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pLAyERS

hANDBOOk
















Players Handbook for the Steam Realms Live Action Roleplaying System
2014 by Byron Goss. All rights reserved



iNtRODuCtiON


gAME EDiCtS


gAME pLAy


gAME CONCEptS


ChARACtER OptiONS


ExpERiENCE pOiNt
ChARt


ChARACtER
CREAtiON


gADgEtS, gEAR &
vEhiCLES

gLOSSARy



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iNtRODuCtiON tO
StEAM REALMS
Steam Realms is a Steampunk Boffer LARP with
science fiction attributes. The basis of our game is
that players are in a crack between the real world &
the spirit world. This in-between place is made up of
pocket dimensions inner connected by portals. Some
of these pocket worlds are the size of a continent,
others the size of a city. It is believed Aether fills the
void between the Realms & science has discovered
concepts to use this Aether.

Many who have wandered into this realm have
gathered together & formed Nations. These Nations
constantly explore the portals looking for scarce
resources. Players can join one of the established
nations or form their own alliances. The theme of
this genre is the Victoria Era when honor was
everything & society had strict moral restraints.

People in these Realms either are born as normal or
awake as fully grown adults. Those that awake have
a vague recollection of Earth circa 1870 but
remember nothing else. These Awoken are said to be
dreamers or in a catatonic state in the real world. No
one knows for sure. Those of the Awoken cannot die
in the Realms; instead they dissipate & reform
someplace later. While those naturally born die &
never come back.

It was also discovered that ones word in the Realms
had power. All vows must be followed & promises
kept. If you vowed never to kill another, you were
similarly protected from those that took the same
vow. Those that wished to kill & find glory in
combat see this protection as a weakness. These
Glory Hounds seek honor & glory above all else.

Three Nations arose in the Realms: Crown Haven
the beacon of civilization. The Junkers, a nation of
transmen bent on improving the human condition.
The Volk a nation of clockwork beings called
Tickers.

These nations fought a bloody war that ended when
the Volk came forward & offered Difference
Helmets to the other Nations. These Difference
Helmets linked the wearer to an enormous
Difference Engine the size of a city named Dee.
The resulting peace caused a technological boom.

Aetherologists discovered the Elan Vital which is
believed to be the energy that ties the soul to a body.
Devices were created to collect this powerful new
energy. It was discovered this Elan Vital, named Vit,
could augment a Difference Helmet to do amazing feats
called Planck Effects.

This Vit could also augment current steam technology
& Hydro cells came into being. These Hydro cells used
Vit to make a basic type of fusion. The resulting energy
fueled locomotion to unheard of speeds. New types of
powered armor & weapons were created. The future is
wide open.

Not all care just for expansion & progress. There are
those that believe this new Realm is an opportunity to
discover more about how life came into being & what
created us. Rationalists believe in providence & G-d.
The Rationalists claim there are great dangers in the
Realms, old forgotten evils that seek to control &
seduce any who would listen. They adamantly oppose
evil & seek to find enlightenment. Many do not take the
time to listen & label them zealots.

Mankind did discover other races in the Realms, most
notably giants! Four other races were found & named
the Chimera. The naturalist reptilian Retantis, the
curious wolfish Canini, the practical birdlike Avem &
the mercantile catlike Felis. These races claimed to
exist in the Realms for millennium & taught humanity
Intones which are songs of power in the Realms. The
Chimera did not care to join the Nations & formed
Tribes to support one another when needed.

Now the Nations are expanding again & there is talk of
trade embargos. Crown Haven & The Junkers are
beginning to step on each others toes. Rumors of war
abound & the peace The Volk helped form is being
questioned. A time of Imperialism is at hand & it is
hoped the past will not be repeated.

gAME EDiCtS
We ask all players & staff to act respectfully toward
each other. Please do not yell, cheat or make others
feel uncomfortable. If a problem occurs,
immediately tell Staff & allow us to approach those
causing the disruption. If specific players continue
to be disruptive, we will ask them not to return to our
game.

AgE & ADuLt SituAtiONS
Steam Realms is 18+ but we do allow teenagers 15+
to play with parental consent. Children 10+ can play
our game as long as a parent or guardian always
accompanies them. Children must wear an Orange
Headband & abide by the restrictions placed on such.

Steam Realms is based upon the Victoria Era which
was very honorable, ethical & proper. Staff &
players are expected to uphold to this genre. We are
a PG-13 based game, there is violence & death.
Specific things will NOT be portrayed: sex, rape,
torture or harm to children.

BODy CONtACt
Combat utilizes bird seed packets, foam weapons &
nerf guns only. Please no hand to hand, shield
bashes, charging or excessive force. If someone is
hitting you to hard, politely ask them to ease up. If a
player doesnt respect your request, go out of
character & find a Staff member to mediate.

Some effects require you to touch someone with a
birdseed packet. When you make a touch attack, be
aware of the force you use & were you hit.

DRugS & ALCOhOL
During events alcohol is not permitted to be used. At
any time if you are caught with an illegal substance,
you will asked to leave game immediately &
possibly banned.

hOLD
Staff will call a Hold if someone is injured or to
describe an important event. Players can call a Hold
for physical injuries only. At the end of a hold staff
will announce Game on in 1, 2, 3 & game
continues.

If you ever hear Hold shouted you should:
yell Hold too, so everyone knows to stop
game stop what youre doing & take a knee

Players should never call a Hold for any reasons
but injuries. If something is happening you do
not like, please wait & call for a After Encounter
Discussion (AED) with a Staff member. If
something is so severe you cannot wait, please
go out of character & find a Staff member.

MEtA gAMiNg
Meta gaming is when you learning something out of
game & then use that knowledge in game. Anyone
found using out of game (Meta) information will be
asked to leave for that event & possibly banned.

If you learn out of game information inadvertently &
feel that it will compromise gameplay, please tell Staff
so we can sort it out.

SAFEty & LEgAL FORMS
Before playing you must sign two forms: Medical
Information & Waiver/Covenant Not to Sue. The
Medical Information will list anything we need to know
for your safety & who we need to contact if something
happens.

Children 10+ & Teenagers 16+ are required to have a
parent or guardian sign a consent form.

At the beginning of each game all weapons must be
checked by staff before playing with them.

gAME pLAy
When you arrive on site, you will check in with
Staff. At check in you pay fees, safety check gear &
get your player folder. Your player folder has your
character sheet & items owed to you. Then at end of
game turn in your player folder.

Game will start with Staff announcements; once all
announcements have been made Game On will be
called. At this point everything that happens will do
so in character. At end of game everyone will gather
& Staff will reward good players with prestige.
Players can also call a vote for Best Sport. The
best sport will be rewarded with prestige as well.
Players can earn a total of two prestige per event,
one from staff & one from being named best sport.

CALLS & COMBAt
Players use nerf guns, foam melee weapons &
birdseed packets to fight. Other physical such as:
hand to hand combat, body checking, charging, etc is
NOT allowed. The head, hand, & groin are not legal
targets except for Packet delivered attacks. All
attacks & effects in the game have a call you must
shout out when used. These calls are considered in
game & can be responded to as players see fit.

When you attack you call what effects or damage
you are doing. Example: 2 hits. If you have a
damage type, you replace the hits part of the call;
example: 2 fire. If you have a special attack, you
add that to before the amount of hits you do;
example: slow 2 hits. You can of course combine
special attacks & damage types. Example: slow 2
fire. You never add more than one special attack or
damage type to a call.

Any other effect besides weapon attacks also need to
be called. Intones must be continually recited for 5
seconds to be in effect & their effects stop when you
are no longer speaking them. Effects from a
Difference Helmet are packet delivered & are like
weapon calls. Announce the effect when you throw
your packet or use it on someone.

Any defenses you have must be called when used.
The ability of Parry has the call of parry; so if
someone strikes you with a sword, you announce
parry to ignore that one strike. Any defense that
stops a damage type or special attack stops all
conditions of the attack. Example: you parry a melee

attack & someone calls: slow 2 fire you also stop the
slow effect & fire damage.

At the end of an encounter Staff will collect any Vit,
Hydro cells, Heroic Focus cards used. This is an honor
system but if Staff feels you are not being honest, they
will require you to expend your Heroic Focus for that
encounter.

CAptuRiNg, DEAth & REvivAL
If you take damage equal to or more than your total
hits, you are Down. Down status means you are
unconscious & slowly bleeding to death at 0 hits (you
never go below 0). If no one heals you within 5
minutes, you die. All healing restores Downed players
to the amount healed.

You can capture Downed opponents. Call Binding x5
& wrap them loosely with a rope but do not actually tie
up someone (see Glossary for details). If you ever leave
a captive alone, they can immediately untie themselves,
unless manacled.

You may kill a Down or Captured person if you
choose. Touch them with a weapon & call Killing
Blow five times. If anyone engages you in combat
while you are performing a Killing Blow you must
begin your count anew.

When you die your body dissipates into the Aether. You
are now out of game & must leave all in game items not
bound to you on the ground. Place your hands over your
head & immediately go to the nearest Soul Forge. At a
Soul Forge someone may bring you back to life. You
remember everything that happened up to the point of
death. Native Born characters cannot be brought back &
will need to make a new character.

While you are dead you are out of game except for the
fact a Soul Forge operator can see you to know they
need to bring a soul back.

ChARACtERS
Players are only allowed one character at a time. If a
player wishes to retire a character or their character
dies, any XP gained by Prestige carries over to a new
character.

Full time Staff members cannot have active characters
in play. They are allowed a character on the books &
can assign it prestige or XP for when they wish to step
down & play.

MONthLy ACtiONS
Each month between games players can take one
action listed below. The High Ability of Networking
allows you to take one action for all categories & the
Masterwork Ability allows you to manufacture more
items.
Ability Use: use Abilities like Union. You
can also collect from Wealth or
Enlightenment at x3 normal amounts.
Estate Actions allow you to build structures,
levy military units, tax population, attack
enemies, collect resources & more.
Manufacturing allows you to make in game
items from components.
Working allows you to pick one Trade & you
get a shilling per Trade rank. If you have no
Trade ranks, you get 6 Pence as unskilled
labor. The Career Trade automatically allows
you to gather coin without working for the
month. You can double up by working a
Trade & collecting from the Career Trade.

pLAyER CERtiFiCAtiON
We do hold game training from time to time &
players are welcome to attend to learn more about
the game. For advanced players we offer several
tests & if passed players are rewarded with 5
prestige. Here is a list of our certifications:
Crafting: knowledge about Manufacturing
items & fixing broken items
Estate Master: you know about how our
estate system works
Game Knowledge: reviews basic calls for
abilities; general rules & the like
Gadgeteering: covers making armor, gadgets,
weapons & vehicles props
Weapon Safety: this covers weapon
construction & safe use; nerf guns always
have orange tip

If a player gains all certifications, we offer them the
title of Player Lead. Player Leads can be approached
by other players to be mentored, resolve disputes or
confirm rules. We reward Player Leads by offering
them in game benefits: Titles of Nobility, Leadership
of a Faction or specific plot aimed at furthering their
character.

RuLE hANDBOOkS
We have several packets which outline the rules.
Estate: details building, raising armies &

fighting large scale battles
Gadgeteering: details prop requirements for
each gadget & vehicle
Manufacturing: details costs to create gadgets &
vehicles
Player's Handbook: general rulebook
Weapon Safety: details how to construct
weapons & which are allowed at game

Each handbook has a player certification associated
with it.

tRADE ChECkS
Trades are handled by game mechanics; players flip a
coin with heads being a success. Static challenges
represent: lore, etiquette & such. Active challenges
represent: athletics, tracking, naturalism or the
Strength/Nimble Ability.

With Trade checks Staff determines a challenge
difficulty: Novice, Journeyman, Tradesman, Master or
Grand Master. A player then compares their Trade level
to the difficult level. If your Trade is above the
difficulty level, you automatically succeed. For every
level of difference, the player must win a coin toss.
Partial success often reveals some information.

One player who has ranks in the Trade you are
attempting can assist you. Assistants allows you to
re-toss one failed attempt. Note: the Teacher Ability
allows for unlimited assistants. In effect you get an
additional re- toss for each person with the Trade that
helps you out.

Example: detecting a forgery of an excellent document
is assigned a grand master difficulty; you have the
journeyman level Cryptology Trade. You would have to
win three coin tosses to decipher the text. An assistant
with any level of the Cryptology Trade would give you
a free re-toss.

Players may this system between themselves comparing
levels of Trades if they wish to role play lore or
physical contests between themselves. When players
capture each other the person captured can make a
Trade check to escape the person that tied them up.
Each area tied up requires a trade check to free
themselves.

gAME CONCEptS
ABBREviAtiONS
Here is a list of the abbreviations we use in game.
[AT] Active Trade
[AV] Armor Value
[CH] effect can be kept ready to be used by
saying Charge every 30 seconds until used
[DT] Damage Type; the type of damage your
attack does
[Def] this effect can be used upon a Defender
player
[EE] Emotional Effect; this effect attacks
some ones emotions & the Willpower Ability
resists it
[HC] needs a Hydro cell to use
[MV] Military Value, is the strength of a unit
when it fights in the estate system
[MO] this effect can only be used by melee
weapons
[R] Restricted item; may be illegal
[RO] this effect can only be used by ranged
weapon
[SA] Special Attack; each attack may only
have one
[ST] Static Trade
[SU] Single use; useable once then turning
into Staff
(D) Duration lasts a game day; noon to
midnight (or until used)
(E) Duration lasts one minute or the entire
length of a combat (or until used)
(I) Duration is instant & has no lingering
effect
(P) Duration last one year

BROkEN & DEStROyED itEMS
In game items can be broken by various effects &
cannot be used until repaired. Armor is considered
broken once it has absorbed its Armor Value [AV].
At the end of an encounter find a Staff member &
they will place a sticker on any broken items.

You may break chests, door and locks by using an
attack that has one of these: Acid [DT], Massive
[SA] or Piercing [SA]. You can also attempt a
Strength Trade check to force the item open.
Attempting to open an item in this way
automatically breaks anything contained within.

You can use the Tinkering Trade to open things &
not break what is inside.

You can repair an item by: using a mender, anyone who
can make the item can spend 30 minutes in their
workshop fixing it (no cost), a Transmuter can Repair
the item or someone with the Jury Rig Ability can
temporarily fix broken items & restore armor to 1/4 hits
for an encounter.

Anyone can hold a broken item call x5 Destroy &
that item is then destroyed. Destroyed items have no
value & cannot be fixed by normal means.

CARRyiNg
You can carry people or heavy objects in game. Placing
the person or object in front of you and
put both hands on it walking with arms extended.
Heavy items will be labeled as such on their item card.

ChARACtER ShEEtS
Each character will be given a character sheet which
needs to be kept on you at all times. It lists all the
effects you have acquired. This sheet is private &
should only be shown to a Staff member if needed. Any
major changes that happen to you during game will be
recorded on this sheet by Staff. If you ever do not have
your character sheet, go out of character & get it.

COLORED ARMBANDS OR hEADBANDS
We ask players not to wear generic armbands or head
bands at game. Armbands & head bands are reserved
for the special states listed below & need to be at least
2 wide. Ribbon can be used as well as long as it stands
out.
Blue means Exhausted & those players cannot
run, attack or defend themselves
Orange means noncombatant and must never
physically be struck. Announce to a
noncombatant to Take a hit. That player must
drop to Downed status. Anyone nearby can
call I intervene & engage that foe in combat,
leaving the orange player OK
Red represents Player vs Player
Yellow is worn by Staff members or Player
Leads who both have authority to mediate rules
or disputes
White is used when a players are out of game

EStAtE SyStEM
Please review the Estate Handbook for details on our
system were players can build various structures, form
armies & gather resources. Estate actions are done each
month between games & do effect game days.

One important value I will discuss is Military Value
[MV]. Units compare their MV when they fight it
out. Higher the rating the more powerful the unit is.
Players have a MV equal to their level.

Note: soldiers or armies you wish to have at game
day must have people to play them; else they will
have limited impact on game days.

ExhAuStED
Exhausted players must wear a blue armband or
headband & cannot attack, run, use gadgets or
defend themselves for thirty minutes. The only thing
an exhausted player can do is use Static Trades &
walk very slowly.

hEROiC FOCuS ABiLity
At sign in, players will be given a heroic focus card.
Call Heroic Focus at any point during an
encounter to negate Vit and Hydro cells costs of
anything you use for that encounter. Once the
encounter ends in which you spend you heroic
focus, you become Exhausted.

Example: if you have the ability Parry you dont
spend Vit to use it & can stop all melee attacks
against you!

Certain powerful creatures are so dreadful they
require a player to expend their Heroic Focus to face
them.

Heroic Focus cards are only good for the event
given & cannot be stock piled between events. Note
there are some High Abilities & Intones that allow
you to take or trade someones Heroic Focus &
players can possibly have more than one an event.

If any effect requires you to expend your Heroic
Focus, you become exhausted at the end of that
Encounter. Multiple expenditures of your Heroic
Focus in an encounter stack and extend exhaustions
duration.

hitS
Hits represent how much physical damage you can
take before dropping into a Down status. You get
1 hit per level & some Abilities improve this.

Hits also quantify the amount of damage you do
with an attack, which you will hear in a weapon call
like 3 hits.

hONOR & DiShONOR
New players are seen as Honorable if desired. Players
become Dishonored when refusing challenges of Duels,
caught stealing or publically convicted of a crimes.
Normally a leader or noble will announce when
someone becomes Dishonored.

People with the Etiquette Trade can ask someone out of
character if they are Dishonored.

Dishonored players cannot make Vows and will be
shunned by most NPCs and players. If an honorable
player is often seen with a dishonorable one, that
honorable player runs the risk of becoming
dishonorable themselves.

Honor can be regained by completing unselfish tasks or
quests.

iN gAME pROpERty
All in game items must be represented in game. In
game items will have a tag attached or a number
engraved upon it. Items with special abilities also have
an Out of Game card kept privately by the owner of the
item. This Out of Game card will list all the special
abilities of the item.

Anytime a player steals something from someone,
notify Staff to retrieve the Out of Game card for the
new owner.

Items must be identified before the Out of Game card
will be given out on it. Anyone who can build the item
automatically can identify it.

Coins, weapons & props provided by game are the
game owners property. These items can be taken home
by players but must be returned if staff asks for them.

Items can be bound to a player. Bound items are only
willingly given away (never coerced or stolen) & when
you die you can take the item with your Soul.

In Game items without a tag or engraving are
considered props (IE: glasses, clothing) & are not taken
without permission.

LOOt tAgS
Most Villains or NPCs you fight will usually not have
physical loot on them; instead they will have Loot
Tags. Loot tags expire after two months & can be

redeem by going to the Staff Area or placed in your
player folder to redeem next game. They are a
commodity & can be traded to others if you wish.

MANuFACtuRiNg
Between games players can tell Staff what they wish
to make by submitting a manufacture list. You place
your list in your character folder or email Staff one
week before game. Each player can make one item or
one single use item per trade level (including bonus
ranks) per month unless they have the Masterwork
Ability. Buildings & Vehicles often take more than
one month to make. The Manufacturing Handbook
will have these details.

Like with Trade Checks, you can have one assistant to
help. Assistants must have half the trade ranks need to
make the item & they speed up the time needed by
one month. If an item takes less than one month to
make, you can get a bonus item as if you had the
Masterwork Ability. Note: the Teacher Ability allows
for unlimited assistants to help out.

To make an item you need to have the Trade ranks
required for the item, a workshop & the base
components listed for each item (in the manufacturing
packet). Workshops are a building made or purchased
in the estate system. Components are found on foes,
purchased from venders or harvested through the
estate system.

Items wear out after one year once made. Once they
expire, a craftsman can rework it for the cost
needed to make it.

All items you craft need a physical representation
before brought into game. Please work out a deal if
you are making something for someone on who will
provide the actual item.

The Machinist Trade allows special materials to be
added to items (effects stack):
Composite: Armor half effective vs Piercing
attacks
Diamond: call x10 Sharp weapon gains
Piercing [SA] for your next attack [CH]
Rubber: item can only be temporarily broken,
after the encounter the item is restored to
normal unless it was destroyed
Steel: item cannot be destroyed expires as
normal

Someone with the Masterwork Ability can add one
augment/10 levels to an item.
Enforced Armor: +1 hits per location
Caustic: [DT] Acid; call x10 Caustic & next
attack can be a Sunder [SA][CH]
Dragons Breath: [DT] Fire; weapon gains +2
extra hits
Iced: [DT] Cold; call x10Iced & next attack
can Slow [CH] [SA]
Layered: armor takes 5 less hits from one of
these damage types: normal, fire, acid, cold or
electricity. If you take no damage call Resist
Tazer: [DT] Electric; x10 Tazer & next attack
can Daze [CH] [SA]

MONEy
Each nation has its own currency. Local merchants
may or may not accept all currencies. Players may
need to find a money changer & be charged a small fee
to switch out currencies. The standard currency of
most pocket dimensions is the Crown Haven Shilling.

The Base Currency values by Country
Crown Haven: Pound = 20 Shillings = 240
Pence (uses coins)
Proteus: GVU = 7 SVU = 70 LVU (uses bank
notes)
Volk: Steel Bar = 10 Bolts = 100 Washers (uses
parts)
Tribes: Gold Bar = 1200 Vit (barter)

IOUs written by nobles or established banks are used
for large transactions. IOUs are redeemed by finding
the named person or institute & collecting the debt.

pLOt CARD
Often Staff will leave colored cards on the ground or
taped to items. Each card will have a brief description
& require a Trade or Ability need to take it. If you have
what is required, take the card to the Staff Area to
receive treasure, a mini quest or information.

pREStigE
Prestige is how we reward donations, NPC volunteers,
quality roleplaying & costuming. Prestige points can
be spent to get extra XP (one a week) & purchase
things in our estate system.

Any Prestige spent on XP carries over to any new
characters you make.


ROuNDiNg
We use the Round to your favor rule. Any fractions
can be rounded up or down to your favor.

vEhiCLES
Vehicles are used in-game if you have the prop to
represent it. Vehicles have their own hits which are
recorded on their item card by their owners or pilots.

Vehicles can be broken by: Big Bertha Trap & players
with the Demolition Ability.

Broken & damaged vehicles are repaired by anyone
with the Trade to build them after spending 30
minutes in a workshop. The cost to fix them is
detailed in the Gadgeteering Handbook.

vit
It was discovered all life has energy within it & this
energy was named Vit. This energy became the basis
of society & was even adapted to augment people. Vit
is represented in game by a card that is either black or
white. Vit never expires & can be sold, traded or
transmuted. Every other year Vit switches between
white & black. During a black year, white Vit is inert
& cannot fuel abilities or gadgets. Next year, white Vit
comes back & then black Vit is inert.

vOwS
Honorable Players can take vows that help them in
tight situations. Once per encounter if something tries
to make a player break his vow, he can call Resist &
ignore that effect.

To take a vow, notify Staff & have it recorded on your
Character sheet. Players may have one vow per ten
levels.



ChARACtER
OptiONS
Each game day you attend, you get one
experience point. These experience points can be
used to acquire Abilities, Intones, Planck Effects
& Trades. When you have ten experience points,
you gain a level. Once you are tenth level you can
acquire High Abilities & Grand Master Trades.
Each effect will have abbreviations after it if
certain factors apply: [MO] Melee Only; [Def]
can be used upon a Defender PC; (E) duration is
for encounter, etc

ABiLitiES
Abilities cover a wide range of things from
extraordinary effects to specialized training you
have learned. Some Abilities are given free by
Occupation, Race or Trade, others cost XP to
acquire; how an Ability is acquired is in
parentheses before its name.

(Trade) Affluent: connected with high society &
can ask for favors: loan of coin, weapons or
vehicles; minor charges being dropped, etc
(Occupation) Analyze: spend 1 Vit to remove EE
effect by hitting target with packet & calling
Analyze. Also after three months of roleplaying
& spending 10 Vit you can allow a player to
re-spend all their XP. [Def]
(5XP) Armor Expertise: pick an armor type &
each level adds +1 hit per location of that armor
when worn (stacks x3)
(10XP) Artiste: can learn & use Intones
(Free) Attunement: you may pick one suit of
armor & weapon that are bound to you
(15XP) Backstab: when behind a target (or
captured target) next attack is multiplied by
level/2; expend 1 Vit & call Backstab [MO]
[SA]
(10XP) Connected: NPC costs are 25% less
(10XP) Containment: you can use Difference
Helmets & items with Hydro cells
(Trade) CPR: you can try to revive dead people,
make a Medicine Trade check starting at novice
rank & increased a level by each minute they are
dead (max 5 minutes); x10 call of CPR
(15XP) Critical Strike: next attack is multiplied
by level/3; expend 1 Vit & call Critical [SA]
(15XP) Daze- target cannot attack or run for 10
count; expend 1 Vit & call Daze [EE] [SA]

(Trade) Demolitions: can use Mills Bomb to break
vehicles & buildings
(15XP) Deflect: you negate a ranged strike; expend 1
Vit & call Deflect
(Occupation) Enforcer: can use these effects vs
defenders: Daze; Knockback; Befriend. [Def]
(10XP) Enlightened: each game day gain Vit equal to
three times your level
(10XP) Erudite: can learn & use Planck Effects
through a Difference Helmet
(Trade) Evade: 1xE vehicle you are piloting takes no
damage for x5 count; call Resist
(Trade) Expertise: call Aim x5 then add your level
to hits for next attack [CH]
(5XP) Explosives Training: you can use Death Hand,
Mills Bomb & Stovepipe
(2XP) Florentine: you can fight with two weapons at
once
(Free) Heroic Focus: 1xD abilities cost no Vit or
Hydro cells for an encounter, afterward Exhausted
30 minutes
(15XP) Intuition: you are always aware of stealthed
things in your area; x10 call Searching & expend 1
Vit to pin point the hidden thing
(Trade) Jury Rig- temporarily restore broken item for
an encounter & Armor is restored to 1/4 hits. Touch
item & call Fixed [Def]
(15XP) Knockback: you knock a target back (must
move 10 away) & slow them (E); expend 1 Vit & call
Knockback [SA]
(2XP) Literacy: you can read & write
(10XP) Luck: 1xD negate effect or attack; can be
used on self or anyone within 5' [Def]
(Trade) Masterwork: you can augment items & make
(level/5) items each month
(Trade) Mutate: temporarily change someones race
by paying 10 Vit (D)
(10XP) Nimble: you add +1 damage to all range
attack (stacks x5) [RO]
(Occupation) Ooh Rah: 1xD call Ooh Rah; all allies
within 20 are freed from negative effects & heal 1 hit
(I)
(Trade) Overload: can be used on willing players to
cause any weapon to do x3 base hits for an encounter,
but then it is broken afterward (E) [Def]
(15XP) Parry: you negate a melee strike; expend 1 Vit
& call Parry [MO]
(Trade) Pathfinding: create a temporary portal that
teleports you & allies touching you to any portal used
before; call x5 Teleport & pay 10 Vit per person
(including yourself) [Def]
(Trade) Patch Job: you can use Medical Kits after
calling x5 Patch [Def]
(Trade) Perfect: after a month of work you can
increase an items value x level//5; once per item
(10XP) Rage: if taken Down you stay up for your
level in seconds before you drop, ignoring
additional hits but not effects. Expend 1 Vit &
call Rage for each second your still up
(5XP) Rapid Healer: regain all hits after resting 5
minutes & exhaustion only last 15 minutes
(Trade) Refiner: you can create superior
materials: antitoxins, composite, steel, diamond,
rubber & stimulants
(Occupation) Repair: you can repair broken items
or armor by touch; pay 15 Vit & call Repair
(Trade) Restore: you can fix destroyed items by
spending an hour in a workshop & paying
construction cost
(Occupation) Smite: 1xD you declare a foe &
may use the Ability of Critical for no Vit cost for
an encounter; call I smite you [MO] (E)
(Trade) Sleuth: you are considered up one rank
on all Trade challenges; 1xD you can ask Staff
for a clue on a mystery or unsolved problem
(10XP) Stealth: you can hide if you are unseen &
have cover. Place your hands across your chest &
remain motionless. (D)
(10XP) Steam Gadget Use: you are trained in all
steam gadget use
(10XP) Strength: you add +2 damage to all melee
attacks (stacks x5) [MO]
(15XP) Sunder: can break items but deal no
damage; expend 1 Vit & call Sunder [name the
item] [MO] [SA]
(Occupation) Tactician: 1xE you can call
Regroup & allies (even if Downed) that can
hear your voice can Teleport to you (I)
(Trade) Teacher: you can take a student & after 3
months you both get reward. Teachers help with
Manufacturing & Trade skills by allowing
unlimited assistants.
(5XP) Toughness: get +5 bonus hits (unlimited)
(Trade) Tracking: you can follow tracks & hide
your own (Staff involved)
(10XP) True Faith: you have the possibility of
performing miracles (Staff controlled)
[Def](Trade) Turtle: 1xE are immune to all
damage types (not effects) for 5 seconds call
Turtle
(Trade) Union: you are connected & can call in
favors to affect NPCs at game to: flood the

market with a specific item; strike the market of a
specific item; call in a specialist with a specific Trade
skill or remove all specialists with a specific Trade
skill. It takes a monthly action to use this Ability.
(15XP) Wealthy: each game day you get 2 shillings x
level
(Trade) Well Supplied: as a monthly action you can
request to buy items from Staff (not affected by the
Union Ability)
(15XP) Willpower: ignore an emotional effect [EE]
by expending 1 Vit & calling Willpower

high ABiLitiES
High Abilities are powerful effects you have
mastered. Only players at 10
th
level or higher may
acquire them. Each effect will list any costs or
charges needed to use it. All High Abilities cost 30XP
each.

Elementalist: you can add any damage type to your or
someone elses attacks after a x5 [damage type
added] (E) [DT]
Efficient: all manufacturing, building & repairing you
do cost 50% less
Fame: non enemies recognize you & give your
preferential treatment; if you ever become dishonored
this ability is suppressed until you get your honor
back or switched out for Infamy
Formal Attunement: bind items to people after a
minute of attuning & spend 10 Vit
Hand of Fate: your luck Ability can now be used 1xE
instead of 1xD & range increases to 50
Infamy: NPC Enemies fighting you run away (unless
a commander present) call Infamy [EE]
Juggernaut: you can destroy items, break vehicles &
break buildings; x5 call Energize then add the
special attack Destroy to your weapon call [CH]
[SA] [MO]
Keen Strike: expend your Heroic Focus & your next
attack cannot be stopped in ANY way. You can add
any number of special attacks or damage types you
possess; call Keen plus all other effects added to
this attack. [SA] [DT]
Life Stealer: packet special attack. Target takes 5
Piercing Hits & you gain 5 Vit; call x5 Life Stealer
then call Piercing 5 Drain [CH] [SA] [DT]
Lore Master: you receive one free level in all Static
Trades & are +2 levels higher on all Trade challenges
Man of Iron: pick one of these damage types: Normal,
Acid, Cold, Electric or Fire. You are immune to that
damage; call Resist (stacks)
Mastery: you can pick a 1xD Ability & it becomes
1xE instead (cant choose Heroic Focus)
Mind over Matter: you can become intangible at
will (E)
Muscle over Mind: you are immune to
Exhaustion & start the game with level/5 in
Heroic Focus cards
Network: you can take one month action per
category instead of only one action total
Nine Lives: after 5 minutes of being Down you
heal 1 hit instead of dying; you must receive a
killing blow to be killed
Race Change: you transform into an advanced
race of your choice
Requiem of Eden: expend Heroic Focus & recite
for 15 minutes; everyone (but you) that has
watched your recital gains a Heroic Focus card;
call Empower after your recital ends
Soulwatcher: you become a Soul Forge & sense
souls; reform a body with a x30 Revive[Def]
Steal Fate: used on captured foe, you take their
heroic focus but you must release them unharmed
[Def]
Unstoppable: spend healing focus to heal all hits,
restore AV & remove any negative effects; can be
used if Downed; call Unstoppable

iNtONES
Anyone who has taken the Ability: Artiste can
learn Intones. Intones are a songs, verses or
poems players can write themselves. Each Intone
has to have at least five words; use the name of
the Intone in the verse & be recited for at least
five seconds. After recited you call the name of
the Intone & any variables it produces. Some
Intones can be recited over & over continually
producing their effects by repeating the above
procedure for as long as wish the Intone active.
Anyone within 50 is effect by it (including
yourself). You can move & fight while reciting
but can only recite one Intone at a time. Intones
have no cost to use & can be used as often as
desired.

Example: you are using the Healing Spring
Intone at the tavern. You need to sing a tune such
as this: A Healing Spring has easy tones, a
Healing Spring mends our bones. After five
minutes of reciting call Healing Spring X then
everyone within 20 heals X hits.

Acumen: any Ranged or Melee only effect can

now be used either way [Def]
Balaams gift: while you perform animals gain
limited intelligence & can speak
Befriend: one target becomes your ally for one
minute; if target is attacked they will be immune to
this Intone for a day [EE]
Chorus: you recite the same Intone as someone else
causing the range/effects/targets to be multiplied by
x2; unlimited stacking [Def]
Deject: your target gets a minor social tick you
choose: stammer, pick their nose, cough
inappropriately, etc (D) [Def]
Dread: everyone (but yourself or someone singing in
Chorus) runs in fear for a 5 count & no one will come
within 10 while you sing [EE] [Def]
Ease of Use: everyone that can hear you clearly is
considered +higher level (level/10) on all Trade
checks [Def]
Healing Spring: after 5 minutes of reciting, listening
players within 20 heal level/2 hits [Def]
Inspiration: all allies that can clearly hear you can add
+hits (level/5) to their damage call [Def]
Intermingle: while reciting you can enter into hostile
camps & will be ignored if you try to blend in. If you
attack anyone or steal anything this effect ends
immediately & everyone in the area is immune to this
Intone for one day [Def] [EE]
Meditation: 10 minutes of reciting listening players
within 20 gain aVit [Def] call Energize
Off Key: you negate all Intones being recited while
you sing or recite [Def]
Pathing: you can change the destination of a portal to
another portal you have been too
Peace Accord: only used while not in combat; while
you sing no one can attack unless they call Attack
x5, then the effect is broken for everyone [Def]
Plod: everyone (but yourself or someone singing in
Chorus) is slowed & cannot run [Def]
Soul Song: you can give/take/trade a willing (never
coerced) persons heroic focus [Def]
Sustain: everyone downed is stabilized & their
death count is paused [Def]
Under the Knife: binding agreement between two
willing parties (never coerced); either party breaks the
agreement they die (Staff involved); this effect can be
reversed if both parties agree at a later point (P) [Def]


OCCupAtiON
Players can get advanced training & acquire
Occupations. Occupations are not acquired with
XP but earned by meeting prerequisites & being
mentored for three months by a player or NPC
that has the Occupation

Bard: Trained singers or poets that use Intones.
Prerequisites: Artiste Ability; Novice Appraise;
Tradesman Etiquette; Tradesman Knowledge
Gain the Verse Ability & your level is considered
doubled when determining Intone effects
Cavalier: Honorable warriors that live by a code
of honor: Never lie or spread falsehood; Never
attack a foe unawares; Must always accept a Duel
& defend their honor
Prerequisites: Critical Ability. Tradesman
Weapon Expertise, Tradesman Armor Expertise,
Journeyman Etiquette & Journeyman Pilot.
Gain the Ability of Smite & if a part of a
military gain the command of a small a Land
Crawler.
Constable: Trained policeman or law keeper that
is hired to keep the peace.
Prerequisites: One of these effects: Daze Ability;
Knockback Ability; Repulse Planck Effect; or
Befriend Intone. Novice Armor Expertise, Novice
Weapon Expertise, Novice First Aid.
Gain the Ability of Enforcer & if part of a
force: can search, question or arrest people.
Difference Man: you have extensive training in
Difference Helmet use
Prerequisites: Erudite Ability; Containment
Ability; Novice Aetherology; Novice Chaos
Theory
Gain two free Planck Effects: Spark: do 1 hit (no
Vit cost) (I); Life Spark: Drain 1 Vit from target
(no Vit cost) (I)
Marine: Soldier trained to fight in all conditions
& never give up.
Prerequisites: Master Armor Expertise, Master
Weapon Expertise, Journeyman Athletics,
Tradesman Pilot, Journeyman Naturalism, Novice
First Aid, Novice Aetherology.
Gain the Ability of Ooh Rah & if a part of a
military gain the command of a Frigate.
Mechanic: skilled fixer using a Mender.
Prerequisites: Master rank in any two of these
Trades: Aetherology, Chaos Theory, Civil
Engineering, Machinist, Mechanical Engineering
or Tinkering.
Gain the Ability of Quick Fix & may use an

ACME Tool Kit in lieu of a Workshop for repairs or
crafting.
Officer: trained in tactics & always a part of a
countrys military.
Prerequisites: Literacy Ability, Wealthy Ability.
Journeyman Etiquette & Master Pilot.
Gain the Ability of Tactician & are given command
of a small Airship. All troops you lead (in the same
area as you) have their military value multiplied by
your level/10 (used in Estate System)
Psychologist: specializes in helping calm and reorder
peoples minds
Prerequisites: Journeyman Chaos Theory; Tradesman
Cryptology; Journeyman Medicine; Novice
Knowledge; Journeyman Etiquette
Gains the Ability of Analyze

pLANCk EFFECtS
Wearing a Difference Helmet allows you to
subconsciously link with the Great Difference Engine
called Dee. Dee helps manipulate molecules at an
atomic level & can cause amazing effects. To use a
Planck Effect, call its name & throw a bird seed
packet at your target. Effects that do damage are
handled like normal weapons attacks: call any Special
Attacks you can add, the number of hits & the
Damage Type. Planck Effects break normal rules as
they can hit any place on a person including garb.
Difference helmets cause Hydro Cells to stop working
if a wearer uses a gadget with one inside it, unless the
user has the Containment Ability.

Blink: you can teleport 50 (I)
Biofeedback: do your level in electrical damage to
anyone attacking you in melee; call Electric X
when someone strikes you (E)
Bubble: you create a pocket of fresh air around
someones nose & they can breathe unhindered by
water or gas (D) [Def]
Enrage: target rages & does x3 normal damage but
they never call a defense or gain benefit from armor
(E) [EE] (can be used on a willing Defender)
Energize: weapon deals a type of damage you choose,
overrides existing call if any (E) [Def]
Fade: you gain the Stealth Ability (E)
Fire Storm: you can throw 5 packets that do 1 fire
+level/5 in hits (I)
Identify: you understand what an unknown item does
or were a portal goes (I)
Lance: do your level in hits; you pick the damage
type (I)
Mental Snap: remove an emotional effect from
someone (I) [Def]
Mind Reach: with a touch you can communicate
basic thoughts with animals, people or objects (E)
[Def]
Mind Wipe: used on captured foe; you make
them forget the last hour (D); the next day
memories will return [EE]
Normalize: target takes no harmful effects from
an environment (D) [Def]
Regenerate: target heals 5 Hits with a touch call
x5 Regenerate (I) [Def]
Repulse: hit your target with a packet, then point
your palm at them & call Repulse; they must
move 10 away from you for as long as you keep
one palm pointed at them (E)
Soulbinder: you become a Soul Forge; you can
sense souls & reform a body for 10 Vit (E) [Def]
Snake Tongue: target believes anything you tell it
(E) [EE] [Def]
Snyc: target another Difference Helmet wearer;
both establish a brief soul link. (I)
Phased: you become Intangible but cannot fly;
call Intangible every 10 seconds (E)
Updraft: you cause an uplifting of wind & slow
anyone falling within 20 to safe speeds (E) [Def]

tRADES
Trades are specialized skills you have been taught
at a University or as an Apprentice. They are
categorized by these ranks: Novice, Journeyman,
Tradesman, Master & Grand Master. At
Tradesman rank you gain the title associated with
the Trade. Trades are either considered Active
(physical) or Static (academic) as noted by the
abbreviation AT or ST. Grand Master Trade rank
can only be acquired after you reach 10
th
level &
gives a free Ability.

Aetherology: this is the study of Aether & how to
build gadgets to manipulate it.
Novice: you can identify Portals with a
check.
Journeyman: you can build Breathers &
Telawriters.
Tradesman: you can build a Faraday Cage
& Holtzmann Shield, gain the title of
Aetherologist.
Master: can build Disintegration Machine,
Portals & Soul Forge.
Grand Master grants the Pathfinding
Ability. [ST]

Appraise: grants a card that translates the value code
on items; higher ranks revels more information.
Novice: you can tell if an item is worth silver
or gold, you know the current exchange rate
between currencies.
Journeyman: you get an items value +/-25%.
Tradesman: can attempt to identify unknown
items with a check, gain the title of Merchant.
Master: you know the value of items +/-10 &
get 10% off all NPC transactions.
Grand Master grants the Well Supplied Ability
[ST]
Armor Expertise: this trade teaches how to use armor.
Novice: wear Leather Armor.
Journeyman: wear Chain Armor & use a
shield.
Tradesman: wear Plate Armor, gain the title of
Tank.
Master: wear Steam Armor & use Holtzmann
Shield.
Grand Master grants the Turtle Ability [AT]
Athletics: used for physical challenges, certain ranks
gain special things you can do.
Novice: can swim.
Journeyman: can climb sheer surfaces.
Tradesman: can hustle over long distances,
gain the title of Genome.
Master: you can pick a free Ability of
Strength, Nimble or Tough (can take you over
5 ranks).
Grand Master: grants the Mutate Ability. [AT]
Career: each rank of this trade grants new training.
Besides in game use, these trades also grant automatic
money between games.
Novice: Legal Advisor (used at court).
Journeyman: Estate Manager (used with estate
system).
Tradesman: Banker (used with Staff to arrange
large loans), grants title Partner.
Master: Statesman (used in political dealings).
Grand Master: grants the Union Ability. [ST]
Chaos Theory: this is a study of radical concepts &
how to build complex gadgets.
Novice: build Hydro cells, Gatherer &
Mender.
Journeyman: build Mills Bomb & Bolter.
Tradesman: build Chainsword, Difference
Helmet, Difference Engine, Shooter, Wings &
Rifle; gain title of Scientist (some add Mad to
it).
Master: build Death Hand, Stovepipe,
Steam Armor & Waldo.
Grand Master: grants the Overload
Ability. [ST]
Civil Engineering: each rank of Trade teaches
how to build or destroy specific structures.
Novice: build Farm & Workshop.
Journeyman: build Mine, Lumberyard &
Quarry.
Tradesman: build Bank, Barracks,
Machine Show & grants title of Sapper.
Master: build Fortress, Factory
Grand Master: grants the Demolitions
Ability. [ST]
Craftsman: each tier of this trade grants a new
craft learned. Craftsmen make items of value
associated with their craft between games.
Novice: Carpenter.
Journeyman: Blacksmith.
Tradesman: Mason, grants tile of Prodigy.
Master: Jeweler.
Grand Master: grants the Perfect Ability.
[ST]
Cryptology: you can spot forgeries & get a card
that translates letters & numbers on encrypted
items.
Novice: 014EKQZJX.
Journeyman: 258VBGPTWY.
Tradesman: 369AFCMULD, grants title
of Detective.
Master: 47RHINOS.
Grand Master grants the Sleuth Ability.
[ST]
Etiquette: you know how to conduct yourself.
Novice: you can ask a player out of game
if they are Dishonored, Famous or
Infamous.
Journeyman: once during a conversation
you can call Etiquette & undo one faux
pas or mistake you said
Tradesman: you can ask Staff for rumors
about people or NPCs, gain the title of
Dilettante.
Master: during a conversation you can
call Etiquette as many times as you
want.
Grand Master: gain the Affluent Ability.
[ST]
First Aid: you know practical heal arts to help the
injured.

Novice: touch a Downed person & call x5
First Aid to reset their death count.
Journeyman: after four minutes of treating
someone they heal one Hit (can be used over
& over).
Tradesman: Identify Poisons & Disease, gain
the title of Combat Medic.
Master: suppress a negative effect as long as
you touch the person & call First Aid every
10 seconds.
Grand Master: gain the Patch Job Ability. [AT]
Knowledge: you can make Static Trade check with
staff to know more about these subjects:
Novice: Bestiary.
Journeyman: Historian.
Tradesman: Planescape, gain the title of
Professor.
Master: 1xE point at target & call weakness
target must yell any obvious weaknesses.
Grand Master: gain the Teach Ability.
Machinist: you can build basic weapons, armor & can
modify existing items.
Novice: build Leather Armor, Melee weapons
& Shields.
Journeyman: build Bows & Chain Armor.
Tradesman: build Plate Armor, gain the title of
Smith.
Master: you can add special materials to an
item.
Grand Master: gain the Masterwork Ability.
[AT]
Mechanical Engineering: you build vehicles.
Novice: Land Crawler.
Journeyman: build Locomobile & ACME
Tool Kits.
Tradesman: build Ironclad, gain the title of
Engineer.
Master: build Airship.
Grand Master: gain the Restore Ability. [AT]
Medicine: you are classically trained in Advanced
Medicine.
Novice: make a check to heal disease, build
health kits & medical kits.
Journeyman: take 10 minutes to completely
heal someone.
Tradesman: install hydronetics, gain title
Doctor.
Master: build hydronetics.
Grand Master: gain the CPR Ability [ST]

Naturalist: you are at home in the woods or wilds.
Novice: can foraging for food, analyze &
treat poison.
Journeyman: can calm & tame animals.
Tradesman: if you are unseen & not in
combat after x10 Stealth call you gain
Stealth or give it to someone else, gain the
title of Ranger.
Master: can make poisons.
Grand Master: gain the Tracker Ability.
[AT]
Pilot: you know how to pilot several vehicles.
Novice: Locomobile.
Journeyman: Frigate & Land Crawler.
Tradesman: Ironclad, gain the title of Ace.
Master: Airship.
Grand Master: gain the Evade Ability.
[AT]
Tinker: you can make, use or disable traps &
locks. The need an ACME Tool Kit to open locks
& disable traps.
Novice: use traps & try to open locks.
Journeyman: can disarm traps.
Tradesman: build alarms & snares, gain
title of Gremlin.
Master: build trespassers & big bertha.
Grand Master: gain the Jury Rig Ability.
[AT]
Vocation: you are a skilled laborer & gain double
production (in estate system) from skills learned.
Novice: Farmer.
Journeyman: Lumberjack.
Tradesman: Mason, gain title of Expert.
Master: Miner.
Grand Master: gain the Refiner Ability.
[AT]
Weapon Expertise: you are classically trained in
weapons.
Novice: Melee weapons & Bow.
Journeyman: Bolter & Shooter.
Tradesman: Chainsword & Rifle, gain the
title of Master at Arms.
Master: +1 damage with weapons.
Grand Master: gain the Expertise Ability.
[AT]


Experience Point costs

Ability

Given by Occupation, Trade, 2XP, 5XP,10XP or 15XP (some can be
acquired more than once)
High Abilities

30XP after 10
th
level


Intones

Each Intone costs 8XP to learn & requires the Artiste Ability

Planck Effects

Each Planck Effect costs 8XP to learn & requires the Erudite Ability

Trades
(each cost is
separate)

Novice
1XP
Journeyman
2 XP
Tradesman
4XP
Master
8XP
Grand Master
16XP

ChARACtER
CREAtiON
After character creation a PC will be given
additional lore based upon their race, birthright &
nationality. You start with 20 Experience Points
to choose your Abilities, Intones, Planck Effects
& Trades.

BACkgROuND
Players that submit a background will be
rewarded 5 Prestige.

BiRthRight
This choice can only be changed by staff after
character creation, choose one the below:

Native born: you have only one life & must start
a new character when you die. You learn fast &
get double XP awards. You were born in the
planes, have family & connections.

Wanderer: you awoke one day as an adult & have
no idea where you have come from. You can be
brought back after you die (no permadeath).

StANCE
You have taken a vow of peace or glory. This
choice can be changed later if you find a player
of that Stance & they sponsor you. You then must
complete a 3 month rite & pass a vote afterward.

Defender: you may not be attacked or have
harmful effects used on you by players, unless
you willingly allow it (never coerced). There are
a few things that can affect a Defender: can be
captured by other players, effects listed with a
[Def] & the Constable Occupation lists non-lethal
effects they can use on defenders. Defenders can
choose to duel if both sides agree & bypass this
protection.

Glory Hound: (wears a red headband) you may
attack other players or NPCs with red
headbands. Glory Hounds get bonus loot from
Staff if they challenge a foe & defeat it alone.

RACE
Each race has a costuming requirement; to offset
this requirement those races get free effects. Once
a player picks a race, they will get more details

about the race.

Chimera: Costuming as one of the four different
hybrid-like humanoids.
Avem are bird like; Canini are wolf like; Felis are cat
like; Retantis are reptilian like
Lore: Chimera claim to have been in the Realms for
millennium & know of ancient things. They look at
the individual instead of a race or society.
Common phrase: actions are words in themselves
Bonus:
Avem: Nimble Ability; Novice Armor Expertise,
Novice Pilot Trade & Journeyman Weapon Expertise
Trade. Unlimited purchase of Nimble Ability.
Canini: Intuition Ability.
Felis: Connected & Literacy Ability; Novice
Appraisal Trade, Novice Career Trade & Novice
Etiquette Trade.
Retantis: Artist Ability & one Intone of choice

Human: No costuming required.
All ethnicities represented.
Lore: They say humans come into the Realms in their
dreams. A select few find portals & stay permanently.
Common phrase: look it works doesnt it?
Bonus: none

Nephilim: Costuming must be one of these: over 6',
over 300 lbs or wear a muscle suit.
Lore: Huge human-like race that respect strength &
confidence. They are attracted to powerful people &
challenge any leaders they see as weak.
Common phrase: Bolters dont make us equal little
man
Bonus:
Strength Ability; Novice Armor Expertise Trade,
Journeyman Athletics Trade &
Novice Weapon Expertise Trade. Unlimited purchase
of Strength Ability.

Optim: Costuming must be of one solid color: black,
blue or red skinned.
Lore: Optim believe finesse, survival & success are
merits in that order. They use chemicals, breeding &
training to create superior Transmen of three types:
Black Optim are silent behind the scene movers,
manipulating large organizations. Blue Optim are
leaders who improve their forces to peek conditions.
Red Optim are extreme individuals who like direct
action & confront enemies personally.
Common phrase: Use a Death Hand if necessary but
a handshake whenever possible
Bonus:
Optim Black: Erudite & Explosive Training
Ability
Optim Blue: Artist Ability & Intone: Under the
Knife
Optim Red: Deflect Ability
Tickers: Costuming is of a clockwork humanoid.
Usually a mask is worn to hide inhuman features.
Skin must be grey & clockwork parts placed at
various locations. Tickers get a free Hydronetic
improvement which effects their costuming
requirement. Tickers cannot be broken or
destroyed by effects; they are Killed or Downed
as normal.
Lore: It is said they were made long ago by the
human who made the first Difference Engine.
The Difference Engine was consulted on how to
become immortal & gave the formula on how to
create Tickers. There are four different models:
shock; sleek; soldiers & standard.
Bonus: all models get Toughness Ability.
Shock: Leg Hydronetic implant. Strength Ability.
Sleek: Arm Hydronetic implant. Stealth Ability.
Soldier: Armor +5 Hydronetic implant. Nimble
Ability.
Standard: Head Hydronetic implant & Erudite
Ability.

NAtiONALity
Players can choose to be citizen of a nation & be
a part of its military. Citizens get extra coin of
their realms & anyone apart of their Military gets
a free weapon & suit of armor. Those who chose
to be part of a nation/military will often give
missions to complete during game as well. Each
nation has a preferred Occupation or Grand
Master Trade. If you achieve what is listed you
gain 5 bonus Prestige.

CROwN hAvEN
This nation is stylized after
Great Britain. They are ruled by
King Moore; they seek to bring
law & order to the Realms.
They allow any races to be a
citizen but only humans make
up their military (special cases
do exist).

Currency: Pound; Shilling; Penny (coin currency)
Preferred Occupation: Marine
Races: any

pROtEuS
Everyone is publically honor
driven. They are ruled by
Emperor Adam & seek to bring
all Realms under their guidance.
Transmen are seen as primary
citizens with full rights, other
races are allowed as secondary
citizens but can earn primary
rights through deeds of valor.

Currency: Great Value Unit; Standard Value Unit;
Lesser Value Unit (paper currency)
Preferred Occupation: Cavalier
Races: Nephilim, Optim & those with Hydronetic
augments primary citizens; all others secondary class
unless earned.

vOLk
The Volk is a nation of Tickers
who built the city sized
Difference Engine named Dee.
They believe leadership should
be given to those who can do it
best. They allow other races to
join if they can use a Difference
Helmet.

Currency: Steel Bar; Bolt; Washer (use parts as
currency)
Preferred Occupation: Transmuters
Races: Tickers, anyone who uses a Difference Helmet

thE tRiBES
Outside of the three main nations are the tribes of
Chimera. Tribes run as loose family houses & have
no formal flag or leadership. Each race has its
specialty & the four tribes work to support each other
when needed. All four tribes have vowed never to
fight one another & come to each others aid if
warfare breaks out. Other races can join if they pass a
very strict rite of loyalty; once they pass they pick
one of the four races & are forever seen as one of
them.

Currency: Barter with emphasis on items with history
& action. Each item of value will have a story that
must be told along with it to asset the value.
Preferred Trade by race: Canini-Detective; Avem-
Mechanic; Felis-Merchant; Retantis-Ranger

Races: any of the four Chimera & someone who
has passed the test of loyalty.

FACtiONS
Transcending Nations or Race are the Factions,
anyone can join a faction that best suits them.

Rationalists:
Those of this faction believe in a divine force that
created everything. Rationalists have high ethics,
morals & many of them have the True Faith
Ability. They build gathering places called
Storehouses wear the faithful gather to discuss
& prepare. The Rationalists actively seek to
stamp out evil & think nothing of giving their
lives for the greater good. Rationalists are well
equipped & happily give needed supplies to any
that ask. Any member that becomes Dishonored
(without good reason) will be asked to leave if
they are not actively seeking to restore
themselves. Members wear a white belt or sash

Purists:
This faction of humans & transhumans sees all
other races as second class. They actively seek to
destroy anything they have labeled as an
Abomination. They ask no quarter from their
enemies & give none. Members wear a red belt or
sash

Unity:
This group of Difference men seek to add
everyone into their fold. They believe peace is
best understood when everyone can communicate
without boundaries by wearing a Difference
Helmet. They fanatically seek to recruit anyone
who wears a Difference Helmet. They serve the
great Difference Engine Dee without question
& spend years deciphering the various prophecies
Dee has spoken. Members wear a grey belt or
sash.

The Union:
This group of tradesmen seek to control all
movement across the Realms & are loathed by
the Tribes. The Union is arguably the richest
organization the Realms has ever seen & has ties
everywhere. They recruit anyone who can build a
portal & never take no as an answer when they
want something. Members wear a gold belt or
sash


gADgEtS, gEAR &
vEhiCLES
Armor
Armor is done by location: both arms, both legs,
head, chest. Armor Value is the total hits from all
locations worn. You may wear armor by
piecemeal but cannot double up.
Chainmail: 2 hits for each: arm, leg & head; 4
hits for chest.
Leather Armor: 1 hits for each: arm, leg & head;
2 hits for chest
Platemail: 3 hits for each: arm, leg & head; 6 hits
for chest
Steam Armor: 5 hits for each: arm, leg & head;
10 hits for chest; call Activate get Strength x3
& use one Hydro Cell (E) [HC] [R]
Shield: blocks non Massive & Piercing attacks
Holtzmann Shield: call Activate to use (E).
Negate Massive & Piercing effects for anything
you block with it & while activated cannot be
broken [HC] [R]

Weapons
Bolter: deals 2 Massive
Bow: deals 1 Piercing
Chain weapon: call Activate deals 5
Massive; if not activated deals 2 Hits (E) [HC]
Melee weapon: deals 1 hit
Rifle: deals 3 Piercing; must call x5 reload
between shots
Shooter: 3 hits Massive
Stovepipe: deals 10 Massive; must call x10
reload between shots [R]
Two handed melee weapon: deals 2 hits

Vehicles
Vehicles require a prop for in game use. Some
vehicles have special states: Flying, Orbit or
Submerged. Flying vehicles can only be
attacked & attack with ranged effects, unless you
are in the Flying state too. Orbit & Submerged
vehicles can only be attacked by those in those
states. Pilots call the state of their vehicle once
every ten seconds & cannot do any actions but
drive their vehicles. The Damage Type Acid
ignores the innate armor of vehicles.

Airship: zeppelin styled flying ships used to
travel un-railed areas; can be in the state of
Flying or Orbit. Requires a Pilot & can

carry 4 other passengers or gunners. Have 30 hits &
Resist any damage under 5 hits.
Disintegration Machine: teleports between stationary
platforms; requires an operator
Frigate: naval ships powered by wind. Requires a
Pilot & can carry 10 other passengers or gunners.
Have 50 hits & Resist any damage under 5 hits.
Ironclad: battleships that travel bodies of water, can
be in the State of Submerged. Each Ironclad has it
own Portal to transport it across the Aether. Requires
2 Pilots & can carry 50 passengers or gunners. Has
150 hits & Resist damage under 20 hits. [R]
Land Crawler: slow tracked vehicle. Requires a pilot
& can carry 4 other passengers or gunners. Has 100
hits & Resists any damage under 10 hits.
Locomobile: sleek trains that travel on tracks at
speeds over 100mph. Requires a Pilot & can carry up
to 10 box cars. Box car carries 10 passengers. Has 50
hits & Resists damage under 5 hits.
Planar Portal: portal that opens across the Aether to
another pocket dimension [R]

Traps
Traps make some sort of obvious noise when set off.
If you set off a trap read the tag on the trap to know
what happens to you.
Alarm: sets off siren
Snare: holds person in place
Trespasser: land mine that does 10 Fire [SU] [DT]
Big Bertha: large land mine that can break vehicles &
Down people if they set it off [SU] [R]

Other Gear
This assorted gear can be used by mostly anyone.
ACME Tool Kit: all in one compact tool kit that is
used by people with the Tinker Trade. Someone with
the Mechanic Occupation can use these in lieu of a
Workshop.
Antidote: make a Journeyman Trade check against
any poison the person has to heal them [SU]
Injected Poison: may be rubbed on a melee weapon or
bow. The next hit with the weapon does +5 hits, &
then the poison is used up (D) [SU]
Ingested Poison: maybe put in food or drink or given
orally. Target immediately becomes Exhausted &
will drop to a downed status in 5 minutes [SU] [R]
Lockbox: a chest made with a built in lock;
Tradesman difficulty to open or force. It protects any
items inside from breaking if anyone tries to force it
open.
Manacles: these restraints cannot be broken out
of by the person who is captured by them.
Anyone who is not captured can try to break them
with a Master level Athletics Trade/Strength or
Nimble Ability check or Tradesman level Tinker
check.
Stimulant: the user Resists the next [EE] attack
used upon them & cannot be slowed (E) [SU]

Steam Gear
Breather: allows person to travel underwater & be
in the state of Submerged (D) [HC]
Death Hand: bomb that tends to destroys
everything within one mile (does Keen 100
Drain). Must be stationary & manned, takes
x100 Charging to activate. [SU] [R]
Difference Helmet: head gear that links a person
to the Great Difference Engine Dee. The head
gear can manipulate molecules at the subatomic
level & achieve astonishing effects. The headgear
is overwhelming & anyone without the Eurdite
Ability wearers becomes Dazed when its worn.
Anyone wearing the headgear causes energy
fluxes to any item that uses Hydro Cell & those
items stop working if wielded (not just touched)
Difference Engine: mechanical computer that
uses punch slots
Hydro cell: call x5 Reload to reload something;
10 Vit to create [SU]
Faraday Cage: large energy shield that stops
everything; very heavy & hard to deploy. Creates
a 10 circle of energy that no one can enter & that
stops all attacks & effects (E) [HC]
Gatherer: hit target with packet & call x5
Gather collects 1 Vit. Once a target has no
more Vit it becomes exhausted.
Hydronetics: bio augments improve subject
Armor: bonus armor that adds to AV &
stacks with other armor
Arm: you cannot be captured & can add
the damage type Electric to any melee
attacks
Leg: immune to knockback, repulse &
slow; & can add the damage type Fire to
any melee attacks
Head: Permanent difference helmet
Heal Kit: charge for a minute, then heal 5 hits;
call Heal; suspends death count when used
[HC]
Mender: repairs broken items & all AV after a
minute of use; call Mending [HC]

Mills Bomb: hand grenade; call x5 Arming &
throw a packet that does 10 Hits [SU]
Soul Forge: senses a soul nearby & can reform it into
a new body
Telawriter: you may send messages across the planes
to linked telawriters
Waldo: a remote controlled device that can be
installed on a vehicle or gadget. It allows a pilot to do
other things besides only drive/fly their vehicle like:
fire weapons, use planck effects, etc. Used on a
gadget means it can be unmanned & set off remotely.
Wings: unfolding wings that allow a user to glide or
fall safety from any height (E)

gLOSSARy OF tERMS
Activate: some items require you active a Hydro
Cell to use it. Call Activate and for that
encounter you may use the items full bonuses.
After the encounter turn any Hyrdo Cells used to
Staff
AED (after encounter discussion): immediately
after an encounter ends, players may challenge
something that happed with the Staff who ran it.
Please always wait & do not disrupt the game in
the middle of Combat. If you feel things are so
bad you cannot stand it, go out of character &
find a Staff member immediately. During an AED
Staff has ability to "red line" things to make them
right, this includes bring people back from the
dead or replacing items.
Armor Value: total extra hits from armor worn on
(6) locations: Head, Chest, Right Arm & Leg,
Left Arm & Leg. Armor is considered broken if it
losses all its AV. You can wear piecemeal armor
but not doubled up (two suits worn on top of each
other)
Bird See Packet: Packets used by Planck Effects
are in game items that need no tag. Difference
Men need a packet to use any Planck Effect. If a
Difference Man has a packet in their hand they
are considered armed & dangerous.
Call: anything that affects yourself or others has a
verbal part to it that needs to be spoken to use the
effect. Normally the call if the name of the effect
used. See the effect description for more details.
Captured: someone who is Down or unconscious
can be bound up & gagged. Never actually tie up
someone, use loose cord or fabric. If you tie up
someones legs they cannot move. Tied Hands
mean they cannot use Gadgets or Planck Effects.
Gagged means they cannot use Intones or speak.
Captured people can initiate an Active Trade
check against their captor to free themselves. Use
either Athletics Trade or Strength/Nimble Ability
levels vs your captors as a normal.
Charge: some Effects or Abilities can be prepared
to be used by charging them up. Once an effect or
gadget is charged up you can keep it charged by
saying Charged once every 30 seconds until
used. An Effect that can be charged has the [CH]
after it. You do not need to call the name of the
effect you have charged, so you never know what
people have charged waiting to be unleashed.

Components: wood, iron, stone, diamonds, rubber,
steel, food are all components found as loot or
gathered in the Estate System. They are used to make
items, vehicles & buildings in game.
Damage Call: When you hit your opponent, by packet
or weapon you call your damage 2 hits. You can
add a Damage Type by replacing the hits call by
saying 4 fire. You can also add a Special Attack
such as daze 2 hits. You can have a Damage Type
& Special Attack in the same attack: IE you call
daze 2 fire. No weapon call can have more than one
damage type or special attack such as backstab,
critical 8 fire acid unless you have the Keen Strike
High Ability.
Damage Type: there are six type of damage: Normal,
Acid, Cold, Drain, Electric & Fire. Certain things can
be immune or take double effect from one or multiple
damage types.
Daze: When Dazed you may not attack or run but can
use other abilities as normal.
De- Activate: you can end any active effect you
control by calling De-Activate
Destroyed: destroyed items cannot be used. The
Planck Effect Transmute can break the item down
into components or someone with the Restore Ability
can fix it. Otherwise its junk.
Disease: diseases are long term effects & are treated
by the Medicine Trade
Emotional effect: this effect can be stopped by the
Willpower Ability, Vows or Stimulants.
Encounter: any time there is combat. They can last 2
seconds or two hours. Prolonged Combat will be
announced by Staff when all hostilities conclude.
Flying: you must announce you are flying by calling
Flying every 10 seconds. While flying you can only
attack or be attacked by ranged weapons. Unless
some else who is flying moves up to you, then melee
can commence.
Game day: 12pm (noon) to 12pm (noon) any daily
effects reset at Noon
Hold: During an encounter, holds are called for
injuries or by Staff for special reasons.
Intangible: you cannot attack but you can fly &
ignore all damage types but Electric; call
Intangible or Flying Intangible every 10 seconds
& Resist when you ignore attacks
Killing Blow: touch a Downed or Captured player
with the weapon & call x5 Killing Blow. If
engaged in combat the count must begin again.
Massive: attack ignores normal shields
Mind Link: the Planck Effect Sync allows two
difference helmet wearers to momentarily
understand each other completely. Both instantly
know if either is lying, if they have harmful or
good intentions & who they are both loyal to.
This is not telepathy but an instant joining of
souls. Brief thoughts, emotions & other
information can be share if both parties are
willing. If either party is hostile, ask Staff to
mediate this Effect.
Miracles: someone with True Faith can pray
quietly & attempt anything they can think of.
After meditating quietly they ask a staff member
if their effect happens or not. At times Staff will
find someone with True Faith & give them a
course of action, it is up to the player if they do it
or not. Example: Ted has True Faith & witnesses
Sally die. A Staff member whispers privately to
Ted that he feels that if he prays over Sally she
will come back to life. Ted prayers over Sally and
she is bathed in light & comes back to life.
Miracles are rare and should not be used lightly.
Negative effect: any effect that hampers you:
Emotional Effects, Poison, Disease, etc.
NPCing: a player that wishes to come to game &
volunteer by playing villains will receive Prestige
& half off their next game
Non Combatant: children & players with physical
limits or injury that wish to play but are never
struck in combat (see orange headband)
Orbit: you are at a high altitude & can only be
attacked by someone also in orbit. Call Orbit
every ten seconds.
Preferred Occupation/Trade: someone who
obtains their nations preferred occupation or trade
immediately gains 5 Prestige as reward.
Piercing: this attack ignores normal armor &
shields
Poisoned: poisons are delivered by ingestion or
injury & are treated by the Medical or Naturalist
Trade
Prestige: prestige is awarded to excellent players
& for game donations. Players spend prestige for
XP & in our estate system.
Resist: this is the default call to ignore any effect
used upon you because you are immune in some
way
Slow: a target under this effect can only walk
slowly
Soul Forge: this is usually a gadget used to bring
people back from the dead. When you die go to
the nearest Soul Forge & wait. If a player is

manning it, they will sense you & can operate the
gadget to reform your body. Alternatively if a player
is a Soul Forge themselves, they can see anyone
nearby who wishes to come back & reform them.
Special Attack: special attacks augment calls and
allow for effects or more damage. You may not call
more than one special attack for a call.
Speed Time: Staff can call Speed Time [X] where
X is the amount of time to immediately pass. This
allows for Abilities to reset or what not.
Staff Area: this is where Staff HQ is located. It is
where you turn in Loot Tags, find help & where
NPCs report too.
Stealing: ALL game items must be physically
representation. They also should be engraved with
numbers or have a game card taped to it (except coins
& props). This game card will detail any open effects
the item does; while any special abilities the item
possesses will be written on an OOG card the owner
holds privately. In game items can be stolen. If this
occurs, the thief goes to staff & shows the item &
staff then acquires the OOG card.
Stealth: someone with the Stealth Ability can hide if
no one is watching them & they have at least cover.
They call Stealth & cross their arms. Anyone who
sees them should ignore them unless
their cover moves. IE your hiding behind a
locomobile, it moves away. Everyone will now be
able to see you. (D)
Teaching: the Ability of Teaching allows for you to
take one student under your wings. After three games
you both have attend, the student gets 2 XP & the
teacher gets 2 Prestige. Both players character sheets
will be noted when you are teaching someone.
Teachers that assisting someone with Manufacturing
or a Trade check allow for unlimited assistants.
Teleport: you move to the location your ability
allows; call Teleport as you move. Players can see
you as move but cannot affect you.
True Faith: Someone with True Faith must live by a
Strict code. They are expected to be helpful, humble,
giving & forgiving. If you fail to live up to this, the
Ability will be suspended until you finish a quest to
redeem yourself.
Wrap up: After game meeting in which Staff awards
bonus Prestige for great RP & Costuming.
players get to vote for Best Sport & award Prestige
to that player.

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