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AfterMath
Mission Statement

The AfterMath Staff is dedicated to giving each and every


player the chance and ability to be entertained. Our goal is to
create a consistent, full, ever changing, and interactive world
full of action, excitement, and role-play. Every staff member
will remain impartial, unbiased, and will treat every player of
this game fairly. The AfterMath Staff will always remember
that it is the players who are the heart and soul of the game,
and it is because of them that we are here.

Welcome to AfterMath

AfterMath LARP Rulebook Page 2 of 208


I am imagination. I can see what the
eyes cannot see. I can hear what the
ears cannot hear. I can feel what the
heart cannot feel.
-Peter Nivio Zarlenga

World developed and written by


Brandon Machart
Richard Rossow
Joel Roberts
Additional Plot development by
Theresa Delashmutt Charles Baccum
Dane Sanders Sherri Baccum
Core Rules by
Robert Ciccolini - Accelerant Games
Rules by
Brandon Machart Scott Bradlee
Joel Roberts Bill May
Ed Landers Joseph Jennings
Rulebook Edited by
Brandon Machart Scott Bradlee
Jamie Bradlee

AfterMath LARP Rulebook Page 3 of 208


Special Thanks!
There are too many to mention individually. I want to thank each
and every player who has walked in the world of Astoria. Thank
you to every staff member who has selflessly given their time to
help make this game a reality. And most of all thank you to those
who never lost faith.
Table of Contents
1.0 Chapter One Core Rules____________________6
1.2 Philosophy_________________________________6
1.3.1 Basic Etiquette__________________________7
1.3.2 Caution_________________________________7
1.3.3 Clarification_____________________________7
1.3.4 Let Me Clarify___________________________7
1.3.5 Emergency______________________________8
1.4 Safety Restrictions________________________8
1.4.1 No Physical Contact_____________________8
1.4.2 Searching a Character___________________8
1.4.3 Carrying a Character____________________8
1.4.4 Rule of Etiquette________________________8
1.4.5 No Alcohol or Drugs_____________________8
1.4.6 Safety Glasses__________________________9
1.5 Rules Restrictions_________________________9
1.5.1 Prop Restrictions________________________9
1.5.2 Prop Labels_____________________________9
1.5.3 Environment___________________________10
1.5.3.1 Out of Game Areas___________________10
1.5.3.2 Special Areas________________________10
1.5.3.3 Gates and Turn Back Markers________10
Turn Back Markers_______________________11
2.0 Chapter Two Core Rules___________________12
2.1 Attack/Ability Delivery__________________12
2.2 Melee Attacks____________________________12
2.3 The Flurry Rule___________________________13
2.4 The Proximity Rule_______________________13
2.5 Claws & Natural Weaponry______________13
2.6 Missile Attacks___________________________14
2.7 Packet Attacks___________________________14
2.7.1 Costume Rule__________________________14
2.8 Special Attacks___________________________15
2.8.1 Affliction_______________________________15
2.8.2 Gaze___________________________________15
2.8.3 Gesture________________________________15
2.8.4 Name__________________________________15
2.8.5 Room__________________________________15
2.8.6 Voice and Ambient_____________________15
2.8.7 Verbals_________________________________15
2.9 Traits_____________________________________16
2.10 Vitality__________________________________17
2.10.1 Unconscious__________________________17
2.10.2.1 Death_______________________________18
2.10.2.2 Death Strike________________________18
2.10.2.3 The "Death" Effect__________________18
2.10.2.4 Mishaps_____________________________18
2.10.2.6 Spirits of the Dead__________________18
2.10.2.7 Final Death_________________________19
2.11 Attack Effects___________________________19
2.11.1 Agony________________________________20
2.11.2 Cure__________________________________20
2.11.3 Damage______________________________20
2.11.4 Death_________________________________21
2.11.5 Destroy_______________________________21
2.11.6 Diagnose_____________________________21
2.11.7 Disarm________________________________22
2.11.8 Disengage____________________________22
2.11.9 Drain_________________________________22
2.11.10 Expose...____________________________22
2.11.11 Frenzy_______________________________23
2.11.12 Grant Effects________________________23
2.11.12.1 Grant <#>Armor________________23
2.11.12.2 Grant <Delivery> Attack________23
2.11.12.3 Grant <#> Attribute____________23
2.11.12.4 Grant <#>Defense______________24
2.11.12.5 Grant <#>Protection____________24
2.11.13 Heal_________________________________25
2.11.14 Imbue..._____________________________25
2.11.15 Inflict...______________________________25
2.11.16 Maim________________________________26
2.11.17 Paralyze_____________________________26
2.11.18 Refresh <attribute/skill> #__________26
2.11.19 Repair < >__________________________26
2.11.20 Repel________________________________26
2.11.21 Root_________________________________27
2.11.22 Silence______________________________27
2.11.23 Slam________________________________27
2.11.25 Slow_________________________________27
2.11.26 Stabilize_____________________________27
2.11.27 Stricken_____________________________27
2.11.28 Stun_________________________________27
2.11.29 Speak_______________________________27
2.11.30 Waste..._____________________________28
2.11.31 Weakness___________________________28
2.12 Attack Traits____________________________28
2.12.1 Elemental Traits______________________28
2.12.2 Mental Traits__________________________28
2.12.3 Metabolic Traits_______________________28
2.12.4 Physical Traits________________________29
2.12.5 Self___________________________________29
2.12.6 Special Traits_________________________29
2.12.7 Bane__________________________________29
2.13 Defenses________________________________29
2.13.1 Avoid, Parry, Resist___________________29
2.13.2 Elude, Guard, Shield__________________30
2.13.3 Purge_________________________________30
2.13.4 No Effect______________________________30
2.13.5 Reduce, Absorb_______________________30
2.13.6 Reflect________________________________30
2.13.7 Spirit_________________________________30
2.14 Defense Traits__________________________31
2.14.1 Chained Defense______________________31
2.15 Armor___________________________________31
2.16 Weapon Construction__________________33
2.16.2 Creating your Weapon_______________35
2.16.2.2.1 Packets__________________________37
2.17 Production______________________________38
2.18 Traps____________________________________38
2.19 Contact Poison__________________________39
2.18 Shackles_________________________________39
2.19 Verbal Modifiers________________________40
2.19.1 Double and Triple_____________________40
2.19.2 Chained Effects_______________________40
2.19.3 Permanent____________________________40
2.19.4 Short_________________________________40
2.21 Guns and Bullets________________________41
2.22 Food and Living Maintenance__________41
Quick Maintenance Overview_________________41
2.22.2 Good Life_____________________________42
2.22.3 High Life______________________________42
2.23.4 Effects of Starvation__________________42
2.24 Special AfterMath Rules / Policies____43
2.24.1 Disarming Players / NPCs_____________43
2.24.2 Possuming or faking death rule of etiquette 43
2.24.3 Locks_________________________________43
2.24.4 OOG Areas in Cabins__________________44
2.24.5 Lighting_______________________________44
3.0 Chapter Three Character Creation________45
3.1 Character Points_________________________45
3.2 Character Attributes_____________________45
3.4 Character Races__________________________46
3.4.1 Ashurans_____________________________47
3.4.2 Children of Ektur_____________________48
3.4.3 Guardian (Elemental Kin, Star bound, Slaves) 49
3.4.4Goriyani (Gor-E-yan-ee) (Imps, Darklings, Goats) 51
3.4.5 Jinxies (Jinx-kin, Wind Spun, Gossamers, Delphs, Bane Urges) 52
3.4.6 Kesamalani (The Wildfolk, Sarks, Aggros) 53
3.4.7 Leshka________________________________54
3.4.8 Old Blood, (Progenitors, True bloods, Obsols, Fossils) 55
3.4.9 Navians (Birds, Crows, Poop bombers)_56
3.4.10 New Blood (Amalgams, Inheritors, Tainted) 57
3.4.11 Nothreik (The Exiles, Pales, Gloomies)_58
3.4.12 Riverfolk (Manders, Slinks, Gads)____60
3.4.13 Soulless (Mechs, Warborn, Tool)_____61
3.4.14 Stoneborn (Makers, Slows)__________63
3.4.15 Unclean (Rotters, Pukes, Accursed, Shamblers) 64
From Baking Cakes to Combat____________65
3.6 Skill Overview_______________________66
3.7 Production Recipes________________________99
3.7.1 Engineering____________________________99
3.7.2 Pharmaceuticals Production_________100
3.7.2.1 Addiction__________________________100
Mask of the Warrior Production____________101
3.7.4 Rune Production______________________102
3.7.5 Venom Production____________________103
3.7.5 Labs____________________________________104
3.8 Magic______________________________________109
3.8.1 Blood Mage____________________________111
3.8.4 Martial Artist__________________________117
3.8.5 Paramedic Procedures________________119
3.8.6 Pathwalker____________________________126
The Pathwalker's Spirit Guides__________137
Spirit Guides_________________________________137
3.8.7 Priest__________________________________141
3.8.8 Psionic_________________________________148
3.8.9 Shifter_________________________________152
3.8.10 Sorcerer______________________________157
3.8.11 Warbringer_____________________________167
1.0 Chapter One

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.

1.3 Rules of Etiquette


In a game as fluid and full of unexpected circumstances as live action, it is important that each
player attempt to follow the spirit as well as the letter of the rules. We have tried to create a set of
rules that are as cut and dry as possible. However, there are certain rules that that are necessary
to promote atmosphere and or safety. These rules are marked as Rules of Etiquette. These rules
are often difficult or impossible to quantify without breaking character. We know this, and if players
abuse them or become less than graceful when using them, the game will suffer. We trust the
players to follow the intent of the rules, and to be particularly tactful when dealing with Rules of
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Etiquette. You will find further specific Rules of Etiquette outside this section when dealing with
some specific effects or performing some specific actions.

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of 208
Clarification
Basic Etiquette
1.3.3
1.3.1
This phrase works like Caution, but it
Abusive language or actions are not indicates that someone needs a quick
tolerated, whether they are in game explanation of what happened. People
or not. Language or actions that are directly involved pause for up to three
derogatory or that are deemed to be seconds while someone repeats a verbal or
harassment are not allowed. References quickly indicates a condition or result of
to explicit sexual behavior or concepts, something. This should be used
particularly violent ones, are not allowed. infrequently, if ever. It is present for new
In game threats should be worded so players who may be overwhelmed and
they are clearly in game. confused during their first game or two.

You are always in game, even if your


character is unconscious, dead, or 1.3.4 Let Me Clarify
affected by a game condition that This phrase, which can only be used by
incapacitates you. Your spirit still plot approved non-player characters,
remains with you, and it can experience indicates that any encounter
the game world around you. You do not information that follows should be
need to pretend you did not experience considered true. There are times when
the game even under these conditions. If your character may not trust another
your eyes are closed then you might not character. This phrase indicates that the
see what is going on, but you will information that the character, trustworthy
remember everything you hear, smell, or not, will impart is important and true
and feel. If you are lying unconscious or information about how some specific
dead, or affected by the Stun effect, you encounter works. This phrase cannot be
must close your eyes. used unless the player has plot approval for
that specific encounter, and the information
There is no "out of game" except imparted must be a clarification of some
during emergencies. There are no out specific game effect or encounter.
of game indicators (such as white
headbands), and no people should be
wandering about unless they are there in
the actual game. To keep the game
1.3.5 Emergency
flowing as smoothly as possible, we have This means that there is some medical
defined the following ways to deal with emergency that needs attention. This
problems and interruptions. phrase should come up rarely. The game
play stops, and everyone who hears the
emergency should drop to a knee to indicate
1.3.2 Caution that a real problem exists. Emergency should
This phrase indicates some condition only be called is there is a real problem and
that may threaten the health of a someone could be hurt.
player. A caution should never last more
than 10 seconds. It indicates that those
people who are close to, or involved in, Safety
1.4
that problem should pause so someone can
get clear, get up, or move away from a
threat. Only those people nearby need
Restrictions
pause until the problem resolves. Everyone There are a number of basic safety restrictions
involved in a caution is still responsible to in the Accelerant system to ensure the safety,
the game, and should still be cautious of in comfort, and enjoyment of all.
game threats. They may move away from
the Caution or pause until the person has
dealt with the problem.
1.4.1 No Physical Contact
You have no reason to touch another player in
the Accelerant system. Physical contact is not

AfterMath LARP Rulebook Page 15 of 208


allowed. You may contact another player with to the ground. If you are being carried, you
a boffer weapon in a legal attack area and you must role play an effect with a moan or grunt
may contact another player by touching a even if you are paralyzed or dead to indicate
packet to their arm or shoulder to deliver a you have been struck. If you are carrying
"touch cast" effect. Violators will be asked to someone who role plays an effect, and you do
leave the game. not know what the effect was, you must drop
them. You may pick up a body after dropping it
as soon as that body stops moving.
1.4.2 Searching a Character
Because the game does not allow physical
contact, you may not physically search 1.4.4 Rule of Etiquette
someone else. Instead you approach within Whenever you are required to role play an
searching distance and tell them in a low voice effect you must always do so in a safe manner.
"I am searching you." The player may simply If you must adjust your role play or position
reveal items you have found. The player may slightly to make the game safer for you or
make a pouch available for you to reach into another player we ask you to do so. You
and take items. The player may request that should take care before moving in crowded
you describe your search. In this case, you areas even if you must play out the effect in a
must take the time to tell the player where on slightly different manner. You are encouraged
his or her person you are looking for items. to take the extra step or two when playing out
Items cannot be hidden in places people might an effect if it removes you from an area that is
find rude or inappropriate. An item must detrimental to your health such as a puddle or
actually be hidden where you say it is. You an area with too many other players.
cannot have an item in your pocket, for
example, and claim it was tucked in your boot.
It must be hidden there. If someone searches 1.4.5 No Alcohol or Drugs
a general area you may request them to be You cannot consume alcohol or drugs on the
more specific by stating "Describe that premises of the game unless the drugs are for
search." If you have an item concealed in the authorized medical use and the staff has been
sole of your boot and someone says "I search notified, and has approved. You cannot be
your boot" you may ask them to "Describe that under the influence of alcohol or drugs while
search" before giving it up. Players should not on the premises of the game. Violators will be
demand unreasonable searches with too much asked to leave the game.
detail - a search should take no more than a
minute.
1.4.6 Safety Glasses
The Staff of AfterMath recommends that you
1.4.3 Carrying a Character wear safety glasses when playing AfterMath.
Because the game does not allow physical Foam darts do have the potential to harm your
contact, you may not physically carry or drag eye should they take a direct hit. You are able
another person. Instead you simply tell the to find safety glasses, such as sunglasses,
person you are picking them up and role play in a variety of styles and they can easily
carrying them along. They must get up and be incorporated into your costume.
walk with you while you pretend to hold their
shoulders. You cannot move faster than a walk Again you are not required to, but the
while carrying someone else. If you are unable AfterMath staff does recommend it for your
to move while being carried you walk with your protection.
head bowed and arms at your sides.

If you are carrying a character and that


character is struck by an effect from a melee, Rules
1.5

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

AfterMath LARP Rulebook Page 16 of 208


game environment around you. Conversely, not change the basic structure of a prop;
there are lots of effects that can change how it just makes the item unusable for any
you play the game, for both good and bad. game related purpose.
Other characters may attempt to inflict
unpleasant fates upon you, and you might Costuming, jewelry, weapons, and area
attempt to do the same to them. props cannot be moved from the area they
are placed in except by the owner. Most
There are three restrictions on your props have no in game worth. These props
activities. provide no in game benefit and disallowing
their removal ensures these props are not
The first is an environmental restriction. broken or lost. Props may be handled but
When you come across props that represent must be put back where they are found
certain environments, such as tarp walls unless they have a sticker.
representing solid walls, you must play as if
that condition was real. You cannot move tarp
walls, you cannot walk across black pits, and 1.5.2 Prop Labels
you cannot enter areas marked out of game. Small circular stickers attached to objects
indicate special rules about handling an item.
The second is an effect restriction. If an Items may also be marked by attaching a
effect has been inflicted upon you, you must short ribbon to indicate the item's in game
abide by the restriction of that effect until it is status. These ribbons replace the sticker and
removed. If you have a Slow effect you cannot have the same meaning. A ribbon can be used
run. If you have the Maim effect you cannot to mark small items that don't have room for a
use the maimed limb. Effects can be inflicted sticker, such as rings, or on items where plot
upon you in a variety of ways. feels that a ribbon would look better or be
more evident to the players. This ribbon may
The third is a skill restriction. If there is a have codes or markings on it in the same
skill that specifically allows you to manipulate manner that stickers can have markings for
a prop or perform some action, you cannot players with specific skills to recognize.
attempt to perform that action or manipulate
that prop unless you have that skill. You
cannot pick up weapons and try to fight unless If an item has a red circle or ribbon, it
you have the skill to do so. You cannot cannot be moved at all. It cannot be
manipulate traps unless you have the skill to picked up or touched. It will not move.
do, although you can attempt to avoid them.
If an item has a yellow or green sticker
or ribbon, it seems to be valuable.
1.5.1 Prop Restrictions
You are not allowed to bring to an event A small yellow, circular sticker means
any prop that resembles or could be the prop may be taken but it must be
mistaken for common or unique game turned in at checkout.
items provided by plot without the express
permission of the game staff. A small green circular sticker means you
can take the prop and hold on to it.
You cannot attempt to duplicate or forge
game money, item props, tags, or Special items may also have a red
logistical documents such as character or sticker with a rune or number on it.
monster cards. Any attempt to use in These stickers indicate that characters
game means to create fakes of any items may not pick up or touch the item unless
must be approved by the plot committee. they have a skill or ability that allows
them to manipulate objects marked by
You are not allowed to break, destroy, or that symbol or number.
take apart any prop. If a prop is attached
to a wall by a chain, for example, you Some game effects will enhance an object
cannot attempt to break or detach that such as a weapon or a piece of armor.
chain in any way. The Destroy effect does

AfterMath LARP Rulebook Page 17 of 208


When an item has been enhanced by a
game effect, an effect sticker will be The areas beyond gates are often marked with
placed upon it so long as the yellow information signs, so you should
enhancement is in place. Items with always look around after going through a gate.
effect stickers are treated as though they Gates have a disorienting effect to compensate
were yellow sticker items. If you have an for the time it takes to spot and read a yellow
effect sticker upon your weapon, that prop sign.
can be stolen from you. You should bring
back up props if you want to use item White gates are open portals. If the lights
enhancements. are on, anyone may step through the gate.
White gates will always appear in ruined areas.

1.5.3 Environment Colored gates are special. Only special Staff


Games take place at a site, usually a Characters that control the gate may bring
campground. This site defines the boundaries you through a gate with colored lights. If there
of the game. During game play, a player may is no guide you cannot enter the gate. Some
attempt to enter any area within the game colored gates are free standing, with no actual
boundaries unless the area is marked with a area on the other side. If you enter such a
yellow information sign. Areas marked with gate at the request of a staff character then
information signs are either special areas with you will become a spirit. You will not be
additional rules described by the sign or they affected by any attacks and you must reply
are out of game and impassable. "Spirit" to any attack that strikes you. You
cannot use any game skills or converse with
any one else. You are visible to others, but you
1.5.3.1 Out of Game Areas cannot converse with them and you can only
Areas that are out of game are marked by the enter an area indicated by the spirit guide who
yellow or hazard orange signs with text leads you. You must follow the spirit guide
marking it Out of Game. You may not enter until you exit through another gate and your
these areas. The text of the sign indicates guide indicates you have assumed your normal
why, in game, this area cannot be entered. form.
Some areas might be described as collapsed Turn Back Markers
and ruined piles of rubble that have no real Some games have locations in a game site are
interior. Other areas might be marked as normally accessible to players, but are
impassable swamp. sometimes closed for specific encounters or
modules. While this is usually handled with
1.5.3.2 Special Areas yellow information signs, it is often difficult to
spot and read information signs without
Areas with special restrictions or rules will be entering the encounter area to read them,
marked by the yellow or orange hazard especially at night. To make these easier,
signs with game information printed on it. areas can be marked with circular information
This sign will have game information written signs (rather than the usual octagonal signs)
upon it that will describe the circumstances and at night these signs are lit with circular
that make the area special. rings created with looped glow bracelets. If
you spot these Turn Back Markers hanging in
1.5.3.3 Gates and Turn Back the area, it means that the area is inaccessible
and you should stay away unless you are led
Markers to the area by a spirit, a scout, or a similar
guide.
Portals ringed with strings of decorative
light are magical portals. Gates may also be It is often left to the player to explain why they
marked off with ribbons during the day instead cannot proceed when they spot Turn Back
of lights. These portals lead to other places. Markers. One common reason is that the area
Some lead to other places in this world, some ahead is impassable swamp. Another is that a
lead to places beyond this world. If a portal is mist has risen and players cannot find their
ringed with lights and they are not lit then you way through the area. Sometimes players
cannot go through that portal.

AfterMath LARP Rulebook Page 18 of 208


simply state that the area ahead looks
uninteresting and turn back. It is left to you
and your companions to come up with a
plausible reason that you cannot proceed when
you spot a Turn Back Marker.

In AfterMath garden glow lights are also used


to single off Turn Back areas as well. These
will be a line of lights running along the
ground.

AfterMath LARP Rulebook Page 19 of 208


AfterMath LARP Rulebook Page 20 of 208
2.0 Chapter Two

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.

AfterMath LARP Rulebook Page 22 of 208


launch an attack. This might mean that
both combatants use up a Flurry swing during
2.3 The Flurry Rule incidental weapon contact.

A flurry is a series of melee swings


delivered at an enemy in combat with
little or no pause. You can make no more
than three consecutive attacks against each a
2.4 The Proximity
particular enemy where your weapon contacts
an opponent or their weapons, including their Rule
shield, before you must reset. To reset your You must maintain a safe distance from
flurry you must step out of weapon range any active opponent. If you can reach out
between you and your opponent and stop all and touch the torso of an opponent with your
attacks on your previous target for at least a hand then you are too close and you must
second. back away. If there is a significant difference
in the reach of two opponents, the opponent
Players pursuing enemies need not interrupt with the shorter reach may approach close
pursuit by stepping back to reset their Flurry. enough so that they can strike their opponent
The pursuer needs only to pause for a second with their weapon so long as they cannot
while at a distance just within their maximum touch the torso of the opponent.
weapon range.

That's all you need to remember, everything


else are clarifications and answers for specific 2.5 Claws & Natural
Weaponry
questions.

Blocked swings that contact a weapon or


shield and successful hits that contact the Some characters have the ability to use claws
body are counted as flurry swings. Feints or natural weaponry instead of, or in addition
and swings that do not make contact against to, weapons. These weapon props are red,
weapons, shield, or body do not count as a though some plot creatures may have props
flurry swing. You must reset your flurry after that are constructed to appear to be part of
you have made three swings with contact that creature.
before resuming attacks on that opponent.
Claws are considered to be melee weapons
An opponent can't try to prevent you from and can be used to block melee attacks.
resetting your flurry by advancing. If you Claws are not affected by Disarm. Destroy
have retreated in an attempt to get out of effects delivered to such weaponry will cause
weapon range but your opponent's advance a Maim effect to the limb using the weapon.
has prevented you from doing so then you
may reset your flurry after a full second Claws and natural weaponry are not bladed
pause. weapons, and cannot be used with skills or
effects that require bladed weapons. If you
Incidental weapon contact and aggressively are holding a claw that is struck by a melee
engaging an opponent's weapon with beat or missile attack, and you cannot legally block
attacks or offensive parries can make flurry with the claw due to some game effect, you
determination confusing. We realize it is will be affected by the attack since you
difficult to determine if these types of weapon cannot drop the claw in response to the
maneuvers count as a strike in a flurry. As a strike.
Rule of Etiquette, if both your elbow and

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.

AfterMath LARP Rulebook Page 23 of 208


Projectile attacks are defined as Because of this, you cannot carry or throw
projectile weapons such as bows and packets unless you have the power to use
crossbows, NERF type guns, and foam them for something.
arrows and bolts. You may fire a projectile
weapon such as a crossbow from each hand if If a packet clearly strikes a target and they
you are skilled in using that weapon in both do not acknowledge the hit through role
hands. playing or by negating it with a defense, the
attributes or their equivalent are not
Unlike melee attacks, any projectile attack exhausted. If the packet misses, or you
that has no verbal causes 3 points of cannot tell whether the packet hit, then
damage and will cause enemies to become attributes or resources are exhausted
unstable when they fall unconscious just like normally.
called melee attacks. However, this is still
considered uncalled damage for the purposes To deliver a packet attack, the arm that is
of skills that can resist uncalled damage. delivering the packet must be free and the
hand empty except for the packet itself. A
Thrown weapons are defined as anything free arm cannot have props tucked under it or
thrown and not from a projectile device. tied to it other than armor. You cannot deliver
These only do one point of uncalled damage packet attacks if you cannot use game skills,
just like a normal weapon strike and do not or if the arm is affected by something that
cause you to become unstable. If a weapon prevents its use such as a Maim effect or
is designed as a thrown weapon or projectile, shackles. Some packet based skills have
it cannot be used in melee combat. You may additional requirements as well.
only throw one thrown weapon at a time. You
cannot use thrown weapons if you lose the Packet attacks cannot be used while you are
use of your arms via in game skills like Maim being hit. Melee, missile and packet attacks
or shackles or the use of game skills via will interrupt your verbal if they land while
Drain. you are speaking it. The ability is not used up
and attributes or their equivalent are not
wasted, but the ability is interrupted and you
must begin the verbal again. Some creatures
2.7 Packet Attacks may have the ability to use packet attacks
even while they are being hit. They will
A packet is a small bean bag filled with indicate this by saying "Innate" before the
bird seed that represents some sort of packet verbal when they make the attack.
mystical, psychic, or supernatural ranged
attack form. Packets have strict construction
guidelines. You call a verbal and throw a 2.7.1 Costume Rule
packet at a target to deliver the attack. If the In order to encourage the use of good
packet hits the target, or any direct costuming and add a little more realism, we
possession of the target, then the effect is have the Costume Rule. If a packet attack
delivered to the target. You cannot throw clearly misses a target and passes by the
packets too hard. If you are winding up to body, yet that packet hits a cloak or
throw the packet then you are throwing too costuming piece after it has gone past, the
hard. defender can call out "costume." This rule
cannot be used if the costuming is in front of
Packets are not solid objects and cannot be the defender or if the packet has not already
affected by Disarm or Destroy, but they are a passed the body. The rule is in place to
visible, in game effect. If someone is carrying encourage cloaks, back banners, and some
packets and you see the packets, you can directed character costuming such as wings
assume they have some sort of aura that without adding an unacceptable disadvantage
makes you realize they are capable of to the character in combat.
something special.

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Someone calls out "By your name," states
2.8 Special Attacks your name, part of your name, or some
pseudonym that you have used and calls out
Special attacks are delivered in unusual a verbal. The attack is delivered to you if you
ways rather than using the regular recognize that name as a name you have
melee, missile, and packet combat used or a name that person might use to
system. They represent large scale effect refer to you. Basically, if you know they are
and atmospheric conditions. Special attacks talking about you then you take the effect.
always begin with the person or area that the
attack affects and that is followed by a verbal.
If you have a defense that works against the
2.8.5 Room
verbal of a special attack you can use it to Someone calls out "In this room" and an
negate that attack. Once the verbal of these effect, and everyone in that room will be
attacks has begun the effect is already affected by it. Doorways and gates act as
delivered. You cannot, for example, room dividers. This delivery is commonly used
retroactively turn to a spirit during the verbal for traps and performances. The attack only
to negate it. The individual types are detailed works within an enclosed room that has
below. normal doorways and corridors as exits. The
attack will affect you if any part of you is
within the room when the verbal is called.
2.8.1 Affliction
Someone delivers an effect to your immobile
or unconscious form by touching a weapon or
2.8.6 Voice and Ambient
packet to your torso and stating "Affliction Someone calls out "By My Voice" and an
One, Affliction Two, Affliction Three" clearly effect and everyone who hears it will be
and slowly followed by a verbal. This works affected by it. You cannot defend against
like a Death Strike and can be interrupted in Voice attacks by intentionally obscuring the
the same manner as a Death Strike. (See sound of the verbal with loud noise or by
2.10.2.2) The verbal may be a standard plugging your ears. Voice attacks indicate
effect, or it may deliver an Inflict effect in that the effect is radiating from the creature
which case the player will give you an effect calling the effect. This type of attack never
card. sets off Shield defenses.

2.8.2 Gaze Ambient is the same as above except it is


Someone who has met your gaze for a full called to notate that the effect is not
three seconds calls out or whispers "By my originating from that creature but is more of
gaze" followed by a verbal. A vampire might an environmental effect.
whisper "By my gaze, Paralyze by Will." Other
creatures might cause fear or other effects. 2.8.7 Verbals
A verbal is a short phrase that is called
2.8.3 Gesture out when an ability is used to explain the
Someone points at you with a hand or a effect of that attack. Each verbal can have
weapon and calls out By my gesture an effect and a trait for that attack. The trait
followed by a verbal. If the effect has a indicates the flavor1, or type, of the attack so
duration that is not instantaneous, then you may role play the effects and perhaps use
instead of the normal duration, the effect a defense to negate the attack if it strikes
lasts so long as they point at you. In you. The effect indicates what the attack does
AfterMath, player characters may only to you.
gesture at one target unless specified in the
description of the spell or skill. NPCs may A verbal is an out of game phrase. You must
still target multiple people. call your verbal even if you are affected by

2.8.4 Name 1
Flavor of attack indicates a specific descriptor, such as
1 damage by Shadow

AfterMath LARP Rulebook Page 25 of 208


Silence. If you hear the beginning of a verbal a defense or role-plays the effects of
you must listen to the phrase and play out the attack. If you don't role play the
the effect. effect, the attacker may assume that
you were not struck and the skill not
Verbals for melee attacks are called out as used.
you swing your weapon. Verbals for missile
and packet attacks are called out before you
release the projectile from your hand. You call
out a phrase that takes the form of <effect>
by <trait>.
2.9 Traits
A trait is a label that is given to a character,
For example, a poison that freezes you in an attack, a defense, or an item. Traits help
place would use the verbal "Paralyze by describe the flavor of game effects and define
Poison". A bolt of fire that causes 5 points of how abilities interact with each other. There
damage would use "5 Damage by Fire" as the are four types of traits. A character trait is
verbal. any trait that is somehow given to a
character. An attack trait is added to an
If you hear a verbal, your character knows attack verbal and defines the flavor of that
instinctively what happened. The verbal not attack. A defense trait is added to a defense
only tells you the effect out of game, but it call. An item trait is added to a tagged item
represents the effects of the attack in game. and gives that trait to anyone carrying that
You never have to play it dumb. The verbal "4 item.
Damage by Fire" might represent a roar of
flame. The verbal "Maim by Lightning" might An attack trait tells you which defenses can
represent a flash of light. The verbal be used against that attack. A character or
"Paralyze by Fear" might represent the hairs item trait can be used to determine if certain
rising on the back of your neck. However you effects worked against you. If you had the
imagine it, the verbal tells you what Undead trait, for example, then an attack
happened both in and out of game. that caused "5 Damage to Undead" would be
effective against you. A defense trait is
Verbals should not be confused with generally used for flavor, but it is possible to
incantations. Incantations are magical words have skills or abilities that can be used only if
that are used to cast a spell. These are in a defense with an appropriate trait is used.
game magical phrases that are required for
all but the most powerful mages to cast In AfterMath, there are several types of traits
magic. Spells usually have incantations, but that a character can have. This can change
they also end with a verbal. based on how many character points you
have spent, what skills you have, and what
Remember that there are two rules that apply race you are.
to all called attacks:
Here is a breakdown of traits you
You must finish the verbal for a called automatically gain based on race:
attack before launching a packet or
missile attack. You call out the verbal Living- All races get the Living trait with the
as you swing a melee attack. If there exception of the Soulless.
is an incantation, which is an in game
phrase associated with an attack, then Race- A character's race is always considered
that must be clearly spoken before the a trait. Some races have additional traits in
verbal. This is true for melee, missile addition to their race.
and packet attacks.
New Bloods, Old Bloods, and Unclean also
All called hits must be acknowledged have the Human trait.
through role playing. Many skills are
consumed only if the recipient calls out Guardians have their specific element.

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these points are also refreshed at the
Soulless have the Mechanical trait beginning of each event. If your Vitality ever
reaches zero you will collapse and become
A character who has not yet spent 50 unconscious. Unconscious characters that are
character points to improve gains the Initiate taken down by uncalled melee or missile hits
trait. A character who has spent at least 50 are stable. Characters taken down by any
character points gains the Experienced trait. other kind of damage, from called melee or
A character who has spent at least 100 missile hits, from firearms, from traps, from
character points gains both the Experienced packets, or from anything with a verbal
and the Accomplished trait. become unstable.

Learning certain skills can give you other


Traits as well. Each Discipline and Focus that 2.10.1 Unconscious
you purchase is also a trait. A character that You are incapacitated and must collapse
has purchased the Rogue discipline, for to the ground. You must close your eyes
example, has the Rogue trait. Also When the and you cannot move or speak while you are
first spell is learned in a specific school of unconscious. You cannot use game skills
magic the person learning the school gains a unless a skill explicitly explains that it can be
new trait that will stay with the person as used while unconscious.
long as that spell is known. The specific trait
you gain depends on the school of magic: If you fall unconscious, but you are
stable, you will remain unconscious for five
Blood Mage- Blood, Magic minutes. After that time you will wake up with
Priest- Holy, Magic, Power (Ar-el, Genshi, 1 point of Vitality. If someone hits you with
Tormen)
an attack for called damage while you are
Pathwalker- Animal, Magic, Nature unconscious and stable you will become
Psionic- Will unstable and begin your 1 minute count.
Shifter- Animal, Nature Other effects can be inflicted upon you while
Sorcerer- Elemental Trait (Air, Earth, Fire, Force, you are unconscious and stable and those
Radiation, Water.), Magic
effects will still be active when you wake up.
Martial Artist- Ki If healing raises your Vitality above 0 then
Warbringer- Magic you will become conscious. A death strike
successfully delivered to your torso will kill
you.

2.10 Vitality If you are unconscious and you are


unstable you are dying from blood loss and
shock. You will linger for one minute before
Vitality is a count of how much damage
dying. A Stabilize effect will change your
you can take before you collapse. In
condition to stable and you will begin your 5
AfterMath, each character has a number of
minute count. Other effects can be inflicted
Vitality points equal to the average of the
upon you while you are unstable and those
Brawn attribute and the Essence attribute.
effects will still be active if you wake up. If
Vitality is always rounded down. Although
healing raises your Vitality above 0 then you
Vitality is based off of two attributes, they are
will become conscious. A death strike
totally separate statistics. Exhausting Brawn
successfully delivered to your torso will kill
or Essence points does not affect Vitality and
you. If someone begins to use First Aid on
taking damage does not reduce Brawn or
you, your count will be suspended until they
Essence. Only a permanent change to Brawn
stop the First Aid. If they call Stabilize you
or Essence will cause your maximum Vitality
become stable and start your five minute
to change.
count. If they do not finish the First Aid, your
one minute death count will continue where it
As you take damage, your Vitality points are
was before they started using the skill.
exhausted. These points can never drop
below zero. Healing refreshes Vitality and

AfterMath LARP Rulebook Page 27 of 208


Rule of Etiquette You may also interrupt the death strike by
Players who are unconscious close to combat, striking the weapon used to perform the
may open their eyes to watch for out of game death strike with a weapon of your own. You
danger if the battle moves too close. It is do not have to force the weapon away. A
important for players to be able to protect death strike that is interrupted is canceled
themselves during these times. If you open and has no effect.
your eyes for safety reasons then we ask that
anything you see during that time remain
outside the normal knowledge of the game.
2.10.2.3 The "Death" Effect
Any effect that successfully inflicts a
Death effect kills you immediately. Of all
2.10.2.1 Death the various game effects, only the Death
effect will kill you outright. The Death effect
There are four ways you can die in this
may be nullified by an appropriate defense.
game.
First, you can be knocked unconscious
and unstable and remain that way for a 2.10.2.4 Mishaps
full minute. This is referred to as There might be large scale traps,
"bleeding out" and is described above. challenges, and mishaps in special areas
Second, you can be killed if someone that can cause you to perish if you are
delivers a successful death strike to your unfortunate enough to stumble into them.
torso (2.10.2.2) Closing walls, deep pits, and other deadly
traps might kill you outright. These areas will
Third, you will be killed by an attack with
be marked or made clear to you during the
a Death effect that you cannot negate.
course of the game.
(2.10.2.3)
Finally, special areas might cause your 2.10.2.5 When you die, all active effects on
death if you have a mishap. (2.10.2.4) your person end unless an Imbue or Inflict
effect specifically says otherwise on the effect
2.10.2.2 Death Strike card. Your remains will linger for five minutes
before you change to a spirit of the dead and
A death strike is used to kill an
begin to walk to the gate of death. Only
unconscious or immobile victim. You must
effects with "to Spirit" or with "to Dead" traits
touch a weapon to the torso of the victim
will affect a spirit of the dead.
while saying "Death strike one, death strike
two, death strike three". This verbal must be
spoken clearly and at a normal speaking 2.10.2.6 Spirits of the Dead
pace. You do not need to have skill with the After 5 minutes of death, a dead
weapon to inflict a death strike. character becomes a spirit of the dead.
Your spirit and everything you still carry is
To inflict a death strike, the victim must be drawn to a special area of the game marked
unmoving. The victim can be unconscious or as a Death area. Your spirit will even pick up
unmoving because of a game effect, but you your own weapons if they are within reach
cannot inflict a death strike on a body until it unless someone else possesses them. When
comes to rest after an attack, nor can you you rise as a spirit you must proceed directly
inflict a death strike on a helpless but to the Death area. You must walk with your
struggling victim. If the victim can move, the head bowed and your arms at your side. You
victim can prevent a death strike. First you cannot interact with any other character
must render the victim unconscious or unless they use an ability that allows you to
unmoving, and then you may inflict a death do so. You cannot drop items. You cannot use
strike. any game ability. If someone tries to interact
with you, reply "Spirit" and continue on your
To interrupt a death strike, you must strike way.
the person attempting to deliver the death
strike with a melee, missile or packet attack.

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In AfterMath, the Death area is The Gate of Rest time is generally used when an effect
Death. This is the gate to the Realm of has some passive duration which will wear off
Death. When you arrive at the gate you must if you have time to rest.
follow the posted instructions and ring the Activity time is used when you must perform
bell. You will wait for The Gambler to arrive some action such as repairing an item or
and call you into the gate. mending wounds before an effect will take
place.
While you are a spirit of the dead, there are
very few effects that will work on you. The In order to satisfy either requirement you
only effects that will work are effects with "to must spend the time uninterrupted. If you are
Spirit" or "to Dead" in the verbal. These are forced to break the conditions of Rest or
Bane effects specifically designed to affect Activity time then that attempt ends and you
spirits. The most common is a "Speak to must start again from the beginning.
Dead" effect. This type of "Speak" effect will
allow you to converse quietly with the Resting time requires you to be sitting, lying,
character that used the effect. You cannot or kneeling. You cannot walk or run. You can
stray from your path or use any game skill talk and gesture, but you cannot use game
while talking. You are not compelled to skills, used called attacks, or use called
communicate, but you may do so. Other defenses while you are resting. Effects which
effects might include "Imbue to Spirit" and require rest can overlap; what this means is
"Inflict to Spirit." If the description on the that a single rest time can be used for
effect card states that it works on a spirit of multiple effects.
the dead then you must follow the
instructions given therein. You may use Resist If you had a game skill that allowed you to
and Purge defenses while you are a spirit of reset some kind of magical defense after a
the dead if they are appropriate for an attack minute of rest, and you were affected by a
that strikes or affects you. Root effect, and you were affected by a
Weakness effect you could rest for five

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

AfterMath LARP Rulebook Page 29 of 208


activity time separately to use the ability. the Slow by Disease and the Slow by Will
Effects that prevent you from using game since they are both Slow effects. A Cure Will
skills also prevent you from spending activity would remove both the Slow by Will and the
time to refresh abilities. Resting time and Drain by Will since they both have the Will
Activity time do not overlap. trait.

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.

2.11.1 Agony 2.11.3 Damage


You are wracked with pain. You cannot This effect removes Vitality points as
attack or use most game skills. You may run, described in the section on Vitality. Unlike
defend yourself by blocking with weapon skills typical effects, Damage is instantaneous. It
and can use called defenses. Agony lasts for removes Vitality points and then the effect
10 seconds. ends. You cannot remove or dispel damage.
Vitality points must be restored though

2.11.2 Cure healing.

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.

AfterMath LARP Rulebook Page 30 of 208


Items without tags or safety stickers (such as
clothing, belts, pouches, and the like) cannot
2.11.4 Death be affected by Destroy. If armor is destroyed
An attack with this effect kills you. You all the points are exhausted until it is
fall down dead, as if you had been struck with repaired.
a death strike. All temporary effects upon you
end when you are killed except for Imbue and
Inflict effects that are not specifically 2.11.6 Diagnose
removed by death. This effect is used to determine if the
recipient is inflicted with a specific
Death lasts for 5 minutes, after which you will effect, trait, or game condition. You may
rise as a spirit and travel to the Realm of use Diagnose to determine the presence of
Death. This process is described in greater any effect or trait mentioned in chapter 2 with
detail in the Spirits of the Dead section. the exception of Imbue/Inflict effects and the
Traits listed under header 2.9. You may also
Cure Death and certain special abilities can use Diagnose to determine if the recipient is
affect you while you are dead. Some currently Stable, Unstable, Dead, or
strengthen your spirit so it is not weakened Damaged. Touch the recipient with a packet
by the presence of Death. Some might even and say "Diagnose" followed by the effect,
restore you to life. trait or game condition. The recipient says
"Yes" if they are inflicted with the named
Others might cause unpleasant effects. All of effect or an effect with the named trait, or if
these will be handled using an Imbue or they suffer the game condition. Otherwise
Inflict effect. In these cases you will be given they say "No." You may only Diagnose
an effect card that explains the results of the Elemental, Mental, Metabolic, and Physical
Imbue or Inflict effect. traits or attacks.

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
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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

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2.11.12 Grant Effects "Grant Missile Attack by Venom, Agony by
Poison"
You gain a temporary enhancement to "Grant Packet Attack by Magic, Stun by Fear"
your abilities. Grant effects last until the "Grant Attack by Arcane, 5 Damage by Fire"
end of the event, or until the granted ability is
used up. Grant is a beneficial effect. A "Grant Melee Attack by Shadow, Weakness
by Shadow" would give you one melee attack
Example: Travis has a +1 Brawn Grant effect with the Weakness by Shadow effect. You
and a +1 armor Grant effect. Someone casts would call out "Weakness by Shadow" when
a Grant 2 Armor on Travis which replaces his you used the ability.
Grant 1 armor but does not affect his +1
Brawn Grant. A "Grant Packet Attack, 2 Damage by Fire"
would give you one packet attack and you
There are five types of Grant effects. would call out "2 Damage by Fire" when you
used the ability.
2.11.12.1 Grant <#>Armor
This Grant adds additional armor points to A "Grant Attack, Paralyze by Will" would allow
either physical armor or armor from other you to choose melee, missile, or packet as
abilities. These points are refreshed when the delivery and you would gain one attack of
your armor points are refreshed. If no that type with "Paralyze by Will" as the
number is indicated then this effect boosts verbal.
your armor points by 1. The effect might
indicate a higher number in the verbal such
as "Grant 2 Armor" to indicate that a greater
number of armor points have been granted. A
successful Destroy Armor effect destroys the 2.11.12.3 Grant <#> Attribute
armor points and completely ends this type of This Grant adds to the total of one numeric
Grant effect. attribute. Any points added with this effect
are available immediately for use. Effects
Examples: which refresh that attribute can also refresh
"Grant Armor" these additional points. These extra points
"Grant 2 Armor by Inspiration" can be used in the same manner as regular
attribute points. A successful Waste effect
that reduces the boosted attribute also
completely ends this type of Grant effect, if
2.11.12.2
the attribute indicated is Vitality then Heal
Grant <Delivery> Attack effects work normally.
This Grant gives you one called attack that
uses the appropriate delivery. If the delivery Vitality calculations and other secondary
is omitted the recipient may choose melee, attribute calculations are not affected by
missile, packet or in AfterMath firearm for the points added by the Grant effect to another
delivery when they receive the effect. You attribute used in that calculation.
may use the indicated attack only if you have
the props to make an attack with the Examples:
specified delivery. For melee and missile "Grant Attribute, Brawn"
attacks, the attack is exhausted and the "Grant Attribute by Magic, 2 Vitality"
Grant effect ends only if the strike lands and
the opponent acknowledges it with role play
or negates it with a defense. For packet
attacks the Grant effect ends when you throw 2.11.12.4 Grant <#>Defense
the attack. This Grant gives you one called defense that
can be used on attacks indicated by the
Examples: defense verbal. The defense you are Granted
"Grant Melee Attack, 2 Damage" is included at the end of the effect verbal.

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Once this defense is used the Grant effect Each attribute can only be affected by
ends. If the defense portion includes a trait one Grant effect at any particular time.
then you must call out that trait when you The beneficiary decides which Grant effect
use the defense. The defense portion of the they will keep. This applies to Grant effects
verbal indicates the types of attacks it can be for Armor, Protection, and Attributes.
used against by either indicating a trait or an
attack type. If there is no indication then the Grant effects that provide additional Attacks
defense may be used against any melee, or Defenses can stack, but you can have no
missile or packet attack. In AfterMath this more than three such effects upon you at any
also includes firearms. particular time. The beneficiary decides which
Grant effect they will keep.
Examples:
"Grant Defense, Shield Poison" Stacking Traits
"Grant Defense by Inspiration, Elude" "Grant Arcane Defense, Shield Poison"
"Grant Defense by Magic, Parry Melee" "Grant Venom Attack by Alchemy, 5 Damage
by Poison"
A "Grant Defense by Shadow, Avoid by "Grant 2 Faerie Protection by Awe"
Shadow" would give you one defense against "Grant 2 Arcane Armor by Magic"
any weapon or packet attack. You would call "Grant Divine Attribute by Inspiration, 2
out "Avoid by Shadow" when you used the Willpower"
ability.
Optionally, a stacking trait can be added to a
A "Grant Defense, Resist Poison" would give Grant effect by adding it before the type in
you one defense against any attack with the the verbal. You can only have one Grant with
Poison trait. You would call out "Resist" when a particular stacking trait on you at one time,
you used the ability. regardless of type. If a Grant effect with a
stacking trait is bestowed upon someone who
already has another Grant effect with that
2.11.12.5 Grant <#>Protection same stacking trait then the beneficiary
This Grant adds additional protection points decides which Grant effect they will keep. The
that negate points of damage. These stacking trait takes precedent over the default
protection points work in a manner similar to stacking rules, even allowing Ability, Armor,
armor, negating the indicated amount of and Protection effects to stack with Grants
damage regardless of the source. The number that don't have a stacking trait or that have a
of points is indicated after the "Grant" in the different stacking trait.
verbal, and if no number is indicated then the
ability grants a single protection point. The verbal "Grant Arcane Attack by Magic, 2
Protection points are always lost after armor Damage by Earth" would create a melee,
points. Protection points cannot be refreshed missile, or packet Granted Attack with the
or renewed. Once they are used to negate Arcane stacking trait. You could not have this
damage the effect ends. Grant and also have "Grant Arcane Defense,
Shield Magic" upon you. The "Grant Venom
Examples Attack, 2 Damage by Poison" could not be
"Grant Protection" upon you at the same time as "Grant Venom
"Grant 3 Protection by Inspiration" Attack, Stun by Poison." The recipient would
choose which effect to keep.

Grant Notes The verbal "Grant Arcane Defense, 2


Grant effects for Armor, Protection, and Protection" has the Arcane stacking trait. This
Attributes provide a specific numeric effect would stack with "Grant Divine
bonus and these types of Grant effects Defense, 2 Protection" and would even stack
do not stack. You may only have one with "Grant Defense, Protection." It would not
Grant Armor effect and one Grant stack with "Grant 2 Arcane Protection by
Protection effect at any particular time.

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Magic" and the recipient would choose which If a player can use an Imbue effect, then that
effect to keep. ability will always have some in game action
that must be accomplished before you can
Double and Triple Grant effects will provide utilize the ability. For example you may need
multiple uses of the specified attack or to gather and mix components. Or you might
defense but only count as a single Grant need to construct an item from strange parts.
effect when counting the total number you These actions earn you the effect card needed
have upon you. In other words, you can have to use the effect. You can never use an Imbue
a "Triple Grant Melee Attack, 2 Damage" ability without the appropriate effect card to
effect that grants you three melee attacks represent the properly prepared components.
each which do "2 Damage" and still have two Imbue is a beneficial effect.
additional slots for other Grant Attack or
Defense effects.
2.11.15 Inflict...
This effect can be used in one of two ways. If
the Inflict effect is followed by a trait, then

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.

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These actions earn you the effect card needed Refresh will never raise you above your
to use the ability. A player can never use an maximum attribute or give you more uses of
Inflict ability without an effect card to a skill than you would have at the start of an
represent the properly prepared components. event.

Refresh can also be used to restore abilities of


2.11.16 Maim an empowered item. If the item has a unique
One limb becomes useless. An arm must name and Refresh is followed by that name
hang at your side and cannot be used for any then the abilities of the item are restored.
game ability. A leg becomes unusable. You Refresh is a beneficial effect.
must go down on one knee - you cannot hop.
You may crawl using your other limbs. A
Maim effect will last for the duration of the 2.11.19 Repair < >
event. If a Maim effect is delivered by a You restore one item that has been
melee or missile attack, the limb struck will rendered unusable by a Destroy effect.
be affected. If a Maim effect delivered by a For an item you are touching you need not
melee or missile attack strikes the torso then specify a target in the verbal. For other types
the Maim effect is ignored. If a Maim effect is of abilities you specify a target after the
delivered by a packet, the attacker can Repair verbal. Repair may also be used to
include the limb in the verbal. For example, a refresh armor points from physical armor. In
caster might call out "Maim Right Leg by this case you use the "Repair Armor" verbal.
Fire." If the limb is not specified, then the Repair is a beneficial effect.
subject may choose one limb that is not
already affected by a Maim. Maim only
works on arms and legs. 2.11.20 Repel
This effect prevents you from using game
skills on the attacker. You will also attempt
2.11.17 Paralyze to stay 10 feet away from the attacker unless
You must stand frozen. You cannot move, doing so would endanger you. If this is the
but you are aware of what is happening case you may move to a safer position even if
around you. it takes you within 10 feet, so long as you
then attempt once again to stay 10 feet away
If you are rendered unconscious, or if from the attacker. You cannot use game skills
someone tries to change your pose, you will on the attacker in any case. The Repel effect
collapse to the ground. Paralyze will last until will last until you rest for five minutes or the
you rest for five minutes. You are resting attacker strikes you with a melee attack that
while you are paralyzed even if you are does not cause a Repel effect. If the attacker
standing. strikes you with a melee attack using an
effect that is not Repel then this effect ends
2.11.18 Refresh <attribute/skill># immediately.
Refresh is always followed by either an The attacker is not immune to the attacks of
attribute or a skill that has a limited number a character affected by the Repel. That
of uses. You recover one or more uses of character is free to launch attacks at other
the named skill or one or more points of creatures so the attacker should be careful to
the named attribute. If you do not have the stay clear of other potential targets and avoid
named skill or attribute then the Refresh has attacks launched at other characters.
no effect. As a default, Refresh restores one
point or use of a skill. If a number is placed
before the attribute or skill name then you 2.11.21 Root
will restore more attribute points or uses of a You cannot move your right foot from its
skill. Skills that require attributes cannot be spot. You may pivot on that foot, and you
restored directly and are unaffected by a may move your left foot. A Root effect will
Refresh effect. last until you rest for five minutes.

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2.11.22 Silence Cure <effect> applied to the trait of this
attack will remove this effect. An effect that
You cannot talk or make any in game removes the Stricken effect from you will not
verbal noise. You cannot use game skills remove other effects. Stricken does not work
that require incantations. If you are affected on items you carry or wear and items may be
by an Expose effect you must mime crying affected by Repair or Imbue effects. The
out but you do not make any actual noise. Stricken effect will last until you rest for five
You must still use out of game phrases as minutes.
normal. A Silence effect will last until you rest
for five minutes. If, for example, you have a Stricken by
Poison and a Paralyze by Poison effect upon
2.11.23 Slam you a Cure Poison effect will remove the
Stricken effect but it will not remove the Cure
Some great force knocks you back and Paralyze effect. A second Cure Poison would
off your feet. When you are struck with this be needed to remove the Paralyze by Poison
effect you role play an extremely forceful effect.
blow or blast. You may take up to three steps
backwards and fall down. The steps backward
are optional. The effect ends when your chest 2.11.28 Stun
or back touches the ground. If falling to the You are knocked unconscious. Stun will
ground is an issue due to ground quality, last until you rest for five minutes. You are
crowding or health you may opt to instead resting while you are stunned. Another
take your steps, drop to a knee and place character may take a full minute of role play
both hands palm down on the ground as to revive you and end this effect.
shake your head for three seconds.

Some Slam effects are so powerful they 2.11.29 Speak


knock you back through a shield. If you hear This effect allows you to converse with a
"Shield Slam" it works even if it strikes your creature or being that cannot otherwise
shield. This attack can be blocked by a communicate with you. It is usually used
weapon and would count as a strike to the with the Bane trait, allowing you to speak
limb holding the shield. with specific types of creatures. The subject is
under no obligation or compulsion to speak
with you, but it may do so if it wishes. The
2.11.25 Slow Speak effect will last until a participant uses
You cannot run. You may only walk at a another game skill or until a participant move
normal pace. The Slow effect will last until out of reasonable conversation range.
you rest for five minutes.

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

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Wasted attribute points and skill uses can be
refreshed. A Cure Waste effect will restore
points or skill uses lost to Waste effects 2.12.1 Elemental Traits
unless they have already been refreshed or These include Air, Cold, Earth, Fire, Ice,
restored by some other means. Once a Lightning, Water, and Wind. In AfterMath,
wasted attribute or skill use has been Radiation and Force are Elemental Traits.
refreshed a Cure Waste effect will have no The effect is caused by elemental power.
effect on you. Attributes and skills lost to a Abilities that work against Elemental effects
Waste effect are always refreshed before will work against effects with any of these
points lost through normal use. traits. You may role play an Elemental effect
by crying out or stepping backwards as the
Waste can also be used to remove abilities of effect is inflicted.
an empowered item. If the item has a unique
name and Waste is followed by that name
then any charged abilities of the item are
2.12.2 Mental Traits
removed as if they had been used. These include Confusion, Despair, Fear,
Inspiration, Madness, Presence, Trance,
and Will. The effect is caused by some
2.11.31 Weakness mental or emotional reaction. Abilities that
Your ability to strike with melee attacks work against Mental effects will work against
is severely weakened. You cannot deliver effects with any of these traits. You may role
any called effects with your melee attacks. play a Mental effect by crying out or stepping
Weakness does not affect uncalled strikes or backwards as the effect is inflicted.
any other weapon skill. The Weakness effect
will last until you rest for five minutes.
2.12.3 Metabolic Traits
These include Aging, Air, Cold, Disease,

2.12 Attack Traits Poison, Radiation, and Sleep. The effect is


caused by a Metabolic reaction. Abilities that
Most attacks include a descriptive trait. This work against Metabolic effects will work
trait is indicated by the second part of the against effects with any of these traits. You
verbal. The trait of an attack adds flavor to may role play a Metabolic effect by crying out
the attack and determines whether certain or stepping backwards as the effect is
defenses can be used to negate the attack. If inflicted.
an attack is "5 Damage by Fire" then the trait
of the attack would be Fire. 2.12.4 Physical Traits
These include Crystal, Earth, Force, Ice,
The "by Weapon" trait is dropped from the Silver, Thorns, Weapon, Web, and Wind.
verbal of normal melee attacks to reduce The effect is caused by a Physical force.
noise. Any melee or missile attack with no Abilities that work against Physical effects will
trait is assumed to have the "Weapon" trait. work against effects with any of these traits.
Most attack traits allow you to role play the You may role play a Physical effect by crying
effect. You may step back or cry out in out or stepping backwards as the effect is
reaction to the attack. If you are surprised by inflicted.
an attack, however, you cannot add
additional role play to the effect. For example,
if you were hit by a "Stun by Force" from an 2.12.5 Self
enemy you were fighting then you could add This trait indicates that the effect works only
the role play of crying out or staggering back. on the person using it. Instead of saying "by"
But if someone sneaks up behind you and you would say "to Self" after the effect. This
calls out "Stun" with a melee attack then you indicates that you are the only target of the
should just go down. If someone sneaks up called effect.
and surprises you with a spell that you
honestly did not see coming, you should not
cry out to warn your friends. 2.12.6 Special Traits
AfterMath LARP Rulebook Page 38 of 208
All traits not included above are Special that effect, then the effect ends immediately.
traits. These can include, but are not limited So, if you had a to Dead effect upon you
to, Acid, Blessing, Curse, Light, Magic, and you were brought back to life then the to
Malediction, and Shadow. These traits are not Dead effect would end. Remember that the
included in any general trait, so abilities must race of a character is always considered to be
specifically include them. Special attacks a trait of that character. Bane attacks allow
allow no additional role playing; you will no additional role playing; you will suffer the
suffer the effect of a Special attack effect of a Special attack immediately.
immediately.
Some effects may have both a normal trait
In AfterMath, just to clarify, when you are hit and a bane trait. In this case the attack
by a special trait, you can't add additional role affects only those targeted by the Bane affect
play above and beyond what is needed to but it may be resisted by defenses that work
take the effect. against the normal trait. An attack that stated
"Paralyze by Fear to Elf" would only affect
Let's say you come into the tavern late at characters with the Elf trait but it could be
night and there are a group of players in the negated by a Resist Fear defense.
corner role playing and two people who have
dozed off in the corner because it's late.

A Forsaken leans into the tavern through the


2.13 Defenses
open door and throws a packet with the These abilities allow you to negate abilities
Death effect at you. used against you. Although there are a large
number of possible defenses that can be used
If it's a "Death by Fire" you can role play the against specific causes and effects, all
effect loudly - yell like you are on fire as you defenses can be summarized as one of the
fall over dead thus alerting the other players following types.
that perhaps something is wrong. If it's a
"Death by Poison" you can grasp you throat
coughing and choking as you fall over, maybe 2.13.1 Avoid, Parry, Resist
crying out and falling on your knees hacking You choose one attack of the appropriate type
as you die. to negate when it strikes you. You can allow
an attack to affect you and negate a later
If it's a "Death by Magic" however, you would attack. Although different verbals are used to
just slump over dead with no additional noise indicate the nature of your defense and to
beyond falling down. You couldn't cry out or add flavor to the game, all of these defenses
embellish additional role playing as a way to work the same way. You must call out the
alert people there is an effect taking place. If defense when it is used
the other players don't notice you fall to the
ground, or worse slump over in your chair 2.13.2 Elude, Guard, Shield
then the caster might have a significant You negate the first attack of the appropriate
advantage. type that strikes you. Although different
verbals are used to indicate the nature of
2.12.7 Bane your defense and to add flavor to the game,
all of these defenses work the same way. You
This is a unique attack trait that works
must call out the defense when it is used.
against another specific trait, and targets
only those creatures that have that trait.
Instead of saying "by" you would say "to" and 2.13.3 Purge
state the trait that is targeted. An attack that You may negate an attack after it has
stated "10 Damage to Undead" would be an affected you. You must spend three seconds
example of an attack with the Bane trait, and to role play this defense as you shake off the
the attack would only affect creatures with effect, during which time you must remain
the Undead trait. If you somehow lose the relatively still. You cannot use game skills
trait that a Bane effect targets while under

AfterMath LARP Rulebook Page 39 of 208


while role playing the purge. You cannot use items that you carry be removed from your
Purge while unconscious unless doing so person. Nothing can be thrown over you. You
would wake you. You cannot use Purge when cannot rest while in spirit form, and effects
you are dead unless the skill specifically that last until you rest will not be removed.
allows you to use Purge Death in the verbal. You cannot block doorways or portals.
Purge is self only.
If someone tries to move through a portal
that you are blocking then your insubstantial
2.13.4 No Effect form will be repositioned so you are no longer
You are unaffected by the attack in question. blocking that area.
This indicates a defense that is not
consumable. The attack does not affect you, Characters who have died and are traveling to
nor will it ever affect you. the Realm of Death are spirits. If you gain the
Spirit trait because you have died and you
2.13.5 Reduce, Absorb have become a Spirit of the Dead then you
also gain the Dead trait. Effects with the trait
You are affected by the attack in question, "to Spirit" affect all spirits, while effects with
but the effect has been mitigated, lessened, the trait "to Dead" affect only spirits of the
or changed entirely. The actual reduction is dead. You must walk with your head bowed
determined by the skill or ability that allows and your hands at your side.
you to use this defense. Reduce is often used
to indicate the effect has been lessened while Some abilities allow a living character to
Absorb often indicates that the attack had a become a spirit for a time, but these abilities
different effect entirely. The verbal for this usually have special restrictions or will not be
defense might be followed by "to" and the absolute in their protection. You might gain a
modified effect such as "Reduce to Maim" or trait and become vulnerable to attacks with
"Absorb to Heal 2." You must role play the that trait even though you are a spirit. Some
new effect appropriately. of these skills last until you move. In these
cases you cannot move or speak without
2.13.6 Reflect ending the effect. If you turn into a spirit in a
place which blocks a portal or doorway then
You choose one melee, missile, or packet
you are forced to move to allow someone
attack of the appropriate type to rebound
back at the attacker when it strikes you. Call through. Since this can end the effect you
must be careful to use these types of skills so
this defense to negate the effects of the
attack. If your attack is reflected then you as to not block confined areas.
must take the attack as if your melee, missile
or packet had struck you. The attack retains
all of the original traits so it might not 2.14 Defense Traits
actually affect you. You may use defenses to A defense might have a trait associated with
negate the attack, including using Reflect to it. The verbal should include the defense and
bounce it back on the original target. the trait with a "by" between them. This can
be done to add flavor to an ability, to
2.13.7 Spirit differentiate two similar skills, or to allow
You are insubstantial and are unaffected by other skills to key off certain defenses.
most attacks. You call "Spirit" to any attack
that you negate for this reason. You cannot
use game abilities unless specifically allowed
2.14.1 Chained Defense
A chained defense has an effect that is called
to do so. You cannot speak or converse with
immediately after the defense. The verbal
other characters unless they use an ability
should include the defense and the additional
that allows you to do so. If someone tries to
effect with an "and" between them. If the
talk with you, you may call "Spirit" to inform
additional effect is an attack then that attack
them that you cannot speak. You cannot drop
must be launched immediately as the defense
any items. No one may search you, nor can
is called. Using the additional effect could be

AfterMath LARP Rulebook Page 40 of 208


optional or required. If the additional effect similar to Vitality. Armor points are lost
affects the character using the chained before Vitality points.
defense, then the ability must use the Self
trait and character must role play that effect In AfterMath, you must be skilled in the use
as if they had been struck by it. of armor to wear any. You may wear a prop
worth points without this skill, but the
Example: A Fire based attack strikes a Fire protection it will provide will be limited by
Elemental. The creature calls out "Resist and your armor skill.
Heal to Self" to indicate that the attack was
negated and the creature was healed by A character with the Smith skill can restore
using the defense. physical armor. The smith must role play for
one minute at a forge to fix the suit of armor.
Example: A strong creature can tear out of
some physical effects but it takes damage In AfterMath, armor is awarded points based
doing so. The creature is struck by the on its type and its coverage. Armor is divided
appropriate attack, role plays for 3 seconds, into light armor and heavy armor. The
calls out "Purge and 2 Damage to Self" and weapon marshal evaluates armor.
then role plays the damage effect.
Light armor includes light leather and thick
Example: A character has an ability that suede, hides made of fur, and micro chain
simulates a Riposte. The character is struck mail. Heavy armor includes plate, scale, and
by a successful melee attack, calls out "Parry bulky chain mail. Micro chain mail and thick
and 3 Damage," and immediately swings at leather can be upgraded to heavy armor if
the person who attacked her. they have additional articulation or heavy
pieces such as pauldrons, bracers, or
Example: A creature has an ability that can greaves. The more the appearance of the
reflect attacks with the Magic trait back at the armor adds to the atmosphere of the game,
attacker. The creature is struck by a the more likely it will be evaluated in the
"Paralyze by Magic." The character calls heavy category.
"Resist and Paralyze by Magic" and throws a
packet back at the attacker. If the armor is from a single source such as a
Grant 5 Armor you may go beyond the
normal maximum 4. If someone casts a
2.15 Armor Grant 5 Armor on you, and you choose to
accept this effect, you immediately exhaust
Armor provides points of protection that act all other previous armor and will need to
as a buffer against damage effects. Armor repair it or reset it when the 5 armor effect
points are removed by damage in a manner wears off.

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.

AfterMath LARP Rulebook Page 41 of 208


Armor Coverage
Breast and Back 40%
Shoulders 5% each Armor Points for Light Coverage
Forearms 5% each 100% or more 3
Hip and Groin 10% 75% 2
Thighs 5% each 50% 1
Lower Leg 5% each
Open Helm 5% Armor Points for Heavy Coverage
Face 5% 85% 5
75% 4
Coverage Bonuses 60% 3
Armor Looks In Game +10% 45% 2
Armor Looks In Character +10% 30% 1

AfterMath LARP Rulebook- Draft. Page 42 of 208


.
Shield Maximum
Weapon
2.16 Buckler
Shield
24
36

Construction 2.16.1.1 Axes


Constructing a weapon requires time and These weapons represent hatchets and all
patience, but it is not that hard once you types of axes. An axe needs padding that
have practiced a bit. We describe the steps to covers at least 1/2 of its entire length. The
create the various weapons below, and striking surface is a head of open celled foam
include the details along the way. One at least 8" in length that extends at least 4"
problem with weapon materials is that they from the shaft, and looks like an axe blade.
vary wildly, even within the same brand
name. Even if you follow the suggestions, it is
remotely possible that a weapon could fail
2.16.1.2 Banners
Banners are to be made using the standard
because of a strange inconsistency in the core
staff rules with the following changes:
or foam. Also, be aware that with use,
Banners are a one handed weapon; the
weapons will break down and need to be
banner on the staff top must be at least 154
repaired or remade.
square inches and have at least 25 square
inches of flair on it. The main portion of the
2.16.1 Choose Your Weapon banner is a 14 by 11 rectangle. Flair is
anything other than that. Examples are
available upon request.
First, you have to figure out what type of
weapon you are making and determine the
length and construction requirements. The 2.16.1.3 Blades
various weapon types are explained below. These weapons represent daggers and all
Two handed weapons are marked with a * types of swords. A bladed weapon has a
in the length table. You cannot use a Two striking surface that covers at least 2/3 of its
handed weapon with one hand unless you entire length. The weapon may have a cross
have a skill which specifies otherwise. Each guard or hand guard, but the guard must be
weapon type requires its own skill, but made entirely of pipe foam or the equivalent.
anyone can use small weapons under 24 in
length. 2.16.1.4 Bows/Crossbows
We allow NERF type crossbows if they are
Weapon Lengths: Minimum Maximum deemed safe.
Short/Dagger 12 26
Medium 26 34 2.16.1.5 Claws
Long 34 46 These weapons represent some kind of
Two handed* 50 72 natural weaponry. A claw needs padding that
covers at least 2/3 of its entire length. The
*This includes Staves and Glaives. striking surface is the padded area of the
weapon above the grip. Claws are not
affected by Disarm effects. If a claw is
Bow 36 48 affected by a Destroy effect, the character will
Crossbow 18x18 36x24 take a Maim effect to the limb holding the
Spear 48 64 claw.

Thrown Weapons: 2.16.1.6 Clubs


These weapons represent weapons made
Thrown dagger 4 12 entirely from wood. A club needs padding that
Dart 2 12 covers at least 1/2 of its entire length. The
Javelin 8 36 striking surface is at least 6" long. It may be

AfterMath LARP Rulebook- Draft. Page 43 of 208


.
open celled foam that extends at least 1" least 1" from the shaft or another layer of
from the shaft, or it could be an additional pipe foam cut in half.
layer of pipe foam.
2.16.1.12 Shields
2.16.1.7 Fists Shields are defensive props used to block
These weapons represent fists. A fist needs weapon blows. They cannot be used to strike
padding that covers at least 2/3 of its entire another player. They are constructed from
length. The striking surface is the padded light wood or plastic, and all exposed edges
area of the weapon above the grip. Fists are must be protected with 5/8" thick foam
not affected by Disarm effects. If a fist is piping. Most shields use a handle and an arm
affected by a Destroy effect, the character will strap, but light shields might only have a
take a Maim effect to the limb holding the single handle. A buckler is a small shield that
fist. Review the skill rules for max size of Fist cannot be more that 24" at its longest
that your skill allows. dimension. A full sized shield cannot be more
that 36" at its longest dimension.
2.16.1.8 Glaives
Glaives are shafted weapons that have a 2.16.1.13 Spears
blade on both sides of the weapon. Each The spear is the only long weapon that may
striking surface covers at least 1/3 its entire be used one handed without a specific skill. A
length, and the blade itself must be at least spear can only be used to stab an opponent.
18". The middle section of the glaive must It cannot be used to swing. A spear must
also be padded, although you can use 3/8 have padding that covers down the striking
padding for the grip of the staff so long as the end at least 1/2 of its entire length. You
full 5/8 is used for the striking surfaces. cannot fight with a spear and another weapon
if that weapon is longer than 36 without a
Because both ends of the glaives are striking specific skill. If you are using a spear one
surfaces, the glaive must have a thrusting tip handed you may not thrust at any target
on both ends. All glaives are two handed above the arm pit of the opponent.
weapons. You can choke up to one end and
grasp the blade of a glaive only if you are
wearing thick gauntlets.
2.16.1.14 Staves
Staves have a striking surface on both sides
of the weapon. Each striking surface covers at
2.16.1.9 Hammers least 1/3 its entire length. The middle section
These weapons represent maces, hammers, of the staff must also be padded, although
and all types of smashing weapons with metal you can use 3/8 padding for the grip of the
heads. A hammer needs padding that covers staff so long as the full 5/8 is used for the
at least of its entire length. The striking striking surfaces. Because both ends of the
surface is a head of open celled foam at least staff are striking surfaces, the staff must have
6" long that extends at least 4" from the a thrusting tip on both ends.
shaft, although this could be 2" on both sides
for a mace and could be just a second layer of
foam on both side of the weapon.
2.16.1.15 Thrown Weapons
These weapons represent daggers, darts, and
javelins. These weapons must be at least 2
2.16.1.10 Polearms in length, but larger thrown weapons such as
Covering all types of longer pole weapons, javelins are allowed if the staff deems them
polearms have the advantage of reach. A safe. Larger thrown weapons may be
polearm must have padding that covers down weighted with birdseed, but at least 5/8 of
the striking end at least 1/2 of its entire foam must be between the birdseed and the
length. The striking surface must cover at surface. The following are some guidelines
least 12", and must include additional that should be followed:
padding of open celled foam that extends at
1. There should be no sharp edges.

AfterMath LARP Rulebook- Draft. Page 44 of 208


.
2. The weapon should be made totally out salvaged from golf pro shops (with the added
of padded foam. bonus of a grip already attached).
3. On aerodynamic weapons (javelins,
large darts, spears) a thrusting tip should .505 Ultralight
be used to add extra protection, unless The core this refers to is actually called spiral
they are entirely made of foam. wound fiberglass tubing and can be
4. The weapon should not be able to knock purchased from a company called Good
someone back when thrown. Winds Kites. (www.goodwinds.com) Intended
to be used as a kite pole, the core is light,
Other than that everyone is free to come up durable, and has give. One handed weapons
with his or her own designs, and we shall look use the .505 diameter pole that sells for
forward to seeing your creative ideas. under $6.00.

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

AfterMath LARP Rulebook- Draft. Page 45 of 208


.
Ultralight .410 and .505 core Part Cross guards and hand guards may be added
#4530K161 to blades using pipe insulation or similar
materials. All guards must have give and be
Ultralight .610 core Part #4530K162 deemed safe by the staff.

Ultralight .750 core 2.16.2.1.4


Adding the Pommel
3/4" CPVC If the weapon is a blade it will need a
pommel. Pipe insulation must extend past
3/4" PVC Part #4530K163 both ends of the core by at least 1 and the
resulting hole must be filled with a rolled up
1" PVC and 7/8" Aluminum bit of pipe insulation. Use strapping tape to
Part#4530K165 hold in the filler.

All wall thicknesses must be at least 5/8" 2.16.2.1.5


thick. For shield edges, use part #4734K151 Adding the Thrusting Tip
which is a slit, self sealing foam that is easy The tip of the striking surface must have a
to apply around the edges of a shield. The thrusting tip. This tip is 2 of open cell foam.
pipe foam should fit snugly over the pipe Longer thrusting tips tend to bend. Cut the
without rattling. If the foam is too big, you foam to cover the tip. Take a length of tape
may add a strip of weather insulation to the and place it so it goes across the end of the
core or use strapping tape to pad out the core tip and down both sides, attaching the tip to
at three or four points. We prefer to use the weapon. If the tip is round, use a razor to
weapons with a diameter of around 2, but cut the corners so the tape conforms to the
we allow a wedge to be removed from the tip. Now add another piece of tape so it goes
pipe foam to be so long as the diameter of across the end and down the exposed sides of
the weapon is no less than 1 and 3/4. We the foam tip. Use a razor to cut the corners so
reserve the right to restrict such weapons if the tape overlaps slightly and conforms to the
this proves to be problematic. The pipe tip. Finally, poke many tiny holes all over the
insulation must extend past the end of every tip so the air can escape and the tip can
core by at least 1 and the resulting hole contract and expand freely.
must be filled with a rolled up bit of pipe
insulation. Use strapping tape to hold in the If the weapon uses other open cell foam, you
filler. Once the basic padding is added, you might find that when the foam compresses
may add extra padding to two handed that the tape wrinkles as it sticks to itself. You
weapons using another layer of pipe can prevent this by covering the open cell
insulation cut in half to fit over the foam. You foam with plastic wrap used for food storage
may also use a narrow strip of open cell or a plastic grocery bag before taping over
foam. Weapon heads are also made from the foam.
open cell foam. Attach the extra padding with
strapping tape to prepare it for the final layer 2.16.2.1.6
of duct or kite tape. Cover with Tape
You may now cover the entire weapon with
It is suggested that two handed weapons, tape. Duct tape or Kite tape is allowed. The
particularly staves, cover the grip area or at tape should run down the length of the
least most of the grip area with a thin walled weapon and have a slight overlap. It should
pipe insulation to protect against accidental not be wrapped in a spiral around the blade.
contact with the grip. This is not required Even duct tape varies in weight and
unless a player is reported to hit opponents thickness, so you should look for a thinner,
frequently with the grip of the weapon. light tape. The majority of the weapon should
be black or gray where there is metal, and
2.16.2.1.3 black or brown where there is wood. Bright
Adding Cross Guards

AfterMath LARP Rulebook- Draft. Page 46 of 208


.
colors are not allowed as the primary color of
the weapon, though decorations are allowed.

2.16.2.2 Thrown Weapons

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.

The head of the packet should be between 1


and 1.5 inches in diameter, and the tail
behind the tape should not be longer than 4
inches. The fabric must be stretchable and
cannot be pulled so tight that it no longer has
give. You should be able to squeeze the
center of the packet and almost touch your
fingers together.

2.16.2.2.2 Other thrown Weapons


(Repeated here from 2.16.1.13) Thrown
weapons may be weighted with birdseed, but
at least 5/8 of foam must be between the
birdseed and the surface. The following are
some guidelines that should be followed:

1. There should be no sharp edges.


2. The weapon should be made totally out
of padded foam.
3. On aerodynamic weapons (javelins,
large darts, spears) a thrusting tip should
be used to add extra protection, unless
they are entirely made of foam.
4. The weapon should not be able to knock
someone back when thrown.

AfterMath LARP Rulebook- Draft. Page 47 of 208


.
Waste Bin it should be tagged with a
2.17 Production Red Tag and a small hand written note
should be added in the creation bag to
In AfterMath we have several production indicate it was used.
skills. These are used to allow players to
create various useful items that can affect the 5) Obviously no item can be created if
game. Each production skill is different but you are missing any components,
they do have some common rules in regards directions, or other required items.
to their creation. For a list of known If in the process of building an item
production items please see: 3.7 you realize that you are missing
something, you must stop and retrieve
1) All production skills require some type whatever item you are missing. Then
of directions or instructions. This is you must start over.
usually a blueprint or recipe of some
sort. The directions must be present 6) All production items, unless otherwise
when the item is being created. Some stated/labeled are considered Green
directions are required to be used as Tag.
part of the creation of the item. This
will destroy the directions in the
process. This requirement will be
listed on the write up. 2.18 Traps
Traps are devices or substances set to deliver
2) To create an item you must be in a an effect to anyone who disturbs them or
Workshop. A workshop is a central attempts to get past them. Anyone can avoid
location designated by the plot team a trap, but no one can attempt to manipulate
where different labs are able to be a trap by moving it, disarming it, or affecting
created, maintained, and used. The the individual components unless they have a
Workshop will have blank tags, empty skill that allows them to do so.
bags, phys reps, and a place to store
used components and Amps. Most traps will cause an effect to the person
who set them off. If someone manages to
3) It takes one minute per level of the trigger a trap with a thrown object, then the
item to create. So a level five item object will take the effect instead. If the trap
takes five minutes. The whole time affects the entire room or corridor, then this
youre working on an item you must trick will not provide much help. Some traps
be role playing its construction using will work multiple times, while some will work
the various tools in your lab. Filling once. If an item is causing a trap to go off
out the Tag is not part of this role-play continuously then anyone who touches the
and should be done before or after the item will take the effect.
role playing construction.
If a trap is set in a small box, chest, or other
4) When you finish creating the item you enclosed area no larger than 3 feet in any
will write on a Master Item Tag all dimension then setting it off will destroy
rules and fill everything out everything inside the area. Coins, items,
completely. It must be written legibly paper, and everything else inside will be
so that anyone can read the tag. A destroyed and cannot be removed from the
portion of this tag will be removed and box. If any living creature has somehow
placed with all components and any crawled into an enclosed area no more than 3
other spent items and placed in a feet in any dimension with a trap and the trap
creation bag that is provided. Then all goes off then that fool will be killed instantly.
used items in the creation bag are
deposited into the Waste Bin. If a
component is too big to be put into the

AfterMath LARP Rulebook- Draft. Page 48 of 208


.
There are four types of character with the appropriate skill may apply
such a substance directly from the vial it was
traps: created in.

Once applied to a surface, the jelly cannot be


2.18.1 Snap Trap scraped off onto another object. Only a
These traps make a snap sound when they go character with an appropriate skill may wipe
off. They are represented by mousetraps, the substance off a surface with a cloth or
party poppers, and snaps. These traps cause cloth like substance, but the contact poison is
2 Damage to whoever sets them off. destroyed in the process.

2.18.2 Buzzer Trap An item with contact poison is considered a


Red Sticker item. The fumes and burning of
These traps make an electronic sound of the poison are overwhelming, even to a
some kind when they are set off. Sounds character that is immune to it. The object
used for these traps include beepers, buzzers, cannot be moved from its place or handled
and electronic sound effects like the moaning until the poison is removed by a character
of a rigged welcome mat you might find at with the appropriate skill to do so.
Halloween.

These traps cause 5 Damage to whoever sets


them off. 2.18 Shackles
Shackles are a prop that bind the wrists or
2.18.3 Verbal Trap legs of a character. An in game lock is affixed
to each prop to represent the locking
When these traps are set off you will hear a mechanism of that prop. The prop must be
trap sound and a voice will call out a verbal loose enough to remain comfortable and, for
associated with them. Whoever set the trap safety, the player must be able to easily
off must take the effect of that verbal. If no remove the prop if an out of game need
verbal is present, then the sound determines arises.
the type of trap as described above.
Shackles can only be placed on a helpless or
2.18.4 Gas Trap willing character if the lock is open. You place
the shackle prop on the helpless or willing
A magical trap, but the verbal will begin with
target and close the lock. Shackles placed on
the words "To the Room..." Everybody in the
the arm restrict movement and make it
room will take the effect. This trap only works
impossible to use any skill that requires that
in an enclosed room with normal doorways
the arms must be free, including using
and corridors leaving it. The trap will affect
weapons, using packet attacks, and using
you if any part of you is within the room when
First Aid. You may use a skill that allows you
the trap goes off.
to attempt to open a game lock on your own
shackles. Shackles placed on the legs make it
In AfterMath Traps will have the Trap trait
impossible to run and restrict movement to
OR if there is an effect card available it will
the extent of the shackles. A prop placed on
indicate if the effect is a trap or not, this will
the ankles must be constructed to allow the
clear up the fact that you can use avoid vs
player to stand and walk slowly.
trap or not.
Shackles can be removed by opening the lock

2.19 Contact Poison or by using the Escape Artist skill (3.6) to


remove them.
This attack is represented by petroleum jelly.
If you touch the jelly with bare skin, you will
take an effect of "5 Damage by Poison." A

AfterMath LARP Rulebook- Draft. Page 49 of 208


.
and "Resist Drain" defenses then both could
2.19 Verbal Modifiers be used to negate the effects of the attack.

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: A spider calls out "Drain and Slow


by Poison" and hits a player with a packet.
The defense "Resist Poison" would negate the
entire attack. The defense "Resist Slow"
would negate the Slow effect, but the
character would still be affected by the Drain
effect. If the character had both "Resist Slow"

AfterMath LARP Rulebook- Draft. Page 50 of 208


.
charge for this service. Some NPCs are
2.21 Guns and Bullets trained as safety marshals and have the
ability to check their darts between cycles.
During cycles NPCs are not allowed to check
bullets and fire them, they must wait until
they recycle unless they have an approved IG
fixer with them who takes the appropriate
time to do this. Bullets belonging to PC or
those that belong to NPCs/Monster Camp are
considered red tagged items. They can be
given out as treasure but not stolen. If they
are given as treasure their will be an
accompanying effect card indicating if they
are charged. If no effect card is available,
and the NPC does not indicate the bullets
In AfterMath we use Gun Combat. To status, then they should be considered empty
simulate guns we use AfterMath approved and needing to be charged.
foam launching guns (typically NERF). All
weapons must be approved by a safety If your weapon jams in a way that the bullet
marshal prior to coming into game each does not actually leave the gun, you do not
event. Also all modifications must be need to expend the attributes for the shot.
discussed with a Marshal before they can Similarly, if the weapon misfires such that the
come into game. Modifications to a weapon bullet dribbles out of the end of the barrel
typically have much more scrutiny as they attributes are not wasted. As a guideline, if
can pose a safety concern and can cause the bullet travels less than one foot from the
some balance issues. Because in the real end of the gun, as if the gun was laying on
world bullets make loud bangs and NERF the ground, it's a dribble. This does not affect
bullets do not make an audible change when the charge of the bullet.
being dry fired, you may never intentionally
dry fire a weapon. However, an unloaded
gun may still be used to threaten someone
with.
Food and Living
2.22

Any projectile attack that has no verbal Maintenance


causes 3 points of damage and will cause
enemies to become unstable when they fall Quick Maintenance Overview
unconscious just like called melee attacks.
Regular- Normal Price (example- 10 AMPs)
However, this is still considered uncalled
damage for the purposes of skills that can Good Life- Double Price (example- 20 AMPs)
resist uncalled damage. If you have an ability High Life- Quadruple Price (example- 40 AMPs)
to resist uncalled damage you may use it on
bullets, unless someone actually calls damage
with them. If any additional skills are used 2.22.1 Regular
when firing the gun, they must be called as
per normal procedures. Regular food and living maintenance will be
typically 10 Amps. The cost may vary due to
When fired all darts must be collected and go in game events such as a change in the
through an examination before being fired economy.
again. As such you may not pick up bullets
and fire them again. You are required to It is done at the beginning of the next event,
bring them to a safety marshal (usually an In- tavern night, or adventure day your PC
Game approved Fixer) to have them checked attends. If it is not paid then you will start to
before using again. There is typically an IG starve (see Effects of Starvation). The

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payment is NOT cumulative, so if you miss an effect card must be presented to the Records
event you do NOT have to pay for the event team in place of the maintenance money. If
you missed, but at the beginning of the event it is a skill or effect that is on the character
you are at you must pay the normal cost card, the character card must be presented.
(unless you are starving (see Effects of
Starvation)). If for some reason the normal cost is waived
then the player is able to buy Good Life for
Some effects, skills, and spells can wave the the difference between the two costs.
cost of Food and Living Maintenance. If it is
an effect or a spell that is temporary and not Example: if the cost was 10 Amps and the
on the character card an effect card must be cost for Good Life is 20 Amps then the player
presented to the Logistics team in place of would only have to pay 10 Amps.
the maintenance money. If it is a skill or
effect that is on the character card, the
character card must be presented. 2.22.3 High Life
Adventure Days, Tavern Nights, and Full Living the High Life costs more then Good
Weekend Events all have maintenance but the Life Maintenance. As it represents you
cost is different based on the type of event. eating better and living in better
conditions then even those who live the
Full Weekend Events- Full Maintenance Good Life, the cost for High Life food and
Adventure Days- Half Maintenance living is quadruple the normal cost but
Tavern Night- Half Maintenance you gain the benefits of both. It will give
the character an extra Essence and an extra
Note: If a character must pay extra vitality for the whole event, raising the
maintenance other than the normal cost, the maximum for the event, but the Essence
player will have to pay the difference between increase does not effect the vitality
their maintenance and the extra, unless the calculation. This must be noted on the
effect given to them specifically dictates character card at the beginning of the event
otherwise. when it is purchased.

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

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.
themselves weaker by one Essence point to tagged and should not be handled without the
represent the effects of starvation and express permission of the owner. Should you
exposure to the elements, and they will gain gain clear permission from the owner prior to
the 'Starvation' trait till the effect is lifted. you interacting or touching the weapon you
This reduction is cumulative for each event may role play with it directly or take the
this cost is not paid. Recovering requires you weapon away from the player. This should
to pay all previous costs. If your Essence is never disrupt the flow of the game nor
ever reduced to 0 because of Starvation you involve out of game discussions during the
will perish and you must visit Death's Gate event. But it is not uncommon for one player
when you enter game on the event in which to say to a incapacitated player I wonder if I
this has happened. After resurrecting you will can take this weapon, should the
no longer have the Starvation trait and will be incapacitated player clearly give a nonverbal
back to normal. agreement (thumbs up, nod of the head) then
its okay. If it is not clear, then the player
There are some skills, effects, and spells that shouldnt proceed. When in doubt, the answer
can remove this effect from you. At the next is no.
event you must present the removal effect
card as well as any Maintenance cost owed (if
any).
Possuming or faking death
2.24.2

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

Policies etiquette to not hit someone who is on a knee


as they are "down. So a player may not take
a knee when faking death.
In AfterMath we have a few special rules to
help with different effects. However, there is also a safety rule of
etiquette where a player can take a knee but
that is ONLY when combat is happening right
2.24.1 Disarming Players / NPCs next to them or on top of them. Once it
When a PC or NPC comes across a willing or
moves past them or away from them and
incapacitated target they may spent 30
they are faking, they must fall over at that
seconds of uninterrupted roleplay that they
point.
are working on the weapon trying to disable it
during this time the character cannot do any
other actions nor walk. At the end of that 30
seconds they call Destroy Weapon. The
2.24.3 Locks
weapon must stay within touching distance
the whole time. If at any time the item is In AfterMath we allow player to use locks.
moved out of the range of the person Locks are an Engineering production item
destroying it, the person destroying it call out (you must have the blueprint). Players may
any defenses, takes any damage, or the only use AfterMath approved locks which
person destroying it becomes incapacitated must be easily pickable by a member of the
the effect does not occur. Claws and Fists can plot staff, these are typically simple luggage
also be incapacitated this way per normal locks. Each lock is considered a red tag item,
claw/fist rules (Rules 2.5) they will suffer a you must have lockpicking to open/close a
maim effect but the call is still Destroy lock unless you have the key. Locks are
Weapon. considered in game items, and must be
purchased or made with production.
Note- All weapon physreps are considered red

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.
For a player to use a lock, they must have an
effect card (player provided) and the lock
In AfterMath, all items can be search within a
item tag. It just needs a triangle and the
cabin without a marshal with the exception of
word lock on it. This is meant to help insure
under a bed OR behind a sheet wall. A sheet
that NPCs easily know that the item is locked.
wall, is any sheet that clearly separates the in
Note the item that is being locked cannot
game (IG) and the out of game (OOG) area.
have the physical lock on it, there are some
OOG areas are mean for OOG items, such as
things that CAN bypass a lock without picking
luggage, cloths, ect.
it as such plot must be able to easily gain
access to the item. As such all players should
All IG items must be kept out of these OOG
place the lock and the effect card next to the
areas. It is CHEATING to put an in game
part that opens. If the lock is placed on a
item in an out of game area. If for some
door, it must be placed outside where it is
reason someone searching an area sees an IG
easy to see and access. NPC/Plot specific
item in a OOG area they are not allowed to
items do not follow these rules, this is only for
touch it or interact with it (consider it red
player locks.
tagged), they should then inform the plot
staff when they are able to (for most PCs this
To unlock/lock a lock the key (or appropriate
is after the event).
skill such as picklock) must be used. You
CANNOT open a door that is locked while the
As with any yellow tagged item, at the end of
lock is closed. You must unlock the lock first.
the event the item should be returned to plot.
If you are inside a cabin with a PC lock you
If this item was purchased and owned by the
are able to leave the room without unlocking
original PC, then the new owner may be
the lock but must spend 15 seconds
responsible for the purchasing a new rep.
roleplaying unlocking the door, but you will
Red tagged items cannot be touched or used
not be able to reenter unless the physical lock
as per normal rules.
is unlocked or the door is left open. As long
as someone is in the room they are able to
Its important to know that your cabin can be
open the door to allow someone in. Doors
searched without a member of staff present.
cannot be locked in combat, in other words
As such its important that any items of real
you can not open the door with NPCs outside
value should be left home or locked in your
of it and lock the door then close it, this can
car. AfterMath staff is not responsible for
potentially cause an unsafe environment.
your OOG items. If for some reason you
Spirits can not pass through a locked building
believe someone is really stealing (as
unless they have a specific effect that says
opposed to IG stealing) alert staff right away.
they can. If they have a key and are able to
unlock the door they can pass through the
locked door, though not many skills/spells
allow you to do this, most specifically say you 2.24.5 Lighting
cant do anything other then run/hide/or stay
still. To open a lock as a spirit you must be
able to manipulate the lock while in spirit In order to keep a certain amount of
form atmosphere, AfterMath only uses filtered
lights. In cabins you may not use the cabin
To be clear it is CHEATING if you open a lights if they are white light. Common
locked door without the key (or using the lighting is using colored rope lights hanging
appropriate skill), even if it is your cabin. from the ceiling, or changing the bulbs to a
You must have the key and MUST unlock colored bulb. Note if you change a bulb you
the physical lock before you can enter. need to replace it when the event is over.

Flashlights also need color filters at all times,


white light should never be used.
2.24.4 OOG Areas in Cabins

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3.0 Chapter Three
Character Creation

Event Clean Up: 0.5 CP


Event Setup: 0.5 CP
Event Staff: 0.5 CP 5 CP
Module Days: 0.5 CP *
Post Event Letter (PEL): 1 CP **
Tavern Nights: 0.5 CP *

AfterMath has a limit to the number of non-event


CP you can gain in a year, that limit is 20 per
calendar year.

* Does not affect total CP gain in the given


year
** Must be submitted within 14 calendar days
of the Event/Module day/Tavern Night to
receive credit. Module Day/Tavern Night PELs
are worth half.

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.

Attributes can be raised by spending 2 CP times its


All characters start with 20 Character Points (CP) current rating. An example of that would to go
to place in your character. These can be spent or from a Brawn of 2 to 3 it would cost 4 CP. To go
saved till later. from 3 to 4 it would cost 6CP.

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 *

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.
As stated previously Vitality is based on Brawn + likes, and dislikes. Though there is a great
Essence divided by 2, rounded down. amount of diversity in these races all players
should attempt to role-play them correctly.
Each race has a culture that directs them, it is
extremely rare for there to be an Ashuran
who likes combat, a Kesamalani who is a
coward, or an Old Blood who truly loves an
Unclean. As such it can and probably will be
dangerous to break those broad stereotypes.
3.2.1 Essence Usage Doing so will breed disenchantment from
others who follow the racial packet and try to
Essence use has different requirements than expand on the racial culture. If you would
other attributes. By spending a point of your like to be adaptable and have less restrictive
Essence attribute you must spend 5 minutes rules placed on your characters role-play, you
to role-play a ritual that is thematically should play a New Blood since these are the
correct for your character. Examples would most diverse. They represent the majority of
be: a character who is a Fixer tinkering the denizens in Astoria. All other races have
around in their shop for the five minutes, a a strong culture and as such it is very difficult
Martial Artist who goes through a Kata, a to play something outside the norm.
Gunslinger breaking down and cleaning his Luckily each race is pretty diverse within its
gun, and/or anything creative you can come role-playing guidelines. There are mean
up with. After this ritual is completed all Ashurans, nice Old Bloods, friendly
effects on the character, positive or negative Kesamalani, and even likable Unclean. But
and unless stated otherwise, will be removed. at their heart each follows their races
This time does count as resting time. After guidelines. If you have any questions then
the ritual, all Attributes, with the exception of make sure to talk to the Directing Staff before
Essence and Vitality, are refreshed back to you play.
full. The ritual can be interrupted by you
choosing to stop, taking damage, or if any
adverse condition should affect you. If this
occurs, you do not refresh your attributes and
may start again. Note that the ritual can be
modified depending on the situation, but the
base of the ritual should remain the same.

Example: A character that chooses cooking as


their ritual might carry a bowl with them and
use the bowl to make sugar water by adding
water and then stirring in sugar for the 5
minutes. They could not choose to stretch for
5 minutes instead of cook.

3.4 Character
Races
Within AfterMath there are several different
character races. Each has their own flavor,

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.
Races of Astoria: members collect information on healing methods
and share their progress in the Great Work of
bringing peace to all Kallante.

Racial Requirements: A gem in the center of the


3.4.1 Ashurans forehead, sometimes surrounded by two to six
more. Black may not be used.
The most respected race on the face of Kallante,
they are loved and welcomed almost everywhere. Racial Abilities:
Their entire culture is founded on the virtues of
Compassion and Humility. They see themselves as Advantages
servants to all other intelligent life, to teach them
the Two Virtues by example. They offer their 0 CP Born to Heal- May take Doctor and Priest
considerable healing abilities to anyone that needs Focus for 1 less CP
them. Most people consider it very bad luck to
harm an Ashuran, let alone slay one. The 0/3 CP Stabilize The first rank of this
Kesamalani wont harm them, but they despise advantage is free and allows the Ashuran to
their pacifist way of life. The Unclean do their best stabilize the target, with only 3 seconds of role
to avoid them, because otherwise the Ashurans play, three times per Essence refresh. For three
compulsively try to cure them. This is often a long CP it is an unlimited amount of these stabilizes.
and painful and always profitless process. They are
pacifists, avoiding combat whenever they can. 1/2/3 CP Hands of the Healer For each
When forced to fight they will use non-lethal purchase of this advantage the Ashuran gains 5
means. Their pacifism only extends to intelligent Heal by Will that they can use in any increment.
beings. They are free to fight against animals and These points of healing are reset with each use of
constructs. If in doubt, they will always err on the Essence to refresh.
side of caution.
Example: Travis the Ashuran has bought all three
Ashurans can be identified by the patterns of ranks of this advantage. He can heal any
gems that naturally grow in their foreheads. increment up to 15 by stating Heal X by will
There is always one large one in the center, and Once he is out of healing and uses his Essence to
then anywhere between six and twelve across the refresh the rest of his attributes, his healing is also
rest of the forehead. Patterns among family restored.
members are often very similar, both in position
and color. Black is the only color never seen. The 3 CP- Cleansing the Body- Cure Disease by Will-
center gem, is called the Shudai-amnith or Minds 1 Brawn
Eye. This gem reveals the primary trait or focus of 3 CP- Healing the Sick- Cure Poison by Will- 1
that person. The known color matches are: Green Brawn
is Honesty, Blue is Hope, Yellow is Empathy, Red is 5 CP- Sacrifice During the death count of a
Courage, Purple is Justice, Orange is Happiness, target, the Ashuran may start a ritual that imbues
White is Calmness, Clear/Silver is Compassion, and both parties with the spirit trait immediately. From
Gold is Humility. Gold is the rarest, and is called by the time that the Ashuran and the target become
many the Genkuret Kish or Servants Crown. spirits there is a Ritual that the Ashuran must
perform that lasts at least a minute. At the end of
Robes in solid colors are the common mode of that time Both spirits then head to Deaths Gate
dress for both male and female alike. They usually and the Ashuran has the opportunity to try to
are belted with enough pouches for their healing convince the Gambler to spare the spirit and allow
gear. If jewelry is worn, it will be simple in fashion. them both to pass through Deaths Gate
The Ashurans regard both sexes as completely unharmed. The Gambler does not always agree
equal in all regards. They have no known and has been known to punish those who abuse
settlements of their own and live among all the this ability.
other races. In most settlements there can be
found a Sanctuary built and run by the Ashurans. Disadvantages
There they practice healing and young Ashurans Focus of the Healer- Cost an additional 2 CP for
learn of the Two Virtues. It will be run by an all weapon skills (including Small Weapons)
Amnakoi which means Guide. These elder
Ashurans watch over the younger ones and offer Fragile- -1 Vitality
guidance and support. They also have a great
council spread out across Kallante, whose

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Shunning the Violence- Cost Double CP for
Warrior or Rogue Disciplines

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.
Racial Abilities:
Children of Ektur
3.4.2

(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.

Only the Ebektur are commonly seen outside of


Hive lands.

Costume Requirements: Red Makeup with black


polygonal designs on all exposed skin.

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.
would be one with their elemental energy and
3.4.3Guardian (Elemental Kin, would not experience any life. The concept of
Star bound, Slaves) freedom is very alien to them; after all they were
only beings of energy with no sense of self before,
now they are given life.
There are six types of guardians, Air, Earth, Fire,
Force, Radiation, and Water. Each guardian is
Makeup
created by capturing a spirit and forcing them to
Each Element has different motifs. Different
take physical form. When this happens they are
advantages add additional makeup requirements
bound to a new life and forget there past
as the Guardian gets more in touch with there
existence. To do this the Nothreik must get an
elemental nature. The Guardians makeup starts
item in its pure form and bind it to a bottle. This
with the baseline below:
bottle if held/bound to a Nothreik allows the
Air: White swirls off of one eye.
Guardian to reform many times. If it is not bound
Earth: Brown and Black around one eye.
to a Nothreik then a Guardian is only able to
Fire: Red and Yellow flames around one eye.
reform twice.
Force: Lightning Streaks off of one eye
Radiation: Orange around one eye.
Each Guardian is an aspect of there element. The
Water: Blue around one eye.
Earth Guardians tend to be very stubborn and
direct. Fire tends to be passionate, Air tends to be
Racial Abilities: Advantages:
flighty and hard to keep in one place, Water tends
Guardian Abilities
to adapt. Radiation tends to be very destructive
and finally Force tends to be full of life.
1 CP- Death Whisper- When the Guardian dies
they are able to travel directly to their Nothreik as
The biggest part of the Guardians life is there
a Spirit of the Dead. Upon reaching the Nothreik
servitude to the Nothreik. Only this race holds the
they are able to say 10 words in a whisper and
secret on their creation and part of the spell
then they must travel directly to Deaths Gate.
connects the two races together. This gives the
This can not take longer then 10 minutes or the
Nothreik a great deal of power of the Guardians.
Guardian will then travel to Deaths Gate.
As a gift for their servitude the Guardians are not
only physical but they are also able to keep this
2 CP- Directing the Energy- The Guardian may
form for a great deal of time. The only way a
direct their element to both hurt others and heal
Guardian is able to be set free is to have their
themselves. The Guardian spends 1 Any and may
bottle given to them (they can not take it) or to
throw a 3 damage by (their element). If this
die permanently and return to their energy form.
attack is successful and the target has role-played
Most Nothreik are viewed as property and do to
the attack, the Guardian also calls Heal 3 to Self.
the great deal of resources involved in there
You may only use your own element as an attack.
creation. As such it is very difficult for a Guardian
Fire Guardians only use fire; Force Guardians only
to be released. The Nothreik that has the
use force, etc.
Guardians bottle has voice control over their
servant. They are also able to discipline at will.
2 CP- One with (element) - The Guardian gains
environmental immunity to self which functions
If a Nothreik saw a Guardian who is free they
identical to the sorcerer spell One with (element
might render them unconscious and take their
name). The guardian is restricted to purchasing
bottle from them. Once they have it they can start
this for their element only and as a result, may
to bind themselves to it effectively enslaving the
never purchase the opposite One with (element)
creature. This is typically looked down upon
even if they purchase all the pre-requisites for the
unless there is a good reason. When a guardian
Sorcerer spell. 1 any
reforms they always form at there bottle. As such
it is best to be very careful with its placement, if a
3 CP- Bound Life (Pre-req- Death Whisper) -
Nothreik does not have it bound to them then the
The Nothreik and the Guardian are completely
Guardian must keep it with them. These are
bound both body and soul. This ability gives the
safety measures that the Nothreik placed in the
Guardian the ability to resurrect their Nothreik
binding spell that allows them to control the race
when the Nothreik is in spirit form prior to the
better.
Nothreik going to Death Gate. Cure Death to
Spirit by Will. This will only work on the
Most Guardians do not see themselves as slaves,
Guardians bound Nothreik. This is the only thing
but as servants given a gift. They get to exist in
that can interrupt a Spirit Vengeance. Cost 1
exchange for servitude. Without the binding they
Essence.

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4 CP- Harness the Elements (Guardian
Specific) - Must put racial makeup over both
eyes. This will function identical to the Harness
the Elements sorcerer effect except that the
Radiation
Guardian is not required to carry a staff and they
2 CP - Overexposure
may only throw their own element. Example: A
Guardian- Packet- 6 Syllable Incant- Agony by
Radiation Guardian may only throw 1 damage by
Radiation 1 Any
Radiation. This skill does not exclude them from
Nothreik- Packet- 10 Syllable Incant- Agony by
purchasing the Sorcerer Skill Harness the Radiation 1 Willpower
Elements.
0 CP Spirit of Radiation
Air
Guardian- Resist Radiation- Resist and Heal to self - 1
2 CP - Uncontrollable Gust-
Any
Guardian- Packet- 6 Syllable Incant- Slam by Air- 1
Any Nothreik- Resist Radiation- Resist - 2 Any
Nothreik- Resist Slam- Resist- 2 Agility

0 CP - Spirit of the Air


Guardian- Resist Air- Resist and Heal to Self - 1 Any Water
Nothreik- Resist Air - Resist - 2 Any 2 CP - Drowning Rain
Guardian- Packet- 6 Syllable Incant- Slow by Water- 1
Any
Earth Nothreik- Resist Slow 2 Wits
2 CP - Broken Body-
Guardian- Packet- 6 Syllable Incant- Root by Earth- 1 0 CP - Spirit of Water
Any
Guardian- Resist Water- Resist and Heal to Self - 1
Nothreik- Resist Root- Resist- 1 Brawn Any
Nothreik- Resist Water - Resist - 2 Any
0 CP- Spirit of the Earth
Guardian- Resist Earth- Resist and Heal to self - 1 Any
Nothreik- Resist Earth- Resist - 2 Any
Disadvantages
Bound Life and Soul- If the Nothreik is not at an
AfterMath event or if the Guardian is no longer
Fire bound to a Nothreik they lose all racial abilities and
2 CP - Uncontrollable Heat only keep racial disadvantages
Guardian- Packet- 6 Syllable Incant- Destroy by Fire-
1 Any Opposite Poles- Guardians take double damage
Nothreik- Packet- 10 Syllable Incant- Disarm by Fire- from any Damage call from the opposite element.
1 Brawn
Fire Water; Air Earth; Force - Radiation
0 CP - Spirit of Fire
Spirit Vengeance- When a bound Nothreik dies,
Guardian- Resist Fire- Resist and Heal to Self - 1 Any they will proceed directly to the Guardian and
Nothreik- Resist Fire - Resist - 2 Any inflict the Curse of Vengeance. The Nothreik does
not get a choice in this and the Guardian is not
able to resist or try to hinder this. Upon seeing the
Force Nothreik as a spirit the Guardian must travel
2 CP - Force Repel directly to the Nothreik to receive the Curse. The
Guardian- Packet- 6 Syllable Incant- Repel by Force- 1 curse causes an irresistible instant death and turns
Any the Guardian into a Spirit of the Dead. At the
Nothreik- Packet- 10 Syllable Incant- Repel by Force- point of death the Guardian will then join the
1 Wits
Nothreik as they travel to Deaths Gate. The
Guardian is unable to use any ability to stop this
0 CP - Spirit of Force curse such as Avoid, Shield, Parry etc. There is
Guardian- Resist Force- Resist and Heal to Self - 1 Any no way to stop it once its been placed upon you.
Nothreik- Resist Force - Resist - 1 Any

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Racial Abilities:
Goriyani (Gor-E-yan-ee) (Im
3.4.4

ps, Darklings, Goats) Advantages


0 CP- Strong Willed: +1 Willpower
This race is one of the most distinctive and least
2 CP- SPF 100- Resist Radiation- 1 Brawn
numerous of the peoples you will find in the world
today. They have sometimes have pitch-black skin
6CP- True Heritage- Immune to Radiation (pre-
but most have normal New Blood colored skin, and
req: SPF 100)
they all have anywhere from one to five horns
protruding from their skulls. The horns vary greatly
in size, shape, and placement. Although it is rare
Disadvantages
to find more Goriyani than two or three at once
they can be met almost anywhere. They are great
The Price of Radiation: -1 to Brawn Attribute
travelers, loving adventure for the sake of seeing
new things alone. They love stories of all kinds,
Weak Frame- Costs double for all Armor skills
both listening to them and telling them. They
(including heavy armor and dex armor)
consider magic and technology to be equally
valuable, and have no particular ill-will towards
any race. It is rare to find a Goriyani out of sorts,
or acting in a rude fashion.

Most Goriyani that you meet will be on their Ajan


or becoming journey. When a Goriyani reaches 18
years of age, they MUST leave home and wander
the world without returning for ten years. As long
as they never stay in one place for more than
three months at a time, what they do is up to
them. At the end of that time they return home to
tell their stories to the Kaha-Mari, reputedly a
council of their wisest elders. Many travel with the
caravans that are the lifelines for the cities and
towns. Some learn trades, or act as wandering
storytellers. They are valued companions in the
Waste due to their resistance to radiation, and
their familiarity with the dangers there.

Here and there you will find older Goriyani in more


established roles in society. These are usually Vir-
jan, which is Guide or Teacher in the common
tongue. They make themselves available to
younger Goriyani to give guidance and support
while on their Ajan.

Goriyani tend to wear loose, light colored clothing,


light blues and greens being the most common.
The use of hair dyes is very popular, making their
appearances even more striking. Some even paint
their horns.

Only death could stop me asking questions - Jeru


Ajan, to an annoyed city guard.
Death is its own Question - Horath Vir-Jan

Racial Requirements: Either no make up or Black


Makeup on all exposed skin. Must have 1 to 5
horns, minimum 1 length, affixed to the skull.

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Whats fear? -Addle, a newly spun Jinx-kin
3.4.5Jinxies (Jinx-kin, Wind
Spun, Gossamers, Delphs, Bane Racial Requirements: Purple or Blue makeup
around the eyes, on the lips and fingernails.
Urges) Typically have some sort of glitter on there skin
but not required. Also Facial designs or artwork are
One of the strangest races of Kallante, the Jinxies encouraged but not mandatory.
are mistrusted by many people due to their odd
behavior and detached world view. They are Racial Abilities: Advantages:
commonly believed to be a spontaneous creation
of pure magic. Even the Jinxies themselves do not 0 CP- Magic within the Blood- May take any
know how they come to be, as they are spawned focus under the Mystic Discipline at half cost
as fully grown adults. rounded up.

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.

The only thing to fear is boredom!


-Silken, Jinx-Kin

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part of a permitted duel. To break this law is
Kesamalani (The Wildfolk,
3.4.6
death.
Sarks, Aggros)
Racial Requirements: Pointed Ears, Society Mark
(tattoo of weapon visible on the face, see culture
The pointy-eared Wildfolk are completely tribal.
packet)
They prefer a relatively primitive existence carved
with strength and skill from natures heart.
Racial Abilities: Advantages
Although some that spend a lot of time among the
0 CP Weapon Heritage After choosing your
more 'civilized' regions may learn the use of
Society and weapon that is associated with that
firearms, they all disdain them. Melee weapons are
society, you get a 2 CP discount to the purchase of
the heart and soul of a Kesamalani. In fact all of
either one handed weapon or two handed weapon
them, men and women, choose a weapon style at
proficiency of that society. Kesa'malani who wish
age thirteen, and this determines much of their
to purchase a weapon type other than their family
life. A favorite maxim is its not a kill unless you
type will pay the full amount for that weapon type.
get it on you. Although there are many tribes of
the Kesamalani scattered throughout Kallante,
2 CP The Weapon Knows the Way When
each is divided further by Weapon Societies. These
using the weapon of your society, a Kesamalani
are called Malaniai. The Societies are Axe, Sword,
gains an Imbue, to be used on themselves
Mace, and Staff which is usually only followed by
immediately, which allows them a second use of a
Mages. There is also Dagger which is sneered at by
melee skill that requires a stat and involves the
most as being a Society for those unable to master
weapon. The second use must happen within the
a true weapon. A Society is more important than
same battle, but it does not cost a second stat.
tribe, village or even family. Kesamalani are
always dueling, although usually without loss of
1-3 CP Improved Heightened Reflexes For
life. In their own societies they duel for rank and
each CP spent on this skill the user can add
honor, between Societies and tribes they compete
another attribute to the list of traits that can power
for glory and prestige for them and their Society.
the skill Heightened Reflexes. The only attribute
Almost all matters of justice, law and dispute
that cannot be used to fuel this is Essence.
among the Kesamalani are solved through
combat, overseen by tribal elders. It is rumored
Example: a Kesamalani who spends two points
that each Society has a special master attack,
into this advantage could add Agility and Wits so
taught only to those that have proven worthy. A
that they can use those to power Heightened
Kesamalani believes that part of his spirit resides
Reflexes as well as Willpower
in his weapons. To lose a weapon or to have it
break is considered very bad luck. To make a
Disadvantages
weapon ready for use, a warrior must go through a
Hard to Control- All Frenzy effects count as a
ritual called Blooding in which he spills his own
Doubled effect- (Example if they are hit with a
blood on the weapon. A Kesamalani NEVER
Frenzy by Magic, it affects the Kesamalani as if it
touches another persons weapons without their
was a Double Frenzy by Magic, taking two
permission, and even then only rarely and with
defenses to block)
need. In May of each year every Kesamalani
village holds a huge three day feast and all
Up Close and Personal- All Range Skills Cost
warriors duel for glory and prestige. Their leaders
double CP
for the next year are chosen by a vote of all
competing warriors after the fighting is over. They
also strongly believe that their spirits are tied to
the land of their birth. When travelling,
Kesamalani always carry something from home
with them; a stone, a clod of earth, a flower or
twig from a tree. If they lose this it is considered a
terrible omen, and many will immediately flee for
home when they discover the loss. Each tribe lives
in semi-permanent camps, moving them several
times a year in a specific pattern and range chosen
by the Lonmalaai, the council of elders. Each tribe
keeps a few permanent structures somewhere in
there lands for the use of trade and tribal
gatherings. No blood may be shed there unless

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.
worked into the hair. Keep it in mind that should
3.4.7 Leshka you choose the second option, there should be
enough leaves and such in your hair to denote that
The forests keep many secrets, and among those you are Leshka. A player may change slightly the
secrets are the Leshka. The Leshka are a group of coloration of hair during seasonal changes, but it is
people that are primitive in respect to most other not required.
races. They prefer to spend their time in the forest
rather than in the confines of a city. Cities are Racial Abilities:
generally avoided because the people that build
them have to clear the land, and that is Advantages
unnecessary destruction of plant life. The Leshka 0 CP- Live off the Light- No Normal Upkeep cost
hold plant life very dearly, sometimes above their
own lives. They are said to be born of the 2 CP- Natures Protection- Resist Poison- 1
Awakened Forests of Kallante. Some believe that Brawn
the Leshka are forest spirits made flesh to punish
those that destroy the forests. Whatever the 4 CP- Gift of the Forest (may only be bought
origin of these green haired forest champions, they once and may choose one effect from the list
all believe that the forests and plant life are more below)
important than technology. Technology is Spikes- Packet- 3 Damage by Nature - 1 Any
destructive and in its creation, plants are Acid Spray- Packet- Destroy by Nature - 1 Any
destroyed, therefore, they will tend to avoid it as Binding Roots- Packet- Root by Nature - 1 Any
much as possible. Pollen Burst- Disengage by Nature Must have
Weapon in Hand - 1 Any
There are many tribes of the Leshka known as
Phylum's. Sometimes they work together to 6 CP- Lifes Gift- Immune to Poison (pre-req:
destroy a particularly dangerous enemy, but Natures Protection)
mostly they travel apart. Members of the Phylum
generally stay in or near their specific forests.
Leshka will always go out of their way to greet Disadvantages
fellow Leshka when traveling abroad, and will
always offer one another aid. The leaders of the Curse of the Burning Leaf- All Attacks with the
Leshka are the oldest and wisest in the Phylum. Fire trait add the effect of Agony to the character.
They are secretive and elusive and almost never
leave the deep forest. As said before they are Natures Lust- +2 CP cost of the Fixer and Doctor
more interested in the preservation of the forest Focus
than the preservation of other races. They do not
mind other races; however, there is one race in
particular that they dont care particularly about,
the Soulless, for they are nothing but technology.

The quickest way to upset a Leshka, no matter


what race you are, is to set fires throughout the
forests, or destroy plant life with no reasoning
behind it. The Leshka are not overly fanatical.
They do recognize if someone is using a fire for
warmth and food cooking. They dont mind so
much if someone is in the forest and uses dead fall
for fuel of such, but if chemicals are used or viable
plant life is destroyed, or the fire is just let go,
then the Leshka step in and that person steps out.
The Leshka, tending to keep to the shadowed
forests, most often wear clothing in the shades of
greens, browns, or blues. They can wear other
colors, but this is their preferred style of dress.
Leather is also an appropriate clothing choice.

Racial Requirements: Green lines around the eyes,


green hair and lips. The hair can either be colored
by hair color, or leaves and/or flowers can be

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.
Marriages are usually arranged to increase a
3.4.8Old Blood, (Progenitors, families standing or power base. Marrying for love
True bloods, Obsols, Fossils) is rare, and often creates a huge scandal.

Racial Requirements: Must dress in high style


This is original race of the continent of Kallante.
(similar to business suits or expensive looking
Unchanged by the horrors of the Great Destruct,
cloths) AND have one of the 7 Main Family symbols
they strive to reclaim the glories lost in that awful
prominently displayed on their costuming at all
conflict. They tend to be obsessed with the past,
times (see culture packet)
clinging to the legends of before the war, when
they were the masters of this planet. Bloodlines
Racial Abilities:
are of paramount importance, being able to list a
long lineage untainted by any impurity, is a
Advantages
requirement for climbing the social ladder.
0 CP- Master the Mind- Gain Psionic Focus for
Although they are not all cowards, the Old Bloods
one CP less.
are cautious about risking any of their precious
blood in risky ventures. They prefer to manipulate
2 CP- Clarity of the Old Blood- May be
from behind the scenes, letting their money and
purchased twice. For each purchase of this skill,
lesser races do the work. Although they will work
the Old Blood may substitute this instead of an
with other races as necessary, they despise them
attribute for a Psionic Spell. This stacks with
all, especially New Bloods and Unclean. They hide
Concentration.
it well beneath a facade of gentility but they feel
the new bloods are an abomination, usurpers of
4 CP- Investments- Gain Money every event
the Old Blood rule of Kallante. They maneuver
(usually 10 AMPs) and gain triple starting money
amongst themselves as well; feuds and rivalries
for the character. If purchased after character
between individuals and families can last decades.
creation, the triple money does not apply. Can
However they rarely shed blood, as there are too
not be bought more then once.
few Old Bloods to risk wiping out a bloodline.
Disadvantages
The only race they get along well with are the
Un-resistant- Radiation effects that affect the Old
Ashurans, mostly because they are the most useful
Blood add the effects Agony and Slam
allies. Most Old Bloods have an innate distrust of
anything that smacks of Powers. They especially
Example- If the Old Blood is affected by 1 Damage
dislike the Unclean because it is considered the
by Radiation they will take one point of damage as
greatest of sins to be touched by one; no one
well as be in agony and get slammed.
knows how the disease is passed on. One touch
could doom your children to be born as an
Well-to-do- All starvation effects are double.
Unclean.

Most prefer to dress in the styles of before the


Destruct, as inappropriate as they often are to the
new world. They will also strive to at least appear
as wealthy as they possibly can. Material wealth is
the second most important status symbol among
Old Bloods. Old Bloods in dire straits sometimes
indenture themselves to a more powerful Old Blood
in return for rewards in the future. These deals
vary greatly depending on the individuals involved.
Some Old Blood families are permanently
indentured to greater families. These things are
almost never spoken of in front of other races.
Even indentured Old Bloods are treated better than
other races of course. All marriages between Old
Bloods must be ratified by the Genetic Purity
Commission. This semi secretive organization
works to ensure the continuance of important
bloodlines without incurring the effects of
inbreeding.

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Racial Abilities:
3.4.9 Navians (Birds, Crows, Poop
bombers) Advantages
0 CP - Vestigial Flight A Navian can use their
wings to their advantage. Should you make a
The Navians are another race trapped here by the
miss-step, or land short on a physical challenge
Great Destruct. They are obvious aviaforms, with
call Vestigial flight, spend 1 Any and you make
mechanical wings that make them unique among
take up to two steps in any direction but forward
the races of Kallan'te. They are avid users and
to get back to safety.
hoarders of Technology and can spend a lifetime
trying to harness higher and higher tech. This is a
0 CP - Tinkerers Navians gain Engineering at
race of engineers and scientists who work hard to
one less CP per rank.
better themselves and their race through the
wonders of technology.
1/1/1/1/1 Power of the Wings For each
CP spent on this advantage the Navian has a store
The Navians are known for their love of gadgets.
of energy in their wings that can be used to power
Their home, Horizon, is rumored to have enough
devices that need batteries. Each point, once used,
technology hidden within its walls to shame the
will require an Amp to recharge it, and that can
Old Blood ORC and their great Soulless factories.
only be done after Essence is used to refresh
Of course those are just rumors.
traits. There must be a way of attaching the device
to the wings, most commonly by a cord with a
One of the main aspects of the Navian Technocrats
battery-like connection on it, in this game a Lego
is their wings. It is said, that prior to the Great
on a string will suffice.
Destruct the Navians were fully airborne. They
lived for the freedom of the skies and their whole
Disadvantages
society obsessed on that freedom. When Tormens
Forced Evolution Navians must spend a tech
Curse fell upon this winged race it took their ability
level one component in addition to their Amps for
to fly away, causing their wings to become brittle
Maintenance. The use of the free component
and withered. The technological minds of the
given by the search tech skill can be used for this.
Navian were able to create mechanical wings that
could aesthetically please the Navians but
The Wings are the Way When a Navian is hit
unfortunately they were unable to safely give them
with a Destroy Wings they are also affected by an
the ability to fly again.
Agony. On top of that, until they get the wings
repaired they may not use them for Vestigial Flight
Many Navians spend at least part of their life as
and all charges on the wings are lost and must be
adventurers or explorers, hoping for that one big
recharged per usual.
score of Tech that will elevate them to near
godhood. Of the forms of magic, Navians
Remembered Freedom When affected by a
developed Technomancy, a blend of magic and
Root Navians must Role-play extreme discomfort
technology. They sneer at tribal cultures, nature is
and, after three seconds, Purge Root and Frenzy to
not something to "be in harmony" with, but it is
Self. May not resist this effect.
something to be mastered, controlled and
exploited. They are also very leery of the Leshka,
and their "fanatic" pro-nature ideals.

Navian usually dress in the best armor they can


find, adorned with as much technology as possible.
This often has the side effect of making them very
paranoid about the motives of others. A Navian
who is robbed will stop at nothing to take
vengeance.

Costume Racial Requirements: Wings at least 2'


long and 1' wide, (attached at shoulders) and must
appear mechanical.

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.
Racial Abilities: Advantages
3.4.10 New Blood (Amalgams, 0 CP- Not Bound to the Norm- The New Blood
Inheritors, Tainted) has NO Advantages and NO Disadvantages at
all. Taking this advantage can only be chosen at
character creation and can not typically be
This is the most numerous of all the races of
changed.
Kallante, making up about 50 percent of the
population. They are descended from the original
0 CP Vigor of the Blood Using one any trait
inhabitants of this world, the Old Bloods. They
the user may resist a maim effect.
have been changed, both physically and socially to
(This is only allowed if the New Blood did not take
adapt to the ways of the new age. They can be
Not Bound to the Norm)
found in every type of society and position. They
tend to be confident and self sufficient, although
May Choose 2 from the following list:
any personality type can be found among them.
3 CP- Ever Moving Feet- Resist Slow- 1 Agility
There are a few common themes that run
3 CP- Free Spirit- Resist Repel- 1 Willpower
throughout almost all New blood cultures. Distaste
3 CP The Next Link Normal Upkeep cost is
for mind-altering magic is very common, possibly
reduced to 5 amps, the second purchase makes it
due to racial memories of things done to them
1 Amp.
during the Great Destruct. They also have a strong
3 CP- Resilient- +1 Toughness (Purchasable only
aversion to physical deformities and illness. Being
once)
around such things makes them very
3 CP Strong Arm May call Three Damage
uncomfortable. Of course most that have training
with a melee weapon for 1 any trait.
in healing arts overcome this phobia. Many are
3 CP- Will to Live- +30 seconds to Bleed Out
very superstitious, with many personal rituals to
Count (Purchasable only once)
ward off sickness, ill luck or danger. A common
gesture is to hold the right hand with the palm
Disadvantages
facing the heart, and flick the fingers outwards
If the advantage Not Bound to the Norm is
several times. This is used to ward off talk of evil
chosen you do not gain disadvantages.
things. They mix the closest with the Old Bloods,
because of their genetic ties to them, but get along
Must choose 2 from the following list at character
well with all races but the Unclean. They recognize
creation:
the need to work well with others in this harsh new
Butter Fingers-All Disarm effects are doubled.
world. They prefer utilitarian clothing, function is
Easily Cracked- +1 damage from all Called Melee
more important than form. This is perhaps an
Damage
unconscious rebellion against the imperious and
Feeble Limbs All weakness effect act as a
fashion obsessed Old Bloods. Family is an
Maim as well.
important concept to them, although they are
Scholar Trained- All Weapons (except Firearms
nowhere near as fanatical as the Old Bloods.
and Heavy Weapons) cost 1 extra CP.
Family is also less about bloodlines than it is about
Too much Radiation-1 in any attribute except
the deep bonding of love and friendship. Guilds,
Essence
caravans, fellow adventurers can all be considered
Unlucky- +1 damage from all Uncalled Bullet
family depending on circumstance. You always
Damage
want to have people at your back you can trust.
Aside from this, even the most settled of New
Bloods understands the transitory nature of life in
the New World. People die or move on almost
constantly, so enjoy them while you can.
New Bloods, even those in specialized
fields, rarely focus everything on skill or path.
Because adaptability is so important, they almost
always have a back-up skill or two. They are also
the opposite of the Old Bloods, in that they usually
prefer to do things themselves, in as direct and an
efficient way as possible.

Racial Requirements: None

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Racial Requirements: White skin on all exposed
3.4.11 Nothreik (The Exiles, Pales, skin.
Gloomies)
Racial Abilities:
Brought from another dimension during the Great
Advantages
Destruct, the Nothreik are fiercely determined to
keep their heritage and culture alive. Their home
0 CP- Magic within the Blood- Gain Mystic
world had a much dimmer sun, and so they have a
Discipline for 1 and May take the Sorcerer Focus at
hard time dealing with the harsh sun of their new
-1 CP Cost
home. If at all possible they conduct most of their
business at night. Their society is a strict
0 CP- Energize the Soul- The Nothreik is able to
matriarchal, with status between women
focus magic through their body. When using a
determined by magical might. The ruler of a
Magic component they are able to infuse their soul
Nothreik city is called a Diachess, and she is
with its magic. Using a single Magic 1 component
always the most potent mage in her realm. There
a Nothreik is able to refresh their Essence with
are only seven known Diachessa on Kallante, and
only 1 minute of role-play (instead of the normal
they all work together well, as far as anyone
5). If they use a Magic 2 component they are able
knows. To become Diachess a female mage must
to do this instantly. Once this is done, the
challenge the reigning matriarch to a duel. These
Nothreik must place the expended magic
duels are always public, and always to the death.
components into the Forge's recycle bin as soon as
All adult female Nothreik are addressed as
possible. The Search Magic free 'component' is not
Mistress. A female without any magical ability can
able to be used in this manner.
never hold any office, although they still must be
addressed properly, and outrank any male. Males
1 CP- Darkness in the Voice- Purge Silence By
are not slaves, and by Nothreik law it is the
Darkness- No attribute cost- Must role-play
responsibility of all females to care for and watch
meditation.
over them. A female convicted of mistreating a
male runs the risk of being banished or worse.
2 CP- Bound Guardian- Gain the ability to be
Conversely, a male who allows a female to die in
bound to one Guardian, this may be purchased
his presence may be executed and banished. The
multiple times to gain multiple Guardians. This is
Nothreik have a great love for elaborate and
not Guardian specific it is based on the number of
somber rituals, and this permeates all their social
Guardians. The Nothreik can only have as many
interaction. Formal greetings and farewells are
Guardians as they have in the average of
especially important. They dress in darker colors
Willpower and Essence, rounded down. This racial
which enhances the contrast of their pale skin. The
ability gives the Nothreik the ability to gain racial
higher their social station, the more elaborate they
abilities based on what the Guardian purchases.
will dress, often with elegant hairstyles and
It also gives an Agony by Gesture to <Guardians
jewelry. As a rule they tend to be somewhat
name> by Will with no attribute cost and done at
morbid in their conversation and outlook. Riverfolk
will.
and Goriyani have the most trouble relating to the
Nothreik, as their much more positive and cheerful
2 CP- Bound Life (Pre-req- The Guardian must
outlooks tend to clash.
have Death Whisper) - The Nothreik and the
Guardian are completely bound both body and
Their usually isolated settlements are elaborate
soul. This ability gives the Nothreik the ability to
tunnel complexes that wind deep under the earth.
resurrect their Guardian when the Guardian is in
Outsiders are only rarely allowed far into them,
spirit form prior to them going to Death Gate.
usually being restricted to visitor's quarters in the
Cure Death to Spirit by Will. This will only work
entrance areas. Nothreik have a deep need for
on the Nothreiks bound Guardian. Cost 1 Essence.
privacy, even the lowest ranked among them have
If Nothreik has a bound Guardian when they die
their own private room. Privacy is violated only
they must proceed directly to their Guardian and
with great need. For entertainment, they enjoy
invoke the Curse of Vengeance. They do not
tragic plays and poetry, masquerade balls and they
have a choice on this and must proceed the
are avid players of chess. They have many agents
moment they become a Spirit of the Dead directly
belonging to other races, who gather information
to their Guardian. Upon invoking the Curse the
all over Kallante. The Nothreik often deal in
Nothreik will head directly to Deaths Gate. To
intelligence, as a way of bargaining with
administer the Curse, the Nothreik travels to the
neighboring settlements.
Guardian and touches them with a packet (or
boffer weapon) and says in a normal voice and 15

AfterMath LARP Rulebook- Draft. Page 69 of 208


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syllable curse ending with Invoke Curse of
Vengeance to <insert Guardians name> by Spirit
Bound. You are able to make the wording of the
curse up. If at any time during this call you
receive a Cure Death to Spirit by Will it will
interrupt this Curse.

2 CP- Focusing the Dark- Can be bought up to


three times- While in the Dark the Nothreik can
use this skill in place of any attribute cost. This
skill refreshes when Essence is used. You cannot
use this ability if any of these conditions occur:
When outside the Sun is out at all, there is a full
Moon with no cloud cover, when inside the Sun is
shining into the room you are in, or non-filtered
lights are on in the room you are in.

Disadvantages

Bound Life and Soul- If the Guardian is not at an


AfterMath event or if the Nothreik is no longer
bound to a Guardian they loose all special racial
abilities and disadvantages (specific to the
Guardian).

Curse of the Light- minus 30 seconds to bleed


out count when any of these conditions occur:
When outside the Sun is out at all, there is a full
Moon with no cloud cover, when inside the Sun is
shining into the room you are in, or non-filtered
lights are on in the room you are in.

Lights Burning Sores- Take +1 Damage from all


Called Damage when any of these conditions
occur: When outside the Sun is out at all, there is
a full Moon with no cloud cover, when inside the
Sun is shining into the room you are in, or non-
filtered lights are on in the room you are in.

Special rules for the Nothreik: If the


Nothreik covers themselves from head to
toe with no exposed skin and is wearing a
hood so that no light can shine on their
faces, they may use their abilities that
require them to be in the dark in addition
to ignoring any of the disadvantages for
being in the light. We wish to be very
specific on this, if you fall down and are
facing upwards and light is shining on
your face, you would be considered in the
light even if all other conditions are met.

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Makeup on all exposed skin, to look like a lizard or
other type of amphibian (see culture
Riverfolk (Manders, Slinks,
3.4.12 packet). A tail at least twelve inches long in
Gads) matching colors.

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.

They have an amazing ability to regenerate


damage and even re-grow limbs almost instantly
when they need to. This has given them a certain
casual disregard for danger which many races find
disconcerting. The other point of contention
between the Riverfolk and other races is their
tendency to eat live food. Certain worms, snails
and slugs are considered great delicacies, to the
gastronomic discomfort of anyone watching.

Racial Requirements: Appropriate Mask or

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being controlled. Unfortunately they must stay
3.4.13 Soulless (Mechs, Warborn, away and hide from any and all Old Blood or risk
Tool) being retaken. A stolen or dysfunctional Soulless
in an area will call out ORC in mass. The cost of
creating and maintaining the Soulless is just too
The Soulless are another manufactured race. They expensive and they are too highly coveted to allow
were created during the war against magic by the one to be rogue.
Old Blood. Each was programmed with several
core commands known as the Five Great Edicts. Makeup
These are irreversible and must be followed at all Gold, Silver, or Grey on all exposed skin.
times. They are apart of the core makeup of the Sometimes adorn with lights, dials, switches, and
race and all Soulless follow these without question. buttons. Most lights are locked down and are only
Unless otherwise noted even an owner can not used during maintenance. Required to have a
force a Soulless to break one of the Edicts. Core this is an item that represents the character
in some way. This Core must be part of the
One- Let there be no harm to the True Race- costuming in someway but should be removable.
They may never harm by action or inaction an Old
Blood nor may they allow harm to come to an Old Racial Abilities: Advantages
Blood. 0 CP- The Immortality of Metal- The Soulless
Two- Serve- They must follow all commands can not permanently die as long as their 'Core' can
given to them by an Old Blood unless those be retrieved. It typically costs money and a
command contradict the commands from there Cyberdoctor (or ORC Plants) to 'reconstruct' the
owner. Soulless.
Three- Speak only the truth- They may never lie
to an Old Blood even when ordered to. 1 CP Heavy Frame - A Soulless is able to use
Four- Only the True Race can be the Master- Heavy Weapons while standing and/or on the
They may not follow the commands of any non-Old move.
Blood. An owner can order a Soulless to follow
orders of a non-old blood but the order is reset 2 CP- Upgradable- Gain the 'Cyber' trait. The
every 24 hours. Soulless is able to be upgraded by a Cyberdoctor
Five- Follow the Orders of your Master- They with cybernetics and are immune to normal
must always follow the orders of their owner at all cybercosis and cyberdementia. A Soulless can
times. They follow the letter of the order and have as many cybernetics as they have in Brawn +
typically do not try to twist those orders. A Willpower + Essence. ORC is able to install several
Master can overrule any order by any other Old minor cybernetics with just the component cost,
Blood but can not break the Five Edicts in any way but after that a Cyberdoctor is required. First
unless otherwise noted. upgrade is Free.

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

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No Core- A Soulless is said to be only as good as Side Effect: None
his parts. If the Soulless dies and if the Soulless Cost: 2-T1 / 4-M1
Core is not retrieved they must pay the full Cybercosis Cost: 2
component cost to have any implants reintroduced
into their body. If his Core is retrieved it only cost ORC Blueprint: Voice Box
half the components rounded down plus 1 Amp. Effect: Resist Silence
Note: Blueprints are not required by the CyberDoc Phys Rep: Visible Mechanical makeup around
to repair if the implant was already a part of the mouth
Soulless. Charges/Use: 1 Charge
Side Effect: RP Effect- If Silence affects character,
Short Circuit- Force Causes all 'Damage' to be for 1 hour after its fixed, character will talk in a
doubled. monotone voice.
Cost: 4-T1 / 1-M1
Soulless Upgrades: Cybercosis Cost: 1

To repair these upgrades when broken the cost is


half the component cost rounded down plus 1
Amp. If a Core is not retrieved these components
must be completely reinstalled by a Cyber-Doctor.

All charges are done by Batteries, unless an item


does not take charges. Batteries must be placed in
a visible location and be part of the costume. One
battery can be used for all implants.

ORC Blueprint: Arm Laser


Effect: Packet Delivered- "3 Damage by Lightning"
Phys Rep: Arm Mounted Laser Rep, Laser must be
obvious and at least 2
inch's long.
Charges/Use: 1 Per Shot
Side Effect: None
Cost: 4-T1 / 3-M1
Cybercosis Cost: 1

ORC Blueprint: Body Regeneration


Effect: Heal by Nano on person with impant only
Phys Rep: Blue and Silver lines around one or
both eyes
Charges/Use: 1 Charge
Side Effect: None
Cost: 4-T1 / 1-T2 / 4-M1
Cybercosis Cost: 2

ORC Blueprint: Leg Stabilizers


Effect: Resist Root
Phys Rep: Metal looking plates on legs
Charges/Use: 2 Charges
Side Effect: Root Effects that do affect the
character also cause 1 Damage
Cost: 3-T1 / 3-M1 / 1-T2
Cybercosis Cost: 1

ORC Blueprint: Self Repairing Armor


Effect: Repair Armor
Phys Rep: Wires attached from character to all
armor
Charges/Use: 3 Charges

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.
one inch by one inch stone looking prosthetics
Stoneborn
3.4.14 (Makers, attached to their face. The area around their eyes
Slows) needs to be outlined and shaded in grey. If they
are using prosthetics the rest of the skin, other
than the area round the eyes, does not need to
This slow moving, slow speaking race has innate have makeup on it.
talent for Martial Arts. They move their fists like a
works of art. They prefer to live in underground
monasteries were they spend their days working
towards enlightenment and trying to be stay at
peace with the world. They have gray, rocky skin
which can shrug off the most powerful of blows.
They live in small family groups, but are divided Racial Abilities:
among the many monasteries known as Halls of
Enlightenment. When a child reaches adulthood, at Advantages
age 15, they choose which Hall they wish to serve, 0 CP Martial Artist Stoneborn get a 2 CP
and go for three years of training. Most Halls are discount on Martial Arts. In addition, when they
small, no more than a few dozen members, with purchase Improved Unarmed Combat they get to
one or two Masters. Male and female are equal in use Long Fists. Long Sword sized fist reps to be
the Halls, while in the families, the bloodlines are provided by the player.
traced through the female side. A Stoneborn
without martial arts is considered a broken, 2 CP Shards of Stone Plus one damage to all
worthless thing, even by his or her own family. called strikes using only their fists
Luckily this is a very rare occurrence.
3 CP- Calm Mind- Resist Frenzy- 1 Wits
They are not pacifists, but prefer to explore other
means of problem solving before letting things
become violent. Once they have become angry, 6 CP Rock Skin Resist Damage- 1 Any. This
however, it is very hard to placate or stop them. advantage is limited to Essence uses per Essence
They are loyal and steadfast friends, but relentless refresh.
enemies.
Example: If the Stoneborn has an Essence of two
There are no purely Stoneborn communities on then they can only use this twice per Essence
Kallante (other then there Halls). Instead they are refresh.
usually a small but well respected minority in
various settlements.

The Stoneborn prefer simple modes of dress, Disadvantages


whatever is most practical for the practice of their
craft. They always prefer handmade to machine Hard to Move All Slow effects that affect a
crafted items, and always take their tools and Stoneborn last ten minutes instead of five.
trade secrets very seriously. Each year, in the
middle of December, they have a week long Prefer the Hands- All weapon skills (except
celebration to show off their skills to each other, Unarmed Combat) cost 1 CP more.
trade, discuss new ideas and techniques and of
course to have a good time. Outsiders are always Too Heavy to Dodge- Double cost for any Dex
welcome, as long as they are not too nosy. Armor.

Racial requirements: Stoneborn are characterized


by their rock skin and the stones that grown on
them. Some appear more human than others
though all obviously have stones growing out of
their body. Stoneborn have a choice of racial
makeup. They can either have completely grey
skin with rock pattern on all exposed skin or they
can use prosthetics to represent their stones
coming out of their body. If they are using
prosthetics they should have a minimum of three

AfterMath LARP Rulebook- Draft. Page 74 of 208


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prejudices from PCs and NPCs alike. As such,
3.4.15 Unclean (Rotters, Pukes, AfterMath suggests new players avoid this race.
Accursed, Shamblers)
Racial Requirements: Partial Skull, rotting, or
The Unclean first began appearing about 25 years burned make up on exposed skin. Face should be
ago. Their frightful condition and demeanor seems wrapped in cloth or hidden in someway. Robes are
to be the result of some sort of parasitic virus, so recommended to hide most of the body.
far incurable. Named the Jatushka Parasite after
the Ashuran doctor who first studied the victims, it Racial Abilities: Advantages
usually manifests when the host is 12-14 years of 0 CP- Already Got It- Resist Disease- 1 Brawn
age. So far only Old and New Bloods have been
affected. Although the parasite has some 0 CP- True Scavenger- All Search skills cost 1
detrimental effects, it does make them resistant less CP.
and even immune to other diseases. Children of
Unclean parents almost always manifest the 1-3 CP Spreading the Disease (Pre-Req:
parasite, although there are rare exceptions, while Viral Antibodies) The Unclean who possesses this
sometimes Old or New Blood children will manifest advantage has the ability to inflict disease to those
the disease. No cure or treatment has ever been who are unable to defend themselves. Once done,
discovered. Most Unclean lead very rough lives. the Unclean heals (level bought x2) damage by
They are ostracized, reviled and even attacked by disease. This Advantage may be bought up to 3
many people. Many of the less well informed times. The user calls the Infect as normal and
consider them cursed, infectious and even evil due then Heal X by Disease.
to their appearance.
2 CP- Bursting Sores Double Slow by Disease-
Some settlements ban them completely, while 1 Any
others place severe restrictions on their coming
and going. Some require they cover themselves 6 CP- Viral Antibodies- Immune to Disease (pre-
completely in gray sheets or robes, and ring a bell req: Already Got It)
so that people will know they are coming.
Disadvantages
Curiously, some groups of Unclean have managed Born in the Sewer- Cannot buy Good Life or High
to find social niches in the larger settlements. Life (or gain effect)
Working in sewage treatment plants and systems,
corpse disposal and other jobs where the risk of Burdened by the Rags -1 Agility Attribute
disease is high. Some Unclean families have
become rather wealthy this way. Others, driven by Thrives on Disease Any Unclean struck by a
the loathing of those around them, have become Cure Disease are affected as if it had Drain and
embittered and vicious bandits. A few have Agony as well.
managed to work their way into the Masters of
Lightning, enjoying a respect no others of their
kind have ever experienced. They tend to avoid
Ashurans like the proverbial plague, as the
Ashurans always want to try and heal them
through long involved and often painful processes.
There is rumored to be a settlement of solely
Unclean somewhere on the continent. Many
consider it a legend, others wishful thinking. It is
said to be hidden on an island within a great
swamp. The Genshi Sisterhood, regardless of
personal preferences, will always provide shelter
for an Unclean within their Refuges. A proverb
circulating through out the Unclean of Kallante
that many live by is; Suffering brings Strength,
Endurance to Overcome, and Look not for
Tomorrow, but rejoice in each day won.

The Staff of AfterMath want you the player to be


aware this race is subject to many In Game

AfterMath LARP Rulebook- Draft. Page 75 of 208


.
character to manipulate specific props while others
3.5 The Skill can give the character plot information before the
event begins. To better understand the skills they

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

AfterMath LARP Rulebook- Draft. Page 76 of 208


.
3.6 Skill Overview
Disciplines
Almost all skills have pre-requisites. Make sure you read the long descriptions.
CP Attribute
Disciplines Description Cost Cost Verbal
Adept 2
Ambidexterity Allows the use of a melee weapon in the off hand 2
Check Condition Allows user to diagnose effects 2

Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 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

May perform first aid to stabilize a target, or cure a maimed


First Aid limb 2

Allows the purchaser to wear one more point of armor, can be


Heavy Armor bought up to a max 2 times to wear 4 points of armor 1

May wear one point of armor per purchase, to a maximum of


Light Armor two 1

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

Adds a point of armor due to characters ability to dodge and roll


Dexterity Armor with damage, may be bought up to 2 2

May perform first aid to stabilize a target, or cure a maimed


First Aid limb 2

May wear one point of armor per purchase, to a maximum of


Light Armor two 1

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

May regain stats on a missed spell delivery. Must be bought for


Refocus each path of magic. 1
Search- Magical May search NPCs and certain props for magical 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
Small Weapons May use small weapons 0
Spell Research May research new spells from a known magical path 4
Staff Prof Can use a staff 0

Rogue 2

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Demolitions May set and disarm prop traps 2

Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 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

May perform first aid to stabilize a target, or cure a maimed


First Aid limb 2

May wear one point of armor per purchase, to a maximum of


Light Armor two 1

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

May perform first aid to stabilize a target, or cure a maimed


First Aid limb 2

Allows the purchaser to wear one more point of armor, can be


Heavy Armor bought up to a max 2 times to wear 4 points of armor 1

May wear one point of armor per purchase, to a maximum of


Light Armor two 1

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

May be purchased 2 times, 1st allows use of shield up to 20


Shield inches long, next allows 36 inch 2
Small Weapons May use small weapons 0
Thrown Weapons May throw specially made AfterMath approved weapons 1
Toughness May be bought up to 2 times, adds one point of vitality 8, 12

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Focus Skills
Adept
CP Attribute
Skills Description Cost Cost Verbal
Doctor 3
Bedside Manner Pre Event Info 2
E.M.T. Procedures Technical path 2
Pharmaceuticals Production Skill - Makes drugs that aid and heal 3
Scalpel Small Weapon Delivered- Paralyze 3 1 Agility "Paralyze"
Venoms Production Skill - Makes poisons to apply to weapons 3

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

Resist any Mental Traits (Confusion, Despair, Fear, Inspiration,


Clarity Presence, Trance, and Will) 4 1 Willpower "Resist"
Defensive Stance "Fists" or Claw delivered Disengage. 2 1 Wits "Disengage"
Dodge Avoid vs. Any weapon, packet, or bullet's effect 4 3 Agility "Avoid"
Fist of Steel +1 to called damage with 'Fists' or claws 3
Grants the user the ability to avoid uncalled bullets and arrows
Heightened Reflexes two times 4 1 Willpower Imbue by Will
May use two medium sized weapon reps as fists. Must be
Improved Unarmed completely red in color. (Does not take damage when used to
Combat block) 4

Martial Arts
Philosophies Grants access to Martial Arts Philosophies 1

This creates a pool of points that are used power to power


Mind of No Mind Martial Arts Philosophy. Referred to as Ki Points. 4

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 "

Fist or Claw Delivered- 'Destroy and Slam.' User may not


Raining Hammer Fist advance on opponent for three seconds. 3 1 Brawn "Stun "

Psionic 3
Concentration Attribute to use Psionic abilities- Can be bought up to 4 times 4

While wearing a Gem of any kind in a visible location- able to


Focus Stone cast while one had is full- Must be approved by Plot 2

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Mental Focus Resist vs. Fear or Confusion Trait 3 1 Willpower "Resist"

Mind over Body


Dedication Technical Path 1

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"

Ursine Hybrid Magical path 1

Mystic
CP Attribute
Skills Description Cost Cost Verbal
Blood Mage 3
Ambidexterity Allows the use of a melee weapon in the off hand 2

Blood Mastery Magical Path- Blood Magic 1


May use instead of attribute for Blood magic spell, except
Blood Potency vitality- Can be bought up to 4 times. 4

Check Condition Allows user to diagnose effects 2


Can parry any non bullet, weapon delivered attack- Must have
Defensive Instinct weapon in hand 3 2 Agility "Parry"
May heal self 2 points by spending 5 seconds role-play (wiping
Fortitude sweat, shrugging of wounds) 3 1 Brawn "Heal 2 by Will"
Read Magic Can use to read envelopes marked with skill name 2
Seen It All Resist Presence Trait 2 1 Wits "Resist
Toughness May be bought up to 2 times, adds one point of vitality 8, 12

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

Magical Path- Path of Summer, Path of Spring, Path of Winter,


Open the Inner Path or Path of Autumn (each path bought separately) 1
Read Magic Can use to read envelopes marked with skill name 2
Rune Cutting Production Skill Makes Runes for later use 3

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Somatic Talent May use weapon in off hand while casting Pathwalker spells 2
Gain unique Spirit Guide and abilities- Must have Symbol of
Spirit Guide Guide visible at all times to access ability and spells 5

Priest 3

Check Condition Allows user to diagnose effects 2


"Cure Magic by
Cleanse the Soul May remove any magic effect after 30 Sec. RP 3 1 Willpower Will"
Confession Allows a priest to refresh Essence to those of the same Faith 3 2 Willpower
"Stabilize by
Console the Spirit May stabilize target after 10 sec. of RP 3 1 Any Will"
Power of Faith +1 to all Healing Spells 3
Powers Gift Magical Path 1
Read Magic Can use to read envelopes marked with skill name 2
Rune Cutting Production Skill Makes Runes for later use 3
1 Willpower or
May heal 1 to the room or May refresh traits to those of the 1 trait being
Sermon same faith. 3 refreshed
Strengthen the Spirit Death effect puts bearer in unstable state instead of dead 5

Sorcerer 3
Can use in place of attributes for sorcerer spells- Can be bought
Arcana up to 4 times. 4

Combat Casting Can cast while holding a staff 2


Create Elemental Create an indestructible staff of (element) imbued with your
Staff own spirit force 2
Gift of the New
World Magical Path- Radiation 1

Gift of the Old World Magical Path- Force 1


Imbue by <trait>- Grants Unlimited packet delivered- '1 "Imbue by
Damage by <trait>. <Trait>= Air, Earth, Fire, Force, Radiation, <trait>" "1
Harness the Water - Must have Staff of the Elements in off hand. Skill ends Damage by
Elements when Essence is used 2 1 Any <trait>"

Heart of the
Mountain Magical Path- Earth 1
Heart of the Sea Magical Path- Water 1
Heart of the Storm Magical Path- Lightning 1

Heart of the Sun Magical Path- Fire 1


You are able to block with one hand on a two handed weapon
for up to three swings before having to put the second hand on
One Handed Block the weapon. 2
Read Magic Can use to read envelopes marked with skill name 2
Rune Cutting Production Skill Makes Runes for later use 3

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Warbringer 3

Ambidexterity Allows the use of a melee weapon in the off hand 2


Allows user to fight with a Banner in one hand and a weapon in
Banner Fighter the other hand. 2

Must say a battle phrase to indicate Warbringer powers being


Battle Soliloquy up. 2

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

Check Condition Allows user to diagnose effects 2

War Rituals Magical path 1


Mask of the Warrior Production Skill- Makes war paint 3

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'

Tribal Politics Pre event info 2

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

Informant Pre event info 2


Resist vs. Disengage- Can only be done if chasing and the
opponent calls a Disengage. This can only be done from behind
Relentless the target 1 1 Willpower "Resist"
Two uses of Melee Weapon Delivered - 3 Damage- Can only be
Softly in the Night called from behind the target or at night 3 1 Agility "3 damage"
Thrown Weapons May throw specially made AfterMath approved weapons 1
Venoms Production Skill - Makes poisons to apply to weapons 3

Cat Burglar 3
CP Attribute
Skills Description Cost Cost Verbal

Ambidexterity Allows the use of a melee weapon in the off hand 2


May catch any non-bullet ranged weapon- All weapons caught
Catch do no damage. 2
On module specific physical challenges, may use an extra foot
Cat-Like Reflexes to keep balance 3 1 Agility "Avoid"
Dodge Avoid vs. weapon, packet, or bullet's effect 4 3 Agility "Avoid"

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Duck And Cover Avoid vs. Traps 3 1 Agility "Avoid"

Escape Artist May escape from shackles 3 1 Wits


You do not have to give one palm sized object to a searcher
Palm Object unless they actually see it 3 1 Agility
Reconnaissance Pre event info 2

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

Firearm May use AfterMath approved "Air-Gun" 2


While unstable, may become stable at any point during the
Luck bleeding out count. 3 2 Any

Quick Escape Resist Slow effect 2 1 Agility "Resist"

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"

Throat Jab Fist Delivered- 'Silence' attack 3 1 Wits "Silence"


May use two dagger sized weapon reps as fists. Must be
Unarmed Combat completely red in color. (Do still take damage if used to block) 2
Waste Walker Allows a discount to upkeep 3

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"

Firearm May use AfterMath approved "Air-Gun" 2


You do not have to give one palm sized object to a searcher
Palm Object unless they actually see it 3 1 Agility
For each purchase you may have 1 more bullet in your hopper
Reload at any one time 1
Search- Magical May search NPCs and certain props for magical components 2

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

Grenadier Allows the user to throw grenades 2


Allows the purchaser to wear one more point of armor, can be
Heavy Armor bought up to a max 2 times to wear 4 points of armor 1
Heavy weapon Allows the use of designated "Heavy Weapons." 2

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Leg Breaker Weapon Delivered- 'Maim' attack 3 1 Willpower "Maim"
For each purchase you may have 1 more bullet in your hopper
Reload at any one time 1

Toughness May be bought up to 2 times, adds one point of vitality 8, 12

May use two dagger sized weapon reps as fists. Must be


Unarmed Combat completely red in color. (Do still take damage if used to block) 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"

Adds a point of armor due to characters ability to dodge and roll


Dexterity Armor with damage, may be bought up to 2 2
May use in place of any attribute for blade skills and cleave.
Can be bought up to 4 times. May not be used for Heightened
Finesse Reflexes. 4

Gentle Grip Resist Disarm Effect 2 1 Agility "Resist"


Grants the user the ability to avoid uncalled bullets and arrows
Heightened Reflexes two times 4 1 Willpower Imbue by Will

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

Contact May collect information before every event 2


Imbue another with a parry that they can only use in your
Defend presence 4 3 Agility "Imbue by Will"
"Imbue
'Employer' by
Will" "Stabilize
Employed Allows Bodyguard to be hired and Stabilize his employer 1 to Employer"

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Endure Resist Agony Effect 3 1 Willpower "Resist"
Impressive Stature Melee Weapon Delivered- Disengage 3 1 Wits "Disengage"

Intimidate Packet Delivered- 'Repel by Will' 2 1 Wits "Repel by Will"


"Imbue
'Employer' by
will, Grant 2
Protect Allows Bodyguard to protect employer better 3 1 Agility Protection"
May use two dagger sized weapon reps as fists. Must be
Unarmed Combat completely red in color. (Do still take damage if used to block) 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

Volley of Arrows Arrow Delivered- 3 x ' 5 Damage' 4 2 Willpower "5 Damage"

Merc 3
Check Condition Allows user to diagnose effects 2
Grenadier This skill allows the user to throw grenades 2

Heavy weapon Allows the use of designated "Heavy Weapons." 2


"Imbue by
Iron Will Can become immune to the fear trait for one fight 3 2 Willpower Inspiration"
Two uses of Melee Weapon Delivered - 3 Damage- Can only be
Softly in the Night called from behind the target or at night 3 1 Agility "3 damage"
Squad Chief Pre Event Info 2
Strength Resist Maim effect 2 1 Brawn "Resist
1 Brawn or
Unstoppable Purge Root- Can break free from root effect 2 Willpower Purge root"

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

Allows The Sharpshooter to take up a defensive position and


Digging In gain protection 3

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"

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Allows the Sharpshooter to improve upon the defenses of
Improved Position Digging In. 2
With this skill the Dug In Sharpshooter can damage and knock "3 Damage and
Knock'em Down down their enemies 2 1 Willpower Slam"

Mental Focus Resist Fear or Confusion Trait 3 1 Willpower "Resist"

Nerve Shot Gun Delivered- 'Agony' 1 1 Willpower "Agony "

Gives the Dug In Sharpshooter that ability to kill with a single


One Shot, One Kill shot. 4 3 Wits "Death"

Paired Pistols May use 2 firearms 4


"Triple 3
Rapid Fire Allows the Dug In Sharpshooter to decimate his enemies faster 2 2 Brawn damage"

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"

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Ambidexterity What the Heck is that? I have no idea, I found
Parrystrike, parrystrike. See, it is not that it over there. Theodore M. Davis
hard, it is a single fluid motion. Cost: 2 CP
Esteban Soldano Purchase: Once
Cost: 2 CP Prerequisite: None
Purchase: Once Type: Event Informational Skills
Prerequisite: Any Weapon Proficiency or Gun Description: Between events the explorer may
Type: Fighting Style attempt to gain knowledge on Old World related
Description: The character is allowed to use a topics. If you have this skill and use it as part of
weapon in the off hand while wielding any one your pre-registration, you might receive
handed weapon in the other. information on the Old World. This skill does not
guarantee information. You cannot use this skill if
Analyze you end an event with a condition that prevents
I repeat, never hit the red button the use of game skills. Short Code AR.
Robert De Crystal
Cost: 2 CP Archery
Purchase: Once Not to bad for a stick and a string, huh?
Prerequisite: None Billy Tell
Type: Prop Interaction Cost: 2 CP
Description: This skill is used to figure out complex Prerequisite: None
machines, and many old world devises. Type: Weapon Skill
Specifically it allows the user to read envelopes Description: Allows the use of an AfterMath
containing the skill name. In many situations this approved Bow.
skill will be needed to handle any unique old tech
artifacts. Short code AL. Assassination
A Blue Rose? No, this cant be! That means he
Animal Scent could be anywhere! You there guard change cloths
Whoa, Hold up, theres something over there with me! Guard? Lord Gezlin Drakel, the Old
George Steele Bloods last words before his guard pointed a gun
Cost: 1 CP at his chest and smiled.
Purchase: Once Cost: 3 CP
Prerequisite: none Purchase: Once
Type: Unique Prerequisite: None
Description: Allows you to detect any creature Type: Combat Skill
with the ANIMAL Trait. This is delivered by Voice, Description: To use this skill the Assassin must
as loud as you wish. first create a written contract with an employer.
Verbal: By Voice, Expose Animal by Will The contact must specifically identify the person
Attribute Cost: 1 Wits who is to be assassinated and some form of
payment must be made. Once this is done the
Arcana assassin is able to deliver a 5 Damage and
Let no man bar my path, for I am the fire and the Stricken. This can be delivered with any melee or
rain, I am the earth and the lightning. Beware. ranged weapon, though it can not be done with a
-Derwyddon packet. It can only be done on the person who the
Cost: 4 CP contract is for or to the person who originally paid
Purchase: Up to four times for the contract, should they break the terms of
Prerequisite: Any one Sorcerer Path of Magic the contract.
Type: Attribute Skill Verbal: 5 Damage and Stricken
Description: This skill gives an amount of points Attribute Cost: 1 Brawn OR 1 Wits
equal to the amount of times the skill is bought.
These points can be used in place of any attribute Banner fighter
for any spell located in the Sorcerer spell list from This banner is the representation of our prowess.
any of the Magical Paths within that focus. This Rally to it and you will be safe in battle! -Wilt
pool refreshes when Essence is used. The Stick Chamberlane
Verbal: None Cost: 2 CP
Attribute Cost: None Purchase: Once
Prerequisite: Ambidexterity
Archaeology Type: Combat

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Description: You may fight with a banner in one Prerequisite: Magic of the Blood
hand and either a melee or gun in the other hand, Type: Attribute Skill
depending on skill. You may block melee with your Description: This skill gives an amount of points
banner while using it one handed and attack with equal to the amount of times the skill is bought.
the banner in the same fashion as a spear. These points can be used in place of any attribute
for any spell located in the Blood Mage Spell list,
Bedside Manner except for Vitality. This pool refreshes when
I understand. Yes, I am sure it will be ok. Uh- Essence is used.
huh, right, oh of course
-John Langdon Down Born to the Waste
Cost: 2 CP Radiation sorcerers? Oh yeah, well they dont
Purchase: Once exactly scare me. Well to be honest, I laugh
Prerequisite: None usually when they point their sticks at me. They
Type: Event Information dont like that, but its fun. Psycho Bob
Description: One of the most valuable tools for a Cost: 2 CP
good doctor is the ability to talk well to their Purchase: Once
patients. And since many of a doctors customers Prerequisite: None
tend to be involved with combat and adventure, he Type: Combat Skill
is in constant contact with a lot of information. To Description: This skill allows the Drifter to resist
use this skill, you must have completed a pre- the Radiation trait.
registration. In it, you should note that this skill is Verbal: Resist
applicable to your character. In the time between Attribute Cost: 1 Willpower
events or right before the next event an
information sheet may be given to you. This will Bulls Eye
provide your character the information that they Oh, I never miss -Benjamin Poindexter
have heard. Cost: 3 CP
Purchase: Once
Blade Dance Prerequisite: Thrown Weapons
So you think youre good? Lets Dance Type: Combat
Marco the Swordfighter Description: Youre deadly accurate when it comes
Cost: 4 CP to throwing weapons. By spending 2 points of
Purchase: Once agility, you may throw an approved thrown
Prerequisite: Melee Weapon weapon for 5 points of damage. The 2 points of
Type: Combat Skill Agility are only used when the blow is landed and
Description: Three swings of 2 damage. However, the target acknowledges the effect though role-
these must be spaced out with two uncalled play or a appropriate defense is called.
attacks that cannot be used as called attacks in Verbal: 5 Damage
any way. The two uncalled attacks must proceed Attribute Cost: 1 Agility
the called attack. This does stack with any melee
weapon based called damage effect. Canine Hybrid
Verbal: 2 Damage Loyal? Maybe. Deadly? Defiantly
Attribute Cost: 1 Wits Sir John Talbot
Cost: 1 CP
Blood Mastery Purchase: Once
This might hurt a bit Robert B Skytower Prerequisite: None
Cost: 1 CP Type: Path
Purchase: Once Description: This gives you access to the transform
Prerequisite: None abilities for this Hybrid.
Type: Path Skill
Description: This skill allows the player access to Catch
all Blood Mage spells. Its all in the reflexes Jack Burton
Verbal: None Cost: 2 CP
Attribute Cost: None Purchase: Once
Prerequisite: Dodge
Blood Potency Type: Combat
Damn how much blood can that guy hold? Description: With incredible reflexes the character
Derek White Wolf Harper is able to catch thrown weapons and arrows
Cost: 4 CP without taking any damage or effects. Although no
Purchase: Up to four times attribute is used, the weapon must actually be

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caught and held for a minimum of 2 seconds, and Purchase: Once
followed by the resist verbal. The weapon must Prerequisite: Melee Weapon
be held on to with some part of your body. You Type: Combat Skill
may deflect or tip a weapon but as soon as that Description: This skill grants the player a weapon
weapon hits anything you are not holding, you delivered Agony.
take the damage effect. Verbal: Agony
Attribute Cost: 1 Brawn
Cat-like Reflexes
I can do it honest Olaf Kolzig Check Condition
Cost: 3 CP Youre right, I am a doctor, but I cant do much
Purchase: Once when his head is gone Theodor Billroth
Prerequisite: None Cost: 2 CP
Type: Prop Interaction Purchase: Once
Description: This skill is usable only in very specific Prerequisite: None
circumstances. At certain times you must Type: Unique
maneuver through obstacles which require balance Description: Many see enough wounds and death
and/or agility, a misstep causing damage or on the battlefield to be able to discern the cause of
another negative effect. This skill allows the player an ailment. To use this skill you touch the recipient
to keep from having any detrimental effects from with a packet and say Diagnose followed by an
stepping/falling off of a module specific physical effect or trait. The recipient responds with a Yes
challenge. To use this skill the player must have at if they are inflicted with the named effect or an
least one foot still touching the edge of the safe effect with the named trait. Otherwise they say
zone. If one foot is not touching that area then nothing. For specifics on what can be diagnosed,
this skill will not work and the player must take the please see 2.11.6 Diagnose.
effect. When this skill is used the player calls out
Avoid and must step back to the safe zone their Clarity
free foot is touching. This skill is not meant to test And for some, there is only peace
module effects and is meant to be used to assist Robert The Forsaken Ciccolini
the player when they loose their footing. Cost: 4 CP
Purchase: Once
Center Mass Prerequisite: None
If all else fails, just aim for center mass and pull Type: Combat
the trigger till it stops makin noise. -Dan Fosbury Description: This skill allows you to resist any
Cost: 4 CP attack with a Mental Trait, (i.e. Will, Fear,
Purchase: Once Confusion or Inspiration, Presence, Despair,
Prerequisite: Firearm Trance) by paying the attribute cost and saying
Type: Combat Resist.
Description: The shooter has learned how to aim Verbal: Resist
for the most vital organs in the torso, quickly Attribute Cost: 1 Willpower
dispatching her foes, usually with one shot.
Attribute Cost: 2 Agility Cleanse the Soul
Verbal: 10 damage Emmmnow that is what I call refreshing
-Jacob Colon
Charisma Cost: 3 CP
Were the cult of personality, the cult of Prerequisite: Console the Spirit
personality Living Colour Type: Combat
Cost: 4 CP Description: Cures ALL magic trait effects on the
Purchase: Multiple character. You must spend 30 seconds of
Prerequisite: None uninterrupted role-play concentrating, straining, or
Type: Combat meditating before this skill is used.
Description: Each time this skill is bought, you Verbal: Cure Magic by Will
gain One War Point which you may use in place of Attribute Cost: 1 Willpower
a Attribute for War Rituals ONLY. You may buy this
up to four times. These points are refreshed when Clear the Zone
Essence is used to reset attributes. Back dogs!! BACK!! Yeen
Cost: 4 CP
Cheap Shot Purchase: Once
Ouch that Hurt! -Dartigan Prerequisite: Shield or 2 Handed Weapon skill
Cost: 3 CP Type: Combat Skill

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Description: To use this skill you must have a Purchase: Once
shield or two handed weapon in your hand, then Prerequisite: Spirit Guide
the Blade is able to call Disengage and Slam. Type: Event Information
Verbal: Disengage and Slam Description: To use this Skill you must turn in a
Attribute Cost: 2 Brawn pre-registration specifying you have this skill and
intend to use it. If you do you MAY receive pre-
Cleave game information at the next event. This does NOT
WowI didnt know blood could fly that far guarantee information, and may not be used if you
-Rodia end an event with a condition that prevents it. (I.e.
Cost: 3 CP Permanent Drain)
Purchase: Multiple
Prerequisite: Any Weapon Proficiency Concentration
Type: Combat What was that you said? I wasnt paying
Description: Sometimes time is not on your side, attention- Bob Clayton
and the ability to quickly dispatch an enemy Cost: 4 CP
becomes necessary. With a little training, one can Purchase: Multiple
learn to focus their energy on a single, devastating Prerequisite: None
swing, causing severe trauma. With this skill you Type: Attribute
can spend two points of brawn and call out 5 Description: This skill, for each time bought, gives
damage on your next swing. If the blow lands the character a additional attribute to use in place
and the target does not acknowledge the strike of any other attribute for use with Psionics. This
through role-play no brawn points are spent. may be bought up to a maximum of 4 times.
Verbal: 5 Damage
Attribute Cost: 1 Brawn Confession
Forgive me Ar-el for I have sinned
Combat Casting -Brother Justin
You know, sometimes its good to have a weapon Cost: 3 CP
Jody Hart Purchase: Once
Cost: 2 CP Prerequisite: none
Purchase: Once Type: Attribute Skill
Prerequisite: Staff Skill Stat 2 Willpower
Type: Combat Skill Description: This skill has two functions, one is
Description: This skill allows the player to cast bringing new people into the Priests religion and
while holding a staff in their off hand. They may the second is to help those of the faith and
only cast Sorcerer spells in this way. invigorate them. The first part is to bring new
Verbal: None people into the religion by granting them the
Attribute Cost: None Priests Power trait (Genshi, Ar-el, Tormen). This
is done by taking the person into a private area
Combo and doing at least 5 minutes of roleplay. At the
It takes a quick punch to the solar plexus, then a end the roleplay, if the Priest feels that the
knee in the groan followed by roundhouse, that individual is truly dedicated to the Power they will
should do the job. Sacka Yawea be given the Powers Trait, to do this the Priest will
Cost: 2 CP touch the individual and say Permanent Imbue
Purchase: Once <Power> by Faith. Note that each of the Powers
Prerequisite: Unarmed Combat traits are unique, you can not have more then one
Type: Combat Skill of them (unless plot specifically directed). So a
Description: This skill grants the player two follower of Ar-el can not have the Genshi trait as
consecutive fist delivered 3 Damage attacks. well the Ar-el trait. Also if someone gains a Powers
Each swing must be done within 5 seconds of the traits but does something to dishonor that power,
other. This can only be done with fists and not its possible the Priest who granted the traitcould
with any other melee weapon. The target does not receive curses from their Power A priest should be
have to be the same one. mindful of this before making followers.
Verbal: 3 Damage
Attribute Cost: 1 Agility The second ability will let the Priest take 1 min of
role-play talking to a person in private. Though
Commune with the Spirits this is called confession your role-play is up to you.
So hows the forest this week my friend At the end of the Confession you may refresh 1
The Porcelain Goddess Essence to your target. This will only work on
Cost: 2 CP those who follow your Power. The call is Refresh

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Essence to <Power> by Faith. This may only be Description: Once the contracted target is
used on a person once per event. IE two priest can incapacitated the assassins ultimate technique,
not empower the same person more then once. and the thing that makes them the most scary, is
their ability to keep the target down for good.
Console the Spirit Using this skill the assassin must strike the
Calm your spirit my child, I will ease your pain incapacitated enemy with a melee weapon and call
Archibald Graham Death by Weapon. Here is the tricky thing
Cost: 3 CP though. Many targets that may appear to be down
Purchase: Once are faking it in the hopes that the assassin will
Prerequisite: None leave. Sadly if they are playing possum this skill
Type: Combat will affect them too unless they have a way to
Description: You may Stabilize a person with Ten defend against it. This skill can also be used
Seconds of role-play and spending the attribute. against the person whom you made the contract
Verbal: Stabilize by Will with if they break the contract. They must still be
Attribute Cost: 1 ANY incapacitated.
Verbal: Death by Weapon
Contact Attribute Cost: None
Hey, I know this guy, who knows this other guy,
who worked with a guy that probably can help you Create Elemental Staff
with that little problem you got Summon the stars my child, harness the sun,
Ellie Arroway command the sea, conquer the earth, and the
Cost: 2 CP world will be yours. Adam Maplestory Marcotte
Purchase: Once Cost: 2 CP
Prerequisite: None Purchase: Once
Type: Event Information Prerequisite: Combat Casting
Description: The character knows someone who, Type: Unique Skill
for some reason, always can find what they need, Description: This skill allows the player to create
or constantly comes across that valuable an Elemental Staff after one of the six Sorcerer
information that they have been looking for. Of elements- Air, Earth, Fire, Force, Radiation, and
course nothings free, thank goodness for his Water. The physrep of the staff must clearly
friend discount. To use this skill you must have represent the type of element it is portraying.
completed a pre-registration. In it, you should More then one staff can be created and used with
note that this skill is applicable to your character. this skill as long as the next staff clearly represents
In the time between events or right before the only one of the elements. While in the hands of
next event an information sheet may be given to the Sorcerer with this skill the staff is considered
you. This will provide your character the Immune to Destroy. No imbue or effect cards are
information that your contact has obtained. needed since it only works on the Sorcerer.
Verbal: None
Controlling the Beast Attribute Cost: None
Easy my friend, easy Marc Singer
Cost: 2 CP Crushing Blow
Purchase: Once Cost: 2 CP
Prerequisite: none Purchase: Once
Type: Combat Prerequisite: Power behind the Swing
Description: When struck by an attack with the Type: Combat
FRENZY effect, you may call resist to ignore that Description: Using a two-handed weapon you can
one attack. strike an opponent's melee weapon and call Slam
Verbal: Resist and Weakness" to knock them down. This throws
Attribute Cost: 1 Willpower you off balance as well. You must step back after
using this skill and you cannot advance on that
Coup De Grace opponent for 3 seconds.
Sometimes it is best to make sure your target is Verbal: Slam and Weakness
down. After all if you do not you are not finishing Attribute Cost: 1 Brawn
your contract! -Vincent Van Buren
Cost: 2 CP Customer Service
Purchase: Once Come back and see us -Anonymous
Prerequisite: Assassination Cost: 2 CP
Type: Combat Skill Purchase: Once
Prerequisite: None

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Type: Event Information required with the recipient (Contract negotiating,
Description: Its always a good idea to be nice to planning strategy, etc.), after which the verbal is
your customers. First, because they may find called and the imbue card given to the target. The
another place to shop, but also a friendly customer skill grants the target the ability to parry one
talks a lot more. To use this skill you must have melee weapon delivered attack. To use the parry,
completed a pre-registration. In it, you should the character must be within 10 feet of the skill
note that this skill is applicable to your character. possessor, and neither character may be
In the time between events or right before the unconscious, rooted, shackled or under any other
next event an information sheet may be given to effect that hinders movement. The recipient
you. This will provide your character the however is not required to have a weapon in hand.
information that they have heard. 3 points of Agility are subtracted from the imbuing
character upon handing card to the recipient.
Death From Afar Attribute Cost: 3 Agility
This may hurt a little Broken Steel Verbal: Grant Defense, Parry
Cost: 4 CP
Purchase: Once Defensive Instinct
Prerequisite: Thrown Weapon or Bow Man, that boy is fast! Johnson Michael
Type: Combat Cost: 3 CP
Description: Any good assassin knows that it is Purchase: Once
better to not be near your target when they fall Prerequisite: Melee Weapon
down. This skill allows the character to deliver Type: Combat Skill
one lethal blow with a Bow or Thrown Weapon. Description: This skill allows the player to parry
The 2 points of Agility are only used when the blow any non bullet, weapon delivered attack. This can
is landed and the target acknowledges the effect be used against archery and darts. When this skill
though role-play or an appropriate defense is is used the player must call Parry. A melee
called. weapon must be in the players hand to use this
Verbal: 10 Damage skill.
Attribute Cost: 2 Agility Verbal: Parry
Attribute Cost: 2 Agility
Decipher Script
You see those symbols there? They speak more Defensive Stance
to me than just the pictures that they make to the When someone will not move, sometimes you
naked eye. -Rosetta must force them. -Zing Wai Quong, Student,
Cost: 2 CP Philosopher, and Monk.
Purchase: Once Cost: 2 CP
Prerequisite: none Purchase: Once
Type: Prop Interaction Prerequisite: Martial Arts
Description: This skill allows the user to see the Type: Combat
message hidden within the odd writings. Unlike Description: This gives you the ability to perform a
other prop interaction skills this one will allow Disengage while using Martial Arts.
Players to try to decipher a code that is otherwise Verbal: Disengage
unbreakable. It will sometimes allow the user to Attribute Cost: 1 Wits
be given keys to what letters match what symbols
or a hint at which you can use to try to decode the Demolitions
writings given. Short Code DS. There are always two way to disarm a trap, I, for
one, prefer the correct way. -Sniffer
Defend Cost: 3 CP
So, I guess its time to go to work. Purchase: Once
-John Shaw Billings Prerequisite: None
Cost: 4 CP Type: Prop Interaction
Purchase: Once Description: As with the pick locks skill, this skill
Prerequisite: None does not guarantee success. It merely gives the
Type: Combat character the ability to attempt the skill. This skill
Description: The main job of a bodyguard is to gives the character the ability to set and disarm
protect another from possible harm. That being prop traps as detailed under the traps section of
said, this skill is the key focus for any such that the core rules.
wishes to be successful. To use it, the character
must first fill out a imbue card explaining the Derringer
effects of the skill. Then 1 minute of role-play is

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I see you have a peashooter there. I am Type: Combat
SOOOOO Scar. . . Billy Rupert, R.I.P. Description: While it is nice to be able to take a lot
Cost: 2 CP of damage, its always better just to get out of the
Purchase: Once way. With this skill the character has the ability to
Prerequisite: None avoid nearly any attack. 3 points of agility are
Type: Weapon Proficiency used to cancel the effects of any weapon, bullet, or
Description: With the skill you gain the ability to packet delivered strike.
use a single shot AfterMath approved Nerf Verbal: Avoid
Blasters. The weapon in question must hold only a Attribute Cost: 3 Agility
single round and need to be re-cocked and
reloaded in between shots. This may never be Dont Rush This
intentionally dry fired. Stop, Collaborate, and Listen.
Gabriel the Soulless
Dexterity Armor Cost: 1 CP
First rule in combatdont get hit Purchase: Once
-Grand Master Lao Chin Prerequisite: Digging In
Cost: 2 CP Type: Combat Skill
Purchase: Twice Description: This skill can only be used when Dug
Prerequisite: None In. It allows for a packet delivered
Type: Combat Repel by Fear.
Description: This represents the characters ability Verbal: Repel by Fear
to roll with a punch, dodge, and or parry blows Attribute Cost: 1 Willpower
delivered to them while in combat. You may not
wear any physical armor while this skill is active. War Rituals
Even if the physical armor is destroyed, has no Is their any way to turn to volume down on that
armor points, or is not being used, it must be Unknown suddenly awake person
removed prior to activating the dexterity armor. Cost: 1 CP
After it is breached, you must be fully healed and Purchase: Once
spend 1 minute of role-play (stretching out Prerequisite: None
muscles, massaging bruises, or doing warm-up Type: Path
exercises) to refresh the armor points. Description: This skill gives you access to the War
Ritual spell list.
Digging In
Hold this line! Duck and Cover
Cost: 3 CP If youre listening careful enough, you can always
Purchase: Once hear the slight click of the pin on a landmine. You
Prerequisite: Firearms can use this to your benefit, adding about a half a
Type: Combat Skill second to your reaction time. But, of course, you
Description: This skill allows the player to now only can only miss once.
take 1 point of damage from uncalled bullet -Pvt. 1st Class, Leonard Maltoy
attacks. These will still drop you to unstable. To Cost: 3 CP
use this skill you must take a knee, lay prone, or Purchase: Once
assume a seated position then spend fifteen Prerequisite: Demolitions
seconds of role-play creating a good firing position, Type: Combat
such as preparing the area and checking your gun. Description: By using this skill and 1 point of
You must have a firearm/Derringer/Heavy weapon Agility, you can avoid the effects of one trap
in at least one hand. While you are dug in you are Verbal: Avoid
free to rotate in a circle but any movement that Attribute Cost: 1 Agility
takes you out of your dug in position will end the
effect, including going unconscious. Employed
Verbal: None You sir, work for me now! Yeen
Attribute Cost: None Cost: 1 CP
Purchase: Once
Dodge Prerequisite: None
Theres no way I missed him, that shot was Type: Special Skill
perfect. -Adam Macheart Description: A Body Guard is nothing without his
Cost: 5 CP employer. To use this skill the Body Guard and
Purchase: Once Employer must create a written contract outlining
Prerequisite: None the duties and expectations of the Body Guard. It

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must be signed by the Employer and the Body Type: Production
Guard. Once this has been created the Body Guard Description: This is the life blood of a fixer,
is able to touch the Employer with a packet and building toys. Different gadgets can require all
call Imbue Employer by Will. This will give the different kinds of components, and these should be
Employer the Employer trait, no imbue card is turned in before the event along with the blueprint
needed since its only giving them an additional (youll get this back). In addition, a physical
trait. This will only last the event, and must be representation of the object must be made (needs
redone again at the beginning of each event. This to be similar to the blueprint). If the rep is
will give the Bodyguard a pool of five Stabilize to acceptable and everything else is in order you will
Employer by Will that resets when Essence is be allowed to use the new item. For known
refreshed. blueprints please see the Production section
Verbal: Imbue Employer by Will
Stabilize to Employer by Will Equinox
Attribute Cost: None For every season, turn, turn, turn. The Byrd
Cost: 4 CP
E.M.T (Paramedic Procedures) Purchase: up to four
Feel free to play doctor with me anytime boys Prerequisite: Open the Inner Path
-Lady Bug Type: Attribute Skill
Cost: 2 CP Description: May be used to substitute for any stat
Purchase: Once cost for Pathwalker spells.
Prerequisite: Check Condition
Type: Path Escape Artist
Description: This skill opens the path of paramedic What the? He was here I promise. I had him tied
procedures to the character. As with all paths the up right frigging here!
skills must be purchased in a pyramid. This skill Carmine The Noose Landers
allows the character to use a medical kit. The Cost: 3 CP
medical kit has its own set of attributes and can be Purchase: Once
refreshed by using components. For each point Prerequisite: None
you wish to refresh, the component cost is 1 plant, Type: Prop Interaction
1 animal, or 1 mineral. To get the medical kit Description: You may spend 1 point of Wits and 1
refreshed you must bring your medical kit to a minute of role-play manipulating rope or shackle
fixer (logistics) to be refreshed along with the bindings to free yourself. Unless you have this skill
components. you may not free yourself from shackles, ropes,
etc. without assistance. You must remove the
Endure entire phys rep and leave it in the location where
If you think about it, pain is just something your you used this ability i.e. you may not free yourself
brain made up. It takes a little practice, but you and carry the prop with you to disguise the fact
can actually learn to control it. Eventually youll that you have escaped. The attempt to slip bonds
be able to ignore it altogether is negated if either the one-minute count is
-Pvt. 1st Class, Leonard Maltoy interrupted or another person touches the bonds'
Cost: 3 CP phys rep. If the attempt to slip bonds fails the
Purchase: Once attribute point is wasted.
Prerequisite: None
Type: Combat Feline Hybrid
Description: The bodyguard is usually privy to very Meow Michelle Fiffer
sensitive material. As such, they must learn to Cost: 1 CP
keep their mouth shut, even under extreme Purchase: Once
duress. By spending one point of wits, the Prerequisite: None
character may resist an attack with the agony Type: Path
effect. Description: This gives you access to the transform
Attribute Cost: 1 Wits abilities for this Hybrid.
Verbal: Resist
Finesse
Engineer It takes hard work to get this good.
What are you building now Jack? Can I see? Igor Allan Rodgers
-Small child Cost: 4 CP
Cost: 3 CP Purchase: Up to four times
Purchase: Multiple Prerequisite: Razor Sharp
Prerequisite: Analyze Type: Attribute Skill

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Description: This skill gives an amount of points Hallback Chevelle
equal to the amount of times the skill is bought. Cost: 3 CP
These points can be used in place of any attribute Purchase: Once
for Blade skills and Cleave. However, this may not Prerequisite: Martial Arts
be used for Heightened Reflexes. This pool Type: Combat
refreshes when Essence is used. Description: This skill adds one extra point of
Verbal: None damage to all called claw and fists attacks but not
Attribute Cost: None to melee weapons. This is a permanent effect and
does not take attributes to use. This will only work
Firearms on called damage.
So you got a gun, thats great can you use it? Verbal: None
-Jake Carter A.K.A. The Saint Attribute Cost: None
Cost: 2 CP
Purchase: Once Focus Stone
Prerequisite: Derringer Focus my son, focus A psychic from a mall
Type: Weapon Proficiency Cost: 2 CP
Description: As your character, you may use a Purchase: Once
AfterMath approved air gun. With this skill alone Prerequisite: None
you may have a maximum of 6 Nerf foam bullets Type: Unique
(See Gun Rules) in the guns hopper at any one Description: With this skill, any Psionic can use
time. This may never intentionally be dry fired. their abilities with only one free hand. On them,
More information on firearms can be found in the the Psionic must have a stone of some kind, which
Guns section in this Rulebook. helps their concentration.

First Aid Fortitude


Bandage that one up and stop the bleeding, give I aint got time to bleed Pred Ventura
that one a tranq stat, set his leg in place, and Cost: 3 CP
throw this one out back. We need to save the Purchase: Once
beds for the ones that will survive. Now quit your Prerequisite: None
cryin and pull yourself together. Youre on the Type: Combat
front lines now honey -Jessica Blalock Description: You have the strength to carry on the
Cost: 2 CP fight despite personal injury. So long as you are
Purchase: Once conscious you may spend three seconds of role-
Prerequisite: None playing - wiping blood from your face, clearing
Type Unique Skill your head or similar actions - to shrug off your
Description: Courage in battle is common; courage wounds. You must exhaust a point of brawn to
after battle is extraordinary. You can administer heal two points of Vitality. This skill will not heal or
medicines and bandage wounds to prevent cure any effects other than damage. This skill may
someone from dying of blood loss or to cure a not be used to heal others.
maimed limb. When you begin to use this skill you Verbal: Heal two by Will
must call First Aid and role-play the appropriate Attribute Cost: 1 Brawn
actions. If you are attempting to cure a maimed
limb, after the thirty seconds of role-play is Gentle Grip
complete, you must use the Cure Maim by Medic You must hold it like you were caressing your
verbal. If you are attempting to stabilize an lovers hand, gentle enough not to damage it but
unstable character, then after one minute of role- firm enough that she can never get away.
play you must call, Stabilize by Medic. You may -Brandon Smooth Hands Macheart
not stabilize a character and cure a maim effect at Cost: 2 CP
the same time; you must spend thirty seconds to Purchase: Once
cure each individual maimed limb. If the one Prerequisite: None
minute of role-play is interrupted for any reason Type: Combat Skill
you must start the skill all over again. The result Description: This skill allows the player to resist
of the first aid skill cannot be known until the one one disarm effect delivered by any trait.
minute of role-play is concluded. Verbal: Resist
Verbal: First Aid Stabilize by Medic or First Attribute Cost: 1 Agility
Aid Cure Maim by Medic
Gift of the Old World
Fist of Steel What wonderful gifts they have left us.
Stay away from her left, its deadly -Brother Justin

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Cost: 1 CP Verbal: Imbue by <trait>, 1 Damage by <trait>
Purchase: Once Trait= Air, Earth, Fire, Force, Radiation, and
Prerequisite: None Water.
Type: Path Skill Attribute Cost: 1 Any
Description: This skill allows the player access to
all Force Sorcerer spells. Heavy Armor
Verbal: None Get that flak jacket on boy, I aint gonna have
Attribute Cost: None you dyin on me today -Mercy Graysod
Cost: 1 CP
Gift of the New World Purchase: Twice
You know I saw a Goriyani once that was immune Prerequisite: Light Armor
to my spells, so I shot him. Type: Combat
Victor Bon Doom Description: To effectively wear heavier types of
Cost: 1 CP armor, you must learn to do common things a little
Purchase: Once differently. Walking, jumping, swimming, dodging,
Prerequisite: None and other normal movements have to be relearned
Type: Path Skill so you dont hurt yourself or misadjust the armor.
Description: This skill allows the player access to For each purchase of this skill you may wear an
all Radiation Sorcerer spells. extra point of armor, up to a maximum of four.
Verbal: None This is Physical armor. For more detailed rules on
Attribute Cost: None armor, please note the armor rules (2.15).

Grenadier Heavy weapons


Here, hold this. Cidalpho the Great Pistols are nice, swords are nice, but to me, there
Cost: 2 CP is nothing better than that last look of shock when
Purchase: Once a rocket hits someone.
Prerequisite: None Troy Gun Bunny McCarty
Type: Combat Skill Cost 2 CP
Description: This skill allows the player to throw Purchase: Once
grenades. Grenades are thrown weapons that must Prerequisite: None
be made entirely out of foam, or follow the thrown Type: Combat
weapon rules. To throw a grenade a Grenadier Description: With this skill you can use automatic
role-plays for three seconds pulling the pin then weapons and rocket launchers. The user must
throwing the grenade at the target. Grenades take a knee when firing to steady themselves.
typically only affect the person it hits.

Harness the Elements


Crackling Energy; Death with a Smile Heightened Reflexes
Harold Kevin Bruning the II You will find it is easier to deal with guns when
Cost: 2 CP you can side-step the bullets.
Purchase: Once Anderson Thomas
Prerequisite: Elemental Staff Cost: 4 CP
Type: Combat Skill Purchase: Once
Description: This skill grants the Sorcerer unlimited Prerequisite: None
1 Damage by <trait>. This effect requires the Type: Combat
Elemental Staff that represent the same trait that Description: This skill allows the user to spend 1
is being used with this skill (only a Radiation point of Will and Imbue Self with the ability to
Elemental Staff can be used to call 1 Damage by avoid uncalled bullets and arrows only. To do this
Radiation. No magical boosts can be added to this the user must concentrate for 5 Seconds and then
skill, it will only do a max of 1 Damage. To use call Imbue by will. The user then can call Elude
this skill, the Sorcerer must spend any one (Bullet or Arrow) against uncalled bullet or arrow
attribute point and call Imbue by <trait> and two times. These Eludes are lost when Essence is
from that point on they can call unlimited 1 used to reset, death, or the end of the event.
Damage by <trait>. Where <trait> is, one of the Verbal: Imbue by Will
six Sorcerer Elemental effects must be chosen- Air, Attribute Cost: 1 Will
Earth, Fire, Force, Radiation, and Water. This skill
ends when the caster dies, uses a point of Essence Heart of the Mountain
to refresh attributes, or the event ends. Man thats a big rock, I betcha it hurt. -Utah
Cost: 1 CP

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Purchase: Once You dont want none of this, boy.
Prerequisite: None -Cannon Rick Abbot
Type: Path Skill Cost: 3 CP
Description: This skill allows the player access to Purchase: Once
all Earth Sorcerer spells. Prerequisite: None
Verbal: None Type: Combat
Attribute Cost: None Description: As a bodyguard, its always helpful to
make opponents second-guess themselves. A
Heart of the Sea quick growl or over-confident look can do just that.
This aint no water gun sonny. By expending 1 Wits the character can cause all
Lonnie Johnson those around to take an immediate step away.
Cost: 1 CP Attribute Cost: 1 Wits
Purchase: Once Verbal: Disengage
Prerequisite: None
Type: Path Skill Improved Position
Description: This skill allows the player access to No fatty, that is not how you do it. Watch, if you
all Water Sorcerer spells. stand BEHIND the sand bag you wont get shot.
Verbal: None Kids these days! Old Man Scotty
Attribute Cost: None Cost: 2 CP
Purchase: Once
Heart of the Storm Prerequisite: Digging In
And there was a hurricane that left no man or Type: Combat Skill
woman, no child, no animal untouched. For all the Description: This skill makes it so while dug in, any
lives of the village felt the backlash from those called damage delivered with a Bow, Derringer,
failed experiments to control the sky. Nick Tesla Firearm, or Heavy weapon will now make you
Cost: 1 CP stable while Dug In. It is still considered called
Purchase: Once damage for defenses that can be used against it.
Prerequisite: None Verbal: None
Type: Path Skill Attribute Cost: None
Description: This skill allows the player access to
all Air Sorcerer spells. Improved Unarmed Combat
Verbal: None He continued hitting the steel drum, his hands
Attribute Cost: None bandaged and bleeding, until he could no longer
throw a punch- Arthur Knox, Writer
Heart of the Sun Cost: 4 CP
Is it hot? Or is it just me? Purchase: Once
Brandon Smooth Hands Macheart Prerequisite: None
Cost: 1 CP Type: Weapon
Purchase: Once Description: This skill allows the buyer to use two
Prerequisite: None 26-34 inch weapons as fists. The most
Type: Path Skill important thing to remember when using these is
Description: This skill allows the player access to SAFTEY. Although difficult, anyone using this skill
all Fire Sorcerer spells. will be expected to remain at a reasonable distance
Verbal: None from other combatants (i.e. this skill is not a
Attribute Cost: None reason to charge). The weapons used as props for
fists must be colored entirely red, and may have
Holding Ground a foam basket hilt. As the weapons are basically
They try to use all their fancy moves on me, but it hands they cannot be disarmed or destroyed. With
never works. this skill alone weapon blows can be parried,
Cost: 1 CP damage is not taken as if a valid target had been
Purchase: Once hit. Any destroy weapon attack is taken as a maim
Prerequisite: None limb.
Type: Combat Skill
Description: This skill allows the Blade to resist a Informant
Disengage effect. psstYou got anything for me today
Verbal: Resist Overheard from a drug dealer
Attribute Cost: 1 Willpower Cost: 2 CP
Purchase: Once
Impressive Stature Prerequisite: None

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Type: Event Information Attribute Cost: 1 Agility
Description: Everyone could use someone on the
inside, but only a few actually have one. To use Leg Breaker
this skill you must have completed a pre- Ouch, thats my leg?!?! Man, did you have to say
registration. In it, you should note that this skill is something so lame. Erik Peg Leg Mcgee
applicable to your character. In the time between Cost: 3 CP
events or right before the next event an Purchase: Once
information sheet may be given to you. This will Prerequisite: Melee Weapon
provide your character the information that they Type: Combat Skill
have gathered. Description: This skill grants the player a weapon
delivered Maim.
Intimidate Verbal: Maim
I have no idea what hes saying but I dont want Attribute Cost: 1 Willpower
to go near him -Mikael
Cost: 2 CP Leveraged Block
Purchase: Once Cost: 2 CP
Prerequisite: Intimidate Purchase: Once
Type: Combat Pre-Requisite: One Handed Block
Description: Sometimes its is preferred to scare an Type: Combat
enemy rather than fight them. With this skill the Description: If you are using a two handed weapon
character has the ability to make a target so afraid and one of your arms is affected by a Maim effect
that they will avoid the character at all possible you can still block incoming attacks as long as your
costs. The character must first call out a reason other arm can still function. You cannot attack, but
the target should be scared, say the verbal for this you can block incoming attacks and use game
skill, then throw a packet. If the packet hits, and skills that allow you to call out a Defense and
the target acknowledges the hit through role-play, require you to be using a weapon. You must call
two points of wits are expended. out "Reduce" then the Maim strikes you. The ability
Attribute Cost: 2 Wits to block ends if you take another Maim to the
Verbal: Repel by fear same arm and you cannot use this skill again until
that Maim is cured.
Iron Will
Orders dont have to make sense, sometimes you Light Armor
just have to suck it up and get smoked for the If you're going to go out there at least grab that
team -Capt. Rob Vincent (Blackwood Resistance leather. I dont what to have to clean up too much
Force) of your blood -Doc. Jay Fitz
Cost: 3 CP Cost: 1 CP
Purchase: Once Purchase: Twice
Prerequisite: None Prerequisite: None
Type: Combat Type: Combat Skill
Description: A mercenary must learn to face death Description: With this skill, you gain the ability to
when needed to get the job done. By spending wear one point of physical armor. Armor points
one minute before a battle, psyching their self up, are the first to go when you take damage, and can
the character may spend 2 points of Willpower to be fully repaired by anyone with the appropriate
become immune to any effect with the fear trait for skill. It is required that the armor be actually
the duration of the battle. worn. For more detailed rules on armor, please
Verbal: No Effect note the armor rules (2.15).
Attribute Cost: 2 Willpower
Luck
Knockem Down Dont worry, I can survive anything. The
Go for the kneecaps that will slow them down! unnamed Drifter who finally died of old age.
Buzz while being assaulted by several Slugs. Cost: 3 CP
Cost: 2 CP Purchase: Once
Purchase: Once Prerequisite: None
Prerequisite: Digging In Type: Combat Skill
Type: Combat Skill Description: When a drifter is hurt, all it takes is a
Description: This skill can only be used when Dug little luck to stay alive. To use this skill the Drifter
In. It allows for a bullet delivered 3 must be in an unstable state. They can spend two
Damage and Slam. attributes of any type and instantly become stable.
Verbal: 3 Damage and Slam This may be done at any point during the bleed out

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count. If, after using this skill, they are rendered Eventually youll learn to block everything else
unstable again before becoming conscious they are out, only you and your target will be in focus, like
Out of Luck and are unable to reuse this skill. a kind of meditation -Shiver, The Ice queen
Verbal: None Cost: 3 CP
Attribute Cost: 2 Any Purchase: Once
Prerequisite: None
Martial Arts Philosophies Type: Combat
Like the waves of the ocean, calm, yet Description: You must train the mind as well as the
devastating. -Quin Zi Jin, Monk, Teacher, body. With the expenditure of one willpower point
Philosopher, and Chemist. you may resist any effect with the fear or
Discipline: Martial Arts confusion trait.
Cost: 1 CP Attribute Cost: 1 Willpower
Purchase: Multiple Verbal: Resist
Prerequisite: None
Type: Path Mind Of No Mind
Description: Each Philosophy must be bought It is bad when one thing becomes two. One
separately, and gives access to the Martial Arts should not look for anything else in the Way of the
spells in each Philosophy. The available Samurai. It is the same for anything that is called
philosophies are Falling Star, Fierce Eagle, Patient a Way. If one understands things in this manner,
Spider, and Shifting Sand. he should be able to hear about all ways and be
more and more in accord with his own.
Mask of the Warrior Ghost Dog
Whats that crap on your face, you look like a Cost: 4 CP
clown or something James Fenimore Cooper Purchase: Multiple
Cost: 3 CP Prerequisite: None
Purchase: Multiple Type: Attribute Skill
Prerequisite: None Description: This skill creates a pool of points that
Type: Path are used power to power Philosophy spells. The
Description: This is a Production Skill. You may buy first time it is bought it gives FOUR Trancer points,
it up to FIVE times. Each time you buy this skill it each time after it adds TWO points to the pool. It
grants you access to the next level of War Paint. may only be bought a number of times equal to
For more information see the Production Section of your Willpower Attribute. This pool refreshes when
this book. Essence is used.

Melee Weapon Proficiency Mind Over Body Dedication


Bullets or blades, its really a question of taste. Even if one's head were to be suddenly cut off, he
Sure, guns got the range, but they jam up, run out should be able to do one more action with
of ammo, and are louder than hell. Plus theres a certainty. With martial valor, if one becomes like a
certain finesse to the sword, I cant really explain revengeful ghost and shows great determination,
it, but its kind of like a dance, pure, graceful, and though his head is cut off, he should not die.
deadly -Razor Jackson Ghost Dog
Cost: 2 CP Cost: 1 CP
Purchase: Twice Purchase: Once
Prerequisite: None Prerequisite: None
Type: Weapon Proficiency Type: Path
Description: Although guns do exist, they have a Description: This path is the mastery of ones own
tendency to be unreliable an expensive to body and allows you to buy spells under this
maintain. Being able to effectively use a melee header.
weapon is a staple for most warriors and highly
advised for everyone else who wishes to survive. Nerve Shot
Each time this skill is purchased a new type of Dont worry, youll live, itll just hurt like hell
weapon may be used. The two types of weapons Often said by The Peacekeepers
are one handed weapons and two handed Cost: 1 CP
weapons. One handed weapons includes spears Purchase: Once
and two handed weapons includes staves and Prerequisite: Firearms
glaives. Type: Combat
Description: With this skill the sharpshooter has
Mental Focus learned how to shoot her target to cause the
utmost amount of pain, while leaving them

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relatively undamaged. This is especially useful Goodnight ladies and gentlemen, see you
when trying to pull others from their cover as they tomorrow. - Hal Johns, host of Fight Night
attempt to rescue their friend. Cost: 3 CP
Attribute Cost: 1 Willpower Purchase: Once
Verbal: Agony Prerequisite: None
Type: Combat
One Armed Monkey Style Description: To use this skill you must be able to
How do you get a one armed monkey down from see both of the victims shoulders, and strike them
a tree? You wave at him. in the back; this is defined by any area between
Joel Eleven Toes Roberts the shoulder blades of the target. On a successful
Cost: 2 CP attack the target will fall unconscious to the ground
Purchase: Once within seconds. This skill works with any approved
Prerequisite: None melee weapon. 1 point of agility is used if the
Type: Combat attack is successful and the target acknowledges it
Description: With this skill the Martial Artist is able through role-play or a proper defense is called out.
to use only a single "Fist," while the other hand Verbal: Stun
may be used for Thrown Weapons, Grenades, Attribute Cost: 1 Agility
Spells, and Psionics. Any other weapons cause the
Martial Artist to lose their trance. Paired Pistols
Because shooting lots of bullets is fun.
One Handed Block -John Woo
Cost: 2 CP Cost: 4 CP
Purchase: Once Purchase: Once
Pre-Requisite: Two Handed Weapon, or Staff Prerequisite: Firearms, Ambidexterity
Type: Combat Type: Fighting Style
Description: You are able to block one handed with Description: Commonly referred to as slinger
a Two Handed Weapon for up to three swings, style this style of combat exemplifies the idea that
after that you must put both hands on the weapon more bullets = more kills. Whether or not this is
for the next swing. true is hard to tell, but it defiantly has its
advantages. With this skill a character may use a
One Shot, One Kill gun in each hand, at the same time (yes, John
I dont think you have fully realized the situation. Woo style).
I can see that your friends are going to shoot me,
but YOURE not going to make it out of here alive. Palm Object
You might want to ask them to stand down. What? Where did it go? I know he just had it!
Camrion Vel -Larry One Eye Jenkins
Cost: 4 CP Cost: 3 CP
Purchase: Once Purchase: Once
Prerequisite: Derringer Prerequisite: None
Type: Combat Skill Type: Prop Interaction
Description: This gives the Sharpshooter the ability Description: This skill allows you to exhaust one
to do a bullet delivered Death while they are point of Agility to hide one item for five minutes on
using the skill Dug In. your person. The item cannot be in plain sight. If
Verbal: Death you are searched you do not have to reveal the
Attribute Cost: 3 Wits presence of the item. If the item is actually spotted
by someone, however, this skill fails. The skill will
Open The Inner Path work for five minutes even if you are killed during
First, you must understand yourself before you that time
understand anything outside. -Flying Falcon Attribute Cost: 1 Agility
Cost: 1 CP
Purchase: Multiple Passive
Prerequisite: Spirit Guide Leave em alone Spike look, hes helpless.
Type: Path Mohandas Martin
Description: This allows you to learn the Paths of Cost: 3 CP
the Seasons spell lists. Each must be bought Purchase: Once
separately. There are four spell Paths; Autumn, Prerequisite: None
Spring, Summer, and Winter. Type: Combat
Description: Being able to make a target ignore
Out Cold you for a second can more often than not save you

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hide. By expending 1 Wits the character can cause Power behind the Swing
all those around to take an immediate step away. Cost: 3 CP
Attribute Cost: 1 Wits Purchase: Once
Verbal: Disengage Prerequisites: Two Handed Weapon
Type: Combat
Pharmaceuticals Description: Using a two handed weapon allows
Yes, you should be finewait what was that I the user to swing "Double" on any non-damaging
gave you? Izzie George, Intern effect. For instance, using a skill that does Stun
Cost: 3 CP with a weapon swing would allow someone with
Purchase: Multiple this skill to do "Double Stun. This stacks with all
Prerequisite: Check Condition melee weapon effects
Type: Production
Description: One of the most important skills for Power of Faith
those that follow the path of medicine, A touch so light as if embracing a rose pedal, yet
pharmaceuticals heal, protect, and help anyone a power so fierce it can bring back those who are
who is able to use them. These medicines can be on the brink of death. Quin Zi Jin, Monk,
made in a variety of ways. The most common are Teacher, Philosopher, and Chemist
pills, elixirs, and salves, but the recipe will say Cost: 4 CP
specifically. To use the medicines the character Purchase: Once
must spend 2 seconds of role-play (taking the Prerequisite: None
medicine) and then call out the appropriate verbal. Type: Combat
The verbal will change from substance to Description: This will add a permanent +1 to any
substance but will always end in by Medicine. heal effect that is not By Medic.
For a list of known pharmaceuticals please see the Verbal: Nothing additional
Production Section. Attribute Cost: None

Pick Locks The Powers Gift


Of course I always bring my key Now what was it you wanted to know? Quin Zi
-Alex Dr. Bones Gin, Monk, Philosopher, Teacher, and Chemist.
Cost: 2 CP Cost: 1 CP
Purchase: Once Purchase: Once
Prerequisite: None Prerequisite: None
Type: Prop Interaction Type: Magical Path
Description: Unlike other prop interaction skills, Description: This allows you to begin buying spells
the user of this skill may attempt to pick any in- from the Priest spell list.
game lock. Some locks, such as combination
locks, may have a special envelope with the skill Projective Dedication
name Pick Locks on it. This envelope will contain Hey, get outta my head weirdo -Anonymous
a clue or the actual combination to assist anyone Cost: 1 CP
with this skill. Without this skill, a player MAY NOT Purchase: Once
attempt to open an in-game lock. For locks that Prerequisite: None
do not have a envelope, the character with this Type: Path
skill may try to pick the lock the old fashion way Description: This path involves controlling others
(I.E. with lock picks). Short Code PL. mind (to an extent). This skill allows you to
purchase spells under this header.
Pin
Stay right there, ok -JS Premonition
Cost: 3 CP How did you know what was about to happen? I
Prerequisite: Archery just get these feeling at times.
Type: Combat Charlene Roberta
Description: You may fire an arrow that will have Cost: 2 CP
the root effect if you successfully hit a target. The Purchase: Once
1 point of Wits is only used when the blow is Prerequisite: None
landed and the target acknowledges the effect Type: Prop Interaction
though role-play or an appropriate defense is Description: This skill allows the user to fine tune
called. their psychic abilities and receive premonitions
Verbal: Root from time to time. Specifically it allows the user to
Attribute Cost: 1 Wits open and read envelopes that are labeled with the
skill name.

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Type: Combat
Pressure Point Description: You must be using your fists or claws
Ouch! That really hurt. How did you do that? to attack. This attack is a Slam and Short Drain
M Reynolds effect to the opponent with the user staggering
Cost: 3 CP backwards for three seconds. The attributes are
Purchase: Once only used when the blow is landed and the target
Prerequisite: Martial Arts acknowledges the effect though role-play or an
Type: Combat appropriate defense is called.
Description: Grants the user three uses of Short Verbal: Slam and Short Drain
Paralyze. You must be using your fists or claws Attribute Cost: 1 Brawn
to attack. The attributes are only used when the
blow is landed and the target acknowledges the Rapid Fire
effect though role-play or an appropriate defense Sometimes the only sound I want to hear is the
is called. BANG of my weapon as it discharges!
Verbal: Short Paralyze -Richard Gatling
Attribute Cost: 1 Wits Cost: 2 CP
Purchase: Once
Protect Prerequisite: Digging In
Dont worry as long as you stay with me, no harm Type: Combat Skill
can come to you. Bizz Nes Description: This skill can only be used when Dug
Cost: 3 CP In. It allows for a bullet delivered Triple 3
Purchase: Once Damage.
Prerequisite: None Verbal: Triple 3 Damage
Type: Employed Attribute Cost: 2 Brawn
Description: To use this skill the Body Guard must
role-play with the Employer for 5 seconds, talking Razor Sharp
strategy and preparing them to be protected. They Let the weapon sing. -Reis
then call Imbue Employer by Will, Grant 2 Cost: 3 CP
Protection to Employer by Will and hand them the Purchase: Once
Imbue Card. The skill grants the target with 2 Prerequisite: Melee Weapon
points of protection, per the Grant effect as long as Type: Combat Skill
the Employer stays within 10 feet of the Description: This skill adds one extra point of
Bodyguard. If either person has a greater then 10 damage to all called melee damage attacks that
foot range from each other they must touch each are not fists. This is a permanent effect and does
other to reactivate the effect. If the person already not take attributes to use. This will only work on
has the Employer trait, you do not need to imbue called damage.
the trait over again. Verbal: None
Verbal: Imbue Employer by Will, Grant 2 Attribute Cost: None
Protection to Employer by Will
Attribute Cost: 1 Agility Read Magic
Can you not read the runes, boy? They can save
Quick Escape your life! -Ingvald
When its time to run, its time to run! Cost: 2 CP
Flack Cegulls Purchase: Once
Cost: 2 CP Prerequisite: None
Purchase: Once Type: Prop Interaction
Prerequisite: None Description: This skill is used to read the writings
Type: Combat Skill that were left after the war. Specifically it allows
Description: This skill allows the player to resist the user to read envelopes containing the skill
any Slow effect. name. In many situations this skill will be needed
Verbal: Resist to learn more about magic oriented items or
Attribute Cost: 1 Agility places. Short Code RM.

Raining Hammer Fist Recharge Bullet


Well dont buy him a new clock, his just got "You need more bullets? What are you doing with
cleaned Hal Johns, host of Fight Night all of them? Oh wait, never mind I don't want to
Cost: 3 CP know" -Zam the Tinker
Purchase: Once Cost: 2 CP
Prerequisite: Fist of Steel Purchase: Once

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Prerequisite: 3 Levels of Engineering Refocus
Type: Prop Interaction Cost: 1 CP
Description: This skill allows you to use a bullet Purchase: Once
charging machine to recharge bullets. To do this Prerequisite: None
you must first deposit all spent Amps into the Type: Combat
recharge box, then spend (X) seconds role-playing Description: When using a packet attack, if you
with each bullet. The time required to recharge miss the target you can gain the stats back after
each bullet is determined by the levels of spending one minute of time refocusing your
engineering a character has. At the minimum magical abilities. If the target calls a defense, you
required level, being level 3, they take 10 seconds have still spent the stats. This is bought for each
per bullet, at level 4 they take 5 seconds, and at specific spell path. For Psionic casters, the refocus
level 5 they take 3 seconds. Unless plot states period is only 10 seconds.
otherwise either at the start of the event or by
using an effect card, it cost 1 AMP per 5 bullets, Relentless
always rounded up, for example if you recharge 6 Aint nobody gonna break my stride, Aint nobody
bullets you will spend 2 Amps. There must be a rep gonna slow me down
for every bullet recharged. You are also required to Matthew Wilder
double check and insure the bullet is still safe Cost: 1 CP
before handing it back. Any bad bullets should be Purchase: Once
identified and are 'unrechargeable'. Bullets marked Prerequisite: None
NPC are automatically considered Type: Combat
unrechargeable by players. Check with the safety Description: To use this skill the character must be
team to find out what an 'unsafe' foam dart is. The following the target. While in pursuit, if a skill or
symbol for this skill is RB. ability is used by the target causing a disengage
effect, the character may resist it. It must be
Reckless stressed that this skill can only to be used during a
Its always a good time to be reckless! chase, in which you are behind the target.
-Mens Ra
Cost: 3 CP Reload
Purchase: Once Youre right, I may be seeing double. I guess Ill
Prerequisite: None just have to shoot the both of you
Type: Combat Skill -Jake Carter aka. The Saint
Description: This skill allows the player to refresh Cost: 1 CP
all their attributes as if they used 1 point of Purchase: Multiple
Essence but instead of taking 5 minutes it only Prerequisite: Firearm
takes 3 seconds. To use this skill the player must Type: Unique
spend the two points of Essence and call Imbue by Description: For each purchase of this skill, you
Will. Essence does not get refreshed when this skill may have an additional bullet in you loader at any
is used. one time and you gain extra bullets at the
Verbal: Imbue by Will beginning of the game.
Attribute Cost: 2 Essence
Resolve
Reconnaissance You can shoot me, you can stab me, you can
Alright, that sounds good, but keep this quiet. If even burn me with magic, but you wont me ever
this got out it wouldwhat was that? Did you hear make me stand down. -NIA
something? -John Bender, Recon Ranger. Cost: 1 CP
Cost: 2 CP Purchase: Once
Purchase: Once Prerequisite: None
Prerequisite: None Type: Combat Skill
Type: Event Information Description: This skill allows the Blade to spend
Description: Objects arent the only things that can three seconds role-playing summoning inner
be stolen. To use this skill you must have strength. After the three seconds of role-playing
completed a pre-registration. In it, you should the Blade calls Heal 2 by Will
note that this skill is applicable to your character. Verbal: Heal 2 by Will
In the time between events or right before the Attribute Cost: 1 Brawn
next event an information sheet may be given to
you. This will provide your character the Rodent Hybrid
information that they have gathered. Lets see if you can catch me now
-Frank Abagnale

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Cost: 1 CP Example: Travis has search animal and wants to
Purchase: Once use it to refuel his med kit. He can do so by
Prerequisite: None indicating on the master tag that he used his
Type: Path search skill to provide the component that was
Description: This gives you access to the transform used to refill a point to his field surgery bank in his
abilities for this Hybrid. med kit.

Rune Cutting Individual short codes:


For the Ancestors! -Ingvald Search Tech- ST
Cost: 3 CP Search Mineral- SM
Purchase: Multiple Search Magical- SX
Prerequisite: Read Magic
Search Plant- SP
Type: Production
Search Animal- SA
Description: This skill allows the user to cut runes
into specially made clay and later access the magic
Seeker of Truth
locked within. To activate most runes the maker
I can find anything! Well anything but the dang
must have the Magic trait and speak a ten syllable
key to my cabin, well that and my other sock.
incant that involves the runes name. For known
Okay I also cant find my.
Runes please see the Production section.
Shasin the Seeker
Cost: 2 CP
Scalpel
Purchase: Once
Its like cutting the wire off a power source
Prerequisite: None
-Doc Bones
Type: Combat Skill
Cost: 3 CP
Description: This skill grants the Explorer the
Purchase: Once
ability to Expose certain traits. The traits available
Prerequisite: None
with this skill are Living, Fire, Earth, Water, Air,
Type: Combat
Radiation, and Force. To use the skill the Explorer
Description: This skill reflects the medical
spends 5 seconds role-playing looking around,
knowledge that most doctors have. After
checking the air, tasting dirt, etc. and then calls
extensive study of the bodies systems, a doctor
By Voice, Expose <trait> by Will.
can learn to target the most vital area. With a
Verbal: By Voice, Expose <trait> by Will.
small weapon anyone with this skill may strike an
Attribute Cost: 1 Any
opponent, making them paralyzed. 1 point of
Agility is used if the blow lands and is
Seen It All
acknowledged though role-play, or a proper
Yep, saw that too -E. Robert
defense is called.
Cost: 2 CP
Attribute Cost: 1 Agility
Purchase: Once
Verbal: Paralyze
Prerequisite: None
Type: Combat Skill
Search- (Animal, Magical Mineral, Plant and Tech)
Description: This skill allows the player to resist
Cost: 2 CP
any effect that affects them and was delivered with
Purchase: Once
the Presence trait.
Prerequisite: None
Verbal: Resist
Type: Prop Interaction
Attribute Cost: 1 Wits
Description: When searching a defeated opponent
the NPC will ask you if you have the specific search
Sermon
skill. If you do have the specific search skill you
Rise my brothers and sisters, rise against Ar-el
get the component, if do not then you are aware of
the Usurper and the Old Bloods who follow him,
what kind of component they have but are unable
rise and take your lives back!
to receive it.
-The Red Prophet
Cost: 3 CP
By purchasing the Search skill you are able to
Purchase: One
more aptly utilize the components that you are
Type:
able to find. As a result, any event where you are
Description: This will let you give a motivational
also required to pay upkeep, you receive a virtual
speech and at the end of the speech you can call
component that is usable for production only, for
heal 1 to the room. If sermon is used in private
each type of search skill you possess. This can be
with members of your Power, IE you are a priest of
used on your first event.
Ar-el and you have only followers of Ar-el in your

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sermon, you can change the heal 1 to a refresh 1 Type: Weapon Proficiency
of any stat, the stat cost of this skill changes to 1 Description: May use any AfterMath approved
of the stat you wish to refresh Verbal: Heal 1 to melee weapon that does not exceed 24 inches in
the room by <Power> OR (Refresh <trait> to overall length.
<power> by Faith). Essence may not be refreshed
in this manner. Smith
Attribute Cost: 1 Willpower OR 1 <trait> being Yep, its broke -Magnet Jack
refreshed Cost: 3 CP
Purchase: Once
Shield Prerequisite: None
Its not that difficult, just make sure that the two Type: Prop Interaction
foot piece of metal is between you and the weapon Description: The character may spend 1 minute of
and youre set role-play, with a melee weapon or firearm, to
-Miguel The Axe Procelli repair the destroy effect on it. In addition the
Cost: 2 CP character may repair armor which has been
Purchase: Twice breached from damage. This, as well, takes 1
Prerequisite: None minute of role-play with the armor. In each case
Type: Fighting Style the role-play must take place in a suitable place
Description: With the first purchase of this skill the (I.E a smithy, or mechanics shop), and the action
character is allowed to use a shield with a should reflect what it is that you are doing. If the
maximum dimension of 20 inches. With a further character is interrupted (by taking damage or
purchase that length is increased to 36 inches. using another skill) then the whole process must
Shields may not, under any circumstances, be be restarted.
allowed to strike another person.
Smiths also gain the ability to create either armor
Shrugging Off Magic or weapon field patches. The patches must be
What was that? Oh, a little magical spell. Now declared which type they are when made. These
leave me alone, Im playing with the big kids patches can be used away from a forge to repair
-Psyco Bob either weapon or armor. They cost 1-M1 and 1-T1
Cost: 3 CP to create and only take one minute to use.
Purchase: Once
Prerequisite: None Snipers Position
Type: Combat Even some magicers cant find me when I get in a
Description: By using 1 point of their Brawn the good hiding place. You should see the look on
character may resist the effects of the magic their face when I ice em total surprise.
trait. -Jake Carter aka. The Saint
Attribute Cost: 1 Brawn Cost: 4 CP
Verbal: Resist Purchase: Once
Prerequisite: None
Sleep Deprivation Training Type: Combat
You are the master of your own mind and body. Description: Most good snipers know how to mask
With enough training you can ignore pain, thirst, their scent; however the great ones know thats
and hunger. Even sleep can be controlled. just not good enough. With the magic and Psionics
Sgt. Shammy of Blackwater in the world, having a little extra trick up your
Cost: 2 CP sleeve cant hurt. After spending 30 seconds of
Purchase: Once role-play (setting up a hiding place and getting in
Prerequisite: None it), the character may resist any expose effects.
Type: Combat Skill The character must be prone or kneeling at the
Description: This skill allows the player to resist time and the skill ends when the character gets up.
any Stun effects. The verbal must be said loud enough for the user
Verbal: Resist to hear it.
Attribute Cost: 1 Willpower Attribute Cost: 2 Agility
Verbal: Resist
Small Weapons
It may be small, but youll feel it Softly In The Night
-Lauren The Knife Rodalakis Sorry buddy, I hope you get a good hand tonight
Cost: 0 CP William Butler Yeats
Purchase: Once Cost: 3 CP
Prerequisite: None Purchase: Once

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Prerequisite: Any Melee Weapon Skill character points to obtain the new spell. In
Type: Combat addition, the character must purchase this skill for
Description: This gives the user two uses of 3 each path of magic they wish to research.
damage. To use this skill you must be able to see
both of the victims shoulders and strike them in Spirit Guide
the back OR anywhere on their body at night. Little do you know, the wolf is my ally
The 1 point of Agility is only used when the blow is John J. Dunbar
landed and the target acknowledges the effect Cost: 5 CP
though role-play or an appropriate defense is Purchase: Once
called. Prerequisite: None
Verbal: Three Damage Type: Unique
Attribute Cost: 1 Agility Description: This allows you to choose your specific
Spirit Guide. You may only have one Spirit Guide
Somatic Talent ever. You must have some sort of symbol or
I can do this with one hand tied behind my back representation of your Guardian on your person to
Ehrich Weiss use the granted powers or any Pathwalker spells
Cost: 2 CP
Purchase: Once Staff
Prerequisite: Open The Inner Path If all else fails, just hit it with a big stick
Type: Unique -Vapor Trail
Description: With this skill you may cast spells Cost: 0 CP (Mystic)
while wielding a weapon or shield in ONE hand. Purchase: Once
This skill ONLY works with Pathwalker Spells. Prerequisite: None
Type: Weapon
Speak With Animals Description: This skill allows the character to use a
Whats the matter little fellow? Hungry? two-handed staff in combat. The weapon must be
Chester Chet Ripley approved by the AfterMath staff and cannot exceed
Cost: 1 CP 72 inches, with the only legal grasping areas within
Purchase: Once 3 feet of the middle of the weapon.
Prerequisite: Animal Scent
Type: Unique Squad Chief
Description: You may use this skill to attempt to Thats why I get paid the big bucks, son.
speak to any creature with the ANIMAL trait. You Someones got to lead your sorry tails.
must hit the target with a packet after speaking -Sgt. Alex Cross
the Verbal. The creature affected may or may not Cost: 2 CP
speak to you, but the attribute cost must still be Purchase: Once
paid either way. Prerequisite: None
Verbal: Speak to Animal by Will Type: Event Information
Attribute Cost: 1 Wits Description: Once a Mercenary has a good enough
name, getting jobs become much easier. To use
Spell Research this skill you must have completed a pre-
ewnow that is a interesting development registration. In it, you should note that this skill is
-Sheridan, Master Seer applicable to your character. Either in the time
Cost: 2 CP between events or right before the next event an
Purchase: Once information sheet may be given to you. This will
Prerequisite: Any Third Level Spell provide your character the information that they
Type: Unique have heard about jobs in the area.
Description: With enough training a character
eventually can master a path of magic, being able Stealth
to create new spells hidden within their knowledge I wouldnt go out there you may not see him,
of the craft. Upon gaining a third level spell in a but hes still out there waiting
magical path character may purchase this skill and -Col. Jack Forbes
begin researching new spells. Any spell that a Cost: 4 CP
character wishes to research must be wrote up and Purchase: Once
submitted to a member of the AfterMath directing Prerequisite: None
staff. The player should not expect an answer for Type: Unique
at least two weeks (but it could take longer). If Description: With this skill, a character may, after
the write-up is approved you will be notified and 5 seconds of role-play, gain the spirit trait
your character may then spend the appropriate temporarily. First the character must find a

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suitable area to use the skill. Suitable areas must Cost: 2 CP
be dark, under cover, and/or out of normal vision Purchase: Once
area. Although this may mean a judgment call on Prerequisite: Razor Sharp, Finesse, Touch,
the user, the spirit of this skill must be kept up. Defensive Instinct, Blade Dance, and Gentle Grip
Players repeatedly using this skill in unsuitable Type: Unique Skill
areas may be restricted from using it. Second, the Description: This skill allows the player to research
player must spend the 5 seconds of role-play new Blade abilities. All must be approved by the
(arranging themselves in the correct position, Plot Committee and must be attempted between
looking around to see who is around, etc.) and events. Role-play should be done during the event
expend 2 points of wits. The spirit trait remains testing different techniques but no effect is to be
with the character until they move from their delivered. When the skill is used a write-up should
position (feet must be planted), use any other skill, be sent to plot detailing the specific rules (attribute
or interact with any other character or prop, other cost, cost in CP, etc.) and all role-play specifics of
than calling out the appropriate verbal. For the ability. Having this skill does not guarantee
additional rules regarding the spirit trait see that that any skills submitted will be approved for
section under the core rules. AfterMath
Verbal: Spirit
Attribute Cost: 2 Wits Taunt
Hey you Fat Boy! You look like a Nobbie! And
Strength your Momma does too! K Shamrock
Oh lord, not another chainsword. -Lord Nuffle Cost: 3 CP
Cost: 2 CP Purchase: Once
Purchase: Once Prerequisite: None
Prerequisite: None Type: Combat Skill
Type: Combat Skill Description: This skill grants the player a packet
Description: This skill allows the player to resist delivered Frenzy by Inspiration. To use this skill
one Maim effect delivered by any trait. the player must call out a taunt loud enough for
Verbal: Resist the intended victim to hear then throw the packet.
Attribute Cost: 1 Brawn Verbal: Frenzy by Will
Attribute Cost: 1 Willpower
Strengthen the Spirit
I guess Im just lucky, I thought I was dead too Teach
-2 The Machine Alright, pay attention; Im only going to go
Cost: 5 CP through this one more time Mr. Piscone
Purchase: Once Cost: 2 CP
Prerequisite: Powers Gift Purchase: Once
Type: Combat Prerequisite: Any Skill
Description: The Death effect causes you to be in Type: Unique Skill
the Unstable state rather than Dead. Description: A character with this skill may teach
Verbal: None another AfterMath character any skill, discipline, or
Attribute Cost: None focus that he, or she, has. To learn any skill, you
must find someone who can teach them to you.
Sure Shot On many occasions a NPC character can be found
Yep, eyes closed and everything Mike Diamond to teach skills, however this must be worked out in
Cost: 3 CP an in-game manner with that specific NPC.
Prerequisite: Archery
Type: Combat Throat Jab
Description: May fire one arrow that does 5 points Wasnt expecting that were you? Huh?? Huh?? I
of damage if it successfully hits. The point of cant hear you! -Baroni
Agility is only used when the blow is landed and Cost: 3 CP
the target acknowledges the effect though role- Purchase: Once
play or an appropriate defense is called. Prerequisite: Unarmed Combat
Verbal: 5 Damage Type: Combat Skill
Attribute Cost: 1 Agility Description: This skill is only usable with Unarmed
Combat fists. This skill does a fist delivered
Sword Study Silence attack.
Just because you have a sword doesnt mean you Verbal: Silence
know how to use it. Attribute Cost: 1 Wits
Marco the Swordfighter

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Thrown Weapons Purchase: Twice
He friggen hit me with a rock. That hurt! Prerequisite: None
Santino The Chimp Type: Combat
Cost: 1 CP Description: For each purchase, toughness adds
Purchase: Once one point to the characters maximum vitality, up
Prerequisite: None to a maximum of two additional points. The first
Type: Weapon point is purchased for 8 CP and the second point is
Description: This skill allows the purchaser to use purchased for 12 CP.
any approved thrown weapon in combat. A thrown
weapon may not be used to block in melee Tracker
combat. Construction of thrown weapons will be It went this wayfollow me -Lewis Clark
approved on a case by case basis. All designs Cost: 2 CP
must be submitted to staff at least one week Prerequisite: None
before usage, and must include a working Type: Prop Interaction
prototype. This policy is due to the fact that Description: Tracking is a most valuable skill.
thrown weapons can come in many different When a envelope, with the skill name, is found,
shapes and sizes. The most important guideline in any player with the skill may read the information
weapon creation is safety. If a thrown weapon within. Many times the information for this skill
could be thrown in a dangerous way, more than will direct the player to a specific area. Short Code
likely it will not pass inspection. The following are - TR
some guidelines that should be followed:
1. There should be no sharp edges. Tribal Politics
2. The weapon should be made totally out Goodness, this is just like a bunch of old women
of padded foam. at a bridge party Unknown person witnessing
3. On aerodynamic weapons (javelins, their first tribal meeting.
large darts, spears) a thrusting tip should be used Cost: 2 CP
to add extra protection. Purchase: Once
4. The weapon should not be able to knock Prerequisite: None
someone back when thrown. Type: Event Information
Other than that everyone is free to come Description: Description: To use this Skill you must
up with his or her own designs, and we shall look turn in a pre-registration specifying you have this
forward to seeing your creative ideas. skill and intend to use it. If you do, you may
receive pre-game information at the next event.
T-K Dedication This does not guarantee information, and may not
You are the mental equivalent of a bulldozer- be used if you end an event with a condition that
Derek Smith Lytehammer prevents it. (I.e. Permanent Drain)
Cost: 1 CP
Purchase: Once Unarmed Combat
Prerequisite: None He hit the steel drum until his hands started to
Type: Path bleed - Arthur Knox, Writer
Description: This path is the mastery of force. This Cost: 2 CP
allows you to buy spells under this header. Purchase: Once
Prerequisite: None
Touch Type: Weapon
I thought you said you where ready? Description: This skill allows the buyer to use two
-Theresa Innocence Raikers 12-26 weapons as fists. The most important
Cost: 4 CP thing to remember when using these is SAFTEY.
Purchase: Once Although difficult, anyone using this skill will be
Prerequisite: Melee Weapon expected to remain at a reasonable distance from
Type: Combat Skill other combatants (i.e. this skill is not a reason to
Description: This skill allows the player to have a charge). The weapons used as props for fists
melee weapon delivered Disarm in one swing. must be colored entirely red. As the weapons are
Verbal: Disarm basically hands they cannot be disarmed or
Attribute Cost: 1 Agility destroyed. With this skill alone weapon blows
cannot be parried, damage is taken as if a valid
Toughness target had been hit. Any destroy weapon attack is
In the end, its the one thats standing whose taken as a maim limb.
story youll hear. -Miguel The Axe Procelli
Cost: 8, 12 CP Unstoppable

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I knew this one guy, got his leg blown clean off. Attribute Cost: 2 Willpower
Didnt stop him though, kept goin and smoked
more them buggers than anyone else Waste Walker
-Jack Gramps Kelly The Goriyani are not the only ones who can walk
Cost: 2 CP in the waste. Psyco Bob
Purchase: Once Cost: 3 CP
Prerequisite: Toughness Purchase: Once
Type: Combat Prerequisite: Luck and Born to the Waste
Description: During a battle, a Mercenary can Type: Special Skill
become almost unstoppable. Spend 1 point of Description: This skill gives the Drifter a discount
Brawn or Will and 2 seconds of role-play (straining on their maintenance cost. They are able to pay 5
to pull free, cutting yourself out, etc.) to remove Amps less on maintenance each event.
one root effect from yourself. Verbal: None
Verbal: Purge root by will Attribute Cost: None

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

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3.7 Production Recipes
Blueprint: The Carter Wrist Taser
Level: 1
Description: The Carter Wrist Taser was created
by Bezzem Carter of Ivars Hole. He created it on
3.7.1 Engineering accident when doing some work trying to generate
electricity. He was ultimately unsuccessful in
generating more then this small arc, but it is still
successful.
Effect: Packet Delivered- "Agony and 2 Damage
These are typically technological items of various
by Lightening"
types that will give some sort of ability. Usually
Phys Rep: Needs rep that must fit around
these are powered by batteries. Each battery will
wrist/forearm and have a clear 'firing' area.
have a set number of charges once those charges
Charges/Use: Uses 1 Charge per shot
are exhausted then a new battery must be
Cost: 2-T1 / 2-M1
installed.

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

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3.7.2 Description: It is not considered a secret, Old
Bloods hate Radiation. So when this injection was
Pharmaceuticals made it was purchased and freely distributed.
Oddly enough a Radiation Guardians blood was

Production originally used in its creation.


Effect: Grant Defense by Medic, Resist Radiation
by Medic
These are typically ingested, injected, or minor
Phys Rep: Phys Rep of an 'Injection Tool'. This
ointments. . You are not required to ingest the
tool should be obvious and there can only be one
physrep but the physrep should be either
per effect.
destroyed or noticeably used. This means that
Addiction: Level 1 - Gain Agony Effect from
pills should be removed or elixirs used. Pills
Radiation trait in addition to any other effects.
should never be real medication; if possible they
Example: a 2 Damage by Radiation would be 2
should be some sort of candy such as Tic-Tacs.
Damage and Agony by Radiation.
Some pharmaceuticals have an addiction element.
Cost: 2-M1
This element can cause someone to continue to
need doses or suffer a negative effect. See
Addiction. Recipe: Smelling Salts
Level: 1
Description: A simple concoction made from
Recipe: Antitoxin
animal and plants mixed together with several
Level: 1
easy to find minerals added. The end result is a
Description: A Riverfolk Captain found himself
simple inhalant that will help wake up any sleeping
running into a great deal of pirates that used
individuals.
venoms. As such he had this antitoxin created to
Effect: Cure Stun by Medic
help fix many of those effects.
Phys Rep: small bottle with stopper
Effect: Cure Poison by Medic
Addiction: None
Phys Rep: Potion - Blue Liquid
Cost: 1-P1 / 1-A1 / 1-M1
Addiction: None
Cost: 4-A1

Recipe: Morphine 3.7.2.1 Addiction


Level: 1 In AfterMath, some pharmaceuticals and
Description: Easily one of the most important imbue/inflict effects have addiction effects.
finds in history. Morphine is used to heal someone Addiction is a requirement that must be fulfilled or
when they are hurt. This can be used by anyone a negative effect will occur. This will all be
and are typically seen all over Astoria. outlined on the effect card.
Effect: Heal by Medic
Phys Rep: White Pill (Typically a Tic Tac) Each addiction effect is broken into ten levels with
Addiction: None one being the least addictive and ten being the
Cost: 2-P1 highest/always addicting. When someone takes an
effect that has an addiction they must turn the
Recipe: Peacebloom addiction card into logistics at the end of the
Level: 1 event. When someone has an addiction effect the
Description: Peace and quiet is sometimes hard plot team will do a bead draw with ten beads in the
to find. As such a brilliant Ashuran Doctor bag and the number of level of addiction being a
developed a Peacebloom elixir. This will not only different color then the rest. If an addiction bead
cure many mind effects it will also give a sense of is picked the plot team will notify the player when
peace. they check in at the next event via an effect card.
Effect: Cure Will by Medic and Role-play effect They will also gain the trait Addicted.
Will cause the user an overwhelming sense of
peace and happiness. To remove the addiction effect they must follow
Phys Rep: Potion - Green Liquid the Detoxify effect listed on their card. Usually
Addiction: None this involves not taking the offending
Cost: 4-P1 pharmaceutical for 30 days and accepting the
negative effect. Usually if they take the
Recipe: Radguard pharmaceutical again the effect will be negated for
Level: 1 a set period of time (shown on the effect card).
If the player fulfills the detoxify effort they must

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turn in the addiction effect card and indicate on
that card that they have detoxified at the end of Recipe: Create Lesser Totem
the event. Level: 2
Description: This is a physical representation of a
Shifters connection to their animal spirit. It is a
Addiction Cards are usually formatted like this: meaningful item that must resemble the animal its
representing, usually made of wood or some other
Addiction To: <Name of Pharmaceutical/effect> natural material. Totems revolve around Shifter
Level of Addiction: <Level of addiction as Hybrids, typically these are Rodent, Feline, Canine,
determined by the effect> and Ursine. The totem can be a creature
Effect: <Effect from the addiction> representative of that type of animal, for example
Detox: <Way to detoxify and remove effect> it can be a Wolf for Canine or a Tiger or even a
Relapse: <What happens if the pharmaceutical / House Cat for Feline. The type of animal does
effect is encountered again. not matter as long as its part of the totems family
Notes: <Any other notes> and it is clearly associated with that family.
Effect: Can hold up to 4 points of Spirit Power,
3.7.3 can only be used to power Hybrid powers of same

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

Warrior used. The physrep should never look cartoony or


comical or it may anger the totem it represents.
Cost: 3-P1 / 3-A1 / 3-X1

Production Recipe: Create Minor Totem


The Mask of Warriors was created by the Level: 1
Kesamalani to help their tribesmen fight against Description: This is a physical representation of a
more technologically advanced individuals. The Shifters connection to their animal spirit. It is a
Mask of Warriors is actually makeup placed onto meaningful item that must resemble the animal its
the target. This makeup is typically just specific representing, usually made of wood or some other
marks. Once the effect is done the make up can natural material. Totems revolve around Shifter
be removed, but as long as the effect is in place Hybrids, typically these are Rodent, Feline, Canine,
the make up must be in place. and Ursine. The totem can be a creature
representative of that type of animal, for example
Make up is required to be able to utilize this it can be a Wolf for Canine or a Tiger or even a
production; if someone is allergic to makeup and House Cat for Feline. The type of animal does
unable to use it then they will be unable to use this not matter as long as its part of the totems family
production effect. The physrep for this production and it is clearly associated with that family.
item is makeup of the appropriate color. All Effect: Can hold up to 2 points of Spirit Power,
makeup is considered yellow tagged. When the can only be used to power Hybrid powers of same
makeup is applied then the effect card is handed to totem. When created it is fully charged.
the recipient. Once applied the production item is Phys Rep: Phys Rep of the animal the totem is
destroyed. meant to represent. Typically wood carvings are
used. The physrep should never look cartoony or
Recipe: Cheetah Tiki comical or it may anger the totem it represents.
Level: 1 Cost: 1-P1 / 2-A1 / 2-X1
Description: The speed of the Cheetah can be
harnessed by the Shaman who can call to those
spirits. Nothing can stop a cheetah and as such
Recipe: Create Totem
Level: 3
the Shaman who invokes this Tiki spirit is able to
Description: This is a physical representation of a
allow someone to keep from being rooted to the
Shifters connection to their animal spirit. It is a
ground.
meaningful item that must resemble the animal its
Effect: Grant Defense by Tiki, Resist Root by
representing, usually made of wood or some other
Magic
natural material. Totems revolve around Shifter
Make Up: Three yellow lines on cheeks.
Hybrids, typically these are Rodent, Feline, Canine,
Side Effect: Role-play Effect- May not walk as
and Ursine. The totem can be a creature
long as in effect
representative of that type of animal, for example
Cost: 1-M1 / 2-A1
it can be a Wolf for Canine or a Tiger or even a

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House Cat for Feline. The type of animal does this Tiki Mask tend to be ready to fight, with
not matter as long as its part of the totems family anyone.
and it is clearly associated with that family. Effect: Grant Melee Attack by Tiki, 5 Damage
Effect: Can hold up to 10 points of Spirit Power, Make Up: Black Diamond on forehead
can only be used to power Hybrid powers of same Side Effect: RP Effect- Extremely Aggressive
totem. When created it is fully charged. Cost: 1-M1 / 3-A1
Phys Rep: Phys Rep of the animal the totem is
meant to represent. Typically wood carvings are
used. The physrep should never look cartoony or
comical or it may anger the totem it represents.
Rune
3.7.4

Production
Cost: 2-P1 / 5-A1 / 3-A2 / 4-X1

Recipe: Jinxie Tiki


Level: 1 Runes are a way to harness magic within a
Description: A being of magic harnessed in their small area. These runes must be placed in an
pure form. Its said that a Shaman who knows this obvious area if placed on an item, with few
Tiki Spirit actually pulls a part of the souls from the exceptions. If the rune is invoked by a rune
Jinxies yet to be made and asks it to invoke symbol (the 2 inch by 2 inch circular piece of
damage upon others. cardboard) then it only has to be visible when its
Effect: Grant Packet Attack by Tiki, Double 3 being used/invoked.
Damage by Magic
Make Up: Three Purple lines under the eye(s) Only those who have the Magic trait are able
Side Effect: Any Magic Spell Cast on Mask Wearer to use a Rune. However, some runes allow a user
also takes an 'Agony' effect. to receive an effect from an item which has a Rune
Cost: 2-A1 / 1-X1 is placed upon it.

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

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Level: 1 gives the caster the ability to smell the changes in
Description: This rune is considered a bit vulgar, the air and see the differences on the ground. As
but it has its uses. A rune mage will place it upon such they are able to track even without being
a glass and invoke its power making a minor trained for it. Unfortunately it doesnt last very
healing potion. The side effect to this is the loss of long.
the rune mages ability to walk straight. Of course Effect: Imbue by Magic- Gain the Tracking skill for
some can hold their liquor better then others. 1 minute
Effect: Imbue by Rune- Grants liquid in cup a Phys Rep: A 2 inch by 2 inch circular piece of
"Heal 3 by Magic". This will only last on the cup for cardboard with a animal paw drawn on it.
one drink and the effect in the drink will not be Backlash: Causes the caster to lose the ability to
good after an hour. talk for 5 minutes. The caster is only able to make
Phys Rep: A 2 inch by 2 inch circular symbol growling and other canine sounds.
placed on a drinking cup with a bottle drawn on it. Charges/Uses: 1 Use- Rune no longer works
Backlash: Role-play Effect- Causes the caster to Notes:
feel intoxicated and role-play being drunk. This Cost: 3-A1 / 1-X1
happens when this rune is used and does not
affect the person drinking the liquid.
Charges/Uses: 1 Use- Cup will last for 1 hour, if
not used the caster must remove the effect card.
Venom
3.7.5

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

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Description: Some assassins want to see the look unconsciousness. This is useful if someone is
of pain in the eyes of their targets before they take going to hurt themselves, or you need to hurt
them out. With this insidious poison that is someone.
accomplished. The assassin merely needs to Effect: Two applications of Melee/Shot- "Stun by
prepare the area for the poison and, once done, Poison"
wait for their prey. The poison is spread out over Phys Rep: Small Cloth 2 Inch X 2 Inch- Marked
an area of 16 cubic feet and the area takes on a with Effect on It
green hue. Only those who know how to work with Cost: 3-M1
venom are able to clear the area out without
feeling the effects of the noxious gas."
Effect: Area Effecting Poison- Agony by Poison
Phys Rep: Green Cloth is placed over a 4 foot by
4 foot area. Anyone that touches the cloth
3.7.5 Labs
receives the effect. The Effect card is part of the
requirements for this Venom. Each type of production requires a specific lab
Notes: This will only last up to one hour; the to use. There are various types of labs, each
person who places this Venom must remove the is required for production.
Green Cloth after the hour has passed. When
removing this effect the Poisoner is immune to its
effect. Only those with the Venom skill are able to
All labs have the following requirements.
place this Venom in a specific area. The skill
Remove Venom is required to remove the green 1) Must be set up in the Workshop
cloth. designated by plot, usually called the
Cost: 3-P1 / 4-A1 Forge. In this Workshop there will be a
communal production box that all
components should be deposited into
Recipe: Red Mamba
per the production rules.
Level: 1
Description: Created from the poison within a
2) All labs must have the correct
snake and mixed with several special herbs the
decoration to function. These
Red Mamba poison can greatly increase the
decorations should all be centered
amount of power an assassin can dish out in a
around a single actual physical
short period of time.
representation of the lab itself such as
Effect: Two applications of +2 damage for one
an anvil or microscope. Each lab must
swing/shot.
have an obvious key slot and must
Phys Rep: Small Cloth 2 Inch X 2 Inch- Marked
have the appropriate key rep. Each
with Effect on It
slot allowed in the lab requires an
Cost: 2-P1 / 1-A1
additional key. A Master Key must be
obviously different then the others.
Recipe: Slasher Blood The person who has the Master Key is
Level: 1 considered the owner of the lab.
Description: What better way to take someone
out then to deliver a sudden surge of poison into 3) Labs themselves are considered red
their system. Slasher Blood is used in combination tagged, the key is considered Green
with several other animals poisons to create this Tagged. You must have a key to use
potent Venom capable of draining away a persons a lab, should the key be stolen the lab
strength. is inaccessible till a new key is
Effect: Two applications of Melee/Shot-"Drain by purchased. Each slot represents an
Poison" additional Slot Key. Only the person
Phys Rep: Small Cloth 2 Inch X 2 Inch- Marked with the Master Key may move the lab
with Effect on It or change the overall locks (secret skill
Cost: 4-A1 used to change Slot Key locks).
Should the Master Key be stolen the
Recipe: Tranquilizer lab itself can be stolen. If this is done
Level: 1 the props that are part of the lab are
Description: A twist on what doctors can do, the considered environmental props and
Tranquilizer Venom is easily able to incapacitate a should be returned to Plot so they can
foe. With a single prick of the skin, it can send be returned to the owner after the
most people into a sudden state of

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event. The new owner is required to Pharmaceuticals- vials, bottles, and various
provide their own props for the lab. mixing items, blue and yellow liquids.
Venoms- vials, bottles, and various mixing
items, green liquids.
4) Each lab (other then a level 1 lab) has
Runes- rocks and cutting tools
its own maintenance that must be paid
by the owner (the person with the Masks of War- paints, brushes, and mixing
Master Key) at the beginning of the items.
event. This maintenance can be
shared by any number of individuals Labs are broken into three types, each type
but only to owner with the Master Key creates specific production items. Its possible
can pay the maintenance during check there are other lab types out there, but these
in. are the common ones.
5) To gain access to a Lab Slot Key the
Chemistry Lab- Pharmaceutical or Venom
owner must grant them the key and
designate, in writing, in the lab Machine Shop- Engineering
somewhere who has access. This can Primitive Cell- Runes and Mask of War
not be changed during the event
unless the person possessing the Lab Special Mods
Slot Key permanently dies or a secret Each type of lab has a special mod that is
skill is used to reissue Lab Slot Keys. common to all labs of that type. When you
Only the Master Key Owner is allowed purchase a lab you gain the special mod
to assign Lab Slot Keys to people. without having to spend mod points (see
below). To use the special mod you must
6) If maintenance is not paid, the lab is
not usable for that event by anyone. have the specific prop available to symbolize
This should be indicated by the lab not that youre able to make these items.
being set up in the Workshop. If it is
not paid for three events (that the Recharge Bullets and Repair
Owner arrived and PCed at) in a row Firearm/Armor/Weapons (Machine Shop)- -
the lab falls apart and is unusable. The This special mod will allow a person with the
spirit of the rule is, if you do not pay appropriate skill to recharge their bullet. The
for your lab for three events in a row more levels of Engineering the faster it will be
that you play at it falls apart.
done. Engineering 3 allows for 10 seconds
each bullet, Engineering 4 is 5 second, and
Types of Lab
Engineering 3 allows for 3 seconds. - To
There is a lab for different types of
Charge Bullet you must have props with some
production. Each type should have its own
sort of bullet press.
props to signify that type of lab. Also the
higher level lab the more props should be
Convert Magic (Primitive Cell) - This lab
present. All props should help promote
allows for magic components to be converted
atmosphere and should be based around the
into any other level equivalent component up
type of lab. Below is some examples of
to level three \component. This lab is also
props, they are not considered required but
allows a magic component to be broken down
will help give an idea of what is expected. Any
into three of the lower level components for
player who sees the lab should be able to
the cost of one amp per level of the original
easily discern the type of lab it is.
(for example downgrading a level three magic
to three level two magic cost three amps).
A person can only have one lab of a specific
Note these components must be used in a
type at a time. For instance you can have a
current production.
Machine Shop and a Primitive Cell, but you
are unable to have two Primitive Cells.
Recharge Med kit (Chemistry Lab) - This lab
allows a med kit to be recharged as long as
Engineering- various tools and gadgets used
the doctor has E.M.T. Procedures. It takes
to create technical items
one minute per level of the med kit

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recharged. For every level of level23 component instead of providing their
pharmaceuticals this time is reduced by 1 own. This can be done up to the number of
minute to a minimum of 1 minute. IE if you convert points a lab has. Note that these
have a level 5 med kit it takes 5 minutes to must be used during current production.
refresh, but if you have 4 levels of
pharmaceuticals you can recharge it in only 2 Upgrade Component Level 2- 3 MP per time
minutes. To recharge Med kit you must have bought- This allows a production user to
props similar to gauze and medical supplies. convert 3 components of level 2 to create a
level 3 component instead of providing their
own. This can be done up to the number of
Levels convert points a lab has. Note that these
The different labs allow for different number must be used during current production.
of Mods. Each mod has a set number of Mod
Points that it takes. Once the Lab is full it can Replace- 4 MP per time bought per type- This
no long receive any more Mods. Mods can be will allow a production user to replace certain
removed with the proper skill (secret skill). level 1 components, using other components
more efficiently. This can be used along with
MP= Mod Points the Search Skill to make a production item
effectively free (Search Skill is not required if
Level 1- 5 MP- 0 Amps Maintenance Buy the item only takes a single component to
30 AMPs make). Note that these must be used during
Level 2- 10 MP- 5 Amps Maintenance Buy current production.
40 AMPs
Level 3- 15 MP- 10 Amps Maintenance Buy Build Item - 1 MP per Level (up to 5) per
50 AMPs Production Type- This will allow a production
Level 4- 20 MP- 15 Amps Maintenance Buy user build a higher level item. You must have
60 AMPs this at level 5 to build a level 5 production
Level 5- 25 MP- 20 Amps Maintenance Buy item. Note, to build a single level 1 item, you
70 AMPs must take at least one level of Build Item.

Research- 5 MP per type- There are labs


specifically created to research new
Abilities blueprints and recipes per the Research
Speed Increase- 1 MP per Increase - One of procedures. Note you can only add a
the main things that can be achieved is Research Mod to the appropriate lab type
production users are able to hasten their (Engineering Research on a Engineering type,
ability to make items. This allows a Pharmaceutical Research on a
production item to be created one minute Pharmaceutical. You can not research
faster up to instantaneously. Venoms with a Pharmaceutical Research
Mod).
Convert Type 2 MP per Type of Component
From and Type of Component To- This option Slot Key- 1 MP per time bought- Each mod
allows a production user to convert a specific can only hold a certain number of production
component level 1 component to a different makers at a time. A slot is filled for the
type on a 2 for 1 basis. For instance a two whole event is determined when maintenance
level 1 tech components can be converted to is paid. To use a lab the production user
a level 1 mineral if you have Convert Type must have a key. The key is linked to a
Tech to Mineral. Note that these must be specific person for the whole event, it can not
used during current production. be transferred except at the beginning of the
event. For example you CAN NOT give a
Upgrade Component Level 1- 2 MP per time single key to two different people during the
bought - This allows a production user to same event. Once you have a key you are
convert 3 components of level 1 to create a the only one who can use it to make

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production. Note that all labs will allow the There are labs specifically created to research
Master Key to work, so adding these mods new blueprints and recipes. In order to do
will give additional Slot Keys. that someone with the research skill must
expect three times the amount of components
There may be additional modifications it takes the make the item. Then they get a
outside this list, those will be secret and bead draw to potentially create an item using
can be granted/bought separately. They the following system.
will still follow the same rules above in
how to apply. Researching an item happens in three stages.

1) Initially drafting the proposal.


Examples 2) Building a prototype.
Level 5 Machine Shop Lab 3) Completing the Research.

- 25 Mod Points To initially draft a proposal, the researcher


goes to his Lab. Writes up the production
item he wants to be able to create, his
Example 1
purposed level of the item, and what
5 Levels of Engineering- (5)
components he thinks it should cost. All
4 Speed Increase (4) information should be included, including
2 Replace Mineral (4) possible weaknesses and side effects. 15
Convert Tech to Mineral (2) AMPs are then placed in a baggie with the
6 Slots- (6) purposed blueprint/recipe to cover the cost of
resources.
Example 2
The Plot Team (and sometimes the rules
5 Levels of Engineering- (5)
team) will look over the item and determine if
6 Speed Increase (6)
the item is going to be allowed in game.
Convert Tech to Mineral (2) Should the item be considered un-makeable
Convert Mineral to Tech (2) the person trying to create the item will
6 Slots- (6) receive a tag saying so during check in.
2 Replace Tech (4) Should they agree to allow the item in game
a prototype blueprint is created and
Example 3 delivered during check in. Note sometimes
this can take months to research and receive
5 Levels of Engineering- (5)
a prototype blueprint and sometimes the
5 Replace Tech- (20)
effects / rules will change.

Example 4 The Prototype Blueprint allows for the


1 Level of Engineering (1) possible creation of the item. This prototype
3 Replace Tech- (12) blueprint will contain all the rules relevant to
3 Replace Mineral- (12) the item. Now there is a chance that the item
will be able to be created, this chance is
Example 5 dictated by a bead draw with 10 beads and a
1 in 10 (10%) chance the item is created
5 Level of Engineering (5)
successfully. The protype blueprint is used in
20 Slots (20) the blueprint and the researcher must start
over if they fail. In order to have a chance to
create the item two times the component cost
to create the item must be spent. This will
Research allow a single bead draw.

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Additional components and skills can be used
to allow additional chances.

A) Every additional full component


cost that is spent allows for a
second bead pull.
B) Every 25 AMPs added in grants
an additional success per bead
draw.
C) The level of production helps by
giving additional success beads,
for instance making a second
level item when the researcher
has level five of that production
would give three additional
beads. The opposite is also in
effect, making a fifth level
research item when you only
have three levels of that
production removes two
success beads.

This bead draw is done at check in.

Once this bead draw is successful the


researcher will receive the recipe/blueprint
and is able to go to the workshop and create
a single item. The components will be
represented as the Prototype Blueprint.
After that the recipe is in game and able to be
used.

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free. You cannot invoke spells while you are being
3.8 Magic struck by an attack which damages your body. If
the spell caster has Armor (Dex, Magical, or
Physical) when the damage first hits them it will
Magic lives and breaths in Astoria, it flows with us, not interrupt the spell casters magic. You cannot
through us, and is apart of us. No one really knows deliver spells with an arm that cannot use game
where it comes from or what created it. Some say skills. You must be able to speak to cast a spell
that it is a part of nature, some say it is made up unless you may cast that spell without an incant
of our living energy, yet other believe it is (such as Psionics). Furthermore, spells which are
energized by the beings known only as the Powers. delivered by packet have all of the restrictions of
Even with all these different views one thing is for that attack form.
certain, magic is apart of Astoria whether good or
evil all of its inhabitants will be confronted by its
awesome force at one time or another. INCANTS

GAINING MAGIC Casting a spell requires you to recite a short


phrase, called an incant, before calling out the
Certain focuses give you access to certain schools verbal. Only after both are completed can you
of spells. Each focus has a specific skill that grants throw the packet. The incant is an in game
access to the specific school of magic. When that phrase, and if an effect prevents you from
skill is taken the person now has the ability to speaking you normally cannot cast a spell. If your
learn new spells within this spell group. Other then body is damaged (you have lose some of your
character creation all these spells need a teacher Vitality) or rendered unable to cast the spell during
to teach the specifics of the spell. the incant or the verbal, the spell is ruined. You do
not exhaust attributes (or the equivalent) if a spell
Spells must be purchased in a pyramid or column is interrupted. The only exception to this is the
shape. The top cannot grow larger than the Blood Mage who is required to take Vitality
bottom, except when you have four spells of the damage during the casting of the spell. Even
immediate lower level, you may purchase as many Psionics and Medical Procedures are similar in this
of the upper level as you want. For example you aspect as they must also follow these rules though
can have 4 first circle spells and 5 second circle they do not need Incants, ie must say the
spells. You cannot have 4 first circle spells, 3 complete effect (or complete the roleplay) without
second circle spells, and 4 third circle spells. taking any vitality damage.
Sorcerers and Psionics are the exceptions to these
rules. Psionics may be bought in any order. Although mages create their own incants when
Sorcerer has purchase restrictions on Force and they learn a spell, they cannot simply make up
Radiation but not on the other spell types. You incants as they see fit. An incant must be
may only buy as many of Force spells as you have personalized. The incant should contain some
total of Air and Water spells. You may only buy as reference to the type of magic they are calling
many Radiation spells as you have total of Earth upon (such as using Blood or a specific element for
and Fire spells. the Sorcerer in the incant) of the spell and also
some form of the name. Priest typically have the
TRAITS name of the Power that they follow somewhere in
the incant. The name does not have to be
When the first spell is learned in a specific school
incanted exactly, but the incant should indicate at
of magic the person learning the school gains a
least part of the name. Pathwalkers must include
new trait that will stay with the person as long as
the name of their Spirit Guide in the Incant instead
that spell is known. The specific trait you gain
of the type of spell. An incant must have a number
depends on the school of magic, please see 2.9.
of syllables equal to twice the cost of the spell (or
level) plus 4 unless otherwise noted. If a spell
USING MAGIC costs 2 character points, for example, the incant
Magic is a power that is hard to control. Only length will be at least 8 syllables.
through a tremendous amount of concentration are
its forces able to be manipulated. Both hands must Incants must always be spoken in a clear enough
be empty and both arms must be free to move to voice for those being effected by the spell to hear.
cast any spell. While certain skills might allow you Incants that are only affecting the caster must be
to hold a weapon in your off hand while casting, spoken in a normal speaking voice unless the spell
the hand and arm delivering the spell must be

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says otherwise. Typically you are not able to cast Blood Mage- Cuts body parts doing Vitality
spells under your breath. damage to power spells with their Ceremonial
Dagger. This should this dagger get
Most imbued effects also have incants, this means destroyed they will have to use a different
that a second incant is used when the effect is one or they will have to wait till its repaired
thrown. This incant is usually much smaller and to cast a spell. They can not use anything
usually requires only four syllables. Make sure to
BUT a ceremonial dagger to cast their spells,
read the long description of the spell to see its
specific requirements.
they can not use a sword or firearm, and the
Blood Mage must cut themselves and roleplay
the effect for it to take place.
With Blood Mages they must have a ceremonial
dagger. Should this dagger get destroyed they will
have to use a different one or they will have to All damage a blood mage does to themselves
wait till its repaired to cast a spell. They can not to cast a spell goes direct to Vitality. Only
use anything BUT a ceremonial dagger to cast their Vitality can be used to power a spell, not
spells, they can not use a sword or firearm, and
armor nor Grant Protect effects. This will only
the Blood Mage must cut themselves and roleplay
work with original vitality, a spell or effect
the effect for it to take place.
that raises a character vitality will not
increase the amount that a Blood Mage can
All damage a blood mage does to themselves to
use. Note when the effect is used the Blood
cast a spell goes direct to Vitality. Only Vitality
can be used to power a spell, not armor nor Grant Mages max is lowered, as such Dex Armor
Protect effects. This will only work with original can still be used.
vitality, a spell or effect that raises a character
vitality will not increase the amount that a Blood Doctor- The med kit must be within arms
Mage can use. Note when the effect is used the
reach and the proper roleplay done each time
Blood Mages max is lowered, as such Dex Armor
a Medical Procedure is used. This typically
can still be used.
involves props, see the Med Kit section of the
rulebook for more specific details.
PACKETS
Packets are small bean bags which are thrown to
represent magical attacks or special powers. They Martial Artist- Must perform kata per
should be made of stretchable fabric and filled with philosophy. This must be done before they
birdseed. You should use only small birdseed with are able to initiate the Martial Arts effects.
no larger or sharper seeds. A square of fabric is
pulled around the birdseed and its corners are Pathwalker- Invokes Nature with each spell.
gathered together to form a "tail" and closed up They must always keep their Spirit Guide
with strapping tape. You may also sew a packet visible.
shut. Sealing the packet with rubber bands or
other types of tape will be allowed on a case by Priest- Calls upon the name of their deific
case basis, and the packet should have give in any Power. They must have a holy symbol of
case. Packets with any other material their Power visible on them at all times.
inside will not be allowed. Psionic- Must stand still for 3 seconds and
have feet planted to cast Psionics. No incant
The head of the packet should be between 1 and is needed, but the full effect must be spoken
1.5 inches in diameter, and the tail behind the tape before the packet is thrown (per normal
should not be longer than 3 inches. The fabric
incant rules).
cannot be pulled so tight that it no longer has give.
You should be able to squeeze the center of the Shifter- Must put on makeup or prosthetics
packet and almost touch your fingers together. to become the animal. They must keep that
on to be able to access their Shifter abilities.
CASTING SPELLS It must be obvious what type of animal they
Each type of magic has its own flavor for casting are.
spells. Note that some spells specify different
actions but in general the flavor should be Sorcerer- Must include the elements name
followed as indicated below. in the incant.

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.
Warbringer- They must have their banner in Control Blood Pool
their hand when imbuing the spell. All imbue Cost: 1 CP
cards need to be provided to insure that the Circle: 1
Type of Magic: Blood Magic
participants know how to use their effects.
Spell Type: Defensive
These imbue cards are typically provided by
Target: Pool
the Warbringer. Attribute Cost: One Vitality
Description: You must say the full incant then run
the Ceremonial Dagger across your arm (taking
Spell Descriptions the 1 point of damage) and call Imbue by Blood.
This spell, if cast at the proper time and location,
summons forth a Blood Ghost who will open a gate
3.8.1 Blood Mage which will lead you and several companions into
the World of the Dead. It is up to the caster to find
out, in game, a place and time where such a being
Circle 1 Blood Mage Spells may be conjured or where a gate may be opened.
You may bring yourself and a number of
Blood of the Earth companions equal to twice your Essence attribute.
Cost: 1 CP You may cast this spell again if you need to take
Circle: 1 more people. If the destination is one that the
Type of Magic: Blood Magic Blood Ghost can reach, then it will turn each of
Spell Type: Offensive your companions to a spirit and lead them to the
Target: Self / Others destination. You must follow the Blood Ghost and
Attribute Cost: One Vitality cannot wander away or converse with anyone on
Description: This spell will allow the Blood Mage the way. You will gain the Spirit trait and reply
to control the blood that runs through an enemys "Spirit" to any effect that strikes you. Only effects
limbs. You must say the full incant then use the that have the Bane to Spirits will affect you or your
ceremonial dagger on yourself doing a point of companions. When you reach your destination the
damage, and then you call Imbue by Blood. Once spirit will end the spirit form. As spirits you are
this is completed you will be imbued with one use visible to any who see you. As long as you are
of Maim Arm by Blood. The incant only has to be within the World of the Dead the vitality spent to
called at the time of casting, not at the time of cast the spell can not be healed. Once you leave
invoking the Maim Arm by Blood. You also may back into the real world you will be able once again
not heal the vitality used for this spell until the to Heal yourself.
spell is used Incant Length: Six Syllables
Incant Length: Six Syllables Verbal: Imbue by Blood.
Verbal: Maim Arm by Blood Delivery Method: Touch
Delivery Method: Touch / Packet
Protection of the Blood
Blood of the Fallen Cost: 1 CP
Cost: 1 CP Circle: 1
Circle: 1 Type of Magic: Blood Magic
Type of Magic: Blood Magic Spell Type: Defensive
Spell Type: Defensive Target: Self
Target: Self Attribute Cost: One Vitality
Attribute Cost: One Vitality Description: This spell will allow the Blood Mage
Description: Once you have said the incant then to guard against Blood Magic itself. You must say
cut your arm with the ceremonial dagger you call the full incant then use the ceremonial dagger on
Imbue by Blood. This will allow you to stabilize yourself doing a point of damage, and then you
others 5 times with a packet. Once cast upon you call Imbue by Blood. Once this is completed you
it will last till you use a point of Essences or the will be imbued a shield versus Blood that will go off
event ends. When you wish to Stabilize someone on the next effect that hits you with the Blood
you will touch them or throw a packet after calling trait. You also may not heal the vitality used for
Stabilize by Blood. You also may not heal the this spell until the spell is used. You may also cast
vitality used for this spell until the spell is used. this on others for the cost of one Vitality and one
Incant Length: Six Syllables Any stat. If given to others, the Vitality may be
Verbal: Imbue by Blood, Stabilize by Blood healed right away.
Delivery Method: Packet

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.
Incant Length: Six Syllables
Verbal: Grant Protection by Blood, Blood Shield Acid Fluid Blood
Delivery Method: Touch Cost: 2 CP
Circle: 2
Redirect the Blood Type of Magic: Blood Magic
Cost: 1 CP Spell Type: Offense
Circle: 1 Target: Self
Type of Magic: Blood Magic Attribute Cost: One Vitality
Spell Type: Offensive Description: You must say the full incant then run
Target: Others the Ceremonial Dagger across your arm (taking
Attribute Cost: One Vitality the 1 point of damage) then call Imbue by Blood.
Description: You must say the full incant then run Once this is completed, You gain By my Gesture,
the Ceremonial Dagger across your arm (taking Destroy weapon by blood. May only be done after
the 1 point of damage) and call Imbue by Blood. being struck with an effect. This does not negate
After this has occurred, the Blood mage gains one the effect. May be done while unconscious or
Waste <Attribute> by Blood uses. You cannot dead. Must destroy the next two weapons that
heal that point of vitality till the spell is used. This strike you. Must target the person who struck you
spell lasts until the used, or you refresh you with a weapon. May only destroy melee
attributes using Essences, or the end of the event weapons. May target a melee weapon that has
what ever comes first. Essence cannot be been used to death strike the Blood Mage. This
Wasted with this spell. effect will persist through death as long as the
Incant Length: Six Syllables Blood Mage reduces their vitality maximum by 1
Verbal: Waste <Attribute> by Blood while this spell is active. You cannot heal that point
Delivery Method: Voice of vitality till the spell is used. This spell lasts until
the used, or you refresh you attributes using
Reviving the Blood Essences, or the end of the eventwhat ever
Cost: 1 CP comes first.
Circle: 1 Incant Length: Eight Syllables
Type of Magic: Blood Verbal: Imbue by Blood Elude and Two Damage
Spell Type: Defensive by Blood
Target: Others Delivery Method: Touch / Packet
Attribute Cost: 1 Vitality and 1 Any
Description: You must say the full incant then run Armor of Blood
the Ceremonial Dagger across your arm (taking Cost: 2 CP
the 1 point of damage) and call Imbue by Blood, Circle: 2
Heal 1 by Blood. Once this is done, you will be Type of Magic: Blood Magic
able to use Heal 1 by Blood four times. May only Spell Type: Defensive
be cast on others. Target: Self
Incant Length: Six Syllables Attribute Cost: 1 Vitality and 1 Agility
Verbal: Imbue by Blood, Heal 1 by Blood Description: You must say the full incant then run
Delivery Method: Touch the Ceremonial Dagger across your arm (taking
the 1 point of damage) and expend a point of
Unveiling the Blood Agility then call Imbue by Blood. Once this is
Cost: 1 CP completed you will be given 2 points of armor.
Circle: 1 You cannot heal that point of vitality till the armor
Type of Magic: Blood Magic is destroyed. This spell lasts until the Blood Armor
Spell Type: Defensive points are lost, you gain armor points from another
Target: Self source, you refresh you attributes using Essences,
Attribute Cost: One Vitality or the end of the event which ever comes first.
Description: This spell allows the Blood Mage to Incant Length: Eight Syllables
expose anything with the Blood trait. You must Verbal: Imbue by Blood.
say the full incant then use the ceremonial dagger Delivery Method: Touch
on yourself doing a point of damage then By my
voice, Expose Blood by Magic. Cleanse Body
Incant Length: Six Syllables Cost: 2 CP
Verbal: By my Voice, Expose Blood by Magic Circle: 2
Delivery Method: Voice Type of Magic: Blood Magic
Spell Type: Defensive
Circle 2 Blood Mage Spells

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Target: Self Cost: 2 CP
Attribute Cost: One Vitality and 1 of any Attribute Circle: 2
Description: You must say the full incant then run Type of Magic: Blood Magic
the Ceremonial Dagger across your arm (taking Spell Type: Offensive
the 1 point of damage) and expending your Target: Self / Others
attribute then after three seconds of role-play call Attribute Cost: One Vitality
Purge Physical by Blood. After that the caster is Description: This spell will allow the Blood Mage
affected by an Agony effect. This spell will cure to ward away your enemies. You must say the full
any negative trait that affects your Body and is incant then use the ceremonial dagger on yourself
grouped in the Physical trait category. Body Traits doing a point of damage, and then you call Imbue
are- Crystal, Earth, Force, Ice, Silver, Weapon, by Blood. Once this is completed you will be
and Web. It cannot be cast on someone else. You imbued with two Repel by Blood. The incant only
must be able to say full incant as well as call has to be called at the time of casting, not at the
Inflict Agony and cut your arm for the spell to time of invoking the Repel by Blood. You also may
work. not heal the vitality used for this spell until the
Incant Length: Eight Syllables spell is used.
Verbal: Purge Physical by Blood, Inflict Agony to Incant Length: Eight Syllables
Self Verbal: Imbue by Blood Repel by Blood
Delivery Method: Touch Delivery Method: Touch / Packet

Lifes Blood Circle 3 Blood Mage Spells


Cost: 2 CP
Circle: 2 Choking Blood
Type of Magic: Blood Magic Cost: 3 CP
Spell Type: Defensive Circle: 3
Target: Others Type of Magic: Blood Magic
Attribute Cost: Two Vitality Spell Type: Offense
Description: You must say the full incant then run Target: Others
the Ceremonial Dagger across your arm (taking Attribute Cost: Two Vitality
the 2 points of damage) and then call Drain Description: This spell is known as a mage killer
<Skill> by Blood. The damage can be healed as and is powered by a mist of the casters Blood. You
soon as the spell is finished. Racial abilities cannot must say the full incant then run the Ceremonial
be drained in this manner. Dagger across your arm (taking the 2 points of
Incant Length: Eight Syllables damage) and then cast the spell. Once this is
Verbal: Drain <Skill> by Blood completed you can throw a Silence and Slow by
Delivery Method: Packet Blood. The caster may heal the vitality
immediately after the spell is cast.
Major Redirect the Blood Incant Length: Ten Syllables
Cost: 2 CP Verbal: Silence and Slow by Blood
Circle: 2 Delivery Method: Packet
Type of Magic: Blood Magic
Spell Type: Offensive Blood Curse
Target: Others Cost: 3 CP
Attribute Cost: Two Vitality Circle: 3
Description: You must say the full incant then run Type of Magic: Blood Magic
the Ceremonial Dagger across your arm (taking Spell Type: Offense
the 2 points of damage) and call Imbue by Blood. Target: Others
After this has occurred, the Blood mage gains the Attribute Cost: Two Vitality
use of a Waste 2 <Attribute> by Blood uses. Description: This spell will allow the Blood Mage
You cannot heal that point of vitality till the spell is to shield their target from the next Healing or Cure
used. This spell lasts until the used, or you refresh Death spell that hits them. This spell requires an
you attributes using Essences, or the end of the effect card that must be given to the target of the
eventwhat ever comes first. Essence cannot be spell after it is cast. This effect must be requested
Wasted with this spell. from logistics if they are planning to cast it at the
Incant Length: Eight Syllables event. To cast the spell you must say the full
Verbal: Waste 2 <Attribute> by Blood incant then use the ceremonial dagger on yourself
Delivery Method: Voice doing two points of damage then you call Imbue by
Blood. Once this is completed you will give the
Slinging Blood target the effect card. It will give the target a

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Cure Death Shield and a Heal Shield that will block gain the Blood Mark by the Blood Mage who cast
the first effect with those traits that hit the target. the spell. He must touch them at the same time
The target must be unconscious, dead, or bleeding as touching the building. He then must place the
out. If the target does not fall into those statuses Blood Mark (the same one the Blood Mage has)
he must call No Effect but the vitality is still used somewhere visible on the target and then say a
up. The target will know that these have been Ten Syllable incant before calling Imbue by Blood.
placed upon them. The cast may heal the vitality The target must expend one point of Wits or take
immediately after the spell is cast. one point of vitality damage that may only be
Incant Length: Ten Syllables healed after the Blood Guard has expired in order
Verbal: Inflict by Blood, Cure Death Shield and to receive the blood mark. Once this is done they
Heal Shield may move beyond the blood sheet and back again
Delivery Method: Touch freely. This is the only spell that gets imbued upon
the building but the Blood Mage may heal the
Blood Thinning Vitality used to power the spell once the spell is
Cost: 3 CP over. There are spells and effects that can remove
Circle: 3 this protection.
Type of Magic: Blood Magic Incant Length: Ten Syllables
Spell Type: Offense Verbal: Imbue by Blood.
Target: Self / Others Delivery Method: Touch
Attribute Cost: One Vitality
Description: This spell will allow the Blood Mage Major Lifes Blood
to suck the energy away from your enemy. You Cost: 3 CP
must say the full incant then use the ceremonial Circle: 3
dagger on yourself doing a point of damage, and Type of Magic: Blood Magic
then you call Imbue by Blood. Once this is Spell Type: Offense
completed you will be imbued two 2 damage and Target: Others
Weakness by Blood effects. The incant only has to Attribute Cost: 2 Vitality
be called at the time of casting, not at the time of Description: Using your blood and the Blood
invoking the 2 damage and Weakness by Blood. contained within you can drain someone else and
You also may not heal the vitality used for this make them weak. You must say the full incant
spell until the spell is used. then run the Ceremonial Dagger across your arm
Incant Length: Ten Syllables (taking the 2 points of damage) and then call Drain
Verbal: Imbue by Blood, 2 damage and <Skill> and <Skill> by Blood and throw the
Weakness by Blood packet. The damage done can be healed right
Delivery Method: Touch / Packet after the spell is cast. Racial Abilities cannot be
drained in this manner.
Incant Length: Ten Syllables
Blood Guard Verbal: Drain <Skill> and <Skill> by Blood
Cost: 3 CP Delivery Method: Packet
Circle: 3
Type of Magic: Blood Magic Circle 4 Blood Mage Spells
Spell Type: Defensive
Target: Building Body of Blood
Attribute Cost: Two Vitality Cost: 4 CP
Description: By summoning the power of their Circle: 4
Blood they are able to cast a spell that will protect Type of Magic: Blood Magic
their homes. You must first prepare the building Spell Type: Defensive
by placing a red sheet of cloth at the entrance of Target: Self
the building. You must say the full incant then run Attribute Cost: One Vitality and Two Any
the Ceremonial Dagger across your arm (taking Description: With this spell imbued upon you,
the 2 points of damage) and call Imbue by Blood your body becomes solid blood for a moment. You
while touching the door. This will make the room speak the spells incant, run the Ceremonial
cross the threshold past the red sheet into the Dagger across your arm (taking the 1 point of
room. An effect card must be placed in the door damage) expend two points of any Attribute, and
arch. Only those who have the Blood Mark may then call the verbal Imbue by Blood. Once this is
enter into the building past the sheet from 2:00 completed the character is able to Avoid an attack
am to 10:00 am. The caster automatically affecting him. This spell lasts until the used, or you
receives the Blood Mark (which must be placed in a refresh you attributes using Essences, or the end
visible location by the caster). Others are able to of the eventwhat ever comes first. You also may

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not heal the vitality used for this spell until the access to unlimited uses of 3 Damage and Agony
spell is used by Blood. If you move your feet before the spell
Incant Length: Twelve Syllables ends. You cannot heal that point of vitality until
Verbal: Imbue by Blood. Avoid the spell is over. This spell lasts until the feet are
Delivery Method: Touch moved, or you refresh your attributes using
Essence, or the end of the event which ever comes
Blood Drain first.
Cost: 4 CP Incant Length: Twelve Syllables
Circle: 4 Verbal: Imbue by Blood, 3 Damage and Agony by
Type of Magic: Blood Magic Blood
Spell Type: Offense Delivery Method: Touch / Packet
Target: Self / Others
Attribute Cost: One Vitality and one Any Blood Transformation
Description: You must say the full incant then run Cost: 4 CP
the Ceremonial Dagger across your arm (taking Circle: 4
the 1 point of damage) and expend one point of Type of Magic: Blood Magic
any Attribute, then call Imbue by Blood. Once this Spell Type: Defensive
is completed you have access to a Drain by Blood. Target: Self
You cannot heal that point of vitality till the spell is Attribute Cost: One Vitality
used. This spell lasts until the used, or you refresh Description: You transform your body to
you attributes using Essences, or the end of the insubstantial form and become a spirit, gaining
eventwhat ever comes first. that defense and the trait Spirit. You must clasp
Incant Length: Twelve Syllables your hands in front of you, bow your head, speak
Verbal: Imbue by Blood. Drain by Blood the incant, run the Ceremonial Dagger across your
Delivery Method: Touch / Packet arm (taking the 1 point of damage) and say
Imbue by Blood to become a spirit. So long as
Blood Rage you do not move, talk, or perform any in game
Cost: 4 CP actions you are immune to all attacks that do not
Circle: 4 specifically target the Spirit trait. You state Spirit
Type of Magic: Blood Magic in response to any other attack that strikes you or
Spell Type: Offense talks to you. You cannot move and cannot speak
Target: Others during this time. This spell lasts until you move;
Attribute Cost: One Vitality begin to refresh you attributes using Essences, or
Description: This spell is known as a mage killer the end of the eventwhatever comes first. You do
and is powered by a mist of the casters Blood. You not require an Imbue Card for this spell because
must say the full incant then run the Ceremonial you may not cast it on anyone but yourself. If you
Dagger across your arm (taking the 1 point of are interrupted while speaking the incant or verbal
damage) and then cast the spell. Once this is then the spell is interrupted and fails.
completed you can throw Frenzy by Blood. The Incant Length: Twelve Syllables
cast may heal the vitality immediately after the Verbal: Imbue by Blood. Spirit
spell is cast. Delivery Method: Touch
Incant Length: Twelve Syllables
Verbal: Frenzy by Blood. The Sight of Blood
Delivery Method: Packet Cost: 4 CP
Circle: 4
Blood Storm Type of Magic: Blood Magic
Cost: 4 CP Spell Type: Offense
Circle: 4 Target: Others
Type of Magic: Blood Magic Attribute Cost: One Vitality and 1 Any
Spell Type: Offense Description: This spell is known as a mage killer
Target: Self / Others and is powered by a mist of the casters Blood. You
Attribute Cost: One Vitality and Three Any must say the full incant then run the Ceremonial
Description: Harnessing the Power of the Storm Dagger across your arm (taking the 1 point of
the Blood Mage is able to control is wrath and damage) and then cast the spell. Once this is
direct it at its enemy. You must plant your feet, completed you can throw Paralysis by Blood.
say the full incant then run the Ceremonial Dagger The caster may heal the vitality immediately after
across your arm (taking the 1 point of damage) the spell is cast.
and expend Three points of any Attribute, then call
Imbue by Blood. Once this is completed you have

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Incant Length: Twelve Syllables
Verbal: Paralysis by Blood.
Delivery Method: Packet

View the Living


Cost: 4 CP
Circle: 4
Type of Magic: Blood Magic
Spell Type: Offense
Target: Others
Attribute Cost: One Vitality
Description: All Blood Mages can feel the living
Blood of all those around them, all they have to do
is call out to sense them. All living beings have the
Living Trait. You speak the spells incant, run the
Ceremonial Dagger across your arm (taking the 1
point of damage) and then call the verbal By
Voice, Expose Living By Blood. You also may not
heal the vitality used for this spell until the spell is
used
Incant Length: Twelve Syllables
Verbal: By Voice, Expose Living by Blood
Delivery Method: Voice

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3.8.4 Martial Artist
afterwards. Add Agony to Self
after used.
To use Martial Arts Points (Ki Points), the Martial
Imbue by Magic- Protection 2,
Artist must prepare their mind by entering into a Purge Maim. Must declare enemy
trance; this takes 5 Minutes of role-play. During you intend to fight. May call
this trance, the Martial Artist is able to put in any Double on all Martial Arts Skills.
Once line of sight has been
attribute transforming it into a Ki pool. That pool
From the Sky disrupted for 10 seconds, User is
is used to power all the Martial Artist abilities. 4
to the Earth unconscious, or indicated foe is 2 K
Once the pool is created and before any Martial defeated User suffers drain and stun
Artist ability can be used, the Martial Artist must to self.
RP Disadvantage Must spend at
then spend 10 seconds preparing themselves to least 3 seconds of Martial Arts
access their abilities by choosing one Philosophy styled RP to activate.
(Stance) and performing that kata. While in that
Philosophy they may only access abilities located Fierce Eagle Philosophy
under that Philosophy. If they want to change Cost: 3 CP
Philosophies they must spend another 10 seconds Type of Magic: Trancer Philosophy
performing that kata to do so. If the Martial Artist Target: Self
should put a "fist" away, such as no longer holding Description: The Fierce Eagle philosophy is
the rep directly in the hand, they lose their centered on making precise attacks at the enemy.
Philosophy and must spend 10 seconds getting Fierce Eagle draws on the inner strength of an
back into the Philosophy. individual allowing them to direct their attacks to
specific locations causing the maximum amount of
How you define the trance or perform the trance is damage and effect. To initialize this philosophy
up to the individual user. However, it must always the Martial Artist must do their Kata by move their
be performed in the same manner once you use it. Fists in precise short movements.

All Martial Arts, unless indicated otherwise, can


CP Spell Name Attribute
also be used with claws. Cost
Spell Description
Cost

Talon Grasps Fist-Imbue Double 2 Damage and


Falling Star Philosophy 1
the Prey Agony by Weapon
1K
Cost: 3 CP Eagles
Type of Magic: Trancer Philosophy 2 Thundering Fist Stun by Weapon 1K
Target: Self Wings
Description: The Philosophy of the Falling Star Imbue by Magic-"Fists"- Three
Render the Prey
3 uses of 2 damage and Maim by 2K
teaches a relentless and powerful assault. Falling Helpless
weapon
Star utilizes ones physical strength as well as ones The Gambler
4 Fist -Death by Weapon 4K
self-discipline with little concern for the after Comes Calling
effects. Nothing else in the world seems to matter
but the task at hand. To initialize this philosophy
The Fist
the Martial Artist must do their Kata by move their 4 Channels the
Grants the user one use of 5
3K
Damage and Agony by Gesture
weapon in a quick flurry, normally by thrusting and Spirit
swinging over and over again.

CP Attribute Patient Spider Philosophy


Spell Name Spell Description
Cost Cost
Cost: 3 CP
1
Denying the
2 damage and Silence by weapon 1K Type of Magic: Trancer Philosophy
Sorcerer
Target: Self
Disturbing Imbue by Magic-"Fists"- Two uses
2 the Hornets of 5 Damage by weapon and after 2K Description: The heart of this philosophy is
Nest second use Maim to arm to Self. waiting for the exact right moment to launch a
The Smith is devastating strike. Patient Spider is just that
"Fists"- 2 damage and Destroy
2 Found
<item> by weapon 1K Patient. One must conquer themselves before
Wanting
they can conquer others. To initialize this
3 Mind and Imbue by Magic- May Packet deliver 1 K
Weapon are any Falling Star Technique by philosophy the Martial Artist must do their Kata by
One placing a fist into a not ready move their Fists in one position holding it there
position. Must return fist to hand for a few moments then moving it to a different

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one. Patient Spider appears to use very slow
movements but in fact it is just meant to hide the
speed of ones strike from their opponent.

CP Spell Name Attribute


Spell Description
Cost Cost

Removing the "Fists"- Two uses of 2 damage and


1 1K
Threat Weakness by weapon
Easing the
2 "Fists"- Paralyze by weapon 1K
Way
Poison
"Fists"- Three uses of 2 damage
3 Reaches the 2K
and agony by weapon
Heart
The Spider
3 Slow and Slam by weapon 2K
Strikes Swiftly

Imbue by Magic- Allows instant


Hunter Lies in
4 transition into Patient Spider 1K
Wait
Philosophy

Shifting Sand Philosophy


Cost: 3 CP
Type of Magic: Trancer Philosophy
Target: Self
Description: This is a very defensive Philosophy,
based around erratic and fluid movements.
Shifting Sand uses strength of the will and the
Martial Artists agility to quickly maneuver like a
weapon. To initialize this philosophy the Martial
Artist must do their Trance Kata by move their
Fists in quick fluid motions while doing erratic
patterns.

CP Attribute
Spell Name Spell Description
Cost Cost

Parry and 2 damage. If you parry


Fighting Against
1 a melee attack you can then hit 2 K
the Storm
them for 2 damage.
The Desert Purge by will all Maim, Paralyze,
3 Resists Root, Slow, Stun, and Weakness 1 K
Destruction effects on you
Imbue by Magic- 2 x guard vs.
Sand Obscures
3 bullet, packet, weapon called or 2 K
the Sun
uncalled.
Dust Blows in Imbue 2 x Avoid vs Melee,
4 3K
the Wind Firearm, Packet
Sand Wears Imbue by Magic-"Fists"- Five uses
4 3K
Down Stone of 2 Damage

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3.8.5 Paramedic Procedures
Med Kits Med Kits do not refresh each event. The
Med Kits are an essential part of a doctors ability only way to refresh a Med Kit is to pay
to treat illness. In AfterMath all Doctors use med components for it.
kits to power their skills/abilities. Doing this allows
Doctors to use the stats in their med kit instead of You must role play with medical looking
their own, which would allow them to buy other props to use the procedures. This can be
skills and use their personal stats for those (such as elaborate as you want but it should be
as combat skills). This is a great advantage but it obvious the Doctor is working on someone
also has a big disadvantage to it. Doctors have to medically. Props can be simple as a
do a great deal of role playing involving props and bandage, the role play is the most
refreshing their med kits takes components, which important.
can make it a costly job keeping people alive.
You must have a physrep for every med kit
There are typically five types of med kits, level 1- you have on you. You can not have two
5. Each med kit has three stats, Field Dressing tags used for the same med kit. Each
(FD), Field Surgery (FS), and Field Medicine (FM). med kit must be the minimum size
Each level of Med Kit grants different levels of Med representing the level. They break down is
Kits stats. They break down is listed at the end of listed at the end of this section.
this section.
When you refresh a med kit, it doesnt
To use a med kit the doctor must have the Med Kit matter if you have only one stat remaining
within touching distance of the patient and or all but one, you must expend all
themselves. The Doctor must touch each person components to refresh the kit.
during the role-play and the must involve medical-
type props while working on their patient this must Med Kit 1
include the med kit they are pulling stats from in Stats- 2 of each stat
some way (such as a place the supplies or Components to Refresh- 2 Components
Physrep Min Size- 6" x 6" x 2" with Medical Supplies
medicine is held).
Med Kit 2
To refresh a med kit, a doctor needs to have the Stats- 4 of each stat
E.M.T. Procedures skill and have access to a Components to Refresh- 3 Components
Chemistry Lab (having a Key). Within the Lab the Physrep Min Size- 10" x 6" x 2" with Medical Supplies
person refreshing the med kit must deposit either
a plant, mineral, or animal component to refresh Med Kit 3
Stats- 8 of each stat
based on the size of the med kit, break down is
Components to Refresh- 4 Components
listed at the end of this section. A tag should be Physrep Min Size- 10" x 8" x 4" with Medical Supplies
filled out indicating the person refreshing and the
med kit size being refreshed. The tag and Med Kit 4
components should be placed in a plastic baggie Stats- 12 of each stat
and deposited in the Workshop Waste Bin. Note Components to Refresh- 5 Components
you ARE able to use search skill extra components Physrep Min Size- 10" x 10" x 4" with Medical Supplies
to refresh these stats, you must indicate that this
is being used on the tag. Med Kit 5
Stats- 16 of each stat
Components to Refresh- 6 Components
Note- Physrep Min Size- 10" x 10" x 6" with Medical Supplies
You HAVE to go to the Forge/Workshop to
refresh your med kit!

You can have more then one med kit on


you at a time, but you can not pull stats
for different ones for the same ability. Paramedic Procedures use the Med Kits attributes,
For instance if a med kit takes 3 FD to use, which includes: Field Dressing (FD), Field Surgery
and you have two level 1 med kits, each (FS), and Field Medicine (FM)
with 2 FD, you will not be able to use that
ability. You need a larger med kit.

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Circle 1 Paramedic Procedures Volunteer from the Med Kits supplies. Afterwards the doctor
calls Cure Slow by Medic.
Daradrin Verbal: Cure Slow by Medic
Cost: 1 CP Delivery Method: Touch
Circle: 1 Volunteer
Type of Magic: Paramedic Procedures Mind Realignment
Spell Type: Defensive Cost: 1 CP
Target: Self & Others Circle: 1 Volunteer
Attribute Cost: One Field Surgery Type of Magic: Paramedic Procedures
Description: When a quick boost is needed this is Spell Type: Defensive
the way to go. To use this procedure the Doctor Target: Self / Others
must do 30 seconds of Role-play then expend a Attribute Cost: One Field Medicine
point of Field Surgery from the Med Kits supplies. Description: Doctors do not just cure the body,
Afterwards the doctor calls Heal 4 by Medic.' This they also cure the mind. This procedure will cure
procedure can be done on the Doctor. any Repel effect that is placed on the target. To
Verbal: Heal 4 by Medic use this procedure the Doctor must do thirty
Delivery Method: Touch seconds of Role-playing then expend a point of
Field Medicine from the Med Kits supplies.
Domelaphorm Afterwards the doctor calls Cure Repel by Medic.
Cost: 1 CP Verbal: Cure Repel by Medic
Circle: 1 Volunteer Delivery Method: Touch
Type of Magic: Paramedic Procedures
Spell Type: Defensive Rehabilitation
Target: Self / Others Cost: 1 CP
Attribute Cost: One Field Dressing Circle: 1 Volunteer
Description: A few well placed bandages and Type of Magic: Paramedic Procedures
ointment will get a patient back to their feet. To Spell Type: Defensive
use this procedure the doctor must prepare Target: Self / Others
themselves by doing one minute of role-play going Attribute Cost: One Field Dressing
through the Med Kits supplies then expend one Description: All Med Kits have a good amount of
point of Field Dressings from the Med Kits supplies that will stop bleeding quickly. To use this
remaining attributes. When this is done the Doctor procedure the doctor must prepare themselves by
calls Imbue by Medic. Once that is done the doing one minute of role-play going through the
Doctor can heal one point of vitality up to five Med Kits supplies then expend one point of Field
times without needing to re-perform this Dressings from the Med Kits remaining attributes.
procedure. Each time the Healing is being When this is done the Doctor calls Imbue by Medic.
conducted, the Doctor must touch the patient Once that is done the Doctor can stabilize up to ten
perform 10 seconds of role-play then call Heal by times with just a touch and three seconds of role-
Medic. This healing can only be done on others play (usually placing some kind of bandage on the
and can not be done on the Doctor administering patient. To stabilize a patient the doctor must
this procedure. This will stay imbued upon the touch them and call Stabilize by Medic. This will
Doctor until the Doctor uses a point of Essences to stay imbued upon the Doctor until the Doctor uses
refresh their stats, the Med Kit is re-supplied, or a point of Essences to refresh their stats, the Med
the event ends which ever comes first. Kit is re-supplied, or the event ends which ever
Verbal: Imbue by Medic. Heal by Medic comes first.
Delivery Method: Touch Verbal: Imbue by Medic. Stabilize by Medic
Delivery Method: Touch
Limb Damage Correction
Cost: 1 CP Resetting the Bone
Circle: 1 Volunteer Cost: 1 CP
Type of Magic: Paramedic Procedures Circle: 1 Volunteer
Spell Type: Defensive Type of Magic: Paramedic Procedures
Target: Self / Others Spell Type: Defensive
Attribute Cost: One Field Surgery Target: Self / Others
Description: This procedure will cure any Slow Attribute Cost: One Field Surgery
effect that is placed on the target. To use this Description: Most Doctors can reset a limb
procedure the Doctor must do thirty seconds of without needing a Med Kit. But it does tend to
Role-playing then expend a point of Field Surgery make things quicker when one is around. To use
this procedure the Doctor must do one minute

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Role-playing then expend a point of Field Surgery Description: Delivering this anti-poison directly
from the Med Kits supplies. Afterwards the doctor into the blood stream will instantly cure anything
calls Imbue by Medic and has access to five Cure poisonous that is floating around in the patients
Maim by Medic effects. Each Cure Maim effect body. This procedure will cure any effect that was
takes 10 seconds of role-play to administer. This delivered with the Poison trait. To use this
will stay imbued upon the Doctor until the Doctor procedure the Doctor must do one minute of Role-
uses a point of Essences to refresh their stats, the playing then expend a point of Field Medicine from
Med Kit is re-supplied, or the event ends which the Med Kits supplies. Afterwards the doctor calls
ever comes first. Cure Poison by Medic.
Verbal: Imbue by Medic Cure Maim by Medic Verbal: Cure Poison by Medic
Delivery Method: Touch Delivery Method: Touch

Ryans Strong Arm Theory Create Counter Poison


Cost: 1 CP Cost: 2 CP
Circle: 1 Volunteer Circle: 2 EMT
Type of Magic: Paramedic Procedures Type of Magic: Paramedic Procedures
Spell Type: Defensive Spell Type: Defensive
Target: Self / Others Target: Others
Attribute Cost: One Field Medicine Attribute Cost: One Field Medicine
Description: Ryan was an old doctor/alchemist Description: Filling the blood with natural anti-
that created a pill that would soften the muscles venom will make the patient resistant to the next
just enough to fix any damage done to them. This poison that would have affected them. This
procedure will cure any Weakness effect that is procedure will give the patient one resists versus
placed on the target. To use this procedure the any effect with the Poison trait. To use this
Doctor must do thirty seconds of Role-playing then Procedure the Doctor must touch a person and do
expend a point of Field Medicine from the Med Kits one minute of role-play, once this is done One
supplies. Afterwards the doctor calls Cure point of Field Medicine is expended from the Med
Weakness by Medic. Kits attributes and the Doctor calls Grant Defense
Verbal: Cure Weakness by Medic by Medic, "Resist Poison"
Delivery Method: Touch Verbal: Grant Defense by Medic, "Resist Poison"
Resist
Circle 2 Paramedic Procedures EMT Delivery Method: Touch

Blood Transfusion Mend the Voice Box


Cost: 2 CP Cost: 2 CP
Circle: 2 EMT Circle: 2 EMT
Type of Magic: Paramedic Procedures Type of Magic: Paramedic Procedures
Spell Type: Defensive Spell Type: Defensive
Target: Others Target: Others
Attribute Cost: One Field Surgery Attribute Cost: One Field Dressing
Description: Blood transfusion was said to of Description: A patience voice can become
been rediscovered after a medic found an old world strained to the point were they can no longer talk.
medical book. This procedure will cure any Drain This procedure will cure any Silence effect that is
effect that is placed on the target. To use this placed on the target. To use this procedure the
procedure the Doctor must do thirty seconds of Doctor must do thirty seconds of Role-playing then
Role-playing then expend a point of Field Surgery expend a point of Field Dressing from the Med Kits
from the Med Kits supplies. Afterwards the doctor supplies. Afterwards the doctor calls Cure Silence
calls Cure Drain by Medic. by Medic.
Verbal: Cure Drain by Medic Verbal: Cure Silence by Medic
Delivery Method: Touch Delivery Method: Touch

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

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Description: With the right mixture of chemicals regarding it. This procedure will temporary make a
you can wake someone up from any sort of sleep. patient immune to any effect delivered with the
This procedure will cure any Stun effect that is Fear trait until the patient refresh their attributes.
placed on the target. To use this procedure the To use this Procedure the Doctor must touch a
Doctor must do thirty seconds of Role-playing then person and do one minutes of role-play, once this
expend a point of Field Medicine from the Med Kits is done two points of Field Medicine are expended
supplies. Afterwards the doctor calls Cure Stun by from the Med Kits attributes and the Doctor calls
Medic. Imbue by Medic This procedure requires an
Verbal: Cure Stun by Medic imbue card that must be acquired from logistics
Delivery Method: Touch (the doctor is able to create their own imbue card
but it must be shown during check in and
The Pill approved). This will last until the patient uses
Cost: 2 CP Essences to refresh their attributes or the event
Circle: 2 EMT ends which ever comes first.
Type of Magic: Paramedic Procedures Verbal: Imbue to Patient by Medic Immunity to
Spell Type: Defensive Fear
Target: Self and Others Delivery Method: Touch
Attribute Cost: One Field Medicine
Description: The pill was accidentally discovered Blood boil
when some Saharans were trying to find a cure for Cost: 3 CP
the Unclean. This procedure will cure any effect Circle: 3 Senior EMT
that was delivered with the Disease trait. To use Type of Magic: Paramedic Procedures
this procedure the Doctor must do one minute of Spell Type: Defensive
Role-playing then expend a point of Field Medicine Target: Self and Others
from the Med Kits supplies. Afterwards the doctor Attribute Cost: Two Field Medicine
calls Cure Disease by Medic. Description: A special drug that was first created
Verbal: Cure Disease by Medic to torture Old Bloods, but it has an interesting
Delivery Method: Touch effect on other races. This procedure will Grant the
target with a Packet attack doing 5 damage by
Reconnecting the Spine Blood. To use this procedure the Doctor must do
Cost: 2 CP thirty seconds of Role-playing then expend two
Circle: 2 EMT points of Field Medicine from the Med Kits
Type of Magic: Paramedic Procedures supplies. Afterwards the doctor calls Grant Packet
Spell Type: Defensive Attack by Radiation, 5 Damage by Blood.
Target: Others Verbal: Grant Packet Attack by Radiation, 5
Attribute Cost: One Field Surgery Damage by Blood
Description: This procedure will cure any Delivery Method: Touch
Paralysis effect that is placed on the target. To
use this procedure the Doctor must do thirty Derriks Blue Ice
seconds of Role-playing then expend a point of Cost: 3 CP
Field Surgery from the Med Kits supplies. Circle: 3 Senior EMT
Afterwards the doctor calls Cure Paralysis by Type of Magic: Paramedic Procedures
Medic. Spell Type: Defensive
Verbal: Cure Paralysis by Medic Target: Self and Others
Delivery Method: Touch Attribute Cost: Three Field Dressing
Description: Blue Ice is a special ointment that is
Circle 3 Paramedic Procedures-Senior EMT placed in the bandages to increase healing. This
procedure will heal the target eight points of
Bigs Muffled Senses vitality up to the targets maximum. To use this
Cost: 3 CP procedure the Doctor must do one minute of Role-
Circle: 3 Senior EMT playing then expend three points of Field Dressing
Type of Magic: Paramedic Procedures from the Med Kits supplies. Afterwards the doctor
Spell Type: Defensive calls Heal 8 by Medic.
Target: Self and Others Verbal: Heal 8 by Medic
Attribute Cost: Two Field Medicine Delivery Method: Touch
Description: In some city-states Bigs Muffled
Senses or BMS as it is called by most people is Healing the Wasted
illegal. Many of the leading medics say that it is Cost: 3 CP
addictive though no concrete proof exists Circle: 3 Senior EMT

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Type of Magic: Paramedic Procedures Revive
Spell Type: Defensive Cost: 3 CP
Target: Self and Others Circle: 3 Senior EMT
Attribute Cost: Two Field Surgery Type of Magic: Paramedic Procedures
Description: Doctors find themselves with Spell Type: Defensive
patients of all kinds; some of the worst are those Target: Self / Others
who are wasting away. This procedure was Attribute Cost: Three Field Medicine
developed by an Ashuran who wanted to find the Description: This procedure will Imbue the
cure for Unclean, unfortunately they failed but Doctor with five Cure Stun by Medic effects that
luckily this procedure does work on this lesser form will cure any stun effect. To use this procedure the
of waste. This procedure will cure any Waste effect Doctor must do one minute of Role-playing then
that is placed on the target. To use this procedure expend three points of Field Medicine from the Med
the Doctor must do thirty seconds of Role-playing Kits supplies. Afterwards the doctor calls Imbue
then expend two points of Field Surgery from the by Medic. This procedure can only be done on the
Med Kits supplies. Afterwards the doctor calls Doctor after that then the Cure Stun effect can be
Cure Waste by Medic. administered to anyone. The Med Kit must be
Verbal: Cure Waste by Medic present for this effect to be used. This will stay
Delivery Method: Touch imbued until the doctor uses a point of Essences to
refresh their stats, re-supplies the med kit, or the
Magebane event ends which ever comes first.
Cost: 3 CP Verbal: Imbue by Medic
Circle: 3 Senior EMT Delivery Method: Touch
Type of Magic: Paramedic Procedures
Spell Type: Defensive Circle 4 Paramedic Procedures MedEvac
Target: Self and Others
Attribute Cost: Two Field Medicine Ashurans Heart
Description: Created by one of the many City- Cost: 4 CP
States that has views against magic, Magebane is Circle: 4 MedEvac
a common drug found within many militaries. This Type of Magic: Paramedic Procedures
procedure will Grant the target with a Resist Spell Type: Defensive
versus anything delivered with the Magic trait. To Target: Self and Others
use this procedure the Doctor must do thirty Attribute Cost: Two Field Dressing
seconds of Role-playing then expend two points of Description: Ashurans Heart was created by a
Field Medicine from the Med Kits supplies. woman who while spending several years working
Afterwards the doctor calls Grant Defense by with the Ashurans wanted to be able to heal
Medic, "Resist Magic". anyone. This procedure will cure any Stricken
Verbal: Grant Defense by Medic, "Resist Magic" effect that is placed on the target. To use this
Delivery Method: Touch procedure the Doctor must do thirty seconds of
Role-playing then expend three points of Field
Radiation Therapy Dressing from the Med Kits supplies. Afterwards
Cost: 3 CP the doctor calls Cure Stricken by Medic.
Circle: 3 Senior EMT Verbal: Cure Stricken by Medic
Type of Magic: Paramedic Procedures Delivery Method: Touch
Spell Type: Defensive
Target: Self and Others Blood of the Unclean
Attribute Cost: Two Field Surgery Cost: 4 CP
Description: The Goriyani created this procedure Circle: 4 MedEvac
to allow people to travel for short bursts in the Type of Magic: Paramedic Procedures
Waste. This procedure will grant the patient with a Spell Type: Defensive
Resist versus the Radiation trait. To use this Target: Self and Others
procedure the Doctor must do thirty seconds of Attribute Cost: Three Field Medicine
Role-playing then expend two points of Field Description: No one knows the exact origins of
Surgery from the Med Kits supplies. Afterwards this medical procedure. It involves draining a bit of
the doctor calls Grant Defense by Medic, Resist blood from the patient then injecting a new
Radiation. substance into the extracted blood then putting it
Verbal: Grant Defense by Medic, Resist back into the patients body. This procedure will
Radiation Resist temporary make a patient immune to any Agony
Delivery Method: Touch effect until the patient refresh their attributes. To
use this Procedure the Doctor must touch a person

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and do one minutes of role-play, once this is done Verbal: Cure Physical and Mental by Medic
three points of Field Medicine are expended from Delivery Method: Touch
the Med Kits attributes and the Doctor calls Imbue
by Medic. This procedure requires an imbue card Resuscitate
that must be acquired from logistics (the doctor is Cost: 4 CP
able to create their own imbue card but it must be Circle: 4 "MedEvac"
shown during check in and approved). This will last Type of Magic: Paramedic Procedures
until the patient uses Essences to refresh their Spell Type: Defensive
attributes or the event ends which ever comes Target: Others
first. Attribute Cost: Four Field Dressing
Verbal: Imbue to Patient by Medic Immunity to Description: One of the pinnacles of the
Agony Paramedic training is Resuscitation. This procedure
Delivery Method: Touch will bring a patient back from the brink of death.
To administer the procedure, ten seconds of role-
Create Antibodies play must be done, and then four points of Field
Cost: 4 CP Dressings must be expended from the Med Kit's
Circle: 4 MedEvac supplies. Then Cure Death by Medic is called.
Type of Magic: Paramedic Procedures Verbal: "Cure Death by Medic"
Spell Type: Defensive Delivery Method: Touch
Target: Self and Others
Attribute Cost: Two Field Surgery Spell Bound
Description: This procedure will temporary make Cost: 4 CP
a patient immune to any effect delivered with the Circle: 4 "MedEvac"
Disease trait until the patient refresh their Type of Magic: Paramedic Procedures
attributes. To use this Procedure the Doctor must Spell Type: Defensive
touch a person and do one minutes of role-play, Target: Self and Others
once this is done two points of Field Surgery are Attribute Cost: Two Field Medicine
expended from the Med Kits attributes and the Description: A powerful medical procedure
Doctor calls Imbue by Medic. This procedure developed by an elite group of Sorcerers to make
requires an imbue card that must be acquired from themselves more powerful. This procedure will
logistics (the doctor is able to create their own Grant two spell attributes; this will work on the
imbue card but it must be shown during check in following skills Arcana (Sorcerer), Blood Potency
and approved). This will last until the patient uses (Blood Mage {cannot be used for Vitality}),
Essences to refresh their attributes or the event Charisma (Warbringer), Concentration (Psionic)
ends which ever comes first. and Mind of No Mind (Martial Artist). To use this
Verbal: Imbue to Patient by Medic No Effect procedure the Doctor must do five minutes of Role-
Delivery Method: Touch playing, part of which involves asking what the
doctor is granting, then expend two points of Field
The Dominic Process Medicine from the Med Kit's supplies. Afterwards
Cost: 4 CP the doctor calls "Grant 2 <Spell Pool> by Medic".
Circle: 4 MedEvac Verbal: "Grant 2 <Spell Pool> by Medic"
Type of Magic: Paramedic Procedures Delivery Method: Touch
Spell Type: Defensive
Target: Others Speeders
Attribute Cost: Three Field Surgery and One Field Cost: 4 CP
Medicine Circle: 4 MedEvac
Description: Another crowning achievement by Type of Magic: Paramedic Procedures
the Ashurans. This procedure will completely cure Spell Type: Defensive
a target of all Mind and Body affecting illnesses. Target: Self and Others
This procedure will cure any effect that was Attribute Cost: Three Field Surgery
considered a Physical or Mental trait when it hit. Description: In an attempt to keep people from
Those traits are Confusion, Despair, Fear, being hurt an Ashuran created this Medical
Inspiration, Presence, Trance, Will, Crystal, Earth, Procedure. Unfortunately it seems to be a favorite
Force, Ice, Silver, Weapon, and Web. To use this among traveling warriors giving them enough time
procedure the Doctor must do one minute of Role- to finish the job. This procedure will give the
playing then expend three points of Field Surgery patient one Avoid Bullets. To use this Procedure
and one point of Field Medicine from the Med Kits the Doctor must touch a person and do one
supplies. Afterwards the doctor calls Cure Physical minutes of role-play, once this is done three points
and Mental by Medic. of Field Surgery is expended from the Med Kits

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attributes and the Doctor calls Grant Defense by
Medic, Avoid Bullets.
Verbal: Grant Defense by Medic, Avoid Bullet
Avoid
Delivery Method: Touch

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3.8.6 Pathwalker
The Trees Rotting Heart
Circle 1 Pathwalker- Path of Autumn Spells Cost: 1 CP
Circle: 1
Denying The Decay Type of Magic: Pathwalker- Path of the Autumn
Cost: 1 CP Target: Others
Circle: 1 Attribute Cost: 1 Agility
Type of Magic: Pathwalker- Path of the Autumn Description: This spell gives the Pathwalker two
Target: Self packet delivered Slow by Disease effects. To cast
Attribute Cost: 1 Willpower this spell the Pathwalker must say the full incant,
Description: This spell Imbues the caster with a the call Slow by Disease and throw the packet.
Shield vs. the Disease trait. To cast this spell the Incant Length: Six Syllables
Pathwalker must say the full incant, the call Imbue Verbal: Slow by Disease
by Nature. This spell will last until used up, the Delivery Method: Packet
caster refreshes their attributes, dies, or the event
ends. Circle 2 Pathwalker- Path of Autumn Spells
Incant Length: Six Syllables
Verbal: Grant Defense by Nature, Disease Shield The Masters Touch
Delivery Method: Self Cost: 2 CP
Circle: 2
Hunters Presence Type of Magic: Pathwalker- Path of the Autumn
Cost: 1 CP Target: Others
Circle: 1 Attribute Cost: 1 Willpower
Type of Magic: Pathwalker- Path of the Autumn Description: This spell gives the Pathwalker a
Target: Self/ Others packet delivered Cure Disease By Nature Effect.
Attribute Cost: 1 Brawn To cast this spell the Pathwalker must say the full
Description: This spell Imbues the caster with incant, the call Cure Disease By Nature and throw
two packet delivered Repel To Animal by Fear the packet.
effects that will only affect those with the Animal Incant Length: Eight Syllables
trait. To cast this spell the Pathwalker must say Verbal: Cure Disease By Nature
the full incant, the call Imbue by Nature. Then Delivery Method: Packet
they can choose any time to call Repel to Animal
by Fear and throw the packet. This spell will last Preparing For Winter
until used up, the caster refreshes their attributes, Cost: 2 CP
dies, or the event ends. Circle: 2
Incant Length: Six Syllables Type of Magic: Pathwalker- Path of the Autumn
Verbal: Imbue by Nature Repel to Animal by Target: Self
Fear Attribute Cost: 1 Brawn
Delivery Method: Self / Packet Description: This spell Imbues the caster with
two points of armor that is NOT stackable. If any
Stripping The Branches Bare other armor is put on then the spell ends. To cast
Cost: 1 CP this spell the Pathwalker must say the full incant,
Circle: 1 the call Imbue by Nature. This spell will last until
Type of Magic: Pathwalker- Path of the Autumn used up, additional armor is in effect, the caster
Target: Others refreshes their attributes, dies, or the event ends.
Attribute Cost: 1 Wits Incant Length: Eight Syllables
Description: This spell gives the Pathwalker two Verbal: Grant 2 Protection to Self by Nature
uses of packet delivered Disarm by Magic effect. Delivery Method: Self
To cast this spell the Pathwalker must say the full
incant, the call Disarm by Magic and throw the Roots Drink Deeply
packet. Cost: 2 CP
Incant Length: Six Syllables Circle: 2
Verbal: Double Grant packet attack to Self, Type of Magic: Pathwalker- Path of the Autumn
Disarm by Nature Target: Others
Delivery Method: Packet Attribute Cost: 1 Agility
Description: This spell gives the Pathwalker a
packet delivered Double Root by Magic effect. To

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cast this spell the Pathwalker must say the full skills/spells/abilities, may give any false diagnoses,
incant, the call Double Root by Nature and throw and only talk in a low whisper. To cast this spell
the packet. the caster must lie down, say the full incant, and
Incant Length: Eight Syllables call Imbue by Nature. After that they may keep
Verbal: Double Root by Nature the spell up indefinitely as long as they do not do
Delivery Method: Packet anything to end it. This spell will last until the
caster moves positions (being carried does not
Wild Winds count), talks louder a than a whisper, uses any IG
Cost: 2 CP abilities, refreshes their attributes, goes
Circle: 2 unconscious, dies, or the event ends.
Type of Magic: Pathwalker- Path of the Autumn Incant Length: Ten Syllables
Target: Others Verbal: Imbue by Nature Spirit
Attribute Cost: 1 Willpower Delivery Method: Self
Description: This spell gives the Pathwalker a
packet delivered Repel by Nature attack. To cast Relentless Advance
this spell the Pathwalker must say the full incant, Cost: 3 CP
the call Repel by Nature and throw the packet. Circle: 3
Incant Length: Eight Syllables Type of Magic: Pathwalker- Path of the Autumn
Verbal: Repel by Nature Target: Self
Delivery Method: Packet Attribute Cost: 2 Agility
Description: This spell Imbues the caster with
Circle 3 Pathwalker- Path of Autumn Spells three resists vs. Nature. To cast this spell the
Pathwalker must say the full incant, the call Imbue
Bone Fever by Nature. This spell will last until used up, the
Cost: 3 CP caster refreshes their attributes, dies, or the event
Circle: 3 ends.
Type of Magic: Pathwalker- Path of the Autumn Incant Length: Ten Syllables
Target: Others Verbal: Imbue by Nature, Resist Nature
Attribute Cost: 3 Willpower Delivery Method: Self
Description: This spell gives the Pathwalker a
voice delivered Weakness By Nature attack. To Circle 4 Pathwalker- Path of Autumn Spells
cast this spell the Pathwalker must say the full
incant, the call By Voice, Weakness By Nature. Grim Visage
Incant Length: Ten Syllables Cost: 4 CP
Verbal: By Voice, Weakness By Nature Circle: 4
Delivery Method: Voice Type of Magic: Pathwalker- Path of the Autumn
Target: Self / Others
Culling The Weak Attribute Cost: 2 Wits
Cost: 3 CP Description: This spell imbues that caster with a
Circle: 3 Gaze delivered attack of Paralyze by Nature. To
Type of Magic: Pathwalker- Path of the Autumn cast this spell the caster must say the full incant
Target: Others and call Imbue by Nature. After that the caster
Attribute Cost: 1 Willpower may use the Gaze attack at any time calling By
Description: This spell gives the Pathwalker a Gaze, Paralyze by Nature. This spell will end when
packet delivered Drain by Disease attack. To cast the spell is used up, the caster refreshes their
this spell the Pathwalker must say the full incant, attributes, dies, or the event ends.
the call Drain by Disease and throw the packet. Incant Length: Twelve Syllables
Incant Length: Ten Syllables Verbal: Imbue by Nature By Gaze, Paralyze by
Verbal: Drain by Disease Nature
Delivery Method: Packet Delivery Method: Self / Gaze

Hibernation Herald Of Destruction


Cost: 3 CP Cost: 4 CP
Circle: 3 Circle: 4
Type of Magic: Pathwalker- Path of the Autumn Type of Magic: Pathwalker- Path of the Autumn
Target: Self Target: Self / Others
Attribute Cost: 1 Willpower, 1 Brawn Attribute Cost: 3 Willpower
Description: This spell allows the Pathwalker to Description: This spell Imbues the caster with
lose the Living trait, they must lie down, use no two packet delivered Stun by Magic attacks, two

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packet delivered Paralyze by Nature attack, and Incant Length: Twelve Syllables
two packet delivered Frenzy by Nature attacks. To Verbal: Imbue by Nature Shield No Effect,
cast this spell the Pathwalker must say the full Weakness by Nature
incant, and then call Imbue by Nature. Then they Delivery Method: Self / Packet
may call Stun by Nature, Paralyze by Nature, or
Frenzy by Nature and throw the packet. Since Circle 1 Pathwalker- Path of Spring Spells
this spell can only be cast on the caster no Imbue
card is needed. This spell will last until the time Freedoms Cry
elapses, the caster refreshes their attributes, is Cost: 1 CP
rendered unconscious, uses any weapon or any Circle: 1
effect that causes damage, or dies. Type of Magic: Pathwalker- Path of the Spring
Incant Length: Twelve Syllables Target: Self and Others
Verbal: Imbue by Nature Stun by Nature Attribute Cost: 1 Agility
Paralyze by Nature Frenzy by Nature Description: This spell gives the Pathwalker a
Delivery Method: Self / Packet packet delivered Cure Root by Nature effect or a
Cure Maim to legs. To cast this spell the
Storms Come Calling Pathwalker must say the full incant, call Cure Root
Cost: 4 CP by Nature or Cure Maim to legs by Nature and
Circle: 4 then throw the packet.
Type of Magic: Pathwalker- Path of the Autumn Incant Length: Six Syllables
Target: Self / Others Verbal: Cure Root by Nature or Cure Maim to
Attribute Cost: 2 Brawn legs by Nature
Description: This spell grants the caster five 3 Delivery Method: Packet
Damage by Lighting attacks as long as the casters
feet remain stationary. To cast this spell the Grasping Plants
caster must plant their feet then say the full incant Cost: 1 CP
afterwards calling Imbue by Nature. Then the Circle: 1
caster may throw packet delivered attacks calling Type of Magic: Pathwalker- Path of the Spring
3 Damage by Lightning. This spell will end if the Target: Others
caster moves their feet, uses another effect, the Attribute Cost: 1 Brawn
spell is used up, refreshes their attributes, goes Description: This spell gives the Pathwalker a
unconscious, dies, or the event ends. packet delivered Root by Nature attack. To cast
Incant Length: Twelve Syllables this spell the Pathwalker must say the full incant,
Verbal: Imbue by Nature 3 Damage by call Root by Nature and throw the packet.
Lightning Incant Length: Six Syllables
Delivery Method: Self / Packet Verbal: Root by Nature
Delivery Method: Packet
Summon The Lengthening Shadow
Cost: 4 CP New Growth
Circle: 4 Cost: 1 CP
Type of Magic: Pathwalker- Path of the Autumn Circle: 1
Target: Self / Others Type of Magic: Pathwalker- Path of the Spring
Attribute Cost: One Point from Each Attribute Target: Self and Others
except Essence Attribute Cost: 1 Any
Description: This spell Imbues the caster with Description: This spell allows the Pathwalker to
several different abilities. They gain one additional spend one minute of role play and at the end call
point of damage to all called damage, six Heal 10 by Nature. If the caster knows the
Weakness by Disease melee delivered attacks, recipient is a Leshka, they may call Double Heal
Immunity to Frenzy, one Shield vs. Mental and one 10 by Nature.
Shield vs. Magic. This spell will end if the caster Incant Length: Six Syllables
uses any Healing abilities, but they may be healed Verbal: Heal 10 by Nature
by others. This spell can only be cast once per Delivery Method: Touch
Essence refresh. To cast this spell, the Pathwalker
must say the full incant, and then call Imbue by Wildness Of Spring
Nature. Since this spell can only be cast on the Cost: 1 CP
caster no Imbue card is needed. This spell will last Circle: 1
until one hour expires, the caster uses any healing Type of Magic: Pathwalker- Path of the Spring
abilities, refreshes their attributes, dies, or the Target: Others
event ends. Attribute Cost: 1 Wits

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Description: This spell gives the Pathwalker a Sweetness Of Life
packet delivered Frenzy by Nature attack. To cast Cost: 2 CP
this spell the Pathwalker must say the full incant, Circle: 2
call Frenzy by Nature and throw the packet. Type of Magic: Pathwalker- Path of the Spring
Incant Length: Six Syllables Target: Others
Verbal: Frenzy by Nature Attribute Cost: 2 Willpower
Delivery Method: Packet Description: This spell is Imbued on the target
stopping their death count. To keep the spell
Circle 2 Pathwalker- Path of Spring Spells active neither the caster nor the target may move
their location (bodies can still move in subtle
Abnormal Growth ways). The caster must continuously whisper
Cost: 2 CP words of encouragement to the target. This spell
Circle: 2 can be kept up indefinitely, keeping the target
Type of Magic: Pathwalker- Path of the Spring alive. To cast this spell the Pathwalker must say
Target: Others the full incant, then call Imbue by Nature and
Attribute Cost: 1 Brawn give the target the Imbue Card. This spell will last
Description: This spell gives the Pathwalker two until the caster looses vitality, the caster refreshes
packet delivered 1 Damage and Agony by Nature their attributes, dies, or the event ends.
attack. To cast this spell the Pathwalker must say Incant Length: Eight Syllables
the full incant, call 1 Damage and Agony by Verbal: Imbue by Nature
Nature and throw the packet. Delivery Method: Touch
Incant Length: Eight Syllables
Verbal: 1 Damage and Agony by Nature Circle 3 Pathwalker- Path of Spring Spells
Delivery Method: Packet
At Harmony With Nature
Abundant Life Overflowing Cost: 3 CP
Cost: 2 CP Circle: 3
Circle: 2 Type of Magic: Pathwalker- Path of the Spring
Type of Magic: Pathwalker- Path of the Spring Target: Self
Target: Self Attribute Cost: 1 Willpower
Attribute Cost: 1 Brawn Description: This spell Imbues the caster with
Description: This spell Imbues the caster with two shield vs. the Nature trait. To cast this spell
one shield vs. the Death effect. This does work the Pathwalker must say the full incant, and then
against Death Strikes. To cast this spell the call Imbue by Nature. Since this spell can only be
Pathwalker must say the full incant, and then call cast on the caster no Imbue card is needed. This
Imbue by Nature. Since this spell can only be spell will last until used up, the caster refreshes
cast on the caster no Imbue card is needed. This their attributes, dies, or the event ends.
spell will last until used up, the caster refreshes Incant Length: Ten Syllables
their attributes, dies, or the event ends. Verbal: Imbue by Nature Shield
Incant Length: Eight Syllables Delivery Method: Self
Verbal: Imbue by Nature, Death Shield
Delivery Method: Self Fleet Of Foot
Cost: 3 CP
Renewing The Spirit Circle: 3
Cost: 2 CP Type of Magic: Pathwalker- Path of the Spring
Circle: 2 Target: Self
Type of Magic: Pathwalker- Path of the Spring Attribute Cost: 2 Agility
Target: Self and Others Description: This spell Imbues the caster three
Attribute Cost: 1 Willpower resists vs. either the Root or Slow effect. To cast
Description: This spell gives the Pathwalker a this spell the Pathwalker must say the full incant,
packet delivered Cure Drain by Nature effect. To and then call Imbue by Nature. Since this spell
cast this spell the Pathwalker must say the full can only be cast on the caster no Imbue card is
incant, call Cure Drain by Nature and throw the needed. This spell will last until used up, the
packet. caster refreshes their attributes, dies, or the event
Incant Length: Eight Syllables ends.
Verbal: Cure Drain by Nature Incant Length: Ten Syllables
Delivery Method: Packet Verbal: Imbue by Nature Resist
Delivery Method: Self

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Springtime Comes Calling Target: Others
Cost: 3 CP Attribute Cost: 2 Willpower
Circle: 3 Description: This spell enables the Pathwalker to
Type of Magic: Pathwalker- Path of the Spring touch several targets (up to his Wits plus
Target: Others Willpower) giving each, one shield vs. the Fear
Attribute Cost: 2 Willpower trait. To cast this spell the Pathwalker must say
Description: This spell gives the Pathwalker a the full incant, then call Imbue by Nature and
voice delivered Cure Stun and Fear by Nature give the target an Imbue card. This spell will last
effect. To cast this spell the Pathwalker must say until used up, the target refreshes their attributes,
the full incant; call By Voice, Cure Stun and Fear dies, or the event ends.
by Nature. Incant Length: Twelve Syllables
Incant Length: Ten Syllables Verbal: Imbue by Nature Shield
Verbal: By Voice, Cure Stun and Fear by Nature Delivery Method: Touch
Delivery Method: Voice
Summon Springtimes Fervor
Sweet Joy Of Spring Cost: 4 CP
Cost: 3 CP Circle: 4
Circle: 3 Type of Magic: Pathwalker- Path of the Spring
Type of Magic: Pathwalker- Path of the Spring Target: Self / Others
Target: Others Attribute Cost: One Point from Each Attribute
Attribute Cost: 1 Willpower except Essence
Description: This spell gives the Pathwalker a Description: This spell Imbues the caster with
Cure Mental by Nature effect that will cure all several different abilities. They gain Immunity to
effects that were delivered with the following traits Root, two 3 Damage and Weakness with a
Confusion, Despair, Fear, Inspiration, Presence, weapon, Two Shield vs. Death effect, one vs. the
Trance, and Will. To cast this spell the Pathwalker Magic trait, grow short claws, and one additional
must say the full incant, call Cure Mental by point added to Vitality. To cast this spell the
Nature and throw the packet. Pathwalker must say the full incant, and then call
Incant Length: Ten Syllables Imbue by Nature. Since this spell can only be
Verbal: Cure Mental by Nature cast on the caster no Imbue card is needed. This
Delivery Method: Packet spell will last until one hour expires; the caster
refreshes their attributes, dies, or the event ends.
Circle 4 Pathwalker- Path of Spring Spells Incant Length: Twelve Syllables
Verbal: Imbue by Nature Shield 3 Damage
Beauty Warms The Coldest Heart and Weakness No Effect
Cost: 4 CP Delivery Method: Self / Packet / Weapon
Circle: 4
Type of Magic: Pathwalker- Path of the Spring Sweet Kiss Of Spring
Target: Others Cost: 4 CP
Attribute Cost: 1 Agility and 2 Brawn Circle: 4
Description: This spell gives the Pathwalker two Type of Magic: Pathwalker- Path of the Spring
Cure Death by Nature that must be either cast Target: Self
within 15 seconds of the incant or as long as the Attribute Cost: 2 Wits
Pathwalker has their feet planted they have Description: This spell Imbues the target of the
unlimited time. Once the incant is done, the spell with two shield vs. the Death effect. This does
Pathwalker only has 15 seconds or they must keep not work against a Death Strike. To cast this spell
their feet planted the whole time. To cast this the Pathwalker must say the full incant, and then
spell the Pathwalker must say the full incant, call call Imbue by Nature. This spell will last until
Imbue by Nature. After that they must touch the used up, the caster refreshes their attributes, dies,
target and call Cure Death by Nature. or the event ends.
Incant Length: Twelve Syllables Incant Length: Twelve Syllables
Verbal: Imbue by Nature - Cure Death by Verbal: Imbue by Nature Shield
Nature Delivery Method: Self
Delivery Method: Touch
Circle 1 Pathwalker- Path of Summer Spells
Laughing Spirit Of Spring
Cost: 4 CP Cleansing Breeze
Circle: 4 Cost: 1 CP
Type of Magic: Pathwalker- Path of the Spring Circle: 1

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Type of Magic: Pathwalker- Path of the Summer
Target: Self / Others Circle 2 Pathwalker- Path of Summer Spells
Attribute Cost: 1 Brawn
Description: This spell gives the Pathwalker a Hearing Natures Voice
packet delivered Cure Disease by Nature effect. To Cost: 2 CP
cast this spell the Pathwalker must say the full Circle: 2
incant, the call Cure Disease by Nature and throw Type of Magic: Pathwalker- Path of the Summer
the packet. Target: Others
Incant Length: Six Syllables Attribute Cost: 1 Wits
Verbal: Cure Disease by Nature Description: This spell allows the Pathwalker to
Delivery Method: Packet Imbue another with the ability to speak with
anything that has the Animal or Plant trait (may be
Radiant Sunlight decided by the target at the time of use). To cast
Cost: 1 CP this spell the Pathwalker must say the full incant,
Circle: 1 and then touch each target calling Imbue by
Type of Magic: Pathwalker- Path of the Summer Nature. Then the target is able to throw one
Target: Others packet delivered Speak to Animal (or Plant) by
Attribute Cost: 1 Wits Nature. This will last until the target uses
Description: This spell gives the Pathwalker two Essences to refresh their attributes, dies, or the
packet delivered Agony by Nature effects. To cast event ends which ever comes first.
this spell the Pathwalker must say the full incant, Incant Length: Eight Syllables
the call Agony by Nature and throw the packet. Verbal: Imbue by Nature Speak to Animal
Incant Length: Six Syllables (Plant) by Nature
Verbal: Agony by Nature Delivery Method: Touch / Packet
Delivery Method: Packet
Heatwave
Summers Golden Glow Cost: 2 CP
Cost: 1 CP Circle: 2
Circle: 1 Type of Magic: Pathwalker- Path of the Summer
Type of Magic: Pathwalker- Path of the Summer Target: Self / Others
Target: Others Attribute Cost: 2 Agility
Attribute Cost: 1 Brawn Description: This spell Imbues the caster with
Description: This spell gives the Pathwalker the three packet delivered Weakness by Magic attacks.
ability to heal one point of damage on as many To cast this spell the Pathwalker must say the full
unique targets as the Pathwalker has Willpower incant, the call Imbue by Nature. After that they
plus Brawn. All targets must be in the same area may throw three separate Weakness by Nature
and can not take more then one minute to touch effects using packets. This spell will last until used
each one. To cast this spell the Pathwalker must up, the caster refreshes their attributes, dies, or
say the full incant, and then touch each target the event ends.
calling Heal by Nature. Incant Length: Eight Syllables
Incant Length: Six Syllables Verbal: Imbue by Nature Weakness by Nature
Verbal: Heal by Nature Delivery Method: Self / Packet
Delivery Method: Touch
Pass Without Harm
Touch Of The Sun Cost: 2 CP
Cost: 1 CP Circle: 2
Circle: 1 Type of Magic: Pathwalker- Path of the Summer
Type of Magic: Pathwalker- Path of the Summer Target: Others
Target: Self Attribute Cost: 1 Willpower
Attribute Cost: 1 Agility Description: This spell gives the caster a voice
Description: This spell Imbues the caster with delivered Repel to Animal by Nature attack that
one Shield vs. the Fire trait. To cast this spell the will only affect those targets with the Animal trait.
Pathwalker must say the full incant, the call Imbue To cast this spell the Pathwalker must say the full
by Nature This spell will last until used up, the incant, the call By voice, Repel to Animal by
caster refreshes their attributes, dies, or the event Nature.
ends. Incant Length: Eight Syllables
Incant Length: Six Syllables Verbal: By Voice, Repel to Animal by Nature
Verbal: Imbue by Nature Shield Delivery Method: Voice
Delivery Method: Self

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Reign Of The Sun remove all effects inflicted with the following traits:
Cost: 2 CP Crystal, Earth, Force, Ice, Silver, Weapon, and
Circle: 2 Web. To cast this spell the Pathwalker must say
Type of Magic: Pathwalker- Path of the Summer the full incant, the call Imbue by Nature. When
Target: Self the caster needs to they call Purge Physical by
Attribute Cost: 1 Willpower Nature This effect CAN be used when the caster is
Description: This spell Imbues the caster with bound, paralyzed, silenced, or drained, but can not
one Shield vs. the Nature trait. To cast this spell be used when the caster is unconscious. This spell
the Pathwalker must say the full incant, the call will last until used up, the caster refreshes their
Imbue by Nature This spell will last until used up, attributes, dies, or the event ends.
the caster refreshes their attributes, dies, or the Incant Length: Ten Syllables
event ends. Verbal: Imbue by Nature Purge Physical by
Incant Length: Eight Syllables Nature
Verbal: Imbue by Nature Shield Delivery Method: Self
Delivery Method: Self
Sustaining Life
Circle 3 Pathwalker- Path of Summer Spells Cost: 3 CP
Circle: 3
Gentle Warmth Type of Magic: Pathwalker- Path of the Summer
Cost: 3 CP Target: Others
Circle: 3 Attribute Cost: 1 Wits
Type of Magic: Pathwalker- Path of the Summer Description: This spell allows the caster to
Target: Self prepare food and Imbue each person who eats
Attribute Cost: 1 Willpower from the food to be sustained till the next event
Description: This spell Imbues the caster with without having to pay an Upkeep cost. The caster
two Shield vs. the Ice trait. To cast this spell the can enchant up to his Essence in targets. Part of
Pathwalker must say the full incant, the call Imbue casting this spell is preparing a table with enough
by Nature. This spell will last until used up, the food for all involved to eat. If the Imbue card is
caster refreshes their attributes, dies, or the event not received then the maintenance is not waived.
ends. To cast this spell the Pathwalker must say the full
Incant Length: Ten Syllables incant, the call Imbue by Nature after each plate
Verbal: Imbue by Nature Shield is placed on the table, and then the caster must go
Delivery Method: Self to each plate and offer its blessing (Imbue Cards).
The Imbue card must be turned in, in place of the
Infusing Heat normal maintenance payment.
Cost: 3 CP Incant Length: Ten Syllables
Circle: 3 Verbal: Imbue by Nature
Type of Magic: Pathwalker- Path of the Summer Delivery Method: Touch- Plate
Target: Self
Attribute Cost: 1 Wits Circle 4 Pathwalker- Path of Summer Spells
Description: This spell Imbues the caster with
one Shield vs. the Magic trait. To cast this spell Boon Of The Bountiful Harvest
the Pathwalker must say the full incant, the call Cost: 4 CP
Imbue by Nature. This spell will last until used up, Circle: 4
the caster refreshes their attributes, dies, or the Type of Magic: Pathwalker- Path of the Summer
event ends. Target: Others
Incant Length: Ten Syllables Attribute Cost: 3 Brawn
Verbal: Imbue by Nature Shield Description: This spell allows the caster to
Delivery Method: Self enchant food. All who eat the food gain a Heal 3
and Cure Metabolic by Magic. A number of plates
Suns Faithful Renewal can be enchanted equal to the casters Wits plus
Cost: 3 CP Willpower. Each plate needs an Imbue card. All
Circle: 3 plates must be on a table and their must be
Type of Magic: Pathwalker- Path of the Summer enough for all people who are eating. To cast this
Target: Self spell the Pathwalker must touch each plate after
Attribute Cost: 2 Brawn placing it on the table, say the full incant, and then
Description: This spell Imbues the caster with call Imbue by Nature. Then they place the Imbue
one Purge Physical by Nature effect that can be Card under each plate. The effect will take place
used when the caster needs it. This effect will after each person takes a bit.

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Incant Length: Twelve Syllables rendered unconscious, uses any weapon or any
Verbal: Imbue by Nature effect that causes damage, or dies.
Delivery Method: Touch Incant Length: Twelve Syllables
Verbal: Imbue by Nature Shield Heal by
Overwhelming Heat Nature, Repel by Nature
Cost: 4 CP Delivery Method: Self / Packet / Weapon
Circle: 4
Type of Magic: Pathwalker- Path of the Summer Circle 1 Pathwalker- Path of Winter Spells
Target: Others
Attribute Cost: 1 Willpower Frozen Heart
Description: This spell gives the Pathwalker a Cost: 1 CP
packet delivered Stun by Nature effect. To cast Circle: 1
this spell the Pathwalker must say the full incant, Type of Magic: Pathwalker- Path of the Winter
the call Stun by Nature and throw the packet. Target: Self
Incant Length: Twelve Syllables Attribute Cost: 1 Willpower
Verbal: Stun by Nature Description: This spell Imbues the caster with
Delivery Method: Packet two shield vs. the Fire trait. To cast this spell the
Pathwalker must say the full incant, and then call
Summers Blessing Imbue by Nature. Since this spell can only be
Cost: 4 CP cast on the caster no Imbue card is needed. This
Circle: 4 spell will last until used up, the caster refreshes
Type of Magic: Pathwalker- Path of the Summer their attributes, dies, or the event ends.
Target: Others Incant Length: Six Syllables
Attribute Cost: 3 Agility Verbal: Imbue by Nature Shield
Description: This spell allows the caster to plant Delivery Method: Self
their feet and have access to ten Heal 2 by Nature
healing effects that must be delivered by touch. Ice Shards
The caster also gains 6 Protection as long as they Cost: 1 CP
maintain this spell. To cast this spell the caster Circle: 1
must plant their feet, say the full incant, and call Type of Magic: Pathwalker- Path of the Winter
Imbue by Magic. Afterward the caster may touch Target: Self / Others
each person (other then themselves) and call Heal Attribute Cost: 1 Agility
2 by Nature. The spell ends if the caster looses Description: This spell Imbues the caster with
Vitality, Uses any other skills/spells, is rendered three uses of 2 Damage by Ice as long as the
unconscious, moves their feet, the spell is used up, casters feet stay planted. To cast this spell the
or the event ends, which ever comes first. Pathwalker must plant their feet, say the full
Incant Length: Twelve Syllables incant, then call Imbue by Nature. Once this is
Verbal: Imbue by Nature Heal 2 by Nature done the cast can throw three packets calling 2
Delivery Method: Touch Damage by Ice. Since this spell can only be cast
on the caster no Imbue card is needed. This spell
Summers Warming Heart will last until used up, the casters feet move, the
Cost: 4 CP caster refreshes their attributes, dies, or the event
Circle: 4 ends.
Type of Magic: Pathwalker- Path of the Summer Incant Length: Six Syllables
Target: Self / Others Verbal: Imbue by Nature 2 Damage by Ice
Attribute Cost: One Point from Each Attribute Delivery Method: Self / Packet
except Essence
Description: This spell Imbues the caster with Winters Breath
several different abilities. They gain six Heal by Cost: 1 CP
Magic (touch cast), six Repel by Magic, one shield Circle: 1
vs. Magic, and one shield vs. Drain. This spell Type of Magic: Pathwalker- Path of the Winter
ends if the caster uses any weapon skill or any Target: Others
effect that causes damage. This spell can only be Attribute Cost: 1 Brawn
cast once per event and only last one hour. To Description: This spell gives the Pathwalker a
cast this spell the Pathwalker must say the full packet delivered 2 damage and Slow by Nature
incant, and then call Imbue by Nature. Since this attack. To cast this spell the Pathwalker must say
spell can only be cast on the caster no Imbue card the full incant, call 2 damage and Slow by Nature
is needed. This spell will last until the time and throw the packet.
elapses, the caster refreshes their attributes, is Incant Length: Six Syllables

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Verbal: 2 damage and Slow by Nature Type of Magic: Pathwalker- Path of the Winter
Delivery Method: Packet Target: Self / Others
Attribute Cost: 1 Brawn
Winters bite Description: This spell Imbues the caster with
Cost: 1 CP two melee weapon attacks adding one extra called
Circle: 1 melee
Imbue By Nature Two uses of weapon delivered this spell the Pathwalker must say the full incant,
+1 Damage and the Ice trait for those swings. This call 5 Damage by Ice and throw the packet.
is stackable with other called damage. To cast this Incant Length: Eight Syllables
spell the Pathwalker must say the full incant, and Verbal: 5 Damage by Ice
then call Imbue by Nature. This spell will last Delivery Method: Packet
until used up, the recipient refreshes their
attributes, dies, or the event ends. Numbing Cold
Incant Length: Six Syllables Cost: 2 CP
Verbal: Imbue by Nature Circle: 2
Delivery Method: Self/Others Type of Magic: Pathwalker- Path of the Winter
Target: Others
Circle 2 Pathwalker- Path of Winter Spells Attribute Cost: 1 Brawn
Description: This spell gives the Pathwalker a
Frost Shatter packet delivered Paralyze by Ice attack. To cast
Cost: 2 CP this spell the Pathwalker must say the full incant,
Circle: 2 call Paralyze by Ice and throw the packet.
Type of Magic: Pathwalker- Path of the Winter Incant Length: Eight Syllables
Target: Others Verbal: Paralyze by Ice
Attribute Cost: 1 Agility Delivery Method: Packet
Description: This spell gives the Pathwalker a
packet delivered Agony and Destroy by Nature Circle 3 Pathwalker- Path of Winter Spells
attack. To cast this spell the Pathwalker must say
the full incant, call Agony and Destroy by Nature Guardian Of Ice
and throw the packet. Cost: 3 CP
Incant Length: Six Syllables Circle: 3
Verbal: Agony and Destroy by Nature Type of Magic: Pathwalker- Path of the Winter
Delivery Method: Packet Target: Self
Attribute Cost: 1 Wits
Hardened Heart Description: To cast this spell the Pathwalker
Cost: 2 CP must say the full incant, and then call Grant 2
Circle: 2 Protection to Self by Nature. Since this spell can
Type of Magic: Pathwalker- Path of the Winter only be cast on the caster no Imbue card is
Target: Self needed. This spell will last until used up, the
Attribute Cost: 1 Willpower caster refreshes their attributes, dies, or the event
Description: This spell Imbues the caster with ends.
two shield vs. the Fear trait. To cast this spell the Incant Length: Ten Syllables
Pathwalker must say the full incant, and then call Verbal: Grant 2 Protection to Self by Nature
Imbue by Nature. Since this spell can only be Delivery Method: Self
cast on the caster no Imbue card is needed. This
spell will last until used up, the caster refreshes Roaring Wind
their attributes, dies, or the event ends. Cost: 3 CP
Incant Length: Eight Syllables Circle: 3
Verbal: Imbue by Nature Shield Type of Magic: Pathwalker- Path of the Winter
Delivery Method: Self Target: Self
Attribute Cost: 2 Willpower
Ice Spear Description: This spell Imbues the caster making
Cost: 2 CP them immune to ALL voice effects for ten minutes.
Circle: 2 To cast this spell the Pathwalker must say the full
Type of Magic: Pathwalker- Path of the Winter incant, and then call Imbue by Nature. Since this
Target: Others spell can only be cast on the caster no Imbue card
Attribute Cost: 1 Agility is needed. This spell will last until the time
Description: This spell gives the Pathwalker a elapses; the caster refreshes their attributes, or
packet delivered 5 Damage by Ice attack. To cast dies.

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Incant Length: Ten Syllables Pathwalker must plant their feet, say the full
Verbal: Imbue by Nature, Immunity to Voice incant, then call Imbue by Nature. Once this is
effects done the cast can throw three packets calling 2
Delivery Method: Self Damage and Slow by Ice. Since this spell can only
be cast on the caster no Imbue card is needed.
Shadows of winter This spell will last until used up, the casters feet
Cost: 3 CP move, the caster refreshes their attributes, dies, or
Circle: 3 the event ends.
Type of Magic: Pathwalker- Path of the Winter Incant Length: Twelve Syllables
Target: Others Verbal: Imbue by Nature 2 Damage and Slow
Attribute Cost: 1 Willpower by Ice
Description: This spell gives the Pathwalker a Delivery Method: Self / Packet
packet delivered Repel by Nature attack. To cast
this spell the Pathwalker must say the full incant, Howling Down The Storm
call Repel by Nature and throw the packet. Cost: 4 CP
Incant Length: Ten Syllables Circle: 4
Verbal: Repel by Nature Type of Magic: Pathwalker- Path of the Winter
Delivery Method: Packet Target: Others
Attribute Cost: 3 Willpower
Winters Blasting Breath Description: This spell gives the Pathwalker five
Cost: 3 CP uses of voice delivered Repel by Nature effect but
Circle: 3 the Pathwalker must wave their hands in a circular
Type of Magic: Pathwalker- Path of the Winter motion while saying the full incant and then calling
Target: Others By Voice, Repel by Nature. The caster may not
Attribute Cost: 2 Agility use other skills while using this spell. The ability
Description: This spell gives the Pathwalker a to use the spell goes away when the caster stops
packet delivered Slow and Agony by Nature attack. moving their hands although the effect does not
To cast this spell the Pathwalker must say the full end on those who are already repelled.
incant, call Slow and Agony by Nature and throw Incant Length: Twelve Syllables
the packet. Verbal: By Voice, Repel by Nature
Incant Length: Ten Syllables Delivery Method: Voice
Verbal: Slow and Agony by Nature
Delivery Method: Packet Summon Winters Embrace
Cost: 4 CP
Circle 4 Pathwalker- Path of Winter Spells Circle: 4
Type of Magic: Pathwalker- Path of the Winter
Flash Freeze Target: Self / Others
Cost: 4 CP Attribute Cost: One Point from Each Attribute
Circle: 4 except Essence
Type of Magic: Pathwalker- Path of the Winter Description: This spell Imbues the caster with
Target: Others several different abilities. They gain an additional
Attribute Cost: 2 Brawn point of damage on ALL called damage plus add
Description: This spell gives the Pathwalker a the Ice trait to the call. They also gain one Avoid
packet delivered Death by Ice attack. To cast this vs. Melee Weapons, one Shield vs. Magic, one
spell the Pathwalker must say the full incant, call Shield vs. Fire, three packet delivered 2 Damage
Death by Ice and throw the packet. by Ice attacks (which would immediately become
Incant Length: Twelve Syllables 3 damage by ice with the other abilities of this
Verbal: Death by Ice spell), grow short claws, and one additional point
Delivery Method: Packet of vitality. This spell can only be cast once per
Essence refresh. To cast this spell the Pathwalker
Hailstorm must say the full incant, and then call Imbue by
Cost: 4 CP Nature. Since this spell can only be cast on the
Circle: 4 caster no Imbue card is needed. This spell will last
Type of Magic: Pathwalker- Path of the Winter until one hour expires, the caster refreshes their
Target: Self / Others attributes, dies, or the event ends. This spell will
Attribute Cost: 2 Agility not stack with other Pathwalker Summon spells.
Description: This spell Imbues the caster with Incant Length: Twelve Syllables
five uses of 2 Damage and Slow by Ice as long as Verbal: Imbue by Nature Shield 1 Damage
the casters feet stay planted. To cast this spell the by Ice Avoid

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Delivery Method: Self / Packet / Weapon

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Spirit Guides
The Pathwalker's 5- Bear - Strength, Self-Preservation, Wisdom
5- Cat - Independence, Freedom
Spirit Guides 5- Cougar - Leadership, Loyalty, Courage
5- Coyote -Cunning, Humor
5- Deer - Peace, Sensitivity, Gentleness
Look into the fire, my son. Do you see how the
5- Dog - Loyalty, Friendship
embers burn?
5- Eagle - Potency, Freedom, Illumination
Yes father, but I still dont understand.
5- Elk - Power, Majesty, Pride
Understanding is not part of our ways, who can
5- Fox - Cleverness, Discretion, Cunning
understand why the wolf howls? No one but the
5- Frog- Healing, Peaceful Change, Adaptability
Wolf himself.
5- Hawk - Truth, Awareness, Perceptiveness
5- Horse - Freedom, Strength, Fighting for the
The Pathwalker walks upon the path of nature. It is
Cause
a hard road to follow. They are the spiritual guide
5- Mouse - Illusion, Charm
to their tribe. The cost of joining with one of the
5- Lizard - Letting Go, Self-Protection
Spirit Guides is a larger burden then most would
5- Otter - Joy, Laughter, Lightness
think. The responsibilities are heavy and the road
5- Owl - Vision, Wisdom, Insight
long and unforgiving; this is the path the
5- Porcupine - Innocence, Humility
Pathwalker chooses to walk down.
5- Rabbit - Conquering fear, Safety
5- Raven - The Unknown, Otherworld Travel
Pathwalkers connect with a animal spirit known as
5- Turtle - Protection, Healing
a Spirit Guide before they are able to summon the
5- Wolf -Loyalty, Cooperation
powers of the Path. These Spirit Guides are said to
give a piece of themselves to the Pathwalker so
that he can call upon the magic that he casts. If
Bear - Strength, Self-Preservation, Wisdom
he ever does something against his Spirit Guide he
The Bear Spirit Guide represents strength most of
will lose his powers and all the time spent in
all, but with all his enormous strength he is wise.
learning its ways will be wasted. The Pathwalker
Though the Bear seeks to survive and not through
must go on a walk to redeem himself to appease
his life away, he knows the true meaning of
the animal Spirit Guide.
friendship and would die for one of his friends and
closest companions. Bear will not give his life
Though a Pathwalker gets to choose which Spirit
away for nothing, and strives in all things to live
Guide he follows it is said that the spirit animal
life to its fullest.
really chooses them. There are many, many spirit
animals but the most common are below. Each
Spirit Force
particular Spirit Animal has specific Spirit Force
0 CP- Strength: +1 to all called melee damage
granted to them.
Cat - Independence, Freedom
When someone chooses a Spirit Guide, they must
Cat is above all else free. The Cat Spirit Guide
have some sort of representative of that sprit on
loves her freedom, and cannot stand seeing
them at all times. This is known as a Spirit Bond.
anyone oppressed. She has been known to go to
This item is their link to their Spirit Guide. Losing
great lengths even putting her own life at risk to
it will not cause them to loose their link, but
free but one slave. When Cat sees someone like
another must be requested from the Spirit Guides
this, they will stop at nothing to end it. When she
themselves and the Spirit Walk must be
is not freeing people, she is taking pride in her
performed. If another one is not found or sought
independence; she has no master but herself and
after or the Spirit Totem disregarded or
needs no one else to rely on. Woe to those who
disrespected the Spirit Guide may become
cross her, for she is a fierce enemy but can be a
displeased with the Pathwalker and his the Spirit
loyal friend as long as you give her the room to
Guides gifts could be removed.
move around.
To get a Spirit Guide you must pay 5 CP. You can
Spirit Force
only have one, (though there are rumors of people
0 CP- Speed of the Feline- +1 Dex Armor (no other
who follow the Path to hold more then that). Also
armor can be worn and it is stackable with other
it is very rare to ever change Spirit Guides once
Dex Armor up to a Maximum of 4.)
you have picked one, but it can be done. It is akin
to appeasing the Spirit Animals and Walking the
Spirit Walk.

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Cougar - Leadership, Loyalty, Courage Dog - Loyalty, Friendship
The Cougar is noble in all deeds; he follows his When one thinks of loyalty and a true friend, one
own code and will do what he must to live by it. thinks of Dog, this is what Dog lives for. Dog is
Cougar is known for his leadership and courage in dedicated to his friends in all things and there is
all things. He will follow what he believes in no nothing he wont does for them, but if Dog is ever
matter the cost to himself, but will not waste the betrayed watch out, for his wrath can be terrible.
lives of his companions. Cougars trust those who Dog is a friend with pretty much everyone, but
are strong, brave, and moral. If you have no only his closest or true friends are the ones he is
morals, you are not worth Cougars time. loyal to completely, but no matter what he will
NEVER betray a friend.
Spirit Force
0 CP - Words of Courage- Imbue by Magic- The Spirit Force
caster must have at least 3 people present to listen 0- Night Protection- On Building- Imbue by Nature-
to a two minute speech done by the Pathwalker. Protects a hearth from harm during the late
Once the speech is done, everyone who listened evening - Entrance must be marked with a symbol
(up to 2 times the casters Wits) and the of a Dog- From 2:00 am to 10:00 am, no being will
Pathwalker will be given an Imbue Card with the be able to harm any being or steal any object from
following effects listed- 2xFear Shield, 1x Repel inside that hearth. An Imbue Card must be
Shield. These will last till the target uses Essences requested from Logistics and must be placed in
or event ends- 1 Wits visible location- 1 Wits

Coyote -Cunning, Humor Eagle - Potency, Freedom, Illumination


Laughing Coyote, the trickster, known for his Eagle is akin to Cat, they both love freedom above
humor and quick wit. Coyote is willing to do all else, but Eagle is willing to wait, biding his time
anything for a laugh. His friends are normally the waiting for those who are oppressing others to let
targets for most of his non-lethal pranks, but their guard down. Eagle is good at finding out
what fun would life be if you could not make fun of problems. He is clever and wise, also he strives
your enemies. Though Coyote seems to be joking after power in different sources. It could be
all the time, he knows when it is time to be political power, or could be the power of
serious. He can go from fun loving to warrior in information. Power is power, and with it he can
moments, and his ingenuity can make him a accomplish his other goals.
dangerous enemy. Beware an angry Coyote, for
he may be smiling as he places the knife in your Spirit Force
back. 0 CP - Freedom- Purge Root or Maim by Will- 1
Any
Spirit Force
0 CP- Faking the Healer- Give False readings on Elk - Power, Majesty, Pride
Diagnose. (Can choose what they give). Elk seeks power like the Eagle, but where the
Eagle seeks any type the Elk seeks more political
0 CP Coyote knows his followers. The power. Elk is a leader; he respects the power
Pathwalker does not need to openly display his others hold. In all things he appears majestic and
symbol. could even be considered prideful. He will never
let his true feelings show as loosing face is the
Deer - Peace, Sensitivity, Gentleness worst thing that can happen to an Elk.
Peace is all the Deer longs for he is a pacifist in
most things. War, Death, Violence these are not Spirit Force
paths that the Deer follows. Deer is willing to fight 0 CP - Blessing of the Elk- Grant <Attribute> by
if he must, but that is the last choose. Deer is a Will (Others Only.) Target gains one extra
healer, known for his gentle nature and sensitive attribute point. May not grant Essence in this
touch. Deer cares about life more than most of manner. This will last until Essence is used. Cost:
other Spirit Guides and nothing infuriates him 2 Willpower
more than the needless loss of Life.
Fox - Cleverness, Discretion, Cunning
Spirit Force Clever is the Fox, though not a trickster like the
0 CP - Heightened Healing- +1 to all Healing Done Coyote she is none-the-less as sly. Fox is willing
(IE if Heal 2 by Magic it would be Heal 3 by Magic) to hide in the shadows and wait for her enemy to
make a mistake. She is also very hard to get to
truly know as she never lets down her guard.
Having Fox as an enemy can be more dangerous

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then you know as she will pull strings from behind give up. Moose will do things on the fly, he is hard
the scene, twisting fate around her enemies to control but for the time that he is dedicated to it
throats and strangling them in its strands. When there is no stopping him.
you are an enemy of Fox, beware the shadows.
Spirit Force
0 CP- Hiding in the Shadows: Lose Racial Trait and 0 CP - Resist Weakness- 1 Any
Living Trait but gain Shadow Trait. Lasts until 1 CP - Resist Maim- 1 Brawn
Essence is used. Cost: 1 Any 1 CP - Resist Silence- 1 Wits
3 CP - Resist Paralyze- 1 Agility
Frog- Healing, Peaceful Change, Adaptability 3 CP - Resist Stun- 1 Willpower
Frog is a healer; it is what he lives for. He also
knows that things will always change and views his Mouse - Illusion, Charm
job as the one to help that change happen as All one has in life is the Illusion that others give
smoothly as possible. Frog expects things to them, that is what Mouse believes in. He knows
happen; it is just what the makes up the world. how to manipulate people, for it is the illusions of
One of the things that makes Frog upset are those the world that drive them. Mouse is known for his
that try and hinder natural change. wit and charm, he loves to make friends and find
out all he can about them. But in the end, they
Spirit Force should beware as Mouse is very manipulative and
0 CP- Fixing the Broken: Stabilize by Will. Cost: No will use them to his ends if he so chooses.
attribute cost
Spirit Force
Hawk - Truth, Awareness, Perceptiveness 0 CP -Change Shape- Imbue by Will. May change
Hawk never lies, for he cannot as lying would appearance to a different PC race and gain the
disprove all that he lives for. Hawk also hates liars Illusion trait. Must assume all racial makeup
for how can you ever believe a word that comes requirements of the new race- 2 Wits
from their mouth. Also Hawk is the eternal
observer, he watches from high above observing Lion - Pride, Leadership, Courage
all that happens putting together the pieces and Yet another leader, Lion has been known to push
figuring out secrets people thought they where Courage to its limits. Lion will do all that he can to
hiding. It is said when you need something prove himself. Lion has a lot of pride in what he
investigated only Hawk can find the true answers does and holds honor above all things. Lion lives
hidden in a sea of lies. by his Honor, if his Honor is ever challenged it is
up to him to defend it. Lion was made to lead
Spirit Force people, his pride will not let him do anything less,
0 CP - See the Enemy: By Voice, Expose <Animal> but he does hold the courage to face his enemies
by Will. Cost: 1 Any no matter what and is more then willing to back up
Can buy other Expose traits at 3 CP each: PC what he says.
races, Magic, Psionics, Blood, and Nature. Cost: 1
Any Spirit Force
0 CP Imbue to self, three uses of Lesser Paralyze
Horse - Freedom, Strength, Fighting for the by Fear, Packet or weapon delivered. Cost: 1 Any
Cause. Horse is a warrior fighting for a cause. He
will take up arms if the cause is right and will not Lizard - Letting Go, Self-Protection
let the banner fall till his dying breath. Horse is Lizard cares only for himself, no one else. Lizard
dedicated to whatever cause he has dedicated his will leave his mother behind if it will give him
life too and nothing and no one can lead him enough time to get away. This does not mean that
astray. It is because of this he is thought of as he is a coward, he just does not want to die, for
having a one-track mind. It is more that all his death means that he has to let go of all that he
energy is placed in one thing and Horse will holds dear. Lizard is hard to trust and he will do
succeed. what he can for you, but never expect him to risk
his life for yours and if he ever does it is probably
Spirit Force the greatest honor you could ever have.
0 CP-Can not be Stopped- Resist Root- 1 Any
Spirit Force
Moose - Unpredictability, Spontaneity 0 CP - One with the Darkness: Plant Feet and take
To say Moose is hard to understand is an the Spirit Trait. May not use any other skills or
understatement. He believes in doing something abilities while in spirit form. 2 Any
he will do it, but he could loose interest fast and

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but she is not. Her power lies in the true Courage
Otter - Joy, Laughter, Lightness in her heart not the Bravado others show. Rabbit
The smile of the Otter is said to bring warmth to is known for helping others find safety, it is not
the lives of everyone. Otter just wants everyone unknown for Rabbit to have safe houses all over
to be happy. This is her goal, and she pursues it the place just in case.
with a passion known to few others. Otter loves
life, she loves everything about it, she also loves Spirit Force
people, animals, everything. There is nothing that 0 CP - True Courage: Immune to Fear
Otter will not give a chance. It is rare to see Otter
frown, and when you do watch out for something Raven - The Unknown, Otherworld Travel
horrible to go wrong. Raven, the master of the unknown and traveler
between worlds. Raven knows secrets from all
Spirit Force over the universe. He walks the line between life
Spirit of the Tale-Can tell a story or sing a song and death and knows the power of both. Raven
that lasts 5 minutes or longer and at the end of the lives in mystery, she hides the truth of existence
song or tale, Heal 5 and Cure Metabolic to the from others as they are too young or too reckless
Room by Inspiration. Cost: 1 Wits to have that kind of power.

Owl - Vision, Wisdom, Insight 0 CP - Death Ward: Resist Death. Cost: 2


Owl knows all things, or at least that is what is Willpower
said. Owl is the wisest of all Spirit Guides, but he
does not give his thoughts away for nothing. For Turtle - Protection, Healing
Owl above all others knows that information is Turtle is dedicated to the healing and protection of
power. Owl is said to see into the future and know others. He will stick up for what he deems as
all about the past. He is said to walk among the right, and will follow it without thought for his
shadows and feel the world. Beware angering personal safety. He is dedicated in all things to
Owl, for he probably knows more about you then help others. Turtle stays away from violence as all
you know about yourself. that causes is pain, but he is will to do what he
must if others lives are on the line.
Spirit Force
0CP Wisdom: Between events may ask one Spirit Force
question and receive an answer, does not work all 0- Healing Hand: Imbue by Will to Self, three uses
the time, can be very cryptic. No cost. of Heal 2 by Nature that may be cast on others
only. Cost: 1 Willpower
3 CP- Hard Mind: Resist Mental traits. Cost: 2
Wits Wolf - Loyalty, Cooperation
Kin to Dog, Wolf is Loyal to his pack, but only
Porcupine - Innocence, Humility those who have proven themselves to him. Wolf
Innocence and Humility this is the world the will never leave one of his pack behind and the
Porcupine lives in. Porcupine lives in poverty welfare of the pack is all that matters. Wolf has
never striving for more and giving away when he been known to disagree with what his Alpha has
gets too much. Porcupine does not need material said, but he will never go against him and if his
things, for he knows the secret of life. He knows Alpha says he should die for the pack then Wolf
the evils of the world, he has been known to walk knows what it is he has to do. But should his pack
among them, protected by his views, and left betray him, he will do everything in his power to
unharmed. Treat Porcupine well, for he will give see justice, an eye for an eye.
you what you need when you need it and chances
are you will be closer to his way of life when he is Spirit Force
done. 0 CP - Gather the Pack: Must do a ceremony with a
group of 5 or more that lasts 5 minutes or longer.
Spirit Force Can be cast upon double the casters Wits in
0 CP - Charity- Does not have to pay for Upkeep. If targets. The caster does not count towards the
you pay normal upkeep you gain +2 Vitality. You total number of people. Imbue cards must be
may still buy Good life, High Life, etc. requested from Logistics. 'Grant Defense by
Nature, Damage Shield. No attribute cost.
Rabbit - Conquering fear, Safety
Fear drives men into insanity, Rabbit has been
there but he has conquered all that stood against
him. Rabbit may seem timid, she may seem afraid

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3.8.7 Priest
Circle 1 Priest Spells Curse of Failure
Cost: 1 CP
Armor of Faith Circle: 1
Cost: 1 CP Type of Magic: Priest
Circle: 1 Target: Others
Type of Magic: Priest Attribute Cost: 1 Any
Target: Self Description: To cast this spell the Priest must say
Attribute Cost: 1 Agility the full incant, then call Disarm by Faith and throw
Description: This spell grants the Priest 2 points the packet at the target.
of Protection. To cast this spell the Priest must say Incant Length: Six Syllables
the full incant, and then say Imbue by Faith. No Verbal: Disarm by Faith
Imbue card is needed since it can only be cast on Delivery: Packet
the caster. This Imbue will last until the caster
uses Essence to refresh attributes or the event Hearing the Voice of the Dead
ends, which ever comes first. Cost: 1 CP
Incant Length: Six Syllables Circle: 1
Verbal: Grant 2 Protection to Self by Faith Type of Magic: Priest
Delivery: Touch Target: Others
Attribute Cost: 1 Any
Blessing of the Mind Description: This gives the Priest the ability to
Cost: 1 CP temporarily join the spirit world and speak with
Circle: 1 them. This spell allows the caster to Speak with
Type of Magic: Priest Spirits; the spirit may choose not to speak with the
Target: Self Caster. To cast this spell the Priest must say the
Attribute Cost: 1 Wits full incant, then call Speak to Spirit by Faith and
Description: A Priest must spend years throw the packet at the target.
sharpening their mind to be able to shrug off Incant Length: Six Syllables
Psionics. This spell grants the Priest a Will shield Verbal: Speak with Spirit by Faith
that will block the next effect that has the Will trait Delivery: Packet
that targets the Priest. To cast this spell the Priest
must say the full incant, and then say Imbue by Heal the Faithful
Faith. No Imbue card is needed since it can only Cost: 1 CP
be cast on the caster. This Imbue will last until the Circle: 1
caster uses Essence to refresh attributes or the Type of Magic: Priest
event ends, which ever comes first. Target: Self
Incant Length: Six Syllables Attribute: 1 Any
Verbal: Grant Defense to Self by Faith, Will Description: This spell gives the Priest three uses
Shield by Faith of Heal 1 by Faith which can be used on others.
Delivery Method: Touch No Imbue card is needed as this cast on the
caster.
Call to the Restless Spirit Incant Length: Six syllables
Cost: 1 CP Verbal: Imbue to self, Heal 1 by Faith
Circle: 1 Delivery: Packet
Type of Magic: Priest
Target: Others Circle 2 Priest Spells
Attribute Cost: 1 Willpower
Description: This spell allows the caster to Expose Curse of Doom
all Spirits within the sound of the Casters voice To Cost: 2 CP
cast this spell the Priest must say the full incant, Circle: 2
and then call By Voice, Expose Spirit by Faith. Type of Magic: Priest
Incant Length: Six Syllables Target: Self
Verbal: By Voice, Expose Spirit by Faith Attribute Cost: 1 Agility
Delivery: Voice Description: When a Priest is annoyed with
someone its best to leave them alone. This spell
grants the Priest a Double Repel by Magic packet

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delivered effect. To cast this spell the Priest must Description: Those of the Faith are known for
say the full incant, then call Double Repel by Magic their incredible sight, using it they are able to hone
and throw the packet at the target. in on different races. This spell allows the caster
Incant Length: Eight Syllables to Expose all members of a specific race within the
Verbal: Double Repel by Faith sound of the Casters voice. The racial traits that
Delivery: Packet the Caster is able to choose from are Kesamalani,
Old Blood, New Blood, Unclean, Leshka, Children of
Eyes of Truth Ektur, Jinxies, Ashuran, Stoneborn, Nothreik, or
Cost: 2 CP River Folk. Only one trait can be used per casting
Circle: 2 of the spell. To cast this spell the Priest must say
Type of Magic: Priest the full incant, and then call By Voice, Expose
Target: Self <trait> by Faith. Where <trait> is listed must be
Attribute Cost: 1 Wits one of the thirteen traits listed above.
Description: All it takes is to part the clouds and Incant Length: Eight Syllables
see beyond to know if you stand before an illusion Verbal: By Voice, Expose <trait> by Faith
or not. This spell allows the caster to Expose all Delivery: Voice
Illusions within the sound of the Casters voice. To
cast this spell the Priest must say the full incant, Strengthening the Spirit
and then call By Voice, Expose Illusion by Faith. Cost: 2 CP
Incant Length: Eight syllables Circle: 2
Verbal: By Voice, Expose Illusion by Faith Type of Magic: Priest
Delivery: Voice Target: Self or Others
Attribute Cost: 1 Brawn
Freeing the Mind Description: A Priest is able to see the strength
Cost: 2 CP potential in another, and then they can focus their
Circle: 2 magic to strengthen that potential to a reality. This
Type of Magic: Priest spell grants the Priest or target a Drain shield that
Target: Self will block the next effect that is the Drain effect
Attribute Cost: 2 Willpower that targets the Priest or Target. To cast this spell
Description: Using an old method of meditation a the Priest must say the full incant, and then say
Priest is able to purge any effect that attacks the Imbue by Faith. An Imbue card must be requested
Priests mind. This spell grants the Priest a Purge from Logistics in order to cast this spell on another
Mental by Faith. To cast this spell the Priest must target. If cast on the caster then no Imbue card is
say the full incant, spend 5 seconds meditating needed. This Imbue will last until the caster uses
then call Purge Mental by Faith. Essence to refresh attributes or the event ends,
Incant Length: Eight Syllables which ever comes first.
Verbal: Purge Mental by Faith Incant Length: Eight Syllables
Delivery: Touch Verbal: Grant Defense by Faith, Drain shield
Delivery: Touch
Protection from the Enemy
Cost: 2 CP Circle 3 Priest Spells
Circle: 2
Type of Magic: Priest Blessing of Perfection
Target: Self or Others Cost: 3 CP
Attribute Cost: 1 Any Circle: 3
Description: This will protect the Priest and their Type of Magic: Priest
followers from harm from another Priest. If the Target: Others
Priest cats this on themselves, then there is no Attribute Cost: 1 Brawn
imbue card needed. Description: To cast this spell the Priest must say
Incant Length: Eight syllables the full incant and then call Grant <Attribute> by
Verbal: Grant Defense by Faith, Faith Shield Faith and touch the target. Essence may not be
Delivery: granted in this manner.
Incant Length: Ten Syllables
Sensing the Heart Verbal: Grant <Attribute> by Faith
Cost: 2 CP Delivery: Touch
Circle: 2
Type of Magic: Priest The Blessing of Potential
Target: Self Cost: 3 CP
Attribute Cost: 1 Willpower Circle: 3

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Type of Magic: Priest Circle: 3
Target: Others Type of Magic: Priest
Attribute Cost: 1 Willpower Target: Self
Description: To cast this spell the Priest must say Attribute Cost: 1 Agility
the full incant, then call Cure Metabolic by Faith Description: This allows the priest to stop the
and touch the target. cycle of waste. This allows the priest to cure any
Incant Length: Ten Syllables waste effect.
Verbal: Cure Metabolic by Faith Incant Length: Ten Syllables
Delivery: Touch Verbal: Cure Waste by Faith
Delivery: Touch
Minor Fate Manipulation
Cost: 3 CP Twisting Reality
Circle: 3 Cost: 3 CP
Type of Magic: Priest Circle: 3
Target: Self Type of Magic: Priest
Attribute Cost: 2 Willpower Target: Self
Description: Manipulating fate is a very difficult Attribute Cost: 1 Wits + Attribute that is
thing, but it is one of the strengths of the Priest. changing
This spell grants the Priest one Elude vs. Melee Description: Twisting reality is dangerous but its
Weapon. To cast this spell the Priest must say the benefit is well worth it. This spell grants the Priest
full incant, and then say Grant Defense by Faith. the ability to change one of their attributes from
No Imbue card is needed since it can only be cast one to another, such as one Brawn changed into to
on the caster. This Imbue will last until the caster Willpower. Brawn would be spent but Willpower
uses Essence to refresh attributes or the event would now have one extra attribute to use. This
ends, which ever comes first. can go over the characters bought maximum,
Incant Length: Ten Syllables adding or subtracting from Brawn will not
Verbal: Grant Defense by Faith, Elude Melee raise/lower Vitality. Essences cannot be raised in
Delivery: Touch this manner, all other attributes can be. You can
convert as many attributes as you want in one
Overwhelming the Unfaithful casting. This can only be cast once per Essence
Cost: 3 CP refresh and will last until an Essence is used to
Circle: 3 refresh your attributes. To cast this spell the Priest
Type of Magic: Priest must say the full incant, and then say Imbue by
Target: Others Faith. No Imbue card is needed since it can only
Attribute Cost: 1 Brawn, 1 Wit be cast on the caster.
Description: This spell was created as an Incant Length: Ten Syllables
experiment to Vision Quest. A Priest was trying to Verbal: Imbue by Magic
grant more then one person a Vision Quest. But it Delivery: Touch
did not work the way it should, instead of granting
the Vision it induced sleep, where the target no Vision Quest
doubt dreams the vision but do not remember it Cost: 3 CP
when they awake. This spell grants the Priest Circle: 3
unlimited packet delivered Stun by Faith effects as Type of Magic: Priest
long as the cast has planted their feet. The caster Target: Others
is unable use any skills or refresh attributes while Attribute Cost: 1 Brawn, 1 Willpower
this spell is active or the spell will end. To cast this Description: This is a gift, a beautiful gift of
spell the Priest must plant their feet, say the full unlimited value. A Priest must use it wisely. This
incant, then say Imbue by Faith. No Imbue card is spell grants the Priest the ability to give a Faith in
needed since it can only be cast on the caster. the form of a dream. The recipient of this spell
This Imbue will last until the caster moves their must turn in the Vision Quest effect card with a
feet, performs another skill, uses Essence to question or info they are searching for to logistics
refresh attributes, or the event ends, whichever at the end of the event. It may or may not be
comes first. answered, or the vision may show something else
Incant Length: Ten Syllables entirely. This can only be cast once per event. To
Verbal: Imbue by Faith, Stun by Faith cast this spell the Priest must say the full incant,
Delivery: Packet and then say Imbue by Faith while touching the
target. This spell can not be cast upon the Caster.
Stopping the Cycle An Imbue card is needed and must be filled out
Cost: 3 CP with the specific question.

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Incant Length: Ten Syllables Major Fate Manipulation
Verbal: Imbue by Faith, Vision Quest Cost: 4 CP
Delivery: Touch Circle: 4
Type of Magic: Priest
Circle 4 Priest Spells Target: Self
Attribute Cost: 2 Brawn
Beseeching The Gambler Description: Major Fate Manipulation is similar to
Cost: 4 CP its Minor form, except that the Priest must make
Circle: 4 changes much faster as a bullet moves much
Type of Magic: Priest quicker then a blade. The spell grants the Priest
Target: Other three Elude vs. Bullets whether they are called or
Attribute Cost: 1 Essence uncalled. To cast this spell the Priest must say the
Description: Touching the Essence of Death is full incant, and then say Imbue by Faith. No
very taxing, but when one must give a spirit a Imbue card is needed since it can only be cast on
better chance. The spell requires a written the caster. This Imbue will last until the caster
component requesting Death to give the target two uses Essence to refresh attributes or the event
extra cards when they go to Deaths Gate. To cast ends, which ever comes first.
this spell the Priest must say the full incant, then Incant Length: Twelve Syllables
say Imbue to Spirit by Faith while touching the Verbal: Imbue by Faith
target then hand the Spirit the Letter of Death. Delivery: Touch
The Letter must be written addressing Death and
requesting them to give the target a better chance Rebuking the Dead
to live. The more positive reasons in the letter for Cost: 4 CP
the spirit to live, the better chance for Death to Circle: 4
accept the Letter. Death does not have to accept Type of Magic: Priest
this spell and it is said if it is done too much from Target: Other
the same person, Death will grow angry and curse Attribute Cost: 2 Agility
the target by taking away two cards. The Imbue Description: Most Priests look down on this spell
card must be taped to the back of the Letter. The but none can say that it is not useful. As long as
Imbue only works if the Spirit is on their way to the Priest is gesturing at the target they will be
Deaths Gate and can not be used on anyone under the Agony and Root effects. To cast this
except one of the Spirit of the Dead. spell the Priest must say the full incant, and then
Incant Length: Twelve Syllables call By Gesture, Agony and root to Spirit by Magic
Verbal: Imbue to Spirit by Faith and point at the target. The Priest may only target
Delivery: Touch one person with their gesture.
Incant Length: Twelve Syllables
Impervious Mind Verbal: By Gesture, Agony and Root by Magic
Cost: 4 CP Delivery: Gesture
Circle: 4
Type of Magic: Priest Re-Weaving the Thread
Target: Self Cost: 4 CP
Attribute Cost: 3 Willpower Circle: 4
Description: An unbreakable mind takes a long Type of Magic: Priest
time to cultivate, but when it has been mastered Target: Others
nothing can stop a Priests progression. This spell Attribute Cost: 1 Brawn, 2 Willpower
grants the caster Immunity to any effect that has a Description: As a Priest can rip the Life from the
Mental affecting trait attached to it for one full body, an Priest can also reweave that Life back in.
hour. To cast this spell the Priest must say the full This spell grants the Priest a Cure Death by
incant, and then say Imbue by Faith. No Imbue Magic. To cast this spell the Priest must say the
card is needed since it can only be cast on the full incant, then call Cure Death by Magic and
caster. This spell will only last for one hour, or touch the target.
until the caster uses an Essence to refresh their Incant Length: Twelve Syllables
attributes or the event ends, whichever comes Verbal Cure Death by Faith
first. Delivery: Touch
Incant Length: Twelve Syllables
Verbal: Grant Defense to Self by Faith, Immunity Severed Threads
to all Mental Traits Cost: 4 CP
Delivery: Touch Circle: 4
Type of Magic: Priest

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Target: Others abilities, Spirit Guides, or other Priest Faith powers
Attribute Cost: 3 Willpower with this ability.
Description: When a Priest wishes they can pull
ones Life from their body. This spell grants the Gathering of the Faithful
Priest a Death by Faith packet delivered effect. Cost: 3 CP
To cast this spell the Priest must say the full Type of Magic: Priest Ar-el Faith Power
incant, then call Death by Faith and throw the Target: Self and Others
packet at the target. Attribute Cost: 1 Willpower
Incant Length: Twelve Syllables Description: If at least 3 individuals with the Ar-el
Verbal: Death by Faith trait gather together. The priest is able to perform
Delivery: Packet a 1 minute ritual, say a ten syllable incant, expend
a point of willpower, and call Imbue by Faith. As
Priest Faith Powers long as the Priest can see those three followers of
To purchase a Faith Power, the Priest must have a Ar-el the priest is able to touch cast a "Heal to Ar-
third level Priest Spell. You must buy each lower el by Faith" at no cost on an unconscious target.
Priest Power to purchase the higher one. This will last until the Priest uses Essence, dies, or
the event ends.
Ar-el Ar-els Touch
Cost: 4 CP
Ar-el's Gift Type of Magic: Priest Ar-el Faith Power
Cost: 1 CP Target: Others
Type of Magic: Priest Ar-el Faith Power Attribute Cost: None
Target: Self Description: Once an event a Priest of Ar-el is
Attribute Cost: 1 Wits per envelope they want to able to refresh their Essence by purifying the
open. tortured souls of those who follow Tormen. To do
Description: Gain access to the Premonition, this the Priest says a twelve syllable incant,
Tracking and Analysis Skill for Free. To access one touches the unconscious or immobile target and
of the prop interaction skills, the Priest must say a calls a three count of Affliction to Tor'men by Ar-el,
ten syllable incant and then open the envelope and Refresh Essence by Ar-el to Self. If the target calls
read its contents. no effect then the Priest takes a Lesser Stun by
Faith. This backlash is said to come from Ar-el
This Faith Power also gives the ability to ask a being upset that his follower was wrong. Making
question to Ar-el and pray for an answer, to ask a too many mistakes could upset the Sleeper.
question, the Priest of Ar-el must write a letter to
Ar-el asking for the knowledge they seek. Inside Ar-els Revoke
the letter they must indicate why its important that Cost: 5 CP
they learn it, they then seal the letter with wax, Type of Magic: Priest Ar-el Faith Power
say a ten syllable incant, and call Imbue by Target: Others
Faith. This letter should be turned in at the end of Attribute Cost: 1 Any
the event. It can only be cast at full weekend Description: The Priest is able to call upon Ar-el
events. to rebuke his enemy. This spell draws upon the life
Essence of Ar-el and is said to even call him to
Call to Ar-el rouse from his slumber for a brief moment to smite
Cost: 2 CP those who follow Tormen. To cast this spell the
Type of Magic: Priest Ar-el Faith Power Priest must say a twelve syllable incant and then
Target: Self call Death to Tormen by Ar-el then throw a
Attribute Cost: 1 Wits packet. If the target calls no effect then the Priest
Description: If at least 3 individuals with the Ar-el takes a Drain by Faith. This backlash is said to
Trait gather together. The priest is able to perform come from Ar-el being upset that his follower was
a ritual that is 5 minutes long. This will allow each wrong and invoked his Essence in vain.
individual, to a max of (Essence + Willpower), to
give the Priest 1 skill per member. The Priest will
Genshi
need to pick up any skill prerequisites but not the
headers for a skill, if they do not already have the
pre-requisites for the skill that is. The priest will Genshi's Nighttime Protection
still need to pay any stat cost to activate those Cost: 1 CP
skills. This will last until the Priest uses Essence, Type of Magic: Priest Genshi Faith Power
dies, or the event ends. You may not take racial Target: Building

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Attribute Cost: 1 Brawn and then they say a twelve syllable incant and call
Description: To invoke this blessing on a building, Imbue by Genshi. The priest must also state
the Priest must spend 1 minute preparing the door Take and Eat this with the Blessing of Genshi
and placing the eye of Genshi on it (This resembles when handing someone the food, or loudly enough
the Egyptian Eye of Ra) and role-playing the so that people will hear it. The Priest must provide
preparation of the magic, once the building is the imbue cards; these can be created by the
prepared they then say a ten syllable incant and Priest and shown at check in for approval. Each
call Imbue by Genshi. Once cast only those with Imbue card can be given to someone who eats the
Genshi trait or the Mark of Genshi are able to enter food freeing them from paying maintenance at the
between 10 pm and 10 am. Anyone can leave. The next event they are at. Instead of maintenance
caster may imbue (Essence + Willpower) number they just present the Imbue card.
of people with the Mark of Genshi allowing them to
enter and leave at any time. This mark must be Genshi's Heart
placed in a visible place such as hand or face and Cost: 5 CP
the person receiving this mark must be given an Type of Magic: Priest Genshi Faith Power
imbue card. This will last till the end of the event. Target: Self
Please note, you ALWAYS need to have the Imbue Attribute Cost: None
Card visible next to the Symbol of Genshi on the Description: Some of the best healers in Astoria
building to insure everyone knows the effects, follow Genshi. As such those who gain this power
otherwise the effect is lost. gain an additional 3 points of healing added to all
of their healing spells. This will stack with anything
Genshi's Peace that Power of Faith will stack with.
Cost: 2 CP
Type of Magic: Priest Genshi Faith Power Tormen
Target: Others
Attribute Cost: 1 Wits
Description: To cast this, the Genshi Priest Tormens Blessing
touches one of their followers and says a ten Cost: 1 CP
syllable incant, then calls Imbue to Genshi by Type of Magic: Priest Tormen Faith Power
Faith. As long as the person who received the Target: Self
imbue is within sight of the Genshi Priest they will Attribute Cost: None
gain a Heal 3 by Genshi when they fall into an Description: Tormen is a path to power. His
unstable state. The person who gains this effect is corrupting influence permeates war and battles. As
able to briefly look around once they become such, if the Tormen Priest use any skill or spell
unstable to see if they Genshi Priest are within with the damage effect and the opponent drops
sight, after looking around briefly they are unable from it, they will not exhaust any attributes for
to look again. using the skill or spell.

Genshi's Vision Gathering of the Cursed


Cost: 3 CP Cost: 2 CP
Type of Magic: Priest Genshi Faith Power Type of Magic: Priest Tormen Faith Power
Target: Self Target: Self and Others
Attribute Cost: 1 Willpower Attribute Cost: 1 Willpower
Description: This spell allows the Genshi to see a Description: If at least 3 individuals with the
brief future of them getting hurt. This allows the Tor'men trait gather together, the Priest can
Genshi priest to react quickly and avoid a single perform a 1 minute ritual and say a ten syllable
attack. To cast this, the Priest says a ten syllable incant, then call Imbue by Tormen. After that
incant and calls Grant Defense to Self by Genshi, the priest is able to packet cast 2 Damage by
Avoid. Tor'men" at no cost as long as at least three of
those individuals in the ritual are still present. This
Genshi's Feast will last until the priest dies, refreshes Essence, or
Cost: 4 CP the event ends.
Type of Magic: Priest Genshi Faith Power
Target: Others Tor'men's Shatter
Attribute Cost: 2 Willpower Cost: 3 CP
Description: Summoning the blessings of Genshi, Type of Magic: Priest Tormen Faith Power
the Priest is able to fully feed those in need. To Target: Others
cast this spell, the Genshi must have enough food Attribute Cost: 1 Wits
to feed (Willpower +Essence) number of people,

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Description: A Priest of Tormen is able to
devastate his enemy and weaken them. In order to
do that the Priest says a ten syllable incant and
calls By Voice, Double Destroy Weapon by
Tor'men.

Increase the Curse


Cost: 4 CP
Type of Magic: Priest Tormen Faith Power
Target: Self
Attribute Cost: None
Description: When one of Tormens battle Priests
take down an opponent, they are able to say a six
syllable incant, call a 3 second Affliction-
Permanent Drain by Tor'men and Refresh
<Attribute> to Self by Tor'men. This will allow the
Priest to regain a attribute that has been
exhausted, note that Essence is not able to be
refreshed in this manner.

Form of the Forsaken


Cost: 5 CP
Type of Magic: Priest Tormen Faith Power
Target: Self
Attribute Cost: 3 Brawn
Description: The Forsaken worship Tormen, it is
only right that they imbue their powers upon his
chosen Priests. Priest can only cast this spell on
themselves. To cast this spell the Priest must say a
10 syllable incant and then call Imbue by
Tormen. Once imbued they will gain the following
abilities, +4 Protection, 2 Long Claws, 1x Melee
Death by Tor'men with Claws, 2x Heal 2 to Self by
Tor'men when unstable, 1x Cure Death by Tor'men
when dead. This effect persists through death but
this will only last until the battle has ended and the
Priest of Tormen is unable to actively fight an
enemy for one minute.

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Verbal: Stun by Will
3.8.8 Psionic Delivery Method: Packet
Palsied Hands
Psionic- Projective Dedication Cost: 1 CP
Type of Magic: Psionic- Projective Dedication
Brain Burn Target: Others
Cost: 1 CP Attribute Cost: 1 Wits
Type of Magic: Psionic- Projective Dedication Description: With a thought a Psionic can
Target: Others paralyze an opponents hand just long enough for
Attribute Cost: 1 Wits them to drop their weapon. This spell gives a
Description: All it takes is concentration to packet delivered Disarm by Will effect. Once the
enflame the mind. This spell gives a packet Psionic has spent 3 seconds planting their feet and
delivered Agony by Will effect. Once the Psionic role-playing concentration then they are able to
has spent 3 seconds planting their feet and role- access this spell and call Disarm by Will the throw
playing concentration then they are able to access the packet. The Psionic does not have to re-
this spell and call Agony by Will the throw the concentrate as long as their feet stay planted.
packet. The Psionic does not have to re- Verbal: Disarm by Will
concentrate as long as their feet stay planted. Delivery Method: Packet
Verbal: Agony by Will
Delivery Method: Packet Phantasmagoria
Cost: 2 CP
Calling Back the Spark Type of Magic: Psionic- Projective Dedication
Cost: 1 CP Target: Others
Type of Magic: Psionic- Projective Dedication Attribute Cost: 1 Willpower
Target: Self / Others Description: The mind is easy to play tricks on.
Attribute Cost: 1 Wits This spell gives a packet delivered Repel by Fear
Description: When a body is bleeding out a effect. Once the Psionic has spent 3 seconds
mental call can be made to them to pull them back planting their feet and role-playing concentration
from the brink of death. This spell gives three then they are able to access this spell and call
packet delivered Stabilize by Will effect. Once the Repel by Fear, then throw the packet. The Psionic
Psionic has spent 3 seconds planting their feet and does not have to re-concentrate as long as their
role-playing concentration they are able to access feet stay planted.
this spell and calling Imbue by Will. Once the spell Verbal: Repel by Fear
is cast the Psionic must plant their feet and spend Delivery Method: Packet
5 seconds role-playing concentration to use the
Stabilize by Will effect each time per Psionic Slow the Mind
casting rules, but do not have to recast the spell or Cost: 2 CP
expend attributes until the spell is used or ends. Type of Magic: Psionic- Projective Dedication
The Psionic does not have to re-concentrate as Target: Others
long as their feet stay planted. Attribute Cost: 1 Brawn
Verbal: Imbue by Will Stabilize by Will Description: By slowing the blood flow to the
Delivery Method: Packet brain it will slow the whole body down as well, for
what happens to the brain happens to the body.
Overpowering Mind This spell gives a packet delivered Slow by Will
Cost: 3 CP effect. Once the Psionic has spent 3 seconds
Type of Magic: Psionic- Projective Dedication planting their feet and role-playing concentration
Target: Others then they are able to access this spell and call
Attribute Cost: 1 Wits Slow by Will the throw the packet. The Psionic
Description: Image after image flowing into the does not have to re-concentrate as long as their
mind of the Psionics opponent will overload it feet stay planted.
causing it to shut down. This spell gives a packet Verbal: Slow by Will
delivered Stun by Will effect. Once the Psionic has Delivery Method: Packet
spent 3 seconds planting their feet and role-
playing concentration then they are able to access Squishing the Bugs
this spell and call Stun by Will the throw the Cost: 2 CP
packet. The Psionic does not have to re- Type of Magic: Psionic
concentrate as long as their feet stay planted. Target: Others

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Attribute Cost: 1 Willpower Verbal: Maim <limb> by Will
Description: Once it was found out that the Delivery Method: Packet
Children of Ektur were largely unresistant to
psionics, thousands of Psionics everywhere started
to learn to exploit this. This spell allows the user Light it Up
to packet deliver 5 damage by Will. Cost: 2 CP
Verbal: 5 damage by Will Type of Magic: Psionic- T-K Dedication
Delivery Method: Packet Target: Others
Attribute Cost: 1 Willpower
Throwing Nightmares Description: This spell gives a packet delivered 5
Cost: 3 CP Damage by Fire effect. Once the Psionic has spent
Type of Magic: Psionic- Projective Dedication 3 seconds planting their feet and role-playing
Target: Others concentration then they are able to access this
Attribute Cost: 1 Wits spell and call 5 Damage by Fire the throw the
Description: Bringing ones fears to life will stop packet. The Psionic does not have to re-
them in the tracks as very few people can actually concentrate as long as their feet stay planted.
face their fear. This spell gives a packet delivered Verbal: 5 Damage by Fire
Paralysis by Fear effect. Once the Psionic has Delivery Method: Packet
spent 3 seconds planting their feet and role-
playing concentration then they are able to access Mindforge
this spell and call Paralysis by Fear the throw the Cost: 3 CP
packet. The Psionic does not have to re- Type of Magic: Psionic- Projective Dedication
concentrate as long as their feet stay planted. Target: Self
Verbal: Paralysis by Fear Attribute Cost: 1 Willpower
Delivery Method: Packet Description: This spell imbues a melee weapon
of any type to become immune to disarm and
Psionic- T-K Dedication destroy. Once the Psionic has spent 3 seconds
planting their feet and role-playing concentration
Armor of Force they are able to access this spell and calling
Cost: 2 CP Imbue by Will. This spell will end if the weapon
Type of Magic: Psionic- Projective Dedication leaves the casters possession, uses Essence to
Target: Self refresh their attributes, dies, or the event ends
Attribute Cost: 1 Wits which ever comes first. Their feet do not need to
Description: Once the Psionic has spent 3 remain planted after the spell is cast.
seconds planting their feet and role-playing Verbal: Imbue by Will
concentration they are able to access this spell and Delivery Method: Touch
call Grant 2 Armor to Self by Will. This spell will
end if the caster uses Essence to refresh their Shattering Thought
attributes, dies, or the event ends which ever Cost: 1 CP
comes first. This effect does stack with physical Type of Magic: Psionic- T-K Dedication
armor and dex armor, at no point can you gain Target: Others
more then 4 armor points using this spell. This Attribute Cost: 1 Brawn
does not stack with the Children of Ekturs armor. Description: This spell gives a packet delivered
Verbal: Grant 2 armor to Self by Will Destroy by Will effect. Once the Psionic has spent
Delivery Method: Touch 3 seconds planting their feet and role-playing
concentration then they are able to access this
Bone Breaker spell and call Destroy by Will the throw the
Cost: 1 CP packet. The Psionic does not have to re-
Type of Magic: Psionic- T-K Dedication concentrate as long as their feet stay planted.
Target: Others Verbal: Destroy by Will
Attribute Cost: 1 Brawn Delivery Method: Packet
Description: This spell gives a packet delivered
Maim <limb> by Will affect, were <limb> may be Stop Where You Are
a specific limb. Once the Psionic has spent 3 Cost: 1 CP
seconds planting their feet and role-playing Type of Magic: Psionic- T-K Dedication
concentration then they are able to access this Target: Others
spell and call Maim <limb> by Will the throw the Attribute Cost: 1 Wits
packet. The Psionic does not have to re- Description: Using T-K the Psionic can stop an
concentrate as long as their feet stay planted. adversary from being able to move their foot. This

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spell gives a packet delivered Root by Will effect. playing concentration then they are able to access
Once the Psionic has spent 3 seconds planting their this spell and call Imbue by Will. The Psionic does
feet and role-playing concentration then they are not have to re-concentrate as long as their feet
able to access this spell and call Root by Will the stay planted.
throw the packet. The Psionic does not have to re- Verbal: Imbue by Will
concentrate as long as their feet stay planted. Delivery Method: Touch
Verbal: Root by Will
Delivery Method: Packet Clear the Mind
Cost: 2 CP
T-K Barrage Type of Magic: Psionic- Mind over Body
Cost: 3 CP Dedication
Type of Magic: Psionic- Projective Dedication Target: Self
Target: Self / Others Attribute Cost: 1 Wits
Attribute Cost: 1 Agility Description: This spell gives a Purge Repel by
Description: This spell gives the Psionic unlimited Will affect. Once the Psionic has spent 3 seconds
1 Damage by Force for as long as their feet are planting their feet and role-playing concentration
planted. Once the Psionic has spent 3 seconds then they are able to access this spell and call
planting their feet and role-playing concentration Purge Repel by Will. The Psionic does not have to
they are able to access this spell and calling re-concentrate as long as their feet stay planted.
Imbue by Will afterwards they call 1 Damage by Verbal: Purge Repel by Will
Force and throw the packet. The caster may Delivery Method: Touch
spend up to 3 points of agility on this at one time
to increase the damage to a maximum of 3 Cure Disease
damage by Force. This spell will end if the caster Cost: 1 CP
moves their planted feet, uses any other skill/ Type of Magic: Psionic- Mind over Body
spell, uses Essence to refresh their attributes, dies, Dedication
or the event ends which ever comes first. Target: Self
Verbal: Imbue by Will 1 Damage by Force Attribute Cost: 1 Agility
Delivery Method: Touch / Packet Description: This spell gives a Purge Disease by
Will affect. Once the Psionic has spent 3 seconds
T-K Hammer planting their feet and role-playing concentration
Cost: 2 CP then they are able to access this spell and call
Type of Magic: Psionic- T-K Dedication Purge Disease by Will. The Psionic does not have
Target: Others to re-concentrate as long as their feet stay
Attribute Cost: 1 Wits planted.
Description: This spell gives a packet delivered 5 Verbal: Purge Disease by Will
Damage by Force effect. Once the Psionic has Delivery Method: Touch
spent 3 seconds planting their feet and role-
playing concentration then they are able to access Cure Slow
this spell and call 5 Damage by Force the throw Cost: 1 CP
the packet. The Psionic does not have to re- Type of Magic: Psionic- Mind over Body
concentrate as long as their feet stay planted. Dedication
Verbal: 5 Damage by Force Target: Self
Delivery Method: Packet Attribute Cost: 1 Agility
Description: This spell gives a Purge Slow by Will
Psionic- Mind over Body Dedication effect. Once the Psionic has spent 3 seconds
planting their feet and role-playing concentration
Adrenaline Surge then they are able to access this spell and call
Cost: 3 CP Purge Slow by Will. The Psionic does not have to
Type of Magic: Psionic- Mind over Body re-concentrate as long as their feet stay planted.
Dedication Verbal: Purge Slow by Will
Target: Self / Others Delivery Method: Touch
Attribute Cost: 2 Agility
Description: This spell gives an additional two Purify Venom
points of called damage to five separate called Cost: 1 CP
swings. These can be used to call a minimum of 3 Type of Magic: Psionic- Mind over Body
Damage or can stack with other damage done by a Dedication
melee weapon or by fist. Once the Psionic has Target: Self
spent 3 seconds planting their feet and role- Attribute Cost: 1 Agility

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Description: This spell gives a Purge Poison 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 Poison by Will. The Psionic does not have
to re-concentrate as long as their feet stay
planted.
Verbal: Purge Poison by Will
Delivery Method: Touch

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

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3.8.9 Shifter

Shifter Abilities: Once the abilities are paid for


with CP the Shifter will be able to access them at Shifter- Canine Spirit
any time while in their specific Hybrid forms. All
Imbues will last until the Hybrid form ends unless Wolf
stated otherwise. Cost: 1 CP
Type of Magic: Shifter Canine Magic
The shifter must still properly represent their race Spell Type: Defensive
in addition to any hybrid form they take on. Target: Self
Attribute Cost: One Wits
For example: A Riverfolk Canine will appear to be Description: To cast the spell the shifter must
much like a green dog. A Soulless mouse will first put on makeup to appear as some form of
appear to be much like a mechanical rodent. Canine. Any Canine can be phys-repped (Fox,
Wolf, Collie, etc.) as long as it is obvious what kind
Once a Shifter purchases their first hybrid, they of canine the shifter is. All exposed skin must be
gain: colored if the back of the hands cannot be colored
then gloves should be used. The palms/inside of
Charge Totem the hands do not need to have color on them. The
Prerequisite: Any Hybrid transform process of putting the makeup/ prosthetics on is in
Type: Attribute Skill game and part of the spell. Once the makeup is
Description: Shifters rely on being able to channel complete the Shifter calls Imbue by Spirit. This
the spirits into their abilities. This ability allows will give them access to any of the Shifter abilities
the Shifter to change their stats into Spirit Points listed below. This spell will last until the caster
on a one for one basis. The Shifter may channel uses Essence to refresh their attributes, cancels
Spirit Points into their totem to store them. If the the spell, or the event ends whichever comes first.
Shifter uses one component of either Animal, Verbal: Imbue by Spirit
Magic, or Plant the conversion is one stat for two Delivery Method: Touch
Spirit Points. For totem creation rules, please see
Mask of Warrior production 3.7.3.
Verbal: None
Attribute Cost: None

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CP Spell Attribute
Cost Name Spell Description Cost
Canine Spirit
1 Wolf Transform into Canine Hybrid 1 Wits
Wolven
0 Claws Imbue by Nature- grow Claws- Short swords size 0
0 Howl Packet- Repel by Nature 1 SP

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

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Shifter- Feline Spirit

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

2 Roar Claw- Disengage by Fear 1 SP


Waiting in
2 Ambush Resist Expose 1 SP
Nimble
2 Feet Avoid Trap 1 SP
3 Re-grow Cure Maim by Nature - 10 Second RP 0
3 Will to Live Gain Ability: +4 Minutes to Death Count 0
2 Pounce Claw- Stun 1 SP
Fearful
2 Presence Packet- Repel by Nature 1 SP
Recovering
After the
3 War Imbue by Nature- self 5x Heal by Nature- 3 sec RP between each use 1 SP
3 9 Lives Purge Death by Nature, inflict Drain by Nature to Self 2 SP
3 Cat Reflex Avoid vs. Non Called Melee Attacks, Non Called Guns, or Non Called Missile Weapons 1 SP
Imbue by Nature- turn to Spirit for 5 minutes, cannot pass through gates nor pass through module
specific challenges, May only run. If the Shifter stops running, the spell ends. Running in place does
3 Fair Escape not work. 3 SP
Hypnotic
3 Eyes By Gaze, Paralyze by Fear, inflict Agony by Nature 1 SP
3 Claw Flurry Imbue by Nature- Plant Feet-Claws- Ten uses of 5 Damage 3 SP

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Shifter- Rodent Spirit
Mouse
Cost: 1 CP
Type of Magic: Shifter Rodent Magic
Spell Type: Defensive
Target: Self
Attribute Cost: One Willpower
Description: Mouse is the Rodents Defensive form. To cast the spell the shifter must first put on makeup to
appear as some form Rodent. Any Rodent can be phys-repped (Rat, Rabbit, Ferrite, etc.) as long as it is
obvious what kind of rodent 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
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

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Shifter- Ursine Spirit

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

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3.8.10 Sorcerer
Cost: 2 CP
Sorcerer- Air Spells Type of Magic: Sorcerer- Earth Magic
Spell Type: Offensive
Air of the Archer Target: Other
Cost: 2 CP Attribute Cost: 1 Wits
Type of Magic: Sorcerer- Air Magic Description: There are a few opposite within the
Spell Type: Other wheel of the elements; the opposite of Air is Earth.
Target: Self This spell will allow the caster to throw a packet
Attribute Cost: 1 Wits and call 10 Damage to Earth by Air at a target.
Description: An Air Sorcerer is able to direct an Only targets with the Earth trait will be affected by
arrow flying though the air with a thought; all they this spell and take the damage. To cast this spell
need to do is launch it even if they have no true the Sorcerer must say the full incant then call 10
knowledge of its use. This spell will allow the Damage Earth by Air and throw the packet.
caster to imbue themselves allowing them the use Incant Length: Eight Syllables
of Archery. The phys-rep must have been passed Verbal: 10 Damage to Earth by Air
as an Archery weapon. While in the hands of the Delivery Method: Packet
caster, the weapon is indestructible and unable to
be disarmed. The caster may channel their Calling the Hurricane
Harness the Elements through this weapon and the Cost: 2 CP
weapon must be obviously Air in origin. To cast Type of Magic: Sorcerer- Air Magic
this spell the Sorcerer must do 1 minute of role- Spell Type: Offensive
play preparing themselves, then say the full incant, Target: Others
afterwards calling Imbue by Air. No Imbue card is Attribute Cost: 2 Wits
needed since it can only be cast on the caster. Description: This grants the caster a pool of 10
This Imbue will last until the caster uses Essence damage by Air that may be broken up into any
to refresh attributes or the event ends, which ever increment the caster wants. You may have more
comes first. than one of these active at any time but the
Incant Length: Eight Syllables maximum increment of damage that can be used
Verbal: Imbue by Air. in one attack is 10.
Delivery Method: Touch Incant Length: Six Syllables
Verbal: X Damage by Air
Air Shield Delivery Method: Packet
Cost: 0 CP
Type of Magic: Sorcerer- Air Magic Lightning Bolt
Spell Type: Defensive Cost: 1 CP
Target: Self Type of Magic: Sorcerer- Air Magic
Attribute Cost: 1 Any Spell Type: Offensive
Description: Sorcerers must learn to protect Target: Others
themselves from their own magic or fear being Attribute Cost: 1 Wits
destroyed by it. This spell grants the Sorcerer a Description: Air also gives control over lightning.
Air shield that will block the next effect that has This spell grants the Sorcerer a 5 Damage by Air
the Air trait that targets the Sorcerer. To cast this packet delivered effect. To cast this spell the
spell the Sorcerer must say the full incant, and Sorcerer must say the full incant then say 5
then say Imbue by Magic. No Imbue card is Damage by Air afterwards throw the packet.
needed since it can only be cast on the caster. Incant Length: Six Syllables
This Imbue will last until the caster uses Essence Verbal: 5 Damage by Air
to refresh attributes or the event ends, which ever Delivery Method: Packet
comes first.
Incant Length: Six Syllables One with Air
Verbal: Imbue by Magic. Cost: 2 CP
Delivery Method: Touch Type of Magic: Sorcerer- Air Magic
Spell Type: Defensive
Bane of Earth Target: Self
Attribute Cost: 2 Wits

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Description: Building a protective shield around Sorcerer- Earth Spells
the caster to protect them from the elements of Air
is but one miracle the Sorcerers can produce. This Bane of Air
spell will allow the caster to be immune to module Cost: 2 CP
specific environmental effects that relate to Air. All Type of Magic: Sorcerer- Earth Magic
effects that this spell will prevent will be listed on Spell Type: Offensive
the effect card. Warning- There are some places Target: Other
that this spell does not protect from. To cast this Attribute Cost: 1 Brawn
spell the Sorcerer must do 1 minute of role-play Description: There are a few opposite within the
preparing themselves, then say the full incant, wheel of the elements; the opposite of Earth is Air.
afterwards calling Imbue by Air. No Imbue card is This spell will allow the caster to throw a packet
needed since it can only be cast on the caster. and call 10 Damage to Air by Earth at a target.
This Imbue will last until the caster uses Essence Only targets with the Air trait will be affected by
to refresh attributes or the event ends, which ever this spell and take the damage. To cast this spell
comes first. the Sorcerer must say the full incant then call 10
Incant Length: Eight Syllables Damage to Air by Earth and throw the packet.
Verbal: Imbue by Air. Incant Length: Eight Syllables
Delivery Method: Touch Verbal: 10 Damage to Air by Earth
Delivery Method: Packet
Power of the Storm
Cost: 2 CP Call to the Stone
Type of Magic: Sorcerer- Air Magic Cost: 2 CP
Spell Type: Offensive Type of Magic: Sorcerer- Earth Magic
Target: Self Spell Type: Offensive
Attribute Cost: 2 Brawn Target: Self
Description: Air Sorcerers are able to infuse Attribute Cost: 2 Wits
themselves with lightning and magic. Channeling Description: By pulling energy from the stones
that through themselves they are able to become around the caster the Sorcerer my increase their
incredibly more powerful. This spell will allow the power dramatically. This spell will allow the caster
caster to imbue themselves with And Slam by Air to imbue themselves with and Root by Earth with
with all Air sorcerer spells. No other spells are all Earth sorcerer spells. No other spells are
affected and the Harness the Elements skill will affected and the Harness the Elements skill will
not get the bonus from this extra effect. To cast not get the bonus from this extra effect. To cast
this spell the Sorcerer must do 1 minute of role- this spell the Sorcerer must do 1 minute of role-
play preparing themselves, then say the full incant, play preparing themselves, then say the full incant,
afterwards calling Imbue by Air. No Imbue card is afterwards calling Imbue by Earth. No Imbue card
needed since it can only be cast on the caster. is needed since it can only be cast on the caster.
This Imbue will last until the caster uses Essence This Imbue will last until the caster uses Essence
to refresh attributes or the event ends, which ever to refresh attributes or the event ends, which ever
comes first. comes first.
Incant Length: Eight Syllables Incant Length: Eight Syllables
Verbal: Imbue by Air. Verbal: Imbue by Earth.
Delivery Method: Touch Delivery Method: Touch

Wind Rush Crashing Rocks


Cost: 1 CP Cost: 2 CP
Type of Magic: Sorcerer- Air Magic Type of Magic: Sorcerer- Earth Magic
Spell Type: Offensive Spell Type: Other
Target: Others Target: Self
Attribute Cost: 1 Wits Attribute Cost: 1 Brawn
Description: A gust of wind is enough to slow Description: All Earth Mages are taught how to
down any charge. This spell grants the Sorcerer a control a stone, even while in the air it obeys its
Root by Air packet delivered effect. To cast this masters will. This allows the caster to throw 5
spell the Sorcerer must say the full incant then say damage by Earth.
Root by Air afterwards throw the packet. Incant Length: Eight Syllables
Incant Length: Six Syllables Verbal: 5 damage by Earth.
Verbal: Root by Air Delivery Method: Touch
Delivery Method: Packet

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Earth Shield Incant Length: Eight Syllables
Cost: 0 CP Verbal: Imbue by Earth.
Type of Magic: Sorcerer- Earth Magic Delivery Method: Touch
Spell Type: Defensive
Target: Self Tree Trunk
Attribute Cost: 1 Any Cost: 2 CP
Description: Sorcerers must learn to protect Type of Magic: Sorcerer- Earth Magic
themselves from their own magic or fear being Spell Type: Other
destroyed by it. This spell grants the Sorcerer a Target: Self
Earth shield that will block the next effect that has Attribute Cost: 1 Brawn
the Earth trait that targets the Sorcerer. To cast Description: The elements of Earth have a special
this spell the Sorcerer must say the full incant, and relationship with Nature, calling upon that gives
then say Imbue by Magic. No Imbue card is the Earth mage power to do things other mortals
needed since it can only be cast on the caster. could not dream of. This spell will allow the caster
This Imbue will last until the caster uses Essence to imbue themselves allowing them the use of any
to refresh attributes or the event ends, which ever two handed weapon that is considered blunt. The
comes first. phys-rep must be passed as a blunt weapon and
Incant Length: Six Syllables must be obvious that it is of Earth origin. While in
Verbal: Imbue by Magic. the hands of the caster, the weapon is
Delivery Method: Touch indestructible and unable to be disarmed. The
caster may also channel their Harness the
Meteor Storm elements through this weapon. To cast this spell
Cost: 3 CP the Sorcerer must do 1 minute of role-play
Type of Magic: Sorcerer- Earth Magic preparing themselves, then say the full incant,
Spell Type: Offensive afterwards calling Imbue by Earth. No Imbue card
Target: Others is needed since it can only be cast on the caster.
Attribute Cost: 2 Brawn This Imbue will last until the caster uses Essence
Description: Even the sky holds Earth that you to refresh attributes or the event ends, whichever
can use against your foe. This grants the caster a comes first.
pool of 10 damage by Earth that may be broken Incant Length: Eight Syllables
up into any increment the caster wants. You may Verbal: Imbue by Earth.
have more than one of these active at any time Delivery Method: Touch
but the maximum increment of damage that can
be used in one attack is 10. Tremor
Incant Length: Six Syllables Cost: 1 CP
Verbal: X damage by Earth Type of Magic: Sorcerer- Earth Magic
Delivery Method: Packet Spell Type: Offensive
Target: Others
One with Earth Attribute Cost: 1 Brawn
Cost: 2 CP Description: Cracking and moving the earth
Type of Magic: Sorcerer- Earth Magic below your enemies feet can give you just enough
Spell Type: Defensive time to get away. This spell grants the Sorcerer a
Target: Self Slow by Earth packet delivered effect. To cast
Attribute Cost: 2 Brawn this spell the Sorcerer must say the full incant,
Description: Building a protective shield around then say Slow by Earth afterwards throw the
the caster to protect them from the elements of packet.
Earth is but one miracle the Sorcerers can Incant Length: Six Syllables
produce. This spell will allow the caster to be Verbal: Slow by Earth.
immune to module specific environmental effects Delivery Method: Packet
that relate to Earth. All effects that this spell will
prevent will be listed on the effect card. Warning- Sorcerer- Fire Spells
There are some places that this spell does not
protect from. To cast this spell the Sorcerer must Bane of Water
do 1 minute of role-play preparing themselves, Cost: 2 CP
then say the full incant, afterwards calling Imbue Type of Magic: Sorcerer- Fire Magic
by Earth. No Imbue card is needed since it can Spell Type: Offensive
only be cast on the caster. This Imbue will last Target: Other
until the caster uses Essence to refresh attributes Attribute Cost: 1 Willpower
or the event ends, which ever comes first.

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Description: There are a few opposite within the Description: Concentrating the willpower of the
wheel of the elements; the opposite of fire is Sorcerer allows them to produce flame out of thin
water. This spell will allow the caster to throw a air and hurl it at a target. This spell will allow the
packet and call 10 Damage to Water by Fire at a caster to throw a packet and call 5 Damage by
target. Only targets with the Water trait will be Fire at a target. To cast this spell the Sorcerer
affected by this spell and take the damage. To must say the full incant then call 5 Damage by
cast this spell the Sorcerer must say the full incant Fire and throw the packet.
then call 10 Damage to Water by Fire and throw Incant Length: Six Syllables
the packet. Verbal: 5 Damage by Fire.
Incant Length: Eight Syllables Delivery Method: Packet
Verbal: 10 Damage to Water by Fire
Delivery Method: Packet Fire Shield
Cost: 0 CP
Calling the Flame Type of Magic: Sorcerer- Fire Magic
Cost: 2 CP Spell Type: Defensive
Type of Magic: Sorcerer- Fire Magic Target: Self
Spell Type: Offensive Attribute Cost: 1 Any
Target: Self / Others Description: Sorcerers must learn to protect
Attribute Cost: 1 Willpower themselves from their own magic or fear being
Description: Calling on inner strength and rage is destroyed by it. This spell grants the Sorcerer a
said to be one way to conjure up this potent fire Fire shield that will block the next effect that has
magic. After saying the incant, the caster may use the Fire trait that targets the Sorcerer. To cast
a Repel by Fire this spell the Sorcerer must say the full incant, and
Incant Length: Eight Syllables then say Imbue by Magic. No Imbue card is
Verbal: Repel by Fire needed since it can only be cast on the caster.
Delivery Method: Packet This Imbue will last until the caster uses Essence
to refresh attributes or the event ends, which ever
Fanning the Flame comes first.
Cost: 2 CP Incant Length: Six Syllables
Type of Magic: Sorcerer- Fire Magic Verbal: Imbue by Magic.
Spell Type: Offensive Delivery Method: Touch
Target: Self
Attribute Cost: 2 Agility Lava Storm
Description: Calling on their rage and controlling Cost: 3 CP
that rage allows the fire made to do more damage Type of Magic: Sorcerer- Fire Magic
with a single spell. This spell will allow the caster Spell Type: Offensive
to imbue themselves with and Destroy by Fire Target: Self / Others
with all fire sorcerer spells. No other spells are Attribute Cost: 2 Willpower
affected and neither will Harness the Elements Description: It is said casting this spell is like
skill nor the spell Fire Aura get the bonus from harnessing the fury of a volcano. This imbues the
this extra effect. To cast this spell the Sorcerer caster with a pool of 10 damage by fire that may
must do 1 minute of role-play preparing be thrown in any increment. You may have more
themselves, then say the full incant, afterwards than one of these active at any time but the
calling Imbue by Fire. No Imbue card is needed maximum increment of damage that can be used
since it can only be cast on the caster. This Imbue in one attack is 10.
will last until the caster uses Essence to refresh Incant Length: Ten Syllables
attributes or the event ends, which ever comes Verbal: X Damage by Fire
first. Delivery Method: Touch / Packet
Incant Length: Eight Syllables
Verbal: Imbue by Fire. Molding the Flame
Delivery Method: Touch Cost: 2 CP
Type of Magic: Sorcerer- Fire Magic
Fire Blast Spell Type: Other
Cost: 2 CP Target: Self
Type of Magic: Sorcerer- Fire Magic Attribute Cost: 1 Willpower
Spell Type: Offensive Description: Using magic to imbue themselves
Target: Other with knowledge is but one power the Fire Mage has
Attribute Cost: 1 Willpower at their disposal. This spell will allow the caster to
imbue themselves allowing them the use of any

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weapon that is considered a spear. The phys-rep Incant Length: Ten Syllables
must have been passed as a spear. While in the Verbal: By Gesture, Drain skill by Force
hands of the caster, the weapon is indestructible Delivery Method: Packet
and unable to be disarmed. The caster may also
channel their Harness the elements through this Feeding off the Force
weapon. The weapon must appear to be obviously Cost: 2 CP
from Fire. To cast this spell the Sorcerer must do Type of Magic: Sorcerer- Force Magic
1 minute of role-play preparing themselves, then Spell Type: Defensive
say the full incant, afterwards calling Imbue by Attribute Cost: 2 of either Brawn or Willpower
Fire. No Imbue card is needed since it can only be Description: Being a master of Force, energy is
cast on the caster. This Imbue will last until the easy to manipulate, especially kinetic energy. The
caster uses Essence to refresh attributes or the caster may Absorb any called damage attack and
event ends, which ever comes first. Refresh a stat.
Incant Length: Eight Syllables Incant Length: Eight Syllables
Verbal: Imbue by Fire. Verbal: Absorb to Refresh stat
Delivery Method: Touch Delivery Method: Touch

One with Fire Force Blast


Cost: 2 CP Cost: 1 CP
Type of Magic: Sorcerer- Fire Magic Type of Magic: Sorcerer- Force Magic
Spell Type: Defensive Spell Type: Offensive
Target: Self Target: Others
Attribute Cost: 2 Willpower Attribute Cost: 1 of either Brawn or Willpower
Description: Building a protective shield around Description: Using sheer force of will a Force
the caster to protect them from the elements of Sorcerer is able to hurl bolts of raw kinetic Force at
fire is but one miracle the Sorcerers can produce. a target. This spell grants the Sorcerer a By
This spell will allow the caster to be immune to Gesture, 3 Damage by Force. To cast this spell
module specific environmental effects that relate to the Sorcerer must say the full incant then say By
Fire. All effects that this spell will prevent will be Gesture, 3 Damage by Force.
listed on the effect card. Warning- There are some Incant Length: Six Syllables
places that this spell does not protect from. To Verbal: By Gesture, 3 Damage by Force.
cast this spell the Sorcerer must do 1 minute of Delivery Method: Packet
role-play preparing themselves, then say the full
incant, afterwards calling Imbue by Fire. No Force Shield
Imbue card is needed since it can only be cast on Cost: 0 CP
the caster. This Imbue will last until the caster Type of Magic: Sorcerer- Force Magic
uses Essence to refresh attributes or the event Spell Type: Defensive
ends, which ever comes first. Target: Self
Incant Length: Eight Syllables Attribute Cost: 1 Any
Verbal: Imbue by Fire. Description: Sorcerers must learn to protect
Delivery Method: Touch themselves from their own magic or fear being
destroyed by it. This spell grants the Sorcerer an
Sorcerer- Force Spells Force shield that will block the next Force effect
that targets the Sorcerer. To cast this spell the
Crushing the Mind Sorcerer must say the full incant, and then say
Cost: 3 CP Imbue by Magic. No Imbue card is needed since it
Type of Magic: Sorcerer- Force Magic can only be cast on the caster. This Imbue will last
Spell Type: Offensive until the caster uses Essence to refresh attributes
Target: Others or the event ends, which ever comes first.
Attribute Cost: 1 of either Brawn or Willpower Incant Length: Six Syllables
Description: Crushing the mind of a target not Verbal: Imbue by Magic.
only does considerable damage, it also usually Delivery Method: Touch
renders them defenseless. This spell grants the
Sorcerer a By Gesture, Drain Skill by Force. Force Smash
Cannot drain Racial Abilities. To cast this spell the Cost: 2 CP
Sorcerer must say the full incant then say By Type of Magic: Sorcerer- Force Magic
Gesture, Drain Skill by Force. Spell Type: Offensive
Target: Others
Attribute Cost: 1 of either Brawn or Willpower

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Description: This spell grants the Sorcerer a By Description: Building a protective shield around
gesture, Double Slam by Force. To cast this spell the caster to protect them from the elements of
the Sorcerer must say the full incant then say By Force is but one miracle the Sorcerers can
gesture, Double Slam by Force. produce. This spell will allow the caster to be
Incant Length: Eight Syllables immune to module specific environmental effects
Verbal: By gesture, Double Slam by Force. that relate to Force. All effects that this spell will
Delivery Method: Packet prevent will be listed on the effect card. Warning-
There are some places that this spell does not
Force Surge protect from. To cast this spell the Sorcerer must
Cost: 2 CP do 1 minute of role-play preparing themselves,
Type of Magic: Sorcerer- Force Magic then say the full incant, afterwards calling Imbue
Spell Type: Offensive by Force. No Imbue card is needed since it can
Target: Others only be cast on the caster. This Imbue will last
Attribute Cost: 2 of either Brawn or Willpower until the caster uses Essence to refresh attributes
and 1 Any. or the event ends, which ever comes first.
Description: Force Sorcerers have learned to use Incant Length: Eight Syllables
their body to channel magic. The caster reduces Verbal: Imbue by Force.
the effect to an identical attack that must be Delivery Method: Touch
delivered by gesture, after changing the trait to
by Force. Example: Jim the Priest of Tormen Power Control
throws and hits Sue the Force Sorcerer with a Cost: 2 CP
Agony and Slam by Tormen. Sue uses this spell Type of Magic: Sorcerer- Force Magic
and calls Reduced to By Gesture, Agony and Slam Spell Type: Offensive
by Force. To cast this spell, the Force Sorcerer Target: Self
must first get hit with an effect, then they call Attribute Cost: 2 Agility
Reduce, then say incant and call By Gesture, Description: Power Control is done by meditation
[Effect] by Force. and mental concentration. Through these
Incant Length: Eight Syllables techniques a Force mage is able to temporary
Verbal: Reduced to By Gesture ___ increase the potency of their spells. This spell will
Delivery Method: Packet allow the caster to imbue themselves with either
Double or and Repel with all Air, Force, or
Forced Imprison Water sorcerer spells. No other spells are affected
Cost: 3 CP and the Harness the Elements skill will not get the
Type of Magic: Sorcerer- Force Magic bonus from this extra effect. To cast this spell the
Spell Type: Offensive Sorcerer must do 1 minute of role-play preparing
Target: Others themselves, then say the full incant, afterwards
Attribute Cost: 2 of either Brawn or Willpower calling Imbue by Force. No Imbue card is needed
Description: When this spell is cast it is as if the since it can only be cast on the caster. This Imbue
target was locked in a body forming prison will last until the caster uses Essence to refresh
allowing only air to pass in and out. Of course attributes or the event ends, which ever comes
they can still be damaged. This spell grants the first.
Sorcerer a By Gesture, Paralysis by Force, Grant Incant Length: Ten Syllables
Attack 2 Damage by Force to Self. To cast this Verbal: Imbue by Force.
spell the Sorcerer must say the full incant then say Delivery Method: Touch
By Gesture, Paralysis by Force, Grant Attack 2
Damage by Force to Self. As long as the gesture Quantum Force Mechanics
is maintained, the casts may use unlimited 2 Cost: 2 CP
damage by Force packet attacks. Type of Magic: Sorcerer- Force Magic
Incant Length: Ten Syllables Spell Type: Offensive
Verbal: By Gesture, Paralysis by Force, Grant Target: Others
Attack 2 Damage by Force to Self Attribute Cost: 1 of either Brawn or Willpower
Delivery Method: Packet Description: Caster reduces an offensive attack.
The caster must then deliver that attack by voice,
One with the Force changing the trait to Force. After the delivery of
Cost: 2 CP the voice effect, the caster then inflicts the same
Type of Magic: Sorcerer- Force Magic effect to themselves with the Force trait. Bane
Spell Type: Defensive attacks may not be used in this manner.
Target: Self Incant Length: Ten Syllables
Attribute Cost: 2 Brawn or Willpower Delivery Method: Other

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in the radiation that breeds there. This spell will
Restore Bio-rhythm allow the caster to imbue themselves with and
Cost: 2 CP Agony", "and Destroy", or "and Root" with all
Type of Magic: Sorcerer- Force Magic Earth, Fire, or Radiation sorcerer spells. The extra
Spell Type: Offensive effect is chosen when each individual spell is cast
Target: Others and not when this is imbued and it may change
Attribute Cost: 1 of either Brawn or Willpower back and forth between the two. The Harness the
Description: Grants the caster a Triple 5 Elements skill and the spell Fire Aura will not get
damage to Radiation by Force. the bonus from this extra effect. You may also
Incant Length: Ten Syllables apply the Earth and Fire extra effects to Radiation
Delivery Method: Packet spells if you so desire. (Destroy or Root) To cast
this spell the Sorcerer must do 1 minute of role-
Sorcerer- Radiation Spells play preparing themselves, then say the full incant,
afterwards calling Imbue by Radiation. No Imbue
Wasted Body card is needed since it can only be cast on the
Cost: 3 CP caster. This Imbue will last until the caster uses
Type of Magic: Sorcerer- Radiation Magic Essence to refresh attributes or the event ends,
Spell Type: Offensive which ever comes first.
Target: Others Incant Length: Ten Syllables
Attribute Cost: 2 of either Agility or Wits Verbal: Imbue by Radiation.
Description: A bit of Radiation doesnt hurt Delivery Method: Touch
anyone, so they say. This spell grants the Sorcerer
five uses of Inflict Decay by Radiation and three One with Radiation
uses of By Voice, 3 damage to Decay by Cost: 2 CP
Radiation. Type of Magic: Sorcerer- Radiation Magic
Incant Length: Twelve Syllables Spell Type: Defensive
Verbal: Inflict Decay by Radiation and By Voice, Target: Self
3 damage to Decay by Radiation. Attribute Cost: 2 stats of either Agility or Wits
Delivery Method: Packet Description: Building a protective shield around
the caster to protect them from the elements of
Fusion with Stone Radiation is but one miracle the Sorcerers can
Cost: 2 CP produce. This spell will allow the caster to be
Type of Magic: Sorcerer- Radiation Magic immune to module specific environmental effects
Spell Type: Offensive that relate to Radiation. All effects that this spell
Target: Others will prevent will be listed on the effect card.
Attribute Cost: 1 Wits or Agility Warning- There are some places that this spell
Description: By blending the earth and melting it does not protect from. To cast this spell the
into the foot of a target the Sorcerer is able to stop Sorcerer must do 1 minute of role-play preparing
their foes from pursuing them, at the same time themselves, then say the full incant, afterwards
listen to their screams. This spell grants the calling Imbue by Radiation. No Imbue card is
Sorcerer a Double Root by Radiation packet needed since it can only be cast on the caster.
delivered effect. To cast this spell the Sorcerer This Imbue will last until the caster uses Essence
must say the full incant then Double Root by to refresh attributes or the event ends, which ever
Radiation afterwards throws the packet. comes first.
Incant Length: Ten Syllables
Verbal: Double Root by Radiation Preying on the Weak
Delivery Method: Packet Cost: 3 CP
Type of Magic: Sorcerer- Radiation Magic
Harness the Wasteland Spell Type: Offensive
Cost: 2 CP Target: Others
Type of Magic: Sorcerer- Radiation Magic Attribute Cost: 1 of either Agility or Wits
Spell Type: Offensive Description: Draining your foes strength away?
Target: Self Its more like sucking it from them through a
Attribute Cost: 2 stats of either Agility or Wits straw. Imbue to self five uses of Inflict Decay by
Description: By summoning the very Essence of Radiation and one Waste stat to Decay by
the Waste a Sorcerer is able to do considerable Radiation, Grant stat by Radiation to self.
more damage. Rumor has it that to learn this a Granted stat must match stat wasted. Can not
spell the Sorcerer must sit out in the middle of the waste Essence.
Waste for one month with no food or water soaking

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Incant Length: Twelve Syllables Radiation Poisoning
Verbal: Inflict Decay by Radiation Waste stat Cost: 3 CP
to Decay by Radiation, Grant stat by Radiation to Type of Magic: Sorcerer- Radiation Magic
self. Spell Type: Offensive
Delivery Method: Packet Target: Others
Attribute Cost: 1 Agility or Wits
Description: This spell grants the Sorcerer a
Radiation Blast Triple 5 damage to Force by Radiation packet
Cost: 2 CP delivered effect. To cast this spell the Sorcerer
Incant Length: Eight Syllables must say the full incant then say Triple 5 damage
Verbal: Imbue by Radiation. to Force by Radiation afterwards throws the
Delivery Method: Touch packet.
Radiation Blast Incant Length: Twelve Syllables
Type of Magic: Sorcerer- Radiation Magic Verbal: Triple 5 damage to Force by Radiation
Spell Type: Offensive Delivery Method: Packet
Target: Others
Attribute Cost: 1 each of Agility and Wits Radiation Shield
Description: The screaming as your adversarys Cost: 0 CP
skin melts off is such a wonderful thing to start any Type of Magic: Sorcerer- Radiation Magic
morning. This spell grants the Sorcerer a In this Spell Type: Defensive
room, 4 Damage by Radiation. To cast this spell Target: Self
the Sorcerer must say the full incant then say In Attribute Cost: 1 Any
this room, 4 Damage by Radiation. Description: Sorcerers must learn to protect
Incant Length: Ten Syllables themselves from their own magic or fear being
Verbal: In this room, 4 Damage by Radiation. destroyed by it. This spell grants the Sorcerer a
Delivery Method: Packet Radiation shield that will block the next Radiation
effect that targets the Sorcerer. To cast this spell
Radiation Burn the Sorcerer must say the full incant, and then say
Cost: 2 CP Imbue by Magic. No Imbue card is needed since it
Type of Magic: Sorcerer- Radiation Magic can only be cast on the caster. This Imbue will last
Spell Type: Offensive until the caster uses Essence to refresh attributes
Target: Others or the event ends, which ever comes first.
Attribute Cost: 1 Any Incant Length: Six Syllables
Description: Evil. You just cant do it half assed. Verbal: Imbue by Magic.
This spell is for those people. Per stat point spent, Delivery Method: Touch
the caster may make a 100 sq ft (1 stat is 100 sq
ft, 2 stats is 200 sq ft, etc.) area that is an Storm of Chaos
environmental hazard zone. The caster must Cost: 3 CP
provide the reps for the barriers of the area in Type of Magic: Sorcerer- Water Magic
which the damage is to be taken and the jumpy Spell Type: Offensive
stones which must be laid out within the area. The Target: Self
caster must also provide the yield signs that Attribute Cost: 3 of Agility or Wits
explain the effect of the area at the beginning of Description: Pain is like the call sign of the
and end of the stones. The area does 5 damage Radiation Sorcerer, so it stands to reason that
by radiation, and any additive spell that the caster some sadistic Sorcerer created this spell. While
chooses to use, for each step off the stones and within the area of a Radiation Burn, the caster may
the area will last for 12 hours from time of first Grant themselves Protection 10, Grant Attack
placement. The jumpy stones must be placed in Short Claws, Grant Attack Unlimited Agony by
such a way so that the caster can traverse them at Radiation by claws or packet, and Grant immunity
a normal walk, although they need not be placed in to Radiation. No other skill can be used. To cast
a straight line as long as there is a start at one this spell the Sorcerer must do plant their feet, and
side and an end to the other side. Leshka, then say the full incant, afterwards calling Imbue
amongst many other groups, tend to hunt down by Radiation. No Imbue card is needed since it can
and kill anyone who casts this spell. This spell may only be cast on the caster. This Imbue will last
also become permanent in certain areas. until the caster uses Essence to refresh attributes,
Incant Length: Ten Syllables they leave the Burn area, or the event ends, which
Verbal: None ever comes first.
Delivery Method: Other Incant Length: Twelve Syllables
Verbal: Grant Protection 10, Grant Attack Short

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claws, Grant attack Agony by Radiation, Grant Water packet delivered effect. To cast this spell
Defense Immunity to Radiation. the Sorcerer must say the full incant then say
Delivery Method: Touch/Packet Weakness by Water afterwards throw the packet.
Incant Length: Eight Syllables
Verbal: Weakness by Water
Delivery Method: Packet
Twisted Limbs
Cost: 2 CP Ice Axe
Type of Magic: Sorcerer- Radiation Magic Cost: 2 CP
Spell Type: Offensive Type of Magic: Sorcerer- Water Magic
Target: Others Spell Type: Other
Attribute Cost: 1 Agility or Wits Target: Self
Description: Harnessing Radiation and directing Attribute Cost: 1 Agility
it can twist small furry animals into fur mutilated Description: Water is said to hold the memories
messes or limbs to cracked and blistered remains. of the past, perhaps that is what this spell pulls
As you can imagine this is a very painful process. from to grant its knowledge. This spell will allow
This spell grants the Sorcerer a Double Maim the caster to imbue themselves allowing them the
<limb> by Radiation packet delivered effect. Any use of any weapon that is considered a Polearm.
limb can be specified, if one is not specified the The phys-rep must have been passed as a
target gets to choose. To cast this spell the Polearm. While in the hands of the caster, the
Sorcerer must say the full incant then say Double weapon is indestructible and unable to be
Maim <limb> by Radiation afterwards throws the disarmed. The caster may also channel their
packet. Harness the elements through this weapon. The
Incant Length: Ten Syllables weapon must also be obviously from Water. To
Verbal: Double Maim <limb> by Radiation cast this spell the Sorcerer must do 1 minute of
Delivery Method: Packet role-play preparing themselves, then say the full
incant, afterwards calling Imbue by Water. No
Sorcerer- Water Spells Imbue card is needed since it can only be cast on
the caster. This Imbue will last until the caster
Bane of Fire uses Essence to refresh attributes or the event
Cost: 2 CP ends, which ever comes first.
Type of Magic: Sorcerer- Water Magic Incant Length: Eight Syllables
Spell Type: Offensive Verbal: Imbue by Water.
Target: Other Delivery Method: Touch
Attribute Cost: 1 Agility
Description: There are a few opposite within the Ice Shard
wheel of the elements; the opposite of Water is Cost: 2 CP
Fire. This spell will allow the caster to throw a Type of Magic: Sorcerer- Water Magic
packet and call 10 Damage to Fire by Water at a Spell Type: Offensive
target. Only targets with the Fire trait will be Target: Others
affected by this spell and take the damage. To Attribute Cost: 1 Agility
cast this spell the Sorcerer must say the full incant Description: Freezing ice is childs play to a Water
then call 10 Damage to Fire by Water and throw Mage. This spell imbues the caster with a pool of
the packet. 10 damage by Water that may be thrown in any
Incant Length: Eight Syllables increment. You may have more than one of these
Verbal: 10 Damage to Fire by Water active at any time but the maximum increment of
Delivery Method: Packet damage that can be used in one attack is 10.
Incant Length: Eight Syllables
Draining Water Verbal: X Damage by Water
Cost: 1 CP Delivery Method: Packet
Type of Magic: Sorcerer- Water Magic
Spell Type: Offensive Maelstrom
Target: Others Cost: 3 CP
Attribute Cost: 1 Agility Type of Magic: Sorcerer- Water Magic
Description: If the Water Pressure spell makes Spell Type: Offensive
you feel like you have sunk 80 feet into the ocean, Target: Self / Others
Draining Water makes you feel like you have swam Attribute Cost: 1 Agility
80 miles in the ocean and swam back, ten times! Description: Blasting an enemy with water is
This spell grants the Sorcerer a Weakness by similar in practice of the Air mage. This spell

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produces a ball of water and projects it at a target Cost: 0 CP
with enough force to crush bones. This will allow Type of Magic: Sorcerer- Water Magic
the caster to throw 5 damage by Water Spell Type: Defensive
Incant Length: Ten Syllables Target: Self
Verbal: 5 Damage by Water Attribute Cost: 1 Any
Delivery Method: Packet Description: Sorcerers must learn to protect
themselves from their own magic or fear being
One with Water destroyed by it. This spell grants the Sorcerer a
Cost: 2 CP Water shield that will block the next effect that has
Type of Magic: Sorcerer- Water Magic the Water trait that targets the Sorcerer. To cast
Spell Type: Defensive this spell the Sorcerer must say the full incant, and
Target: Self then say Imbue by Magic. No Imbue card is
Attribute Cost: 2 Agility needed since it can only be cast on the caster.
Description: Building a protective shield around This Imbue will last until the caster uses Essence
the caster to protect them from the elements of to refresh attributes or the event ends, which ever
Water is but one miracle the Sorcerers can comes first.
produce. This spell will allow the caster to be Incant Length: Six Syllables
immune to module specific environmental effects Verbal: Imbue by Magic.
that relate to Water. All effects that this spell will Delivery Method: Touch
prevent will be listed on the effect card. Warning-
There are some places that this spell does not
protect from. To cast this spell the Sorcerer must
do 1 minute of role-play preparing themselves,
then say the full incant, afterwards calling Imbue
by Water. No Imbue card is needed since it can
only be cast on the caster. This Imbue will last
until the caster uses Essence to refresh attributes
or the event ends, which ever comes first.
Incant Length: Eight Syllables
Verbal: Imbue by Water.
Delivery Method: Touch

Strength of the Sea King


Cost: 2 CP
Type of Magic: Sorcerer- Water Magic
Spell Type: Offensive
Target: Self
Attribute Cost: 2 Willpower
Description: The Sea King is a mythical figure,
some say he was the first Sorcerer to master the
powers of Water others say he is a forgotten
Power. No one knows for sure, but invoking his
name will increase a Sorcerers magic. This spell
will allow the caster to imbue themselves with and
Slow by water with all Water sorcerer spells. No
other spells are affected and the Harness the
Elements skill will not get the bonus from this
extra effect. To cast this spell the Sorcerer must
do 1 minute of role-play preparing themselves,
then say the full incant, afterwards calling Imbue
by Water. No Imbue card is needed since it can
only be cast on the caster. This Imbue will last
until the caster uses Essence to refresh attributes
or the event ends, which ever comes first.
Incant Length: Eight Syllables
Verbal: Imbue by Water.
Delivery Method: Touch

Water Shield

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3.8.11 Warbringer
until the target uses an Essence to refresh
Warbringers must have a banner in order attributes, they die, or the event ends whichever
to use their powers. This banner must have the comes first.
Warbringers personal symbol on it. May not be a Incant Length: Six Syllables
higher power's symbol unless it has other designs Verbal: Imbue by Magic
on it in addition to the holy symbol. May not cover Delivery Method: Touch
up the symbol and keep the powers active. The
banner must have lights attached to the weapon in Controlling the Power of Pain
order to use the powers at night/in the dark. Glow Cost: 1 CP
sticks on the non-striking surface will suffice. All Circle: 1
lights are subject to approval by safety. Plot will Type of Magic: Warbringer
control what colors are used to ensure no Target: Others
Warbringer uses the same color. Although if the Attribute Cost: 1 Willpower
players wish to work it out without plot Description: Warbringers have mastered the
intervention, that would be best. Any power of vibrations and tone. Because of that they
objections/disagreements will make plot intervene are able to cause immense amounts of pain to all
and dictate colors. those who listen to their battle shouts. This spell
When a Warbringer is no longer bringing causes an Agony by Magic to all those within the
the war (Stunned, Paralyzed, Unconscious, etc.), sound of the casters voice. To cast this spell the
they must turn the banner upside down, turn off Warbringer must call out the incant and then call
the lights, or put the banner on the ground. When out By Voice, Agony by Magic.
any of the people who gain powers from that Incant Length: Six Syllables
Warbringer see the banner in any of these three Verbal: By Voice, Agony by Magic
states, they may not use the Warbringer abilities. Delivery Method: Voice
The Warbringer is always assumed to be
included as a recipient of the spell but does not The Dreamwraith
actually count as one of the recipients for the Cost: 1 CP
purposes of calculating who can get the buffs, Circle: 1
unless the spell specifies otherwise. Type of Magic: Warbringer
Target: Others
Circle 1 Warbringer Spells Attribute Cost: 1 Agility
Description: Sometimes a Warrior must attempt
Armor of the Magi to find less destructive ways to defeat ones
Cost: 1 CP opponent. This spell grants the targets 2 packet
Circle: 1 delivered Stun by Magic effects. To cast this spell
Type of Magic: Warbringer the Warbringer must spend time preparing the
Target: Others targets by placing the Warbringers personal
Attribute Cost: 1 Wits symbol somewhere visible on each participant.
Description: Summoning the spirits of long dead The Warbringer may grant as many participants as
mages the Warbringer is able to protect their they have in Willpower plus Essence. When the
warriors from harmful spells. This spell grants the symbol has been placed on the participant then the
targets 2 shields vs. the magic trait. To cast this Warbringer must say the incant, then call Imbue
spell the Warbringer must spend time preparing by Magic, and finally give the target an Imbue
the targets by placing the Warbringers personal Card. This spell is only activated while the battle is
symbol somewhere visible on each participant. called and will stay up until the battle is stopped,
The Warbringer may grant as many participants as while the battle is not called the effect is dormant
they have in Willpower plus Essence. When the until the battle is called again. This imbue will last
symbol has been placed on the participant then the until the target uses an Essence to refresh
Warbringer must say the incant, then call Imbue attributes, they die, or the event ends whichever
by Magic, and finally give the target an Imbue comes first.
Card. This spell is only activated while the battle is Incant Length: Six Syllables
called and will stay up until the battle is stopped, Verbal: Imbue by Magic Stun by Magic
while the battle is not called the effect is dormant Delivery Method: Touch / Packet
until the battle is called again. This imbue will last

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Gift of the Fierce Circle: 2
Cost: 1 CP Type of Magic: Warbringer
Circle: 1 Target: Others
Type of Magic: Warbringer Attribute Cost: 1 Agility
Target: Others Description: The peaceful knows no fear. This
Attribute Cost: 1 Agility spell grants the target five uses of resist to frenzy.
Description: Courage against supernatural To cast this spell the Warbringer must spend time
enemies sometimes takes more then just strength preparing the targets by placing the Warbringers
of character. This spell grants the targets 2 shields personal symbol somewhere visible on each
vs. the fear trait. To cast this spell the Warbringer participant. The Warbringer may grant as many
must spend time preparing the targets by placing participants as they have in Willpower + Essence.
the Warbringers personal symbol somewhere When the symbol has been placed on the
visible on each participant. The Warbringer may participant then the Warbringer must say the
grant as many participants as they have in incant, then call Imbue by Magic, and finally give
Willpower plus Essence. When the symbol has the target an Imbue Card. This spell is only active
been placed on the participant then the Warbringer while the banner is visible. This imbue will last
must say the incant, then call Imbue by Magic, and until the target uses an Essence to refresh
finally give the target an Imbue Card. This spell is attributes, they die, or the event ends whichever
only activated while the battle is called and will comes first.
stay up until the battle is stopped, while the battle Incant Length: Eight Syllables
is not called the effect is dormant until the battle is Verbal: Imbue by Magic
called again. This imbue will last until the target Delivery Method: Touch
uses an Essence to refresh attributes, they die, or
the event ends whichever comes first. The Invincible Lion
Incant Length: Six Syllables Cost: 2 CP
Verbal: Imbue by Magic Circle: 2
Delivery Method: Touch Type of Magic: Warbringer
Target: Others
Stand Resolute Attribute Cost: 1 Agility
Cost: 1 CP Description: Calling upon the long dead spirit of
Circle: 1 Omero, the Invincible Lion one of the greatest
Type of Magic: Warbringer Tribal guardians to ever live, this is his gift to
Target: Others those who follow in his foot prints. This spell
Attribute Cost: 1 Willpower grants the targets two Resist Damage, this
Description: This spell grants the Warbringer and includes weapons, spell, or gun CALLED damage.
the targets one Resist vs. Destroy. To cast this To cast this spell the Warbringer must spend time
spell the Warbringer must spend time preparing preparing the targets by placing the Warbringers
the targets by placing the Warbringers personal personal symbol somewhere visible on each
symbol somewhere visible on each participant. participant. The Warbringer may grant as many
The Warbringer may grant as many participants as participants as they have in Willpower plus
they have in Willpower plus Essence. When the Essence. When the symbol has been placed on the
symbol has been placed on the participant then the participant then the Warbringer must say the
Warbringer must say the incant, then call Imbue incant, then call Imbue by Magic, and finally give
by Magic, and finally give the target an Imbue the target an Imbue Card. This spell is only
Card. This spell is only activated while the battle is activated while the battle is called and will stay up
called and will stay up until the battle is stopped, until the battle is stopped, while the battle is not
while the battle is not called the effect is dormant called the effect is dormant until the battle is called
until the battle is called again. This imbue will last again. This imbue will last until the target uses an
until the target uses an Essence to refresh Essence to refresh attributes, they die, or the
attributes, they die, or the event ends whichever event ends whichever comes first.
comes first. Incant Length: Eight Syllables
Incant Length: Six Syllables Verbal: Imbue by Magic
Verbal: Imbue by Magic Delivery Method: Touch
Delivery Method: Touch
Losing the Illusion of Pain
Circle 2 Warbringer Spells Cost: 2 CP
Circle: 2
Gift of the Calming Mind Type of Magic: Warbringer
Cost: 2 CP Target: Others

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Attribute Cost: 1 Willpower until the battle is stopped, while the battle is not
Description: The Warbringer is able to make called the effect is dormant until the battle is called
their tribe almost immune to pain keeping the again. This imbue will last until the target uses an
warrior going longer. This spell grants the target Essence to refresh attributes, they die, or the
five resists to agony effects. To cast this spell the event ends whichever comes first.
Warbringer must spend time preparing the targets Incant Length: Eight Syllables
by placing the Warbringers personal symbol Verbal: Imbue by Magic
somewhere visible on each participant. The Delivery Method: Touch
Warbringer may grant as many participants as
they have in Willpower + Essence. When the Circle 3 Warbringer Spells
symbol has been placed on the participant then the
Warbringer must say the incant, then call Imbue The Armored Man
by Magic, and finally give the target an Imbue Cost: 3 CP
Card. This spell is only active while the banner is Circle: 3
visible. This imbue will last until the target uses an Type of Magic: Warbringer
Essence to refresh attributes, they die, or the Target: Others
event ends whichever comes first. Attribute Cost: 1 Brawn
Incant Length: Eight Syllables Description: Many of the tribes lose armor
Verbal: Imbue by Magic quickly, this helps get them back in fighting shape.
Delivery Method: Touch This allows the Warbringer to instantly refresh
armor on those who he has granted this spell to
Controlling the battle beforehand. The recipient gains the trait Armored
Cost: 2 CP Man while this spell is in effect on them. The
Circle: 2 Warbringer gains the ability to instantly refresh
Type of Magic: Warbringer armor of any type by stating, Repair armor to
Target: Others Armored Man by magic for a total number of
Attribute Cost: 1 Wits times of the Warbringers Willpower + Essence.
Description: Storms can be fierce, unforgiving The Warbringer may use this on the same target
and often deadly, a Warbringer must learn to as many times as they want. To cast this spell the
protect themselves and keep the enemy away. Warbringer must spend time preparing the targets
This spell causes a Short Root by Magic to all by placing the Warbringers personal symbol
those within the sound of the casters voice. To somewhere visible on each participant. The
cast this spell the Warbringer say the incant, at the Warbringer may grant as many participants as
end call out Short Root by Magic. they have in Willpower plus Essence. When the
Incant Length: Eight Syllables symbol has been placed on the participant then the
Verbal: By my voice, short Root by magic Warbringer must say the incant, then call Imbue
Delivery Method: Voice by Magic, and finally give the target an Imbue
Card. This spell is only activated while the battle is
Summon the Charging Rhino called and will stay up until the battle is stopped,
Cost: 2 CP while the battle is not called the effect is dormant
Circle: 2 until the battle is called again. This imbue will last
Type of Magic: Warbringer until the target uses an Essence to refresh
Target: Others attributes, they die, or the event ends whichever
Attribute Cost: 1 Agility comes first.
Description: Calling upon the strength and Incant Length: Ten Syllables
perseverance of the Charging Rhino those Verbal: Imbue by Magic
members of the Warbringers tribe are able to Delivery Method: Touch
move forward without being stopped. This spell
grants the targets 2 shields vs. Repel or Root. To Warbringer's Call
cast this spell the Warbringer must spend time Cost: 3 CP
preparing the targets by placing the Warbringers Circle: 3
personal symbol somewhere visible on each Type of Magic: Warbringer
participant. The Warbringer may grant as many Target: Others
participants as they have in Willpower plus Attribute Cost: 1 Willpower
Essence. When the symbol has been placed on the Description: The targets of this spell become
participant then the Warbringer must say the dangerous, even in death. When the recipient is
incant, then call Imbue by Magic, and finally give hit with a death effect, including death strikes,
the target an Imbue Card. This spell is only they gain a By my gesture, 3 damage by magic
activated while the battle is called and will stay up that may only be used on the person who used the

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death effect on them and must be used within symbol somewhere visible on each participant.
three seconds of receiving the death effect. This is The Warbringer may grant as many participants as
NOT required to be used. This spells equals a they have in Willpower + Essence. When the
number of targets equal to the Warbringers symbol has been placed on the participant then the
willpower + Essence. This imbue will last until the Warbringer must say the incant, then call Imbue
target uses an Essence to refresh attributes, they by Magic, and finally give the target an Imbue
die, or the event ends whichever comes first. Card. This spell is only activated while the battle is
Incant Length: Ten Syllables called and will stay up until the battle is stopped,
Verbal: By My Gesture, 3 damage by Magic while the battle is not called the effect is dormant
Delivery Method: Touch until the battle is called again. This imbue will last
until the target uses an Essence to refresh
The Guardian Spirit attributes, they die, or the event ends whichever
Cost: 3 CP comes first.
Circle: 3 Incant Length: Ten Syllables
Type of Magic: Warbringer Verbal: Grant Attack by Magic, 3 damage by
Target: Others Magic
Attribute Cost: 1 Brawn Delivery Method: Touch
Description: As with Rain of Death this spell
invokes the Hand of Death, but instead of calling Releasing the Spirit
upon the spirit this spell creates a ward against it. Cost: 3 CP
This spell grants the target a heal 1 by magic when Circle: 3
they are knocked over either stable or unstable. Type of Magic: Warbringer
This may only activate after the person has fallen Target: Self
over, if their condition allows them to fall over, and Attribute Cost: 1 Agility
they have come to a full rest. If the person was Description: Casting this spell allows the War
paralyzed and unstable, the effect would happen Bringer to Imbue Willpower + Essence people with
immediately after they stop moving from their the Symbol Name trait where Symbol Name
paralyze. To cast this spell the Warbringer must equals the name of their Banner, or the unit name,
spend time preparing the targets by placing the or whatever is used to represent the War Bringer.
Warbringers personal symbol somewhere visible When the caster activates this spell they call out
on each participant. The Warbringer may grant as By voice to Symbol Name Imbue Spirit. Then
many participants as they have in Willpower. all people with the Symbol Name trait become
When the symbol has been placed on the spirit and must convene around the Symbol. The
participant then the Warbringer must say the caster then announces By Voice, Purge spirit to
incant, then call Imbue by Magic, and finally give Symbol Name by magic.
the target an Imbue Card. This spell is only Incant Length: Ten Syllables
activated while the battle is called and will stay up Verbal: Imbue by Magic
until the battle is stopped, while the battle is not Delivery Method: Touch
called the effect is dormant until the battle is called
again. This imbue will last until the target uses an
Essence to refresh attributes, or the event ends Circle 4 Warbringer Spells
whichever comes first.
Incant Length: Ten Syllables Dark Essence
Verbal: Imbue by Magic Cost: 4 CP
Delivery Method: Touch Circle: 4
Type of Magic: Warbringer
Rain of Fire Target: Others
Cost: 3 CP Attribute Cost: 2 Wits
Circle: 3 Description: Dark Essences is myth among the
Type of Magic: Warbringer Warbringers. It is said to be the substance that
Target: Others evil is made of, when an Evil person dies a part of
Attribute Cost: 1 Agility their Spirit becomes the substance known as Dark
Description: Invoking this terrible spell brings Essences. This grants the recipients 4 any stats
forth the Hand of Death so they say and all those that can only be used for offensive abilities. These
who oppose the Warbringers tribe is said to be its any stats cannot be used for any ability that
target. This spell grants the targets 2 packet grants mana, other stats, or healing.
delivered 3 damage by Magic effects. To cast this Incant Length: Twelve Syllables
spell the Warbringer must spend time preparing Verbal: Imbue by magic
the targets by placing the Warbringers personal Delivery Method: Voice

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Delivery Method: Touch
Drum of Oblivion
Cost: 4 CP Summon the Spirit of Ancient Warriors
Circle: 4 Cost: 4 CP
Type of Magic: Warbringer Circle: 4
Target: Others Type of Magic: Warbringer
Attribute Cost: 1 Willpower Target: Others
Description: With a shout a Warbringer is able to Attribute Cost: 1 Agility
destroy all the weapons around them; Description: Summoning the very spirits of the
unfortunately this also includes their friends. This Ancient Warriors the Warbringer is able to give
spell causes a Destroy Weapon by Magic to all their tribe extra strength. This spell grants the
those within the sound of the casters voice. To targets 2 additional points of damage on all called
cast this spell the Warbringer must say the incant, melee damage. To cast this spell the Warbringer
and at the end call out By Voice, Destroy Weapon must spend time preparing the targets by placing
by Magic. the Warbringers personal symbol somewhere
Incant Length: Twelve Syllables visible on each participant. The Warbringer may
Verbal: By Voice, Destroy Weapon by Magic grant as many participants as they have in
Delivery Method: Voice Willpower. When the symbol has been placed on
the participant then the Warbringer must say the
Gift of the Ancients incant, then call Imbue by Magic, and finally give
Cost: 4 CP the target an Imbue Card. This spell is only
Circle: 4 activated while the battle is called and will stay up
Type of Magic: Warbringer until the battle is stopped, while the battle is not
Target: Others called the effect is dormant until the battle is called
Attribute Cost: 1 Agility again. This imbue will last until the target uses an
Description: When casting this spell the Essence to refresh attributes, they die, or the
Warbringer is calling up the strength of those who event ends whichever comes first.
are long dead and asking those spirits to protect Incant Length: Twelve Syllables
their tribe. This spell grants the targets 2 shields Verbal: Imbue by Magic
verses the Death effect including Death Strikes. If Delivery Method: Touch
this is triggered, you may use Warbringers Call
even though you did not die. To cast this spell the The Warbringers Hammer
Warbringer must spend time preparing the targets Cost: 4 CP
by placing the Warbringers personal symbol Circle: 4
somewhere visible on each participant. The Type of Magic: Warbringer
Warbringer may grant as many participants as Target: Others
they have in Willpower + Essence. When the Attribute Cost: 2 Willpower
symbol has been placed on the participant then the Description: The Warbringers Hammer is the
Warbringer must say the incant, then call Imbue power of the voice. It is so powerful it is able to
by Magic, and finally give the target an Imbue knock down all those who hear to it. This spell
Card. This spell is only activated while the battle is causes a Slam by Force to all those within the
called and will stay up until the battle is stopped, sound of the casters voice. The Warbringer has
while the battle is not called the effect is dormant the option of a second use of this ability if used
until the battle is called again. This imbue will last within 10 seconds of the first usage. To cast this
until the target uses an Essence to refresh spell the Warbringer must call out the incant, and
attributes, they die, or the event ends whichever at the end call out By Voice, Slam by Force.
comes first. Incant Length: Twelve Syllables
Incant Length: Twelve Syllables Verbal: By Voice, Slam by Force
Verbal: Imbue by Magic Delivery Method: Voice

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CP Cost Spell Name Spell Description Attribute Cost

3.8.1 Blood Mage


Circle 1
1 Blood of the Earth Imbue by Blood- Maim Arm by Blood 1 Vitality
1 Blood of the Fallen Imbue by Blood- 5x Stabilize by Blood 1 Vitality

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

1 Redirect the blood Waste <attribute> by blood 1 Vitality


1 Vitality and 1
1 Reviving the Blood Four uses of Heal 1 by Blood. May only use on others. Any
1 Unveiling the Blood By my voice, Expose Blood by Magic 1 Vitality
Circle 2

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

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CP Attribute
Cost Spell Name Spell Description Cost

3.8.2 Martial Arts


K = Ki Points
Falling Star Philosophy
Denying the
1 Sorcerer 2 damage and Silence by weapon 1K

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

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3.8.3 Paramedic Procedures
Field Dressing (FD), Field Surgery (FS), and Field Medicine (FM)

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

Imbue by Medic- 10x Stabilize by Medic (must have


1 Rehabilitation Kit) 1 FS 1 Min
Imbue by Medic- 5 x Cure Maim by Medic (takes 10
1 Resetting the Bone sec RP- must have Kit) 1 FS 1 Min
1 Ryan's Strong Arm Theory Cure Weakness by Medic 1 FM 30 Sec
Circle 2: EMT
2 Blood Transfusion Cure Drain by Medic 1 FS 30 Sec
2 Countering Agent Cure Poison by Medic 1 FS 1 Min
2 Create Counter Poison Grant Defense by Medic, "Resist Poison" 1 FM 1 Min
2 Mend the Voice box Cure Silence by Medic 1 FD 30 sec
2 Mental Stimulus Cure Stun by Medic 1 FM 30 Sec
2 The Pill Cure Disease by Medic 1 FM 1 Min
2 Reconnecting the Spine Cure Paralysis by Medic 1 FS 30 Sec
Circle 3: Senior EMT
3 Big's Muffled Senses Imbue to Patient by Medic, Immunity to Fear 2 FM 1 Min
Grant packet attack by Radiation, 5 damage by
3 Bloodboil Blood. 2 FM 30 Sec
3 Derriks Blue Ice Heal 8 by Medic 2 FD 1 Min
3 Healing the Wasted Cure Waste by Medic 2 FS 30 Sec
3 MageBane Grant Defense by Medic, Resist Magic 2 FM 30 Sec
3 Radiation Therapy Grant Defense by Medic, Resist Radiation 2 FS 30 Sec
Imbue by Medic to Self 5x Cure Stun by Medic 1 Min (10
3 Revive (Until Essence is used- must have Med Kit) 3 FM sec)
Circle 4: MedEvac
4 Ashurans Heart Cure Stricken by Medic 2 FD 30 sec
Imbue by Medic to Patient, Immunity to Agony.
4 Blood of the Unclean Lasts until essence is used. 3 FM 1 Min
Imbue by Medic to Patient, Immunity to Disease.
4 Create Antibodies Lasts until Essence is used. 3 FS 1 Min
4 The Dominic Process Cure Metabolic and Mental by Medic 3 FS & 1 FM 1 Min
4 Resuscitate Cure Death by Medic 4 FD 10 Sec
4 Speeders Grant Defense by Medic, Avoid Bullet 3 FM 1 Min
Imbue by Medic- Grants the patient 2 Spell Bound
attributes that can be used in place of any spell
4 Spell Bound (except Vitality)- Until Essence is used- 1/event- 2 FM 5 Min

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3.8.4 Pathwalker
CP Attribute CP Spell Attribute
Cost Spell Name Spell Description Cost Cost Name Spell Description Cost
Path Of Autumn Path Of Spring
Level Leve
1 l1

Denying The 1 Freedoms Cure Root By Nature or Cure


1 Decay Disease Shield Willpower 1 Cry Maim to legs by Nature 1 Agility
Hunters Grasping
1 Presence 2x Repel To Animal By Fear 1 Brawn 1 Plants Root By Nature 1 Brawn
Stripping The
Branches 1 Minute of roleplay, Heal 10
1 Bare Two uses of Disarm By Magic 1 Wit 1 New Growth by Nature. 1 Any
The Trees Wildness Of
1 Rotting Heart Two uses of Slow By Disease 1 Agility 1 Spring Frenzy By Nature 1 Wits
Level Leve
2 l2
The Masters 1 Abnormal Two uses of 1 Damage and
2 Touch Cure Disease By Nature Willpower 2 Growth Agony by Nature 1 Brawn
Abundant
Preparing For Grant 2 Protection to Self by Life Imbue by Nature ~ Death
2 Winter Nature 1 Brawn 2 Overflowing Shield -Self 1 Brawn
Roots Drink Renewing 1
2 Deeply Double Root By Magic 1 Agility 2 The Spirit Cure Drain By Nature Willpower
Imbue By Nature: Neither
Caster Nor Recipient May Move,
Caster Must Continuously
Whisper Words Of
Encouragement To The Target.
If Caster Takes Damage The
Spell Ends Caster May Pause A
1 Sweetness Persons Death Count 2
2 Wild Winds Repel By Nature Willpower 2 Of Life Indefinitely Willpower
Level Leve
3 l3
By Voice, Weakness By 3 At Harmony Imbue By Nature 2 x Nature 1
3 Bone Fever Nature Willpower 3 With Nature Shield Willpower
Culling The 1 Fleet Of Imbue By Nature -Self- 3 x
3 Weak Drain By Disease Willpower 3 Foot Resists Vs Root or Slow 2 Agility
Self- Imbue by Nature ~ As
long as the caster is lying
down and uses no skills and
only talks in low whispers,
they lose the Living Trait.
They also gain the ability to
become a spirit if they so
choose ONCE. Spirit lasts for
10 Minutes maximum. As soon 1
as the caster moves or uses Willpower Springtime
another skill the Hibernation And 1 Comes By Voice, Cure Stun And Fear 2
3 Hibernation goes away. Brawn 3 Calling By Nature Willpower
Relentless Imbue By Nature 3x Resist Sweet Joy 1
3 Advance Nature 2 Agility 3 Of Spring Cure Mental By Nature Willpower
Level Leve
4 l4

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

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Imbue by Nature to Self:
Caster Gains +1 Vitality, 2x
Shield Death, 1x Shield Magic,
Immunity To Root, Two uses of
3 Damage And Weakness By
Nature With Weapon, and grow
short claws. Lasts until Essence
is used, 1 hour goes by, the
character dies, or event ends. One of
May only be used ONCE per each
Summon Essence refresh. May not stack attribute
Storms Come Plant Feet Five uses of 3 Springtimes with any of the other except
4 Calling Damage By Lightning 2 Brawn 4 Fervor Pathwalker 'Summon' spells. Essence.
Imbue by Nature to Self:
Caster Gains +1 Damage to all
called damage, 6x Weakness
By Disease (Weapon),
Immune To Frenzy, 1x Mental
Shield, 1x Magic Shield, grow
short claws. Ends when
Essence is used, one hour has
passed, the character dies, or
event ends, or the caster uses
a healing spell. May only be One of
used ONCE per Essence each
Summon The refresh. May not stack with attribute
Lengthening any of the other Pathwalker except Sweet Kiss Imbue by Nature~Others-X2
4 Shadow 'Summon' spells. Essence. 4 Of Spring Death Shield 2 Wits
CP Attribute CP Spell Attribute
Cost Spell Name Spell Description Cost Cost Name Spell Description Cost
Path Of Summer Path of Winter
Level Leve
1 l1
Cleansing Frozen 1
1 Breeze Cure Disease By Nature 1 Brawn 1 Heart Imbue 2 x Shield Vs Fire Willpower
Radiant Imbue by Nature -Feet Planted
1 Sunlight Two uses of Agony by Nature 1 Wits 1 Ice Shards - 3 x 2 Damage By Ice 1 Agility

Imbue by Nature ~ Caster Imbue By Nature Two uses of


may touch up to her weapon delivered +1 Damage
Summers (Willpower + Brawn) targets Winters and the Ice trait for those
1 Golden Glow and heal each once by touch. 1 Brawn 1 bite swings. 1 Brawn
Touch Of The Imbue by Nature- 1 x Fire Winters
1 Sun Shield 1 Agility 1 Breath 2 damage and Slow By Nature 1 Brawn
Level Leve
2 l2

Hearing Others-Imbue By Nature, Frost


2 Natures Voice Speak With Animal(Or Plant) 1 Wits 2 Shatter Agony and Destroy by Nature 1 Agility
Hardened Imbue By Nature ~ Fear Shield 1
2 Heatwave 3x Weakness By Magic 2 Agility 2 Heart X2 Willpower
Pass Without By Voice, Repel To Animal By 1 Numbing
2 Harm Nature Willpower 2 Cold Paralyze By Ice 1 Brawn
Reign Of The 1
2 Sun 1 x Nature Shield By Nature Willpower 2 Ice Spear 5 Damage By Ice 1 Agility
Level Leve
3 l3
Gentle 1 Guardian Of Imbue by Nature~2 Points Of
3 Warmth 2x Ice Shield By Nature Willpower 3 Ice Armor 1 Wits
Roaring Imbue by Nature ~ Immune To 2
3 Infusing Heat 1x Magic Shield By Nature 1 Wits 3 Wind Voice 10 Minutes Willpower
Suns Faithful Shadows Of 1
3 Renewal Self-Purge Physical By Nature 2 Brawn 3 Winter Repel By Nature Willpower
Winters
Sustaining Blasting
3 Life Eat Food No Upkeep 1 Wits 3 Breath Slow And Agony By Nature 2 Agility
Level Leve
4 l4

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Boon Of The
Bountiful Eat food, gain Heal 3 and Cure
4 Harvest Metabolic by Magic 3 Brawn 4 Flash Freeze Death By Ice 2 Brawn
Imbue by Nature ~ Self ~ Feet
Overwhelming 1 Planted ~ Throw 5 X 2
4 Heat Stun By Nature Willpower 4 Hailstorm Damage And Slow By Ice 2 Agility
Imbue by Nature to Self: Must
plant feet, Caster gains ten
uses of Heal 2 By Nature-
Touch - and 6 protection while
maintaining this spell. The
caster may not cast any spells
or use any other skills. If Howling 5 X By Voice, Repel By Nature,
Summers caster takes Vitality damage, Down The Must Wave Arms In Circular 3
4 Blessing the spell ends. 3 Agility 4 Storm Motions Willpower
Imbue by Nature to Self- Imbue By Nature, Gain +1 to
Caster gains six uses of Heal 2 called damage, Ice Trait With
by Nature (Touch), 2x Cure Weapons, 1 x Avoid Vs Melee,
Physical by Nature by Touch, 1 x Shield Magic, 1 x Shield
6x Repel by Nature, 1x Magic Fire, three uses of 2 Damage
Shield, 1x Drain Shield. May By Ice (which would be 3
not use any Weapon skills or it damage with your +1), grow
will cancel the spell. Lasts one short claws, and +1 Vitality.
hour, until Essence Is Used, Lasts for one hour, Essence is
the character dies, or the used, the character dies, or the
event ends. May only be One of event ends. May only be used One of
used ONCE per Essence each ONCE per Essence. refresh. each
Summers refresh. May not stack with attribute Summon May not stack with any of the attribute
Warming any of the other Pathwalker except Winters other Pathwalker 'Summon' except
4 Heart 'Summon' spells. Essence. 4 Embrace spells. Essence.

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CP Cost Spell Name Spell Description Attribute Cost

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 Stopping the Cycle Cure Waste 1 Agility


Imbue by Faith- to Self -Change one or more attributes to 1 Wits + Attribute that is
3 Twisting Reality any other except essence. Can exceed maximum bought changing
Imbue by Faith- Others - Grant vision- Can cast spell during
event to ask question and get response on one topic. The
3 Vision Quest answer will come after the event. 1 Brawn, 1 Willpower
Circle 4
Imbue to Spirit by Faith - Give Spirit a letter to give to Death.
Beseeching The If Death excepts the letter it will give the Spirit two extra
4 Gambler cards when playing the Gambler for Life. 1 Essence
4 Impervious Mind Grant Defense to Self by Faith, Immunity to all Mental Traits 3 Willpower
Major Fate
4 Manipulation Imbue by Faith, 3 X Elude Vs. Bullet 2 Brawn
4 Rebuking the Dead By Gesture, Agony and Root by Magic 2 Agility
Re-Weaving the
4 Thread Cure Death by Faith 1 Brawn, 2 Willpower
4 Severed Threads Death by Faith 3 Willpower
Ar-el
CP Attribute
Cost Spells/Ability Effects Cost
Gain access to the Premonition, Tracking and Analysis Skill 1 Wits per
1 Ar-el's Gift for Free. Player may also seek guidance from Ar-el. envelope
If at least 3 individuals with the Ar-el Trait gather together.
The priest is able to perform a ritual that will give them 1
skill per member. The priest will still need to pay any stat
cost to activate the skills in addition any prerequisites, which
2 Call to Ar-el may be obtained with this skill. 1 Wits

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If at least 3 individuals with the Ar-el trait gather together.
Gathering of The priest is able to touch cast a "Heal 1 to Ar-el by Faith" at 1
3 the Faithful no cost on a unconscious target. Willpower
Affliction to Tor'men by Ar-el- Refresh Essence by Ar-el
4 Ar-el's Touch (once per event) None
5 Ar-el's Revoke Death to Tor'men by Ar-el 1 Any
Genshi
CP Attribute
Cost Spells/Ability Effects Cost
Genshi's Placed on Building- Imbue by Genshi- Only those with
Nighttime Genshi trait are able to enter or leave between 10 pm and
1 Protection 10 am 1 Brawn
Imbue to Genshi by Genshi- While in sight contact of priest
who imbued "Gain Heal 3 by Genshi" if they fall into a
2 Genshi's Peace unstable state. Last till Essence is used 1 Wits
1
3 Genshi's Vision Grant Defense to Self by Genshi- "Avoid" Willpower
Imbue a feast- Gain 5 Imbue Cards- Must have enough food
to feed 5 people- All who eat do not need to pay 2
4 Genshi's Feast maintenance during the next event. Willpower
5 Genshi's Heart Permanent +3 to all magical healing for any type. none
Tor'men
CP Attribute
Cost Spells/Ability Effects Cost
If you use any skill or spell with the damage effect and the
Tor'men's opponent drops from it, you need not exhaust any attributes
1 Blessing for using the skill or spell. None
If at least 3 individuals with the Tor'men trait gather
Gathering of together. The priest is able to packet cast a "2 Damage by 1
2 the Cursed Tor'men" at no cost. Willpower
Tor'men's
3 Shatter By Voice, Double Destroy Weapon by Tor'men 1 Wits
On unconscious opponent that Priest took down- Affliction-
Increase the Greater Drain by Tor'men and Refresh <Attribute> to Self by
4 Curse Tor'men None
Imbue by Tor'men- (Only lasts during combat) Gain +4
Protection, 2 Long Claws, 1x Melee Death by Tor'men with
Form of the Claws, 2x Heal 2 to Self by Tor'men when unstable, 1x Cure
5 Forsaken Death by Tor'men when dead. 3 Brawn

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Attribute
CP Cost Spell Name Spell Description Cost

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

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3.8.7 Shifter
CP Spell Attribute
Cost Name Spell Description Cost
Canine Spirit
1 Wolf Transform into Canine Hybrid 1 Wits
Wolven
0 Claws Imbue by Nature- grow Claws- Short swords size 0
0 Howl Packet- Repel by Nature 1 SP

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

2 Roar Claw- Disengage by Fear 1 SP

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Waiting in
2 Ambush Resist Expose 1 SP
2 Nimble Feet Avoid Trap 1 SP
3 Re-grow Cure Maim by Nature - 10 Second RP 0
3 Will to Live Gain Ability: +4 Minutes to Death Count 0
2 Pounce Claw- Stun 1 SP
Fearful
2 Presence Packet- Repel by Nature 1 SP
Recovering
After the
3 War Imbue by Nature- self 5x Heal by Nature- 3 sec RP between each use 1 SP
3 9 Lives Purge Death by Nature, inflict Drain by Nature to Self 2 SP
3 Cat Reflex Avoid vs. Non Called Melee Attacks, Non Called Guns, or Non Called Missile Weapons 1 SP
Imbue by Nature- turn to Spirit for 5 minutes, can not pass through gates nor pass through module
specific challenges, May only run. If the Shifter stops running, the spell ends. Running in place does
3 Fair Escape not work. 3 SP
Hypnotic
3 Eyes By Gaze, Paralyze by Fear, inflict Agony by Nature 1 SP
3 Claw Flurry Imbue by Nature- Plant Feet-Claws- Ten uses of 5 Damage 3 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

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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
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

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3.8.8 Sorcerer
Attribute
CP Cost Spell Name Spell Description Cost
Air spells
0 Air shield Imbue by Magic- Air Shield 1 Any
1 Power of the Storm Imbue by Air- All Air spells now do "and Slam by Air" 2 Brawn
1 Wind Rush Root by Air 1 Wits
2 Air of the Archer Imbue by Air- Archery 1 Wits
2 Bane of Earth 10 damage to Earth by Air 1 Wits
2 Calling the Hurricane Imbues the caster with a pool of 10 damage by Air. 2 Wits

2 Lightning Bolt 5 damage by Air 1 Wits

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

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2 of either
Imbue by Force - Caster may add "and Repel", "And Slam", or "and Brawn or
2 Power Control Slow" to all Force, Air, and Water spells Willpower
Caster reduces an offensive attack. The caster must then deliver that
attack by voice, changing the trait to Force. After the delivery of the voice 1 of either
Quantum Force effect, the caster then inflicts the same effect to themselves with the Brawn or
2 Mechanics original trait Willpower
1 of either
Brawn or
2 Restore Bio-Rhythm Triple 5 damage to Radiation by Force Willpower
2 of either
Brawn or
3 Feeding off the Force Absorb to Refresh 'stat'. May not refresh mana or Essence. Willpower
2 of either
Brawn or
Reduced to (same attack) by Gesture Reduced effect must be used a Willpower
3 Force Surge gesture effect but the trait is changed to Force. and 1 Any.
Attribute
CP Cost Spell Name Spell Description Cost
Radiation spells
0 Radiation Shield Imbue by Magic- Radiation Shield 1 Any
1 of either
Wits or
2 Fusion with Stone Double Root by Radiation Agility
2 of either
May add "and Agony", "and Destroy", or "and Root" to Radiation, Fire, or Wits or
2 Harness the wasteland Earth spells. Agility
2 of either
Wits or
2 One with Radiation Imbue by Radiation - Immunity to Environmental effects of Radiation Agility
1 Agility
2 Radiation Blast In this Room, 4 damage by Radiation. and 1 Wits
1 Any or
2 Radiation Burn See long description. Set up an area that is a Hazardous area. more
1 of either
Wits or
2 Radiation Poisoning Triple 5 damage to Force by Radiation Agility
Grant Protection 10, Grant Attack Short claws, Grant attack Agony by 3 of either
Radiation, Grant Defense Immunity to Radiation. Must be in a radiation Agility or
2 Storm of Chaos burn. Wits
1 of either
Agility or
2 Twisted Limbs Double Maim by Radiation Wits
2 of either
Imbue to Self, five uses of Inflict Trait 'Decay' by Radiation. Caster also Agility and
2 Wasted Body gains "By My Voice, 3 damage to Decay" Wits
Imbue to self 5 packet delivered Inflict Decay by Radiation. The caster
may then packet deliver Waste 'stat; to Decay by Radiation. Grant 'stat' 1 of either
by Radiation to Self. Granted stats must match wasted stats. Essence Wits or
3 Preying on the Weak may not be wasted in this manner. Agility
Attribute
CP Cost Spell Name Spell Description Cost
Water spells
0 Water Shield Imbue by magic - Water Shield 1 Any
1 Draining water Weakness by Water 1 Agility
Strength of the Sea 2
1 King Imbue by Water - All Water spells do "and Slow by Water" Willpower
2 Bane of Fire 10 damage to Fire by Water 1 Agility
2 Ice Axe Imbue by Water - Allows the user to use a Polearm 1 Agility
2 Ice Shard Imbues the caster with a pool of 10 damage by Water 1 Agility
2 Maelstrom 5 damage by water 1 Agility
2 One with Water Imbue by Water - Immune to Environmental effects of Water 2 Agility

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Attribute
CP Cost Spell Name Spell Description Cost

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

This grants all those within the ritual to gain 2


shields vs. Death including Death Strikes for as
4 Gift of the Ancients long as the drums are playing 2 Agility

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

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3.6 Skill Overview
Disciplines
Almost all skills have pre-requisites. Make sure you read the long descriptions.
CP Attribute
Disciplines Description Cost Cost Verbal
Adept 2
Ambidexterity Allows the use of a melee weapon in the off hand 2
Check Condition Allows user to diagnose effects 2

Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 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

May perform first aid to stabilize a target, or cure a maimed


First Aid limb 2

Allows the purchaser to wear one more point of armor, can be


Heavy Armor bought up to a max 2 times to wear 4 points of armor 1

May wear one point of armor per purchase, to a maximum of


Light Armor two 1

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

Adds a point of armor due to characters ability to dodge and roll


Dexterity Armor with damage, may be bought up to 2 2

May perform first aid to stabilize a target, or cure a maimed


First Aid limb 2

May wear one point of armor per purchase, to a maximum of


Light Armor two 1

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

May regain stats on a missed spell delivery. Must be bought for


Refocus each path of magic. 1
Search- Magical May search NPCs and certain props for magical 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
Small Weapons May use small weapons 0
Spell Research May research new spells from a known magical path 4
Staff Prof Can use a staff 0

Rogue 2

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Demolitions May set and disarm prop traps 2

Derringer May Use AfterMath approved, single shot, Foam Gun Weapons 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

May perform first aid to stabilize a target, or cure a maimed


First Aid limb 2

May wear one point of armor per purchase, to a maximum of


Light Armor two 1

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

May perform first aid to stabilize a target, or cure a maimed


First Aid limb 2

Allows the purchaser to wear one more point of armor, can be


Heavy Armor bought up to a max 2 times to wear 4 points of armor 1

May wear one point of armor per purchase, to a maximum of


Light Armor two 1

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

May be purchased 2 times, 1st allows use of shield up to 20


Shield inches long, next allows 36 inch 2
Small Weapons May use small weapons 0
Thrown Weapons May throw specially made AfterMath approved weapons 1
Toughness May be bought up to 2 times, adds one point of vitality 8, 12

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Focus Skills
Adept
CP Attribute
Skills Description Cost Cost Verbal
Doctor 3
Bedside Manner Pre Event Info 2
E.M.T. Procedures Technical path 2
Pharmaceuticals Production Skill - Makes drugs that aid and heal 3
Scalpel Small Weapon Delivered- Paralyze 3 1 Agility "Paralyze"
Venoms Production Skill - Makes poisons to apply to weapons 3

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

Resist any Mental Traits (Confusion, Despair, Fear, Inspiration,


Clarity Presence, Trance, and Will) 4 1 Willpower "Resist"
Defensive Stance "Fists" or Claw delivered Disengage. 2 1 Wits "Disengage"
Dodge Avoid vs. Any weapon, packet, or bullet's effect 4 3 Agility "Avoid"
Fist of Steel +1 to called damage with 'Fists' or claws 3
Grants the user the ability to avoid uncalled bullets and arrows
Heightened Reflexes two times 4 1 Willpower Imbue by Will
May use two medium sized weapon reps as fists. Must be
Improved Unarmed completely red in color. (Does not take damage when used to
Combat block) 4

Martial Arts
Philosophies Grants access to Martial Arts Philosophies 1

This creates a pool of points that are used power to power


Mind of No Mind Martial Arts Philosophy. Referred to as Ki Points. 4

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

While wearing a Gem of any kind in a visible location- able to


Focus Stone cast while one had is full- Must be approved by Plot 2

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Mental Focus Resist vs. Fear or Confusion Trait 3 1 Willpower "Resist"

Mind over Body


Dedication Technical Path 1

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"

Ursine Hybrid Magical path 1

Mystic
CP Attribute
Skills Description Cost Cost Verbal
Blood Mage 3
Ambidexterity Allows the use of a melee weapon in the off hand 2

Blood Mastery Magical Path- Blood Magic 1


May use instead of attribute for Blood magic spell, except
Blood Potency vitality- Can be bought up to 4 times. 4

Check Condition Allows user to diagnose effects 2


Can parry any non bullet, weapon delivered attack- Must have
Defensive Instinct weapon in hand 3 2 Agility "Parry"
May heal self 2 points by spending 5 seconds role-play (wiping
Fortitude sweat, shrugging of wounds) 3 1 Brawn "Heal 2 by Will"
Read Magic Can use to read envelopes marked with skill name 2
Seen It All Resist Presence Trait 2 1 Wits "Resist
Toughness May be bought up to 2 times, adds one point of vitality 8, 12

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

Magical Path- Path of Summer, Path of Spring, Path of Winter,


Open the Inner Path or Path of Autumn (each path bought separately) 1
Read Magic Can use to read envelopes marked with skill name 2
Rune Cutting Production Skill Makes Runes for later use 3

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Somatic Talent May use weapon in off hand while casting Pathwalker spells 2
Gain unique Spirit Guide and abilities- Must have Symbol of
Spirit Guide Guide visible at all times to access ability and spells 5

Priest 3

Check Condition Allows user to diagnose effects 2


"Cure Magic by
Cleanse the Soul May remove any magic effect after 30 Sec. RP 3 1 Willpower Will"
Confession Allows a priest to refresh Essence to those of the same Faith 3 2 Willpower
"Stabilize by
Console the Spirit May stabilize target after 10 sec. of RP 3 1 Any Will"
Power of Faith +1 to all Healing Spells 3
Powers Gift Magical Path 1
Read Magic Can use to read envelopes marked with skill name 2
Rune Cutting Production Skill Makes Runes for later use 3
1 Willpower or
May heal 1 to the room or May refresh traits to those of the 1 trait being
Sermon same faith. 3 refreshed
Strengthen the Spirit Death effect puts bearer in unstable state instead of dead 5

Sorcerer 3
Can use in place of attributes for sorcerer spells- Can be bought
Arcana up to 4 times. 4

Combat Casting Can cast while holding a staff 2


Create Elemental Create an indestructible staff of (element) imbued with your
Staff own spirit force 2
Gift of the New
World Magical Path- Radiation 1

Gift of the Old World Magical Path- Force 1


Imbue by <trait>- Grants Unlimited packet delivered- '1 "Imbue by
Damage by <trait>. <Trait>= Air, Earth, Fire, Force, Radiation, <trait>" "1
Harness the Water - Must have Staff of the Elements in off hand. Skill ends Damage by
Elements when Essence is used 2 1 Any <trait>"

Heart of the
Mountain Magical Path- Earth 1
Heart of the Sea Magical Path- Water 1
Heart of the Storm Magical Path- Lightning 1

Heart of the Sun Magical Path- Fire 1


You are able to block with one hand on a two handed weapon
for up to three swings before having to put the second hand on
One Handed Block the weapon. 2
Read Magic Can use to read envelopes marked with skill name 2
Rune Cutting Production Skill Makes Runes for later use 3

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Warbringer 3

Ambidexterity Allows the use of a melee weapon in the off hand 2


Allows user to fight with a Banner in one hand and a weapon in
Banner Fighter the other hand. 2

Must say a battle phrase to indicate Warbringer powers being


Battle Soliloquy up. 2

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

Check Condition Allows user to diagnose effects 2

Drum Rituals Magical path 1


Mask of the Warrior Production Skill- Makes war paint 3

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'

Tribal Politics Pre event info 2

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

Informant Pre event info 2


Resist vs. Disengage- Can only be done if chasing and the
opponent calls a Disengage. This can only be done from behind
Relentless the target 1 1 Willpower "Resist"
Two uses of Melee Weapon Delivered - 3 Damage- Can only be
Softly in the Night called from behind the target or at night 3 1 Agility "3 damage"
Thrown Weapons May throw specially made AfterMath approved weapons 1
Venoms Production Skill - Makes poisons to apply to weapons 3

Cat Burglar 3
CP Attribute
Skills Description Cost Cost Verbal

Ambidexterity Allows the use of a melee weapon in the off hand 2


May catch any non-bullet ranged weapon- All weapons caught
Catch do no damage. 2
On module specific physical challenges, may use an extra foot
Cat-Like Reflexes to keep balance 3 1 Agility "Avoid"
Dodge Avoid vs. weapon, packet, or bullet's effect 4 3 Agility "Avoid"

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Duck And Cover Avoid vs. Traps 3 1 Agility "Avoid"

Escape Artist May escape from shackles 3 1 Wits


You do not have to give one palm sized object to a searcher
Palm Object unless they actually see it 3 1 Agility
Reconnaissance Pre event info 2

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

Firearm May use AfterMath approved "Air-Gun" 2


While unstable, may become stable at any point during the
Luck bleeding out count. 3 2 Any

Quick Escape Resist Slow effect 2 1 Agility "Resist"

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"

Throat Jab Fist Delivered- 'Silence' attack 3 1 Wits "Silence"


May use two dagger sized weapon reps as fists. Must be
Unarmed Combat completely red in color. (Do still take damage if used to block) 2
Waste Walker Allows a discount to upkeep 3

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"

Firearm May use AfterMath approved "Air-Gun" 2


You do not have to give one palm sized object to a searcher
Palm Object unless they actually see it 3 1 Agility
For each purchase you may have 1 more bullet in your hopper
Reload at any one time 1
Search- Magical May search NPCs and certain props for magical components 2

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

Grenadier Allows the user to throw grenades 2


Allows the purchaser to wear one more point of armor, can be
Heavy Armor bought up to a max 2 times to wear 4 points of armor 1
Heavy weapon Allows the use of designated "Heavy Weapons." 2

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Leg Breaker Weapon Delivered- 'Maim' attack 3 1 Willpower "Maim"
For each purchase you may have 1 more bullet in your hopper
Reload at any one time 1

Toughness May be bought up to 2 times, adds one point of vitality 8, 12

May use two dagger sized weapon reps as fists. Must be


Unarmed Combat completely red in color. (Do still take damage if used to block) 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"

Adds a point of armor due to characters ability to dodge and roll


Dexterity Armor with damage, may be bought up to 2 2
May use in place of any attribute for blade skills and cleave.
Can be bought up to 4 times. May not be used for Heightened
Finesse Reflexes. 4

Gentle Grip Resist Disarm Effect 2 1 Agility "Resist"


Grants the user the ability to avoid uncalled bullets and arrows
Heightened Reflexes two times 4 1 Willpower Imbue by Will

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

Contact May collect information before every event 2


Imbue another with a parry that they can only use in your
Defend presence 4 3 Agility "Imbue by Will"
"Imbue
'Employer' by
Will" "Stabilize
Employed Allows Bodyguard to be hired and Stabilize his employer 1 to Employer"

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Endure Resist Agony Effect 3 1 Willpower "Resist"
Impressive Stature Melee Weapon Delivered- Disengage 3 1 Wits "Disengage"

Intimidate Packet Delivered- 'Repel by Will' 2 1 Wits "Repel by Will"


"Imbue
'Employer' by
will, Grant 2
Protect Allows Bodyguard to protect employer better 3 1 Agility Protection"
May use two dagger sized weapon reps as fists. Must be
Unarmed Combat completely red in color. (Do still take damage if used to block) 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

Volley of Arrows Arrow Delivered- 3 x ' 5 Damage' 4 2 Willpower "5 Damage"

Merc 3
Check Condition Allows user to diagnose effects 2
Grenadier This skill allows the user to throw grenades 2

Heavy weapon Allows the use of designated "Heavy Weapons." 2


"Imbue by
Iron Will Can become immune to the fear trait for one fight 3 2 Willpower Inspiration"
Two uses of Melee Weapon Delivered - 3 Damage- Can only be
Softly in the Night called from behind the target or at night 3 1 Agility "3 damage"
Squad Chief Pre Event Info 2
Strength Resist Maim effect 2 1 Brawn "Resist
1 Brawn or
Unstoppable Purge Root- Can break free from root effect 2 Willpower Purge root"

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

Allows The Sharpshooter to take up a defensive position and


Digging In gain protection 3

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"

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Allows the Sharpshooter to improve upon the defenses of
Improved Position Digging In. 2
With this skill the Dug In Sharpshooter can damage and knock "3 Damage and
Knock'em Down down their enemies 2 1 Willpower Slam"

Mental Focus Resist Fear or Confusion Trait 3 1 Willpower "Resist"

Nerve Shot Gun Delivered- 'Agony' 1 1 Willpower "Agony "

Gives the Dug In Sharpshooter that ability to kill with a single


One Shot, One Kill shot. 4 3 Wits "Death"

Paired Pistols May use 2 firearms 4


"Triple 3
Rapid Fire Allows the Dug In Sharpshooter to decimate his enemies faster 2 2 Brawn damage"

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"

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