of the way. You must have a firearm/Derringer/Heavy weapon in at least one hand. lay prone. Duck and Cover “If you’re listening careful enough. of course. or doing warm-up exercises) to refresh the armor points. It must be signed by the Employer and the Body Guard. no imbue card is needed since its only giving them an additional trait. You can use this to your benefit. Collaborate. Once this has been created the Body Guard is able to touch the Employer with a packet and call “Imbue Employer by Will. you must be fully healed and spend 1 minute of role-play (stretching out muscles. including going unconscious. adding about a half a second to your reaction time. But. work for me now!” –Yeen Cost: 1 CP Purchase: Once Prerequisite: None Type: Special Skill Description: A Body Guard is nothing without his employer.

A. Endure “If you think about it. building toys. Leonard Maltoy Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: The bodyguard is usually privy to very sensitive material.” –Igor “Allan” Rodgers Cost: 4 CP Purchase: Up to four times Prerequisite: Razor Sharp Type: Attribute Skill Description: This skill gives an amount of points equal to the amount of times the skill is bought. turn. The medical kit has its own set of attributes and can be refreshed by using components. This skill allows the character to use a medical kit. By spending one point of wits. that’s great… can you use it?” -Jake Carter A. Unless you have this skill you may not free yourself from shackles. and these should be turned in before the event along with the blueprint (you’ll get this back). These points can be used in place of any attribute for Blade skills and Cleave. turn.M. turn. “The Saint” Cost: 2 CP AfterMath LARP Rulebook Page 80 of 185 . Escape Artist “What the? He was here I promise.K. In addition. but you can actually learn to control it.Attribute Cost: None E. a physical representation of the object must be made (needs to be similar to the blueprint).e. etc.” – The Byrd Cost: 4 CP Purchase: up to four Prerequisite: Open the Inner Path Type: Attribute Skill Description: May be used to substitute for any stat cost for Pathwalker spells. I had him tied up right frigging here!” –Carmine “The Noose” Landers Cost: 3 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: You may spend 1 point of Wits and 1 minute of role-play manipulating rope or shackle bindings to free yourself. As with all paths the skills must be purchased in a pyramid. If the “rep” is acceptable and everything else is in order you will be allowed to use the new item. You must remove the entire phys rep and leave it in the location where you used this ability i. without assistance. 1 animal. Finesse “It takes hard work to get this good. 1st Class. they must learn to keep their mouth shut. pain is just something your brain made up. This pool refreshes when Essence is used. the component cost is 1 plant. Attribute Cost: 1 Wits Verbal: “Resist” Engineer “What are you building now Jack? Can I see?” -Small child Cost: 3 CP Purchase: Multiple Prerequisite: Analyze Type: Production Description: This is the life blood of a fixer. If the attempt to slip bonds fails the attribute point is wasted. As such. even under extreme duress. Feline Hybrid “Meow” –Michelle Fiffer Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This gives you access to the transform abilities for this Hybrid.T (Paramedic Procedures) “Feel free to play doctor with me anytime boys” -Lady Bug Cost: 2 CP Purchase: Once Prerequisite: Check Condition Type: Path Description: This skill opens the path of paramedic procedures to the character. To get the medical kit refreshed you must bring your medical kit to a fixer (logistics) to be refreshed along with the components. For each point you wish to refresh. this may not be used for Heightened Reflexes. It takes a little practice. or 1 mineral. Verbal: None Attribute Cost: None Firearms “So you got a gun. Eventually you’ll be able to ignore it altogether” -Pvt. you may not free yourself and carry the prop with you to disguise the fact that you have escaped. However. ropes. the character may resist an attack with the agony effect. The attempt to slip bonds is negated if either the one-minute count is interrupted or another person touches the bonds' phys rep. Different gadgets can require all different kinds of components. For known blueprints please see the Production section Equinox “For every season.

Verbal: “First Aid… Stabilize by Medic” or “First Aid… Cure Maim by Medic” Fist of Steel “Stay away from her left. If you are attempting to stabilize an unstable character. When you begin to use this skill you must call “First Aid” and role-play the appropriate actions.Purchase: Once Prerequisite: Derringer Type: Weapon Proficiency Description: As your character. If you are attempting to cure a maimed limb. You can administer medicines and bandage wounds to prevent someone from dying of blood loss or to cure a maimed limb. you may use a AfterMath approved air gun. after the thirty seconds of role-play is complete. Verbal: ‘Resist’ Attribute Cost: 1 Agility Gift of the Old World “What wonderful gifts they have left us. First Aid “Bandage that one up and stop the bleeding. This is a permanent effect and does not take attributes to use. With this skill alone you may have a maximum of 6 Nerf foam bullets (See Gun Rules) in the guns hopper at any one time. gentle enough not to damage it but firm enough that she can never get away. and throw this one out back. On them. set his leg in place. This will only work on called damage. You must exhaust a point of brawn to heal two points of Vitality. you must use the “Cure Maim by Medic” verbal. courage after battle is extraordinary. focus” –A psychic from a mall Cost: 2 CP Purchase: Once Prerequisite: None Type: Unique Description: With this skill.” AfterMath LARP Rulebook Page 81 of 185 . We need to save the beds for the ones that will survive. Now quit your cryin’ and pull yourself together. You may not stabilize a character and cure a maim effect at the same time. If the one minute of role-play is interrupted for any reason you must start the skill all over again. which helps their concentration. Verbal: None Attribute Cost: None Gift of the New World “You know I saw a Goriyani once that was immune to my spells. So long as you are conscious you may spend three seconds of roleplaying .to shrug off your wounds. Verbal: None Attribute Cost: None Focus Stone “Focus my son. the Psionic must have a stone of some kind. Fortitude “I ain’t got time to bleed” –Pred Ventura Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: You have the strength to carry on the fight despite personal injury. “Stabilize by Medic”. it’s deadly” –Hallback Chevelle Cost: 3 CP Purchase: Once Prerequisite: Martial Arts Type: Combat Description: This skill adds one extra point of damage to all called claw and ‘fists’ attacks but not to melee weapons. Verbal: “Heal two by Will” Attribute Cost: 1 Brawn Gentle Grip “You must hold it like you were caressing your lovers hand. This skill will not heal or cure any effects other than damage. You’re on the front lines now honey” -Jessica Blalock Cost: 2 CP Purchase: Once Prerequisite: None Type Unique Skill Description: Courage in battle is common.” -Brandon “Smooth Hands” Macheart Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist one disarm effect delivered by any trait. The result of the first aid skill cannot be known until the one minute of role-play is concluded. More information on firearms can be found in the Guns section in this Rulebook. This skill may not be used to heal others. then after one minute of roleplay you must call.” -Brother Justin Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Force Sorcerer spells. This may never intentionally be dry fired.wiping blood from your face. clearing your head or similar actions . any Psionic can use their abilities with only one free hand. you must spend thirty seconds to cure each individual maimed limb. so I shot him. give that one a tranq stat.

Earth.” –Troy “Gun Bunny” McCarty Cost 2 CP Purchase: Once Prerequisite: None Type: Combat Description: With this skill you can use automatic weapons and rocket launchers. The user must take a knee when firing to steady themselves. there is nothing better than that last look of shock when a rocket hits someone. This skill ends when the caster dies. To do this the user must concentrate for 5 Seconds and then call Imbue by will. you must learn to do common things a little differently. Radiation. Grenades are thrown weapons that must be made entirely out of foam.” –Cidalpho the Great Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to throw grenades. These Eludes are lost when Essence is used to reset. it will only do a max of ‘1 Damage’. Attribute Cost: 1 Any Heavy Armor “Get that flak jacket on boy. This effect requires the Elemental Staff that represent the same trait that is being used with this skill (only a Radiation Elemental Staff can be used to call ‘1 Damage by Radiation’. uses a point of Essence to refresh attributes. Where <trait> is. Heavy weapons “Pistols are nice. No magical boosts can be added to this skill. For more detailed rules on armor. please note the armor rules (2. and Water. Verbal: ‘Imbue by <trait>’.15). the Sorcerer must spend any one attribute point and call ‘Imbue by <trait>’ and from that point on they can call unlimited ‘1 Damage by <trait>’. This is Physical armor. Verbal: None Attribute Cost: None Heart of the Sea “This ain’t no water gun sonny. one of the six Sorcerer Elemental effects must be chosen. or the end of the event. jumping. Harness the Elements “Crackling Energy. Force. Heightened Reflexes “You will find it is easier to deal with guns when you can side-step the bullets.” –Lonnie Johnson Cost: 1 CP AfterMath LARP Rulebook Page 82 of 185 . Verbal: None Attribute Cost: None Grenadier “Here. I ain’t gonna have you dyin’ on me today” -Mercy Graysod Cost: 1 CP Purchase: Twice Prerequisite: Light Armor Type: Combat Description: To effectively wear heavier types of armor. Fire. To throw a grenade a Grenadier role-plays for three seconds pulling the pin then throwing the grenade at the target. and other normal movements have to be relearned so you don’t hurt yourself or misadjust the armor. ‘1 Damage by <trait>’ Trait= Air. Death with a Smile” –Harold Kevin Bruning the II Cost: 2 CP Purchase: Once Prerequisite: Elemental Staff Type: Combat Skill Description: This skill grants the Sorcerer unlimited 1 Damage by <trait>. dodging.Air. but to me. swimming. and Water. up to a maximum of four. or follow the thrown weapon rules. Verbal: “Imbue by Will” Attribute Cost: 1 Will Heart of the Mountain “Man that’s a big rock. swords are nice. Fire. Earth. To use this skill. Grenades typically only affect the person it hits. death. I betcha it hurt.–Victor Bon Doom Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Radiation Sorcerer spells.” -Utah Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Earth Sorcerer spells. Walking. The user then can call “Elude (Bullet or Arrow)” against uncalled bullet or arrow two times.” –Anderson Thomas Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: This skill allows the user to spend 1 point of Will and Imbue Self with the ability to avoid uncalled bullets and arrows only. hold this. Radiation. or the event ends. Force. For each purchase of this skill you may wear an extra point of armor.

The most important thing to remember when using these is SAFTEY. This will provide your character the information that they have gathered. Verbal: None Attribute Cost: None Holding Ground “They try to use all their fancy moves on me. In it. With this skill alone “weapon” blows can be parried. and may have a foam “basket hilt”.e. Writer Cost: 4 CP Purchase: Once Prerequisite: None Type: Weapon Description: This skill allows the buyer to use two 26”-34” inch weapons as “fists”. Attribute Cost: 1 Wits Verbal: “Disengage” Improved Position “No fatty. Watch. or Heavy weapon will now make you stable while Dug In. any called damage delivered with a Bow. In the time between events or right before the next event an information sheet may be given to you. Verbal: None Attribute Cost: None Heart of the Sun “Is it hot? Or is it just me?” –Brandon “Smooth Hands” Macheart Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Fire Sorcerer spells. Kids these days!” –Old Man Scotty Cost: 2 CP Purchase: Once Prerequisite: Digging In Type: Combat Skill Description: This skill makes it so while dug in. Derringer. this skill is not a reason to charge). you should note that this skill is applicable to your character.” –Nick Tesla Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Air Sorcerer spells.” -“Cannon” Rick Abbot Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: As a bodyguard.Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Water Sorcerer spells. it’s always helpful to make opponents second-guess themselves.Arthur Knox. Informant “psst…You got anything for me today” –Overheard from a drug dealer Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: Everyone could use someone on the inside. no animal untouched. Verbal: None Attribute Cost: None Heart of the Storm “And there was a hurricane that left no man or woman. Although difficult. Verbal: “Resist” Attribute Cost: 1 Willpower Impressive Stature “You don’t want none of this. if you stand BEHIND the sand bag you won’t get shot. boy. no child. that is not how you do it. As the weapons are basically hands they cannot be disarmed or destroyed. but only a few actually have one. Verbal: None Attribute Cost: None Improved Unarmed Combat “He continued hitting the steel drum. but it never works. To use this skill you must have completed a preregistration. Intimidate AfterMath LARP Rulebook Page 83 of 185 . Firearm. A quick growl or over-confident look can do just that. anyone using this skill will be expected to remain at a reasonable distance from other combatants (i. until he could no longer throw a punch”. his hands bandaged and bleeding.” Cost: 1 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the Blade to resist a Disengage effect. damage is not taken as if a valid target had been hit. It is still considered called damage for defenses that can be used against it. By expending 1 Wits the character can cause all those around to take an immediate step away. For all the lives of the village felt the backlash from those failed experiments to control the sky. The weapons used as props for “fists” must be colored entirely red. Any destroy weapon attack is taken as a maim limb.

Luck “Don’t worry.” Cost: 2 CP Purchase: Once Prerequisite: Digging In Type: Combat Skill Description: This skill can only be used when ‘Dug In’. Philosopher. The ability to block ends if you take another Maim to the same arm and you cannot use this skill again until that Maim is cured. They can spend two attributes of any type and instantly become stable. Monk.“I have no idea what he’s saying but I don’t want to go near him” -Mikael Cost: 2 CP Purchase: Once Prerequisite: Intimidate Type: Combat Description: Sometimes it’s is preferred to scare an enemy rather than fight them. I can survive anything. the character may spend 2 points of Willpower to become immune to any effect with the fear trait for the duration of the battle. By spending one minute before a battle. did you have to say something so lame. Verbal: “3 Damage and Slam” Attribute Cost: 1 Agility Leg Breaker “Ouch. Attribute Cost: 2 Wits Verbal: “Repel by fear” Iron Will “Orders don’t have to make sense. then throw a packet. To use this skill the Drifter must be in an unstable state. please note the armor rules (2. If. and can be fully repaired by anyone with the appropriate skill. after using this skill. but you can block incoming attacks and use game skills that allow you to call out a Defense and require you to be using a weapon. If the packet hits. Verbal: None Attribute Cost: 2 Any Martial Arts Philosophies “Like the waves of the ocean. I don’t what to have to clean up too much of your blood” -Doc. Armor points are the first to go when you take damage. Teacher. Light Armor “If you're going to go out there at least grab that leather. you gain the ability to wear one point of physical armor. Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: When a drifter is hurt. they are rendered unstable again before becoming conscious they are “Out of Luck” and are unable to reuse this skill.” –The unnamed Drifter who finally died of old age.” –Erik “Peg Leg” Mcgee Cost: 3 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill grants the player a weapon delivered ‘Maim’. all it takes is a little luck to stay alive. The character must first call out a reason the target should be scared. Jay Fitz Cost: 1 CP Purchase: Twice Prerequisite: None Type: Combat Skill Description: With this skill.15). With this skill the character has the ability to make a target so afraid that they will avoid the character at all possible costs. Verbal: “No Effect” Attribute Cost: 2 Willpower Knock’em Down “Go for the kneecaps that will slow them down!” –Buzz while being assaulted by several Slugs. psyching their self up. For more detailed rules on armor. say the verbal for this skill. You must call out "Reduce" then the Maim strikes you. calm. sometimes you just have to suck it up and get smoked for the team” -Capt. that’s my leg?!?! Man. Verbal: ‘Maim’ Attribute Cost: 1 Willpower Leveraged Block Cost: 2 CP Purchase: Once Pre-Requisite: One Handed Block Type: Combat Description: If you are using a two handed weapon and one of your arms is affected by a Maim effect you can still block incoming attacks as long as your other arm can still function. It is required that the armor be actually worn. and Chemist.” -Quin Zi Jin. and the target acknowledges the hit through role-play. two points of wits are expended. Rob Vincent (Blackwood Resistance Force) Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: A mercenary must learn to face death when needed to get the job done. This may be done at any point during the bleed out count. It allows for a bullet delivered “3 Damage and Slam”. yet devastating. Discipline: Martial Arts Cost: 1 CP AfterMath LARP Rulebook Page 84 of 185 . You cannot attack.

Mental Focus “Eventually you’ll learn to block everything else out. he should be able to do one more action with certainty. One handed weapons includes spears and two handed weapons includes staves and glaives. This pool refreshes when Essence is used. if one becomes like a revengeful ghost and shows great determination. it’ll just hurt like hell” –Often said by The Peacekeepers Cost: 1 CP Purchase: Once Prerequisite: Firearms Type: Combat Description: With this skill the sharpshooter has learned how to shoot her target to cause the utmost amount of pain. It may only be bought a number of times equal to your Willpower Attribute. Melee Weapon Proficiency “Bullets or blades. Each time this skill is purchased a new type of weapon may be used. Plus there’s a certain finesse to the sword. they have a tendency to be unreliable an expensive to maintain.Purchase: Multiple Prerequisite: None Type: Path Description: Each Philosophy must be bought separately. I can’t really explain it.” –Ghost Dog Cost: 4 CP Purchase: Multiple Prerequisite: None Type: Attribute Skill Description: This skill creates a ‘pool’ of points that are used power to power Philosophy spells. The first time it is bought it gives FOUR Trancer points. and deadly” -“Razor” Jackson Cost: 2 CP Purchase: Twice Prerequisite: None Type: Weapon Proficiency Description: Although guns do exist. Each time you buy this skill it grants you access to the next level of War Paint. like a kind of meditation” -“Shiver”. Attribute Cost: 1 Willpower Verbal: “Agony” One Armed Monkey Style “How do you get a one armed monkey down from a tree? You wave at him. and are louder than hell. You may buy it up to FIVE times. The available philosophies are Falling Star. Sure. Fierce Eagle. it’s really a question of taste. though his head is cut off. but it’s kind of like a dance. only you and your target will be in focus. Mask of the Warrior “What’s that crap on your face. run out of ammo. guns got the range.” –Ghost Dog Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This path is the mastery of ones own body and allows you to buy spells under this header. and Shifting Sand. you look like a clown or something” –James Fenimore Cooper Cost: 3 CP Purchase: Multiple Prerequisite: None Type: Path Description: This is a Production Skill. graceful. while leaving them relatively undamaged. Attribute Cost: 1 Willpower Verbal: “Resist” Mind Of No Mind “It is bad when one thing becomes two. Mind Over Body Dedication “Even if one's head were to be suddenly cut off. Patient Spider. you’ll live. This is especially useful when trying to pull others from their cover as they attempt to rescue their friend. If one understands things in this manner. he should be able to hear about all ways and be more and more in accord with his own. pure. The Ice queen Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: You must train the mind as well as the body. With martial valor. Being able to effectively use a melee weapon is a staple for most warriors and highly advised for everyone else who wishes to survive. The two types of weapons are one handed weapons and two handed weapons. Nerve Shot “Don’t worry. but they jam up. and gives access to the Martial Arts spells in each Philosophy. –Joel “Eleven Toes” Roberts Cost: 2 CP Purchase: Once AfterMath LARP Rulebook Page 85 of 185 . each time after it adds TWO points to the ‘pool’. It is the same for anything that is called a Way. With the expenditure of one willpower point you may resist any effect with the fear or confusion trait. One should not look for anything else in the Way of the Samurai. For more information see the Production Section of this book. he should not die.

There are four spell Paths." while the other hand may be used for Thrown Weapons. One Kill “I don’t think you have fully realized the situation. The item cannot be in plain sight. Summer. and Winter.Hal Johns. Palm Object “What? Where did it go? I know he just had it!” -Larry “One Eye” Jenkins Cost: 3 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill allows you to exhaust one point of Agility to hide one item for five minutes on your person. you should be fine…wait what was that I gave you?” –Izzie George. On a successful attack the target will fall unconscious to the ground within seconds. Spring. and Psionics. If you are searched you do not have to reveal the presence of the item.” -Flying Falcon Cost: 1 CP Purchase: Multiple Prerequisite: Spirit Guardian Type: Path Description: This allows you to learn the Paths of the Seasons spell lists. Autumn. Verbal: “Death” Attribute Cost: 3 Wits Open The Inner Path “First. I can see that your friends are going to shoot me. The skill will work for five minutes even if you are killed during that time Attribute Cost: 1 Agility Passive “Leave ‘em alone Spike… look. but YOU’RE not going to make it out of here alive. Verbal: “Stun” Attribute Cost: 1 Agility Paired Pistols “Because shooting lots of bullets is fun. at the same time (yes. You might want to ask them to stand down. Spells. but it defiantly has its advantages. this is defined by any area between the shoulder blades of the target.” –Mohandas Martin Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: Being able to make a target ignore you for a second can more often than not save you hide. This skill works with any approved melee weapon. John Woo style). and strike them in the back. this skill fails. Intern Cost: 3 CP Purchase: Multiple Prerequisite: Check Condition Type: Production AfterMath LARP Rulebook Page 86 of 185 . Ambidexterity Type: Fighting Style Description: Commonly referred to as “slinger style” this style of combat exemplifies the idea that more bullet’s = more kills. Each must be bought separately. Any other weapons cause the Martial Artist to lose their trance. Whether or not this is true is hard to tell. Out Cold “Goodnight ladies and gentlemen. see you tomorrow. after that you must put both hands on the weapon for the next swing. One Handed Block Cost: 2 CP Purchase: Once Pre-Requisite: Two Handed Weapon.” -John Woo Cost: 4 CP Purchase: Once Prerequisite: Firearms. With this skill a character may use a gun in each hand. If the item is actually spotted by someone.Prerequisite: None Type: Combat Description: With this skill the Martial Artist is able to use only a single "Fist. host of “Fight Night” Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: To use this skill you must be able to see both of the victims shoulders. 1 point of agility is used if the attack is successful and the target acknowledges it through role-play or a proper defense is called out. you must understand yourself before you understand anything outside. One Shot.” . By expending 1 Wits the character can cause all those around to take an immediate step away. Attribute Cost: 1 Wits Verbal: “Disengage” Pharmaceuticals “Yes.” –Camrion Vel Cost: 4 CP Purchase: Once Prerequisite: Derringer Type: Combat Skill Description: This gives the Sharpshooter the ability to do a bullet delivered “Death” while they are using the skill “Dug In”. or Staff Type: Combat Description: You are able to block one handed with a Two Handed Weapon for up to three swings. he’s helpless. however. Grenades.

For a list of known pharmaceuticals please see the Production Section. protect. Teacher.Description: One of the most important skills for those that follow the path of medicine. using a skill that does Stun with a weapon swing would allow someone with this skill to do "Double Stun. Teacher.” –Quin Zi Jin.E. Monk. Without this skill. Philosopher. may have a special envelope with the skill name “Pick Locks” on it. the user of this skill may attempt to pick any ingame lock. Pressure Point “Ouch! That really hurt. with lock picks). Pick Locks “Of course… I always bring my key” -Alex “Dr. The attributes are only used when the blow is landed and the target acknowledges the AfterMath LARP Rulebook Page 87 of 185 . and Chemist Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: This will add a permanent +1 to any heal effect that is not ‘By Medic. You must be using your ‘fists’ or claws to attack. get outta my head weirdo” -Anonymous Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This path involves controlling others mind (to an extent). a player MAY NOT attempt to open an in-game lock. Bones” Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: Unlike other prop interaction skills. Monk. Some locks. Philosopher. The 1 point of Wits is only used when the blow is landed and the target acknowledges the effect though role-play or an appropriate defense is called.” This stacks with all melee weapon effects Power of Faith “A touch so light as if embracing a rose pedal. For instance. Premonition “How did you know what was about to happen?” ‘I just get these feeling at times. the character with this skill may try to pick the lock the old fashion way (I. Specifically it allows the user to open and read envelopes that are labeled with the skill name. Short Code – PL. Pin “Stay right there. Cost: 1 CP Purchase: Once Prerequisite: None Type: Magical Path Description: This allows you to begin buying spells from the Priest spell list. Projective Dedication “Hey. ok” -JS Cost: 3 CP Prerequisite: Archery Type: Combat Description: You may fire an arrow that will have the root effect if you successfully hit a target. For locks that do not have a envelope.” –Charlene Roberta Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill allows the user to fine tune their psychic abilities and receive premonitions from time to time. elixirs. yet a power so fierce it can bring back those who are on the brink of death. These medicines can be made in a variety of ways. The verbal will change from substance to substance but will always end in “by Medicine”. This envelope will contain a clue or the actual combination to assist anyone with this skill. This skill allows you to purchase spells under this header. and salves. Verbal: “Root” Attribute Cost: 1 Wits Power behind the Swing Cost: 3 CP Purchase: Once Prerequisites: Two Handed Weapon Type: Combat Description: Using a two handed weapon allows the user to swing "Double" on any non-damaging effect.’ Verbal: Nothing additional Attribute Cost: None The Powers Gift “Now what was it you wanted to know?” –Quin Zi Gin. pharmaceuticals heal. and Chemist. The most common are pills. How did you do that?” –M Reynolds Cost: 3 CP Purchase: Once Prerequisite: Martial Arts Type: Combat Description: Grants the user three uses of Short Paralyze. To use the medicines the character must spend 2 seconds of role-play (taking the medicine) and then call out the appropriate verbal. and help anyone who is able to use them. but the recipe will say specifically. such as combination locks.

At the minimum required level. The time required to recharge each bullet is determined by the levels of engineering a character has. They then call “Imbue Employer by Will. at level 4 they take 5 seconds. and at level 5 they take 3 seconds. The attributes are only used when the blow is landed and the target acknowledges the effect though role-play or an appropriate defense is called. This attack is a Slam and Short Drain effect to the opponent with the user staggering backwards for three seconds. talking strategy and preparing them to be protected. Verbal: None Attribute Cost: None Read Magic “Can you not read the runes. If the person already has the Employer trait. his just got cleaned” –Hal Johns. you do not need to imbue the trait over again. In many situations this skill will be needed to learn more about magic oriented items or places. boy? They can save your life!” -Ingvald Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill is used to read the writings that were left after the war. no harm can come to you. To do this you must first deposit all spent Amps into the recharge box. This will only work on called damage. Verbal: “Triple 3 Damage” Attribute Cost: 2 Brawn Razor Sharp “Let the weapon sing. This is a permanent effect and does not take attributes to use. its time to run!” –Flack Cegulls Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist any Slow effect. Verbal: “Imbue ‘Employer’ by Will. It allows for a bullet delivered “Triple 3 Damage”. The skill grants the target with 2 points of protection. Verbal: Resist Attribute Cost: 1 Agility Raining Hammer Fist “Well don’t buy him a new clock. Specifically it allows the user to read envelopes containing the skill name.effect though role-play or an appropriate defense is called. Grant 2 Protection to Employer by Will” and hand them the Imbue Card. then spend (X) seconds role-playing with each bullet.” -Reis Cost: 3 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill adds one extra point of damage to all called melee damage attacks that are not ‘fists’. Grant 2 Protection to Employer by Will” Attribute Cost: 1 Agility Quick Escape “When its time to run. never mind I don't want to know" -Zam the Tinker Cost: 2 CP Purchase: Once Prerequisite: 3 Levels of Engineering Type: Prop Interaction Description: This skill allows you to use a bullet charging machine to recharge bullets.” –Bizz Nes Cost: 3 CP Purchase: Once Prerequisite: None Type: Employed Description: To use this skill the Body Guard must role-play with the Employer for 5 seconds. host of “Fight Night” Cost: 3 CP Purchase: Once Prerequisite: Fist of Steel Type: Combat Description: You must be using your ‘fists’ or claws to attack. being level 3. Verbal: “Slam and Short Drain” Attribute Cost: 1 Brawn Rapid Fire “Sometimes the only sound I want to hear is the BANG of my weapon as it discharges!” -Richard Gatling Cost: 2 CP Purchase: Once Prerequisite: Digging In Type: Combat Skill Description: This skill can only be used when ‘Dug In’. they take 10 seconds per bullet. If either person has a greater then 10 foot range from each other they must touch each other to reactivate the effect. Unless plot states AfterMath LARP Rulebook Page 88 of 185 . Verbal: “Short Paralyze” Attribute Cost: 1 Wits Protect “Don’t worry as long as you stay with me. Recharge Bullet "You need more bullets? What are you doing with all of them? Oh wait. Short Code – RM. per the Grant effect as long as the Employer stays within 10 feet of the Bodyguard.

” -NIA Cost: 1 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the Blade to spend three seconds role-playing summoning inner strength. if a skill or ability is used by the target causing a disengage effect. in which you are behind the target. Reckless “It’s always a good time to be reckless!” -Mens Ra Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to refresh all their attributes as if they used 1 point of Essence but instead of taking 5 minutes it only takes 3 seconds. the refocus period is only 10 seconds. “The Saint” Cost: 1 CP Purchase: Multiple Prerequisite: Firearm Type: Unique Description: For each purchase of this skill. To use this skill the player must spend the two points of Essence and call Imbue by Will. Relentless “Ain’t nobody gonna break my stride. Resolve “You can shoot me. For Psionic casters. To use this skill you must have completed a pre-registration. Bullets marked ‘NPC’ are automatically considered ‘unrechargeable’ by players. that sounds good. In it. After the three seconds of role-playing the Blade calls “Heal 2 by Will” Verbal: “Heal 2 by Will” Attribute Cost: 1 Brawn Rodent Hybrid “Let’s see if you can catch me now” -Frank Abagnale Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This gives you access to the transform abilities for this Hybrid. This will provide your character the information that they have gathered. The symbol for this skill is RB. This is bought for each specific spell path. you can even burn me with magic. Recon Ranger. I guess I’ll just have to shoot the both of you” -Jake Carter aka. While in pursuit. you should note that this skill is applicable to your character. If the target calls a defense.otherwise either at the start of the event or by using an effect card. it cost 1 AMP per 5 bullets. Refocus Cost: 1 CP Purchase: Once Prerequisite: None Type: Combat Description: When using a packet attack. but keep this quiet. always rounded up. but you won’t me ever make me stand down. It must be stressed that this skill can only to be used during a chase. Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: Objects aren’t the only things that can be stolen. Check with the safety team to find out what an 'unsafe' foam dart is. Verbal: ‘Imbue by Will’ Attribute Cost: 2 Essence Reconnaissance “Alright. you can stab me. you may have an additional bullet in you loader at any one time and you gain extra bullets at the beginning of the game. the character may resist it. Reload “You’re right. In the time between events or right before the next event an information sheet may be given to you. There must be a rep for every bullet recharged. Rune Cutting “For the Ancestors!” -Ingvald Cost: 3 CP Purchase: Multiple Prerequisite: Read Magic AfterMath LARP Rulebook Page 89 of 185 . Essence does not get refreshed when this skill is used. you have still spent the stats. If this got out it would…what was that? Did you hear something?” -John Bender. Any bad bullets should be identified and are 'unrechargeable'. for example if you recharge 6 bullets you will spend 2 Amps. if you miss the target you can gain the stats back after spending one minute of time refocusing your magical abilities. Ain’t nobody gonna slow me down” –Matthew Wilder Cost: 1 CP Purchase: Once Prerequisite: None Type: Combat Description: To use this skill the character must be following the target. You are also required to double check and insure the bullet is still safe before handing it back. I may be seeing double.

you can change the heal 1 to a refresh 1 of any stat. By purchasing the ‘Search’ skill you are able to more aptly utilize the components that you are able to find. etc. Radiation. and then calls “By Voice. Expose <trait> by Will. Fire. Robert Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist any effect that affects them and was delivered with the ‘Presence’ trait. you receive a virtual component that is usable for production only. for each type of search skill you possess. saw that too” -E. if do not then you are aware of what kind of component they have but are unable to receive it. To activate most runes the maker must have the Magic trait and speak a ten syllable incant that involves the rune’s name. Example: Travis has search animal and wants to use it to refuel his med kit. Plant and Tech) Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: When searching a defeated opponent the NPC will ask you if you have the specific search skill. rise and take your lives back!” -The Red Prophet Cost: 3 CP Purchase: One Type: Description: This will let you give a motivational speech and at the end of the speech you can call heal 1 to the room. To use the skill the Explorer spends 5 seconds role-playing looking around.” –Shasin the Seeker Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill grants the Explorer the ability to Expose certain traits.SA Seeker of Truth “I can find anything! Well anything but the dang key to my cabin. Air. the stat cost of this skill changes to 1 of the stat you wish to refresh Verbal: Heal 1 to the room by <Power> OR (Refresh <trait> to <power> by Faith). a doctor can learn to target the most vital area. The traits available with this skill are Living. Attribute Cost: 1 Willpower OR 1 <trait> being refreshed Shield Search Tech. Individual short codes: Search Plant. and Force.SM Search Magical. If you do have the specific search skill you get the component. Scalpel “It’s like cutting the wire off a power source” -Doc Bones Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: This skill reflects the medical knowledge that most doctors have. 1 point of Agility is used if the blow lands and is acknowledged though role-play. After extensive study of the bodies systems. checking the air. Essence may not be refreshed in this manner. Verbal: Resist Attribute Cost: 1 Wits Sermon “Rise my brothers and sisters. As a result. well that and my other sock. If sermon is used in private with members of your Power. Earth. With a small weapon anyone with this skill may strike an opponent. He can do so by indicating on the master tag that he used his search skill to provide the component that was used to refill a point to his field surgery bank in his med kit. or a proper defense is called.” Attribute Cost: 1 Any Seen It All “Yep.SX AfterMath LARP Rulebook Page 90 of 185 .(Animal. any event where you are also required to pay upkeep. rise against Ar-el the Usurper and the Old Bloods who follow him. Water. making them paralyzed. Magical Mineral.Type: Production Description: This skill allows the user to cut runes into specially made clay and later access the magic locked within.ST Search Mineral. IE you are a priest of Ar-el and you have only followers of Ar-el in your sermon. Expose <trait> by Will.SP Search Animal.” Verbal: “By Voice. Okay I also can’t find my…. This can be used on your first event. tasting dirt. Attribute Cost: 1 Agility Verbal: “Paralyze” Search. For known Runes please see the Production section.

and the action should reflect what it is that you are doing. In addition the character may repair armor which has been breached from damage. be allowed to strike another person. the character may resist any expose effects. but you’ll feel it” -Lauren “The Knife” Rodalakis Cost: 0 CP Purchase: Once Prerequisite: None Type: Weapon Proficiency Description: May use any AfterMath approved melee weapon that does not exceed 24 inches in overall length. The character must be prone or kneeling at the time and the skill ends when the character gets up.E a smithy.” -Jake Carter aka. takes 1 minute of role-play with the armor. With enough training you can ignore pain. I hope you get a good hand tonight” –William Butler Yeats Cost: 3 CP Purchase: Once Prerequisite: Any Melee Weapon Skill Type: Combat Description: This gives the user two uses of “3 damage. Now leave me alone. I’m playing with the big kids” -Psyco Bob Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: By using 1 point of their Brawn the character may resist the effects of the “magic” trait. This. They cost 1-M1 and 1-T1 to create and only take one minute to use. With the magic and Psionics in the world. Even sleep can be controlled. Attribute Cost: 1 Brawn Verbal: “Resist” Sleep Deprivation Training “You are the master of your own mind and body. a little magical spell.” –Sgt.“It’s not that difficult. Smith’s also gain the ability to create either armor or weapon field patches. Attribute Cost: 2 Agility Verbal: “Resist” Softly In The Night “Sorry buddy. With a further purchase that length is increased to 36 inches. In each case the role-play must take place in a suitable place (I.” To use this skill you must be able to see both of the victim’s shoulders and strike them in the back OR anywhere on their body at night. just make sure that the two foot piece of metal is between you and the weapon and you’re set” -Miguel “The Axe” Procelli Cost: 2 CP Purchase: Twice Prerequisite: None Type: Fighting Style Description: With the first purchase of this skill the character is allowed to use a shield with a maximum dimension of 20 inches. however the great ones know that’s just not good enough. thirst. Snipers Position “Even some magicers can’t find me when I get in a good hiding place. with a melee weapon or firearm. After spending 30 seconds of role-play (setting up a hiding place and getting in it). “The Saint” Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: Most good snipers know how to mask their scent. The verbal must be said loud enough for the user to hear it. under any circumstances. to repair the destroy effect on it. The patches must be declared which type they are when made. it’s broke” -Magnet Jack Cost: 3 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: The character may spend 1 minute of role-play. having a little extra trick up your sleeve can’t hurt. AfterMath LARP Rulebook Page 91 of 185 . Verbal: “Resist” Attribute Cost: 1 Willpower Small Weapons “It may be small. If the character is interrupted (by taking damage or using another skill) then the whole process must be restarted. Shammy of Blackwater Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist any Stun effects. Shields may not. as well. or mechanics shop). Shrugging Off Magic “What was that? Oh. You should see the look on their face when I ice ‘em… total surprise. These patches can be used away from a forge to repair either weapon or armor. Smith “Yep. The 1 point of Agility is only used when the blow is landed and the target acknowledges the effect though role-play or an appropriate defense is called. and hunger.

the wolf is my ally” –John J. but he’s still out there… waiting” -Col. If the write-up is approved you will be notified and your character may then spend the appropriate character points to obtain the new spell. etc. To use this skill you must have completed a preregistration.” -Sgt. Apprenticeship Type: Unique Description: With enough training a character eventually can master a path of magic. Although this may mean a judgment call on the user. just hit it with a big stick” -Vapor Trail Cost: 0 CP (Mystic) Purchase: Once Prerequisite: None Type: Weapon Description: This skill allows the character to use a two-handed staff in combat. The creature affected may or may not speak to you. and/or out of normal vision area. Someone’s got to lead your sorry tails. The player should not expect an answer for at least two weeks (but it could take longer). Stealth “I wouldn’t go out there… you may not see him. Dunbar Cost: 5 CP Purchase: Once Prerequisite: None Type: Unique Description: This allows you to choose your specific Spirit Guardian. Squad Chief “That’s why I get paid the big bucks. under cover. The spirit trait remains AfterMath LARP Rulebook Page 92 of 185 . you should note that this skill is applicable to your character. In it. Spirit Guide “Little do you know. This will provide your character the information that they have heard about jobs in the area. Jack Forbes Cost: 4 CP Purchase: Once Prerequisite: None Type: Unique Description: With this skill. the spirit of this skill must be kept up. after 5 seconds of role-play. looking around to see who is around. Either in the time between events or right before the next event an information sheet may be given to you. son. Players repeatedly using this skill in unsuitable areas may be restricted from using it. Second. You must have some sort of symbol or representation of your Guardian on your person to use the granted powers or any Pathwalker spells Staff “If all else fails. the character must purchase this skill for each path of magic they wish to research. Verbal: “Speak to Animal by Will” Attribute Cost: 1 Wits Spell Research “ew…now that is a interesting development” -Sheridan. This skill ONLY works with Pathwalker Spells.Verbal: “Three Damage” Attribute Cost: 1 Agility Somatic Talent “I can do this with one hand tied behind my back” –Ehrich Weiss Cost: 2 CP Purchase: Once Prerequisite: Open The Inner Path Type: Unique Description: With this skill you may cast spells while wielding a weapon or shield in ONE hand. Suitable areas must be dark. with the only legal grasping areas within 3 feet of the middle of the weapon. The weapon must be approved by the AfterMath staff and cannot exceed 72 inches. a character may. Speak With Animals “What’s the matter little fellow? Hungry?” –Chester “Chet” Ripley Cost: 1 CP Purchase: Once Prerequisite: Animal Scent Type: Unique Description: You may use this skill to attempt to speak to any creature with the ANIMAL trait.) and expend 2 points of wits. Upon gaining a third level spell in a magical path character may purchase this skill and begin researching new spells. You must hit the target with a packet after speaking the Verbal. Alex Cross Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: Once a Mercenary has a good enough name. but the attribute cost must still be paid either way. You may only have one spirit guardian ever. First the character must find a suitable area to use the skill. gain the spirit trait temporarily. the player must spend the 5 seconds of role-play (arranging themselves in the correct position. getting jobs become much easier. Any spell that a character wishes to research must be wrote up and submitted to a member of the AfterMath directing staff. In addition. Master Seer Cost: 2 CP Purchase: Once Prerequisite: Any Third Level Spell. being able to create new spells hidden within their knowledge of the craft.

Blade Dance. eyes closed and everything” –Mike Diamond Cost: 3 CP Prerequisite: Archery Type: Combat Description: May fire one arrow that does 5 points of damage if it successfully hits. you must find someone who can teach them to you. has. That hurt!” –Santino “The Chimp” Cost: 1 CP Purchase: Once Prerequisite: None Type: Weapon Description: This skill allows the purchaser to use any approved thrown weapon in combat. Touché. etc. I’m only going to go through this one more time” –Mr. or she. and Gentle Grip Type: Unique Skill Description: This skill allows the player to research new Blade abilities. or focus that he. Defensive Instinct. however this must be worked out in an in-game manner with that specific NPC. use any other skill. This skill does a fist delivered ‘Silence’ attack. For additional rules regarding the spirit trait see that section under the core rules. not another chainsword. To learn any skill. Piscone Cost: 2 CP Purchase: Once Prerequisite: Any Skill Type: Unique Skill Description: A character with this skill may teach another AfterMath character any skill.” –Marco the Swordfighter Cost: 2 CP Purchase: Once Prerequisite: Razor Sharp. A thrown weapon may not be used to block in melee AfterMath LARP Rulebook Page 93 of 185 . Throat Jab “Wasn’t expecting that were you? Huh?? Huh?? I can’t hear you!” -Baroni Cost: 3 CP Purchase: Once Prerequisite: Unarmed Combat Type: Combat Skill Description: This skill is only usable with Unarmed Combat ‘fist’s’. To use this skill the player must call out a taunt loud enough for the intended victim to hear then throw the packet.) and all role-play specifics of the ability. All must be approved by the Plot Committee and must be attempted between events. Verbal: “Spirit” Attribute Cost: 2 Wits Strength “Oh lord. Verbal: ‘Silence’ Attribute Cost: 1 Wits Thrown Weapons “He friggen hit me with a rock. When the skill is used a write-up should be sent to plot detailing the specific rules (attribute cost. discipline. Verbal: “5 Damage” Attribute Cost: 1 Agility Sword Study “Just because you have a sword doesn’t mean you know how to use it. Verbal: ‘Frenzy by Will’ Attribute Cost: 1 Willpower Teach “Alright. I thought I was dead too” -2 The Machine Cost: 5 CP Purchase: Once Prerequisite: Power’s Gift Type: Combat Description: The Death effect causes you to be in the Unstable state rather than Dead. Having this skill does not guarantee that any skills submitted will be approved for AfterMath Taunt “Hey you Fat Boy! You look like a Nobbie! And your Momma does too!” –K Shamrock Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill grants the player a packet delivered ‘Frenzy by Inspiration’.with the character until they move from their position (feet must be planted). cost in CP. Verbal: ‘Resist’ Attribute Cost: 1 Brawn Strengthen the Spirit “I guess I’m just lucky. other than calling out the appropriate verbal. Finesse. Role-play should be done during the event testing different ‘techniques’ but no effect is to be delivered. On many occasions a NPC character can be found to teach skills. The point of Agility is only used when the blow is landed and the target acknowledges the effect though roleplay or an appropriate defense is called. pay attention.” -Lord Nuffle Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist one Maim effect delivered by any trait. Verbal: None Attribute Cost: None Sure Shot “Yep. or interact with any other character or prop.

” -Miguel “The Axe” Procelli Cost: 8. and we shall look forward to seeing your creative ideas. The weapon should not be able to knock someone back when thrown. damage is taken as if a valid target had been hit. Permanent Drain) Unarmed Combat “He hit the steel drum until his hands started to bleed” . The most important thing to remember when using these is SAFTEY. Didn’t stop him though. 12 CP Purchase: Twice Prerequisite: None Type: Combat Description: For each purchase. As the weapons are basically hands they cannot be disarmed or destroyed. 4. All designs must be submitted to staff at least one week before usage. a Mercenary can become almost unstoppable. There should be no sharp edges. more than likely it will not pass inspection. is found. This allows you to buy spells under this header. The following are some guidelines that should be followed: 1. anyone using this skill will be expected to remain at a reasonable distance from other combatants (i. up to a maximum of two additional points.e. this is just like a bunch of old women at a bridge party” –Unknown person witnessing their first tribal meeting. Spend 1 point of AfterMath LARP Rulebook Page 94 of 185 . Many times the information for this skill will direct the player to a specific area. this skill is not a reason to charge). The most important guideline in weapon creation is safety. If a thrown weapon could be thrown in a dangerous way. toughness adds one point to the characters maximum vitality. The first point is purchased for 8 CP and the second point is purchased for 12 CP. Verbal: ‘Disarm’ Attribute Cost: 1 Agility Toughness “In the end.e. you may receive pre-game information at the next event. T-K Dedication “You are the mental equivalent of a bulldozer”Derek Smith “Lytehammer” Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This path is the mastery of force. large darts. got his leg blown clean off. Construction of thrown weapons will be approved on a case by case basis. Other than that everyone is free to come up with his or her own designs. and may not be used if you end an event with a condition that prevents it. and must include a working prototype. Unstoppable “I knew this one guy. it’s the one that’s standing whose story you’ll hear. Short Code . kept goin’ and smoked more them buggers than anyone else” -Jack “Gramps” Kelly Cost: 2 CP Purchase: Once Prerequisite: Toughness Type: Combat Description: During a battle. The weapons used as props for “fists” must be colored entirely red.TR Tribal Politics “Goodness. On “aerodynamic” weapons (javelins. spears) a thrusting tip should be used to add extra protection. Touché “I thought you said you where ready?” -Theresa “Innocence” Raikers Cost: 4 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill allows the player to have a melee weapon delivered ‘Disarm’ in one swing. This policy is due to the fact that thrown weapons can come in many different shapes and sizes. When a envelope. With this skill alone “weapon” blows cannot be parried. If you do. any player with the skill may read the information within. Tracker “It went this way…follow me” -Lewis Clark Cost: 2 CP Prerequisite: None Type: Prop Interaction Description: Tracking is a most valuable skill. Although difficult. Writer Cost: 2 CP Purchase: Once Prerequisite: None Type: Weapon Description: This skill allows the buyer to use two 12”-26” weapons as “fists”. Any destroy weapon attack is taken as a maim limb.combat. 3. The weapon should be made totally out of padded foam. (I. 2. This does not guarantee information. with the skill name. Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: Description: To use this Skill you must turn in a pre-registration specifying you have this skill and intend to use it.Arthur Knox.

can cause many different effects. or taking a negative effect will also end this skill. For a list of known venoms please see the Production Section 3. upon entering the bloodstream. The attribute points are spent right before the first verbal is called.” – Psyco Bob Cost: 3 CP Purchase: Once Prerequisite: Luck and Born to the Waste Type: Special Skill Description: This skill gives the Drifter a discount on their maintenance cost.Brawn or Will and 2 seconds of role-play (straining to pull free. Using any other skill. wiping it on a blade. All venoms will end with the verbal “by poison”. Verbal: None Attribute Cost: None AfterMath LARP Rulebook Page 95 of 185 . taking any damage. They are able to pay 5 Amps less on maintenance each event. Verbal: “Purge root by will” Ursine Hybrid “So what. but is not roleplayed. etc.5. or concentrating). Verbal: “5 damage” Attribute Cost: 2 Willpower Waste Walker “The Goriyani are not the only ones who can walk in the waste. and then may fire three arrows for 5 points of damage. then the character may apply the substance again later (IE.) to remove one “root” effect from yourself. The hunter must first spend 10 seconds of role-play (setting up his area. Venoms “Just a small cut and he was unconscious” Cost: 3 CP Purchase: Multiple Prerequisite: None Type: Production Description: Venoms are toxic substances which. cutting yourself out. Volley “Then we will fight in the shade” -Leonidas Cost: 4 CP Prerequisite: Sure Shot Type: Combat Description: With this skill the character is able to fire multiple arrows for increased damage. it isn’t used up).7. If the blow lands on a valid target. All venoms must be applied to a weapon or claw. is that supposed to make you stronger or something?” -Vitol Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This gives you access to the transform abilities for this Hybrid. however the effect will change. and the effect is called out on the next swing. to do this the character must spend 2 seconds of role-play.

Every time this schematic is used three Razorballs are created. Batteries don’t last more then a year and to make things worse they use Amps to power. Effect: Allows the use of the basic non-powered binocular physreps. Unfortunately it’s hard to get a good pair. Batteries expire and they should be dated for one year from the day they are made.1 These are typically technological items of various types that will give some sort of ability.3. Effect: Packet Delivered. He created it on AfterMath LARP Rulebook Page 96 of 185 . Phys Rep: A box the size of a 9 volt battery (A 9 Volt Battery with no logos will work) Charges/Use: Grants 2 Charges Note: If the expiration date is missing from the tag then the battery is already expired and no longer useful. Effect: Thrown Weapon Delivered – “2 Damage" Phys Rep: Rep should be a silver ball shaped thrown weapon.M1 Blueprint: Razorball Description: Used in some sports. This Low Budget laser site tool is easy to make and can be used many times to give a minor boost when shooting at someone. As such they are pretty widespread in their use. But no Engineer is caught dead without a few on them. Blueprint: Frezbin's Chain Sword Description: Chain Swords were once considered standard equipment for many militaries. Effect: Contains 2 Charges. Phys Rep: Basic binoculars no powerful then 8 X magnifications Charges/Use: Unlimited Cost: 1-T1 / 1-T2 / 2-M1 / 1-M2 Blueprint: Low Budget Laser Sight Description: Laser sights are useful for people make sure they hit their target. as such most people are stuck with basic binoculars. Each battery will have a set number of charges once those charges are exhausted then a new battery must be installed.Class 1 Description: Batteries are the life blood of engineering equipment. These may only be used once. Effect: "+1 Called Damage on Gun" Phys Rep: Laser sight rep attached to gun. He was ultimately unsuccessful in generating more then this small arc."Maim Limb" Phys Rep: Needs rep that looks like it is part chainsaw / part sword along blade. Cost: 1-M1 creates 3 Razor Balls Blueprint: The Carter Wrist Taser Level: 1 Description: The Carter Wrist Taser was created by Bezzem Carter of Ivar’s Hole. Charges/Use: Uses 1 Charge per swing/activation Cost: 2-T1 / 5-M1 Blueprint: Basic Binoculars Description: Binoculars are very useful in seeing thing far away. Sometimes it can be pretty expensive to keep these gadgets running but it’s worth it."Agony and 2 Damage by Lightening" Phys Rep: Needs rep that must fit around wrist/forearm and have a clear 'firing' area. Charges/Use: Uses 1 Charge per shot Cost: 2-T1 / 1-M1 Blueprint: Battery. This physrep is considered Yellow Tagged. As such it is used regularly by most grenadiers.7 Production Recipes Engineering accident when doing some work trying to generate electricity. Usually these are powered by batteries. Charges/Use: Uses 1 Charge per shot Cost: 2-T1 / 2-M1 3.7. but it is still successful. This physrep is considered Yellow Tagged. Cost: 1 AMP / 2. Effect: Melee Delivered. the Razorball is cheap and easy to make. This is used to power other Tech Items. Frezbin was the engineer who made them famous since he perfected a way for the chain to slide against the blade. Note that all items created with Engineering should be considered ‘used as intended’ unless specifically stated on the effect card.

Old Bloods hate Radiation. or minor ointments. Cost: 2-M1 Recipe: Smelling Salts Level: 1 Description: A simple concoction made from animal and plants mixed together with several easy to find minerals added.Blue Liquid Addiction: None Cost: 4-A1 Recipe: Morphine Level: 1 Description: Easily one of the most important finds in history. if possible they should be some sort of candy such as Tic-Tacs. This element can cause someone to continue to need doses or suffer a negative effect. Example: a ‘2 Damage by Radiation’ would be ‘2 Damage and Agony by Radiation’. This will not only cure many mind effects it will also give a sense of peace.Green Liquid Addiction: None Cost: 4-P1 Recipe: Radguard Level: 1 AfterMath LARP Rulebook Page 97 of 185 . Usually if they take the pharmaceutical again the effect will be negated for a set period of time (shown on the effect card). Resist Radiation by Medic Phys Rep: Phys Rep of an 'Injection Tool'. You are not required to ingest the physrep but the physrep should be either destroyed or noticeably used. Effect: Cure Will by Medic and Role-play effect “Will cause the user an overwhelming sense of peace and happiness”. Effect: Cure Poison by Medic Phys Rep: Potion . Usually this involves not taking the offending pharmaceutical for 30 days and accepting the negative effect.7. This can be used by anyone and are typically seen all over Astoria. Pills should never be real medication. injected.7. Effect: Heal by Medic Phys Rep: White Pill (Typically a Tic Tac) Addiction: None Cost: 2-P1 3. They will also gain the trait ‘Addicted’. When someone takes an effect that has an addiction they must turn the addiction card into logistics at the end of the event. This tool should be obvious and there can only be one per effect. . The end result is a simple inhalant that will help wake up any sleeping individuals. Some pharmaceutical’s have an addiction element. When someone has an addiction effect the plot team will do a bead draw with ten beads in the bag and the number of level of addiction being a different color then the rest.3. To remove the addiction effect they must follow the ‘Detoxify’ effect listed on their card. As such a brilliant Ashuran Doctor developed a Peacebloom elixir. some pharmaceuticals and imbue/inflict effects have addiction effects. So when this injection was made it was purchased and freely distributed. Effect: Grant Defense by Medic. If the player fulfills the detoxify effort they must turn in the addiction effect card and indicate on Recipe: Peacebloom Level: 1 Description: Peace and quiet is sometimes hard to find. As such he had this antitoxin created to help fix many of those effects.2 Pharmaceuticals Production These are typically ingested. See ‘Addiction’.1 Addiction In AfterMath. This will all be outlined on the effect card. Morphine is used to heal someone when they are hurt. If an addiction bead is picked the plot team will notify the player when they check in at the next event via an effect card. Phys Rep: Potion . This means that pills should be removed or elixirs used. Oddly enough a Radiation Guardian’s blood was originally used in its creation. Addiction is a requirement that must be fulfilled or a negative effect will occur. Effect: Cure Stun by Medic Phys Rep: small bottle with stopper Addiction: None Cost: 1-P1 / 1-A1 / 1-M1 Recipe: Antitoxin Level: 1 Description: A Riverfolk Captain found himself running into a great deal of pirates that used venoms. Each addiction effect is broken into ten levels with one being the least addictive and ten being the highest/always addicting. Description: It is not considered a secret.Gain Agony Effect from Radiation trait in addition to any other effects. Addiction: Level 1 .2.

that card that they have detoxified at the end of the event. Addiction Cards are usually formatted like this: Addiction To: <Name of Pharmaceutical/effect> Level of Addiction: <Level of addiction as determined by the effect> Effect: <Effect from the addiction> Detox: <Way to detoxify and remove effect> Relapse: <What happens if the pharmaceutical / effect is encountered again. Notes: <Any other notes>
3.7.3

Recipe: Create Lesser Totem
Level: 2 Description: This is a physical representation of a Shifters connection to their animal spirit. It is a meaningful item that must resemble the animal its representing, usually made of wood or some other natural material. Totems revolve around Shifter Hybrids, typically these are Rodent, Feline, Canine, and Ursine. The totem can be a creature representative of that type of animal, for example it can be a Wolf for Canine or a Tiger or even a House Cat for Feline. The type of animal does not matter as long as its part of the totems family and it is clearly associated with that family. Effect: Can hold up to 4 points of Spirit Power, can only be used to power Hybrid powers of same totem. When created it is fully charged. Phys Rep: Phys Rep of the animal the totem is meant to represent. Typically wood carvings are used. The physrep should never look cartoony or comical or it may anger the totem it represents. Cost: 3-P1 / 3-A1 / 3-X1

Mask of the Warrior Production
The Mask of Warriors was created by the Kesa’malani to help their tribesmen fight against more technologically advanced individuals. The Mask of Warriors is actually makeup placed onto the target. This makeup is typically just specific marks. Once the effect is done the make up can be removed, but as long as the effect is in place the make up must be in place. Make up is required to be able to utilize this production; if someone is allergic to makeup and unable to use it then they will be unable to use this production effect. The physrep for this production item is makeup of the appropriate color. All makeup is considered yellow tagged. When the makeup is applied then the effect card is handed to the recipient. Once applied the production item is destroyed.

Recipe: Create Minor Totem
Level: 1 Description: This is a physical representation of a Shifters connection to their animal spirit. It is a meaningful item that must resemble the animal its representing, usually made of wood or some other natural material. Totems revolve around Shifter Hybrids, typically these are Rodent, Feline, Canine, and Ursine. The totem can be a creature representative of that type of animal, for example it can be a Wolf for Canine or a Tiger or even a House Cat for Feline. The type of animal does not matter as long as its part of the totems family and it is clearly associated with that family. Effect: Can hold up to 2 points of Spirit Power, can only be used to power Hybrid powers of same totem. When created it is fully charged. Phys Rep: Phys Rep of the animal the totem is meant to represent. Typically wood carvings are used. The physrep should never look cartoony or comical or it may anger the totem it represents. Cost: 1-P1 / 2-A1 / 2-X1

Recipe: Cheetah Tiki
Level: 1 Description: The speed of the Cheetah can be harnessed by the Shaman who can call to those spirits. Nothing can stop a cheetah and as such the Shaman who invokes this Tiki spirit is able to allow someone to keep from being rooted to the ground. Effect: Grant Defense by Tiki, Resist Root by Magic Make Up: Three yellow lines on cheeks. Side Effect: Role-play Effect- May not walk as long as in effect Cost: 1-M1 / 2-A1

Recipe: Create Totem
Level: 3 Description: This is a physical representation of a Shifters connection to their animal spirit. It is a meaningful item that must resemble the animal its representing, usually made of wood or some other natural material. Totems revolve around Shifter Hybrids, typically these are Rodent, Feline, Canine, and Ursine. The totem can be a creature representative of that type of animal, for example it can be a Wolf for Canine or a Tiger or even a House Cat for Feline. The type of animal does

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not matter as long as its part of the totems family and it is clearly associated with that family. Effect: Can hold up to 10 points of Spirit Power, can only be used to power Hybrid powers of same totem. When created it is fully charged. Phys Rep: Phys Rep of the animal the totem is meant to represent. Typically wood carvings are used. The physrep should never look cartoony or comical or it may anger the totem it represents. Cost: 2-P1 / 5-A1 / 3-A2 / 4-X1

this Tiki Mask tend to be ready to fight, with anyone. Effect: Grant Melee Attack by Tiki, 5 Damage Make Up: Black Diamond on forehead Side Effect: RP Effect- Extremely Aggressive Cost: 1-M1 / 3-A1

Recipe: Jinxie Tiki
Level: 1 Description: A being of magic harnessed in their pure form. It’s said that a Shaman who knows this Tiki Spirit actually pulls a part of the souls from the Jinxies yet to be made and asks it to invoke damage upon others. Effect: Grant Packet Attack by Tiki, Double 3 Damage by Magic Make Up: Three Purple lines under the eye(s) Side Effect: Any Magic Spell Cast on Mask Wearer also takes an 'Agony' effect. Cost: 2-A1 / 1-X1

Rune Production
3.7.4

Runes are a way to harness magic within a small area. These runes must be placed in an obvious area if placed on an item, with few exceptions. If the rune is invoked by a rune symbol (the 2 inch by 2 inch circular piece of cardboard) then it only has to be visible when it’s being used/invoked. Only those who have the ‘Magic’ trait are able to use a Rune. However, some runes allow a user to receive an effect from an item which has a Rune is placed upon it. Example: A magic user places a Rune of the Wolf on a bottle. Although only a magic user can invoke the rune, anyone can drink from the bottle and receive the effect of the rune (unless stating otherwise by the effect card). To Invoke a Rune the rune user must state a ten syllable incant that incorporates the name of the rune. Most runes have some sort of backlash; this takes effect (unless otherwise stated) at the time the rune is invoked.

Recipe: Old Blood Tiki
Level: 1 Description: Most Old Blood find this Tiki offensive due to its side effect. When the Shaman summons this Tiki Spirit they are able to grant a piece of the Old Bloods’ Psionic skill to their warrior. Though this is a very cheap Mask many Shaman’s avoid it since it causes the recipient to become very, very greedy. Effect: Grant Packet Attack by Tiki, Agony by Will Make Up: White line below right eye. Side Effect: RP Effect- Extreme greed Cost: 1-M1/1-A1

Recipe: Riverfolk Tiki
Level: 1 Description: Riverfolk are known for their ability to regenerate lost or broken limbs. As such by invoking their Tiki a Shaman can give someone the same ability. The one unfortunate thing is the uncontrollable thirst that comes with it. Effect: Imbue by Tiki- 2x Cure Maim- Self only Make Up: Two Green circles under eyes Side Effect: Role-play Effect- Extremely Thirsty Cost: 1-M1 / 3-A1

Elder’s Rune Stone: Rune of Chaos
Level: 1 Description: Chaos is even more dangerous then the storm. When it’s invoked it can strike down the enemy destroying their ability to receive beneficial effects. But most people can not handle the backlash from invoking this power. Effect: Packet- "Stricken by Magic" Phys Rep: A 2 inch by 2 inch circular piece of cardboard with 8 random lines and circles drawn on it. Backlash: Causes the caster to take "2 Damage and Slam by Chaos" Charges/Uses: 1 Use- Rune no longer works Notes: Cost: 4-P1 / 1-X1

Recipe: Slasher Tiki
Level: 1 Description: A dreaded creature and a dangerous Tiki. When a Shaman calls to this spirit they risk the anger of this powerful Tiki spirit. But sometimes the risk is worth it. Those who harness

Elder’s Rune Stone: Rune of the Drunk

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Level: 1 Description: This rune is considered a bit vulgar, but it has its uses. A rune mage will place it upon a glass and invoke its power making a minor healing potion. The side effect to this is the loss of the rune mages ability to walk straight. Of course some can hold their liquor better then others. Effect: Imbue by Rune- Grants liquid in cup a "Heal 3 by Magic". This will only last on the cup for one drink and the effect in the drink will not be good after an hour. Phys Rep: A 2 inch by 2 inch circular symbol placed on a drinking cup with a bottle drawn on it. Backlash: Role-play Effect- Causes the caster to feel intoxicated and role-play being drunk. This happens when this rune is used and does not affect the person drinking the liquid. Charges/Uses: 1 Use- Cup will last for 1 hour, if not used the caster must remove the effect card. Notes: Anyone can drink the liquid once this is activated. Cost: 1-P1 / 2-X1

gives the caster the ability to smell the changes in the air and see the differences on the ground. As such they are able to track even without being trained for it. Unfortunately it doesn’t last very long. Effect: Imbue by Magic- Gain the Tracking skill for 1 minute Phys Rep: A 2 inch by 2 inch circular piece of cardboard with a animal paw drawn on it. Backlash: Causes the caster to lose the ability to talk for 5 minutes. The caster is only able to make growling and other canine sounds. Charges/Uses: 1 Use- Rune no longer works Notes: Cost: 3-A1 / 1-X1

Venom Production
3.7.5

Elder’s Rune Stone: Rune of the Earth
Level: 1 Description: A rune mage is very powerful. By calling upon this magic they are able to revive a persons inner strength but at their cost of their own. Effect: Touch only- "Refresh Brawn by Rune" Phys Rep: A 2 inch by 2 inch circular piece of cardboard with three mountain peaks drawn on it. Backlash: Causes the caster to take a "Paralysis by Magic" Charges/Uses: 1 Use- Rune no longer works Notes: Cost: 2-M1 / 2-X1

Venoms are an assassin’s best friend. They can be used to deliver powerful blows in a single strike. Most of the venoms will not stack with other skills unless it is specifically notated on the effect card. Venoms are typically used on weapons but there are some that can be placed on various other things. If venom is used on a specific item for an ‘effect’ then the effect card must be visible, although it is okay if the effect is hidden until someone takes the effect. Anyone with the ‘Venom’ skill is able to read the effect card prior to interacting with the venom. As such, if the effect is hidden then ‘Venom’ should be written on the outside of the envelope to indicate that someone with the skill can ‘examine’ the area and know what is going to happen. If the Venom uses a cloth as a physrep, to use the venom you must wipe cloth on the item gaining the venom. Unless specified there shouldn’t be anything left on the item.

Elder’s Rune Stone: Rune of the Sky
Level: 1 Description: Harnessing the sky is dangerous but it has some very powerful effects, though it does cause a bit of a backlash when it’s used hurting those who summon it. But such is the cost for power. Effect: Packet- "5 Damage by Lightening" Phys Rep: A 2 inch by 2 inch circular piece of cardboard with a lightning bolt drawn on it. Backlash: Causes the caster to take "1 Damage by Lightening" Charges/Uses: 1 Use- Rune no longer works Notes: Cost: 1-P1 / 1-X1

Recipe: Cat’s Eye
Level: 1 Description: Twisting someone’s with pain is considered an art form by some Venom specialists. If a sword is a paint brush then Cat’s Eye is the paint. Effect: Two applications of Melee- “3 Damage and Agony by Poison” for one swing that makes contact with body Phys Rep: Small Cloth 2 Inch X 2 Inch- Marked with Effect on It Cost: 2-P1 / 1-A1 / 1-M1

Elder’s Rune Stone: Rune of the Wolf
Level: 1 Description: The beasts of Astoria can be invoked to do different things. When the Wolf is invoked it

Recipe: Green Field
Level: 1

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the Tranquilizer Venom is easily able to incapacitate a foe. When removing this effect the Poisoner is immune to its effect. The Effect card is part of the requirements for this Venom. Cost: 3-P1 / 4-A1 unconsciousness. Only those who know how to work with venom are able to clear the area out without feeling the effects of the noxious gas."Stun by Poison" Phys Rep: Small Cloth 2 Inch X 2 Inch. The skill ‘Remove Venom’ is required to remove the green cloth.Marked with Effect on It Cost: 4-A1 Recipe: Tranquilizer Level: 1 Description: A twist on what doctors can do. Effect: Two applications of Melee/Shot." Effect: Area Effecting Poison. The assassin merely needs to prepare the area for the poison and. once done.Marked with Effect on It Cost: 2-P1 / 1-A1 Recipe: Slasher Blood Level: 1 Description: What better way to take someone out then to deliver a sudden surge of poison into their system.Marked with Effect on It Cost: 3-M1 Recipe: Red Mamba Level: 1 Description: Created from the poison within a snake and mixed with several special herbs the Red Mamba poison can greatly increase the amount of power an assassin can dish out in a short period of time. the person who places this Venom must remove the Green Cloth after the hour has passed. Slasher Blood is used in combination with several other animals’ poisons to create this potent Venom capable of draining away a person’s strength. The poison is spread out over an area of 16 cubic feet and the area takes on a green hue. Notes: This will only last up to one hour. it can send most people into a sudden state of AfterMath LARP Rulebook Page 101 of 185 . This is useful if someone is going to hurt themselves. Anyone that touches the cloth receives the effect.Description: Some assassins want to see the look of pain in the eyes of their targets before they take them out. Phys Rep: Small Cloth 2 Inch X 2 Inch. Effect: Two applications of +2 damage for one swing/shot.“Agony by Poison” Phys Rep: Green Cloth is placed over a 4 foot by 4 foot area. wait for their prey. With this insidious poison that is accomplished. Effect: Two applications of Melee/Shot-"Drain by Poison" Phys Rep: Small Cloth 2 Inch X 2 Inch. Only those with the Venom skill are able to place this Venom in a specific area. With a single prick of the skin. or you need to hurt someone.

An incant must have a number of syllables equal to twice the cost of the spell (or level) plus 4. You cannot deliver spells with an arm that cannot use game skills. The name does not have to be incanted exactly. They should be made of stretchable fabric and filled with birdseed. Only after both are completed can you throw the packet. yet other believe it is energized by the beings known only as the Powers. they cannot simply make up incants as they see fit. TRAITS When the first spell is learned in a specific school of magic the person learning the school gains a new trait that will stay with the person as long as that spell is known. and if an effect prevents you from speaking you normally cannot cast a spell. Sorcerers and Psionics are the exceptions to these rules. and 4 third circle spells. If your body is damaged (you have lose some of your Vitality) or rendered unable to cast the spell during the incant or the verbal. The top cannot grow larger than the bottom. You cannot have 4 first circle spells. You may only buy as many Radiation spells as you have total of Earth and Fire spells. The only exception to this is the Blood Mage who is required to take Vitality damage during the casting of the spell. Even with all these different views one thing is for certain. it flows with us. but the incant should indicate at least part of the name. Other then character creation all these spells need a teacher to teach the specifics of the spell. and it must be approved as part of the learning process. free. you may purchase as many of the upper level as you want. magic is apart of Astoria whether good or evil all of its inhabitants will be confronted by its awesome force at one time or another. Some say that it is a part of nature. through us. If a spell costs 2 character points. You should use only small birdseed with no larger or sharper seeds.9. the hand and arm delivering the spell must be PACKETS Packets are small bean bags which are thrown to represent magical attacks or special powers. An incant must be personalized. Sorcerer has purchase restrictions on Force and Radiation but not on the other spell types. Only through a tremendous amount of concentration are its forces able to be manipulated. Spells must be purchased in a pyramid or column shape. except when you have four spells of the immediate lower level. When that skill is taken the person now has the ability to learn new spells within this spell group. before calling out the verbal. please see 2. You may only buy as many of Force spells as you have total of Air and Water spells. Both hands must be empty and both arms must be free to move to cast any spell. No one really knows where it comes from or what created it. For example you can have 4 first circle spells and 5 second circle spells.8 Magic Magic lives and breaths in Astoria. The specific trait you gain depends on the school of magic. or Physical) when the damage first hits them it will not interrupt the spell casters magic. You must be able to speak to cast a spell unless you may cast that spell without an incant (such as Psionics).3. Magical. While certain skills might allow you to hold a weapon in your off hand while casting. 3 second circle spells. Furthermore. the incant length will be at least 8 syllables. GAINING MAGIC Certain focuses give you access to certain schools of spells. Priest typically have the name of the Power that they follow somewhere in the incant. Each focus has a specific skill that grants access to the specific school of magic. A square of fabric is pulled around the birdseed and its corners are AfterMath LARP Rulebook Page 102 of 185 . Pathwalker characters must include the name of their Spirit Guardian in the Incant instead of the type of the spell. If the spell caster has Armor (Dex. You do not exhaust attributes (or the equivalent) if a spell is interrupted. Even Psionics and Medical Procedures are similar in this aspect as they must also follow these rules though they do not need Incants. Casting a spell requires you to recite a short phrase. the spell is ruined. You cannot invoke spells while you are being struck by an attack which damages your body. called an incant. Psionics may be bought in any order. The incant is an in game phrase. USING MAGIC Magic is a power that is hard to control. Although mages create their own incants when they learn a spell. some say it is made up of our living energy. spells which are delivered by packet have all of the restrictions of that attack form. for example. and is apart of us. The incant should contain some reference to the type of magic they are calling upon (such as using Blood or a specific element for the Sorcerer in the incant) of the spell and also some form of the name.

1 Blood Mage Circle 1 Blood Mage Spells Blood of the Earth Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Offensive Target: Self / Others Attribute Cost: One Vitality AfterMath LARP Rulebook Page 103 of 185 . You should be able to squeeze the center of the packet and almost touch your fingers together. and the packet should have give in any case. Sealing the packet with rubber bands or other types of tape will be allowed on a case by case basis. You may also sew a packet shut. The incant only has to be called at the time of casting.Must put on makeup or prosthetics to ‘become’ the animal. Blood Mage. The fabric cannot be pulled so tight that it no longer has give. When you wish to Stabilize someone you will touch them or throw a packet after calling Stabilize by Blood. Spell Descriptions 3. then it will turn each of your companions to a spirit and lead them to the destination.8. not at the time of invoking the ‘Maim by Blood’. in game. You may cast this spell again if you need to take more people. and then you call Imbue by Blood. Once this is completed you will be imbued with two uses of ‘Maim by Blood’. Note that some spells specify different actions but in general the ‘flavor’ should be followed as indicated below. You also may not heal the vitality used for this spell until the spell is used. Once cast upon you it will last till you use a point of Essences or the event ends. Shifter. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage. Sorcerer. Pathwalker. summons forth a Blood Ghost who will open a gate which will lead you and several companions into the World of the Dead. You may bring yourself and a number of companions equal to twice your Essence attribute. and the tail behind the tape should not be longer than 3 inches. If the destination is one that the Blood Ghost can reach.Must include element name in incant. Martial Artist.Invokes Nature with each spell Priest. if cast at the proper time and location. This spell. Description: This spell will allow the Blood Mage to control the earth beneath there enemies’ feet.Must call the battle and end the battle when appropriate. Psionic. You also may not heal the vitality used for this spell until the spell is used Incant Length: Six Syllables Verbal: “Maim by Blood” Delivery Method: Touch / Packet Blood of the Fallen Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: Once you have said the incant then cut your arm with the ceremonial dagger you call ‘Imbue by Blood’. The head of the packet should be between 1 and 1. Packets with any other material inside will not be allowed. You must follow the Blood Ghost and cannot wander away or converse with anyone on CASTING SPELLS Each type of magic has its own flavor for casting spells. It is up to the caster to find out.Must stand still for 3 seconds and have feet planted to cast Psionics. Incant Length: Six Syllables Verbal: “Imbue by Blood. Stabilize by Blood” Delivery Method: Packet Control Blood Pool Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Defensive Target: Pool Attribute Cost: One Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and call Imbue by Blood.5 inches in diameter.Cuts body parts doing Vitality damage to power spells.gathered together to form a "tail" and closed up with strapping tape.Must perform kata per philosophy. a place and time where such a being may be conjured or where a gate may be opened. Warbringer. This will allow you to stabilize others 5 times with a packet.Calls upon the name of their deity.

Incant Length: Six Syllables Verbal: “Imbue by Blood.’ Incant Length: Six Syllables Verbal: “By my Voice. This effect will persist through death as long as the Blood Mage reduces their vitality maximum by 1 while this spell is active. Once you leave back into the real world you will be able once again to Heal yourself. Blood Shield’ Delivery Method: Touch Redirect the Blood Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Offensive Target: Others Attribute Cost: One Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and call Imbue by Blood. You will gain the Spirit trait and reply "Spirit" to any effect that strikes you. and then you call Imbue by Blood. Incant Length: Six Syllables Verbal: “Waste <Attribute> by Blood” Delivery Method: Voice Reviving the Blood Cost: 1 CP Circle: 1 Type of Magic: Blood Spell Type: Defensive Target: Others Attribute Cost: 1 Vitality and 1 Any Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and call Imbue by Blood. This spell lasts until the used. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage. or the end of the event—what ever comes first. When you reach your destination the spirit will end the spirit form. Heal 1 by Blood” Delivery Method: Touch Unveiling the Blood Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: This spell allows the Blood Mage to expose anything with the ‘Blood’ trait. the Vitality may be healed right away. You also may not heal the vitality used for this spell until the spell is used.” Delivery Method: Touch Protection of the Blood Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: This spell will allow the Blood Mage to guard against Blood Magic itself. Once this is completed. Essence cannot be Wasted with this spell. You cannot heal that point of vitality till the spell is used. You gain By my Gesture. This spell lasts until the used. Must destroy the next two weapons that strike you. Incant Length: Six Syllables Verbal: “Imbue by Blood. May only destroy melee weapons. As spirits you are visible to any who see you. Must target the person who struck you with a weapon. May only be cast on others. Incant Length: Six Syllables Verbal: ‘Grant Protection by Blood. or you refresh you attributes using AfterMath LARP Rulebook Page 104 of 185 . This does not negate the effect. You may also cast this on others for the cost of one Vitality and one Any stat. May only be done after being struck with an effect. Once this is completed you will be imbued a shield versus Blood that will go off on the next effect that hits you with the ‘Blood’ trait. Heal 1 by Blood. or you refresh you attributes using Essences. Once this is done. You cannot heal that point of vitality till the spell is used. Only effects that have the Bane to Spirits will affect you or your companions. Expose Blood by Magic. After this has occurred. If given to others. As long as you are within the World of the Dead the vitality spent to cast the spell can not be healed. May target a melee weapon that has been used to death strike the Blood Mage. you will be able to use Heal 1 by Blood four times.the way. the Blood mage gains one “Waste <Attribute> by Blood” uses. May be done while unconscious or dead. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage then ‘By my voice. Expose Blood by Magic” Delivery Method: Voice Circle 2 Blood Mage Spells Acid Fluid Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Offense Target: Self Attribute Cost: One Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) then call Imbue by Blood. Destroy weapon by blood.

Incant Length: Six Syllables Verbal: “Waste 2 <Attribute> by Blood” Delivery Method: Voice Slinging Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Offensive Target: Self / Others Attribute Cost: One Vitality Description: This spell will allow the Blood Mage to ward away your enemies. Incant Length: Eight Syllables Verbal: “Imbue by Blood ‘Elude and Two Damage by Blood’ Delivery Method: Touch / Packet Armor of Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and expend a point of Agility then call Imbue by Blood. Ice. You also may not heal the vitality used for this spell until the spell is used. After that the caster is affected by an ‘Agony’ effect. Incant Length: Eight Syllables Verbal: ‘Drain <Skill> by Blood’ Delivery Method: Packet Major Redirect the Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Offensive Target: Others Attribute Cost: Two Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and call Imbue by Blood. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage. you gain armor points from another source. Once this is completed you will be given 2 points of armor. not at the time of invoking the ‘Repel by Blood’. Inflict Agony to Self” Delivery Method: Touch Life’s Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Defensive Target: Others Attribute Cost: Two Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and then call Drain <Skill> by Blood. Weapon. The damage can be healed as soon as the spell is finished. It cannot be cast on someone else. You must be able to say full incant as well as call ‘Inflict Agony’ and cut your arm for the spell to work. Silver. or the end of the event which ever comes first. Incant Length: Eight Syllables Verbal: ‘Imbue by Blood’ ‘Repel by Blood’ Delivery Method: Touch / Packet Circle 3 Blood Mage Spells Choking Blood Cost: 3 CP Circle: 3 AfterMath LARP Rulebook Page 105 of 185 . You cannot heal that point of vitality till the armor is destroyed. you refresh you attributes using Essences. This spell lasts until the Blood Armor points are lost. and Web. the Blood mage gains the use of a “Waste 2 <Attribute> by Blood” uses. or you refresh you attributes using Essences. You cannot heal that point of vitality till the spell is used. This spell lasts until the used.Crystal. Incant Length: Eight Syllables Verbal: “Imbue by Blood. Earth. or the end of the event—what ever comes first. Incant Length: Eight Syllables Verbal: “Purge Physical by Blood. This spell will cure any negative trait that affects your Body and is grouped in the Physical trait category. Essence cannot be Wasted with this spell. Force.Essences. After this has occurred. Racial abilities cannot be drained in this manner. or the end of the event—what ever comes first. Once this is completed you will be imbued with two ‘Repel by Blood’.” Delivery Method: Touch Cleanse Body Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality and 1 of any Attribute Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and expending your attribute then after three seconds of role-play call Purge Physical by Blood. and then you call Imbue by Blood. The incant only has to be called at the time of casting. Body Traits are.

or bleeding out. The caster automatically receives the Blood Mark (which must be placed in a visible location by the caster). It will give the target a Cure Death Shield and a Heal Shield that will block the first effect with those traits that hit the target. The cast may heal the vitality immediately after the spell is cast. You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and then cast the spell. This will make the room cross the threshold past the red sheet into the room. There are spells and effects that can remove this protection. Once this is done they may move beyond the blood sheet and back again freely.” Delivery Method: Touch Major Life’s Blood Cost: 3 CP Circle: 3 Type of Magic: Blood Magic Spell Type: Offense AfterMath LARP Rulebook Page 106 of 185 . If the target does not fall into those statuses he must call ‘No Effect’ but the vitality is still used up. This effect must be requested from logistics if they are planning to cast it at the event. Incant Length: Ten Syllables Verbal: “Imbue by Blood. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage. The target will know that these have been placed upon them. To cast the spell you must say the full incant then use the ceremonial dagger on yourself doing two points of damage then you call Imbue by Blood. You also may not heal the vitality used for this spell until the spell is used. The target must expend one point of Wits or take one point of vitality damage that may only be healed after the Blood Guard has expired in order to receive the blood mark. You must first prepare the building by placing a red sheet of cloth at the entrance of the building. The incant only has to be called at the time of casting. The target must be unconscious. This is the only spell that gets imbued upon the building but the Blood Mage may heal the Vitality used to power the spell once the spell is over. You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and call Imbue by Blood while touching the door. not at the time of invoking the ‘Weakness and 2 damage by Blood’. The caster may heal the vitality immediately after the spell is cast.Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: Two Vitality Description: This spell is known as a mage killer and is powered by a mist of the casters Blood. Once this is completed you can throw a ‘Silence and Slow by Blood’. Others are able to gain the Blood Mark by the Blood Mage who cast the spell. This spell requires an effect card that must be given to the target of the spell after it is cast. Incant Length: Ten Syllables Verbal: “Inflict by Blood. Incant Length: Ten Syllables Verbal: ‘Silence and Slow by Blood” Delivery Method: Packet Blood Curse Cost: 3 CP Circle: 3 Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: Two Vitality Description: This spell will allow the Blood Mage to shield their target from the next Healing or Cure Death spell that hits them. Once this is completed you will be imbued two ‘Weakness and 2 damage by Blood’ effects. Incant Length: Ten Syllables Verbal: “Imbue by Blood. Once this is completed you will give the target the effect card. An effect card must be placed in the door arch. He then must place the Blood Mark (the same one the Blood Mage has) somewhere visible on the target and then say a Ten Syllable incant before calling Imbue by Blood. dead. and then you call Imbue by Blood. Only those who have the Blood Mark may enter into the building past the sheet from 2:00 am to 10:00 am. Cure Death ‘Shield’ and Heal ‘Shield’ Delivery Method: Touch Blood Thinning Cost: 3 CP Circle: 3 Type of Magic: Blood Magic Spell Type: Offense Target: Self / Others Attribute Cost: One Vitality Description: This spell will allow the Blood Mage to suck the energy away from your enemy. ‘Weakness and 2 damage by Blood” Delivery Method: Touch / Packet Blood Guard Cost: 3 CP Circle: 3 Type of Magic: Blood Magic Spell Type: Defensive Target: Building Attribute Cost: Two Vitality Description: By summoning the power of their Blood they are able to cast a spell that will protect their homes. He must touch them at the same time as touching the building.

” Delivery Method: Packet Blood Storm Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Self / Others Attribute Cost: One Vitality and Three Any Description: Harnessing the Power of the Storm the Blood Mage is able to control is wrath and direct it at its enemy. Once this is completed you can throw ‘Frenzy by Blood’. or the end of the event which ever comes first. or the end of the event—what ever comes first. Once this is completed you have access to unlimited uses of ‘3 Damage and Agony by Blood’. or the end of the event—what ever comes first. Once this is completed you have access to a ‘Drain by Blood’. gaining that defense and the trait Spirit. and then call the verbal “Imbue by Blood”. run the Ceremonial Dagger across your arm (taking the 1 point of damage) expend two points of any Attribute. or you refresh your attributes using Essence. The cast may heal the vitality immediately after the spell is cast. or you refresh you attributes using Essences. run the Ceremonial Dagger across your arm (taking the 1 point of damage) and say AfterMath LARP Rulebook Page 107 of 185 . You must clasp your hands in front of you. Once this is completed the character is able to Avoid an attack affecting him. Incant Length: Twelve Syllables Verbal: “Frenzy by Blood. Racial Abilities cannot be drained in this manner. then call Imbue by Blood. You must plant your feet. This spell lasts until the used. You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and then cast the spell. 3 Damage and Agony by Blood” Delivery Method: Touch / Packet Blood Transformation Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: You transform your body to insubstantial form and become a spirit. If you move your feet before the spell ends. then call Imbue by Blood. bow your head.” “Avoid” Delivery Method: Touch Blood Drain Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Self / Others Attribute Cost: One Vitality and one Any Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and expend one point of any Attribute. your body becomes solid blood for a moment. The damage done can be healed right after the spell is cast.Target: Others Attribute Cost: 2 Vitality Description: Using your blood and the Blood contained within you can drain someone else and make them weak. You also may not heal the vitality used for this spell until the spell is used Incant Length: Twelve Syllables Verbal: “Imbue by Blood. say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and expend Three points of any Attribute. or you refresh you attributes using Essences. You speak the spell’s incant. Incant Length: Twelve Syllables Verbal: “Imbue by Blood. This spell lasts until the feet are moved. You cannot heal that point of vitality until the spell is over. This spell lasts until the used. Incant Length: Ten Syllables Verbal: “Drain <Skill> and <Skill> by Blood” Delivery Method: Packet Circle 4 Blood Mage Spells Body of Blood Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality and Two Any Description: With this spell imbued upon you. Incant Length: Twelve Syllables Verbal: “Imbue by Blood.” “Drain by Blood” Delivery Method: Touch / Packet Blood Rage Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: One Vitality Description: This spell is known as a mage killer and is powered by a mist of the casters Blood. You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and then call Drain <Skill> and <Skill> by Blood and throw the packet. You cannot heal that point of vitality till the spell is used. speak the incant.

You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and then cast the spell. You speak the spell’s incant. begin to refresh you attributes using Essences. run the Ceremonial Dagger across your arm (taking the 1 point of damage) and then call the verbal “By Voice. This spell lasts until you move. You state “Spirit” in response to any other attack that strikes you or talks to you. You cannot move and cannot speak during this time. You do not require an Imbue Card for this spell because you may not cast it on anyone but yourself. So long as you do not move.” Delivery Method: Packet View the Living Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: One Vitality Description: All Blood Mages can feel the living Blood of all those around them. or the end of the event—whatever comes first. All living beings have the Living Trait. all they have to do is call out to sense them.” “Spirit” Delivery Method: Touch The Sight of Blood Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: One Vitality and 1 Any Description: This spell is known as a mage killer and is powered by a mist of the casters Blood. Incant Length: Twelve Syllables Verbal: “Paralysis by Blood. Expose Living By Blood”. talk. If you are interrupted while speaking the incant or verbal then the spell is interrupted and fails. The caster may heal the vitality immediately after the spell is cast. Expose Living by Blood” Delivery Method: Voice AfterMath LARP Rulebook Page 108 of 185 . You also may not heal the vitality used for this spell until the spell is used Incant Length: Twelve Syllables Verbal: “By Voice.“Imbue by Blood” to become a spirit. Once this is completed you can throw ‘Paralysis by Blood’. Incant Length: Twelve Syllables Verbal: “Imbue by Blood. or perform any in game actions you are immune to all attacks that do not specifically target the Spirit trait.

AfterMath LARP Rulebook Page 109 of 185 . unless indicated otherwise.Three Render the Prey uses of 2 damage and Maim by Helpless weapon The Gambler Fist -Death by Weapon Comes Calling 2K 4K 4 The Fist Channels the Spirit Grants the user one use of 5 Damage and Agony by Gesture 3K 1K 2K 1K 2 3 2K Patient Spider Philosophy Cost: 3 CP Type of Magic: Trancer Philosophy Target: Self Description: The heart of this philosophy is waiting for the exact right moment to launch a devastating strike. Nothing else in the world seems to matter but the task at hand. CP Spell Name Cost 1 2 Denying the Sorcerer Disturbing the Hornet’s Nest The Smith is Found Wanting Mind and Weapon are One Spell Description 2 damage and Silence by weapon Imbue by Magic-"Fists". If they want to change Philosophies they must spend another 10 seconds performing that kata to do so. To initialize this philosophy the Martial Artist must do their Kata by move their “Fists” in one position holding it there for a few moments then moving it to a different one. Add ‘Agony to Self’ after used. Must return “fist” to hand afterwards. May call ‘Double’ on all Martial Arts Skills. To initialize this philosophy the Martial Artist must do their Kata by move their ‘Fists’ in precise short movements. "Fists". CP Spell Name Cost 1 2 Talon Grasps the Prey Eagle’s Thundering Wings Spell Description Attribute Cost Fist-Imbue Double 2 Damage and 1K Agony by Weapon Fist –Stun by Weapon 1K 3 4 Imbue by Magic-"Fists". Fierce Eagle draws on the inner strength of an individual allowing them to direct their attacks to specific locations causing the maximum amount of damage and effect. That pool is used to power all the Martial Artist abilities. or indicated foe is defeated User suffers drain and stun to self. the Martial Artist is able to put in any attribute transforming it into a Ki pool. can also be used with claws.May Packet deliver any Falling Star Technique by placing a “fist” into a not ready position.3. Falling Star utilizes ones physical strength as well as ones self-discipline with little concern for the after effects. However. To use Martial Arts Points (Ki Points). To initialize this philosophy the Martial Artist must do their Kata by move their weapon in a quick flurry. it must always be performed in the same manner once you use it. they lose their Philosophy and must spend 10 seconds getting back into the Philosophy. All Martial Arts. During this trance. How you define the trance or perform the trance is up to the individual user. such as no longer holding the rep directly in the hand. Falling Star Philosophy Cost: 3 CP Type of Magic: Trancer Philosophy Target: Self Description: The Philosophy of the Falling Star teaches a relentless and powerful assault. While in that Philosophy they may only access abilities located under that Philosophy. normally by thrusting and swinging over and over again.8. Attribute Cost 4 K Fierce Eagle Philosophy Cost: 3 CP Type of Magic: Trancer Philosophy Target: Self Description: The Fierce Eagle philosophy is centered on making precise attacks at the enemy. Once the pool is created and before any Martial Artist ability can be used. the Martial Artist must prepare their mind by entering into a trance. Patient Spider appears to use very slow movements but in fact it is just meant to hide the speed of ones strike from their opponent. Purge Maim.4 Martial Artist Imbue by Magic. Patient Spider is just that Patient.2 damage and Destroy <item> by weapon Imbue by Magic. Must declare enemy you intend to fight. this takes 5 Minutes of role-play.Protection 2. User is 2 to the Earth unconscious.Two uses of 5 Damage by weapon and after second use Maim to arm to Self. One must conquer themselves before they can conquer others. the Martial Artist must then spend 10 seconds preparing themselves to access their abilities by choosing one Philosophy (Stance) and performing that kata. If the Martial Artist should put a "fist" away. Once line of sight has been From the Sky disrupted for 10 seconds. RP Disadvantage – Must spend at least 3 seconds of Martial Arts styled RP to activate.

packet.Paralyze by weapon "Fists". CP Spell Name Cost 1 Spell Description Attribute Cost 3 3 4 4 Parry and 2 damage. Paralyze.CP Spell Name Cost 1 2 3 3 Removing the Threat Easing the Way Poison Reaches the Heart The Spider Strikes Swiftly Spell Description Attribute Cost "Fists".Three uses of 2 damage and agony by weapon Slow and Slam by weapon 1K 2K 1K 4 Imbue by Magic. Dust Blows in the Wind Sand Wears Down Stone Imbue 2 x avoid 3K Imbue by Magic-"Fists". based around erratic and fluid movements.2 x guard vs. To initialize this philosophy the Martial Artist must do their Trance Kata by move their ‘Fists’ in quick fluid motions while doing erratic patterns.Allows instant Hunter Lies in transition into Patient Spider Wait Philosophy 1K Shifting Sand Philosophy Cost: 3 CP Type of Magic: Trancer Philosophy Target: Self Description: This is a very defensive Philosophy. weapon called or 2 K the Sun uncalled. If you parry Fighting Against a melee attack you can then hit 2 K the Storm them for 2 damage. Sand Obscures bullet. Resists Root.Two uses of 2 damage and 1K Weakness by weapon "Fists". The Desert Purge by will “all Maim. Slow. Stun.Five uses 3K of 2 Damage AfterMath LARP Rulebook Page 110 of 185 . and Weakness 1 K Destruction effects on you “ Imbue by Magic. Shifting Sand uses strength of the will and the Martial Artist’s agility to quickly maneuver like a weapon.

Each time the Healing is being conducted. Field Surgery (FS). To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Surgery from the Med Kit’s supplies. Once that is done the Doctor can heal one point of vitality up to five times without needing to re-perform this procedure. This will stay imbued upon the Doctor until the Doctor uses a point of Essences to refresh their stats.3.8. The Doctor must touch each person during the role-play. or the event ends which ever comes first. Verbal: “Cure Repel by Medic” Delivery Method: Touch Rehabilitation Cost: 1 CP Circle: 1 “Volunteer “ Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Dressing Description: All Med Kits have a good amount of supplies that will stop bleeding quickly. Verbal: “Imbue by Medic.' This procedure can be done on the Doctor. Paramedic Procedures use the Med Kit’s attributes. they also cure the mind. Afterwards the doctor calls ‘Cure Slow by Medic”.5 Paramedic Procedures Limb Damage Correction Cost: 1 CP Circle: 1 “Volunteer” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Surgery Description: This procedure will cure any Slow effect that is placed on the target. Note: These can only be cast while a Med Kit is within touching distance. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Medicine from the Med Kit’s supplies. Afterwards the doctor calls ‘Cure Repel by Medic”. To use this procedure the doctor must prepare themselves by doing one minute of role-play going through the Med Kit’s supplies then expend one point of Field Dressings from the Med Kit’s remaining attributes. When this is done the Doctor calls Imbue by Medic. Verbal: “Cure Slow by Medic” Delivery Method: Touch Mind Realignment Cost: 1 CP Circle: 1 “Volunteer” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Medicine Description: Doctors do not just cure the body. the Med Kit is re-supplied. To stabilize a patient the doctor must touch them and call ‘Stabilize by Medic’. or the event ends which ever comes first. and Field Medicine (FM) Circle 1 Paramedic Procedures “Volunteer” Daradrin Cost: 1 CP Circle: 1 “Volunteer” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self & Others Attribute Cost: One Field Surgery Description: When a quick boost is needed this is the way to go. This will stay imbued upon the Doctor until the Doctor uses a point of Essences to refresh their stats. When this is done the Doctor calls Imbue by Medic. Verbal: “Heal 4 by Medic” Delivery Method: Touch Domelaphorm Cost: 1 CP Circle: 1 “Volunteer“ Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Dressing Description: A few well placed bandages and ointment will get a patient back to their feet. This healing can only be done on others and can not be done on the Doctor administering this procedure. the Doctor must touch the patient perform 10 seconds of role-play then call ‘Heal by Medic’. the Med Kit is re-supplied. Afterwards the doctor calls ‘Heal 4 by Medic. Once that is done the Doctor can stabilize up to ten times with just a touch and three seconds of roleplay (usually placing some kind of bandage on the patient. To use this procedure the Doctor must do 30 seconds of Role-play then expend a point of Field Surgery from the Med Kit’s supplies.” “Heal by Medic” Delivery Method: Touch AfterMath LARP Rulebook Page 111 of 185 . To use this procedure the doctor must prepare themselves by doing one minute of role-play going through the Med Kit’s supplies then expend one point of Field Dressings from the Med Kit’s remaining attributes. This procedure will cure any Repel effect that is placed on the target. which includes: Field Dressing (FD).

Afterwards the doctor calls ‘Cure Weakness by Medic”. To use this procedure the Doctor must do one minute of Roleplaying then expend a point of Field Medicine from the Med Kit’s supplies. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Surgery from the Med Kit’s supplies. To use this procedure the Doctor must do one minute Role-playing then expend a point of Field Surgery from the Med Kit’s supplies. This procedure will cure any Weakness effect that is placed on the target. Each Cure Maim effect takes 10 seconds of role-play to administer. or the event ends which ever comes first. But it does tend to make things quicker when one is around. This will stay imbued upon the Doctor until the Doctor uses a point of Essences to refresh their stats. Verbal: “Cure Drain by Medic” Delivery Method: Touch Countering Agent Cost: 2 CP Circle: 2 “EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: One Field Surgery Description: Delivering this anti-poison directly into the blood stream will instantly cure anything poisonous that is floating around in the patient’s body.Verbal: “Imbue by Medic. This procedure will cure any effect that was delivered with the Poison trait. "Resist Poison" Verbal: “Grant Defense by Medic. This procedure will give the patient one resists versus any effect with the Poison trait. This procedure will cure any Drain effect that is placed on the target. "Resist Poison" “Resist” Delivery Method: Touch Mental Stimulus Cost: 2 CP Circle: 2 “EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: One Field Medicine Description: With the right mixture of chemicals you can wake someone up from any sort of sleep. Afterwards the doctor calls ‘Imbue by Medic” and has access to five “Cure Maim by Medic” effects. Verbal: “Cure Weakness by Medic” Delivery Method: Touch Circle 2 Paramedic Procedures “EMT” Blood Transfusion Cost: 2 CP Circle: 2 “EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: One Field Surgery Description: Blood transfusion was said to of been rediscovered after a medic found an old world medical book. Afterwards the doctor calls ‘Cure Poison by Medic”. once this is done One point of Field Medicine is expended from the Med Kits attributes and the Doctor calls ‘Grant Defense by Medic. This procedure will cure any Stun effect that is placed on the target. Verbal: “Imbue by Medic” “Cure Maim by Medic” Delivery Method: Touch Ryan’s Strong Arm Theory Cost: 1 CP Circle: 1 “Volunteer” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Medicine Description: Ryan was an old doctor/alchemist that created a pill that would soften the muscles just enough to fix any damage done to them.” Delivery Method: Touch “Stabilize by Medic” Resetting the Bone Cost: 1 CP Circle: 1 “Volunteer” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Surgery Description: Most Doctors can reset a limb without needing a Med Kit. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Medicine from the Med Kit’s supplies. Verbal: “Cure Poison by Medic” Delivery Method: Touch Create Counter Poison Cost: 2 CP Circle: 2 “EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: One Field Medicine Description: Filling the blood with natural antivenom will make the patient resistant to the next poison that would have affected them. Afterwards the doctor calls ‘Cure Drain by Medic”. To use this Procedure the Doctor must touch a person and do one minute of role-play. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Medicine from the Med Kit’s AfterMath LARP Rulebook Page 112 of 185 . the Med Kit is re-supplied.

5 Damage by Blood” Delivery Method: Touch Derrik’s Blue Ice Cost: 3 CP Circle: 3 “Senior EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Three Field Bandages Description: Blue Ice is a special ointment that is placed in the bandages to increase healing. Verbal: “Grant Packet Attack by Radiation. This procedure will heal the target eight points of vitality up to the targets maximum. once this is done two points of Field Medicine are expended from the Med Kits’ attributes and the Doctor calls ‘Imbue by Medic” This procedure requires an imbue card that must be acquired from logistics (the doctor is able to create their own imbue card but it must be shown during check in and approved). To use this procedure the Doctor must do one minute of Role-playing then expend a point of Field Medicine from the Med Kit’s supplies. Afterwards the doctor calls “Grant Packet Attack by Radiation. Afterwards the doctor calls ‘Cure Disease by Medic”. To use this procedure the Doctor must do one minute of Roleplaying then expend three points of Field Bandages from the Med Kit’s supplies. Verbal: “Cure Stun by Medic” Delivery Method: Touch The Pill Cost: 2 CP Circle: 2 “EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: One Field Medicine Description: The pill was accidentally discovered when some Saharan’s were trying to find a cure for the Unclean. This procedure will temporary make a patient immune to any effect delivered with the Fear trait until the patient refresh their attributes. Afterwards the doctor calls ‘Cure Paralysis by Medic”. To use this Procedure the Doctor must touch a person and do one minutes of role-play. Afterwards the doctor calls ‘Heal 8 by Medic”. 5 Damage by Blood”. Afterwards the doctor calls ‘Cure Stun by Medic”. This procedure will Grant the target with a Packet attack doing 5 damage by Blood. This will last until the patient uses Essences to refresh their attributes or the event ends which ever comes first. Many of the leading medics say that it is addictive though no concrete proof exists regarding it.supplies. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Surgery from the Med Kit’s supplies. Verbal: “Imbue to Patient by Medic” “Immunity to Fear” Delivery Method: Touch Blood boil Cost: 3 CP Circle: 3 “Senior EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Medicine Description: A special drug that was first created to torture Old Bloods. This procedure will cure any effect that was delivered with the Disease trait. Verbal: “Cure Disease by Medic” Delivery Method: Touch Reconnecting the Spine Cost: 2 CP Circle: 2 “EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: One Field Surgery Description: This procedure will cure any Paralysis effect that is placed on the target. Verbal: “Heal 8 by Medic” Delivery Method: Touch Healing the Wasted Cost: 3 CP Circle: 3 “Senior EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Surgery Description: Doctors find themselves with patients of all kinds. To use this procedure the Doctor must do thirty seconds of Role-playing then expend two points of Field Medicine from the Med Kit’s supplies. Verbal: “Cure Paralysis by Medic” Delivery Method: Touch Circle 3 Paramedic Procedures-“Senior EMT” Big’s Muffled Senses Cost: 3 CP Circle: 3 “Senior EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Medicine Description: In some city-states Big’s Muffled Senses or BMS as it is called by most people is illegal. some of the worst are those AfterMath LARP Rulebook Page 113 of 185 . but it has an interesting effect on other races.

Resist Radiation”. To use this procedure the Doctor must do one minute of Role-playing then expend three points of Field Medicine from the Med Kit’s supplies. "Resist Magic". This procedure will grant the patient with a Resist versus the Radiation trait. Magebane is a common drug found within many militaries. This procedure was developed by an Ashuran who wanted to find the cure for Unclean. This procedure will temporary make a patient immune to any Agony effect until the patient refresh their attributes. Verbal: “Imbue by Medic” Delivery Method: Touch Circle 4 Paramedic Procedures “MedEvac” Ashuran’s Heart Cost: 4 CP Circle: 4 “MedEvac” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Dressing Description: Ashuran’s Heart was created by a woman who while spending several years working with the Ashuran’s wanted to be able to heal anyone. The Med Kit must be present for this effect to be used. Afterwards the doctor calls “Cure Stricken by Medic”. once this is done three points of Field Medicine are expended from the Med Kits attributes and the Doctor calls ‘Imbue by Medic”. To use this procedure the Doctor must do thirty seconds of Role-playing then expend three points of Field Dressing from the Med Kit’s supplies. Verbal: “Cure Waste by Medic” Delivery Method: Touch Magebane Cost: 3 CP Circle: 3 “Senior EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Medicine Description: Created by one of the many CityStates that has views against magic. re-supplies the med kit. To use this procedure the Doctor must do thirty seconds of Role-playing then expend two points of Field Surgery from the Med Kit’s supplies. unfortunately they failed but luckily this procedure does work on this lesser form of waste. Afterwards the doctor calls ‘Imbue by Medic”. To use this procedure the Doctor must do thirty seconds of Role-playing then expend two points of Field Surgery from the Med Kit’s supplies. To use this procedure the Doctor must do thirty seconds of Role-playing then expend two points of Field Medicine from the Med Kit’s supplies. Afterwards the doctor calls “Grant Defense by Medic. Afterwards the doctor calls ‘Cure Waste by Medic”. This procedure will cure any Waste effect that is placed on the target. To use this Procedure the Doctor must touch a person and do one minutes of role-play. This will stay imbued until the doctor uses a point of Essences to refresh their stats. "Resist Magic" Delivery Method: Touch Radiation Therapy Cost: 3 CP Circle: 3 “Senior EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Surgery Description: The Goriyani created this procedure to allow people to travel for short bursts in the Waste. Afterwards the doctor calls ‘Grant Defense by Medic. or the event ends which ever comes first. Verbal: “Grant Defense by Medic. It involves draining a bit of blood from the patient then injecting a new substance into the extracted blood then putting it back into the patient’s body. Resist Radiation” “Resist” Delivery Method: Touch Revive Cost: 3 CP Circle: 3 “Senior EMT” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: Three Field Medicine Description: This procedure will Imbue the Doctor with five “Cure Stun by Medic” effects that will cure any stun effect. Verbal: “Cure Stricken by Medic” Delivery Method: Touch Blood of the Unclean Cost: 4 CP Circle: 4 “MedEvac” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Three Field Medicine Description: No one knows the exact origins of this medical procedure. This procedure will cure any Stricken effect that is placed on the target. This procedure will Grant the target with a Resist versus anything delivered with the Magic trait. This procedure requires an imbue card that must be acquired from logistics (the doctor is able to create their own imbue card but it must be AfterMath LARP Rulebook Page 114 of 185 .who are wasting away. Verbal: “Grant Defense by Medic. This procedure can only be done on the Doctor after that then the ‘Cure Stun’ effect can be administered to anyone.

This procedure will bring a patient back from the brink of death. Afterwards the doctor calls ‘Cure Physical and Mental by Medic”. ten seconds of roleplay must be done. Charisma (Warbringer).shown during check in and approved). once this is done three points of Field Surgery is expended from the Med Kit’s attributes and the Doctor calls ‘Grant Defense by Medic. and Web. To use this procedure the Doctor must do one minute of Roleplaying then expend three points of Field Surgery and one point of Field Medicine from the Med Kit’s supplies. Will. Crystal. This procedure will cure any effect that was considered a Physical or Mental trait when it hit. Fear. This procedure will give the patient one Avoid Bullets. To administer the procedure. Unfortunately it seems to be a favorite among traveling warriors giving them enough time to finish the job. part of which involves asking what the doctor is granting. Silver. Blood Potency (Blood Mage {cannot be used for Vitality}). Inspiration. this will work on the following skills Arcana (Sorcerer). To use this Procedure the Doctor must touch a person and do one minutes of role-play. This will last until the patient uses Essences to refresh their attributes or the event ends which ever comes first. Then Cure Death by Medic is called. Trance. Ice. Verbal: “Grant Defense by Medic. once this is done two points of Field Surgery are expended from the Med Kits attributes and the Doctor calls ‘Imbue by Medic”. Verbal: “Imbue to Patient by Medic” “No Effect” Delivery Method: Touch The Dominic Process Cost: 4 CP Circle: 4 “MedEvac” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: Three Field Surgery and One Field Medicine Description: Another crowning achievement by the Ashurans. Verbal: “Imbue to Patient by Medic” “Immunity to Agony” Delivery Method: Touch Create Antibodies Cost: 4 CP Circle: 4 “MedEvac” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Surgery Description: This procedure will temporary make a patient immune to any effect delivered with the Poison trait until the patient refresh their attributes. Verbal: “Cure Physical and Mental by Medic” Delivery Method: Touch Resuscitate Cost: 4 CP Circle: 4 "MedEvac" Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: Four Field Dressing Description: One of the pinnacles of the Paramedic training is Resuscitation. Presence. This procedure requires an imbue card that must be acquired from logistics (the doctor is able to create their own imbue card but it must be shown during check in and approved). Force. To use this Procedure the Doctor must touch a person and do one minutes of role-play. Weapon. To use this procedure the Doctor must do five minutes of Roleplaying. and then four points of Field Dressings must be expended from the Med Kit's supplies. This procedure will Grant two spell attributes. Verbal: "Cure Death by Medic" Delivery Method: Touch Spell Bound Cost: 4 CP Circle: 4 "MedEvac" Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Medicine Description: A powerful medical procedure developed by an elite group of Sorcerers to make themselves more powerful. then expend four points of Field Medicine from the Med Kit's supplies. This procedure will completely cure a target of all Mind and Body affecting illnesses. Those traits are Confusion. This will last until the patient uses Essences to refresh their attributes or the event ends which ever comes first. Earth. Verbal: "Grant 2 <Spell Pool> by Medic" Delivery Method: Touch Speeders Cost: 4 CP Circle: 4 “MedEvac” Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Three Field Surgery Description: In an attempt to keep people from being hurt an Ashuran created this Medical Procedure. Despair. Afterwards the doctor calls "Grant 2 <Spell Pool> by Medic". Concentration (Psionic) and Mind of No Mind (Martial Artist). Avoid Bullets”. Avoid Bullet” “Avoid” Delivery Method: Touch AfterMath LARP Rulebook Page 115 of 185 .

Path of Autumn Spells Denying The Decay Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. additional armor is in effect.Path of the Autumn Target: Others Attribute Cost: 1 Agility Description: This spell gives the Pathwalker two packet delivered Slow by Disease effects.Path of the Autumn Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with a Shield vs.8. the call ‘Imbue by Nature’. or the event ends. the caster refreshes their attributes. To cast this spell the Pathwalker must say the full incant. the call ‘Slow by Disease and throw the packet. If any other armor is put on then the spell ends. To cast this spell the Pathwalker must say the full incant. dies. To cast this spell the Pathwalker must say the full incant. or the event ends. the caster refreshes their attributes. Then they can choose any time to call ‘Repel to Animal by Fear’ and throw the packet.Path of the Autumn Target: Others Attribute Cost: Willpower Description: This spell gives the Pathwalker a packet delivered Cure Disease By Nature Effect.Path of the Autumn Target: Self Attribute Cost: 2 Agility Description: This spell Imbues the caster with two points of armor that is NOT stackable. This spell will last until used up. Incant Length: Six Syllables Verbal: “Imbue by Nature” “Repel to Animal by Fear” Delivery Method: Self / Packet Stripping The Branches Bare Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. the call ‘Imbue by Nature’. Incant Length: Eight Syllables Verbal: “Grant 2 Protection to Self by Nature” Delivery Method: Self Roots Drink Deeply Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. the call ‘Imbue by Nature’. dies.3. Incant Length: Six Syllables Verbal: “Slow by Disease” Delivery Method: Packet Circle 2 Pathwalker. the caster refreshes their attributes. This spell will last until used up. To Circle 1 Pathwalker. Disease Shield” Delivery Method: Self Hunter’s Presence Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. or the event ends. Incant Length: Six Syllables Verbal: “Grant Defense by Nature. the call ‘Disarm by Magic’ and throw the packet.Path of the Autumn Target: Others Attribute Cost: 1 Agility Description: This spell gives the Pathwalker a packet delivered Double Root by Nature effect. the Disease trait.Path of the Autumn Target: Others Attribute Cost: 1 Wits Description: This spell gives the Pathwalker two uses of packet delivered Disarm by Magic effect. dies. To cast this spell the Pathwalker must say the full incant.6 Pathwalker The Tree’s Rotting Heart Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. This spell will last until used up. To cast this spell the Pathwalker must say the full incant. Incant Length: Six Syllables Verbal: “Double Grant packet attack to Self. Disarm by Nature” Delivery Method: Packet AfterMath LARP Rulebook Page 116 of 185 .Path of the Autumn Target: Self/ Others Attribute Cost: 1 Brawn Description: This spell Imbues the caster with two packet delivered Repel To Animal by Fear effects that will only affect those with the Animal trait.Path of Autumn Spells The Master’s Touch Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. To cast this spell the Pathwalker must say the full incant. Incant Length: Eight Syllables Verbal: “Cure Disease By Nature” Delivery Method: Packet Preparing For Winter Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. the call ‘Cure Disease By Nature’ and throw the packet.

Weakness By Nature” Delivery Method: Voice Culling The Weak Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. the call ‘Double Root by Nature’ and throw the packet. and only talk in a low whisper. or the event ends. they must lie down. dies.Path of Autumn Spells Bone Fever Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. the caster refreshes their attributes. Incant Length: Ten Syllables Verbal: “Drain by Disease” Delivery Method: Packet Hibernation Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. or the event ends. Paralyze by Nature Delivery Method: Self / Gaze Herald Of Destruction Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. After that the caster may use the Gaze attack at any time calling ‘By Gaze.Path of the Autumn Target: Others Attribute Cost: 2 Willpower Description: This spell gives the Pathwalker a voice delivered Weakness By Nature attack. the call ‘By Voice.Path of the Autumn Target: Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a packet delivered Drain by Disease attack. the call ‘Imbue by Nature’. Resist Nature” Delivery Method: Self Circle 4 Pathwalker.Path of the Autumn Target: Self / Others Attribute Cost: 3 Willpower Description: This spell Imbues the caster with two packet delivered Stun by Nature attacks. use no skills/spells/abilities. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” “By Gaze.Path of the Autumn Target: Self / Others Attribute Cost: 2 Wits Description: This spell imbues that caster with a Gaze delivered attack of ‘Paralyze by Nature’. Incant Length: Ten Syllables Verbal: “By Voice. To cast this spell the Pathwalker must say the full incant. may give any false diagnoses. Incant Length: Ten Syllables Verbal: “Imbue by Nature” “Spirit” Delivery Method: Self Relentless Advance Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. two AfterMath LARP Rulebook Page 117 of 185 . Incant Length: Eight Syllables Verbal: “Double Root by Nature” Delivery Method: Packet Wild Winds Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. talks louder a than a whisper.Path of the Autumn Target: Self Attribute Cost: 1 Willpower Description: This spell allows the Pathwalker to lose the ‘Living’ trait. or the event ends. say the full incant. To cast this spell the caster must lie down. To cast this spell the Pathwalker must say the full incant.Path of the Autumn Target: Others Attribute Cost: Willpower Description: This spell gives the Pathwalker a packet delivered Repel by Nature attack.Path of Autumn Spells Grim Visage Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. This spell will end when the spell is used up. Weakness By Nature. the call ‘Repel by Nature’ and throw the packet. Incant Length: Ten Syllables Verbal: “Imbue by Nature. Nature.cast this spell the Pathwalker must say the full incant. To cast this spell the caster must say the full incant and call Imbue by Nature. goes unconscious. and call Imbue by Nature. Incant Length: Eight Syllables Verbal: “Repel by Nature” Delivery Method: Packet Circle 3 Pathwalker. the caster refreshes their attributes. uses any IG abilities. This spell will last until used up. dies. To cast this spell the Pathwalker must say the full incant. Paralyze by Nature’. After that they may keep the spell up indefinitely as long as they do not do anything to end it. refreshes their attributes. the call ‘Drain by Disease’ and throw the packet. To cast this spell the Pathwalker must say the full incant. This spell will last until the caster moves positions (being carried does not count). dies.Path of the Autumn Target: Self Attribute Cost: 2 Agility Description: This spell Imbues the caster with three resists vs.

This spell will last until the time elapses. or dies. To cast this spell the Pathwalker must say the full incant. Incant Length: Six Syllables Verbal: “Root by Nature” Delivery Method: Packet New Growth Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. This spell will end if the caster uses any Healing abilities.Path of the Autumn Target: Self / Others Attribute Cost: One Point from Each Attribute except Essence Description: This spell Imbues the caster with several different abilities. dies. Then the caster may throw packet delivered attacks calling ‘3 Damage by Lightning’.Path of the Autumn Target: Self / Others Attribute Cost: 2 Brawn Description: This spell grants the caster five 3 Damage by Lighting attacks as long as the casters feet remain stationary. and two packet delivered Frenzy by Nature attacks. Since this spell can only be cast on the caster no Imbue card is needed.Path of the Spring Target: Self and Others Attribute Cost: 1 Wits Description: This spell gives the Pathwalker a packet delivered Cure Root by Nature effect or a Cure Maim to legs. If the caster knows the recipient is a Leshka. refreshes their attributes. the caster refreshes their attributes. call ‘Root by Nature’ and throw the packet. ‘Paralyze by Nature’. “Weakness by Nature” Delivery Method: Self / Packet Circle 1 Pathwalker. To cast this spell the caster must plant their feet then say the full incant afterwards calling Imbue by Nature. and then call ‘Imbue by Nature’.’ Incant Length: Six Syllables Verbal: ‘Heal 10 by Nature’ Delivery Method: Touch Wildness Of Spring Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. Incant Length: Six Syllables Verbal: “Cure Root by Nature” or “Cure Maim to legs by Nature” Delivery Method: Packet Grasping Plants Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. uses any weapon or any effect that causes damage. This spell will end if the caster moves their feet. is rendered unconscious.Path of the Spring Target: Self and Others Attribute Cost: 1 Any Description: This spell allows the Pathwalker to spend one minute of role play and at the end call ‘Heal 10 by Nature’. Then they may call ‘Stun by Nature’. To cast this spell the Pathwalker must say the full incant.Path of the Spring Target: Others Attribute Cost: 1 Wits AfterMath LARP Rulebook Page 118 of 185 .packet delivered Paralyze by Nature attack. uses another effect. or the event ends. or the event ends. Since this spell can only be cast on the caster no Imbue card is needed. Magic. goes unconscious. the spell is used up. the caster uses any healing abilities. or ‘Frenzy by Nature’ and throw the packet. To cast this spell the Pathwalker must say the full incant. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” “Shield” “No Effect”. This spell will last until one hour expires. refreshes their attributes. call ‘Cure Root by Nature’ or ‘Cure Maim to legs by Nature’ and then throw the packet. six Weakness by Disease packet delivered attacks.Path of Spring Spells Freedom’s Cry Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. they may call ‘Double Heal 10 by Nature. To cast this spell. one Shield vs.Path of the Spring Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered Root by Nature attack. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” “Stun by Nature” “Paralyze by Nature” “Frenzy by Nature” Delivery Method: Self / Packet Storms Come Calling Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” “3 Damage by Lightning Delivery Method: Self / Packet Summon The Lengthening Shadow Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. but they may be healed by others. This spell can only be cast once per Essence refresh. and then call ‘Imbue by Nature’. dies. the Pathwalker must say the full incant. They gain one additional point of damage to all called damage. Immunity to Frenzy. Mental and one Shield vs.

Incant Length: Eight Syllables Verbal: ‘1 Damage and Agony by Nature’ Delivery Method: Packet Abundant Life Overflowing Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. This spell will last until the caster looses vitality. dies. Incant Length: Ten Syllables Verbal: “Imbue by Nature” ‘Shield” Delivery Method: Self Fleet Of Foot Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. This spell can be kept up indefinitely.Path of Spring Spells At Harmony With Nature Cost: 3 CP Circle: 3 Type of Magic: Pathwalker.Description: This spell gives the Pathwalker a packet delivered Frenzy by Nature attack. or the event ends. dies. or the event ends. dies.Path of the Spring Target: Self and Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a packet delivered Cure Drain by Nature effect. To keep the spell active neither the caster nor the target may move their location (bodies can still move in subtle ways).Path of the Spring Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered 1 Damage and Agony by Nature attack. To cast this spell the Pathwalker must say the full incant. Incant Length: Eight Syllables Verbal: “Imbue by Nature” Delivery Method: Touch Circle 3 Pathwalker. This spell will last until used up. call ‘Frenzy by Nature’ and throw the packet. Death Shield” Delivery Method: Self Renewing The Spirit Cost: 2 CP Circle: 2 Type of Magic: Pathwalker.Path of Spring Spells Abnormal Growth Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. call ‘Cure Drain by Nature’ and throw the packet.Path of the Spring Target: Others Attribute Cost: 2 Willpower Description: This spell is Imbued on the target stopping their death count. To cast this spell the Pathwalker must say the full incant. To cast this spell the Pathwalker must say the full incant.Path of the Spring Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two shield vs. dies. This spell will last until used up. Incant Length: Eight Syllables Verbal: “Imbue by Nature.Path of the Spring Target: Self Attribute Cost: 2 Agility Description: This spell Imbues the caster three resists vs. the caster refreshes their attributes. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up. To cast this spell the Pathwalker must say the full incant. Since this spell can only be cast on the caster no Imbue card is needed. Incant Length: Eight Syllables Verbal: “Cure Drain by Nature” Delivery Method: Packet Sweetness Of Life Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. the Death effect. call ‘1 Damage and Agony by Nature’ and throw the packet. and then call ‘Imbue by Nature’. either the Root or Slow effect.Path of the Spring Target: Self Attribute Cost: 1 Brawn Description: This spell Imbues the caster with one shield vs. the Nature trait. the caster refreshes their attributes. or the event ends. To cast this spell the Pathwalker must say the full incant. The caster must continuously whisper words of encouragement to the target. the caster refreshes their attributes. Incant Length: Six Syllables Verbal: “Frenzy by Nature” Delivery Method: Packet Circle 2 Pathwalker. This does work against Death Strikes. or the event ends. the caster refreshes their attributes. and then call ‘Imbue by Nature’. then call ‘Imbue by Nature’ and give the target the Imbue Card. and then call ‘Imbue by Nature’. keeping the target alive. Since this spell can only be cast on the caster no Imbue card is needed. Incant Length: Ten Syllables Verbal: “Imbue by Nature” ‘Resist” Delivery Method: Self AfterMath LARP Rulebook Page 119 of 185 . To cast this spell the Pathwalker must say the full incant. To cast this spell the Pathwalker must say the full incant.

dies.Path of the Spring Target: Others Attribute Cost: 1 Agility and 2 Brawn Description: This spell gives the Pathwalker Imbues on themselves two Cure Death by Nature. the Fear trait. call ‘Cure Mental by Nature’ and throw the packet. Incant Length: Ten Syllables Verbal: “By Voice. Incant Length: Twelve Syllables Verbal: “Cure Death by Nature” Delivery Method: Touch Laughing Spirit Of Spring Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. two ‘3 Damage and Weakness’ with a weapon. They gain Immunity to Root. To cast this spell the Pathwalker must say the full incant.Path of the Summer Target: Self / Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered Cure Disease by Nature effect.Path of the Spring Target: Others Attribute Cost: 2 Willpower Description: This spell gives the Pathwalker a voice delivered ‘Cure Stun and Fear by Nature’ effect. the target refreshes their attributes. This spell will last until used up. Presence. Cure Stun and Fear by Nature” Delivery Method: Voice Sweet Joy Of Spring Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. To cast this spell the Pathwalker must say the full incant. the caster refreshes their attributes. To cast this spell the Pathwalker must say the full incant. Inspiration. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” ‘Shield” Delivery Method: Self Circle 1 Pathwalker. Since this spell can only be cast on the caster no Imbue card is needed. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” ‘Shield” Delivery Method: Touch Summon Springtime’s Fervor Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. This does not work against a Death Strike. or the event ends. one vs. Trance.Path of the Spring Target: Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a Cure Mental by Nature effect that will cure all effects that were delivered with the following traits Confusion. or the event ends. dies. This spell will last until one hour expires. or the event ends. To cast this spell the Pathwalker must say the full incant. To AfterMath LARP Rulebook Page 120 of 185 . call ‘Cure Death by Nature’ and touch the target. To cast this spell the Pathwalker must say the full incant. the caster refreshes their attributes. Death effect. Two Shield vs.Path of the Spring Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two shield vs. Despair. grow short claws. dies. and then call ‘Imbue by Nature’. the Death effect. To cast this spell the Pathwalker must say the full incant. Cure Stun and Fear by Nature’. the Magic trait. Incant Length: Ten Syllables Verbal: “Cure Mental by Nature” Delivery Method: Packet Circle 4 Pathwalker. This spell will last until used up. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” “Shield” “3 Damage and Weakness” “No Effect” Delivery Method: Self / Packet / Weapon Sweet Kiss Of Spring Cost: 4 CP Circle: 4 Type of Magic: Pathwalker.Path of Summer Spells Cleansing Breeze Cost: 1 CP Circle: 1 Type of Magic: Pathwalker.Springtime Comes Calling Cost: 3 CP Circle: 3 Type of Magic: Pathwalker.Path of the Spring Target: Self / Others Attribute Cost: One Point from Each Attribute except Essence Description: This spell Imbues the caster with several different abilities. one shield vs.Path of the Spring Target: Others Attribute Cost: 2 Willpower Description: This spell enables the Pathwalker to touch several targets (up to his Wits plus Willpower) giving each. and Will.Path of Spring Spells Beauty Warms The Coldest Heart Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. Fear. Since this spell can only be cast on the caster no Imbue card is needed. call ‘By Voice. then call ‘Imbue by Nature’ and give the target an Imbue card. and one additional point added to Vitality. and then call ‘Imbue by Nature’.

Path of Summer Spells Hearing Nature’s Voice Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. or the event ends which ever comes first. Then the target is able to throw one packet delivered ‘Speak to Animal (or Plant) by Nature”. the call ‘Imbue by Nature’ This spell will last until used up. To cast this spell the Pathwalker must say the full incant.Path of the Summer Target: Others Attribute Cost: 1 Wits Description: This spell gives the Pathwalker two packet delivered Agony by Nature effects. and then touch each target calling ‘Heal by Nature’.Path of the Summer Target: Others Attribute Cost: 1 Wits Description: This spell allows the Pathwalker to Imbue another with the ability to speak with anything that has the Animal or Plant trait (may be decided by the target at the time of use). To cast this spell the Pathwalker must say the full incant.Path of the Summer Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker the ability to heal one point of damage on as many targets as the Pathwalker has Willpower plus Brawn. Incant Length: Six Syllables Verbal: “Heal by Nature” Delivery Method: Touch Touch Of The Sun Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. the Fire trait. the call ‘Cure Disease by Nature’ and throw the packet. After that they may throw three separate ‘Weakness by Nature’ effects using packets. and then touch each target calling ‘Imbue by Nature’. the caster refreshes their attributes. Repel to Animal by Nature’. To cast this spell the Pathwalker must say the full incant. dies. or the event ends. Repel to Animal by Nature” Delivery Method: Voice Reign Of The Sun Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. dies. This spell will last until used up. or the event ends. the call ‘Imbue by Nature’. the caster refreshes their attributes.cast this spell the Pathwalker must say the full incant. To cast this spell the Pathwalker must say the full incant. Incant Length: Eight Syllables Verbal: “Imbue by Nature” “Weakness by Nature” Delivery Method: Self / Packet Pass Without Harm Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. the call ‘Agony by Nature’ and throw the packet.Path of the Summer Target: Self Attribute Cost: 1 Brawn Description: This spell Imbues the caster with one Shield vs. Incant Length: Six Syllables Verbal: “Agony by Nature” Delivery Method: Packet Summer’s Golden Glow Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. Incant Length: Six Syllables Verbal: “Cure Disease by Nature” Delivery Method: Packet Radiant Sunlight Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. the call ‘By voice. Incant Length: Eight Syllables Verbal: “By Voice. dies. To cast this spell the Pathwalker must say the full incant. To cast this spell the Pathwalker must say the full incant.Path of the Summer Target: Self / Others Attribute Cost: 2 Agility Description: This spell Imbues the caster with three packet delivered Weakness by Magic attacks. Incant Length: Eight Syllables Verbal: “Imbue by Nature” “Speak to Animal (Plant) by Nature Delivery Method: Touch / Packet Heatwave Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. All targets must be in the same area and can not take more then one minute to touch each one. This will last until the target uses Essences to refresh their attributes. Incant Length: Six Syllables Verbal: “Imbue by Nature” “Shield” Delivery Method: Self Circle 2 Pathwalker.Path of the Summer Target: Others Attribute Cost: 1 Willpower Description: This spell gives the caster a voice delivered ‘Repel to Animal by Nature’ attack that will only affect those targets with the Animal trait.Path of the Summer Target: Self AfterMath LARP Rulebook Page 121 of 185 .

and then the caster must go to each plate and offer its blessing (Imbue Cards). but can not be used when the caster is unconscious. the caster refreshes their attributes. the caster refreshes their attributes.Path of Summer Spells Gentle Warmth Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. dies. This spell will last until used up. the call ‘Imbue by Nature’ after each plate is placed on the table. dies. say the full incant. A number of plates can be enchanted equal to the casters Wits plus Willpower. All plates must be on a table and their must be enough for all people who are eating. Incant Length: Eight Syllables Verbal: “Imbue by Nature” “Shield” Delivery Method: Self Circle 3 Pathwalker. the Nature trait. the call ‘Imbue by Nature’.Plate Circle 4 Pathwalker. The effect will take place after each person takes a bit.Path of Summer Spells Boon Of The Bountiful Harvest Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. in place of the normal maintenance payment. paralyzed.Path of the Summer Target: Self Attribute Cost: 1 Wits Description: This spell Imbues the caster with one Shield vs. To cast this spell the Pathwalker must say the full incant.Path of the Summer Target: Self Attribute Cost: 2 Brawn Description: This spell Imbues the caster with one Purge Physical by Nature effect that can be used when the caster needs it. the call ‘Imbue by Nature’. silenced. dies. or the event ends. Incant Length: Ten Syllables Verbal: “Imbue by Nature” “Shield” Delivery Method: Self Infusing Heat Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. To cast this spell the Pathwalker must touch each plate after placing it on the table. the Magic trait. Incant Length: Ten Syllables Verbal: “Imbue by Nature” “Purge Physical by Nature” Delivery Method: Self Sustaining Life Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. Part of casting this spell is preparing a table with enough food for all involved to eat.Attribute Cost: 1 Willpower Description: This spell Imbues the caster with one Shield vs. Each plate needs an Imbue card. The caster can enchant up to his Essence in targets. or the event ends. Weapon. the call ‘Imbue by Nature’. Force. the Ice trait. and Web.Path of the Summer Target: Others Attribute Cost: 1 Brawn Description: This spell allows the caster to enchant food. the caster refreshes their attributes. or the event ends. This spell will last until used up. If the Imbue card is not received then the maintenance is not waived. dies. To cast this spell the Pathwalker must say the full incant. This effect will remove all effects inflicted with the following traits: Crystal. or drained. or the event ends. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” Delivery Method: Touch AfterMath LARP Rulebook Page 122 of 185 . the call ‘Imbue by Nature’ This spell will last until used up. Incant Length: Ten Syllables Verbal: “Imbue by Nature” “Shield” Delivery Method: Self Sun’s Faithful Renewal Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. Silver.Path of the Summer Target: Others Attribute Cost: 1 Wits Description: This spell allows the caster to prepare food and Imbue each person who eats from the food to be sustained till the next event without having to pay an Upkeep cost. All who eat the food gain a Heal 3 and Cure Metabolic by Nature. The Imbue card must be turned in. and then call Imbue by Nature. To cast this spell the Pathwalker must say the full incant. Incant Length: Ten Syllables Verbal: “Imbue by Nature” Delivery Method: Touch. Earth.Path of the Summer Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two Shield vs. the caster refreshes their attributes. This spell will last until used up. Then they place the Imbue Card under each plate. To cast this spell the Pathwalker must say the full incant. When the caster needs to they call Purge Physical by Nature This effect CAN be used when the caster is bound. Ice. To cast this spell the Pathwalker must say the full incant.

say the full incant. which ever comes first. Afterward the caster may touch each person (other then themselves) and call ‘Heal 2 by Nature’. This spell ends if the caster uses any weapon skill or any effect that causes damage. the caster refreshes their attributes. the call ‘Stun by Nature’ and throw the packet. They gain six Heal by Nature (touch cast). or dies. Uses any other skills/spells. The caster also gains 6 Protection as long as they maintain this spell. call ‘2 damage and Slow by Nature’ and throw the packet. To cast this spell the Pathwalker must say the full incant. and then call ‘Imbue by Nature’. Once this is done the cast can throw three packets calling ‘2 Damage by Ice’. Since this spell can only be cast on the caster no Imbue card is needed.Path of the Summer Target: Others Attribute Cost: 3 Agility Description: This spell allows the caster to plant their feet and have access to ten Heal 2 by Nature healing effects that must be delivered by touch. six Repel by Nature. or the event ends. To cast this spell the Pathwalker must say the full incant. and one shield vs. or the event ends. the Fire trait. “Repel by Nature” Delivery Method: Self / Packet / Weapon Circle 1 Pathwalker. To cast this spell the caster must plant their feet. is rendered unconscious. Incant Length: Six Syllables Verbal: “Imbue by Nature” ‘Shield” Delivery Method: Self Ice Shards Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” “Shield” “Heal by Nature. Since this spell can only be cast on the caster no Imbue card is needed. the casters feet move. Magic. The spell ends if the caster looses Vitality.Path of the Summer Target: Self / Others Attribute Cost: One Point from Each Attribute except Essence Description: This spell Imbues the caster with several different abilities. Incant Length: Six Syllables Verbal: “Imbue by Nature” ‘2 Damage by Ice” Delivery Method: Self / Packet Winter’s Breath Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. and call ‘Imbue by Magic’.Path of the Summer Target: Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a packet delivered Stun by Nature effect. say the full incant. is rendered unconscious. the caster refreshes their attributes. Drain. the spell is used up. To cast this spell the Pathwalker must plant their feet. moves their feet. dies. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up. Incant Length: Six Syllables Verbal: ‘2 damage and Slow by Nature’ Delivery Method: Packet AfterMath LARP Rulebook Page 123 of 185 . This spell can only be cast once per event and only last one hour. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” “Heal 2 by Nature” Delivery Method: Touch Summer’s Blessing Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. To cast this spell the Pathwalker must say the full incant. the caster refreshes their attributes.Path of the Winter Target: Self / Others Attribute Cost: 1 Agility Description: This spell Imbues the caster with three uses of ‘2 Damage by Ice’ as long as the casters feet stay planted. and then call ‘Imbue by Nature’. then call ‘Imbue by Nature’.Path of the Winter Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two shield vs. Incant Length: Twelve Syllables Verbal: “Stun by Nature” Delivery Method: Packet Summer’s Blessing Cost: 4 CP Circle: 4 Type of Magic: Pathwalker.Path of the Winter Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered 2 damage and Slow by Nature attack. uses any weapon or any effect that causes damage. or the event ends. This spell will last until used up. To cast this spell the Pathwalker must say the full incant.Overwhelming Heat Cost: 4 CP Circle: 4 Type of Magic: Pathwalker. dies.Path of Winter Spells Frozen Heart Cost: 1 CP Circle: 1 Type of Magic: Pathwalker. one shield vs. This spell will last until the time elapses.

This spell will last until the time elapses. Since this spell can only be cast on the caster no Imbue card is needed. Incant Length: Six Syllables Verbal: “Agony and Destroy by Nature” Delivery Method: Packet Hardened Heart Cost: 2 CP Circle: 2 Type of Magic: Pathwalker.Path of the Winter Target: Self Attribute Cost: 1 Wits Description: To cast this spell the Pathwalker must say the full incant. and then call ‘Imbue by Nature’. and then call Grant 2 Protection to Self by Nature. To cast this spell the Pathwalker must say the full incant. Incant Length: Ten Syllables Verbal: “Grant 2 Protection to Self by Nature” Delivery Method: Self Roaring Wind Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. call ‘Paralyze by Ice’ and throw the packet. the caster refreshes their attributes. Since this spell can only be cast on the caster no Imbue card is needed. Incant Length: Ten Syllables AfterMath LARP Rulebook Page 124 of 185 .Winter’s bite Cost: 1 CP Circle: 1 Type of Magic: Pathwalker.Path of the Winter Target: Others Attribute Cost: 1 Agility Description: This spell gives the Pathwalker a packet delivered 5 Damage by Ice attack.Path of the Winter Target: Self / Others Imbue By Nature Two uses of weapon delivered +1 Damage and the Ice trait for those swings. call ‘Agony and Destroy by Nature’ and throw the packet. Incant Length: Eight Syllables Verbal: “5 Damage by Ice” Delivery Method: Packet Numbing Cold Cost: 2 CP Circle: 2 Type of Magic: Pathwalker.Path of the Winter Target: Others Attribute Cost: 1 Agility Description: This spell gives the Pathwalker a packet delivered Agony and Destroy by Nature attack. the caster refreshes their attributes. dies. To cast this spell the Pathwalker must say the full incant. This spell will last until used up. dies. To cast Attribute Cost: 1 Brawn Description: This spell Imbues the caster with two melee weapon attacks adding one extra called melee this spell the Pathwalker must say the full incant. or the event ends. the recipient refreshes their attributes. Incant Length: Eight Syllables Verbal: “Paralyze by Ice” Delivery Method: Packet Circle 3 Pathwalker. To cast this spell the Pathwalker must say the full incant.Path of the Winter Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two shield vs.Path of Winter Spells Guardian Of Ice Cost: 3 CP Circle: 3 Type of Magic: Pathwalker. To cast this spell the Pathwalker must say the full incant. call ‘5 Damage by Ice’ and throw the packet. Incant Length: Six Syllables Verbal: “Imbue by Nature” Delivery Method: Self/Others Circle 2 Pathwalker. This spell will last until used up.Path of the Winter Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered Paralyze by Ice attack.Path of the Winter Target: Self Attribute Cost: 2 Willpower Description: This spell Imbues the caster making them immune to ALL voice effects for ten minutes. This spell will last until used up. or the event ends. This is stackable with other called damage. Incant Length: Eight Syllables Verbal: “Imbue by Nature” ‘Shield” Delivery Method: Self Ice Spear Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. dies. or dies. the Fear trait. and then call ‘Imbue by Nature’. or the event ends. the caster refreshes their attributes. Since this spell can only be cast on the caster no Imbue card is needed.Path of Winter Spells Frost Shatter Cost: 2 CP Circle: 2 Type of Magic: Pathwalker. To cast this spell the Pathwalker must say the full incant. and then call ‘Imbue by Nature’.

Verbal: “Imbue by Nature, Immunity to ‘Voice’ effects” Delivery Method: Self Shadows of winter Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a packet delivered Repel by Nature attack. To cast this spell the Pathwalker must say the full incant, call ‘Repel by Nature’ and throw the packet. Incant Length: Ten Syllables Verbal: “Repel by Nature” Delivery Method: Packet Winter’s Blasting Breath Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 2 Agility Description: This spell gives the Pathwalker a packet delivered Slow and Agony by Nature attack. To cast this spell the Pathwalker must say the full incant, call ‘Slow and Agony by Nature’ and throw the packet. Incant Length: Ten Syllables Verbal: “Slow and Agony by Nature” Delivery Method: Packet Circle 4 Pathwalker- Path of Winter Spells Flash Freeze Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 2 Brawn Description: This spell gives the Pathwalker a packet delivered Death by Ice attack. To cast this spell the Pathwalker must say the full incant, call ‘Death by Ice’ and throw the packet. Incant Length: Twelve Syllables Verbal: “Death by Ice” Delivery Method: Packet Hailstorm Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Winter Target: Self / Others Attribute Cost: 2 Agility Description: This spell Imbues the caster with five uses of ‘2 Damage and Slow by Ice’ as long as the casters feet stay planted. To cast this spell the Pathwalker must plant their feet, say the full

incant, then call ‘Imbue by Nature’. Once this is done the cast can throw three packets calling ‘2 Damage and Slow by Ice’. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the casters feet move, the caster refreshes their attributes, dies, or the event ends. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” ‘2 Damage and Slow by Ice” Delivery Method: Self / Packet Howling Down The Storm Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 3 Willpower Description: This spell gives the Pathwalker five uses of voice delivered Repel by Nature effect but the Pathwalker must wave their hands in a circular motion while saying the full incant and then calling ‘By Voice, Repel by Nature.’ The caster may not use other skills while using this spell. The ability to use the spell goes away when the caster stops moving their hands although the effect does not end on those who are already repelled. Incant Length: Twelve Syllables Verbal: “By Voice, Repel by Nature’” Delivery Method: Voice Summon Winter’s Embrace Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Winter Target: Self / Others Attribute Cost: One Point from Each Attribute except Essence Description: This spell Imbues the caster with several different abilities. They gain an additional point of damage on ALL called damage plus add the Ice trait to the call. They also gain one Avoid vs. Melee Weapons, one Shield vs. Magic, one Shield vs. Fire, three packet delivered ‘2 Damage by Ice’ attacks (which would immediately become 3 damage by ice with the other abilities of this spell), grow short claws, and one additional point of vitality. This spell can only be cast once per Essence refresh. To cast this spell the Pathwalker must say the full incant, and then call ‘Imbue by Nature’. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until one hour expires, the caster refreshes their attributes, dies, or the event ends. This spell will not stack with other Pathwalker ‘Summon’ spells. Incant Length: Twelve Syllables Verbal: “Imbue by Nature” “Shield” “1 Damage by Ice” “Avoid” Delivery Method: Self / Packet / Weapon

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The Pathwalker's Spirit Guides
“Look into the fire, my son. Do you see how the embers burn?” “Yes father, but I still don’t understand.” “Understanding is not part of our ways, who can understand why the wolf howls? No one but the Wolf himself.” The Pathwalker walks upon the path of nature. It is a hard road to follow. They are the spiritual guide to their tribe. The cost of joining with one of the Spirit Guides is a larger burden then most would think. The responsibilities are heavy and the road long and unforgiving; this is the path the Pathwalker chooses to walk down. Pathwalkers connect with a animal spirit known as a Spirit Guide before they are able to summon the powers of the Path. These Spirit Guides are said to give a piece of themselves to the Pathwalker so that he can call upon the magic that he casts. If he ever does something against his Spirit Guide he will lose his powers and all the time spent in learning its ways will be wasted. The Pathwalker must go on a walk to redeem himself to appease the animal Spirit Guide. Though a Pathwalker gets to choose which Spirit Guide he follows it is said that the spirit animal really chooses them. There are many, many spirit animals but the most common are below. Each particular Spirit Animal has specific Spirit Force granted to them. When someone chooses a Spirit Guide, they must have some sort of representative of that sprit on them at all times. This is known as a Spirit Bond. This item is their link to their Spirit Guide. Losing it will not cause them to loose their link, but another must be requested from the Spirit Guides themselves and the Spirit Walk must be performed. If another one is not found or sought after or the Spirit Totem disregarded or disrespected the Spirit Guide may become displeased with the Pathwalker and his the Spirit Guide’s gifts could be removed. To get a Spirit Guide you must pay 5 CP. You can only have one, (though there are rumors of people who follow the Path to hold more then that). Also it is very rare to ever change Spirit Guides once you have picked one, but it can be done. It is akin to appeasing the Spirit Animals and Walking the Spirit Walk.

Spirit Guides 5- Bear - Strength, Self-Preservation, Wisdom 5- Cat - Independence, Freedom 5- Cougar - Leadership, Loyalty, Courage 5- Coyote -Cunning, Humor 5- Deer - Peace, Sensitivity, Gentleness 5- Dog - Loyalty, Friendship 5- Eagle - Potency, Freedom, Illumination 5- Elk - Power, Majesty, Pride 5- Fox - Cleverness, Discretion, Cunning 5- Frog- Healing, Peaceful Change, Adaptability 5- Hawk - Truth, Awareness, Perceptiveness 5- Horse - Freedom, Strength, Fighting for the Cause 5- Mouse - Illusion, Charm 5- Lizard - Letting Go, Self-Protection 5- Otter - Joy, Laughter, Lightness 5- Owl - Vision, Wisdom, Insight 5- Porcupine - Innocence, Humility 5- Rabbit - Conquering fear, Safety 5- Raven - The Unknown, Otherworld Travel 5- Turtle - Protection, Healing 5- Wolf -Loyalty, Cooperation Bear - Strength, Self-Preservation, Wisdom The Bear Spirit Guide represents strength most of all, but with all his enormous strength he is wise. Though the Bear seeks to survive and not through his life away, he knows the true meaning of friendship and would die for one of his friends and closest companions. Bear will not give his life away for nothing, and strives in all things to live life to its fullest. Spirit Force 0 CP- Strength: +1 to all called melee damage Cat - Independence, Freedom Cat is above all else free. The Cat Spirit Guide loves her freedom, and cannot stand seeing anyone oppressed. She has been known to go to great lengths even putting her own life at risk to free but one slave. When Cat sees someone like this, they will stop at nothing to end it. When she is not freeing people, she is taking pride in her independence; she has no master but herself and needs no one else to rely on. Woe to those who cross her, for she is a fierce enemy but can be a loyal friend as long as you give her the room to move around. Spirit Force 0 CP- Speed of the Feline- +1 Dex Armor (no other armor can be worn and it is stackable with other Dex Armor up to a Maximum of 4.)

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Cougar - Leadership, Loyalty, Courage The Cougar is noble in all deeds; he follows his own code and will do what he must to live by it. Cougar is known for his leadership and courage in all things. He will follow what he believes in no matter the cost to himself, but will not waste the lives of his companions. Cougars trust those who are strong, brave, and moral. If you have no morals, you are not worth Cougar’s time. Spirit Force 0 CP - Words of Courage- Imbue by Magic- The caster must have at least 3 people present to listen to a two minute speech done by the Pathwalker. Once the speech is done, everyone who listened (up to 2 times the casters Wits) and the Pathwalker will be given an Imbue Card with the following effects listed- 2xFear Shield, 1x Repel Shield. These will last till the target uses Essences or event ends- 1 Wits Coyote -Cunning, Humor Laughing Coyote, the trickster, known for his humor and quick wit. Coyote is willing to do anything for a laugh. His friends are normally the targets for most of his ‘non-lethal’ pranks, but what fun would life be if you could not make fun of your enemies. Though Coyote seems to be joking all the time, he knows when it is time to be serious. He can go from fun loving to warrior in moments, and his ingenuity can make him a dangerous enemy. Beware an angry Coyote, for he may be smiling as he places the knife in your back. Spirit Force 0 CP- Faking the Healer- Give False readings on Diagnose. (Can choose what they give). 0 CP – Coyote knows his followers. The Pathwalker does not need to openly display his symbol. Deer - Peace, Sensitivity, Gentleness Peace is all the Deer longs for he is a pacifist in most things. War, Death, Violence these are not paths that the Deer follows. Deer is willing to fight if he must, but that is the last choose. Deer is a healer, known for his gentle nature and sensitive touch. Deer cares about life more than most of other Spirit Guides and nothing infuriates him more than the needless loss of Life. Spirit Force 0 CP - Heightened Healing- +1 to all Healing Done (IE if Heal 2 by Magic it would be Heal 3 by Magic)

Dog - Loyalty, Friendship When one thinks of loyalty and a true friend, one thinks of Dog, this is what Dog lives for. Dog is dedicated to his friends in all things and there is nothing he wont does for them, but if Dog is ever betrayed watch out, for his wrath can be terrible. Dog is a friend with pretty much everyone, but only his closest or true friends are the ones he is loyal to completely, but no matter what he will NEVER betray a friend. Spirit Force 0- Night Protection- On Building- Imbue by NatureProtects a hearth from harm during the late evening - Entrance must be marked with a symbol of a Dog- From 2:00 am to 10:00 am, no being will be able to harm any being or steal any object from inside that hearth. An Imbue Card must be requested from Logistics and must be placed in visible location- 1 Wits Eagle - Potency, Freedom, Illumination Eagle is akin to Cat, they both love freedom above all else, but Eagle is willing to wait, biding his time waiting for those who are oppressing others to let their guard down. Eagle is good at finding out problems. He is clever and wise, also he strives after power in different sources. It could be political power, or could be the power of information. Power is power, and with it he can accomplish his other goals. Spirit Force 0 CP - Freedom- Purge Root or Maim by Will- 1 Any Elk - Power, Majesty, Pride Elk seeks power like the Eagle, but where the Eagle seeks any type the Elk seeks more political power. Elk is a leader; he respects the power others hold. In all things he appears majestic and could even be considered prideful. He will never let his true feelings show as ‘loosing face’ is the worst thing that can happen to an Elk. Spirit Force 0 CP - Blessing of the Elk- Grant <Attribute> by Will (Others Only.) Target gains one extra attribute point. May not grant Essence in this manner. This will last until Essence is used. Cost: 2 Willpower Fox - Cleverness, Discretion, Cunning Clever is the Fox, though not a trickster like the Coyote she is none-the-less as sly. Fox is willing to hide in the shadows and wait for her enemy to make a mistake. She is also very hard to get to truly know as she never lets down her guard. Having Fox as an enemy can be more dangerous

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Spirit Force 0 CP. Magic. He believes in doing something he will do it.1 Any Maim. Perceptiveness Hawk never lies.Fixing the Broken: Stabilize by Will. Cost: 1 Any Lizard .Imbue by Will. and Nature. that is what Mouse believes in. Also Hawk is the eternal observer. Lion was made to lead people. his pride will not let him do anything less. he just does not want to die.1 Any Moose . twisting fate around her enemies’ throats and strangling them in its strands.Letting Go. beware the shadows. Spontaneity To say Moose is hard to understand is an understatement. Mouse is known for his wit and charm.Pride. it is just what the makes up the world. Cost: No attribute cost Hawk .Resist Root. for it is the illusions of the world that drive them. Horse is dedicated to whatever cause he has dedicated his life too and nothing and no one can lead him astray. 2 Any AfterMath LARP Rulebook Page 128 of 185 . It is because of this he is thought of as having a one-track mind. Leadership.then you know as she will pull strings from behind the scene. Spirit Force 0 CP Imbue to self.1 Brawn Silence.Hiding in the Shadows: Lose Racial Trait and Living Trait but gain Shadow Trait.Freedom.2 Wits Lion . He knows how to manipulate people. Frog expects things to happen. Lasts until Essence is used.See the Enemy: By Voice.Unpredictability. but he could loose interest fast and give up. Moose will do things on the fly. Cost: 1 Any Can buy other Expose traits at 3 CP each: PC races. Must assume all racial makeup requirements of the new race. Hawk also hates liars for how can you ever believe a word that comes from their mouth. Lion has a lot of pride in what he does and holds honor above all things. It is more that all his energy is placed in one thing and Horse will succeed. he watches from high above observing all that happens putting together the pieces and figuring out secrets people thought they where hiding. Spirit Force 0 CP . he loves to make friends and find out all he can about them. Self-Protection Lizard cares only for himself. Cost: 1 Any Horse . Lizard will leave his mother behind if it will give him enough time to get away.Resist 1 CP . Psionics. three uses of Lesser Paralyze by Fear. But in the end. no one else. it is what he lives for.1 Willpower Mouse . Blood. Packet or weapon delivered. Adaptability Frog is a healer. Spirit Force 0 CP-Can not be Stopped.Resist 3 CP . Lion has been known to push Courage to its limits. 0 CP. It is said when you need something investigated only Hawk can find the true answers hidden in a sea of lies.Healing. This does not mean that he is a coward.Resist 1 CP . Lion will do all that he can to prove himself. He will take up arms if the cause is right and will not let the banner fall till his dying breath. but never expect him to risk his life for yours and if he ever does it is probably the greatest honor you could ever have. Peaceful Change. Lizard is hard to trust and he will do what he can for you. Awareness. Strength. Fighting for the Cause. Spirit Force 0 CP . May not use any other skills or abilities while in spirit form. Spirit Force 0 CP . Horse is a warrior fighting for a cause. Cost: 1 Any Frog. Expose <Animal> by Will.One with the Darkness: Plant Feet and take the Spirit Trait. One of the things that makes Frog upset are those that try and hinder natural change. Charm All one has in life is the Illusion that others give them.Truth. they should beware as Mouse is very manipulative and will use them to his ends if he so chooses. He also knows that things will always change and views his job as the one to help that change happen as smoothly as possible.Resist Weakness.1 Wits Paralyze.Resist 3 CP . for he cannot as lying would disprove all that he lives for.Illusion. Courage Yet another leader. May change appearance to a different PC race and gain the Illusion trait. Spirit Force 0 CP -Change Shape. but he does hold the courage to face his enemies no matter what and is more then willing to back up what he says. Lion lives by his Honor. When you are an enemy of Fox.1 Agility Stun. for death means that he has to let go of all that he holds dear. if his Honor is ever challenged it is up to him to defend it. he is hard to control but for the time that he is dedicated to it there is no stopping him.

does not work all the time. Insight Owl knows all things. Safety Fear drives men into insanity. she hides the truth of existence from others as they are too young or too reckless to have that kind of power. and will follow it without thought for his personal safety. Wolf is Loyal to his pack. Wolf will never leave one of his pack behind and the welfare of the pack is all that matters. and left unharmed. but he is will to do what he must if others lives are on the line. Otter loves life. Wolf has been known to disagree with what his Alpha has said. Spirit Force 0 CP . Spirit Force Spirit of the Tale-Can tell a story or sing a song that lasts 5 minutes or longer and at the end of the song or tale. Imbue cards must be requested from Logistics. ‘Heal 5 and Cure Metabolic to the Room by Inspiration. Owl is the wisest of all Spirit Guides.The Unknown. 'Grant Defense by Nature. Spirit Force 0 CP .Vision. he will do everything in his power to see justice.Hard Mind: Resist Mental traits. everything. an eye for an eye. If you pay normal upkeep you gain +2 Vitality. but only those who have proven themselves to him. she may seem afraid AfterMath LARP Rulebook Page 129 of 185 . Cost: 1 Willpower Wolf . It is rare to see Otter frown. Wits Cost: 2 but she is not. he has been known to walk among them. Porcupine lives in poverty never striving for more and giving away when he gets too much. This is her goal. Rabbit is known for helping others find safety. 3 CP.Healing Hand: Imbue by Will to Self. He knows the evils of the world. Spirit Force 0. Raven knows secrets from all over the universe. but he will never go against him and if his Alpha says he should die for the pack then Wolf knows what it is he has to do.Joy.Gather the Pack: Must do a ceremony with a group of 5 or more that lasts 5 minutes or longer. He walks the line between life and death and knows the power of both. for he will give you what you need when you need it and chances are you will be closer to his way of life when he is done. The caster does not count towards the total number of people. Otter just wants everyone to be happy. No attribute cost. Lightness The smile of the Otter is said to bring warmth to the lives of everyone. the master of the unknown and traveler between worlds.Charity. But should his pack betray him. it is not unknown for Rabbit to have safe houses all over the place just in case. and she pursues it with a passion known to few others. For Owl above all others knows that information is power. Humility Innocence and Humility this is the world the Porcupine lives in.Protection. Beware angering Owl. Raven lives in mystery. Porcupine does not need material things. Rabbit may seem timid. can be very cryptic. animals. He is said to walk among the shadows and ‘feel’ the world. Porcupine . etc.Loyalty. Rabbit has been there but he has conquered all that stood against him. Cost: 2 Willpower Turtle . or at least that is what is said. Rabbit . Spirit Force 0 CP . Otherworld Travel Raven. and when you do watch out for something horrible to go wrong.’ Cost: 1 Wits Owl . Turtle stays away from violence as all that causes is pain. High Life.Innocence.Conquering fear. but he does not give his thoughts away for nothing. for he knows the secret of life.True Courage: Immune to Fear Raven . Her power lies in the true Courage in her heart not the Bravado others show. she loves everything about it. No cost. Healing Turtle is dedicated to the healing and protection of others. Can be cast upon double the casters Wits in targets. for he probably knows more about you then you know about yourself. Laughter. Owl is said to see into the future and know all about the past.Does not have to pay for Upkeep. 0 CP . three uses of Heal 2 by Nature that may be cast on others only. There is nothing that Otter will not give a chance.Otter . He is dedicated in all things to help others. Cooperation Kin to Dog. He will stick up for what he deems as right.Death Ward: Resist Death. Treat Porcupine well. You may still buy Good life. Wisdom. protected by his views. she also loves people. Damage Shield’. Spirit Force 0CP – Wisdom: Between events may ask one question and receive an answer.

Heal 1 by Faith’ Delivery: Packet Circle 2 Priest Spells Curse of Doom Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self Attribute Cost: 1 Agility Description: When a Priest is annoyed with someone its best to leave them alone. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends.8. then call Disarm by Faith and throw the packet at the target. This spell grants the Priest a Will shield that will block the next effect that has the Will trait that targets the Priest. Incant Length: Six Syllables Verbal: “Speak with Spirit by Faith” Delivery: Packet Heal the Faithful Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Self Attribute: 1 Any Description: This spell gives the Priest three uses of Heal 1 by Faith which can be used on others. which ever comes first. To cast this spell the Priest must say the full incant. No Imbue card is needed as this cast on the caster. which ever comes first. then call Speak to Spirit by Faith and throw the packet at the target.7 Priest Curse of Failure Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Others Attribute Cost: 1 Any Description: To cast this spell the Priest must say the full incant. To cast this spell the Priest must say the full incant. and then say Imbue by Faith. Will Shield by Faith” Delivery Method: Touch Call to the Restless Spirit Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Others Attribute Cost: 1 Willpower Description: This spell allows the caster to Expose all Spirits within the sound of the Casters voice To cast this spell the Priest must say the full incant. and then call By Voice. Incant Length: Six Syllables Verbal: “Grant Defense to Self by Faith. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. Expose Spirit by Faith. This spell allows the caster to Speak with Spirits. Expose Spirit by Faith’ Delivery: Voice AfterMath LARP Rulebook Page 130 of 185 . To cast this spell the Priest must say the full incant. This spell grants the Priest a ‘Repel by Magic packet Circle 1 Priest Spells Armor of Faith Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Self Attribute Cost: 1 Agility Description: This spell grants the Priest 2 points of Protection. Incant Length: Six Syllables Verbal: “Grant 2 Protection to Self by Faith” Delivery: Touch Blessing of the Mind Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Self Attribute Cost: 1 Wits Description: A Priest must spend years sharpening their mind to be able to shrug off Psionics. the spirit may choose not to speak with the Caster. Incant Length: Six Syllables Verbal: ‘By Voice.3. Incant Length: Six syllables Verbal: ‘Imbue to self. Incant Length: Six Syllables Verbal: ‘Disarm by Faith’ Delivery: Packet Hearing the Voice of the Dead Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Others Attribute Cost: 1 Any Description: This gives the Priest the ability to temporarily join the spirit world and speak with them. No Imbue card is needed since it can only be cast on the caster. and then say Imbue by Faith.

This spell grants the Priest a ‘Purge Mental by Faith’. Incant Length: Eight Syllables Verbal: ‘Double Repel by Faith’ Delivery: Packet Eyes of Truth Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self Attribute Cost: 1 Wits Description: All it takes is to part the clouds and see beyond to know if you stand before an illusion or not. Unclean. then there is no imbue card needed. Children of Ektur. Essence may not be granted in this manner. Where <trait> is listed must be one of the thirteen traits listed above. and then call By Voice. If the Priest cats this on themselves. Leshka. Old Blood. Expose <trait> by Faith. Stoneborn. then call Repel by Magic and throw the packet at the target. spend 5 seconds meditating then call Purge Mental by Faith. or River Folk. To cast this spell the Priest must say the full incant. To cast this spell the Priest must say the full incant. Nothreik. Expose <trait> by Faith” Delivery: Voice Strengthening the Spirit Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self or Others Attribute Cost: 1 Brawn Description: A Priest is able to see the strength potential in another. and then they can focus their magic to strengthen that potential to a reality. Expose Illusion by Faith” Delivery: Voice Freeing the Mind Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self Attribute Cost: 2 Willpower Description: Using an old method of meditation a Priest is able to purge any effect that attacks the Priests mind. and then say Imbue by Faith. Incant Length: Ten Syllables Verbal: “Grant <Attribute> by Faith” Delivery: Touch The Blessing of Potential Cost: 3 CP Circle: 3 AfterMath LARP Rulebook Page 131 of 185 . To cast this spell the Priest must say the full incant. To cast this spell the Priest must say the full incant. Expose Illusion by Faith. This spell allows the caster to Expose all members of a specific race within the sound of the Casters voice.delivered effect. Ashuran. This spell allows the caster to Expose all Illusions within the sound of the Casters voice. To cast this spell the Priest must say the full incant. Incant Length: Eight Syllables Verbal: Purge Mental by Faith Delivery: Touch Protection from the Enemy Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self or Others Attribute Cost: 1 Any Description: This will protect the Priest and their followers from harm from another Priest. using it they are able to hone in on different races. New Blood. Incant Length: Eight syllables Verbal: ‘Grant Defense by Faith. Incant Length: Eight Syllables Verbal: “Grant Defense by Faith. Drain shield” Delivery: Touch Circle 3 Priest Spells Blessing of Perfection Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Others Attribute Cost: 1 Brawn Description: To cast this spell the Priest must say the full incant and then call Grant <Attribute> by Faith and touch the target. which ever comes first. Only one trait can be used per casting of the spell. Incant Length: Eight syllables Verbal: “By Voice. and then call By Voice. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. Incant Length: Eight Syllables Verbal: “By Voice. An Imbue card must be requested from Logistics in order to cast this spell on another target. Jinxies. Faith Shield’ Delivery: Sensing the Heart Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self Attribute Cost: 1 Willpower Description: Those of the Faith are known for their incredible sight. If cast on the caster then no Imbue card is needed. This spell grants the Priest or target a Drain shield that will block the next effect that is the Drain effect that targets the Priest or Target. The racial traits that the Caster is able to choose from are Kesa’malani.

Elude Melee” Delivery: Touch Overwhelming the Unfaithful Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Others Attribute Cost: 1 Brawn. No Imbue card is needed since it can only be cast on the caster. uses Essence to refresh attributes. The caster is unable use any skills or refresh attributes while this spell is active or the spell will end. This Imbue will last until the caster moves their feet. This can only be cast once per event. Brawn would be spent but Willpower would now have one extra attribute to use. or the event ends. No Imbue card is needed since it can only be cast on the caster. This spell grants the Priest the ability to change one of their attributes from one to another. adding or subtracting from Brawn will not raise/lower Vitality. To cast this spell the Priest must say the full incant. performs another skill. 1 Willpower Description: This is a gift. Incant Length: Ten Syllables Verbal: “Cure Metabolic by Faith” Delivery: Touch Minor Fate Manipulation Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Self Attribute Cost: 2 Willpower Description: Manipulating fate is a very difficult thing. Stun by Faith” Delivery: Packet Stopping the Cycle Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Self Attribute Cost: 1 Agility Description: This allows the priest to stop the cycle of waste. An Imbue card is needed and must be filled out with the specific question. But it did not work the way it should. No Imbue card is needed since it can only be cast on the caster. A Priest was trying to grant more then one person a Vision Quest. A Priest must use it wisely. where the target no doubt dreams the vision but do not remember it when they awake. but it is one of the strengths of the Priest. Incant Length: Ten Syllables Verbal: “Imbue by Magic” Delivery: Touch Vision Quest Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Others Attribute Cost: 1 Brawn. and then say Grant Defense by Faith. Incant Length: Ten Syllables Verbal: “Imbue by Faith. This spell grants the Priest the ability to give a Faith in the form of a dream. then say Imbue by Faith. This spell grants the Priest unlimited packet delivered Stun by Faith effects as long as the cast has planted their feet. or the vision may show something else entirely. such as one Brawn changed into to Willpower. This allows the priest to cure any waste effect. 1 Wit Description: This spell was created as an experiment to Vision Quest. Incant Length: Ten Syllables Verbal: “Cure Waste by Faith” Delivery: Touch Twisting Reality Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Self Attribute Cost: 1 Wits + Attribute that is changing Description: Twisting reality is dangerous but it’s benefit is well worth it. and then say Imbue by Faith while touching the target. To cast this spell the Priest must say the full incant. You can convert as many attributes as you want in one casting. This spell can not be cast upon the Caster. Essences cannot be raised in this manner. then call Cure Metabolic by Faith and touch the target. AfterMath LARP Rulebook Page 132 of 185 . It may or may not be answered. instead of granting the Vision it induced sleep. This can go over the characters ‘bought’ maximum. This can only be cast once per Essence refresh and will last until an Essence is used to refresh your attributes. To cast this spell the Priest must plant their feet. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. a beautiful gift of unlimited value. all other attributes can be. and then say Imbue by Faith. whichever comes first.Type of Magic: Priest Target: Others Attribute Cost: 1 Willpower Description: To cast this spell the Priest must say the full incant. This spell grants the Priest one Elude vs. say the full incant. Incant Length: Ten Syllables Verbal: “Grant Defense by Faith. The recipient of this spell must turn in the Vision Quest effect card with a question or info they are searching for to logistics at the end of the event. Melee Weapon. To cast this spell the Priest must say the full incant. which ever comes first.

No Imbue card is needed since it can only be cast on the caster. and then say Imbue by Faith. Incant Length: Twelve Syllables Verbal “Cure Death by Faith” Delivery: Touch Severed Threads Cost: 4 CP Circle: 4 Type of Magic: Priest AfterMath LARP Rulebook Page 133 of 185 . As long as the Priest is gesturing at the target they will be under the Agony and Root effects. 2 Willpower Description: As a Priest can rip the Life from the body. Agony and Root by Faith” Delivery: Gesture Re-Weaving the Thread Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Others Attribute Cost: 1 Brawn. then say Imbue to Spirit by Faith while touching the target then hand the Spirit the Letter of Death. To cast this spell the Priest must say the full incant. Incant Length: Twelve Syllables Verbal: “Imbue to Spirit by Faith” Delivery: Touch Impervious Mind Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Self Attribute Cost: 3 Willpower Description: An unbreakable mind takes a long time to cultivate. To cast this spell the Priest must say the full incant. which ever comes first. Death does not have to accept this spell and it is said if it is done too much from the same person. Bullets whether they are called or uncalled. This spell grants the caster Immunity to any effect that has a Mental affecting trait attached to it for one full hour. Incant Length: Twelve Syllables Verbal: “Grant Defense to Self by Faith. but when one must give a spirit a better chance. To cast this spell the Priest must say the full incant. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. except that the Priest must make changes much faster as a bullet moves much quicker then a blade. Vision Quest” Delivery: Touch Circle 4 Priest Spells Beseeching The Gambler Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Other Attribute Cost: 1 Essence Description: Touching the Essence of Death is very taxing. No Imbue card is needed since it can only be cast on the caster. Death will grow angry and curse the target by taking away two cards. Agony to Spirit by Magic and point at the target. The more positive reasons in the letter for the spirit to live. then call Cure Death by Magic and touch the target. whichever comes first. Immunity to all Mental Traits” Delivery: Touch Major Fate Manipulation Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Self Attribute Cost: 2 Brawn Description: Major Fate Manipulation is similar to its Minor form. The spell requires a written component requesting Death to give the target two extra cards when they go to Death’s Gate. The Imbue only works if the Spirit is on their way to Death’s Gate and can not be used on anyone except one of the Spirit of the Dead. Incant Length: Twelve Syllables Verbal: “By Gesture. This spell grants the Priest a ‘Cure Death by Magic’. and then say Imbue by Faith. The Imbue card must be taped to the back of the Letter. or until the caster uses an Essence to refresh their attributes or the event ends. To cast this spell the Priest must say the full incant. Incant Length: Twelve Syllables Verbal: “Imbue by Faith” Delivery: Touch Rebuking the Dead Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Other Attribute Cost: 2 Agility Description: Most Priests look down on this spell but none can say that it is not useful. but when it has been mastered nothing can stop a Priest’s progression. The Letter must be written addressing Death and requesting them to give the target a better chance to live. To cast this spell the Priest must say the full incant.Incant Length: Ten Syllables Verbal: “Imbue by Faith. The Priest may only target one person with their gesture. The spell grants the Priest three Elude vs. and then call By Gesture. an Priest can also reweave that Life back in. This spell will only last for one hour. the better chance for Death to accept the Letter.

or the event ends. Tracking and Analysis Skill for Free. This backlash is said to come from Ar-el being upset that his follower was wrong. The Priest will need to pick up any skill prerequisites but not the headers for a skill. This Faith Power also gives the ability to ask a question to Ar-el and pray for an answer. Description: Gain access to the Premonition. This will allow each individual. Spirit Guides. then call Death by Faith and throw the packet at the target. the Priest must have a third level Priest Spell. to ask a question. To do this the Priest says a twelve syllable incant. If the target calls no effect then the Priest takes a “Drain by Faith”. the Priest of Ar-el must write a letter to Ar-el asking for the knowledge they seek. dies. As long as the Priest can see those three followers of Ar-el the priest is able to touch cast a "Heal to Arel by Faith" at no cost on an unconscious target. Gathering of the Faithful Cost: 3 CP Type of Magic: Priest Ar-el Faith Power Target: Self and Others Attribute Cost: 1 Willpower Description: If at least 3 individuals with the Ar-el trait gather together. The priest is able to perform a ritual that is 5 minutes long. Ar-el’s Touch Cost: 4 CP Type of Magic: Priest Ar-el Faith Power Target: Others Attribute Cost: None Description: Once an event a Priest of Ar-el is able to refresh their Essence by purifying the tortured souls of those who follow Tor’men. If the target calls no effect then the Priest takes a “Lesser Stun by Faith”. expend a point of willpower. Refresh Essence by Ar-el to Self. or other Priest Faith powers with this ability. To cast this spell the Priest must say a twelve syllable incant and then call “Death to Tor’men by Ar-el” then throw a packet. You may not take racial Genshi Genshi's Nighttime Protection Cost: 1 CP Type of Magic: Priest Genshi Faith Power Target: Building AfterMath LARP Rulebook Page 134 of 185 . This will last until the Priest uses Essence. This spell draws upon the life Essence of Ar-el and is said to even call him to rouse from his slumber for a brief moment to smite those who follow Tor’men. Inside the letter they must indicate why its important that they learn it. and call “Imbue by Faith”. or the event ends. the Priest must say a ten syllable incant and then open the envelope and read its contents. Making too many mistakes could upset the Sleeper. Ar-el Ar-el's Gift Cost: 1 CP Type of Magic: Priest Ar-el Faith Power Target: Self Attribute Cost: 1 Wits per envelope they want to open. dies. This spell grants the Priest a ‘Death by Faith’ packet delivered effect. The priest will still need to pay any stat cost to activate those skills. This will last until the Priest uses Essence. Call to Ar-el Cost: 2 CP Type of Magic: Priest Ar-el Faith Power Target: Self Attribute Cost: 1 Wits Description: If at least 3 individuals with the Ar-el Trait gather together. and call “Imbue by Faith”. Incant Length: Twelve Syllables Verbal: “Death by Faith” Delivery: Packet abilities. To access one of the prop interaction skills. To cast this spell the Priest must say the full incant. say a ten syllable incant. The priest is able to perform a 1 minute ritual.Target: Others Attribute Cost: 3 Willpower Description: When a Priest wishes they can pull ones Life from their body. they then seal the letter with wax. if they do not already have the pre-requisites for the skill that is. Priest Faith Powers To purchase a Faith Power. to a max of (Essence + Willpower). to give the Priest 1 skill per member. You must buy each lower Priest Power to purchase the higher one. It can only be cast at full weekend events. This letter should be turned in at the end of the event. say a ten syllable incant. Ar-el’s Revoke Cost: 5 CP Type of Magic: Priest Ar-el Faith Power Target: Others Attribute Cost: 1 Any Description: The Priest is able to call upon Ar-el to rebuke his enemy. This backlash is said to come from Ar-el being upset that his follower was wrong and invoked his Essence in vain. touches the unconscious or immobile target and calls a three count of Affliction to Tor'men by Ar-el.

Once cast only those with Genshi trait are able to enter between 10 pm and 10 am. Increase the Curse Cost: 4 CP AfterMath LARP Rulebook Page 135 of 185 . Instead of maintenance they just present the Imbue card. Genshi's Heart Cost: 5 CP Type of Magic: Priest Genshi Faith Power Target: Self Attribute Cost: None Description: Some of the best healers in Astoria follow Genshi. and then they say a twelve syllable incant and call “Imbue by Genshi. Tor'men's Shatter Cost: 3 CP Type of Magic: Priest Tor’men Faith Power Target: Others Attribute Cost: 1 Wits Description: A Priest of Tor’men is able to devastate his enemy and weaken them. Genshi's Feast Cost: 4 CP Type of Magic: Priest Genshi Faith Power Target: Others Attribute Cost: 2 Willpower Description: Summoning the blessings of Genshi. This will stack with anything that Hands of the Healer will stack with. they will not exhaust any attributes for using the skill or spell. As long as the person who received the imbue is within sight of the Genshi Priest they will gain a “Heal 3 by Genshi” when they fall into an unstable state. To cast this spell. Each Imbue card can be given to someone who eats the food freeing them from paying maintenance at the next event they are at. refreshes Essence. if the Tor’men Priest use any skill or spell with the damage effect and the opponent drops from it. then calls Imbue to Genshi by Faith. after looking around briefly they are unable to look again. Anyone can leave. the Genshi must have enough food to feed (Willpower +Essence) number of people. these can be created by the Priest and shown at check in for approval. then call “Imbue by Tor’men”. or the event ends. the Genshi Priest touches one of their followers and says a ten syllable incant. Gathering of the Cursed Cost: 2 CP Type of Magic: Priest Tor’men Faith Power Target: Self and Others Attribute Cost: 1 Willpower Description: If at least 3 individuals with the Tor'men trait gather together. the Priest is able to fully feed those in need. This will last till the end of the event. Genshi's Peace Cost: 2 CP Type of Magic: Priest Genshi Faith Power Target: Others Attribute Cost: 1 Wits Description: To cast this. As such those who gain this power gain an additional 3 points of healing added to all of their healing spells. Avoid. or loudly enough so that people will hear it. The caster may imbue (Essence + Willpower) number of people with the Mark of Genshi allowing them to enter and leave at any time. To cast this. As such. This will last until the priest dies. the Priest says a ten syllable incant and calls Grant Defense to Self by Genshi. In order to do that the Priest says a ten syllable incant and calls “By Voice. Tor’men Tor’men’s Blessing Cost: 1 CP Type of Magic: Priest Tor’men Faith Power Target: Self Attribute Cost: None Description: Tor’men is a path to power. His corrupting influence permeates war and battles.” The priest must also state “Take and Eat this with the Blessing of Genshi” when handing someone the food. the Priest must spend 1 minute preparing the door and placing the eye of Genshi on it (This resembles the Egyptian Eye of Ra) and role-playing the preparation of the magic. This allows the Genshi priest to react quickly and avoid a single attack. the Priest can perform a 1 minute ritual and say a ten syllable incant.Attribute Cost: 1 Brawn Description: To invoke this blessing on a building. once the building is prepared they then say a ten syllable incant and call Imbue by Genshi. The Priest must provide the imbue cards. Double Destroy Weapon by Tor'men”. Genshi's Vision Cost: 3 CP Type of Magic: Priest Genshi Faith Power Target: Self Attribute Cost: 1 Willpower Description: This spell allows the Genshi to see a brief future of them getting hurt. The person who gains this effect is able to briefly look around once they become unstable to see if they Genshi Priest are within sight. After that the priest is able to packet cast ”2 Damage by Tor'men" at no cost as long as at least three of those individuals in the ritual are still present.

1x Melee Death by Tor'men with Claws. To cast this spell the Priest must say a 10 syllable incant and then call “Imbue by Tor’men. 2 Long Claws. This will allow the Priest to regain a attribute that has been exhausted. Form of the Forsaken Cost: 5 CP Type of Magic: Priest Tor’men Faith Power Target: Self Attribute Cost: 3 Brawn Description: The Forsaken worship Tor’men.” Once imbued they will gain the following abilities. note that Essence is not able to be refreshed in this manner.Type of Magic: Priest Tor’men Faith Power Target: Self Attribute Cost: None Description: When one of Tor’men’s battle Priests take down an opponent. This effect persists through death but this will only last until the battle has ended and the Priest of Tor’men is unable to actively fight an enemy for one minute. AfterMath LARP Rulebook Page 136 of 185 . +4 Protection. 1x Cure Death by Tor'men when dead. 2x Heal 2 to Self by Tor'men when unstable. they are able to say a six syllable incant. call a 3 second Affliction“Permanent Drain by Tor'men and Refresh <Attribute> to Self by Tor'men”. Priest can only cast this spell on themselves. it is only right that they imbue their powers upon his chosen Priests.

Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Slow by Will’ the throw the packet. Verbal: “Stun by Will” Delivery Method: Packet Palsied Hands Cost: 1 CP Type of Magic: Psionic. ‘then throw the packet. thousands of Psionics everywhere started AfterMath LARP Rulebook Page 137 of 185 . Verbal: “Imbue by Will” “Stabilize by Will” Delivery Method: Packet Overpowering Mind Cost: 3 CP Type of Magic: Psionic. The Psionic does not have to reconcentrate as long as their feet stay planted.Projective Dedication Target: Others Attribute Cost: 1 Wits Description: Image after image flowing into the mind of the Psionics opponent will overload it causing it to shut down. The Psionic does not have to reconcentrate as long as their feet stay planted. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call ‘Stun by Will’ the throw the packet.Projective Dedication Target: Others Attribute Cost: 1 Willpower Description: The mind is easy to play tricks on. This spell gives a packet delivered Stun by Will effect.Projective Dedication Target: Others Attribute Cost: 1 Wits Description: With a thought a Psionic can paralyze an opponents hand just long enough for them to drop their weapon. Verbal: “Agony by Will” Delivery Method: Packet Calling Back the Spark Cost: 1 CP Type of Magic: Psionic. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Disarm by Will’ the throw the packet.8 Psionic Psionic. Once the spell is cast the Psionic must plant their feet and spend 5 seconds role-playing concentration to use the ‘Stabilize by Will’ effect each time per Psionic casting rules. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call ‘Agony by Will’ the throw the packet. for what happens to the brain happens to the body. This spell gives a packet delivered Repel by Fear effect.3. This spell gives a packet delivered Disarm by Will effect. The Psionic does not have to re-concentrate as long as their feet stay planted. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Repel by Fear. This spell gives a packet delivered Slow by Will effect. Verbal: “Disarm by Will” Delivery Method: Packet Phantasmagoria Cost: 2 CP Type of Magic: Psionic. but do not have to recast the spell or expend attributes until the spell is used or ends.8. Verbal: “Slow by Will” Delivery Method: Packet Squishing the Bugs Cost: 2 CP Type of Magic: Psionic Target: Others Attribute Cost: 1 Willpower Description: Once it was found out that the Children of Ektur were largely unresistant to psionics. Verbal: “Repel by Fear” Delivery Method: Packet Slow the Mind Cost: 2 CP Type of Magic: Psionic. The Psionic does not have to re-concentrate as long as their feet stay planted. The Psionic does not have to re-concentrate as long as their feet stay planted. This spell gives three packet delivered Stabilize by Will effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration they are able to access this spell and calling ‘Imbue by Will’.Projective Dedication Brain Burn Cost: 1 CP Type of Magic: Psionic.Projective Dedication Target: Others Attribute Cost: 1 Brawn Description: By slowing the blood flow to the brain it will slow the whole body down as well. This spell gives a packet delivered Agony by Will effect. The Psionic does not have to reconcentrate as long as their feet stay planted.Projective Dedication Target: Others Attribute Cost: 1 Wits Description: All it takes is concentration to enflame the mind.Projective Dedication Target: Self / Others Attribute Cost: 1 Wits Description: When a body is bleeding out a mental call can be made to them to pull them back from the brink of death.

T-K Dedication Target: Others Attribute Cost: 1 Willpower Description: This spell gives a packet delivered 5 Damage by Fire effect. Verbal: “Paralysis by Fear” Delivery Method: Packet Psionic.T-K Dedication Target: Others Attribute Cost: 1 Brawn Description: This spell gives a packet delivered Destroy by Will effect.Projective Dedication Target: Self Attribute Cost: 1 Willpower Description: This spell imbues a melee weapon of any type to become immune to disarm and destroy. Verbal: “Maim <limb> by Will” Delivery Method: Packet Light it Up Cost: 2 CP Type of Magic: Psionic. Their feet do not need to remain planted after the spell is cast. Verbal: ‘5 damage by Will’ Delivery Method: Packet Throwing Nightmares Cost: 3 CP Type of Magic: Psionic.Projective Dedication Target: Self Attribute Cost: 1 Wits Description: Once the Psionic has spent 3 seconds planting their feet and role-playing concentration they are able to access this spell and call ‘Grant 2 Armor to Self by Will’. The Psionic does not have to reconcentrate as long as their feet stay planted. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call ‘Paralysis by Fear’ the throw the packet. Verbal: “Grant 2 armor to Self by Will” Delivery Method: Touch Bone Breaker Cost: 1 CP Type of Magic: Psionic. The Psionic does not have to reconcentrate as long as their feet stay planted.Projective Dedication Target: Others Attribute Cost: 1 Wits Description: Bringing ones fears to life will stop them in the tracks as very few people can actually face their fear. This spell will end if the weapon leaves the casters possession. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration they are able to access this spell and calling ‘Imbue by Will’. The Psionic does not have to reconcentrate as long as their feet stay planted. This spell gives a packet delivered Root by Will effect. dies. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘5 Damage by Fire’ the throw the packet. were <limb> may be a specific limb. This does not stack with the Children of Ektur’s armor.T-K Dedication Target: Others Attribute Cost: 1 Brawn Description: This spell gives a packet delivered Maim <limb> by Will affect. or the event ends which ever comes first. or the event ends which ever comes first. This spell allows the user to packet deliver ‘5 damage by Will’. dies. uses Essence to refresh their attributes. The Psionic does not have to reconcentrate as long as their feet stay planted. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Root by Will’ the AfterMath LARP Rulebook Page 138 of 185 .T-K Dedication Armor of Force Cost: 2 CP Type of Magic: Psionic.to learn to exploit this. This effect does stack with physical armor and dex armor. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Maim <limb> by Will’ the throw the packet.T-K Dedication Target: Others Attribute Cost: 1 Wits Description: Using T-K the Psionic can stop an adversary from being able to move their foot. Verbal: “5 Damage by Fire” Delivery Method: Packet Mindforge Cost: 3 CP Type of Magic: Psionic. This spell gives a packet delivered Paralysis by Fear effect. Verbal: “Imbue by Will” Delivery Method: Touch Shattering Thought Cost: 1 CP Type of Magic: Psionic. Verbal: “Destroy by Will” Delivery Method: Packet Stop Where You Are Cost: 1 CP Type of Magic: Psionic. This spell will end if the caster uses Essence to refresh their attributes. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Destroy by Will’ the throw the packet.

Once the Psionic has spent 3 seconds planting their feet and role-playing concentration they are able to access this spell and calling ‘Imbue by Will’ afterwards they call ‘1 Damage by Force’ and throw the packet.throw the packet. Verbal: “Imbue by Will” “1 Damage by Force” Delivery Method: Touch / Packet T-K Hammer Cost: 2 CP Type of Magic: Psionic. Verbal: “Purge Disease by Will” Delivery Method: Touch Cure Slow Cost: 1 CP Type of Magic: Psionic. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call ‘Imbue by Will’. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Purge Disease by Will’. The Psionic does not have to reconcentrate as long as their feet stay planted.Mind over Body Dedication Target: Self Attribute Cost: 1 Agility Description: This spell gives a Purge Slow by Will effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Purge Slow by Will’. Verbal: “Imbue by Will” Delivery Method: Touch Clear the Mind Cost: 2 CP Type of Magic: Psionic. uses Essence to refresh their attributes. The Psionic does not have to re-concentrate as long as their feet stay planted. uses any other skill/ spell. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call ‘5 Damage by Force’ the throw the packet.T-K Dedication Target: Others Attribute Cost: 1 Wits Description: This spell gives a packet delivered 5 Damage by Force effect. Verbal: “Root by Will” Delivery Method: Packet T-K Barrage Cost: 3 CP Type of Magic: Psionic.Mind over Body Dedication Target: Self Attribute Cost: 1 Wits Description: This spell gives a Purge Repel by Will affect. The caster may spend up to 3 points of agility on this at one time to increase the damage to a maximum of ‘3 damage by Force’.Projective Dedication Target: Self / Others Attribute Cost: 1 Agility Description: This spell gives the Psionic unlimited 1 Damage by Force for as long as their feet are planted. The Psionic does not have to reconcentrate as long as their feet stay planted. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: “5 Damage by Force” Delivery Method: Packet Psionic. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Purge Repel by Will’.Mind over Body Dedication Target: Self Attribute Cost: 1 Agility Description: This spell gives a Purge Poison by Will affect. The Psionic does not have to re-concentrate as long as their feet stay planted. These can be used to call a minimum of 3 Damage or can stack with other damage done by a melee weapon or by fist.Mind over Body Dedication Target: Self Attribute Cost: 1 Agility Description: This spell gives a Purge Disease by Will affect. dies. Verbal: “Purge Repel by Will” Delivery Method: Touch Cure Disease Cost: 1 CP Type of Magic: Psionic. Verbal: “Purge Slow by Will” Delivery Method: Touch Purify Venom Cost: 1 CP Type of Magic: Psionic. This spell will end if the caster moves their planted feet. or the event ends which ever comes first. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call AfterMath LARP Rulebook Page 139 of 185 .Mind over Body Dedication Target: Self / Others Attribute Cost: 2 Agility Description: This spell gives an additional two points of called damage to five separate called swings. The Psionic does not have to re-concentrate as long as their feet stay planted.Mind over Body Dedication Adrenaline Surge Cost: 3 CP Type of Magic: Psionic.

Verbal: “Purge Maim by Will” Delivery Method: Touch Restore Movement Cost: 1 CP Type of Magic: Psionic. Verbal: “Purge Weakness by Will” Delivery Method: Touch AfterMath LARP Rulebook Page 140 of 185 .Mind over Body Dedication Target: Self Attribute Cost: 1 Brawn Description: This spell gives a Purge Root by Will affect. The Psionic does not have to re-concentrate as long as their feet stay planted. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Purge Root by Will’. The Psionic does not have to re-concentrate as long as their feet stay planted.‘Purge Poison by Will’.Mind over Body Dedication Target: Self Attribute Cost: 1 Brawn Description: This spell gives a Purge Weakness by Will affect. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: “Purge Poison by Will” Delivery Method: Touch Regenerate Limbs Cost: 1 CP Type of Magic: Psionic. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Purge Maim by Will’.Mind over Body Dedication Target: Self Attribute Cost: 1 Brawn Description: This spell gives a Purge Maim by Will effect. Verbal: “Purge Root by Will” Delivery Method: Touch Revitalized Cost: 2 CP Type of Magic: Psionic. The Psionic does not have to re-concentrate as long as their feet stay planted. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call ‘Purge Weakness by Will’.

9 Shifter Shifter. This will give them access to any of the Shifter abilities listed below. or Plant the conversion is one stat for two Spirit Points. For totem creation rules. The palms/inside of the hands do not need to have color on them.8. The process of putting the makeup/ prosthetics on is in game and part of the spell.7. A Soulless mouse will appear to be much like a mechanical rodent. The shifter must still properly represent their race in addition to any hybrid form they take on. Verbal: “Imbue by Spirit” Delivery Method: Touch Shifter Abilities: Once the abilities are paid for with CP the Shifter will be able to access them at any time while in their specific Hybrid forms. All Imbues will last until the Hybrid form ends unless stated otherwise.3. If the Shifter uses one component of either Animal. or the event ends whichever comes first. Any Canine can be phys-repped (Fox.Canine Spirit Wolf Cost: 1 CP Type of Magic: Shifter Canine Magic Spell Type: Defensive Target: Self Attribute Cost: One Wits Description: To cast the spell the shifter must first put on makeup to appear as some form of Canine. Once the makeup is complete the Shifter calls ‘Imbue by Spirit. For example: A Riverfolk Canine will appear to be much like a green dog. Wolf. This spell will last until the caster uses Essence to refresh their attributes. All exposed skin must be colored if the back of the hands cannot be colored then gloves should be used. cancels the spell.) as long as it is obvious what kind of canine the shifter is. Once a Shifter purchases their first hybrid. please see Mask of Warrior production 3.3. Collie. This ability allows the Shifter to change their stats into Spirit Points on a one for one basis. Magic. Verbal: None Attribute Cost: None AfterMath LARP Rulebook Page 141 of 185 . etc. The Shifter may channel Spirit Points into their totem to store them. they gain: Charge Totem Prerequisite: Any Hybrid transform Type: Attribute Skill Description: Shifter’s rely on being able to channel the spirits into their abilities.

or refresh Essence."3 Damage by Ice" Imbue by Nature. Stabilize to Canine Imbue by Nature. the Shifter will only take 1 point of damage. 2 people per 1 SP used.Lasts until they take off makeup. This allows them to 'fake' their death.Paralyze by Fear By Voice. Packet."Speak to Animal by Nature" Packet. Lasts 5 Minutes and takes 10 seconds of role-play to activate Claw delivered "Drain" 1 Wits 0 1 SP 1 1 2 2 2 2 2 3 2 2 2 2 3 Calling the Pack Gnarling on Bone Courage of the Pack Strength of the Pack Heart of the Pack Healing the Pack Backed in a Corner Ice Hound Fake Death Keen Smell Speak with Animals Howl of Fear Howling at the Moon 1 SP per 2 people 1 SP 1 SP per 2 people 1 SP per 2 people 1 SP per 2 people 1 SP 1 SP 2 SP 1 SP 1 SP 1 SP 1 SP 1 SP 3 3 Spirit Wolf Draining Touch 3 SP 2 SP AfterMath LARP Rulebook Page 142 of 185 . This is a 5 min ritual plus 3 animal components per 2 people. Exposing Canine is optional.grow Claws.CP Cost Spell Name Spell Description Canine Spirit Attribute Cost 1 0 0 Wolf Wolven Claws Howl Transform into Canine Hybrid Imbue by Nature. Requires makeup.3x Packet.Grant Defense by Nature to Canine. PC’s are limited to the specific races in the rulebook.Allows the caster to give out a false Diagnose of "Dead" when someone checks their condition. Resist Agony Heal 3 to Canine by Nature Claw."3 Damage" Imbue by Nature. resurrect. They gain Claws. Components must be placed in Production Waste Bin in Workshop. Gain Reduced effect from non-called bullet damage.Bullets normally do 3 damage per non called shot.Short swords size Packet. By Voice.Repel by Nature Imbue by Nature on others-Transforms them into Canines.Refresh Brawn to Canine by Nature 2 people per 1 SP used.Grant Defense by Nature to Canine. the Howl ability (using Wits). Expose <PC Race> and Canine by Nature. and the Canine trait. Claw delivered "Agony" 2 people per 1 SP used. Resist Fear.

All exposed skin must be colored if the back of the hands cannot be colored then gloves should be used.5 Damage by Nature Resist Magic or Blood or Nature Imbue by Nature. etc. Running in place does not work.Repel by Nature 1 Agility 1 SP 1 SP 1 SP 1 SP 1 SP 2 2 2 2 3 3 2 2 Cat’s Eyes Roar Waiting in Ambush Nimble Feet Re-grow Will to Live Pounce Fearful Presence Recovering After the War 9 Lives Cat Reflex 2 SP 1 SP 1 SP 1 SP 0 0 1 SP 1 SP 3 3 3 Imbue by Nature.Disengage by Fear Resist Expose Avoid Trap Cure Maim by Nature . inflict Drain by Nature to Self Avoid vs.) as long as it is obvious what kind of feline the shifter is. By Gaze. or Non Called Missile Weapons Imbue by Nature.Plant Feet-Claws. Paralyze by Fear.grow Claws. Verbal: “Imbue by Spirit” Delivery Method: Touch CP Cost Spell Name Attribute Cost Spell Description Feline Spirit 1 0 0 1 1 1 Jaguar Tiger Claws Heightened Immunity Swift Feet Spirit Blast Shrugging Off Magic Transform into Feline Hybrid Imbue by Nature. cannot pass through gates nor pass through module specific challenges. The palms/inside of the hands do not need to have color on them.Living.Ten uses of 5 Damage 1 SP 2 SP 1 SP 3 3 3 Fair Escape Hypnotic Eyes Claw Flurry 3 SP 1 SP 3 SP AfterMath LARP Rulebook Page 143 of 185 . cancels the spell.3 sec RP between each use Purge Death by Nature. Jaguar. Last till the sun rises Claw. Glow Stick must be visibly worn unless spell is canceled. This will give them access to any of the Shifter abilities listed below. May only run. The process of putting the makeup/ prosthetics on is in game and part of the spell. inflict Agony by Nature Imbue by Nature.Available Traits. Any feline form can be phys-repped (Tiger. or Spirit of the Dead.Shifter.10 Second RP Gain Ability: +4 Minutes to Death Count Claw. Non Called Melee Attacks.Stun Packet. This spell will last until the caster uses Essence to refresh their attributes. Grants the ability to "By Voice.turn to Spirit for 5 minutes. Dead. If the Shifter stops running. Lion. Non Called Guns. Expose to <trait> by Nature' . or the event ends whichever comes first.takes 10 seconds of role-play each time. the spell ends.self 5x Heal by Nature.Long swords size Resist Disease or Poison Resist Root Packet.Feline Spirit Jaguar Cost: 1 CP Type of Magic: Shifter Feline Magic Spell Type: Defensive Target: Self Attribute Cost: One Agility Description: To cast the spell the shifter must first put on makeup to appear feline. Once the makeup is complete the Shifter calls ‘Imbue by Spirit.Only works at night.

cancels the spell.Drain by Disease 2 2 2 3 3 3 Imbue by Nature. Ferrite.) as long as it is obvious what kind of rodent the shifter is. Root Shield Resist Trap Damage or Effect except Mishap Reduce any Disease attack and then may throw same attack at any target Grant Defense by Nature. Imbue by Nature to Self.Rodent Spirit Mouse Cost: 1 CP Type of Magic: Shifter Rodent Magic Spell Type: Defensive Target: Self Attribute Cost: One Willpower Description: Mouse is the Rodent’s Defensive form. Melee Attacks. The process of putting the makeup/ prosthetics on is in game and part of the spell. Crossbows. For example Shifter can call "Grant 4 Protection by Nature" for the cost of 2 SP points.Repel by Nature Imbue by Nature. The palms/inside of the hands do not need to have color on them. Verbal: “Imbue by Spirit” Delivery Method: Touch CP Cost Spell Name Attribute Cost 1 Willpower 0 SP 1 SP 1 SP 2 SP 1 SP 1 SP 1 SP 1 SP 3 SP 1 SP 1 SP per point 2 of protection 1 SP 3 SP Spell Description Rodent Spirit 1 0 0 1 1 1 1 1 1 2 2 Mouse Power of the Mouse Run Forever Others Can Run Quick Feet Asylum of the Mind Rodent's Luck The Smell of Magic Dirty Claws Moving out of the Way Reawaken Armor of the Mouse Transfer Rabies Rabid Spit Keeping the Cats at Bay Always Moving Hide in Shadows Make yourself smaller Rabid Claws Rabid Claws Transform into Rodent Hybrid "Grant Attack to Self.Short swords size Imbue by Magic.Unable to Move.Unlimited Packet.grow Claws."2 Damage and Weakness by Disease" Avoid vs.Immune to Paralysis as long as the feet keep moving Imbue by Nature. All exposed skin must be colored if the back of the hands cannot be colored then gloves should be used.Short swords size 2 SP 3 SP 2 SP 3 3 3 4 SP 1 SP 1 SP AfterMath LARP Rulebook Page 144 of 185 .Immune to Missile Attacks (Arrows.grow Claws. Rabbit. Note: Melee Weapons still Effect Shifter Imbue by Nature. This spell will last until the caster uses Essence to refresh their attributes. Any Rodent can be phys-repped (Rat.Grant Defense by Nature. Once the makeup is complete the Shifter calls ‘Imbue by Spirit. must be in full body sized shadow. etc. Guns.Spirit Trait . except demolitions and lock picking.Frenzy by Disease Packet. or the event ends whichever comes first. Expose Magic by Nature Claw.Shifter.Unable to use any skills.Plant Feet. To cast the spell the shifter must first put on makeup to appear as some form Rodent. Short Root by Disease" Resist Root Others Only . Packet. Guns) 5 minutes. This will give them access to any of the Shifter abilities listed below.Cast Once with full Grant listed. Thrown Weapons. Magic Shield By Voice. or Missile Weapons Purge Stun by Nature Grant Protection by Nature (up to 4 points).

"Maim Limb" Imbue by Nature.grow Claws.Short swords size Claw. Force. All exposed skin must be colored if the back of the hands cannot be colored then gloves should be used. this Frenzy) Imbue by Nature. Grizzly.Slow by Nature Packet. The process of putting the makeup/ prosthetics on is in game and part of the spell. Polar Bear etc."Double Maim" . or the event ends whichever comes first. Unable to wear Armor.Plant Feet. Nature. 3 seconds of role-play. Immune to Root for 1 Hour. Magic."Death. or any racial armor Claw.Paralysis Resist Blood.Ursine Spirit Brown Bear Cost: 1 CP Type of Magic: Shifter Ursine Magic Spell Type: Defensive Target: Self Attribute Cost: One Brawn Description: To cast the spell the shifter must first put on makeup to appear as some form of bear. Faith. Each time used costs SP.10 Sec Role playing Packet. Radiation. use Dex Armor. or Spirit Claw.Frenzy by Nature Resist Air. The palms/inside of the hands do not need to have color on them. Repel by Nature Resist any Voice attack Heal 2 by Nature that will go off as soon as Ursa reaches 0 vitality but when all opponents are out of sight for 10 second.no other skills can be used 1 Brawn 0 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 0 3 SP 3 SP 3 SP 3 3 3 Fighting On Berserk Rage Holding off the Wolves 1 SP 3 SP 2 SP AfterMath LARP Rulebook Page 145 of 185 ."Stun" +4 Vitality. Earth. This will give them access to any of the Shifter abilities listed below. Verbal: “Imbue by Spirit” Delivery Method: Touch CP Cost Spell Name Spell Description Ursine Spirit Attribute Cost 1 0 0 1 1 1 1 2 2 2 2 2 2 3 3 Brown Bear Bear ClawCrushing Strike Refresh the Spirit Unstoppable Breaking a Leg Infuse the Beast Untouched Spine Snap Shrugging Off Magic Concussion Tough Hide Harsh Blow Fearful Presence Serene Mind Transform into Ursine Hybrid Imbue by Nature. Fire. unresistable. Claw.Self Only 5x Heal by Nature.) as long as it is obvious what kind of bear the shifter is.Unlimited Claw delivered . Any bear can be phys-repped (Brown Bear. Once the makeup is complete the Shifter calls ‘Imbue by Spirit. This spell will last until the caster uses Essence to refresh their attributes." Inflict Frenzy by Nature to Self (Unable to resist or protect vs.Shifter." 5 Damage" By Voice. or Water Claw.Inflict 10 damage by Nature to Self. cancels the spell.

Incant Length: Eight Syllables Verbal: “Imbue by Air. To cast this spell the Sorcerer must do 1 minute of roleplay preparing themselves. afterwards calling Imbue by Air.Air Magic Spell Type: Offensive Target: Others Attribute Cost: 2 Wits Description: This grants the caster a pool of ‘10 damage by Air’ that may be broken up into any increment the caster wants. This spell will allow the caster to imbue themselves allowing them the use of Archery. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. all they need to do is launch it even if they have no true knowledge of its use. This spell grants the Sorcerer a ‘4 Damage by Air’ packet delivered effect.Air Magic Spell Type: Other Target: Self Attribute Cost: 1 Wits Description: An Air Sorcerer is able to direct an arrow flying though the air with a thought.Air Spells Air of the Archer Cost: 2 CP Type of Magic: Sorcerer. which ever comes first. This spell will allow the caster to throw a packet and call ‘10 Damage to Earth by Air’ at a target.Air Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Wits Description: Air also gives control over lightning. This spell grants the Sorcerer a Air shield that will block the next effect that has the Air trait that targets the Sorcerer. The caster may channel their Harness the Elements through this weapon and the weapon must be obviously Air in origin.8. To cast this spell the Sorcerer must say the full incant. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends.Air Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it. To cast this spell the Sorcerer must say the full incant then say ‘5 Damage by Air’ afterwards throw the packet. The phys-rep must have been passed as an ‘Archery weapon’. Only targets with the Earth trait will be affected by this spell and take the damage. While in the hands of the caster. Incant Length: Six Syllables Verbal: “X Damage by Air” Delivery Method: Packet Lightning Bolt Cost: 1 CP Type of Magic: Sorcerer. which ever comes first. Incant Length: Six Syllables Verbal: “Imbue by Magic. You may have more than one of these active at any time but the maximum increment of damage that can be used in one attack is 10.3. To cast this spell the Sorcerer must say the full incant then call ‘10 Damage Earth by Air’ and throw the packet. the weapon is indestructible and unable to be disarmed. then say the full incant. and then say Imbue by Magic. the opposite of Air is Earth.” Delivery Method: Touch Air Shield Cost: 0 CP Type of Magic: Sorcerer.10 Sorcerer Cost: 2 CP Type of Magic: Sorcerer.Air Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Wits Sorcerer. Incant Length: Six Syllables Verbal: “5 Damage by Air” Delivery Method: Packet One with Air Cost: 2 CP Type of Magic: Sorcerer. No Imbue card is needed since it can only be cast on the caster. Incant Length: Eight Syllables Verbal: “10 Damage to Earth by Air” Delivery Method: Packet Calling the Hurricane Cost: 2 CP Type of Magic: Sorcerer.” Delivery Method: Touch Bane of Earth AfterMath LARP Rulebook Page 146 of 185 .Earth Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Wits Description: There are a few opposite within the wheel of the elements.

then say the full incant. Incant Length: Six Syllables Verbal: “Root by Air” Delivery Method: Packet Sorcerer.Description: Building a protective shield around the caster to protect them from the elements of Air is but one miracle the Sorcerers can produce. then say the full incant. This spell will allow the caster to throw a packet and call ‘10 Damage to Air by Earth’ at a target. Incant Length: Eight Syllables Verbal: “Imbue by Air. afterwards calling Imbue by Earth. afterwards calling Imbue by Air.Air Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Wits Description: A gust of wind is enough to slow down any charge. No Imbue card is needed since it can only be cast on the caster. which ever comes first. Incant Length: Eight Syllables Verbal: “Imbue by Earth.Air Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Brawn Description: Air Sorcerers are able to infuse themselves with lightning and magic. This spell grants the Sorcerer a ‘Root by Air’ packet delivered effect. To cast this spell the Sorcerer must say the full incant then call ‘10 Damage to Air by Earth’ and throw the packet.” Delivery Method: Touch Crashing Rocks Cost: 2 CP Type of Magic: Sorcerer.” Delivery Method: Touch AfterMath LARP Rulebook Page 147 of 185 .’ Incant Length: Eight Syllables Verbal: “5 damage by Earth. No other spells are affected and the ‘Harness the Elements’ skill will not get the bonus from this extra effect. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. To cast this spell the Sorcerer must do 1 minute of roleplay preparing themselves. This spell will allow the caster to imbue themselves with “And Slam by Air” with all Air sorcerer spells. This Imbue will last until the caster uses Essence to refresh attributes or the event ends.Earth Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Brawn Description: There are a few opposite within the wheel of the elements. afterwards calling Imbue by Air. Warning. Only targets with the Air trait will be affected by this spell and take the damage. the opposite of Earth is Air. Channeling that through themselves they are able to become incredibly more powerful. Incant Length: Eight Syllables Verbal: “Imbue by Air. which ever comes first. even while in the air it obeys its masters will.” Delivery Method: Touch Wind Rush Cost: 1 CP Type of Magic: Sorcerer. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves.” Delivery Method: Touch Power of the Storm Cost: 2 CP Type of Magic: Sorcerer. To cast this spell the Sorcerer must do 1 minute of roleplay preparing themselves.Earth Spells Bane of Air Cost: 2 CP Type of Magic: Sorcerer. No other spells are affected and the ‘Harness the Elements’ skill will not get the bonus from this extra effect. No Imbue card is needed since it can only be cast on the caster. which ever comes first.Earth Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Wits Description: By pulling energy from the stones around the caster the Sorcerer my increase their power dramatically. This spell will allow the caster to be immune to module specific environmental effects that relate to Air. Incant Length: Eight Syllables Verbal: “10 Damage to Air by Earth” Delivery Method: Packet Call to the Stone Cost: 2 CP Type of Magic: Sorcerer. then say the full incant. This allows the caster to throw ‘5 damage by Earth. No Imbue card is needed since it can only be cast on the caster.Earth Magic Spell Type: Other Target: Self Attribute Cost: 1 Brawn Description: All Earth Mages are taught how to control a stone. This spell will allow the caster to imbue themselves with “and Root by Earth” with all Earth sorcerer spells.There are some places that this spell does not protect from. To cast this spell the Sorcerer must say the full incant then say ‘Root by Air’ afterwards throw the packet. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. All effects that this spell will prevent will be listed on the effect card.

This grants the caster a pool of ‘10 damage by Earth’ that may be broken up into any increment the caster wants. the weapon is indestructible and unable to be disarmed. Incant Length: Six Syllables Verbal: ‘X damage by Earth’ Delivery Method: Packet One with Earth Cost: 2 CP Type of Magic: Sorcerer. While in the hands of the caster.Fire Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Willpower AfterMath LARP Rulebook Page 148 of 185 .Earth Shield Cost: 0 CP Type of Magic: Sorcerer. afterwards calling Imbue by Earth.” Delivery Method: Touch Tremor Cost: 1 CP Type of Magic: Sorcerer. Incant Length: Six Syllables Verbal: “Slow by Earth. To cast this spell the Sorcerer must say the full incant. To cast this spell the Sorcerer must say the full incant. No Imbue card is needed since it can only be cast on the caster.” Delivery Method: Touch Tree Trunk Cost: 2 CP Type of Magic: Sorcerer. which ever comes first. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. then say the full incant. You may have more than one of these active at any time but the maximum increment of damage that can be used in one attack is 10. This spell will allow the caster to imbue themselves allowing them the use of any two handed weapon that is considered blunt. This spell grants the Sorcerer a Earth shield that will block the next effect that has the Earth trait that targets the Sorcerer. This spell will allow the caster to be immune to module specific environmental effects that relate to Earth. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. No Imbue card is needed since it can only be cast on the caster.Earth Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it.” Delivery Method: Touch Meteor Storm Cost: 3 CP Type of Magic: Sorcerer. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. The phys-rep must be passed as a ‘blunt weapon’ and must be obvious that it is of Earth origin.Earth Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Brawn Description: Building a protective shield around the caster to protect them from the elements of Earth is but one miracle the Sorcerers can produce. Incant Length: Six Syllables Verbal: “Imbue by Magic.Earth Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Brawn Description: Even the sky holds Earth that you can use against your foe.Earth Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Brawn Description: Cracking and moving the earth below your enemies’ feet can give you just enough time to get away. then say ‘Slow by Earth’ afterwards throw the packet. The caster may also channel their Harness the elements through this weapon.Fire Spells Bane of Water Cost: 2 CP Type of Magic: Sorcerer. afterwards calling Imbue by Earth.” Delivery Method: Packet Sorcerer. This spell grants the Sorcerer a ‘Slow by Earth’ packet delivered effect. and then say Imbue by Magic. whichever comes first. WarningThere are some places that this spell does not protect from. All effects that this spell will prevent will be listed on the effect card. Incant Length: Eight Syllables Verbal: “Imbue by Earth.Earth Magic Spell Type: Other Target: Self Attribute Cost: 1 Brawn Description: The elements of Earth have a special relationship with Nature. No Imbue card is needed since it can only be cast on the caster. Incant Length: Eight Syllables Verbal: “Imbue by Earth. which ever comes first. then say the full incant. calling upon that gives the Earth mage power to do things other mortals could not dream of.

Incant Length: Six Syllables Verbal: “5 Damage by Fire. afterwards calling Imbue by Fire. This spell will allow the caster to throw a packet and call ‘5 Damage by Fire’ at a target. This spell grants the Sorcerer a Fire shield that will block the next effect that has the Fire trait that targets the Sorcerer. To cast this spell the Sorcerer must say the full incant. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. No other spells are affected and neither will ‘Harness the Elements’ skill nor the spell “Fire Aura” get the bonus from this extra effect. To cast this spell the Sorcerer must say the full incant then call ‘10 Damage to Water by Fire’ and throw the packet. After saying the incant.Fire Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Agility Description: Calling on their rage and controlling that rage allows the fire made to do more damage with a single spell. This spell will allow the caster to imbue themselves with “and Destroy by Fire” with all fire sorcerer spells. Incant Length: Six Syllables Verbal: “Imbue by Magic.Fire Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it. No Imbue card is needed since it can only be cast on the caster. Incant Length: Eight Syllables Verbal: “10 Damage to Water by Fire” Delivery Method: Packet Calling the Flame Cost: 2 CP Type of Magic: Sorcerer. the caster may use a ‘Repel by Fire’ Incant Length: Eight Syllables Verbal: “Repel by Fire” Delivery Method: Packet Fanning the Flame Cost: 2 CP Type of Magic: Sorcerer. the opposite of fire is water. which ever comes first. This spell will allow the caster to imbue themselves allowing them the use of any AfterMath LARP Rulebook Page 149 of 185 . This spell will allow the caster to throw a packet and call ‘10 Damage to Water by Fire’ at a target.Fire Magic Spell Type: Offensive Target: Self / Others Attribute Cost: 1 Willpower Description: Calling on inner strength and rage is said to be one way to conjure up this potent fire magic. Incant Length: Eight Syllables Verbal: “Imbue by Fire. This imbues the caster with a pool of 10 damage by fire that may be thrown in any increment. Only targets with the Water trait will be affected by this spell and take the damage. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends.” Delivery Method: Touch Fire Blast Cost: 1 CP Type of Magic: Sorcerer.Fire Magic Spell Type: Other Target: Self Attribute Cost: 1 Willpower Description: Using magic to imbue themselves with knowledge is but one power the Fire Mage has at their disposal.Fire Magic Spell Type: Offensive Target: Self / Others Attribute Cost: 2 Willpower Description: It is said casting this spell is like harnessing the fury of a volcano. which ever comes first. You may have more than one of these active at any time but the maximum increment of damage that can be used in one attack is 10. and then say Imbue by Magic. To cast this spell the Sorcerer must say the full incant then call ‘5 Damage by Fire’ and throw the packet. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves.” Delivery Method: Touch Lava Storm Cost: 3 CP Type of Magic: Sorcerer. then say the full incant.Description: There are a few opposite within the wheel of the elements.Fire Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Willpower Description: Concentrating the willpower of the Sorcerer allows them to produce flame out of thin air and hurl it at a target.” Delivery Method: Packet Fire Shield Cost: 0 CP Type of Magic: Sorcerer. Incant Length: Ten Syllables Verbal: “X Damage by Fire” Delivery Method: Touch / Packet Molding the Flame Cost: 2 CP Type of Magic: Sorcerer.

Force Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Brawn or Willpower Description: Crushing the mind of a target not only does considerable damage. This spell will allow the caster to be immune to module specific environmental effects that relate to Fire. the weapon is indestructible and unable to be disarmed. especially kinetic energy.’ To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. 3 Damage by Force.” Delivery Method: Touch One with Fire Cost: 2 CP Type of Magic: Sorcerer. This spell grants the Sorcerer an Force shield that will block the next Force effect that targets the Sorcerer.Force Spells Crushing the Mind Cost: 3 CP Type of Magic: Sorcerer. Incant Length: Six Syllables Verbal: “Imbue by Magic. Drain ‘skill’ by Force” Delivery Method: Packet Feeding off the Force Cost: 2 CP Type of Magic: Sorcerer. The weapon must appear to be obviously from ‘Fire. 3 Damage by Force. No Imbue card is needed since it can only be cast on the caster.Force Magic Spell Type: Defensive Attribute Cost: 2 of either Brawn or Willpower Description: Being a master of Force. energy is easy to manipulate.” Delivery Method: Touch Sorcerer. This Imbue will last until the caster uses Essence to refresh attributes or the event ends.’ Delivery Method: Packet Force Shield Cost: 0 CP Type of Magic: Sorcerer.weapon that is considered a spear. To cast this spell the Sorcerer must say the full incant then say ‘By Gesture. afterwards calling Imbue by Fire. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. The caster may also channel their Harness the elements through this weapon. then say the full incant.There are some places that this spell does not protect from. Drain “Skill” by Force. which ever comes first. it also usually renders them defenseless. Incant Length: Eight Syllables Verbal: “Absorb to Refresh ‘stat’” Delivery Method: Touch Force Blast Cost: 1 CP Type of Magic: Sorcerer. and then say Imbue by Magic.’ To cast this spell the Sorcerer must say the full incant then say ‘By Gesture.Force Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Brawn or Willpower AfterMath LARP Rulebook Page 150 of 185 . The caster may Absorb any called damage attack and Refresh a stat. No Imbue card is needed since it can only be cast on the caster. afterwards calling Imbue by Fire.Force Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it.Force Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Brawn or Willpower Description: Using sheer force of will a Force Sorcerer is able to hurl bolts of raw kinetic Force at a target. This spell grants the Sorcerer a ‘By Gesture. The phys-rep must have been passed as a ‘spear. This spell grants the Sorcerer a ‘By Gesture.’ Cannot drain Racial Abilities. then say the full incant. Incant Length: Eight Syllables Verbal: “Imbue by Fire. This Imbue will last until the caster uses Essence to refresh attributes or the event ends.’ Incant Length: Ten Syllables Verbal: “‘By Gesture. All effects that this spell will prevent will be listed on the effect card. No Imbue card is needed since it can only be cast on the caster. Incant Length: Six Syllables Verbal: ‘By Gesture. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. Incant Length: Eight Syllables Verbal: “Imbue by Fire. To cast this spell the Sorcerer must say the full incant. Warning.Fire Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Willpower Description: Building a protective shield around the caster to protect them from the elements of fire is but one miracle the Sorcerers can produce.’ While in the hands of the caster. which ever comes first.” Delivery Method: Touch Force Smash Cost: 2 CP Type of Magic: Sorcerer. 3 Damage by Force. Drain “Skill” by Force. which ever comes first.

Grant Attack 2 Damage by Force to Self.’ As long as the gesture is maintained. Force.Description: This spell grants the Sorcerer a ‘By gesture. This Imbue will last until the caster uses Essence to refresh attributes or the event ends.Force Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Brawn Description: Building a protective shield around the caster to protect them from the elements of Force is but one miracle the Sorcerers can produce. All effects that this spell will prevent will be listed on the effect card. or Water sorcerer spells. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. This spell grants the Sorcerer a ‘By Gesture. Paralysis by Force. Grant Attack 2 Damage by Force to Self.Force Magic Spell Type: Offensive Target: Others Attribute Cost: 2 of either Brawn or Willpower and 1 Any. WarningThere are some places that this spell does not protect from. Incant Length: Ten Syllables Verbal: ‘By Gesture. No Imbue card is needed since it can only be cast on the caster. Double Slam by Force. After the delivery of the voice effect. which ever comes first. Incant Length: Eight Syllables Verbal: “Imbue by Force.’ To cast this spell the Sorcerer must say the full incant then say ‘By Gesture. Of course they can still be damaged.” Delivery Method: Packet Force Surge Cost: 2 CP Type of Magic: Sorcerer. the casts may use unlimited 2 damage by Force packet attacks. Incant Length: Eight Syllables Verbal: “Reduced to By Gesture ___” Delivery Method: Packet Forced Imprison Cost: 3 CP Type of Magic: Sorcerer.Force Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Brawn or Willpower Description: Caster reduces an offensive attack. the caster then inflicts the same effect to themselves with the Force trait. which ever comes first. Paralysis by Force. Bane attacks may not be used in this manner. Grant Attack 2 Damage by Force to Self’ Delivery Method: Packet One with Force Cost: 2 CP Type of Magic: Sorcerer. Sue uses this spell and calls “Reduced to By Gesture. changing the trait to Force. Double Slam by Force. then say the full incant.Force Magic Spell Type: Offensive Target: Others Attribute Cost: 2 of either Brawn or Willpower Description: When this spell is cast it is as if the target was locked in a body forming prison allowing only air to pass in and out.” Example: Jim the Priest of Tor’men throws and hits Sue the Force Sorcerer with a Agony and Slam by Tor’men. This spell will allow the caster to be immune to module specific environmental effects that relate to Force. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. Description: The caster reduces the effect to an identical attack that must be delivered by gesture.Force Magic Spell Type: Offensive AfterMath LARP Rulebook Page 151 of 185 . This spell will allow the caster to imbue themselves with either “Double” or “and Repel” with all Air. Incant Length: Ten Syllables Delivery Method: Other Restore Bio-rhythm Cost: 2 CP Type of Magic: Sorcerer. afterwards calling Imbue by Force. then say the full incant.” Incant Length: Eight Syllables Verbal: ‘By gesture.” To cast this spell the Sorcerer must say the full incant then say ‘By gesture.Force Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Agility Description: Power Control is done by meditation and mental concentration. No other spells are affected and the ‘Harness the Elements’ skill will not get the bonus from this extra effect. The caster must then deliver that attack by voice. Agony and Slam by Force”. Double Slam by Force. Incant Length: Ten Syllables Verbal: “Imbue by Force. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. afterwards calling Imbue by Force. Paralysis by Force.” Delivery Method: Touch Quantum Force Mechanics Cost: 2 CP Type of Magic: Sorcerer. No Imbue card is needed since it can only be cast on the caster. after changing the trait to “by Force.” Delivery Method: Touch Power Control Cost: 2 CP Type of Magic: Sorcerer. Through these techniques a Force mage is able to temporary increase the potency of their spells.

which ever comes first. then say the full incant.” Incant Length: Ten Syllables Delivery Method: Packet Sorcerer. This spell will allow the caster to imbue themselves with “and Agony or and Stricken” with all Earth. Can not waste Essence.Target: Others Attribute Cost: 1 of either Brawn or Willpower Description: Grants the caster a “Triple 5 damage to Radiation by Force. then say the full incant. You may also apply the Earth and Fire extra effects to Radiation spells if you so desire. This spell grants the Sorcerer a ‘Double Root by Radiation’ packet delivered effect. Fire.There are some places that this spell does not protect from.Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Agility and 1 Wits Description: A bit of Radiation doesn’t hurt anyone. Incant Length: Twelve Syllables Verbal: “Inflict Decay by Radiation” “Waste ‘stat’ to Decay by Radiation. afterwards calling Imbue by Radiation. No Imbue card is needed since it can only be cast on the caster. This spell grants the Sorcerer five uses of ‘Inflict Decay by Radiation’ and three uses of ‘By Voice. at the same time listen to their screams. which ever comes first. The ‘Harness the Elements’ skill and the spell “Fire Aura” will not get the bonus from this extra effect. Grant ‘stat’ by Radiation to self. (Destroy or Root) To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. afterwards calling Imbue by Radiation. This spell will allow the caster to be immune to module specific environmental effects that relate to Radiation. All effects that this spell will prevent will be listed on the effect card. To cast this spell the Sorcerer must say the full incant then ‘Double Root by Radiation’ afterwards throws the packet. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves.” Granted stat must match stat wasted. Preying on the Weak Cost: 3 CP Type of Magic: Sorcerer. Incant Length: Ten Syllables Verbal: ‘Double Root by Radiation’ Delivery Method: Packet Harness the Wasteland Cost: 2 CP Type of Magic: Sorcerer.” Delivery Method: Packet AfterMath LARP Rulebook Page 152 of 185 .Radiation Spells Wasted Body Cost: 3 CP Type of Magic: Sorcerer.’ Incant Length: Twelve Syllables Verbal: “Agony and Slow by Radiation” Delivery Method: Packet Fusion with Stone Cost: 2 CP Type of Magic: Sorcerer.Radiation Magic Spell Type: Defensive Target: Self Attribute Cost: 2 stats of either Agility or Wits Description: Building a protective shield around the caster to protect them from the elements of Radiation is but one miracle the Sorcerers can produce. or Radiation sorcerer spells. Warning. 3 damage to Decay by Radiation. Imbue to self five uses of “Inflict Decay by Radiation” and one “Waste ‘stat’ to Decay by Radiation. so they say.Radiation Magic Spell Type: Offensive Target: Self Attribute Cost: 2 stats of either Agility or Wits Description: By summoning the very Essence of the Waste a Sorcerer is able to do considerable more damage.” Delivery Method: Touch One with Radiation Cost: 2 CP Type of Magic: Sorcerer. Grant ‘stat’ by Radiation to self. Rumor has it that to learn this a spell the Sorcerer must sit out in the middle of the Waste for one month with no food or water soaking in the radiation that breeds there. No Imbue card is needed since it can only be cast on the caster.Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Wits Description: By blending the earth and melting it into the foot of a target the Sorcerer is able to stop their foes from pursuing them. The extra effect is chosen when each individual spell is cast and not when this is imbued and it may change back and forth between the two. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. Incant Length: Ten Syllables Verbal: “Imbue by Radiation.Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Agility or Wits Description: Draining your foes strength away? It’s more like sucking it from them through a straw.

’ To cast this spell the Sorcerer must say the full incant then say ‘In this room. and then say Imbue by Magic.’ Incant Length: Ten Syllables Verbal: ‘In this room. and then say the full incant. Leshka. No Imbue card is needed since it can only be cast on the caster. To cast this spell the Sorcerer must do plant their feet. the caster may make a 100 sq ft (1 stat is 100 sq ft. so it stands to reason that some sadistic Sorcerer created this spell.Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Agility or Wits Description: This spell grants the Sorcerer a ‘Triple 5 damage to Force by Radiation’ packet delivered effect. This spell may also become permanent in certain areas. 2 stats is 200 sq ft.” Delivery Method: Touch Storm of Chaos Cost: 3 CP Type of Magic: Sorcerer. 4 Damage by Radiation. The caster must also provide the yield signs that explain the effect of the area at the beginning of and end of the stones. although they need not be placed in a straight line as long as there is a start at one side and an end to the other side.Radiation Blast Cost: 2 CP Incant Length: Eight Syllables Verbal: “Imbue by Radiation. and Grant immunity to Radiation. To cast this spell the Sorcerer must say the full incant.Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Any Description: Evil. or the event ends. This spell grants the Sorcerer a ‘In this room. for each step off the stones and the area will last for 12 hours from time of first placement. tend to hunt down and kill anyone who casts this spell. No other skill can be used. To cast this spell the Sorcerer must say the full incant then say ‘Triple 5 damage to Force by Radiation’ afterwards throws the packet. Grant Attack Short claws. etc. 4 Damage by Radiation. which ever comes first. This spell is for those people. they leave the Burn area. Incant Length: Six Syllables Verbal: “Imbue by Magic. The caster must provide the reps for the barriers of the area in which the damage is to be taken and the jumpy stones which must be laid out within the area.Radiation Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it.Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 each of Brawn and Willpower Description: The screaming as your adversary’s skin melts off is such a wonderful thing to start any morning. which ever comes first. Grant attack Agony by Radiation. Incant Length: Twelve Syllables Verbal: Grant Protection 10. afterwards calling Imbue by Radiation. Grant Defense Immunity to Radiation. No Imbue card is needed since it can only be cast on the caster. Delivery Method: Touch/Packet AfterMath LARP Rulebook Page 153 of 185 . and any additive spell that the caster chooses to use. the caster may Grant themselves Protection 10. Grant Attack Unlimited Agony by Radiation by claws or packet. While within the area of a Radiation Burn. The area does 5 damage by radiation. 4 Damage by Radiation. The jumpy stones must be placed in such a way so that the caster can traverse them at a normal walk. This Imbue will last until the caster uses Essence to refresh attributes. Grant Attack Short Claws. This spell grants the Sorcerer a Radiation shield that will block the next Radiation effect that targets the Sorcerer. Incant Length: Ten Syllables Verbal: None Delivery Method: Other Radiation Poisoning Cost: 3 CP Type of Magic: Sorcerer. amongst many other groups. Per stat point spent.” Delivery Method: Touch Radiation Blast Type of Magic: Sorcerer. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. You just can’t do it half assed.’ Delivery Method: Packet Radiation Burn Cost: 2 CP Type of Magic: Sorcerer. Incant Length: Twelve Syllables Verbal: ‘Triple 5 damage to Force by Radiation’ Delivery Method: Packet Radiation Shield Cost: 0 CP Type of Magic: Sorcerer.) area that is an environmental hazard zone.Water Magic Spell Type: Offensive Target: Self Attribute Cost: 1 Brawn and 1 Willpower Description: Pain is like the call sign of the Radiation Sorcerer.

” Delivery Method: Touch Ice Shard Cost: 2 CP Type of Magic: Sorcerer. The weapon must also be obviously from ‘Water. Incant Length: Eight Syllables Verbal: “Imbue by Water. then say the full incant. While in the hands of the caster.Water Magic Spell Type: Offensive Target: Others Attribute Cost: 2 Agility Description: Freezing ice is child’s play to a Water Mage.’ To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. Any limb can be specified. Draining Water makes you feel like you have swam 80 miles in the ocean and swam back. Incant Length: Ten Syllables Verbal: “Double Maim <limb> by Radiation” Delivery Method: Packet Sorcerer. No Imbue card is needed since it can only be cast on the caster. To cast this spell the Sorcerer must say the full incant then call ‘10 Damage to Fire by Water’ and throw the packet. the opposite of Water is Fire. Incant Length: Eight Syllables Verbal: “10 Damage to Fire by Water” Delivery Method: Packet Draining Water Cost: 1 CP Type of Magic: Sorcerer. This spell will allow the caster to imbue themselves allowing them the use of any weapon that is considered a Polearm. To cast this spell the Sorcerer must say the full incant then say ‘Weakness by Water’ afterwards throw the packet. The caster may also channel their Harness the elements through this weapon.Water Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Agility Description: If the Water Pressure spell makes you feel like you have sunk 80 feet into the ocean. This spell will allow the caster to throw a packet and call ‘10 Damage to Fire by Water’ at a target. the weapon is indestructible and unable to be disarmed. To cast this spell the Sorcerer must say the full incant then say ‘Double Maim <limb> by Radiation’ afterwards throws the packet.Water Magic Spell Type: Offensive Target: Self / Others Attribute Cost: 3 Agility Description: Blasting an enemy with water is similar in practice of the Air mage. ten times! This spell grants the Sorcerer a ‘Weakness by Water’ packet delivered effect. perhaps that is what this spell pulls from to grant its knowledge. The phys-rep must have been passed as a ‘Polearm’. Incant Length: Eight Syllables Verbal: ‘X Damage by Water’ Delivery Method: Packet Maelstrom Cost: 3 CP Type of Magic: Sorcerer. This spell grants the Sorcerer a ‘Double Maim <limb> by Radiation’ packet delivered effect.Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Agility Description: Harnessing Radiation and directing it can twist small furry animals into fur mutilated messes or limbs to cracked and blistered remains. Only targets with the Fire trait will be affected by this spell and take the damage. This spell imbues the caster with a pool of ‘10 damage by Water’ that may be thrown in any increment. As you can imagine this is a very painful process.Twisted Limbs Cost: 2 CP Type of Magic: Sorcerer. This will allow the caster to throw ‘5 damage by Water’ Incant Length: Ten Syllables Verbal: “5 Damage by Water” Delivery Method: Packet AfterMath LARP Rulebook Page 154 of 185 . Incant Length: Eight Syllables Verbal: “Weakness by Water” Delivery Method: Packet Ice Axe Cost: 2 CP Type of Magic: Sorcerer. if one is not specified the target gets to choose.Water Magic Spell Type: Other Target: Self Attribute Cost: 1 Agility Description: Water is said to hold the memories of the past. You may have more than one of these active at any time but the maximum increment of damage that can be used in one attack is 10. This spell produces a ball of water and projects it at a target with enough force to crush bones.Water Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Agility Description: There are a few opposite within the wheel of the elements. which ever comes first. This Imbue will last until the caster uses Essence to refresh attributes or the event ends.Water Spells Bane of Fire Cost: 2 CP Type of Magic: Sorcerer. afterwards calling Imbue by Water.

afterwards calling Imbue by Water. No other spells are affected and the ‘Harness the Elements’ skill will not get the bonus from this extra effect. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. WarningThere are some places that this spell does not protect from. This spell will allow the caster to imbue themselves with “and Slow by water” with all Water sorcerer spells. Incant Length: Eight Syllables Verbal: “Imbue by Water.” Delivery Method: Touch Strength of the Sea King Cost: 2 CP Type of Magic: Sorcerer. some say he was the first Sorcerer to master the powers of Water others say he is a forgotten Power.Water Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Agility Description: Building a protective shield around the caster to protect them from the elements of Water is but one miracle the Sorcerers can produce.Water Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Willpower Description: The Sea King is a mythical figure.Water Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it. This spell will allow the caster to be immune to module specific environmental effects that relate to Water. No Imbue card is needed since it can only be cast on the caster. No Imbue card is needed since it can only be cast on the caster. but invoking his name will increase a Sorcerers magic. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. then say the full incant. Incant Length: Eight Syllables Verbal: “Imbue by Water.One with Water Cost: 2 CP Type of Magic: Sorcerer. No one knows for sure. which ever comes first. afterwards calling Imbue by Water. then say the full incant. which ever comes first. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves. Incant Length: Six Syllables Verbal: “Imbue by Magic. This spell grants the Sorcerer a Water shield that will block the next effect that has the Water trait that targets the Sorcerer. which ever comes first.” Delivery Method: Touch AfterMath LARP Rulebook Page 155 of 185 . No Imbue card is needed since it can only be cast on the caster. To cast this spell the Sorcerer must say the full incant.” Delivery Method: Touch Water Shield Cost: 0 CP Type of Magic: Sorcerer. This Imbue will last until the caster uses Essence to refresh attributes or the event ends. and then say Imbue by Magic. All effects that this spell will prevent will be listed on the effect card.

This spell grants the targets 2 shields vs. This spell is only activated while the battle is called and will stay up until the battle is stopped. they die. This banner must have the Warbringer’s personal symbol on it. or the event ends whichever comes first. at the end call out ‘By Voice. unless the spell specifies otherwise. they die. they must turn the banner upside down. When the symbol has been placed on the participant then the Warbringer must say the incant. and finally give the target an Imbue Card. then call Imbue by Magic. This imbue will last until the target uses an Essence to refresh AfterMath LARP Rulebook Page 156 of 185 . Incant Length: Six Syllables Verbal: “Imbue by Magic” “Stun by Magic” Delivery Method: Touch / Packet Warbringers must have a banner in order to use their powers. Incant Length: Six Syllables Verbal: “Imbue by Magic” Delivery Method: Touch Controlling the Power of Pain Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: Warbringer’s have mastered the power of vibrations and tone. Paralyzed. This imbue will last until the target uses an Essence to refresh attributes. The Warbringer may grant as many participants as they have in Willpower plus Essence. the magic trait. The banner must have lights attached to the weapon in order to use the powers at night/in the dark. Any objections/disagreements will make plot intervene and dictate colors. Glow sticks on the non-striking surface will suffice. When the symbol has been placed on the participant then the Warbringer must say the incant. Agony by Magic’. or put the banner on the ground. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. When a Warbringer is no longer bringing the war (Stunned. Plot will control what colors are used to ensure no Warbringer uses the same color. Circle 1 Warbringer Spells Armor of the Magi Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Wits Description: Summoning the spirits of long dead mages the Warbringer is able to protect their warriors from harmful spells. This spell is only activated while the battle is called and will stay up until the battle is stopped.11 Warbringer attributes. that would be best. they may not use the Warbringer abilities. May not cover up the symbol and keep the powers active. This spell grants the targets 2 packet delivered Stun by Magic effects. To cast this spell the Warbringer must beat on their drum while calling out the incant. The Warbringer may grant as many participants as they have in Willpower plus Essence.3.). This spell causes an Agony by Magic to all those within the sound of the casters voice. May not be a higher power's symbol unless it has other designs on it in addition to the holy symbol.8. while the battle is not called the effect is dormant until the battle is called again. Because of that they are able to cause immense amounts of pain to all those who listen to the beating of their drums. etc. Agony by Magic” Delivery Method: Voice The Dreamwraith Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Sometimes a Warrior must attempt to find less destructive ways to defeat ones opponent. All lights are subject to approval by safety. then call Imbue by Magic. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. and finally give the target an Imbue Card. turn off the lights. Unconscious. Although if the players wish to work it out without plot intervention. Incant Length: Six Syllables Verbal: “By Voice. while the battle is not called the effect is dormant until the battle is called again. When any of the people who gain powers from that Warbringer see the banner in any of these three states. The Warbringer is always assumed to be included as a recipient of the spell but does not actually count as one of the recipients for the purposes of calculating who can get the buffs. or the event ends whichever comes first.

This spell is only activated while the battle is called and will stay up until the battle is stopped. If there is a break in the playing for more then 5 seconds then the spell ends. The Warbringer may grant as many participants as they have in Willpower plus Essence. the fear trait. then call Imbue by Magic. or gun CALLED damage. they die. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. they die. then call Imbue by Magic. or the event ends whichever comes first. This spell is only activated while the drums have started and will only stay active as long as the drums continue to play. The Warbringer may grant as many participants as they have in Willpower plus Essence. When the symbol has been placed on the participant then the Warbringer must say the incant. Incant Length: Eight Syllables Verbal: “Imbue by Magic” Delivery Method: Touch AfterMath LARP Rulebook Page 157 of 185 . the drum stops playing. and finally give the target an Imbue Card. The Warbringer may grant as many participants as they have in Willpower plus Essence. they die. Destroy. This spell grants the target five uses of resist to frenzy effects until the drums stop playing for more then 5 seconds. and finally give the target an Imbue Card. they die. This imbue will last until the target uses an Essence to refresh attributes. or the event ends whichever comes first. and finally give the target an Imbue Card. This spell grants the targets 2 shields vs. or the event ends whichever comes first. and finally give the target an Imbue Card. Incant Length: Six Syllables Verbal: “Imbue by Magic” Delivery Method: Touch Stand Resolute Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: This spell grants the Warbringer and the targets one Resist vs. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. When the symbol has been placed on the participant then the Warbringer must say the incant. This imbue will last until the target uses an Essence to refresh attributes. while the battle is not called the effect is dormant until the battle is called again. The Warbringer may grant as many participants as they have in Willpower + Essence. This spell is only activated while the battle is called and will stay up until the battle is stopped. When the symbol has been placed on the participant then the Warbringer must say the incant. while the battle is not called the effect is dormant until the battle is called again. Incant Length: Six Syllables Verbal: “Imbue by Magic” Delivery Method: Touch Circle 2 Warbringer Spells Gift of the Calming Mind Cost: 2 CP Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: The peaceful knows no fear. This imbue will last until the target uses an Essence to refresh attributes.Gift of the Fierce Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Courage against supernatural enemies sometimes takes more then just strength of character. then call Imbue by Magic. this is his gift to those who follow in his foot prints. this includes weapons. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. This spell is only activated while the battle is called and will stay up until the battle is stopped. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. while the battle is not called the effect is dormant until the battle is called again. then call Imbue by Magic. or the event ends whichever comes first. When the symbol has been placed on the participant then the Warbringer must say the incant. the Invincible Lion one of the greatest Tribal guardians to ever live. This imbue will last until the target uses an Essence to refresh attributes. This spell grants the targets two Resist Damage. spell. Incant Length: Eight Syllables Verbal: “Imbue by Magic” Delivery Method: Touch The Invincible Lion Cost: 2 CP Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Calling upon the long dead spirit of Omero.

This imbue will last until the target uses an Essence to refresh attributes. This spell causes a ‘Short Root by Magic’ to all those within the sound of the casters voice. Repel or Root. This imbue will last until the target uses an Essence to refresh attributes. and finally give the target an Imbue Card. Incant Length: Eight Syllables Verbal: “By my voice. This imbue will last until the target uses an Essence to refresh attributes. This spell is only activated while the battle is called and will stay up until the battle is stopped. the drum stops playing. When the symbol has been placed on the participant then the Warbringer must say the incant. Incant Length: Eight Syllables Verbal: “Imbue by Magic” Delivery Method: Touch Circle 3 Warbringer Spells The Armored Man Cost: 3 CP Circle: 3 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Brawn Description: Many of the tribes lose armor quickly. at the end call out ‘Short Root by Magic’. The Warbringer may grant as many participants as they have in Willpower plus Essence. Incant Length: Eight Syllables Verbal: “Imbue by Magic” Delivery Method: Touch Controlling the battle Cost: 2 CP Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Wits Description: Storms can be fierce. If there is a break in the playing for more then 5 seconds then the spell ends. or the event ends whichever comes first. When the symbol has been placed on the participant then the Warbringer must say the incant. then call Imbue by Magic. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. This spell is only activated while the drums have started and will only stay active as long as the drums continue to play. unforgiving and often deadly. they die. this helps get them back in fighting shape. The recipient gains the trait ‘Armored Man’ while this spell is in effect on them. When the symbol has been placed on the participant then the Warbringer must say the incant. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. while the battle is not called the effect is dormant until the battle is called again. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. “Repair armor to Armored Man by magic” for a total number of times of the Warbringer’s Willpower + Essence. The Warbringer gains the ability to instantly refresh armor of any type by stating. This spell is only activated while the battle is called and will stay up until the battle is stopped. This allows the Warbringer to instantly refresh armor on those who he has granted this spell to beforehand. they die. or the event ends whichever comes first. To cast this spell the Warbringer must beat on their drum while calling out the incant. short Root by magic” Delivery Method: Voice Summon the Charging Rhino Cost: 2 CP Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Calling upon the strength and perseverance of the Charging Rhino those members of the Warbringer’s tribe are able to move forward without being stopped. The Warbringer may grant as many participants as they have in Willpower plus Essence. they die. or the event ends whichever comes first. Incant Length: Ten Syllables Verbal: “Imbue by Magic” Delivery Method: Touch AfterMath LARP Rulebook Page 158 of 185 . while the battle is not called the effect is dormant until the battle is called again. then call Imbue by Magic.Losing the Illusion of Pain Cost: 2 CP Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: The Warbringer is able to make their tribe almost immune to pain keeping the warrior going longer. a Warbringer must learn to protect themselves and keep the enemy away. and finally give the target an Imbue Card. This spell grants the targets 2 shields vs. This spell grants the target five resists to agony effects until the drums stop playing for more then 5 seconds. then call Imbue by Magic. and finally give the target an Imbue Card. The Warbringer may grant as many participants as they have in Willpower + Essence. The Warbringer may use this on the same target as many times as they want.

Incant Length: Ten Syllables Verbal: “By My Gesture. When the recipient is hit with a death effect. or the event ends whichever comes first.Drummer's Call Cost: 3 CP Circle: 3 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: The targets of this spell become dangerous.” Then all people with the “Symbol Name” trait become spirit and must convene around the Symbol. and finally give the target an Imbue Card. 3 damage by Magic” Delivery Method: Touch The Guardian Spirit Cost: 3 CP Circle: 3 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Brawn Description: As with Rain of Death this spell invokes the Hand of Death.’ To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. Incant Length: Ten Syllables Verbal: “Grant Attack by Magic. while the battle is not called the effect is dormant until the battle is called again. This is NOT required to be used. and finally give the target an Imbue Card. and they have come to a full rest. then call Imbue by Magic. but instead of calling upon the spirit this spell creates a ward against it. the effect would happen immediately after they stop moving from their paralyze. If the person was paralyzed and unstable. or the unit name. When the symbol has been placed on the participant then the Warbringer must say the incant. This spell grants the target a heal 1 by magic when they are knocked over either stable or unstable. This spell is only activated while the battle is called and will stay up until the battle is stopped. The caster then announces “By Voice. This spell is only activated while the battle is called and will stay up until the battle is stopped. or the event ends whichever comes first. if their condition allows them to fall over. When the caster activates this spell they call out “By voice to “Symbol Name” Imbue Spirit. Purge spirit to “Symbol Name” by magic. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. including death strikes. or Drums. This may only activate after the person has fallen over. even in death. When the symbol has been placed on the participant then the Warbringer must say the incant. they die. they gain a “By my gesture. 3 damage by Magic” Delivery Method: Touch Releasing the Spirit Cost: 3 CP Circle: 3 Type of Magic: Warbringer Target: Self Attribute Cost: 1 Agility Description: Casting this spell allows the War Bringer to Imbue Willpower + Essence people with the “Symbol Name” trait where “Symbol Name” equals the name of their Banner. while the battle is not called the effect is dormant until the battle is called again. The Warbringer may grant as many participants as they have in Willpower + Essence. 3 damage by magic” that may only be used on the person who used the death effect on them and must be used within three seconds of receiving the death effect. This imbue will last until the target uses an Essence to refresh attributes. This spells equals a number of targets equal to the Warbringer’s willpower + Essence.” Incant Length: Ten Syllables Verbal: “Imbue by Magic” Delivery Method: Touch Circle 4 Warbringer Spells Dark Essence Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 2 Wits AfterMath LARP Rulebook Page 159 of 185 . This spell grants the targets 2 packet delivered ‘3 damage by Magic effects. or whatever is used to represent the War Bringer. then call Imbue by Magic. or the event ends whichever comes first. This imbue will last until the target uses an Essence to refresh attributes. This imbue will last until the target uses an Essence to refresh attributes. they die. The Warbringer may grant as many participants as they have in Willpower. Incant Length: Ten Syllables Verbal: “Imbue by Magic” Delivery Method: Touch Rain of Fire Cost: 3 CP Circle: 3 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Invoking this terrible spell brings forth the Hand of Death so they say and all those who oppose the Warbringer’s tribe is said to be its target.

and finally give the target an Imbue Card. when an Evil person dies a part of their Spirit becomes the substance known as Dark Essences. then call Imbue by Magic. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. then call Imbue by Magic. Incant Length: Twelve Syllables Verbal: “Imbue by Magic” Delivery Method: Touch The Warbringer’s Hammer Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 2 Willpower Description: The Warbringer’s Hammer is the power of the drums. Slam by Force’. This grants the recipients 4 ‘any’ stats that can only be used for offensive abilities. they die. This spell grants the targets 2 shields verses the Death effect including Death Strikes. To cast this spell the Warbringer must beat on their drum while calling out the incant. These ‘any’ stats cannot be used for any ability that grants mana. while the battle is not called the effect is dormant until the battle is called again. and finally give the target an Imbue Card. This imbue will last until the target uses an Essence to refresh attributes. This spell causes a ‘Slam by Force’ to all those within the sound of the casters voice. you may use Drummer’s Call even though you did not die. It is said to be the substance that evil is made of. When the symbol has been placed on the participant then the Warbringer must say the incant. other stats. Incant Length: Twelve Syllables Verbal: “By Voice. To cast this spell the Warbringer must beat on their drum while calling out the incant. at the end call out ‘By Voice. It is so powerful it is able to knock down all those who listen to it. Destroy Weapon by Magic’. or healing. When the symbol has been placed on the participant then the Warbringer must say the incant. This spell is only activated while the battle is called and will stay up until the battle is stopped. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringer’s personal symbol somewhere visible on each participant. This spell is only activated while the battle is called and will stay up until the battle is stopped. This spell grants the targets 2 additional points of damage on all called melee damage. The Warbringer may grant as many participants as they have in Willpower. Slam by Force” Delivery Method: Voice AfterMath LARP Rulebook Page 160 of 185 . at the end call out ‘By Voice. Incant Length: Twelve Syllables Verbal: “By Voice. The Warbringer has the option of a second use of this ability if used within 10 seconds of the first usage. This spell causes a Destroy Weapon by Magic to all those within the sound of the casters voice. they die. This imbue will last until the target uses an Essence to refresh attributes. or the event ends whichever comes first.Description: Dark Essences is myth among the Warbringer’s. Incant Length: Twelve Syllables Verbal: “Imbue by Magic” Delivery Method: Touch Summon the Spirit of Ancient Warriors Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Summoning the very spirits of the Ancient Warriors the Warbringer is able to give their tribe extra strength. If this is triggered. while the battle is not called the effect is dormant until the battle is called again. The Warbringer may grant as many participants as they have in Willpower + Essence. unfortunately this also includes their friends. or the event ends whichever comes first. Destroy Weapon by Magic” Delivery Method: Voice Gift of the Ancients Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: When casting this spell the Warbringer is calling up the strength of those who are long dead and asking those spirits to protect their tribe. Incant Length: Twelve Syllables Verbal: “Imbue by magic” Delivery Method: Voice Drum of Oblivion Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: With a beat of the drum a Warbringer is able to destroy all the weapons around them.

can not move.2x repel by Blood Inflict by Blood (Unconscious. 2 Any 1 Vitality and 1 Any 1 Vitality AfterMath LARP Rulebook Page 161 of 185 . Spell/Melee/Missile/Bullet Paralysis by blood “By Voice. No one can enter unless they are blood marked from 2 am. or use IG actions Imbue by Blood. Destroy Weapon. or Bleeding Out Target) Gain Cure Death Shield and Heal Shield Imbue by Blood. talk.2x Maim by Blood Imbue by Blood. Two uses of 2 damage and Weakness by Blood Silence and Slow by Blood Drain <skill> and <skill> by blood (racial abilities cannot be drained in this manner) 1 Vitality 1 Vitality 1 Vitality&1 any stat 2 Vitality 2 Vitality 1 Vitality 2 Vitality 2 Vitality 1 Vitality 2 Vitality 2 Vitality Drain by Blood Frenzy by Blood Imbue by Blood-Unlimited 3 Damage and agony by Blood. Expose Blood by Magic Gain two uses of: 'By My Gesture. Expose Living by Blood 1 Vitality.5x Stabilize by Blood 1 Vitality 1 Vitality 1 Vitality 1 Vitality 1 Vitality 1 Vitality and 1 Any 1 Vitality Right time. Inflict Agony to Self Drain <skill> by blood (racial abilities cannot be drained in this manner) Waste 2 <attribute> by blood Imbue by Blood.CP Cost Spell Name Spell Description Attribute Cost 3.10 am Imbue by Blood. May only use on others.Avoid vs. Imbue by Blood-2 points of Armor Purge Physical by Blood. By my voice. Feet must be planted.8. (See Long description) Imbue by Blood.1 any 1 Vitality 1 Vitality. summon Blood Spirit to open a blood pool and allow the mage and others to enter. Dead.Blood Shield Waste <attribute> by blood Four uses of Heal 1 by Blood. right place. 3 Any 1 Vitality 1 Vitality.' Does not negate the attack that hit you. Gain Spirit Trait.1 Circle 1 1 1 1 1 1 1 1 Circle 2 2 2 2 2 2 2 Circle 3 3 3 3 3 3 Circle 4 4 4 4 4 4 4 4 Blood Drain Blood Rage Blood Storm Blood Transformation Body of Blood The Sight of Blood View the Living Blood Curse Blood Guard Blood Thinning Choking Blood Major life’s blood Acid Fluid Blood Armor of Blood Cleanse Body Life’s Blood Major redirect the blood Slinging Blood Blood of the Earth Blood of the Fallen Control Blood Pool Protection of the Blood Redirect the blood Reviving the Blood Unveiling the Blood Blood Mage Imbue by Blood.

2K 1K 3 1K 4 From the Sky to the Earth Talon Grasps the Prey Eagle’s Thundering Wings Render the Prey Helpless The Gambler Comes Calling The Sword Channels the Spirit Removing the Threat Easing the Way Poison Reaches the Heart The Spider Strikes Swiftly Hunter Lies in Wait 2K Fierce Eagle Philosophy 1 2 3 4 4 Fist-Imbue Double 2 Damage and Agony by Weapon "Fists"-stun by weapon Imbue by Magic-"Fists".Five uses of 2 damage by weapon 2K 1K 2K 3K 3K AfterMath LARP Rulebook Page 162 of 185 .2 Martial Arts K = Ki Points Falling Star Philosophy 2 Denying the Sorcerer Disturbing the Hornet’s Nest The Smith is Found Wanting Mind and Weapon are One 2 damage and Silence by weapon 2K 2 2 Imbue by Magic-"Fists". or indicated foe is defeated. Root. Slow.2x Guard vs.CP Cost Spell Name Spell Description Attribute Cost 3. Once line of sight has been disrupted for 10 seconds. and Weakness effects on you” Imbue by Magic. Purge Maim. You parry a melee attack and then can call 2 damage by weapon.Protection 2.Allows instant transition into Patient Spider Philosophy 1K 1K 2K 2K 1K Shifting Sand Philosophy 1 1 3 4 4 Fighting Against the Storm The Desert Resists Destruction Sand Obscures the Sun Dust Blows in the Wind Sand Wears Down Stone Parry and 2 damage.Three uses of 2 damage and agony by weapon Slow and Slam by weapon Imbue by Magic. Imbue 2 x Avoid Imbue by Magic-"Fists".May Packet deliver any Falling Star Technique by placing a “fist” into a not ready position. Must return “fist” to hand afterwards.Three uses of 2 damage and Maim by weapon "Fists"-Death by weapon Grants the user one ‘5 Damage and Agony by Gesture” 1K 1K 2K 4K 3K Patient Spider Philosophy 1 2 3 3 4 "Fists". Drain and Stun. Paralyze.Paralyze by weapon "Fists". weapon called or uncalled.8. User is unconscious. bullet. Stun.2 damage and Destroy <item> by weapon Imbue by Magic. Purge by will “all Maim.Two uses of 2 damage and Weakness by weapon "Fists". Imbue by Magic. Add ‘Agony to Self’ after used. Must declare enemy you intend to fight.Two uses of ‘5 Damage by weapon’ and then Maim to arm to Self "Fists". packet. May call ‘Double’ on all Martial Arts Skills. Inflict to Self.

Lasts until Essence is used.3.must have Med Kit) 2 FM 2 FM 2 FD 2 FS 2 FM 2 FS 3 FD 1 Min 30 Sec 1 Min 30 Sec 30 Sec 30 Sec 1 Min (10 sec) 4 Spell Bound 2 FM 5 Min AfterMath LARP Rulebook Page 163 of 185 . Imbue by Medic to Patient. CP Cost Circle 1: Volunteer 1 1 1 1 1 1 1 Circle 2: EMT 2 2 2 2 2 2 2 Blood Transfusion Countering Agent Create Counter Poison Mend the Voice box Mental Stimulus The Pill Reconnecting the Spine Cure Drain by Medic Cure Poison by Medic Grant Defense by Medic. Field Surgery (FS). Immunity to Agony.5x Heal by Medic (takes 10 sec RP each. "Resist Poison" Cure Silence by Medic Cure Stun by Medic Cure Disease by Medic Cure Paralysis by Medic 1 FS 1 FS 1 FM 1 FD 1 FM 1 FM 1 FS 30 Sec 1 Min 1 Min 30 sec 30 Sec 1 Min 30 Sec Daradrin Domelaphorm Limb Damage Correction Mind Realignment Rehabilitation Resetting the Bone Ryan's Strong Arm Theory Heal 4 by Medic Imbue by Medic. Immunity to Fear Grant packet attack by Radiation.1/event2 FD 3 FM 3 FS 3 FS & 1 FM 4 FD 3 FM 30 sec 1 Min 1 Min 1 Min 10 Sec 1 Min Big's Muffled Senses Bloodboil Derrik’s Blue Ice Healing the Wasted MageBane Radiation Therapy Revive Imbue to Patient by Medic. Avoid Bullet Imbue by Medic. Heal 8 by Medic Cure Waste by Medic Grant Defense by Medic. Resist Magic Grant Defense by Medic. Immunity to Disease.5 x Cure Maim by Medic (takes 10 sec RP. The Doctor must touch each person during the role-play with a packet. Resist Radiation Imbue by Medic to Self – 5x Cure Stun by Medic (Until Essence is used. Lasts until essence is used.Must have Kit) Cure Slow by Medic Cure Repel by medic Imbue by Medic.Until Essence is used.10x Stabilize by Medic (must have Kit) Imbue by Medic.3 Paramedic Procedures Field Dressing (FD). Cure Metabolic and Mental by Medic Cure Death by Medic Grant Defense by Medic. 5 damage by Blood. and Field Medicine (FM) These can only be performed with the Kit using its attributes.Grants the patient 2 Spell Bound attributes that can be used in place of any spell (except Vitality).must have Kit) Cure Weakness by Medic 1 FS 1 FD 1 FS 1 FM 1 FS 1 FS 1 FM 30 Sec 1 Min (10 Sec) 30 Sec 30 Sec 1 Min 1 Min 30 Sec Name Description Attribute Time Spent Circle 3: Senior EMT 3 3 3 3 3 3 3 Circle 4: MedEvac 4 4 4 4 4 4 Ashuran’s Heart Blood of the Unclean Create Antibodies The Dominic Process Resuscitate Speeders Cure Stricken by Medic Imbue by Medic to Patient.8.

Paralyze By Nature 2 Wits 4 Beauty Warms The Coldest Heart Imbue By Nature -Self-Caster Can Gains 2 x ‘Cure Death By Nature’ By Touch 1 Agility And 2 Brawn AfterMath LARP Rulebook Page 164 of 185 .By Gaze.8. Heal 10 by Nature. ‘Spirit’ lasts for 10 Minutes maximum.3 x Resists Vs Root And Slow 1 Willpower 2 Agility 3 3 Level 4 Hibernation Relentless Advance 1 Willpower And 1 Brawn 2 Agility 3 3 Level 4 Springtime Comes Calling Sweet Joy Of Spring By Voice. Imbue By Nature 3x Resist Nature 3 Willpower 1 Willpower At Harmony With Nature Fleet Of Foot Imbue By Nature 2 x Nature Shield Imbue By Nature -Self. Caster Must Continuously Whisper Words Of Encouragement To The Target. They also gain the ability to become a spirit if they so choose ONCE. Cure Stun And Fear By Nature Cure Mental By Nature 2 Willpower 1 Willpower 4 Grim Visage Imbue by Nature.4 Pathwalker CP Cost Level 1 Spell Name Spell Description Attribute Cost CP Cost Level 1 1 1 Spell Name Spell Description Attribute Cost Path Of Autumn Path Of Spring Denying The Decay Hunter’s Presence Stripping The Branches Bare The Tree’s Rotting Heart Disease Shield 2x Repel To Animal By Fear 1 Willpower 1 Brawn 1 1 Freedom’s Cry Grasping Plants Cure Root By Nature or Cure Maim to legs by Nature Root By Nature 1 Minute of roleplay.3. they lose the ‘Living’ Trait. As soon as the caster moves or uses another skill the Hibernation goes away. Frenzy By Nature 1 Agility 1 Brawn 1 1 Level 2 2 Two uses of Disarm By Nature Two uses of Slow By Disease 1 Wit 1 Agility 1 1 Level 2 2 New Growth Wildness Of Spring 1 Any 1 Wits The Master’s Touch Preparing For Winter Roots Drink Deeply Cure Disease By Nature Grant 2 Protection to Self by Nature Double Root By Magic 1 Willpower 2 2 1 Brawn 1 Agility 2 2 Abnormal Growth Abundant Life Overflowing Renewing The Spirit Two uses of 1 Damage and Agony by Nature Imbue by Nature ~ Death Shield -Self Cure Drain By Nature Imbue By Nature: Neither Caster Nor Recipient May Move. Weakness By Nature Drain By Disease Self.Imbue by Nature ~ As long as the caster is lying down and uses no skills and only talks in low whispers. If Caster Takes Damage The Spell Ends Caster May Pause A Person’s Death Count Indefinitely 1 Brawn 1 Brawn 1 Willpower 2 Level 3 3 3 Wild Winds Repel By Nature 1 Willpower 2 Level 3 3 3 Sweetness Of Life 2 Willpower Bone Fever Culling The Weak By Voice.

2 Willpower One of each attribute except Essence.3 x 2 Damage By Ice Imbue By Nature Two uses of weapon delivered +1 Damage and the Ice trait for those swings. Spell Description 2 Brawn 4 Summon Springtime’s Fervor Others-Imbue by Nature ~ Caster May Touch Up To Their Wits Plus Willpower To Give Each Person 1 x Shield Vs Fear Imbue by Nature to Self: Caster Gains +1 Vitality. 6x Weakness By Disease (Weapon). the character dies. Speak With Animal(Or Plant) 3x Weakness By Magic By Voice. grow short claws. May not stack with any of the other Pathwalker 'Summon' spells. 1x Magic Shield. 2 damage and Slow By Nature 1 1 Level 2 Summer’s Golden Glow Touch Of The Sun 1 Brawn 1 Agility 1 1 Level 2 Winter’s bite Winter’s Breath 1 Brawn 1 Brawn 2 2 2 2 Level 3 3 3 3 Hearing Nature’s Voice Heatwave Pass Without Harm Reign Of The Sun Others-Imbue By Nature. and grow short claws. or event ends. 2x Paralyze by Magic. Two uses of 3 Damage And Weakness By Nature With Weapon. One of each attribute except Essence. or event ends. 2x Frenzy by Magic 3 Willpower 4 Laughing Spirit Of Spring 4 Storms Come Calling 4 CP Cost Level 1 1 1 Summon The Lengthening Shadow Spell Name Plant Feet Five uses of 3 Damage By Lightning Imbue by Nature to Self: Caster Gains +1 Damage to all called damage. 1x Shield Magic. Ends when Essence is used. Lasts until Essence is used.4 Herald Of Destruction Imbue by Natures. 1 hour goes by. May not stack with any of the other Pathwalker 'Summon' spells. Immune To Frenzy. 2x Shield Death. Imbue by Nature. Attribute Cost 4 CP Cost Level 1 Sweet Kiss Of Spring Spell Name Imbue by Nature~Others-X2 Death Shield Spell Description 2 Wits Attribute Cost Path Of Summer Cleansing Breeze Radiant Sunlight Frozen Heart Ice Shards Path of Winter 1 Willpower 1 Agility Cure Disease By Nature Two uses of Agony by Nature Imbue by Nature ~ Caster may touch up to her (Willpower + Brawn) targets and heal each once by touch.1 x Fire Shield 1 Brawn 1 Wits 1 1 Imbue 2 x Shield Vs Fire Imbue by Nature -Feet Planted . the character dies.Gain 2x Stun by Magic. May only be used ONCE per Essence refresh. 1x Mental Shield. May only be used ONCE per Essence refresh. one hour has passed. Immunity To Root. Repel To Animal By Nature 1 x Nature Shield By Nature 1 Wits 2 Agility 1 Willpower 1 Willpower 2 2 2 2 Level 3 3 3 3 Frost Shatter Hardened Heart Numbing Cold Ice Spear Agony and Destroy by Nature Imbue By Nature ~ Fear Shield X2 Paralyze By Ice 5 Damage By Ice 1 Agility 1 Willpower 1 Brawn 1 Agility Gentle Warmth Infusing Heat Sun’s Faithful Renewal 2x Ice Shield By Nature 1x Magic Shield By Nature Self-Purge Physical By Nature 1 Willpower 1 Wits 2 Brawn Guardian Of Ice Roaring Wind Shadows Of Winter Imbue by Nature~2 Points Of Armor Imbue by Nature ~ Immune To Voice 10 Minutes Repel By Nature 1 Wits 2 Willpower 1 Willpower AfterMath LARP Rulebook Page 165 of 185 . and May NOT use healing abilities while under this spell.

the character dies. 2x Cure Physical by Nature by Touch. If caster takes Vitality damage. three uses of 2 Damage By Ice (which would be 3 damage with your +1). 3 Willpower One of each attribute except Essence. 1x Drain Shield. 4 Summon Winter’s Embrace By Voice. May not stack with any of the other Pathwalker 'Summon' spells. Repel By Nature. Essence is used. Caster gains ten uses of Heal 2 By NatureTouch . The caster may not cast any spells or use any other skills. gain Heal 3 and Cure Metabolic by Nature 3 Brawn 1 Willpower 4 Flash Freeze 4 4 Summer’s Blessing 4 Summer’s Warming Heart Stun By Nature Imbue by Nature to Self: Must plant feet. 1 x Shield Fire. Gain +1 to called damage. 4 Hailstorm Death By Ice Imbue by Nature ~ Self ~ Feet Planted ~ Throw 5 X ‘2 Damage And Slow By Ice’ 2 Brawn 2 Agility 3 Agility 4 Howling Down The Storm One of each attribute except Essence. grow short claws. May not use any Weapon skills or it will cancel the spell. or the event ends. refresh. and +1 Vitality. the character dies. the spell ends. 1x Magic Shield. Must Wave Arms In Circular Motions Imbue By Nature. May not stack with any of the other Pathwalker 'Summon' spells. May only be used ONCE per Essence.and 6 protection while maintaining this spell. Lasts for one hour. 1 x Shield Magic. until Essence Is Used. May only be used ONCE per Essence refresh.3 Level 4 Sustaining Life Eat Food No Upkeep 1 Wits 3 Level 4 Winter’s Blasting Breath Slow And Agony By Nature 2 Agility 4 Boon Of The Bountiful Harvest Overwhelming Heat Eat food. Lasts one hour. 1 x Avoid Vs Melee. 6x Repel by Nature. Ice Trait With Weapons. Imbue by Nature to SelfCaster gains six uses of Heal 2 by Nature (Touch). AfterMath LARP Rulebook Page 166 of 185 . or the event ends.

8. Drain Shield Grant Attribute by Faith . Elude Bullets By Gesture. Expose Spirit by Faith Disarm by Faith Gain three heal 1 by Faith Speak with Spirit by Faith 1 Agility 1 Wits 2 Willpower 1 Any 1 Willpower 1 Brawn By Voice Expose Illusion by Faith Purge Mental by Faith Grant Defense by Faith. If Death excepts the letter it will give the Spirit two extra cards when playing the Gambler for Life.Give Spirit a letter to give to Death. Stun by Faith. 2 Willpower 3 Willpower Ar-el CP Cost 1 Spells/Ability Ar-el's Gift Effects Gain access to the Premonition.Others Only Cure Metabolic by Faith Grant Defense by Faith. Immunity to all Mental Traits Grant three Defense by Faith. 1 Wit 1 Agility 1 Wits + Attribute that is changing 3 Circle 4 Vision Quest 1 Brawn.Can cast spell during event to ask question and get response on one topic. Must Plant Feet Cure Waste Imbue by Faith. Grant Defense to Self by Faith.5 Circle 1 1 1 1 1 1 1 Circle 2 2 2 2 2 2 2 Circle 3 3 3 3 3 3 3 Blessing of Perfection Blessing of Potential Minor Fate Manipulation Overwhelming the Unfaithful Stopping the Cycle Twisting Reality Curse of Doom Eyes of Truth Freeing the Mind Protection from the Enemy Sensing the Heart Strengthening the Spirit Double Repel by Faith Armor of Faith Blessing of the Mind Call to the Restless Spirit Curse of Failure Heal the Faithful Hearing the Voice of the Dead Priest 1 Agility 1 Wits 1 Willpower 1 Any 1 Any 1 Any Grant 2 Protection to Self by Faith Grant Defense to Self by Faith. 1 Willpower 4 4 4 4 4 4 Beseeching The Gambler Impervious Mind Major Fate Manipulation Rebuking the Dead Re-Weaving the Thread Severed Threads Imbue to Spirit by Faith .Grant vision. Faith Shield By Voice. Will Shield by faith By Voice.Others . Attribute Cost 1 Wits per envelope AfterMath LARP Rulebook Page 167 of 185 . Agony and Root by Faith Cure Death by Faith Death by Faith 1 Essence 3 Willpower 2 Brawn 2 Agility 1 Brawn. The answer will come after the event. Expose <PC Race trait> by Faith Grant Defense by Faith. Elude Melee Imbue by Faith to Self. Can exceed maximum bought Imbue by Faith.to Self -Change one or more attributes to any other except essence. Tracking and Analysis Skill for Free.CP Cost Spell Name Spell Description Attribute Cost 3. 1 Brawn 1 Willpower 2 Willpower 1 Brawn.

"Avoid" Imbue a feast. Permanent +3 to all magical healing for any type.All who eat do not need to pay maintenance during the next event. If at least 3 individuals with the Ar-el trait gather together.AfflictionGreater Drain by Tor'men and Refresh <Attribute> to Self by Tor'men Imbue by Tor'men. 1 Wits 1 Willpower None 1 Any Attribute Cost 1 Spells/Ability Genshi's Nighttime Protection 1 Brawn 2 3 Genshi's Peace Genshi's Vision 1 Wits 1 Willpower 4 5 CP Cost Genshi's Feast Genshi's Heart 2 Willpower none Attribute Cost Spells/Ability Tor'men's Blessing Gathering of the Cursed Tor'men's Shatter Increase the Curse 1 None 2 3 1 Willpower 1 Wits 4 None 5 Form of the Forsaken 3 Brawn AfterMath LARP Rulebook Page 168 of 185 . Double Destroy Weapon by Tor'men On unconscious opponent that Priest took down. Last till Essence is used Grant Defense to Self by Genshi.2 Call to Ar-el Gathering of the Faithful Ar-el's Touch Ar-el's Revoke 3 4 5 CP Cost If at least 3 individuals with the Ar-el Trait gather together. which may be obtained with this skill. 1x Melee Death by Tor'men with Claws.Gain 5 Imbue Cards. The priest is able to perform a ritual that will give them 1 skill per member. you need not exhaust any attributes for using the skill or spell. Affliction to Tor'men by Ar-el.(Only lasts during combat) Gain +4 Protection. 2 Long Claws. Tor'men Effects If you use any skill or spell with the damage effect and the opponent drops from it.Only those with Genshi trait are able to enter or leave between 10 pm and 10 am Imbue to Genshi by Genshi. 2x Heal 2 to Self by Tor'men when unstable. The priest is able to packet cast a "2 Damage by Tor'men" at no cost. By Voice. If at least 3 individuals with the Tor'men trait gather together. The priest will still need to pay any stat cost to activate the skills in addition any prerequisites.Refresh Essence by Ar-el (once per event) Death to Tor'men by Ar-el Genshi Effects Placed on Building. The priest is able to touch cast a "Heal 1 to Ar-el by Faith" at no cost on a unconscious target.Must have enough food to feed 5 people.While in sight contact of priest who imbued "Gain Heal 3 by Genshi" if they fall into a unstable state. 1x Cure Death by Tor'men when dead.Imbue by Genshi.

Ends if Essence is used. or lose consciousness. or event ends. feet must remain planted 1 Brawn 1 Brawn 1 Wits 2 2 2 2 Armor of Force Light it Up Squishing the Bugs T-K Hammer 2 Wits 1 Willpower 1 Willpower 1 Wits 3 3 Mind over Body 1 1 1 1 1 2 2 3 Mindforge T-K Barrage 1 Willpower 1 Agility Cure Disease Cure Slow Purify Venom Regenerate Limbs Restore Movement Clear the Mind Revitalized Adrenaline Surge Purge Disease by Will Purge Slow by Will Purge Poison by Will Purge Maim by Will Purge Root by Will Purge Repel by Will Purge Weakness by Will Imbue by Will. With one minute role-play concentration. Unlimited 1 Damage by Force.Five uses of ‘+2 damage’ with fist or weapon 1 Agility 1 Agility 1 Agility 1 Brawn 1 Brawn 1 Wits 1 Brawn 2 Agility AfterMath LARP Rulebook Page 169 of 185 .CP Cost Spell Name Spell Description 3. spell ends if put down or if Essence is used. or event ends.8. able to ‘refit’ to full 2 pts. 5 Damage by Fire 5 Damage by Will 5 Damage by Force Imbue melee weapon with pure force. cannot be disarmed or destroyed.6 Attribute Cost Psionic 1 Wits 1 Wits 1 Wits 1 Willpower 1 Brawn 1 Wits 1 Wits Projective 1 1 1 2 2 3 3 Brain Burn Calling Back the Spark Palsied Hands Phantasmagoria Slow the Mind Overpowering Mind Throwing Nightmares Agony by Will Imbue by Will~ 3x Stabilize by Will Disarm by Will Repel by Fear Slow by Will Stun by Will Paralysis by Fear T-K 1 1 1 Bone Breaker Shattering Thought Stop Where You Are Maim Limb by Will Destroy by Will Root by Will Imbue by Will~ 2 Pts of Armor.

Lasts 5 Minutes and takes 10 seconds of role-play to activate Claw delivered "Drain" 1 Wits 0 1 SP 1 1 2 2 2 2 2 3 2 2 2 2 3 Calling the Pack Gnarling on Bone Courage of the Pack Strength of the Pack Heart of the Pack Healing the Pack Backed in a Corner Ice Hound Fake Death Keen Smell Speak with Animals Howl of Fear Howling at the Moon 1 SP per 2 people 1 SP 1 SP per 2 people 1 SP per 2 people 1 SP per 2 people 1 SP 1 SP 2 SP 1 SP 1 SP 1 SP 1 SP 1 SP 3 3 Spirit Wolf Draining Touch 3 SP 2 SP CP Cos t Spell Name Spell Description Feline Spirit Attribute Cost 1 0 0 1 1 1 Jaguar Tiger Claws Heightened Immunity Swift Feet Spirit Blast Shrugging Off Magic Transform into Feline Hybrid Imbue by Nature. Resist Agony Heal 3 to Canine by Nature Claw. Exposing Canine is optional."3 Damage" Imbue by Nature. Claw delivered "Agony" 2 people per 1 SP used.7 CP Cos t Spell Name Shifter Spell Description Attribute Cost Canine Spirit 1 0 0 Wolf Wolven Claws Howl Transform into Canine Hybrid Imbue by Nature. Gain Reduced effect from non-called bullet damage."Speak to Animal by Nature" Packet.5 Damage by Nature Resist Magic or Blood or Nature 1 Agility 1 SP 1 SP 1 SP 1 SP 1 SP AfterMath LARP Rulebook Page 170 of 185 .grow Claws. This allows them to 'fake' their death.3."3 Damage by Ice" Imbue by Nature. Packet. resurrect.Paralyze by Fear By Voice.Grant Defense by Nature to Canine. By Voice.8.Short swords size Packet.Grant Defense by Nature to Canine. Stabilize to Canine Imbue by Nature. Expose <PC Race> and Canine by Nature. 2 people per 1 SP used. Components must be placed in Production Waste Bin in Workshop.Refresh Brawn to Canine by Nature 2 people per 1 SP used. and the Canine trait.grow Claws. Resist Fear.Bullets normally do 3 damage per non called shot. or refresh Essence.Allows the caster to give out a false Diagnose of "Dead" when someone checks their condition.Repel by Nature Imbue by Nature on others-Transforms them into Canines.Lasts until they take off makeup. PC’s are limited to the specific races in the rulebook.3x Packet. Requires makeup. They gain Claws.Long swords size Resist Disease or Poison Resist Root Packet. the Shifter will only take 1 point of damage. This is a 5 min ritual plus 3 animal components per 2 people. the Howl ability (using Wits).

Non Called Guns. or Missile Weapons Purge Stun by Nature Grant Protection by Nature (up to 4 points).Frenzy by Disease Packet.Living.Cast Once with full Grant listed. By Gaze.takes 10 seconds of role-play each time. or Non Called Missile Weapons Imbue by Nature. can not pass through gates nor pass through module specific challenges. Guns. Root Shield Resist Trap Damage or Effect except Mishap Reduce any Disease attack and then may throw same attack at any target Grant Defense by Nature. May only run. Dead. Grants the ability to "By Voice. or Spirit of the Dead." 2 Damage and Weakness by Disease" Avoid vs. For example Shifter can call "Grant 4 Protection by Nature" for the cost of 2 SP points. Magic Shield By Voice. inflict Drain by Nature to Self Avoid vs.Unlimited Packet.Plant Feet-Claws. Non Called Melee Attacks.Plant Feet.10 Second RP Gain Ability: +4 Minutes to Death Count Claw.Repel by Nature Imbue by Nature. Last till the sun rises Claw. Melee Attacks. Packet. If the Shifter stops running.Available Traits.Disengage by Fear Resist Expose Avoid Trap Cure Maim by Nature . the spell ends.Ten uses of 5 Damage 1 SP 2 SP 1 SP 3 3 3 Fair Escape Hypnotic Eyes Claw Flurry 3 SP 1 SP 3 SP CP Cos t Spell Name Spell Description Rodent Spirit Attribute Cost 1 Willpower 0 SP 1 SP 1 SP 2 SP 1 SP 1 SP 1 SP 1 SP 3 SP 1 SP 1 SP per point 2 of protection 1 SP 3 SP 2 SP 3 SP 1 0 0 1 1 1 1 1 1 2 2 Mouse Power of the Mouse Run Forever Others Can Run Quick Feet Asylum of the Mind Rodent's Luck The Smell of Magic Dirty Claws Moving out of the Way Reawaken Armor of the Mouse Transfer Rabies Rabid Spit Keeping the Cats at Bay Always Moving Transform into Rodent Hybrid "Grant Attack to Self.turn to Spirit for 5 minutes. Short Root by Disease" Resist Root Others Only .Only works at night.3 sec RP between each use Purge Death by Nature. Paralyze by Fear. inflict Agony by Nature Imbue by Nature.Drain by Disease Imbue by Nature. Expose Magic by Nature Claw.2 2 2 2 3 3 2 2 Cat’s Eyes Roar Waiting in Ambush Nimble Feet Re-grow Will to Live Pounce Fearful Presence Recovering After the War 9 Lives Cat Reflex Imbue by Nature.Immune to Paralysis as long as the feet keep moving 2 2 2 3 3 AfterMath LARP Rulebook Page 171 of 185 .self 5x Heal by Nature. Running in place does not work.Repel by Nature 2 SP 1 SP 1 SP 1 SP 0 0 1 SP 1 SP 3 3 3 Imbue by Nature. Expose to <trait> by Nature' .Stun Packet. Glow Stick must be visibly worn unless spell is canceled.Grant Defense by Nature.

Radiation. Immune to Root for 1 Hour.Unable to use any skills. Crossbows. Nature. 3 seconds of role-play.Slow by Nature Packet. or any racial armor Claw.grow Claws.Immune to Missile Attacks (Arrows. Each time used costs SP.Short swords size 2 SP 3 3 3 CP Cos t 4 SP 1 SP 1 SP Spell Name Spell Description Ursine Spirit Attribute Cost 1 0 0 1 1 1 1 2 2 2 2 2 2 3 3 Brown Bear Bear ClawCrushing Strike Refresh the Spirit Unstoppabl e Breaking a Leg Infuse the Beast Untouched Spine Snap Shrugging Off Magic Concussion Tough Hide Harsh Blow Fearful Presence Serene Mind Transform into Ursine Hybrid Imbue by Nature. unresistable.Self Only 5x Heal by Nature."Double Maim" .Spirit Trait . Earth. or Water Claw. or Spirit Claw.3 Hide in Shadows Make yourself smaller Rabid Claws Rabid Claws Imbue by Nature. Force.Paralysis Resist Blood.grow Claws."Maim Limb" Imbue by Nature.Plant Feet. Magic.Frenzy by Nature Resist Air.no other skills can be used 1 Brawn 0 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 0 3 SP 3 SP 3 SP 3 3 3 Fighting On Berserk Rage Holding off the Wolves 1 SP 3 SP 2 SP AfterMath LARP Rulebook Page 172 of 185 . except demolitions and lock picking. use Dex Armor. must be in full body sized shadow. Claw. Guns) 5 minutes. Note: Melee Weapons still Effect Shifter Imbue by Nature.Short swords size Imbue by Magic.Inflict 10 damage by Nature to Self. Repel by Nature Resist any Voice attack Heal 2 by Nature that will go off as soon as Ursa reaches 0 vitality but when all opponents are out of sight for 10 second.Unable to Move.grow Claws."Stun" +4 Vitality. this Frenzy) Imbue by Nature." 5 Damage" By Voice. Faith. Fire. Thrown Weapons.Short swords size Claw. Unable to wear Armor. Imbue by Nature to Self." Inflict Frenzy by Nature to Self (Unable to resist or protect vs."Death.10 Sec Role playing Packet.Unlimited Claw delivered .

Fire Shield Repel by Fire Imbue by Magic . AfterMath LARP Rulebook Page 173 of 185 .Immune to Environmental effects of Earth Imbue by Earth .Archery 10 damage to Earth by Air Imbues the caster with a pool of 10 damage by Air. Paralyze by Force.’ 2 Force Blast By Gesture.Two handed blunt weapon proficiency Spell Description 1 Any 2 Wits 1 Brawn 1 Brawn 1 Brawn 2 Brawn 2 Brawn 1 Brawn Attribute Cost Fire spells 0 1 1 2 2 2 2 2 CP Cost Fire Shield Calling the Flame Fanning the Flame Bane of Water Fire Blast Lava Storm Molding the Flame One with Fire Spell Name Imbue by Magic.3. Immunity to Environmental effects of Fire Spell Description 1 Any 1 Willpower 2 Agility 1 Willpower 1 Willpower 2 Willpower 1 Willpower 2 Willpower Attribute Cost Force spells 0 Force Protection Imbue by Magic.Immune to Environmental effects of Air Spell Description 1 Any 2 Brawn 1 Wits 1 Wits 1 Wits 2 Wits 1 Wits 2 Wits Attribute Cost Earth spells 0 1 1 2 2 2 2 2 CP Cost Earth Shield Call to the Stone Tremor Bane of Air Crashing rocks Meteor Storm One with Earth Tree Trunk Spell Name Imbue by Magic.8 CP Cost Spell Name Sorcerer Spell Description Attribute Cost Air spells 0 1 1 2 2 2 2 2 CP Cost Air shield Power of the Storm Wind Rush Air of the Archer Bane of Earth Calling the Hurricane Lightning Bolt One with Air Spell Name Imbue by Magic.8. Grant Attack to self 2 damage by Force. Double Slam by Force 2 Forced Imprison By Gesture.Earth Shield Imbue by Earth . Drain “Skill” by Force. 5 damage by Air Imbue by Air. 3 damage by Force 2 Force Smash By gesture.All Air spells now do "and Slam by Air" Root by Air Imbue by Air.All Fire spells add "and Destroy by Fire" 10 damage to Water by Fire 5 damage by Fire Imbues the caster with a pool of 10 damage by Fire Imbue by Fire .Gain the 'Spear' weapon proficiency.Force Shield 1 Any 1 of either Brawn or Willpower 1 of either Brawn or Willpower 1 of either Brawn or Willpower 2 of either Brawn or Willpower 2 Crushing the Mind ‘By Gesture. Imbue by Fire.Air Shield Imbue by Air.All Earth spells do "and Root by Earth" Slam by Earth 10 damage to Air by Earth 5 Damage by Earth Imbues the caster with a pool of 10 damage by Earth Imbue by Earth .

to Decay by Radiation. 4 damage by Radiation. or "and Root" to Radiation. Must be in a radiation burn.Immune to Environmental effects of Water 1 Any 1 Agility 2 Willpower 1 Agility 1 Agility 1 Agility 1 Agility 2 Agility AfterMath LARP Rulebook Page 174 of 185 . Triple 5 damage to Force by Radiation Grant Protection 10. Spell Description 1 Any 1 of either Wits or Agility 2 of either Wits or Agility 2 of either Wits or Agility 1 Agility and 1 Wits 1 Any or more 1 of either Wits or Agility 3 of either Agility or Wits 1 of either Agility or Wits 2 of either Agility and Wits 1 of either Wits or Agility Attribute Cost 2 Wasted Body 3 CP Cost Preying on the Weak Spell Name Water spells 0 1 1 2 2 2 2 2 Water Shield Draining water Strength of the Sea King Bane of Fire Ice Axe Ice Shard Maelstrom One with Water Imbue by magic . Grant attack Agony by Radiation. Spell Description Radiation spells 0 2 2 2 2 2 2 2 2 Radiation Protection Fusion with Stone Harness the wasteland One with Radiation Radiation Blast Radiation Burn Radiation Poisoning Storm of Chaos Twisted Limbs Imbue by Magic. Grant Attack Short claws.Immunity to Environmental effects of Radiation In this Room. or Earth spells. Imbue by Radiation . Attribute Cost 2 Power Control Quantum Force Mechanics 2 2 Restore Bio-Rhythm Triple 5 damage to Radiation by Force 3 Feeding off the Force Absorb to Refresh 'stat'. The caster must then deliver that attack by voice. Set up an area that is a Hazardous area.Allows the user to use a Polearm Imbues the caster with a pool of 10 damage by Water 5 damage by water Imbue by Water . the caster then inflicts the same effect to themselves with the original trait 2 of either Brawn or Willpower 2 of either Brawn or Willpower 1 of either Brawn or Willpower 1 of either Brawn or Willpower 2 of either Brawn or Willpower 2 of either Brawn or Willpower and 1 Any.Immune to Environmental effects of Force Imbue by Force . or "and Slow" to all Force. and Water spells Caster reduces an offensive attack. 3 CP Cost Force Surge Spell Name Reduced to (same attack) by Gesture Reduced effect must be used a gesture effect but the trait is changed to Force. changing the trait to Force. "And Slam".2 One with the Force Imbue by Force . Essence may not be wasted in this manner. After the delivery of the voice effect.Water Shield Weakness by Water Imbue by Water . five uses of Inflict Trait 'Decay' by Radiation. See long description. Grant 'stat' by Radiation to Self. The caster may then packet deliver Waste 'stat. Grant Defense Immunity to Radiation.Radiation Shield Double Root by Radiation May add "and Agony". Air. Granted stats must match wasted stats. Double Maim by Radiation Imbue to Self. Fire. Caster also gains "By My Voice. May not refresh mana or Essence.Caster may add "and Repel". "and Destroy".All Water spells do "and Slow by Water" 10 damage to Fire by Water Imbue by Water . 3 damage to Decay" Imbue to self 5 packet delivered Inflict Decay by Radiation.

All gain a 'By Gesture.8. 2 Agility 4 4 2 Agility 2 Willpower 4 Dark Essence 4 Wits 4 Willpower 4 The Warbringer’s Hammer AfterMath LARP Rulebook Page 175 of 185 . Slam by Force. Gain trait: Armored Man. Short Root by Magic All gain two shields versus Repel or Root All gain five Resist Frenzy All gain five Resist Agony All gain Two Resist Damage 2 Wits 2 Agility 2 Agility 2 Willpower 2 Agility Any type of armor may be repaired by the Warbringer by Touch. Destroy Weapon by Magic Grants 4 'any' stat that may only be used on offensive abilities and cannot be used on anything that grants mana or other stats. Does not have to be used. 3 damage by Magic' that may only be used when they are a victim of a death effect or death strike and may only target the person who used the death effect on them.2x Stun by Magic All those gain a 2x Fear Shield By Voice. By Voice. 2 Brawn 3 Agility 2 Agility 2 Brawn 3 Circle 4 Drummer's Call 2 Willpower 4 Gift of the Ancients Summon the Spirit of Ancient Warriors Drum of Oblivion This grants all those within the ritual to gain 2 shields vs. Take Spirit Trait as long as standing still All those gain two packet delivered ‘3 damage by Magic’ All gain one heal 1 by magic when they fall over stable or unstable. This may be used again for free if used within ten seconds of original usage.10 Circle 1 1 1 1 1 1 1 Circle 2 2 2 2 2 2 Circle 3 3 3 3 3 The Armored Man Releasing the Spirit Rain of Fire The Guardian Spirit Controlling the Battle Summon the Charging Rhino Gift of the Calming Mind Loosing the Illusion of Pain The Invincible Lion Armor of the Magi The Dreamwraith Gift of the Fierce Controlling the Power of Pain Guardian of Dreams Stand Resolute WARBRINGER All gain 2 x Magic Shield All gain -Packet.CP Cost Spell Name Spell Description Attribute Cost 3. Agony by Magic All gain 2x Stun Shields All those gain Resist Destroy 2 Wits 2 Agility 2 Agility 2 Willpower 2 Brawn 2 Willpower By Voice. Death including Death Strikes for as long as the drums are playing This grants all those within the ritual to gain a +2 to called melee damage By Voice.

“Foam Gun Weapons” Adds a point of armor due to characters ability to dodge and roll with damage.Plant Search. May search NPCs and certain props for animal components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components May search NPCs and certain props for tech components May use small weapons Mystic Derringer Dexterity Armor First Aid Light Armor Melee Weapon Proficiency Reckless Refocus Search. single shot.Animal Search. Make sure you read the long descriptions. or cure a maimed limb Allows the purchaser to wear one more point of armor. or cure a maimed limb May wear one point of armor per purchase. Must be bought for each path of magic. May search NPCs and certain props for magical components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components May use small weapons May research new spells from a known magical path 2 Essence AfterMath LARP Rulebook Page 176 of 185 . single shot.6 Skill Overview Disciplines Almost all skills have pre-requisites.Mineral Search. Disciplines Ambidexterity Check Condition Derringer Dexterity Armor First Aid Heavy Armor Light Armor Melee Weapon Proficiency Search. “Foam Gun Weapons” Adds a point of armor due to characters ability to dodge and roll with damage.Plant Small Weapons Spell Research May Use AfterMath approved. may be bought up to 2 May perform first aid to stabilize a target. to a maximum of two Allows the user to wield all one handed or all two handed weapons.Magical Search.3. can be bought up to a max 2 times to wear 4 points of armor May wear one point of armor per purchase.Mineral Search.Tech Small Weapons Description CP Cost 2 2 2 2 2 2 1 1 2 2 2 2 2 0 2 2 2 2 1 2 3 1 2 2 2 0 4 Attribute Cost Verbal Adept Allows the use of a melee weapon in the off hand Allows user to diagnose effects May Use AfterMath approved. may be bought up to 2 May perform first aid to stabilize a target. May instantly refresh attributes May regain stats on a missed spell delivery. to a maximum of two Allows the user to wield all one handed or all two handed weapons.

12 AfterMath LARP Rulebook Page 177 of 185 . to a maximum of two Allows the user to wield all one handed or all two handed weapons. For each purchase you may have 1 more bullet in your hopper at any one time May be purchased 2 times. “Foam Gun Weapons” May use AfterMath approved 'Foam Gun Weapons' May perform first aid to stabilize a target.Can only be done from behind May attempt to pick prop locks May use small weapons Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted May throw specially made AfterMath approved weapons Warrior Disciplines Ambidexterity Cleave Derringer Firearm First Aid Heavy Armor Light Armor Description Allows the use of a melee weapon in the off hand Melee Weapon Delivered. may be bought up to 2 May perform first aid to stabilize a target.'5 Damage' May Use AfterMath approved. “Foam Gun Weapons” Adds a point of armor due to characters ability to dodge and roll with damage. adds one point of vitality CP Cost 2 3 2 2 2 1 1 Attribute Cost 1 Brawn Verbal "5 Damage" Melee Weapon Prof Reload Shield Small Weapons Thrown Weapons Toughness 2 1 2 0 1 8. 1st allows use of shield up to 20 inches long. next allows 36 inch May use small weapons May throw specially made AfterMath approved weapons May be bought up to 2 times.'Stun'. or cure a maimed limb Allows the purchaser to wear one more point of armor. single shot. or cure a maimed limb May wear one point of armor per purchase. to a maximum of two Allows the user to wield all one handed or all two handed weapons.Staff Prof Can use a staff 0 2 2 2 2 2 1 2 3 2 0 4 1 2 2 Wits "Spirit" 1 Agility "Stun by Weapon" Rogue Demolitions Derringer Dexterity Armor First Aid Light Armor Melee Weapon Proficiency Out Cold Pick Locks Small Weapons Stealth Thrown Weapons May set and disarm prop traps May Use AfterMath approved. single shot. Melee Weapon Delivered. can be bought up to a max 2 times to wear 4 points of armor May wear one point of armor per purchase.

Procedures Pharmaceuticals Scalpel Venoms Description CP Cost 3 2 2 3 3 3 3 2 2 3 2 3 2 1 3 3 4 2 4 3 4 Attribute Cost Verbal Doctor Pre Event Info Technical path Production Skill . Fist or Claw Delivered. Presence.M.Paralyze Production Skill . Any other weapons cause the Martial Artist to lose their trance.T. Fear. Referred to as Ki Points.Disengage Allows an engineer to recharge bullets For each purchase you may have 1 more bullet in your hopper at any one time May repair weapons or armor that have been destroyed via the destroy effect 1 Wits "Disengage" Martial Artist Clarity Defensive Stance Dodge Fist of Steel Heightened Reflexes Improved Unarmed Combat Martial Arts Philosophies Mind of No Mind Resist any Mental Traits (Confusion. (Does not take damage when used to block) Grants access to Martial Arts Philosophies This creates a ‘pool’ of points that are used power to power Martial Arts Philosophy. With this skill the Martial Artist is able to use only a single "Fist. or bullet's effect +1 to called damage with 'Fists' or claws Grants the user the ability to avoid uncalled bullets and arrows two times May use two medium sized weapon reps as fists.'Short Paralyze' Fist or Claw Delivered.Can be bought up to 4 times AfterMath LARP Rulebook Page 178 of 185 . Avoid vs. Despair." while the other hand may be used for Thrown Weapons. Spells. Grenades.Focus Skills Adept Skills Bedside Manner E. Inspiration.Makes drugs that aid and heal Small Weapon Delivered. Must be completely red in color. 1 Willpower 1 Wits 3 Agility "Resist" "Disengage" "Avoid" 1 Willpower “Imbue by Will” 4 1 4 One Armed Monkey Style Pressure Point Raining Hammer Fist 2 3 3 3 4 1 Wits 1 Brawn "Agony " "Stun " Psionic Concentration Attribute to use Psionic abilities.Makes tech gadgets May use AfterMath approved 'Foam Gun Weapons' Weapon Delivered.Makes poisons to apply to weapons 1 Agility "Paralyze" Fixer Analyze Customer Service Engineer Firearm Passive Recharge Bullet Reload Smith Can manipulate plot and module specific tech devices Pre Event info Production Skill . and Psionics.'Destroy and Slam.' User may not advance on opponent for three seconds. packet. Trance. Any weapon. and Will) "Fists" or Claw delivered Disengage.

Must have weapon in hand May heal self 2 points by spending 5 seconds role-play (wiping sweat. adds one point of vitality 2 Agility 1 Brawn "Parry" "Heal 2 by Will" 1 Wits "Resist Pathwalker Check Condition Commune with Guardian Equinox Allows user to diagnose effects Pre Event Info Mana ability used in place of any attribute for Pathwalker spells AfterMath LARP Rulebook Page 179 of 185 . except vitality. 12 3 2 2 4 Attribute Cost Verbal Blood Mage Allows the use of a melee weapon in the off hand Magical Path.Makes war paint Magical path Packet Delivered.Speak to Animal by Will 1 1 2 1 3 1 1 1 Wits 1 Willpower "Resist" 1 Wits "Speak to Animal by Will" Ursine Hybrid Magical path 1 Mystic Skills Ambidexterity Blood Mastery Blood Potency Check Condition Defensive Instinct Fortitude Read Magic Seen It All Toughness Description CP Cost 3 2 1 4 2 3 3 2 2 8. Resist vs. Magic Trait Technical Path 2 3 1 2 1 1 3 1 3 "By Voice. shrugging of wounds) Can use to read envelopes marked with skill name Resist Presence Trait May be bought up to 2 times. weapon delivered attack. Must be bought for each path of magic. Expose Animal by Will" 1 Brawn "Resist" 1 Willpower "Resist" Shifter Animal Scent Canine Hybrid Controlling the Beast Feline Hybrid Mask of the Warrior Rodent Hybrid Speak with Animals Allows user to expose any creature with the animal trait by Voice Magical path Resist Frenzy Effect Magical path Production Skill.Must be approved by Plot Resist vs.Can be bought up to 4 times. Fear or Confusion Trait Technical Path Allows the user to open envelopes with skill name written upon them Technical Path May regain stats on a missed spell delivery.Focus Stone Mental Focus Mind over Body Dedication Premonition Projective Dedication Refocus Shrugging off Magic T-K Dedication While wearing a Gem of any kind in a visible location.Blood Magic May use instead of attribute for Blood magic spell. Allows user to diagnose effects Can parry any non bullet.able to cast while one had is full.

Skill ends when Essence is used Magical Path. Can use to read envelopes marked with skill name Production Skill – Makes Runes for later use 1 2 2 3 AfterMath LARP Rulebook Page 180 of 185 .Grants Unlimited packet delivered. Path of Winter.Fire You are able to block with one hand on a two handed weapon for up to three swings before having to put the second hand on the weapon.Lightning 1 "Imbue by <trait>" "1 Damage by <trait>" 2 1 1 1 1 Any Heart of the Sun One Handed Block Read Magic Rune Cutting Magical Path. Fire. Water .Path of Summer. of RP +1 to all Healing Spells Magical Path Can use to read envelopes marked with skill name Production Skill – Makes Runes for later use May heal 1 to the room or May refresh traits to those of the same faith.Open the Inner Path Read Magic Rune Cutting Somatic Talent Spirit Guide Magical Path. Radiation. Force.Must have Symbol of Guide visible at all times to access ability and spells 1 2 3 2 5 3 2 3 3 3 3 1 2 3 1 Willpower or 1 trait being refreshed 1 Willpower 2 Willpower 1 Any "Stabilize by Will" "Cure Magic by Will" Priest Check Condition Cleanse the Soul Confession Console the Spirit Power of Faith Powers Gift Read Magic Rune Cutting Allows user to diagnose effects May remove any magic effect after 30 Sec.Force Imbue by <trait>.Earth Magical Path.Can be bought up to 4 times.Radiation Gift of the Old World Harness the Elements Heart of the Mountain Heart of the Sea Heart of the Storm Magical Path. RP Allows a priest to refresh Essence to those of the same Faith May stabilize target after 10 sec. <Trait>= Air.Must have Staff of the Elements in off hand. or Path of Fall (each path bought separately) Can use to read envelopes marked with skill name Production Skill – Makes Runes for later use May use weapon in off hand while casting Pathwalker spells Gain unique Spirit Guide and abilities. Death effect puts bearer in unstable state instead of dead Sermon Strengthen the Spirit 3 5 3 4 2 2 1 Sorcerer Arcana Combat Casting Create Elemental Staff Gift of the New World Can use in place of attributes for sorcerer spells.'1 Damage by <trait>. Earth.Water Magical Path. Can cast while holding a staff Create an indestructible staff of (element) imbued with your own spirit force Magical Path. Path of Spring.

used in place of attributes for drum rituals Allows user to diagnose effects Magical path Production Skill. 3 2 1 Agility "5 damage " Death from Afar Heightened Reflexes Informant Throw Weapon or Bow delivered ‘10 damage’ Grants the user the ability to avoid uncalled bullets and arrows two times Pre event info Resist vs.Can only be called from behind the target or at night May throw specially made AfterMath approved weapons Production Skill . CP Cost 2 2 Attribute Cost Verbal AfterMath LARP Rulebook Page 181 of 185 .All weapons caught do no damage.Animal Stealth 0 4 2 1 3 2 4 2 Wits Spirit' Tribal Politics Pre event info 2 Rogue Assassin Assassination May weapon deliver a 5 damage and Stricken to contracted target 3 3 1 Brawn or Wits "5 damage and Stricken" Bulls Eye Coup de grace Thrown Weapon Delivered. When you are unable to continue the battle due to death or any other reason that prevents you from continuing.Warbringer Ambidexterity Banner Fighter Battle Soliloquy Allows the use of a melee weapon in the off hand Allows user to fight with a Banner in one hand and a weapon in the other hand. This can only be done from behind the target Two uses of Melee Weapon Delivered . Can be bought up to four times.Can only be done if chasing and the opponent calls a Disengage. you must call the end battle phrase. Disengage.Makes war paint May search NPCs and certain props for animal components Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted 3 2 2 2 Call the Battle Charisma Check Condition Drum Rituals Mask of the Warrior Search.'5 Damage' May call "Death by Weapon" on contracted person when the target is incapacitated.3 Damage. Must say a battle phrase to indicate Warbringer powers being up.Makes poisons to apply to weapons 4 4 2 2 Agility 1 Will "10 damage" “Imbue by Will” Relentless Softly in the Night Thrown Weapons Venoms 1 3 1 3 3 1 Willpower 1 Agility "Resist" "3 damage" Cat Burglar Skills Ambidexterity Catch Description Allows the use of a melee weapon in the off hand May catch any non-bullet ranged weapon.

Cat-Like Reflexes Dodge Duck And Cover Escape Artist Palm Object Reconnaissance On module specific physical challenges.Frenzy by Inspiration.Must shout a taunt loud enough for the target to hear. (Do still take damage if used to block) Allows a discount to upkeep 1 Willpower "Resist" 2 Any 1 Agility "Resist" 1 Willpower 1 Wits "Frenzy by Will" "Silence" Explorer Archaeology Check Condition Decipher Script Duck and Cover Firearm Palm Object Reload Search. Traps May escape from shackles You do not have to give one palm sized object to a searcher unless they actually see it Pre event info 3 4 3 3 3 2 3 2 2 2 2 2 3 2 1 3 3 2 3 3 2 2 2 3 2 3 1 2 1 Agility 3 Agility 1 Agility 1 Wits 1 Agility "Avoid" "Avoid" "Avoid" Drifter Ambidexterity Born to the Waste Check Condition Decipher Script Firearm Luck Quick Escape Reload Taunt Throat Jab Unarmed Combat Waste Walker Allows the use of a melee weapon in the off hand Allows the Drifter to resist anything with the Radiation trait.Tech May search NPCs and certain props for tech components 2 "By Voice. Allows user to diagnose effects Allows the user to attempt to de-code certain messages May use AfterMath approved "Air-Gun" While unstable." Seeker of Truth Tracker This skill grants the explorer the ability to Expose certain traits Can interact with module or plot specific props or settings 2 2 3 3 2 2 1 Any Thug Cheap Shot Combo Firearm Weapon Delivered. Expose <trait> by Will. packet. Traps' May use AfterMath approved "Air-Gun" You do not have to give one palm sized object to a searcher unless they actually see it For each purchase you may have 1 more bullet in your hopper at any one time May search NPCs and certain props for magical components Diagnose <effect>' 1 Agility "Avoid" 1 Agility Search.Magical May research for info on Old World related topics Allows user to diagnose effects Allows the user to attempt to de-code certain messages Gain an 'Avoid vs. Resist Slow effect For each purchase your may have 1 more bullet in you hopper at any one time Packet Delivered. may use an extra foot to keep balance Avoid vs. weapon.'Agony' attack 2 x Consecutive 'Fist' delivered '3 Damage' attacks May use AfterMath approved "Air-Gun" 1 Brawn 1 Agility "Agony" "3 damage" AfterMath LARP Rulebook Page 182 of 185 . may become stable at any point during the bleeding out count.'Silence' attack May use two dagger sized weapon reps as fists. Must be completely red in color. or bullet's effect Avoid vs. then throw packet Fist Delivered.

Resist Disarm Effect Grants the user the ability to avoid uncalled bullets and arrows two times Allows a master of the blade to resist disengage If affected by maim. Using a two handed weapon. these must be spaced out with two uncalled attacks that cannot be used as called attacks in any way. May not be used for Heightened Reflexes. may be bought up to 2 May use in place of any attribute for blade skills and cleave. Can parry any non bullet. Must be completely red in color. Can be bought up to 4 times." Weapon Delivered. can be bought up to a max 2 times to wear 4 points of armor Allows the use of designated "Heavy Weapons. Using a two handed weapon. this allows the user to swing "Double" any non-damage melee weapon effect Adds one additional point of called damage to all called Melee weapon (not 'fists') damage attacks Allows a Blade to heal themselves Can research new blade abilities Allows the Blade to weapon deliver a "stricken" Weapon delivered. 12 1 Willpower "Maim" Unarmed Combat 2 Warrior Blade Skills Description Three swings of 2 damage. this allows the user to swing "Slam and Weakness" The user then staggers back for three seconds. allows the two handed weapon user to still call weapon defenses.'Maim' attack For each purchase you may have 1 more bullet in your hopper at any one time May be bought up to 2 times. Allows the user to block with a two handed weapon or staff with one hand for up to three swings. (Do still take damage if used to block) 2 1 2 3 1 8.Grenadier Heavy Armor Heavy weapon Leg Breaker Reload Toughness Allows the user to throw grenades Allows the purchaser to wear one more point of armor.Disarm attack 3 CP Cost Attribute Cost Verbal Blade Dance 4 1 Wits "__ Damage "Disengage and Slam" "Destroy (item) and Slam" "Parry" Clear the Zone Crushing Blow Defensive Instinct 4 2 3 2 Brawn 1 Brawn 2 Agility Dexterity Armor 2 Finesse Gentle Grip Heightened Reflexes Holding Ground Leveraged Block One Handed Block Power Behind the Swing Razor Sharp Resolve Sword Study Tainted Steel Touché 4 2 4 1 2 2 3 3 1 2 3 3 3 2 1 Agility 1 Agility "Stricken" "Disarm " 1 Brawn "Heal 2 by Will" 1 Agility 1 Willpower 1 Willpower "Resist" “Imbue by Will” "Resist" "Reduce" Bodyguard Check Condition Allows user to diagnose effects AfterMath LARP Rulebook Page 183 of 185 . weapon delivered attack. However.Must have weapon in hand Adds a point of armor due to characters ability to dodge and roll with damage. Allows the user to Disengage and Slam while using a shield or two handed weapon. The two uncalled attacks must proceed the called attack. adds one point of vitality May use two dagger sized weapon reps as fists.

Can break free from root effect 2 Willpower 1 Agility "Imbue by Inspiration" "3 damage" 1 Brawn 1 Brawn or Willpower "Resist “Purge root" Sharpshooter Center mass Gun Delivered.Makes poisons to apply to weapons 1 2 2 3 2 2 2 4 3 2 3 1 Wits "By Voice.'Repel by Will' 1 3 3 2 1 Willpower 1 Wits 1 Wits Protect Unarmed Combat Allows Bodyguard to protect employer better May use two dagger sized weapon reps as fists. Grant 2 Protection" Employed Endure Impressive Stature Intimidate Allows Bodyguard to be hired and Stabilize his employer Resist Agony Effect Melee Weapon Delivered.'10 Damage' 4 2 Agility "10 damage " AfterMath LARP Rulebook Page 184 of 185 .Mineral Search. Expose Animal by Will" 1 Wits "Root " 2 Wits 1 Agility "Spirit" "5 Damage " Volley of Arrows Arrow Delivered.Contact Defend May collect information before every event Imbue another with a parry that they can only use in your presence 2 4 3 Agility "Imbue by Will" "Imbue 'Employer' by Will" "Stabilize to Employer" "Resist" "Disengage" "Repel by Will" "Imbue 'Employer' by will.Animal Search.Plant Stealth Sure Shot Tracker Venoms Allows user to expose any creature with the animal trait by Voice May use a AfterMath approved Bow and Arrow Adds a point of armor due to characters ability to dodge and roll with damage.3 x ' 5 Damage' 4 3 2 2 2 3 3 2 2 2 3 2 Willpower "5 Damage" Merc Check Condition Grenadier Heavy weapon Iron Will Softly in the Night Squad Chief Strength Unstoppable Allows user to diagnose effects This skill allows the user to throw grenades Allows the use of designated "Heavy Weapons.'5 Damage' Can interact with module or plot specific props or settings Production Skill .3 Damage.Can only be called from behind the target or at night Pre Event Info Resist Maim effect Purge Root. Must be completely red in color. may be bought up to 2 Arrow Delivered.'Root' May search NPCs and certain props for animal components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted Arrow Delivered." Can become immune to the fear trait for one fight Two uses of Melee Weapon Delivered . (Do still take damage if used to block) 3 2 3 1 Agility Hunter Animal Scent Archery Dexterity Armor Pin Search.Disengage Packet Delivered.

2 1 Willpower "Resist Snipers Position Spend 30 seconds making cover/hiding may Resist Expose Trait 4 2 Agility "Resist" AfterMath LARP Rulebook Page 185 of 185 .'Agony' Gives the Dug In Sharpshooter that ability to kill with a single shot. the Sharpshooter maintains their weapons better. They tend not to break and can resist Destroy effects. With this skill the Dug In Sharpshooter can damage and knock down their enemies Resist Fear or Confusion Trait Gun Delivered. may be bought up to 2 Allows The Sharpshooter to take up a defensive position and gain protection 2 Digging In 3 Don't Rush This Guns Don't Kill People Improved Position Knock'em Down Mental Focus Nerve Shot One Shot. With the right knowledge. Allows the Sharpshooter to improve upon the defenses of Digging In. One Kill Paired Pistols Rapid Fire Sleep Deprivation Training Gives a Dug In Sharpshooter the ability to scare off enemies. May use 2 firearms Allows the Dug In Sharpshooter to decimate his enemies faster 1 1 Willpower "Repel by Fear" 2 2 2 3 1 4 4 2 1 Brawn "Resist" 1 Willpower 1 Willpower 1 Willpower 3 Wits "3 Damage and Slam" "Resist" "Agony " "Death" 2 Brawn "Triple 3 damage" Sleep is for the weak! With this skill you can resist Stun.Dexterity Armor Adds a point of armor due to characters ability to dodge and roll with damage.

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