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Flight of Fantasy larp rules

Version - 1.6
Out of the ashes of a catastrophic world war emerged one united entity, The State. Under the guidance of our leader, the Allfather, the States forces conquered Alterra in the name of peace. Then we discovered the veil, the barrier between worlds and how to bridge this gap. Beyond the veil lay a fresh world full of exotic life, Gaia. This new world contained races which only existed in an Alterrans fantasy. The state saw this new world as opportunity to be exploited to be harvested and controlled. General W. F Riesta 1st state guard ~ 68th year of the Allfather

Contents
What is Flight of Fantasy? ...........................................................................................................................................2 Acknowledgements.....................................................................................................................................................2 General Rules..............................................................................................................................................................3 Referees .....................................................................................................................................................................3 Game calls and signals ................................................................................................................................................4 What sort of character can I play?...............................................................................................................................4 Character creation ......................................................................................................................................................4 Character Classes........................................................................................................................................................4 Zenny..........................................................................................................................................................................9 Equipment and items..................................................................................................................................................9 Armour .......................................................................................................................................................................9 Weapons ..................................................................................................................................................................10 Special ammunition ..................................................................................................................................................10 Physreps ...................................................................................................................................................................11 Player versus Player (PvP) .........................................................................................................................................11 Wounds and healing .................................................................................................................................................11 Treating Wounds ......................................................................................................................................................12 Role playing wounds .................................................................................................................................................12 Magic rules ...............................................................................................................................................................12 Mana pool ................................................................................................................................................................14 Spell costs.................................................................................................................................................................14 Spell scrolls ...............................................................................................................................................................15 Casting spells ............................................................................................................................................................15

What is Flight of Fantasy?


Flight of Fantasy is a sci-fi steampunk Live Action Role Play (LARP) which revolves around the dark, dangerous aftermath of The wars of unification. Some eighteen centuries after one man was called king of the world and was put to death by his fellow countryman, the great game of nations was played out with the new archaeo tech of steampunk. The industrial revolution spawned machines that could master the depth of the oceans, the highest reaches of the sky and boil cities dry. Nobody really knows what the war was, how it was won and if indeed it has even ended. All that is known for certain is that the State reigns supreme over what is left of Alterra. One man rules the State, the Allfather, master of Alchemy. How he came to win the war and what methods or sacrifices were made in the pursuit of victory are lost in the libraries which burnt among many cities.

What emerged from the war was a deserted wasteland with a few pockets of survivors. The Allfather soon capitalised on these pockets of survivors offering them food, shelter and safety. Many happily signed themselves and their independence over to the Allfather and from that the State was born. What they got in return was indeed as promised, but they also found themselves, their thoughts and actions all sanctioned by the state. Members of the state do indeed have the best of living that Alterra can provide, but in return theyre restricted and controlled. Reports of this control and restriction soon spread throughout the whole of Alterra and other survivors were soon unwilling to give themselves over to the state. These survivors become known as Rebels or Free people. They refused to join the state and have formed various groups. Some of these groups are anarchists who fight to bring down the state, whilst others provide services for the state in return for trade rights and freedom to live the way they choose. It has been well documented over the years since the war that many groups of Free people are allowed to believe theyre free, but in fact the state manipulates and controls them in the same way as its own people. The most powerful controlling factor that the Allfather has is alchemy. State scientists discovered that by combining immense energy from fusion devices and common Alterran minerals they were able to perform amazing feats. These new powers were influential in the discovery of the Veil, which is a thin wall of time and space that divides Alterra from Gaia. Gaia is a place of extreme beauty but also extreme danger. Creatures beyond your wildest imagination inhabit every corner of this world and the state often sanction exploratory trips into Gaia in search of new discoveries. It is from Gaia that the Brood come, and some rebel conspiracy theorists have speculated that these creatures are actually failed state experiments that have been transported to Gaia in an attempt to control knowledge of the truth. Some Brood are allowed to travel across to Alterra for reasons sanctioned by the state and these are known as Veilbrood which simply means brood who cross the veil. Obviously it was not long before rebels came into possession of such powers for themselves and some would say that the rebel alchemists at least rival those of the state. All we do know for sure is that Alterra is now a place of danger. Alterra is a place where friendships are made as quickly as theyre broken and a place where people should at least seem like they trust others.

Acknowledgements
Written by Guy and Jordan Bowers with thanks too and additional ideas from Dan Gallagher, Neil Sharp, Phil Bales, Gary Redclift, David Jackson, Natasha Marie Eyre, Oscar and Ambrose Law and Sean Bailey.

General Rules
No aiming blows or NERF bullets at the head. This is a deadly system, we expect players on the floor! Take your hits and your next character will be rewarded. Try not to get too emotionally attached to a character. Any NERF rounds on the floor are dead and cannot be picked up. There is no recycling by players! Beware the Tonberry! Players can however scavenge ammunition from dead comrades or NPCs. See scavenging rules for a full explanation. Throughout these rules and during adventures youll here the term Scene. A single scene is a passage of time roughly equal to 2 minutes.

Referees
In any adventure there will be referees. During the player briefing the referees should make themselves obvious to the players. The referees have either written the current story or are experienced players. They are there to guide the players through the adventure, ensuring that the NPCs (Non Player Characters) and monsters are where they should be on time and that the event runs smoothly. The referees also oversee any rules issues and their decision is final. Please do not get upset if you find yourself being told that youre in the wrong. The refs are experienced players and they will always try to maintain fairness in any decisions they make. If you still feel like a decision is wrong then do not pursue the matter at the time and seek advice from the organisers after the event has timed out.

Game calls and signals


Flight of Fantasy uses a few in game calls that players and or referees can use to tell others around them what to do. These calls are listed below plus who may use them. 1. Time in - Can be used by any referee. This call tells players that the event is running and they should assume that all occurrences are now within the story. 2. Time out - The opposite of above. 3. Time freeze - Can be used by any referee or NPC, can also be used by some magic users. During a time freeze players should close their eyes and hum to themselves. A time freeze can be used to bring a set piece or monster into view and the referees want it to be a surprise so please adhere to this rule. 4. Man down - This call can be used by anyone. If you hear this call then stop what youre doing immediately as someone is genuinely hurt and requires assistance. The game also uses a single raised hand with pointed index finger to denote invisibility. If you see anyone with a raised hand in the air in such a manner then assume theyre invisible and your character cannot interact with them. Players who use this without good reason will find themselves being spoken to from the referees.

What sort of character can I play?


In Flight of Fantasy you can play pretty much anything you like. There are two distinct groups of characters, the first being humans and the other group being referred to as Brood.

Character creation
All players need to create a character that they will play in the adventures and should use the following guide to help them create their chosen character. 1. Choose a character class from the character class lists. This will show you what licences you can buy and what bonuses the class gets, like free equipment or additional zenny. 2. Spend licence points on chosen licences. All characters start with 5 skill licence points (LPs) to spend. You do not have to spend them all and may choose to keep some aside for future purchases. Players should be aware that if you hold some back then subsequently die then youll lose any LPs held. 3. Spend Zenny on equipment and weapons. Players can purchase any items that their chosen class can use. The costs of the weapons and equipment including descriptions of some items can be found under equipment and items. All characters have a minimum of 50 zenny to spend on weapons and equipment. 4. Give the character a name. Dont spend too long on this as FoF has a high mortality rate and players should expect characters to die. 5. Email the referees your character details so that we can check it over before the next event and keep a record of your character. We can be emailed at: fofregister@hotmail.co.uk

Character Classes
Players should choose one of the following character classes. Skill licenses have variable costs, indicated by the dots in the tables, with higher skills costing more. Some skills can be taken multiple times. If a table does not have a dot then an item is free to that class. Each character class has Class special skill licences; and a description if necessary of the specific rules can be found beneath the relevant class. The more generic skill licences can be found in Skill licences. Some character classes get other bonuses like more money to start and free equipment and this is also listed under the relevant classes.

Heavy - Specialist in heavy weapons. Licences: Pistol Knife Auto Fire Auto Rifle Light Armour Body Dev Hits: Torso 4 / Limbs 3 Machinegun Heavy Armour Disposable Rocket Launcher Power Armour

Class special skill licences: Auto Fire, Disposable Rocket Launcher (DRL), 60z Starting money Autofire - On the call Autofire, any targets in front of the Heavy must drop to the floor or seek cover. Mindless or fearless creatures dont retreat but each takes one hit instead. Requires the minimum of three shots fired. Disposable rocket launcher (DRL) - Heavy class may take disposable rocket launchers. DRLs come in two rocket forms, anti personnel type that fires a grenade and inflicts 2 points of damage to all locations on anyone within two paces of the round when it first touches the ground. Secondly a heavy may also purchase a high explosive (HE) firing version which causes 8 points of damage to a single hit location or item. These HE versions are particularly good at opening locked doors.

Trooper - General all round grunt. Licences: Pistol Knife Auto Pistol Rifle Light Armour Body Dev Hits: Torso 3/ Limbs 3 Grenade Heavy Armour Club Shotgun Power Armour

Class special skill licences: Grenade Grenade - Grenades must be accompanied by a good larp safe phys rep which is thrown at a target player or area. On the call Grenade, any targets within 2 paces of the spot that the grenade lands take 2 hit points to each location. The physrep should be designed to not bounce around as this complicates matters when trying to decide whos affected. Suitable physrep examples are listed in Physreps.

Soldier - Close Combat Specialist. Licences: Pistol Knife Shield Sword Light Armour Body Dev Dodge Heavy Armour 2H Weapon Hits: Torso 3/ Limbs 3 Autopistol Power Armour Shotgun Ambidex Club

Class special skill licences: Dodge, Ambidex Dodge - On the call Dodge the character may ignore the last hit he has just taken. Each dodge is usable once every adventure and may be used on Called Shots. The effect applies to one shot only, not multiple hits! This skill however may be taken multiple times. Ambidex - May use a single handed weapon in each hand.

Sniper - Long Distance Combat Specialist. Licences: Pistol Knife Club Rifle Light Armour Body Dev Hits: Torso 2/ Limbs 2 Sniper Rifle Heavy Armour Stealth Shotgun Called Shot Executioner Long Shot

Class special skill licences: Called Shot, Long Shot, Executioner and Stealth Called Shot* - The Sniper may call the ref and aim for a specific location on one target model, handing over a round to the Ref. This may be a weapon, a body location without armour or carried item. The range of this shot must be representative of the weapon being used, and the final decision is down to the referee handling the shot for the sniper. Long Shot* - The Sniper may call a ref and automatically hit a target in the Snipers sight, regardless of range. The referee reserves the right to impose a range restriction depending on the terrain being played over. One round is handed over to the ref. The hit is automatically allocated to the torso. Executioner* - This is a very rare and expensive ability and not many snipers will ever reach this level of excellence. The sniper may use this skill to instantly kill non major NPCs or reduce any player to zero hit points. This is assuming that the fired round hits the intended target. Stealth - This allows snipers to blend into their surrounding to avoid being spotted by their targets. Whilst the sniper is in cover and stationary they may raise a hand in the air and become invisible. Players will ignore their physical presence in the same way as that of a referee. This effect is broken should the sniper move or shoot. *Can only be used with a sniper rifle and cannot be combined into any single attack. A sniper must leave a reasonable delay (30 seconds as a guide) between using either the called shot or long shot skill.

Dragoon - Elite Mounted Warrior Licences: Pistol Knife Rifle Light Armour Lance Heavy Armour Hits: Torso 3/ Limbs 3 Sword Club Autopistol Body Dev

Class special skill licences: Lance Lance - This weapon is classed as a two handed melee weapon, but has great reach. Weapon must be a minimum of 120cm long to count as a lance.

Alchemist - State or Rebel magic user Licences: Pistol Knife Apprentice Magic Light Armour Extend Hits: Torso 2/ Limbs 2 Journeyman Magic Master Magic Mana Burst Body Dev Cast Sword Burst Bolt

Class special skill licences: Apprentice Magic, Journeyman Magic, Master magic, Mana, Burst, Cast, Bolt, and Extend

Apprentice Magic Journeyman Magic

- allows player to purchase basic spells. See the magic rules for full explanation and costs. - allows player to purchase skilled spells. See the magic rules for full explanation and costs.

Master magic - allows player to purchase master spells. See the magic rules for full explanation and costs. Mana - An alchemist that takes this special skill licence may increase their mana pool by 3 mana points.

Burst - Allows a player to turn any spell into an area of effect spell. A full description of this ability is in the magic rules. Cast - Allows a player to hold a cast spell in the Casters hands for a period of time. The spell could be used as a weapon, a tool or a light source. Bolt - Allows the player to cast a spell that affects all players in the straight line. This effect can only affect a maximum of 4 targets before the power runs out of the spell. Extend - Allows the player to cast a spell that lasts longer than normal. A referee shall decide the duration of the extension.

Trader - Negotiator. Licences: Pistol Knife Basic Trader Light Armour Hits: Torso 2/ Limbs 2 Skilled Trader Heavy Armour Master Trader Shotgun Club Body Dev

Class special skill licences: Trader, Basic trader, Skilled trader and Master trader Trader - Allows traders to buy and sell items within adventures to other players or NPCs. The price they sell for is up to the player to decide. Traders get discounts on stock purchases with bigger discounts available to higher levels Basic Trader - The cost of all purchases are reduced by 25%.

Skilled Trader - The cost of all purchases are reduced by 33%. Basic Trader is a prerequisite. Master Trader - The cost of all purchases are reduced by 50%. Skilled Trader is a prerequisite.

Machinist Licences: Pistol Knife Shotgun

- Expert repairer Hits: Torso 2/ Limbs 2 Basic Repair Light Armour 2H Weapon Skilled Repair Heavy Armour Autopistol Master Repair Power Armour Rifle Club Body Dev

Class special skill licences: Repair, Basic repair, Skilled repair, and Master repair, class gets FREE toolkit at creation Repair - Allows machinists to use the repair skills within adventures. Basic Repair Skilled Repair - May repair basic weapons and light armour. - May repair automatic weapons and heavy armour. Basic repair is a prerequisite.

Master Repair - May repair heavy weapons, electro weapons and power armour. Skilled repair is a prerequisite.

Medic - First aider and field surgeon. Licences: Pistol Knife First Aid Light Armour Hits: Torso 2/ Limbs 2 Surgeon Heavy Armour Shotgun Body Dev Club Shield

Class special skill licences: First Aid, Surgeon, class gets a FREE first aid kit at creation First Aid Surgeon - Can heal up to ten hits/wounds per adventure. May heal status effects at the cost of 2 heals per status effect removed. This special skill licence may be taken multiple times. - Can repair a single permanent damage, once per adventure. Permanent damage would be the loss of a limb for example.

Noble - Rebel or Noble adventurer. Licences: Pistol Knife Autopistol Light Armour Rifle Heavy Armour Hits: Torso 3/ Limbs 2 Shield Body Dev Sword

Class special skill licences: Starting money 70 z.

Gunmage - Rebel or Noble adventurer. Licences: Pistol Knife Apprentice Magic Mana Hits: Torso 2/ Limbs 2 Journeyman Magic Body Dev Master Magic Burst Light Armour Cast

Class special skill licences: Apprentice Magic, Journeyman Magic, Master magic, Mana, Arcane bolt, Burst, Cast Apprentice Magic Journeyman Magic - allows player to purchase basic spells. See the magic rules for full explanation and costs. - allows player to purchase skilled spells. See the magic rules for full explanation and costs.

Master magic - allows player to purchase master spells. See the magic rules for full explanation and costs. Mana Arcane bolt - An alchemist that takes this special skill licence may increase their mana pool by 3 mana points. - Allows gunmages to cast spells onto their ammunition and is described further in the magic rules.

Burst - Allows a player to turn any spell into an area of effect spell. A full description of this ability is in the magic rules. Cast - Allows a player to hold a cast spell in the Casters hands for a period of time decided by a referee. The spell could be used as a weapon, a tool or a light source. A player may also choose to hold the spell cast for a while until it is needed.

Brood class Gaia inhabitant or Veilbrood Coming soon Licences: Hits: data not yet available

Zenny
Every character starts with 50 zenny (some start with more). Zenny is earned by adventuring. Zenny can also be found during adventures and scavenged from dead bodies along the way. You may also choose to kill off rich players to get their money, but you must be sure to not make any enemies in the process or youll soon find yourself in the same situation.

Equipment and items


Players may purchase any items from the list below that are allowed by their chosen class. Guns come loaded with a full load as indicated in the equipment and items list. Descriptions of some of items on the list are below. Knife Sword 2H Melee 5z 15z 25z Nite Finder (1 shot) 7z 20z 35z Bullet / disk Shotgun Shell 6 shot magazine (full) 1z 2z 7z 8z 25z 50z 35z 10z 7z 10z 7z 20z 5z 5z 5z 5z 45z 45z 40z H

Maverick Pistol (6 shot) Barricade Machine Pistol (10 shot) Club/Hatchet 10z Jolt pistol (1 shot) Lance 20z Recon Pistol (Mag 6 shot)* Recon Rifle (Mag 6 shot) Longshot Sniper (Mag 6 shot +1) Longstrike Sniper (Mag 6 shot) Basic Armour (1) 5z Raider Rifle (Mag 6 shot) Reinforced (2) 10z Deploy Rifle (Mag 6 shot)* Riot Armour (4) 25z Dbl Shot Shotgun (2 shot + 2) Power Armour (8) 200z Rapid Fire Shotgun Riot Shield (6) 30z Stampede (18 Shot) Phoenix Feather 25z Vulcan (25 shot) Ether (5 Mp) 20z Tek 6 Pistol Potion (1 hit) 10z Tek 10 Pistol Grenade 15z Vigilon pistol (5 shots) Electroweapon +25z Nitron rifle (20 shots) Disposable Rocket Launcher (DRL) single shot anti 25z H personnel *= Cannot use 35 round drum magazine C= S= H= Sniper only Shotgun Heavy class only

5z Proton pistol 25z 18 shot magazine (full) 30z 35 round drum (full) 40z C 25 round belt (full, Vulcan) 35z C Gospel round x1 35z Inferno round x1 25z Bio round x1 20z S Syphon round x1 30z S Basic Tool Kit/Medkit 45z H First Aid kit 50z H Torch 15z Power Weapon recharge 20z Power Weapon recharge 30z Praxis rifle (10 shots) 50z Lumitron rifle (10 shots) Disposable Rocket Launcher (DRL) single shot high explosive

Armour
Numbers in brackets next to the type of armour represents the amount of hits that the armour can absorb. Once the maximum amount of hits are taken, any further hits are transferred to the body part protected and the armour must be discarded or repaired.

Weapons
Weapons in Flight of Fantasy are divided into two main groups. Each group can further be enhanced by additions. The first group are melee weapons, which include all hand held weapons like swords and daggers. The second group will be known as projectiles and include all guns, arrows and weapons that launch a projectile. Melee weapons (swords, daggers etc) inflict 1 hit point. Double handed melee weapons inflict 2 hit points. Melee weapons can have Electro and powered enhancements and then inflict one additional hit point. All standard projectiles inflict 2 hit points. Shotguns inflict 3 hit points. Projectile weapons can be enhanced by using special ammunition or Gunmages may imbue their ammunition with magical power (see Arcane bolt).

Special ammunition
Projectile weapons in Flight of fantasy can use special ammunition. The different types of special ammunition are listed below with their damage and identifying characteristics. Gospel ammunition Target takes normal damage +4 points of damage. Gospel rounds ONLY work on undead / daemons. Using them on normal targets will not inflict the additional 4 hit points. Gospel rounds are identified by silver glitter tips. Inferno ammunition Target takes normal damage plus 2 additional hit points of fire damage. Inferno rounds are identified by red glitter tips to the darts. Bio ammunition Target takes normal damage plus 1 hit point of poison damage after 30 seconds and a further 1 hit point every 30 seconds until the status is removed or negated. Bio rounds are identified by green glitter tips to the darts. Syphon ammunition Target loses 5 mana points. Syphon rounds are identified by purple glitter tips to the darts.

Phoenix feather
A single phoenix feather has the power to heal dreadful wounds and can even bring the dead back to life. Phoenix feathers are rare and expensive items and buying one would account for half of the average players starting money. A phoenix feather will bring the recently deceased back to life. The revived player would come back to life with one hit point per location. Can also be used on the still living and will heal up to 4 hits per location. Phoenix feathers only last for 1 healing or resurrection.

Ether
Alchemists and Gunmages use mana to cast spells but have only a limited amount (see Mana). A single bottle of this mysterious and ancient liquid restores up to 5 mana points to the taker. Ether can never restore a players mana pool to beyond its starting amount.

Potion
The scientists and chemists of Alterra create curative potions that players may use to heal themselves. All potions are single use. When an injured player takes a potion theyre healed at a rate of 1 hit point per body location.

First aid kit


In order for players to use the first aid skill they must also have a first aid kit. Each first aid kit last for 10 uses (see Treating wounds). Each use heals 1 hit point. Can also be used to cure status effects at a rate of 2 uses per status effect cured.

Physreps
FoF uses many props and pieces of equipment. These items need to be represented in a physical form and as such are known as Physreps. Ideally a physrep should tell any player exactly what the item is and what it does but this is not always that easy. During the player brief any questionable props should be pointed out to the players if at all possible. Sometimes this is not possible as an item needs to be kept secret. Some examples of phyreps and what is acceptable are below: Grenades - Grenades should be larp safe and any player bringing grenades will need to have them checked by a ref before the event starts. Grenades should be a minimum of 60mm in diameter and have no pointed or sharp edges. Bombs and booby traps - These should be pretty self explanatory and any device designed to inflict damage should launch a suitable projectile at the target. Again these should be tested by the refs before the event. Heavy or specialist weapons - Heavy or specialist weapons need to pass safety checks like the above items. These weapons need to self explanatory and need to be bigger than normal to show that theyre special. Bandages A player wishing to use a bandage must have a bandage or similar piece of cloth. The machine that goes Ping - This is a catch all for a special item that is plot specific or character created. The item should be pretty obvious in what it does or the owning player should be on hand to describe its function and purpose to anyone who enquires. This type of item needs to be allowed by the refs, and the owning player should seek advice before the event starts. If a player wishes to have an item that they have made but it does not meet the qualifying criteria for use within the system, they may still be allowed to carry and use the item strictly from a role play point of view and the item will have no in game effect. This is at the sole discretion of the refs.

Player versus Player (PvP)


Flight of Fantasy is a PvP system. Players may fight and kill each other but are advised that theyll need all the help they can get just to finish an adventure. The world of flight of fantasy is a dangerous one, where allegiances are made as quickly as theyre broken. Players would be well advised to make friends, however sceptical they may be about the other parties motives. Having a high ranking influential member of the state guard as an ally would be very useful if you find yourself up on charges of rebellion against the Allfather. In flight of fantasy the key is knowing when to forge links and when to break them.

Wounds and healing


Limbs - A character can go to 0 hits in any limb before that location becomes useless. If they go to the negative of their starting hit points then the location is permanently lost (a medic with surgery may try to reattach a limb). Example - A noble character who has taken 4 hits to an arm will lose the arm (and require an automail replacement if they can afford it). Untreated hits to limbs at below 0 hit points will start to bleed out, affecting the body. For every scene that the wound remains untreated, one hit point from the body is lost. Torso - Hits to the body are more serious, a character reduced to 0 hits in the torso is unconscious and must rely on his fellow adventurers to treat him. At below 0, they too will start bleeding out, at a rate of one additional torso hit point per scene. If a player is reduced to a negative number of their starting torso hit points then the character dies. Example - A Heavy character has 4 torso hit points at the start of an adventure. The player takes 4 hits to the torso,

so falls unconscious. They then sustain another torso hit which puts them on -1 hit points. They start to bleed out at a rate of 1 additional point per scene. If the character receives no healing then once they reach -4 hit points, which is the negative of their starting torso hit points they die.

Treating Wounds
Only potions, alchemy or a medic can heal wounds in game. All players may bind wounds which prevents any further deterioration if they have bandages. Bandaged players on zero hits to the torso can be made conscious and walk slowly around but any type of exertion - combat for example - will open their wounds and cause them to faint. A medic can use a first aid kit to heal 1 hit point on any location, and a first aid kit can heal a maximum of 10 hit points. Surgeons can heal permanent damage once per adventure.

Role playing wounds


For the benefit of all players and crew you should try to role play wounds as best you can. This helps to create an immersive atmosphere for all of us and helps to build the story. For instance, if you get hit in the right leg then youre going to fall over even if the leg is only slightly wounded in the hit. Likewise if you get hit in your sword hand then drop the weapon and carry on fighting (if you can) with your left hand.

Status effects
The system uses a few status effects which create interesting situations and predicaments for players to roleplay. If your character is affected by such a status then we expect to see good roleplaying of the status. A list of status effects are below with short suggestions on how to roleplay them. Status effects last, unless stated otherwise for one combat or encounter. Strength your character has more than normal strength. Youll be able to do things like break down doors or rip walls down. Weakness The opposite of above really. Youll be unable to walk far without rest and certainly unable to climb hills easily without a lot of help. Fire When a player is on fire they generally cannot carry on fighting. Drop to the ground and roll around for a bit. Cold Youre cold, so rub your hands together and stamp your feet. Electricity Youve sustained a large electrical shock, you may have burns that are sore and youd certainly be rather dazed and confused. Blindness Your character is blind and therefore cannot see. Depending on the terrain you can close your eyes and walk around, but please do not do this if it would obviously put you in real danger. Poison Youve been poisoned and it might burn you or make you unable to talk. You may feel sick or become disorientated. Poison needs to be cured and lasts until the effect is cured.

Scavenging
Players may scavenge items, ammunition or other items within the game. These items are written into the rules and are placed or planted specifically for players to find. In the case of items on dead or knocked out players or NPCs then the procedure for finding these items is thus. Whilst role playing your search ask the person quietly if they have any items, they should then pass the items to you or tell you where they are. Please do not go riffling through peoples pockets or use any contact.

Magic rules
Only alchemists and gunmages can use the magic rules. Magic can be very powerful but it takes time to learn and longer to master. All magic users must first decide which discipline they want to take as their first choice. The player wishing to play as either an alchemist or gun mage must then buy the apprentice magic skill as listed under their

class skills. Youll notice that the apprentice skill for an alchemist is less than that of a gunmage. This is because gun mages also have the use of guns, so their learning is slower and harder. Once the player has chosen their starting discipline and bought apprentice magic theyre able to cast the apprentice level spell from their chosen discipline. They can also buy any other apprentice spells from other disciplines for an additional 2 licence points for alchemists or 3 licence points for gunmages. The player is free to buy as many other apprentice spells as they like. All magic users must complete a minimum of two adventures as one character to be entitled to buy the journeyman magic skill. Once a player buys journeyman magic skill from their character class they are able to use the journeyman spell from their original discipline plus any apprentice level spells they have learned previously. Theyre now eligible to buy any other apprentice or journeyman level spells from other disciplines for the same costs as before. The player again must complete a further minimum of two adventures before they are eligible to buy their master magic skill, and learn master spells. Once a player buys their master magic they are able to cast the master spell from their chosen discipline and are also eligible to buy any spells from other disciplines.

Magic disciplines
Each discipline has apprentice, journeyman and master level spells. Black Flame Fire Inferno - Offensive Magic What the effect is (heat*, cold*, electricity*) is up to the player. 2 points damage 4 points damage 6 points damage

Blue Shield Reflect Shell

- Defensive magic Absorbs 1 point of damage from missiles for the duration of the combat. Reflects one spell or dispels an existing spell. 12 points shield. Once the spell has taken 12 hits it is broken.

Red Blind* Strength* Drain

- Blood magic Blinds target for 30 seconds. Makes the target strong. May be reversed Weakness. 2 points damage to target, regain 2 healing

Green Grease/Glue Bio Poison*

- Bio Magic May either make an object slippery or stick in place for the duration of combat. 2 points damage to target ignores armour. Causes 1 point damage after 30 seconds and per 30 seconds until status negated.

White

- Healing Magic

Cure Clear Phoenix

Heals 1 point damage to each location. Heals one status effect. Or can heal 2 points damage to each location. Brings the recently deceased back to life; they have one hit per location. On the living it does 4 points per location.

Void Jump Slow Veil

- Time and Space Player may call a time freeze then take five steps. Target is slowed and must move at half normal speed. Transfers one creature across the bridge. Target disappears!

* See status effects for how to roleplay the effects.

Mana pool
All spells cost mana points to cast and magic users start each adventure with 10 mana points in their pool. Mana must be represented in some way. This could be glass beads, small laminated cards or some other method. As a player uses mana they hand the correct amount of cards, beads or other item over to a referee. If the player has chosen to purchase the mana skill then they gain an additional 3 mana points for each adventure. Mana is not normally regained during an adventure so magic users should be cautious to use there spells wisely. Mana can be restored by the use of Ether, which is a special potion that alchemists and gunmages may take to restore up to 5 mana points. Mana can never be restored by any method above the mages starting amount.

Spell costs
All spells cost mana to cast depending on the level of the spell. An apprentice level spell costs 1 mana point to cast. A journeyman level spell costs 2 mana points to cast. A master level spell costs 3 mana points to cast.

Spell additions
Magic users may also purchase some or all of the following spell additions which increase a spells power or usage. The additions are bought using the players licence points. To add one of the additions to a spell the caster must also use extra mana points to cast the spell. The following list describes the additions and their extra costs. Bolt Burst - Everyone in a line up to a maximum of 4 targets are affected. When using bolt the spell costs +1 mana point to cast (Alchemists only). - Spell becomes an area effect spell. Anyone within 2 paces of the target spot is affected by the spell. When using burst the spell costs +2 mana points to cast.

Cast

- Allows a player to hold a cast spell in the Casters hands for a period of time equal to 1 scene per additional mana point used to cast the spell up to a maximum of 5 extra mana points. The mana must be spent during the casting and the spell duration cannot be extended once cast. The spell could be used as a weapon, a tool or a light source. A player may also choose to hold the spell cast until it is needed.

Extend - Increases spell life. A referee will decide the duration of the extension. Casting a spell with extend cost +2 mana points to cast.

Spell scrolls or cards


Spell scrolls or cards should contain all the information that a magic user needs to cast a spell. Every spell should have its own scroll or card. On each scroll or card there should be the following information: 1. Name and level of spell 2. Brief description of the spell 3. The enchantment that must be read out loud. 4. The effects 5. The cost in mana 6. The cost with additions Magic users are free to write up their own scrolls or cards. Mages might like to create a spell book for instance. So long as the costs and effects remain the same then that is fine.

Casting spells
To cast a spell the magic user firsts reads out the enchantment either from the spell scroll, card or if they know the enchantment they can just recite it. Please make sure that other players and especially potential targets can hear your enchantment as spells cast without enchantment do not count. Once the enchantment has been read out the player either throws a bean bag at the target player or location or holds the beanbag in their hand if theyre also using the cast spell addition. All players are responsible for knowing the effects of spells, but should your target not remember the effects of any spell, just politely remind them.