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Welcome to Monsters and Mayhem! Monsters and Mayhem is a light hearted live role playing game of adventure and skullduggery. In most live action role playing games the players take on the role of heroic warriors who battle monsters. In Monster Mayhem this is reversed- the players are Orks, goblins, trolls, zombies, brigands and other “Monsters”, who must defend themselves from brave Knights, stalwart soldiers, elves, dwarves, adventurers and each other. Monster Mash games are short, humorous in theme, but also quite hard to survive compared to other larps- a monster’s life is not an easy one!
The Dark Lord of Shadows is Dead- What are you going to do about it? For many long years, he ruled the Shadowroot Forest, a vast tract of woodlands to the north of the many feuding kingdoms of the plains. Ancient and terrible, he gathered the forces of darkness, malevolent spirits and twisted creatures, artifacts of power and dread allies. At last the hour of his victory was at hand, and the sunlit lands would rue the day they cast him out so long ago. His two greatest Lieutenants, Morquai, Queen of Spiders and Malgaroth, “the Hammer” struck fear into all who dared oppose the Shadowlord. But brave heroes learned of his fell plans, and a company of the greatest and most capable was gathered. Against all odds they battled their way through legions of his minions. At last, the Sun Blade, thought lost, was found by a simple farmer, and the Dark Lord was struck down. All the lands rejoiced.... To make a long story short, your side lost. Instead of getting to pillage the rich settled lands, you’ve been driven back into the dank woods of the Shadowroot. Again. Times are hard for the lowly minions of darkness. Adventurers bent on pillaging what little of the Shadowlord’s wealth remains set upon you at every turn. Given your aversion to any sort of productive labor, your only hope is to raid the settlements along the forests edge hoping for easy pickings, explore the ruins that now abound, try to turn the tables on the marauding adventurers or prey upon your fellow minions, now in disarray, for your share of your ex-master’s treasure.
The Amazing Adventures of Digger the Kobold
Or, What it’s Like to Play Monsters and Mayhem Our hero is, in the mundane world, a systems analyst we’ll call Jack. Imagine that Jack decides to attend a game of Monsters and Mayhem. Jack decides to play an Assassin with the Shield Master gift. He carves two twisted horns out of foam, covers them in duct tape, and mounts them in a headband. He gets a little brown Halloween makeup to apply, takes a ragged piece of brown cloth and cuts a hole in it. Having met the basic requirements for costuming, he packs a lunch, a water bottle, personal supplies, and gets good comfortable shoes. Now he needs arms, but fortunately the caring MASI organization can provide him with a basic padded sword and shield when he arrives. Now he’s ready for some serious skullduggery! Obtaining a Map, Jack consults the directions on the MASI website (http://masi.kerfuffles.com) with care. Navigating successfully to the game, he heads down the long dirt road to the grass parking lot, from which he gets a lift in the game truck to the game site. There Jack scopes out the NPC building, pays his event fee, signs a waiver, and receives his “first level warrior” tag. He discovers that his “NPC shift” will be from 4 to 8 PM. From there he heads down into “the Village”, the replica town MASI uses for its event, and scouts it out a bit, dons his costume, and brushes up on his swordsmanship with a few of the locals. At the stroke of twelve noon, the action begins. Jack the systems analyst is transformed into Digger Ironhorn, Kobold warrior of the Shadowlord. Digger finds himself surrounded by a variety of unsavory and heavily armed persons. Fortunately, they have no particular reason to set upon him, and indeed he finds himself approached by several to see what sort of fellow he is, doubtless with an eye to future alliances. Naturally he answers in a gruff and growly fashion. This palaver hasn’t gone on long when suddenly there is a great shout at the front gate, and he runs to see what’s going on. A band of warriors in white is storming the village, vowing to “Cleanse the Evil!” and “Purge the Unclean!” The largest and bravest monsters are fighting back, but they don’t seem to be doing too well, and others are beginning to fall back shouting “It’s the Legion of Purity! Run for it!” That’s not good! These guys mean to spike poor Digger, and he doesn’t know any good places to hide. He runs out the side gate, but circles around to attack from behind. With their attention focused on the gate, the Legion Zealots are easy to sneak up on. Digger uses his backstab ability to smite three of them for “Three Damage” before they even know what is going on. One was a spell caster and goes down, but the other turns to fight, and soon Digger has taken a hit, so he figures its time to fall back a bit. His attack has turned the tide however, and he quickly returns to loot the fallen, managing to reach most of them before anyone else. He find 18 gold pieces, 4 chunks of what he assumes must be bloodstone, a healing potion, and a couple of points of armor. Chortling with glee he looks up to see a number of the aforementioned largest and bravest monsters looking at him irately. Realizing he’d better turn over some of the loot or run for it, Digger reluctantly pulls out a few gold coins… However, it’s clear that they aren’t going to be satisfied with that, and they move forward to attack. Digger needs to think quickly- will he fight against the odds? Try to work out a deal to divide the treasure? Offer to serve one of the monsters as their minion? Whatever happens, it’s sure to be eventful!
A Brief Introduction to Live Action Role Playing
What is Extreme Roleplaying? Imagine a virtual reality in which you are transported into a fantasy movie like the Fellowship of the Ring, Conan the Barbarian, or Willow. Imagine that you could become a character in that movie, but without a script. Imagine that you could be a hero in the struggle against evil for a day. Imagine that you could feel the pulse pounding excitement of a fantasy adventure without real danger. Imagine the feeling of magic at your fingertips. Imagine yourself fighting hand to hand against savage foes, with victory decided not by dice, but by your own skill. Imagine a world created for you to adventure in, as complete as possible. As real as possible. No dice. No computers. Imagine… that you do not NEED to use your imagination…because it is all there before you. Also called “LARP” (Live Action Role Playing), Extreme role-playing is a hobby in which you portray an imaginary character, “Live”, as though you were an actor in a movie, but without a script. To put it more simply, it’s about picking up a (padded) sword, and heading out into the woods to enter a fantasy world complete with props, sets, and actors for a d What is the Maine Adventure Society Inc.? The Maine Adventure Society, or MASI, is a non-profit organization devoted to promoting “Adventure”, usually though not always in the form of Extreme Role-playing (LARP), in Maine. How is Combat handled? Combat is a sport, in which you swing specially constructed padded swords and other weapons at your opponent, while trying to Resist being struck by them. It is not a particularly “Realistic” simulation of sword fighting, but it is fun, safe, exciting, and easy to get into. Does it hurt? When conducted properly, no. The weapons used are very safe, but they can sting or bruise when used with too much force. Hits to the head and other vulnerable areas are not allowed. Anyone causing another player pain is breaking the rules, and will be in big trouble if the problem persists. Poorly constructed weapons are another problem. Some people have encountered larp combat with heavy swords poorly padded with too much duct tape, used with too much force, and found it painful and intimidating. MASI combat strives to Resist this. Even the most delicate person should be able to participate in combat in (relative) comfort. So it’s like Martial Arts? Not really. It bears little resemblance to things like Kick boxing. Since the objective is NOT to hurt (or even bruise) your opponent, real life combat skills are not as helpful as they would be in a real fight. However, many of the principles of the martial arts apply, and anyone trained in Martial arts should have no problem mastering LARP combat.
How do you know when you’re dead? Most MASI games use a “Hit Point” system. For example, a certain character might have 5 “Hit Points” or HP. They could be struck with a sword 5 times before being taken out. If they were hit by something that did 3 points of damage, they would subtract this from their HP total, and 2 HP left. I’m no Arnold Swartzeneger or Bruce Lee. Do I still stand a chance in combat? Absolutely. LARP combat is a sport, and like any sport, there are those who are VERY good at it. However, it is a sport that is easy to become competent in. A few weeks of practice is enough to enable most people to hold their own. The weapons are light enough for just about anyone to use, so you don’t have to build up strength, as you would have to in order to wield a real sword. Since you aren’t really trying to hurt people, large folk are actually at a DISADVANTAGE, since they present a larger target, and get no benefit from their generally greater strength. Teamwork and Tactics are often more important than raw skill and fitness. This isn’t a movie where extras attack the hero one at a time to be conveniently slaughtered, leaving themselves wide open. Two fighters working together can defeat most single foes, and anyone can be defeated by a well-placed attack from behind. What about Magic? Magic is simulated in a variety of ways. Some spells work automatically - the person points at you, and says the effect of the spell. Most though require that the magician throw a “spell packet”, a basically a birdseed beanbag (hacky sack sized), at you. If it misses, the spell fails. Is Combat the only thing going on? Not at all. Combat is exciting, and plays a large role in most LARPs, but usually an equal emphasis is placed on role-playing characters, costumes, sets, special effects, the “Story” of the game, challenges of physical skill (such as leaping from platform to platform), or mental ability (solving puzzles), entertainment and feasts. Do I have to wear a costume? Yes - you wouldn't want someone in khakis and a Metallica t-shirt wandering though a "Star Wars" movie set would you? However, costumes can generally be borrowed from the staff if need be; though its better to find your own. What are “NPCs” and “PCs”? PC stands for “Player Character”. A person so participates as a PC plays a single character for an entire event - a hero or heroine of the story. The player creates a “Character” - an imaginary persona, who has various skills and abilities defined in the rules. Such characters are the central focus of the story, and the action revolves around them. Think of them as the Main characters of a movie. As time passes, Player characters progress and gain power and experience. NPCs are the “Extras”. During an event, an NPC will play many roles, often enemies of the Pcs. Thus in a fantasy game they might be peasants, marauding brigands, wise sages, winsome maidens, foppish rakes, or hideous monsters. The parts are assigned by the game STAFF, the people who actually organize the event, and NPCs must play the part assigned as best they can, until it is time to receive a new one.
Does this have anything to do with Vampires? No. Vampire LARP is a different hobby. Each has its own merits, but they have relatively little in common beyond the idea of role-playing. What’s the Difference between Extreme Role-playing and a Ren Faire? A Renaissance faire is a large production, which most people go to watch. At an extreme roleplaying event is much smaller and there are no spectators (though see “Watchers” below), and everyone is involved in the action. Another difference is that Ren Fairs stage choreographed battles between professionals, using steel weapons, while LARP combat is unchoreographed, with NO steel weapons allowed. Everyone at a LARP is “in game”, and you are a direct participant in the action, not a spectator. You don’t watch the goodly knight thwart the evil sheriff – you do it yourself, or try to anyway. There is no script, so success or failure depends on your skill, cunning, teamwork, and luck. There also aren’t large numbers of people trying to sell you stuff. How does Extreme Role-playing compare with the Society for Creative Anachronism (S.C.A.)? Though they often appeal to the same sort of people, the experiences are very different. The main differences are two fold: First, LARP combat is much less demanding, and consequently, not as realistic as that of the SCA. On the plus side, that means you can do a lot more of it. Second, in an Extreme RolePlaying LARP you are continuously “in character”. The goal is to create as complete a world of sight, sound, touch and even taste as possible. There is also an ongoing story - things happen to the PC s, events transpire, choices are made. The SCA on the other hand, works to recreate historical arts and situations rather than a fantasy world. So there’s an Ongoing Story? Absolutely. The “Player characters” continue from event to event, learning more about their world, learning new skills, gaining new abilities, encountering new and old friends and enemies, and generally living a fantasy adventure. What does it actually LOOK like? The Live Action role-playing hobby has reached the point where costuming and effects could be compared to a “B grade” movie - and they are getting better all the time. At Dreamquest all inhabitants, monsters, and other creatures wear costumes, often quite elaborate. A variety of masks and makeup are used to simulate non human beings. Clothing is worn that is appropriate to a fantasy world. The Village where the game takes place is specially constructed as a “set” to appear as a fortified settlement from the past. Other “sets” are used for ruins and tunnels. Music, fog machines, light, and other “special effects” are also sometimes used. Who Can Play? Anyone 14 years of age or older. You must present some proof of age.
What To Expect at a Monsters and Mayhem LARP Event Monsters and Mayhem events are open to anyone 14+ years of age who can follow the rules (especially the core safety rules) Younger players are sometimes allowed on a case by case basis.
EVENT SCHEDULE: Most events are single day events. It is a good idea to arrive early to your first event and let the staff know you are attending so they can show you around as the site is quite large. Single Day Event Schedule: Saturday Morning (9:00am - 10:00am): Registration and Set up Saturday Day (10:00am – 2:00pm): Chronicle / Quest Saturday Evening (2:00pm – 5:00pm): Adventure Time and Dinner Saturday Night (5:00pm – 9:00pm): Chronicle / Quest "Adventure Time" is a time for players to explore the Monsters and Mayhem and go on player driven adventures. It can also be a great opportunity to take a break and interact with other players in a leisurely way. No major plot will occur during adventure time however player specific and occupation based plot will occur led by staff. FOOD: Monsters and Mayhem provides little to no food for players so if you plan to stay the whole weekend you will want to pack a lunch or two, breakfasts, and snacks. There is often a Pot luck dinner (out of game) Saturday night, if you plan to participate PLEASE bring an item to share. ACCOMMODATIONS: Anyone attending an overnight event should be aware that the Monsters and Mayhem Site is a wilderness campground - you will need your own tent, sleeping gear, food, sensible shoes, bug spray, sunscreen, and water at a minimum. Some players choose to return home during the overnight period. GEAR AND EQUIPMENT: You do not however need to worry about costumes, foam swords, spell packets or the like as Monsters and Mayhem is happy to loan such items to new members. However, as you travel deeper into the hobby you will want to acquire your own items. RULES: You should be at least somewhat familiar with the rules of Monsters and Mayhem, although you do not need to memorize them by any means. If you are going to NPC, all that is needed is a knowledge of the Core Rules. LIABILITY: Everyone needs to sign a waiver which is available online and at game check in, those under 18 must have it signed by a parent in advance, those 18+ can sign their own at check in. PRICING: The Game Costs $25 per event. Benefits Live Action Roleplaying is an exciting and demanding activities that often brings great personal growth. The athletic challenge of swordfighting helps build fitness and often appeals to young people who don’t enjoy traditional sports.
Success requires practice, focus and discipline much like a traditional martial art. Most live action roleplaying adventures require teamwork to overcome a variety of challenges not unlike “Outward Bound” activities. There is also a great opportunity for social growth as people of a variety of ages and backgrounds come together in a way that is all too rare today. The need to create one’s costume and gear is a way to exercise artistic talents and craft skills. Every participant is valued for their contributions regardless of their age. Successes in a difficult battle, solving a complex puzzle, or leading others to victory are great self-esteem builders. Unlike computer gaming, live action roleplaying takes place outdoors, has physical, social, and emotional benefits computers cannot provide. Safety Concerns Like any contact sport, there are risks associated with live roleplaying. Injuries are rare, but they do occur, almost always from falls in rough terrain. Good judgement in running and jumping is the most important safety skill. The padded swords, properly constructed, are extremely safe. If your child trains at home you should be sure that they are following Monsters and Mayhem safety standards for sword construction and for sparring. No blows to the head, no body contact, no pushing, wrestling, punching or kicking, no “baseball bat” type swings, and no more than 3 swings before a break. Sparring should take place on a level surface free from obstacles. Following these rules will help keep your child safe as well as insuring that they properly prepared for Monsters and Mayhem events. Supervision MASI endeavors to provide a safe, supportive environment for all participants. No drugs or alcohol is allowed at any MASI event, and high standards of courtesy and safety are required. However, MASI does not provide supervision of any sort and should not be thought of as a “camp” or daycare activity. It is primarily an adult organization. Young people that participate are expected to be mature enough to take care of themselves. Age limits for MASI events vary from 14-18 years old minimum, and ultimately it is your responsibility as a parent to determine if your child is mature enough to participate safely. A good rule of thumb is “Would you be comfortable with your child spending a weekend camping with friends?” If the answer is yes, then they should be ready for MASI events. It may be a good idea to accompany your child to an event. This will give you a better idea of what an event is like and is also a great family activity. Another alternative is to start with an afternoon of adventuring rather than a full weekend event. Anyone under 18 must have a waiver of liability signed by a parent or guardian. (Found online)
The MASI Core Rules
Safety Rules General Safety Notes - Live Action Role-Playing is exciting, but it is a contact sport. You wander the woods, have daring escapes, close calls, delve into ruins, and battle against your foes with padded “nerf” swords. All these things can be dangerous. You must keep real life safety firmly in mind at all times. It is a game, and the most important thing is keeping everyone safe. Common sense must be used at all times no matter how much fun you are having. Don’t hesitate to stop the game or take other steps to protect yourself and others from injury. Non-Combatants - Non-combatants are a special case. Rather than attacking them again and again, an enemy may merely place their weapon to the non-combatant’s chest and state “I strike you down.” The assailant must be able to finish this for it to work. This causes the non-combatant to drop to 0 hit points. Non-combatants must wear a yellow armband, or yellow Glowstick at night, to denote their status. Physical Contact - No physical contact is allowed without the other player’s permission. No direct physical contact is allowed in combat AT ALL, and if you are within arm’s length during combat YOU ARE TOO CLOSE. Running at Night - The single greatest safety risk you face in live role-playing is NOT combat. It is running at night over rough terrain, risking falling and bashing your brains out on a rock. Always use extreme caution when running. Resist pursuing other players at night. Weapon Safety - The staff must inspect all weapons before they are used. It is a player’s responsibility to maintain their weapons and keep them in safe condition. Using a weapon that has become unsafe (worn out foam, broken off tip, etc.) is grounds for “disinvitation”. Blocking Doors - Blocking or holding a door with your body or furniture is not allowed. Do not try to force doors open. Carrying other People - Unless the person is a close friend of yours and gives you permission to carry them, you may not move another player. The exceptions are if you have some in-game power that allows you to do this (Animate), and for safety. If someone is down in a position where they are likely to be stepped on, you may say something like “I kick your body to the side,” in which case they can move quickly out of the way. Combat Force - When fighting with padded weapons, you must always pull your blows so as not to strike too hard. No blow should cause real pain. If you are struck by a blow that you think is too forceful, say “Excessive Force.” The hit DOES NOT COUNT! Everyone is different, so you will have to adjust to your opponent’s level of comfort. Blows that some players would hardly notice are quite unpleasant for others. No one should feel uncomfortable about calling “Excessive Force.” It doesn’t mean you are a wimp. You are actually helping the game by keeping things under control. Combat Targets - Do not strike the head or groin. Hits to the hands do not count, though if you purposely block a blow with your hand you will take the hit.
Drugs, Alcohol, Real Weapons - These are NEVER allowed. You will be instantly “disinvited” if you are found with these. This includes coming to an event “under the influence.” You may bring a pocketknife or similar tool to use outside of the game for cooking or utility purposes. Fire - No unattended flames are allowed at any time. Fire rules may even be stricter depending on the situation and current fire hazard in the woods. No combat may occur within 10 feet of an open flame. Please do not yell “Fire!” unless there is really an out-of-game emergency. Light - No lights with directed beams may be used, at all. You can modify flashlights and lanterns so that they aren’t “aimed” by adding a diffuser or film. Glow sticks are also safe and useful. No Unsafe Knockoutts or Climbing - Please do not climb trees or buildings, or jump out of windows. You may be able to pull off such Knockoutts safely, but others less capable might imitate you. Multi Level Fighting – No multi Level fighting is allowed for the purposes of hand to hand combat, although you may be able to hit someone in a tower with your sword realistically, this lends itself to safety hazards. It you are on a different level than your opponent only raged attacks may be used. Safety Calls Caution! - When you see a safety problem, call “Caution!” This is used for things such as someone about to back over a rock or into a tree. The caution creates a sort of mini-“Hold” during which you should be ignored by others, as should the person at risk. Hold! - In the case of MAJOR safety problems, injuries, lost glasses during combat, and the like, call "Hold!" ALL action stops within line of sight, and should start again only when the problem is resolved and a "Lay-On" has been called. Do not call "Hold!" for in-game reasons, but do not hesitate to call one when you think it might be needed. Clarify! - When you did not hear or do not understand a spell or in-game effect, call “Clarify.” The person should explain what has happened or answer your question. Excessive Force – When you are struck for a blow that is uncomfortable or hurts call “excessive force”. The blow does not count. See combat force in the combat section for further clarification. Rules of Courtesy -Do Not Use Obscenities -Do Not Cheat -Do Not Insult Others Out-of-Game -Do Not Litter -Smoke in Designated Areas ONLY -Maintain Atmosphere
Role-Play! - MASI is about role-playing. Not everyone likes to role-play every minute of a game, but NO ONE likes to be trying to role-play while someone else is blatantly out of character nearby. Being out-of-character while others are role-playing is rude, and will not be tolerated. Certain areas of the game are “role-playing zones.” It is REQUIRED that you stay in character in these places. Some sort of horrid in-game penalties may be levied, such as curse from the gods, accusations of heresy, etc., against anyone not observing this. Specific Role-Playing Guidelines You should try not to use modern terms like “OK” in conversation if you can help it. Unless, of course, you are playing a modern game. You must always role-play the pain of injury in combat. You should always strive to portray the character you are playing to the best of your ability. You are an actor, your audience is the other players, and they will enjoy it much more if you do your best. When dead, you should fall and lie still, until everyone leaves, if at all possible. Having people standing around after a fight chatting with the dead TOTALLY ruins the atmosphere of the battle. Stay in Control - Blatantly losing control of your actions or emotions leads to dangerous situations and out-of-game offensiveness. If you feel like this is happening, just step back from the situation for a moment to settle down and remember it is just a game. You may certainly role-play that your character has lost control, but even in that situation you must always keep safety first, and stay within the boundaries of good taste. Having someone raving and shouting in your face is rarely fun, even if it is “part of the game.” Whenever extreme emotions become involved, you should be a bit theatrical, and try to Resist creating a tense situation between players. The same applies to “Berserk” fighting. When your character is enraged, leap forward, give a great shout, and then FIGHT NORMALLY. Searching another Person - In many games you will encounter situations where someone has something you want. In this case you may (once they are dead or helpless), say “I search you.” The person will then get out their stuff in a leisurely fashion (often while doing their best to act like a dead body). This should be handled as discretely as possible. The Rules of Reality - The MASI rule of reality is quite simple: The game is “real.” What this means is that you can never “say” you are doing something. Nor can you ask other players out of game questions, generally. Questions like “Do I recognize you?” “What do I see?” “What happens if I do X?” are irrelevant. There are a few cases where you will need another player to clarify a situation, but they should be rare.
The Core Effects
Calling Effects - Effects can be delivered in a variety of ways, but they must always be called BEFORE the weapon, packet, or whatever strikes the target. You cannot swing a weapon, strike another player, and THEN call “Lethal,” for example. Called effects do only their stated effect, and do no other damage. In most MASI games being hit with a sword (or any padded weapon) does 1 point of damage, but if someone calls “Sever” before they hit you, you DO NOT take a point. You only suffer the “Sever” effect (see below). Duration of Effects - Unless otherwise noted, all effects last about 5 minutes, or until you receive the appropriate “purge”. MASI Effects used in the Monsters and Mayhem Game Psychological Effects Charm - You become favorably inclined toward the person who called the effect. You will not attack the caster unless attacked first by the caster, and will go along with any reasonable suggestion he or she makes. You are NOT a mindless slave and will not give away (important) possessions, attack friends, or betray a trust, etc. The effect is broken if/when the caster or caster’s allies do something unfriendly towards you. Compel you to <Instruction> - You are compelled to follow the instruction to the best of your ability. The instruction must be a short, uncomplicated action. If there is no duration given as part of the instruction, the compulsion ends after you have followed the instruction. Enslave - You are a mindless automaton. You are bound to serve the caster without question. You will even slay your friends or yourself if so ordered. Frenzy - You are overcome with rage and attack the nearest person in your field of view (i.e. in front of you), even if it is an ally, until rendered unable to do so, or until the effect ends. If you here a “frenzy at me” you will only attack the person who called it, similarly if you compelled to “frenzy at Bob” you will only attack Bob. Torment - You must scream loudly once, and briefly role-play mental anguish and horror. No physical damage is associated with this effect. Medical Effects Animate - Allows the person calling the effect to cause the recipient to move at a shambling walk within arm’s reach, under the caster’s control. For example, “Animate Wounded” could be used to move a wounded or incapacitated character to a safe place to perform healing. Any damage sustained ends the effect. Diagnose - Allows the person calling the effect to WHISPER the following question: Are you dead or unconscious?
Heal - You are restored to full Hit Points (Life Points plus Armor Points); and any Severed limbs are restored. This will not work on a dead character. Heal followed by a number (e.g. Heal 2) restores only that many Hit Points. Life - Will only affect someone who is “dead”. It will restore a character to life, with full HP. Offensive Effects Maim - You lose the use of the target arm or leg. If delivered by a weapon, it affects the limb struck (no effect on the torso when struck by a weapon). If no target is specified, you may choose which limb suffers the effect. Maimed legs are a special case. Hopping is discouraged for safety and silliness reasons. With one crippled leg assume you can drag it around behind you slowly. With two maims to the legs (the same leg or different, it doesn’t matter), you will have to prop yourself up, sit down, or go down on one knee. In any case, you can’t move. With three maims to the legs you must go prone, since they do not support any weight at all. Maim is PERMANENT until Purged by a “heal” or “Purge Maim” effect. Lethal - In order to be effective a “Lethal” attack must strike the torso. Lethal causes you to drop to Zero Hit points. Death - Death causes you to enter a “dead” state. Only the “Life” effect will return you to a living state. Doom - You will fall into a “dead” state after approximately one minute (a 60 count). If you receive a Purge for the trait of the attack (for example a “purge poison”) within one minute, you will suffer no ill effects. You must role-play the effect of the doom during the minute, but can still fight and use skills normally. Bind - Your arms are bound to your sides, and you must drop your weapons. Root - Both your feet are stuck to the ground and cannot be moved until the effect ends. Paralyze - You cannot move any part of your body but you are fully aware of what is going on around you. Knockout - You are unconscious, but do not lose any Hit Points. # Crushing - Indicates extra-powerful damage that will still do half-damage (round down) even if blocked with a shield or weapon. Thus a strike that causes “4 Crushing” will do 4 points of damage if it strikes your body and 2 points of damage if it strikes your shield or weapon. This skill may not be used to damage an opponent by merely tapping their weapon. # Damage - You take the indicated damage.
Shatter - The target item is damaged. A Shatter (weapon or object) will damage that item so that it loses any special properties it has (rip any and all tags). If the phys-rep without tags is still good for something (e.g. you have the ability to use a sword without a tag), you may still use it! If someone swings a weapon at you and calls “Shatter,” it damages whatever weapon is hit. In the Monsters and Mayhem world shattered weapons can still be used by anyone with the right skills, but shattered shields are useless until repaired and must be dropped. Disarm - Your weapon or hand-held item falls from your hand. You must drop it and do a silent 3-count after it hits the ground before you can pick it up. Defensive Effects Defensive effects are called when you are struck by a spell or attack, to let your foe know it didn’t work, because you had some sort of defense against it. Bladeturn - This effect can be called against normal weapon attacks and effects delivered by a weapon. The attacker suffers the designated effect. For example, if a Mirror Beast was struck with a sword, it might call “Bladeturn Damage 1.” A bladeturned effect cannot be bladeturned again or reflected back in any way. Resist - The blow or effect misses as if you had moved out of the way and Resisted it, or the particular blow or spell was ineffective, but it was an effort to ward off, and another one might succeed. You may only use this on blows affecting yourself. No Effect - The particular blow or spell did nothing and it never will. Once someone has called “No Effect” to something, you may not continue with that attack against them. This is so that the person can accurately keep track of what is happening to them, without being confused by extraneous hits. Not Taken - The effect was not taken because it did not hit or was not delivered properly. You may roleplay this instead of calling “Not Taken.” For example: “Hah! Your blow was mighty- too bad it missed! Other Effects Afflict you with <Affliction> - You have received the indicated affliction. This has no immediate effect. At your earliest convenience, you must travel to the Library and look in the Book of Woe. This book contains listings of possible afflictions you may encounter, with descriptions of the effects of each and the required Purges. Read the description of your Affliction. If it is a progressive Affliction, there may be postings for Day 1, Day 2, etc., in which case you should only read the appropriate one. Bestow you with <Bestow> - You receive the indicated enhancement. For example: “I bestow you with one resist fire” or I bestow you with one lethal”. You may have multiple enhancements bestowed on you, however you may not have multiples of the same benefit (i.e. "one Resist Fire") bestowed on you at a time. And Bestows do not stack. If someone bestows +1 hit point on you, and someone bestows +2 hit points on you, you only get 2 extra hit points, not 3. If someone bestows One Resist Will on you, and someone else bestows Two resists vs Will on you, you only get two, not three. Bestow lasts for 6 hours. If not used during the time, the benefits are lost. Bestowed hit points increase your total for the entire six hours. So for example if you had two hit points and received 2 more, you
would have 4 for all purposes for that, and a Heal effect would bring you back to 4 hit points, not two. Curse you to <Curse> - You suffer from the stated Curse. For example: “I curse you to howl like a wolf,” or “I curse you to take double damage from fire.” Curses last longer than other effects- you must get an appropriate “Purge.” (A “Purge Curse,” or if the effect was “By Magic,” a “Purge Magic” would work.) Detect <Type or Item> - If you fit the type or possess the item being detected, you must indicate this to the caster. A simple wave or statement of “Here” is sufficient. Detect Health - A special ability that lets you tell how many hit points the target has. When you are targeted by a “Detect health” you must say how many hits (armor points + life points) you have. Detect health works on only one person at a time. Disengage - You must fall back from the person calling the disengage until a distance of about 10’ separates you, or if you can’t get that far back for whatever reason, as far as you can safely. The spirit of this effect is that the person calling it drives their enemies back to get some breathing room, to make a hole in the line, or to escape. Disengage can’t force you into a damaging area, such as an area of Carnivorous grass. Disengage doesn’t work through doorways or narrow gaps either, so you can’t use it to push defenders out of a fortification, though you could use it once you get inside to make room for others to follow. Purge <trait or effect> - This effect removes ONE effect with the stated trait after a few seconds of role-playing. A “Purge Poison” would remove ONE effect “By Poison.” A “Purge Sever” would remove a sever effect, no matter how it was caused. Note that you do not have any choice about having effects removed- a “Purge Magic” will remove one effect caused “By Magic” on you, including a defensive spell caused “By Magic” if that was the only “By Magic” effect on you. If there are several effects that a Purge could remove, YOU choose which one is purged. The Purge effect will NOT counter an effect that happens instantly. So if you get smacked by a “Death to Living by Magic” effect, you can't Purge Magic it. You can't Purge “Damage” either. Renew - This effect is often granted upon you. Once renewed you regain all of your per renew abilities, and if you have the gift of wisdom your mana is also restored. (For more information look in Miscellaneous Rules where “Renew” is explained in greater detail.) Repel - You must stay at least 10 feet away from the caster. This effect cannot be used to “drive back” targets; if the caster advances upon the target, the target may hold ground. Subdue - Prevents you from doing ANYTHING for a (silent) 10 count. While subdued you can (perhaps) stand, or reel backwards, and can defend yourself (weakly!) with your weapons, but that’s all. It is important to give your foe an advantage by role-playing the effect on your fighting skills.
Silence - You are unable to speak or make any vocal noise. You may still call appropriate out of game effects. This effect may last longer than 5 minutes depending on the situation. Slow - You become unable to run, and can only walk SLOWLY, though you can fight normally. Traits Many effects have Traits, which tell you WHAT caused the effect, or HOW it was caused. They are called as “Effect by Trait.” For example: “Root by Magic” “Slay living by Poison” or “Disengage by Will.” Traits do not change the effect in any way, but may determine if you able to resist the effect in some way. For example if your character is immune to poison, you would call “No Effect” to “Paralyze by Poison,” but not to “Paralyze by Magic.” Flavor Traits Traits also help you to know how to role-play the effect. These are referred to as “Flavor Traits.” The Following traits are used in Monsters and Mayhem; By Fire/Water/Air/Earth, by Magic, by Will, and by Poison. Effects without traits are generally divine powers making them more difficult to deal with. For example, consider Paralyze, which states that you cannot move. This effect could be interpreted differently for role-play purposes depending on the trait that caused it: “Paralyze by Will” would indicate that your character was frozen in place in panic and horror. You would stand in place quaking or gaping until the effect wore off. “Paralyze by Magic” would indicate that you were basically frozen in place as a magical statue. You would hold your exact posture from the moment the effect struck you. “Paralyze by Poison” would be an effect like spider’s venom. You may, for example, curl up into a ball. “Paralyze by Ice” Could indicate being frozen in a block of Ice. Flavor Traits also tell you if you are affected by something. If an effect is called “To” a certain trait, you take the effect only if you have that trait. For example “Heal to Dwarfs” would work only if you were, in fact, a Dwarf. All players have the “Town Dweller” trait, their race as a trait, and their gender. You have the “Lies” trait immediately after telling a falsehood, until you say something that is true. You have the “Oathbreaker” trait if you have ever broken an oath. You have the “Enemy” trait if you consider yourself an enemy of the person calling the effect. You have the “Ally” trait if you consider yourself a friend, (or at least fighting on the same side) as the person calling the effect. Delivery Traits By Discourse - In order for an effect “By Discourse” to work on you, you must have engaged in conversation with the person calling it. This need not be friendly conversation (insults shouted across the battlefield count), but if you feel that you have not actually conversed in some way, you may say “Not Taken” to the effect.
By Gesture - Effects called “By Gesture” only require that the person point at you to call the effect. If you are fortunate enough to have a “by gesture” effect, be aware that it will not work on enemies who can’t see you - in other words you must have their attention. The best way to get it is to use their game name (you may not use real life names). In fact, many forms of magic require that you know the target’s name. By Packet - Effect by bean bag packets represent magical assaults that envelope your whole person. They affect you if they strike a weapon or shield. Again, all beanbag attacks are assumed to be “By Packet.” You don’t have to call them. By Voice - Effects called “By Voice” affect EVERYONE who hears them (or should have- the fact that you were not paying attention doesn’t mean you weren’t affected if everyone around you was). You cannot “stop up your ears” or “talk really loud” to Resist this kind of effect. By Name - Effects called “By Name” require that the person say (and know) your name to call the effect. By Weapon - Effects by weapon represent a physical attack-a dart, a sword, a knife, a fist, etc. They must strike you in order to take effect, and they CAN be blocked by weapons or shields. If you swing a weapon and call and effect, it is assumed to be “By Weapon”; you do not have to say it every time. If someone throws a packet and calls and effect “By Weapon” you CAN block it with a shield. Magestrike - Effects that are “Magestrike” are swung with a weapon, but count as though a packet had struck you on the location hit. They WILL go through your armor, weapon or shield.
Hand to Hand Combat
Hand to hand combat is conducted using SAFE padded weapons. The Three Swing Rule - You are allowed to swing at a foe three times in quick succession before you must “break” and fall back, or, if you cannot fall back for some reason, you may pause for a few seconds, or attack another foe. This means that no one foe can ever do more than 3 points of damage to you in a single “flurry,” and usually less. If anyone presses on after three swings in the heat of combat, you should say “Break” to remind them, and not count any damage they cause after the third swing. Assume that since they were swinging so quickly, the blows did not have much force behind them. Judging Hits - Judging when you have been hit by a foe is solely your responsibility, but you MUST at all times do so in as fair and scrupulous a manner as possible. You are hit by any blow that, had it been struck full force with a razor sharp weapon, would have drawn blood. Thus most contacts are hits. Do Not Count Any blow after the first that land on the same body part. This is called “machine gunning.” Before legally scoring another blow on the same part of the body; a foe must strike at another body part, or parry a blow. A blow that strikes only cloak or a dangling pouch, unless that blow, if it had cut strait though the gear, would have damaged you. A blow that is too hard. A blow that overcomes your parry by force. Do Count Blows that strike capes, backpacks and the like, if they would have hit you if the item were not there. Blows that are very light. Blows that hit your weapon then hit you. Combat Targets - Hits to the groin, hands, or head do not count. Damage and Hit Points - Every player has a number of Hit Points, depending on the character they are playing at the time. These are reduced when you take damage from magic or combat. All hits with a melee weapon do one point of damage, UNLESS the foe calls something else when striking you, in which case the damage done is the number called, or you take the effect they call. Thrown weapons also do 1 point of damage, unless otherwise noted. Arrows and crossbow bolts do 1 point of damage. Falling In Combat - Feel free to stumble off to the side of battle so that you do not get stepped on. Do not just fall down where you are killed, if you are likely to be a tripping or movement hazard. Weapon Construction Guidelines - Most players will want to make their own weapons. MASI will provide weapons to players for their first event, free of charge, but what you get is luck of the draw from the NPC weapon stockpile. If at all possible, it is better to make or buy your own. For those with the cash, excellent weapons can be purchased on the Internet.
Attack Delivery Each ability must be delivered to its target in some way. These deliveries are the physical action needed to determine whether an ability has been successfully used on an opponent. There are a few different ways to deliver game effects, and these are described below. It is always up to the defender to make the final decision whether an ability has struck or affected them, and thus whether the ability has been delivered. It is important that players do not abuse this honor system. If a player does not count legal hits, the game breaks down. Individuals that are reported for not counting hits will be reviewed and, if necessary, asked to leave the game. Hit Points Hit Points is a count of how much damage you can take before you collapse. As you take damage, your Hit Points points are exhausted. These points can never drop below zero. Healing refreshes Hit Points, and these points are also refreshed at the beginning of each event. If your Hit Points ever reaches zero you will collapse and become unconscious. When you die, all active effects on your person end, unless an Bestow or Afflict effect specifically says otherwise on the effect card. Your remains will linger for five minutes before you change to a spirit of the dead and begin to walk to the gate of death. Only effects with "to Spirit" or with "to Dead" traits will affect a spirit of the dead. Death There are three ways that you can die in this game. First, you can be killed if someone delivers a successful death strike to your torso. Second, you can be killed by an attack with a Death effect that you cannot negate. Finally, special areas might cause your death if you have a mishap. Death Strike A death strike is used to kill an unconscious or immobile victim. You must touch a weapon to the torso of the victim while saying "Death strike one, death strike two, death strike three". This verbal must be spoken clearly and at a normal speaking pace. You do not need to have skill with the weapon to Afflict a death strike. To Afflict a death strike, the victim must be immobile. The victim can be unconscious or immobile because of a game effect, but you cannot Afflict a death strike on a body until it comes to rest after an attack, nor can you Afflict a death strike on a helpless but struggling victim. If the victim can move, the victim can prevent a death strike. First you must render the victim unconscious or immobile, and then you may Afflict a death strike. A death strike may be interrupted and thus nullified, forcing the person to begin another death strike. To interrupt a death strike, you must strike the weapon used to perform the death strike or the arm holding that weapon with a weapon of your own. You do not have to force the weapon away. Striking the weapon or the arm is sufficient. You may also interrupt a death strike by Shattering or disarming the weapon. If a person performing a death strike cannot finish the death strike because they are killed or rendered unconscious then the death strike is, of course, nullified.
The "Death" Effect Any effect that successfully Afflicts a Death effect kills you immediately. Of all the various game effects, only the Death effect will kill you outright. The Death effect may be nullified by an appropriate defense. Mishaps There might be large scale traps, challenges, and mishaps in special areas that can cause you to perish if you are unfortunate enough to stumble into them. Closing walls, deep pits, and other deadly traps might kill you outright. These areas will be marked or made clear to you during the course of the game. Spirits of the Dead After 5 minutes of death, a dead character becomes a spirit of the dead. Because of the influence of the Realm of Death, the spirit and everything that spirit still carries is drawn to Death. The spirit will even pick up its own weapons if they are within reach unless someone else possesses them. When you rise as a spirit you must proceed directly to the gate of Death. You must walk with your head bowed and your arms at your side. You cannot interact with any other character unless they use an ability that allows you to do so. You cannot drop items. You cannot use any game ability. If someone tries to communicate with you, or tries to use a game effect on you that does not specifically work on Spirits, ignore the attempt, reply "Spirit" and continue on your way. Spirit You are insubstantial and gain the trait Spirit. You cannot use game abilities unless specifically allowed to do so. You cannot speak or converse with other characters unless they use an ability that allows you to do so. You cannot drop any items. You are unaffected by any effect unless it targets your Spirit trait. You must call "Spirit" if this is the reason an attack fails to affect you. If someone tries to talk with you, 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. Some abilities allow a living character to become a spirit for a time, but these abilities will have special restrictions or will not be absolute in their protection. Effects with the trait "to Spirit" affect all spirits, while effects with the trait "to Dead" affect only spirits of the dead.
Monsters and Mayhem Player Rules
The following rules apply to all player characters in the game of Monsters and Mayhem. We're Monsters All player characters in Monsters and Mayhem are villains of one sort or another, and they must look the part. Exactly what kind of critter you are is up to you, and is deliberately left vague. You do not choose a "Race" as such, but must be costumed in some way. This can be as elaborate as you like, but we recommend you pick simple costuming and makeup that is comfortable and easy to take on and off. You can be human if you like, however, you must have a costume or role playing habits that mark you as one of the bad guys. . Here are some examples. Piece of Cloth with Hole in It - Tabard, basic costume, worn belted. Good start, but you must have something else to go with it. Green Skin - Ork (if large, loud and stupid) or Goblin (if small, sneaky and whiny). Skulls on helmet, shield, or armor - Former member of the Death Guard of the Dark Lord. Web on Face - Former Servant of the Queen of Spiders. Horns - Kobold. Black under Eyes - Undead- zombie, vampire, ghoul, etc. Tusks, shoulder pads, warts, etc. - Ogre, troll. Animal Mask - Beast Man Chinese Character/Runes on Face and Forehead - Easterling War Paint - Barbarian Large Beard and Nose, short stature - Chaos Dwarf Voice is Whisper, Doesn't Speak, or Maniacal Laughter - Obvious sign of evildoer. Note that while the players are "evil" this is a light hearted sort, PG rated, 1950s kind of evil. Lying, stealing, Backstabbing, ranting, pillaging, Mayhem and plans to take over the world are encouraged but "R rated evil" (torture, rape, graphic cruelty and so on) is forbidden- it just doesn’t happen in the Monsters and Mayhem world. Who would want to role play that kind of thing? Yuck! Also, keep in mind other players are there to have fun. Be equal opportunity in your betrayals and misdeeds- don't pick on certain people, spread the fun around! Try to see that others enjoy themselves, even if this means throttling back your schemes a little. Keep a humorous tone when confronting other players, so everyone knows that no one is actually angry and its just a game! Your character should also have a few redeeming qualities- perhaps you're secretly compassionate for the weak, or never break your word, or the like. You will also find that you need to work with other players to survive, so try not go on a rampage the moment you step into the game. Cooperation does have its benefits, and its possible to have honor among thieves. Needless to say, the time will come when you and your erstwhile companions will have to face CERTAIN DEATH unless you work together, so try to keep on the good side of at least some of your fellows.
Monsters aren’t Everybody A basic game of Monsters and Mayhem is 9-12 hours long, of which a player spends 6-8 hours as a “Player character” monster and 3-4 hours as a “Non player character” in various roles. This ensures plenty of action for everyone, and battles with reasonably balanced sides. It also gives you the chance to play “goodly” characters like knights, merchants, townsfolk, peasants and wizards- truly M&M offers you the best of all worlds. It’s a good idea to bring a change of costume for this and make sure your makeup isn’t too complicated to change in and out of fairly easily. Your NPC shift is randomly assigned, though special requests for time, who you serve it with, and so on can usually be accommodated. Monsters are Tough Player characters in Monsters and Mayhem do not "bleed out" when they are reduced to zero Hit Points. Instead, they simply lie semiconscious for 5 minutes, after which they recover to 1 Hit Points. The only way for a character to die is by being "Death Struck", by the "Death" effect, or from a trap/contact poison. The "Heal" effect restores a monster to full strength, restoring both Hit Points AND armor points. However, the "Heal (Number)" effect will only heal a limited number of Hit Points- i.e. the "heal one" effect will heal only ONE point of damage. Traps Hurt The good news is that any monster can try to disarm a trap, though only those with special skills can attempt to pick locks. The bad news is that traps of any kind, be they mouse traps, buzzer traps, popper traps, etc KILL the person who sets them off as though they had suffered the death effect. Contact poison, represented by petroleum jelly, causes the "death by poison" effect. Webs can be Cut Any character with a weapon can cut away clinging spider webs. After 30 seconds of role playing, any character with a free arm can call "Purge Web". Minions, or “I’ll shine yer claws if ya don’t kill me, Boss!” Any player monster can , if attacked by another player, declare that they surrender and wish to serve their attacker (assuming that they survive long enough to blurt that out). At that point the surrendering player gains the "minion" trait for effects called by their new master. The minion must obey the letter of their master's commands as long as the lord is within line of sight, as long as those commands are not immediately suicidal. A minion therefore cannot be ordered to kill themselves or jump in a pool of lava, but could be ordered to disarm a trapped chest, go first into danger or the like. Lords must allow their minions to accompany them everywhere on their adventures even choosing them over other allies , and minions must be awarded a (small) share of any treasure discovered. Minions cannot be ordered to give up their treasure, and a Lord must defend their minions. If your lord becomes a minion, that has no effect on you- you have no relationship to HIS/HER lord. Once per event, a monster can call "Heal ONE to minions", thereby restoring one Hit Points. Remember that you only have the minion trait for your own lord, not everybody else. "Minionage" lasts until the lord takes a death, or until the end of the event. The moral of this rule, is don't pick on people who annoy you, or you're likely to wind up with them following you around all event.
Respect the Food Chain At times other players will try to kill you. NPCs will frequently try to kill you. Occasionally, someone will succeed. Fortunately this isn't necessarily the end of the line. It does, however, engender a healthy respect for the person who "put you down". You will naturally want to "take revenge", however this must wait until the next event, as your character is too intimidated by their slayer (the character who actually delivered the death strike) to jump them immediately. After all, someone who managed to slay you is entitled to have you out of their hair for more than the 15 minutes it takes you to go to death's door and return! Some monsters will claim not to know who (nearly) slew them, and will instead beat up someone else to save face. In general, you must also steer clear of their companions, and Resist thwarting their schemes and stealing their gold. This rule cuts both ways. If you death strike someone, and then they turn up later, they must be one tough critter! You don't want to mess with that! You cannot attack someone you have already (nearly) slain a second time during the same event. In essence, after a killing the killer and killed must steer clear of confrontation for the rest of the event. It's an awkward situation after all. This rule is designed to prevent killings from spiraling out of control in a silly way. Next event however all bets are off! Enforcement The Food chain and Minion rules are enforced by the guardians of monster tradition- trolls and Ogres. If someone is seen as violating the spirit of these rules, the Trolls will pay that person a visit, and it won’t be pleasant. Breaking the letter of these rules is of course cheating, and can result in expulsion from the game. There are however many grey areas here, so use your sense of fair play. Traits Every player has the "Monster" trait. If you have ever broken an oath sworn by the Shadow King you have the Oathbreaker trait. You have the "Lies" trait after you speak an untruth, until you say something that is true. Read’n' and Writ’n' Most monsters can't read. But for some reason you can, though your grammar is likely to be atrocious! Tags and Flags From time to time you MAY encounter pieces of paper that have information on them, however only certain players may be able to glean some of it. All players may read yellow and white tags. Other colors may be read only by certain classes: Blue tags represent magical auras. Grey tags represent traps, secret doors, and so on. Orange tags represent historical, financial or trivial information.
Life's Tough and Then… Monsters and Mayhem is about life and death. Actually, mostly death. While as a player you will mostly be on the "dealing" side of death, you should view death as inevitable unless you are very lucky, and accept it with good grace. Have a backup character ready! Fortunately, most "death" actually just represents a near death experience. Anyone who has seen a few movies knows that really important monsters rarely stay dead. There's always the inevitable comeback! Perhaps your character was just playing possum. Perhaps an allied spirit took a hand. Perhaps you're just that tough! After taking a death strike or suffering the “Death” effect you must lie there for five minutes to give others the chance to loot your possessions, admire your corpse, boast of their victory, etc. Then you should become a spirit and sneak off to the NPC building. There you will roll the "Dice of Death" to see your fate: If you roll a: 1 - 2 Very bad… Something bad happens. Roll on the Unfortunate Event table below. 3 - 5 Kinda Bad, All things Considered… Full recovery. A close call, but you can return to the game. 6 Kinda Good! Something good happens. Roll on the Fortunate Event table below. Unfortunate Event 1 Especially Dead This time, the tenacious hold that keeps your spirit attached fails, and you shuffle off to the Great Dungeon in the Sky. Make a new character. 2 That Hurt…. a Lot Your character is mauled, beat on the head, intimidated, driven insane, or a pleasant combination of several. The net effect is that you lose a level. Has no effect on 1st level characters. You can regain the lost level by finding 50 Gold Pieces and bringing them to the NPC building for medical treatment. 3 Maimed Arm You can’t use one arm for the rest of this event. 4 Maimed Leg You cannot run for the rest of the event. 5 Lingering Wound Lose one Hit Points until you can find 25 GP and bring it to the NPC building for medical treatment. 6 My Shinies! Someone steals all the game items on your person.
Fortunate Event 1 Looting the Slain You find 1-6 GP among your fellow wounded. 2 - 3 Gotta be more Careful This Time! You gain one free “Resist” against any attack. Must be used during the current event. 4 See The World With New Eyes You gain a new spell (if a spell caster) or the ability to read flags of the color of your choice. 5 Hardened Up You gain one resist per event against fear or Torment, permanently. 6 Inspired! You gain a level, but must turn in all bloodstone you have ASAP. Important slang: Going to the NPC building is referred to as "Taking a Death". To “spike” someone is to deliver the “Death Strike” effect. The Good News about Death When you return to game after dying you have full Hit Points, and your skills are restored as though it was a new event (except Memorization). Armor- it’s not just for Ogres Anymore Many characters can wear a certain amount of armor, as described in their character class description. In order for armor to function you must be wearing something that looks like armor, and you must have one or more "Armor Tags". Each armor tag adds one Hit Points, so the total amount of damage you can take and stay standing, is Hit Points + Armor Points. Armor tends to need a lot of upkeep. Every time you are reduced to zero, your armor "Breaches", and you must rip one armor tag up.
Creating a Character
To create a character, choose a Class and a Gift. You begin with as many safe boffer weapons (including crossbows but excluding bows and arrows) as you desire, but that's it. This is so that there's no temptation to mug you right away for your starting money. Everything else your character must win for himself/herself.
Masters of the art of stealthy death, assassins use a variety of techniques to dispose of their enemies. They are particularly adept at striking from the shadows, and the use of Poison. They are the hooded skulkers found at the elbow of the powerful, and the cheerful but deadly who hide in plain sight. Special Attacks_______ Assassination Maim 1 1 1 2 1 2 2 3
Level Hit Points 1 3 2 3 3 3 4 4 5 4
Backstab 3 Damage 3 Damage 4 Damage 4 Damage 5 Damage
Resist 1 1 2 2
Swiftness 1 1 2 2 2
Weapons and Armor Assassins may use any one handed sword, and can wield a long sword and short sword simultaneously. They may use any thrown weapon or missile weapon, and may carry up to 3 thrown weapons at any given time. Assassins may wear one point of armor. Accuracy The crossbow is a weapon of choice for assassins, and they do one extra damage when using one. Thus a basic, untagged crossbow that would normally do one point of damage, uncalled, damage does "Two Damage" in the hands of an assassin. Assassination The ultimate ability of the assassin, this skill allows one to call “Death” and strike with a weapon. It can be used a limited number of times per event and follows the rules for special attacks. This blow must be aimed at the torso, but counts wherever it hits. Resist An assassin has highly tuned reflexes, and may call “Resist” against any thrown spell or missile a limited number of times per event. They may NOT call Resist against hand weapon attacks.
The signature ability of the assassin is to slay or at least severely maul anyone they can sneak up on. To perform a backstab, the assassin must be behind the victim, facing the same direction, and not running. It is not possible to perform a “drive by” backstab, or a “reach around” backstab. The assassin calls the damage they Afflict just before they strike. Each victim can only be backstabbed ONCE. The damage is shown on the table below. Disengage An assassin may call "Disengage" once per combat. Lore Assassins have keen eyes and can read GREY tags. Poison Use Assassins may use poison, if they can buy, find, or steal some. See the Common Item list. Pick Lock Sometimes assassins need to break in to do their work, so assassins can pick locks. Swiftness An assassin can use this ability to make a swift exit or a limited number of times per event. The assassin runs away in a safe manner. As long as s/he keeps running, s/he may call “Resist” against all hand to hand attacks. It does not help with spells or missile weapons. Special Attacks An assassin can make a limited number of “Maim” attacks per event. These follow the rules for special attacks, given at the start of the class list.
Blade Masters are experts in the “martial art” of the forces of Darkness- Jhimvata, the way of the three blades. They are capable of extraordinary feats of arms, but tend to excel more in duels than in open battle. Special Attacks_______________ Parry Resist Resist Fear Torment Maim 3 Damage 1 1 2 2 2 1 1 1 3 3 3 2 1 2 4 4 4 2 2 2 5 5 5 3 2 3 5 5 5
Level Hit Points 1 3 2 3 3 4 4 4 5 4
Weapons and Armor The art of Jhimvata carefully restricts the weapons of its practitioners. At 1st level, a blade master may use the Fang, a sword 24” in length or less. At 2nd level, they may begin to use the Claw, a sword less than 36” in length. At 4th level, they may use the Talon, a two handed sword 48” to 60”, and at 5th level, they may use the Claw and Fang simultaneously. These are the only weapons a blade master may
perform his class abilities with. However, a blade master also may opt to use any single melee weapon (one handed or two handed), though he gets no special benefit from doing so. Blade masters cannot use two weapons besides the Claw and Fang, cannot use a shield, and cannot use missile weapons. Blade masters also cannot take the Shield Master gift. Resist A blade master has supernatural reflexes, and may call “Resist” against any thrown spell or missile a limited number of times per event. They may NOT call Resist against hand weapon attacks. Immunities Blade Masters are immune to the “Disarm” effect while fighting with a Jhimvata blade. They are also immune to the “Torment” effect. Lore Blade Masters are attuned to the supernatural, and can read BLUE tags. Special Attacks A blade master can make a limited number of Torment, Maim, and 3 Damage special attacks each event. These follow the rules for special attacks, given at the start of the class list. This is a placeholder. Parry A blade master can use the “Parry” effect to deflect a deadly blow a limited number of times per event as shown below as well. They must be wielding a Jhimvata blade to do so. Resist Fear Only the bravest and cruelest are accepted into the ranks of the blade masters, and those who succeed are nearly immune to fear or panic. Blade masters may call “Resist” against a “by Fear” effect a limited number of times per event. Rigidity of the Way Blade masters may not take the Shapechanger gift. Spell Deflection Blade Masters can deflect spells with their blades. They may call “Resist” to any spell packet attack that strikes their blade.
A brute character is one who can take a beating and keep fighting- an ogre, giant thug, troll or such. Their abilities come from strength and resilience. They have more Hit Points and more ability to wear armor than any other character. Special Attacks________ 5 Damage 10 Damage 1 2 3 4 5 1
Level Hit Points Armor 1 5 2 2 5 3 3 6 3 4 6 4 5 6 4
Shatter 1 1 2 2 2
Resist 1 1 2 2 3
Weapons and Armor Brutes are somewhat limited in their weapon choices, favoring simple axes, clubs and heavy swords. They may use any single weapon of 60” or less in one or two hands, and they may use foam thrown rocks if they are found at hand (but no other throwing weapon. A brute starts out with the ability to wear 2 Armor, but this increases as they go up in level, until they can become an almost unstoppable juggernaut. Disengage Brutes can easily force smaller foes back with a sweep of their weapon. They may call "Disengage" three times per combat. Shatter A brute can smash their foes shields and weapons, gaining the ability to call “Shatter weapon” or “Shatter shield” while swinging a weapon a limited number of times per event. Resistance Brutes are resistant to many things that would cripple a weaker character. A brute may call “Resist” against the Torment or Maim effects, or any effect “By Fear”, “By Poison” or “By Pain”. They may do this a number of times per event as listed on the chart. Slow Brutes are a bit slower than your average monster, and may never run. Special Attacks A brute can deliver extremely powerful blows, gaining the ability to call “Five Damage” or even “Ten Damage” a limited number of times per event. Unlike a warrior’s warcraft, these skills are only used up when an opponent acknowledges the hit by role playing the effect or calls a “Parry”, “Resist” or “Resist”. If the swing misses, or the opponent physically blocks it with a weapon or shield, the skill is not used up and may be used again later during the event. A brute may only try to hit a single foe a number of times
equal to his Special Attacks. For example, if a Brute has 3 special attacks left, and is blocked twice by his foe, he may only try to that foe once more with the special attack.
Mutant is the catch all for the strange and misshapen critters that live on the fringes of the camps of the forces of darkness. Playing a mutant requires that you put a little extra effort into your costume to look decidedly misshapen or bizarre. Level 1 2 3 4 5 Hit Points Gifts Resists 3 3 1 3 4 1 4 4 2 4 5 2 5 5 2
Weapons and Armor Mutants may use any sort of weapon, wear 1 point of armor, and use a single thrown weapon. They may use a shield but may not use two weapons at once. Gifts Instead of starting with 1 gift, mutants start with 3. However, they may not take the “Shapechanger” or “infiltrator” gifts. They gain additional gifts as they go up in level. Lore Mutants can choose one color of flag to read. Resistance Mutants are resistant to many things that would cripple a character whose body and mind were a bit saner. A brute may call “Resist” against the “Torment” or “Maim” effects, or any effect “By fear”, “By Poison” or “By Pain”. They may do this a number of times per event as listed on the chart. SHAMAN A shaman is a monster’s healer, the best hope of the injured. This makes them powerful and sought after. In addition to their healing, they are minor spell casters and have some ability in battle. Spells Raise Dead 1 1 2 __________________ Level 1 Level 2 1 2 2 1 3 1 3 2
Level 1 2 3 4 5
Hit Points 2 2 3 3 4
Healing 4 5 6 7 8
Weapons and Armor A shaman can wear 1 point of armor, can use any one handed melee weapon, and may use a shield. They may only use one weapon at a time and may not use missile weapons. Healing A shaman can deliver the “Heal by Magic” effect a limited number of times per event. To do this they need to concentrate for 30 seconds with their eyes closed and hands free. Lore A shaman can read Orange flags. Medical Skill A shaman automatically has the first aid gift in addition to their regular gift. Memorization ONCE per event a shaman can study their spellbook for 10 minutes to renew all their spells. This power cannot be refreshed by any means- even if you somehow renew all your abilities, you don’t get your memorization ability back. Raise Dead The ultimate power of the Shaman is the ability to raise the dead. This must be done BEFORE the dead player proceeds to the NPC building, and takes a 5 minute ritual, at the end of which the shaman calls "Purge Death and Bestow Undead". The raised monster gains the “undead” trait, but does not gain the powers of the vampire gift or suffer other effects. Spell Casting Shamans cast spells and have spell books exactly like warlocks, though the number of spells usable is shown below. They also have true names and the Spellcaster trait. Starting Spells Shamans start with two first level spells in their book.
A summoner is a warrior- but without weapons. Instead, such individuals hurl bolts of flame or ice upon their foes. They are as limited as warriors, in that all they can do is Shatter, but they can harm creatures which are not affected by ordinary weapons. Level Hit Points 1 3 2 3 3 4 4 4 5 5 Bursts Storms Summoning 2 2 3 2 3 3 4 4 4 4 Damage 2 3 3 4 5
Weapons and Armor Summoners are not skilled in the use of any weapon, nor may they wear armor, though it is possible to take a gift to change this. Elemental Burst This ability can be used as many times as shown on the chart. The summoner gathers a large fistful of spell packets, and throws them all at once, calling “Two Damage by (Element)”. Elemental Storm This ability can be used as many times as shown on the chart. The summoner plants her feet, and begins throwing packets, calling “One damage by (Element)”. The packets are thrown one at a time, and she can keep throwing them until she moves her feet, or takes damage. Lore Summoners feed on magical power, and can read Blue tags. Spellcaster Though summoners are not spell casters as such, they have the "Spellcaster" trait and have a "True Name" which is also a trait. Summoning This ability can be used as often as you like. To use it, the summoner closes their eyes and concentrates for a 30 second count. During this time they cannot be holding anything in their hands. They may then open their eyes and throw a spell packet, calling the amount of damage indicated on the chart. Once summoned, they can hold the packet for as long as they wish, but if they move their feet or take damage, the effect is wasted. A summoner must choose to summon fire or ice. This can be important, as some creatures are immune to one or the other. If a summoner needs to summon a different element for some reason, s/he can, but the damage is reduced by one. This applies to elemental bursts and storms too.
A thief is particularly concerned with money- acquiring it, spending it, guarding it from others. Many smaller, sneakier humanoids such as goblins or kobolds gravitate naturally to the path of the thief. Level Hit Points - Resist - Bypass - Evade - Holdout - PP -Set - Slip - Swiftness - Waylay 1 2 1 1 2 1 2 2 2 1 2 3 1 1 3 3 3 2 1 3 3 2 1 1 3 4 3 2 1 4 4 2 1 2 4 5 3 3 1 1 5 4 3 2 2 4
Weapons and Armor A thief may use any one handed weapon, any missile weapon, and may carry up to 3 thrown weapons. They may wear 1 point of armor. Resist A thief has highly tuned reflexes, and may call “Resist” against any thrown spell or missile a limited number of times per event. They may NOT call Resist against hand weapon attacks. Black Market A thief can go to the NPC building up to twice per event, and can buy or sell up to 10 items each time. Items purchased are bought at the standard rate, while items sold get half their standard price. They are used after all. Disengage A thief may call "disengage" twice per combat. Evade Trap A thief can call “Resist” against a limited number of traps s/he sets off per event. Holdout This skill allows a thief to conceal one item on their person (per use) so that it will not be found on a search. The item gains the "holdout" trait, and must actually be concealed. This skill can also be used to find well hidden items instead. The thief should call "Detect holdout" when searching, and the other thief must give up the item. Lore Thieves can read Grey and Orange tags. Pick Locks A thief can, of course, pick locks. At higher levels they gain the ability to simply bypass a lock and open the locked item. The number of times this can be done is shown on the chart below. Pick Pockets A limited number of times per event, a thief can attach an alligator clip with the following text on it to a person’s pouch, pocket, bag, etc. “Afflict to Clipped. This pocket/pouch has been picked. Place the contents in the envelope marked ‘__________________’ on the Wall of Woe.” Fill in the blank with an identifying phrase. You must place an envelope with the same phrase on the wall of woe. The clip tag should be yellow. Set Trap This allows a thief to set up a standard mousetrap, or place a “popper”. Traps must be stationary- they can’t be thrown or otherwise used as offensive weapons. Remember that the person who sets the trap off takes the effect, so you can’t trigger one yourself. You can set traps a limited number of times per event.
Slip Bonds A limited number of times per event a thief can struggle out of bonds- rope, manacles, or any “by web” effect. Swiftness A thief can use this ability to make a swift exit or a limited number of times per event. The thief runs away in a safe manner. As long as s/he keeps running, s/he may call “Resist” against all hand to hand attacks. It does not help with spells or missile weapons. Waylay A thief can club someone from behind and render them unconscious. The thief must be behind the victim, facing the same way, and not running. S/he taps the victim on the shoulder with a safe weapon and calls “Knockout”. This can be done a limited number of times per event.
A warlock is a spell caster, the archetypical deadly and mysterious magic user. They have less ability to deal out direct damage than a summoner, but their spells are far more versatile. Spells Resist Magic Level 1 2 1 3 1 3 2 4 2 4
Level 1 2 3 4 5
Hit Points 2 2 2 2 3
Counter 2 3 3 4 4
Level 2 1 2 2 3 3
Level 3 1 1 2
Weapons and Armor A warlock may not wear armor, but may use a short sword or staff. Counter Magic By concentrating for 30 seconds with their eyes closed and hands free, a warlock can use the “Purge Magic” effect. This can be done a limited number of times per event, and can be thrown as a packet or used by touch. Lore Warlocks can read Blue flags. Spell Casting The premier ability of a warlock is to cast spells. A warlock can cast a limited number of spells per event, as shown below. To cast a spell, the warlock must recite a 10 word incantation, then state the effect of the spell and throw a spell packet (if necessary). If the spell caster takes damage while reciting the incantation or effect, the spell cannot be thrown and is lost. A spell is used up whether it hits someone or not. You may cast any spell in your spell book- you do not have to choose them in advance.
Memorization TWICE per event a warlock can study their spell book for 10 minutes to renew all their spells. This power cannot be refreshed by any means- even if you somehow renew all your abilities, you don’t get your memorization ability back. Spell Book A spell caster chooses their spells from the Spell List, and records the spells in a spell book. A spell book is enchanted with powerful protective magics and is a red sticker item- it cannot be stolen or Shattered. You cannot move someone else’s book more than a few feet. However, if you get a look into someone else’s book (voluntarily or without their permission), you can copy ONE spell from it to yours. You can do this once per event. You may also copy spell scrolls into your book- this Shatters them. True Name Every spell caster has a “True Name”. This is the source of their power, but it is also a weakness, since their true name becomes a trait- spells cast upon their true name will work on them. Your true name must be written down in your spell book, but it can be encoded or hidden in gibberish. Warlocks also have the "Spellcaster" trait. Starting Spells A warlock starts with 4 first level and 3 second level spells of your choice in their book. Every time they gain a level they may add two spells of first or second level to their book, or one third level spell. Magic Resistance As the most powerful sorcerers, warlocks are hard to effect with magic, and can call “resist” against a “by magic” effect a limited number of times per event. Warrior The warrior class is a typical fighter- your basic ork, chaos knight, mercenary scum, bodyguard, or the like. Level 1 2 3 4 5 Hit Points 3 4 4 5 5 Disarm 1 1 1 Parry Resist Fear 1 1 2 1 2 1 Warcraft “Two Damage” “Torment” “Maim” “Three Damage” *
* At fifth level, a warrior may use their warcraft TWICE against each foe faced. Weapons and Armor A master of weapons and armor, a warrior is versatile and effective in battle. A warrior is able to use any single missile or melee weapon, in one or two hands, and may use shields freely. Warriors do not, however, have the ability to use two weapons at once. They may only carry a single thrown weapon at a time. Warriors may wear up to 2 points of armor.
Warcraft The Warcraft ability allows the warrior to use a special attack against EACH foe they face. However, they only get one try to hit with the special attack. For example, a first level warrior with the “Two Damage” warcraft ability can call “Two Damage” before swinging a weapon at each foe they attack. However if the warrior calls “Two Damage”, swings, and the target jumps out of the way, or blocks with their shield, etc. the ability is wasted and the warrior cannot try again. Warcraft abilities are also usable with missile weapons. Which effects a warrior can call using their warcraft is listed below. A warrior can always CHOOSE to use the effect from a lower level if the tactical situation warrants it. Disarm A warrior can knock a foe’s weapon out of their hand. This ability is usable only a few times per event, as shown on the table below. Parry A warrior can use the “Parry” effect to deflect a deadly blow a limited number of times per event as shown below as well. Resist Fear Warriors are hardened over time, and become resistant to fear and panic. A warrior may call “Resist” against a “by Fear” effect a limited number of times per event. Witch Doctor Witch doctors are tricksters and showmen, who bamboozle and deceive their way through life festooned with gourds, runes, feathers, and skulls. They have a smattering of different abilities from other classes. Witch Doctor Level Hit Points 1 2 2 2 3 3 4 3 5 4 Spells Level 1 1 1 1 2 2
Heal 2 3 3 4 4
Pick P. 1 1 2 2 2
Waylay 1 1 1 2 2
Level 2 1 1 1 2
Level 3 1 1 1
Weapons and Armor Witch doctors may use any single hand weapon or missile weapon. They may not carry more than one thrown weapon and may not use shields or two weapons at once. Witch doctors may wear one point of armor. Lore Witch doctors can read Orange and Blue flags. Spell Casting Witch doctors cast spells exactly like warlocks, except for the number of spells they can cast. They have true names and spell caster traits.
Memorization ONCE per event witch doctors can study their spell book for 10 minutes to regain all their spells. This ability cannot be renewed by any means. Connections Witch doctors can go the NPC building once and buy up to 5 items at the standard rate. Disengage Witch doctors can call "disengage" once per combat. Healing A shaman can deliver the “Heal by Magic” effect a limited number of times per event. To do this they need to concentrate for 30 seconds with their eyes closed and hands free. Medical Skill Witch Doctors get the first aid gift for free. Pick Locks At third level witch doctors gain the ability to pick locks. Pick Pockets Witch doctors can pick pockets as a thief. Poison Use Witch doctors can use poison. Summoning Witchdoctors can summon bolts of elemental energy in the same way as a summoner, however, they can only ever do two points of damage with them. They must choose fire, ice, or lightning damage. Waylay A witch doctor can club someone from behind and render them unconscious. The character must be behind the victim, facing the same way, and not running. S/he taps the victim on the shoulder with a safe weapon and calls “Knockout”. This can be done a limited number of times per event.
Agility Once per game you may call “Resist” against any effect (this is different from most “Resist” abilities in that you CAN use it against melee attacks. You may call "Disengage" three times per combat. Ambidextrous This gift allows you to use any two weapons you are usually capable of using at the same time. These must be one handed weapons. Archery "This gift allows you to use a bow, (not a crossbow), even if not normally allowed to your class. You also have the ability to make your own arrows. You may fire 5 arrows per battle without expending any tags. At least 15 minutes must pass between "battles". If you want more, you must purchase them normally." Armored Hide You have tough skin, perhaps bony or scaled. Or maybe you have so much armor it always gives you SOME protection no matter how damaged it is. You have one permanent “Armor Point” (in essence an extra Hit Points). You do not need a tag for this; it does not “breach” and cannot be stolen or Shattered. This NOT in addition to the armor points you wear for your class. Example: If you can wear two points of armor, and have “Armored Hide” you always have your 1st armor point, but can only get one more to make a maximum of two. If you are not allowed to wear any armor, you can still take this gift to get one armor point however. Brawler Three times per event you can throw a packet at someone and call “Knockout by weapon.” Since this represents a punch, kick, or head butt, you can only throw them at someone in melee combat. Since they are “by weapon” they can be blocked by a shield or weapon. You also gain 1 resist per event against Maim or Torment. Claws You may use two “claws” (red weapons with no cross guards) in combat. These are immune to the “Disarm” effect, and the “Shatter” effect counts as a “Maim” instead. Courage You can call “Resist” against a “By fear” effect three times per event. In addition, once per event you can call a “Heal by Courage” on yourself, restoring yourself to full Hit Points. You can only do this while conscious, and it takes 15 seconds of role playing mustering your courage. Dabbler in Magic You can cast spells, have a true name, and possess the spell caster trait. The number of spells you can cast per event depends on your level:
Level 1-2 3-4 5
Spell Level 1 1 2 2
Level 2 1
Dagger Master You may carry and use up to 6 throwing daggers. This replaces any thrown weapons you would usually be allowed to use for your class. Dim You're extremely stupid. On the plus side, you have an extra point of Hit Points because you don't feel much pain. Eldritch Blast Three times per game you may hurl a bolt (packet) doing “3 damage by fire/Ice/Lightning” You must pick the type of blast you throw. You have the "Spellcaster" trait. First Aid This gift allows you to bestow the “Heal two” effect by aiding an injured person for 1 minute. This skill can only be used on someone who is unconscious (at zero Hit Points)- the net effect is to raise them to 2 Hit Points rather than the one they would have recovered without your help, and to get them back on their feet in one minute. Infiltrator This is the gift for those who don’t want to wear any specific costume. Your character looks just like an ordinary human (or elf, or whatever), a little shady perhaps, but nothing out of the ordinary. You are able to pass yourself off as one of the good guys, and can deceive many of your foes, at least in the short term. Eventually, you may start developing a reputation and be less successful. In addition, no matter how notorious you are, you can use your appearance to purchase goods from merchants. Once per game, you can buy up to 5 items from the standard items list by going to the NPC building. If you don’t have a costume that marks you as an Evil Doer, you MUST take this gift. If for some reason you don’t have your costume at a given event, your regular gift is replaced with “Infiltrator”.
Pilferer You gain the ability to pick locks, and to use the thief “pick pocket” ability and “Holdout” ability a limited number of times per event as shown below. Level Pick Pocket Holdout 1-2 1 1 3-4 2 1 5 2 2 Ponderous You’re tough but slow. You cannot run, but possess an extra point of Hit Points. This gift may not be taken by Brutes. Shapechanger You have two identities, and get to choose two classes. Only one class, the one associated with your current form, is “active”- that is you can only use the abilities of one class at a time. In order to switch to the other class you must change your costume. For instance, a werewolf might have the abilities of a warlock (spell casting) in humanoid form and that of a warrior (fighting) in wolf form (putting on a wolf mask). You have the "Shapechanger" trait. Mutants and blade masters may not purchase the Shapechanger gift. Shield Master This gift allows you to use a shield, regardless of the restrictions of your class, and the shield may be of any size as long as it is safe. Toughness Instead of recovering to 1 Hit Points five minutes after being unconscious for 5 minutes, you recover to 3 Hit Points (or your full Hit Points if it is less than 3). Your armor, if any, is still breached. You must receive the “Heal” effect to restore your lost Hit Points beyond 3. Note that if you healed while unconscious, you get no benefit from this gift. Vampire You are effected by “to undead” effects. You regain 1 lost Hit Points every time you successfully deliver a Death Strike. You can only Death Strike someone once, and you must be certain that this has not already been performed on the character in question. Weapon Master This gift allows you use any weapon, regardless of the usual restrictions of your class. It does NOT allow you to use a large shield or to fight with two weapons at once. You MAY use a buckler.
Pursuing the Path to Power In time you may be able to gain levels, if you are lucky, skillful, and cunning. To gain a level you must find "Bloodstone" and save up enough to bring to the NPC building to go up a level. The amount required is shown below: Bloodstone Required New Level 5 (5 Total) 2 15 (20 Total) 3 25 (45 Total) 4 35 (80 Total) 5 (Max) You must horde your bloodstone until you have enough to go up a level- you cannot make a "partial deposit" at the NPC building. You can also use Game bucks help yourself on your way. Three game bucks count as one Bloodstone. You may only ever gain one level per event, by any means. Levels Beyond 5th "Upon reaching 5th level in one class, you may begin study of a new art by paying 200 gold pieces at the NPC building. You now become first level in a class of your choice. Your second class gives you new abilities, however, these are not cumulative with your old class. Your Hit Points, ability to wear armor, number of spells, healing ability, etc. are those of whichever class is higher. You must also obey the armor restrictions of a class while using abilities from that class - i.e. you cannot cast spells as a warlock while wearing armor. Finally, advancement is slower - you pay double bloodstone/gamebucks for each level in your second class, triple in your third, etc.
In Monsters and Mayhem there are 3 broad categories of Treasure: Bloodstone, a.k.a. Dark Blood a.k.a. Power Stones a.k.a. Quintessence. This is the really good stuff, the essence of the now deceased dark lord himself. A character that is able to lay hands on a sufficient supply will be able to go up a level simply by bringing enough pieces to the NPC building. Bloodstone can be found nearly anywhere, but it particularly clings to the former servants of and items associated with the Dark Lord. Bloodstone does not go bad and can be saved for future games. Bloodstone is also occasionally used in the most serious magic’s. Bloodstone can be “absorbed” into your body. Others can try to drain it from you by various means, but this is difficult. The effect of this is that only a single piece of bloodstone can be stolen from you by any means in any given hour of play.
Gold, a.k.a. Shinies a.k.a. Money Gold holds first place in many monster's hearts. Aside from its aesthetic appeal, gold has two primary uses: Bribery - Gold often has a surprisingly powerful effect on the forces of good, who are usually quite fond of looting and pillaging, and a monster who goes down in combat with the local adventurers can expect to be looted almost before their body stops rolling. Therefore, it can be better to give up the gold in advance in hopes of gaining some advantage. Your fellow monsters may also be susceptible to bribery. Buying Stuff - Though there are few merchants willing to trade with monsters, there are always ways for a creature of the night with plenty of coin and a few connections to acquire useful items on the black market. Thieves, Witchdoctors, and characters with the infiltrator gift have the ability to go to the NPC building and buy items from the Item List (see below). Other characters can do so as well, but they pay 150% of the normal price, since they are forced to deal only with the most unscrupulous traders. They also may do this only once per event. For simplicities sake, all money is represented by the traditional Gold Piece, and all prices are in gold pieces. Breaking a gold piece reduces its value to zero. Equipment, a.k.a. “Stuff” Stuff is items that are potentially useful, giving you an advantage. Stuff is represented by paper tags which are ripped up when the item is used or Shattered. As a general rule, the tag must be found and ripped up BEFORE the item's power can be activated. This helps ensure a proper accounting of items used, and also gives innate character abilities the edge, since they can be used more quickly and easily. Tags should be associated with a prop of the right sort- a weapon of quality should go with a safe boffer weapon, a potion with a small bottle, etc. In the event that you find a tag without a prop, you should transfer the tag to a suitable sack or backpack that could reasonably hold the item in question. Useful stuff can be found as treasure from time to time, but more often has to be purchased or stolen from a fellow monster. Below is the list of common items, with their black market value. Armor Point (3 GP) Grants one point of armor, which is added to your Hit Points. When you receive the "Heal" effect, your lost armor points are restored as well as your Hit Points. Your class and level limit the number of armor points you can use, and you must be wearing some sort of real armor to use your armor points. Armor "breaches" every time you are reduced to zero Hit Points, and you must rip up one tag before you get back up after recovering. Healing Potion (5 GP) Bestows the "Heal by Magic" effect. You must rip the tag as the potion is consumed. Spell Scroll, 1st Level (10 GP) When read, allows you to cast a single first level spell. Alternatively, a spell caster can copy the spell into their spell book. Only characters who can read can use a scroll. Scroll tag is Shattered after use.
Weapon + 1 (40 GP) Allows you to call "2 Damage" once against each opponent you face. If your swing misses or is blocked you cannot use this power again against the same opponent. This is a permanent item, it is not used up when used, but is ruined if your weapon suffers the "Shatter" effect. Beer (4 GP) Up to 6 monsters can partake of these strong spirits- the item is expended regardless of how many drink. Afterwards, they gain the ability to call "resist" against the next "by fear" effect they suffer. However, they must role-play drunkenness, and if they stop role-playing they have "sobered up" and cannot use the resist. It is possible to use multiple doses to gain more than one resist. Wine (10 GP) Only a single monster can benefit from wine, and it causes drunkenness as above. However, for as long as you role play drunkenness (max 1 hour) you gain one extra Hit Points. You can't benefit from more than one dose of Wine at a time. Oil (3 GP) You must call "Resist" against the next "by Web" effect after you apply the oil. Multiple doses have no extra effect- you only get one resist. Oil takes one minute to apply. Talisman of Protection (20 GP) Allows you to call "resist" against one "by magic" effect. You can choose which effect to resist and do not have to rip the tag until after you use the resist. However, you must immediately brandish your talisman and rip the tag. You can only own one talisman at a time. Blade Poison (15 GP) Usable only by characters who can use poison. When you apply it to a weapon, which takes a minute, you can then call "death by poison" on your next attack with that weapon. If the blow misses or is blocked the poison is wasted. Instead of ripping the tag immediately, tape it to the weapon. Caustic Tar (2 GP) Usable only by characters who can use poison. Works like blade poison above, except that you call "Torment by poison". Sleep Dart (10 GP) Usable only by characters who can use poison. Allows you to throw a "Knockout by poison" packet. Takes time to prepare- you must rip the tag up in advance, and then hold the packet in your hand until you throw it. Contact Poison (10 GP) Usable only by characters who can use poison. Allows you to apply petroleum jelly (contact poison) to one object or surface.
Feast (50 GP) Up to 6 monsters can partake of the feast- it is used however many you allow in. Takes ½ hour to use, and you must supply real food, drink and entertainment. At the end, all monsters reset their "Per event skills" and can use them as though it was a new event. Blasting Powder (5 GP) Allows a Summoner to use their "burst" ability one an extra time. The tag must be ripped when the packets are placed in hand. Antitoxin (5 GP) Gives you the "Purge Poison" effect when drank. Note that curing "Death by poison" is not possible- the person is already dead! Alternately, you can drink it in advance, allowing you to call "resist" against one by poison effect, but only for the next 15 minutes. Errand (5 GP) This item is used immediately when bought. Allows you to send an "off board" NPC to deliver a message or item to an NPC, or spread a rumor of your choice. This will generally have some plot effect, though it may not be what you expect. Assassination (20 GP) This item is used immediately when bought. An assassin of level 1-3, rolled randomly will attempt to carry out the hit against the person of your choice, within reason, as soon as is practical. Helmet (5 GP) You must wear an actual helmet. Allows you to call "Resist" against one "Knockout" effect. After that the helmet is dented and useless. Heavy Crossbow (10 GP) This powerful crossbow requires two hands to use, but does "2 Damage" every time it is fired. Arbalest (70 GP) This superb weapon is a heavy crossbow that does "3 Damage". Arrows (2 GP for 10) Arrows are fired from a bow, basically a boffer weapon in the shape of a bow. Arrows are represented by spell packets that do "One Damage by Weapon". When firing arrows, you must role play drawing the bow and the arrows must be kept a pouch, not held in a "death blossom". In general the firing process must take at least 3 seconds. Rip up one arrow tag every time you place 10 new arrows in your "Quiver". Arrows break when they hit and cannot be retrieved. Fire Arrows (20 GP for 5) Fire arrows do "Two Damage by Fire" but are otherwise identical to arrows.
Spells Below is the spell effect available for each level. Remember that you must compose your own incantation, which you must say before calling the effect of the spell and throwing the spell packet. Bane spells. Many spells target only a certain sort of creature. These are listed as "Effect to (Type)" such as "Three damage to (Type)". When you choose such a spell, you must decide on the type you wish to affect from the following list: Animal, Undead, Spellcaster, Oathbreaker, Construct. If you copy the spell, you must of course include the same type of target as the original spell! First Level Purge Magic Root by Magic Disarm (item) by Magic Slow by Magic One Damage by Magic Three Damage to (Type) by Magic Bestow Resist Fire Bestow Resist Ice Bestow Resist Web Bestow Resist Lightning Root by Web Detect (type) by Magic Detect Lies by Magic Purge Knockout by Magic Second Level Maim (Limb) by Magic Bestow Resist Magic Bestow Resist Knockout Five Damage to (Type) by Magic By Gesture, Torment to (Type) by Magic Paralyze (Type) by Magic Heal (Type) by Magic Frenzy by Magic Bestow Resist vs. Paralysis Paralyze by Web By my Voice, Slow by Web Third Level By My Voice, One Damage to (Type) by Magic By My Voice, Torment to (Type) by Magic By Gesture, Three damage to (type) by magic 5 Damage by Fire Paralyze by Magic By My Voice, Heal (type) by magic By My Voice, Heal One by Magic By My Voice, One damage by Magic Permanent Maim (Limb) by Magic Permanent Weakness by Magic By My Voice, Purge Root and Slow By My Voice, Purge Magic Purge Paralysis Bestow Resist vs. Death Death to (Type) by Magic
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