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Welcome to AfterMath
Core Rules
Introduction
1.1 Welcome
You are preparing to enter a game world using the Accelerant system. The system is
designed to be simple in concept and execution, yet have a rich and varied set of skills
and abilities with which to develop characters and stories. To do this we have created a
set of Core Rules that define all of the effects of the game and presents them to you
within the first two chapters of the rule book. All skills and special abilities refer back to
these Core Rules, so once you have learned the Core Rules you know how to react to
effects from any Accelerant game, even though the skills or abilities that allow a character
to use those effects may be very different.
1.2 Philosophy
The main philosophy of the Accelerant system is to keep the game flowing smoothly and
without interruption. Almost everything you do you should attempt in game. There should
be no reason to drop out of game, to consult an out of game personage during normal
game play, or to describe out of game actions unless those actions may make others
uncomfortable. You may consult in game spirits and characters, but all your actions
should be in game. In the Accelerant system you will never have a reason to describe
your actions. You can't set things on fire. You can't chop creatures to pieces. You cannot,
and have no reason to, perform actions you cannot actually attempt unless those actions
are defined in some other way in these rules.
The idea is to stay in character no matter what. If you have a question, attempt to word it
in character and ask it in game. If you feel you must leave game, walk to the edge of the
game area in character and leave the game for a time. You should never interrupt the
flow of the game. There are no rifts that move you out of the game action, no things
stepping through solid walls, no flying creatures, and no happenings that cannot be played
without interrupting the flow of the game. You might be transformed into a spirit and
made to walk someplace in that state, but anyone who sees your spirit still sees you
walking.
Be forewarned that our directed characters will react to blatant out of game comments as
insults or lies. Spirits and creatures will become enraged at out of game comments. As
such, dropping out of character can get you killed, or worse. If the problem continues, you
will be asked to leave the game. Stay in character.
Restrictions
missile, or packet attack, you will also take
that effect unless you "drop" the character
immediately. If you are being carried and
someone "drops" you then you role play falling As you play the game and wander around the
world, there is a lot you can do to affect the
Core Rules
Effects
To add to the atmosphere of role playing, we
expect our players to role play in combat.
Although we allow light weapons for safety
During the course of the game you can be the and comfort, we ask that players keep the
subject of a wide variety of attacks. Each pace of their swings in line with what a
attack will attempt to inflict an effect upon heavier weapon might require. Melee swings
you. Some effects can benefit you, and some that are entirely generated by snapping or
will deliver unpleasant effects upon you. rotating the wrist or forearm are discouraged.
Although you are expected to role play full
Attack/Ability
2.1
weapon swings where the weapon moves at
least 45 degrees, the actual contact cannot be
too hard. A tap from a weapon is sufficient to
Delivery deliver an attack. Melee attacks that are
blocked by another weapon or shield wielded
Each ability must be delivered to its target in by a character with the appropriate skill to do
some way. These deliveries are the physical so are not counted. Attacks to the head, the
action needed to determine whether an ability hands, or the groin are illegal and are not
has been successfully used on an opponent. counted.
There are several different ways to deliver Any strike that has no verbal announcement
game effects, but there are three basic attack causes 1 point of damage. These are known
deliveries that are used most often in combat. as "uncalled strikes" because they have no
Melee attacks are delivered with a successful verbal. Uncalled strikes will cause someone to
strike with a hand held weapon. Packet fall unconscious if they remove all Vitality, but
attacks are delivered by throwing a bean bag the victim will remain stable. A character
like projectile and striking an opponent. taken down by called strikes will fall
Missile attacks are delivered by throwing a unconscious and be unstable as well.
special foam throwing weapon.
If you are unskilled with a melee weapon you
It is always up to the defender to make cannot make attacks with that weapon. If
the final decision whether an ability has someone strikes that weapon or you try to
struck or affected them, and thus parry with that weapon, you must either take
whether the ability has been delivered. It the blow or the weapon is ripped from your
is important that players do not abuse this hand. If you do not take the blow, you must
honor system. If a player does not count legal drop the weapon as if you had been affected
hits, the game breaks down. Individuals that by the Disarm effect.
are reported for not counting hits will be
reviewed and if necessary asked to leave the You may hold only one weapon or shield in
game. your hand during combat. If you are holding
more than one item in a hand, and a melee
2.2 Melee Attacks attack strikes one of those items, then you
will take the blow or be disarmed of both
Melee attacks require special hand held items as if you were unskilled in their use.
padded weapons to deliver an attack, often
referred to as boffer weapons. Melee weapons Many skills work only on limb hits. A limb hit
cannot be thrown. You must have both hands is a strike to the arm or leg. A torso hit
includes the chest from the belt up to the top
on a two handed weapon in order to use it in of the chest. Any hit to the leg or buttock is a
combat unless some game ability specifically leg hit. Any hit to the arm or to the outer
states otherwise. These padded weapons shoulder is an arm hit. Hits that come down
have a strict set of creation rules and must on the shoulder or that come down between
pass a safety inspection at each and every the shoulder and the neck are also arm hits.
event where you intend to use them. Neck hits are illegal.
Missile Attacks
the weapon tip move forward and
contact an opponent's weapon then 2.6
count that as one of your flurry strikes
even if it was not your intention to There are two types of missile attacks.
Projectile attacks and thrown weapons.
2.8.4 Name 1
Flavor of attack indicates a specific descriptor, such as
1 damage by Shadow
2.10.2.7 Final Death minutes and apply the time to all three
benefits. The Root would end, the Weakness
If the spirit cannot return from the Death would end, and the skill could be used to
area then the character passes beyond reset the defense. Activity time represents
this world and is said to have taken a something that requires your concentration.
final death. Final death means that you can Activity time might be required to repair
no longer play the character in question, and armor, mend wounds, or meditate to remove
adds an air of danger to the game by an effect. You must spend the time role
threatening your in game persona. playing in a manner appropriate for the skill
or ability you are using. You may talk with
Attack Effects
others during this role play time if you wish
2.11 so long as the skill or ability description does
not have additional restrictions in its
The effect of an attack describes how that
description.
attack benefits or impairs you. The effect is
the first part of any verbal. Some effects
Activity time requires that you stay in the
target items rather than characters. Each
same area as you role play the activity. You
effect will have its own duration, but curing or
cannot walk or run outside of the immediate
removing that effect will end it.
area. You cannot use other game skills, used
called attacks, or use called defenses during
Timed Effects this time. Skills and abilities which require
There are various effects and activities that activity time do not overlap; what this means
require time before they are completed or is that if you have two different skills that
removed. This time is defined in one of two require activity time to perform that time
ways: spent on one ability cannot be applied to any
other activity. You have to role play each
For example, Travis and Gerard each have a If a "Cure Maim" effect references a specific
skill that provides armor points. Travis has a limb, the effect will only remove Maim effects
skill that requires one minute of rest to on that limb. If the Cure Maim effect does not
refresh his armor points. Gerard has a skill specify a limb, it will cure all Maim effects
that requires one minute of activity to refresh active upon the target. If an ability or skill
armor. Both sit down to rest off a Weakness allows you to use the "Cure Maim" effect on a
effect. During that time, Travis may also specific limb, you cannot use that ability as a
refresh his armor points. Gerard will still have general "Cure Maim" effect.
to spend one minute of role play to refresh
his armor. A "Cure Death" effect will restore a dead
target to life and leave them with 1 Vitality
Many attacks last until you rest for five unless that target has transformed to a Spirit
minutes. You must be sitting, lying, or of the dead.
kneeling to rest. You cannot walk or run. You
cannot use any game skills while you are Once a character has transformed to a Spirit
resting. Effects that require rest will not end of the dead, only the rare "Cure Death to
until you rest for five uninterrupted minutes. Spirit" effect can restore them to life, and
only if it is used before the Spirit reaches its
You are also resting if you are dead, destination.
unconscious, stunned or paralyzed. Paralyzed
characters are considered resting even if they A "Cure <Inflict Name> to/by <Trait>"
are standing. You cannot refresh attributes or effect will remove a trait given to you by an
skills while you are resting. Both are Inflict, Imbue, or other effect that is
interrupted by a successful non-beneficial temporary. It has no effect on a permanent
attack. trait granted by race, skill, or the like.
The Cure effect removes effects on the In AfterMath, called melee damage has a cap
target. A Cure <Effect> will remove all of 10 damage. However, should you break
instances of that specific effect. A Cure that cap you are allowed to add extra effects
<Trait> will remove every active effect with on top of your 10 damage depending on by
the appropriate trait except Imbue and Inflict how much you break that cap.
unless the Imbue or Inflict card specifically
says otherwise. Cure will never restore 11-13: 10 damage and Maim
Vitality. Cure is a beneficial effect. 14-16: 10 damage and Agony
17-19: 10 damage and Slam
Example: 20+: 10 damage and Death
Travis has been affected by the following
attacks: Slow by Disease, Slow by Will, and You may use any lower add on to instead of a
Drain by Will. A Cure Slow will remove both higher add on if you wish.
Example:
2.11.5 Destroy Travis is lying on the ground unstable and
This effect is unique in that it is inflicted has been affected by a Slow by Disease and a
upon an item rather than a character. Paralyze by Magic. Another player leans over,
Because of this, the item becomes the target touches him with a packet and says
for the attack. Melee attacks affect the item "Diagnose Stable." Travis says "No." She says
struck, while missile and packet attacks affect "Diagnose Unstable" and Travis says "Yes."
one item that will be named in the verbal. She uses a Heal effect on Travis but he still
This item becomes unusable until someone doesn't move. Puzzled, she says "Diagnose
with the appropriate skill spends one minute Stun." Travis says "No." She says "Diagnose
of time to fix it. The item is not destroyed, Paralyze." Travis says "Yes." She has the
just damaged and in need of repair before it ability to Cure Poison, so she says "Diagnose
can be used. The prop must still be carried, Poison." Travis says "No." She decides to wait
for it represents the broken item. The skill until the Paralyze wears off.
varies with the type of item. Some
characters with unusual forms, such as If someone uses "Diagnose Damage" on you,
constructs, may be affected by Destroy if it is you may choose, for the sake of expediency,
used upon them directly by saying "Destroy to include in your reply the current number of
Body." Vitality points that have been removed by
Damage. If, for example, you have taken two
In AfterMath, weapons and armor are damage that has not been healed and
repaired by the Smith skill. Other items someone uses "Diagnose Damage" on you,
are repaired by various other skills. Some you may reply with a simple "Yes" or you may
items, such as potions, cannot be repaired reply with a "Yes, two." The choice of how to
and are lost forever. When an item with a tag respond is up to you.
is affected by a Destroy, the tag is either
marked or destroyed.
2.11.7 Disarm
AfterMath LARP Rulebook Page 31 of 208
You must drop everything in the hand prevent entire skill headers. If a header is
indicated by the verbal. You can pick up drained, you cannot use any skill that falls
items immediately after they have come to under that header. Drain can be used in this
rest. You may pick up an item as soon as it manner to suppress racial abilities and
stops moving. The verbal will contain either empowered named items. If an item is named
"Disarm right hand" or "Disarm left hand." If after a Drain effect then no abilities from that
you are holding a fragile or breakable prop, item can be used until the Drain ends.
including an air gun, you may put it down
rather than drop it, but in this case you Only simple Drain effects prevent you from
cannot pick it up for a full five seconds. running. The Drain effect will last until you
rest for five minutes.
Delivering this effect with a melee attack
requires you to strike that weapon while
calling the Disarm effect. You do not need to 2.11.10 Expose...
specify a hand. The Expose effect is followed by one trait. If
you have that trait and are subjected to this
The hand that is holding the weapon will be effect, you must cry out, revealing the fact
affected. A melee delivered Disarm will not that you have the trait and revealing your
affect a shield unless the "Disarm Shield" position. You must cry out as loudly as the
verbal is used. You cannot disarm a shield Expose effect was called.
unless a skill or ability specifically allows the
use of "Disarm Shield." Although you may cry out softly if the Expose
was called softly, you still must make every
effort to ensure that you are revealed to the
2.11.8 Disengage person who called the effect. The Expose
To initiate this ability either take a step back effect is audible and you must cry out even if
or plant your feet for 3 seconds and gesture you are unconscious or under the effects of a
at any number of opponents with your Silence, Stun, Paralyze, or other disabling
weapons. You cannot move towards any effect.
target. Everyone who is attacking you and
everyone indicated by the gesture of your You are not affected if you are Dead or have
weapon must move back out of weapon range the Spirit defense unless the Expose effect
so that you cannot cross extended weapons. targets those specific traits. This effect is one
Targets that are rooted or cannot move back of the few that will commonly be delivered by
may cross their arms and lean away from the voice.
effect instead of backing up. Once the
distance has been increased and the space
indicated by the Disengage has been cleared 2.11.11 Frenzy
by all targets (or everyone has crossed their This effect causes you to attack the closest
arms and leaned away) the effect ends. creature to you, regardless of recognition or
Disengage will not force a target into a consequence. You may attack with any
dangerous area. A target may choose to cross standard skill that is not beneficial, though
arms and lean back rather than stepping back you are not forced to use consumable skills in
into an area that will cause them some this attack. If you are affected by a Repel
detrimental effect. Disengage is not a melee effect, or if you are not affecting the creature
delivered attack and cannot be negated by in question, or if you cannot find a way to
defenses that stop melee attacks. reach the creature for 10 seconds you will
move on to the next closest creature. If
someone else attacks you and that creature is
2.11.9 Drain more convenient than your current target
For a simple Drain effect, you cannot run or then that creature will become your new
use any game skills, including weapon and target. The effect ends when you are
shield skills. If the verbal is followed by a skill rendered dead or unconscious.
or ability name then you cannot use that
particular skill. Drain can also be used to
2.11.13 Heal you will gain that trait for the remainder of
the event.
This effect restores one point of Vitality.
If the effect is followed by a number, then it Otherwise, this effect is some affliction or
restores Vitality equal to the indicated detrimental effect that is described on an
number. Otherwise it restores one point. If effect card that is given to you after the effect
you are unconscious with no Vitality then is used upon you. An Inflict effect with no
healing will restore one or more Vitality points trait will not take effect until you have read
and you will wake immediately unless some the effect card, so a character engaged in
other effect is preventing you from doing so. combat may not be affected by Inflict effects
Heal is a beneficial effect. described on Inflict cards immediately; they
have time to retrieve the effect card and read
2.11.14 Imbue... it when it is convenient and unobtrusive to do
so. Unconscious or dead characters must read
This effect can be used in one of two ways. If
the Imbue effect is followed by a trait, then the card immediately. Inflict cards will give
you some unusual detriment that will have an
you will gain that trait for the remainder of
the event. effect and a duration described on the effect
card.
Otherwise, this effect is an enhancement
Inflict effect cards can have a wide variety of
or extra ability that is described on an effect
card that is given to you after the effect is long term plot effects. Examples include
causing death after a certain amount of time,
used upon you. An Imbue effect with no trait
will not take affect until you have read the causing you to transform into some type of
creature, inflicting you with a disease that
effect card. Imbue will usually give you some
ability that can be used during the current cannot be healed normally, weakening the
spirit of a dead character, and similar
event, although the effect card might describe
some effect that lasts beyond the current exceptional abilities.
event. Imbue is a beneficial effect.
Defenses can be used to negate Inflict attacks
if those defenses will stop an attack with the
Imbue cards can have a wide variety of long
term plot effects. Examples include granting a appropriate trait.
defense against certain types of attack,
strengthening the spirit of a dead character, If a player can use an Inflict effect, that
ability will always have some in game action
and similar exceptional abilities. Defenses can
be used to negate Imbue attacks if those that must be accomplished before you can
use it. You might need to gather and mix
defenses will stop an attack with the
appropriate trait. components. You might need to construct
some item from strange parts.
2.11.30 Waste...
2.11.26 Stabilize Waste is always followed by either an
If you are at 0 Vitality and unstable, this attribute or a skill that has a limited number
effect makes you stable. You start your 5 of uses. You lose one or more uses of the
minute count. Otherwise you call "No Effect." named skill or one or more points of the
Stabilize is a beneficial effect. named attribute. Waste has no effect if you
have no attribute points or skill uses left. If
2.11.27 Stricken you do not have the named skill then Waste
to that skill has no effect. As a default, Waste
You are unaffected by any beneficial removes one point or use of a skill. If a
effect unless it removes the Stricken effect number is placed before the attribute or skill
from you. Call "No Effect" to any other name then you will lose more attribute points
beneficial effect used on you. or uses of the skill. Skills that require
attributes cannot be wasted directly and are
There is one exception; the Stabilize effect unaffected by a Waste effect.
will work. Only a "Cure Stricken" effect or a
Points awarded for armor are based on the type of armor and the body
coverage it provides. The values for armor coverage are given below.
Creating your
2.16.2 .610 Ultralight
Weapon This core is a thicker version of the spiral
wound fiberglass tubing that is purchased
from the company called Good Winds Kites. It
is almost twice as expensive as .505, but it is
2.16.2.1 Striking Weapons needed if you intend to make ultralight two
handed weapons. Ultralight two handed
weapons require extra padding down one side
2.16.2.1.1 Weapon Cores
of blade consisting of 1" of open cell foam or
Next you must create the weapon core. For
an extra layer of 5/8" pipe foam.
thrown weapons you skip this step. Your core
materials depend on the length of the
Because ultralight weapons are so light, we
weapon, which you determined in step one.
are especially careful to ensure that those
The weapon core will need to be 5 shorter
using these weapons role play their swings
than the overall length of the weapon. Each
properly. Though we allow the use of these
end must be capped with a coin or strapping
cores, this is considered a privilege and
tape so there is no hole at the end. Each pipe
players who perpetually swing from the wrist
insulation overlap will need to be 1 and the
and machine gun shots will lose this privilege.
foam thrusting tip must be 2 in length. The
Role Play your swings.
core materials we allow are described below.
2.16.2.1.2
3/4 PVC
Padding the Striking Area
This common core can be used for one
Next you will have to add the padding to the
handed weapons and is used with aluminum
striking surface of the weapon. The padding
to make two handed weapons. You will want
can be 5/8 pipe insulation, standard camping
to find schedule 20 PVC pipe with a thin wall.
foam, or several other varieties of approved
There are schedule 40 pipes with thicker walls
foam. Consult staff should you have
that are too heavy to make good weapons.
questions regarding acceptable
This core can also be bent into bows by
materials.
applying very hot water, or softening with a
heat gun or handheld blowtorch. PVP shears
Weapons have traditionally used 5/8" green
are recommended.
Climatube 80 pipe insulation, but the parent
company has discontinued that foam. Suitable
Graphite Golf Club Shafts
replacement foam can be found through
This type of core is beneficial in that, should
McMaster-Carr at 404-346-7000 or online at
the weapon break, the core will shatter rather
www.mcmaster.com. Search for polyethylene
than splinter. Many players consider this a
pipe insulation. The product numbers for un-
safer alternative to PVC and aluminum golf
slit foam that fits various cores are below:
club shafts. These can be ordered new, or
2.16.2.2.1 Packets
Packets are small bean bags that are thrown
to represent magical attacks or special
powers. They should be made of stretchable
fabric and filled with birdseed. You should use
only small birdseed with no larger or sharper
seeds. A square of fabric is pulled around the
birdseed and its corners are gathered
together to form a tail and closed up with
strapping tape or rubber bands. You may also
sew a packet shut. Sealing the packet with
other types of tape will be allowed on a case
by case basis, and the packet should have
give in any case (meaning pack them loosely
they should not do real-life physical damage
on impact). Packets with any other material
inside will not be allowed.
There are certain phrases that can be Example: A wraith calls out "Paralyze by Fear
added to verbals to change the effect. and 2 Damage" and hits the player with a
These can modify the duration or add melee attack. The defense "Resist Fear"
additional effects to an attack. For simplicity, would negate the Paralyze effect. The defense
a single attack can only be modified by one of "Resist Weapon" would negate the Damage
verbal modifier. effect. A skill that negates one melee strike
would negate the entire attack.
2.19.1 Double and Triple
One single delivery causes multiple attacks to 2.19.3 Permanent
affect the target. "Double" causes two of the Someone precedes an attack verbal with
specified attack to be delivered, while "Triple" "Permanent" and calls out an effect with a
causes three attacks to be delivered. Each duration. The effect will last at least for the
attack requires a separate defense. remainder of the event. Permanent effects
may not be removed by resting, but may still
Example: A wizard calls out "Triple 10 be removed by the Cure effect.
Damage by Fire" and throws a packet that
hits you. You must take three "10 Damage by In AfterMath, if you end the event with a
Fire" attacks. Permanent effect, you must submit to plot a
description of the effect and how you received
"Resist Fire" would negate one of these it.
attacks and you would still take two attacks.
You may use multiple defenses against these
attacks. 2.19.4 Short
Someone precedes an attack verbal with
2.19.2 Chained Effects "Short" and calls out an effect that has a
duration. That effect instead lasts until you
Two effects can be chained in one attack. The rest for 10 seconds. If used with Frenzy, the
verbal should name the effects with an "and" effect will only last 10 seconds.
between them. If both effects have the same
trait then the trait is called only at the end of
the attack. If both effects have different traits
then a trait is called for each effect. A defense
that negates one of the effects or one of the
traits if they are different would only affect
that portion of the attack. In the case where
both effects have the same trait, however, a
defense that negated the appropriate trait
would negate all effects. The attack is still
considered a single melee, missile, or packet
attack so a defense that negates a hit from a
specific delivery such as melee, missile, or
packet will negate the entire attack.
Example: if the cost is double maintenance Some effects, skills, and spells can waive the
for a character, so they owe 20 Amps and cost of High Life Food and/or Living
they receive something that waves normal Maintenance. If it is an effect or a spell that
maintenance they would have to pay only the is temporary and not on the character card an
10 AMP difference. effect card must be presented to the Records
team in place of the maintenance money. If
it is a skill or effect that is on the character
2.22.2 Good Life card, the character card must be presented.
Living the Good Life costs more than
Regular Living Maintenance. As it If for some reason the normal cost is waived
represents you eating better and staying then the player is able to buy High Life for the
in better conditions, the cost to live a difference between the two costs.
Good Life for food and living is double
the normal cost. It will give the character Example: if the cost was 10 Amps and the
an extra vitality for the whole event, raising cost for High Life is 40 Amps then the player
the maximum for the event. This must be would only have to pay 30 Amps.
noted on the character card at the beginning
of the event when it is purchased.
Some effects, skills, and spells can wave the 2.23.4 Effects of Starvation
cost of Good Life Food and Living The Maintenance cost is paid at the beginning
Maintenance. If it is an effect or a spell that of every event, adventure day, or tavern
is temporary and not on the character card an night. Those who fail to pay this cost will find
Rule of Etiquette
Special
2.24
If a player is pretending to be dead when
they are not, simply taking a knee will not
suffice. They must lie on the ground.
AfterMath Rules / In most situations, it is considered a rule of
Now that you have read all the core rules, you
know how to play AfterMath! The rest of the data
here is for building your character and going over
the AfterMath world. 3.2 Character
Now to create your character you will need a few
elements. This would include your race, racial
advantages / disadvantages, skills, and/or spells.
Attributes
Each character has 5 attributes. These attributes
But before you can get to that you must
have nothing to do with your characters actual
understand how character points will work.
abilities but they are used to power your skills and
spells. These attributes are Brawn, Wits,
Character
Willpower, Agility, and Essence.
3.1
Each attribute tries to be reflected by the type of
Points
action that is being made.
There is no level in AfterMath. So when you attend Essence is cheaper to buy, it cost 1x what its going
an event or assist the AfterMath staff in some way to, so going from a 2 to a 3 cost 3 CP, 3 to a 4, 4
you gain CP instead. CP.
The CP gains will be the following: Characters start out with 2 points in each attribute
Character History: 3 CP once ever unless their race dictates otherwise.
Donations: 0.5 CP 5 CP
Event: 1 CP *
3.4 Character
Races
Within AfterMath there are several different
character races. Each has their own flavor,
(Ehk-TOOR) Advantages
0 CP- Craftsmen: -1 CP to all production skills
This armor plated race of hive dwellers is normally 1/1/1/2 CP Exoskeleton - Natural Armor-
extremely xenophobic. They have a rigid caste All Children of Ektur start with one point of armor
system and most have no contact with other races. for free. Up to 5 points of armor may be bought.
A few decades back, the six rulers of the Great Armor refits with 1 minute of Role-play. The
Hives decided there was a need for greater contact armor may be refit even when drained or moving.
with the other races of the world. They engineered Due to the Exoskeleton Children of Ektur may not
a special breed of drone, giving them almost full wear armor of any type, nor can they gain armor
autonomy and set them to act as eyes, ears and of any type other than their Exoskeleton, including
public relations in the world outside the Hives. Grant effects. This armor does not go away when
They are required to report back every year or so hit with a simple drain. However, a Drain Armor
to relate their experiences. Some say it is a effect will still affect them.
preparation for an attempt to rule the world, but
many have benefited from trading with the Hives 2 CP Secrete Poison - Apply to Weapon or
and see it as an attempt to adapt to their Claw with 10 seconds of role-play-Agony by
surroundings. It is clear that they are originally Poison. This may also be thrown as a packet.
from another world than this one. When asked Cost: 1 of any stat.
they always refer to themselves as the Children or
the Child of Ektur. Whether this is a high queen of Disadvantages
their race, their home world or a Power is
unknown. The Hives export minerals and metals Hive Separation - All negative effects with the
dug from beneath the earth, a very powerful Will Trait are doubled
alcoholic beverage called Yalakan (commonly
called Bug Juice) and very strong fabrics of Example: if they are hit with a 3 Damage and Stun
unknown origin. They are also known as the by Will and it affects the Child of Ektur, they would
greatest of crafters. take 6 points of damage and Double Stun instead
of just 3 damage and one Stun. If this effect was
The Caste system is as follows; Mnemarchs (Hive stopped by a Shield and did not actually affect the
Queens), Autarchs (General/Consorts), Hajtur Ektur, this would not yet be doubled. This effect
(Handmaidens), Turgri (Craft masters), Ebektur would take two resists for an Ektur to negate or
(Agent/Adventurers), Durankaj (soldiers), Pangri one shield.
(Craft workers), and lastly the Panturj, the
common laborers. Even though the Ebektur do not One Mind Alone- All Stun effects act as if they
generally reside in the hive they still retain much had a Double Effect on them unless two Children
of the Ektur beliefs. They have no use for non of Ektur are within sight of each other.- (Example
productive members of their society. An Ektur who if they are hit with a Stun by Force, it affects the
is disabled or not otherwise able to contribute is Children of Ektur as if it was a Double Stun by
destroyed. Ektur do not understand beggars, or Force, taking two defenses to block)
thieves, or anyone who does not produce
something tangible for a living. Even the soldier
castes of the Ektur have secondary work in one of
the Crafts.
A popular legend is that whenever all four winds 1 CP Attune to Magic Resist (trait) costs
meet at the same place, a Jinxie is suddenly born 1 of any stat to use. Since Jinxies are essentially
on the spot. Whatever the cause, these wanderers made of the different magics they find it easy to
take delight in all aspects of life, wandering resist many forms of it. With each CP spent on
wherever they can. They enjoy experience of any this advantage the player may choose three traits
kind, though they never truly become attached to from the list below. After 5 seconds of role-play
anything or anyone. Their emotions can change they may expend any trait to resist a spell with the
quickly from moment to moment although they trait that they attuned to. There might be more
never feel them very strongly. They tend to have that they can resist but they must find a Jinxie who
short attention spans, becoming bored easily. knows how to resist it and get them to teach it to
them.
Newer Jinx-kin may occasionally have Traits: Air, Blood, Earth, Faith, Fire, Force, Ice,
inappropriate emotions, as they lack understanding Lightning, Magic, Nature, Water, Radiation
in their interactions with other mortals. They have
no society of their own, and it is rare to ever see 3 CP- Sleight-of-Magic (Pre-Req Attune to
more than a handful in any given place. Magic)- After resisting an effect using Attune to
They appear almost human, and are powerful Magic the Jinxie is then able to throw 2 Damage
wielders of magic. They have an inborn ability to by Magic within 10 seconds of being hit.- No
absorb hostile spells and return them as pure additional attribute cost
magical bolts. They have a certain detachment
from reality, they feel nothing deeply. They Disadvantages
believed by many to bring bad luck (this rumor
was probably started by wizards who like to throw New to the World- -1 Wits
their power around). Although Jinx-kin are gender
specific, they cannot have children in the normal Irresistible- -1 Willpower
fashion, and are unable to interbreed with any
other species. Their names and style of dress vary
in the extreme. Late in life, some develop an
obsession with becoming famous through some
deed or other, so as to leave some mark upon the
world before they leave it. With some it can be
very extreme indeed, causing them to take insane
risks. The Jinx-Kin have a universal love of parties
and social gatherings of all kinds; many have
become skilled social sycophants, at least for short
periods of time. They have a fascination with the
way other mortals interact with each other, and
sometimes will pretend to similar emotions and
desires, just to see where it goes. Ultimately their
lack of emotional depth betrays them, ending their
illusion.
Disadvantages
Racial Abilities:
This brightly colored amphibious race usually
makes their homes along the banks of the larger
Advantages
rivers of Kallante. They are humanoid, with some
reptilian features and a short tail. They make good
0- Amphibian - allows unhindered movement in
boatmen when motivated, but most prefer to
water areas as designated by module or plot
spend their days in idle inactivity. They are as at
home in the water as on land, and like to wear
1 CP Re-grow Limb Self only Cure Maim by
light clothing that match the bright colors of their
Will 10 Second RP No attribute cost
skins.
2 CP Regenerate At the cost of 1 Any the
Avid swimmers, they tend to become depressed
River folk are able to heal themselves from almost
when away from free-flowing water for too long.
any wound. They gain 5 uses of Heal by Will that
They claim to feel the singing of the waters they
they can only use on themselves. They can use
swim in. Stagnant pools will do in a pinch, but the
this healing, assuming they have any left, even
Riverfolk claim such waters are dead.
when unconscious. Outside of combat is where
this advantage shines though. All a Riverfolk must
Laziness is almost considered a virtue among these
do is rest for 5 minutes and they are fully healed,
people, and getting someone else to do your work
without spending any traits.
for you is an art form. They are highly prized as
pilots and navigators on the rivers, but rarely work
3 CP Revive Even if the Riverfolk are out of
for long. Once they have enough to keep them for
their ability to regenerate when they hit the floor
a while, home they go. Normally they live in small
they are still hardy. For the cost of 2 Willpower a
family groups of ten or twenty, in homes dug into
Riverfolk can Cure Death to Self.
riverbanks or on stilts out in the water. They fish
the rivers and practice a small amount of
Disadvantages
aquaculture to survive. One of their favorite
sayings is Wait long enough, and the River will
Fearing the Storm- All Air Damage acts as a
bring it to you. They tend to be friendly, though
Double Effect
inviting strangers into their homes is a rare
occurrence. Guest right is of the utmost
Itchy Skin- Cant wear any armor. Can still
importance to the Riverfolk. If they have taken you
purchase dex armor and gain benefits from Grants.
into their homes and shared salt and meat with
you, then you may trust them with your life as
long as you are a guest. On the other hand they
hold grudges for a long, long time, often taking
years to plan the most devious revenge possible.
They dont care much for Kesamalani, finding
them obsessive and uptight. Tech or Magic is all
the same to them, just more ways to make life
easier.
The Soulless are seen as a tool by the Old Bloods. 3 CP- Walking Arsenal- Able to use Firearms and
The fact that they mimic intelligence is a sign of Heavy Weapons with no AMP cost for bullets. Note
the greatness of the Old Bloods who created them. that Missiles still have an individual cost.
They have no rights and are all considered
property. If a non-old blood had a Soulless they 4 CP- Power of the Machine- +4 minutes to
would view it as a stolen property. Even though bleedout when unstable.
they are seen in such a way, Soulless mimic life in
almost all ways (unless ordered not too). They are Disadvantages:
created to follow there purpose. Though most Bio Feedback- The Mystic focus cost an additional
were made for war, some were created as House 3 CP to purchase.
servants. Soulless tend to be programmed to be
respectful to Old Bloods at all times and view them Controlled by the Makers- Programmed and
all as there master. Any Soulless that acted in a Controlled by Old Bloods
different way may be flagged as defective as such
the Order of Reconstruction and Control (ORC) will Keep from Breaking- All Soulless are expensive
come and repair or decommission the Soulless. to keep maintained. Soulless upkeep is
considered 10 amps higher than the level they are
Soulless do have personalities, these tend to be paying and can not go below 10 amps unless an
very dry but sometimes they can go in any imbue card specifically says otherwise.
direction. There is a very small group of Soulless
who believe they are fully alive and do not like
System
have been divided into several distinct kinds. They
are as follows:
Attribute skills- These skills either add to
From Baking Cakes to an existing attribute or provide the character an
additional attribute that they may use for a certain
Combat ability or group of skills.
Combat skills- These skills are used in
combat to cause certain effects or defend against
attacks. To be more specific, almost any skill that
Character Generation
is primarily used to resolve combat is considered a
The foremost goal in the following
combat skill.
character generation system was to make possible
Event information skills- With these skills,
nearly any character idea, promote diversity, and
characters have the ability to gain information
encourage future growth. Although the many
pertinent to the plot of the following event.
choices can be, at times, a little overwhelming,
Without these skills, you may still gain some
actually playing the character becomes that much
information, however a trained character can
easier. As you build the character, you should be
always find out a little extra.
able to easily resolve who and what the character
Fighting Styles- While not weapon skills,
is, where they grew up, and how they think. More
this type of skill allows the character to use the
important than any set of skills however, a
weapon skills they have in a particular manner.
character history is an invaluable tool to role-
For example, a character in melee combat with a
playing.
weapon in each hand must have the appropriate
The skill system is divided into three parts,
fighting style. Without a fighting style your
disciplines, focuses, and skills. To simplify the
character may only use one weapon (in which they
process, think of each of these as progressively
are skilled) in their primary hand.
more specialized skill headings.
Path skills- Purchasing these skills allow
the character to begin to pick up the magical
Disciplines
spells, technical skills, or other skill specific
A broad character concept, disciplines
abilities within the path.
determine the strengths of your character;
Weapon skills- These allow a character to
whether they are combat junky warriors, sly
use a specific kind of AfterMath approved weapon
stealthy rogues, or a powerful mystic. Multiple
in combat.
disciplines can be bought with CP. Racial effects
Production skills- The idea of production
aside, disciplines cost the listed CP price regardless
skills is that they allow the character to create an
of how many the character has, or when they are
item that can be used to effect the game at a later
bought. If a skill is listed under multiple
time.
disciplines, the skill does not have to be bought
Prop interaction skill- From time to time,
again upon gaining the other discipline. In
throughout an event, characters will encounter
addition to unlocking many relevant skills, each
props and situations that require the character to
discipline has its own unique focuses.
have certain skills to manipulate them. In all
cases, a white or yellow envelope will be in sight
Focuses
with the name of the usable skill written on it or
To further specialize your character, you
the skills individual short code as per the long
may spend CP on focuses. Focuses reflect specific
description of the skill. A character with the
training in an area, opening up specific skills,
appropriate skill may then open the envelope to
powerful magical paths, and special production
read and interact in the appropriate manner.
abilities. Also it can suggest even more about how
Unique skills- This group of skills contain
your character fits into the AfterMath world.
all the other skills that do not conform to the other
Focuses, for many, are even their actual
types.
occupations.
Skills
During the creation and advancement of
your character, you will spend the characters CP
on raising attributes and gaining skills. Skills come
in a variety of types; some may allow the
Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 2
Melee Weapon Allows the user to wield all one handed or all two handed
Proficiency weapons. 2
Search- Animal May search NPCs and certain props for animal components 2
Search- Mineral May search NPCs and certain props for mineral components 2
Search- Plant May search NPCs and certain props for plant components 2
Search- Tech May search NPCs and certain props for tech components 2
Small Weapons May use small weapons 0
Mystic 2
Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 2
Melee Weapon Allows the user to wield all one handed or all two handed
Proficiency weapons. 2
Reckless May instantly refresh attributes 3 2 Essence
Rogue 2
Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 2
Melee Weapon Allows the user to wield all one handed or all two handed
Proficiency weapons. 2
"Stun by
Out Cold Melee Weapon Delivered- 'Stun'- Can only be done from behind 3 1 Agility Weapon"
Pick Locks May attempt to pick prop locks 2
Small Weapons May use small weapons 0
Spend 10 seconds hiding in the dark and you gain the spirit trait
Stealth while your feet are planted 4 2 Wits "Spirit"
Thrown Weapons May throw specially made AfterMath approved weapons 1
Warrior 2
CP Attribute
Disciplines Description Cost Cost Verbal
Ambidexterity Allows the use of a melee weapon in the off hand 2
Cleave Melee Weapon Delivered- '5 Damage' 3 1 Brawn "5 Damage"
Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 2
Firearm May use AfterMath approved 'Foam Gun Weapons' 2
Allows the user to wield all one handed or all two handed
Melee Weapon Prof weapons. 2
For each purchase you may have 1 more bullet in your hopper
Reload at any one time 1
Fixer 3
Analyze Can manipulate plot and module specific tech devices 2
Customer Service Pre Event info 2
Engineer Production Skill - Makes tech gadgets 3
Firearm May use AfterMath approved 'Foam Gun Weapons' 2
Passive Weapon Delivered- Disengage 3 1 Wits "Disengage"
Recharge Bullet Allows an engineer to recharge bullets 2
For each purchase you may have 1 more bullet in your hopper
Reload at any one time 1
May repair weapons or armor that have been destroyed via the
Smith destroy effect 3
Martial Artist 3
Martial Arts
Philosophies Grants access to Martial Arts Philosophies 1
With this skill the Martial Artist is able to use only a single
"Fist," while the other hand may be used for Thrown Weapons,
One Armed Monkey Grenades, Spells, and Psionics. Any other weapons cause the
Style Martial Artist to lose their trance. 2
Pressure Point Fist or Claw Delivered- 'Short Paralyze' 3 1 Wits "Agony "
Psionic 3
Concentration Attribute to use Psionic abilities- Can be bought up to 4 times 4
Allows the user to open envelopes with skill name written upon
Premonition them 2
Projective Dedication Technical Path 1
May regain stats on a missed spell delivery. Must be bought for
Refocus each path of magic. 1
Shrugging off Magic Resist vs. Magic Trait 3 1 Brawn "Resist"
T-K Dedication Technical Path 1
Shifter 3
"By Voice,
Allows user to expose any creature with the animal trait by Expose Animal
Animal Scent Voice 1 1 Wits by Will"
Canine Hybrid Magical path 1
Controlling the Beast Resist Frenzy Effect 2 1 Willpower "Resist"
Feline Hybrid Magical path 1
Mask of the Warrior Production Skill- Makes war paint 3
Rodent Hybrid Magical path 1
"Speak to
Speak with Animals Packet Delivered- Speak to Animal by Will 1 1 Wits Animal by Will"
Mystic
CP Attribute
Skills Description Cost Cost Verbal
Blood Mage 3
Ambidexterity Allows the use of a melee weapon in the off hand 2
Pathwalker 3
Check Condition Allows user to diagnose effects 2
Commune with
Guardian Pre Event Info 2
Equinox Mana ability used in place of any attribute for Pathwalker spells 4
Priest 3
Sorcerer 3
Can use in place of attributes for sorcerer spells- Can be bought
Arcana up to 4 times. 4
Heart of the
Mountain Magical Path- Earth 1
Heart of the Sea Magical Path- Water 1
Heart of the Storm Magical Path- Lightning 1
When you are unable to continue the battle due to death or any
other reason that prevents you from continuing, you must call
Call the Battle the end battle phrase. 0
Can be bought up to four times, used in place of attributes for
Charisma war rituals 4
Search- Animal May search NPCs and certain props for animal components 2
Spend 10 seconds hiding in the dark and you gain the spirit trait
Stealth while your feet are planted 4 2 Wits Spirit'
Rogue
Assassin 3
May weapon deliver a 5 damage and Stricken to contracted 1 Brawn or "5 damage and
Assassination target 3 Wits Stricken"
Bulls Eye Thrown Weapon Delivered- '5 Damage' 3 1 Agility "5 damage "
May call "Death by Weapon" on contracted person when the
Coup de grace target is incapacitated. 2
Death from Afar Throw Weapon or Bow delivered 10 damage 4 2 Agility "10 damage"
Grants the user the ability to avoid uncalled bullets and arrows
Heightened Reflexes two times 4 1 Will Imbue by Will
Cat Burglar 3
CP Attribute
Skills Description Cost Cost Verbal
Drifter 3
Ambidexterity Allows the use of a melee weapon in the off hand 2
Born to the Waste Allows the Drifter to resist anything with the Radiation trait. 2 1 Willpower "Resist"
Check Condition Allows user to diagnose effects 2
Decipher Script Allows the user to attempt to de-code certain messages 2
For each purchase your may have 1 more bullet in you hopper
Reload at any one time 1
Packet Delivered- Frenzy by Inspiration- Must shout a taunt
Taunt loud enough for the target to hear, then throw packet 3 1 Willpower "Frenzy by Will"
Explorer 3
Archaeology May research for info on Old World related topics 2
Diagnose
Check Condition Allows user to diagnose effects 2 <effect>'
Decipher Script Allows the user to attempt to de-code certain messages 2
Duck and Cover Gain an 'Avoid vs. Traps' 3 1 Agility "Avoid"
Search- Tech May search NPCs and certain props for tech components 2
"By Voice,
Expose <trait>
Seeker of Truth This skill grants the explorer the ability to Expose certain traits 2 1 Any by Will."
Tracker Can interact with module or plot specific props or settings 2
Thug 3
Cheap Shot Weapon Delivered- 'Agony' attack 3 1 Brawn "Agony"
Combo 2 x Consecutive 'Fist' delivered '3 Damage' attacks 2 1 Agility "3 damage"
Firearm May use AfterMath approved "Air-Gun" 2
Warrior
Blade 3
CP Attribute
Skills Description Cost Cost Verbal
Three swings of 2 damage. However, these must be spaced out
with two uncalled attacks that cannot be used as called attacks
in any way. The two uncalled attacks must proceed the called
Blade Dance attack. 4 1 Wits "__ Damage
Allows the user to Disengage and Slam while using a shield or "Disengage and
Clear the Zone two handed weapon. 4 2 Brawn Slam"
Using a two handed weapon, this allows the user to swing
"Slam and Weakness" The user then staggers back for three "Slam and
Crushing Blow seconds. 2 1 Brawn Weakness"
Can parry any non bullet, weapon delivered attack- Must have
Defensive Instinct weapon in hand 3 2 Agility "Parry"
Holding Ground Allows a master of the blade to resist disengage 1 1 Willpower "Resist"
If affected by maim, allows the two handed weapon user to still
Leveraged Block call weapon defenses. 2 "Reduce"
Allows the user to block with a two handed weapon or staff with
One Handed Block one hand for up to three swings. 2
Power Behind the Using a two handed weapon, this allows the user to swing
Swing "Double" any non-damage melee weapon effect 3
Adds one additional point of called damage to all called Melee
Razor Sharp weapon (not 'fists') damage attacks 3
Resolve Allows a Blade to heal themselves 1 1 Brawn "Heal 2 by Will"
Sword Study Can research new blade abilities 2
Tainted Steel Allows the Blade to weapon deliver a "stricken" 3 1 Agility "Stricken"
Touch Weapon delivered- Disarm attack 3 1 Agility "Disarm "
Bodyguard 3
Check Condition Allows user to diagnose effects 2
Hunter 3
"By Voice,
Allows user to expose any creature with the animal trait by Expose Animal
Animal Scent Voice 1 1 Wits by Will"
Archery May use a AfterMath approved Bow and Arrow 2
Adds a point of armor due to characters ability to dodge and roll
Dexterity Armor with damage, may be bought up to 2 2
Pin Arrow Delivered- 'Root' 3 1 Wits "Root "
Search- Animal May search NPCs and certain props for animal components 2
Search- Mineral May search NPCs and certain props for mineral components 2
Search- Plant May search NPCs and certain props for plant components 2
Spend 10 seconds hiding in the dark and you gain the spirit trait
Stealth while your feet are planted 4 2 Wits "Spirit"
Sure Shot Arrow Delivered- '5 Damage' 3 1 Agility "5 Damage "
Tracker Can interact with module or plot specific props or settings 2
Venoms Production Skill - Makes poisons to apply to weapons 3
Merc 3
Check Condition Allows user to diagnose effects 2
Grenadier This skill allows the user to throw grenades 2
Sharpshooter 3
Center mass Gun Delivered- '10 Damage' 4 2 Agility "10 damage "
Adds a point of armor due to characters ability to dodge and roll
Dexterity Armor with damage, may be bought up to 2 2
Don't Rush This Gives a Dug In Sharpshooter the ability to scare off enemies. 1 1 Willpower "Repel by Fear"
With the right knowledge, the Sharpshooter maintains their
Guns Don't Kill weapons better. They tend not to break and can resist Destroy
People effects. 2 1 Brawn "Resist"
Sleep Deprivation
Training Sleep is for the weak! With this skill you can resist Stun. 2 1 Willpower "Resist
Snipers Position Spend 30 seconds making cover/hiding may Resist Expose Trait 4 2 Agility "Resist"
Ursine Hybrid
So what, is that supposed to make you stronger
or something? -Vitol
Cost: 1 CP
Purchase: Once
Prerequisite: None
Type: Path
Description: This gives you access to the transform
abilities for this Hybrid.
Venoms
Just a small cut and he was unconscious
Cost: 3 CP
Purchase: Multiple
Prerequisite: None
Type: Production
Description: Venoms are toxic substances which,
upon entering the bloodstream, can cause many
different effects. All venoms must be applied to a
weapon or claw, to do this the character must
spend 2 seconds of role-play, wiping it on a blade,
and the effect is called out on the next swing. If
the blow lands on a valid target, but is not role-
played, then the character may apply the
substance again later (IE. it isnt used up). All
venoms will end with the verbal by poison,
however the effect will change. For a list of known
venoms please see the Production Section 3.7.5.
Volley
Then we will fight in the shade -Leonidas
Cost: 4 CP
Prerequisite: Sure Shot
Type: Combat
Description: With this skill the character is able to
fire multiple arrows for increased damage. The
hunter must first spend 10 seconds of role-play
(setting up his area, or concentrating), and then
may fire three arrows for 5 points of damage.
Using any other skill, taking any damage, or taking
a negative effect will also end this skill. The
attribute points are spent right before the first
verbal is called.
Verbal: 5 damage
Note that all items created with Engineering should Blueprint: Frezbin's Chain Sword
be considered used as intended unless specifically Description: Chain Swords were once considered
stated on the effect card. standard equipment for many militaries. As such
they are pretty widespread in their use. Frezbin
was the engineer who made them famous since he
Blueprint: Basic Binoculars
perfected a way for the chain to slide against the
Description: Binoculars are very useful in seeing
blade.
thing far away. Unfortunately its hard to get a
Effect: Melee Delivered- "Maim Limb"
good pair; as such most people are stuck with
Phys Rep: Needs rep that looks like it is part
basic binoculars.
chainsaw / part sword
Effect: Allows the use of the basic non-powered
along blade.
binocular physreps. This physrep is considered
Charges/Use: Uses 1 Charge per swing/activation
Yellow Tagged.
Cost: 2-T1 / 5-M1
Phys Rep: Basic binoculars no powerful then 8 X
magnifications
Charges/Use: Unlimited Blueprint: Low Budget Laser Sight
Cost: 1-T1 / 1-T2 / 2-M1 / 1-M2 Description: Laser sights are useful for people
make sure they hit their target. This Low Budget
laser site tool is easy to make and can be used
Blueprint: Battery- Class 1
many times to give a minor boost when shooting
Description: Batteries are the life blood of
at someone.
engineering equipment. Sometimes it can be
Effect: "+1 Called Damage on Gun"
pretty expensive to keep these gadgets running
Phys Rep: Laser sight rep attached to gun. This
but its worth it. Batteries dont last more then a
physrep is considered Yellow Tagged.
year and to make things worse they use Amps to
Charges/Use: Uses 1 Charge per shot
power. But no Engineer is caught dead without a
Cost: 2-T1 / 1-M1
few on them.
Effect: Contains 2 Charges. This is used to power
other Tech Items. Batteries expire and they Blueprint: Razorball
should be dated for one year from the day they are Description: Used in some sports, the Razorball is
made. cheap and easy to make. As such it is used
Phys Rep: A box the size of a 9 volt battery (A 9 regularly by most grenadiers. Every time this
Volt Battery with no logos will work) schematic is used three Razorballs are created.
Charges/Use: Grants 2 Charges These may only be used once.
Note: If the expiration date is missing from the Effect: Thrown Weapon Delivered 2 Damage"
tag then the battery is already expired and no Phys Rep: Rep should be a silver ball shaped
longer useful. thrown weapon.
Cost: 1 AMP / 2- M1 Cost: 1-M1 creates 3 Razor Balls
Mask of the
totem. When created it is fully charged.
Phys Rep: Phys Rep of the animal the totem is
meant to represent. Typically wood carvings are
Production
Cost: 2-P1 / 5-A1 / 3-A2 / 4-X1
Recipe: Old Blood Tiki Example: A magic user places a Rune of the Wolf
Level: 1 on a bottle. Although only a magic user can invoke
Description: Most Old Blood find this Tiki the rune, anyone can drink from the bottle and
offensive due to its side effect. When the Shaman receive the effect of the rune (unless stating
summons this Tiki Spirit they are able to grant a otherwise by the effect card).
piece of the Old Bloods Psionic skill to their
warrior. Though this is a very cheap Mask many To Invoke a Rune the rune user must state a ten
Shamans avoid it since it causes the recipient to syllable incant that incorporates the name of the
become very, very greedy. rune. Most runes have some sort of backlash; this
Effect: Grant Packet Attack by Tiki, Agony by Will takes effect (unless otherwise stated) at the time
Make Up: White line below right eye. the rune is invoked.
Side Effect: RP Effect- Extreme greed
Cost: 1-M1/1-A1 Elders Rune Stone: Rune of Chaos
Level: 1
Recipe: Riverfolk Tiki Description: Chaos is even more dangerous then
Level: 1 the storm. When its invoked it can strike down
Description: Riverfolk are known for their ability the enemy destroying their ability to receive
to regenerate lost or broken limbs. As such by beneficial effects. But most people can not
invoking their Tiki a Shaman can give someone the handle the backlash from invoking this power.
same ability. The one unfortunate thing is the Effect: Packet- "Stricken by Magic"
uncontrollable thirst that comes with it. Phys Rep: A 2 inch by 2 inch circular piece of
Effect: Imbue by Tiki- 2x Cure Maim- Self only cardboard with 8 random lines and circles drawn
Make Up: Two Green circles under eyes on it.
Side Effect: Role-play Effect- Extremely Thirsty Backlash: Causes the caster to take "2 Damage
Cost: 1-M1 / 3-A1 and Slam by Chaos"
Charges/Uses: 1 Use- Rune no longer works
Recipe: Slasher Tiki Notes:
Level: 1 Cost: 4-P1 / 1-X1
Description: A dreaded creature and a dangerous
Tiki. When a Shaman calls to this spirit they risk Elders Rune Stone: Rune of the
the anger of this powerful Tiki spirit. But
Drunk
sometimes the risk is worth it. Those who harness
Production
Notes: Anyone can drink the liquid once this is
activated.
Cost: 1-P1 / 2-X1
Venoms are an assassins best friend. They can be
used to deliver powerful blows in a single strike.
Elders Rune Stone: Rune of the Earth Most of the venoms will not stack with other skills
Level: 1 unless it is specifically notated on the effect card.
Description: A rune mage is very powerful. By Venoms are typically used on weapons but there
calling upon this magic they are able to revive a are some that can be placed on various other
persons inner strength but at their cost of their things. If venom is used on a specific item for an
own. effect then the effect card must be visible,
Effect: Touch only- "Refresh Brawn by Rune" although it is okay if the effect is hidden until
Phys Rep: A 2 inch by 2 inch circular piece of someone takes the effect. Anyone with the
cardboard with three mountain peaks drawn on it. Venom skill is able to read the effect card prior to
Backlash: Causes the caster to take a "Paralysis interacting with the venom. As such, if the effect
by Magic" is hidden then Venom should be written on the
Charges/Uses: 1 Use- Rune no longer works outside of the envelope to indicate that someone
Notes: with the skill can examine the area and know
Cost: 2-M1 / 2-X1 what is going to happen.
Elders Rune Stone: Rune of the Sky If the Venom uses a cloth as a physrep, to use the
Level: 1 venom you must wipe cloth on the item gaining
Description: Harnessing the sky is dangerous but the venom. Unless specified there shouldnt be
it has some very powerful effects, though it does anything left on the item.
cause a bit of a backlash when its used hurting
those who summon it. But such is the cost for Recipe: Cats Eye
power. Level: 1
Effect: Packet- "5 Damage by Lightening" Description: Twisting someones with pain is
Phys Rep: A 2 inch by 2 inch circular piece of considered an art form by some Venom specialists.
cardboard with a lightning bolt drawn on it. If a sword is a paint brush then Cats Eye is the
Backlash: Causes the caster to take "1 Damage paint.
by Lightening" Effect: Two applications of Melee- 3 Damage and
Charges/Uses: 1 Use- Rune no longer works Agony by Poison for one swing that makes contact
Notes: with body
Cost: 1-P1 / 1-X1 Phys Rep: Small Cloth 2 Inch X 2 Inch- Marked
with Effect on It
Elders Rune Stone: Rune of the Wolf Cost: 2-P1 / 1-A1 / 1-M1
Level: 1
Description: The beasts of Astoria can be invoked Recipe: Green Field
to do different things. When the Wolf is invoked it Level: 1
CP Attribute
Spell Name Spell Description
Cost Cost
Countering Agent
Cost: 2 CP Mental Stimulus
Circle: 2 EMT Cost: 2 CP
Type of Magic: Paramedic Procedures Circle: 2 EMT
Spell Type: Defensive Type of Magic: Paramedic Procedures
Target: Self and Others Spell Type: Defensive
Attribute Cost: One Field Surgery Target: Others
Attribute Cost: One Field Medicine
Regenerate Limbs
Cost: 1 CP
Type of Magic: Psionic- Mind over Body
Dedication
Target: Self
Attribute Cost: 1 Brawn
Description: This spell gives a Purge Maim by
Will effect. Once the Psionic has spent 3 seconds
planting their feet and role-playing concentration
then they are able to access this spell and call
Purge Maim by Will. The Psionic does not have to
re-concentrate as long as their feet stay planted.
Verbal: Purge Maim by Will
Delivery Method: Touch
Restore Movement
Cost: 1 CP
Type of Magic: Psionic- Mind over Body
Dedication
Target: Self
Attribute Cost: 1 Brawn
Description: This spell gives a Purge Root by Will
affect. Once the Psionic has spent 3 seconds
planting their feet and role-playing concentration
then they are able to access this spell and call
Purge Root by Will. The Psionic does not have to
re-concentrate as long as their feet stay planted.
Verbal: Purge Root by Will
Delivery Method: Touch
Revitalized
Cost: 2 CP
Type of Magic: Psionic- Mind over Body
Dedication
Target: Self
Attribute Cost: 1 Brawn
Description: This spell gives a Purge Weakness
by Will affect. Once the Psionic has spent 3
seconds planting their feet and role-playing
concentration then they are able to access this
spell and call Purge Weakness by Will. The
Psionic does not have to re-concentrate as long as
their feet stay planted.
Verbal: Purge Weakness by Will
Delivery Method: Touch
Imbue by Nature on others-Transforms them into Canines. They gain Claws, the Howl ability (using
Wits), and the Canine trait. Requires makeup. This is a 5 min ritual plus 3 animal components per 2
Calling the people. Components must be placed in Production Waste Bin in Workshop- Lasts until they take off 1 SP per 2
1 Pack makeup, resurrect, or refresh Essence. people
Gnarling on
1 Bone Claw delivered "Agony" 1 SP
Courage of 1 SP per 2
2 the Pack 2 people per 1 SP used- Grant Defense by Nature to Canine, Resist Fear. people
Strength of 1 SP per 2
2 the Pack 2 people per 1 SP used- Refresh Brawn to Canine by Nature people
Heart of 1 SP per 2
2 the Pack 2 people per 1 SP used- Grant Defense by Nature to Canine, Resist Agony people
Healing the
2 Pack Heal 3 to Canine by Nature 1 SP
Backed in a
2 Corner Claw- "3 Damage" 1 SP
3 Ice Hound Imbue by Nature- 3x Packet- "3 Damage by Ice" 2 SP
Imbue by Nature- Allows the caster to give out a false Diagnose of "Dead" when someone checks their
2 Fake Death condition. This allows them to 'fake' their death. 1 SP
By Voice, Expose <PC Race> and Canine by Nature. Exposing Canine is optional. PCs are limited to
2 Keen Smell the specific races in the rulebook. 1 SP
Speak with
2 Animals Packet- "Speak to Animal by Nature" 1 SP
Howl of
2 Fear Packet- Paralyze by Fear 1 SP
Howling at
3 the Moon By Voice, Stabilize to Canine 1 SP
Imbue by Nature, Gain Reduced effect from non-called bullet damage- Bullets normally do 3 damage
per non called shot, the Shifter will only take 1 point of damage. Lasts 5 Minutes and takes 10 seconds
3 Spirit Wolf of role-play to activate 3 SP
Draining
3 Touch Claw delivered "Drain" 2 SP
Jaguar
Cost: 1 CP
Type of Magic: Shifter Feline Magic
Spell Type: Defensive
Target: Self
Attribute Cost: One Agility
Description: To cast the spell the shifter must first put on makeup to appear feline. Any feline form can be
phys-repped (Tiger, Jaguar, Lion, etc.) as long as it is obvious what kind of feline the shifter is. All exposed
skin must be colored if the back of the hands cannot be colored then gloves should be used. The palms/inside
of the hands do not need to have color on them. The process of putting the makeup/ prosthetics on is in
game and part of the spell. Once the makeup is complete the Shifter calls Imbue by Spirit. This will give
them access to any of the Shifter abilities listed below. This spell will last until the caster uses Essence to
refresh their attributes, cancels the spell, or the event ends whichever comes first.
Verbal: Imbue by Spirit
Delivery Method: Touch
CP Spell Attribute
Cost Name Spell Description Cost
Feline Spirit
1 Jaguar Transform into Feline Hybrid 1 Agility
0 Tiger Claws Imbue by Nature- grow Claws- Long swords size 1 SP
Heightened
0 Immunity Resist Disease or Poison 1 SP
1 Swift Feet Resist Root 1 SP
1 Spirit Blast Packet- 5 Damage by Nature 1 SP
Shrugging
1 Off Magic Resist Magic or Blood or Nature 1 SP
Imbue by Nature- Only works at night, Glow Stick must be visibly worn unless spell is canceled, Grants
the ability to "By Voice, Expose to <trait> by Nature' - Available Traits- Living, Dead, or Spirit of the
2 Cats Eyes Dead- takes 10 seconds of role-play each time. Last till the sun rises 2 SP
CP Spell Attribute
Cost Name Spell Description Cost
Rodent Spirit
1
1 Mouse Transform into Rodent Hybrid Willpower
Power of
0 the Mouse "Grant Attack to Self, Short Root by Disease" 0 SP
Run
0 Forever Resist Root 1 SP
Others Can
1 Run Others Only - Grant Defense by Nature, Root Shield 1 SP
1 Quick Feet Resist Trap Damage or Effect except Mishap 2 SP
Asylum of
1 the Mind Reduce any Disease attack and then may throw same attack at any target 1 SP
Rodent's
1 Luck Grant Defense by Nature, Magic Shield 1 SP
The Smell
1 of Magic By Voice, Expose Magic by Nature 1 SP
1 Dirty Claws Claw- "2 Damage and Weakness by Disease" 1 SP
Moving out
2 of the Way Avoid vs. Melee Attacks, Guns, or Missile Weapons 3 SP
2 Reawaken Purge Stun by Nature 1 SP
1 SP per
Armor of Grant Protection by Nature (up to 4 points)- Cast Once with full Grant listed. For example Shifter can point 2 of
2 the Mouse call "Grant 4 Protection by Nature" for the cost of 2 SP points. protection
Transfer
2 Rabies Packet- Frenzy by Disease 1 SP
2 Rabid Spit Packet- Drain by Disease 3 SP
Keeping
the Cats at
3 Bay Imbue by Nature- Plant Feet- Unlimited Packet- Repel by Nature 2 SP
Always
3 Moving Imbue by Nature- Immune to Paralysis as long as the feet keep moving 3 SP
Hide in
3 Shadows Imbue by Nature- Spirit Trait - Unable to Move, must be in full body sized shadow. 2 SP
Make Imbue by Nature to Self- Immune to Missile Attacks (Arrows, Crossbows, Thrown Weapons, Guns) 5
yourself minutes- Unable to use any skills, except demolitions and lock picking. Note: Melee Weapons still Effect
3 smaller Shifter 4 SP
Rabid
3 Claws Imbue by Nature- grow Claws- Short swords size 1 SP
Brown Bear
Cost: 1 CP
Type of Magic: Shifter Ursine Magic
Spell Type: Defensive
Target: Self
Attribute Cost: One Brawn
Description: To cast the spell the shifter must first put on makeup to appear as some form of bear. Any
bear can be phys-repped (Brown Bear, Grizzly, Polar Bear etc.) as long as it is obvious what kind of bear the
shifter is. All exposed skin must be colored if the back of the hands cannot be colored then gloves should be
used. The palms/inside of the hands do not need to have color on them. The process of putting the makeup/
prosthetics on is in game and part of the spell. Once the makeup is complete the Shifter calls Imbue by Spirit.
This will give them access to any of the Shifter abilities listed below. This spell will last until the caster uses
Essence to refresh their attributes, cancels the spell, or the event ends whichever comes first.
Verbal: Imbue by Spirit
Delivery Method: Touch
CP Spell Attribute
Cost Name Spell Description Cost
Ursine Spirit
1 Brown Bear Transform into Ursine Hybrid 1 Brawn
0 Bear Claw- Imbue by Nature- grow Claws- Short swords size 0
Crushing
0 Strike Claw- "Maim Limb" 1 SP
Refresh the
1 Spirit Imbue by Nature- Self Only 5x Heal by Nature, 3 seconds of role-play. 1 SP
1 Unstoppable Immune to Root for 1 Hour- 10 Sec Role playing 1 SP
Breaking a
1 Leg Packet- Slow by Nature 1 SP
Infuse the
1 Beast Packet- Frenzy by Nature 1 SP
2 Untouched Resist Air, Earth, Fire, Force, Radiation, or Water 1 SP
2 Spine Snap Claw- Paralysis 1 SP
Shrugging
2 Off Magic Resist Blood, Faith, Magic, Nature, or Spirit 1 SP
2 Concussion Claw- "Stun" 1 SP
2 Tough Hide +4 Vitality, Unable to wear Armor, use Dex Armor, or any racial armor 0
2 Harsh Blow Claw- " 5 Damage" 3 SP
Fearful
3 Presence By Voice, Repel by Nature 3 SP
Serene
3 Mind Resist any Voice attack 3 SP
Heal 2 by Nature that will go off as soon as Ursa reaches 0 vitality but when all opponents are out of
3 Fighting On sight for 10 second- Inflict 10 damage by Nature to Self, unresistable. Each time used costs SP. 1 SP
Berserk
3 Rage Claw- "Death." Inflict Frenzy by Nature to Self (Unable to resist or protect vs. this Frenzy) 3 SP
Holding off
3 the Wolves Imbue by Nature- Plant Feet- Unlimited Claw delivered - "Double Maim" - no other skills can be used 2 SP
Water Shield
Right time, right place, summon Blood Spirit to open a blood pool and
1 Control Blood Pool allow the mage and others to enter. (See Long description) 1 Vitality
1 Protection of the Blood Imbue by Blood- Blood Shield 1 Vitality
Gain two uses of: 'By My Gesture, Destroy Weapon.' Does not negate the
2 Acid Fluid Blood attack that hit you. 1 Vitality
1 Vitality and 1
2 Armor of Blood Imbue by Blood-2 points of Armor Agility
1 Vitality&1 any
2 Cleanse Body Purge Physical by Blood, Inflict Agony to Self stat
2 Lifes Blood Drain <skill> by blood (racial abilities cannot be drained in this manner) 2 Vitality
Major redirect the
2 blood Waste 2 <attribute> by blood 2 Vitality
2 Slinging Blood Imbue by Blood- 2x repel by Blood 1 Vitality
Circle 3
Inflict by Blood (Unconscious, Dead, or Bleeding Out Target) Gain Cure
3 Blood Curse Death Shield and Heal Shield 2 Vitality
Imbue by Blood, No one can enter unless they are blood marked from 2
3 Blood Guard am- 10 am 2 Vitality
3 Blood Thinning Imbue by Blood, Two uses of 2 damage and Weakness by Blood 1 Vitality
3 Choking Blood Silence and Slow by Blood 2 Vitality
Drain <skill> and <skill> by blood (racial abilities cannot be drained in this
3 Major lifes blood manner) 2 Vitality
Circle 4
4 Blood Drain Drain by Blood 1 Vitality,1 any
4 Blood Rage Frenzy by Blood 1 Vitality
Imbue by Blood-Unlimited 3 Damage and agony by Blood. Feet must be
4 Blood Storm planted. 1 Vitality, 3 Any
4 Blood Transformation Gain Spirit Trait- can not move, talk, or use IG actions 1 Vitality
4 Body of Blood Imbue by Blood- Avoid vs. Spell/Melee/Missile/Bullet 1 Vitality, 2 Any
1 Vitality and 1
4 The Sight of Blood Paralysis by blood Any
4 View the Living By Voice, Expose Living by Blood 1 Vitality
Disturbing the
2 Hornets Nest Imbue by Magic-"Fists"- Two uses of 5 Damage by weapon and then Maim to arm to Self 2K
The Smith is Found
2 Wanting "Fists"- 2 damage and Destroy <item> by weapon 1K
Mind and Weapon Imbue by Magic- May Packet deliver any Falling Star Technique by placing a fist into a not ready
3 are One position. Must return fist to hand afterwards. Add Agony to Self after used. 1K
Imbue by Magic- Protection 2, Purge Maim. Must declare enemy you intend to fight. May call Double on
From the Sky to the all Martial Arts Skills. Once line of sight has been disrupted for 10 seconds, User is unconscious, or
4 Earth indicated foe is defeated, Inflict to Self, Drain and Stun. 2K
Fierce Eagle Philosophy
Talon Grasps the
1 Prey Fist-Imbue Double 2 Damage and Agony by Weapon 1K
Eagles Thundering
2 Wings "Fists"-stun by weapon 1K
Render the Prey
3 Helpless Imbue by Magic-"Fists"- Three uses of 2 damage and Maim by weapon 2K
The Gambler Comes
4 Calling "Fists"-Death by weapon 4K
The Sword Channels
4 the Spirit Grants the user one 5 Damage and Agony by Gesture 3K
Patient Spider Philosophy
Removing the
1 Threat "Fists"- Two uses of 2 damage and Weakness by weapon 1K
2 Easing the Way "Fists"- Paralyze by weapon 1K
Poison Reaches the
3 Heart "Fists"- Three uses of 2 damage and agony by weapon 2K
The Spider Strikes
3 Swiftly Slow and Slam by weapon 2K
4 Hunter Lies in Wait Imbue by Magic- Allows instant transition into Patient Spider Philosophy 1K
Shifting Sand Philosophy
Fighting Against the
1 Storm Parry and 2 damage. You parry a melee attack and then can call 2 damage by weapon. 2K
The Desert Resists
2 Destruction Purge by will all Maim, Paralyze, Root, Slow, Stun, and Weakness effects on you 1K
Sand Obscures the
3 Sun Imbue by Magic- 2x Guard vs. bullet, packet, weapon called or uncalled. 2K
Dust Blows in the
4 Wind Imbue 2 x Avoid vs Melee, Firearm, Packet 3K
Sand Wears Down
4 Stone Imbue by Magic-"Fists"- Five uses of 2 damage by weapon 3K
These can only be performed with the Kit using its attributes. The Doctor must touch each person during the role-play with a
packet.
CP Cost Name Description Attribute Time Spent
Circle 1: Volunteer
1 Daradrin Heal 4 by Medic 1 FS 30 Sec
Imbue by Medic- 5x Heal by Medic (takes 10 sec RP 1 Min (10
1 Domelaphorm each- Must have Kit) 1 FD Sec)
1 Limb Damage Correction Cure Slow by Medic 1 FS 30 Sec
1 Mind Realignment Cure Repel by medic 1 FM 30 Sec
Beauty
Warms The Imbue By Nature -Self-Caster 1 Agility
Imbue by Nature- By Gaze, Coldest Can Gains 2 x Cure Death By And 2
4 Grim Visage Paralyze By Nature 2 Wits 4 Heart Nature By Touch Brawn
Others-Imbue by Nature ~
Imbue by Natures- Gain 2x Laughing Caster May Touch Up To Their
Herald Of Stun by Magic, 2x Paralyze by 3 Spirit Of Wits Plus Willpower To Give 2
4 Destruction Magic, 2x Frenzy by Magic Willpower 4 Spring Each Person 1 x Shield Vs Fear Willpower
3.8.5 Priest
Circle 1
1 Armor of Faith Grant 2 Protection to Self by Faith 1 Agility
1 Blessing of the Mind Grant Defense to Self by Faith, Will Shield by faith 1 Wits
Call to the Restless
1 Spirit By Voice, Expose Spirit by Faith 1 Willpower
1 Curse of Failure Disarm by Faith 1 Any
1 Heal the Faithful Gain three heal 1 by Faith 1 Any
Hearing the Voice of
1 the Dead Speak with Spirit by Faith 1 Any
Circle 2
2 Curse of Doom Double Repel by Faith 1 Agility
2 Eyes of Truth By Voice Expose Illusion by Faith 1 Wits
2 Freeing the Mind Purge Mental by Faith 2 Willpower
Protection from the
2 Enemy Grant Defense by Faith, Faith Shield 1 Any
2 Sensing the Heart By Voice, Expose <PC Race trait> by Faith 1 Willpower
Strengthening the
2 Spirit Grant Defense by Faith, Drain Shield 1 Brawn
Circle 3
3 Blessing of Perfection Grant Attribute by Faith - Others Only 1 Brawn
The Blessing of
3 Potential Cure Metabolic by Faith 1 Willpower
Minor Fate
3 Manipulation Grant Defense by Faith, Elude Melee 2 Willpower
Overwhelming the
3 Unfaithful Imbue by Faith to Self, Stun by Faith. Must Plant Feet 1 Brawn, 1 Wit
3.8.6 Psionic
Projective
1 Brain Burn Agony by Will 1 Wits
1 Calling Back the Spark Imbue by Will~ 3x Stabilize by Will 1 Wits
1 Palsied Hands Disarm by Will 1 Wits
2 Phantasmagoria Repel by Fear 1 Willpower
2 Slow the Mind Slow by Will 1 Brawn
3 Overpowering Mind Stun by Will 1 Wits
3 Throwing Nightmares Paralysis by Fear 1 Wits
T-K
1 Bone Breaker Maim Limb by Will 1 Brawn
1 Shattering Thought Destroy by Will 1 Brawn
1 Stop Where You Are Root by Will 1 Wits
Imbue by Will~ 2 Pts of Armor, able to refit to full 2 pts. With one
minute role-play concentration. Ends if Essence is used, or lose
2 Armor of Force consciousness, or event ends. Can not exceed 4 armor points. 2 Wits
2 Light it Up 5 Damage by Fire 1 Willpower
2 Squishing the Bugs 5 Damage by Will 1 Willpower
2 T-K Hammer 5 Damage by Force 1 Wits
Imbue melee weapon with pure force, cannot be disarmed or
destroyed, spell ends if put down or if Essence is used, or event
3 Mindforge ends. 1 Willpower
3 T-K Barrage Unlimited 1 Damage by Force, feet must remain planted 1 Agility
Mind over
Body
1 Cure Disease Purge Disease by Will 1 Agility
1 Cure Slow Purge Slow by Will 1 Agility
1 Purify Venom Purge Poison by Will 1 Agility
1 Regenerate Limbs Purge Maim by Will 1 Brawn
1 Restore Movement Purge Root by Will 1 Brawn
2 Clear the Mind Purge Repel by Will 1 Wits
2 Revitalized Purge Weakness by Will 1 Brawn
3 Adrenaline Surge Imbue by Will- Five uses of +2 damage with fist or weapon 2 Agility
Imbue by Nature on others-Transforms them into Canines. They gain Claws, the Howl ability (using
Wits), and the Canine trait. Requires makeup. This is a 5 min ritual plus 3 animal components per 2
Calling the people. Components must be placed in Production Waste Bin in Workshop- Lasts until they take off 1 SP per 2
1 Pack makeup, resurrect, or refresh Essence. people
Gnarling on
1 Bone Claw delivered "Agony" 1 SP
Courage of 1 SP per 2
2 the Pack 2 people per 1 SP used- Grant Defense by Nature to Canine, Resist Fear. people
Strength of 1 SP per 2
2 the Pack 2 people per 1 SP used- Refresh Brawn to Canine by Nature people
Heart of the 1 SP per 2
2 Pack 2 people per 1 SP used- Grant Defense by Nature to Canine, Resist Agony people
Healing the
2 Pack Heal 3 to Canine by Nature 1 SP
Backed in a
2 Corner Claw- "3 Damage" 1 SP
3 Ice Hound Imbue by Nature- 3x Packet- "3 Damage by Ice" 2 SP
Imbue by Nature- Allows the caster to give out a false Diagnose of "Dead" when someone checks their
2 Fake Death condition. This allows them to 'fake' their death. 1 SP
By Voice, Expose <PC Race> and Canine by Nature. Exposing Canine is optional. PCs are limited to
2 Keen Smell the specific races in the rulebook. 1 SP
Speak with
2 Animals Packet- "Speak to Animal by Nature" 1 SP
Howl of
2 Fear Packet- Paralyze by Fear 1 SP
Howling at
3 the Moon By Voice, Stabilize to Canine 1 SP
Imbue by Nature, Gain Reduced effect from non-called bullet damage- Bullets normally do 3 damage
per non called shot, the Shifter will only take 1 point of damage. Lasts 5 Minutes and takes 10 seconds
3 Spirit Wolf of role-play to activate 3 SP
Draining
3 Touch Claw delivered "Drain" 2 SP
CP Spell Attribute
Cost Name Spell Description Cost
Feline Spirit
1 Jaguar Transform into Feline Hybrid 1 Agility
0 Tiger Claws Imbue by Nature- grow Claws- Long swords size 1 SP
Heightened
0 Immunity Resist Disease or Poison 1 SP
1 Swift Feet Resist Root 1 SP
1 Spirit Blast Packet- 5 Damage by Nature 1 SP
Shrugging
1 Off Magic Resist Magic or Blood or Nature 1 SP
Imbue by Nature- Only works at night, Glow Stick must be visibly worn unless spell is canceled, Grants
the ability to "By Voice, Expose to <trait> by Nature' - Available Traits- Living, Dead, or Spirit of the
2 Cats Eyes Dead- takes 10 seconds of role-play each time. Last till the sun rises 2 SP
CP Spell Attribute
Cost Name Spell Description Cost
Rodent Spirit
1
1 Mouse Transform into Rodent Hybrid Willpower
Power of
0 the Mouse "Grant Attack to Self, Short Root by Disease" 0 SP
0 Run Forever Resist Root 1 SP
Others Can
1 Run Others Only - Grant Defense by Nature, Root Shield 1 SP
1 Quick Feet Resist Trap Damage or Effect except Mishap 2 SP
Asylum of
1 the Mind Reduce any Disease attack and then may throw same attack at any target 1 SP
Rodent's
1 Luck Grant Defense by Nature, Magic Shield 1 SP
The Smell
1 of Magic By Voice, Expose Magic by Nature 1 SP
1 Dirty Claws Claw- " 2 Damage and Weakness by Disease" 1 SP
Moving out
2 of the Way Avoid vs. Melee Attacks, Guns, or Missile Weapons 3 SP
2 Reawaken Purge Stun by Nature 1 SP
1 SP per
Armor of Grant Protection by Nature (up to 4 points)- Cast Once with full Grant listed. For example Shifter can point 2 of
2 the Mouse call "Grant 4 Protection by Nature" for the cost of 2 SP points. protection
Transfer
2 Rabies Packet- Frenzy by Disease 1 SP
2 Rabid Spit Packet- Drain by Disease 3 SP
Keeping the
3 Cats at Bay Imbue by Nature- Plant Feet- Unlimited Packet- Repel by Nature 2 SP
Always
3 Moving Imbue by Nature- Immune to Paralysis as long as the feet keep moving 3 SP
Hide in
3 Shadows Imbue by Nature- Spirit Trait - Unable to Move, must be in full body sized shadow. 2 SP
Make Imbue by Nature to Self- Immune to Missile Attacks (Arrows, Crossbows, Thrown Weapons, Guns) 5
yourself minutes- Unable to use any skills, except demolitions and lock picking. Note: Melee Weapons still
3 smaller Effect Shifter 4 SP
3 Rabid Claws Imbue by Nature- grow Claws- Short swords size 1 SP
Crushing
0 Strike Claw- "Maim Limb" 1 SP
Refresh the
1 Spirit Imbue by Nature- Self Only 5x Heal by Nature, 3 seconds of role-play. 1 SP
Unstoppabl
1 e Immune to Root for 1 Hour- 10 Sec Role playing 1 SP
Breaking a
1 Leg Packet- Slow by Nature 1 SP
Infuse the
1 Beast Packet- Frenzy by Nature 1 SP
2 Untouched Resist Air, Earth, Fire, Force, Radiation, or Water 1 SP
2 Spine Snap Claw- Paralysis 1 SP
Shrugging
2 Off Magic Resist Blood, Faith, Magic, Nature, or Spirit 1 SP
2 Concussion Claw- "Stun" 1 SP
2 Tough Hide +4 Vitality, Unable to wear Armor, use Dex Armor, or any racial armor 0
2 Harsh Blow Claw- " 5 Damage" 3 SP
Fearful
3 Presence By Voice, Repel by Nature 3 SP
Serene
3 Mind Resist any Voice attack 3 SP
Heal 2 by Nature that will go off as soon as Ursa reaches 0 vitality but when all opponents are out of
3 Fighting On sight for 10 second- Inflict 10 damage by Nature to Self, unresistable. Each time used costs SP. 1 SP
Berserk
3 Rage Claw- "Death." Inflict Frenzy by Nature to Self (Unable to resist or protect vs. this Frenzy) 3 SP
Holding off
3 the Wolves Imbue by Nature- Plant Feet- Unlimited Claw delivered - "Double Maim" - no other skills can be used 2 SP
2 One with Air Imbue by Air- Immune to Environmental effects of Air 2 Wits
Attribute
CP Cost Spell Name Spell Description Cost
Earth spells
0 Earth Shield Imbue by Magic- Earth Shield 1 Any
1 Call to the Stone Imbue by Earth - All Earth spells do "and Root by Earth" 2 Wits
1 Tremor Slow by Earth 1 Brawn
2 Bane of Air 10 damage to Air by Earth 1 Brawn
2 Crashing rocks 5 Damage by Earth 1 Brawn
2 Meteor Storm Imbues the caster with a pool of 10 damage by Earth 2 Brawn
2 One with Earth Imbue by Earth - Immune to Environmental effects of Earth 2 Brawn
2 Tree Trunk Imbue by Earth - Two handed blunt weapon proficiency 1 Brawn
Attribute
CP Cost Spell Name Spell Description Cost
Fire spells
0 Fire Shield Imbue by Magic, Fire Shield 1 Any
1
1 Calling the Flame Repel by Fire Willpower
1 Fanning the Flame Imbue by Magic - All Fire spells add "and Destroy by Fire" 2 Agility
1
2 Bane of Water 10 damage to Water by Fire Willpower
1
2 Fire Blast 5 damage by Fire Willpower
2
3 Lava Storm Imbues the caster with a pool of 10 damage by Fire Willpower
1
2 Molding the Flame Imbue by Fire - Gain the 'Spear' weapon proficiency. Willpower
2
2 One with Fire Imbue by Fire, Immunity to Environmental effects of Fire Willpower
Attribute
CP Cost Spell Name Spell Description Cost
Force spells
0 Force Protection Imbue by Magic- Force Shield 1 Any
1 of either
Brawn or
2 Crushing the Mind By Gesture, Drain Skill by Force. Willpower
1 of either
Brawn or
2 Force Blast By Gesture, 3 damage by Force Willpower
1 of either
Brawn or
2 Force Smash By gesture, Double Slam by Force Willpower
2 of either
Brawn or
2 Forced Imprison By Gesture, Paralyze by Force, Grant Attack to self 2 damage by Force. Willpower
2 of either
Brawn or
2 One with the Force Imbue by Force - Immune to Environmental effects of Force Willpower
3.8.10 WARBRINGER
Circle 1
1 Armor of the Magi All gain 2 x Magic Shield 2 Wits
1 The Dreamwraith All gain -Packet- 2x Stun by Magic 2 Agility
1 Gift of the Fierce All those gain a 2x Fear Shield 2 Agility
2
1 Controlling the Power of Pain By Voice, Agony by Magic Willpower
1 Guardian of Dreams All gain 2x Stun Shields 2 Brawn
2
1 Stand Resolute All those gain Resist Destroy Willpower
Circle 2
2 Controlling the Battle By Voice, Short Root by Magic 2 Wits
2 Summon the Charging Rhino All gain two shields versus Repel or Root 2 Agility
2 Gift of the Calming Mind All gain five Resist Frenzy 2 Agility
2
2 Loosing the Illusion of Pain All gain five Resist Agony Willpower
2 The Invincible Lion All gain Two Resist Damage 2 Agility
Circle 3
Any type of armor may be repaired by the
3 The Armored Man Warbringer by Touch. Gain trait: Armored Man. 2 Brawn
3 Releasing the Spirit Take Spirit Trait as long as standing still 3 Agility
All those gain two packet delivered 3 damage by
3 Rain of Fire Magic 2 Agility
All gain one heal 1 by magic when they fall over
3 The Guardian Spirit stable or unstable. 2 Brawn
All gain a 'By Gesture, 3 damage by Magic' that
may only be used when they are a victim of a
death effect or death strike and may only target
the person who used the death effect on them. 2
3 Drummer's Call Does not have to be used. Willpower
Circle 4
Summon the Spirit of Ancient This grants all those within the ritual to gain a +2
4 Warriors to called melee damage 2 Agility
2
4 Drum of Oblivion By Voice, Destroy Weapon by Magic Willpower
Grants 4 'any' stat that may only be used on
offensive abilities and cannot be used on anything
4 Dark Essence that grants mana or other stats. 4 Wits
By Voice, Slam by Force. This may be used again
for free if used within ten seconds of original 4
4 The Warbringers Hammer usage. Willpower
Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 2
Melee Weapon Allows the user to wield all one handed or all two handed
Proficiency weapons. 2
Search- Animal May search NPCs and certain props for animal components 2
Search- Mineral May search NPCs and certain props for mineral components 2
Search- Plant May search NPCs and certain props for plant components 2
Search- Tech May search NPCs and certain props for tech components 2
Small Weapons May use small weapons 0
Mystic 2
Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 2
Melee Weapon Allows the user to wield all one handed or all two handed
Proficiency weapons. 2
Reckless May instantly refresh attributes 3 2 Essence
Rogue 2
Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 2
Melee Weapon Allows the user to wield all one handed or all two handed
Proficiency weapons. 2
"Stun by
Out Cold Melee Weapon Delivered- 'Stun'- Can only be done from behind 3 1 Agility Weapon"
Pick Locks May attempt to pick prop locks 2
Small Weapons May use small weapons 0
Spend 10 seconds hiding in the dark and you gain the spirit trait
Stealth while your feet are planted 4 2 Wits "Spirit"
Thrown Weapons May throw specially made AfterMath approved weapons 1
Warrior 2
CP Attribute
Disciplines Description Cost Cost Verbal
Ambidexterity Allows the use of a melee weapon in the off hand 2
Cleave Melee Weapon Delivered- '5 Damage' 3 1 Brawn "5 Damage"
Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 2
Firearm May use AfterMath approved 'Foam Gun Weapons' 2
Allows the user to wield all one handed or all two handed
Melee Weapon Prof weapons. 2
For each purchase you may have 1 more bullet in your hopper
Reload at any one time 1
Fixer 3
Analyze Can manipulate plot and module specific tech devices 2
Customer Service Pre Event info 2
Engineer Production Skill - Makes tech gadgets 3
Firearm May use AfterMath approved 'Foam Gun Weapons' 2
Passive Weapon Delivered- Disengage 3 1 Wits "Disengage"
Recharge Bullet Allows an engineer to recharge bullets 2
For each purchase you may have 1 more bullet in your hopper
Reload at any one time 1
May repair weapons or armor that have been destroyed via the
Smith destroy effect 3
Martial Artist 3
Martial Arts
Philosophies Grants access to Martial Arts Philosophies 1
With this skill the Martial Artist is able to use only a single
"Fist," while the other hand may be used for Thrown Weapons,
One Armed Monkey Grenades, Spells, and Psionics. Any other weapons cause the
Style Martial Artist to lose their trance. 2
"'Short
Pressure Point Fist or Claw Delivered- 'Short Paralyze' 3 1 Wits Paralyze'"
Fist or Claw Delivered- Slam and Short Drain' User may not "Slam and Short
Raining Hammer Fist advance on opponent for three seconds. 3 1 Brawn Drain"
Psionic 3
Concentration Attribute to use Psionic abilities- Can be bought up to 4 times 4
Allows the user to open envelopes with skill name written upon
Premonition them 2
Projective Dedication Technical Path 1
May regain stats on a missed spell delivery. Must be bought for
Refocus each path of magic. 1
Shrugging off Magic Resist vs. Magic Trait 3 1 Brawn "Resist"
T-K Dedication Technical Path 1
Shifter 3
"By Voice,
Allows user to expose any creature with the animal trait by Expose Animal
Animal Scent Voice 1 1 Wits by Will"
Canine Hybrid Magical path 1
Controlling the Beast Resist Frenzy Effect 2 1 Willpower "Resist"
Feline Hybrid Magical path 1
Mask of the Warrior Production Skill- Makes war paint 3
Rodent Hybrid Magical path 1
"Speak to
Speak with Animals Packet Delivered- Speak to Animal by Will 1 1 Wits Animal by Will"
Mystic
CP Attribute
Skills Description Cost Cost Verbal
Blood Mage 3
Ambidexterity Allows the use of a melee weapon in the off hand 2
Pathwalker 3
Check Condition Allows user to diagnose effects 2
Commune with
Guardian Pre Event Info 2
Equinox Mana ability used in place of any attribute for Pathwalker spells 4
Priest 3
Sorcerer 3
Can use in place of attributes for sorcerer spells- Can be bought
Arcana up to 4 times. 4
Heart of the
Mountain Magical Path- Earth 1
Heart of the Sea Magical Path- Water 1
Heart of the Storm Magical Path- Lightning 1
When you are unable to continue the battle due to death or any
other reason that prevents you from continuing, you must call
Call the Battle the end battle phrase. 0
Can be bought up to four times, used in place of attributes for
Charisma drum rituals 4
Search- Animal May search NPCs and certain props for animal components 2
Spend 10 seconds hiding in the dark and you gain the spirit trait
Stealth while your feet are planted 4 2 Wits Spirit'
Rogue
Assassin 3
May weapon deliver a 5 damage and Stricken to contracted 1 Brawn or "5 damage and
Assassination target 3 Wits Stricken"
Bulls Eye Thrown Weapon Delivered- '5 Damage' 3 1 Agility "5 damage "
May call "Death by Weapon" on contracted person when the
Coup de grace target is incapacitated. 2
Death from Afar Throw Weapon or Bow delivered 10 damage 4 2 Agility "10 damage"
Grants the user the ability to avoid uncalled bullets and arrows
Heightened Reflexes two times 4 1 Will Imbue by Will
Cat Burglar 3
CP Attribute
Skills Description Cost Cost Verbal
Drifter 3
Ambidexterity Allows the use of a melee weapon in the off hand 2
Born to the Waste Allows the Drifter to resist anything with the Radiation trait. 2 1 Willpower "Resist"
Check Condition Allows user to diagnose effects 2
Decipher Script Allows the user to attempt to de-code certain messages 2
For each purchase your may have 1 more bullet in you hopper
Reload at any one time 1
Packet Delivered- Frenzy by Inspiration- Must shout a taunt
Taunt loud enough for the target to hear, then throw packet 3 1 Willpower "Frenzy by Will"
Explorer 3
Archaeology May research for info on Old World related topics 2
Diagnose
Check Condition Allows user to diagnose effects 2 <effect>'
Decipher Script Allows the user to attempt to de-code certain messages 2
Duck and Cover Gain an 'Avoid vs. Traps' 3 1 Agility "Avoid"
Search- Tech May search NPCs and certain props for tech components 2
"By Voice,
Expose <trait>
Seeker of Truth This skill grants the explorer the ability to Expose certain traits 2 1 Any by Will."
Tracker Can interact with module or plot specific props or settings 2
Thug 3
Cheap Shot Weapon Delivered- 'Agony' attack 3 1 Brawn "Agony"
Combo 2 x Consecutive 'Fist' delivered '3 Damage' attacks 2 1 Agility "3 damage"
Firearm May use AfterMath approved "Air-Gun" 2
Warrior
Blade 3
CP Attribute
Skills Description Cost Cost Verbal
Three swings of 2 damage. However, these must be spaced out
with two uncalled attacks that cannot be used as called attacks
in any way. The two uncalled attacks must proceed the called
Blade Dance attack. 4 1 Wits "__ Damage
Allows the user to Disengage and Slam while using a shield or "Disengage and
Clear the Zone two handed weapon. 4 2 Brawn Slam"
Using a two handed weapon, this allows the user to swing
"Slam and Weakness" The user then staggers back for three "Destroy (item)
Crushing Blow seconds. 2 1 Brawn and Slam"
Can parry any non bullet, weapon delivered attack- Must have
Defensive Instinct weapon in hand 3 2 Agility "Parry"
Holding Ground Allows a master of the blade to resist disengage 1 1 Willpower "Resist"
If affected by maim, allows the two handed weapon user to still
Leveraged Block call weapon defenses. 2 "Reduce"
Allows the user to block with a two handed weapon or staff with
One Handed Block one hand for up to three swings. 2
Power Behind the Using a two handed weapon, this allows the user to swing
Swing "Double" any non-damage melee weapon effect 3
Adds one additional point of called damage to all called Melee
Razor Sharp weapon (not 'fists') damage attacks 3
Resolve Allows a Blade to heal themselves 1 1 Brawn "Heal 2 by Will"
Sword Study Can research new blade abilities 2
Tainted Steel Allows the Blade to weapon deliver a "stricken" 3 1 Agility "Stricken"
Touch Weapon delivered- Disarm attack 3 1 Agility "Disarm "
Bodyguard 3
Check Condition Allows user to diagnose effects 2
Hunter 3
"By Voice,
Allows user to expose any creature with the animal trait by Expose Animal
Animal Scent Voice 1 1 Wits by Will"
Archery May use a AfterMath approved Bow and Arrow 2
Adds a point of armor due to characters ability to dodge and roll
Dexterity Armor with damage, may be bought up to 2 2
Pin Arrow Delivered- 'Root' 3 1 Wits "Root "
Search- Animal May search NPCs and certain props for animal components 2
Search- Mineral May search NPCs and certain props for mineral components 2
Search- Plant May search NPCs and certain props for plant components 2
Spend 10 seconds hiding in the dark and you gain the spirit trait
Stealth while your feet are planted 4 2 Wits "Spirit"
Sure Shot Arrow Delivered- '5 Damage' 3 1 Agility "5 Damage "
Tracker Can interact with module or plot specific props or settings 2
Venoms Production Skill - Makes poisons to apply to weapons 3
Merc 3
Check Condition Allows user to diagnose effects 2
Grenadier This skill allows the user to throw grenades 2
Sharpshooter 3
Center mass Gun Delivered- '10 Damage' 4 2 Agility "10 damage "
Adds a point of armor due to characters ability to dodge and roll
Dexterity Armor with damage, may be bought up to 2 2
Don't Rush This Gives a Dug In Sharpshooter the ability to scare off enemies. 1 1 Willpower "Repel by Fear"
With the right knowledge, the Sharpshooter maintains their
Guns Don't Kill weapons better. They tend not to break and can resist Destroy
People effects. 2 1 Brawn "Resist"
Sleep Deprivation
Training Sleep is for the weak! With this skill you can resist Stun. 2 1 Willpower "Resist
Snipers Position Spend 30 seconds making cover/hiding may Resist Expose Trait 4 2 Agility "Resist"