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General Rules…………………………..3 Kindred…………………………..

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Tags……………………………………5 Ocelynn………………………….49
Living, Bleeding and Dying…………….5 Talents, Skill Sets and Classes…….50
Resurrection……………………………7 Martial Skill Set…………………..51
Focus and Abilities……………………..9 Magical Skill Set………………….52
Recovery………………………………12 Learned Skill Set…………………53
Combat………………………………..13 Cunning Skill Set…………………54
Weapons……………………………….15 Adept…………………………….55
Last Resort……………………………..18 Agent…………………………….57
Shields………………………………….18 Artisan……………………………59
Armour…………………………………20 Brute……………………………..61
Damage Types………………………….24 Champion………………………..63
Effects………………………………….25 Evoker…………………………...65
Looting, Searching and Harvesting……...30 Healer…………………………...68
Stealing…………………………………31 Hunter…………………………...71
Assess…………………………………..32 Oracle……………………………73
Power…………………………………..33 Rogue……………………………75
Alcohol and Drugs……………………..35 Wayfinder………………………..77
Character Creation and Management…...36 Skills……………………………..79
Progression …………………………….38 Magic……………………………94
Retraining………………………………39 Dominion of Flame……………...97
Ancestries, Origins and Cultures………. 40 Dominion of the Storm…………100
Humans………………………………..41 Dominion of the Wilds………….103
Sovereign………………………………41 Dominion of the Heavens………106
Fjorr……………………………………42 Dominion of War……………….110
Unbrokk’n……………………………..43 Dominion of the Vael…………...113
Evarra…………………………………44 Dominion of Blood……………..117
Vyrden…………………………………44 Auxiliary Skills…………………..120
Ciellan…………………………………45 Gathering & Wildcraft…………..122
Ebos…………………………………...45 Whispers & Secrets……………..125
Kel’Jar……………………………….…46 Income & Wealth………………127
Kel’Jar Khas……………………………46 Trade & Commerce……………130
Kel’Jar Nokh…………………………..46 Crafting & Production………….133
Fae…………………………………….47 Smithing……………………….135
Gwyllt Fera…………………………….47 Alchemy……………………….140
Havaela…………………………………48 Enchantment …………………147
Khor……………………………………48 Diseases………………………..153
True Blooded Khor………………….…48 Hexes………………………….154
Low Blooded Khor…………………….49 Locks…………………………..155

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Chronicles is a game of honour, there is no winning, and there is no losing. Play the game to the best of your ability and
do not knowingly cheat or exploit the rules. By doing so you lessen the stories and emotions experienced by yourself and
the other participants.

There are situations in the game and rules where a player is required to touch another player’s shoulder which includes
but is not limited to casting certain spells, assessing conditions, etc. The touch to the shoulder is to help inform the
target player that they are receiving a beneficial effect or ability.

Physical roleplay for the purpose of these rules mechanics is to be conducted only on a target player’s shoulder(s).
Players must ask for consent to touch another player’s shoulder by asking, “Ok to touch?” and consent can be given or
not by replying “yes” or “no.”

If the target player chooses to not give consent, the asking player simply needs to hold out their hand near the target
player and use the ability or effect as normal.

If the target player chooses to give consent, the player may touch their shoulder and use the ability or effect as normal.
At any time, a player may withdraw previously given consent.

There are times during game that a pause needs to occur. This can be due to an injury, medical emergency, narrative
description and so on. At any time, if necessary, a player, NPC or organizer in need of a Game Pause to occur may
initiate a pause by calling out “Red Light”.

At this time everyone present is expected to stand still or take a knee if necessary, until such time that the pause can be
resolved. All ongoing in game counts, combats, effects, etc. are paused, and play is effectively stopped. If any first
aid/organizer/plot is required, call for the appropriate response or send a runner to Plot Camp if necessary.

When the pause is no longer needed, the person who initiated the pause or another appropriate person may resume
game by calling out “Is there any reason for this pause to continue?” If no reason is provided, the person may call out
“Green Light!” At this point the game and all counts, effects, and so on will then resume.

This is the separation of a player and a character as well as the real world and the game world also referred to as in game
and out of game.

In Game (IG) refers to the character’s experience and stimulus which should be responded to in character.
Out of Game (OOG) refers to an action, locations or items which are not part of the game world.

If players need to go OOG, they should ensure minimal interruption of other player's game experience and to keep the
break from game as brief as possible. This should only be done when a player is injured, needs to tend to an OOG
matter, etc. Players should strive to stay IG and always maintain immersion.

Going OOG is represented by holding a hand or weapon to one’s head or by wearing a white headband. If this is
observed, the PC or NPC is considered not present and is to be disregarded until they signal, they are IG by removing
the headband or their hand or weapon from their head. While OOG in IG areas, limit your speaking to asking only
necessary game related or personal care questions. Conversation breaks immersion, and if used excessively, may be met
with disciplinary measures. Should the need arise for a player to leave an IG situation due to the content they are free to
go OOG and leave the area; they will not he faulted but the scenario will continue for the remaining players.

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OOG areas, such as washroom facilities, or a player’s vehicle or those designated by the organizers are to be used solely
for OOG purposes. Do not use these areas while IG such as escaping to them from an encounter for example.

Beds and sleeping areas are considered OOG for all purposes. Keep your OOG belongings such as medication or
clothing stowed underneath them or nearby. Do not keep any IG items unattended on beds.

Verbals are how PCs and NPCs interact mechanically in game. It is how the information of spells being cast and
weapons dealing damage, amongst other things, is communicated.

Verbals must be understandable when spoken. If a verbal is spoken incorrectly or incoherently the attack or ability
simply does not occur.

If a call is not genuinely heard by a target and they do not respond accordingly, the attack or ability simply does not
occur.

Counts represent periods of time that elapse or actions taken that a character can perform. All counts are completed at 1
count per 1 second. Counts are completed by stating the action and the count number (Example: Counting 1…Counting
2…Counting 3…).

There are two types of counts: involuntary and voluntary:

Involuntary Counts: These counts represent a character experiencing a specific state and are as follows:
Bleeding Count
Dying Count
Sleeping Count
Unconscious Count

Voluntary Counts: These counts represent actions taken by a character and encompass any count described that is not
an involuntary count. Interrupting these counts cause them to end and any effect they were creating ends. Voluntary
counts are interrupted if the character chooses to end the count early or if the following occur to the character:
Receive Body Point damage
Receive a Daze effect
Becomes restrained
Enters their Sleeping, Wounded, Bleeding or Dying state

Tracking counts can become more difficult the longer a count is; other methods of tracking beyond verbally or mentally
are allowed such as hour glasses or analog pocket watches. No digital means of time tracking are permitted such as a
digital watch or smart phone.

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Props and physical representations (phys-reps) used in game come in all shapes and sizes. Tags are small pieces of paper
that represent that an item exists in the world and holds value. Tags hold all the information a player will need to
determine what an item is and what it provides. All tags require initials, date and approval from an organizer to be used.

There are 2 types of tags used in game: Single and Dynamic.

Single tags are used for any item that does not have multiple states such as resources or consumables. These tags will
display any relevant information for the item and the amount the tag represents. Tags for single tag items or resources
that are destroyed, consumed, or otherwise removed from play must be submitted to a plot team member, destroyed or
put in the garbage after use.

These tags are used to represent items that have varying states such as if an item is broken for example. These tags are
folded once to give 4 different fronts to provide relevant information. These are kept in a clear plastic sleeve that is
attached to an item to provide a current state by displaying only that side of the tag. All tags and sleeves are provided by
the plot team.

Dynamic tags are used to represent Weapons, Shields, Armour and Locks.

To breathe, to live, and to exist are privileges too many take for granted; it only takes but one chance encounter to steal them away

There is a spectrum between life and death where a character’s position within it can change drastically from one
moment to the next from living and well to dead and gone. The following details the various states and
requirements a character must follow when being attacked and receiving damage.

Body Points represent your character’s well-being; a character at their maximum body points is at their healthiest,
while a character with only a few points remaining is in a dire condition. When a character receives damage, points
are subtracted from the character’s total Body Points whereas when a character receives healing their Body Points
are increased up to the character’s total Body Points.

Every character’s Body Points begin at 8, 10 or 15 depending on their Ancestry.

Temporary Body Points represent a measure of increased endurance and vitality. Temporary body points act as
normal Body points and are in addition to a character’s Body points. These points cannot be healed or used for
any purpose beyond receiving damage and are removed before normal Body points when taking damage.

The following are the possible states a character may be in. If ever asked for the character’s current state via Assess
or another means, one of these states must be given.
Healthy
A character who has 1 or more body points is considered Healthy. The character can perform any ability, attack,
defend and move unhindered while they are in this state, unless otherwise noted.

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Wounded
A character that has been reduced to 0 Body Points is considered Wounded and must fall prone to the ground and
role play being in considerable pain while in this state. Excess damage from a single attack that would take a
character’s body points past 0 is disregarded. A character will always fall into their Wounded state regardless of the
damage dealt unless otherwise noted. Any amount of healing a character receives while in their Wounded state will
return them to a Healthy state with 1 body point although some characters require up to 5 points of healing. The
character will remain Wounded until they have received 5 or more damage, received any amount of healing, choose
to enter their Bleeding state or are slain.
A character in their wounded states may only speak, scream or cry out and cannot resist slay attempts unless they
have purchased specific skills and/or talents that allow them to do otherwise.

Bleeding
A character that has been Wounded and suffered further damage, or has chosen to, enters their Bleeding state. In
this state the character begins a 2.5 minute Bleed count (150 count). During this count the character must go
prone, cannot speak, move, use abilities, and remain motionless. The character can only be returned to a Healthy
state by receiving any amount of healing, which will return them to a Healthy state with 1 body point, although
some characters may require up to 5 points of healing. If the character completes this count, they enter their Dying
state.

Dying
A character that has completed a full Bleed count or has been slain enters their Dying state. In this state the
character begins a 2.5 minute Death count (150 count). During this count the character must go prone, cannot
speak, move, use abilities, and must remain motionless. The character can only be affected by a Revival or Full
Revival effect, which will return them to a Healthy state with 1 body point or full body points respectively unless
otherwise noted. If a character completes this count, they have died and must proceed to plot camp with their
arms crossed over their chest with all items they were wielding and carrying when the count ended.

Any tagged belongings a character was wielding or carrying (held in the player’s hands, in pouches, scabbards etc.)
during the time death occurred that were not looted or dropped are carried with them through resurrection.

Dead
The character has suffered a true death and is permanently dead.

Sleeping
A character in this state has been put into a deep sleep by a Sleep effect. The character begins a 100 count and will
be awoken and returned to a healthy state if they complete the count, receive any amount of damage to their body
points, a slay is attempted on them or they receive an Awaken effect.

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Players who are actually sleeping are not considered to be in a Sleeping state. If they are directly affected by
damage or an effect and do not wake initially, they must be awoken and informed of what occurred. Be considerate
of players who are actually sleeping, the methods taken to awaken and inform them as well as the time.

Characters and creatures can be slain with a 5 count (Slaying 1...2...3...); this represents a killing blow that cuts deep
into vital organs, crushes a skull, etc. A count can be started on a target in their Wounded or Bleeding states and
once the count is complete, the target is moved from their Wounded or Bleeding state into their Dying state. This
requires the slaying character to hold a weapon phys-rep to the target’s torso for the duration of the count. If the
slay count is interrupted, for example, the weapon is moved away from the target’s torso, the slay is unsuccessful.

Note that some characters with appropriate skills may be able to resist a slay while in their Wounded state and only
characters who have the Blooded skill may perform a slay.

Resurrection was not always commonplace upon Baela, for time immemorial when one’s time had come, they would expire, and it was widely
thought that they would pass unto the Vael; their destination, whether blissful or tormenting, would be dependent on the life they lived. Now,
when one dies their body is consumed by a shadowy mist and after a time, they rise to the surface of one of the countless black pools that now
appear across the breadth of Baela, possibly dead or alive. To experience resurrection is not without cost, all who journey through the black can
return to the world afflictions upon their body and soul, gifts of the dark god I’liu

A character’s death is not a simple thing, after a character has died, the following details the process, for a character who
has died, to determine if and how they return to life and count themselves amongst the living once more.

When a character has completed their Death count, they have died. In game, the character’s body will appear to others
as if it is being consumed by a dark inky mist that pulls them into the ground or otherwise envelops them, and their
body disappears. The player must stand up from where they died and proceed to plot camp at a walking pace with their
arms crossed over their chest. There are ways of returning a character to life during this period, and these return the
character to life at the location where the ability is used, not the site at which they died.

Any tagged belongings a character was wielding or carrying on their person during the time death occurred that were not
looted or dropped are carried with them through resurrection.

When the player arrives at Plot Camp, they will inform a member of the plot team of the way they died. The plot
member will review the player’s character card and construct a resurrection bag. The player then draws a single marble
from the resurrection bag.

A character’s resurrection bag starts with three white marbles. If a player draws a white marble, ithier character does not
suffer any effects from the current death. After drawing a white marble, it is replaced by a black marble for the next time
their character suffers a death and must draw from the bag. If a player draws a black marble, it represents that something
has occurred to their character during resurrection and a twenty-sided die is rolled against the Resurrection chart to
determine what kind of effect the character’s death had, with additional dice rolls being made as required.

The results of the roll are revealed to the player, and their character card is updated with any additional instructions
being given. The results can range from modifiers to a character, changes to the next time they resurrect or even True
Death where a character’s death is permanent.

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True Death is a result a character may suffer during the resurrection process where they have been fated to not return to
the world. True Death is the end of a character’s story, and that character can no longer be played; while it is possible to
return from this fate, most will not experience it.

The player whose character has suffered a true death has two options. They may return to game for a time as that
character’s corpse and allow for any roleplay that may occur such as last rites or final goodbyes from other characters.

The player can choose to not to return to play and instead play as an alternative character, create a new character or, if
they have the appropriate NPC training, may NPC for the rest of the event.

Corruptions are afflictions that are a possible result of drawing a black marble when resurrecting and come in two forms,
Lesser and Greater. If a roll on any of the corruption charts results in a corruption that the character is already affected
by, a new roll is made. Characters cannot suffer from the same corruption concurrently unless otherwise noted.

The player must roll a 20-sided die (D20) for each tagged item and coin their character wielded or carried on their
person when they died. On a roll of a 1 to 5, an item is removed from play. In the case of armour tags, every 5 points is
rolled for rather than each individual point; armour of varying qualities will be rolled for separately. It is possible for
chance percentage to increase from 25% to 50% or 75% depending on the resulting rolls on the Lesser and Greater
Corruption charts, respectively.

Resurrection is a different experience for each individual and most who have travelled through the black speak of
differing but sometimes similar visions and ordeals. Each resurrection a character accrues has an associated experience
that must be rolled for with a 20-sided die (D20).

After all the results have been determined, the player will then be sent to a resurrection pool where they return to game,
living or dead. Resurrection pools can be found in various locations and players will be informed of their locations at the
beginning of game. Living characters emerge from the pool and continue play, while dead characters return as a corpse.

Upon resurrection, a character is returned to play with the following:


Full Body Points, Full Focus Points, No active spells upon them, Full memory of their death, Any items that were not
looted, lost to the pool, or corrupted, Any active corruption(s) suffered as a result of the current or previous deaths.

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All characters have a resource they may draw upon called Focus. It represents a character’s capability to perform
feats of combat, cast spells and accomplish tasks amongst other things. Every character begins play with at least
10 Focus, while additional Focus may be purchased in increments of 5 Focus per purchase of the “Focused” skill.

All skills, spells and talents that are labeled as Active and use Focus are considered an ability.

The amount of Focus consumed by an ability is listed as part of the ability under Focus Cost and is most often in
increments of 2, 4, 6, 10 or 20. A player can use an ability as many times as they wish as long as they have sufficient
Focus remaining to use the ability. Focus is spent when an ability is activated; if a call is interrupted or said
incorrectly, the ability is not activated, and no Focus is spent. A character must be in their Healthy state to use an
ability unless otherwise stated.

Focus can be replenished in several ways but most frequently through Recovery, see page 12 for more information.

The following details the components of an ability, this covers a large portion of how most skills, talents and spells
work but each differs slightly, as mentioned in their respective sections of rules.

The name of the ability appears at the top of the entry.

This is a small, descriptive entry about the ability. This is always represented in italics and is in no way to be
interpreted as rules for the ability.

This section outlines if a Skill or Talent is Passive or Active, the latter making it an ability; whether an ability is
offensive, or defensive is shown here as well.
All spells are considered active, and their type will instead show if it is a cantrip, signature spell or a tier spell.
Offensive
Abilities marked as Offensive are used against other characters or creatures and most often deal damage or effects.
Defensive
Abilities marked as Defensive can be used to negate attacks, effects or other abilities and their verbals called within
2 seconds of the original attack or effect to successfully negate it.

Abilities are organized into tiers, and each tier has a standard cost, as seen below. Tier 0 represents an active skill,
talent or spell that requires no Focus.

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An ability’s effect outlines what occurs when the ability is active.

These are phrases in quotation marks that must be spoken aloud to activate the ability and serve to inform the
target and/or those nearby of what is occurring. Verbals can appear in any type of ability but incants are exclusive
to spells. If a verbal entry has multiple options in brackets, one must be chosen when activating the ability.
Mis-Calls
A mis-call occurs when a player attempts to state the verbal or incant for an ability but is unable to do so properly
at that moment. The ability simply does not occur, and no Focus is spent. Do not worry, this happens to everyone
at some point.

The following methods detail how an ability is delivered either to the character activating the ability or their target.
Self
This method requires only the verbal/incant, if any, to be completed for the effect to be applied to the character. If
there is no verbal/incant, the character may activate the ability as they wish.
Touch
This delivery requires the character to place their hand on one of the target’s shoulders, or in the case of an item,
holding it for the duration of the verbal/incant. Touch deliveries can target the source character as well, in this
case the character need only state the verbal/incant. If a player has not consented to touch, you may hold your
hand near their shoulder and inform them of the abilities’ effects.
Boffer
This delivery requires a successful attack with a boffer weapon specified in the ability effect to hit the target to be
effective.
Packet
This method requires a packet to be thrown and hit the target or anything the target is wearing or wielding to be
effective. This represents the character projecting an orb of magic, throwing a vial of alchemical fluid, etc.
A packet must strike the target for the effect to be successful, this includes garments such as robes or cloaks.
Where the packet strikes the target is important as some effects react differently if striking a target directly versus
striking a shield the target is currently wielding.
In the delivery sections of abilities where more than 1 packet may be delivered, a number in brackets will note how
many packets are granted. In the case of an X, any number of packets may be thrown as noted in the ability’s
effect.
*A note on packets: The Plot Team predominantly uses white packets to distinguish theirs from players. It is asked
that players make their packets from a different pattern and/or colour. While players have the freedom to
personalize their packets with colour and design, if a player’s packets are found to break immersion, they may be
removed from play.

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Rope Packet
This method requires a length of rope to be thrown and hit the target or anything the target is wearing or wielding
to be effective. This represents the character or creature throwing a bolas or projecting a sticky web, etc. To
represent the character’s struggle to free themselves, the rope must be knotted and the player must untie the knots
to free themselves. A rope packet must be knotted only with overhand knots and with a maximum of 10 knots.

A rope packet must be a rope at least 10mm thick, a maximum length of 120 cm and made from a soft material
such as nylon. Rope packets must be safety marshalled before being permitted into game.
A rope packet must strike the target for the effect to be successful, this includes garments such as robes, cloaks or
wielded items.

Durations are how long an ability will last or the requirements that must be met for it to remain active.
Instant
The ability’s effect is active when the verbal and/or count is completed and delivered as noted in the effect.
Held
The ability is active for as long as the weapon or shield is held by the character who was wielding it at the time of
activation or until noted in the ability entry. If the weapon or shield is ever broken, disarmed or un-wielded, the
ability ends; in regard to bow weapons, the ability effects the character’s bow rather than the arrows.
Stance
When activated, the immediate area the character currently is standing is where the stance is taken; this area is a
circle approximately as wide as the player’s arms when fully stretched out. The character may move freely within
this area, but if they move outside of it or enter their Wounded, Bleeding or Dying states, the ability will end.
Constant
The ability is active until the character chooses to end the ability or once a character finishes a Death count while
in their Dying state. The Focus used to activate the ability cannot be recovered or replenished while the ability is
active.
Concentration
The ability requires the character to direct their attention in one of three ways, these different methods are referred
to as Concentration: Ranged, Touch or Self and have the following additional conditions.
Ranged: Character must successfully hit the target with a packet and then must hold up a single empty
hand with their palm facing the target and stay within line of sight for the ability to remain
active.
Touch: Character must place their hand on the target’s shoulder, and it must remain there for the ability to
remain active.
Self: Character does not have to perform any additional conditions for the ability to remain active.
If the conditions are met and the ability is successful activated, the concentrating character may not attack, defend,
or use Focus on other abilities. They are free to speak and move unless otherwise noted. The ability ends when the
character chooses to stop concentrating or one of the following:
The character receives damage to their Body Points
The character receives a Daze effect
The character becomes restrained
The character enters their Sleeping, Wounded, Bleeding or Dying state

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Line of Sight
If an ability requires line of sight, the character must keep an unobstructed view of the target. To break line of
sight, an object such as a large tree, building, hill or forest that completely obscures the target from the caster must
be between them.
Count
The ability’s effect is active as long as its count is in progress. A count will stop if the character chooses to stop the
count or one of the following occurs:
A count will stop if the counting character:
The character receives damage to their Body Points
The character receives a Daze effect
The character becomes restrained
The character enters their Sleeping, Wounded, Bleeding or Dying state

These costs indicate the amount of Focus required to use an ability once .

One must rest their body and recenter their mind if they are to overcome the challenges that undoubtably arise before them

A character’s primary method of regaining Focus is called Recovery, this allows a character to replenish Focus after
spending time participating in an activity, this is called a Recovery Session. Players must meet the minimum time
requirement to recover Focus; however, they may engage in in a series of Recovery Sessions in a single sitting.

Focus is recovered at a rate of 5 Focus per every 10-minute Recovery Session completed. Characters must be in their
Healthy state to begin, and a character may only regain Focus points up to their Focus point total unless otherwise
noted. Other points may be replenished through Recovery Sessions such as Body Points and Natural Armour Points as
well.

There are several ways to increase the amount of Focus during a Recovery Session including abilities, effects, and
consumables; the maximum amount of either that can be gained during a single session is 10 points.

Recovery Session activities can include but are not limited to exploring, eating, cooking, sparring, praying, singing,
playing games, gambling, meditation, and storytelling. You must be doing an activity to recover Focus save for sleeping,
this will also count as a Recovery Session and most often a few hours rest will replenish the entirety of a character’s
Focus.

If a character’s Recovery Session is interrupted before its completion, no Focus is gained for that session. Recovery
Sessions can be interrupted in the following ways:

The recovering character attacks a target (0 Damage calls do not count as attacking)
The recovering character receives any amount of damage
The recovering character expends Focus
The recovering character receives an effect that is not Healing, Bandaged, Regenerate, Restore or Repair

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In every world there is conflict, bloodshed, victory, and defeat; Some choose to embrace it while or others are forced to endure

Combat is portion of the game that is meant to be dramatic for immersion and controlled to allow for safety,
understanding of called damage, skills, spells and so on. The following details the rules and intended conduct of combat:

The following rules apply to combat in all forms:

-Combat is always resolved using safety marshalled approved boffers and packets
-Always be aware of your surroundings, including players and the environment, while engaging in combat
-You must always be able to see your target and be aware of where your attack is being delivered.
-Attacks should always be made in a controlled and safe manner.
-Player’s heads, groins and hands are invalid targets; hits taken to these areas by any weapons or arrows are not counted.
If a player asks OOG to not be hit in a location within reason, respect their request and do so.
-Grabbing and holding weapons or shields is not permitted
-React to attacks in a dramatic way as much as possible. Getting hit hurts your character and reacting not only adds to
immersion but also allows the attacker to know that you acknowledged their attack.
-Charging or rushing into other players is not permitted

Safety checks on weapons, shields and armour should be performed regularly throughout an event, they should consist
of a quick inspection to assess the condition of a phys-rep to ensure its use will not harm to the wielder, another player
or plot team member. If ever a weapon, shield or piece of armour becomes unsafe to use, it must be immediately
removed from play until such a time as it can be repaired and inspected by an appropriate plot team member/organizer.

-Unsafe weapon conditions include but are not limited to broken cores, badly torn foam, exposed cores, etc.

-Unsafe shield conditions include but are not limited to exposed cores, exposed bolts, damaged frame, etc.

-Unsafe armour conditions include but are not limited to broken straps, sharp edges, damaged pieces, etc.

There are two different ways to attack a target: Basic Attacks, and Offensive Abilities:

Basic Attacks
Basic attacks use the base damage of weapons currently wielded by a character and increase depending on skills, talents
or abilities of the character.

Damage calls from basic attacks only need to be made after they have successfully landed. This is to reduce the number
of unnecessary calls made; calls can still be made without landing to act as a warning for example. Damage calls from
basic attacks may be reduced if the player wishes to. Example: A character can swing their great axe for “4 Normal” but
can choose to swing for “1 Normal” instead.

Offensive Abilities
Activated ability verbals must be called first and then followed by the ability. Verbals must be stated immediately before
attempting the ability.

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There are four types of attacks a player can perform and they are explained below:

The Swing
These attacks are made specifically with boffer weapons and include thrusting attacks.

Swings should be as light as possible but with enough force to ensure the target has felt it and is able to respond
accordingly.

Swings cannot be delivered from the wrist.

A weapon must be pulled back a minimum of 45 degrees or 30 cm in the case of thrusting weapons after an attack
before attacking again.

Swings should have no follow through save for draw cuts used for dramatic effect.

Each swing must always strike a different location on a target.

Bows and arrows are not to be struck in melee or used to defend against attacks

Validity of successful melee attacks is determined by the target rather than the attacker

The Touch
These deliveries are specifically made with the player’s hands.

All touch deliveries should be made to a target’s shoulder.

All touch deliveries should be gentle but firm enough to ensure the target knows they are being affected by a touch
ability without pushing or causing discomfort to the target

The Shot
These attacks are specifically made with boffer arrows shot form bows.

A cursory safety check must be performed before firing an arrow. This includes but is not limited to ensuring the boffer
head is still in place and ensuring the shaft is structurally sound. If an arrow is broken it must be removed from play
immediately.

All shots must be performed from a stationary standing position.

Always maintain a safe distance between you and targets when shooting

Arrows must be shot from a bow to deal damage, they cannot be used in melee

Never fully draw your bow when shooting

Validity of a successful ranged attack is determined by the attacker rather than the target

The Throw
These attacks are specifically made with packets and rope packets.

Packets and rope packets are to be safety checked before they are thrown.

Validity of a successful ranged attack is determined by the attacker rather than the target

Packets and rope packets are to be thrown with only enough force to ensure the receiving player has felt it to respond
accordingly.

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Blocking
Weapons and shields can be used to block a majority of basic attacks and abilities from attackers. If a basic or attack or
ability strikes a weapon or shield and not the target themselves, that attack is successfully blocked unless otherwise
noted. Melee attacks that are successfully blocked cannot be forced into a blocker; any forced attacks are considered
unsuccessful. Attacks should always be as light as possible and blocking should never be a contest of strength between
players.

Light Daggers, Bows and arrows and cannot be used to block attacks as well as arrows are not to be purposely struck
out of the air in an attempt to block them.

At any point if you feel that an attack is being delivered too hard, unsafely or incorrectly you may call “Check
Swing/Shot/Throw.” If a PC or NPC is ever attacking or conducting themselves in an unsafe or dangerous manner, call
a Game Pause if necessary.

All PCs and NPCs present are required to evaluate the situation and correct their attacks and deliveries after hearing this
call.

Melee Weapons
A character may wield melee weapons without the Common Trait if they have not purchased the Melee Weapon
Training skill. If the weapon is being used to attack, the character can only deal 1 damage with the weapon regardless
and may use the weapon to block as normal.

Ranged Weapons
A character may not wield ranged weapons without the Ranged Weapon Training Skill.

Shields
A character may wield a shield if they have not purchased the Shield Training skill but they must hold the shield in two
hands rather than in one.

From crude boot knife to masterwork spear, weapons are carried by all in some capacity to protect and harm in equal measure

Weapons are the physical means to combat an enemy, fight a battle and wage a war; the following details the
requirements specific to using a weapon in combat.

All weapon phys reps must be safety marshalled before being allowed into play. Any weapons that do not meet safety
and quality standards or exceed outside the measurements listed in the chart below will not be permitted into game.
Weapons must resemble and be easily identifiable as a member of one of the weapon groups indicated in the chart
below.

Melee Weapons
Melee weapons phys reps may be manufactured or crafted. Crafted weapons must be made with a PVC or CPVC core.

Bows and Arrows


Only manufactured bows and arrows will be permitted into game with the maximum draw weight of a bow not
exceeding 30 lbs.

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The following describes the factors that make up the weapons chart below.

Name: Describes the type of weapon and weapon group they belong to

Description: Each weapon has a description that classifies it

Short/Long - Ranged weapons such as bows of different length and power


Light – Small weapons typically used in pairs or as off-hand weapons
Heavy – Average weapons typically wielded in one hand
Great - Large weapons wielded in both hands

Damage: The base amount of damage dealt by the weapon wielded by a character with appropriate training

Traits: Weapons may have additional bonuses or restrictions; they are noted as their traits

Common – Can be wielded for their full base damage without the Melee Training Skill
Double Ended – Both ends of the weapon can be used to attack
Ranged – This weapon must be shot to deal damage and cannot be used in melee to attack or defend.
Versatile – Can be used in one or two hands – receive +1 damage when wielding in 2 hands
Delicate – Can only be used to attack and not to block attacks

Length: The overall minimum and maximum weapon phys-rep lengths

Attack:
Slash – Weapon must be swung in a slashing motion to deal damage
Shot – Weapon must be shot to deal damage
Thrust – Weapon must be thrust to deal damage

Grip: The number of hands required to attack with a weapon; a character may defend with a melee weapon regardless of
hands used.

Type
Melee weapons deal normal damage and can be used to block attacks
Ranged weapons deal body damage and cannot be used to block attacks

Skill Usage: Determines which skills may be used with each weapon

C: Cleave
I: Impale
S: Sunder
Sub: Subdue
P: Penetrate

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To draw this weapon is to part with any thoughts of victory and replace them an imperative to simply survive

Moments exist where all options have been exhausted; where there is nowhere to run, enemies outnumber, armaments
lay out of reach, and death awaits. In those moments, the only thing that can provide a glimmer of hope, is a weapon of
Last Resort.

It is a common acceptance in the world of Baela that most carry a small weapon for defense, attempting to kill with a
such a thing would prove most difficult.

All characters have access to and may keep a Last Resort on their person; these are untagged items that cannot be looted
or stolen from the character. While wielding a Last Resort, a character is immune to any Disarm effects that target the
Last Resort.

Last Resorts can take many forms such as a boot knife, a small axe or a wooden stake for examples. Last Resorts must
be a coreless boffer weapon with an overall length measuring between 20 cm to 30 cm.

Last Resorts deal 1 Normal damage, this damage cannot be increased, and the damage type cannot be changed.

Last Resorts cannot be used with abilities, cannot be used to slay characters or creatures, cannot be enchanted, do not
count as a weapon for purposes of abilities and cannot be used to block attacks.

Built to defend, wielded to protect, entrusted to safeguard; shields have been a staple of warriors and armies alike since ages past

For those who choose to wield a shield in battle; the following details the requirements specific to using a shield in
combat and their classifications.

Shields are wielded two different ways depending on if the character has the Shield Training skill or not:

Character does not have the Shield Training Skill – A character must hold a shield in both hands to wield it.
Character does have the Shield Training Skill – A character may hold a shield in a single hand to wield it.

Shields will provide protection only when wielded in the hand(s). Shields stowed on a player’s body do not provide any
protection; for example, a shield slung over a player’s back or hung off of a belt provide no protection from attacks.
Hands that are wielding shields cannot wield weapons but may hold items not currently in use. Shields can be strapped
and/or have handles.

Shields block all damage from attacks that do not meet or exceed their Resilience Value. Attacks with a damage type
other than Magic, Penetrate and Unstoppable will not affect the wielder if they strike the shield.

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The amount of damage a shield can take before it breaks is its Resilience Value. If a shield is dealt damage that equals or
exceeds it resilience value or is struck by the Sunder effect, it is considered broken. Wielding a broken shield provides no
protection, and any attacks that strike it also affect the wielder; broken shields may be restored in a variety of ways, such
as magic or smithing and Resilience Values can be increased in a variety of ways including skills, talents, magic, and
crafting.

The size of a shield phys-rep determines its type in one of three categories: Light, Heavy and Great.

These values provide the sizes to determine the type of shield a phys-rep can be. The values provided are for all shields
regardless of shape.

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To defend and secure, to protect and endure. A safeguard from harm, malevolence, and charm. A barrier and shield, to nothing it shall yield

Armour, in all of its forms, provides characters with a measure of protection; whether from crafted items, magical spells
or natural occurring, it will protect characters from harm when they need it most.

Armour Points require a phys rep that is represented by actual fantasy period armour. Armor can take on many forms,
and the charts further in this section serve as a guide to determine the value of a piece of armour in terms of armour
points or how much protection it will provide in the game. The amount of armour points a piece will provide is based
on two factors: the amount of locations it covers as seen in the Armour Locations chart as well as its type and any
modifiers relevant to it, as seen in the Armour Types and Modifier Charts. players will be provided with an additional tag
that shows how many armour points their phys-reps can represent.

In game, a character can accumulate tags that match the armour type (cloth, leather, chain, scale or plate) of their phys
reps and the total of those tags represents their available armour points. Armour points can neverexceed the point value
of the currently worn armour phys rep.

For example: A chainmail shirt’s maximum armour value is found to be worth 30 points. In game, one needs to find,
buy or craft a Chain Armour tag with a value less than or equal to 30 points.

Each piece worn will contributes its armour value to a character’s total amount of armour points.

A character can have a maximum of 125 armour points, they may have the tags and armour phys-reps to represent a
higher amount of armour but may never benefit over the maximum amount. This maximum amount does not include
Natural Armour or Temporary Armour points.

Natural armour is assumed to be part of the character, such as hardened or scaly flesh for examples. Natural armour acts
in the same manner as physical armour except they do not need to be represented, they cannot be repaired, they do not
become broken when they are reduced to 0 points, and they are replenished to their full amount when a character
completes a single recovery session.

Temporary Armour Points act as normal armour points except they cannot be restored or repaired and are removed
from the character when reduced to 0 points.

Armour tags do not need to be attached to armour, but players are required to keep them on thier person while wearing
armour phys reps. Multiple tags can be combined to represent your total current armour; multiple qualities can be worn
and all effects for the different qualities occur when your armour is reduced to 0, broken, reinforced, etc.

For example: If you are wearing 30 points of normal quality armour and 10 points of superior quality armour, when your
armour points are reduced to 0 the normal quality armour is broken while the superior quality armour is not.

Armour points are subtracted as the character takes damage from attacks, abilities and spells, except when they are
struck by an attack with the body damage type. The body damage type allows an attack to bypass a target’s armour,
leaving it undamaged, instead damaging a character’s body points directly.

Armour can only take so much damage before it is rendered useless. When a character’s armour points are reduced to 0,
their armour is considered broken and can only be repaired for 50% of its total value rounded down until it has first
been restored.

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Damage is inflicted in the following order: 1) Armour followed by 2) Natural armour, if present and 3) Body points. If a
character’s armour ever reaches 0 it is broken and its tag must be changed to the broken state if the armour tag is given
to another PC or NPC while in that state.

Damage is dealt in this order if a character has the appropriate armours. If they do not, the damage proceeds to the next
applicable armour or body points.

Armour is primarily repaired in two different ways, by an Armour Smith or by the Reforge magic spell. Damaged armour
can be repaired while it is worn and while it is not worn as well.

Armour that has been damaged to the point where it has reached 0 armour points has become broken can only be
repaired up to a maximum of 50% of its total points until restored. If the armour is given to another PC or NPC while
in a broken state it must have its tag flipped to the correct facing.

When armour that is worn is being repaired, the wearer will be given a value of how much their armour has been
repaired, this will vary depending on the repair method. The value replenishes the wearer’s armour point pool rather
than individual pieces of armours armour totals.

When armour that is not worn is being repaired, the repairer simply keeps track of the current amount of armour points
they have repaired and inform the owner when they retrieve the armour.

Multiple armour pieces can be layered, and their values combined, providing additional armour points per location. Any
armour types can be combined up to a maximum of 5 armour points per location. If you have purchased the Heavy
Armour Skill, your maximum armour points per location is increased to 10.

The location on the diagram below shows the possible locations a character may wear and receive armour points for.

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Cloth Armour
Minimum Requirements: Padded or quilted cloth of at least 1.5mm thickness when fully compressed
Base Armour Points per Location: 1
Maximum Armour Points per Location: 3

Leather Armour
Minimum Requirements: Leather or Hide of at least 1.5mm (4 oz.) thickness
Base Armour Points per Location: 1
Maximum Armour Points per Location: 3

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Chain Armour
Minimum Requirements: Rounded or flattened steel rings that are riveted, butted, split or welded together with a
minimum thickness of 18 gauge wire, with an inner ring diameter of at least 10 mm and a
weave of at least 4 to 1. Chain made from a metal or alloy other than steel or aluminum, such
as titanium, will be rated as steel.
Base Armour Points per Location: 3
Maximum Armour Points per Location: 5

Scale Armour
Minimum Requirements: Steel scales with a minimum width of 15mm and length of 20mm woven together with a chain
backing made of split, butted or welded steel rings with a minimum thickness of 18 gauge wire,
with an inner ring diameter of at least 5 mm. Scales made from a metal or alloy other than steel
or aluminum, such as titanium, will be rated as steel.
Base Armour Points per Location: 4
Maximum Armour Points per Location: 6

Plate Armour
Minimum Requirements: Solid steel plating of at least 18 gauge thickness. Plate made from a metal or alloy other than
steel or aluminum, such as titanium, will be rated as steel.
Base Armour Points per Location: 4
Maximum Armour Points per Location: 6

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Harm manifests itself in many forms; all will eventually lead to death but each with it own unique path

Damage types represent the various ways damage can be dealt; they all must be delivered to a target via boffer or
packet but some work differently depending on the situation. The following are considered regular damage types
and affect a target’s armour points, if any, before damaging their body points.
There are circumstances where a damage type may have reduced effect or no effect on a target.

Normal Damage
Deals damage to a character or creature’s Armour Points and/or Natural Armour Points before damaging their
Body Points.
The following count as normal damage types and only take an additional effect if their targets have a vulnerability
to them as noted below.
Fire Ice Lightning Disrupt Silver Deep Iron Corruption Alchemical

Body Damage
Deals damage to a character or creature’s Body Points directly regardless of any armour the target may have.

If a target with a vulnerability is dealt damage to their body points with an attack that affects their vulnerability,
they receive 2x the specified damage from that attack.

These damage types are delivered with an amount of damage or with an effect in addition to their own effects as
seen below:

Decay
If a target receives damage from the Decay damage type, either to their armour or shield, they receive double the
damage stated. If the character is not wearing armour, their armour currently had no armour points remaining or
are not wielding a shield that is struck, they receive the stated amount of damage.

Drain
If a target receives damage from the Drain damage type, they lose the amount of Body Points equal to the damage
stated, and the source of the damage heals that amount in Body Points.

Explosive
If a target receives damage from the Explosive damage type, they lose the amount of Body specified.

Focus Drain
If a target receives damage from the Focus Drain damage type, they lose the amount of Focus Points equal to the
damage stated, and the source of the damage replenishes that amount in Focus Points.

Magic
If a target receives damage from the Magic damage type and it strikes a shield they are wielding, the damage will
affect them as if it hit them directly instead.

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Poison
If a target receives damage from the Poison damage type, they will receive the damage or the stated effect at the
time of delivery as well as each time they use Focus until the Poison is removed.

Purest
If a target with a vulnerability is dealt damage to their Body Points with an attack with the Purest damage type that
affects their vulnerability, they receive 3x the specified damage from that attack instead of 2x.

Unstoppable
If a target receives an effect and/or damage from the Unstoppable damage type, they are unable to use activated
abilities to negate it. Or if it strikes a target’s shield, the damage will affect the target as if it hit them directly
instead.

The following are the effects that a character may encounter during an event:

Effect: The character or creature negates the last amount of either Fire, Ice or Lightning damage and instead receives
that amount of Healing.

Effect: The target enchanted item’s enchantments are now active. The item’s tag must be flipped to its activated state.

Effect: The target cannot move, attack, defend, consume items or use activated abilities until removed. Target must
roleplay extreme pain and discomfort for a 100 count duration or until removed.

Effect: The target, in their Sleeping state, is returned to their previous, Healthy or Wounded, state.

Effect: The target heals 5 Body Points upon completion of their next recovery session, the affect end after that recovery
session.

Effect: The character creates a barrier in a single doorway, this barrier will block any passage from the side opposite the
character but passage from the character’s side is permitted. Although characters and creatures are blocked, weapons,
packets and arrows will pass through either direction.

Effect: The character has applied the last body damage they were affected by to their Armour Points rather than their
Body Points.

Effect: The target must be successfully hit with a rope packet; after being hit, the target is forced into a stance and
cannot leave until all the knots on the rope packet are successfully untied. The target may not leave the stance but can
attack, defend, consume items, and use abilities while affected. The target or another character may also use a weapon
capable of the Cleave skill to cut the target free with a 10 count (Cutting 1…Cutting 2…Cutting 3…) or if the target
receives at least 10 Fire damage, they will be free of the Bind.

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Effect: The character may attack a target’s limb; this attack must strike a target’s arm or leg to have effect. If the target
limb is an arm and the target is successfully struck, it can no longer be used. Any item currently wielded in the hand of
that arm can remain wielded but cannot be used to attack or block while in that hand. If the target limb is a leg and the
target is successfully struck in the leg, the target is considered to have the Cripple effect. Regardless of which limb is
attacked, it remains attached to the target, but the Cleave effect must be removed before the limb can be used again.

Effect: The character or target is not affected by the spell they were just affected by; the verbal must be called within 2
seconds of receiving effect.

Effect: The target can only take 1 step per 1 count until healed for any amount.

Effect: The target cannot run, attack, use abilities or defend themselves for a 3 count. Target cannot be affected by an
additional Daze effect while currently dazed.

Effect: The target’s Body points are immediately reduced to 0 and is immediately put into their Dying state from their
Healthy, Wounded, Bleeding or Sleeping states. The Death effect does not affect Armour Points.

Effect: The target enchanted item’s enchantments are now inactive. The item’s tag must be flipped to its activated state.

Effect: The target drops designated weapon to the ground in a safe manner; it must come to a rest on the ground before
it can be retrieved.

Effect: The target’s Body points are immediately reduced to 0 and is immediately put into their Bleeding state from their
Healthy, Wounded or Sleeping states. The Dispatch effect does not affect armour points.

Effect: All spell effects currently on the target are removed and any activated magical items including weapons, shields,
staves, locks or scrolls the character is wielding or carrying are deactivated. A Dispel effect that passes through a Barrier
effect upon it will remove that effect.

Effect: The creature uses it’s Power value to engulf a character; the target cannot move, attack, defend, consume items
or use activated abilities while engulfed except abilities with the Escape effect. The target may attempt to resist becoming
engulfed using their own Power value at the time of engulfing.

Effect: The character is no longer affected by the following effects: Engulf, Root, Restrain, Bind or Full Bind. In the
case of Bind and Full Bind, the character must drop the rope packet in its current state.

Effect: The character is not affected by the last attack, ability, alchemy, or effect they were just affected by. The verbal
must be called within 2 seconds of receiving effect.

Effect: The character negates the last attack, ability, alchemy, or effect that affected a target; requires the character to
touch the target on the shoulder. The verbal must be called within 2 seconds of the target receiving effect.

26
Effect: The character cannot use or recover Focus points until they have successfully completed a single full recovery
session to remove the effect.

Effect: The character cannot recover Focus points until they have successfully completed a single full recovery session
to remove the effect.

Effect: The target must immediately break line of sight with Fear source or choose to crouch with their hands above
their head and not move, attack, use abilities, consume items, or defend themselves for a 10 count. If the target receives
any damage or other effects, the Fear effect is removed.

Effect: The target must attack the closest character or creature to them until they are put into their Bleeding state,
Sleeping state, restrained for a 100 count or the effect is removed. If restrained they must attempt to resist restrainers
using their Power value and attempt to break free.

Effect: The target must be successfully hit with a rope packet; after being hit, the target is forced into a stance and
cannot leave until all the knots on the rope packet are successfully untied. The target may not leave the stance, attack,
defend, consume items but may use abilities while affected. The target or another character may also use a weapon
capable of the Cleave skill to cut the target free with a 10 count (Cutting 1…Cutting 2…Cutting 3…) or if the target
receives at least 10 Fire damage, they will be free of the Full Bind.

Effect: The target Body Points are healed to their full Body Point total.

Effect: The target, in their Dying state, is returned to their Healthy state with their Body Points healed to their full Body
Point total.

Effect: The target receives a single use of the specified effect.

Effect: The target heals Body Points in the amount specified.

Effect: The character may inspect an enchanted items tag and view its enchantments. The item’s tag must be replaced in
the normal state once viewed.

Effect: The character’s counted actions and abilities are not interrupted when taking damage to their Body Points.

Effect: The target receives the accompanying effect on all viable targets on themselves. If affected by a Mass Sunder, all
weapons and/or shield the target is currently wielding are affected. If affected by a Mass Cleave, all of a target’s limbs are
affected.

Effect: The character has reduced the damage amount they received to 1 of that damage types or in the case of poison,
the character only receives the initial damage/effect. The verbal must be called within 2 seconds of receiving effect.

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Effect: The character is not affected by any damage or effects that strike their currently wielded shield with the Magic
damage type, all damage and/or effects affect just the shield instead.

Effect: Target can only take 1 step per 1 count until removed. 100 count duration or until removed.

Effect: Target cannot move, attack, defend, speak or activate abilities. 100 count duration or until removed.

Effect: Character negates the last melee attack or offensive skill that affected them; requires a weapon to be wielded at
time verbal is called. The verbal must be called within 2 seconds of the target receiving effect.

Effect: The character negates the last melee attack or offensive skill that affected a target; requires a weapon to be
wielded at time verbal is called. it must touch the target character’s torso. The verbal must be called within 2 seconds of
the target receiving effect.

Effect: The target has a specified count that they are currently counting halted; counts may resume if certain conditions
are met.

Effect: The character may attack a shield with an arrow, the attack bypasses the target’s shield and deals the weapon’s
damage directly to the target.

Effect: The target heals 5 Body Points upon completion of their next recovery session, the affect ends after that
recovery session.

Effect: The character negates the last spell that affected them, and the spell source instead receives the spell’s damage
and/or effects. There is no limit to how many times a spell may be reflected.

Effect: The target chooses a single effect currently affecting them of the specified type and it is permanently removed.
In the case of multiple instances of an effect, character chooses which is removed.

Effect: The target’s Armour Points are replenished in the amount specified.

Effect: The target may not proceed closer than 3 meters (10 ft.) to source.

Effect: The character is not affected by the effect they were just affected by. The verbal must be called within 2 seconds
of receiving effect.

Effect: The target is unable to move or attack while restrained but may use abilities with the Escape effect; the target
must move where directed by their restrainers and may resist slay attempts while restrained. The target may attempt to
resist becoming restrained using their own Power value at the time of restraining.

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Effect: The target armour, weapon, shield or lock is returned from a broken state to a normal state.

Effect: The target chooses a single lesser corruption currently affecting them and it is transferred to the source. The tag
for the specific lesser corruption must be given to the source.

Effect: The target, in their Dying state, is returned to their Healthy state at 1 Body Point.

Effect: The target cannot move away from their current location for a 5 count.

Effect: The character is only reduced to 1 Body Point if affected by an attack that would reduce them to 0 Body points.

Effect: The target cannot speak or cast spells for 100 count duration or until removed.; they may still respond to Assess
and use skills, talents or abilities that require verbals.

Effect: The target is put directly into their Dying state from either their Wounded or Bleeding state and begins their
Death count. A weapon is required to be held to target’s torso for a 5 slay count (Slaying 1…Slaying 2…Slaying 3…)

Effect: The target is put into their Sleeping state for a 100 count duration. If the target receives any damage, other
effects, or a slay is attempted on them, the effect ends.

Effect: The target can only take 1 step per 1 count while source is within line of sight.

Effect: The target is returned to their Healthy state from their Wounded or Bleeding state with 5 Body Points; cannot be
used on self unless otherwise noted.

Effect: The target weapon, shield or lock is put directly into its broken state from its normal state.

Effect: The character is not currently affected by a single effect while it is suppressed but it is still present.

Effect: The target must crouch with their hands above their head and not move, attack, use abilities, consume items, or
defend themselves source is out of line of sight.

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Call it spoils, loot or trophies; claiming another’s belongings or remains a prize is a practice as old as any can remember

Looting, searching, and harvesting represent what a character may do when in search of goods or coins from other
characters or creatures. Whenever a character wishes to loot, search, or harvest they must place their hand on the target’s
shoulder and complete the appropriate count, at that time the target will provide the appropriate items or tags. At no
time should anything be taken forcefully, or a player physically searched.

Looting represents a character checking over another character or creature’s body for anything of value and taking it.
Only coin, tags and tagged items may be taken in this way and this can include items such as weapons, resources, etc.

Looting is a 5 or 50 count, pending on the type of looting and can only be performed on characters in their Wounded,
Bleeding, Dying or Sleeping states. Looting is performed in one of two ways, listed below:

Looting Wielded Items


Tagged items that are held in a player’s hands or worn around the player’s wrists at the time of looting are considered to
be wielded for the sake of looting. They may be taken by completing a 5 count (Looting 1, Looting 2, Looting 3...) at
which time the character being looted must give all currently wielded tagged items, to the character performing the
looting count.

Looting Carried Items


Any items not wielded but kept in scabbards, bags, or pockets on the character are considered to be carried. They may
be taken upon completing a 50 count (Looting 1, Looting 2, Looting 3...), at which time the character being looted must
give all carried tagged items, tags and coin to the character performing the looting count. In the case of a character with
no visible means of carrying an item, a looting count can still be performed on them. Note that certain talents may
prevent a character from being looted and armour cannot be looted.

If a tagged phys-rep is looted, the tag attached to it cannot be removed and placed on another phys-rep, it must remain
with the original phys-rep. A player reserves the right to keep a phys-rep from being looted, if they choose to keep the
phys-rep they must surrender the tag immediately. Tags acquired in this manner may be attached to another appropriate
phys-rep.

If a looting count is interrupted before completion, the count must begin again and completed to successfully Loot the
target.

Searching represents a character checking another character's belongings and observing what they are currently carrying
without taking items from them.

A search count may be completed on a target in any state to reveal what they are carrying rather than taking their
belongings. Upon the completion of a 50 count (Searching 1, Searching 2, Searching 3...), the target must reveal all
tagged items, tags, and coin they are currently carrying, save for any items that have been hidden using the Conceal
effect, but not surrender them.

If a Searching count is interrupted before completion, the count must begin again and completed to successfully Search
the target.

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Harvesting represents a character performing a necropsy or field dressing a creature and retrieving parts and/or organs.
These parts and organs are represented by Offal Resource or Creature Resources and can be utilized in a variety of ways
including alchemy, trade, rites, etc.

A character must have access to the Post Mortem skill to be able to Harvest creatures.

Harvesting is a 50 count (Harvesting 1, Harvesting 2, Harvesting 3...) and can only be performed on creatures or
monsters in their Bleeding or Dying states. Once the count is complete the NPC playing the creature or monster will
produce Offal Resource tags and/or Harvested Part tags and give them to the character performing the Harvest Count.

If a Harvesting count is interrupted before completion, the count must begin again and completed to successfully
Harvest the target.

Players may “steal” unattended items from other PCs and NPCs but only tags and tagged items may be taken this way.
All phys-reps that are stolen must be reported to Plot Camp as soon as feasibly possible, with any phys-reps returned to
their owners or plot camp at the end of event with absolutely no exceptions. Any items that are stolen must be treated
with the utmost respect and returned in the same condition as they were taken, if not better. Note that arrows and
armour phys-reps are not tagged directly but instead carried separately on the player and therefore cannot be stolen.

If a tagged phys-rep is stolen, the tag attached to it cannot be removed and placed on another phys-rep, it must remain
with the phys-rep.

If a player wishes to have their phys-rep returned before the end of the event, they may come to plot camp and a
solution will be found.

If an untagged phys-rep does not belong to you, do not take, or use it without receiving explicit out of game permission
from its owner.

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Not all appears as it is seen with the naked eye; experience, study and natural ability can all reveal in detail what truly lies before one

Assess represents a character being able to determine a certain aspect or characteristic about a character or creature
where it is not possible to determine without OOG information.

The Assess system allows a player to ask a target an OOG question and receive an OOG response. These questions, all
prefaced with “Assess,” represent the character gathering information visually such as the condition of a target’s armour
or if a target is bleeding out for examples.

To perform an Assess, players must place their hand on the target’s shoulder and state “Assess” followed by the type of
Assess, the target must then answer with the correct information as noted below.

All characters can perform Assess: State while all remaining forms of Assess must be accessed through other means such
as purchasing Skills and Talents.

Only the assessing character can learn the assessed info, unintentionally heard information should be
dismissed.

Target must respond with their current state. (Healthy/Sleeping/Wounded/Bleeding/Dying/Dead)

Target must respond with how many Body Points they are currently down from their Body Point total.

Target must respond with how many Armour Points they are currently down from their Armour Point total. If the target
is not currently wearing armour, they must reply with “Not wearing armour.”

Target must respond with their armour’s current state, either “Normal” or “Broken.” If the target’s armour is broken,
they must also state 50% of their armour value rounded down. For example: If the target’s armour point value is 40 and
their armour was broken, they would respond “Broken 20.” If the target is not currently wearing armour, they must
reply with “Not wearing armour.”

Target must respond with “Yes” or “No” depending on if they are currently poisoned or not respectively.

Target must respond with “Yes” or “No” depending on if they are currently diseased or not respectively and state which
disease(s) they are currently affected by.

Target must respond with “Yes” or “No” depending on if they are currently hexed or not respectively and state which
hex(es) they are currently affected by.

Target must respond with “Yes” or “No” depending on if they are currently corrupted or not respectively and state
“Lesser” and/or “Greater” pending on what corruptions they are affected by.

32
There will be times when many must come together to overcome an obstacle or to perform a feat and moments when one must draw upon every
ounce of strength they have and rise to the challenge alone

Players may come across situations or encounters where Power is required as a solution or is an opportunity.
This can involve just an individual character or multiple characters working together to meet that value depending on the
situation.

In any situation detailed below requiring a Power value, an initiator must begin the action by stating “With the Power of
X, I/We...(action).” X is equal to the initiator's Power value, in some instance where other character may assist , 1 is
added to the value for every other character assisting in the action. Actions may have limitations on how many
characters may participate, if at all, and may include additional limitations.

For example: A group of characters comes across a character who is trapped under a fallen tree; the tree can only be
moved with the Power of 5. A group, which consists of 5 characters, each with a Power of 1 can move the tree
successfully. An initiator would state, “With the Power of 5, we lift the tree” using their Power value of 1 as the base
value and adding an additional 4 to that value, 1 for each assisting character, and the action would be successful and the
trapped character freed.

A player cannot push, pull, grab, or complete an action using Power outside of the following circumstances or
when prompted by a module or member of the plot team.

All characters and some creatures in game may be carried, most usually targets who are not able to walk normally or
quickly by themselves. This is represented by the initiating character who intends to carry the other placing an empty
hand on the target’s shoulder and stating, “With the Power of X, I carry you” where X is equal to the carrying
character’s individual Power value. Carrying a character only requires the Power of 1, but the carrier and target may only
walk during the carry. Up to 1 additional character may assist in carrying the target character; each carrying character
must place an empty hand on the targets shoulders and the initiator may add 1 to their Power value for the additional
carrier. With a Power of 2 or more, either from a single carrier or additional carriers, the carrier(s) and target may run
during the carry. Characters may be transferred to a new carrier by the new carrier stating, “With the Power of X, I carry
you.” At any time, a carried character may be put down by the carrier(s) removing their hands from their shoulders.
Alternatively, the carried character may end the carry at any time by removing the carrier’s hands from their shoulders.

Creatures may be carried but may require more than the Power of 1 to be carried at a walking speed. At the completion
of the statement “With the Power of X, I/We carry you”, the NPC playing the creature will inform the potential carriers
if they are successful or not. For the creature to be carried at a running speed, the Power required to walk must be
doubled.

Characters may restrain other or be restrained against their will. To restrain a target, an initiating character must place
both of their empty hands on either shoulder of the target and state, “With the Power of X, I/We restrain,” where X is
equal to their Power value. Their Power value must exceed the targets for them to successfully restrain. Up to 1
additional character may assist in restraining a target; each restraining character must place both empty hands on either
of the targets shoulders and the initiator may add 1 to their Power value for the additional restrainer. The restrainer(s)
are considered concentrating while attempting a restrain, and their concentration can be broken as normal.

If the target has a defense against restraint they may call the verbal for that effect or if they have an equal or higher
Power value they may state, “With the Power of X, I resist,” where X is equal to their power; in either case, the restrain
attempt fails. If the target is restrained, then they are unable to move, attack or defend themselves but may use abilities
with the Escape effect. Restrained targets must move where directed by their restrainers at a walking pace and may resist
slay attempts.

33
Characters or creatures may force or deny entry or exit to a building or space that has a door that can be currently
opened and closed and is believed to be blocked by other characters or creatures. If a character or creature wishes to
force a door open, an initiating character or creature stating, “With the Power of X, I/We force entry/exit.” Those
attempting to force entry or exit must wait at least 2 seconds before entering to allow for a denial of entry/exit call to be
made, if any. At this point, characters or creatures may choose to deny them entry if they have a sufficient Power value
to at least meet the opposing value. If they are able to, the initiator must state, “With the Power of X, I/We deny entry!”
A maximum of 2 additional characters may assist the initiating character or creature and participate in forcing or denying
entry.

If the forcer(s) have the higher Power value or no denial of entry is made, then the door is opened, and the forcer(s)
have successfully forced entry. The deniers must make way as if they are pushed aside as the door opens. If a denier(s)
meet or exceed the forcers’ value, then the door remains closed and the forcer(s) have been successfully denied entry.

At no point should actual force be used to determine if a door opens or closes.

Certain creatures can consume, absorb or swallow characters whole and to most this is a grim fate but there are those
with the strength to escape. To restrain a target, a creature must attack and successfully strike the target and state, “With
the Power of X, Engulf.” If the creature’s Power value exceeds the targets, they successfully deal the Engulf effect to the
target. If successful the character must go OOG, place their hand on the NPC’s shoulder, follow them and listen to their
instructions.

If the target has a defense against Engulf, such as the Escape effect, they may call the verbal for that effect or if they
have an equal or higher Power value they may state, “With the Power of X, I resist,” in either case, the Engulf attempt
fails. This defense may also be called at a later time if the Engulf is successful, for example, if a character was Engulfed
while in their Sleeping state, when that count ends they may state any defenses.

After successfully Engulfing a character, the creature may deal additional damage, effects or attempt to slay the engulfed
character and any Body damage dealt to the creature is also dealt to the Engulfed character; the character also is unable
to move freely, attack, defend themselves use items or use abilities. If a character dies while engulfed, they resurrect as
normal.

At any time, a creature may eject an Engulfed character; the character is returned to play with all damage, effects or state
changes that occurred while Engulfed. If a creature who has successfully engulfed a character dies while the character is
still engulfed, the character is ejected where the creature died and returns to game.

Carrying
Carrier: “With the Power of X, I/We carry you.”

Restraining
Restrainer: “With the Power of X, I/We restrain.”
Restrainee: “With the Power of X, I resist.”

Forcing/Denying entry
Forcers: “With the Power of X, I/We force entry/exit.”
Deniers: “With the Power of X, I/We deny entry/exit.”

Engulf
Engulfer: “With the Power of X, I Engulf.”
Engulfee: “With the Power of X, I resist.”

34
A vice is often an escape from a world wrought with peril but it too can be the demise of those who partake

Chronicles LARP has a zero tolerance policy regarding players consuming alcohol and recreational drugs at events.
The following describes how a character may consume (IG) Alcohol and Drugs and the results of doing so.

Characters may consume alcohol and drugs in game; this may be done in celebration, desperation, and everything in
between. All alcohol and drugs have an intoxication value on their respective tags, this value is compared to a character’s
current Body or Focus points as noted below. Characters with higher Body or Focus points can consume more potent
Alcohol and Drugs without experiencing negative effects.

Characters can become more resilient to the effects of alcohol and drugs by purchasing the Hardened skill, increasing
the value of their Body and Focus points when comparing them against intoxication values.

Players are free to roleplay any effects of their characters consuming alcohol or drugs such as being drunk or
experiencing feelings of euphoria as they wish. It is encouraged that the more a character consumes, the more
intoxicated they become.

When consuming alcohol, a character must check the alcohol’s tag for its intoxication value, this can be done before or
after consuming. Consuming alcohol requires a 3 count (Consuming 1…Consuming 2…Consuming 3…) and depending
on the character’s current Body Points, one of the following will occur:

 The intoxication value does not exceed a character’s current Body Points, the character is unaffected.
 The intoxication value exceeds the character’s current Body Points but not double them, the character is
affected by the Fatigued effect. If the character chooses to consume alcohol that exceeds their current Body
Points again or while they are affected by the Fatigued effect, the character is now also affected by the
Exhausted effect.
 If this value is double the character’s current Body Points; the character is affected by the Exhausted effect.
 If the character consumes any alcohol while affected by the Exhausted effect, they receive a Sleep effect.

If a character reaches their Body Point total in intoxication values when consuming alcohol, they become drunk and may
resist the next Fear effect they are affected by and gain +5 Temp Body Points. These bonuses are lost during the
character’s next recovery session and can only be gained once between recovery sessions.

When consuming drugs, a character must check the drug’s tag for its intoxication value, this can be done before or after
consuming. Consuming drugs requires a 3 count (Consuming 1…Consuming 2…Consuming 3…) and depending on
the character’s current Focus Points, one of the following will occur:

 The intoxication value does not exceed a character’s current Focus Points, the character is unaffected.
 The intoxication value exceeds the character’s current Focus Points but not double them, the character is
affected by the Fatigued effect. If the character chooses to consume drugs that exceed their current Focus
Points again while they are Fatigued, the character is now affected by the Exhausted effect.
 The intoxication value is double the character’s current Focus Points; the character is affected by the
Exhausted effect.
 If the character consumes any drugs while affected by the Exhausted effect, they receive a Sleep effect.

If a character reaches their Focus Point total in intoxication values when consuming drugs, they become drunk and may
resist the next Pain effect they are affected by and gain 5 Temporary Focus Points. These bonuses are lost during the
character’s next recovery session and can only be gained once between recovery sessions.

35
The following details how a new character is initially created, what they are capable of and what choices must be
made to have them ready for play.

To create a character, the following is required to be chosen and/or spent. The specific options and choices are
detailed in the proceeding sections of the rules.
Ancestry
Origin
Culture
Star Sign
Skill Set
Class
150 Points worth of Skills
3 Talent Points worth of Talents
**Characters will receive coin to buy starting armour, weapons, ect. Coin amount and Starting Buy List to come**
After these initial choices have been made and points spent the character then follows the Progression chart on
page 38 for additional Skill and Talent points unlocks.

All characters begin with the same capabilities; choices such as Ancestry, Class, Talents and Skills can add to and
modify these capabilities. Below are the starting values and capabilities of all characters:
Begin at level 1
Begin with 10 Body Points
Begin with 10 Focus Points
Can only wield a single weapon
Can attack with melee weapons with the “Common” trait for base damage
Can attack with melee weapons without the “Common” trait for 1 damage
Cannot “slay” characters or creatures to put them into their Dying state
Can only wield a shield with both hands
Can loot or search another character or creature with a 50 count.
Cannot write but may read anything they wish but it must be spoken out loud slowly
Can use Assess: State on any character or creature with a 5 count to determine which state they are currently in
(Healthy, Wounded, Bleeding, Dying, or Sleeping).

A player can create multiple characters and play a variety of them from game to game, when a player chooses to
have more than one character they must adhere to the following rules:

Character Death
Characters that have suffered a True Death during resurrection have been fated to not return to the world. True
Death is the end of a character’s story, and that character can no longer be played unless a True Resurrection
occurs for their character and the player is willing to play that character once more. All of the character’s items and
tags on their person at the time of death are submitted to plot.

The character’s information is kept in case a True Resurrection effect occurs so that they may play that character
once more.

36
Alternative Characters
These are characters that a player has created and submitted in addition to their primary character. Players choose
which character they wish to play for an event and must play that character for the duration of the event unless the
character suffers a True Death. As mentioned above, Skill and Talent points for alternative characters cannot be
gained through Progression unless that character is played.

Character Retirement
Players may find sometimes that a character no longer appeals to them, or it is an appropriate time to end their
story. If this occurs, a player may choose to retire their character.

A player who chooses to retire a character is entitled to create a new character with a higher starting level. A retired
character earns the new character 1 game attended per character level at retirement.

Example: Character A is currently level 10, and the player wishes to retire Character A and create Character B.
Character B would start as if they had already played 10 games: be level 5, have 210 skill points and 5 talent points
to spend as per the Progression Chart on page 38.

Skill and talent points received through retirement do not have to be applied to the player’s next new character but
may be kept until they wish to spend them on a new character; however, this bonus must be applied to a single
character and cannot be divided amongst several characters.

Players may choose to retire characters at any time during or between events.

All of a character’s items and tags are submitted to plot at the time of retirement. The character has left the story
and is no longer seen or heard from again; this choice is permanent and should not be made lightly.

37
One’s story is a journey of learning, growing, and achieving. Experience and memories make each of us unique and every adventure both grand
and small, shapes us into who we are; the only question one must ask is, what is your story?

A character progresses by being played at events, which earns them Skill and Talent points. The number of points a
character receives depends on the total number of events a player has attended as that character. Skill Points are awarded
every level, and Talent Points every odd level as seen in the Character Progression Chart.
Additional Talent Points can be obtained by purchasing the “Talented” skill.

Characters begin play at Level 1 with 125 Skill Points (SP) and 3 Talent Points (TP) to spend. Players may spend these
Skill and Talent points for their character completely before entering game or save them for future purchases.

Once a character has reached Level 15, they have earned the maximum number of Skill and Talent Points; the character
may be played beyond this point, but they will no longer gain additional Skill or Talent Points.

38
Over a lifetime, necessity, and obligation may change and shift. What capabilities were needed in the past may be antiquated in the future; it is
a constant struggle to be at ones best but those willing to adapt will find themselves better prepared for whatever challenges may arise

Retraining allows for purchased Skills or Talents to be removed from a character and the spent points refunded. Only a
single Skill or Talent may be retrained at a time. To represent this, depending on the cost of the Skill or Talent, one or
more events must pass before the refunded points can be spent as seen in the chart below. During those events, the
character loses the use of the Skill or Talent while it is being retrained.

39
Each unique in their beginnings, history, story, and song; the peoples of Baela each bring a rich and significant influence upon this world

The following details the requirements involved with choosing a character’s Ancestry, Origin and Culture.

Ancestries represent the different peoples of Baela and their unique appearances and capabilities. This is reflected by
Ancestral Phys-Rep (Physical Representation) Requirements, Advantages and Disadvantages.

Ancestral Phys-Rep Requirements


These requirements, made up of make-up and/or prosthesis, are the broadest representation of attributes that all
members of a race share; the outlined phys-rep requirements must always be worn.

Example: All Evarra characters must wear small-pointed ears prosthetics.

Advantages
An ancestry’s unique traits, gifts or proficiencies represent their advantage through various Skills; these Skills cannot be
retrained, and characters gain all advantages for their chosen ancestry at character creation.

Disadvantages
An ancestry’s flaws, vulnerabilities, shortcomings, or physical weaknesses represent their disadvantage; a character gains
all disadvantages for their chosen ancestry at character creation.

The unique variations that occur within an ancestry create origins. Origins of the same race share the same base
attributes and requirements but also have traits unique to their kin representing how they have developed and adapted in
different ways. This is reflected in each Origin’s Phys-Rep Requirements and Abilities.

Origin Phys-Rep Requirements


These requirements represent the shared attributes for members of the same Origin and vary from culture to culture;
these phys-reps requirements must always be worn. Optional Phys-Rep Requirements are not mandatory but are a
means to increase immersion or add to a character’s appearance.

Example: Unbrokk’n Humans all wear war-paint, with each tribe having different designs and colours.

Origin Abilities
These unique abilities have been developed by the choices and physiological adaptations that a people have made that
have allowed them to diverge from other members of their race. These abilities are added to a character in addition to
racial advantages and disadvantages at character creation.

Cultures represent the different factions within an Origin. Cultures can be represented as tribes, clans, city states, etc.
and provide a character with lore and appearance but no additional rules.

Culture Phys-Rep Requirements


These requirements represent the appearance that members of the same culture share. They provide a basic outline
which can be elaborated on; these phys-rep requirements must always be worn. Optional Phys-Rep Requirements are
not mandatory but act to increase immersion or add to a character’s appearance.

Phys-reps defined by an Ancestry, Origin or Culture cannot be worn by a character outside of that Ancestry,
Origin or Culture.

40
Description Placeholder

Ancestral Phys-Reps: None

Description Placeholder

Humans do not have a Disadvantage.

Description Placeholder

Origin Required Phys-Reps: Legion Markings under the corner of either eye (see Sovereign Cultures below)
Origin Optional Phys-Reps: Garb bearing the colours of their city (see Sovereign Cultures below)

Description Placeholder
All Light Daggers, Light Swords, and Heavy Spears are considered to have the Common Trait when wielded by a
Sovereign. If a Sovereign purchases the Melee Weapon Training Skill, they deal 1 additional damage with any Light
Dagger, Light Sword or Heavy Spear they wield.

Description Placeholder
Culture Required Phys-Reps: A 2cm square roman numeral 1 ( I ) drawn under the corner of either eye.
Culture Optional Phys-Reps: Wearing the colours of Keystone: Gold, Black and Grey.

Description Placeholder
Culture Required Phys-Reps: A 2cm square Roman numeral 2 ( II ) drawn under the corner of either eye.
Culture Optional Phys-Reps: Wearing the colours of Tempest Stone: Green, Blue and Grey.

Description Placeholder
Culture Required Phys-Reps: A 2cm square Roman numeral 3 ( III ) drawn under the corner of either eye.
Culture Optional Phys-Reps: Wearing the colours of the Dread Stone: Red, Black and Grey.

Description Placeholder
Culture Required Phys-Reps: A 2cm square Roman numeral 4 ( IV ) drawn under the corner of either eye.
Culture Optional Phys-Reps: Wearing the colours of the city: White, Blue and Grey.

41
Description Placeholder
Origin Required Phys-Reps: A rectangular makeup band below eyes and across nose
Origin Optional Phys-Reps: Braids and beads in hair; additional runes and markings on the face and hands

Description Placeholder
All shields are considered to have the Common Trait when wielded by a Fjorr. If a Fjorr purchases the Shield Training
Skill, the resilience value of any shield they wield is increased by 5.

Description Placeholder
Culture Required Phys-Reps: A 2cm thick gold makeup band below the eyes and across the nose.
Culture Optional Phys-Reps: None.

Description Placeholder
Culture Required Phys-Reps: A 2cm thick black makeup band below the eyes and across the nose.
Culture Optional Phys-Reps: Symmetrical black bands across face and neck.

Description Placeholder
Culture Required Phys-Reps: A 2cm thick grey makeup band below the eyes and across the nose.
Culture Optional Phys-Reps: A grey fang shape descending from the band below each eye.

Description Placeholder
Culture Required Phys-Reps: A 2cm thick white make-up band below the eyes and across the nose.
Culture Optional Phys-Reps: A white antler shape ascending from the band over each eye.

Description Placeholder
Culture Required Phys-Reps: A 2cm thick orange make-up band below the eyes and across the nose.
Culture Optional Phys-Reps: Black eye makeup with points descending from the inside corner of each

42
Description Placeholder
Origin Required Phys-Reps: Tribal Paint on all exposed flesh (See Unbrokk’n Cultures)
Origin Optional Phys-Reps: Torn and weathered garb, furs, and bones

Description Placeholder
Unbrokk’n begin play with a Power value of 2.

Description Placeholder
Culture Required Phys Rep: Black makeup covering half of the face and at least half of the player’s exposed flesh in
crude basic shapes.
Culture Optional Phys-Reps: Bones and claws integrated into their garb.

Description Placeholder
Culture Required Phys-Reps: Red makeup in vertical lines on the face and long red lines depicting bones on all
exposed
flesh.
Culture Optional Phys-Reps: Bones and claws integrated into their garb.

Description Placeholder
Culture Required Phys-Reps: White makeup on all exposed flesh with red makeup from the bottom lip down to the
neck
Culture Optional Phys-Reps: Bones and claws integrated into their garb.

Description Placeholder
Culture Required Phys-Reps: Intricate and detailed green, blue or teal makeup consisting of lines, dots and spirals
covering at least half the face and at least half of all exposed flesh.
Culture Optional Phys-Reps: Feathers and leaves integrated into their garb.

43
Description Placeholder
Ancestral Phys-Reps: Small pointed ear prosthetics

Description Placeholder
Evarra begin play with 15 Focus Points instead of 10.

Description Placeholder
Evarra begin play with 8 Body Points instead of 10 and only gain an additional 4 Body Points when purchasing the
Vitality skill instead of 5.

Description Placeholder
Origin Required Phys-Reps: Plants prosthetics attached to the player’s hair and body (See Vyrden cultures for details)
Origin Optional Phys-Reps:

Description Placeholder
Vyrden have 5 Natural Armour Points and gain the Regenerate effect every recovery session.

Description placeholder
Culture Required Phys-Reps: Flowers and greenery attached to the player’s hair and body
Culture Optional Phys-Reps: None

Description placeholder
Culture Required Phys-Reps: Mushrooms and fungi attached to the player’s hair and body
Culture Optional Phys-Reps: None

Description placeholder
Culture Required Phys-Reps: Redwood tree branches and ferns attached to the player’s hair and body
Culture Optional Phys-Reps: None

Description placeholder
Culture Required Phys-Reps: Birch leaves and bark attached to the player’s hair and body
Culture Optional Phys-Reps: None

Description placeholder
Culture Required Phys-Reps: Moss and dark leaves attached to the player’s hair and body
Culture Optional Phys-Reps: None

44
Description Placeholder
Origin Required Phys-Reps: Gem prosthetic on center of forehead
Origin Optional Phys-Reps: Additional smaller gems on the forehead and cheekbones

Description Placeholder
Ciellan gain the following:
-Ciellan count as being born under every star sign for all purposes.
-Ciellan gain 10 points of healing every recovery session – that may be used on themselves or others in increments of 5
Healing with the verbal: “Light of the Eight - 5 Healing”

Description Placeholder
Culture Required Phys-Reps: Primary gems that are blue, black, green, yellow, purple or orange
Culture Optional Phys-Reps: Elaborate and colourful makeup designs on the face and hands

Description Placeholder
Culture Required Phys-Reps: Primary and additional gems must be clear or white
Culture Optional Phys-Reps: Elaborate and colourful makeup designs on the face and hands

Description Placeholder
Origin Required Phys-Reps: Grey makeup coverage on all exposed flesh and prosthetics
Origin Optional Phys-Reps

Description Placeholder
Ebos gain the following:
-Ebos may use Assess: Corruption at will.
-Ebos ignore all results between 6-19 on the Resurrection chart when resurrecting.
-Ebos may Revoke a single lesser corruption from a target character to themselves using the verbal “Curse of the
Saviours – Revoke Lesser Corruption.” The Ebos receives the effect of any Lesser Corruptions transferred this way and
at the end of every event, a single lesser Corruption may be removed from the Ebos.

Description Placeholder
Culture Required Phys-Reps: None
Culture Optional Phys-Reps: White hair, white eyebrows and white sigil-like makeup designs on the face and/or
hands

Description Placeholder
Culture Required Phys-Reps: None
Culture Optional Phys-Reps: White hair and eyebrows

45
Description Placeholder
Ancestral Phys-Reps: Large bushy eyebrow prosthetics

Description Placeholder
Kel’Jar begin play with 15 Body Points.

Description Placeholder
Kel’Jar require at least 5 points of healing from a single source or a Stabilize effect to return them to a Healthy state
from a Wounded or Bleeding state.

Description Placeholder
Origin Required Phys-Reps: None
Origin Optional Phys-Reps: Braided and beaded hair

Description Placeholder
Kel’Jar Khas characters may change the damage type of their basics attacks to the Disrupt damage type at will.

Description Placeholder
Origin Required Phys-Reps: Symmetrical black geometric markings on the face
Origin Required Phys-Reps: Braided and beaded hair

Description Placeholder
Kel’Jar Nokh characters recover 10 Focus every Recovery Session rather than 5.

46
Description Placeholder
Ancestral Phys-Reps: Horns and large pointed ears

Description Placeholder
Fae begin play with a Magic Dominion based on their chosen Origin:

Haevael begin play with access to the Dominion of the Vael


Gwyllt-Fera begin play with access to the Dominion of The Wilds

Description Placeholder
All Fae have a vulnerability to the Deep Iron and Disrupt damage types. If a Fae is dealt damage to their body points
with an attack with the Deep Iron or Disrupt damage types, they receive 2x the specified damage from that attack. (See
Vulnerabilities on page 24 for more info)

Description Placeholder
Origin Required Phys-Reps: Large doe ear prosthetics, Black makeup on the Upper Lip, Ram horn or antler
prosthetics, Fur-covered legs with at least half of each of the player’s legs being
visibly covered in fur.
Origin Optional Phys-Reps: White or black dots around the eyes and on the tops of the ears

Description Placeholder
Gwyllt-Fera are immune to all Root, Bind and Paralyze effects.

Description Placeholder
Culture Required Phys-Reps: None
Culture Optional Phys-Reps: None

Description Placeholder
Culture Required Phys-Reps: Dark grey makeup on the tips of the ears and either on the upper half of the
face or emanating from the eyes and/or edges of the face.
Culture Optional Phys-Reps: None

47
Description Placeholder
Origin Required Phys-Reps: Large Pointed Ears, Dark Horns, Darkened Lips, White makeup on all exposed
flesh and Dark makeup around the eyes
Origin Optional Phys-Reps: White hair

Description Placeholder
Havaela are immune to Fear, Terror and Sleep effects.

Description Placeholder
Ancestral Phys-Reps: Tusk prosthetics

Description Placeholder
Khor start play with the Blooded and Melee Weapon Training skills

Description Placeholder
All Khor death counts are reduced to a 100 count from a 150 count. All Khor have a 4th marble in their resurrection
bag that is always black. If the black marble is pulled on a Khor’s first death, they ignore any roll results 1-5 on the
Resurrection Chart.

Description Placeholder
Origin Required Phys-Reps: Dark green makeup on all exposed flesh and facial bone spike prosthetics
Origin Optional Phys-Reps: Tribal marking markup

Description Placeholder
True Blooded Khor have 10 Natural Armour Points

Description Placeholder
Culture Required Phys-Reps: None Culture Optional Phys-Reps: None
Culture Optional Phys-Reps: None

Description Placeholder
Culture Required Phys-Reps: Large and prominent scar prosthetics and/or makeup upon the face and neck
Culture Optional Phys-Reps: None

48
Description Placeholder
Origin Required Phys-Reps: Light green makeup coverage on all exposed flesh
Origin Optional Phys-Reps: None

Description Placeholder
Low Blooded Khor begin play with an additional 50 Skill Points to spend at character creation and may purchase a single
Talent from a different Skill Set other than one they have chosen at Character Creation.

Description Placeholder
Culture Required Phys-Reps: None
Culture Optional Phys-Reps: Ritual scarification make-up

Description Placeholder
Culture Required Phys-Reps: None
Culture Optional Phys-Reps: None

Description Placeholder
Ancestral Phys-Reps: Fang prosthetics

Description Placeholder
Kindred begin play with the Evade skill.

Description Placeholder
All Kindred have a vulnerability to the Silver damage type. If an Kindred is dealt damage to their body points with an
attack with the Silver damage type, they receive 2x the specified damage from that attack. (See Vulnerabilities on page 24
for more info)

Description Placeholder
Origin Required Phys-Reps: Predatory cat makeup on all exposed flesh

Description Placeholder
Ocelynn gain the Safeguard effect at the end of every recovery session.

Description Placeholder
Culture Required Phys-Reps: Makeup resembling southern predatory cats such as lions, tigers, cheetahs, etc.
on the face and all exposed flesh.
Culture Optional Phys-Reps: Feline facial prosthetic or feline over-ear prosthetics.

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Description Placeholder

Culture Required Phys-Reps: Makeup resembling northern predatory cats such as snow leopards, cougars, etc.
on the face and all exposed flesh.
Culture Optional Phys-Reps: Feline facial prosthetic or feline over-ear prosthetics.

Talents represent a significant expertise or capability the character has acquired; these range greatly in power,
potential and flavour. Talents are purchased with Talent Points; the effects and costs are noted in each Talent entry
and each Talent can only be purchased once.

New characters begin play with 3 Talent Points, and an additional 1 Talent Point is earned every odd level.
Additional Talent Points may be purchased with Skill Points by purchasing the “Talented” skill.

If a Talent grants access to a skill that the character has already purchased, the points spent on that skill are immediately
refunded.

Skill sets represent a path chosen by the character that defines a themed set of skills at which they excel. This is
represented by each skill set having its own list of varying costs for each skill available as well as 3 themed talents
for the character to choose from, in addition to their chosen class talents. These variable costs represent how well
each skill set interacts with the skills available. Once a skill set is chosen, a character may only purchase Skill Set
talents from their chosen Skill Set.

If a character’s skill set represents a path they have taken in their life, then their class determines the means in which they
travel that path. Once chosen, a character may only choose Class Talents from their chosen Class.

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Hardened in the ways of battle, those who wield the means are more than capable of holding their own in a fight

When one is capable of receiving a great deal of punishment, they can keep fighting on where most would perish
Type: Passive
Effect: The character gains an additional 5 body points. Additionally, the character must now receive 10 points of
damage before being put into their Bleeding state when in their Wounded state rather than 5.
Talent Point Cost: 1

Constant training and experience can forge warriors who are deadly with each and every weapon they wield
Type: Passive
Effect: All weapons wielded by the character receives a damage increase when purchasing Weapon Discipline and
Weapon Mastery skills rather than a single chosen weapon group.
Talent Point Cost: 2

Calling upon a reserve of strength and vigor, there are those who can renew themself when most needed
Tier: 3 Type: Active
Effect: The character may use the Stabilize effect on themselves while in their Wounded or Bleeding state. This will
return them to their Healthy state at 5 Body Points. Characters must engage in at least one recovery session between
uses.
Verbal: “Second Wind - Stabilize”
Delivery: Self Duration: Instant
Focus Cost: 6
Talent Point Cost: 3

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Born from study or innate potential, magic flows readily through those who possess the gift

A bond has been formed between the forces of magic and one who would wield it, one of power and promise
Type: Passive
Effect: The character gains an additional 10 Focus that can only be used to cast spells.
Talent Point Cost: 1

Motes of pure magic dance along one’s fingertips, waiting patiently to be let loose into the world
Type: Passive
Effect: The character may throw a single packet dealing 1 Magic damage to the target at will.
Verbal: “Arcane Bolt - 1 Magic”
Delivery: Packet Duration: Instant
Talent Point Cost: 2

Opposing and negating malicious magic can be as trivial as a wave of a hand


Tier: 3 Type: Active/Defensive
Effect: The character may negate the last magic spell that affected themselves or place their hand on a target’s shoulder
and negate the last magic spell that affected them. This must be done within 2 seconds of the character or target being
affected by the spell.
Delivery: Self/Touch Duration: Instant
Verbal: “Counter Spell”
Focus Cost: 6
Talent Point Cost: 3

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Intellect and wisdom drive those versed in the ways of study, application, and knowledge to great achievement

A broad and expansive acumen allows for a truly reactive mind, one that can follow the twists and turn many paths
Type: Passive
Effect: The character may now use all points purchased for Crafting & Production, Gathering & Wildcraft, Whispers &
Secrets, Trade & Commerce and Income & Wealth interchangeably.
Talent Point Cost: 1

Nothing guarantees success in one’s endeavors as much as experience, practice and skill
Type: Passive
Effect: The player, at logistics every event, may choose a single auxiliary skill they have access to. At any point, while
resolving their Seeking rolls, they may change a d6 roll result to 1, 2, 3, 4, 5 or 6 instead, after modifiers have been
applied but before success has been determined. A maximum of 6 dice can be modified in this way during an event and
each result of 1, 2, 3, 4, 5 or 6 can only be chosen once each.
Talent Point Cost: 2

Task and toil need not be tedious when one can focus their time, strategize their efforts and prioritize their needs
Type: Passive
Effect: The character, when purchasing the skills: Crafting & Production Points, Gathering & Wildcraft Points,
Whispers & Secrets Points, Trade & Commerce Points, or Income & Wealth Points, receives 20 points rather than 10
points.
Talent Point Cost: 3

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Choosing a life of deceit and evasion requires those willing to conceal their own weaknesses and exploit those of others

Gaps exist in even the strongest opponent’s defenses, those with surprise on their side can find more than a few
Type: Passive
Effect: The character’s basic attacks deal an additional 1 damage when attacking a character or creature’s back
from behind.
Talent Point Cost: 1

Locks are said to do no more than keep the honest out; truer words have never been spoken
Type: Passive
Effect: The character gains access to the Lock Smithing Technique: Picking/Resetting and is provided with a Lock
Pick Phys-Rep for each Lock Level (Level 1, Level 2 and Level 3)
Talent Point Cost: 2

Either through total concentration or simply being born ready, a simple reaction can be the difference between life and death
Type: Passive
Effect: The character receives a free single use of the Evade skill after every use of the Evade skill using Focus.
The free use of Evade must be used before the Evade skill can be used again using Focus.
Talent Point Cost: 3

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To master the battlefield is to calculate every move, determine every step and find motive in every action. There exist combatants who rely on
finesse and skill to win the day, their movements an elegant dance with their weapons striking to an unheard beat. Adepts are those who walk
the path of the warrior and seek to achieve perfection in their form as well as to find glory on the battlefield

To be outnumbered, to be cornered, to have the odds stacked against oneself; these are what glory is made of and times that Adepts shine
Type: Passive
Effect: The Adept may increase their damage with Melee and Ranged Weapons by 1 when their current Body Points are
at or below half of their total Body Points.
Talent Point Cost: 1

Adepts constantly seek opportunities to train their bodies and minds to reach the height of their potential
Type: Passive
Effect: The Adept gains 5 Focus Points and gains 1 additional Focus point when purchasing the Focused skill.
Talent Point Cost: 2

Perfect opportunities are rare in the thick of combat, but when an Adept sees one and their aim is true, nothing can stop them
Tier: 3 Type: Active
Effect: The Adept may grant a single melee offensive ability or basic attack the Unstoppable damage type.
Verbal: “Unstoppable (Effect/Damage)”
Delivery: Self Duration: Instant
Focus Cost: 6
Talent Point Cost: 2

Discipline and experience can hone an Adept’s focus to the point where nothing can draw their attention from the battle before them
Tier: 2 Type: Active/Defensive
Effect: The Adept may suppress any Agony, Fear, Frenzy, Pain, Paralyze, Poison, Silence or Terror effects currently
affecting them and not suffer from its effects. These effects are still present and may be cured or removed while
suppressed. If the Adept chooses to suppress an additional effect, then the currently suppressed effect will occur as
normal. Timed effects, if unsuppressed, all begin and run their entire duration (100 count) regardless of when they were
suppressed.
Verbal: “Suppress (Agony/Fear/Frenzy/Pain/Paralyze/Poison/Silence/Terror)"
Delivery: Self Duration: Instant
Focus Cost: 4
Talent Point Cost: 2

The roar of the crowd, the blood on the sand and the promise of glory as well as riches draw many Adepts to the arena
Type: Passive
Effect: The Adept gains Full Access to Income & Wealth: Blood Sport and adds 5 to the total value of Seeking Income
rolls in when determining success.
Talent Point Cost: 2

The drums of war can be heard by most; Adepts are among the few who can dance to them with such ease and grace
Type: Passive
Effect: The Adept now has access to the following Dominion of War spells: Ironclad, Palisade and Conscription
Talent Point Cost: 2

Resurrection has stolen glory from those who wish to die in battle, Adepts who seek this end find themselves stronger with each return

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Type: Passive
Effect: The Adept gains a result from the chart below every time they suffer a death and resurrect; a D6 is used to
determine the result. Only deaths accrued from the time of purchasing this talent will be granted. Each result can only be
gained once, and any duplicate roll results must be rerolled save for a result of 6.
Talent Point Cost: 2

Freedom and grace can protect one as much as the heaviest armour; one can only watch as Adepts soar
Type: Passive
Effect: The Adept gains 10 Natural Armour Points.
Talent Point Cost: 2

Each attack in a battle can be a moment of glory, a moment of hope or a moment of hate; an Adept can ensure they are all lost and forgotten
Type: Passive
Effect: The Adept now only pays 6 Focus when using the Parry Skill; they may also use the Parry Skill as Parry Other
for any other character.
Talent Point Cost: 3

All warriors choose their weapons but for some Adepts, their weapon calls to them and an affinity is formed
Type: Passive
Effect: The Adept must choose a single weapon type; they gain Melee Weapon Training or Ranged Weapon Training
with that weapon type and all other weapons within that weapon’s group gains the Common trait while wielded by the
Adept. While wielding a weapon of the chosen weapon type, the Adept deals 1 additional damage and that weapon
cannot be disarmed with the Disarm effect.
Talent Point Cost: 3

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Information can be as sharp as any blade, stronger than any army and, in the right hands, can kill. Those who wish to wield that power must
seek out, protect, or spread that information. Agents are resourceful individuals who rely on their extensive connections in addition to their
skill in their pursuit of information.

Agents are no stranger to the churn and roil of the rumour mill and it’s denizens; often they are caught and dragged in against their will
Type: Passive
Effect: The Agent may roll 2 additional d6 after each Seeking Rumours attempt’s success has been determined in
Whispers & Secrets and choose one of them to be added to the result; this additional die only affects the “Of a Kind”
results.
Talent Point Cost: 1

Agents are conditioned to value information they hold more than their own life; some can take it to the grave rather than have it taken
Tier: 0 Type: Active
Effect: The Agent may immediately fall prone and enter their Dying state with their Death count reduced from a 150
count to a 15 count.
Verbal: “Never Take Me Alive”
Delivery: Self Duration: Instant
Focus Cost: 0
Talent Point Cost: 1

Agents tend to task their contacts with providing them with the current need to know information
Type: Passive
Effect: The Agent receives an information package each event at logistics about events both local and distant.
Talent Point Cost: 2

An Agent often knows the proper channels to generate capital for bribes, assets and a myriad of other uses
Type: Passive
Effect: The Agent receives 4 silver worth of coin at logistics every event.
Talent Point Cost: 2

Agents must rely on many means of gathering information, but the most reliable are those who go unseen and unnoticed
Type: Passive
Effect: The Agent gains Full Access to Whispers & Secrets adds 5 to the total value of Seeking Rumours rolls when
determining success.
Talent Point Cost: 2

Extracting information can sometimes requires more painful methods and something cruel means
Type: Passive
Effect: The Agent may use the Terror or Agony effects instead of the Fear or Pain effects while using the Interrogation
skill.
Talent Point Cost: 2

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An Agent prefers discretion and anonymity whenever possible
Tier: 3 Type: Active
Effect: The Agent may throw a single packet dealing the Sleep effect to the target.
Verbal: “Alchemical Sleep”
Focus Cost: 6
Talent Point Cost: 2

Secrecy can be the difference between success and failure; Agents know the proper means to acquire supplies and munitions quietly
Type: Passive
Effect: **This Talent is still under development**
Talent Point Cost: 2

Some Agents are trained and given the means to eliminate targets of importance rather than question them
Tier: 3 Type: Active/Offensive
Effect: The Agent can deliver a Dispatch effect on a target that reduces their Body Points to 0 and puts them directly
into their Bleeding State. This can only be performed with a light or heavy dagger and the Agent must strike the target in
the back from behind.
Verbal: “Dispatch”
Delivery: Boffer Duration: Instant
Focus Cost: 10
Talent Point Cost: 3

The most successful Agents recruit a diverse group of individuals for aid, providing them with the means to reach their goals
Type: Passive
Effect: The Agent gains access to several archetypes that represent associates who may assist them. The Agent chooses
one archetype from the chart below each event, at logistics, they will be provided a character sheet for that archetype to
proceed through logistics with, in an addition to their character. Once an archetype is chosen, they may not be chosen
again for at least two consecutive events. Resources must be provided to associates who specialize in Crafting &
Production skills if the Agent wish to craft products.
Talent Point Cost: 3

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What can take a lifetime for some comes naturally to those with able hands and nimble minds; their creations quickly becoming commodities
sought out by those near and far. Artisans are those skilled in the arts of alchemy, enchanting and smithing who are constantly seeking to
innovate and master their craft.

Sleep and rest are a small sacrifice for an Artisan who is committed to their craft
Type: Passive
Effect: The Artisan, at logistics before every event, may sacrifice any amount of Focus they have for the entirety of an
event and convert it to Crafting & Production Points at a rate of 3 Crafting & Production Points for every Focus point
sacrificed. The sacrificed Focus points will replenish at the beginning of the next event and the Crafting & Production
Points generated can be used in any Trade the Artisan has access to.
Talent Point Cost: 1

Artisans are often driven to complete multiple tasks or crafts at once, and with a bit of practice are more than capable of keeping pace
Type: Passive
Effect: The Artisan now has access to 3 Queue Slots per Trade rather than 1.
Talent Point Cost: 1

An Artisan need only to envision what they wish to create using means, motive and imagination
Type: Passive
Effect: The Artisan may spend Crafting & Production Points to memorize any Recipe, Design or Composition they
currently do not possess in a Trade they have access to as seen in the chart below.
Talent Point Cost: 2

An Artisan’s discipline is such that they can commit each step of a craft to memory with ease
Type: Passive
Effect: The Artisan now automatically memorizes Recipes, Designs or Compositions for any product they finish
crafting using Recipes, Designs and Composition they haven’t already memorized.
Talent Point Cost: 2

When crafting in bulk, an Artisan can make efficient use of their time and the materials they have at hand
Type: Passive
Effect: For every three identical items the Artisan crafts in a single logistics session of the same type and quality, a
fourth will be created at no Resource or CPP cost.
Talent Point Cost: 2

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Artisans are often well connected with local guilds and merchants to buy what they need and haggle for a good price
Type: Passive
Effect: The Artisan gains Full Access to Trade & Commerce and adds 5 to the total value of Seeking Merchants rolls
when determining success.
Talent Point Cost: 2

Artisans are often sought out by those who wish to enter a trade; apprentices learn while providing labour and performing less appealing tasks
Type: Passive
Effect: The Artisan, at logistics before every event, receives 25 additional Crafting & Production points as well as a
single effect chosen from the chart below.
Talent Point Cost: 2

Artisans find ways to maintain their knowledge and efforts of all their endeavors at a cost most find worthwhile
Type: Passive
Effect: All Mastery Points the Artisan accumulates within a Trade are applied to all specialties within that Trade that the
Artisan has access to.
Talent Point Cost: 2

An Artisan’s effort towards mastering their craft is the epitome of drive, ambition, and hard work
Type: Passive
Effect: All Mastery Points the Artisan accumulates are doubled.
Talent Point Cost: 3

An Artisan’s focus and determination on a singular craft can allow them to surpass the skills of a master with ease
Type: Passive
Effect: The Artisan must choose a single product group within a Trade they have access to. All Recipes, Designs or
Compositions for that product group are now considered memorized. The Artisan can craft any items within this
product group regardless of their current Mastery Points.
Talent Point Cost: 3

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Strength is a necessity in this world; to be strong of body, will and spirit may be all one needs to overcome life’s adversities. Many of those who
hold this ideal are sought out for their feats of might, shows of force and prowess on the battlefield. Brutes are potent individuals who can
persevere because of their ability, endurance, and tenacity

Powerfully built and incredibly tough, some believe that Brutes are descendant from truly formidable and mighty ancestors
Type: Passive
Effect: The Brute gains 5 Body Points and gains 1 additional Body point when purchasing the Vitality skill.
Talent Point Cost: 1

A Brute who has conquered the rage within is the only one who decides when it is unleashed
Type: Passive
Effect: The Brute is immune to the Frenzy effect.
Verbal: “No Effect”
Talent Point Cost: 1

Strong by necessity or by choice, Brutes often wield the strength of many


Type: Passive
Effect: The Brute’s Power value is increased by 1.
Talent Point Cost: 2

Brutes have the fortitude to overcome hindrances that would stop most dead in their tracks
Tier: 2 Type: Active
Effect: The Brute may remove a single Cripple, Sleep, Pain or Fear effect they are currently affected by.
Verbal: “Shake Off - Remove (Cripple/Sleep/Pain/Fear)”
Delivery: Self Duration: Instant
Focus Cost: 4
Talent Point Cost: 2

A passion for battle burns deep within the Brute, and every swing of a weapon in their hands fans its flames
Type: Passive
Effect: The Brute deals 1 additional damage with all wielded weapons.
Talent Point Cost: 2

Finding one’s limits is a deterrent for most but exceeding far beyond them is a common occurrence for a Brute
Tier: 0 Type: Active
Effect: The Brute may use Focus to overcome any situation that requires Power. The Brute may spend Focus at a rate
of 4 Focus for every 1 Power required beyond their Power value to a maximum of 4 Power. Brutes may only use Against
All Odds when initiating a Power based action.
Verbal: “Against All Odds – With the Power of…”
Delivery: Self Duration: Instant
Focus Cost: * (See Effect)
Talent Point Cost: 2

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Some think it malice, others call it mercy but a Brute who finds their foes wanting sees only strength overcoming weakness
Type: Passive
Effect: The Brute gains the Blooded skill and may place their hand on a target’s shoulder that is in their Dying
state and end that target’s death count at will.
Verbal: “Cull The Weak - End Death Count”
Talent Point Cost: 2

Even in death it is impossible to separate a Brute’s weapons from their cold dead hands
Type: Passive
Effect: The Brute gains the following:
-The Brute is immune to the Disarm effect.
-The Brute is immune to any attempt to loot the items they currently wield.
-The Brute cannot lose items any items wielded during death when determining if items are Lost to the Pool.
Verbal: “No Effect”
Talent Point Cost: 2

Calling upon every reserve of strength and rage, the Brute can rain down a series of devasting attacks upon their foes
Tier: 4 Type: Active
Effect: The Brute may enter a stance and deal an additional 5 damage on all basic attacks while the ability is active.
Verbal: “Mighty Blows”
Delivery: Self Duration: Stance
Focus Cost: 10
Talent Point Cost: 3

Rage consumes the Brute as they leave nothing in their wake save for destruction and death
Tier: 4 Type: Active
Effect: The Brute deals an additional 2 damage as well as being immune to Fear, Terror, Pain, Agony and Disarm while
Berserker Fury is active. Berserker Fury requires a 5 count to activate (Berserking 1… Berserking 2… Berserking 3…)

The Brute can only use melee weapons and basic attacks while Berserker Fury is active and must attack any hostiles
present. Berserker Fury will when any of the following occurs: the Brute enters their Bleeding or Dying state, all hostiles
present in the area are in their Bleeding or Dying state or no targets are present. If the Brute is put into their Sleeping
state, Berserker will still be active when they have awoken.

While active, the Brute cannot use any activated abilities and cannot communicate using words but may use
verbalizations such as grunts or roars.
Verbal: “Berserking 1…Berserking 2…Berserking 3...”/”No Effect”
Delivery: Self Duration: Instant
Focus Cost: 10
Talent Point Cost: 3

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Most warriors see armour and shields simply a means protect themselves from harm, but there are those who devote themselves to their
armaments in quality and skill, allowing them to withstand all an enemy can bring to bear. Their cause may be honour, love, loyalty, or
conquest; regardless, they stand between that which they hold dear and those that would destroy it. Champions are stalwart warriors who
withstand fear and foe in equal measure.

Champions have been known to seek out formidable enemies on the battlefield; such a challenge can drive a Champion to strike true
Tier: 1 Type: Active
Effect: The Champion designates a single character or creature and their basic attacks deals an additional 1 damage to
that target while the ability is active.
Verbal: “For Honour”
Delivery: Self Duration: Constant
Focus Cost: 2
Talent Point Cost: 1

A Champion must be ever watchful of their foes weapons and spells, to defend not only themselves but their companions as well
Type: Passive
Effect: The Champion gains access to the Body Guard skill and all characters count as their Cohort when using the
Parry and/or Evade skills as Parry Other and Evade Other.
Talent Point Cost: 1

To stand firm when others have fled is a hallmark of many Champions throughout time
Type: Passive
Effect: The Champion is immune to the Fear effect and the Terror effect.
Verbal: “No Effect”
Talent Point Cost: 2

A warrior seeks worthy companions to stand at their side to find victory in battle; a Champion need only their shield to win the day
Type: Passive
Effect: The Champion gains the Shield Training skill and any shield wielded by the Champion gains an additional 5
Resilience value while held.
Talent Point Cost: 2

Bespoke craftsmanship and immaculate maintenance allows for smiths to make quick work in fixing a Champion’s armour
Type: Passive
Effect: The Champion doubles all Repair effect values applied to armour they are currently wearing, and their armour
will not become broken when reduced to 0 Armour Points.
Talent Point Cost: 2

Champions are no stranger to a forge; the skills they wield on the battlefield and in the smithing shop are complementary in many ways
Type: Passive
Effect: The Champion treats all Hammers as having the Common Trait and gains access to all Shield Smithing
Techniques and Armour Smithing Techniques from Crafting: Smithing.
Talent Point Cost: 2

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As strong as their resolve, a shield in the hands of a Champion is an unequalled defense
Tier: 3 Type: Active
Effect: The Champion may enter stance and the Resilience value of any shield currently wielded by the Champion is
increased by 20 while the ability is active. The ability ends if all shields currently wielded by the Champion become
broken.
Verbal: “Adamant Guard”
Delivery: Self Duration: Stance
Focus Cost: 6
Talent Point Cost: 2

The Champion has learned to maneuver and react in a way that ensures their armour receives the brunt of even the deadliest attacks
Type: Passive
Effect: The Champion cannot receive damage from the Body damage type while their armour has 1 or more armour
points remaining. Body damage is instead dealt to the armour the Champion is currently wearing. The verbal “Bastion”
must be stated when taking Body damage while their armour has 1 or more points remaining.
Verbal: “Bastion”
Talent Point Cost: 2

A Champion’s determination and sheer force of will is more potent than any attempt to stop them
Type: Passive
Effect: The Champion is immune to all Daze, Root, Slow, Repel and Sleep effects.
Verbal: “No Effect”
Talent Point Cost: 3

Tightening straps of broken armour and shield alike, pushing aside pain, injury and even death; a Champion will fight on, ready once more
Tier: 0 Type: Active
Effect: The Champion may, while in their Healthy, Wounded or Bleeding states may use Finish the Fight. When they do
so, the following occurs:
-The Champion is returned to their Healthy state if currently in their Wounded or Bleeding states.
-The Champion is healed to their full Body Point total.
-The Champion’s currently wielded weapons and/or shields, if broken, are restored.
-The Champion’s armour, if broken, is restored.
-The Champion’s armour is replenished to full Armour Point total.
This can be done once per event.
Verbal: “Finish The Fight"
Delivery: Self Duration: Instant
Focus Cost: 0
Talent Point Cost: 3

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Magic is a potent force that permeates everything on Baela; it ebbs and flows throughout the world like a great ocean. Anyone is capable of
wielding magic, but mastering its full potential requires an individual who is truly in tune with the dominions of magic. Evokers are the most
talented of those gifted in the arts of the arcane, able to bend it to their will with ease.

There are Evokers whose connection to the dominions is absolute; their pact never broken, their power never restrained
Type: Passive
Effect: The Evoker and their conduit are considered to always has an active bond; Dispel effects, Deactivate effects and
Resurrection no longer break the bond.
Talent Point Cost: 1

Be it tradition, training or trekking, Evokers have been known to empower their staffs when their magic is all but spent
Type: Passive
Effect: The Evoker counts as having the Melee Weapon Training skill with Great Staffs and any Great Staff wielded by
the Evoker has a base damage of 3.
Talent Point Cost: 1

The Evoker is able to harness and gift to others their power and potential
Tier: * Type: Active
Effect: The Evoker may transfer 5 Focus from themselves to another character. The character receiving Focus cannot
exceed their total Focus amount and any Focus received that exceeds the receiving character’s total is lost.
Delivery: Touch Duration: Instant
Verbal: “Ebb and Flow - Grant 5 Focus”
Focus Cost: 5
Talent Point Cost: 2

To harness the power of magic is to form it to one’s will and desire; an Evoker with the means can bend others magics as easily as their own
Tier: 4 Type: Active/Defensive
Effect: The Evoker may negate the last spell that affected them and instead the attacking caster receives the damage
and/or effects from the spell. The verbal must be stated within 2 seconds of the Evoker being affected by the spell.
Delivery: Self Duration: Instant
Verbal: “Reflect Magic”
Focus Cost: 10
Talent Point Cost: 2

The Evoker’s connection to magic allows them to glean the weave and shape of bound enchantments
Type: Passive
Effect: The Evoker counts as having the Learned skill set when purchasing Crafting: Enchanting and any spells the
Evoker has purchased count as memorized Scrivener Compositions.
Talent Point Cost: 2

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Evokers who embrace and hone the simplest of spells become a force to be reckoned with upon the battlefield
Type: Passive
Effect: The Evoker may choose a single dominion they have access to for each talent point invested. The chosen
dominions cantrip or signature spells are modified as noted in the chart below.
Talent Point Cost: 1/2/3

The secrets of unleashing the power of the Aethyr is a secret known only to a handful of Evokers
Tier: 1 Type: Active
Effect: The Evoker may convert Aethyr Resources into a single Magic damage type packet. The amount of damage is
determined by the rarity of the Aethyr Resource and is detailed in the chart below with a single Aethyr Resource being
consumed per use.
Verbal: “Aethyrial essence - X Magic” (X is equal to the Damage value of the consumed Aethyr Resource)
Delivery: Packet Duration: Instant
Focus Cost: 2
Talent Point Cost: 2

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Most threats in the world are defeated with sword and spell but the deadliest can only be laid low by a Healer’s skill
Tier: 4 Type: Passive
Effect: The Evoker has access to the following:
The Evoker will receive an information package detailing the various hexes that characters may become cursed with.

The Evoker may also use Assess: Hex at will. Target must respond with “Yes” or “No” depending on if they are hexed
or not respectively and state which hexes(s) they are currently affected by.

The Evoker can choose to study the Hexes from the information package and attempt to find a means to remove each.
Finding a way to remove a hex is determined at the beginning of every event at logistics. The Evoker is granted 5 Hex
Breaker Points which they may invest in any Hex of their choice, this represents studying and investigating the Hex.

Each Hex, depending on its rarity, will require a different total of Hex Breaker Points invested to discover how to break
it; common hexes require a total of 5 points, uncommon hexes require a total of 10 points and rare hexes requiring a
total 15 points. Every time an Evoker invests into a Hex and does not satisfy its points requirement, they may roll a d20,
if the result is a 20 on a die, they are considered to have made a fortunate discovery and invested all the points required
to satisfy the points requirement.

Once an Evoker has discovered a way to break a Hex, they are able to remove it from a target. This is done by spending
10 Focus and completing a 300 count. For additional rules on Hexes, please see pg. 154.
Verbal: “Assess: Hex”/”Remove Hex”
Delivery: Touch Duration: Concentration - Touch
Focus Points: 10
Talent Points: 2

The seven dominions are akin to potent, wild creatures needing to be mastered; to a skilled Evoker, taming one means taming them all
Type: Passive
Effect: The Evoker’s spell pre-requisites, once satisfied in single Dominion, apply to all Dominions they have access to.
Talent Point Cost: 3

As Evokers are capable of manifesting the most potent of magics, they too are capable of destroying them in equal measure
Tier: 4 Type: Active
Effect: The Evoker may throw a single packet dealing the Dispel effect to the target. This will remove all spell effects
currently on a character or creature and deactivate any activated magical items that character, or creature is currently
wielding or holding. A Dispel effect that passes through a door with a Barrier effect upon it will remove that effect.
Verbal: “Dispel”
Delivery: Packet Duration: Instant
Focus Cost: 10
Talent Point Cost: 3

67
Individuals with deep compassion and empathy are drawn to the practice and art of healing. Whether on the frontlines of a battle, travelling
from town to town or awaiting their next patient, the sight of Healer ready to ply their trade is always a welcome sight to all. Healers perform
the noble act of saving those both barely injured and those on the precipice of death, wielding specialized knowledge with which they make the
broken whole.

Healers are often experts of not only administering but creating the medicines they provide
Type: Passive
Effect: The Healer is considered to have all standard quality Potion, Remedy and Antidote recipes memorized.
Talent Point Cost: 1

The Healer has treated a plethora of poisonings and is well versed in removing blights of all sorts
Tier: 0/3 Type: Active
Effect: The Healer may use Assess: Poison at will and if the target is poisoned, the Healer may perform a 100 count to
remove a single Poison effect from the target.
Verbal: “Assess: Poison”/ “Remove Poison”
Delivery: Touch Duration: Instant
Focus Cost: 0 (Assess: Poison)/6 (Remove Poison)
Talent Point Cost: 1

Years of experience triaging patients and binding wounds have taught the Healer how to efficiently tend to a victim’s injuries
Tier: 2 Type: Active
Effect: The Healer may place their hand on a target’s shoulder and grant them 5 Healing.
Verbal: “Medical Expertise - 5 Healing”
Delivery: Touch Duration: Instant
Focus Cost: 6
Talent Point Cost: 2

Gloves, masks and aprons are their armour; hygiene, decontamination, and disinfection their weapons
Type: Passive
Effect: The Healer is immune to all Diseases and Poisons damage types and effects.
Talent Point Cost: 2

The act of saving lives is never without urgency, some Healers have learned to work in an equally hasted measure of time
Tier: 2 Type: Active
Effect: The Healer may use the Stabilize effect on targets in their Wounded or Bleeding states. The Healer may also
increase their Power value by 1 when carrying a character or creature.
Verbal: “Stabilize”
Delivery: Touch Duration: Instant
Focus Cost: 4
Talent Point Cost: 2

68
Most threats in the world are defeated with sword and spell but the deadliest can only be laid low by a Healer’s skill
Type: Active
Effect: The Healer has access to the following:
The Healer will receive an information package detailing the various diseases that characters may contract.

The Healer may use Assess: Disease at will. Target must respond with “Yes” or “No” depending on if they are diseased
or not respectively and state which disease(s) they are currently affected by.

The Healer can choose to study the diseases from the information package and attempt to find a cure for each. Finding
a way to cure a disease is determined at the beginning of every event at logistics. The Healer is granted 5 Cure Seeker
Points which they may invest in any Disease of their choice, this represents studying and investigating the Disease. Each
Disease, depending on its rarity, will require a different total of Cure Seeker Points invested to discover how to cure it;
common diseases require a total of 5 points, uncommon diseases require a total of 10 points and rare diseases requiring a
total 15 points. Every time a Healer invests into a disease and does not satisfy its points requirement, they may roll a d20,
if the result is a 20 on a die, they are considered to have made an fortunate discovery and invested all the points required
to satisfy the points requirement.

Once a Healer has found a cure for a disease, they are able to remove it from a target. This is done by spending 10 Focus
and completing a 300 count. For additional rules on diseases, please see pg. 153.
Verbal: “Assess: Disease”/”Remove Disease”
Delivery: Touch Duration: Concentration - Touch
Focus Points: 10
Talent Points: 2

Healers know that some wounds are beyond a simple bandage and salve, they require precision, expertise and compassion
Tier: 4 Type: Active
Effect: The Healer may heal a target to their full Body Point total with a 300 count.
Verbal: “Full Healing”
Delivery: Touch Duration: Concentration – Touch
Focus Cost: 10
Talent Point Cost: 2

A Healer’s work in not always in reaction; more often than not a life is saved long before with careful preparation
Tier: 2 Type: Active
Effect: The Healer may use the Safeguard effect upon a target with a 100 count.
Verbal: “Preventative Care – Safeguard”
Delivery: Touch Duration: Concentration - Touch
Focus Cost: 4
Talent Point Cost: 2

69
An experienced Healer knows the value of keeping an assortment of provisions on hand, enabling them to be prepared for any situation
Type: Passive
Effect: The Healer receives the following items at logistics; all items are replenished every event.
Talent Point Cost: 3

Sheer determination, will and technique allow Healers to return those in their charge from the grip of death
Tier: 4 Type: Active
Effect: The Healer, while Resuscitating a character, may complete a 100 count and grant them a Revival effect.
Verbal: “Revival”
Delivery: Touch Duration: Instant
Focus Cost: 10
Talent Point Cost: 3

70
There are those that who seek out the darkness of the world, in all of its forms, to confront and destroy it. Often, they come from a history of
tragedy and violence that spurs a need for vengeance or a long line of family tradition. Hunters are those few who do what must be done no
matter the cost, no matter if it’s right or wrong.

Hunters often turn to vices to calm the nerves, quiet the senses or escape their memories for just a long moment
Type: Passive
Effect: The Hunter counts their Body and Focus points as 20 points higher when doing intoxication checks when
consuming drugs and/or alcohol.
Talent Point Cost: 1

A Hunter’s work is often unpaid and unappreciated by most; a small gesture made by even a few allows them to continue their efforts
Type: Passive
Effect: The Hunter receives 2 silver worth of coin at logistics every event.
Talent Point Cost: 1

Hunters will carry a variety of means and methods to combat whatever threat presents itself most efficiently or painfully
Tier: 3 Type: Active
Effect: The Hunter chooses one of the following damage types: Fire, Ice, Lightning, Silver or Deep Iron. The Hunter’s
basic attacks with melee weapons and bows deal that damage type while the ability is active.
Verbal: “If It Bleeds (Fire/Ice/Lightning/Silver/Deep Iron)"
Delivery: Self Duration: Constant
Focus Cost: 6
Talent Point Cost: 2

To draw the ire of a Hunter is a dangerous predicament; most will stop at nothing to find their prey and bring them down
Tier: 2 Type: Active
Effect: The Hunter may use the Bind effect on a target.
Verbal: “Bind”
Delivery: Rope Packet Duration: Instant
Focus Cost: 4
Talent Point Cost: 2

Magic defines one who can wield it, forever marking them and their actions; Hunters seek out those who have marked themselves for death
Tier: 3 Type: Active
Effect: The Hunter may throw a single packet dealing the Silence effect to the target or may have their basic attacks
deal the Disrupt damage type while the ability is active.
Verbal: “Suffer Not – Silence/Suffer Not"
Delivery: Packet/Self Duration: Instant/Constant
Focus Cost: 6
Talent Point Cost: 2

The torment they have endured and the sights they have seen have conditioned some Hunters to not feel nor fear anything
Type: Passive
Effect: The Hunter is immune to all Fear, Terror, Pain, Agony effects.
Talent Point Cost: 2

71
Hunters tend to keep a small memento of their past lives; regardless of its shape or its memories, it can bring them back from the brink
Tier: 0 Type: Active
Effect: The Hunter may, while in their Dying state, use a Full Revive effect on themselves, returning them to a Healthy
state at full Body Points. This can be done once per event.
Verbal: “Shard of Solace - Revive"
Delivery: Self Duration: Instant
Focus Cost: 0
Talent Point Cost: 2

Hunters seek any edge, any advantage, any weapon they can employ against their foes; some find they have had it within all along
Tier: 2 Type: Active
Effect: The Hunter may throw a packet dealing the Fear effect to the target
Verbal: “Darkness Falls - Fear"
Delivery: Packet Duration: Instant
Focus Cost: 4
Talent Point Cost: 2

Calling upon a power some say is from the Old World, Hunters can empower a circle to trap their prey or protect themselves if need be
Tier: 4 Type: Active
Effect: The Hunter must create a circle out of rope with a diameter no larger than 3 meter (10ft.) and grant the Barrier
effect to it. The Hunter must choose to be inside or outside of the circle when activating the ability. This will block any
passage from the side opposite the Hunter but any character or creature on the Hunter’s side may pass through
unhindered.

Although characters and creatures are blocked, weapons, packets, arrows and throwing weapons will still pass through.
When a character or creature attempts to pass in or out of the circle that they are not able to, the Hunter must state
“Barrier” to alert them that they cannot pass. The Hunter must stay within 3 meters (10ft.) of the circle if on the and in
full line of sight if outside the circle during activation while the ability is active.
Verbal: “Barrier”
Delivery: Self Duration: Concentration - Ranged
Focus Cost: 10
Talent Point Cost: 2

Out of arrogance, confidence or desperation, Hunters have been known to turn to the darkness to better hunt those born from it
Type: Passive
Effect: The Hunter has access to the following:
-The Hunter will receive an information package detailing the generic Rites available to them from powers unknown.
-The Hunter has access to all of the generic Rites and a choice of appeasement costs that range in variety from a
sacrifice, a piece of one’s soul or a favour to be claimed later by powers unknown.
Talent Point Cost: 3

72
There are powers beyond this mortal realm that interact with us in ways that are often unknowable. To be chosen by these higher powers is to
be given the means to unravel life’s great mysteries. Such a gift is seen as an ordeal, a blessing or a curse, and often those chosen devote their
lives to quest for answers. Oracles are chosen by a powerful entity, their Patron, and are granted a small portion of their Patron’s power for a
purpose, a purpose that often is not disclosed to even them.

Every Oracle must choose a single Patron to be the source of their power from the Patron reference chart

Visions of the past, present, and future fill the mind of the Oracle, their purpose a puzzle to be solved
Type: Passive
Effect: The Oracle will receive information at logistics about visions they have received from their Patron.
Talent Point Cost: 1

Reward or punishment, an Oracle returning from certain death must determine which they have received
Type: Passive
Effect: If the Oracle rolls on the death table and it results in a true death result, that result is instead held. The Oracle
returns to game with no further corruptions and resumes game as normal. The next time the Oracle suffers a death and
would normally draw from the resurrection bag, they instead count this death as the previous true death result.
Talent Point Cost: 1

Moments of worship, prayer or happenstance can grant an Oracle renewed vigor, health and free themselves from bane or blight alike
Type: Passive
Effect: The caster may choose one of the following to gained in addition to replenishing Focus after completing a single
recovery session: The Oracle may recover an additional 5 Focus
The Oracle may heal 5 Body Points
The Oracle may remove a single Poison, Cleave or Disease effect from themselves
Talent Point Cost: 2

Patrons may impart a portion of their power to an Oracle to not only embolden their power but to protect their soul
Type: Passive
Effect: The Oracle begins each event with 2 additional gold marbles in their resurrection bag; these marbles function as
white marbles but if they are drawn or consumed, they are removed from the bag for the rest of the event.
Talent Point Cost: 2

Oracles impart the word of their patrons, but some can wield their god’s awesome, terrifying and incomprehensible voice as a weapon
Type: Tier 4
Effect: The caster may throw a single packet dealing 10 Unstoppable damage to the target.
Verbal “Voice of the Divine – 10 Unstoppable”
Delivery: Packet Duration: Instant
Focus Cost: 10
Talent Point Cost: 2

Power is seldom granted without a cost, but for a Patron’s most favoured, expenses can be waived
Type: Passive
Effect: The Oracle may omit a single appeasement requirement for a Rite they wish to perform.
Talent Point Cost: 2

73
Oracles often search for the reason they have been chosen, sometimes it is to save another mortal their Patron values
Tier: 0 Type: Active
Effect: The Oracle may use Sacrifice in the following ways:
-The Oracle may heal another character or creature by transferring body points to them in units of 5.
-The Oracle may grant a character or creature a Revival effect but immediately put themselves into their dying state.
-The Oracle may Revoke a single lesser corruption from a target character to themselves.
Verbal: “Sacrifice – X Healing/Sacrifice – Revival/Sacrifice – Revoke Lesser Corruption”
Delivery: Touch Duration: Instant
Focus Cost: 0 (See Effect)
Talent Point Cost: 2

It is rare but possible for an Oracle to draw the attention of not one but two patrons who each desire to shape the mortal’s destiny
Type: Passive
Effect: The Oracle chooses a second Patron and gains additional benefits to Sight Beyond Sight, Unwavering Devotion,
and Divine Invocation talents seen below. Once chosen, this talent cannot be untrained.
-Sight Beyond Sight: The Oracle receives a vision from both chosen Patrons.
-Unwavering Devotion: The Oracle can omit appeasement requirements from Rites from either Patron.
-Divine Invocation: The Oracle can choose from either Patron when selecting a Rite and receive Rites from both
Patrons.
Talent Point Cost: 2

Oracles often see the world differently and with contrasting meaning
Type: Passive
Effect: The Oracle gets a single free use of Evade after every Recovery session.
Talent Point Cost: 3

An Oracle’s abilities are but a small example of a Patron’s power when compared to calling upon their aid directly and receiving it
Type: Passive
Effect: The Oracle has access to the following:
-The Oracle will receive an information package detailing their Patron’s specific Rite and the various generic Rites that
can perform be performed.

-The Oracle has access to their Patron’s specific Rite and may learn and perform additional generic Rites.

-Finding the means to perform a Rite is determined at the beginning of every event at logistics. Each event, the Oracle is
granted 5 Divine Invocation Points which they may invest in any generic Rite of their choice, this represents deciphering
their Patron’s visions and power. Each Rite, depending on its rarity, will require a different total of Divine Invocation
Points invested to discover how to perform it; common Rites require a total of 5 points, uncommon Rites require a total
of 10 points and rare Rites requiring a total 15 points. Every time an Oracle invests into a Rite and does not satisfy its
points requirement, they may roll a d20, if the result is a 20 on a die, they are considered to have made a fortunate
discovery and invested all the points required to satisfy the points requirement.
Talent Point Cost: 3

74
In almost every society there exists a seedy underbelly where need and want is the rule of the day. Some choose to make a life in this place while
others are forced into it out of desperation. Those that can overcome the grim trials before they are swallowed up find great success while
developing a valuable, if frowned upon, set of skills. Rogues are those who have embraced this way of life, using their skills to thrive rather
than merely survive.

The Rogue’s hands are a blur when searching pockets and pouches for a prize
Type: Passive
Effect: The Rogue’s looting and searching counts are reduced from a 50 count to a 25 count.
Talent Point Cost: 1

The oft underestimated dagger is a deadly weapon in the right hands, those right hands often being a Rogue’s
Type: Passive
Effect: The Rogue counts as having the Melee Weapon Training skill with Light and Heavy Daggers and any Light or
Heavy Dagger wielded by the Rogue has a base damage of 3.
Talent Point Cost: 1

Rogues tend to accumulate a variety of things to ward off would be attackers; pockets of sand, pouches of caltrops, vials of glue…
Tier: 2 Type: Active
Effect: The Rogue may throw a single packet dealing either the Daze, Cripple or Fear effects to the target.
Verbal: “Bag of Tricks – (Daze/Cripple/Root)”
Delivery: Packet Duration: Instant
Focus Cost: 4
Talent Point Cost: 2

When harsh language proves ineffective, Rogues like to keep an assortment of throwing blades handy for close encounters
Tier: 2 Type: Active
Effect: The Rogue may throw up to 5 packets, each dealing 2 Body damage to the target.
Verbal: “Fan of Blades – 2 Body…2 Body…2 Body”
Delivery: Packet (5) Duration: Instant
Focus Cost: 4
Talent Point Cost: 2

Rogues have developed techniques to give others the slip and to free themselves from any form of restraint
Tier: 0 Type: Active
Effect: The Rogue may use the Escape effect to remove themselves from binding, restraining, engulf and root effects at
will.
Verbal: “Escape”
Delivery: Self Duration: Instant
Focus Cost: 0
Talent Point Cost: 2

75
The world can often be a dark and terrible place to be alone; to most Rogues, their closest friends and allies are the greatest treasure
Type: Passive
Effect: The Rogue may choose up to 3 characters instead of 1 as their Cohort when using the Fellowship Skill. The
bonuses gained from the Fellowship do not increase with multiple cohorts being present.
Talent Point Cost: 2

Most call it the weapon of cowards, most also fight fair with honour; a Rogue would be smart to blight them first
Tier: 3 Type: Active
Effect: The Rogue may throw a single packet dealing the 2 Body Poison to the target.
Verbal: “2 Alchemical Body Poison”
Focus Cost: 6
Talent Point Cost: 2

The Rogue has learned to keep valuables away from prying eyes either in hidden pockets or sometimes less comfortable of places
Tier: 0 Type: Active
Effect: The Rogue may conceal tagged items on their person with a 10 count. Once concealed, these items do not need
to be shown or surrendered after a successful search or looting count is performed on the Rogue. A maximum of 5
items can be hidden this way at any time. Concealed items must be actually hidden from sight within a bag or a costume
piece to be considered concealed. The following items can be concealed and count as a single item when concealed:
Delivery: Self Duration: Instant
Focus Cost: 0
Talent Point Cost: 2

All the sealed doors, iron bars and warded locks in the world can’t stop a Rogue who desires what lies beyond them
Type: Passive
Effect: The Rogue gains access to the Picking/Resetting Lock-Smithing technique and is provided with a Lock
Pick phys-rep for each Lock Level (Level 1, Level 2 and Level 3.)
Talent Point Cost: 3

Luck can be as distant as the horizon or just around the path’s next bend; some Rogues don’t have to seek for it because it always finds them
Type: Passive
Effect: The Rogue may adjust any die rolled for Gathering & Wildcraft, Whispers & Secrets, Trade & Commerce
Income & Wealth, Resurrection, Greater Corruption or Lesser Corruption by +1 or -1 or choose to re-roll the
result with the second result standing.
Talent Point Cost: 3

76
Answering a call that takes one a world away from the trappings of civilization, there are those who prefer the unexplored and untamed
as home. Their path may lead them where few dare to journey, to seek out the hidden secrets of the wilds or to protect nature where it
cannot defend itself. Wayfinders are those few who tread lightly, respect the wilds, glean its secrets, and learn its power, allowing them to
survive where others would surely perish.

Each with a myriad of uses and each a vital tool, Wayfinders tend to never trek into the Wilds without at least one of these
Type: Passive
Effect: All axes, bows, and spears are considered to have the Common Trait when wielded by the Wayfinder.
Talent Point Cost: 1

The stories and fables of encounters that Wayfinders experience are the stuff of legend, one could seek them out but they often find you
Type: Passive
Effect: The Wayfinder may roll 2 additional d6 after each Seeking Resources attempt’s success has been
determined in Gathering & Wildcraft and choose one of them to be added to the result; this additional die only
affects the “Of a Kind” results.
Talent Point Cost: 1

To experience and witness the power of the Wilds is one thing but to wield even a touch is wholly another
Type: Passive
Effect: The Wayfinder now has access to the following Dominion of the Wilds spells: Tanglethorn, Eternal Might
and Springtide Respite
Talent Point Cost: 2

No resource proves too difficult to find for a Wayfinder who understands nature and its secretive ways
Type: Passive
Effect: The Wayfinder gains Full Access to Gathering & Wildcraft and adds 5 to the total value of Seeking
Resources rolls when determining success.
Talent Point Cost: 2

A Wayfinder always keeps a variety of arrowheads on hand; each with a unique purpose, each with a unique target
Type: Passive
Effect: The Wayfinder may choose one of the following bonuses when firing an arrow from a bow:
-The Wayfinder may change the damage type from Body to Silver Body.
-The Wayfinder may change the damage type from Body to Deep Iron Body.
-The Wayfinder may call “Root” instead of their damage verbal and the target receives a Root effect.
-The Wayfinder may change the damage type of their basic attack from Body to Normal and deal 1
additional damage.
Talent Point Cost: 2

A practiced hand and a keen knowledge grant the Wayfinder the means to acquire more than trophies from slain creatures
Type: Passive
Effect: The Wayfinder gains the Post Mortem skill and decreases their Harvest counts from 50 to 25.
Talent Point Cost: 2

77
A Wayfinder must learn to unlock and utilize the power of the wilds when far from help and in need of aid
Tier: 1 Type: Active
Effect: The Wayfinder may convert Herb Resources into Healing for themselves, another character or creature.
The amount of Healing is determined by the rarity of the Herb Resource detailed in the chart below with a single
Herb Resource being consumed per use.
Verbal: “X Healing” (X is equal to the Healing value of the consumed Herb Resource)
Delivery: Touch Duration: Instant
Focus Cost: 2
Talent Point Cost: 2

There are Wayfinders that seek to understand the wilds by learning its language, knowing its ways and finding its secrets
Type: Passive
Effect: The Wayfinder receive an information package each event at logistics about the local wilderness.
Talent Point Cost: 2

No environment is beyond the reach of a Wayfinder who seeks to find all of its majesty and mysteries
Type: Passive
Effect: The Wayfinder has access to all Gathering Types within Gathering & Wildcraft.
Talent Point Cost: 3

Through choice or necessity, the Wayfinder has developed a primal edge akin to savage predators in the wilds
Type: Passive
Effect: The Wayfinder gains the following:
-5 Natural Armour Points
-Power value is increased by 1.
-May consume any Offal or Creature Resources with a 5 count and receive 2 Healing per resource consumed.
Talent Point Cost: 3

78
Many are the paths that one may walk in life and many too are the questions one must answer. To wield weapons or magic? To take up craft
or career? To learn or to rely on luck? All answers are correct and as unique as the those who seek them.

Skills represent the abilities, training, and know-how of a character. Skills are acquired using Skill Points (SP), which are
granted at a character’s creation and as they progress. Skills can be purchased only once unless otherwise noted. Skill
costs are based on a character’s Skill Set, refer to a character’s chosen Skill Set column on the Skill Cost Chart to find the
appropriate costs.

79
The character has developed an understanding of combat and has the necessary skill to wield any melee weapon
Type: Passive
Effect: The character may wield any melee weapon and attack for its base damage.

The character has learned to fight at range and has the necessary skill to wield bows and thrown weapons
Type: Passive
Effect: The character may wield any bow and attack for its base damage.

The character has trained and specialized in a specific type of weapon and is now more lethal with it
Type: Passive
Effect: Choose a single weapon group: Axes, Bows, Clubs, Daggers, Hammer, Maces, Polearms, Spears, Staffs or
Swords. The character deals additional damage when wielding weapons from the chosen weapon group according to the
Weapon Damage Chart under the appropriate Discipline column seen below.
Prerequisite(s): Melee Weapon Training or Ranged Weapon Training

The character has specialized further in a specific type of weapon and is now even more deadly when wielding it in combat
Type: Passive
Effect: Choose a single weapon group that the character has chosen with Weapon Discipline: Axes, Bows, Clubs,
Daggers, Hammer, Maces, Polearms, Spears, Staffs or Swords. The character deals additional damage when wielding
weapons from the chosen weapon group according to the Weapon Damage Chart under the appropriate Mastery
column seen below.
Prerequisite(s): Weapon Discipline

The character has the coordination to effectively wield two weapons simultaneously
Type: Passive
Effect: The character may now wield a weapon in each hand rather than just one. Weapons must either both be Light or
Heavy or a combination of a Light or Heavy and Great. A Great weapon wielded at the same time as a Light or Heavy
weapon may only be used for defensive purposes and cannot be used to attack.

The character has learned to protect themselves effectively with a shield


Type: Passive
Effect: The character may wield any shield in one hand rather than two and may wield a shield in each hand.

80
The character has trained and specialized in using shields and is able to defend themselves more effectively
Type: Passive
Effect: The character increases the Resilience Value of any shield they are currently wielding by 5.
Prerequisite(s): Shield Training

The character has specialized further in using shields and is now even more defensive when wielding them
Type: Passive
Effect: The character increases the Resilience Value of any shield they are currently wielding by an additional 5.
Prerequisite(s): Shield Discipline

The character has spent a considerable amount of time wearing large amounts of armour and is accustomed to it
Type: Passive
Effect: The character may wear up to 10 points of armour per location rather than being restricted to 5; similar types of
armour cannot be stacked.

The character is able to deliver devastating attacks that cut deep into a foe’s limbs
Tier: 3 Type: Active/Offensive
Effect: The character may attack a target’s limb and deal the Cleave effect to the target. This attack must strike a target’s
arm or leg to have effect. If the target limb is an arm and the target is successfully struck, it can no longer be used. Any
item currently wielded in the hand of that arm can remain wielded but cannot be used to attack or block while in that
hand. If the target limb is a leg and the target is successfully struck in the leg, the target is considered to have the Cripple
effect. Regardless of which limb is attacked, it remains attached to the target, but the Cleave effect must be removed
before the limb can be used again.
Verbal: “Cleave (Arm/Leg)”
Delivery: Boffer Duration: Instant
Focus Cost: 6
Prerequisite(s): Melee Weapon Training
Weapon Discipline

*The character must be wielding a weapon capable of using Cleave that has also been selected for use with Weapon
Discipline (See the Skill Usage Column in the Weapons Chart on page X)

The character has learned to penetrate even the toughest armour with ease
Tier: 3 Type: Active/Offensive
Effect: The character may attack a target and deal X Body damage where X is the amount of their basic attack damage.
The Body damage type will replace the Normal damage type but be in addition to any other damage types.
Verbal: “Impale – X Body (Any other damage types) ”
Delivery: Boffer Duration: Instant
Focus Cost: 6
Prerequisite(s): Melee Weapon Training
Weapon Discipline

*The character must be wielding a weapon capable of using Impale that has also been selected for use with Weapon
Discipline (See the Skill Usage Column in the Weapons Chart on page X)

81
The character is able to use brute force to break apart shields, locks and weapons
Tier: 3 Type: Active/Offensive
Effect: The character may attack a shield, weapon or lock and deal the Sunder effect to the target. The target item is
reduced to its broken state.
Verbal: “Sunder”
Delivery: Boffer Duration: Instant
Focus Cost: 6
Prerequisite(s): Melee Weapon Training
Weapon Discipline

*The character must be wielding a weapon capable of using Sunder that has also been selected for use with Weapon
Discipline (See the Skill Usage column in the Weapons Chart on page X)

The character is able to muster every ounce of strength and focus it into an attack
Tier: 2 Type: Active/Offensive
Effect: The character may add an additional 5 damage of their next basic melee attack.
Verbal: “Strike!”
Delivery: Boffer Duration: Instant
Focus Cost: 4
Prerequisite(s): Melee Weapon Training

The character is skilled at fending off incoming melee attacks, rendering even the mightiest blows ineffective
Tier: 4 Type: Active/Defensive
Effect: The character may negate the last melee delivered basic attack or offensive ability that affected them. The verbal
must be stated within 2 seconds of the character being affected by the basic attack or offensive ability and while wielding
a melee weapon. Melee delivered offensive abilities include the following: Cleave, Sunder, Cripple, Impale, Disarm and
Dispatch.
Verbal: “Parry”
Delivery: Self Duration: Instant
Focus Cost: 10
Prerequisite(s): Melee Weapon Training

The character is capable of depriving an opponent of their weapons with finesse or keeping a firm grip on their own
Tier: 3 Type: Active/Offensive (Disarm)/Defensive (Retain)
Effect: The character may attack a target’s weapon or arm wielding a weapon and deal the Disarm effect to the target. If
the target weapon or arm is successfully struck, they must drop the weapon they are currently wielding at their feet. The
target is free to pick up the weapon after it has come to a complete rest on the ground. Additionally, this skill may be
used to negate a Disarm effect. If the character is successfully struck by an opponent using the Disarm skill, the
character may respond by calling “Retain,” negating the Disarm effect. This must be done within 2 seconds of the
character being affected by the Disarm effect.
Verbal: “Disarm!”/“Retain!”
Delivery: Boffer/Self Duration: Instant
Focus Cost: 6
Prerequisite(s): Melee Weapon Training

82
The character is capable of delivering an attack that can punch through shields, bypassing their protection
Tier: 2 Type: Active/Offensive
Effect: The character may attack a shield with an arrow and deal the Penetrate effect followed by the weapons damage.
The attack bypasses the target’s shield and deals the weapon’s damage directly to the target.
Verbal: “Penetrate! (X Damage)”
Delivery: Boffer Duration: Instant
Focus Cost: 6
Prerequisite(s): Ranged Weapon Training

*The character must be wielding a weapon capable of using Penetrate (See the Skill Usage column in the Weapons Chart
on page X)

The character is able to deftly avoid being hit by almost anything and everything
Tier: 4 Type: Active
Effect: The character may negate any ability, alchemy, effect, melee attack or ranged attack that affected them. The
verbal must be stated within 2 seconds of the character being affected by the basic attack, effect or ability.
Verbal: “Evade!”
Delivery: Self Duration: Instant
Focus Cost: 10

The character can break free of most restraints with ease


Tier: 3 Type: Active
Effect: Allows the character to use the Escape effect when restrained or bound.
Verbal: “Escape”
Delivery: Self Duration: Instant
Focus Cost: 6

The character is capable of delivering a debilitating attack that leaves their target struggling to walk
Tier: 3 Type: Active/Offensive
Effect: The character may attack and deal the Cripple effect to the target.; if the target is successfully struck, the target is
considered to have the Slow effect. The effect lasts until the character is healed for any amount.
Verbal: “Cripple!”
Delivery: Boffer Duration: Instant
Focus Cost: 6
Prerequisite(s): Melee Weapon Training or Ranged Weapon Training

The character can deliver a blow that renders their target unconscious
Tier: 4 Type: Active/Offensive
Effect: The character may deal the Subdue effect to the target. The character must be behind the target and attack their
back. The target may call any defense that is applicable; if no defenses are called, the target immediately enters their
Sleeping state.
Verbal: “Subdue - Sleep”
Delivery: Boffer Duration: Instant
Focus Cost: 10
*The character must be wielding a weapon capable of using Subdue (See the Skill Usage column in the Weapons Chart
on page X)

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The character is able to extract information from an unwilling target using a variety of methods
Tier: 4 Type: Active
Effect: The character may start a session of interrogation with a bound or restrained character who is in their Healthy or
Wounded state. The interrogating character must choose either Pain or Fear as their method and must state
“Interrogation Beginning (Pain/Fear,)” the interrogator then begins a 300 count (5 min.) worth of interrogation role-
play with the chosen method driving the role play. After the count is complete the interrogator must state “Interrogation
Ended” and state their question, which must be phrased in a yes or no format. If the target is affected by the chosen
method of interrogation, then they must provide an honest answer to the question by either speaking “yes” or “no” or
by nodding or shaking their head, respectively. If the character is not affected by the chosen method or if the question is
not in a yes or no format they must state “no effect” after the question is asked. Note that the target is not affected by
the stated effect, but it determines if the question is successful and drives the roleplay.

If the target ever becomes unbound, unrestrained, enters their Sleeping, Bleeding or Dying states during the
interrogation, it is considered interrupted. Note that some characters are able to use the Agony and Terror effects in
place of Pain or Fear.
Verbal: “Interrogation Beginning (Pain/Fear)...Interrogation Ended...(Question)”
Delivery: Touch Duration: Concentration – Count
Focus Cost: 10

The character has learned to competently read and write


Type: Passive
Effect: The character may write and read without speaking slowly and out loud.

The character is knowledgeable in creature anatomy and how to procure the choice organs and portions
Type: Passive
Effect: The character may harvest a target creature or monster’s organs and parts by stating “Harvest” and starting a 50
count (Harvesting 1, Harvesting 2, Harvesting 3...) This skill can only be performed on creatures or monsters in their
Bleeding or Dying states. Once the count is complete the NPC playing the creature or monster will produce Offal
Resource tags and/or Harvested Part tags and give them to the character performing the Harvest Count.

The character has developed the means to handle and properly use alchemical concoctions
Type: Passive
Effect: The character may use alchemical products as if they had Full Access to Crafting: Alchemy.

The character has learned how to assess injuries, aid in their recovery, and save lives
Type: Passive
Effect: The character has access to and may perform Diagnosis, Control Bleeding, Bandage, Save Limb and
Resuscitation.

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The character can determine how much damage another character has received
Tier: 0 Type: Active
Effect: The character may declare “Assess: Health” on a target character, the target must then
respond with how many Body Points they are currently missing.
Verbal: “Assess: Health”
Delivery: Touch Duration: Instant
Focus Cost: 0

The character is able to stop a casualty from bleeding out


Tier: 0 Type: Active
Effect: The character may pause another target character’s Bleed count by stating “Control Bleeding” and
starting a 10 count. The target’s Bleed count is paused during this count and will resume if this count ends for
any reason. Once this count is complete, the target’s Bleed count is paused until they receive any further
damage.
Verbal: “Control Bleeding – Pause Bleed Count”
Delivery: Touch Duration: Count
Focus Cost: 0

The character is able to bind and bandage wounds to aid in their recovery
Tier: 0 Type: Active
Effect: The character may bandage a target’s wounds by stating “Bandaging” and starting a 30 count; once
completed, the character states “Bandaged” and the target now has the Bandaged effect. If the target was in
their wounded state, the target will be returned to a healthy state at 1 body point. Targets who have the
Bandaged effect will heal 5 body points at the end of the next single recovery session they complete, at which
point they are no longer Bandaged. Only targets in their Healthy or Wounded states or those that currently
have a paused bleed count may be bandaged.
Delivery: Touch Duration: Count
Verbal: “Bandaging – Bandaged”
Focus Cost: 0

The character is able to save severely damage limbs by setting bones and stitching flesh
Tier: 0 Type: Active
Effect: The character may save a cleaved limb by stating “Save Limb” and starting a 300 count; once
completed, the character states, “Remove Cleave” and the target my use the limb again.
Verbal: “Save Limb – Remove Cleave”
Delivery: Touch Duration: Count
Focus Cost: 0

The character is able to stave off death with a variety of techniques and determination
Tier: 0 Type: Active
Effect: The character may pause a target’s Death count by stating “Resuscitation - Pause Death Count.” The
target’s Death count is paused while the character is concentrating and will resume if this concentration ends.
Delivery: Touch Duration: Concentration Touch
Verbal: “Resuscitation - Pause Death Count”
Focus Cost: 0

85
The character has familiarized themselves with one of the seven dominions of magic
Type: Passive
Effect: The character gains access to a single Magic Dominion: Flame, Storm, Heavens, Wilds, War, Vael or Blood. The
character gains the selected dominion’s cantrip, signature spell and may purchase additional spells from the selected
dominion. This skill may be purchased multiple times, with a different dominion chosen with each subsequent purchase.

The character has mastered a tier one spell from a dominion they are attuned to
Type: Passive
Effect: The character gains a single Tier One spell from any Magic Dominion they have accessed. This skill may be
purchased multiple times, with a different Tier One spell chosen with each subsequent purchase.
Prerequisite(s): Magic Dominion

The character has mastered a tier two spell from a dominion they are attuned to
Type: Passive
Effect: The character gains a single Tier Two spell from any Magic Dominion they have accessed. This skill may be
purchased multiple times, with a different Tier Two spell chosen with each subsequent purchase.
Prerequisite(s): A single Tier One Spell from the same Magic Dominion.

The character has mastered a tier three spell from a dominion they are attuned to
Type: Passive
Effect: The character gains a single Tier Three spell from any Magic Dominion they have accessed. This skill may be
purchased multiple times, with a different Tier Three spell chosen with each subsequent purchase.
Prerequisite(s): A single Tier Two Spell from the same Magic Dominion.

The character has mastered a tier four spell from a dominion they are attuned to
Type: Passive
Effect: The character gains a single Tier Four spell from any Magic Dominion they have accessed. This skill may be
purchased multiple times, with a different Tier Four spell chosen with each subsequent purchase.
Prerequisite(s): A single Tier Three Spell from the same Magic Dominion.

The character has mastered a tier five spell from a dominion they are attuned to
Type: Passive
Effect: The character gains a single Tier Five spell from any Magic Dominion they have accessed. This skill may be
purchased multiple times, with a different Tier Five spell chosen with each subsequent purchase.
Prerequisite(s): A single Tier Four spell from the same Magic Dominion

The character has the knowledge to comprehend and release magics bound to parchment
Type: Passive
Effect: The character may read and cast spells from enchanted Scrolls
Prerequisite(s): Literacy

86
The character has formed a bond with another character; the ties that bind them together
Type: Passive
Effect: The character chooses a single character at the beginning of every event and may perform Stay With Me, Thick
and Thin, and Back to Back with that chosen character for the duration of the event.

The character can lend a friend, even on the brink of death, enough strength to hold on just a little longer
Tier: 0 Type: Active
Effect: The caster may place their hand on the chosen character’s shoulder that is in their dying state and pause
that their death count.
Incant: “Stay With Me - Pause Death Count”
Delivery: Touch Duration: Concentration – Touch
Focus Cost: 0

The character can summon up the strength to save those they care for from harm, both from without and within
Type: Passive
Effect: The character may increase their Power value by 1 when Carrying or Restraining the chosen character.

The character is able to fight on all the harder knowing they have a trusted ally at their back
Tier: 0 Type: Active/Offensive
Effect: The character may enter a stance and while the chosen character is within the area of the stance, the
character may deal 1 additional damage with all wielded weapons.
Verbal: “Back to Back”
Delivery: Self Duration: Stance
Focus Cost: 0

The character can protect and safeguard another from harm, to become a barrier and shield
Type: Passive
Effect: The character chooses a single character at the beginning of every event and may use the Parry and/or Evade
skills as Parry Other and Evade Other on the chosen character for the duration of the event. In order to “Parry Other”
the chosen character must be touched with a boffer, and to “Evade Other” the player must place a hand on the shoulder
of the target.

A life of conflict has steeled the character; they are now capable, both mentally and physically, of ending a life
Type: Passive
Effect: The character may now use the Slay effect on characters and creatures in their Wounded or Bleeding states; this
requires holding a boffer weapon to the target’s torso and completing a 5 count (Slaying 1...Slaying 2….Slaying 3…) The
target will be put directly into their Dying state and begin their Death count.

The character has conditioned themselves to push on through their pain after they have fallen in battle
Type: Passive
Effect: The character may crawl, use items and resist slay attempts while in their Wounded state.

87
The character’s concentration is unwavering even in the face of pain and death
Type: Passive
Effect: The character can no longer be interrupted when taking damage to their body points during counted actions or
while abilities with concentration durations are active. The verbal only needs to be stated when the character would
normally be interrupted.
Verbal: “Iron Will”
Prerequisite(s): True Grit

The character can push on and survive after most would submit and expire
Type: Passive
Effect: The character may now use abilities and walk as though they had the Slow effect while in their Wounded state.
The player must still fall prone when reaching their wounded state before standing back up. Returning to their Healthy
state still requires that the character be healed for any amount.
Verbal: “Never Say Die”
Prerequisite(s): True Grit

Time and physical conditioning have allowed this character’s resilience to grow
Type: Passive
Effect: The character gains an additional 5 Body Points. This skill can be purchased multiple times.
The first three purchases of Vitality use the first cost in the Skill Cost chart and any additional purchases use the second
cost.

Practice and training have allowed the character’s capability and endurance to thrive
Type: Passive
Effect: The character gains an additional 5 Focus Points. This skill can be purchased multiple times.
The first four purchases of Focused use the first four costs in subsequent order in the Skill Cost chart; any additional
purchases use the fifth cost.

Accomplishment and capability are but a few ways to describe the potential of this character
Type: Passive
Effect: The character receives one Talent Point to spend. This skill may be purchased multiple times.

The character has developed a high tolerance for alcohol and drugs
Type: Passive
Effect: The character adds 5 to their Body or Focus Point values when determining an intoxication result when
consuming alcohol or drugs. This skill may be purchased multiple times.

88
The character has started down a path of creating and making useful goods
Type: Passive
Effect: The character receives the following when gaining Crafting & Production Basic Access:
-The character gains 10 Crafting & Production Points
-The character gains a single Trade (Smithing, Alchemy or Enchanting)
-The character gains a single Specialty
-The character can now Craft
-The character can now Memorize recipes
This skill may be purchased multiple times with a new Trade chosen with each purchase

The character has established themselves amongst their community as a proven craftsperson
Type: Passive
Effect: The character receives the following when gaining Crafting & Production Full Access:
-The character gains an additional 10 Crafting & Production Points
-The character gains access to Trade Expertises
- The character can purchase Crafting & Production Expertise Upgrades
- The character can purchase Crafting & Production Specialties
- The character can purchase Crafting & Production Points
Prerequisite(s): Crafting and Production Basic Access

The character has studied their trade has considerably improved their capabilities within their craft
Type: Passive
Effect: The character gains a single upgrade to an Expertise within a Trade they have accessed. Each expertise upgrade
may be purchased a maximum of 2 times.
Prerequisite(s): Crafting and Production Full Access

The character has been through the trials and tribulations of their trade and are all the better for it
Type: Passive
Effect: The character gains an additional Specialty within a Trade they have accessed. Specialties cannot be chosen more
than once. This skill may be purchased multiple times.
Prerequisite(s): Crafting and Production Full Access

The character has greatly improved their efficiency in creating and improving their craft
Type: Passive
Effect: The character gains an additional 10 Crafting and Production Points for a trade they have accessed. May be
purchased multiple times.
Prerequisite(s): Crafting and Production Full Access

89
The character has the know-how and means to find naturally occurring resources
Type: Passive
Effect: The character receives the following when gaining Gathering & Wild Craft Basic Access:
-The character gain 10 Gathering & Wild Craft Points
-The character may choose 1 Gathering Type
-The character can now Seek Resources

The character’s knowledge of the wilderness and where to find what they are looking for has grown considerably
Type: Passive
Effect: The character receives the following when gaining Gathering & Wild Craft Full Access:
-The character gains an additional 10 Gathering & Wild Craft Points
-The character can purchase Lesser Gathering & Wildcraft Expertise
-The character can purchase Greater Gathering & Wildcraft Expertise
-The character can purchase Gathering and Wildcraft Points
Prerequisite(s): Gathering & Wild Craft Basic Access

The character has picked up a few knack for knowing where and when to look for resources
Type: Passive
Effect: The character gains a single Gathering & Wild Craft lesser expertise. Lesser expertises cannot be chosen more
than once unless otherwise noted. This skill may be purchased multiple times.
Prerequisite(s): Gathering & Wild Craft Full Access

The character has learned much in the ways of the signs to follow and where to explore for the best results
Type: Passive
Effect: The character gains a single Gathering & Wild Craft greater expertise. Greater expertises cannot be chosen more
than once. This skill may be purchased multiple times.
Prerequisite(s): Gathering & Wild Craft Full Access

The character has become far more efficient at planning their forays into the wilds to search
Type: Passive
Effect: The character gains an additional 10 Gathering & Wild Craft Points. This skill may be purchased multiple times.
Prerequisite(s): Gathering & Wild Craft Full Access

90
The character has the means to make an income through a variety of small jobs and earnest labour
Type: Passive
Effect: The character receives the following when gaining Income & Wealth Basic Access:
-The character gains 10 Income & Wealth Points
-The character can now Seek Honest Labour

The character has learned where and how to make real coin but not without risk
Type: Passive
Effect: The character receives the following when gaining Income & Wealth Full Access:
-The character gains an additional 10 Income & Wealth Points
-The character can purchase Lesser Income & Wealth Expertise
-The character can purchase Greater Income & Wealth Expertise
-The character can purchase Income & Wealth Points
Prerequisite(s): Income and Wealth Basic Access

The character has found a few tricks of the trades to improve their earnings
Type: Passive
Effect: The character gains a single lesser expertise within the Income & Wealth system to use. Lesser expertises cannot
be chosen more than once. This skill may be purchased multiple times.
Prerequisite(s): Income & Wealth Full Access

The character has specialized and made a name for themselves when it comes to earning coin
Type: Passive
Effect: The character gains a single greater expertise within the Income & Wealth system to use. Greater expertises
cannot be chosen more than once. This skill may be purchased multiple times.
Prerequisite(s): Income & Wealth Full Access

The character has become more efficient at earning a living and finding better paying jobs
Type: Passive
Effect: The character has an additional 10 Income & Wealth Points. This skill may be purchased multiple times.
Prerequisite(s): Income & Wealth Full Access

91
The character has an apt for finding merchants and bargains alike
Type: Passive
Effect: The character receives the following when gaining Trade & Commerce Basic Access:
-The character gains 10 Trade & Commerce Points
-The character can now Seek Merchants

The character has developed a reputation and a rapport with merchants that frequent the area
Type: Passive
Effect: The character receives the following when gaining Trade & Commerce Full Access:
-The character gains an additional 10 Trade & Commerce Points
-The character can purchase Lesser Trade & Commerce Expertise
-The character can purchase Greater Trade & Commerce Expertise
-The character can purchase Trade & Commerce Points
Prerequisite(s): Trade & Commerce Basic Access

The character has learned a few ins and outs of getting the most for the least amount of coin
Type: Passive
Effect: The character gains a single Trade & Commerce lesser expertise. Lesser expertises cannot be chosen more than
once. This skill may be purchased multiple times.
Prerequisite(s): Trade & Commerce Full Access

The character has developed a few methods of trading as well as a strong sense of bargaining
Type: Passive
Effect: The character gains a single Trade & Commerce greater expertise. Greater expertises cannot be chosen more
than once. This skill may be purchased multiple times.
Prerequisite(s): Trade & Commerce Full Access

The character has become more efficient at finding both merchants and the discounts they offer
Type: Passive
Effect: The character gains an additional 10 Trade & Commerce Points. This skill may be purchased multiple times.
Prerequisite(s): Trade & Commerce Full Access

92
The character has established themselves amongst individuals who provide information about local goings on, gossip and rumours
Type: Passive
Effect: The character receives the following when gaining Whispers & Secrets Basic Access:
-The character gains 10 Whispers & Secrets Points
-The character can now Seek Rumours

The character has established themselves amongst the a capable network of those who provide information and secrets
Type: Passive
Effect: The character receives the following when gaining Whispers & Secrets Full Access:
-The character gains an additional 10 Whispers & Secrets Points
-The character can purchase Lesser Whispers & Secrets Expertise
-The character can purchase Greater Whispers & Secrets Expertise
-The character can purchase Whispers & Secrets Points
Prerequisite(s): Whispers & Secrets Basic Access

The character has learned and seen a few thing, improving their ability to gather information
Type: Passive
Effect: The character gains a single Whispers & Secrets lesser expertise. Lesser expertises cannot be chosen more than
once. This skill may be purchased multiple times.
Prerequisite(s): Whispers & Secrets Full Access

The character has found the means and connections to greatly improve their means of gathering information
Type: Passive
Effect: The character gains a single Whispers & Secrets greater expertise. Greater expertises cannot be chosen more
than once. This skill may be purchased multiple times.
Prerequisite(s): Whispers & Secrets Full Access

The character has improved their efficiency and capability in finding and spreading rumours as well as secrets
Type: Passive
Effect: The character gains an 10 additional Whispers & Secrets Points. This skill may be purchased multiple times.
Prerequisite(s): Whispers & Secrets Full Access

93
A force exists in all things, born from the Vael, its reaches are beyond vast and far. To some it is nothing more than trickery and illusion but
to most it is a power that should not be underestimated. To those who wield it, it can be a boon or a curse; this force is known as Magic.

Magic is a force that may be wielded by characters in many ways; the following details the specifics and requirements for
those choose to follow the path of the arcane.

There are seven dominions of magic: Flame, Storm, Wilds, War, Vael, Heavens and Blood. Each one has a unique set of
spells including a cantrip, a signature spell and fourteen other spells.

Upon gaining access to a dominion, a character gains use of both the cantrip and the signature spell for the selected
dominion, and they may purchase the remaining spells for that dominion. All spells require a single spell from a lesser
tier of the same dominion to be purchased as a prerequisite before purchasing.

For example: A character wishing to purchase a Tier 2 spell from the Dominion of Flame requires a Tier 1 spell also
from the Dominion of Flame to be already purchased.

Any character who has purchased or has been granted access to a Dominion of Magic or spells is a caster for all
purposes. Casters are vulnerable to the Disrupt damage type and receive 2x damage from Disrupt attacks that affect
their Body Points.

A Conduit is an item with which the caster has a special bond. It may be a treasured heirloom, an artifact, or any other
object of significance. The bond between caster and conduit is what allows a caster to concentrate their magical
potential. A caster without their conduit is akin to a warrior without a weapon, only able to use the most basic of
abilities.

The Bond
A caster requires an active bond with their conduit to cast any spell other than Cantrips and Signature Spells. Conduits
are considered bonded to their owners at the beginning of every event.

Conduit Phys-Reps
Conduits can be represented by an item of the player’s choice. Conduits are typically an item between the sizes of a large
amulet at its smallest and a large book at its largest. Conduit phys-reps must be approved by the plot team and cannot be
phys-repped with any sort of weapon, shield or armour. Conduits are not directly tagged items and can never be taken or
looted from a caster.

Creating a Bond:
A bond can be formed with a conduit in one of two ways:
Completing a recovery session while concentrating on the conduit or spending 2 Focus and a completing a 100 count

Breaking a Bond:
A bond can be broken in the following ways:
-The caster dies and resurrects
-A Dispel effect is used on a caster
-A Deactivate effect is used on the Conduit
(The Deactivate effect may only be used on a caster’s Conduit while the caster is restrained or in their Wounded or
Bleeding states)

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Spells count as activated abilities for all purposes and follow the anatomy of an ability save for the following differences:

Cantrips – Each dominion has a single spell that can be cast at will without cost. These spells have a reduced incant
consisting of only the name and effect where applicable.

Signature – Each dominion has a single tier 2 spell that is unlocked when the dominion has been purchased.

Tiers 1-5 – A spell’s tier is tied to its relative power level, and higher tier spells come with increased Focus cost.

Incants are the verbal requirements to cast a spell and are noted in each spell entry. They must be spoken clearly and said
before the spell is delivered.

Incants are divided into three sections: Dominion Immersion, Spell Name and the Effect.

Example incant:
“Khal Verrak Kamorr – Touch of Renewal – 5 Healing”
(Dominion Immersion) – (Spell Name) – (Effect)

Flame – “Sathula Bria” (/Saw-Thoo-La/ /Bree-Ya/)


Storm – “Borras Kora Sol” (/Boar-Ross/ /Kore-Ah/ /Sawl/)
Wilds – “Khal Verrak Kamorr” (/Call/ /Ver-Rock/ /Ka-More/)
War – “Valka Batalus” (/Vaul-Ka/ Ba-Tall-Us/)
Vael – “Aelos Sehn Bella” (/Ae-Lows/ /Sen/ /Bell-Ah/)
Heavens – “Ona Rell Aura” (/Own-Ah/ /Rell/ /Oar-Ah/)
Blood – “Ilya Quill Berah” (/Ill-Yah/ /Kwil/ /Ber-Awe/)

Prior to casting a spell, the caster must be attuned to their conduit and have the required amount of Focus available. If
both of those prerequisites are met, the steps are as follows:

Step 1) Recite the Dominion Immersion, the Spell Name and the Effect
Step 2) Deliver the spell as noted in the spell entry
Step 3) Subtract the amount of Focus to cast the spell from their current Focus pool

A character may only have a single instance of a spell active upon them at one time. Spells that grant a character
Temporary Armour Points or Temporary Body Points are considered active until the points are depleted, recasting a
spell on a target that has one currently active will only replenish the granted points. Spells with the Held duration may be
cast in accordance with the number of weapons and/or shields currently wielded.

Casters are allowed to have packets readied for spell casting, which is usually done in between the fingers of a clenched
fist and is referred to as Channeling.

To other characters in game this represents a caster calling forth a large amount of magical power to be used
immediately.

95
Casters may begin an event with any spells active upon them that they have access to; it is assumed that the caster cast
the spells before the event began. All spells applied in this way cost no Focus save for spells with Constant durations.

Casters may practice throwing packets by stating, “0 Magic” when thrown. This does not consume any Focus and deals
no damage.

Scrolls are a consumable form of magic where spells are crafted into limited use items.

A character does not have to be a caster or require a conduit to use a scroll but must have the Arcane Literacy Skill.
Scrolls only contain spells from Tiers 1 through 5 from each dominion, cantrip and signature spells cannot be cast using
a scroll.

All scrolls must be activated using the Activate effect to be used and will become deactivated if the character carrying
them becomes the target of a Dispel effect.

To use a scroll, a character must perform the following:


Step 1) Ensure the scroll is activated using the Activate effect
Step 2) Wield the scroll open in one or both hands
Step 3) Recite the Dominion Immersion, the Spell Name and the Effect
Step 4) Deliver the spell as noted in the spell entry (Not that spells cast with a “Constant” duration end at the beginning
of the target’s next recovery session.)
Step 5) The scroll is now consumed or subtract the amount of Focus to cast the spell from their current Focus pool
depending on the quality of the scroll

Enchanted items are weapons, shields, staffs and locks infused with magic and granted a variety of effects depending on
the enchantment used.

Any character may wield or use an enchanted item but they must be activated using the Activate effect to be used and
will become deactivated if the character wielding or carrying them becomes the target of a Dispel effect.

96
The magic of Flame draws its power from the warmth of the hearth, the roar of unstoppable fires and the mystery found within its
illumination. Be it fire within the heart or at the fingertip, the gift of flame brings with it the means to shape and wield fire as a weapon, to
know no fear with blazing courage and to burn so brightly that nothing can stand before you

A small burst of flame erupts from the caster’s fingertips and sails towards their enemy
Type: Cantrip
Effect: The caster may throw a single packet dealing 1 Fire damage to the target.
Incant: “Ignite – 1 Fire”
Delivery: Packet Duration: Instant
Focus Cost: 0

A gout of flame is unleashed from the hands of the caster, its searing heat washing over its target
Type: Signature
Effect: The caster may throw a single packet dealing 10 Fire damage to the target.
Incant: “Sathula Bria – Fire Blast – 10 Fire”
Delivery: Packet Duration: Instant
Focus Cost: 4

A shield of protective flame surrounds the target, safeguarding the user from hostile fire
Type: Tier 1
Effect: The caster is granted 10 Temporary Armour Points that can only be used against attacks of the Fire damage
type.
Incant: “Sathula Bria – Cinder Shroud”
Delivery: Self Duration: Instant
Focus Cost: 2

The caster’s weapon erupts in hungry fire eager to consume its wielder’s enemies
Type: Tier 1
Effect: A single melee or ranged weapon wielded by the caster gains the Fire damage type while it is held.
Incant: “Sathula Bria – Flame Tongue”
Delivery: Self Duration: Held
Focus Cost: 2

The caster’s hands burn with an intense heat that can seal open wounds
Type: Tier 1
Effect: The caster may place their hand on a target’s shoulder that is in their Bleeding state and the target’s Bleed count
is paused until they receive any further damage.
Incant: “Sathula Bria – Cauterize – Pause Bleed Count”
Delivery: Touch Duration: Instant
Focus Cost: 2

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Waves of unbearable heat radiate from the caster’s hands, keeping foes at bay
Type: Tier 2
Effect: The caster may throw a single packet dealing the Repel effect to a single target. The target may not approach
closer than 3 meters (10ft) while the spell is active.
Incant: “Sathula Bria – Radiant Aura – Repel”
Delivery: Packet Duration: Concentration - Ranged
Focus Cost: 4

Vicious and hungering, nothing can stand between this fire and what it wishes to consume
Type: Tier 2
Effect: The caster may throw a single packet dealing 5 Magic Fire damage to the target.
Incant: “Sathula Bria – Wildfire – 5 Magic Fire”
Delivery: Packet Duration: Instant
Focus Cost: 4

Flames grow hotter as they burn white and pure at the caster’s command
Type: Tier 2
Effect: The caster’s next attack or spell that deals the Fire damage type instead deals the Purest Fire damage type.
Targets vulnerable to the Fire damage type receive 3x damage from the Purest Fire damage type rather than 2x.
Incant: “Sathula Bria – Sacred Flame”
Verbal: “Purest Fire”
Delivery: Self Duration: Instant
Focus Cost: 4

Violent and destructive, these blossoms of flame consume all in their path
Type: Tier 3
Effect: The caster may throw up to 5 packets, each dealing 5 Fire damage to the target.
Incant: “Sathula Bria – Scorching Salvo – 5 Fire…5 Fire…5 Fire”
Delivery: Packet (5) Duration: Instant
Focus Cost: 6

The air grows hot as the caster calls forth ash and cinder to empower their flame
Type: Tier 3
Effect: The caster enters a stance and damage from Ignite is increased by 2 while the spell is active.
Incant: “Sathula Bria – Rain of Embers”
Delivery: Self Duration: Stance
Focus Cost: 6

A dull glow appears and grows bright from within the caster as an inner flame purges impurity
Type: Tier 3
Effect: The caster removes a single Poison or Disease effect currently affecting them.
Incant: “Sathula Bria – Crucible – Remove Poison/Disease”
Delivery: Self Duration: Instant
Focus Cost: 6

98
The caster’s heart is filled with courage and mettle, allowing them to face any fears they may encounter
Type: Tier 4
Effect: The caster is granted immunity to Fear and Terror effects while the spell is active.
Incant: “Sathula Bria – Ardent Heart”
Verbal: “No Effect”
Delivery: Self Duration: Constant
Focus Cost: 10

Intense heat lashes out from the casters hands, immolating the body of their foe, leaving nothing but ash
Type: Tier 4
Effect: The caster may place their hand on a target’s shoulder that is in their dying state and end that target’s death
count. The target immediately must stand, cross their arms over their chest and proceed to Plot Camp.
Incant: “Sathula Bria - Ashes to Ashes - End Death Count”
Delivery: Touch Duration: Instant
Focus Cost: 10

Blackened char and ember ash burn away a foe from within, stealing away song and word
Type: Tier 4
Effect: The caster may throw a single packet dealing the Silence effect to the target.
Incant: “Sathula Bria – Breath of Ash - Silence”
Delivery: Packet Duration: Instant
Focus Cost: 10

The sun seems dim and cold compared to this intensity of flame unleashed upon the world from the caster’s hands
Type: Tier 5
Effect: The caster may throw a single packet dealing the 50 Fire damage to the target.
Incant: “Sathula Bria – Inferno – 50 Fire”
Delivery: Packet Duration: Instant
Focus Cost: 20

Brilliant shimmering flames erupt from the dying as their flame burns bright, radiant and renewed
Type: Tier 5
Effect: The caster may place their hand on a target’s shoulder that is in their dying state and grant them the Full Revival
effect.
Incant: “Sathula Bria – Baelfire – Full Revival”
Delivery: Touch Duration: Instant
Focus Cost: 20

99
The magic of Storm is born from the deafening roar of thunder, the relentless advance of frost and the sheer power of lightning. Harnessing the
cold, the wind, and the sky will bring the deadliest of the elements to bear, destroy all that stands in your path and make one as unstoppable
as the most powerful of storms

A crackling energy arcs between the caster’s fingertips and arcs towards their foes
Type: Cantrip
Effect: The caster may throw a single packet dealing 1 Lightning damage to the target.
Incant: “Shock – 1 Lightning”
Delivery: Packet Duration: Instant
Focus Cost: 0

The clouds grow dark and part to reveal a punishing torrent of ice and lightning
Type: Signature
Effect: The caster may throw a single packet dealing 10 Ice damage or 10 Lightning damage to the target.
Incant: “Borras Kora Sol – Cloudburst – 10 Ice/Lightning”
Delivery: Packet Duration: Instant
Focus Cost: 4

A weapon becomes an extension of the storm; raining down blows as shards of ice and bolts of lightning fall from the sky
Type: Tier 1
Effect: A single melee or ranged weapon wielded by the caster gains the Ice or Lightning damage type while it is held.
Incant: “Borras Kora Sol – Storm Front”
Delivery: Self Duration: Held
Focus Cost: 2

A mighty gale flows past the caster and carries any projectiles forward with frightening speed
Type: Tier 1
Effect: The caster deals 1 additional damage with all wielded bows while the spell is active.
Incant: “Borras Kora Sol – High Wind”
Delivery: Self Duration: Constant
Focus Cost: 2

A punishing rain crashes down, forcing those caught within to struggle just to stand
Type: Tier 1
Effect: The caster may throw a single packet dealing the Slow effect to the target while the spell is active.
Incant: “Borras Kora Sol – Hard Rain - Slow”
Delivery: Packet Duration: Concentration - Ranged
Focus Cost: 2

A deafening clap of thunder rings out above the target, leaving them stunned and their ears ringing
Type: Tier 2
Effect: The caster may throw a single packet dealing the Daze effect to the target.
Incant: “Borras Kora Sol – Thunderclap – Daze”
Delivery: Packet Duration: Instant
Focus Cost: 4

100
A powerful howling gale erupts from the caster’s outstretched hands, its might keeping foes at bay
Type: Tier 2
Effect: The caster may throw a single packet dealing the Repel effect to a single target. The target may not approach
closer than 3 meters (10ft) to the caster while the spell is active.
Incant: “Borras Kora Sol – Tempest Breath – Repel”
Delivery: Packet Duration: Concentration - Ranged
Focus Cost: 4

The air itself turns bitter and cold as it attacks flesh like a vortex of unseen needles
Type: Tier 3
Effect: The caster may throw a single packet dealing the Pain effect to the target.
Incant: “Borras Kora Sol – Frost Bite - Pain”
Delivery: Packet Duration: Instant
Focus Cost: 6

The storm’s bellows of rage are constant: to harness it is to wield a violent gale, stronger than almost any grip
Type: Tier 3
Effect: The caster may throw a single packet dealing the Disarm effect to the target.
Incant: “Borras Kora Sol – Whirlwind – Disarm”
Delivery: Packet Duration: Instant
Focus Cost: 6

Shards of ice gather on the caster forming a potent aegis, always ready to be unleashed if need be
Type: Tier 3
Effect: The caster is granted 10 Temporary Armour Points, these points can be converted into packets dealing 5 Ice
damage each for every 5 Temporary Armour Points.
Incant: “Borras Kora Sol – Rime Scale”
Verbal: “5 Ice”
Delivery: Self/Packet Duration: Instant
Focus Cost: 6

A booming roar rings out as a bolt from the skies above strikes true
Type: Tier 3
Effect: The caster may throw a single packet dealing 5 Magic Body Lightning to the target.
Incant: “Borras Kora Sol – Thunder Strike – 5 Magic Body Lightning”
Delivery: Packet Duration: Instant
Focus Cost: 6

At terrible cold reaches out from the caster’s grasp, reducing all it in its path to icy dust
Type: Tier 4
Effect: The caster may throw a single packet dealing the Sunder effect to the target’s weapon or shield.
Incant: “Borras Kora Sol – Fell Frost – Sunder”
Delivery: Packet Duration: Instant
Focus Cost: 10

101
At the core of every storm there is a calm; when compared to the chaos beyond it, it may be more terrifying
Type: Tier 4
Effect: The caster minimizes all damage from arrows and as all ice, lightning and alchemical damage types while the
spell is active.
Incant: “Borras Kora Sol – Eye of the Storm”
Delivery: Self Duration: Constant
Focus Cost: 10

Lightning dances between the caster’s hands before lashing out with lethal intent
Type: Tier 4
Effect: The caster may throw up to 4 packets, each dealing 5 Magic Lightning damage to the target.
Incant: “Borras Kora Sol – Arc Bolt – 5 Magic Lightning…5 Magic Lightning…5 Magic Lightning…”
Delivery: Packet (4) Duration: Instant
Focus Cost: 10

Dark clouds gather in the sky above the caster, whose every gesture unleashes a punishing volley of lightning and ice
Type: Tier 5
Effect: The caster enters a stance and may throw any number of packets, each dealing 5 Ice damage or 5 Lightning
damage while the spell is active. The caster may change the damage type with each packet thrown.
Incant: “Borras Kora Sol – Sky Fall – 5 Ice/Lightning…5 Ice/Lightning…5 Ice/Lightning...”
Delivery: Packet Duration: Stance
Focus Cost: 20

Dark skies, rolling thunder and foreboding winds align to create the pinnacle of destruction born from the skies
Type: Tier 5
Effect: The caster, when casting the following spells, adds the Purest Damage Type to the spell’s damage types and an
additional 5 damage to the spell’s damage values; if the spell deals no damage, no additional damage is added.
(Cloudburst, Storm’s Edge, Rime Scale, Thunder Strike, Arc Bolt, Sky Fall)
Targets vulnerable to the Ice or Lightning damage types receive 3x damage from the Purest Ice or Lightning damage
types rather than 2x.
Incant: “Borras Kora Sol –Perfect Storm”
Verbal: “Purest”
Delivery: Self Duration: Constant
Focus Cost: 20

102
The magic of the Wilds is shaped from the timeless balance of nature, the constant force of change within the seasons and the ancient powers
that stir within the untamed reaches of the world. To bear this magic is to call upon the indomitable might of the sentient weald, to heal blight
as well as the broken alike and discover the ways of the Old World.

The power of the nature runs deep in the veins of the caster, connecting them to the Wilds
Type: Cantrip
Effect: Any healing effects received by the caster is resolved at an additional 2 Healing. The caster may also use Assess:
Health and Assess: Poison at will.
Incant: None
Delivery: Self Duration: None
Focus Cost: 0

The touch of the caster breathes new life into aged arbor and with it comes gnarled knots and hardened thorns
Type: Signature
Effect: Any Light Club, Heavy Club, Great Club or Great Staff wielded by the caster deals an additional 2 damage while
the spell is active.
Incant: “Khal Verrak Kamorr – Wild Weald”
Delivery: Self Duration: Constant
Focus Cost: 4

The ground itself reaches and grasps to ensnare those unfortunate to have drawn the caster’s ire
Type: Tier 1
Effect: The caster may throw a single packet dealing the Root effect to the target.
Incant: “Khal Verrak Kamorr – Tanglethorn – Root”
Delivery: Packet Duration: Instant
Focus Cost: 2

Strength grows within as an invigorating power envelops the caster with the force of the Wild
Type: Tier 1
Effect: The caster adds 1 to their Power value. After the next use of the caster’s Power value, this spell is no longer
active.
Incant: “Khal Verrak Kamorr – Eternal Might”
Delivery: Self Duration: Instant
Focus Cost: 2

Infused with natural healing energies allows rest to restore the body as much as it does the mind
Type: Tier 1
Effect: The caster may place their hand on a target’s shoulder and grant them the Regenerate effect.
Incant: “Khal Verrak Kamorr – Springtide Respite - Regenerate”
Delivery: Self/Touch Duration: Instant
Focus Cost: 2

103
At the beckon of the caster, a myriad of razor sharp leaves encircles the caster ready to fly true at their foes.
Type: Tier 2
Effect: The caster may throw up to 4 packets, each dealing 2 Body damage to the target.
Incant: “Khal Verrak Kamorr – Blades of Autumn – 2 Body…2 Body…2 Body…”
Delivery: Packets (4) Duration: Instant
Focus Cost: 4

Leather and metal grow brittle and corrode as a cold and malicious presence descends upon them
Type: Tier 2
Effect: The caster may throw a single packet dealing 5 Decay damage to the target.
Incant: “Khal Verrak Kamorr – Winter’s Claim – 5 Decay”
Delivery: Packet Duration: Instant
Focus Cost: 4

An awoken wild can wreak havoc untold; calm the beast and restore the balance
Type: Tier 2
Effect: The caster may throw a single packet and remove the Frenzy effect from the target.
Incant: “Khal Verrak Kamorr – Tame the Wild – Remove Frenzy”
Delivery: Packet Duration: Instant
Focus Cost: 4

A simple touch breathes new life into damaged flesh and bone, restoring it to how it once was
Type: Tier 3
Effect: The caster may place their hand on a target’s shoulder and grant them 5 Healing.
Incant: “Khal Verrak Kamorr – Touch of Renewal – 5 Healing”
Delivery: Self/Touch Duration: Instant
Focus Cost: 6

The body shudders and shakes as a potent force seeks and drives out affliction
Type: Tier 3
Effect: The caster may place their hand on a target’s shoulder and remove a single Poison effect.
Incant: “Khal Verrak Kamorr – Banish Blight – Remove Poison”
Delivery: Self/Touch Duration: Instant
Focus Cost: 6

A collection of the wild’s maladies and afflictions, unleashed as one upon the caster’s foes
Type: Tier 3
Effect: The caster may throw a single packet dealing the 2 Body Poison damage to the target.
Incant: “Khal Verrak Kamorr – Deepwood Scourge – 2 Body Poison”
Delivery: Packet Duration: Instant
Focus Cost: 6

104
Muscle and sinew tense and harden as they are infused with the essence of the Wilds
Type: Tier 4
Effect: The caster is granted 20 Temporary Armour Points.
Incant: “Khal Verrak Kamorr - Oakenflesh”
Delivery: Self Duration: Instant
Focus Cost: 10

As a tree regrows where cut limbs so too does tissue and flesh, to replace what was broken or lost
Type: Tier 4
Effect: The caster may place their hand on a target’s shoulder and grant them the Remove Cleave effect and the
Regenerate effect.
Incant: “Khal Verrak Kamorr – New Growth – Remove Cleave. Regenerate”
Delivery: Self/Touch Duration: Instant
Focus Cost: 10

The bounty of a season’s warmth and promise passed down for ever and a day
Type: Tier 4
Effect: The caster may place their hand on a target’s shoulder that is currently in their Wounded or Bleeding states and
grant them the Stabilize effect. The target now also has a single use of the Stabilize effect that they may use on another
target currently in their Wounded or Bleeding states.
Incant: “Khal Verrak Kamorr – Heirloom of Summer- Stabilize. Grant Stabilize”
Delivery: Touch Duration: Instant
Focus Cost: 10

As small whisper of light is born aloft in the caster hands, eager to restore balance from the chaos of magic
Type: Tier 5
Effect: The caster may throw a single packet dealing the Dispel effect to the target.
Incant: “Khal Verrak Kamorr – Balance of Nature - Dispel”
Delivery: Packet Duration: Instant
Focus Cost: 20

The ground quakes and shudders as long dormant and ancient roots of the oldest trees answer the caster’s call
Type: Tier 5
Effect: The caster may throw a single packet dealing 30 Unstoppable damage to the target.
Incant: “Khal Verrak Kamorr – Roots of the Old World – 30 Unstoppable”
Delivery: Packet Duration: Instant
Focus Cost: 20

105
The magic of the Heavens is created from the untold mysteries of the night sky, the eternal light of the stars above and the guidance of the ever-
watchful signs of the Eight. To hold all that lies beyond our world is to know the darkness that exists between the stars, to wield the powers
of time and space as well as count yourself a beacon of light amidst the infinite expanse

A communion with the stars gifts a state of peace and calm, allowing one to channel their power beyond their own limits
Type: Cantrip
Effect: The caster may, during a Recovery Session, recover up to an additional 5 Focus over their total Focus amount;
these additional Focus points are recovered as per a normal Recovery Session.
Incant: None
Delivery: Self Duration: None
Focus Cost: 0

Gleaming blades of light revolve around the caster’s grasp, ready to fall upon foes as would stars from the sky
Type: Signature
Effect: The caster may throw up to 5 packets, each dealing 2 Magic damage to the target.
Incant: “Ona Rell Aura – Shards of Twilight – 2 Magic…2 Magic…2 Magic”
Delivery: Packets (5) Duration: Instant
Focus Cost: 4

Birth determines the chosen of the signs but those with the power may call upon them all
Type: Tier 1
Effect: The caster may change their star sign from their own to any other sign of their choice; the caster counts as being
born under the chosen sign for all purposes while the spell is active
Incant: “Ona Rell Aura - Heavens Aligned – (Erhlo/Vos/Tromm/Illi’ala/Rhin/Braithe/Stemroh/Harengal)
Delivery: Self Duration: Constant
Focus Cost: 2

A innocent glimmer of light in the sky can quickly become a potent weapon against one’s foes
Type: Tier 1
Effect: The caster may throw a single packet dealing 2 Explosive damage to the target.
Incant: “Ona Rell Aura – Star Fall – 2 Explosive”
Delivery: Packet Duration: Instant
Focus Cost: 2

The casters eyes grow bright as the ageless wisdom of the signs above flows through them
Type: Tier 1
Effect: The caster may use the Identify effect on a deactivated Enchanted Item. The caster may remove the tag from
item and observe the Enchantment details, they must return the tag with its previous facing forward.
Incant: “Ona Rell Aura – Timeless Insight”
Delivery: Self Duration: Instant
Focus Cost: 2

106
Let the resplendence wash over you; wield it and let it course through your veins
Type: Tier 2
Effect: The caster is granted 5 Healing.
Incant: “Ona Rell Aura – Gift of the Heavens”
Delivery: Self Duration: Instant
Focus Cost: 4

A shimmering cloak of star light mirrors the night skies beauty and provides its protection
Type: Tier 2
Effect: The caster is granted 10 Temporary Armour Points.
Incant: “Ona Rell Aura – Starlight Mantle”
Delivery: Self Duration: Instant
Focus Cost: 4

The space between the stars is deep, numbing and void of life
Type: Tier 2
Effect: A single melee weapon or bow wielded by the caster gains the Ice damage type while it is held. The caster may
end the Ice Damage type on the held weapon and throw a single packet dealing 5 Ice damage to a target, ending the
spell.
Incant: “Ona Rell Aura – Cold of the Dark”
Delivery: Held/Packet Duration: Held
Focus Cost: 4

Time can seem infinitely swifter or slower when compared to the eons that the stars have spent in the skies above
Type: Tier 3
Effect: The caster may pause any count they are currently afflicted with while the spell is active or they may end the
count of a single effect currently affecting them by ending the spell. Only a single count may be paused at a time.
Incant: “Ona Rell Aura – Continuum”
Verbal: “Pause Count/End Count”
Delivery: Self Duration: Constant
Focus Cost: 6

The power of the night sky can be embraced as easily as one would embrace a friend of old
Type: Tier 3
Effect: The caster may place their hand on a target’s shoulder grant the target 5 Focus.
Incant: “Ona Rell Aura – Touch of Infinity – Grant 5 Focus”
Delivery: Touch Duration: Instant
Focus Cost: 6

107
The heat of a newborn star burns furious, bright, and potent
Type: Tier 3
Effect: A single melee weapon or bow wielded by the caster gains the Fire damage type while it is held. The caster may
end the Fire Damage type on the held weapon and throw a single packet dealing 10 Fire damage to a target, ending the
spell.
Incant: “Ona Rell Aura – Blaze of Dawn”
Verbal: “10 Fire”
Delivery: Held/Packet Duration: Held
Focus Cost: 6

A faint spectral aura envelops the caster and redirects any malicious spell into the empty darkness between the stars
Type: Tier 4
Effect: The caster may Resist the next single spell effect that affects them while the spell is active.
Incant: “Ona Rell Aura – Into the Dark”
Verbal: “Resist”
Delivery: Self Duration: Constant
Focus Cost: 10

The dying light of a celestial convergence shines brilliant, beautiful, and radiant
Type: Tier 4
Effect: A single melee weapon or bow wielded by the caster gains the Silver damage type while it is held. The caster may
end the Silver Damage type on the held weapon and throw a single packet dealing 10 Silver damage to a target.
Incant: “Ona Rell Aura – Edge of The Eclipse”
Verbal: “10 Silver”
Delivery: Held/Packet Duration: Held/Instant
Focus Cost: 10

Not all gifts granted from the stars require a shard of the night sky; one need only ask and they will receive
Type: Tier 4
Effect: The caster may place their hand on a target’s shoulder and gains access to the Fellowship skill with the target
while the spell is active.
“Incant: “Ona Rell Aura – Star Crossed”
Delivery: Touch Duration: Constant
Focus Cost: 10

Finding one’s true place amongst the stars grants the perspective and protection beyond measure
Type: Tier 5
Effect: The caster enters a stance and becomes immune to all damage types and effects, save for the Dispel effect, while
the spell is active. For the duration of the spell, the caster must cross their arms in front of themself with their fingertips
touching their elbows; if the caster does not keep their arms in position or leaves the stance, the spell ends.
Incant: “Ona Rell Aura –Nexus”
Verbal: “No Effect”
Delivery: Self Duration: Stance
Focus Cost: 20

108
The light of dying star burns within; though, the end is nothing but a new beginning
Type: Tier 5
Effect: The caster is granted a single use of the Full Revive effect that may be used at any point while in their death
count. The caster, at any time, may forfeit the Full Revival effect and throw a packet dealing 25 Magic damage to a target
while the spell is active.
Incant: “Ona Rell Aura – Nova”
Verbal: “25 Magic”
Delivery: Self/Packet Duration: Constant/Instant
Focus Cost: 20

109
The magic of War is forged from the endless din of battle, the constant search for glory and the overwhelming desire for victory. Its steely grip
holds the power to make the weary into warriors, to protect those who cannot protect themselves and grant the means to make a defiant stand
worthy of song, when defeat seems all but inevitable

The call cannot be resisted; the drums can always be heard far in the distance.
Type: Cantrip
Effect: The caster chooses a single melee weapon when purchasing Magic Dominion: War; weapons of that type count
as having the Common Trait while wielded by the caster. If the caster has the Melee Weapon Training skill, they deal 1
additional damage with that weapon. The caster may also use Assess: Armour and Assess: Armour State at will.
Incant: None
Delivery: Self Duration: None
Focus Cost: 0

Broken links of mail and shattered plate are knit back together as if they were flesh and bone
Type: Signature
Effect: The caster may place their hand on a target’s shoulder and Repair 10 Armour Points.
Incant: “Valka Batalus – Reforge – 10 Repair”
Delivery: Touch Duration: Instant
Focus Cost: 4

Armour unseen save for a shimmer against the light of day, protects those who charge into the fray
Type: Tier 1
Effect: The caster may place their hand on a target’s shoulder and grant them 5 Temporary Armour Points.
Incant: “Valka Batalus – Ironclad – Grant 5 Temp Armour”
Delivery: Touch Duration: Instant
Focus Cost: 2

A potent force enwraps a bulwark like a fortress wall, guarding against blade and bludgeon, blow and blast
Type: Tier 1
Effect: A single shield wielded by the caster gains an additional 5 Resilience while it is held.
Incant: “Valka Batalus – Palisade”
Delivery: Self Duration: Held
Focus Cost: 2

A call to arms needs only the embrace of trust between an implement of war and it’s wielder
Type: Tier 1
Effect: A single weapon or shield wielded by the caster gains the Common trait while it is held.
Incant: “Valka Batalus – Conscription”
Delivery: Self Duration: Held
Focus Cost: 2

110
Victory and glory fill the minds of those seeking to prove themselves, pushing them beyond all that stands in their path
Type: Tier 2
Effect: The caster is granted immunity to the Fear effect while the spell is active.
Incant: “Valka Batalus – Know No Fear”
Verbal: “No effect”
Delivery: Self Duration: Constant
Focus Cost: 4

The broken and bloodied encompass all battlefields; return those devoted to your cause to finish the fight
Type: Tier 2
Effect: The caster may place their hand on a target’s shoulder that is currently in their Wounded or Bleeding states and
grant them the Stabilize effect.
Incant: “Valka Batalus – None Left Behind – Stabilize”
Delivery: Touch Duration: Instant
Focus Cost: 4

Those who choose the path of war are given the means to survive the journey
Type: Tier 2
Effect: The caster deals 1 additional damage with all wielded weapons while the spell is active.
Incant: “Valka Batalus – Strength and Glory”
Delivery: Self Duration: Constant
Focus Cost: 4

Weapons grow a semblance of sentience as a force draws them to where their protection is needed most
Type: Tier 3
Effect: The caster is granted a single use of the Parry or Parry Other effects while the spell is active.
Incant: “Valka Batalus – Sentinel Guard”
Verbal: “Parry/Parry Other”
Delivery: Self Duration: Constant
Focus Cost: 6

Those who fall in battle take their belongings with them to whatever battlefield they next encounter, in this life or the next
Type: Tier 3
Effect: The caster is granted immunity to the Disarm effect and Looting while the spell is active.
Incant: “Valka Batalus – Honour the Fallen”
Verbal: “No Effect”
Delivery: Self Duration: Constant
Focus Cost: 6

With a touch, damage received in the thick of battle is undone and the wielder fit for war
Type: Tier 3
Effect: The caster may place their hand on the target weapon, shield, or the target’s shoulder if they are currently
wearing armour and grant the Restore effect on it. The weapon, shield or armour is returned from a broken state to a
normal state.
Incant: “Valka Batalus – Battle Ready – Restore”
Delivery: Self/Touch Duration: Instant
Focus Cost: 6

111
Like a warrior’s spirit, this shield will not succumb or surrender, bend or break
Type: Tier 4
Effect: A single shield wielded by the caster minimizes all damage dealt to it while the spell is active.
Incant: “Valka Batalus – Shield Wall”
Verbal: “Minimize/No Effect”
Delivery: Self Duration: Constant
Focus Cost: 10

With only a gesture, a barrage of bodkins fall from the skies to bless a new battlefield
Type: Tier 4
Effect: The caster may throw up to 5 packets, each dealing 3 Body damage to the target.
Incant: “Valka Batalus – Volley Fire – 3 Body…3 Body…3 Body”
Delivery: Packet (5) Duration: Instant
Focus Cost: 10

A missile intended for penetrating fortress walls and sinking ships is set upon the caster’s foes
Type: Tier 4
Effect: The caster may throw a single packet dealing 8 Magic Body damage to the target.
Incant: “Valka Batalus – Siege Bolt – 8 Magic Body”
Delivery: Packet Duration: Instant
Focus Cost: 10

The sound of hammers upon anvils and bellows of a furnace can be heard as armour is mended and fit for combat
Type: Tier 5
Effect: The caster is granted 50 Repair Points. The caster may place their hand on a target’s shoulder and Repair
Armour Points in allotments of 10, 20, 30, 40 or 50 on one or more targets until all the Repair Points are used while the
spell is active. The caster may also Restore Armour using the Repair Points, if so, 10 Repair Points are used per single
use of Restore Armour.
Incant: “Valka Batalus – Forge of War”
Verbal: “(10/20/30/40/50) Repair/Restore Armour”
Delivery: Self/Touch Duration: Concentration - Self
Focus Cost: 20

Legends speak of a weapon that could lay low the mightiest of foes and sparked fear in the gods, speak its name and call forth its power
Type: Tier 5
Effect: The caster designates a single character or creature while casting the spell; the caster may now make a melee or
ranged weapon attack that deals 25 Body damage to that target. The caster may attack the target until the attack is
successful; if the target uses an activated ability to negate the attack or if the caster strikes a target’s shield it is considered
successful. Once the attack has successfully affected the target, the spell ends.
Incant: “Valka Batalus – War Song”
Delivery: Self Duration: Instant
Focus Cost: 20

112
The magic of the Vael is evoked from its own namesake; the realm of eternal magic, wondrous ever-living dreams, and nightmares beyond all
reason. To wield its immeasurable power is to reveal the deepest darkest fears of others, hold sway over another’s dreams and death alike as
well as truly experience a world beyond our own, where others fear to tread.

Where the Vael draws thinnest, the two worlds can be seen as one
Type: Cantrip
Effect: The caster can always see and hear but not interact with the following while any characters without Seeing is
Believing cannot see, hear or interact with any of the following:
-Characters who have completed their Death count and are on their way to Plot Camp with their arms crossed over their
chest.
-Any character or creature wearing a purple headband.
-Any item marked with a purple ribbon.
Incant: None
Delivery: Self Duration: None
Focus Cost: 0

With enough power, one can draw the Vael back and be heard beyond
Type: Signature
Effect: The caster must, once Pierce the Vael is cast, raise one of their hands and cross their index and middle fingers
and keep that hand raised while the spell is active. The caster may now be seen and heard by any character or creature
wearing a purple headband as well as interact with items marked with a purple ribbon. The caster will also automatically
succeed passing through a Vael Rift while the spell is active.
Incant: “Aelos Sehn Bella – Pierce the Vael”
Delivery: Self Duration: Constant
Focus Cost: 4

There is a place and there is a time to sleep, if neither is safe then one must be drawn from their dreams
Type: Tier 1
Effect: The caster may place their hand on a target’s shoulder that is in their Sleeping state and grant them the Awaken
effect.
Incant: “Aelos Sehn Bella – Dream No More - Awaken”
Verbal: “Activate/Deactivate”
Delivery: Touch Duration: Instant
Focus Cost: 2

Though darkness may fall, one can be kept where light still shines even faintly, forever if need be
Type: Tier 1
Effect: The caster may place their hand on a target’s shoulder that is in their dying state and pause that target’s death
count.
Incant: “Aelos Sehn Bella – Ever Eventide – Pause Death Count”
Delivery: Touch Duration: Concentration – Touch
Focus Cost: 2

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It is not only mortals who sleep and dream, a simple touch can awaken or put to rest even magic
Type: Tier 1
Effect: The caster may place their hand on the target enchanted item and grant the Activate or Deactivate effect on it.
The item’s tag must be folded to reflect this change and all enchanted effects of the item are now activated or
deactivated respectfully.
Incant: “Aelos Sehn Bella –Weave of Dreams”
Delivery: Touch Duration: Instant
Focus Cost: 2

With a simple gesture, the caster can give a glimpse of the truly dark places of the Vael
Type: Tier 2
Effect: The caster may throw a single packet dealing the Fear effect to the target.
Incant: “Aelos Sehn Bella –Nightmare’s Embrace – Fear”
Delivery: Packet Duration: Instant
Focus Cost: 4

One’s essence can be so deep within the Vael that appear as though they all but gone from this world
Type: Tier 2
Effect: The caster may, while prone and in their Healthy or Wounded states, respond that they are currently in their
Dying State instead of their actual state if Assess: State is asked of them while the spell is active.
Incant: “Aelos Sehn Bella – Deepest Repose”
Delivery: Self Duration: Constant
Focus Cost: 4

Like a fine fabric, the Vael too can be torn but it reveals a raw, chaotic force that hungers for the arcane
Type: Tier 2
Effect: The caster may throw a single packet dealing 5 Disrupt damage to the target.
Incant: “Aelos Sehn Bella – Unto the Breach – 5 Disrupt”
Delivery: Packet Duration: Instant
Focus Cost: 4

The Vael holds secrets beyond measure, it is of little ask to hide the mundane from prying eyes
Type: Tier 3
Effect: The caster may conceal up to 3 items from the list below upon successfully casting the spell. These weapons or
items do not need to be revealed or surrendered after a successful search or looting count is performed on the caster
while the spell is active. Concealed items must be hidden from sight within a bag or a costume piece to be considered
concealed. The following items can be concealed and count as a single item when concealed:
Incant: “Aelos Sehn Bella – Secrets Obscured”
Delivery: Self Duration: Constant
Focus Cost: 6

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The Vael can obscure and even remove that which binds and shackles in this world
Type: Tier 3
Effect: The caster is granted a single use of the Escape effect while the spell is active.
Incant: “Aelos Sehn Bella – Shrouded Withdrawal”
Verbal: “Escape”
Delivery: Self Duration: Constant
Focus Cost: 6

Glimpses of a future yet to be revealed race through the mind until the true moment presents itself
Type: Tier 3
Effect: The caster is granted a single use of the Evade effect while the spell is active.
Incant: “Aelos Sehn Bella – Reverie Revealed”
Verbal: “Evade”
Delivery: Self Duration: Constant
Focus Cost: 6

An irresistible wave of languor overwhelms the target, forcing them to sleep


Type: Tier 4
Effect: The caster may throw a single packet dealing the Sleep effect to the target.
Incant: “Aelos Sehn Bella – A Chance to Dream – Sleep”
Delivery: Packet Duration: Instant
Focus Cost: 10

The surface of the weapon ripples like water as it dips into the Vael, allowing it to pass through armour as if it weren’t there
Type: Tier 4
Effect: A single melee weapon wielded by the caster now deals the Body damage type. The damage amount is
dependent on if the weapon is Light, Heavy or Great and it will deal 1, 2 or 3 damage respectively while the spell is
active.
Incant: “Aelos Sehn Bella – Here and Nowhere”
Delivery: Self Duration: Constant
Focus Cost: 10

Where once was a passage now is blocked from elsewhere


Type: Tier 4
Effect: The caster may designate a single doorway and grant the Barrier effect to the target. This will block any passage
from the side opposite the caster but any character or creature on the caster side may pass through unhindered.
Although characters and creatures are blocked, weapons, packets, arrows and throwing weapons will still pass through.
When a character or creature attempts to enter through the doorway, the caster must state “Barrier” to alert them that
they cannot enter. Caster must stay within 3 meters (10ft.) of the door and in full line of sight while the spell is active.
Incant: “Aelos Sehn Bella – Unseen Seal”
Verbal: “Barrier”
Delivery: Self Duration: Concentration – Ranged
Focus Cost: 10

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Step past the shade and shroud and into the realm of dream and parallel
Type: Tier 5
Effect: The caster must, once Through the Looking Glass is cast, don a purple headband and wear it throughout the
spell’s duration. While the spell is active the caster is affected by the following conditions:

-The caster cannot be seen, heard or interacted with by characters or creatures that are not also wearing a purple
headband or have either Seeing is Believing or Pierce the Vael active.

-The caster cannot see, hear, or interact with any characters or creatures that are not also wearing a purple headband and
have either Seeing is Believing or Pierce the Vael active. The caster also cannot interact with items that are not marked
with a purple ribbon beyond what they are wielding and carrying.

-The caster may pass through doors equipped with locks and past any active Barrier effects.

-The caster will automatically succeed passing through a Vael Rift while the spell is active.
Incant: “Aelos Sehn Bella – Through the Looking Glass”
Delivery: Self Duration: Constant
Focus Cost: 20

Death is not always as final as some would think, to some it may be nothing more than a bad dream
Type: Tier 5
Effect: The caster may place their hand on a target’s shoulder that has completed their Death Count and are on their
way to Plot Camp and grant the Revival Effect to the target. The caster is not required to cast Pierce the Vael prior to
casting Requiem to interact with the target and the target is revived where Requiem was cast.
Incant: “Aelos Sehn Bella – Requiem – Revival”
Delivery: Touch Duration: Instant
Focus Cost: 20

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The magic of Blood is awakened from within those who long for vitality beyond one’s own imagination, boundless strength surpassing all limits
and absolute control of oneself and one’s foes. To unlock the power hidden inside us all, one must simply surrender to the insatiable thirst,
explore the boundaries of the forbidden as well as embrace the purity within one’s own veins

In times of need, the caster can call upon their very essence to bring forth the ruin of their foes
Type: Cantrip
Effect: The caster may use Body Points to cast spells as if they were Focus Points but, once used, those Body Points
cannot be healed until the caster successfully completes a single Recovery Session. The caster can only reduce their Body
Points down to a minimum of 1 and only spells from the Dominion of Blood may be cast using Body Points via
Offering.
Incant: None
Delivery: Self Duration: None
Focus Cost: 0

The control of one’s blood is such that it can be manipulated and reserved for times of peril
Type: Signature
Effect: The caster may store 5 Body Points and hold them in reserve, doing so removes them as if the character had
taken damage. At any point in a character’s Healthy or Wounded state they may use these Body Points as healing. When
storing Body Points, they must be stored all at once and used before any more may be stored. When using these Body
Points for healing, they must all be used. When using these Body Points to heal during their wounded state, they will still
only restore the caster to 1 Body Point.
Incant: “Ilya Quill Berah – Reservoir”
Verbal: “Reservoir – 5 Healing”
Delivery: Self Duration: Instant
Focus Cost: 4

Foe’s flesh twists and contorts as their blood is violently forced from their body
Type: Tier 1
Effect: The caster may throw a single packet dealing 2 Magic Body damage to the target.
Incant: “Ilya Quill Berah – Lacerate – 2 Magic Body”
Delivery: Packet Duration: Instant
Focus Cost: 2

A craving calls out from deep within, promising a swift reward if it is sated
Type: Tier 1
Effect: The next unit of Blood resource the caster consumes will heal them for 5 Healing.
Incant: “Ilya Quill Berah – Dark Thirst”
Verbal: “5 Healing”
Delivery: Self Duration: Instant
Focus Cost: 2

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Pain is but a distant memory when one assumes absolute control of both body and blood
Type: Tier 1
Effect: The caster resists the next Pain effect they receive.
Incant: “Ilya Quill Berah – Feel No Pain”
Verbal: “Resist”
Delivery: Self Duration: Instant
Focus Cost: 2

A bond between flesh and armour forms, allowing steel, cloth and leather to be healed as if it were flesh and bone
Type: Tier 2
Effect: The caster enters a stance and any healing received by the caster may be used to repair Armour Points as if they
were Body Points while the spell is active.
Incant: “Ilya Quill Berah – Aegis Encarmine”
Delivery: Self Duration: Stance
Focus Cost: 4

Flesh and blood thicken, becoming as hard as armour


Type: Tier 2
Effect: The caster gains 10 Temporary Armour Points.
Incant: “Ilya Quill Berah – Scarlet Guard”
Delivery: Self Duration: Instant
Focus Cost: 4

A twist of the wrist and a fingers flick leaves muscles torn and the blood slick
Type: Tier 2
Effect: The caster may throw a single packet dealing the Cripple effect to the target.
Incant: “Ilya Quill Berah – Red Ruin - Cripple”
Delivery: Packet Duration: Instant
Focus Cost: 4

A link between caster and victim connects to extract vital essence in a shower of gore
Type: Tier 3
Effect: The caster may throw a single packet dealing 5 Magic Drain damage to the target.
Incant: “Ilya Quill Berah – Visceral Conduit - 5 Magic Drain”
Delivery: Packet Duration: Instant
Focus Cost: 6

A connection binding two as one; that they may share in that which heals and restores
Type: Tier 3
Effect: The caster may place their hand on a target’s shoulder and any Body Points the target receives through healing
will also heal the caster for the same amount of Body Points as if they were the target while the spell is active.
Incant: “Ilya Quill Berah – Sanguine Bond”
Delivery: Touch Duration: Concentration - Touch
Focus Cost: 6

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Pulse quickens and breathing grows shallow as a foe’s blood burns within
Type: Tier 3
Effect: The caster may throw a single packet dealing 2 Magic Body Poison damage to the target.
Incant: “Ilya Quill Berah – Crimson Fever – 2 Magic Body Poison”
Delivery: Packet Duration: Instant
Focus Cost: 6

The best prisons are not made of iron and wood but skin, muscle, bone and blood
Type: Tier 4
Effect: The caster may throw a single packet dealing the Paralyze effect to the target.
Incant: “Ilya Quill Berah – Bound By Blood – Paralyze”
Delivery: Packet Duration: Instant
Focus Cost: 10

A caged fury exists within us all; provide a key to those you wish
Type: Tier 4
Effect: The caster may throw a single packet dealing the Frenzy effect to the target.
Incant: “Ilya Quill Berah – Blood Boil – Frenzy”
Delivery: Packet Duration: Instant
Focus Cost: 10

Resurrection need not be a path only travelled by those who have drawn their last breath
Type: Tier 4
Effect: The caster immediately falls prone and crosses their arms over their chest as if they had finished their death
count and proceeds to the resurrection pool of their choice; once there they may emerge from the pool with a 3 count
(Emerging from the Pool 1… Emerging from the Pool 2… Emerging from the Pool 3…)and continue play. The caster
can be seen and interacted with like any other character proceeding to plot camp after completing their death count.
Incant: “Ilya Quill Berah – Revenant”
Delivery: Self Duration: Instant
Focus Cost: 10

From every orifice and pore their precious blood flows and it does not stop, it never stops
Type: Tier 5
Effect: The caster may throw a single packet dealing the Dispatch effect to the target.
Incant: “Ilya Quill Berah – Exsanguinate – Dispatch”
Delivery: Packet Duration: Instant
Focus Cost: 20

Suffer not the impurities of this world, let your lifeblood free you of their taint
Type: Tier 5
Effect: The caster becomes immune to all Poison, Pain, Agony, Frenzy, Paralyze, Silence and Disease effects while the
spell is active. If the caster was affected by any of the effects when Purity of Blood is cast, they are removed.
Incant: “Ilya Quill Berah – Purest Blood”
Verbal: “No Effect”
Delivery: Self Duration: Constant
Focus Cost: 20

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To seek and to find are skills that many possess but few are truly accel at; for those few, nothing but opportunities await

Auxiliary skills represent characters seeking out something in the world, how successful they are and the happenings that
occur while they are doing so. These skills include Gathering & Wildcraft, Whispers & Secrets, Income & Wealth and
Trade & Commerce. Characters may use these skills to seek out a variety of things such as resources, rumours, coin, or
merchants using a series of dice rolls and charts as explained below.

The character must first purchase the Basic Access skill for the desired auxiliary skill, which unlocks access to a skill,
points and benefits as noted in each auxiliary skill section This represents a character gaining a basic knowledge of the
skill without fully committing to it.

If the character wishes to unlock the auxiliary skill further, they may purchase Full Access skill for the desired auxiliary
skill, this grants additional Crafting & Production points and more benefits. This represents a character gaining an in-
depth knowledge of the skill and fully committing to it.

Points represent the character performing an auxiliary skill, the more points a character has access to, the more capable
and efficient they are in carrying out that skill. Auxiliary Skill points do not accumulate between events; any points left
unused are lost and the total is replenished at the beginning of each event.

Gathering & Wildcraft – Exploring the wilds to find natural resources


Whispers & Secrets – Venturing into the underbelly of society to find rumours
Income & Wealth – Working to earn coin in a variety of ways
Trade & Commerce – Finding not only merchants but the best deals they have

Every auxiliary skill grant 2 dice to begin and up to a total of 6 dice that may be unlocked. These dice are rolled, and the
results can be modified, depending on the characters Skills and/or Talents. The dice results determine both the success
of the seeking attempt as well as any Of A Kind results.

Each auxiliary skill has a series of charts that outline the point required to make a seeking attempt, the amount of
rewards the character receives as well as the dice totals required to be successful.

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After the success of the roll has been determined, the “Of A Kind” results are resolved. These results group any similar
numbers on the rolled dice and the appropriate “Of A Kind” chart, depending on the auxiliary skill and type of search, is
reviewed.

All results between 2 Of a Kind up to 6 Of a Kind have a unique themed result associated with them ranging from
finding items or rolling on other auxiliary skill charts to getting lost or gaining negative effects. The following is an
example of an Of A Kind chat.

"It is always wise to count what you collect in the forest, it and it's inhabitants can be as generous as they are enigmatic."

"On the wooded path ahead, something peculiar catches your eye."

"You discover a plentiful grove and within it you find a small bounty of the forest."

"As you are exploring the forest, you are witness to an occurance."

"Traversing the forest takes a toll not only on a gatherer but their gear as well; your bags have delveoped a tear and possibly allowed precious resources to be left somewhere behind."

"As you are wandering the forest, you find you lose your bearings and cannot retrace your steps, you become lost for a time."

Expertises represent additional abilities that affect the success of seeking rolls or add a different bonus appropriately
themed with the skill

Step 1) Choose what you seek


Determine what you wish to seek, most often this will be a choice of Common, Uncommon, Scarce or Rare varieties of
what you can seek but in some cases there is a specific type to be chosen.

Step 2) Spend Points


You must have sufficient points to search for what you want, each type of seeking attempt requires a different amount
of points depending on the scarcity or likeliness of finding it.

Step 3) Roll Dice


Roll dice to determine if you find what you are looking for and what has occurred during your searching. All characters
start with 2 dice but this may be increased in multiples of 2 dice to a maximum of 6,

Step 4) Apply Modifiers


If the character has access to any modifiers, they are now applied to the dice

Step 4) Determine Success and receive amounts


Once the final results of the dice have been determined, the amounts of all the dice are totaled and compared to the
success amounts. A character can be successful where they receive the normal dice amount, a character may be very
successful where they receive the maximum amount and a character may be unsuccessful, receiving only the amount that
a successful common search would receive.

Step 6) Determine “Of A Kind” Results and apply


The final results also determine the Of a kind results, this is done by grouping all similar numbers on the dice from 2 of
a kind to 6 of a kind. The appropriate chart is consulted and any Of A Kind results are applied.

Note that some of skills have additional steps, these are noted in the systems and where they appear in the flow.

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To find, to seek and to venture out into the wilderness and find the elusive, the hidden and the rare is everything to a gatherer. Some do
it for the coin, some for the means it provides and for others it is simply the thrill of the find. Those with the talent and knowledge of the
wilds are often sought out for their skills and eye for the precious commodities of nature

Gathering & Wildcraft allows a character to explore a variety of environments and find resources within them. It is
the ability to procure a handful of plentiful resources to tracking down the rarest and most valuable resources the
wilds have to offer.

Characters gain the following when purchasing Basic and Full Access to Gathering & Wildcraft:

Basic Access
-Access to Seek Resources
-The character may choose a single Gathering Type
-The character gains 10 Gathering & Wildcraft Points

Full Access
-The character gain an additional 10 Gathering & Wildcraft Points
-The character can purchase Lesser Gathering & Wildcraft Expertises
-The character can purchase Greater Gathering & Wildcraft Expertises
-The character can purchase additional Gathering and Wildcraft Points

Resources require different means and know how to find in abundance, depending on what they are and where
they can be found. Gatherer Types define what kind of gatherer the character is and divides the resources into
similar groups as seen on the chart below; a character may only gather resources within the Gatherer Type(s) they
have access to.

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Searching for resources is determined by a roll of 2 six-sided dice. A character must choose the resource they wish to
search for and have access to via their available Gatherer Type(s). The rarity of the resource determines both the roll
required to find it and the amount of that resource they find if they are successful. The roll result after modifiers must be
equal to or greater than the roll value required to determine the success.

Lesser Expertise allow a character to modify results of Seek Resources rolls as well as unlock additional Gathering
Types. Each expertise may only be purchased once unless otherwise noted.

Seek and Discover


A single die may be adjusted by +1 or -1 on each attempt to Seek Resources.

No Stone Unturned
A single die may be rerolled on each search attempt to Seek Resources with the second result standing.

New Horizons
The character may choose a single additional Gathering Type. This expertise may be purchased multiple times with a
new Gathering Type chosen with each additional purchase.

Greater Expertise allow a character to modify results or add additional dice to Seek Resources rolls as well as increase
resource amounts of successful rolls. Each expertise may only be purchased once unless otherwise noted.

Find Your Bearings


The character may re-roll all dice used in an attempt, each attempt to Seek Resources.

Exhaustive Exploration
The character adds the following to each success amount:
Common: 4 Resources/Uncommon: 3 Resources/Scarce: 2 Resource/Rare: 1 Resource

From Dawn To Dusk


The character adds two additional D6 to rolls when attempting to Seek Resources. This expertise may be purchased
multiple times to a maximum of 2 times.

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A character may increase the number of Gathering & Wild Craft points they have access to; each purchase of the skill
permanently increases the character’s total Gathering & Wild Craft points by 10. This represents the character having the
experience and know-how to be able to find more and rarer resources more efficiently.

Gathering & Wild Craft points do not accumulate between events; any points left unused are lost and the total is
replenished at the beginning of each event.

The environments that one can search all come with their own unique risks and rewards. After the success of a Seeking
Resources roll has been determined, the “Of A Kind” results are resolved. These results group any similar numbers on
the rolled dice and the appropriate “Of A Kind” chart of the Gathering Type is reviewed.

All results between 2 Of a Kind up to 6 Of a Kind have a unique themed result associated with them ranging from
finding items or rolling on other auxiliary skill charts to getting lost or gaining negative effects.

124
In any society there is a flow of information hidden from the ears of most. Some truths can be filtered out from the rumours and hearsay, but
petty lies and falsehoods hold the greatest sway in such a torrent of information. Most can only listen and observe, but those who are able to
influence, decipher and manipulate that which travels in hushed voices in dark corners hold a great amount of power

Whispers & Secrets allows a character to seek out rumours and information. It is simply learning what is being said in
the whispers around you, finding valuable information and the power it holds.

The rumours that exist and are introduced into this system are the basis for the gossip that NPC’s may have heard and
will interact with. Characters are free to spread rumours and misinformation as they wish in game without access and/or
investment in Whispers & Secrets. NPCs may still react to rumours, truths or information originating in game from
outside this system.

Characters gain the following when purchasing Basic and Full Access to Whispers & Secrets:

Basic Access
-Access to Seek Rumours
-The character gains 10 Whispers & Secrets Points

Full Access
-The character gains an additional 10 Whispers & Secrets Points
-The character can purchase Lesser Whispers & Secrets Points Expertise
-The character can purchase Greater Whispers & Secrets Points Expertise
-The character can purchase additional Whispers & Secrets Points

Seek Rumours
Searching for rumours is determined by a roll of 2 six-sided dice. A character must choose the type of rumour they wish
to seek, the rarity of the rumour determines both the roll required to find it and the amount of rumours they find if they
are successful. The roll result after modifiers must be equal to or greater than the roll value required to determine the
success. The character may commit any rumours they receive to paper if they have the Literacy skill.

125
Lesser Expertise allow a character to modify results of Seek Rumours rolls as well as increase the number of rumours
they receive. Each expertise may only be purchased once unless otherwise noted.

Rumour Mill
A single die may be adjusted by +1 or -1 on each attempt to Seek Rumours.

Spread Like Wildfire


A single die may be rerolled on each search attempt to Seek Rumours with the second result standing.

Neither Confirm Nor Deny


The character receives a single additional rumour with each attempt to Seek Rumours.

Greater Expertise allow a character to modify results or add additional dice to Seek Rumours rolls as well as ensure the
character is only receiving new rumours. Each expertise may only be purchased once unless otherwise noted.

Pinch Of Salt
The character may re-roll all dice used in an attempt, each attempt to Seek Rumours.

Open Secrets
The character may redraw a rumour if they draw a rumour they have previously drawn/received.

Rumour Has It
The character adds two additional D6 to rolls when attempting to Seek Rumours. This expertise may be purchased
multiple times to a maximum of twice.

A character may increase the number of Whispers & Secrets points they have access to; each purchase of the skill
permanently increases the character’s total Whispers & Secrets points by 10. This represents the character increasing
their power, influence, and connections.

Whispers & Secrets points do not accumulate between events; any points left unused are lost and the total is replenished
at the beginning of each event.

The connections and something one must make to gather their information all come with their own unique risks and
rewards. After the success of a Seeking Rumours roll has been determined, the “Of A Kind” results are resolved. These
results group any similar numbers on the rolled dice and the appropriate “Of A Kind” chart is reviewed.

All results between 2 Of a Kind up to 6 Of a Kind have a unique themed result associated with them ranging from
finding additional rumours or rewards to getting injured in pursuit of rumours or gaining negative effects.

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Coin, it is what keeps food on tables, soldiers fighting, fires burning and makes the world turn. There are those who simply wish to earn
enough to get by and there are those with the drive and ambition to make real coin and do whatever it takes to earn it, for a light purse is a
heavy curse

Income & Wealth provides characters with a variety of ways to earn coin. It represents doing work and labour to earn a
small amount of copper for covering expenses and, with improvement, earning a large amount of money through
different careers that come both risk and reward.

Characters gain the following when purchasing Basic and Full Access to Income & Wealth:

Basic Access
-Access to Honest Labour
-The character gains 10 Income & Wealth Points

Full Access
-Access to a single Career Path
-Access to Seek Income
-The character gains an additional 10 Income & Wealth Points
-The character can purchase Income & Wealth Lesser Expertises
-The character can purchase Income & Wealth Greater Expertises
-The character can purchase additional Income & Wealth Points

A character may spend 10 Income and Wealth points to complete a session of Honest Labour. The character earns 10
copper coins. This amount is given to the character before they enter game, there are no risks associated with Honest
Labour.

Searching for income is determined by a roll of 2 six-sided dice. A character must choose the type of income they wish
to seek, the rarity of the rumour determines both the roll required to find it and the amount of rumours they find if they
are successful. The roll result after modifiers must be equal to or greater than the roll value required to determine the
success.

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Each career path has a unique set of themed possibilities when earning income through the Of A Kind results after each
Seeking Income roll.

Adventuring
The character has found a passion in embarking on grand adventures filled with exploring and finding treasures.

Blood Sport
The character finds that to do battle to the cheer and applause of an audience is worth the risk and coin. It is assumed
that the character is always placed against an opponent of equal skill. This removes the necessity to compare other skills
the character has, mainly combat skills.

Illegal Work
The character has proven to be capable and willing to do work that is often against the law.

Lesser Expertise allow a character to modify results of Seek Income rolls as well as increase the amount of coin they
receive. Each expertise may only be purchased once unless otherwise noted.

Easy Money
A single die may be adjusted by +1 or -1 on each attempt Seek Income.

To The Bone
A single die may be rerolled on each search attempt to Seek Income with the second result standing.

No Pain No Gain
An additional D10 is rolled when determining Success Amounts after Seeking Income.

Greater Expertise allow a character to modify results or add additional dice to Seek Income rolls as well as ensure the
character is receiving more coin for their work. Each expertise may only be purchased once unless otherwise noted.

Earn Your Keep


The character may re-roll all dice used in attempt, each attempt to Seek Income.

Worth Your Salt


The character adds amount the following to each Success Amount 1 Silver/2 Silver/5 Silver/1 Gold

Opportunity Knocks
The character adds two additional D6 to rolls when attempting to Seek Income. This expertise may be purchased
multiple times to a maximum of twice.

A character may increase the amount of Income & Wealth points they have access to; each purchase of the skill
permanently increases the character’s total Income & Wealth points by 10. This represents the character having the
experience and know-how to be able to complete the work they are hired for more efficiently and being able to take on
more in the same amount of time.

Income & Wealth points do not accumulate between events; any points left unused are lost and the total is replenished
at the beginning of each event.

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The careers paths that one chooses all come with their own unique risks and rewards. After the success of a Seeking
Income roll has been determined, the “Of A Kind” results are resolved. These results group any similar numbers on the
rolled dice and the appropriate “Of A Kind” chart is reviewed.

All results between 2 Of a Kind up to 6 Of a Kind have a unique themed result associated with them ranging from
gaining additional coin or items or rolling on other auxiliary skill charts to becoming injured or gaining negative effects.

129
Every economy is driven by the exchange of goods and coin and there are always those who wish to capitalize on such endeavors. To buy low
and sell high, to find those ever-elusive deals and to haggle to their hearts content when they cannot is what gets every merchant’s heart pumping

Trade & Commerce allows a character to seek out merchants and purchase items from them. It represents, at first,
finding merchants peddling a few basic items for a higher price to eventually finding merchants carrying top quality
wares willing to barter a better price.

Characters gain the following when purchasing Basic and Full Access to Trade & Commerce:

Basic Access
-Access to Seek Merchants
-The character gains 10 Trade & Commerce Points

Full Access
-Access to Barter
-The character gains an additional 10 Trade & Commerce Points
-The character can purchase Trade & Commerce Lesser Expertise
-The character can purchase Trade & Commerce Greater Expertise
-The character can purchase additional Trade & Commerce Points
-The character receives all Buy Lists

Searching for merchants is determined by a roll of 2 six-sided dice. A character must choose the type of merchant they
wish to seek, the rarity of the items they wish to purchase determines both the roll required to find it and the amount of
item stock the merchant has if they are successful. The roll result after modifiers must be equal to or greater than the roll
value required to determine the success.

Each rarity of merchant has a different list of items to sell; typically the rarer the merchant, the more higher quality items
they will have. Merchants found using Trade & Commerce will only sell items to characters and never buy; to sell items
in game, a character must find PCs or NPCs to purchase their items.

When a character successfully seeks out merchants, the player must roll to determine the amount of item stock each
merchant has. This is determined by rolling the appropriate die for each rarity of merchant as seen in the charts above.
The merchant will carry that amount of each item in their inventory.

Each rarity of merchant has a separate list of items they have available known as a Buy List. Every character that
purchases Full Access to Trade & Commerce will receive these lists.

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A character may attempt to barter with any merchant they successfully seek and roll a D20 on the chart below. This roll
is completed after success has been determined but before Of A Kind results are determined.

Lesser Expertise allow a character to modify results of Seek Merchants rolls as well as increase the chance of bartering a
discount to their purchase. Each expertise may only be purchased once unless otherwise noted.

Well Known
A single die may be adjusted by +1 or -1 on each attempt to Seek Merchants.

Give And Take


A single die may be rerolled on each search attempt to Seek Merchants with the second result standing.

Wheel And Deal


Add 5 to all Barter Rolls

Greater Expertise allow a character to modify results or add additional dice to Seek Merchants rolls as well as ensure the
merchants found have higher item stock. Each expertise may only be purchased once unless otherwise noted.

Trade Secrets
The character may re-roll all dice used in attempt, each attempt to Seek Merchants.

Call In A Favour
Add the following values to all item stock results
Common: 4 Items/Uncommon: 3 Items/Scarce: 2 Items/Rare: 1 Items

Supply and Demand


The character adds two additional D6 to rolls when attempting to Seek Merchants. This expertise may be purchased
multiple times to a maximum of twice.

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A character may increase the amount of Trade & Commerce points they have access to; each purchase of the skill
permanently increases the character’s total Trade & Commerce points by 10. This represents the character having the
means and know-how to find the best merchants and the rarest as well as the highest quality items to buy.

Trade & Commerce points do not accumulate between events; any points left unused are lost and the total is replenished
at the beginning of each event.

The journey to find merchants can be as exciting as the bartering and has it’s own unique risks and rewards. After the
success of a Seeking Merchants roll has been determined, the “Of A Kind” results are resolved. These results group any
similar numbers on the rolled dice and the appropriate “Of A Kind” chart is reviewed.

All results between 2 Of a Kind up to 6 Of a Kind have a unique themed result associated with them ranging from
getting free item samples or rolling on other auxiliary skill charts to getting lost or gaining negative effects.

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Some see it as an art passed down from master to apprentice, others see it as a means of opportunity and occupation, but all know it is a skill
that requires time, patience, and a determination to create. It is expected of some, a mantle passed down for them to bear; for others, it is a
calling, to become their lives work and passion.

Crafting & Production is the means to create items within the game, these items range from weapons to potions to
magical scrolls and everything in between.

When purchasing a Crafting & Production Access skill, a character must choose which Trade they wish to access:
Smithing, Alchemy or Enchantment.

The character must first purchase Crafting & Production Basic Access, which unlocks access to a Trade, Crafting &
Production points and benefits as noted in each Trade section This represents a character gaining a basic knowledge of
the Trade without fully committing to it.

If the character wishes to unlock the Trade further, they may purchase Crafting & Production Full Access, this grants
additional Crafting & Production points and more benefits. This represents a character gaining an in-depth knowledge
of the Trade and fully committing to it.

Within each Trade there are several specialties; these represent the specialized training and paths of a specific Trade.
Character gains additional bonuses to represent their knowledge and experience through their craft, these are known as
Techniques and Expertise. Techniques are limited to individual Specialties, but Expertises are known by all character
with access to a Trade.

Queue slots allow for items to be crafted over 2 or more events rather than 1. Can also be used to memorize recipes,
designs or compositions. Characters who purchase have at least Basic Access to a Trade have 1 Queue slot for each
accessed Trade.

A character may increase the number of Crafting & Production Points they have access to beyond the initial points
granted when purchasing Basic and Full Access to a Trade, they may purchase the Crafting and Production Points skill.
It may be purchased multiple times.

Purchasing this skill permanently increases the character’s available Crafting & Production Points by 10. Each Trade uses
its own Crafting & Production Points and only points from a Trade the character has access to may be increased. A
character must choose which Trade the points are being allocated to when purchasing the skill.

Crafting & Production points (CPP) do not accumulate between events; any points left unused are lost and the total is
replenished at the beginning of each event.

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Designs, Recipes and Compositions are the written instructions on how to create items from Smithing, Alchemy and
Enchanting respectively. Every item has 3 quality variations, and each has its own unique requirements to craft; the tag
for each includes the following:

Name
Trade and Specialty Required
Resources Required
Crafting & Productions Points Required
Crafting & Productions Points Required to Memorize
Item Description and Effects

To create an item, a character must have the Design, Recipe, or Composition tag of the item they wish to when they are
in logistics before an event.

Designs, Recipes and Compositions can be memorized; once memorized, a tagged recipe is no longer required to create
an item. A character may memorize any recipe from their trade for 25 CPP at logistics, the character requires a tag of the
Design, Recipe, or Composition they wish to memorize.

Designs, Recipes and Compositions may also be created from those the crafter has memorized or if they wish to copy
one they possess. To do so, the character must pay the standard quality amount CPP cost of the item, have the Literacy
skill, and a tag of the Design, Recipe or Composition will be created.

Mastery Points represent the experience and learning a character gains as they work a specialty within a Trade, eventually
this allows them to create higher quality crafts. Every time a character spends Crafting & Productions Points within a
specialty they earn Mastery Points, when a character has accumulated 500 and 1000 Mastery Points, they are able to craft
Superior and Masterwork items within that specialty.

Before crafting an item, a character must choose the level of quality they wish the item to be. This determines the value,
the time and the skill needed to create it, the higher the quality, the better the item.

Each type of item has its own variety of benefits with quality, but they all follow these requirements:

Standard Quality:
A standard quality item requires Common and/or Uncommon resources and the standard quality amount of Crafting &
Production Points noted in the Design, Recipe or Composition to create.

Superior Quality:
A superior quality item requires Uncommon and/or Scarce resources and x5 the standard quality amount of Crafting &
Production Points noted in the Design, Recipe or Composition to create.

Masterwork Quality
A masterwork quality item requires Scare and/or Rare resources and x10 the standard amount of Crafting & Production
Points noted in the Design, Recipe or Composition to create.

Resources are required to craft items of every sort, they can be purchased, found or collected through the Gathering &
Wild Craft skill. Each Design, Recipe and Composition will detail the various resources that can be used in an item’s
creation and will be noted on its tag.

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There are two different ways to craft items and they both occur at logistics. Normal Crafting involves having all the
necessary requirements for the item and creating it at logistics. Queue Crafting involves having all the necessary
requirements save for sufficient Crafting & Production Points and working on the item slowly over the course of
multiple events, adding more Crafting & Production Points whenever the character wishes.

Normal Crafting
Step 1) Choose an item to craft
Step 2) Have the design, recipe or formula (tagged item or memorized)
Step 3) Choose item quality
Step 4) Have all resources required
Step 5) Have sufficient Crafting & Production Points
Step 6) Item created and item tag is created

Queue Crafting:
Step 1) Choose an item to craft
Step 2) Have the design, recipe or formula (tagged item or memorized)
Step 3) Choose item quality
Step 4) Have all resources required
Step 5) Have at least 1 Crafting & Production Point
Step 6) Have an available Queue slot
Step 7) Item is placed in Queue slot
Step 8) Crafting & Production Points are added over multiple events
Step 9) Item is completed once sufficient Crafting & Production Points have been added and item tag is created

The process of taking raw metals, woods and hide and forging them into weapons, armour, shields and locks has been a skill passed down
from smith to smith for ages. Embarking upon this path will grant a character a means to build, upkeep and enhance creations of their own

Smithing allows a character to learn to work raw metal, wood and leather into weapons, armour, shields and locks. This
process not only teaches a smith to craft and create items but also learn valuable techniques and expertise.

Characters gain the following when purchasing Basic and Full Access to Smithing:
Basic Access
-Access to a single Smithing Specialty (Weapon Smithing, Armour Smithing, Shield Smithing or Lock Smithing)
-The Smith gains 10 Crafting & Production: Smithing Points
-The Smith may use their chosen Specialty Techniques
-The Smith can now memorize Smithing Designs
-The Smith gains and memorizes the following standard quality designs based on the chosen specialty:

Weapon Smithing: Light Club, Heavy Club, Great Club, Heavy Dagger, Light Spear, Great Staff
Armour Smithing: Cloth Armour and Leather Armour
Shield Smithing: Light Wooden Shield and Light Metal Shield
Lock Smithing: Level 1 Lock and Level 1 Replacement Key

Full Access
-The Smith gains an additional 10 Crafting & Production: Smithing Points
-The Smith gains access to Smithing Expertise
-The Smith can purchase Crafting & Production Expertise Upgrades
-The Smith can purchase Crafting & Production Specialties
-The Smith can purchase Crafting & Production Points

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Weapon Smithing
The Smith can now build weapons and has access to all Weapon Smithing techniques.

Armour Smithing
The Smith can now build armour and has access to all Armour Smithing techniques.

Shield Smithing
The Smith can now build shields and has access to all Shield Smithing techniques.

Lock Smithing
The Smith can now build locks and has access to all Lock Smithing techniques.

Smithing qualities determine the time, dedication and craftsmanship that is put into a smithing product. Higher quality
items grant additional benefits but require time and dedication to be able to craft.

Weapon Qualities
Standard: Standard quality weapons have no additional effects.
Superior: Superior quality weapons deal 1 additional damage.
Masterwork: Masterwork quality weapons are immune to the Sunder effect and deal 1 additional damage.

Armour Qualities
Standard: Standard quality armour has no additional effects.
Superior: Superior quality armour will not become broken when reduced to 0 armour points.
Masterwork: Masterwork quality armour will not become broken when reduced to 0 armour points and provides 1
additional armour point per location.

Shield Qualities
Standard: Standard quality shields have no additional effects.
Superior: Superior quality shield resilience values are increased by 5.
Masterwork: Masterwork quality shields are immune to the Sunder effect and their resilience values are increased by 5.

Lock Qualities
Standard: Standard quality locks have no additional effects.
Superior: Superior quality locks are immune to the Sunder effect.
Masterwork: Masterwork quality locks cannot be picked and are immune to the Sunder effect.

Forged In Fire
Smiths work with hammers to create their craft and can wield them as well or better than some warriors.
Smiths treats all wielded Light Hammers, Heavy Hammers and Great Hammers as having the Common Trait.

Tool Kit
Smiths maintain a collection of parts and tools to easily fix broken items.
A Smith begins every event with 3 charges of their Tool Kit; each charge, when spent, allows a smith to not consume
the required resources when using the following techniques: Armour Restoration, Weapon Restoration, Shield
Restoration and Lock Restoration. Tool Kit charges replenish at the beginning of every event.

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Salvage
Smiths can break down any weapon, armour, shield or lock they possess for resources they were crafted from.
Once the item is chosen, at logistics, the player will be provided a six-sided die (D6) for each resource the weapon,
armour, shield, or lock is made from. For each roll of a 5 or 6, one unit of that specific resource is returned to the
character while everything else is lost and the item is destroyed. For example: If a Great Club is made up of 6 units of
Oak, 6 D6 would be rolled. If the player rolls two 6’s and a 5 amongst the results, they will receive 3 units of Oak while
the rest would be lost.

Increase Forged In Fire Expertise


Upgrade 1 - Smiths deals an additional 1 damage with all wielded Hammers.
Upgrade 2 - Smiths deals an additional 1 damage with all wielded Hammers.

Increase Tool Kit Expertise


Upgrade 1 – Smith’s Tool Kit now has 5 charges every event.
Upgrade 2 – Smith’s Tool Kit now has 7 charges every event.

Increase Salvage Expertise


Upgrade 1 – Smith now requires a roll of 4+ to recover a resource from an item while Salvaging
Upgrade 2 – Smith now requires a roll of 3+ to recover a resource from an item while Salvaging

Armour Assessment
Armour Smiths can use Assess: Armour and Assess: Armour State at will.

Armour Repair
Armour Smiths can repair armour by completing a 25 count (Repairing 1…Repairing 2…Repairing 3…); upon
completion, 5 points of the target’s total armour are repaired. Alternatively, the Armour Smith may spend 4 Focus in
addition to the 25 count and repair 20 armour points rather than 5. Upon completion of the count, the smith must state,
“5 Repair” or “20 Repair” respectively if the smith used Focus or not.

Armour that is not in its broken state can be repaired to its total amount of points and armour that is in its broken state
can only be repaired up to 50% of its total points. Broken armour’s 50% value is revealed when Assess: Armour State is
used on a target.

Armour Restoration
Armour Smiths can restore broken armour by spending 1 resource that matches the armour’s primary resource for every
10 points of armour being restored and completing a 300 restoration count (Restoring 1…Restoring 2…Restoring 3…)
Upon completion of the count, the smith must state, “Armour Restore.” Alternatively, Armour Smiths may pay 4 Focus
in addition to the primary resource and reduce the count to 100. After the count, the armour will no longer be broken,
and the tag must be folded back to normal status if given to another PC or NPC while it remains in this state.

Weapon Familiarity
Weapons Smiths treat all weapons whose design they have memorized as having the Common trait.

Weapon Practice
Weapon Smiths wielding a weapon with a design they have memorized swing for +1 damage.

Weapon Restoration
Weapon Smiths can restore a broken weapon by spending 2 resources that match a weapon’s primary resource and
completing a 300 restoration count. Upon completion of the count, the smith must state, “Weapon Restore.”
Alternatively, a Weapon Smith may pay 4 Focus in addition to the primary resource and reduce the count to 100. After
the count, the weapon will no longer be broken, and the tag must be folded back to normal status.

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Shield Familiarity
Shield Smiths treat all shields whose design they have memorized as having the Common trait.

Shield Practice
Shield Smiths who wield a shield whose design they have memorized add 5 to its resilience value.

Shield Restoration
Shield Smiths can restore broken shields by spending 2 resources that match the shield’s primary resource and
completing a 300 restoration count (Restoring 1…Restoring 2…Restoring 3…) Upon completion of the count, the
smith must state, “Shield Restore.” Alternatively, the Shield Smith may pay 4 Focus in addition to the primary resource
and reduce the count to 100. After the count, the shield will no longer be broken, and the tag must be folded back to
normal status.

Lock Picking/Resetting
Lock Smiths are provided a Lock Pick Phys Rep for each Lock Level depending on their level of access:
Basic Access: Level 1
Full Access: Level 1, Level 2 and Level 3

Every lock has 4 tumblers (Hex Screws), these can be picked by a Lock Pick Phys Rep (Hex Key) requiring a
different size of Lock Pick Phys Rep to pick for every Lock Level. These lock phys-reps require all the tumblers to
be fully extended/screwed out to be considered picked. After a lock has been fully picked, the dowel must be
removed from its socket to show that the door or chest is open. A lock that has been picked open must be reset
before it can be locked again.

The Lock Smith may reset a picked lock by screwing all the extended tumbler screws back into the lock. They must
do this using the Lock Pick Phys Rep and after it has been reset, the lock may be closed again.

Lock Mapping
A Lock Smith may, once per event, open a single lock with a 300 count (Unlocking 1…Unlocking 2…Unlocking 3...)
The Lock Smith can only open locks using this method that are within their Lock Smithing Mastery and the Lock Smith
has memorized the appropriate Lock Design. Opening a lock in this way counts as opening it with it’s matched key.

Lock Restoration
Lock Smiths can restore broken locks by spending 2 resources that match the lock’s primary resource and a 300
restoration count (Restoring 1…Restoring 2…Restoring 3…) Upon completion of the count, the smith must state,
“Lock Restore.” Alternatively, a Lock Smith may pay 4 Focus in addition to the primary resource and reduce the count
to 100. After the count, the lock will no longer be broken, and the tag may be folded back to normal status.

Shields Armour Locks


Light Wooden Shield Cloth Level 1 Lock and Key
Light Metal Shield Leather Level 2 Lock and Key
Heavy Wooden Shield Chain Level 3 Lock and Key
Heavy Metal Shield Scale
Great Wooden Shield Plate Level 1 Replacement Key
Great Metal Shield Level 2 Replacement Key
Level 3 Replacement Key

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Weapons
Light Axe, Heavy Axe and Great Axe

Short Bow and Long Bow

Light Club, Heavy Club and Great Club

Light Dagger and Heavy Dagger

Great Glaive and Great Halbred

Light Hammer, Heavy Hammer and Great Hammer

Light Mace, Heavy Mace and Great Mace

Light Spear, Heavy Spear and Great Spear

Great Staff and Great Bladed Staff

Light Sword, Heavy Sword and Great Sword

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The power to change the mundane into the exotic and powerful is something many wish for but only few withhold. This path grants the means
to take ingredients that most see as nothing more than plants, stones, metal and things from nature and turn them into all manner of creations
both powerful and necessary in some walks of life

Alchemy allows a character to be able to extract properties from a vast variety of resources and craft them into all
manner of goods both beneficial and harmful; everything from potions and remedies to bombs and acids.

Characters gain the following when purchasing Basic and Full Access to Alchemy:

Basic Access:
-Access to a single Alchemy Specialty (Apothecary Alchemy or Bane Wright Alchemy)
-The Alchemist 10 Crafting: Alchemy Points
-The Alchemist may use their chosen specialty Techniques
-The Alchemist can now memorize Alchemy Recipes
-The Alchemist gains and memorizes the following standard quality designs based on the chosen specialty:

Apothecary: Potion of Minor Healing, Potion of Moderate Healing, Pain Antidote, Waking Salts, Poison Antidote,
Apothecary Reagent and all Alcohols
Bane-Wright: Minor Bomb, Moderate Bomb, Decay Compound, Poison, Pain Toxin, Bane Wright Reagent, and all
Drugs

Full Access
-The Alchemist gains an additional 10 Crafting: Alchemy Points
-The Alchemist gains access to Alchemy Expertise
-The Alchemist can purchase Crafting & Production Expertise Upgrades
-The Alchemist can purchase Crafting & Production Specialties
-The Alchemist can purchase Crafting & Production Points

Apothecary: Character can now create alchemies and has access to all Apothecary Alchemy techniques.
Bane Wright: Character can now create alchemies and has access to all Bane Wright Alchemy techniques.

Character may come across alchemies that have lost their potency in some way, these are known as Stale Alchemy.
These alchemical products function normally but they must first be refreshed using the Refresh Alchemy technique. The
item’s tag will indicate if it is a Stale Alchemy and it can be modified once refreshed.

Alchemical qualities determine the time, dedication and craftsmanship that is put into an alchemy product. Higher
quality items grant additional benefits but require time and dedication to be able to craft.

Potions, Salts, Essences, Elixirs and Antidotes


Standard: The alchemy must be consumed to have effect
Superior: The alchemy can be consumed or thrown at a target to have effect
Masterwork: The alchemy can be consumed or thrown at a target to have effect; it can also be consumed pre-emptively
and activated at a later when needed. Only one Masterwork alchemy can be consumed pre-emptively at a
time.

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Infusions
Standard: The alchemy must be consumed to have effect.
Superior: The alchemy must be consumed to have effect and the Temporary Armour Points are increased to 20.
Masterwork: The alchemy must be consumed to have effect and the Temporary Armour Points are increased to 30.

Remedies
Standard: The alchemy must be consumed to have effect.
Superior: The alchemy must be consumed to have effect and disease effect is now suppressed until end of event or until
next resurrection.
Masterwork: The alchemy must be consumed to have effect and disease effect is now suppressed for the duration of the
disease.

Apothecary Reagent
Standard: The alchemy can be used in place of a single ingredient in a standard quality apothecary recipe
Superior: The alchemy can be used in place of a single ingredient in a superior quality apothecary recipe
Masterwork: The alchemy can be used in place of a single ingredient in a masterwork quality apothecary recipe

Bombs:
Standard: The alchemy deals normal damage and must be thrown at a target to have effect.
Superior: The alchemy deals explosive damage and must be thrown at a target to have effect.
Masterwork: The alchemy deals unstoppable explosive damage and must be thrown at a target to have effect.

Acids:
Standard: The alchemy deals a single specified effect and must be thrown at a target to have effect.
Superior: The alchemy deals a single unstoppable specified effect and must be thrown at a target to have effect.
Masterwork: The alchemy deals a single mass specified effect and must be thrown at a target to have effect.

Compounds, Emulsions, and Extracts


Standard: The alchemy deals 5 damage of the specific damage type and must be thrown at a target to have effect.
Superior: The alchemy deals 15 damage of the specific damage type and must be thrown at a target to have effect.
Masterwork: The alchemy deals 25 damage of the specific damage type and must be thrown at a target to have effect.

Poisons
Standard: The alchemy deals 2 Body Poison damage and must be thrown at a target to have effect.
Superior: The alchemy deals 5 Body Poison damage and must be thrown at a target to have effect.
Masterwork: The alchemy deals 10 Body Poison damage and must be thrown at a target to have effect.

Toxins
Standard: The alchemy deals a single specified effect and must be thrown at a target to have effect.
Superior: The alchemy deals a single unstoppable specified effect and must be thrown at a target to have effect.
Masterwork: The alchemy deals a single poison specified effect and must be thrown at a target to have effect.

Bane Wright Reagent


Standard: The alchemy can be used in place of a single ingredient in a standard quality bane wright recipe
Superior: The alchemy can be used in place of a single ingredient in a superior quality bane wright recipe
Masterwork: The alchemy can be used in place of a single ingredient in a masterwork quality bane wright recipe

Alcohols and Drugs


*Alcohol and Drug products do not have qualities like other alchemical products but may their base intoxication values
can be increased as seen in the Alcohol and Drug section on page X.

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Using Alchemical Products
Alchemical products that must be consumed to have effect can be used by any character but products that are thrown
and delivered via packet may only be used by characters who have purchased Full Access to Crafting: Alchemy or the
Alchemical Aptitude skill.

Verbals are only required when an alchemy is administered to a target or thrown.


Consuming Counts and Force Feeding
To consume an item or alchemy requires a 5 count per consumable item. (Consuming 1…Consuming 2…Consuming 3)

Any consumable item or alchemy may be force fed to a character or creature if they are in a Bleeding, Dying, Sleeping or
Unconscious state. This also requires a 5 count per consumable item (Feeding 1…Feeding 2….Feeding 3…)

Alchemist’s Bag
Alchemists always carry a bag of components and with it, the means to create minor alchemical reactions.
Alchemists may throw a single packet dealing 1 Fire, 1 Ice or 1 Lightning damage to a target at will.

Experiment
Alchemists have the means to dabble with certain creature parts and to learn how utilize them in their craft.
Alchemists can convert Creature Resources into other resources once they have fully experimented with them. To
Experiment, an Alchemist must use 5 identical Creature Resources to fully experiment. Once this is complete, the
Alchemist will be informed of what the fully experimented Creature Resource will convert into and may use them when
crafting. For example: A Giant Spider Carapace counts as 5 Hide resources.

Transmute
Alchemists are able to bend nature and the elements to their will in more ways than one, reshaping resources as needed
Alchemists can convert one resource into another resource that shares the same resource type. Once the resource is
chosen at logistics, they may convert 5 units of that resource into 1 unit of a resource that is a single degree of rarity
higher or equal within the same resource type. For example, a character may transmute 5 units of Deep Iron
(Uncommon Rarity) and convert it to 1 unit of Silver (Scarce Rarity.)

Increase Alchemist’s Bag Expertise


Upgrade 1 - The Alchemist now deals 2 Fire, 2 Ice or 2 Lightning damage when using Alchemist’s Bag.
Upgrade 2 - The Alchemist now deals 3 Fire, 3 Ice or 3 Lightning damage when using Alchemist’s Bag.

Increase Experiment Expertise


Upgrade 1 - The Alchemist now requires only 4 of a specific Creature Resource to fully experiment it.
Upgrade 2 - The Alchemist now requires only 3 of a specific Creature Resource to fully experiment it.

Increase Transmute Expertise


Upgrade 1 - The Alchemist now requires only 4 resources to convert into a rarer type of while Transmuting.
Upgrade 2 - The Alchemist now requires only 3 resources to convert into a rarer type while Transmuting.

Herb Garden
The Apothecary receives 5 Meadowsweet or 2 Uncommon Herb Resources of their choice at logistics, every event.

Refresh Alchemy
The Apothecary may refresh a stale alchemy with a 300 count (Refreshing Alchemy 1… Refreshing Alchemy 2…
Refreshing Alchemy 3) Alternatively, an Apothecary may pay 4 Focus and reduce the count to 100. Once a stale alchemy
has been refreshed, it may be used as normal, and the “stale” portion of the tag removed.

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Healing Intuition
The Apothecary can use Assess: Health and Assess: Poison at will.

Cauldron Brew
The Apothecary rolls a twenty-sided dice on the Cauldron Brew chart at logistics and receives a random Apothecary
product or reagent of standard quality. Alchemists with Basic Access receive 1 roll, those with Full Access receive 3.

Mineral Forming
The Bane Wright receives 5 Salt or 2 Uncommon Mineral Resource of their choice at logistics, every event.

Refresh Alchemy
The Bane-Wright may refresh a stale alchemy with a 300 count (Refreshing Alchemy 1… Refreshing Alchemy 2…
Refreshing Alchemy 3) Alternatively, a bane Wright may pay 4 Focus and reduce the count to 100. Once a stale alchemy
has been refreshed, it may be used as normal, and the “stale” portion of the tag removed.

Mithridatism
The Bane-Wright may consume a single Poison or Toxin alchemy without taking the effect and resist a single matching
damage type or effect to the consumed Poison or Toxin.

Cauldron Brew
The Bane-Wright rolls a twenty-sided dice on the Cauldron Brew chart and receives a random bane-wright product or
reagent of standard quality. An alchemist with Basic Access is granted 1 roll while those with Full Access are granted 3.

Potion of Minor Healing


Effect: Target receives 2 points of Healing

Potion of Moderate Healing


Effect: Target receives 5 points of Healing

Potion of Major Healing


Effect: Target receives 10 points of Healing

Potion of Massive Healing


Effect: Target receives 20 points of Healing

Disease Remedy
Effect: Suppresses the effect a single disease until next recovery or next resurrection.

Waking Salts
Effect: Grants the Awaken effect on the targets which return them from a Sleeping or Unconscious state to their
Healthy state.

Strength Salts
Effect: The caster adds 1 to their Power value. After the next use of the caster’s Power value, this effect no longer active.

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Infusion of Flame
Effect: The character is granted 10 Temporary Armour Points that can only be used against attacks of the Fire damage
type.

Infusion of Ice
Effect: The character is granted 10 Temporary Armour Points that can only be used against attacks of the Ice damage
type.

Infusion of Lightning
Effect: The character is granted 10 Temporary Armour Points that can only be used against attacks of the Lightning
damage type.

Elixir of Life
Effect: Target receives a Revival effect.

Elixir of Focus
Effect: Target receives 5 Focus points.

Elixir of Calm
Effect: Remove the Frenzy effect from target.

Elixir of Alertness
Effect: Remove Fatigue and Exhausted effects from target

Elixir of Escape
Effect: Target receives the Escape effect.

Paralysis Antidote
Effect: Removes the Paralysis effect from target.

Silence Antidote
Effect: Removes the Silence effect from target.

Poison Antidote
Effect: Removes a single Poison effect from target.

Pain Antidote
Effect: Remove the Pain effect from target.

Agony Antidote
Effect: Remove the Agony effect from target.

Essence of Regrowth
Effect: Removes a single cleave effect

Essence of Slumber
Effect: Target is put into their sleeping state from their Healthy or Wounded for a 100 count.

Essence of Haste
Effect: Grants double healing or focus gain from next alchemy ingested

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Effect: May use to replace a single recipe ingredient when creating an Apothecary Alchemy Product

Swish – Base Intoxication 2


Ale – Base Intoxication 5
Wine – Base Intoxication 5
Mead – Base Intoxication 10
Spirits – Base Intoxication 15

Minor Bomb
Effect: Deals 2 Normal Damage

Moderate Bomb
Effect: Deals 5 Normal Damage

Major Bomb
Effect: Deals 10 Normal Damage

Massive Bomb
Effect: Deals 20 Normal Damage

Poison
Effect: Deal Alchemical X Body Poison Damage in 2, 5, 10 damage depending on quality

Silence Toxin
Effect: Delivers a Silence effect to the target.

Fear Toxin
Effect: Delivers a Fear effect to the target.

Frenzy Toxin
Effect: Delivers a Frenzy effect to the target.

Death Toxin
Effect: Delivers the Death effect to the target.

Pain Toxin
Effect: Delivers the Pain effect to the target.

Sleep Toxin
Effect: Delivers the Sleep effect to the target.

Paralysis Toxin
Effect: Delivers the Paralysis effect to the target.

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Silver Emulsion
Effect: Effect: Deal Alchemical Silver Damage in 5, 15, 25 damage depending on quality

Deep Iron Emulsion


Effect: Effect: Deal Alchemical Deep Iron Damage in 5, 15, 25 damage depending on quality

Decay Compound
Effect: Deal Alchemical Decay Damage in 5, 15, 25 damage depending on quality

Disrupt Compound
Effect: Deal Alchemical Disrupt Damage in 5, 15, 25 damage depending on quality

Extract of Flame
Effect: Deal Alchemical Fire Damage in 5, 15, 25 damage depending on quality

Extract of Ice
Effect: Deal Alchemical Ice Damage in 5, 15, 25 damage depending on quality

Extract of Lightning
Effect: Deal Alchemical Lightning Damage in 5, 15, 25 damage depending on quality

Sunder Acid
Effect: Deal the sunder effect to a shield or weapon the target is holding

Cleave Acid
Effect: Deals the cleave effect to the target

Effect: May replace a single recipe ingredient when creating a Bane Wright Alchemy Product

Pipe Leaf – Base Intoxication 2


Snuff – Base Intoxication 5
Aethyr Dust – Base Intoxication 5
Gloom – Base Intoxication 10
Glimmer – Base Intoxication 15

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Wielding and manipulating magic with one's hands and mind is one thing, binding that magic to an item is wholly another. Enchanters are
the medium between those gifted with wielding magic and those who cannot, they bring arcane and artifice together as one

Enchanting allows a character to harness the hidden power of Aethyr and bind it to items and parchment alike. From
that binding, items become more powerful while parchment holds within them the power of spells, waiting to be cast.

Characters gain the following when purchasing Basic and Full Access to Enchanting:

Basic Access
-Access to a single Enchanting Specialty (Artificer Enchanting or Scrivener Enchanting)
-The Enchanter 10 Crafting: Enchantment Points
-The Enchanter may use chosen specialty Techniques
-The Enchanter can now memorize Enchantment Compositions
-The Enchanter gains and memorizes the following standard quality designs based on the chosen specialty:

Artificer: Weapon – Elemental, Shield – Aegis, Staff – Magic Packet, Lock – Mage Lock
Scrivener: All Tier 1 Spells from all Dominions

Full Access
-The Enchanter gains an additional 10 Crafting: Enchantment Points
-The Enchanter gains access to Enchantment Expertises
-The Enchanter can purchase Crafting & Production Expertise Upgrades
-The Enchanter can purchase Crafting & Production Specialties
-The Enchanter can purchase Crafting & Production Points

Artificer - Character can now create enchantments and has access to all Artificer Enchantment techniques.
Scrivener - Character can now create enchantments and has access to all Scrivener Enchantment techniques.

Enchantment qualities determine the time, dedication and craftsmanship that is put into an enchantment product.
Higher quality items grant additional benefits but require time and dedication to be able to craft.

Weapons, Shields, Staffs and Locks


*All enchantable items have their own unique enchantment qualities and can be seen in the Enchantment Product List
below

Scrolls
Standard – The Scroll can be used once for its spell and is consumed
Superior – The Scroll can be used once for its spell and is consumed or its spell may be cast using Focus
Masterwork – The Scroll can be used once for its spell or its spell may be cast using Focus; if used, the Scroll will be
usable again at the next event.

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Enchanted items work differently than other items in terms of how their tags are interacted with. All enchanted items
will be marked as having a magical aura on their tag.

Identify
Characters with the means to identify an enchanted item can complete the requirements specific to their means and
check its tag to reveal what enchantments the item has. This can be done to inform the character to whether or not they
will want to activate the item. After this is complete, the player must return the tag to its normal state. Note that an
enchanted item does not need to be identified to be activated.

Activate
Characters with the means to activate an item can complete the requirements specific to their means and remove the tag
and change it to its activated facing. The enchantments the item has become active at the time of activation and will
affect the activator if relevant. All enchanted items must be activated to use their enchantments.

Deactivate
Characters with the means to deactivate an item can complete the requirements specific to their means and remove the
tag and change it to its normal facing. The enchantments on the item will become inactive at the time of deactivation.

Enchanter’s Boon
Enchanters take upon themselves a portion of the magic they release from Aethyr and can channel it into a means of attack.
Enchanters may throw a single packet dealing 1 Magic damage to a target at will.

Disenchant
Enchanters, when in need, can draw out the magic empowering an item, leaving it’s vessel nothing but dust and ruin
Enchanters can remove an enchantment from an enchanted item and recover some of the Aethyr used in its creation.
Once the item is chosen, at logistics, the player will be given a single six-sided die (D6) for each type of Aethyr the
enchantment was made from. For each roll of a 6 or 5, one unit of that Aethyr is returned to the character and the
disenchanted item as well. For example: An enchantment is made up of 10 Bright Aethyr, 10 D6 would be rolled for the
Bright Aethyr, and the player rolls 2 6’s and a 5 amongst the results; they would receive three units of Bright Aethyr and
the disenchanted item while the rest of the Aethyr would be lost.

Distill
Enchanters can draw the essence from weaker shards of Aethyr and purify it into a more potent and powerful state
Enchanters may take Aethyr and distill it to a purer state. Once the player has chosen the type of Aethyr they wish to
distill, at logistics they may convert 5 units of that Aethyr into one unit of the next highest rarity of Aethyr. For example:
An enchanter chooses to distill Dark Aethyr (Common Rarity) into Faint Aethyr (Uncommon Rarity), it would require 5
units of Dark Aethyr to distill into 1 unit of Faint Aethyr.

Increase Enchanter’s Boon Expertise


Upgrade 1 - The Enchanter deals 2 Magic damage when using Enchanter’s Boon.
Upgrade 2 - The Enchanter deals 3 Magic damage when using Enchanter’s Boon.

Increase Disenchant Expertise


Upgrade 1 – The Enchanter now requires a roll of 4+ to recover Aethyr from an item while Disenchanting
Upgrade 2 – The Enchanter now requires a roll of 3+ to recover Aethyr from an item while Disenchanting

Increase Distill Expertise


Upgrade 1 - The Enchanter now requires only 4 resources to Distill into a rarer type of Aethyr
Upgrade 2 - The Enchanter now requires only 3 resources to Distill into a rarer type of Aethyr

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Identify/Activate/Deactivate
The Artificer may identify, activate or deactivate enchanted items with a 100 count. Alternatively, an Artificer may pay 4
focus and reduce the count to 10. Once an enchanted item has been activated or deactivated, it’s tag must be folded and
replaced appropriately.

Arcane Reconstruction
The Artificer can restore any broken Armour, Weapon, Shield or Lock by spending a si Bright Aethyr and completing a
100 restoration count (Restoring 1…Restoring 2…Restoring 3…) Upon completion of the count, the Artificer must
state, “Armour/Weapon/Shield/Lock Restore.” Alternatively, an Artificer may pay 6 Focus in addition to the Bright
Aethyr and reduce the count from 100 to 10. After the count, the armour, weapon, shield or lock will no longer be
broken, and the tag must be folded back to normal status.

Transference
The Artificer can move an enchantment from one item similar item to another such as weapon to weapon or lock to
lock, etc. The Artificer must only spend CPP to do so in the following amounts dependent on the enchantment quality.
Standard Enchantment: 25 CPP, Superior Enchantment: 50 CPP and Masterwork Enchantment: 75 CPP.

Identify/Activate/Deactivate
The Scrivener may identify, activate, or deactivate enchanted items with a 100 count. Alternatively, a Scrivener may pay 4
Focus and reduce the count to 10. Once an enchanted item has been activated or deactivated, its tag must be folded
appropriately.

Knowledge is Power
The Scrivener gains access to the Literacy Skill and the Arcane Literacy Skill.

Mightier Than The Sword


The Scrivener may consume a scroll at logistics. Once consumed, the Scrivener counts as having memorized the Scroll
composition at its quality.

Bound
Effect: Each level of quality makes the weapon stick with you more and stacks.
Standard: No Loot,
Superior: No Disarm, No Loot
MW: No Lost To The Pool, Disarm, loot

Elemental
Effect: Changes damage type of enchanted weapon to Fire, Ice, Lightning and eventual makes it pure
Standard: Choose a damage type: Fire, Ice, Lightning: weapon deals that damage type
Superior: Choose a damage type: Fire, Ice, Lightning: weapon deals that damage type +1 damage
MW: Choose a damage type: Purest Fire, Purest Ice, Purest Lightning: weapon deals that damage type + 1damage

Formidable
Effect: Increases the damage of a weapon
Standard: +1
Superior: +2
MW: +3

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Aegis
Effect: Increases resilience of enchanted shield
Standard: +5 Resilience
Superior: +15 Resilience
MW: +25 Resilience

Elemental
Effect: Reduces elemental damage
Standard: Choose an elemental damage type: Fire, Lightning, or Ice: count Resilience 10 higher against it
Superior: Choose an elemental damage type: Fire, Lightning, or Ice: count Resilience 25 higher against it
MW: Choose an elemental damage type: Fire, Lightning, or Ice: Minimize Damage Type

Spellguard
Effect: Reduces incoming magic attacks and spells
Standard: Nullify effect on any Magic damage and/or effect that affects the shield
Superior: Counterspell effect on any spell that affects the shield
MW: Reflect Magic effect on any spell that affects the shield

Magic Packet
Effect: Magic Packet Cantrip 1, 2, 3 damage with quality
Standard: 1 Magic
Superior: 2 Magic
MW: 3 Magic

Mage Armour
Effect: Protects against anti-magic effects
Standard: Immune to Disrupt
Superior: Immune to Disrupt and Silence
MW: Immune to disrupt, silence and dispel

Dream Catcher
Effect: Grants access to specific Dominion of the Vael spells
Standard: Seeing is Believing
Superior: Peirce the Vael
MW: Through the looking glass

Mage Lock
Effect: The lock cannot be picked or sundered while it is activated
Standard: Lock cannot be picked
Superior: Lock cannot be sundered
MW: Lock cannot be picked, sundered or deactivated

Attuned
Effect: The lock can be opened by specific characters without a key while it is activated
Standard: 1 Character can open the lock without a key
Superior: 2 Characters can open the lock without a key
MW: 3 Characters can open the lock without a key

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Defensive
Effect: Deals damage to characters who pick or sunder the lock while it is activated
Standard: 10 Explosive
Superior: 20 Explosive
MW: 30 Unstoppable Explosive

Dominion of Flame Scrolls


Tier 1 Spells: Cinder Shroud, Flame Tongue and Cauterize
Tier 2 Spells: Ember Wind, Wildfire and Sacred Flame
Tier 3 Spells: Scorching Salvo, Rain of Embers and Crucible
Tier 4 Spells: Ardent Heart, Ashes to Ashes and Breath of Ash
Tier 5 Spells: Inferno and Baelfire

Dominion of The Wilds Scrolls


Tier 1 Spells: Tanglethorn, Eternal Might and Springtide Respite
Tier 2 Spells: Deepwood Scourge, Winter’s Claim and Tame The Wild
Tier 3 Spells: Touch of Renewal, Banish Blight and Blades of Autumn
Tier 4 Spells: Oakenflesh, New Growth and Heirloom of Summer
Tier 5 Spells: Balance of Nature and Roots of the Old World

Dominion of War Scrolls


Tier 1 Spells: Ironclad, Palisade and Conscription
Tier 2 Spells: Know No Fear, None Left Behind and Strength and Glory
Tier 3 Spells: Sentinel Guard, Honour The Fallen and Battle Ready
Tier 4 Spells: Shield Wall, Volley Fire and Siege Bolt
Tier 5 Spells: Forge of War and War Song

Dominion of The Heavens Scrolls


Tier 1 Spells: Heavens Aligned, Star Fall and Timeless Insight
Tier 2 Spells: Gift of The Heavens, Celestial Mantle and Cold of The Void
Tier 3 Spells: Continuum, Touch of Infinity and Blaze of The Dawn
Tier 4 Spells: Into The Dark, Edge of The Eclipse and Star Crossed
Tier 5 Spells: Nexus and Nova

Dominion of The Storm Scrolls


Tier 1 Spells: Storm Front, High Wind and Hard Rain
Tier 2 Spells: Thunderclap, Tempest Breath and Frost Bite
Tier 3 Spells: Whirlwind, Rime Scale and Thunder Strike
Tier 4 Spells: Fell Frost, Eye of The Storm and Arc Bolt
Tier 5 Spells: Sky Fall and Perfect Storm

Dominion of The Vael Scrolls


Tier 1 Spells: Dream No More, Ever Eventide and Weave of Dreams
Tier 2 Spells: Nightmare’s Embrace, Deepest Repose and Unto The Breach
Tier 3 Spells: Secrets Obscured, Shrouded Withdrawal and Reverie Revealed
Tier 4 Spells: A Chance to Dream, Here and Nowhere and Unseen Seal
Tier 5 Spells: Requiem and Through The Looking Glass

Dominion of Blood Scrolls


Tier 1 Spells: Lacerate, Dark Thirst and Feel No Pain
Tier 2 Spells: Aegis Encarmine, Scarlet Guard and Red Ruin
Tier 3 Spells: Visceral Conduit, Sanguine Bond and Crimson Fever
Tier 4 Spells: Bound By Blood, Blood Boil and Revenant
Tier 5 Spells: Exsanguinate and Purity of Blood

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Mortals calling out to the gods with a request, they hold out the price to be paid with an eager hope; with they receive an answer or silence

Rites represent a calling upon of the higher powers to aid mortals in times of great need. Specific individuals can call
upon by their patrons with an offering and follow that by completing a series of collaborative tasks to provide a desired
effect if they are successful.

Patron Rites – Rites available to casters of a certain patron


Generic Rites – Any patron can power this rite using their appeasement and requirement costs. There are 10 that
must be researched

The character that knows and leads the rite is referred to as the initiator and a rite’s instructions specify what is required
of them.

Name
The name of the Rite

Patron
The name of the Patron empowering the Rite

Effect
The specific effect that will occur if the appeasement and requirement costs are correct paid and enacted.

Appeasement Cost
Rites begin when the character has provided the correct offering to appease said Patron. The initiating character brings
the offering to plot camp and informs the plot team that they wish to perform the rite. The initiating character will then
be informed if the Patron has accepted the offering. Once this has happened, the initiating character will receive further
instructions to continue the Rite.

Requirement Costs
Tagged items, Specific participants possibly selected by race, origin, star sign, worship, etc. Specific role play such as
actions taken individually or as a group

Success: Each Rite has both success and failure conditions. The initiator and additional characters can attempt to fulfill
these requirements and their ability to complete them successfully will determine their level of success.

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Diseases represent the threats that cannot be seen nor defeated with sword or magic. It infects young, old, healthy, sick, poor, and rich
alike. It can be the end of just one unlucky soul or the demise of entire populations.
Diseases are an affliction that can bring about several different effects upon a character. There are a variety of
diseases that are prevalent within the world, and each has its own means of transmission, severity, duration, and
cures.
If a character is infected with a disease, the player will be informed by a member of plot camp and instructed on its
effects and how to properly role play the affliction. Not all characters who are exposed will be infected; successful
infections are determined at plot camp dependent on the disease.
All diseases can be removed, and each has a different way to do so. This can possibly be done directly with a
treatment or cure, a specific amount of time has passed, the character has resurrected and so on.
An example of a disease can be seen below:

A hastily spread contagion often found amongst the poor that manifests in boils and sores that leaves its victims frail and weak.
Description: Victims of Pauper’s Pox are most often onset with reddish sores and blisters with most typically
yellowed or green pus that are very painful if lanced or ruptured. Most often this infection is the result of improper
or lack of basic hygiene and contact with other infected individuals. Fortunately, for most the sores and blisters
pass leaving little to no scarring but it in some rare and severe cases the affected areas will be left raw and difficult
to heal, resulting in the area being very susceptible to becoming affected again.

Effect: The diseased character’s Body Points are reduced by 5 to a minimum of 5 while afflicted with Pauper’s
Pox. If the disease persists for 2 events, the character will no longer suffer from the disease at the end of the 2nd
event.
Rarity: Common

Lethality: Pauper’s Pox is not a deadly disease.

Transmission: Contact with targets afflicted with Pauper’s Pox.

Duration: Lasts until the diseased character is cured of Pauper’s Pox, suffers a death, or 2 events have elapsed,
whichever occurs first.

Make Up Requirements: Makeup or prosthetics resembling sores and blisters on all exposed flesh.

Roleplay Requirements: None

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Hexes represent the more chaotic and malicious forces of magic in the world and beyond, ones that cannot be controlled nor wielded by mortals.
They are often seen as challenges as much as they are afflictions to overcome; many a tale and legend have been told of those who have and have
not survived these trials.

Hexes are magical afflictions that can bring about several different effects or occurrences upon a character. There are a
variety of Hexes that can present themselves in this world and the Vael; each has its own source, duration and means of
removal.

If a character is successfully afflicted with a Hex, the player will be informed by a member of plot camp and instructed
on its effects and how to properly role play the affliction.

All Hexes can be broken, and each has a different way to do so. This can possibly be done directly with a magical
breaking, a specific amount of time has passed, the character has overcome a challenge and so on.

An example of a hex can be seen below:

Wielding the power of the Vael grants the means to step from one world to the next, these unfortunate souls are caught in between

Description: The survivors of the Hex of the Waking Eye often recount that their excursions within the Vael continue
as they return to Baela. A part of their mind, a thought, a dream, or a hope still remaining with the Vael, binding them
there. This can be quite a harrowing experience as there is nothing to protect them from the denizens of the Vael that
wander The Looking Glass, leaving them beyond vulnerable. This Hex’s name refers to not only the fact that dreams
and nightmares can be seen outside of one’s own mind but a particular marking adorns the forehead of the inflicted, one
that most often appears as an open eye that can only be seen by those who can peer into the Vael.

Effect: The Hexed character can always be seen, heard and interacted with by any character or creature wearing a purple
headband as well as interact with items marked with a purple ribbon.

Source: Entering or exiting a Vael Rift

Duration: Until the Hex is broken

Make Up Requirements: Purple makeup on the forehead resembling a large eye shape

Roleplay Requirements: None

154
The means to keep precious items or privacy secret and safe is done by protecting them with a barrier of metal and artifice. Like any
other obstacle, it can be brought down or disabled by those determined to make what lies beyond the lock theirs.

Locks are represented in game by lock phys reps provided by the plot team whenever a character purchases or
finds a lock.

**Lock Phys Rep Description and pictures incoming with full rulebook release**

Keys are tagged items that have unique alphanumeric codes as noted on their tags, for example 1A; a key with a
matching code to a lock will open it

All locks are levels 1, 2 or 3 and each level requires a different size of Lock Pick Phys Rep to open, otherwise it is
no different than the other levels of locks.

Using a Key
Locks may be opened using a corresponding key that bears a matching code to the lock the character is attempting
to open. The key phys-rep must be touched to the lock and a three count (unlocking 1…unlocking 2…unlocking
3) to open it.
The door or chest the lock is connected to will remain unlocked and may be opened freely while the lock is open.
Breaking a lock
A lock may be only broken open using the Sunder effect. After a lock has been broken, the dowel must be
removed from its socket to show that the door or chest is open, and the tag changed to the proper state. A broken
lock must be restored before it can be closed again.
Note that, depending on a loc’s quality, not all locks can be sundered, always check a lock’s tag before attempting
to break it.
Picking a lock:
Every lock has 4 tumblers (hex screws), these can be picked by a Lock Pick Phys Rep (hex key) supplied by the
plot team with each level of lock (Level 1, Level 2 and Level 3) each requiring a different size of hex key to pick.
These lock phys-reps require all the tumblers to be fully extended/screwed out to be considered picked. After a
lock has been fully picked, the dowel must be removed from its socket to show that the door or chest is open. A
lock that has been picked open must be reset before it can be locked again.

Note that not all locks cannot be picked unless a character has the appropriate talents or skills, always check a
lock’s tag before attempting to pick.
If a lock is opened via breaking or picking, the chained dowel on the lock phys-rep must be removed from the lock
and allowed to hang. This represents that the door or chest the lock is placed on, can be opened freely. This dowel
cannot be reinserted until the lock has been restored or reset respectively.

155
The lock smith may reset a picked lock by screwing all the extended tumbler screws back into the lock. They must
do this using the pick tool and after it has been reset, the lock may be closed again.

A lock may be attached to any door or chest by placing it on the handle or latch respectively. In the case of doors,
locks can only prevent entry from the direction the lock is placed. For example, a lock placed on the outside facing
of a door would prevent entry from the outside of the building whereas a lock placed on the inside facing would
prevent an exit from the inside.

Only a single lock may be placed on a chest or on each facing of a door; locks may only be removed from doors
and chests when the lock is opened with its matching key or if a locksmith has opened it using the Lock Mapping
Technique.

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