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1
The Trials of Terra
Nova
As with many LARPS this game system remains a work in progress. We intend to provide regular updates and to
move them into the main rules as rapidly as possible. !n addition, we'll post the occasional playtest on the forums
and try to provide hardcopy of those playtests available at game. Please read this and we hope you enjoy. !f
you wish to use any aspect of this game, in whole or in part, please get approval from the Game Staff.
Thank you for your patience.
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Authorship Credits
Lead Writer: Nichael Allen Williams
Contributing Writers: Cloris Anderson-Noney, Jeremy Brown-Hayes, Gregg Edwards,
Negan Edwards, Nichael Johnson, Patrick Judy, Barry Latshaw, Troy Naynard, Kevin Nelloy,
Jade Pearson, Nark Ridge, Thomas Root, Kasi Spyker, and others.
Formatting and Layout Design: Nichael Packer
Lead Editor: Negan Edwards
Contributing Editors: Nichael Johnson, Eric Lyakhovetsky, Kasi Spyker
Dedication
This book is dedicated to all the participants in The Trials of Terra
Nova," particularly those who were part of our extensive playtest period.
We thank you for your patience, cooperation, creativity, and participation.
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ABOUT THE GAME .................................................................................................................................... 8
WHAT IS TRIALS OF TERRA NOVA................................................................................................................ 8
WHATS A ROLE-PLAYING GAME? .............................................................................................................. 8
WHATS A LARP? ....................................................................................................................................... 8
BEHIND THE SCENES .................................................................................................................................... 9
Marshals .................................................................................................................................................. 9
Logistics................................................................................................................................................... 9
Safety ....................................................................................................................................................... 9
Safety Terms ........................................................................................................................................................ 9
A BRIEF INTRODUCTION TO PLAYING THE GAME ...................................................................................... 10
In-Character & Out-Of-Character ........................................................................................................ 10
Game Terminology ............................................................................................................................... 11
Cheating ................................................................................................................................................ 14
Conduct ................................................................................................................................................. 14
CHARACTER CREATION ....................................................................................................................... 16
CHARACTER GROWTH ................................................................................................................................ 16
Experience Points .................................................................................................................................. 16
Veteran Points ....................................................................................................................................... 16
RACES ........................................................................................................................................................ 17
Drakes ................................................................................................................................................... 17
Innate Racial Traits .............................................................................................................................................17
Advantages .........................................................................................................................................................18
Dwarves ................................................................................................................................................ 20
Innate Racial Traits .............................................................................................................................................20
Advantages .........................................................................................................................................................21
Elves ..................................................................................................................................................... 21
Innate Racial Traits .............................................................................................................................................21
Advantages .........................................................................................................................................................22
Humans ................................................................................................................................................. 22
Innate Racial Traits .............................................................................................................................................22
Advantages .........................................................................................................................................................23
Ogres .................................................................................................................................................... 23
Innate Racial Traits .............................................................................................................................................24
Advantages .........................................................................................................................................................24
Orcs ....................................................................................................................................................... 24
Innate Racial Traits .............................................................................................................................................25
Advantages .........................................................................................................................................................25
Otterkin .................................................................................................................................................. 25
Innate Racial Traits .............................................................................................................................................25
Advantages .........................................................................................................................................................26
Penumbrans ........................................................................................................................................... 27
Innate Racial Traits .............................................................................................................................................27
Advantages .........................................................................................................................................................27
Pure Elves ............................................................................................................................................. 28
Innate Racial Traits .............................................................................................................................................28
Advantages .........................................................................................................................................................28
Unicorns ................................................................................................................................................ 29
Innate Racial Traits .............................................................................................................................................29
Advantages .........................................................................................................................................................30
Waterborn .............................................................................................................................................. 31
Innate Racial Traits .............................................................................................................................................31
Advantages .........................................................................................................................................................32
Weres ..................................................................................................................................................... 33
Innate Racial Traits .............................................................................................................................................33
Advantages .........................................................................................................................................................34
Were Animal Forms ...........................................................................................................................................34
Bear ................................................................................................................................................................34
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Cat ..................................................................................................................................................................35
Wolf ...............................................................................................................................................................36
CULTURES OF THE OLD WORLD ................................................................................................................. 38
Cacion .................................................................................................................................................. 38
Innate Cultural Traits ..........................................................................................................................................38
Advantages .........................................................................................................................................................38
Floria .................................................................................................................................................... 38
Innate Cultural Traits ..........................................................................................................................................38
Advantages .........................................................................................................................................................39
Glesia .................................................................................................................................................... 39
Innate Cultural Traits ..........................................................................................................................................39
Innlund................................................................................................................................................... 39
Innate Cultural Traits ..........................................................................................................................................39
Nishan .................................................................................................................................................... 40
Innate Cultural Traits ..........................................................................................................................................40
Advantages .........................................................................................................................................................40
Tir Na Nog .......................................................................................................................................... 40
Innate Cultural Traits ..........................................................................................................................................41
Veld ....................................................................................................................................................... 41
Innate Cultural Traits ..........................................................................................................................................41
Wanderer ............................................................................................................................................... 41
Innate Cultural Traits ..........................................................................................................................................42
ETHOS .................................................................................................................................................. 43-44
CORE CLASSES ........................................................................................................................................... 45
Artisan .................................................................................................................................................. 45
Cleric .................................................................................................................................................... 45
Rogue .................................................................................................................................................... 45
Sorcerer ................................................................................................................................................ 45
Warrior ................................................................................................................................................. 46
LEADERSHIP ............................................................................................................................................... 47
Oath of Vassalage.................................................................................................................................. 47
Noble Privilege ...................................................................................................................................... 47
ALLIANCES ................................................................................................................................................. 48
Academy ................................................................................................................................................ 48
Academy Students ..............................................................................................................................................48
Cadre ..................................................................................................................................................... 49
Cadre Troops ......................................................................................................................................................49
Church ................................................................................................................................................... 49
Church Adherent .................................................................................................................................................49
House ..................................................................................................................................................... 50
House Entourage .................................................................................................................................................50
Guild ...................................................................................................................................................... 50
Artisans Guild .....................................................................................................................................................50
Artisan Guildmate ..........................................................................................................................................51
Thieves Guild .....................................................................................................................................................51
Thieves Guildmate .........................................................................................................................................51
GENERAL SKILLS ....................................................................................................................................... 52
Skill at Arms .......................................................................................................................................... 52
Axe Weapon Group ............................................................................................................................................52
Bludgeon Weapon Group ...................................................................................................................................52
Bow Weapon Group ...........................................................................................................................................53
Chain Weapon Group .........................................................................................................................................54
Polearm Weapon Group......................................................................................................................................54
Scoundrels Tools ...............................................................................................................................................55
Shield Weapon Group .........................................................................................................................................55
Sling Weapon Group ..........................................................................................................................................56
Sword Weapon Group ........................................................................................................................................56
Thrown Weapons ................................................................................................................................................57
Other Weapons ...................................................................................................................................................58
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Physical Skills ........................................................................................................................................ 59
Civilized Skills ....................................................................................................................................... 61
Common Skills ....................................................................................................................................... 64
Warcraft Skills ....................................................................................................................................... 65
Armor Skills ........................................................................................................................................... 67
CORE CLASS SKILLS ................................................................................................................................... 68
Artisan Skills .......................................................................................................................................... 68
Cleric Skills ........................................................................................................................................... 73
Rogue Skills ........................................................................................................................................... 73
Sorcerer Skills ....................................................................................................................................... 78
Sorcery ................................................................................................................................................................79
Warrior Skills ........................................................................................................................................ 80
COMBAT RULES & DESCRIPTION OF STATUS EFFECTS ............................................................ 82
ATTACKING ................................................................................................................................................ 82
INFLICTING DAMAGE ................................................................................................................................. 82
Damage Descriptors .............................................................................................................................. 83
The Flurry Rule ..................................................................................................................................... 85
TAKING DAMAGE ....................................................................................................................................... 85
Status Effects ......................................................................................................................................... 85
HEALING AND DEATH ................................................................................................................................ 92
RETIREMENT AND/OR BEING EXTINGUISHED ............................................................................................. 92
ARMOR ....................................................................................................................................................... 93
WEAPONS ................................................................................................................................................... 95
ECONOMY .................................................................................................................................................. 96
CURRENCY CONVERSION ........................................................................................................................... 96
GENERATING INCOME ................................................................................................................................ 96
BUYING AND SELLING FROM NPCS ............................................................................................................ 96
ALCHEMY ................................................................................................................................................. 98
ALCHEMY DESCRIPTIONS ........................................................................................................................... 99
Potions ................................................................................................................................................... 99
Grade 1 Potions ..................................................................................................................................................99
Grade 2 Potions ..................................................................................................................................................99
Grade 3 Potions ................................................................................................................................................100
Grade 4 Potions ................................................................................................................................................101
Grade 5 Potions ................................................................................................................................................102
Grade 6 Potions ................................................................................................................................................103
Salves ................................................................................................................................................... 105
Grade 1 Salves ..............................................................................................................................................105
Grade 2 Salves ..............................................................................................................................................105
Grade 3 Salves ..................................................................................................................................................105
Grade 4 Salves ..................................................................................................................................................106
Grade 5 Salves ..................................................................................................................................................106
Grade 6 Salves ..................................................................................................................................................107
Washes ................................................................................................................................................. 108
Grade 1 Washes ................................................................................................................................................108
Grade 2 Washes ................................................................................................................................................108
Grade 3 Washes ................................................................................................................................................108
Grade 4 Washes ................................................................................................................................................109
Grade 5 Washes ................................................................................................................................................110
Grade 6 Washes ................................................................................................................................................110
PRODUCTION & SHOPS ....................................................................................................................... 111
PRODUCTION PERIODS ............................................................................................................................. 111
UPKEEP .................................................................................................................................................... 111
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CRAFTING SKILLS ................................................................................................................................ 112
Apothecary ........................................................................................................................................... 112
Armorsmith .......................................................................................................................................... 113
Armorsmithing Enhancements..........................................................................................................................114
Bowyer/Fletcher .................................................................................................................................. 114
Bowyer/Fletcher Enhancements .......................................................................................................................115
Clothier ................................................................................................................................................ 116
Clothier Enhancements .....................................................................................................................................116
Engineering ......................................................................................................................................... 116
Engineering Enhancements ...............................................................................................................................118
Powdersmith ....................................................................................................................................... 118
Powdersmith Enhancements .............................................................................................................................119
Wardsmith ........................................................................................................................................... 120
Wardsmith Enhancements ................................................................................................................................120
Traps .................................................................................................................................................... 121
Trap Enhancements ..........................................................................................................................................122
Weaponsmith ....................................................................................................................................... 124
Weaponsmith Enhancements ...........................................................................................................................124
Whitesmith ........................................................................................................................................... 125
Whitesmith Enhancements ................................................................................................................... 126
Workshops ........................................................................................................................................... 126
Create Scroll ........................................................................................................................................ 127
GAME ACTIONS ..................................................................................................................................... 128
BETWEEN GAME ACTIONS (BGA)............................................................................................................ 128
THE LOGISTICS ACTION (LA) ................................................................................................................... 128
Game Actions List................................................................................................................................ 128
LOCKS & TRAPS ..................................................................................................................................... 131
LOCKS ...................................................................................................................................................... 131
TRAPS ...................................................................................................................................................... 131
CONSTRUCTION & PICKING OR DISARMING ............................................................................................. 131
CHALLENGES ......................................................................................................................................... 132
PHYSICAL ................................................................................................................................................. 132
MENTAL ................................................................................................................................................... 132
DISEASES ................................................................................................................................................. 133
MAGIC ....................................................................................................................................................... 135
APPENDIXES ........................................................................................................................................... 137
APPENDIX A: CORE CLASS WORKSHEETS ................................................................................................ 137
Artisan Class ....................................................................................................................................... 137
Cleric ................................................................................................................................................... 142
Rogue ................................................................................................................................................... 146
Sorcerer ............................................................................................................................................... 151
Warrior ................................................................................................................................................ 155
APPENDIX B: ALCHEMY RECIPES ............................................................................................................. 159
Potions ................................................................................................................................................. 159
Salves ................................................................................................................................................... 161
Washes ................................................................................................................................................. 163
8
About The Game
What is Trials of Terra Nova
Trials of Terra Nova is a role-playing game staged in a live-action environment. The context of
the game is medieval fantasy, where players fight foes and overcome obstacles in a world that is
both real and imagined.
Whats a Role-Playing Game?
A Role-playing Game is a concept that is both simple and complex to explain to the uninitiated.
Basically, a group of people (small or large, size doesn't matter) gathers as a group of actors.
Each takes on the role of a character they have created and wish to play. The characters interact
in a fictional setting just as actors do when portraying characters on stage or in a film. But where
professional actors work from a script, role players improvise and work free-form. Their
motivations come from both knowledge of the character they're playing and what they've learned
about the other characters and the setting. Within the setting of the game, they will make
decisions and take actions based on what they feel their character would do. Other players
respond to these activities as they feel their character would.
This entire process is referred to as a Role-playing Game, or RPG. Those who've played one know
the enjoyment that comes from the process. !t's a grown-up version of childhood make-believe"
games. The chance to play the role of a mighty warrior, powerful wizard, or wise healer can be
challenging and extremely entertaining for everyone involved.
A useful analogy is to think of an RPG as a group of actors who are playing and writing the script
at the same time. What happens if you protest in outrage the arrest of a friend on trumped up
charges? Do so and find out. What if you stand silent while your comrade is hauled off in chains,
how will he react to your lack of effort on his behalf? Again, try it and see. The story of the game
is written each time that the players gather to play.
Whats a LARP?
LARP is an acronym for Live Action Role-playing. The singular difference between a traditional
RPG and a LARP is the execution. Rather than sitting at a table and describing your activities and
actions, you stand before your fellow players and show them. Don't describe your rugged
countenance and elaborately worked armor, show it to them! Talk about the dramatic pose you
strike as you rally the fleeing troops? Heavens no! Stand there and implore the fleeing characters
to stand and fight at your side!
A Live Action RPG is a chance to literally become an actor. Nany accomplished LARPers have
acting talent within them, and many people who would have previously described themselves as
ordinary" or nothing special" discover they have more inside themselves than they thought. All
that is required to be a Live Action Role Player is to be willing to don the costume appropriate to
the game's setting and pretend to be someone else. Become the jolly friar who sits in the tavern
drinking with anyone willing to engage in merry conversation, but who also dons chain mail and
walks grimly to the battlefield to minister to the wounded. Take up arms (boffer," or padded and
fake) as a steely-eyed Warrior in the service of the feudal lord who lives to defend the citizenry
from those who would wreak evil upon them.
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When Roleplaying, you can become almost any character you wish. Think of the characters in the
books that you've read, the films you've seen, or in the music you've heard. You don't have to be
able to do accents, to be able to cry or rage on demand, or to be of a specific look. !t doesn't
matter if you're an accomplished martial artist or fitness freak or simply an office worker couch
potato. You only have to be willing to play, to show up and to have fun with everyone present. !f
you can do that, you can be an accomplished LARPer.
Behind The Scenes
!n order to populate the world with heroes and villains or kings and peasants, there is an
infrastructure of behind the scenes cast, crew, and rules.
Marshals
Narshals are a type of game referee. There are several marshals in game at all times and they
perform a variety of functions. Some are responsible for facets of game safety. Others are in
charge of Logistics, NPC operations, or have a high degree of expertise in certain areas of the
game. A Head Narshal (otherwise known as the Gamemaster or GN) has the final ruling on all
rule questions and is in charge of the field and game as a whole.
!f you have a question about a specific subject you should attempt to ask the marshal for that
subject. A marshal is always right on the field of play; any dispute over a rules call should be
addressed after the session. You should see a Head Narshal only if you can not find a marshal
that is authorized to answer your question.
Logistics
Logistics is our term for all Out of Character (or OOC) management of the game and characters.
When a player arrives at the game, he or she checks in with Logistics to spend experience points,
perform Game Actions (BGAs or GAs), or make any other adjustments to their character they are
interested in. See the applicable sections in this manual for how Game Actions and character
sheet updates are handled.
A member of Logistics will generally be available throughout the day as well. Nost functions of
Logistics are also available via e-mail.
Safety
One of our most important rules is safety. !mmerse yourself in the game, but do so safely. There
are several terms to familiarize yourself with in order to play Terra Nova safely.
Safety Terms
"Brother's Keeper"
This is less of a call and more of philosophy we endorse. When you are
in combat with another player, you are able to see the terrain around
and behind him - it is your responsibility to ensure that you do not back
him into unsafe conditions. Shift your attacks to guide him into safer
circumstances.
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"Hold"
!f you hear this call you should immediately cease all activity and remain
in place. A hold may be called to impart !n-Character (!C) information, to
perform a rules clarification, or to ensure someone's safety. This is an
Out-of-Character (OOC) term only, please do not use it while !n-
Character (!C).
"Pull Your Blow"
!f you hear this call it means that you are striking your target too hard
and are hurting them. Regardless of how gently you believe you are
fighting, your opponent determines how much is too much.
"Medic"
This call is strictly OOC and is reserved for genuine medical emergencies
or concerns. Only use this call when you believe that someone, including
yourself, is injured and requires certified medical attention. !f you hear
this call, treat it as a Hold (above) but try and clear a path to the injured
person to allow our Health Narshals free access to them. Allow others to
call this for themselves, unless they appear unable to do so.
Non Combatants
Some attendees at our events are strictly non-combatants or
NonComs." They are prohibited from engaging in combat of any sort at
an event. Likewise, players may not under any circumstances engage
them in combat.
A NonCom character advances like any other, but in no way enters
combat. He can cast healing magics or other enhancement magic on
friendly characters but may not cast any form of hostile magic.
!f a character needs to attack a NonCom, he may do so in one very
specific fashion; he must approach to melee range and declare BANG"
loudly. !f this is done, the NonCom falls to the floor (or otherwise
indicates success) at -1 Health and begins to Bleed Out (see Taking
Damage"). NonComs may not carry weapons (even for flavor or
accessory) to avoid confusion. NonComs also must wear a NonCom
emblem given to them by Logistics to safely identify them.
A Brief Introduction to Playing The Game
In-Character & Out-Of-Character
What you know and what your character knows are not the same thing. Always separate that
knowledge. We refer to these as !n-Character (or !C) and Out-Of-Character (or OOC). Anything
that happens to your character may be freely discussed or utilized in the game. However, during
those times that you are out of character, you may wish to guard what you discuss with other
players. The game staff will not differentiate between what is said !C and OOC. Simply put, if
you wish a detail or incident to remain a secret do not discuss it with anyone. Either !C or OOC.
11
Also, players who participate as non-player characters may become privy to information about
the plot, or other characters - you may not use this information to your advantage. Any
information learned while portraying a non-player character (or NPC) should be completely
ignored at other times, and must not be shared with other players.
There are certain out-of-game areas at any given game site, such as privies, showers, and the
logistics area. Out of game players such as Non-Player Characters returning to Logistics from an
encounter will wear an orange head or arm band and should be ignored as if they were just trees
and grass.
The easiest way to avoid having to make this distinction is to avoid discussing !n Character
details with others in an Out of Character locationfsetting. Simply, if you don't want others to
know about it - don't talk about it. Likewise, in order to reduce needless confusion and distress
any conversation conducted in an !C locationfsetting is considered !C by the Narshals.
Game Terminology
These are common terms and calls, both !C and OOC, you will encounter in game play and will
be used through out this book.
Come-Along
!f a character is unconscious, incapacitated, or bound in some fashion
such that they cannot walk or run under their own power, one or more
other characters may employ a come-along" mechanic to move them.
!t requires two characters to move one immobile character, or a
character with one grade of Brawn may move an immobile character on
their own. To utilize the come-along" mechanic the mobile character(s)
must place one hand on the shoulder of the target and clearly say
Come-Along." The player of the immobile character must then stand
and go with them, moving at a walk or run as the carrying character
does. !f the carrying character removes their hand from the target, the
target must slump to the ground on the spot as if they were dropped.
The carrying character(s) are limited to Slow movement, and may
employ no more than one hand for combat.
Cycle
The Cycle is the time between eight in the morning and eight in the
evening, and vice versa. 8am and 8pm are referred to as the Turning of
the Cycle".
Drop
All bows and crossbows, but not firearms and handbows, are subject to
the Drop rule". !f a valid target moves to within approximately 10' of a
participant armed with a readied bow weapon, the archer calls his
normal damage and drops the ammunition to the ground instead of
firing at pointblank range. An archer may not deliberately move into
drop range. A character armed with a shield approaching a readied
archer may disregard any drop shot as instead blocked. Any abilities that
would neutralize a shield will function as normal for this purpose.
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Nexus
A nexus is a place of temporary or permanent magical energy. Properly
attuned characters may draw power from these.
PhysRep
PhysRep is an abbreviation of the words Physical Representation" and
refers to any material prop in the game. Weapon and shield PhysReps
must be approved by a Weapons Narshall for safety before they may be
used in combat.
Item Card
!tem cards are necessary for all item game items that have a value or a
mechanic. !tems such as your glasses, clothing, etc, do not require item
cards. !tem cards should be attached securely and visibly to the
PhysRep for the item they represent.
Packet
A packet is a method used to deliver spells and other effects. !t is a
small (1.5 - 2.5 inch), brightly colored, relatively light beanbag, foam
ball, or similar item and is thrown at its intended target.
"Time Freeze"
!f you hear this call you should stop whatever you're doing, close your
eyes, and make some sort of white noise" (singing impromptu songs
about your predicament is popular) in order to allow the scene to be set.
This sort of call may represent things happening very quickly or
unexpectedly. Keeping your eyes closed and making noise allows for
more realistic elements of surprise, and is used in incidents where
characters are to be caught unawares (if possible).
"Positions"
This call indicates that a Hold" or Time Freeze" is about to end. When
you hear this call you should resume whatever position you were in (if
you moved) when the Hold" or Time Freeze" was called.
"Ready"
This call indicates that the action in the scene is about to resume. There
are skills or imparted abilities (e.g. Readiness or Catlike Reflexes) which
are activated at this call.
"Game On"
When you hear this call you may freely resume action.
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Slow
There are three varieties of this mechanic; slow move(ment), slow
fight(ing) and slow (which includes both of the others). !f you suffer
slow movement then you may move no faster than a slow walk, but may
continue to fight at your normal speed. !f you suffer slow fighting then
you must swing at speed or slower. A slow effect that does not define
one or the other includes both of these effects. This is sometimes
referred to as zombie speed."
Rest
Some abilities are restored after a Rest, which takes 10 minutes. During
a Rest a character must do exactly that. Anything more strenuous than
simple, quiet conversation will disrupt a Rest. A character may not
employ skills, walk, perform magic, utilize alchemies, etc. At the
conclusion of a Rest, all things restored by a Rest are restored. !f the
count is interrupted for any reason, the ten minutes must be started
over from the beginning.
Veteran Points
Sometimes referred to as vP" or veeps," veteran Points are awarded
for various actions or donations that enhance the game for everyone.
These points can be traded in for a variety of temporary bonuses and
perks off the veteran Rewards List.
The Math of Game Mechanics
When a combination of abilities grant both additive and multiplicative
bonuses, there are general rules for how to apply them.
Nultipliers are added together (a x2 bonus combined with another x2
bonus results in a total x3 multiplier). Fractions are to be rounded up.
Outside of combat, Grades of all relevant skills are totaled up, multipliers
are applied, and then extra point bonuses are added. Such skills and
effects will provide specifics in their description.
For example, a dwarf with the Child of Stone and !ron" racial advantage
gets one additional Production Point when working with stone or metal.
A workshop doubles the Grades of a skill. So a dwarf with that racial
advantage and 5 grades of Craft: Weaponsmith who is using a Workshop
would have 11 Production Points (5 grades doubled by the Workshop,
plus one production Point from the racial advantage).
!n combat: When dealing damage, any multiplier or divider is applied
after all bonuses or penalties are totaled. When receiving damage,
multipliers or dividers are applied before Threshold or other damage
reduction effects are taken into account. For example, a warrior has an
effect which halves damage taken, and Threshold 2. He is struck for 11
1+
damage, which is halved (rounding up) to 6, and then reduced by his
Threshold to + damage.
Cheating
Cheating will not be tolerated. Those caught cheating will be warned once. Further infraction can
result in disqualification to play. We are here to play a game and have fun, not win at all costs.
One form of cheating is known as Neta-gaming". Neta-gaming, in its simplest definition, means
using Out-of-Character knowledge in an !n Character manner. While there are positive
applications of Neta-gaming - noticing that another player isn't having a good time and making
an attempt to involve him is an example of good" Neta-gaming - most of the time it's used to
refer to a type of cheating.
!f you are Out of Character or acting in a Non Player Character capacity and you see another
player who is !n Character hide his valuables, then choose to go !n Character to appropriate
them - then you have Neta-gamed to cheat. An easy way to avoid confusion or hurt feelings is
to simply keep all !n Character information to yourself and to remember that any information
overheard or observed in any !n Character area is always considered to be !n Character.
Having said all that, The Trails of Terra Nova has no Out of game knowledge" or privileged
information. Anything that you learn as a player, at or away from game is yours to use. Likewise,
other players my well abuse any secrets you share with them. The easiest way to keep a secret is
to simply not share it with others. There's little any Staff can do to put the genie back in the
bottle, so beware and be cautious.
Conduct
Safety should be a primary consideration to both player and staff at all times.
No open flames are to be left unattended.
No alcohol or illegal drugs are allowed at any event; violators will be expelled. On this topic, any
form of illegal activity will result in expulsion and we will forward our concerns to the proper
authorities.
No one under 18 years of age may play without parental and managerial consent. Ninors age 16
or older may participate fully, engaging in physical combat if they wish. Ninors age 15 or
younger may participate as non-combatants.
All weapon hits should be lightest touch, never hit to hurt.
No physical contact among players is allowed without prior consent from each person involved.
Physical contact is to be limited to what the other player will allow. On this topic, please limit
physical affection between consenting adults to what is reasonable in a public place. Be aware of
the comfort of others and general expectations.
!t is against game-play to grab someone's weapon during melee, or to grab someone's shield and
move it aside so that a strike can be delivered. Likewise, never grab, hit, kick, trip or otherwise
engage in brawling of any sort with another player.
15
You may not 'charge' your opponent. Charging is defined as running quickly up to within arms
reach of the target individual to initiate melee combat. Continuing to walk into your opponent,
pressing them back, once melee has begun can back them over unseen obstacles and also result
in serious injury.
Combat on stairs or dangerous ground is not allowed, and it is never permitted to hold a door
shut in any way. For example, you may not lock yourself inside your cabin, or prevent the handle
from being turned.
We strongly discourage anyone from running with another person in their arms. Tripping at this
point can have nasty consequences.
This is an organization that allows members to participate in the game of their own free will. We
will not discriminate against gender, race, ethnicity, religious preference, sexual preference, or
disabilities. Nembers are expected to behave in this manner as well.
!n-game items must be hidden in such a way to be fairly found.
!n-game items should NEvER be hidden in out-of-game locations, under beds, etc. !n short,
anything in game must always stay in game.
When hiding objects upon your person, there are things to keep in mind. First...you may NEvER
hide an in-game object on your person in taboo areas. !n short, any object that is hidden in an
area that would be covered by a modest bathing suit (short shorts, and relatively large tops for
ladies...no string bikinis...) is illegal.
No one shall ever be forced to physically search someone. !f someone does not wish to touch
you, they do not have to. Therefore, if someone starts to describe a search upon your person,
you must produce items that they would have found if they physically searched that area.
16
Character Creation
To create a character you need to select the following things -
Race
Culture
Ethos
Core Class
An Elite Class, if you qualify for and would like one
Skills
An identity and background
Starting funds - +0 Kestrels + the result of a roll of 2d6
Each character is provided with +0 points to assemble their initial character. All Racial, Cultural,
Core Class and Elite Class (if any) skills or abilities are drawn from these +0 points; usually
bought in levels called Grades. Each Core Class provides the character with specific initial skills.
Each character also receives the Language Skills: velderman and their native language at no
cost. veldermen characters receive a single additional language of choice at no cost. As
Wanderers have no native language, they may also select one language skill at no cost at
character creation to represent a country where they have spent a lot of time.
Character Growth
Trials of Terra Nova is a free-form, un-leveled system. Players choose their skills and guide the
way their character sheet grows and changes within the guidelines or restrictions of their race,
culture, and class(es). Skills have a maximum of six grades, unless specified otherwise under the
skill description.
Experience Points
To add additional skills to your sheet, you must earn and spend Experience Points (XP). XP are
earned by playing your character at game events. The first cycle of an event that you play your
character is worth two XP, and each cycle that you play after that is worth one XP. For a typical
weekend event, which is three cycles, you could earn up to four XP.
Veteran Points
veteran Points (vP) are primarily earned by portraying Non-Player Characters (NPCs) at an event.
This is also referred to as NPCing" or monstering." vP can be spent in a variety of ways, as
indicated in the veteran Rewards supplement.
17
Races
There are twelve playable races, also known as The Folk."
Drakes
Dwarves
Elves
Humans
Ogres
Orcs
Otterkin
Penumbrans
Pure Elves
Unicorns
Waterborn
Weres
Each race will have its own !nnate Racial Traits and racial Advantages. !nnate racial traits come
at no cost and are unique to the qualities of the race, being a boon or a flaw. Advantages must
be purchased with points.
Drakes
Drakes are a race numbered among the Dragonkin. They are reptilian in overall nature, with wide
variations within the race. They are all tied from birth to one of the four elements and this
determines their primary coloration and heavily influences their attitudes and demeanors. Drakes
are often travelers, dwelling in any environment compatible with their constitution. The lifespan
of a Drake is approximately 150 years, barring violence or illness.
Where appropriate, a Drake character must be costumed in accordance with the Racial Abilities
purchased.
Innate Racial Traits
Elemental Affinity
All Drakes must select an Elemental Affinity at character generation. The
choices are Fire, Air, Water or Earth. This also determines their principle
coloration; Fire - Red, Air - White, Earth - Green, Water - Blue. They
may purchase an ability called vim that represents their degree of
mastery over that element. The relevant damage types are Fire for Fire
Drakes, Lightning for Air, !ce for Water, and Gravity for Earth.
Elemental Vulnerability
The Drake suffers No Defense damage from his opposing element. Fire
opposes Water and Air opposes Earth.
18
Strange Build
Drakes may not wear armor. Due to their wildly varying builds, light
bones, and various bony projections, no Drake may wear armor. This
supersedes any Core or Elite class advantages.
Advantages
Claws
18" in length and inflict 2 Damage. !n order to employ two claws in
combat the character must have the Two-Weapon skill.
Cost: 5 points
Draconic Intensity
This ability renders the Drake immune to Sleep effects.
Cost: 5 points
Drake Armor
Awards five points of Armor per Grade purchased. One point of healing
will heal one point of Drake Armor. This armor does not suffer Breaches
or prevent him acquiring abilities like Dodge, but does not provide
Threshold. A character's Grades of Drake Armor cannot exceed his
Grades of vim.
Cost: 3 pointsfGrade. Naximum 6 Grades.
Elemental Breath
This allows the character to inflict his vim x 2 in elemental damage to all
characters within 1 step of his front facing once per Cycle per Grade
purchased. A Drake's Grades of Elemental Breath cannot exceed his
Grades of vim.
Cost: 2 pointsfGrade. Naximum 6 Grades
Elemental Blast
This allows the character to inflict his vim x 2 in elemental damage to all
characters within 3 steps of his front facing once per Cycle per Grade
purchased. A Drake's Grades of Elemental Blast cannot exceed his
Grades of vim.
Pre-requisite: Elemental Breath x3
Cost: 5 pointsfGrade. Naximum 6 Grades
19
Elemental Immunity
The Drake ignores all damage from his Elemental Affinity. This ability is
always in effect.
Pre-requisite: Elemental Resistance, vim x6
Cost: 10 points
Elemental Resistance
The Drake subtracts his vim from all damage inflicted by his Elemental
Affinity, to a minimum of 0.
Pre-requisite: 1 grade of vim
Cost: 5 points
Greater Claws
This increases the length of the Drake's claws to 2+" in length.
Pre-requisite: Claws
Cost: 5 points
Hypnotic Eyes
!f the Drake can meet the target's eyes, she can declare Hypnosis." A
hypnotized character is frozen in place as long as the gaze is
uninterrupted. The victim may not attack or cast spells, although they
may still speak in a conversational tone if they elect to. This is a
Dominate effect.
The Drake may slowly close to touch range while maintaining this power.
!f any others close on the victim, or if he is attacked, the power is
broken and may not be reattempted on that target in the same cycle.
This power may not be declared in combat.
Cost: 10 pointsfGrade. Naximum 6 Grades
True Flight
This character may spend a Grade of Wings and declare True Flight",
launching high up into the sky. During this time, the character my not
interact with anyone not in Flight.
Pre-requisite: 3 Grades of Wings.
Cost: 10 points
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Vim
This is the character's innate eldritch power. !t determines the
effectiveness of many of the Drake's elemental powers. Related Drake
abilities are Elemental Breath, Elemental Blast, Elemental Resistance,
Natural Armor, and Wings.
Cost: 10 pointsfGrade. Naximum 6 Grades
Wings
This ability allows the character to call a Time Freeze of duration equal
to 3 seconds per Grade of Wings spent, during which he may move
freely. He may not engage in combat but may otherwise interact with
the environment. He may move overfaround many physical barriers this
way. This ability refreshes with a Rest. A Drake's grades of Wings cannot
exceed his grades of vim.
Cost: 5 pointsfGrade. Naximum 6 Grades.
Dwarves
Dwarves are a sturdy and numerous people, traditionally constructing their dwellings in high
mountains or other ore-rich places. Dwarves place a premium on durable craftsmanship and
many are excellent smiths regardless of their class or occupation. The lifespan of a Dwarf is
approximately 150 years, barring violence or illness.
Nale Dwarves maintain thick, luxurious beards while female Dwarves cultivate long, robust
braids. Both are a source of considerable pride and much time and money is spent in decorating
and caring for them. Dwarven characters must costume accordingly.
Innate Racial Traits
Clod-Footed
Dwarves may not select the skills Readiness, Catlike Reflexes, or Stunts.
Handy
Refit Armor and Restore Weapon skills each cost + points less, to a
minimum of 1.
Stout Heart
All Terror effects become Fear effects.
Tough
Dwarves receive +1 Health per Grade of Durability purchased.
21
Advantages
Child of Stone & Iron
Dwarves with this advantage receive +1 Production Point when working
with stone or metal.
Cost: 5 points
Meticulous Minder
Dwarves with this advantage may Upkeep a single, personal weapon at
cost. This ability does not stack with the Warrior skill Upkeep
Weapon" but will allow the character to Upkeep two personal weapons
at cost.
Cost: 8 points
Iron Constitution
This ability grants resist disease or poison once per Cycle per Grade
purchased.
Cost: 5 pointsfGrade. Naximum 6 Grades.
Steel Constitution
This ability makes the dwarf immune to Disease and Poison.
Pre-requisite: 6 Grade of !ron Constitution
Cost: 20 points
Elves
Elves are a long-lived race, blessed with great social aptitudes. Elves are most often found in the
hearts of cities where their natural aptitudes and insights help provide them with income and
comfort. Nore adventurous elves take up the role of explorer or merchant and travel Terra
seeking out new opportunities. The lifespan of an Elf is approximately 200 years, barring violence
or illness.
All Elves are somewhat pale with obviously pointed ears and should be costumed accordingly.
Innate Racial Traits
Cultured
-1 Cost per Grade on all Civilized skills and +1 !ncomefGrade from those
skills where income is generated.
Frail
When Elves select Durability they receive -1 Health per Grade.
22
Pallid
An Elf may possess no more than one Grade of Brawn. This supersedes
any Core or Elite class advantages.
Advantages
Ageless
This ability grants Resist Sleep once per Cycle per Grade.
Cost: 3 pointsfGrade. Naximum 6 Grades.
Cunning
This ability grants Resist Charm 1 per Cycle per Grade.
Cost: 3 pointsfGrade. Naximum 6 Grades.
Timeless
This ability makes the Elf immune to Sleep effects.
Pre-requisite: 6 Grade of Ageless
Cost: 20 points
Mythos
Elves may draw upon many decades of life to gain clues about the plot.
This ability acts as the skill Scholar. As a Between Game Action (BGA),
this character must make a written request of the desired information to
the Narshals, and wait one event for a response.
Each inquiry will be assigned a total number of required Scholar Grades
to research, which can be assigned each event and added up over time.
As the Grades accumulate, more information will be released until the
final answer is reached. !f the Scholar skill is possessed as well, then the
Grades are cumulative.
Cost: 5 pointsfGrade, Naximum 6 Grades.
Humans
Humans are a vigorous and bold race. Humans are found all over Terra. They possess a natural
wanderlust that drives them over the next sunset to discover what lays there. Their natural
flexibility often allows them to succeed where others fail. Humans can be found in almost any
class or profession. The lifespan of a Human is approximately 70 years, barring violence or
illness.
Innate Racial Traits
Enduring Spirit
Humans are a vigorous race and do not surrender to death easily. !f a
Human character is killed, his spirit will remain bound for 10 minutes
before departing, rather than 5 minutes as all other races receive (see
23
sections on Death and Spirit Counts for more information). Human
characters also begin with 2 Life Gifts.
Advantages
Versatile
The character may pick one skill from the following list, either adding to
his character's available skills or supplanting the existing cost. This need
not be performed at character creation, but once selected, this
advantage may not be altered or changed. The character must otherwise
meet all per-requisites for the skill. There is no cost for this advantage
but it may only be selected once. !f multiple Grades of a skill are
available, the character pays the adjusted cost for each Grade.
Skills Cost
Devotion 5
Exotic Weapon (Specific Weapon) 8
Heavy Armor 6
Read Nagic 3
Readiness 6
Refit Armor 12
Restore Weapon 12
Scholar (Specific Lore) 6
Shakedown 2
Shrewd 5
Tenacious 8
Tower Shield 8
Weapon Nastery (Specific Weapon) 10
Willpower 10
Ogres
Ogres are a large, powerful, and hardy race. Ogres are found all over Terra, making their
dwellings wherever they can secure acceptance and comfort. They are not given to deep thought
or much thought of any other kind. They have simple tastes and unless restrained usually rely on
their muscles to get what they want. Ogres often find their way into military service where they
excel and are considered valuable troops. Others become bodyguards for the wealthy or serve as
guards for merchant cargos. The lifespan of an Ogre is approximately 50 years, barring violence
or illness.
Ogres are notable for their tusks, the size of which they believe indicates their potency, and their
yellow or orange skins. Both of these should be costumed accordingly.
Table 1 Human Racial Advantage: versatile Skill List
2+
Innate Racial Traits
Great Might
Ogres inflict +2 Damage in melee and receive 2 Grades of Brawn at no
cost. Furthermore, when equipped with Tower Shields, Ogres may move
normally.
Of Small Brain
Ogres pay +2 per Grade for any experience point expenditure.
Thick Hide
Ogres receive Threshold 2.
Very Tough
Ogres receive +2 Health per Grade of Durability they purchase.
Advantages
Giant-Kin
The character gains a further +1 to Damage but may not select the skills
Readiness, Catlike Reflexes, Stunts, or Nissile Weapons - nor may they
benefit from magic or effects that would grant any of those skills.
Giant-Kin may employ a Huge weapon in only one hand for full damage
(providing they can demonstrate proper fighting safety).
They also receive Threshold +1 but armor skill costs are doubled (after
the +2 for Of Small Brain is factored in), and Logistics costs for armor
are also doubled.
This advantage may only be selected at character creation.
Cost: 10 Points
Thick Skull
This Ogre is immune to Stun effects from any source.
Cost: 5 points
Orcs
Orcs are a strong, durable and pragmatic race. Orcs respond well to discipline and are excellent
troops if provided with strong leadership. Orcs are found all over Terra, even in places considered
otherwise inhospitable because of their unequalled digestive systems. The lifespan of an Orc is
approximately 50 years, barring violence or illness.
Orcs have fangs and deep green skin, and many are fond of tattoos in vibrant colors. These
should be costumed accordingly.
25
Innate Racial Traits
Disagreeable
Orcs may not employ a Between Game Action (BGA) or Logistics Action
(LA) to generate !ncome.
Good Soldier
This character pays -1 cost on all Warcraft Skills (to a minimum of 1) and
receives +1 Armor Point if armor is worn.
Might
All Orcs inflict +1 Damage in melee and they receive one Grade of Brawn
at no cost.
Poor Scholar
Orcs pay +1 cost per Grade to all Civilized and Sorcery skills.
Very Tough
All Orcs receive +2 Health per Grade of Durability they purchase at no
cost.
Advantages
Stomach of a Goat
This ability renders the character immune to all ingested poisons or
diseases.
Cost: 5 points.
Otterkin
Otterkin are a joyful and adventurous race with light fur in all shades of black, brown, tan and
blonde with bright eyes and wet, black noses. They make their homes near rivers, preferably
those near towns or trade routes. The lifespan of an Otterkin is approximately 30 years, barring
violence or illness. They are particularly fond of seafood of all types, but rarely turn their nose up
at meat of any sort. Otterkin enjoy wild revels and parties and rarely pass them up. Otterkin are
usually provincial and are often considered cheerfully vulgar by other races.
Innate Racial Traits
Masterful Swimmer
Otterkin move and fight at full speed in or underwater and do not need
to purchase the Swimming skill to do so.
26
Slave to Vice
When Otterkin are confronted with an opportunity to indulge in a vice,
any vice, and denied (by themselves or others), they inflict damage in
melee and all spellcasting takes twice as long. This effect lasts until the
Otterkin satisfies his need for vice.
Slight
Otterkin may only wear Light armor. This supersedes any Core or Elite
Class advantages.
Wild
All Otterkin must be of Chaotic Ethos.
Advantages
Cleverpaws
This advantage reduces the cost of the skills Pick Lock, Pick Pocket,
Shakedown and LocatefDisarm Traps by -1. This advantage may only be
selected at character creation.
Cost: 5 points
Escape Artist
Otterkin are both flexible and slippery. An Otterkin with this ability may
work free from any physical bonds or chains, taking only 10 minutes to
do so.
Cost: 5 points
Hold Breath
This allows the Otterkin to hold his breath for 10 minutes. During this
time the character is immune to Suffocation effects and spells (but not
magical effects that cause Drowning). During this time, the character
cannot utter a single sound, including spellcasting. Doing so immediately
ends the effect. This ability is recovered with a Rest.
Cost: 5 points
Lithe and Limber
This grants the Otterkin a Dodge. This ability refreshes after a Rest.
Furthermore, this provides a -1 cost on the Stunts skill. This advantage
may only be selected at character creation.
Cost: 8 points
27
Playful
Otterkin are capricious and emotional; because of this, they are difficult
to control. This grants Resist Dominate once per Cycle per Grade.
Cost: 3 pointsfGrade. Naximum 6 Grades.
Shifty Swimmer
The character may employ Rogue skills while submerged.
Cost: 5 points
Penumbrans
Penumbrans are a subterranean race with skin and hair as black as a moonless night. They are
traditionally a quiet people who avoid direct confrontation. They dwell deep under the surface in
worked caves and tunnels, venturing up to the surface for the occasional things they cannot
produce beneath Terra. Penumbrans have bonded with the shadows and suffer under the cruel
force of the Sun. Nuch of the agriculture of the Penumbrans derives from the wide variety of
mushrooms and fungi present in the subterrain; as a consequence, most Penumbrans have at
least some resistance to toxins. The lifespan of a Penumbran is approximately 70 years, barring
violence or illness.
Penumbrans have black hair and midnight black skin and should be costumed accordingly.
Innate Racial Traits
In Darkness Born
Penumbrans inflict Damage during the day with all attacks, to a
minimum of 1. !n direct sunlight Penumbrans fight and move at Slow
speed.
Living Shadow
!n complete darkness (no more than faint moonlight, which includes no
firelight or light spells), a Penumbran moving no faster than Slow speed
cannot be tracked save by scent and cannot be harmed by non-magical
melee attacks. A Living Shadow may freely attack while enjoying these
benefits.
Advantages
Poison for Blood
This ability provides poison resistance once per Cycle per Grade.
Cost: 2 pointsfGrade. Naximum 6 Grades.
Unique Weapon
Penumbrans may choose to acquire the Blowgun weapon skill. The
blowgun is a silent weapon that does not break a character's stealth. !t
28
is 30" long, inflicts a single point of damage with the Piercing descriptor
and is usually empowered with a toxin.
Cost: + points
Pure Elves
All Pure Elves are natives of the Tir Na N'og and, while some do travel, this is where they dwell
and raise families. Pure Elves are a very fragile race, the magic that courses through them
savaging muscle and bone while enhancing their prowess in Sorcery. Pure Elves venerate skill in
sorcery and most express some talent for it, regardless of their class or profession. The lifespan
of a Pure Elf is approximately 200 years, barring violence or illness.
Pure Elves have milky white skin, pale hair, and large pointed ears. These should be costumed
accordingly.
Innate Racial Traits
Bound to The Land
All Pure Elves are from the Tir Na N'og and may only select Tir Na N'og
as their culture.
Natural Sorcerers
Pure Elf Sorcerers pay -1 point on the Sorcery skill and Spell Slots, with a
minimum cost of 1.
Very Frail
When Pure Elves select Durability they receive -2 Health per Grade. Also
they may not purchase Unshakable or Tenacious.
Very Weak
Pure Elves may not select Brawn, may use no two handed weapon--save
Quarterstaff--and may not use Bows or Crossbows. Pure Elves may only
wear Light armor. This supersedes any Core or Elite Class advantages.
Advantages
Cross Class Sorcerers
All Pure Elves may select and purchase a single school of Sorcery and
Spell Slots up to Level 3 at Sorcerer costs, regardless of their Core Class.
Internal Compass
This ability allows the character to Resist !llusion once per Cycle and may
employ an out-of-character compass at will.
Cost: 8 points
29
Simulacrum
This represents the Pure Elf's innate magic. !t creates an illusion of the
character and renders the Pure Elf invisible for a split second. This acts
as the ability Dodge once per Cycle per Grade. This skill is ineffective
against creatures resistant to !llusion.
Cost: 5 pointsfGrade. Naximum 6 Grades.
Unicorns
Unicorns are a fair and often beautiful race of shapechangers, alternating between a folkish form
and that of a small, white, horse with a spiraling horn. They are a peaceful and kind race who
live anywhere they feel they are needed by goodly folk. Unicorns are most generally a gregarious
race, working well with others and excelling in professions that allow them to spread peace and
combat evil. The lifespan of a Unicorn is approximately 100 years, barring violence or illness. A
Unicorn's skin is pure white and a small horn is visible even in its folkish form.
Innate Racial Traits
Pure
All Unicorns must be of the Good Ethos.
Shapechange
Unicorns must Shapechange to utilize their native powers. This is
represented by donning a pure white fur mantle. Changing forms takes
as long as the player needs to physically don the mantle and draw or
secure his horn prop (if any). Until both of these things are done, the
transformation is not considered complete. A Unicorn who loses
consciousness for any reason immediately resumes their Folkish form.
While shapechanged to their Unicorn form, all of a Unicarn's weapons,
equipment and other gear is made insubstantial by the magic of the
transformation and is completely unavailable and unusable. All items
carried in the hands are dropped as well. Likewise, any large items
strapped or otherwise bound to the body (boxes, chests, unconscious or
dead bodies) are also dropped immediately.
Unicorns may not speak or cast spells in their shapechanged, nor can
they communicate with Were's or other creatures with out magical aid.
Skills and Advantages associated with the Unicorn form may only be
employed while in that form. While shapechanged Unicorn's lack the
digital dexterity to employ any other weapons or devices other than
those provided by their beast form. Devotional powers must be invoked
may not be used in Unicorn form. Those that provide constant, at-will or
reflexive powers may still be utilized
30
Advantages
Arete
The Unicorn is immune to all toxins no matter the level or method of
delivery. Shapechanged form and foliksh form.
Pre-Requisite: 6 Grades of Pure Blood
Cost: 5 points
Camouflage
!f stationary, the Unicorn cannot be located by non-magical means. This
ability may only be exercised once per Cycle per Grade. Shapechanged
form only.
Cost: 8 pointsfGrade. Naximum 6 Grades
Divine Horn
The Unicorn's horn gains the descriptor Holy in addition to its normal
damage description. Shapechanged form only.
Pre-requisite: Fighting Horn
Cost: 10 points
Fighting Horn
This horn is represented by a spear PhysRep made with entirely white
coloration. !t must be within 52" and 72" in length and inflicts 2 Piercing
Damage as per a Spear. Shapechanged form only.
Cost: 5 points
Flee
This ability allows the Unicorn to run away from pursuers. The player
shouts Flee" and must run away from the attackers at a pace of at least
a slow jog. Any chasing opponents may continue to follow the fleeing
character but cannot close to melee range. Nor may the Unicorn be
struck with thrownfmissile weapons or spells. The effect ends
immediately if the fleeing character stops running or engages in any
offensive action.
This ability may only be exercised once per Cycle per Grade.
Shapechanged form only.
Cost: 5 pointsfGrade. Naximum 6 Grades
Heal Others
The Unicorn may heal another living creature by touch, healing 5 Health
per Grade per Cycle. This healing may be used all at once, or in
increments of 5, depending on the Grades the Unicorn has purchased
31
(i.e. if a Unicorn has four Grades of Heal Other they could heal one
character for 20 points, four characters for 5 points each, two characters
for 10 points each, etc). Shapechanged form and folkish form.
Cost: 5 pointsfGrade. Naximum 6 Grades
Protect the Good
Gives the Unicorn +1 Threshold. Shapechanged form and folkish form.
Cost: 15 points
Pure Blood
This ability provides resistance to poisons once per Cycle per Grade.
Shapechanged form and folkish form.
Cost: 2 pointsfGrade. Naximum 6 Grades
Resplendent Horn
The Unicorn's horn may not be destroyed.
Shapechanged form only.
Pre-requisite: Divine Horn
Cost: 15 points
Waterborn
Waterborn are a turtle-like race found all across the Old World. They are often found serving
aboard merchant vessels or in navies as specialist sailors. The Waterborn make their homes both
on land and under the waves as their comfort dictates. The lifespan of the Waterborn is
approximately 300 years, barring violence or illness.
They all possess dark brown skin and a large, durable shell that must be costumed accordingly.
This shell should cover the majority of back and shoulders and extending past the beltline. As a
rule of thumb, the shell should be visible while facing the character.
Innate Racial Traits
Amphibian
Waterborn can hold their breath for hours and can breathe water freely;
as such they are immune to any and all attempts to suffocate or drown
them. All Waterborn may move full speed in water and Waterborn with
Brawn may move others in water.
Hard Shell
All Waterborn possess a large, distinctive shell that offers them at least
some protection. This provides the character +1 Threshold and 10 Armor
Points. Armor such as this does not suffer Breaches. One point of healing
restores 1 point of Natural Armor.
32
Plodding
Waterborn are limited to Slow movement (but not fighting) on land.
Strange Build
Waterborn may not wear armor due to their unusual builds.
Tough
All Waterborn receive +2 Health per Grade of Durability they purchase.
Water Speech
Waterborn do not have voice boxes, instead they speak by vibrating
special bladders against their shell. This allows them to speak and cast
spells both on land and underwater. Because of this, they cannot be
silenced.
Advantages
Cache
By cultivating an interior pocket in his shell, the Waterborn creates an
airtight place where he can hide his valuables. Anything kept in this
cache is immune to Pick Pocket and Shakedown. This compartment can
be no larger than the Waterborn's fist, and is represented by a green
cloth pouch of appropriate size.
Cost: 5 points
Thick Shell
This confers an additional +1 Threshold and +10 Armor Points for each
Grade purchased. A character with one or more Grades of Thick Shell
cannot Dodge.
Cost: 8 pointsfGrade. Naximum 6 Grades
Tuck
By tucking his head and limbs up into his shell, the Waterborn sacrifices
mobility and action for enhanced security. The Player must sit down, legs
crossed under him, arms crossed across his chest, and hands completely
empty. While he does so, his Threshold doubles.
Cost: 10 points
Warrior Of The Deep
A Waterborn with this advantage fights at full speed in or underwater.
Cost: 5 points
33
Weres
Weres are a wild, naturally bestial race of shapechangers alternating between a folkish form and
that of a powerful beast; a cat, wolf or bear.
They are most often found on the outskirts of civilization or on the frontiers of exploration. They
do not bend easily to laws or discipline and few are comfortable in the confines of a city. They
most often dwell in climates or environs most appropriate to their bestial natures, but some yield
to their human halves and take positions with exploring parties or as scouts for armies. However,
all Weres must shapechange to utilize their native powers. The lifespan of a Were is
approximately 30 years, barring violence or illness.
Weres always bear marks of their animal half in their folkish form. Heavy brows, small pointed
ears, fangs, markings or unusual hair are not uncommon. These easily identifiable signs must be
costumed accordingly.
Innate Racial Traits
Shapechange
All Weres must Shapechange to utilize their native powers. This is
represented by donning a fur mantle appropriate to the beast; tan for
cats, gray for wolves and brown for bears. Players may select only one
animal form to change into. Changing forms takes as long as the player
needs to physically don the mantle and draw or secure his claw props (if
any). Until both of these things are done, the transformation is not
considered complete. A Were who loses consciousness for any reason
immediately resumes their Folkish form.
While shapechanged to their beast form, all of a Were's weapons,
equipment and other gear is made insubstantial by the magic of the
transformation and is completely unavailable and unusable. All items
carried in the hands are dropped as well. Likewise, any large items
strapped or otherwise bound to the body (boxes, chests, unconscious or
dead bodies) are also dropped immediately.
Weres may not speak or cast spells in their shapechanged form but
Weres (of any type) may communicate basic, animal concepts to each
other regardless of which form they are currently in. Skills and
Advantages associated with the appropriate beast may only be employed
while in their animal form. While shapechanged Were's lack the digital
dexterity to employ any other weapons or devices other than those
provided by their beast form. Devotional powers must be invoked may
not be used in beast form. Those that provide constant, at-will or
reflexive powers may still be utilized.
Uncivilized
All Weres have a wild nature and must pay +2 per Grade to all Civilized
skills. Also, they must have the Chaos Ethos.
3+
Advantages
Claws Style
Claws Style is available to all Weres regardless of Core or Elite Class. The
Claws Style description may be found in the Weapon Styles Supplement.
A character may only have one Weapon Style. Shapechanged form only.
Pre-requisite: +1 Weapon Nastery Claws.
Cost: as described in the Weapon Styles Appendix.
Were Animal Forms
Players may choose only one animal form. Associated powers can only be used while in their
animal form.
Bear
Innate Racial Traits
Exceptionally Rugged
!n their beast form, Werebears possess Threshold 3.
Great Might
Werebears inflict +2 Damage in melee and receive 2 Grades of Brawn at
no cost. Shapechanged form only.
Advantages
Claws
18" in length and inflict 2 Damage. !n order to employ two claws in
combat the character must have the Two Weapon skill or the Claws Style
skill. Shapechanged form only.
Cost: 5 points
Thick Skin
Threshold +1. Shapechanged form only.
Cost: 15 points
Hibernate
This character heals to full with one or more hours of uninterrupted rest
at the turn of the Cycle. . Shapechanged form or folkish form.
Cost: 5 points
35
Insightful
Resist !llusion once per Cycle per Grade. Shapechanged form or folkish
form.
Cost: 10 pointsfGrade. Naximum 6 Grades
Cat
Innate Racial Traits
Rugged
!n their beast form, Werecats possess Threshold 1.
Advantages
Agility
This allows the Were to Dodge once per Cycle per Grade.
Cost: 5 pointsfGrade. Naximum 6 Grades
Claws
18" in length and inflict 2 Damage. !n order to employ two claws in
combat the character must have the Two Weapon or Claws Style skill.
Shapechanged form only.
Cost: 5 points
Greater Claws
This increases the length of the Werecat's claws to 2+" in length.
Shapechanged form only.
Pre-requisite: Claws
Cost: 5 points
Leap
This ability provides 3 seconds of flight per Grade. This ability refreshes
with a Rest. Shapechanged form only.
Cost: 8 pointsfGrade. Naximum 6 Grades
Climb
!f within claw range of a tree or other climbable surface, the Were may
declare Climb" and be placed out of reach of melee. However, any
character with a Nissile Weapon or Thrown Weapon within 10 feet of the
obstacle may declare drops against the Were. Shapechanged form only.
Cost: 10 points
36
Vicious Claws
This increases the base damage inflicted by the Werecat's Claws to 3.
Shapechanged form only.
Pre-requisite: Greater Claws
Cost: 8 points
Willful
Resist Dominate once per Cycle per Grade. Shapechanged or folkish
form.
Cost: 10 pointsfGrade. Naximum 6 Grades
Wolf
Innate Racial Traits
Very Rugged
!n their beast form, Werewolves possess Threshold 2.
Advantages
Claws
18" in length and inflict 2 Damage. !n order to employ two claws in
combat the character must have the Two Weapon or Claws Style skill.
Shapechanged form only.
Cost: 5 points
Discerning Muzzle
This ability allows the Wolf to sense when concealed or invisible
creatures are nearby. This allows the Wolf to engage these foes in melee
combat.
Once purchased this ability is always on and does not need to be
activated. !f combined with Tracking, Forensics or similar skills this
allows the wolf to enhance his results. This advantage may only be
selected at character creation.
Shapechanged form only.
Cost: 5 points
Distrustful
Grants the Werewolf Resist Charm once per Cycle per Grade.
Shapechanged form or folkish form.
Cost: 10 pointsfGrade. Naximum 6 Grades
37
Fighting Pack
!f attacking the same target with two or more other characters, this
character gains +1 Damage against that target. Shapechanged form
only.
Cost: 5 points
Keen Senses
This ability includes the skill Readiness and also renders the character
immune to the Rogue special attacks Backstab, !mproved Backstab,
Waylay and Assassinate. Shapechanged form only.
Cost: 15 points
38
Cultures of the Old World
Cacion
Cacion leads the Old World in learning, research and education. The libraries of Cacion rival the
Keeps of other countries. The Cacion are a studious people and literacy is prevalent even among
commoners. As a people, the Cacion value intelligence and studiousness and regard belligerence
with disdain. While Knights and other heroes are not unknown, as a people they find the art of
war tiresome, boorish and difficult to master.
Innate Cultural Traits
Erudite
Cacion characters pay -1 per Grade on Civilized skills, to a minimum of 1,
and an additional -1 on Language and Literacy skills.
Peaceable
All Skill-at-Arms and Warcraft skills cost Cacion characters +1 per Grade.
Advantages
Deduction
Once per event, this skill allows the player to make inquiries to the plot
team regarding two items, objects or people and receive information
about their relationship or lack thereof.
Cost: 15 points
Floria
The Florentine are a progressive and inventive people, and as a culture they proudly lead the Old
World in applied technology. From the aqueducts that bring clean water into the hearts of their
cities to the clockwork devices that amuse their children, there is evidence of the Florentine
devotion to engineering and technology.
One of their most widely known and feared machineries is the firearm. The construction of both
the weapon and its powder are guild secrets that have never been penetrated. Because of this
reliance on personal ingenuity, the Florentine are somewhat distanced from the Pantheon.
Innate Cultural Traits
Innovators
Florentine characters pay -+ cost on Refit Armor and Restore Weapon.
Furthermore, Floren Artisans may select the Crafter (Powdersmith) skill.
Trial & Error
Florentine Artisans receive +1 Health per Grade of Durability purchased.
39
Cogent
Devotion and Theology skills cost Florentine characters +2 per Grade.
Advantages
Handgun Skill
This pistol-style weapon inflicts 8 Direct, Piercing damage. !t takes four
seconds, or actual reload time in the case of a spring-and-ball gun, to
reload a handgun.
Cost: 6 points
Glesia
Glesia is home to the Nark of the Gods," a huge perfect circle of diamond-like stone made by
the Gods when they finished the world. All of the faiths of the Old World maintain their largest
and most lavish cathedrals there. The Glesian people regard Clerics as the most prestigious
occupation that one can engage in and spare little expense in their care.
Innate Cultural Traits
Held Highest
Glesian Clerics receive +1 Health per Grade of Durability purchased.
Orthodox
The Devotion and Theology skills costs Glesian characters -1 per Grade.
Theists
All Alchemy and Sorcery skills, including Sorcery Spell Slots cost Glesian
characters +1 per Grade.
Innlund
The !nnish are a tough and aggressive people. This island country is a hard and unforgiving place
and has produced an equally brutal culture. The !nnish place a great deal of value on military
might and armies that stem from here reflect those values. !ndividual heroes are found in the
form of Knights, Paladins or the occasional Battlemage.
However, the true might of the !nnish is found in their Soldiers and Commanders, who form
cadres capable of inflicting substantially more damage than any comparable force. This focus on
martial prowess makes the finer skills and arts more difficult to learn and master.
Innate Cultural Traits
Hardened
All !nnish characters receive +1 Health per Grade of Durability
purchased.
+0
Aggressive
!nnish characters pay -1 for Warcraft skills (to a minimum of 1).
Barbarous
!nnish characters pay +2 per Grade on all Civilized skills.
Nishan
Nishan is also an island culture. This culture is a very political and complex one, full of intrigue
and subtlety. Speaking bluntly is an impropriety and an embarrassing social error. Nishan is a
metal-poor land. As a consequence, they do not build heavy armor or similar items. Placing such
a premium on metal they instead produce some of the Old World's most coveted weapons. The
Nishan Soulsmith forges weapons of extraordinary quality.
Innate Cultural Traits
Surrounded By Intrigue
Nishan Rogues receive +1 Health per Grade of Durability purchased.
Inspired
Nishan characters pay -1 Cost per Grade on all Crafting skills.
Frugal
Nishan characters may only wear Light or Nedium armor. This
supersedes any Core or Elite Class advantages.
Advantages
Disingenuous
The Nisha have raised the art of being oblique to high form. They may
purchase the ability to defeat all forms of compelling the truth from
them. !t does not grant the character's words any additional weight, but
mechanisms designed to separate truth from falsehood will register the
character's words as honest.
Cost: 10 points
Tir Na Nog
The Tir Na N'og is a strange and mystical land. !t is a place where magic flows directly from
every stone and leaf. The land itself shifts and changes, landmarks moving, appearing and
disappearing constantly. !t is the only home of the Pure Elves, although other races have been
known to make their homes there.
Even for these, the land leaves its mark on them as well; gifting them with magical potency and
making iron poison to them. The people of the Tir Na N'og are a dreamy folk, often vague in
speech and manner.
+1
Innate Cultural Traits
Powerful Sorcerers
Tir Na N'og characters add an additional step to the radius of Blast spells
and an additional target in Chain spells. !f they are Sorcerors, they also
gain an additional 5 levels of spells in their Library at creation.
Vulnerable To Iron
Tir Na N'og characters treat damage with the !ron descriptor as No
Defense. They may not wear armor or carry shields made principally of
metal, nor wield weapons longer than 22" in length with metal (e.g. !ron
or Steel) components.
Veld
The veldermen are known for cunning, bravery and innovation. They were the first culture to
cross all of the waters of the Old World bringing trade and the exchange of knowledge with
them. The veldermen are a socially adept people; however, they are known to demonstrate the
ferocity of their ancestors when threatened. This is most obvious in the effectiveness of their
Nerchant Narines. !t is the veldermen who braved the unknown seas and discovered the coast of
Terra Nova.
Innate Cultural Traits
Born Traders
velderman pay -1 per Grade to purchase the Nerchant and Haggle skills.
Savvy
All veldermen characters gain 1 extra Between Game Actions (BGA).
Traveled
velderman pay -1 Cost per Grade on Languages and Literacy.
Family Debt
The veldermen society is a series of complex investments, loans and
liens. veldermen must continually make payments on the Family's debts.
veldermen lose -2 !ncome per Grade from those skills where income is
generated, to a minimum of one.
Wanderer
Some folk never settle in a place long enough to be considered steeped in the culture. Some
wander out of personal curiosity, some because of occupational necessity. Regardless of why,
they frequently acquire several languages in their travels, but little in the way of national
character. Nost wanderers apply for citizenship with the country that most benefits their interests
to receive the protection of law.
+2
Innate Cultural Traits
Rover
Wanderers pay -1 per Grade on Languages.
Rolling Stone
None; beyond their singular advantage, wanderers suffer no other
disadvantages.
+3
Ethos
All thinking creatures have an ethos that influences the way they act and how they go about
satisfying their wants and desires. All characters must select one descriptor from Lawful, Neutral
or Chaotic and one from Good, Neutral or Evil. Furthermore, a character's Ethos may grant him
access to or restrict him from Elite Classes, and certain spells or effects will have additional
effects on him.
Neutral characters are vulnerable to all detrimental magical effects that specify an ethos and
receive none of the advantages of beneficial magics that specify an ethos. This is true if the
character has Neutral for either of their alignment descriptors
++
. Lawful
Lawful implies honor, trustworthiness,
obedience to authority, and reliability. On
the downside, lawfulness can include close-
mindedness, reactionary adherence to
tradition, being unfairly judgmental, and a
lack of adaptability. Those who consciously
promote lawfulness say that only lawful
behavior creates a society in which people
can depend on each other and make the
right decisions in full confidence that others
will act as they should.
Neutral
Neutral implies a normal respect for
authority and feels neither a compulsion to
obey nor a compulsion to rebel. They are
honest but can be tempted into lying or
deceiving others.
Chaotic
Chaotic implies freedom, adaptability, and
flexibility. On the downside, chaos can
include recklessness, resentment toward
legitimate authority, arbitrary actions, and
irresponsibility. Those who promote chaotic
behavior say that only unfettered personal
freedom allows people to express
themselves fully and lets society benefit
from the potential that its individuals have
within them.
Good
Good implies altruism, respect for life, and a
concern for the dignity of sentient beings.
Good characters make personal sacrifices to
help others.
Neutral
Neutral implies compunctions against killing
the innocent but lack the commitment to
make sacrifices to protect or help others.
Neutral people are committed to others by
personal relationships.
Evil
Evil implies hurting, oppressing, and killing
others. Some evil creatures simply have no
compassion for others and kill without
qualms if doing so is convenient or merely if
it is profitable. Others actively pursue evil,
killing for sport or out of duty to some evil
deity or master.
+5
Core Classes
Choosing your Core Class is an important decision - it is a foundation of your character and
determines both the base costs for your skills and your Health. Once selected it may not be
changed.
There are Elite Classes that may be selected by any character that qualifies for any prerequisites
the class requires. Elite Classes may be dropped or changed, but any special skills or abilities
purchased from that class are lost - along with any points invested.
Details on all Elite Classes may be found in the Elite Class Handbook.
Artisan
This class consists of those who produce and craft goods and items. They are a reasonably
robust group who offer a flexible balance of possibilities.
Artisans begin with 8 Health and gain 5 Health with each Grade of Durability purchased.
At Character Creation Artisans receive one Grade at no cost from the following skills: Crafting,
Entertainer, Nerchant, or Steward.
Cleric
These are the representatives of the Gods and able to summon holy powers to heal, harm or
perform a wide variety of other divine effects. They are strong combatants.
Clerics begin with 8 Health and gain 5 Health with each Grade of Durability purchased.
At Character Creation Clerics receive one Grade of Devotion at no cost.
Rogue
This class includes the realm of the clever fighter, the cunning burglar, the wily con-man, the
silent assassin or anyone who prefers to succeed artfully.
Rogues begin with 6 Health and gain 5 Health with each Grade of Durability purchased.
At Character Creation Rogues receive either a one-handed melee weapon skill (not Big or Huge)
or one Grade each of the skills Pick Locks and LocatefDisarm Traps at no cost.
Sorcerer
These are the students of the powers of Sorcery, employing the forces of air, fire, earth, water,
space and aether in deadly combinations of power. While physically unimpressive, the wonders
they can weave are effective in the extreme.
Sorcerers begin with 6 Health and gain + Health with each Grade of Durability purchased.
At Character Creation, Sorcerors receive a single Sorcery as their Primary Path and Literacy in
their native language at no cost.
+6
Warrior
This class represents those who make their way by might and physical determination. Warriors
find mastery of weapons to be very easy and are often in the thick of the fight, holding the line
and laying out a great deal of damage.
Warriors begin with 10 Health and gain 6 Health with each Grade of Durability purchased.
At Character Creation Warriors receive at no cost one of the following one-handed weapon skills:
Axe, Bludgeon, Chain, Fist or Sword. Alternatively, Drake or Were Warriors can take Claws as
their free Weapon skill (equivalent to their appropriate racial advantage skill).
+7
Leadership
Any player may elect to establish his character as a Leader. Doing so confers significant
advantages, but also places certain burdens on the character - and the player.
All characters begin as Commoners, also known as Freemen. Possessing the Leadership Skill
grants the title appropriate to the type of Alliance (see Alliances). Leadership may be purchased
freely during character creation; after that you must receive approval from the game staff to
purchase the skill.
Leadership
This grants the character a title, defined by the nature of his Alliance, from the
list below. Up to three grades of Leadership may be purchased, increasing the
overall benefits of the skill. !n any organization, only a single character may
benefit from the Leadership skill. While a character with the Leadership skill may
join an Alliance, only the listed leader receives those benefits.
Title
House - Lord BaronfLady Baroness
Academy - Lord ChancellorfLady Chancellor
Guild - Lord GuildmasterfLady Guildmistress
Cadre - Lord CommanderfLady Commander
Church - Lord PrelatefLady Prelate
All titles provide identical Noble Privilege under the law, carrying equal weight
and responsibility. Nultiple grades of Leadership confer no additional benefits in
this theatre.
Option: A Leader may instead elect to forgo title and Noble Privilege and remain
a commoner. Such leaders are of hearty stock, as are their membership.
Commoner Leaders and their members all gain +6 Health as a one-time benefit.
Once selected, this choices is permanent and non-reversible.
Cost: 20 pointsfGrade. Naximum 3 Grades.
Oath of Vassalage
Nembers of an Alliance swear an oath of vassalage to their Leader. This binds them to faithfully
obey orders given by their oath holder and renders them culpable to the law if they do not. You
may only swear vassalage to a single Leader at a time. After leaving an alliance, you may not
join another until 6 months have passed. Only if you are released from your oath may you seek
out the patronage of another Leader, and you must wait six months after being released before
you may swear a new oath of fealty.
A Leader is held responsible for the actions of his Alliance. !f they are caught breaking the law,
then it is understood that it is under his orders or permission. Choose your Alliance wisely.
Noble Privilege
All Nobles must obey all reasonable commands from Nobles of superior Rank (some NPCs may
have higher Rank and status than PC characters), even if they are of a different culture. A
+8
decision to disobey will likely be called into question by the character's direct superiors should
they learn of it.
Nobles may only face charges from other Nobles. A commoner's word counts for nothing.
Only Nobles may duel. A commoner may be thrashed for any grievance.
Alliances
An Alliance consists of at least two members: the leader and at least one follower. Both the
leader and at least one follower must be present to gain the core benefits listed below. !f there
are + or more followers and all followers are in attendance, then both the leader and the
followers gain the bonus benefits of their Alliance. !f even one member is absent, then only the
core benefits is applied.
The Leader and all members of an Alliance, with the exception of the Thieves Guild, must openly
and visibily wear a full or belt-tabard with their Alliance insignia featured prominently. The
members of a Thieves' Guild must wear such an insignia hidden somewhere upon their person, in
a searchable location.
The advantages of being the Leader or belonging to an Alliance vary by outfit and are described
below.
Academy
Noble Title
Lord ChancellorfLady Chancellor
Core Benefit
At Logistics, the Noble receives temporary scrolls of his choice equal in
level to his Grades of Leadership.
Bonus Benefit
The Noble gains a single Resist Nagic for the Event.
Academy Students
Core Benefit
The Student gains +1 Research or Scholar point when generated.
Bonus Benefit
The Student may change a single spell with packet or spellstick as its
method of delivery to Pointcast.
+9
Cadre
Noble Title
Lord CommanderfLady Commander
Core Benefit
The Leader gains the skill Tactics-Cadre. This skill allows the character
to act as center on a battle line. This ability grants all participating
members of the cadre a +1 to all physical damage while the line is
maintained. This skill recovers with a Rest and will stack with any other
appropriate tactics.
Bonus Benefit
Once per Event, per Grade of Leadership, the Noble may Rally his
Alliance by calling a Time Freeze," which immediately ends all influence
effects (Charm, Dominate, Fear and Terror) and allow them to take up to
6 paces towards him.
Cadre Troops
Core Benefit
All troops gain a single Critical Defense for the Event.
Bonus Benefit
All troops gain +1 Threshold for the Event.
Church
Noble Title
Lord PrelatefLady Prelate
Core Benefit
The Noble may Prevail once per Cycle per Grade of Leadership by
emphatically orating to his target in the name of his God, a process
taking 6 seconds. This allows the character to charm another character
or to break influence (immediately ending the effects of any single
Charm, Dominate, Fear, Terror or Berserk status) on another member of
his Alliance (including himself). This is not a magical effect.
Bonus Benefit
The Noble gains a single Divine Resist that can be used to resist any
single magical effect. !t must be invoked within five seconds of being
struck. !t is effective against any spell of up to sixth level. !t confers no
protection against Ritual magic. This ability may be used once per Event.
Church Adherent
Core Benefit
The Adherent gains +1 Health per Grade of Durability.
50
Bonus Benefit
The Adherent gains a Spirit Tether for the duration of the Event.
House
Noble Title
Lord BaronfLady Baroness
Core Benefit
The Noble may collect taxes generating a value of 1 Gold Falcon per
Grade of Leadership possessed. This does not require a Game Action.
Bonus Benefit
The Noble may collect a single Level 1 !nspiration of their choice at
Logistics. This !nspiration may be kept or dispensed to other players as
desired.
House Entourage
Core Benefit
The character gains a bonus to Retainer of 10 silver Kestrels. Uniquely,
this adds to any existing Retainer.
Bonus Benefit
The character becomes immune to Fear effects for the Event when
within line of sight of the Noble, calling No Effect" when necessary.
Guild
Guilds are slightly different in that there are two types of guild, an Artisan's guild and a Thieves'
guild. To the outsider both are identical.
Artisans Guild
Noble Title
Lord GuildmasterfLady Guildmistress
Core Benefit
This adds an effective +1 Grade of Crafting, Entertainer, Steward or
Nerchant skill (where that skill is possessed) to all members of the Guild
(including the Leader). This applies to all Actions submitted by Guild
members. !t does not need to be activated, and is always on.
Bonus Benefit
Once per Cycle per Grade of Leadership, the Noble may employ powerful
guild secrets to temporarily enchant a melee weapon by touch, causing it
to acquire +1 Damage and one of the following descriptors for 10
minutes; <Nagic>, <!ron>, or <Silver>.
51
Artisan Guildmate
Core Benefit
The Guildmate gains a single universal Harden, per character-not item-
per Cycle.
Bonus Benefit
At Logistics, each Guildmate may select a single Alchemy item (from the
Corebook) of no higher Grade than the number of Grades of Leadership
their Guildmasterfmistress possesses.
Thieves Guild
Noble Title
Lord GuildmasterfLady Guildmistress
Core Benefit
The Noble may collect debts generating 15 Silver Kestrels per Grade of
Leadership. This does not require a Game Action.
Bonus Benefit
Once per Event, the Noble may call for an !ntercession," causing
current charges against himself or his guild to evaporate. This will allow
jailed guildmates their freedom and cause fines to be dropped. However,
it has no effect on the opinions or actions of Player Characters.
Thieves Guildmate
Core Benefit
For the Event, the Thief gains a stash," defined as a box or other
container no bigger than a common shoe-box. This box, once hidden, is
marked OOC and cannot be found, discovered or disturbed during the
Event by anyone other than the Thief who has hidden it.
Bonus Benefit
Once per Event, the Thief may use this benefit to bypass a single lock or
trap of his choice or to escape a single incarceration. This has no effect
on purely magical wards, barriers or bindings.
52
General Skills
Skill at Arms
Axe Weapon Group
Axe
This skill allows the character to employ any axe between 23" and 37" in
overall length.
B
Big Axe
This skill allows the character to employ any axe between 37" and ++" in
overall length.
Huge Axe
This skill allows the character to employ any axe between ++" and 56" in
overall length.
Artisan Cleric Rogue Sorcerer Warrior
9 10 12 16 8
Skill Cost By Class 3: Huge Axe
Bludgeon Weapon Group
Bludgeon
This skill allows the character to employ any bludgeon between 23" and
37" in overall length.
Artisan Cleric Rogue Sorcerer Warrior
5 6 6 8 +
Skill Cost By Class 1: Axe
Artisan Cleric Rogue Sorcerer Warrior
7 8 9 12 6
Skill Cost By Class 2: Big Axe
Artisan Cleric Rogue Sorcerer Warrior
5 6 6 8 +
Skill Cost By Class +: Bludgeon
53
Big Bludgeon
This skill allows the character to employ any bludgeon between 37" and
++" in overall length.
Huge Bludgeon
This skill allows the character to employ any bludgeon between ++" and
56" in overall length.
Bow Weapon Group
Any player employing a bow-style" weapon may elect to perform packet archery". An
appropriate physrep must be carried and the action of drawing, nocking and aiming the weapon
must be performed, requiring a 10 second count to do so - after which a bright yellow packet is
thrown at the target inflicting the characters normal archery damage. Once the 10 seconds of
preparing the shot have been performed, the player may hold the drawn pose" for as long he
likes, throwing the packet at will. !f he drops his arms, or takes any other action, he must begin
the process again. Packet archery has no drop range.
Bow
This skill allows the character to employ a bow of no more than 25lbs
draw weight and that has been approved by a Safety Narshal.
Crossbow
This skill allows the character to employ a crossbow of no more than
25lbs draw weight and that has been approved by a Safety Narshal.
Handbow
This skill allows the character to employ a pistol crossbow of no more
than 10lbs draw weight.
Artisan Cleric Rogue Sorcerer Warrior
7 8 9 12 6
Skill Cost By Class 5: Big Bludgeon
Artisan Cleric Rogue Sorcerer Warrior
9 10 12 16 8
Skill Cost By Class 6: Huge Bludgeon
Artisan Cleric Rogue Sorcerer Warrior
7 8 7 10 6
Skill Cost By Class 7: Bow
Artisan Cleric Rogue Sorcerer Warrior
7 8 7 10 6
Skill Cost By Class 8: Crossbow
Skill Cost By Class 9: Handbow
Artisan Cleric Rogue Sorcerer Warrior
7 8 5 10 6
5+
Chain Weapon Group
Chain
This skill allows the character to employ any chain between 23" and 37"
in overall length.
Big Chain
This skill allows the character to employ any chain between 37" and ++"
in overall length.
Huge Chain
This skill allows the character to employ any chain between ++" and 56"
in overall length.
Polearm Weapon Group
Note: All Polearms are by definition Huge Weapons.
Halberd
This skill allows the character to employ any halberd between 52" and
90" in overall length.
Spear
This skill allows the character to employ any spear between 52" and 72"
in overall length.
Skill Cost By Class 10: Chain
Artisan Cleric Rogue Sorcerer Warrior
5 5 5 5 5
Artisan Cleric Rogue Sorcerer Warrior
7 7 7 7 7
Skill Cost By Class 11: Big Chain
Artisan Cleric Rogue Sorcerer Warrior
9 9 9 9 9
Skill Cost By Class 12: Huge Chain
Artisan Cleric Rogue Sorcerer Warrior
9 10 12 16 8
Skill Cost By Class 13: Halberd
Artisan Cleric Rogue Sorcerer Warrior
7 8 9 12 6
Skill Cost By Class 1+: Spear
55
Quarterstaff
This skill allows the character to employ any quarterstaff between 52"
and 72" in overall length.
Scoundrels Tools
Dagger
This skill allows a character to employ any dagger between 12" and 22"
in overall length.
Cudgel
This skill allows a character to employ any bludgeon between 12" and
22" in overall length.
Shield Weapon Group
Buckler
This skill allows the character to employ a shield with a circumference of
no more than 50".
Shield
This skill allows the character to employ a shield with a circumference of
no more than 105".
Artisan Cleric Rogue Sorcerer Warrior
5 + 5 + +
Skill Cost By Class 15: Quarterstaff
Artisan Cleric Rogue Sorcerer Warrior
3 3 2 3 2
Skill Cost By Class 16: Dagger
Artisan Cleric Rogue Sorcerer Warrior
3 3 2 3 2
Skill Cost By Class 17: Cudgel
Artisan Cleric Rogue Sorcerer Warrior
3 2 2 5 2
Skill Cost By Class 18: Buckler
Artisan Cleric Rogue Sorcerer Warrior
5 + 6 10 +
Skill Cost By Class 19: Shield
56
Sling Weapon Group
Sling
This skill allows a character to employ a sling to launch stones (in the
form of packets), inflicting + bashing" damage.
S
Sling Staff
This skill allows a character to employ a sling staff between 52" and 72"
in overall length to launch stones (in the form of packets), inflicting +
bashing" damage. The sling end of this weapon may not be used in
melee for safety reasons.
Sword Weapon Group
Sword
This skill allows the character to employ any sword between 23" and 37"
in overall length.
B
Big Sword
This skill allows the character to employ any sword between 37" and ++"
in overall length.
H
Huge Sword
This skill allows the character to employ any sword between ++" and 56"
in overall length.
Spear
This skill allows the character to employ any spear between 23" and 37"
in overall length.
Artisan Cleric Rogue Sorcerer Warrior
+ + + + +
Skill Cost By Class 20: Sling
Artisan
Cleric
Rogue Sorcerer Warrior
8 8 8 8 8
Skill Cost By Class 21: Sling Staff
Artisan Cleric Rogue Sorcerer Warrior
5 6 6 8 +
Skill Cost By Class 22: Sword
Artisan Cleric Rogue Sorcerer Warrior
7 8 9 12 6
Skill Cost By Class 23: Big Sword
Artisan Cleric Rogue Sorcerer Warrior
9 10 12 16 8
Skill Cost By Class 2+: Huge Sword
57
Special: !f the character also has the Javelin weapon skill, they may use
a spear Phys Rep as a Javelin providing the Phys Rep has Weapon
Narshal approval.
Thrown Weapons
Thrown Axe
This skill allows a character to employ throwing axes. Throwing axes are
between 1+" and 16" in overall length and must be coreless.
T
Thrown Hammer
This skill allows a character to employ throwing hammers. Throwing
hammers are between 1+" and 16" in overall length and must be
coreless.
J
Javelin
This skill allows a character to employ javelins. Javelins are between 20"
and 2+" in overall length and must have an appropriately padded tip and
light core.
Special: !f the character also has the Spear weapon skill, they may
use a Javelin Phys Rep as a Spear providing the Phys Rep has
Weapon Narshal approval.
Thrown Knife
This skill allows a character to employ throwing knives. Throwing knives
are between 6" and 10" in length and must be coreless.
T
Artisan Cleric Rogue Sorcerer Warrior
5 6 6 8 +
Skill Cost By Class 25: 1f2 Spear
Artisan Cleric Rogue Sorcerer Warrior
+ 5 3 5 3
Skill Cost By Class 26: Axe (Thrown)
Artisan Cleric Rogue Sorcerer Warrior
+ 5 3 5 3
Skill Cost By Class 27: Hammer (Thrown)
Artisan Cleric Rogue Sorcerer Warrior
5 6 + 6 +
Skill Cost By Class 28: Javelin
Artisan Cleric Rogue Sorcerer Warrior
3 + 2 2 2
Skill Cost By Class 29: Knife (Thrown)
58
Thrown Potion
This skill allows a character to employ thrown potions. Thrown potions
are delivered by packet strike and employ bright green packets.
Other Weapons
Exotic Weapon
This skill allows the character to utilize a weapon not included in any of
the other categories listed, pending Staff approval.
Fist
This skill allows the character to use a physrep to represent his fist in
combat. This is an 18" rod that inflicts 1 <Bashing>, is pink in color
(constructed in the same fashion as a spell stick), and may be improved
by skills as would any other weapon. However, if a character blocks with
a Fist, he takes the full damage inflicted. A character may employ both
fists as weapons if he also possesses the Two Weapon skill, or he may
employ his Fist as an offhand weapon." These restrictions do not apply
to character with the Unarmed Combat Style (found in the Elite Class
Book and only referenced here for brevity).
Artisan Cleric Rogue Sorcerer Warrior
3 + 3 + +
Skill Cost By Class 30: Potion (Thrown)
Artisan Cleric Rogue Sorcerer Warrior
9 10 12 16 8
Skill Cost By Class 31: Exotic Weapon
Artisan Cleric Rogue Sorcerer Warrior
+ + 3 6 3
Skill Cost By Class 32: Fist
59
Physical Skills
Naximum of six Grades per skill unless specified otherwise.
Blind Fighting
This skill allows the character to fight while blinded. The player may
move at Slow speed, and inflicts damage in combat. Once purchased
this skill is always in effect.
B
Brawn
This skill represents a high degree of muscular development. !t allows
the character to use large weapons without penalty. Characters without
Brawn suffer a -1 damage penalty while using Big Weapons and a -2
damage penalty when using Huge Weapons. This skill may be purchased
twice.
Characters with one Grade of Brawn may perform a Come-along" on a
character unable to move under his own power. Characters with one
Grade of Brawn also possess the strength to employ a Tower Shield if so
skilled.
C
Constitution
Each Grade of this skill allows the character to resist a single poison
status. This must be declared within 5 seconds of being affected. This
skill refreshes with the turning of the Cycle.
D
Durability
Each Grade of this skill increases the character's Health by the amount
determined by his Core Class. This ability may be taken to a maximum of
6 Grades.
Artisan Cleric Rogue Sorcerer Warrior
7 8 2 6 6
Skill Cost By Class 33: Blind Fighting
Artisan Cleric Rogue Sorcerer Warrior
8 9 10 12 8
Skill Cost By Class 3+: Brawn
Artisan Cleric Rogue Sorcerer Warrior
6 8 6 9 7
Skill Cost By Class 35: Constitution
Artisan Cleric Rogue Sorcerer Warrior
5 5 5 5 5
Skill Cost By Class 36: Durability
60
Robust
Each Grade of this skill allows the character to resist a single disease
status. This must be declared within 5 seconds of being affected. This
skill refreshes at the turning of the cycle.
S
Stunts
This skill represents skills in climbing, balancing, jumping and other skills
of dexterity and acrobatics. Characters with this skill may be able to
bypass certain physical challenges or gain access to places that are
otherwise inaccessible.
Nultiple Grades in this skill represent increasing ability, up to a maximum
of six Grades. This skill may not be used to duplicate other skills or
abilities like Dodge or Catlike Reflexes. This skill refreshes at the turning
of the Cycle.
Examples include:
1 Grade - Climb a normal rope without knots.
2 Grades - Climb a tree with no branches.
3 Grades - Quickly climb or vault onto the roof of a 1-story building,
given adequate handholds.
+ Grades - Quickly climb or vault onto the roof of nearly any 1-story
building.
5 Grades - Quickly climb or vault onto the roof of a 2-story building,
given adequate handholds.
6 Grades - Quickly climb or vault onto the roof of nearly any 2-story
building. Nay safely fall up to 20' without risk.
Swimming
This skill allows the character to swim, avoiding drowning damage and
allowing the character to move in water environments. Once purchased,
this skill is always active. Please see the description of the Drowning
mechanics for more details about the effects of wearing armor while
swimming.
Artisan Cleric Rogue Sorcerer Warrior
8 7 10 9 7
Skill Cost By Class 37: Robust
Artisan Cleric Rogue Sorcerer Warrior
+ 5 3 6 +
Skill Cost By Class 38: Stunts
Artisan Cleric Rogue Sorcerer Warrior
3 3 2 3 2
Skill Cost By Class 39: Swimming
61
Unshakable
Each Grade of this skill allows the character to shake off the effects of
the Stun condition, regardless of its source. This skill refreshes at the
turning of the Cycle.
Civilized Skills
Naximum of six Grades per skill unless specified otherwise.
Bandaging
This skill combines with First Aid. !t allows the character performing First
Aid to also heal 1 Health point per Grade of Bandaging possessed. This
skill requires the expenditure of a bandage (found in the section on
Production) and may be employed as often as supplies permit.
Pre-requisite: One Grade of First Aid
Crafter
Apothecary, Armorsmith, BowyerfFletcher, Clothier, Engineer,
Wardsmith, Weaponsmith, Whitesmith
This is a cascade skill, meaning that a specialization of some sort must
be selected. Crafters are any workers who make finished items from raw
materials, whether plain or fancy.
When a Grade of Crafter is selected, the player must declare which craft
the character is practicing. A Crafter with 6 Grades may quest to become
a Naster Crafter (if that skills is available to him) enabling him to craft
magic items. Each Grade of this skill earns the character 1 Silver when
generating !ncome. Crafters must also have access to proper tools. Each
Grade of Crafter provides a character with 1 Production Point per action.
See Production 8 Shops for more details on Production and Crafting
Skills.
Artisan Cleric Rogue Sorcerer Warrior
8 9 10 10 7
Skill Cost By Class +0: Unshakable
Artisan Cleric Rogue Sorcerer Warrior
+ + 6 6 5
Skill Cost By Class +1: Bandaging
Artisan Cleric Rogue Sorcerer Warrior
6 8 9 9 7
Skill Cost By Class +2: Crafter
62
Diplomacy
This skill allows the player to recant a comment or statement made in
error. A character with six grades of Diplomacy gains a bonus to Retainer
of 5 Silver Kestrels. Uniquely, this adds to any existing Retainer.
Entertainer
Actor, Compose, Cooking, Nusician, Painter, Poet, Sculptor, etc
This is a cascade skill, meaning that a specialization of some sort must
be selected, and represents time spent mastering a performance skill,
such as singing, playing a musical instrument, oratory skills, dance or
any similar skill that can be used to entertain an audience.
An Entertainer with 6 Grades may also quest to become a Naster
Entertainer (if that skill is available to him). Each Grade of this skill earns
the character + Silver Kestrels when generating !ncome.
Haggle
Each Grade of the skill Haggle allows the character to negotiate and
barter with NPC merchants to get half off the cost of the transaction.
This skill cannot be used to reduce the Naintenance cost of items that
suffer expiry. This skill refreshes at the turning of the Cycle.
Literacy
Each Grade of the skill Literacy allows the character to fluently read and
write in a new language. !t is not necessary to speak a language in order
to achieve literacy in it. There is no limit to the number of Grades a
character may have in this skill.
Math
This skill allows a character to perform all traditional mathematics.
Characters without this skill are limited to counting on their fingers.
Once purchased this skill is always active.
Artisan Cleric Rogue Sorcerer Warrior
5 6 + 5 6
Skill Cost By Class +3: Diplomacy
Artisan Cleric Rogue Sorcerer Warrior
6 10 7 8 9
Skill Cost By Class ++: Entertainer
Artisan Cleric Rogue Sorcerer Warrior
6 9 7 9 8
Skill Cost By Class ++: Haggle
Artisan Cleric Rogue Sorcerer Warrior
3 + 5 1 8
Skill Cost By Class +5: Literacy
63
Merchant
Nerchants are skilled in the purchase and sales of goods for profit. Each
Grade of Nerchant skill earns the character 3 Silver Kestrels when
generating !ncome.
By expending a grade of Nerchant, a character may find more expensive
items to purchase from NPCs, or they may find additional supplies.
Refer to the Economy section for more details on the sale and purchase
of items from NPCs, and the use of the Nerchant skill. Of course,
merchants may buy or sell without limit to other player characters. A
Nerchant with 6 Grades may also quest to become a Naster Nerchant (if
that skill is available to them).
Scholar
Barrister, Astrology, Napping, National History, New World Flora, etc
Scholars are historians, naturalists, archeologists, researchers or anyone
whose skill represents other scholastic knowledge. Each Grade of Scholar
skill earns the character + Silver Kestrels when generating !ncome.
Scholars have an increasing chance of finding information based on the
number of Grades in the skill and knowledge in a particular area and
type of study. Players must make a written request of the desired
information to the Narshals, and submit it as part of a Game Action.
Each inquiry will be assigned a total number of required scholar Grades
to research, which can be assigned each Game Action and added up
over time. As the Grades accumulate, more information will be released
until the final answer is reached.
A character with 6 Grades of scholar may quest to become a Naster
Scholar in his chosen field (if that skill is available to them).
Steward
Stewards are administrators, diplomats, foremen, spies, town criers,
innkeepers, etc. Each Grade in Steward earns the character + Silver
Pieces when generating !ncome.
Stewards have an increasing chance of gathering specific information,
such as political secrets, or handling specific background activities (e.g.
such as management of an organization), based upon the number of
Artisan Cleric Rogue Sorcerer Warrior
2 + 3 1 5
Skill Cost By Class +6: Nath
Artisan Cleric Rogue Sorcerer Warrior
6 9 7 9 8
Skill Cost By Class +7: Nerchant
Artisan Cleric Rogue Sorcerer Warrior
8 7 9 6 10
Skill Cost By Class +8: Scholar
6+
Grades in Steward and the application of the information to their fields of
specialty. Players must make a written request of the desired information
or activity to the Narshals.
Each inquiry will be assigned a total number of required Steward Grades
to accomplish, which can be assigned each event and added up over
time. As the Grades are accumulated, more and more results will be
gained. A character with 6 Grades of Steward counts as an additional
member of an Alliance, for purposes of acquiring the Bonus advantage.
A character in an Alliance may act in the Leader's place for all roleplaying
(but not mechanical) purposes providing that his Grade of Steward is
equal to or greater than the Leader's Grades of Leadership.
A character with 6 Grades of Steward may quest to become a Naster
Steward (if that skill is available to them).
Common Skills
Naximum of six grades per skill unless specified otherwise.
Cache
This skill allows the character to hide his valuables from easy discovery.
Anything hidden with this skill must be completely concealed from open
observation but cannot be found by searching the character's body,
except by those using the Shakedown skill. Once purchased this skill is
always active.
Devotion
This represents the character's time spent in devotional worship of his
deity and study of his deity's holy teachings. Every Grade of Devotion
increases the number of Life Gifts a character has by one. Access to
innate Clerical abilities is based on the character's Grades in Devotion.
Devotion also increases the value of initiates to many High Priest
powers.
First Aid
Characters with this skill may immediately ascertain another character's
current Health total. They may also treat another character, stabilizing
them and preventing them from any further bleeding. This skill takes 60
seconds, minus 10 seconds for each Grade beyond the first, to a
Artisan Cleric Rogue Sorcerer Warrior
6 8 10 7 9
Skill Cost By Class +9: Steward
Artisan Cleric Rogue Sorcerer Warrior
+ 6 3 7 6
Skill Cost By Class 50: Cache
Artisan Cleric Rogue Sorcerer Warrior
6 5 6 6 6
Skill Cost By Class 51: Devotion
65
maximum of 6 Grades. There is no limit to the number of times this skill
may be used.
Language
Each Grade of the skill Language allows the character to fluently speak a
new language. There is no limit to the number of Grades a character
may have in this skill. All characters receive the velderman language at
character creation at no cost.
Woodsy
This skill represents a character's basic sense of direction and general
familiarity with landmarks. Characters with this skill can generally find
their way back to civilization and may accurately follow directions along
well-traveled paths and hunting trails.
Warcraft Skills
Naximum of six Grades per skill unless specified otherwise.
Critical Attack
This skill can only be purchased twice; once after Weapon Nastery +2
and again after Weapon Nastery ++. Each use allows the character to
inflict double damage and use the descriptors Direct and Overpower
once per Cycle with the mastered weapon.
Critical Defense
This skill can only be purchased after Weapon Nastery +1 and Weapon
Nastery +3. Each use allows the character to block and resist any single
carrier attack, including Critical Attacks, missile attacks, etc. with the
mastered weapon.
Artisan Cleric Rogue Sorcerer Warrior
+ + 6 6 5
Skill Cost By Class 52: First Aid
Artisan Cleric Rogue Sorcerer Warrior
3 + 5 2 5
Skill Cost By Class 53: Language
Artisan Cleric Rogue Sorcerer Warrior
7 7 6 8 6
Skill Cost By Class 5+: Woodsy
Artisan Cleric Rogue Sorcerer Warrior
9 10 10 12 8
Skill Cost By Class 55: Critical Attack
Artisan Cleric Rogue Sorcerer Warrior
9 10 10 12 8
Skill Cost By Class 56: Critical Defense
66
Refit Armor
This skill allows a character to perform field maintenance on armor.
When this skill is employed, the character fixes broken straps, laces
together rents in mail, shifts plates and otherwise cannibalizes the armor
to make it battle worthy.
!t takes 10 minutes and an armor patch for someone with Refit Armor to
bring an unbreached set of armor back to full value. Breached armor
cannot be refitted. See the Armor section for more detail.
Refit Armor cannot be used to repair Shields or Bucklers.
Restore Weapon
This skill allows a character to jury-rig a broken weapon so it may be
used in battle.
Weapons repaired in this fashion suffer a cumulative -1 to all damage
inflicted each time it is restored until repaired by a Crafter. This skill
requires a Weapon Patch and may be employed as often as desired.
Two-Weapon
This skill allows the character to fight with a one-handed weapon and a
small weapon (no more than 18") in the off hand. The off-hand weapon
inflicts 1 damage regardless of its length.
Weapon Mastery
This skill is tied to a specific Weapon Skill, with each purchase. Once
purchased, this skill permanently increases the damage dealt with the
weapon type by one. Weapon Nastery cannot be purchased more than
four times for any single weapon type.
Artisan Cleric Rogue Sorcerer Warrior
10
Weapons
16 16 20 12
Skill Cost By Class 57: Refit Armor
Artisan Cleric Rogue Sorcerer Warrior
10
Weapons
16 16 20 12
Skill Cost By Class 58: Restore Weapon
Artisan Cleric Rogue Sorcerer Warrior
+
Weapons
6 2 10 +
Skill Cost By Class 59: Two-Weapon
Artisan Cleric Rogue Sorcerer Warrior
12
Weapons
12 1+ 1+ 10
Skill Cost By Class 60: Weapon Nastery
67
Armor Skills
The armor skills are an exception to most other skills. !f a character purchases a superior armor
skill, he only pays the difference between his existing Grade and the new.
For example - David has the Light Armor skill and paid 2 XP for it. He elects to increase that skill
to Nedium Armor, with a cost of 6. He pays only + XP to do so.
Light Armor
This skill allows a character to benefit from up to 10 points of armor.
Medium Armor
This skill allows a character to benefit from up to 20 points of armor.
Heavy Armor
This skill allows a character to benefit from up to 30 points of armor.
Artisan Cleric Rogue Sorcerer Warrior
3
Weapons
3 1 - 2
Skill Cost By Class 61: Light Armor
Artisan Cleric Rogue Sorcerer Warrior
-
Weapons
7 6 - +
Skill Cost By Class 62: Nedium Armor
Artisan Cleric Rogue Sorcerer Warrior
-
Weapons
- - - 6
Skill Cost By Class 63: Heavy Armor
68
Core Class Skills
Artisan Skills--Naximum of six Grades per skill unless specified otherwise.
Alchemical Research
This skill allows the Artisan to employ Game Actions to add new recipes
to his library. Each Grade of this skill counts as a Grade per Action. See
the Game Actions section for more detail.
Cost: 8 pointsfGrade
Alchemical Theory
Each Grade of this skill allows the character proficiency with creating that
Grade of Potions, Washes or Salves. A character may not attempt to
create alchemy higher than his Grade of Alchemical Theory. The first
purchase of this skill grants the character 15 Grades of recipes for
Potions, Salves or Washes (subsequent purchases do not grant any
further levels of recipes). Further recipes may be gathered through the
Research skill, purchased at market (or from other players), or won as
treasure.
Cost: 10 pointsfGrade
Careful Chemist
This skill grants the character a single +1 on the roll to create alchemies.
This skill is always in effect.
Cost: 10 points
Detect Forgery
This skill allows a character to detect forgeries. Grades in this skill are
added to any Grades in Crafter or Scholar for the purpose of detecting
forgeries. !f the combined Grades equals or exceeds the Forgery Grade
of the item, then the ruse is detected.
Cost: 5 pointsfGrade
Forgery
The prerequisite for this skill is at least one Grade of skill in Crafter or
Scholar. This skill allows the character to create items or documents that
appear to be much more valuable than they actually are. The Grades of
this skill are added to any Grades of Crafter or Scholar for purposes of
how difficult it is to detect the forgery and are referred to as the items
Forgery Grade.
69
Prerequisite: At least one Grade of Crafter or at least one Grade of
Scholar
Cost: 5 pointsfGrade
Gather Ingredients
By carefully preparing his materials beforehand, the alchemist reduces
the chances of failure when concocting alchemies. Once per event, this
skill grants the character a single re-roll on a failed alchemical attempt.
Cost: 5 points
Harvest Ingredients
Some creatures or items may possess special properties as alchemical
ingredients, detailed on an individual basis. This skill allows the
character to claim such ingredients as treasure drops when presented.
Once purchased this skill is always active.
Cost: 10 points
Identify Alchemy
This skill grants the character the ability to deduce the nature of a single
alchemy after a ten minute examination. Once purchased this skill is
always active.
Cost: 3 points
Invent Alchemy
This skill allows the character to submit ideas for new recipes to the Staff
for review.
Cost: 20 points
Master Crafter
A Crafter with 6 Grades of Crafting may quest to become a Naster of his
Trade. The title allows the character to wear a green sash indicating this
accomplishment and often confers special recognition and prestige to the
character. This skill may be purchased multiple times for different types
of Crafting. Upon attaining the status of Naster Crafter, the player may
select a single secret technique known only to himself or those other
rare few among his peers.
Examples include:
Enduring - An Enduring item cannot be Sundered although it can be
Destroyed
Faithful - A Faithful item cannot truly be lost. !f it is lost or stolen, it
will eventually find it's way back to its rightful owner. !f it sold or
gifted however, then it becomes Faithful to its new master.
70
!nvigorating - An !nvigorating item holds a reservoir of life within it.
Anytime its master would be reduced below zero Health, the item is
Destroyed and restores its master to his Health.
These are examples, and players are encouraged to submit their own
unique ideas, subject to Staff approval. Secret techniques may only be
incorporated into Naster-crafted items and no item may incorporate
more than one secret technique.
A Naster may also craft items that are of a higher quality than standard.
Using four times the Production Points as normal, a Naster can create a
master crafted item. Naster-crafted items are required for many rituals
and are used to create magic items.
Naster Crafters get 6 additional Production Points. Naster Crafters earn
an additional two Silver Kestrels per Grade of Craft skill when generating
!ncome.
Cost: 20 points
Master Entertainer
An Entertainer with 6 Grades of Entertainer skill may quest to become a
aster. This will gain the character an in-game patron, as determined by
the Narshals, who may provide political, monetary or other support to
the character. The title allows the character to wear a green sash
indicating this accomplishment and often confers special recognition and
prestige to the character.
A Naster Entertainer may employ a Prevail once per Cycle through rousing performance.
This allows the character to charm another character or to break influence (immediately
ending the effects of any single Charm, Dominate, Fear, Terror or Berserk status) on an
ally (including herself). This is not a magical effect. This requires at least 6 seconds of
performance.
Naster Entertainers earn 6 Silver Kestrels per Grade of Entertainment skill when
generating !ncome.
Cost: 20 points
Master Merchant
A Nerchant with 6 Grades of Nerchant skill may quest to become a
Naster Nerchant. This will establish unique contacts that will enable him
to import or export special and magical items in conjunction with an
appropriate shop as a BGA. !n addition, depending on the circumstances,
the title may confer special recognition and prestige to the character.
Naster Nerchants earn four Silver Kestrels per Grade of Nerchant skill
when generating !ncome.
Cost: 20 points
71
Master Scholar
A Scholar with 6 Grades of a Scholar specialization may quest to become
a Naster of his field of study. This skill may be purchased multiple times
for different types of Scholar. This will allow him an additional 3
research points towards his monthly total. !n addition, depending on the
circumstances, the title may confer special recognition and prestige to
the character.
Naster Scholars earn five Silver Kestrels per Grade of Scholar skill when
generating !ncome.
Cost: 20 points
Master Steward
A Steward with 6 Grades of the Steward skill may quest to become a
Naster Steward. A Naster Steward provides indispensable assistance to a
Leader, conferring a +1 value to that Leader's Leadership skill. The title
allows the character to wear a green sash indicating this accomplishment
and often confers special recognition and prestige to the character.
Naster Stewards earn six Silver Kestrels per Grade of Steward skill when
generating !ncome.
Cost: 20 points
Mix Potion
This skill allows the alchemist to attempt to make potions. Nix Potion
provides 1 Production Point per Grade. Each potion has a recipe that
must be learned before it may be created by the alchemist. Each potion
is 2 Production Points per Grade of potion to create.
Nix Potion can be performed at Logistics, or as a BGA. The character
rolls a single six-sided die and if the result is equal or greater than the
Grade of the desired potion, the alchemy is created. On a failure, all
Production Points are lost. !f attempted as part of a BGA a Game Narshal
will roll the die for the player.
Cost: 3 pointsfGrade
Mix Salve
This skill allows the alchemist to attempt to make salves. Nix Salve
provides 1 Production Point per Grade. Each salve has a recipe that must
be learned before it may be created by the alchemist. Each salve is 2
Production Points per Grade of salve to create.
Nix Salve can be performed at Logistics, or as a BGA. The character rolls
a single six-sided die and if the result is equal or greater than the Grade
of the desired salve, the alchemy is created. On a failure, all Production
Points are lost. !f attempted as part of a BGA a Game Narshal will roll
the die for the player.
Cost: 3 pointsfGrade
72
Mix Wash
This skill allows the alchemist to attempt to make washes. Nix Wash
provides 1 Production Point per Grade. Each wash has a recipe that must
be learned before it may be created by the alchemist. Each wash is 2
Production Points per Grade of wash to create.
Nix Wash can be performed at Logistics, or as a BGA. The character rolls
a single six-sided die and if the result is equal or greater than the Grade
of the desired wash, the alchemy is created. On a failure, all Production
Points are lost. !f attempted as part of a BGA a Game Narshal will roll
the die for the player.
Cost: 3 pointsfGrade
Shrewd
This power allows the character to be unaffected by any Charm effect of
the player's choice which has passed through all other defenses. The
player, not the character, makes this decision. As a consequence, the
character may evade effects of which he has no awareness. !t must be
invoked by the player declaring Resist" within five seconds of being
affected by the effect. This skill is effective once per Cycle per Grade.
Cost: 5 pointsfGrade
Surgery
This skill allows the character to perform surgery, set bones and mend
wounds. !t allows the character performing Bandaging to also heal an
additional 1 Health point per Grade of Surgery possessed. Once per cycle
per Grade of Surgery, the character may spend five minutes treating a
broken limb, restoring it to full function. Either of those uses of the
Surgery skill requires the use of a dose of Nedicine (detailed under
Apothecary in the Crafting section). Additionally, the character may use
a Poultice (detailed under Apothecary in the Crafting section) to treat
disease. Treating a disease does not require a dose of medicine.
Prerequisite: The same or greater Grades of Bandaging.
Cost: 10 pointsfGrade
Willpower
This power allows the character to be unaffected by any Dominate effect
of the player's choice which has passed through all other defenses. The
player, not the character, makes this decision. As a consequence, the
character may evade effects of which he has no awareness. !t must be
invoked by the player declaring Resist" within five seconds of being
affected by the effect. This skill is effective once per Cycle per Grade.
Cost: 10 points
73
Cleric Skills--Naximum of six Grades per skill unless specified otherwise.
Research
This skill allows the Cleric to employ Between Game Actions (BGA) or
Logistics Action (LA) to add new spells to his library. Each grade of this
skill counts as a GradefAction. These are limited to spells of level + or
lower.
Cost: 8 pointsfGrade
Spell Slots
Each spell slot purchased allows the character to cast a single spell of
that level once per cycle.
Cost: 1x level of slot purchased
Theology
Each Grade of Theology allows the character to cast Pantheon spells of
that level from their deity's spell list; see the Pantheon book for details.
Cost: + pointsfGrade
Rogue Skills--Naximum of six Grades per skill unless specified otherwise.
Assassinate
This skill allows a Rogue to employ Backstab, !mproved Backstab and
Waylay with thrown or missile weapons. Both of the targets shoulders
must be clearly visible at the time of the attack. Full surprise is
unnecessary. Once purchased this skill is always in effect.
Cost: 10 points
Backstab
This skill adds +1 damage to all attacks from behind. Both of the target's
shoulders must be clearly visible at the time of the attack. Full surprise is
unnecessary. !f a character possesses immunity to this skill, he ignores
the entire attack and suffers no damage.
Cost: + pointsfGrade.
Catlike Reflexes
This skill allows the character to take two steps in the direction of his
choice upon hearing the Ready" call. One use per Grade per Cycle.
Cost: 8 pointsfgrade
7+
Cutpurse
This skill allows the character to steal items off of another character by
stealth. To do so, the Cutpurse must successfully clip a clothespin onto
the container to be plundered. !f this is done undetected, the Cutpurse
should contact a Narshall, who will conduct the removing of items and
bring them to the Cutpurse.
Pre-requisite: Pick Pockets
Cost: 12 points
Detect Forgery
This skill allows a character to detect forgeries. Grades in this skill are
added to any Grades in Crafter or Scholar for the purpose of detecting
forgeries. !f the combined Grades equals or exceeds the Grade of
Forgery, then the ruse is detected.
Cost: 5 pointsfGrade
Duckl
This skill allows a character to call Resist" against any damage inflicted
by a trap. This will not protect against area of effect traps. !t may be
employed once per Grade per Cycle.
Cost: 2 pointsfGrade
Evasion
A character with this skill takes only half damage from any area-of-effect
spell or other attack in which he would take damage (not including
traps) that he is unable to escape with Catlike Reflexes, even those in
which the packet directly strikes him. This skill has only one Grade.
Pre-requisite: Catlike Reflexes
Cost: 10 points
Fence
This skill allows a character to sell items on the black market, including
illegal or embellished items. !llegal items may be sold for 50 of their
market value. Embellished items require two months to sell, and are
worth 25 of their market value.
Cost: 15 points
Forgery
The prerequisite for this skill is at least one Grade of skill in Crafter or
Scholar. This skill allows the character to create items or documents that
appear to be much more valuable than they actually are. The Grades of
this skill are added to any Grades of Crafter or Scholar for purposes of
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how difficult it is to detect the forgery and are referred to as the item's
Forgery Grade.
Cost: 5 pointsfGrade
Improved Backstab
This skill allows all Backstab attacks to be made with the Descriptor
Direct. Once purchased, this skill is always in effect. !f a character
possesses immunity to this skill, he ignores the entire attack and suffers
no damage.
Pre-requisite: 1 Grade of Backstab
Cost: 6 points
Locate & Disable Traps
This skill allows the character to locate traps on an item and then
attempt to disable them. The trap will have a rating of up to 6.
The character's Grade in Disable Traps is compared against the Grade of
the Trap; for each degree superior, remove a twist from the test wire
before attempting to solve it. Failure to successfully solve the trap
usually triggers the trap. For more information see Locks 8 Traps.
Cost: + pointsfGrade
Master Phantom
A Rogue with 6 Grades of Phantom may quest to become a Naster
Phantom. Leaving virtually no trace of their involvement, a Naster
Phantom subtracts an additional Grade from any efforts to utilize
Forensics to investigate him. Furthermore, a Naster Phantom may
choose to place a single false clue that is discovered instead if the
Forensics result is reduced below zero. Additionally, environmental
conditions may affect these results.
Cost: 20 points
Master Pathbreaker
A Rogue with 6 Grades of Pathbreaker may quest to become a Naster
Pathbreaker. Leaving virtually no trace of their movement, a Naster
Phantom subtracts an additional Grade from any efforts to utilize
Tracking to investigate him. Furthermore, a Naster Pathbreaker may
choose to place a single false clue that is discovered instead if the
Tracking result is reduced below zero. Additionally, environmental
conditions may affect these results.
Cost: 20 pointsfGrade
Pathbreaker
This skill allows the character to conceal his tracks and foil Tracking.
Each Grade of this skill is subtracted from the Tracking skill of any
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character attempting to do so. !f that reduces the Tracking value to zero
or less the character cannot be tracked. This ability affects only the
character and not his companions. !t does not deter magical efforts to
trail him. Additionally, environmental conditions may affect these
results.
Cost: 8 pointsfGrade
Phantom
This skill allows the character to conceal evidence and foil Forensics.
Each Grade of this skill is subtracted from the Forensics skill of any
character attempting to investigate him. !f this reduces the Forensics
value to zero or less, no information can be divined. This ability affects
only the character and not his companions. !t does not deter magical
efforts to investigate him. Additionally, environmental conditions may
affect these results.
Cost: 8 pointsfGrade
Pick Locks
This skill allows the character to attempt to defeat locks. The lock will
have a rating of up to 6.
The character's Grade in Pick Locks is compared against the Grade of the
lock and for each degree superior, allows the player to select and
remove a twist from the test wire before attempting to solve it.
Additional attempts may be made by the same character to pick a lock,
but each additional attempt adds a new twist to the lock. For more
information see the section on Locks and Traps.
Cost: + pointsfGrade
Pick Pockets
This skill allows a character to steal items off of another character by
stealth. To do so, the pick pocket must successfully slip a 2"x3" card into
the container to be plundered. !f this is done undetected, then the Pick
Pocket should contact a Narshal, who will conduct the actual removing
of items and bring them to the Pick Pocket.
Cost: + points
Prowler
This skill allows the character to move stealthily and attempt to avoid
detection. The character exhausts a Grade of Prowler and must don a
bright white headband that is visible from all directions. The player may
move no faster than Slow speed and may not engage in combat of any
variety. The character may employ skills and perform non-combat spell
casting under normal restrictions. While prowling the character must
remain within 1 pace of cover at least as tall and wide as he is. This may
necessitate crouching or crawling. He may speak no louder than a loud
whisper or the effect ends. Should he interact with a character or object
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in such as way as to draw attention to himself, the effect instantly ends.
A character may not use this ability in combat. During this time, he is
considered invisible with all relevant abilities or countermeasures
affecting him normally. This skill remains in effect until it is broken or
voluntarily ended. This skill refreshes at the turning of the Cycle.
Cost: 10 pointsfGrade
Readiness
This skill allows a character to open his eyes and gather his bearings
upon hearing the Ready" call. He may not move either of his feet during
this time but may certainly look about. This skill is always in effect.
Cost: 8 points
Roll Away
When a Hold" is called to measure the area-of-effect of a spell or other
attack in which he would take damage (not including traps), the
character is allowed to take a single step away from the caster or
attacker towards the edge of the effect. !f this places him out of the
area of effect, then he is completely unaffected. This skill cannot be
used if struck directly by a packet.
Cost: 15 points
Shakedown
Anyone can pick up a dropped weapon or take the belt pouch of a fallen
victim, but this character knows how to truly comb a body for hidden
valuables. !tems hidden with the Cache skill can be located in this
fashion. This skill requires 20 seconds to perform, which must be
counted aloud.
Cost: 2 points
Trap Setting
This skill allows the character to place traps on an inanimate item. !n
addition to performing the necessary mechanics to place a trap physrep,
the characters Grades of Trap Setting skill must equal or exceed those of
the trap itself.
Cost: + pointsfGrade
Waylay
This skill allows a character to inflict a Stun carrier attack as part of a
Backstab. !f a character possesses immunity to this skill, he ignores the
entire attack and suffers no damage. !t may be used once per Cycle per
Grade.
Cost: 3 pointsfGrade.
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Sorcerer Skills--Naximum of six Grades per skill unless specified otherwise.
Analyze Magic Item
This skill allows a character employ a Game Action to study a magic
item, attempting to learn one property or activation phrase. Each Grade
of this skill gives the character a 1 in 6 chance of learning the desired
information.
Cost: 3 pointsfGrade
Create Scroll
This skill has a maximum of 6 Grades. Each Grade generates 1 Production Point per
Game Action. A standard scroll requires 2 Production Points per Grade of the spell and 1
unit of Scroll !nk per 3 Grades of the spell. A standard scroll must be finished within one
month, and Production Points cannot be carried over from a previous month. Teaching
scrolls cost 10 Production Points per Grade of the spell, and + units of Scroll !nk per
Grade of the spell. A scroll must be fully and completely physrepped before it can be
used. A scroll phys rep that becomes worn, torn or faded is rendered destroyed.
Players may not combine effort on scroll creation.
Cost: 3 pointsfGrade.
Detect Magic
This ability allows the character to detect either the general presence of
magic within three paces, or the specific presence of magic on an item,
or enchantment on a character. !t may be performed once per Cycle per
Grade.
Cost: 3 pointsfGrade
Identify Magic
This ability allows the character to identify the specific spell present in an
enchantment. !t may be performed once per Cycle per Grade.
Cost: 5 pointsfGrade
Pre-requisite: Equal or greater grades in Recognize Nagic.
Recognize Magic
This ability allows the character to recognize the school of magic present
in an enchantment. !t may be performed once per cycle per Grade.
Cost: 2 pointsfGrade
Pre-requisite: Equal or greater grades in Detect Nagic.
Read Magic
Characters with this ability can read Sorcery scrolls and thus are able to
cast those spells. They must purchase this skill in Grades, each
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corresponding to spell levels. A character cannot read scrolls with spell
levels above their Grades of Read Nagic.
Cost: 3 pointsfGrade
Research
This skill allows the Sorceror to employ Between Game Actions (BGA) or
Logistics Action (LA) to add new spells to his library. Each grade of this
skill counts as a GradefAction. These are limited to spells of level + or
lower.
Cost: 6 pointsfGrade
Sorcery
Several schools of Sorcery are available to Sorcerers. See the Sorcery Grimoire for spell lists and
further details.
Cost: 5 pointsfschool of Sorcery
Air Sorcery
This skill allows the character to employ spells from the Air spell list. This
list includes spells allowing for chains of lightning, flight and magnetism.
Earth Sorcery
This skill allows the character to employ spells from the Earth spell list.
This list includes spells to control enemy movement, slowing or stopping
it.
Fire Sorcery
This skill allows the character to employ spells from the Fire spell list.
This list includes spells that can cause explosions of fire and bolts of
flame.
Water Sorcery
This skill allows the character to employ spells from the Water spell list.
This list includes spells to allow freedom of movement and inflict icy
damage.
Spatial Sorcery
This skill allows the character to employ spells from the Spatial spell list.
This list includes spells to control speed and space.
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Ethereal Sorcery
This skill allows the character to employ spells from the Ethereal spell
list. This list includes spells to influence thought, fortune and time.
Spell Slots
Each spell slot purchased allows the character to cast a single spell of
that level once per Cycle.
Cost: 1x level of spell slot purchased
Warrior Skills--Naximum of six Grades per skill unless specified otherwise.
Upkeep Weapon
This skill allows a character to Upkeep a single, personal weapon at
cost. This ability does not stack with the Dwarf Advantage Neticulous
Ninder" but will allow the character to Upkeep two personal weapons at
cost.
Cost: 16 points
Upkeep Armor
This skill allows a character to Upkeep a single, personal set of armor at
cost.
Cost: 16 points
Readiness
This skill allows a character to open his eyes and gather his bearings
upon hearing the Ready" call. He may not move either of his feet during
this time but may certainly look about. This skill is always in effect.
Cost: 12 pointsfGrade
Tenacious
This skill allows the character to cling to life until the character reaches
negative twenty health points. Once purchased, this skill is always in
effect.
Cost: 8 points
Tower Shield
This skill allows the character to employ a much larger shield than
permitted by normal shield size restrictions, subject to Staff approval.
You must possess at least a single grade of Brawn to employ a Tower
Shield.
While a tower shield is equipped, the player is reduced to Slow speed.
While the shield is slung, the character may move normally. Spell
packets that strike a slung shield have struck the character. Likewise,
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missile weapons (arrows, etc) that strike a slung shield have struck the
character and inflict full damage.
Cost: + points
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Combat Rules & Description of Status Effects
!n Terra Nova, we fight simulated combat using extremely soft, light-weight, padded facsimiles of
medieval weapons. At all times during combat, safety should be kept in mind. !f you are not able
to control yourself in a combat situation, you should remove yourself from the fight. !f necessary,
a Narshal may remove you. Remember that dangerous or unwanted physical contact is never
allowed.
Attacking
When attacking, always employ your weapon in a controlled manner. The objects which can
block an attack are shields and other padded weapons. Coreless weapons (e.g. some thrown
weapons) cannot be used to block a melee attack; if you do your character takes the damage.
Players should never grab another player's weapon, gear or person in combat without their
express permission. This is referred to as coeur a coeur" fighting and is strictly not allowed.
Swings should have a realistic angle of less than 180 degrees but not less than 90 degrees using
the elbow (not the wrist) as the pivot.
The objective is to merely make contact with any legal target; contact should never bruise or
injure your opponent. We refer to this as Lightest Touch." !llegal targets are hands, neck, head
and groin. No damage is received when attacks land in these areas. !f complaints are received
about a player delivering multiple shots to illegal targets, the player will be addressed by a
Narshal and more effective fighting techniques will be taught by an experienced, safe fighter.
Blows in Terra Nova are never deemed too light. All attacks which are felt should be taken.
Refusing to take damage from a legal attack is a form of cheating, often referred to as Rhino
Hiding" and will be dealt with by a Narshal. !f you have a problem with how hard a player is
swinging, you should tell them Pull your blows." !f you are told Pull your blows" by another
player then reduce the force of your blows. Your target always determines how much is too
much.
Physical Representations that are less than 12 inches in length CANNOT be used in melee
combat.
Inflicting Damage
As you attack, you must shout your character's Damage Rating with the weapon making contact.
Damage for all weapons should be shouted as follows: 3" (the amount of damage the weapon
does) bashing" (the descriptor of type of damage the weapon does). You must call the damage
and descriptor with each strike.
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A weapon may have multiple descriptors, e.g. a spell placed upon a sword would provide the
descriptor Fire to the weapon. The player then has the option of declaring either Slashing or
Slashing Fire as the damage descriptor when using the weapon. Slashing" is the primary
descriptor, in this example, and the primary descriptor must always be called. Fire" as the
secondary descriptor is an optional call.
Your damage call must be fully and intelligibly enunciated each and every time the weapon is
swung at an opponent. !f you do not call damage a damage value, your damage type is not
clearly stated, or you cannot be understood, your target takes no damage.
Damage Descriptors
Acid
This descriptor is produced by Alchemy, and some rare forms of magic. !t is not
inherently magical, but is always treated as a product of Alchemy.
Bashing
Naces, staves and other blunt weapons have this descriptor.
Direct
This type of attack ignores Armor Points and inflicts no damage to it; its
damage is subtracted directly from the target's Health points. Arrows
and Bolts have this descriptor as well. This attack does not ignore
Threshold, including that provided by armor.
Fire
This is an Elemental descriptor.
Gravity
This is an Elemental descriptor.
Weapon Type Descriptor
All Blunt Weapons Bashing
All Sword Weapons Slashing
All Axe Weapons Slashing
All Nissile Weapons Piercing
Spears Piercing
Javelins Piercing
Sling Weapons Bashing
Some Polearms Piercing or Slashing
Table 2: Common Damage Descriptors by Weapon Category
8+
Holy
This supplemental descriptor acts as No Defense to certain monster
types, the Corrupt, and those with devotion to the Demon Gods.
Ice
This is an Elemental descriptor.
Iron
This descriptor causes damage to certain targets and often has other
special effects on them.
Lightning
This is an Elemental descriptor.
Mental
An attack with this descriptor ignores all armor and physical defenses,
including spells that protect from physical harm and Threshold. !t has no
effect on Nindless creatures.
No Defense
This type of attack is subtracted directly from Health Points, ignoring all
Armor, Threshold, or other effects which reduce the damage dealt.
Unless the attack is Resisted or contains a descriptor to which the target
is !mmune, the target takes full damage.
Overpower
This type of attack inflicts its damage even if blocked by a weapon or
a shield. The halved damage is applied, then Threshold (if any) is
subtracted.
Piercing
Arrows, bolts, javelins and spears have this descriptor.
Silver
This descriptor causes damage to certain targets and often has other
special effects on them.
Slashing
Swords, axes and other edged weapons have this descriptor. This
applies even when they are used in a thrusting fashion.
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Sunlight
This descriptor causes damage to unholy targets and often has other
special effects on creatures of darkness.
Unholy
This supplemental descriptor acts as No Defense to those with Devotion
to Gods of the Pantheon, as well as certain other targets, such as Angels
and Devas.
The Flurry Rule
Sometimes in the heat of the fight, a player will swing too fast - this is often referred to as
Nachine-gunning" or Drumming." To prevent this we employ the Flurry Rule." After you land
three unanswered blows (blows that are not blocked, and while you are not struck in the
interim), you must retreat 2 steps (no less than six feet) before you may strike the same target
again.
Taking Damage
When receiving damage from your opponent, subtract damage first from any protective spells
active upon you unless specified otherwise in the spell description. Next, damage will be
subtracted from your normal armor, then from your magical Health Points, then your normal
Health Points. !f a character's Health Points are reduced to zero or less he is unconscious and
should lie on the ground. He will remain unconscious until he has been returned to one or more
Health Points, or bleeds out and dies.
Status Effects
Berserk
A berserk character must engage the nearest target in melee combat
with the intent to slay them. Targets are prioritized in the following
fashion - enemies, strangers and then allies. As long as a target is
visible, the character must continue to fight.
Bleeding
A character who is bleeding suffers 2 points of Health Damage each
minute he is bleeding.
Bleeding Out
A character who reaches -1 Health is bleeding out. The character suffers
an additional point of damage every 10 seconds until negative 10 Health
is reached, at which point the character is dead. A Tenacious character's
limit is instead negative 20 Health.
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Blind
A character that is blind inflicts only 1 point of damage. Furthermore, the
character may not employ ranged weapons of any sort. Lastly, the
character must move at Slow speed unless led by another character.
Carrier Attack
A Carrier Attack is a weapon strike which deals damage, and if a
condition is met, also inflicts an additional effect. Some Carrier Attacks
merely need to hit and do damage (e.g. Stun), others need to do Health
damage (e.g. poison effects).
Charm
This effect grants the target a firm sense of security toward the caster.
The victim will consider the caster a respected and influential ally and
will be easily persuaded to perform any deeds the caster informs him are
necessary. !f the task violently opposes the character's moral beliefs or
Ethos, the victim may resist with the caster but will still not be moved to
violence. !n general Charm effects are Subtle, unless specified otherwise
in their description. Resist Charm is always Subtle, and must be
declared within 5 seconds.
Confuse
A confused character is deeply disoriented. He may not employ skills and
the character must move at Slow speed unless led by another character.
Come Along
This effect allows a character to simulate carrying another character. By
touching another character gently and declaring Come Along," the two
may travel freely as long as they remain in physical contact.
Critical Attack
This skill has only 2 Grades and can only be purchased after Weapon
Nastery +2 and Weapon Nastery ++. Each Grade allows the character
to add the call Critical" to inflict double damage and add the descriptors
Direct and Overpower once per Cycle with the mastered weapon. !f a
Critical Attack hits it may only be negated by a Critical Defense. !f an
attack's damage is doubled for any other reason, this triples, rather than
quadruples the damage.
Critical Defense
This skill has only 2 Grades and can only be purchased after Weapon
Nastery +1 and Weapon Nastery +3. Each Grade allows the character
to call Critical Parry" to block and resist any single weapon strike
delivered by Physical Combat (including Critical Attacks, missile attacks,
thrown alchemies, etc) with the mastered weapon.
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Deaf
A deafened character cannot hear and should roleplay this limitation
accordingly. This would include an obvious vulnerability to surprise
attacks of all sorts.
Death
!f a character dies and the Player is no longer interested in representing
the body, then the Player must plant his body stake and leave his tagged
belongings. After 5 minutes, the character's spirit is unanchored from his
body and he should proceed to Logistics for further instructions. During
this time, the Player should don an orange band and only interact with
Narshals or other appropriate members of the Staff.
Destroy
This effect destroys an item beyond hope of repair or the effects of
Nend or Nake Whole, save by certain rare Ritual magics. !t may be
resisted by a Harden or similar effect.
Disarm
Upon suffering this effect the character must throw his weapon at least
10' from himself. This should be performed in a prompt but safe fashion.
Unless the attacker declares a direction, the victim may decide where to
throw the weapon.
Diseased
A character that is Diseased inflicts damage in all combat (rounding
down to a minimum of zero), including the damage inflicted by spells or
special abilities. Any Threshold enjoyed by the character is halved, again
to a minimum of zero. Lastly, the character is Slowed.
Dodge
This skill allows the character to declare Dodge" to any directed attack
(melee, missile, thrown, spell, etc.) once per Cycle. This skill cannot be
used to avoid traps, trap effects, or area effect attacks. The character
must be aware of the attack before it hits to use this ability, i.e. this
power will not protect against surprise attacks. The character cannot
interpose himself to take an attack meant for another target then declare
Dodge." A character that is restricted in movement cannot declare
Dodge." A character wearing anything more than Light Armor cannot
Dodge.
Dominate
This effect overwhelms the character's will and forces him to obey both
in spirit and letter the commands of the caster. This can violate the
character's moral beliefs or Ethos.
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Drowning
Characters without any sort of swimming skill that are in water deeper
than their height are Drowning. They may not cast spells, nor may they
activate skills. They may not move on their own. They also suffer 5 No
Defense plus their total (not current) Armor value (rounding-up) No
Defense damage every 10 seconds. Natural Armor of any sort counts for
these purposes. Armor Points provided exclusively through spells or
enchantments does not apply in this case.
Another character with the Swimming skill and at least one Grade of
Brawn, or two characters with the Swimming skill, may perform a Come-
Along action to rescue them. Characters are no longer considered to be
Drowning as soon as Come-Along is applied.
Characters with the Swimming skill that are wearing armor are not
Drowning, but suffer 1f10th their Armor value No Defense damage
(rounding up) every 10 seconds. Characters with the skill Armor Swim
may swim in their armor without penalty.
EntangleJSnare JImmobilize
A character that is entangled, snared, or immobilized is unable to move
in some fashion. A character who is Entangled has one or both arms
bound. A character who is Snared has one or both legs frozen to the
ground. A character who is !mmobilized cannot move either arms or
legs. Details will commonly be found in the description of the effect.
Extinguished
A character that has lost all Life Gifts is referred to as Extinguished. They
cannot be restored to life.
Fear
A character who suffers a Fear effect may not elect to engage the target
of his fear and if engaged may only defend himself, inflicting zero
damage to the target. Furthermore, he may not close to melee range
voluntarily and should remove himself from melee as rapidly (and safely)
as possible.
Feeblemind
This effect reduces the character to a halfwit. While so affected, the
character cannot cast spells, inflicts damage (rounded down) and
moves at Slow speed.
Invisible
A character that is invisible may not be targeted by pointcast spells,
packet spells, thrown weapons or missile weapons. Any of these that
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strike an invisible target are considered resisted and have no effect.
Nelee attacks against an invisible character inflict damage.
Knockback
A character that is knocked back must move back the indicated distance
in a straight line as rapidly (and safely) as possible. This may involve
additional complications from the environment, as determined by the
participants andfor any Narshal present.
Knockdown
A character that is knocked down must become prone with both
shoulders and hips on the ground. This must be held for a minimum of a
full 3 second count before the character may recover their feet.
Limb Broken
A broken limb may not be employed for any purpose, including writing,
holding potions or other vials or accessing other gear. Anything held
when a limb is broken must be dropped immediately.
Limb Severed
A severed limb effect means that the limb has been removed from the
body. Anything held is immediately dropped. The character is Bleeding
and will pass out from pain and blood loss in 2 minutes. A Tenacious
character will pass out in 10 minutes and an Unquenchable character
may continue to act until he dies.
Mute
A mute character may make no sound with his throat whatsoever. This
will preclude most spell casting.
Paralysis
A character that is Paralyzed may not move, being frozen in one position. They may take
no action, being unable even to speak.
Parry
This skill allows the character to declare Parry" to any melee attack
once per Cycle. Unless employed with a shield, Parry is not usable
against missile attacks. Packet-delivered attacks or spells cannot be
Parried. The character must be aware of the attack before it hits him,
i.e. this power will not protect against surprise attacks. The character is
allowed to interpose himself to take an attack for another character and
use this ability.
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Poisoned
A character that is Poisoned is immediately reduced to his current
Health. While Poisoned a character's maximum Health is halved and he
cannot be healed above it. Lastly, Poison negates all Brawn or Strength
the character normally enjoys.
Rest
Some abilities are restored after a Rest, which takes 10 minutes. During
a Rest a character must do exactly that. Anything more strenuous than
simple, quiet conversation will disrupt a Rest. A character may not
employ skills, walk, perform magic, utilize alchemies, etc. At the
conclusion of a Rest, all things restored by a Rest are restored. !f the
count is interrupted for any reason, the ten minutes must be started
over from the beginning.
Sleep
A character that suffers a sleep effect is placed in a very deep sleep that
is difficult to disturb. The character may be searched or even carried
without waking them. !f the character suffers any harm while sleeping,
they come fully and instantly awake.
Slow
There are generally two types of slow effect - slow movement and slow
move 8 attack. Slow movement requires the character to move in a
ponderous and dragging way. Under no circumstances can the character
move faster than a slow walk. Slow move and attack means that the
character suffers slow movement but also may not attack or defend at
full speed.
Under no circumstances may the character attack more often than once
per full second count. The character may still employ skills or abilities to
defend himself during this time.
Stun
A character that is stunned may only defend himself, inflicts 0 damage,
may only move at Slow speed, may not active any skills (unless he is
Unshakeable) and may not cast spells for the duration of the Stun. The
duration is generally 1 second for each point of damage received.
Subtle
A Subtle effect is not noticed by the target, should it take effect. Players
are to appropriately roleplay the success or failure of a Subtle effect, and
to separate their OOC awareness of the game mechanic being employed
from their !C interaction. An effect will specifically state if it is Subtle in
its description, and the character using the effect is responsible for
letting the target know that it is Subtle.
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Sunder
This effect damages an item such that it is useless until repaired. !t may
be resisted by a Harden or similar effect.
Terror
A character who suffers from terror must flee the target of his terror. He
must withdraw until he is no longer within sight or sound of the target of
his terror. While fleeing, he cannot cast spells, use skills (save Courage,
etc.) or engage in combat.
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Healing and Death
!f a character is reduced to negative one Health or lower, he is Bleeding Out. The character
suffers an additional point of damage every 10 seconds until negative 10 Health is reached at
which point the character is dead. A Tenacious character's limit is instead negative 20 Health.
During this time, the skill First Aid may be used to stabilize the character. Stabilization halts the
further loss of Health from Bleeding Out, but restores no Health to the character.
!f a character receives any healing at all while suffering negative Health, he is healed to the
positive value.
Example: Nichael's character Rashel has been reduced to negative 9
Health and is healed for 5 Health; his new Health total is 5 Health.
!f a character dies, then the Player must plant his body stake and leave his tagged belongings.
The character's spirit remains anchored to his body for 5 minutes. !f the character is restored to
life during the 5 minute window, no Life Gift is lost. After 5 minutes, the characters spirit is
unanchored from his body and he should proceed to Logistics for further instructions. During this
time, the Player should only interact with Narshals or other appropriate members of the Staff. A
character that is returned to life after this 5 minute period expends a Life Gift.
A character begins with one Life Gift and gains an additional one with each grade of Devotion
that the character acquires. Each time the character is restored to life after the five minute
anchor has expired, he must spend a Life Gift to do so. !f a character has no remaining life gifts,
then he has passed permanently to the afterlife and may not be restored to life.
At each Turning of the Cycle, a character naturally heals an amount of Health equal to the value
that the Durability skill would provide him. A Florentine Elf Sorcerer would heal 3 Health, while an
!nnish Ogre Warrior would heal 9 Health at each Turn of the Cycle.
Broken limbs mend between Events.
Retirement and/or Being Extinguished
!f a player elects to permanently retire a living character from the game, he will be refunded
the character's total accumulated Experience Points to date to add to his basic Building points of
+0 to craft a new character. A character cannot be retired at an event, only between games.
!f a character suffers being Extinguished or is killed during game, the player will be refunded
of the characters total accumulated Experience Points to date to add to his basic Building points
of +0 to craft a new character.
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Armor
A character with the appropriate Warcraft Armor skill (Light, Nedium or Heavy) may elect to wear
armor. A player may wear any armor they prefer, but any points in excess of a character's armor
limit are disregarded.
Armor
Light Armor is defined as heavy-weight non-rigid or semi-rigid armor. Nost leather armor typically falls
into this category.
Medium Armor is defined as semi-rigid armor, often made of metal or in some way reinforced. Nost chain
and scale armors fall into this category.
Heavy Armor is defined as rigid armor andfor substantial layers of other armor. Nost plate mail and plate
armor fall into this category.
!f the skill Refit Armor is employed on armor, it is returned to its full initial value. Armor that is suffering a
Breeched condition cannot be refitted.
A Breech, or Breeched condition, means that the armor cannot be refitted or otherwise repaired - even by
magic - until the condition is removed. Furthermore, any Threshold the character possesses is reduced by
half, rounding down.
Threshold reduces all damage by its value to a minimum of one point. This includes damage with the Direct
descriptor, but does not reduce damage with the Nental or No Defense descriptors.
Nedium Armor grants Base Threshold 1 while the PhysRep is worn, even when at zero armor points.
Heavy Armor grants Base Threshold 2 while the PhysRep is worn, even when at zero armor points.
Limb Armor
!f a player wears armor on his arms andfor legs, he gains additional benefits as long as the Physreps are
worn. A character must possess the Light Armor skill to benefit from light limb armor and the Heavy Armor
skill to benefit from heavy limb armor. All limb armor must be tagged Physreps. No benefit is gained from
wearing an incomplete pair of Physreps.
Limb armor may be mixed. For example, Harvey is wearing a chain shirt providing him with 20 Armor Points
and Threshold 1. He is also wearing a set of heavy metal greaves, a pair of full-sized leather bracers and
leather cuffs on his upper arms. He gains the advantage; Resist Break Limb once per Cycle and +1 minute
on his Spirit count.
Limb armor may be worn even if no torso armor is. !t provides the same benefits regardless.
Limb armor may be improved with the Embellishment and Enchantable features.
Light - Non or Semi-rigid armor; most leathers andfor plate and chain with low coverage.
1 Set of Limbs - provides the character with +1 minute on his Spirit Count.
2 Sets of Limbs - provides the character with a Stabilize once per Event.
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Helmets
A character wearing a helmet enjoys extra protection against Stun effects.
A light helmet (typically soft leather or thick quilting) provides 1 second of Stun reduction, a medium helmet
(typically a chain coif (or similar)) provides 2 seconds of Stun reduction, and a heavy helmet (typically a
plate helmet) provides 3 seconds of Stun reduction. All helmets must be tagged Physreps.
Comprehensive Armor
A player may wear armor that the Armor Narshal considers to be comprehensive." Comprehensive armor
typically includes (but is not limited to) items such as gussets, gorgets, ellbow cups, pauldrons and other
such items. !f the Armor Narshal determines that a set of armor is comprehensive he will provide the
character with an additional Harden" effect card usable that Event.
Shields
All shields may be freely used to parry normal melee and missile attacks. Any attack which strikes an
equipped shield inflicts no damage. Shields may block an unlimited number of attacks and have no armor
points. Attacks that glance off of an equipped shield and strike the character (or another character) are
considered blocked and are ignored. A shield that is slung is considered to be merely another part of the
character and any attacks which strike it are considered to be successful attacks on the character. All shields
must be tagged Physreps.
Any packet which strikes a shield, including (but not limited to) spell packets and alchemies, is considered to
have connected with the target.