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The Arbiter System

Players Guide Version 10-1-11 By Andrew Rowe Based on the Live Effects game rules by Ira Ham Inspirations from Live Effects, Dying Kingdoms, Campaign, and Twin Mask. Special thanks to Alex Arjad, John Basset, Andrew Bice, Danielle Collins, Justin Green, Ira Ham, Bernard Hansel, John Lin, Jesse Heinig, Devin McCarthy, Rob McDiarmid, Rachel Noel, and Jessica Richards for rules advice and other inspiration.

Arbiter System Introduction


The Arbiter System is a game rules set designed for live-action role-playing games (LARPs). It is intended to be used for the various campaigns set in the world of Venaya, such as the Shades of Ruin campaign, but elements of the system are designed to be open enough for use in other games as well. This document doesnt cover the basics of how to role-play, and only briefly mentions things like the terminology used in live-action games. It is designed for players and game designers who already have experience with other LARPs. As such, the rules system has some complex elements. There are numerous guides online on how to get established in live-action role-playing games and learn the basics. For anyone who has never heard of live-action role-playing before, I would recommend reading the Wikipedia entry before reading this guide. That article can be found here: http://en.wikipedia.org/wiki/Live_action_role-playing_game The philosophy behind the Arbiter System is that each player should be able to create a character that is unique and fun to play right from their first game. For this reason, characters start with a comparatively large number of skills, and the system has a wide variety of different skills to choose from. In addition, different game regions also have unique skills for that region, and many other skills can be found through game play and purchasing Lore skills, which provide the player with additional role-playing information and more skills to consider purchasing. In addition, the Arbiter System is designed for long-term play. For this reason, many skills have soft caps, where the skill gets progressively more expensive to purchase until it is very inefficient, rather than hard caps, where there is a clear maximum level for each skill. This system also provides incentives for retiring your character and starting a new one to encourage players to try new things and allow newer players to catch up. This guide only addresses certain basic skills in the system, such as general skills, crafting, and physical combat. Various different types of magic and other more esoteric skills can be found in regional documents, and are only available to players from those regions at least initially. Note that while this basic rules system is publicly available and elements of this system can be borrowed by other games (if proper attribution is given; see our copy of the Creative Commons license, below), the story elements (both in this guide and otherwise), artwork, and regional guides are property of their respective creators and cannot be used by other games without permission. Please contact andrewkrowe@gmail.com if you wish to use any story elements from this game system or any rules mechanics that are included in regional guides. In such cases, you will still be expected to provide proper attribution to the creator if you are given permission to use these elements in your own game or other media.

Safety Information All players are expected to know and follow this information without exception. Important Safety Calls These commands have serious meaning in game and should not be used lightly: Caution This call indicates a dangerous situation. Caution can be issued by anyone to notify an individual that they are about to enter a dangerous area (about to fall off a cliff, trip on a stump, etc.). A caution does not stop combat or activity. Hold This call requires that everyone immediately stop all actions and wait for information. Repeat the Hold call if people do not stop their actions. Hold is used in situations where the design team needs to explain something to the players, for game events or when a physically dangerous situation occurs or is about to occur (when a player is about to fall off a cliff, gets hit in a tender spot, etc.). Everyone is responsible for keeping an eye out for potentially dangerous situations and to call Hold when appropriate. If Hold is being used for role-playing purposes, players may be asked to Hold and Close your Eyes but this should not be used for safety issues. Combat Safety: Combat in the Arbiter System can only be conducted with safe, boffer weapons that are constructed from foam. Physically hitting your opponent with bare hands or other weapons is not permitted at any time. Striking another player in the head, neck, or groin is not permitted. Strikes to the hands do not count as valid hits. Repeatedly striking targets in the head, neck, and groin is a severe violation of the game rules and can result in expulsion for the game. Alcohol and Drinking: Anyone consuming alcohol in game should role-play being drunk as appropriate. For every real life drink consumed, a person may not wield any type of weaponry for one hour. Violation of this rule can result in being thrown out of the game with no compensation. Touching and Physical Role-Play: Any action which involves touching a person should be done by touching the individual with a packet instead. Unless otherwise stated, all offensive actions (stunning a player, causing damage, etc.) require one party to make contact with another via a weapon or packet. Anything beyond this, such as physical role-play, requires verbal consent of the target at the time of the activity. Asking once does not mean it can be done again in the future. Charging: At no time may two combatants be closer together than twelve inches. Any attacks received within this distance can be ignored. This does not mean that charging can be used defensively to ignore damage, and players caught using this mechanic intentionally will be considered to be cheating. Combatants should state Caution - Charging when they feel an opponent is too close. Weapon Pushing/Binding: You may not use your weapon to physically force another persons weapon out of the way by applying continuous pressure to the

weapon. You may strike a persons weapon to deflect it, but you cannot try to push the weapon into a position where it cannot be wielded by applying continuous force. This is not a strength-based game, and physically weaker players should not be at a disadvantage. You may not attempt to strike a targets weapon so hard that it forcefully disarms them. Disarming may occur incidentally, but you should not actively attempt to physically disarm your opponent by using excessive force. Grappling: This is a light touch combat game, not heavy combat; grappling is not allowed because it violates the touching policy. Shield Bash: When utilizing a shield, hitting another person with it is NOT allowed. Doing so violates the Charging policy. Shield Kicking: You may not kick a players shield to knock it out of the way. Real Weapons: Real weapons, such as metal swords or guns, are not allowed onsite at Arbiter System events. This is true even if they are not intended to be used in combat. Weapon Manufacturers: We generally accept soft foam weapons that are handmade, made by the Edhellen Armory (Soft Latex only), and all weapons made by Iron Liege. The safety officer for each event must approve all weapons, regardless of manufacturer. This is true even if the weapon has been approved in previous events, as weapons degrade over time and can become more dangerous. Weapons with a cloth cover are generally more acceptable than latex. The Arbiter System is a light combat style game system, and more aggressive combat techniques are discouraged. This is a combat style dexterity and finesse, not of brute force.

Text Licensing For more details on this licensing go to: http://creativecommons.org/licenses/by-sa/3.0/us/ Exceptions: The images within are not under creative commons license. The writing and storyline information is not under the creative commons license. Attribution: One must credit the original author, Andrew Rowe, the Arbiter System, as well as Ira Ham and Live Effects, on all works used and developed in conjunction with this document. The author is not responsible for activities performed in conjunction with this document. Image Licensing: Content imagery copyright Rachel Noel and Andrew Rowe; used with permission. Images within this document are owned by their respective authors and are not covered under the creative commons licensing. Writing and Storyline Licensing: All Arbiter System, Shades of Ruin, and Beyond the Veil storyline information is copyright Andrew Rowe; used with permission. All information in the Game Storyline and Lore section is copyright Andrew Rowe; used with permission.

Attribution: Ira Ham, Andrew Rowe, the Arbiter System, and Live Effects must be credited in all derivative works.

Chapter 1: Character Design


The act of character creation can be broken down into the following steps: 1. Pick a concept 2. Write a back story 3. Purchase skills 4. Design a costume and props Step 1: Pick a Concept A concept for a character is basically the characters title or profession. An insane berserker, shady priest, cold mercenary or an adventurer are all good concepts, but many more are waiting to be invented. Some characters may be difficult to fit into a few words--dont worry about this. Some types of characters may not be appropriate for whichever game you are intending to play in. Read this guide and speak to our game staff for more information. Step 2: Find Your Characters Region and Read the Guide This game system has utilizes different regions with different styles, technological levels, and themes. Chapter 2 of this book discusses basics about each of the regions, and you can use that information to determine where your character might belong. Once you have that decided, you should read the regional guide for that area. This will help you understand the culture of the area your character comes from, and the guide also provides a list of unique skills that are available for you to purchase later on in the character creation process. Step 3: Write a back story One of the most important steps in the character creation process is fleshing out the story behind your character. The campaigns run in the world of Solthain are heavier on role-playing than many other live-action games, and as such, we have a stronger emphasis on character story. If you are creating a new character in a campaign on Solthain, please e-mail a GM with some basic information about your character. This information helps us generate personalized encounters for you and incorporate you into the setting. If you have already submitted a background, you can always send us more information if you choose to, but that's at your discretion. All players who submit a background receive 50 Imperial Points immediately (see Ruin Points for more information). The background submission may be written in paragraph format or simply answer the questions in the template below. These questions below are guidelines - you can send us more or less information if you choose. What is your character's full name? How old is your character?

What is your character's race/creature type? (i.e. human, elf, etc.) What professions has your character worked during life, if any? (blacksmith, innkeeper, etc.) Where did your character grow up? In the forest? A small town? One of the big cities? (A list of big cities can be found in the wiki.) What languages does your character know? What lore skills does your character have? (This is important - we send you information based on which lores you purchase.) What major cities have you spent a lot of time in, if any? What deity or deities does your character worship, if any? How serious is your character about their faith? How much combat experience does your character have, if any? Who did your character grow up around? Friends? Parents? Siblings? Are any of your characters friends or family members still alive? Are they significant in his or her life? What is your character's most prized possession? Does your character have any secrets? What are your character's short term goals? What are your character's long term goals? Does your character have any biases or preconceived notions about certain people, religions, creatures, or anything else? Does your character have any enemies? What is your character's greatest fear? What comforts your when he or she is upset, scared, etc? Again, it is highly recommended that you fill this out and e-mail it to a GM if you have not already submitted information on your character. Writing out a background in paragraph format is also encouraged. We highly encourage incharacter journals as, or in addition to, character background write-ups. You are not guaranteed personalized encounters during any event; however, it is more likely the more information you are able to send to us. We always try to write

something for everyone who RSVPs for each game, but these encounters do not always occur due to time constraints and other events that occur in-game. Step 4: Purchase Skills Take some time to look through the rest of this rule book and your Regional Guide, as this will help to decide what types of skills are appropriate for the character. Every skill has a cost in Experience Points. Experience Points are like currency: in order to purchase skills, a person must have Experience Points with which to buy them. Most skills have multiple levels or ranks. In order to purchase a higher rank in a skill, one must buy the rank below it. For example: In order to purchase rank two Clotting, rank one must first be purchased. The costs listed are cumulative; if the first rank costs 10 points and the second costs 20, the total cost is 30. Players gain additional experience points for each event they attend. Every new character starts with 100 Experience Points at character creation. Step 5: Props and Equipment No real weapons are allowed, even as part of costumes. The weapons used are foam weapons wrapped around a light core, sometimes called boffers, or latex weapons. Spell packets or simply packets are objects that resemble bean bags and are created by sewing two 2-inch square pieces of cloth together and filling that with bird seed or rice. For most types of sorcery in this game system, you must successfully hit your target with a packet in a valid hit location in order for your spell to work. All other props can either be real items (books, paper, pens, bandages) brought to game or items represented by a tag. Tags are cards which have a name and description (such as sword or a bale of hay) written on them. Tags represent ingame items with game effects and can only be written by the design team. Tags found in game may have physical representations of the item (a phys rep) for the character to carry about, or simply produce the tag when wishing to use that item. Even with a phys rep, keep the tag with it (or in a safe place), for the tag gives the item value in the game world. For phys repped items, we encourage attaching the tag to the item to prevent any disputes from occurring if one player ends up with the tag and another ends up with the physical representation of the item. Characters may start with any or all of the following items, but must have physical representations in order to use them: 1. 10 Gold Pieces in assembled equipment or coin of the players choice. If the player has the Alchemy skill, this may include potions. 2. 5 Additional Silver per rank in each crafting skill the player possesses 3. 1 additional gold piece in equipment for each rank in Mercantile the player possesses

4. The player also begins with 30 Time Units to spend on actions the player has taken prior to beginning in the game. Time Units can be used to learn lore skills, crafting recipes, or other things. See the Passage of Time section for more details. These are considered normal items and can be sold if desired. We suggest bringing the following items to a weekend game: sleeping bag, tent, lighting (flashlight, lantern, glow sticks), firewood, extra clothing and costuming, a warm garment (cape, shawl, jacket), bags, a towel, toiletries, pen, paper, spell packets, and extra money. Most common items such as paper or candles do not require tags.

Chapter 2: Game Story and Regions


The Arbiter System is designed for use in a setting called Venaya, a dark fantasy world with several very distinct game regions. The system could be adapted for use elsewhere, however, assume that all story references in this document are to things in Venaya unless stated otherwise. Since the areas in this game world are very diverse, this rules system uses a number of Regional Guides to provide the basic story elements for players from those areas. Players should read the Regional Guide for their area before making a character, but reading the other Regional Guides is optional. In addition to a great deal of story information, each Regional Guide also has a wide variety of different skills that characters from that region can learn. These skills are generally not available to characters from other regions unless they learn them from another character in the game, which makes the game style for each region very distinct. For example, characters from the region of Mythralis can begin the game with the knowledge of sorcery something practically unheard of in other parts of the world. The world of Venaya has a number of qualities that differ strongly from the real world; dont take too many things for granted. For example, the Sun and Stars arent balls of superheated gas in this setting they have a different function, which youll have to discover in the game itself. Below, you can find a list of facets about our game setting that are important to know in advance, as well as a list of some of the in-game regions that have region guides at this time. Other regions exist, but they are either inaccessible to starting players or their guides simply havent been written yet. Solthain Basics

There is a high risk of character change or death in our events. Character death is extremely significant and resurrection is rare. Even if a player is resurrected, he or she will likely suffer from permanent side effects. See the Death and Retirement section for more information. Solthain takes place in a post medieval/pre renaissance era called The Awakening. While most typical fantasy races exist within the scope of the setting, they function in very distinct ways from in real-world mythology and most other role-playing games. Do not assume things about the culture for specific races such as elves because of what youve read in books for other settings. This game has a wide variety of different types of Gods and other seemingly divine powers but dont take this title at face value. Not all Gods are the same thing, and each culture treats religion differently.

The energies involved in magic are dangerous if precautions are not taken to avoid their adverse effects. Sorcery is unreliable, especially powerful sorcery. Teleportation spells, rituals of any kind, and resurrection abilities are rare and extremely dangerous. Casting any magic of these types, or certain other forms of powerful magic, could have significant side effects. Permanent magical items are extremely rare and valuable. Players carrying magical equipment openly may be hunted down by thieves, assassins, etc. Most of the information in regional documents is what the players think they know not how the reality of the setting actually works. Some of this information may not be 100% accurate, as the characters themselves would not have access to the truth about certain legends, histories, etc. Lore documents with better information exist on many subjects; see the Lore skill for more details. That said, even Lore documents may provide in-character information that can be faulty in specific areas.

Races
Humans
Humans are a youthful and curious race that populate the numerous continents of Solthain. Despite their short life spans they have an uncanny ability to adapt and learn rapidly in any situation they may be thrown into.

Sentarum, The Nations of Man.


Idysia

Idysian Man For the past millennium the Idysian Empire has spread across the continent of Sol'Mear and across the sea into Laydariel uniting the nations of man under one banner, The Sentarum. Living in a world of prosperity and privilege that they call the Age of the Golden Sun, Idysians are often materialistic and think they are entitled to the best that gold can buy. Natural born politicians, Idysians are influential and unparalleled in socialization. Intelligence is possibly the most valued trait anyone in Idysian society can possess, making Idysia the home to the largest University in Sol'Mear where pursuits of science, magic, and technology are sought.

Idysian Woman Idysian Dress Idysians enjoy the high life and prefer to dress in regal colors like

burgandy, royal blue, emerald, gold, and bronze. Idysians avoid flat drab colors. Jewelery crafted of gold and adorned with expensive gems are common among wealthy families. One piece of jewelery in particular stands as a great status symbol, the watch. Enchanting jewelery is not uncommon among the wealthy.

Armor like plate is seen as an antique or used traditionally by the imperial army during ceremonies. Even Idysians of the lower class prefer the dress of the high class, but in a more practical sense. Silver is also an acceptable metal for jewelry to be made of for all classes.

Languages: Common References: Early Renaissance Italy

Il'Denorans

Ishalan

Ishalan Noble

Ishal is the name of the nationality in reference to the island they landed on. The proud Ishal from Laydariel began expanding into Sol'Mear about 200 years ago during the Third War. Touching ground on the southern island, Ishala, they migrated upward and established the nation of Il'Denora within a matter of a century. In recent generations they have been working in league with the Idysian Empire under the Sentarum flag to fight back the ever growing threat of The Damned along the Lyrian borders. The Ishal are druidic in nature and believe in maintaining balance in the world, often with the use of magic. Ishalans believe that while magic is a useful and efficient tool, care must be taken to avoid abusing the powerful forces that it's use can bring.

Ishalan Sorceror Ishalan Dress


Ishalans most commonly dress in white, silver, and greens. Head adornments of silver are often worn.

The Ishal do not own slaves! Phys Rep: Pointed ears (Not all Ishal are born with pointed ears), mark of the court they are pledged too on some part of their body. Languages: Ishalan, Common References: Mediterranean, Persian, Druids

Zintharans

Zintharan: Minus the Wings On the southern end of Sol'Mear resides the stalwart Zintharans. The nation is comprised numerous clans held together by honor and kinship bonds. Renowned for raising their infants to become skilled fighters and tacticians, Zintharans often become accomplished mercenaries and military leaders. During the Third War they became famous for bringing about victories in the most improbable situations with their incredible ability to anticipate and coordinate with staggering efficiency. Sanguis tuus sanguinem. My blood is your blood. Zintharans believe that it is their duty to protect their kin and to uphold the honor of their family. Those who fail to do so are forever marked for their shame, but are never abandoned no matter the crime. On top of their proficiency for battle, they are skilled craftsmen able to fashion the strongest and most lightweight armor ever seen across the continent.

Zintharan Lady Grand Chief: Una Zintharan Dress

Zintharans prefer linens that allow for easy breathing and fluid movement in combat. Colors: Tan, White, and Reds. Jewelery of gold, silver, and bronze isn't common among Zintharan. They may wear simple adornments to show family affiliation, but nothing shiny. Languages: Common References: Spartans, Scottish Clans

Acarien

Young Acarien Acarien Woman Hailing from the northern nation of Solthain, the Shamanistic Acariens are a hardy race of skilled hunter and gatherers. Living in the unforgiving boreal woodlands of northern Sol'Mear hunting and foraging for food is not just recreation, but essential for survival. Taught from birth how to survive in harsh environments and to appreciate what you have in life, Acariens are a people that value humility and celebrate every day lived. Acarien Dress Furs and animal hides. Tribal/shamanistic tattoos. Wooden and stone jewelery are very popular in Acarien culture. Often times they'll wear something dedicated to their totem animal. Languages: Common References: Norse, Native American, Shamans Lyria this is a fallen nation and unplayable under regular circumstances, see plot*

Grayling

Grayling

The Infinite Blue!

Originally mistaken for Ferals, Graylings are diminutive bat-folk that have recently begun to venture from their mountain sanctuaries to explore the Infinite Blue. During their first encounters with human-kind they were succumbed to slavery for almost a century before they proved themselves in the Third War as phenomenal inventors and engineers, kicking off the The Great Awakening and bringing forth some of the worlds greatest discoveries. Though many have earned their freedom, Graylings are still often taken as servants by nobles and merchants.

Grayling Merchant Languages: Common, Grayling

Weakness: Graylings must wear eye protection against light. If hit with a blind while unprotected, the player will become stunned for 10 seconds on top of the blind. Costuming: Goggles/Eye protection, Thin gray/brown/black fur or makeup, Fangs, other bat like costuming. Graylings do not have large wings. References: Bats, Rouge from Sonic, Bat people, Steampunk (see plot*) Qu'rin

Qu'Rin Girl Qu'Rin Man and Woman Little is known as the where in the world Qu'rin come from, though it is speculated that they have a civilization somewhere in the vast oceans and seas of Solthain. Qu'rin are always found where water is nearby due to their need to regularly replenish themselves in order to live. Qu'rin are phenomenal swimmers and highly intelligent despite not exhibiting an effective form of verbal communication. Qu'rin are most commonly used as house servants in Sentarum society mainly because they make for poor physical labor outside of sailing.

Deep Sea Qu'Rin Languages: None, Qu'rin have trouble using verbal communication and must role play that difficulty. Costuming: Fish scales (this can be in varying degrees), Gills, Frilled Ears, Webbed fingers and toes. References: Mermaids, Water Nymphs, Naiads, Fish people

Dendrians
Residing deep within the woodlands of the Solthain, Dendrians are not often bothered by the races of man who go out of their way to avoid them. During the Third War many Dendrians fell victim to the crude Scorched Earth tactics of both the Sentarum and their enemies the Osyrans. As a result, Dendrians are often distrustful of man and consider them to be foolish and ruthless. Where there are lush woodlands you will often find Dendrians who protect the land from those who would do it harm.

Dendrian Woman Languages: Flora Costuming: Vines wrapped around body, Hair that changes with the seasons References: Dryads

Aercho (Aerchi pl.)


Aerchi are a statuesque race with brilliant white hair and gold skin that have existed as long as man can remember. Mistakenly called Archons by nave humans, Aerchi are revered by human-kind as the pinnacle of perfection and often referred to as walking gods for the impressive ability to shirk off magics that would bring even the strongest of men down. Languages: Common, Special (See plot*)

Costuming: White hair, Gold skin in varying degrees from full gold to gold

Aercho trim

Organizations
The Imperial Army The Gild Disciples of Laiy'andara Orion's Pleasure Circus The Empyrean Order The Adventurers League The Arcanum University Shadow Walkers Still writing Lore on these groups, please talk to plot for more info.

Chapter 3: Basic Rules


This section explains the basic rules for character creation and advancement in the Arbiter System. Advancement and Experience Points Participants at an event gain Experience Points for attendance. All participants are also welcome to submit event write-ups, including what was personally liked and disliked about the event, major events and interactions, requests for specific quests or plotlines, questions, and/or information about what the character wishes to craft, gather, and/or learn in-between games. This can be written from the character or the players point of view. Experience Points Earned (PC & NPC) Every player starts with 100 points at character creation. Additional points granted to a player may be applied to any character in the same setting. These points may not be applied to games outside of the same setting and system. A paid participant earns 10 Experience Points for each night of game they purchased. Games that do not have a night portion (day games) earn one nights worth of Experience Points. Players who choose to pre-register and pay for an event may spend the Experience Points they would gain for the event before the event occurs, but only for the next Arbiter System game (you cannot gain experience credit for multiple games before they occur). Experience Points are tracked through the use of a Google Spreadsheet. A copy of this spreadsheet can be found on the Live Effects website (www.onlineeffects.com) or the forums on that website. This spreadsheet is uploaded to Google Documents and then shared with GMs. Imperial Points Players may accumulate Imperial Points for performing certain services to game staff, such as helping cleaning up the campsite, creating and/or donating props, or attending other live-action games. These points can then be spent on a variety of different rewards as our way of saying Thank You for all your help. Imperial Points are not valid in other Live Effects chapters or any other game.

Giving Imperial Points is at the sole discretion of the game design team. Do not assume you will be rewarded with points for any activity or donation. Players must track their own Imperial Points on their google spreadsheet. These listings will be periodically audited by the design team. All expenditures and gains should be listed sequentially on the spreadsheet. Imperial Points cannot be obtained retroactively for events or donations before the PC began playing in the campaign. Players can begin accumulating Imperial Points as soon as they attend their first event. Earning Points Players earn points for the following activities:

Submitting A Character Background: 50 Points Setup/Tear Down Help: 10 Points Submitting a Writeup After an Event: 10 Points Attending Another LARP: 10 Points for a day, 25 points for a weekend, must send an e-mail to a GM explaining which LARP was attended Bringing a New PC (PC must write that you are their referral on signin): 10 Points Other Between Game Help: See the design team Prop Donations: Approximately 25 Points for a weapon, See the design team for specifics Performing NPC Duty: 25 points.

Spending Points Imperial Points can be spent on the following rewards, as well as potentially others (See the design team): 1 Point: 5 Silver Pieces in coin or materials (Max 25 gold per event) 5 Points: 1 Experience Point, max 200/year. Max 100/year if the PCs point value exceeds 500 at the beginning of the calendar year. 25: Roll on a random trinket table for a basic item. 50: Roll on a random trinket table for a more expensive item. 200: Roll on an advanced table for a random item or a special bonus of some kind. Note that these are not efficient in terms of gold value; expect a reward that is geared toward story.

Multiple Characters Players may generate a secondary (or tertiary, etc.) character at any time by submitting a valid character background to the game design team of the game they wish to attend. Once this character is approved, the player may create the secondary character with all the same rules as a starting character. Thus, this secondary character begins with 100 Experience Points, etc. Secondary characters cannot be created until the player has an approved, up-todate Google Document with their character sheet and point tracking information.

A player may switch characters twice a day when not in a combat situation, and they must be out of game at least 5 minutes between characters. Switching characters to help resolve or to avoid an in-game situation is frowned upon. Each time the player switches characters, a costume change must be completed to represent that different character. During the time that a player is playing one of their characters, the other character cannot be taking actions such as meditating, using crafting skills, etc.; those skills must be represented in-game through roleplaying. Players cannot create additional characters that are related to a character they are currently playing, such as siblings, spouses, parents, children, etc. After the player has retired their character or their character has died, however, they may make relatives of the retired or deceased character. This is to prevent players from manipulating the inheritance system or otherwise attempting to use a secondary character to gain wealth for their primary character. As a general rule, players are not allowed to create a secondary character with the purpose of generating more wealth or items for their primary character. When a player earns Experience Points for an event, the player may choose to freely split the Experience Points value of the game between their characters. For example, if Alex played both Rondar and Publius during an event that was worth 30 Experience, he could allocate 29 to Rondar and 1 to Publius, 30 to Publius and 0 to Rondar, or 15 and 15, etc. This is entirely up to the player, but must be clearly tracked in a single Google Document that is shared with the game designers for auditing. After the game event has concluded, only characters that have been allocated at least half the Experience Point value for the event may expend Time Units between events. Thus, if the player splits their Experience evenly between two characters, both are permitted to use Time Units between games. If the player chooses to split their Experience evenly between more than two characters, or gives more than half to one character, some characters cannot expend Time Units. Example 1: Alex allocates 29 points to Rondar and 1 to Publius after an event worth 30 Experience. Rondar may spend Time Units normally, Publius may not. Example 2: Alex allocates 15 points to Rondar and 15 to Publius after an event worth 30 Experience. Both characters may spend Time Units normally. Example 3: Alex allocates 10 points to Rondar, 10 points to Gareth, and 10 to Publius after an event worth 30 Experience. No character may gain or spend Time Units. This also applies to any other form of progression of resources between events, such as Land Management. If the player is able to use Time Units, they may also use Land Management and other in-between game actions. If they are not able to use Time Units, they may not.

Experience Points from the event may be divided evenly between characters, or all assigned to one character at the players discretion. Players may not create a secondary character for the purpose of making more ingame coinage, materials, or items for their primary character. If the game designers determine that this has occurred, disciplinary action may be taken, such as removing the secondary PC from the game along with any funds, items, recipes, etc. generated in this way.

Roles at an Event There are three types of participants Arbiter System games, and each of them take: Player Characters (PCs): The player characters are the main actors of the story--they are the ones the story revolves around. However, the PCs can only act within the rules of the system: they cannot declare that their character is immune to damage, speaks every language, or can kill with only a thought, unless they can show how the system allows their character to do such things. Non-Player Characters (NPCs): The non-player characters are the ones who create the challenges that the PCs will face. They can be monsters, helpful wizards, merchants, or damsels in distress. Game Designer (GD or GM; previously known as Plot): Game Designers are the ones who run Arbiter System events. They come up with the storylines that will be played out, make rulings in situations where there are disagreements between players, and provide clarification about the rules when needed. The Game Design team helps the PCs achieve their goals and craft the storyline to include experiences the players wish to have. It is important to note that the Game Designers may bend certain rules, but their authority is limited to their own game. If there are multiple Arbiter System games running, individual Game Designers do not have any authority in games run by other designers. Additionally, local game designers can make short-term rules exceptions, but they cannot give items, powers, or abilities to players that are outside the scope of the normal game rules without explicit permission from the system owner. Game designers can create local skill trees for their players to purchase, but these skill trees are only applicable to their own game, and cannot be used in other Arbiter System games without the permission of the Lead Designers for both games. This is to ensure fairness and consistency between multiple Arbiter System games.

Local Lead Designer: The Local Lead Designer is the ultimate authority for their own game, such as Shades of Ruin or Beyond the Veil. They do not have any authority in other Arbiter System games unless that authority is given to them by the Local Lead Designer for that particular game. Different games using the same system are often called Chapters. This role is often called an Owner or Plot Lead in other LARP games. Lead System Designer: The Lead System Designer is the overall controller of the Arbiter System and in charge of maintaining the system itself, as well as fairness and consistency between different Arbiter System games. They are the ultimate authority on all games in the Arbiter System. Communication, Definitions, and Terminology In order to run a game with the level of complexity that Arbiter System has, it is necessary to communicate to explain special effects from monsters and spells. Calls: A call is used to help players know what effects are being applied. A good example of this is to think of a baseball game. When a referee calls Strike everyone knows that the batter missed an opportunity to hit the ball. In the Arbiter System, calls are used in much the same fashion, by telling others they must respond to game effects such as Sleep or Fear. The last page of this book contains a summary of all calls that may be heard in game. Here are some calls to be especially aware of: Caution: This call indicates a dangerous situation. Caution can be issued by anyone to notify an individual that they are about to enter a dangerous area (about to fall off a cliff, trip on a stump, etc.). A caution does not stop combat or activity. Clarify: Used when a player does not understand something that has just occurred, or a call that was used. This is a request to have the call explained in greater detail. Place a hand on top of ones head when using this call, as it is asking for out-of-game clarification. Forsooth: means In truth. Using Forsooth in a sentence indicates that the statement is truthful in game or else that it is real world information for another player. Forsooth is meant to disguise out-of-game information and needs as in-game conversation, and lets a player make a real life statement without breaking character. Please note that Forsooth is NOT meant to be a way to communicate out-of-game knowledge of in-game events legally. Please respect the line between player knowledge and character knowledge. An example of Forsooth in an in-game conversation: Gault, a scholar played by Andrew, and Peralton, a guide played by Jason, are chatting by the fire. Peralton says: "Forsooth Gault, I think that I shall go hunt for dinner. Do

you wish to join me?" Andrew agrees because he knows that their food is in a cooler in the trunk of Jason's car. Hold: This call requires that everyone immediately stop all actions, go to one knee (if possible), close their eyes (if safe), and wait for information. Repeat the Hold call if people do not stop their actions. Hold is used in situations where the design team needs to explain something to the players, for game events or when a physically dangerous situation occurs or is about to occur (when a player is about to fall off a cliff, gets hit in a tender spot, etc.). Everyone is responsible for keeping an eye out for potentially dangerous situations and to call Hold when appropriate. Doom / Unique: Means a type of effect has occurred that cannot be explained through existing game calls. The person using the Doom / Unique call must inform others of the description of the effect. If Doom / Unique is not explained right away, the players must ask the Game Design team. Non-call Communications: Not all forms of communication are calls; the following are other forms of communication used to help players know what is going on. 3-Second Count: There are many actions taken by characters that are unrealistic, unusual, or unsafe to accomplish during a game. For example: removing the head of a downed enemy or picking up a friend and caring them away from combat. In these situations the player states the action they wish to perform three times while counting to three. For example: Picking you up 1, picking you up 2, picking you up 3. When one character is carrying another person, both characters must walk. Characters may not cut off limbs as a three-count. Cutting off limbs requires 30 seconds with a sword or 10 seconds with an axe or similar weapon unless the character has the Chop combat maneuver. Start of Combat: Combat begins when an offensive action is directed towards a person or caused by them. Triggering a trap is an offensive act. End of Combat: Combat ends when a player has ceased fighting and rests away from combat for 5 minutes. The ability of any 'Once per combat' effect ends when combat ends. Hand on Head: There are some moments during Arbiter System events where players and designers need to step out of game (OOG) for a moment to ask a question, make a comment, or clarify something. In these situations, players are to place one hand in a fist on top of their head, signifying that the player is speaking OOG.

Sashes: Certain abilities require a person to hold a specific colored sash. Each sash has a different meaning based on its color. Red = The character is surrounded by an aura. This often means it is dangerous to strike this character with an attack. Blue = The player is a non-combatant and should not be struck. Orange = The character is flying and cannot be attacked with melee attacks except by other flying characters. See the rules on Flight for more information. Black = The character is invisible. Only characters that can see through invisibility can see this character. Yellow = The character is incorporeal. Some incorporeal creatures can only be seen with the Ghost Sight skill or other special abilities that grant the ability to see incorporeal creatures. Others may be completely visible; ask to clarify. Green = The character is under the effects of a shape changing spell, an illusion, or disguise. Your character does not see anything amiss unless you have the ability to see through these types of effects. White = The character is out-of-game and cannot be seen or interacted with in any way. Tags: Many tags can be found in the game. Tags are a documented record of an item or effect and are required as the actual representation of the item, regardless of any phys reps a player may have. Any physical item without a tag is considered Quality 0until further information is obtained from the Game Design Team. Damage, Armor, and Wounds When a character is struck with a weapon or a magical attack, the character is damaged unless he or she has a defense to prevent this damage. The Armor and Resilience skills give a player Armor Points. When a character is struck with a weapon, he or she normally loses one Armor Point. If the attacker calls out a number along with the attack, such as "2" or "2 Magic", this indicates that a certain number of Armor Points are subtracted if the attack hits. These numbers are called "Damage Calls" and the modifier (such as Magic) at the end is called the "Effect Type". The Effect Type has no effect on normal players; only players and creatures with special strengths and weaknesses need to worry about Effect Types. If a character does not have any Armor Points, the character is wounded if he or she is struck with an attack. A wound also occurs if the damage value of an attack exceeds the amount of Armor Points remaining. For example, if Rondar had one point of armor left and Taer'vys hit him for "2", the remaining Armor Point would be depleted and Rondar would still receive a wound. If Taer'vys had not called "2" when he attacked, that would mean that the attack was only for one point of damage and Rondar's armor would have

stopped the attack. He would not have been wounded, however, his Armor Points would have been reduced to 0. There are five body locations that can be wounded; right arm, right leg, left arm, left leg, and torso. If the player is wounded in an arm, he or she should drop whatever he or she is carrying in that arm and cease to use the arm. If the player is wounded in the leg, he or she should limp and drag the injured leg. Players cannot run with an injured leg. If a character is wounded in the torso or a total of three limbs, the character falls unconscious. Bandages: A wound that is bandaged becomes sealed. A character that was unconscious from wounds will regain consciousness one minute after their wounds have been sealed past the critical point. For example: Mavra has taken three limb wounds, and therefore falls unconscious. Bint bandages one limb, but gets distracted before tending to the other two. Mavra will regain consciousness in one minute, with two limb wounds and one sealed wound. Darious has taken a torso wound and a limb wound. Raven bandages his torso, and Darious will regain consciousness a minute from that point, although he still has a wounded limb. A sealed wound will heal in fifteen minutes, but any strenuous physical action (running, lifting heavy objects) or taking any offensive action during these fifteen minutes will cause the wound to re-open, counting as a fresh wound. Characters with the First Aid skill may accelerate the healing of bandaged wounds by spending time attending specifically to the bandages. Certain spells and abilities may improve bandages, including the ability to harden bandages to make them stay closed while in combat. (See the First Aid skill.) Bleeding to Death: When a character is unconscious due to wounds, he or she begins to bleed to death. Unless a method is applied to stop the bleeding, the character will die in 180 seconds. The amount of time between unconsciousness and death may be extended by taking the Clotting skill. Players are responsible for counting out their bleeding. Bear in mind that some characters possess the skill to resurrect the dead. Killing Blow: A character may quickly end the life of another with a Killing Blow three count, signifying delivering a blow to a vital area, such as the skull or heart. This count may be interrupted. For safety reasons, place the weapon on the characters torso for the duration of the three count; do not actually strike the head or another vital area at any time. Just like combatants, a noncombatant will die from a successful killing blow. See Killing Blow under Automatic Abilities for more information. Broken Limbs: If a characters body location is broken, generally with the Break Bone call, that location is considered wounded for the purposes of being knocked unconscious and cannot be used. If the torso is affected by this attack, it is considered a broken rib. With a broken rib, the player cannot use any abilities that would expend energy.

Broken bones can be set with 10 minutes of surgery. After this, the broken limb requires one month of natural recovery time to be used again, but it is not considered wounded. The broken bone can be healed with sorcery or alchemy with a total of three healing spells or abilities. For example, three Touch of Life spells would be sufficient to make a broken limb usable again after the surgery has been performed. Severed Limbs: If a characters limb is severed (usually with the Remove Limb call), that location is considered wounded and the character begins to bleed to death immediately, even if he or she is still conscious. Healing spells or bandages will prevent the character from bleeding to death by sealing the wound, but the characters limb cannot be restored by these means. Restoring a lost limb requires reattaching the limb through surgery. Surgery to reattach a limb requires 30 minutes. The limb is no longer considered wounded after being reattached, but it cannot be unless it is healed through alchemy or sorcery. It requires a total of six healing spells or abilities to revitalize a previously severed limb. For example, one healing potion, three Touch of Life spells, and two Essence Heals could be used to restore the use of a limb that has been severed. Generalized Damage: Sometimes a call may generically cause damage, such as Poison 1 Acid. In this case the location is not specified. The player may choose where to take the damage, provided the location is a vulnerable location. Carrier Calls: Carrier calls, or simply Carriers, are abilities that are added on to another ability and modify it to make it more effective. Carrier calls should always have another call associated with them. If you simply hear a carrier call without any other call, assume that the ability is 1 Damage with the carrier that you heard. Character Departure Death and Retirement: Any time a character is killed in the Arbiter System, he or she must see the Game Design Team and pick a card from the Fate Deck. The Fate Deck is a deck of cards similar to a Tarot Deck where the characters fate is decided. These cards could prevent the player from being possible to resurrect, give the character a permanent side effect, or even potentially give the character an unforeseen benefit. Note that the effects of the Fate Deck may vary somewhat from character to character for role-playing purposes, but they are almost universally negative, and some can result in permanent death. If a character is killed and cannot be resurrected, or willingly retires, the player must create a new character if he or she wishes to continue participating as a player. The player may create a single new character with

the same Experience Point total as the previous character, up to a maximum of 400. Other subsequent new characters are still created using the normal rules and default Experience Point value (100). When a players character dies or retires and the point value exceeds 400, all points over 400 are lost. The player gains the ability to choose benefits from the Advanced Character Creation table, below, as compensation for the loss of Experience Points. Voluntary Retirement: A player may choose to voluntarily retire his or her character at any time. If this occurs, the character can no longer be played as a PC. Retirement is not reversible. The character still exists in the game world, and the player may be asked to play their former PC as a NPC from time to time when it is appropriate for the story, but this is not a guarantee. Retired characters are NPCs, and their presence in a game or absence from it is dictated by the game design team. The game design team will not ask someone other than the original player of a PC to play the character, however, nor will they force the retired character into taking actions that would not be appropriate for the character. Players are encouraged to voluntarily retire their characters after that character has completed their major goals. Retirement is not forced at any point value, however, players are encouraged to set goals and retire upon the completion of those goals. This allows newer players to catch up and have a chance to shine. As noted above, retiring your character after they have reached 400 or more Experience Points allows the player to create a new character with Advanced Character Creation benefits. Advanced Character Creation: In order to use the Advanced Character Creation rules, you must submit a new character background that is approved by the game design team prior to using any benefits or purchasing any skills. When a new character is being created by a player who has already lost or retired a character with 400 or more points, he or she may use the advanced character creation rules to gain certain additional benefits. Arbiter System Game Designers who have served on Game Design staff for at least one year may also use the Advanced Character Creation rules. A player may only create *one* character with the Advanced Character Creation benefits for each time he or she retires or loses a character with over 400 Experience Points. Advanced Characters begin with 30 gold pieces value of equipment. Advanced Characters begin with 3 influence cards of their choice.

Additionally, all Advanced Characters begin with a number of Advancement Points. If your point value was 400 when your character died or was retired, you begin with 10 Advancement Points. You gain 1 additional Advancement Point for each 100 points in your characters point value above 400, up to a maximum of 20 Advancement Points. Advancement Points can be spent on benefits from the table below, as well as other benefits in each of the different regional guides. See the regional guide for the region you are creating your new PC in for a listing on additional benefits. Advanced Character Benefits Advancem ent Point Cost 1 1 1 1 1 3

Name

Description You may begin play with 10 gold pieces in coin or equipment. This benefit may be purchased more than once. You may begin play with 1 additional crafting recipe. You may begin play with 1 additional Experience Point. You may begin play with 1 additional Influence Card of your choice. You may begin play with 10 additional Time Units to spend. Unlock a Combat Technique or Casting Technique that normally requires a trainer of Rank 3 or higher to learn. You may inherit a single Linked item from your previous character, provided you have an incharacter justification for having this item.

Gold Recipe Experienc e Influence Learning Training Inheritan ce

Inheritance: The inheritance rules only apply to the campaigns in the world of Solthain; other games may use different rules. When a character is permanently killed (not retired; retired characters still exist in the game world), the inheritor(s) of their land and wealth are determined by the PC's culture. See Plot. When a PC from the culture designated above is killed, normally their lands and wealth are inherited by the PCs eldest child, if applicable. In addition, the child inherits half of the PCs influence cards. Note that any item tags that the player possessed are not considered part of this inheritance unless they were being stored on the players land through the use of character abilities.

If the character has no children, all wealth is inherited by the characters spouse. If neither of these are applicable, but the player owned land, these lands default back to the noble to whom the PC had sworn fealty, if any, or otherwise the nearest King or Queen. If a PC writes and registers a legal will within a major city, this supercedes the default rules for inheritance. Intermission: Players who wish to continue playing their character, but need a break due to in-game or out-of-game reasons, can choose to take an Intermission. A character must have an Experience Point value of 400 or higher to take an Intermission. This is similar to character retirement, but it is not permanent. An Intermission is a break where the player cannot play their normal PC for a minimum of the next six games that the player physically attends. During this time, the character that is on Intermission cannot gain Experience Points in any way. During an Intermission, the character that is on the Intermission remains in the setting, and can be pursuing a personal goal, such as finding clues about their heritage or raising money to purchase land. This goal must be discussed with and approved by the Game Design team, and the results of the time spent toward this goal are entirely up to the Game Designers. Players may choose to expend Influence Cards toward this goal under certain circumstances, as per the Game Design team. During the Intermission, the player gains the ability to play a secondary PC with a starting Experience Point value of 300, rather than the normal 75. The player also gains a unique benefit; they gain 5 Advancement Points, plus 1 Advancement Point for each 100 Points they have above 400, up to a maximum of 15. These points may then be allocated to either the new character *or* the character that is going on Intermission, at the players choice. These Advancement Points cannot be used to give the character on Intermission additional Experience Points, however. For example, Rondar is a 1000 Experience Point character. His player decides he wants to put Rondar on an Intermission, while Rondar separates from the rest of the PCs to go and manage his own land. As a 1000 Point Character, Rondar has 600 points above 400, and thus the player gains 11 Advancement Points (5 + 6) to assign to either his new PC, Rondar, or some combination of the two. The player may choose not to create a new PC, and to simply NPC or serve on the game design team for this time period, but they must clearly declare that their character is on an Intermission before this period begins and their character may not show up during that time (even as a NPC) without explicit permission from the Lead Designer. Exceptions should be extremely rare, if they occur at all. If a character goes on Intermission, the Advancement Point benefits must be assigned to either that character or a new PC that is generated from this process; they cannot be assigned to any other character.

Experience Points earned during the time frame in which a character is on Intermission cannot be applied to that character in any way. Thus, a player could not save up points from PCing or NPCing while their character is on Intermission and then apply those Experience Points to the character when the Intermission is over. Characters that go on Intermission may expend 10 Time Units when they return; however, they may not gain any benefits from Land Management and other in-between game actions. The Game Design team may determine that specific events have occurred to the character while the character was on Intermission; this is at the sole discretion of the game design team. Point Loss: At times there may be events and opportunities to expend Experience Points to have certain results in a game world. This event is extremely rare and should be discussed with the designer. If the character can no longer afford existing skills at the end of the event points were lost, then sufficient skills must be removed to account for the change in Experience Points. This may not result in additions to the characters skill set. Physical Combat A normal attack with a weapon does not require a call to go with it, and hits for 1 physical damage. Some attacks may include calls or change the damage upwards to 2 or 3. While this may seem simple, combat maneuvers provide different abilities to add spice to the fighting. Please see the Safety Information section at the beginning of this book for important safety considerations. Here are some things to know about physical combat: Pointed Subdue: If a character is not wielding a weapon or wearing armor, they are most likely a noncombatant and attackers should not physically hit them. Instead, the attacker should point their weapon at the target and call Subdue. The attacker must have a clear path to the target and be within 3 feet. This will render a noncombatant unconscious for 30 seconds or until someone wakes them up with a three count. Pointed Subdue can be evaded, and does not affect combatant characters unless they choose to be affected. Be aware there is still a possibility a noncombatant may be struck. Target Areas: There are five legal target areas on the body: left arm, right arm, left leg, right leg, and torso. An arm shot is anywhere below where a shirt seam would be and above the wrist. A leg shot is from the top of the groin region down, including the feet. The hands (wrist and lower), groin, head, and neck are illegal targets. Any hits on these parts do not count and must be avoided.

Attacks & Power Types While it is generally pretty obvious what effect a sword blow will have on a person (lots of pain and bleeding) it is not always as obvious with a magical spell, special ability, or call. Damage vs. Effects An attack takes the form of either damage or effect, and it is important to know which one. As a general rule, if the attack includes an effect, the attack should be treated as an effect. Damage puts dents in armor or wounds on unarmored body locations. Damage is signified by a number and may also include the word damage after the number for clarification. If nothing is called with a weapon or packet strike, assume the damage is 1. Damage may include a power type, such as Fire, Magic, or Divine, and it may include a call which bypasses armor, such as Pierce or is only stopped by armor, such as Cleave. Subdue is considered damage. The maximum amount of damage from a single standard attack with a weapon is 3 points. Any ability with an Energy cost that increases damage temporarily or deals damage directly, such as Power Attack or Cleave may ignore this maximum. Certain abilities may increase this number. Damage, whether it comes from a weapon or a packet, can be blocked by both shields and weapons. If a damaging attack strikes a weapon or a shield, regardless of the delivery method, the character is unharmed. In situations where it is difficult to see what happened, it is generally courteous to say something like, Shield or Weapon if the attack hit your shield or weapon rather than your body. Damaging attacks with the Pierce carrier attached to them will penetrate shields, and are treated as if the arm behind the shield was struck with the attack. Effects do special things such as knocking a character to the ground or controlling their mind. Effects include calls such as Sleep 1 Minute and Paralyze Limb, 1 Minute. These calls do not inflict damagethey only deliver the special effect mentioned in the call. Most Effects, whether they come from a weapon or a packet, can be blocked by both shields and weapons. The following specific Effects work on weapons and shields: -Knockback (the character must resolve the knockback Effect normally) -Knockdown (the character must resolve the knockdown Effect normally) -Disarm (the player must resolve the Effect, which normally forces him or her to drop the weapon or shield that was hit) -Break (the player must resolve the Effect, which normally causes the weapon or shield to be broken) Certain other special spells and abilities may affect players even if they hit a weapon or shield. These abilities will have the Bypass Shield carrier added to the

call. Bypass Shield applies to both shields and weapons. Abilities that normally nullify attacks that hit a shield or weapon cannot be used to defend against an ability with the Bypass Shield call. For example, if a player had a shield that nullifies one attack against the shield per combat, that special ability could not be used to Nullify a 4 Lightning Bypass Shield attack. No ability can contain both damage and an effect. Abilities such as Recurring 1 Acid every 30 seconds that have some qualities of both are considered damage, and thus, blocked by shields (and cannot be Resisted). Some NPC abilities may be an exception to this. Some abilities may cause immediate wounds, the loss of a limb, or similar detriments. These are considered Effects, not damage. For example, Poison 1 Wound is considered an Effect, and can be Resisted, but cannot be stopped by Armor. Recurring Abilities: Certain abilities, such as poisons and disease, may affect a target more than once. These are called recurring effects, and use the recurring call. Once a player is affected by a recurring effect, that ability remains in effect on him or her until it is cured or Resisted. Recurring Effects can be Resisted at any time after they take effect, unless they deal damage, in which case the Recurring effect stops automatically after five minutes. Recurring Effects do not cause their attached Effect on the target until the first time the end of the first increment of time which the description states. For example, if a recurring effect was, Recurring Poison 1 Wound every 30 seconds, the first wound would happen 30 seconds later, not instantly. By default, Recurring damaging abilities are increased in duration, not effect, through Effect Level increases. There may be specific exceptions to this rule. Beneficial Recurring Effects lasts 10 minutes, unless the spell specifically states otherwise in its description. Example 1: Recurring 1 Acid every 30 seconds deals damage, and thus it cannot be resisted. The target would take 1 damage every 30 seconds for 5 minutes, or a total of 10 points of damage. This ability could be stopped early by any ability that neutralizes acid. Example 2: Recurring Disease Remove 10 Energy every minute does not deal damage, and thus, it could be Resisted. It lasts until it is Resisted or cured. This is a disease, and thus, it can be cured by abilities that remove disease. Example 3: Recurring Poison 1 Wound every 30 seconds does not deal damage, as wounds are not considered damage. Thus, it cannot be stopped by armor. It lasts until it is Resisted or cured. This is a poison, and thus, it can be cured by abilities that remove poison. Example 4: Recurring Heal 1 Wound every minute would heal one wound on the target 1 minute for 10 minutes.

Effect Stacking A character may only have one increase or decrease to a statistic (i.e. armor, damage, game skills) from each skill tree at a time. Individual Paths and Gifts count as separate skill trees for this purpose. Some skills might state that they stack with other things; these individual cases supersede this general rule. This also applies to abilities that grant a target a use of a specific call, such as Evade or Nullify. A player may also only have one instance of any given ability active at a time, even if that ability has multiple functions. For example, if a player has a spell that increases either their Strength or Dexterity skill, they could only have one version of the spell on them at a time. If someone cast the same spell on them again, the more recent version would overwrite the older version, unless the target chose to resist the effect. Valid Stacking Categories Players may have a maximum of one bonus to any given statistic from each of these categories at any given time. -General Skills -Combat Skills -Combat Maneuvers -Each individual advanced combat technique tree -Dominion Sorcery -Each individual Gift tree -Each individual advanced sorcery path -Rituals -Each individual Rogue Art -Command -Performance -Alchemy -Other regional or hidden skill trees Example: Rondar has Steel Chain Mail, which provides him with a base of 5 points of armor. He also has Rank 3 in the Sentinel discipline, which gives him +3 armor while using a shield. He has a Gift of Koranir that increases the effect of his defensive spells by 1 and an "Enhance Armor" spell that increases his armor by 5 points (6 with the Gift). These all stack, giving Rondar a total of 14 armor. If Darious cast Armor of Water on Rondar, however, this spell would not stack with Rondar's Enhance Armor spell. Example: Taer'vys has a two-handed weapon and two-handed weapon specialization. He swings for "2" damage without any other abilities. He also has the Sharpen Weapon spell (+1 damage from Dominion Sorcery) and the Shadow's Edge (+1 damage) and Shadowblade (+1 damage, explicitly states that it stacks) Gifts. Due to the Shadowblade ability, his damage cap on normal physical attacks is 4; he cannot exceed this number on normal attacks, even though these bonuses would

normally add up to 5 damage. However, if he used the Power Attack maneuver to increase his damage for a single strike, all these abilities would stack for that single attack, resulting in a total of 6 damage (2 + 1 Sharpen Blade + 1 Shadow's Edge + 1 Shadowblade + 1 Power Attack). If he then received a Burst of Momentum spell from Res'vaye, this spell would not stack with Sharpen Blade. His damage would be increased by +2 from Burst of Momentum for one strike (replacing Sharpen Blade, since Burst of Momentum is a higher bonus), and then Burst of Momentum would fade and Sharpen Blade would reactivate. Example: Mairead has a magical weapon that increases her damage by 1 point, allowing her to swing "2". She then uses Focused Attacks to increase his damage to 3. Since she is using a maneuver to increase her damage already, she cannot use another maneuver, such as Power Attack, to increase her damage further. If she used Power Attack + Dual, this would increase her damage further for one attack, but she would not gain the benefits of Focused Attacks for that attack. Example: Tabetha has the spells Sorcerous Shield and Sonic Shield, both of which grant a Nullify call to a target. The target could benefit from one or the other of these spells at a time, but not both. If the target also had Gift that gave them a Nullify, they could use this in addition to one of the two spells. Example: Aleran has the Essence Weaken ability, which hinders a target by decreasing their damage. He can use this on several different people, but he cannot decrease a single targets damage more than once by hitting the target with Essence Weaken several times. Out-of-Game Items & Stealing Players are allowed to steal any items they see lying around, so long as the theft is performed in game. They must inform the designer of their theft as soon as possible, but no later than ten minutes after the theft. The thief will be given a card to represent this item, but stolen phys reps must be given to the game design team within 10 minutes of the theft. Players may no longer use these phys reps in game, as they have been stolen. However, players may steal tags found lying around with impunity, except for tags which indicate they are bound to a particular character. Items draped with a white cloth, or placed under a bed are considered to be out of game. Players cannot mark in-game items out-of-game just to keep them from being stolen; you should only mark your personal possessions, such as your wallet, cell phone, extra clothes, etc. out-of-game. If a player wishes to steal an item out of a pouch, or off of another characters person, they must use the appropriate skills from the Art of Stealing tree. Noncombatants This system allows certain players to designate themselves as noncombatants. This bestows certain benefits, as well as negatives upon the individual. Noncombatants must be designated at character creation. Noncombatants do not wear armor, carry weapons, or utilize any ability that can potentially harm another entity beyond subdue damage.

If someone is not wielding a sword or wearing armor assume they are a noncombatant, and as such are vulnerable to Pointed Subdue. These noncombatants are peasants, nobles, and merchants, not heroes in battle, but they are involved in the story and activity that surrounds the world. Due to the fact that noncombatants focus primarily on the role-playing side of the game, the following features apply to noncombatant characters: 1. If someone in a combat situation is not wielding a weapon or wearing armor, an attacker should not strike them, but instead simply point their weapon at the noncombatant and call 'Subdue' to either render them unconscious for 30 seconds or force them to flee for 30 seconds (noncombatants choice.) The attacker must have a clear path to the target and be within 3 feet. This is known as a Pointed Subdue. Characters rendered unconscious by a Pointed Subdue may be woken with a three count. Pointed Subdue may be evaded, and has no effect on combatants (unless they choose to take it.) 2. A noncombatant pays half the energy cost for an ability (rounded up) listed in the rule description. 3. Noncombatants cannot use weapons, cast offensive magic, wear armor, or purchase resilience. 4. All spells cast by non-combatants have double the normal duration. 5. Non-combatants gain one free additional use of any following skill that is normally once a day. 6. A noncombatant may become a combatant, but a combatant can never become a noncombatant except for out-of-game medical reasons. 7. Noncombatants are encouraged to wear a blue sash on the waist to be more easily identified. It is important to note that a mage who wields only defensive magic is a noncombatant. However, if they choose to wield ANY offensive magical abilities they qualify as a combatant. Do not abuse noncom! Physically Representing Items In order to encourage the use of props and high quality costuming, some in-game abilities function better if they are properly represented. A list of abilities that can be enhanced through the use of physical representations can be found below. Medical Knowledge When bandaging a wound, the time it takes for the wound to close is halved if the doctor places bandages on the victim that remain on for the full healing time. Alternately, applying wound makeup would also count as an appropriate phys rep. Surgery time is halved if the doctor uses appropriate phys reps. Applying wound makeup would also count as an appropriate phys rep.

Armor Armor that is physically represented with a realistic or physically encumbering physical representative grants additional armor points. See the Armor section for more information.

Potion Bottles If the player has a potion in its own, individually tagged bottle, they may activate as quickly as they can remove the stopper from the bottle, bring it to their lips, and call the effect. Otherwise, potions must be activated by tearing the tag in half during a 5 second count (which can start when one starts looking for the tag). Crafting Crafting time is halved if appropriate phys reps are used. Here are some examples: Alchemy Grind herbs in a mortar and pestle. Place herbs or plastic flowers in a small vial. Blacksmithing Make chainmail. Craft foam throwing daggers. Leatherworking Punch and lace leather pieces. (Be careful with knives if cutting leather.) General Craft LARP-safe arrows. Make something with wood.

Flying In the event flying is encountered, the following rules apply:


It takes a 6-count to take off or land (Taking off 1, taking off 2, taking off 6 and Landing 1, landing 2, , landing 6) Characters may fly over walls and water (lakes, moats, etc). Go to the nearest tarp opening available and slip through. Characters who are flying must wear an orange flag to indicate that they are in flight. If the character lands, he or she must remove the orange flag. Flying creatures can only be targeted by ranged effects. However, flying creatures can melee combat or touch each other once every 3 seconds and must back 10 feet away between each touch (preferably while circling awesomely). Flying characters may use ranged attacks to attack players on the ground. They must land in order to attack characters on the ground with melee attacks. Some rare NPCs may be exceptions to this rule. Carrying capacity while flying is the same as a human walking. The number of people a flying person can carry is based on their Strength skill; they can carry the same number of people they could normally move at a walking pace. See the Strength skill for more information. If a carried person is dropped by a flier, they fall for 3 seconds and take a single 2 Cleave effect to one of their legs, unless both parties agree to do a scene where the dropped person will take more damage. Knockdown, Paralyze, Sleep (or otherwise going unconscious) forces a "falling" 3-count and a 2 Cleave to the persons leg upon landing. If the

falling was caused by a Knockdown effect, the Balance skill can be used take a 3 second Knockback instead and remain flying. While falling, a character is useless and cannot defend. Wings can't be targeted because we don't want to chew up expensive phys reps. So wings count like cloaks for damage (If it's against the body and strikes through to the back, take it as a hit. If it's way out on the wing tip, don't take it.) Arm wounds have no special effect regarding flying.

Chapter 4: General Skills


General Skills represent the personal traits and abilities characters have gained over the years. Skill ranks are cumulative in both cost and benefits unless otherwise specified in the skill. Reminder: It is not possible to use any methods to go beyond the maximum rank of a skill at any time. On rare occasions a designer may choose to not permit certain general skills in to a game world. Automatic Skills: All players begin play with the ability to use the following calls. Interrupt: The player may strike a target that is performing an action that requires a three-second count, such as a Killing Blow, and call Interrupt. This automatically prevents the ability from working, and the ability must be started over. Most spells, Performance abilities, and three-counts can be interrupted unless stated otherwise in their description. Interrupt cannot be Evaded, Resisted, or stopped by armor unless the target has a special ability that allows it to do so. Striking a targets weapon, shield, or clothing does not normally interrupt the use of an ability unless stated otherwise in the abilitys description. Players with unarmed combat proficiency may interrupt three-counts by stopping the action with their bare hands, but remember the rules for physical role-play and consent. For example, a player with unarmed combat proficiency could stop a Killing Blow by striking the blade of a sword with their bare hand to knock it out of the way. Note that if the player struck the sharp side of the blade, this would cause damage to the person with unarmed weapon proficiency. Killing Blow: Killing Blow is an ability that can be used on an incapacitated target to end their life. Performing a Killing Blow requires a slow, audible three count and can be interrupted by striking either the person performing the Killing Blow or the weapon. To perform a Killing Blow, you must place a weapon on the targets torso for the entire duration of the count; if the target is able to move sufficiently to get out of the way (such as using Dying Breath to crawl and roll); the Killing Blow is not successful. Killing Blow is considered damaging attack with the Effect Type of whatever is being used to deliver the killing blow. For example, if the Killing Blow is being delivered with a sword that deals Fire damage, the Effect Type of the Killing Blow is Fire, and creatures that are immune to fire (such as Fire Elementals) would not be harmed. Abilities that stop Effects, such as Nullify can stop Killing Blows from succeeding, but defenses like Evade and Resist cannot be used if the target of the Killing Blow is unconscious. Basic Knot Tying: All characters may tie a simple knot that can be used to bind a characters limbs together, preventing the limbs from being usable. Characters with bound limbs cannot used these limbs; they are treated as wounded, except that they do not contribute to the number of wounds necessary to cause unconsciousness. Characters that can activate abilities with wounded limbs may also activate abilities while tied up. Tying a knot requires a three-count and can be interrupted. Knots can be undone with the Loosen Bonds skill. Knots can be cut by a

character with a sharp object with a three count; this includes someone who is tied up, if he or she can successfully navigate the tied limbs to a sharp object. This ability is intended to be role-played; you should physically represent it by putting a cord of rope over the arms or legs of the intended target, but no game participant should actually be tied up without their consent. If consent is given, the knots must be loose enough to remain safe and easily undone. Check for Wounds: All characters may examine a target within 5 feet of them for ten seconds to find any visible wounds on the target. The character cannot see wounds that are physically concealed, or wounds that occurred in locations that are not physically visible (for example, if the target is lying on their back, and the back is wounded, they would have to move the target to see the wound). This skill can be improved by the Medical Knowledge tree. Purchasable General Skills: Clotting: When a character falls unconscious because of wounds, they begin bleeding to death, counting down until they are bandaged, magically/divinely healed, or reach zero and die. The amount of time it takes a character to die is based on their rank in clotting. Clotting bleed out time is not cumulative. Rank Experience Point Cost Bleed Out (Sec.) Defa ult 0 300 1 5 42 0 2 5 54 0 3 5 66 0 4 10 78 0 5 10 900

Characters with the Clotting ability also gain the use of the Dying Breath skill at a rank equal to their Clotting rank. Dying Breath- If the character uses Dying Breath, their maximum bleed out is set to 180 seconds, forfeiting any bonus time gained from Clotting ranks. This does mean that using Dying Breath after 180 seconds have passed means the character instantly bleeds to death. Rank 1- The character remains conscious and aware of his/her surroundings, but cannot move or speak. Rank 2- The character may whisper or speak quietly. Rank 3- The character may use Dying Breath beyond 180 seconds of bleeding for 60 seconds. If this option is used, they may not be resuscitated by a Surgeon. (Resurrection still works). Rank 4- The character may crawl with uninjured limbs. The player may also roll over and role-play other small movements. Rank 5- The character may speak normally (even shout) and use voice only abilities (ie. Performance or Command). The character cannot use spells unless they have the Path of Tranquility at Rank 5. The character cannot use Essence Sorcery while this severely injured. The character may activate magical items that they are visibly wearing.

Regeneration: Prerequisites: The character must be of an appropriate race, such as a Troll, or have another in-game justification for having the Regeneration system. The player must also have Rank 5 in the Clotting skill. Regeneration signifies that the character has grown resilient enough to begin automatically recovering from wounds without the aid of healers. All characters with the regeneration ability must choose an Effect Type that he or she is vulnerable to. Once selected, this vulnerability can never be changed and wounds inflicted by this particular type of damage cannot be regenerated. The following Effect Types can be selected as the characters vulnerability: Physical, Fire, Water, Earth, Air, Void, Shadow, Unholy, Necrotic, Essence, or Holy. You may never gain any form of resistance or immunity to your vulnerability by any means. If you wish to have a different vulnerability, see the Game Design Team. Each rank of Regeneration grants different benefits, detailed below. Rank 1 - The characters wounds automatically begin to close on their own they seal 5 minutes after they were received, and heal completely after 30 minutes. Each wound regenerates independently, so if a character receives two different wounds, each wound heals on its own separate timer. The character may now use Dying Breath safely without any threat of bleeding to death faster. Rank 2 - The characters wounds seal in 3 minutes and heal completely in 15 minutes. In addition, the character can regenerate a severed limb over the course of 24 hours. A smaller body part can be regenerated in 30 minutes. Rank 3 - The characters wounds seal in 3 minutes and heal completely in 10 minutes. In addition, the character can force a limb to regenerate in 2 hours. The player may also expend 4 Energy to regain 1 point of Armor with 5 seconds of concentration. Rank 4 - The character may now expend 6 Energy to heal one of their own injuries. This requires 30 seconds of time to activate. This ability's energy cost increases by 6 Energy each time it is used until the player does not use it for 1 hour. This ability may be used while unconscious, but not while dead. Rank 5 - The character may now force his or her entire body to be healed of all wounds, and negative effects caused by standard game calls, once per day. This includes regenerating lost limbs. This also restores all of the users armor, but it does not restore Energy or other abilities. This cannot be used more than once with the Determination skill. A character may do this while unconscious, but not while dead. Call Unique, Regenerate All.

Rank Experience Point Cost

1 20

2 20

3 30

4 40

5 40

Determination: This ability allows a player to use general skills that normally are limited to a number of times per day after they have already been completely spent for the day. Using this skill costs 3 points of energy for the first use, and an additional 3 points of energy for every subsequent use. For example, the third use of Determination would cost 9 points of energy. This cannot be used on abilities that are usable a certain number of times per combat, only on per day skills. This cannot be used on skills granted by magical items or Artifacts. (Experience Point Cost: 10) Dexterity: The Dexterity skill allows a character to call Evade in response to an attack or offensive ability, indicating that their character was not actually struck by that attack. Evade can be used on both weapon-based attacks and packet-based attacks and abilities. The call is Evade. Characters cannot use the Evade call to Evade abilities with the carriers Cleave, Strike, Remove Evade, By the Sound of my Song, or By the Sound of my Voice. This ability may be used by a character a total number of times per combat equal to their Rank in the skill. For example, a character with Rank 3 in Dexterity can use the Evade ability a maximum of three times per combat. A player cannot Evade the damage or effects of anything they ingest. Dexterity is currently under testing, expect changes. Rank Experience Point Cost 1 10 2 15 3 20 4 30 5 40 6+ 50

1 2

You are quick on your feet and able to maneuver out of dangerous situations. You gain Evades equal to your Dexterity. You are able to perform Quick Reflexes once per combat. If you use a combat maneuver and it is blocked by a defensive maneuver or you missed, you may recover the energy lost. This doesn't work if your maneuver is blocked with armor. Player may expend 5 energy to leap 10 feet and and land safely. Cannot attack while in the air. You may perform Quick Reflexes three times per combat. After using Quick Reflexes you may add the Strike call to your next swing if it hits a target within 10 seconds. Player may expend 5 energy to leap 15 feet and land safely (Three consecutive steps without stopping). Able to attack once while in the air. You may perform Quick Reflexes five times per combat. In addition, you gain +1

3 4 5 6

Effect Level on your next attack if it hits a target within 15 seconds.

Divination: Allows a player to receive in-game clarity on a topic through a method such as reading the stars or reading the tarot. This skill is limited to designer knowledge. (Experience Point Cost: 5 per Use per Day). Energy Pool: Energy is the source of power used for normal sorcery and combat maneuvers. The Energy Pool skill represents the characters maximum capacity for energy. Players begin each event will full energy capacity and they can regain spent energy by using specific skills, items, and abilities. Energy is naturally regained at a rate of 1 point every 2 minutes, even during combat. Most abilities cost a number of energy unless otherwise stated. Energy Pool 1-100 Size Experience 1 for 1 Point Cost energy points to use equal to the rank of the ability, 101-200 2 for 1 energy 200+ 3 for 1 energy

Energy Regeneration: A character can regenerate energy at the rate of two energy per rank per minute. A player may not go out of game while leaving their character to regenerate energy in game. When using the Energy Regeneration skill, the character may not fight, use game abilities, or engage in conversation. The character may recite a mantra or prayers and may take other role-playing actions. Martial arts kata are considered valid forms of meditation. Characters who are not currently using the Energy Regeneration skill to meditate regain Energy at a rate of 1 Point every 2 Minutes, even during combat. Rank Experience Point Cost 1 10 2 30 3 50 4+ 50

Ghost Sight: This ability allows a character to see spirits and other incorporeal apparitions. Some incorporeal creatures may be visible without the use of this skill. Spirits and incorporeal beings are marked by a yellow sash/headband. (Experience Point Cost: 10) Language: Every character starts with the common language of their region or any other single language free of charge. This skill allows a character to be proficient in languages other than their starting language. Some possible languages a character may learn by taking this skill are: Common, Zintharan, Acarian, Il'Denoran (Ishalan), etc.. Players may request other languages that are not on this list. The method of indicating a person is speaking a different language is to place the index finger,

fully extended, under the chin. Knowing a language includes the skill to read and write in that language. Players may only learn one language between each game event, unless the ingame time gap between events is one year or more. (Experience Point Cost: 5 per Language). Lore: Each lore skill provides the player with knowledge on a specific subject. The Lore skill represents a significant study of a topic, roughly equivalent to the knowledge from taking a college course on the subject in the modern world. Each character begins with 4 Lore skills free of cost. These represent the experience that every person has gained just by going about their daily lives. For most character, these four lores are about their race, the city they grew up in, the faction they belong to (if any), and one other subject. These are just suggestions, however, and players may select these lores freely. A player with the Lore skill may ask the Game Design Team for relevant information based on their lore skills any number of times during the event. For example, a player could use the Lore: Undead skill to try to determine if the creature you are fighting is a Revenant or a Wight. In addition, the player may request a lore write-up prior to game. Some lore skills do not have write-ups available. Some examples of lore documents with written documentation include Lore: Undead, Lore: Magic, and Lore: Religion. Players begin with the Lore document for their own character race free of cost. Human characters begin with one free lore skill of their choice. Note that most lore documents are written from an in-character standpoint, and the information in them is not always completely accurate. For example, some lore documents are written from the perspective of Archon Salaris, the leader of the Paladins of Laos. These lore documents may be biased toward the Archons viewpoint of the situation and may include some inaccuracies due to his biases or even just misconceptions he might have. Lore documents are the primary means of discovering additional skill trees that are not included in the Arbiter System rules. For example, players with an interest in sorcery could purchase lores on various types of sorcery to potentially unlock more sorcery skills to purchase. Lore documents that are provided by staff to players should not be shown to other players; distributing your lore documents is considered a form of cheating. Players may share information from these documents in-character through role-play, but simply reading a lore document to other players would be considered metagaming and also be against the game rules.

If your lore document includes an in-character section, i.e. a section that was written by a character in the game such as a famous scholar, you may transcribe that into an in-game book in your possession if you desire, but do not include outof-game information. If you want to maintain an in-game spell book or lore journal, you may have separate, clearly marked in-game and out-of-game sections. Note that spell and crafting recipes are considered in-game information and may be included along with other in-game information if desired. A player must have a logical source for their lore research. This can be another player, a library if the player is in a major city with a system of writing the player understands, a NPC that volunteered to teach the lore, etc. If Shar did not know Lore: Dominion Sorcery, he could explain the basics of Dominion Sorcery to Rakan, but he would not know the theory well enough to teach the lore skill. Thus, Rakan would then know about the concept of Dominion Sorcery, but he would need to find a more experienced teacher before purchasing the lore. (Experience Point Cost: First four lores are free, additional lores cost 5 Experience Points per subject) Memory: Allows a character to memorize five minutes of conversation or text once per day. This information may be recalled at a later time, and is limited to the designers knowledge. (Experience Point Cost: 5). Poison Sense: A person can determine by smell if something is poisoned. When combined with the appropriate lore and/or Art of Poison, this may give you specific information on the nature of the poison as well. (Experience Point Cost: 5) Problem Solver: Once per day with no Energy cost, a player may ask for a hint on a mental challenge from a staff member. Additional uses of this ability cost 5 Energy, plus 5 Energy per time beyond the first that Problem Solver has been used in that day. (Experience Point Cost: 5 Points). Quick Learner: Each time you play in a game as this character, you may learn one Lore skill with no Experience Point cost. You may pay half the normal Time Unit cost (minimum 1) to learn this Lore skill. You must still have an in-game source for this Lore information, as per the normal rules for the Lore skill. (Experience Point Cost: 40 Points.) Will: Allows a person to call Resist on any call that does not include a damage number (either implied or stated). Each rank is how many times it can be used once per combat. Will is currently under testing, expect possible changes. Rank 1 2 3 4 5 6+ Experience 30 40 50 10 15 20 Point Cost

LVL 1 2 3 4

Description You gains Resists equal to their Will. Once per combat you may enter mana burn with no consequence. The Effect level of all non-vorpal Effects is reduced by 1. Minimum 1. Three times per combat you may enter mana burn with no consequence. Additionally you may burn resists to restore energy. Energy is restored at 20% per Resist exchanged. Player may resist spell damage and effects. Will functions as a secondary armor when struck by magical damage with 1 Resist = 5 Spell Damage. You may burn 2 Resists to call Nullify on a Vorpal call. You permanently gain Immunity to one damaging magic type. Five times per combat you may enter mana burn with no consequence.

Strength: The strength skill represents a character being stronger than the average human being; higher ranks represent supernatural levels of strength. The strength skill is always active. When used in role-playing against another character with the Strength skill, the character with the higher Rank in Strength is considered to be stronger. Each rank represents a significant increase in character strength, as described below. The Strength skill grants combat benefits at specific ranks, but players cannot use the Strength skill to grapple with opponents without consent for physical role-playing. Rank Experience Point Cost Ran k 0 Experie nce Point Cost 0 1 10 2 20 3 30 4 40 5 50 6+ 50

Description Players normally have Rank 0 in the Strength skill. A player with Rank 0 in Strength can carry a single unconscious target at walking speed by role-playing picking them up with a threecount. With Rank 0 in Strength, the player can carry a character or object at walking speed that weighs up to a maximum of 150 pounds (this includes any equipment a character may be wearing). You may drag a character up to 250 pounds (including equipment) at half walking speed. If the player can actually carry more than 150 pounds, they can physically pick up the target if they have the targets consent to physically role-play. Multiple characters can

cooperate to lift or drag a heavier player. With Strength 1, a character can lift and carry a character that weighs up to 250 pounds at a walking pace. The player may carry an object or character of up to 150 pounds and move at full speed. 1 10 This skill can be used to more easily perform mundane tasks involving strength, such as breaking down a door or lifting a heavy object for a short time. To attempt to do this, call a three count (i.e. Breaking down the door 1, breaking down the door 2, breaking down the door 3, Strength X) where x is your Rank in the Strength skill and a GM will inform you if you are successful. With Strength 2, a character can lift and carry a character or object that weighs up to 350 pounds at a walking pace. The player may carry an object or character of up to 250 pounds and move at full speed. If you have consent to physical role-play with a target and grapple with them, you may perform a three count to break one of the limbs of a target with a Strength rating at least 2 Ranks lower than your own. If you are struck with an Interrupt call, this attempt to break a limb is interrupted. This costs 5 Energy and has a 10 second cooldown. This ability can also be used to break the limbs of an unconscious or paralyzed target unless their Rank in Strength is 2 or more Ranks higher than your own, in which case their bones are too resilient for you to break using this ability. You deal +1 additional point of damage with the Power Attack maneuver, but the Energy cost is increased by 1. With Strength 3, a character can lift and carry a character or object that weighs up to 450 pounds at a walking pace. The player may carry an object or character of up to 350 pounds and move at full speed. You deal 1 additional point of damage with all physical attacks. This does not increase your damage cap for regular attacks. With Strength 4, a character can lift and carry a character or object that weighs up to 550 pounds at a walking pace. The player may carry an object or character of up to 450 pounds and move at full speed. You deal +2 additional points of damage with the Power Attack maneuver, but the Energy cost is increased by 2; this replaces the benefit of the Rank 2 Strength ability. With Strength 5, a character can lift and carry a character or object that weighs up to 650 pounds at a walking pace. The player may carry an object or character of up to 550 pounds and move at full speed.

20

30

40

50

Your damage cap for normal attacks is increased by 1 point. Each additional Rank in Strength above Rank 5 increases the maximum weight the player can carry by 100 pounds above the previous rank for walking and running speeds. For example, at Rank 6 the player could carry 750 pounds at a walk and 650 at a run. 6+ 50 In addition, each additional Rank of Strength above 5 increases the damage and Energy Cost of the players Power Attack maneuver by 1 additional point beyond the benefits of previous ranks. For example, Rank 6 would be a total of +3 to Power Attack damage and Energy Cost, Rank 7 would be +4, etc.

Tracking: This skill can be used to attempt to follow the tracks of a character in the game. In addition, it can be used to attempt to find hidden objects, doors, etc. once per hour. The call is Detect Hidden 5. At Rank 2, a player can use this ability to detect creatures with the Stealth skill or the Invisibility spell. The call is, Detect Stealth and Invisibility 15 seconds. This may be used an unlimited number of times, however, it requires 5 seconds of roleplaying searching to activate. This role-playing cannot be performed while the ability is still active; the player must wait for Tracking to expire before attempting to track again. Rank 1 Cost: 10 Points Rank 2 Cost: 15 Points

Passage of Time
During the time between game events, characters are not assumed to be idle. They might be traveling, gathering resources, working at their business, managing their land, or researching forbidden secrets and mastering new spells. To represent the time between games, the Arbiter System campaign uses Time Units, or TU. Between each game event, a player may spend 10 Time Units. Each action the PC wishes to take between game events consumes a certain number of time units, depending on the players skills. The base number of time units consumed by each action is displayed below.

Research Actions Research a New Crafting Technique Research a new Combat Maneuver

Time Units Consumed 5 times the rank of the technique*

Description You may research and learn a new crafting technique, as described in the crafting section of this rule book. This crafting technique cannot exceed your rank in the crafting skill. You may research a new Combat Maneuver, as per the rules described in the ritual section of this rule book. Combat Techniques are specialized fighting styles, similar to real-world martial arts styles like Karate or Kendo. Learning the basics of one of these styles requires expending 15 Time Units training with someone who has Rank 3 or higher in that Combat Technique. You cannot begin to purchase ranks in a Combat Technique until you have found someone who is willing to train you and expended the 15 Time Units in training. The trainer does not need to expend any Time Units, but they must verify that they are willing to train you in that technique. Combat Techniques are not found in this rule book. Purchase Lore Combat Techniques if you wish to research different styles of fighting. Sorcery Technique are specialized methods of casting spells, similar to Combat Techniques described above. Learning the basics of one of these styles requires expending 15 Time Units training with someone who has Rank 3 or

Learn a new Combat Technique

15

Learn a new Sorcery Technique

15

higher in that Combat Technique. You cannot begin to purchase ranks in a Sorcery Technique until you have found someone who is willing to train you and expended the 15 Time Units in training. The trainer does not need to expend any Time Units, but they must verify that they are willing to train you in that technique. Sorcery Techniques are not found in this rule book. If you are interested in learning Sorcery Techniques, you can begin working in that direction by purchasing Lore Sorcery. From there, you will need to purchase multiple other Lores in order to get the necessary knowledge to unlock Sorcery Techniques. Research a Prime Dominion Spell* Research a Deep Dominion Spell* 5 You may research a spell for a Prime Dominion, as per the rules described in the ritual section of this rule book. You may research a spell for a Deep Dominion, as per the rules described in the ritual section of this rule book. You may research a new Cooperative Spell, as per the rules described in the Dominion Sorcer section of this rule book. Research a Cooperative Spell* 15** **The 15 Time Unit cost can be split among all the researchers of the spell as desired, however, each participant must spend at least 1 Time Unit in the research process. This means that all participants in the research process will need to send in a write up confirming that they are each contributing to the research process. You may research a new ritual, as per the rules described in the ritual section of this rule book. You may learn a new lore skill. This also requires the expenditure of 5 Experience Points to learn the lore, and the lore request must be submitted to the game design team for approval. You may learn a new language skill. This also requires the expenditure of 5 Experience Points to learn the language, and the language request must be submitted to the game design team for approval.

10

Research a Ritual* Research a new Lore skill Research a new Language skill

20

10

20

*Researching a new spell, crafting recipe, or ritual can be performed twice as quickly if you have a trainer or in-game lore document (such as a spell book) that already has the recipe.

Gathering Actions

Time Units Consumed

Description You may gather up to 10 silver pieces in value of raw materials of any of the following types: metal, wood, leather, herbs, or uncut gems for every 2 Time Units you spend. This can be used on a single unit of material or several units of less expensive materials in any combination. For example, if you spent 8 Time Units on gathering, you could gather a total of 20 silver pieces of materials of any combination. This could be a single uncut gem worth 20 silver pieces or 10 pieces of metal worth 2 silver pieces each, or even 5 pieces of metal worth 2 silver each and one piece of leather worth 10 silver pieces. Description You may perform a single Crafting Action. See the section on crafting skills for more information on how Crafting Actions work. The Faster Crafting skill decreases the number of TU it requires to make a Crafting Action between games.

Gather 10 Silver Pieces in value in Raw Materials

Crafting Actions Perform a Crafting Action

Time Units Consumed

Other Actions Sell an single assembled item in your inventory to a NPC merchant Buy a single assembled item from a NPC merchant

Time Units Consumed

Description You may sell a single item from your inventory to a NPC merchant for a value based on your rank in the Mercantile skill. See the Merchant skill for more information. This can only be performed while your character is in a town or another location with merchants. You may buy a single item from your inventory to a NPC merchant for a value based on your rank in the Mercantile skill. See the Merchant skill for more information. This can only be performed while your character is in a town or another location with merchants.

Give an item in your inventory to another PC

You may give an item in your inventory to another PC between games without expending Time Units, provided that PC is in the same ingame location. You may also buy, sell, and trade from other PCs that are in the same area of the world as you are. You may not trade or otherwise interact with characters that are not in the same in-game location. You may expend 5 Time Units to remove one rank from a ranked skill you have already purchased, or one entire skill that does not have ranks, such as Deflection. You regain the points from this skill and can then use the experience points to purchase other skills immediately. This cannot be used to remove ranks in the Quicker Training or Innate Talent skills. For example, if Joe had Rank 3 in the Dominion of Fire, he could expend 5 Time Units to drop back down to Rank 2 in the Dominion of Fire, losing the Rank 3 abilities and regaining the 15 experience points he spent.

Remove one rank in a skill you have already purchased (Retraining)

Any recipes or spells that use abilities a player no longer possesses cannot be used. For example, if Joe had a spell that required Rank 3 in the Dominion of Fire and he dropped down to Rank 2, he could no longer use that spell. The spell research is not refunded; the character still knows the spell, he or she simply can no longer cast it. If a player uses this to remove a lore or language skill, he or she must role-play no longer remembering that information. If the skill was a lore skill that had a document, the player may no longer read that document, reference the information in that document, or purchase skills that required that lore document to purchase. For the purposes of other game abilities, this is called Retraining.

Players may also dedicate Time Units to other actions that are not listed here with approval from the game design team. For example, a player who is currently in a town at the end of a game might be able to use some time units to visit someone for information, or to travel to a nearby town and back, depending on the amount of game time that passes between events. Players can also attempt to research skills that are more advanced than the ones in this rules document; to get started on this, begin by learning lore skills in the area you are interested in advancing in. For example, if you want to find out about types of sorcery that are not discussed in this book, you may wish to begin by purchasing the Lore: Sorcery document. Some actions such as researching a ritual take more than 10 Time Units by default. These can be decreased by purchasing certain game skills (below), or the player can spend the necessary number of time units over the course of several events. Crafting a masterwork weapon, for example, could take a smith several game events but the results would be well worth the effort. Players must decide on how to spend their Time Units two weeks before they attend their next game event. Players may not save up Time Units for the future. Time Units are not currency and cannot be traded or loaned to another player.

Research Skills
Faster Research Prerequisites: None Effect: This skill allows the player to research recipes, lores, maneuvers, spells, and rituals faster. Each Rank in this skill decreases the amount of time it takes for the player to research something. Time Units to Research a Basic Recipe or Lore Time Units to Resear ch a Deep Domini on Spell 10 Time Units to Research a Cooperati ve Spell Time Units to Resea rch a Ritual

Ran k

Poin t Cost

Description

15

20

You may research one basic research action per event with no Time Unit cost. A basic research action is researching a Prime Dominion spell, a crafting recipe, a combat

10

12

16

15

12

20

25

maneuver, or a lore skill. Decreases the number of Time Units necessary to perform a research action between games by 20%. (This is represented in the chart to the left.) Decreases the number of Time Units necessary to perform a research action between games by 40%. (This is represented in the chart to the left.) Decreases the number of Time Units necessary to perform a research action between games by 60%. (This is represented in the chart to the left.) Decreases the number of Time Units necessary to perform a research action between games by 80%. (This is represented in the chart to the left.)

Gathering Skills Players may purchase gathering skills to gather materials of a specific type more quickly than they could without that gathering skill. For example, a player with the mining skill is especially well trained at gathering metal or stone from mines, and can gather more or more valuable stone or metal than an untrained character who expends the same number of Time Units. During games, a player may collect World Tags if they have a gathering skill. Players may only pick up world tags of the type of material they have the appropriate gathering skill for at least Rank 1. No player may gather more than 50 world tags in a game event. Players cannot pick up world tags before an event begins ("Game Time In"), however, they *can* pick up tags after an event concludes, even if the player has reached their normal tag capacity. This is to encourage players to help with cleanup and prevent loot tag litter. Material Gathering Note: Each type of gathering is purchased individually. The individual categories of gathering are listed below.

Rank 1

Point Cost 5

10

10

15

Description You may gather 10 silver pieces of materials of the type designated by your gathering skill (i.e. leather from the hunting skill) for every 1 Time Unit you spend. You may gather 15 silver pieces of materials of the type designated by your gathering skill (i.e. leather from the hunting skill) for every 1 Time Unit you spend. You may gather 25 silver pieces of materials of the type designated by your gathering skill (i.e. leather from the hunting skill) for every 1 Time Unit you spend. You may gather 35 silver pieces of materials of the type designated by your gathering skill (i.e. leather from the hunting skill) for every 1 Time Unit you spend. You may gather 50 silver pieces of materials of the type designated by your gathering skill (i.e. leather from the hunting skill) for every 1 Time Unit you spend.

Hunting: This skill allows the character to gather leather. Some types of leather are listed below. Others may be discovered in other documents outside of this rule book. If a player is aware of the existence of a special type of leather, he or she may be able to gather it; contact the game design team for more information. Cow Hide Leather The most common form of leather used for clothing and armor. This form of leather has no special qualities. One unit of cow hide leather is worth 1 silver piece. Deer Hide Leather Deer hide leather is slightly more resilient than that of a cow, and armor made from it grants +1 armor point to the wearer. One unit of deer hide leather is worth 5 silver pieces. Wolf Hide Leather Wolf hide leather is slightly more resilient than that of a deer, and armor made from it grants +2 armor points to the wearer. One unit of wolf hide leather is worth 10 silver pieces. Shale Hide Leather - Shale Hide Leather is created from skinning a Shale Boar, a type of boar-like creature indigenous to the Sythus region with leathery plates on its skin. Shale Hide is rare, but highly resistant to damage. Armor made from Shale Hide is immune to the break call and grants +1 additional point of armor to the wearer. One unit of Shale Hide Leather is worth 20 silver pieces. Bear Hide Leather Bear Hide Leather is extremely tough, granting +3 points of armor to the wearer. One unit of bear hide leather is worth 40 silver pieces.

Herbalism: This skill allows the character to gather herbs. Some types of herbs are listed below. Others may be discovered in other documents outside of this rule book. If a player is aware of the existence of a special type of herbs, he or she may be able to gather it; contact the game design team for more information. A single Unit of herbs represents a single usable plant. Golden Star This is a simple flower with a white and gold bud. This flower is often associated with light. One plant is worth 2 silver pieces. Lifestrand A green-white flower said to have healing properties. One plant is worth 5 silver pieces. Dreamwing Dreamwing is a mild sedative that can be dangerous if ingested in large quantities. One plant is worth 10 silver pieces. Maidens Virtue An herb added to many recipes to decrease their potency. One plant is worth 10 silver pieces. Knights Honor A white flower used in many elixirs, and often associated with protective qualities. One plant is worth 20 silver pieces. Tyrants Curse A blue herb that, when powdered, makes a deadly toxin. One plant is worth 20 silver pieces. Redbane Redbane is a brilliant crimson flower that carries a notoriously deadly poison in its thorns and stem. One plant is worth 40 silver pieces. Queens Crown A rare flower said to increase the efficacy of potions and elixirs it is added to. One plant is worth 40 silver pieces. Lumberjack: This skill allows the character to gather wood. Some types of wood are listed below. Others may be discovered in other documents outside of this rule book. If a player is aware of the existence of a special type of wood, he or she may be able to gather it; contact the game design team for more information. Cedar Cedar is a very soft, easy to work wood with a distinctive scent. It has a straight grain and does not rot easily. Items made from cedar have no special abilities. One unit of cedar is worth 1 silver piece. Oak Oak is a fairly strong type of wood that can be found in both red and white. Oak is highly resistant to moisture, and shields and armor made from oak gain the ability to call Nullify on one Water or Ice damage or Effect per combat that strikes the shield or armor. One unit of oak is worth 5 silver pieces.

Teak Teak is an oily wood with a golden brown texture. Items made from Teak are resilient, and players using armor or shields made from Teak may call Resist on a single Break call per combat that strikes the shield or armor. One unit of teak is worth 10 silver pieces. Fir Fir is a strong, red-brown wood that is often used for constructing buildings. Shields made from Fir are very strong, and a player using one may call Nullify on one Break or Pierce per combat. Armor made from Fir is also very resilient, and grants the wearer +1 point of armor. One unit of fir is worth 20 silver pieces. Walnut Walnut is one of the strongest types of natural wood. Shields made from Walnut are immune to the Break call; a shield made from Walnut that is struck with Break is disarmed instead. You may call Reduced to Disarm when this occurs. Armor made from Walnut is worth +1 additional armor point and immune to the Break call. A single unit of walnut is worth 40 silver pieces. All forms of wood listed here are vulnerable to fire, and treat fire damage as a Break effect that cannot be resisted, nullified, reduced to disarm by the type of wood. The only type of armor that can be made from wood is plate mail armor. Mining: This skill allows the character to gather metal or stone. Some types of metal and stone are listed below. Others may be discovered in other documents outside of this rule book. If a player is aware of the existence of a special type of metal or stone, he or she may be able to gather it; contact the game design team for more information. A single Unit of metal or stone represents roughly two pounds of that material. Copper The most basic of metals. Items made from copper have no special properties. One unit of copper is worth 2 silver pieces. Bronze A more advanced metal, bronze is used for most modern weapons and armor. A player using a weapon made from bronze may perform combat maneuvers for 1 less Energy point than they would normally expend, down to a minimum of 1. A suit of armor made from bronze gains a +1 bonus to the suits armor rating. A single unit of bronze is worth 5 silver pieces. Iron A superior metal for crafting weapons and armor, iron is rarely found outside major human and dwarf cities, such as Melkaian, Aayara, and Valeria. A weapon made from iron is resistant to damage, and the player may call Resist once per combat against the Break call on the weapon. A suit of armor made from iron has a similar resilience; the player may call Resist once per combat against a Break call on the suit of armor. A single unit of iron is worth 10 silver pieces. Steel The strongest metal available to smiths in most cities, steel is incredibly resilient and sturdy. Weapons made from steel allow the wielder to call Break against an opponents weapon once per combat, and also resist one call of Break

against their own steel weapon once per combat. Armor made from steel allows the wearer to call Resist against a Break call on that armor once per combat, and is also worth 1 additional armor point. A single unit of steel is worth 20 silver pieces. Granite A basic type of stone used for building. Granite has no special properties. A single unit of granite is worth 10 silver pieces. Shale A more expensive type of stone for advanced structures. When used to make weapons or armor, shale is immune to the Break call, causing the Break to be downgraded to Disarm instead. A single unit of shale is worth 40 silver pieces. Note that weapons and armor cannot normally be made from stone; this requires special skills that are outside of this rule book. Normally, stone is only used for structures. Prospecting: This skill allows the character to gather uncut gems. Some types of uncut gems are listed below. Others may be discovered in other documents outside of this rule book. If a player is aware of the existence of a special type of uncut gems, he or she may be able to gather it; contact the game design team for more information. Uncut Lapis Lazuli A simple gemstone of blue, white, and black, often compared to stars in the sky. A single uncut lapis lazuli is worth 1 silver piece. Uncut Tourmaline A beautiful multicolored stone that develops an electrical charge when heated. A single uncut tourmaline is worth 5 silver pieces. Uncut Alexandrite A rare stone of red or green that often resembles a ruby or emerald. A single uncut alexandrite is worth 10 silver pieces. Uncut Morganite A pink or rose colored variety of beryl, highly valued by enchanters. A single uncut morganite is worth 20 silver pieces. Uncut Heliodor A greenish-yellow variety of beryl, often close to gold in color. A single uncut heliodor is worth 40 silver pieces. Uncut gems can be cut by the Inventors to increase the amount they can be sold for, or used by enchanters for enchantments. All raw gathering materials can normally only be sold to NPC merchants for approximately 25% of their base value. See the Mercantile skill for more information on this subject.

Chapter 5: Combat, Weapons, and Armor


Weapons Weapon Skills: Weapon skills determine what size and type of weapons the character is comfortable using. Weapon skills are purchased separately unless otherwise noted. All weapons require Game Design review and approval for safety reasons. Weapons are measured pommel to tip. Weapons must extend at least 6" from the hand. Weapon Skill Melee Weapon Proficiency Experienc e Point Cost 0 Size Notes You may swing for damage or "subdue" with any normal melee weapon of up to 72". The minimum length for a melee weapon is 18. This is for safety reasons. Your character is proficient in unarmed attacks. You must still use boffer weapons to represent your hands. Unarmed "weapons" cannot be disarmed. Kamas and other weapons under 36" can be used with this skill. The phys reps for "unarmed" attacks must be under 36" in length. Unarmed boffers do not count as weapons for the rule that a player must have an empty hand for casting spells. This skill allows a player to wield a weapon in each hand. You may use a projectile weapon, such as a bow or a crossbow, with approved boffer arrows. You must check your bow or crossbow and arrows with the safety officer before they can be used. You may not fire a projectile weapon at a target that is within 10 feet of you. This is for safety reasons. If a character charges at you while you have a bow or crossbow with an boffer arrow in it and comes within 10 feet, you may call Arrow (damage or

18 to 72"

Unarmed/Claw

10

18 to 36

Dual Wield Projectile

15 5

18 to 50 Less Than 25 Pounds of Force

Thrown

3 12

maneuver) as if you automatically hit the target with a single shot as they approached and then drop the bow or crossbow. If the target is carrying a shield, they may call Shield No Effect. Firing arrows may not be represented by throwing packets. Arrows must be represented by boffer-safe arrows that are approved by safety prior to the event. Nerf arrows and crossbow bolts are also generally allowed, provided that they are approved by safety. You may use safe, boffer thrown weapons. Thrown weapons may not contain cores. Spell packets may not be used as thrown weapons. Players may only only throw a weapon once every 5 seconds.

Weapon Damage: Unless enhanced in some way, all weapon strikes do 1 damage and do not need to be called. Some enhancements allow a character to swing 2 or 3. The maximum amount of damage from a single standard attack with a weapon is 3 points. Any ability with an Energy cost that increases damage or deals damage directly, such as Mighty Blow or Cleave ignores this maximum for a single attack. Ammo: Standard ammo fired from a ranged weapon (such as a bullet or an arrow) is considered to be unlimited in its availability. If the person has a physical representation for it, they have the ammo. This ammo is assumed to do standard damage, with no special enhancements. Subdue: Any player may call Subdue when striking a target to indicate that they are attempting to incapacitate the target rather than cause an injury. If Subdue hits an unarmored location, that location is rendered useless for 30 seconds. A successful Subdue to the torso renders the target unconscious for 30 seconds. Bound characters are rendered unconscious for 30 seconds. Any character may call "Subdue" damage with any weapon.

Armor This skill allows a character to properly wear armor in combat. Characters may wear any type of armor of any type for role-playing purposes; however, they only gain Armor Points equal to the skill rank they have purchased. One suit of armor covers the entire body and a physical representation of the armor must be worn. The appearance of armor is the goal; an exact representation of armor is not required. Armor provides protection against damaging attacks. Each time armor is hit by a damage attack, the player loses a number of Armor Points equal to the numeric value of the attack. For example, if a player has 5 armor and is struck for 3, he or she may call Armor and have 2 armor points remaining after the attack. Players must either call Armor or role-play being struck when hit with attacks that are absorbed by armor. Armor Points can be regained at a rate of one point per minute through role-playing while the character is not in combat. Players do not need to remove their armor to role-play repairing it. Armor is an amorphous pool of protection for the entire body; points are deducted regardless of where the player is struck, as long as it is in a legal body location. All armor must be physically represented, however, your representation will be defined by the Game Designers as light (resembles the armor, but does not fatigue or slow down the wearer), medium (noticeably slows down or fatigues the wearer) or heavy (significantly slows down or fatigues the wearer and covers at least 3 hit locations). These provide different armor values, shown on the table below. The game design team may assign players additional bonuses for wearing exceptionally encumbering armor pieces, such as helmets. Armo r Point s (Med) 2 3 5 6 9 Armo r Point s (Heav y) 2 4 6 8 12

Rank

Experienc e Point Cost 5 5 10 15 20

Armor Points (Light) 1 2 3 4 6

Maximum Armor Type Allowed Gambeson , Light Leather, or Thick Clothing. Heavy Leather or Studded Leather Chain Mail, Metal Inlaid Leather Brigandine or Scale Plate

1 2 3 4 5

Armor Specialization: While wearing physically represented Chain Mail or heavier armor with Medium or higher physical representation, you gain 2 additional points of Armor per rank in this skill. This skill grants 3 armor per rank if you are wearing Heavy physically represented armor. This skill may be purchased as many times as desired. Rank Experience Point Cost Total Armor Points Gained 1 10 2 2 20 4 3+ 30 2* Rank

Resilience: This skill allows a character to gain the benefit of wearing armor without wearing any physical representation, making the character incredibly hardy. The Armor Points granted by Resilience are cumulative with the points from the Armor skill and work exactly the same way for all purposes. Rank Experience Point Cost Total Armor Points Gained 1 10 1 2 20 2 3+ 30 1*Ran k

Breaking Items: Items can be broken by being struck with the "Break" call. Broken Armor is reduced to 0 Armor Point, however, Resilience is not affected by this. A character that is not wearing phys-repped armor with at least 1 Armor Point remaining that is struck with Break must treat it as the Pierce call. Broken items are useless unless repaired; they confer no benefits and cannot be used in any way until repaired. You may only defend with a broken weapon; it cannot be used for any other purpose. Broken shields cannot be wielded and must be dropped. Repair: Broken items must be repaired--certain items and effects can do this. It takes 5 minutes to repair an item, and requires any rank in the crafting skill that was used to make the item. Special skills or items may reduce the repair time. If a previously broken item is struck by a Break call or a 3 count Breaking item 1, Breaking Item 2, Breaking Item 3, it is damaged beyond mundane repair, and can only be repaired by sorcery. Shields Shields defend against damaging attacks from all Effect types. Shields can also be used to defend against most Effects, unless they have the Bypass Shield or Pierce carrier. The Pierce call will bypass a shield and the target must resolve the damage as if they were hit on the arm.

Shields do not provide protection against the following Effects: -Knockback (the character must resolve the knockback Effect normally) -Knockdown (the character must resolve the knockdown Effect normally) -Disarm (the player must resolve the Effect, which normally forces him or her to drop shield that was hit) -Break (the player must resolve the Effect, which normally causes the shield to be broken) Shields provide no protection when not equipped on an arm. Only one shield may be equipped at a time. Shield Skill: The shield skill is required to use a shield of any size. Shields may not be used with Great or Projectile weapons. (15 Points)

Chapter 6: Specialized Skill Trees


Specialized Skill Trees are trees that relate to a specific style of game play, such as thievery, sorcery, social skills, or combat. They are purchased with Experience Points in the same way as General Skills. This document contains basic skill trees that can be applicable to most settings. The various Regional Guides provide a wide variety of different additional skill trees. Skill trees in Regional Guides can only be purchased by characters from that region at character creation, unless the player is using Advancement Points from the Advanced Character Creation rules. These regional skills can be learned later in a characters career, however, by learning about them from a player from that region and purchasing the appropriate Lore skill that contains the skill tree. Hidden skill trees also exist. These skill trees are typically unlocked by specific criteria in-game and are not always balanced against other trees. Many of these trees are found by purchasing Lore skills. Effect Levels: Some skills increase or decrease the Effect Levels of other abilities. For spells or abilities that deal damage or increase a statistic, increasing the effect level by 1 increases the damage of the ability by 1 point. For Knockdown or Knockback, a single effect level is five points. For abilities that target a single body location, such as healing, one effect level is one additional body location. Increasing the effect level of an ability with no numeric effects other than the duration increases the duration by the base duration of the spell (for example, if the duration is 5 minutes, one effect level is five minutes). For other abilities, see the Game Design Team. Effects that give additional damage for a duration longer than one attack, such as Sharpen Weapon, Focused Attacks, or Shadows Edge, do not increase in damage from additional Effect Levels, and cannot be enhanced to grant more than +1 damage. These abilities stack with similar abilities if they are from different skill trees, but not if they are from the same tree; see the Stacking section. For spells or abilities that grant additional abilities (such as one use of a Nullify or Resist), Effect Level increases improve the duration of the ability. They do not grant extra uses. This also applies to Aura abilities. Effect Levels can be summarized on this chart. For effects beyond Effect Level 4, simply follow the natural progression of the chart. Ability Type Damage Healing Restore Effect Level 1 1 Damage Heal 1 Wound or Armor Restore 1 Effect Level 2 2 Damage Heal 2 Wounds or Armor Restore 2 Effect Level 3 3 Damage Heal 3 Wounds or Armor Restore 3 Effect Level 4 4 Damage Heal 4 Wounds or Armor Restore 4

Enhancement Knockdown Knockback Sleep Paralyze Compel Slow Remove Recurring (x) every (y) for 5 Minutes

Enhance 1 Knockdown 5 Knockback 10 Sleep 1 Paralyze 1 Compel 1 Slow 1 Remove 1 Recurring (x) every (y) for 6 Minutes

Enhance 2 Knockdown 10 Knockback 20 Sleep 2 Paralyze 2 Compel 2 Slow 2 Remove 2 Recurring (x) every (y) for 7 Minutes

Enhance 3 Knockdown 15 Knockback 30 Sleep 3 Paralyze 3 Compel 3 Slow 3 Remove 3 Recurring (x) every (y) for 8 Minutes

Enhance 4 Knockdown 20 Knockback 40 Sleep 4 Paralyze 4 Compel 4 Slow 4 Remove 4 Recurring (x) every (y) for 9 Minutes

Abilities that begin at a certain level, such as a spell that deals 3 Fire damage, still use the basic increment on the chart. For example, a spell that deals 3 Fire damage would increase to 4 Fire damage with an Effect Level increase, not to 6 fire damage. Energy Cost Reductions: Some abilities can reduce the energy costs of other abilities. Energy costs cannot be reduced below 1 unless specifically stated in the ability. Damage Reduction Abilities: Some rare abilities can decrease the amount of damage a player sustains from certain types of attacks by 1 point. These abilities never stack with each other and cannot be enhanced to decreased damage by more than 1 point in any way. Effect Level increases influence the duration of these abilities instead.

Combat Maneuvers Maneuvers are physical effects powered by energy. They represent the expertise and skill a warrior has gained over years of training and fighting. Using Combat Maneuvers: All maneuvers require an expenditure of Energy equal to the maneuvers rank unless otherwise noted and utilize the physical power type. Players must wait 5 seconds between using combat maneuvers. Regular attacks may be performed during these 5 seconds and other skills that are not combat maneuvers may be used normally. This five second wait time is often referred to as a "cooldown" within the rules. This cooldown can be reduced by specific game abilities. If a combat maneuver misses the intended target, but still strikes someone on a valid hit location, the attack deals 1 damage. For example, if the attacker calls Disarm but hits the targets arm instead of a weapon, the target suffers 1 point of damage. Energy is still expended if the attacker misses with a combat maneuver. All damaging combat maneuvers require a successful melee strike that hits a part of the targets body. Damaging combat maneuvers do not go through weapons. Only Pierce goes through shields. Offensive combat maneuvers that deliver Effects, rather than damage, do not go through weapons or shields, with the exception of cases specifically noted. Combining Combat Maneuvers: Most combat maneuvers can be combined with other combat maneuvers of compatible types. The rules for combining maneuvers are summarized below. Combat Maneuvers can be combined instantly and do not require any sort of prior research or approval in advance. Combat Maneuvers may not be combined with spells or abilities from other skill trees unless the player possesses a special ability that allows this. When maneuvers are combined, maneuvers contribute their full Energy cost. Thus, combining a Knockdown (3 Energy) and a Disarm (4 Energy) would come to a total of 7 Energy. Damaging maneuvers cannot be combined with combat maneuvers with an Effect (such as Break or Paralyze). Maneuvers that affect the player using them, such as Mental Purge, cannot be combined with offensive maneuvers. Combat Maneuvers cannot be combined with themselves to increase their effect. (For example, you cannot combine Knockdown with Knockdown to make a longer duration Knockdown.) No more than three maneuvers can be combined into a single maneuver. The Effects from combined maneuvers trigger simultaneously, not in the sequence they are called.

Damage enhancing combat maneuvers do not stack with each other (as per the stacking rules earlier in this book) unless otherwise specified within the maneuver. Thus, Aim would not stack with Power Attack or Focused Attacks. This applies to multipliers such as Backstab as well. Instant beneficial abilities cannot be combined with durational beneficial abilities to increase their duration. For example, you cannot combine Wall of Steel with Evade to provide five minutes of Evades. Maneuvers that improve other maneuvers, such as Enhance Maneuver, are only applied to one part of the combined maneuver not each individual part. For example, when combining Knockdown, Knockback, and Enhance Maneuver, Enhance Maneuver would only improve Knockdown or Knockback at your choice, not both.

(Projectile) - Maneuvers denoted with (Projectile) may only be used with projectile or ranged weapons. Effect Type - Combat Maneuvers are assumed to be Physical damage unless noted. Experience Cost Each individual maneuver costs Experience Points (XP) to purchase. You do not purchase entire trees of maneuvers at a time; all maneuvers must be purchased separately. Effect Level Benefits - Most maneuvers gain benefits from Effect Levels as described at the beginning of this chapter. Most abilities that add a Carrier Effect, such as Pierce, Strike, or Vorpal do not gain any benefit from Effect Levels. Evade also does not gain any benefit from Effect Levels. Cleave and Backstab gain 2 extra points of damage per Effect Level. Rank 1 - 3 Experience each No prerequisite Ran Maneuve Duratio Description k r n Knock Back forces the target to back 10 feet. The player must hit the target and call Knock Back 10 Feet. The target can still defend when knocked back. Knock 1 Instant Back Increasing the Effect Level of this ability increases the distance of the Knock Back by 10 Feet per bonus Effect Level. Balance allows a player to resist a knockdown or knock back. A player could also use this skill for miscellaneous in-game situations and for RP purposes. Balance may not 1 Balance Instant be used to bypass physical challenges. Call Resist. This ability gains no benefit from Effect Level increases.

Loosen Bonds

Instant

Loosen Bonds allows a character to break out of tied ropes, nets or other non-magical bonds in 30 seconds if focused (they may only speak). This ability gains no benefit from Effect Level increases. Stand still and call Aiming 1, Aiming 2, Aiming 3 to increase the damage of the next projectile or thrown physical attack by 1 point. This may be repeated for a maximum of +3 damage. The strike must be delivered within 5 seconds of finishing the last aiming call. A person may defend while using this ability, but may not move or attack while aiming or this ability is interrupted. This has no energy cost. Aim can be interrupted with the Interrupt call by striking the player or his or her weapon. This ability gains no benefit from Effect Level increases. You may spend five seconds role-playing repairing a piece of armor to restore one point of damage. You may only use this ability on any given player once every five minutes. Call Restore 1 Armor.

Aim

5 Seconds

Spit Polish

5 Seconds

Rank 2 6 Experience each No prerequisite Ran Maneuve Duration Description k r Evaluate allows one to either determine the quality of an opponents weapon or shield and any obvious special qualities it might possess, or force the target to inform the player about their total Armor Points. CallEvaluate Weapon/Shield/Armor Value. You may also use this call 2 Evaluate Instant to attempt to sense a monster's weakness. The call is Evaluate Greatest Weakness. This may be Resisted, but not Evaded. This ability gains no benefit from Effect Level increases. Allows the character to call +1 damage with a single attack. The call for this attack is Power Attack (number). This is a courtesy to show the target that you are using the Power Attack skill, so that they can role-play being hit harder than normal, and so that they know you are using a special ability. Effect Level increases improve the amount of damage dealt by this attack by 1 point per bonus Effect Level.

Power Attack

Instant

Ran k

Maneuve r

Duration

Description When striking the target, call Slow 5 Minutes. This forces them to walk slowly, but they are still allowed to fight at full speed. Increasing the Effect Level of this ability improves the duration 5 minutes per bonus Effect Level. While under the effects of the Paralyze, Compel, or Fear Effect, you may effectively shut down and restart your brain and body. The Effect immediately ends, but you must fall unconscious for 30 seconds. Call Subdue Self, 30 Seconds. This ability gains no benefit from Effect Level increases.

Hamstring

5 Minutes

Mental Purge

30 Seconds

Rank 3 9 Experience each Requires 9 XP already spent on maneuvers Ran Maneuve Duration Description k r Knockdown knocks the target down for 5 seconds. The Knockdow 5 3 target can still defend when knocked down. Call n Seconds Knockdown 5 Seconds. Steady Footing allows the player to resist all Knockdown and Knockback abilities for 30 seconds. This cannot be combined with any other abilities. This ability cannot be invoked to resist an effect already in effect. Call Steady Footing, 30 seconds when using Steady 30 this, and Resist when hit with Knockdown or 3 Footing Seconds Knockback. The player may still be affected normally by Knockdown or Knockback if it contains the Vorpal carrier. Increasing the Effect Level of this ability improves the duration 30 seconds per bonus Effect Level. Quick Refit restores 4 Armor Points to a target with 30 seconds of role-playing. Call Restore 4 Armor. 3 Quick Refit Instant Increasing the Effect Level of this ability increases the amount of Armor restored by 1 point per bonus Effect Level.

Ran k

Maneuve r

Duration

Description Hold at Bay prevents a target from coming closer or attacking so long as the players weapon stays visibly focused on the target. The player must be within 5 of the target to perform. The target may flee or defend if attacked. When using, the user can take no other action but speaking. Call Repel Strike. This cannot be combined with damaging abilities or any abilities that an additional call. Increasing the Effect Level of this ability improves the duration by 1 Minute per Effect Level. By focusing on a single target for five seconds without interruption, a person may swing an additional point of damage against that target for five minutes. During this activation time, the person may meditate, stare at the target, or exchange dialogue, but may not use any other abilities. This damage bonus fades if another target is attacked. Call Focused Attacks +1. Focused Attacks does not allow the user to exceed the 3 damage cap. Focused Attacks cannot be combined with other combat maneuvers to grant an additional call, such as Knockdown, Pierce, Cleave, Strike, etc. Increasing the Effect Level of this ability improves the duration by 10 Minutes per Effect Level.

Hold at Bay

1 Minute

Focused Attacks

10 Minutes

Rank 4 12 Experience each Requires 24 XP already spent on maneuvers Ran Maneuv Durati Description k er on When your weapon or shield is struck with the Disarm call, you may use this ability to counter by calling Resist. If you are struck with Disarm Both Hands this 4 Grip Instant protects both hands from being disarmed. This maneuver gains no benefit from Effect Level increases. You may strike a targets weapon or shield with your weapon and call Disarm. The target, if affected, must drop that item. A character who has been disarmed must actually drop the item they cannot pass it to their other hand. This maneuver gains no benefit from Effect Level increases.

Disarm

Instant

Intercept

Instant

Intercept redirects a successful damaging attack from the target to the user. The target must be within weapons range of the fighter and the Intercept must be made within 3 seconds of the hit. This may not be combined with Evade to avoid the effect, but weapon strikes may be taken by Armor. Call Intercept to use this ability. This maneuver gains no benefit from Effect Level increases. Roll With It transfers a wound to another hit location. Must be used within 3 seconds of taking the hit. This cannot be used to transfer a wound to a wounded location. Call Transfer Wound (location). This maneuver gains no benefit from Effect Level increases.

Roll With It

Instant

Rank 5 16 Experience each Requires 50 XP already spent on maneuvers Ran Maneuve Durati Description k r on Disengage allows the player to call Evade an unlimited number of times in the next 5 seconds. An effect which removes Evades will end this effect. Strike or Cleave will still affect the user. A fighter may not take any offensive actions while using this maneuver. 5 5 Disengage Second You must call Disengage, (x) seconds, where (x) is the s duration of this ability, when activating this ability and Evade each time you are struck while under its effects. Effect Level increases improve the duration of this ability by 5 seconds per Effect Level.
Allows the user to hit a target between the shoulder blades and call Strike: Daze 3 Seconds. This attack cannot be evaded. It does not matter if the victim sees the incoming swing, so long as it hits between the shoulder blades cleanly. This maneuver only works in the specified body location, cannot be combined with any other skills or maneuvers, nor moved to another body location. This maneuver gains no benefits from Effect Level increases.

Cheap Shot

Instant

Paralyze Limb

1 Minute

Paralyze Limb renders a struck body location on the target useless for 1 minute. On a successful strike to the limb, the player calls Paralyze Limb 1. Increasing the Effect Level of this ability improves the duration by 1 minute per Effect Level.

Enhance Maneuver can be combined with other maneuvers to increase the Effect Level of one of the other maneuvers by 1. If this is combined into a maneuver with two or more other maneuvers, only a single maneuver gains the benefits of this ability. For example, when combining Knockdown, Knockback, and Enhance Maneuver, Enhance Maneuver would only improve Knockdown or Knockback at your choice, not both. This cannot be combined with Superior Maneuver. Enhance Maneuver gains no benefits from Effect Level increases. You may role-play reinforcing a suit of armor for 30 seconds to increase the armors total Armor Value by 1 point for 10 minutes. Effect Level increases increase both the duration of this ability (by 10 Minutes per Effect Level) and the armor bonus (by 1 point per Effect Level). When an item you are wearing or carrying is struck with the Break call, you may use this ability to call Resist Break and avoid suffering the Break effect. This cannot be used on the Break Limb call; it only can prevent your items from being broken. This maneuver gains no benefit from Effect Level increases.

Enhance Maneuver

Instant

Reinforce Armor

10 Minute s

Resist Break

Instant

Rank 6 20 Experience each Requires 75 XP already spent on maneuvers Ran Maneuv Durati Description k er on Smash is a potent attack which forces the target to drop everything that they are currently carrying. Smash can be resisted with the Grip maneuver. Call Disarm Both 6 Smash Instant Hands. This maneuver gains no benefit from Effect Level increases. Exhaust drains energy from the target on a successful weapon hit. The call Remove 10 Energy is used. 6 Exhaust Instant Increasing the Effect Level of this ability increases the amount of Energy that is removed by 5 points per bonus Effect Level. For example, Exhaust with +2 Effect Levels would have the call, Remove 20 Energy.

Ran k

Maneuv er

Durati on

Description Break causes the target item to be useless until repaired. Call Break when a weapon, shield, item, or suit of armor. A broken weapon can be used to defend. Broken armor does not grant the wearer armor points, however, this the target retains their armor from the Resilience skill if applicable. This maneuver gains no benefit from Effect Level increases. When struck with any offensive ability, use this immediately to cut the numeric effect of that ability in half, rounded down. For example, if struck with Backstab 6, damage is reduced to 3. If hit with Knockdown 10, the effect is reduced to 5. When used on a spell that strikes with several packets at once, resolve the attack as if only half of the packets struck.

Break

Instant

Tenacity

Instant Increasing the Effect Level of this ability allows the numeric effect to be decreased by 1 additional point per Effect Level, to a minimum of 1. Call Tenacity Reduced. Tenacity does not stack with Wall of Steel or any other effect that reduces damage. Duplicate allows the character to copy a maneuver he has just been struck with and use it once, on their next strike. This ability can be used even if Evade or a similar ability was used to avoid actually being struck. The maneuver must be used on the next strike and must be used within 5 minutes. Increasing the Effect Level of this maneuver improves the duration by 1 minute per bonus Effect Level.

Duplicate

Instant

Rank 7 24 Experience each Requires 130 XP already spent on maneuvers Ran Maneuv Duratio Description k er n 7 Pierce Instant Pierce ignores Armor, but can be avoided with the Evade call. The weapon must successfully hit the target for this maneuver to occur. A shield hit with Pierce acts as a limb hit on the shield arm. This cannot be combined with Strike or Cleave. Call (Damage Number) Pierce.

Note that this call bypasses armor and does not damage it. Thus, if the target was wounded by this attack and later healed, his or her armor would remain intact. Against powerful creatures, such as bosses, Pierce typically inflicts 15 points of damage regardless of the damage value of the Pierce call, unless it is Evaded, Nullified, or otherwise stopped. Increasing the Effect Level of Pierce increases the damage of the attack by 1 point per Effect Level. You may add the Strike carrier to your next successful physical attack or combat maneuver. Attacks and maneuvers with the Strike call cannot be Evaded. This cannot be combined with Vorpal or Pierce. 7 Strike Instant Increasing the Effect Level of Strike increases the damage or Effect Level of the attack or maneuver with Strike attached to it. For example, if a player added Strike with 2 bonus Effect Levels to Knock Back 10, it would become Knock Back 30. Superior Maneuver can be combined with other maneuvers to increase the Effect Level of one of the other maneuvers by 2. If this is combined into a maneuver with two or more other maneuvers, only a single maneuver gains the benefits of this ability. For example, when combining Knockdown, Knockback, and Enhance Maneuver, Superior Maneuver would only improve Knockdown or Knockback at your choice, not both. This cannot be combined with the Enhance Maneuver combat maneuver. Superior Maneuver gains no benefit from Effect Level increases. You may add the Vorpal carrier to your next successful physical attack or combat maneuver. Attacks and maneuvers with the Vorpal call cannot be Resisted. This cannot be combined with Strike. 7 Vorpal Instant Increasing the Effect Level of Vorpal increases the damage or Effect Level of the attack or maneuver with Vorpal attached to it. For example, if a player added Strike with 2 bonus Effect Levels to Knock Back 10, it would become Knock Back 30. Remove Technique allows the user to negate a struck targets ability to use one specific game call

Superior Maneuver

Instant

Remove Techniqu

5 Minutes

for 5 minutes. Call Remove (Skill) 5 Minutes. This cannot nullify the abilitys target to deal damage, and cannot nullify the Armor call. Remove Technique can Remove the Evade call, but this ability cannot be combined with the Vorpal or By the Sound of my Voice calls. Similarly, Remove Resist cannot be combined with Strike. e A character may Remove more than one of a targets techniques by using this ability more than once. This is an exception to the normal rule that a character may not be under the effects of multiple versions of the same ability. Effect Level increases improve the duration of this ability by 1 minute per Effect Level.

Rank 8 28 Experience each Requires 175 XP already spent on maneuvers Ran Durati Maneuver Description k on Evade allows a fighter to completely ignore an attack, signaling that their character simply dodged out of the way of the blow. Remove Evade, Sound of Voice casts, Cleaves, Strikes, and traps cannot be evaded with this maneuver. Evade must be called 8 Evade Instant immediately after being hit with a packet or weapon blow. This maneuver gains no benefit from Effect Level increases. You may call Nullify when you are hit by a By the Sound of my Voice or Point Effect spell or ability. This allows you to avoid suffering the damage or Effect of the ability. If it is safe to do so, you should role-play going prone or finding cover from the Sound of Voice ability. This maneuver gains no benefit from Effect Level increases.

Hit the Deck

Instant

Ran k

Maneuver

Durati on

Description You may hit a target between the shoulder blades and call Backstab X, where X is twice your normal attack damage. Backstab cannot be Evaded. It does not matter if the victim sees the incoming swing, so long as it hits between the shoulder blades cleanly.

Backstab

Instant

This maneuver cannot be modified to work on a target other than the back. Damage from a Backstab maneuver cannot be transferred to another hit location with Roll With It or similar abilities. Effect Level increases increase the damage of Backstab by 2 Points per level. This cannot be combined with Pierce. This ability reduces an ability that would affect all of your body locations at once, such as 1 Void All Hit Locations, to only affecting one of your uninjured body locations of your choice. This does not work on abilities that do not target body locations, i.e. Sleep or Compel, but it would work on Paralyze Body. This maneuver gains no benefit from Effect Level increases. You may role-play sharpening or otherwise improving a weapon for 30 seconds to increase the weapons damage by 1 point for 10 Minutes. This damage bonus does not stack with other bonuses from combat maneuvers, such as Focused Attacks or Power Attack.

Fortitude

Instant

Hone Weapon

10 Minute s

Effect Level increases improve the duration of this ability, not the damage bonus. This can be performed on both ranged and melee weapons, but the damage bonus only applies to the specific weapon you improved. This does not increase the wielders melee damage cap in any way.

Rank 9 32 Experience each Requires 230 XP already spent on maneuvers

Ran k

Maneuve r

Duratio n

Description Last Stand allows the fighter to use maneuvers for 1 minute with no energy cost. After this, lose all remaining energy and the use of all maneuvers for 1 hour. Call Reduce Combat Maneuver Cost to 0, 1 Minute. Effect Levels increase the duration of this ability by 10 seconds per Effect Level bonus. After resting for 30 seconds without fighting, running, or performing any other strenuous activity, you may use this ability to regain a single use of the Dexterity or Resistance skill. Every 2 Effect Level increases increase the number of Evades or Resists that you regain by 1. You cannot choose to regain both Evades and Resists with a single use of this skill; you must choose one or the other each time it is used. After using this ability, you must wait at least 30 seconds before using it again. The call is, Self Restore (x) Evades or Self Restore (x) Resists. While Wall of Steel is active, all physical attacks that strike the player have their damage reduced by 1 point. This ability has no effect on attacks with effect types other than physical, i.e. Fire damage or Void damage. If the player is struck for 1, the damage is reduced to 0, and the player may call No Effect. This still works on abilities that deal 1 damage with a carrier effect, such as Vorpal or Pierce. Wall of Steel can only be used by characters wearing Chain Mail or heavier armor. If the armor is reduced to 0 or broken, this ability no longer functions. Wall of Steel can reduce the damage of a Cleave, but it cannot decrease it to 0. Wall of Steel does not stack with Tenacity or any other ability that reduces damage. When using Tenacity while Wall of Steel is active, the more effective of the two maneuvers functions for that individual strike. Effect Level increases improve the duration of this ability by 10 Minutes per Effect Level.

Last Stand

1 Minute

Recover

Instant

Wall of Steel

10 Minutes

Ran k

Maneuve r

Duratio n

Description On a successful melee strike, you may prevent the target from speaking for five minutes. This prevents the casting of any Dominion Sorcery spells unless they are instant or use the Somatic ability. This also prevents normal speech, including speaking for Command abilities. Call Paralyze Voice 5. Effect Level increases improve the duration of this ability by 1 minute per Effect Level.

Silence

5 Minutes

Rank 10 35 Experience each Requires 250 XP already spent on maneuvers Ran Maneuv Duration Description k er You may add the Cleave carrier to your next damaging attack. There is no damage cap on Cleave. Cleave completely ignores the defenses Evade, Resist, Nullify, No Effect, and Reflect. This cannot be combined with any 10 Cleave Instant non-damaging Effect, By the Sound of my Voice, or By the Reach of My Weapon. Increasing the Effect Level of Cleave increases the damage of the attack by 1 point per Effect Level. Mobility allows the player to call Evade an unlimited number of times in the next 30 seconds. An effect which removes Evades will end this effect. Strike or Cleave will still affect the user. A fighter may not take any offensive actions while using this maneuver. 10 Mobility 30 Seconds You must call Mobility, (x) seconds, where (x) is the duration of this ability, when activating this ability and Evade each time you are struck while under its effects. Effect Level increases improve the duration of this ability by 10 seconds per Effect Level. This is an intentional exception to how much Effect Levels normally improve the duration of an ability. Juggernaut gives an incredible amount of strength, increasing the characters Strength Rank by 1 for the duration of this ability. (This Strength bonus is not increased by Effect Level increases.) While using Juggernaut, the user is immune to all types of damage except Cleave. While under the effects of this ability, the player may not use any combat maneuvers

10

Juggerna ut

30 Seconds

Ran k

Maneuv er

Duration

Description other than Knockdown, Knockback, Wall of Steel, Enrage, Tenacity, Fortitude, and Roll With It. Scream out Juggernaut upon using this ability. Effect Level increases improve the duration of this ability by 10 seconds per Effect Level. This is an intentional exception to how much Effect Levels normally improve the duration of an ability.

Combat Techniques
Recommended Lore Skills: Combat Techniques
The following skills are Advanced Combat Techniques. Advanced Combat Techniques work the same as Advanced Combat Disciplines; however, they require training from someone who already knows the Technique. This training requires an expenditure of Time Units between events, as well as role-playing in-game. See the Passage of Time section in the Arbiter System Players Guide for more details. New PCs may start with Combat Techniques without a trainer, provided they spend the appropriate amount of Time Units from their Time Units at character creation. They must also submit a character background that explains how they learned this combat style, and this must be approved by the game design team before the tree can be purchased.
Rank in School Experience Point Cost 1 10 2 20 3 30 4 40 5 50

Champion Whether it is the roar of the crowd in the gladiatorial arena as an enemy falls or defending the honor of one's House, a Champion is driven by each strike, thrust, and parry of the blade in the intricate dance of battle. The tradition of defending another in combat, or fighting on their behalf, dates back to the earliest days of society.
Skill Rank Skill Cost 1 10 2 20 3 30 4 40 5 50

Prerequisites: Rank 1 Guardian or Rank 1 Duelist


Rank Ability Name Duration Description While fighting in a duel as a champion for another character, you may convert your Intercept maneuver into Endure. Endure decreases the Effect Level of an Effect that strikes you by 1, or the damage of an attack by 1, to a minimum of 1. This stacks with Tenacity, but effects and damage still cannot be reduced below 1. This cannot be combined with Wall of Steel. After using the Intercept or Endure maneuver, you deal 1 additional

Champions Valor

Permanent

Champions

Permanent

Fury

point of damage on your next attack. If you have ranks in the Duelist tree, your attack deals 1 additional point of damage per Rank in Duelist instead. This ability does not stack with itself; you cannot save up extra damage from more than one Intercept or Endure. Permanent If you choose to combine the Tenacity maneuver with Intercept or Endure, your Tenacity is increased by 1 Effect Level. If you have ranks in the Guardian tree, you gain 1 Effect Level per Rank in Guardian instead. You may now use the Intercept maneuver against Effects as well as damage. Your Endure maneuver now decreases the damage or Effect Level of the ability striking you by 2, to a minimum of 1.

Skilled Defense

Defender of All

Permanent

Enduring Defense Champions Sacrifice

Permanent

Your Wall of Steel maneuver now functions against any type of damage. At will, you may give up a rank of Resilience, Dexterity or Resistance to increase another person's rank in that skill for the remainder of the combat. You may only grant 1 Rank of each of these skills to any one person at a time.

1 Combat

Combat Disciplines
Combat Disciplines allow a player to ignore some of the normal requirements of combat maneuvers or enhances their effect. There are several different trees that a player can pursue, which are referred to as disciplines. Each discipline has different requirements, explained below. Players may gain the benefits from any number of Disciplines at the same time; their effects stack where appropriate. Disciplines are not considered combat maneuvers for the purpose of determining how many points the player has invested in combat maneuvers. Advanced Combat Techniques work the same as Disciplines; however, they require training from someone who already knows the Technique. This training requires an expenditure of Time Units between events, as well as role-playing in-game. Techniques are listed in the Regional Guides, rather than this rule book, and often have much more specific criteria for how they are used. See the Passage of Time section for more details.

Rank in School Experience Point Cost

1 10

2 20

3 30

4 40

5 50

Assassin Discipline Prerequisites: Balance, 50 SP already spent on maneuvers Ran Name Description k

Dirty Tricks

You may throw a packet for Knockdown 5 or Knockback 10 with no energy cost. This uses the normal 5-second cooldown. If you also possess the Rogue Art Kick Them When Theyre Down the Effect Level of this ability is increased by 1. You may use the maneuvers Loosen Bonds, Hamstring, and Balance without a 5-second cooldown. Your damage-dealing maneuvers all gain +1 extra damage. In the case of Backstab, this damage bonus is doubled normally. The Energy Cost of your Backstab Maneuver is reduced to 0. This benefit only applies if Backstab is not combined with any other maneuvers. Your damage-dealing maneuvers all gain +2 extra damage. In the case of Backstab, this damage bonus is doubled normally. This replaces the damage bonus from Rank 2. Your Evade combat maneuver no longer has a cooldown.

Maneuverability

The Benefits of Skill Adamantine Blades Endless Speed

Berserker Discipline Prerequisites: Knockback, 50 SP already spent on maneuvers


Rank 1 2 3 Name Revel in Destruction Intimidating Shout Unwavering Mind Pain Resistance Description When you successfully disarm or break a weapon or shield using maneuvers or spells you regain 8 Energy. You may expend 4 energy to call, By the Sound of my Voice Fear 10 once per combat. You may expend 6 energy to call Resist on any Compel, Paralyze, or Fear effect regardless of power type. You gain 4 additional points of Armor as long as you have at least 10 Energy remaining. This armor disappears immediately if your Energy is decreased below 10. It is not restored automatically if your Energy is restored, however. While using the Juggernaut ability you are immune to Knockdown, Knockback, and Disarm. You regain 2 energy each time you are struck with any damaging attack, even if that attack is stopped by armor. You do not regain this energy if you use the Evade ability, as this ability represents you not being hit. You do not regain Energy if you are struck in a location that has already been injured or if you suffer no damage from the attack (i.e. from using Juggernaut or Wall of Steel). Similarly, you do not regain Energy if the damage is Nullified, Intercepted, or otherwise redirected.

Berserk

Duelist Discipline Prerequisites: Dual Wield proficiency Ran Name

Description

k 1 Riposte Shield of Blades Whenever you successfully evade or resist a combat maneuver, you gain +1 damage for your next attack within 1 minute. While dual wielding, you gain 1 additional rank of Dexterity. This benefit can only be gained once per combat. When using an offensive combat maneuver with one weapon, you may use the same maneuver immediately with your second weapon without any cool down. You must pay the energy cost each time. While dual wielding, you gain one additional rank of the Resistance skill and one additional Armor Point. This benefit can only be gained once per combat. You may use offensive actions while under the effects of Mobility, but the duration is decreased to 15 seconds and any duration bonuses from other abilities and Effect Levels are halved. You may still choose to use the normal version of Mobility if you would prefer to. Call Blade Dance when using this ability.

Twin Strikes

Aegis of Blades

Blade Dance

Fencer Discipline Prerequisites: Disarm Maneuver, 50 SP already spent on maneuvers Ran Name Description k After successfully disarming an opponent, you may immediately swing a Vorpal Knockback 5 against 1 Steal the Blade them. This can only be executed while using a single melee weapon with nothing in your off hand. You may intentionally drop a weapon or shield to gain the use of a single Evade to be used within the same Sacrifice the 2 combat. You must not pick the weapon or shield back Blade up for five seconds. This ability can only be used once per combat. You may use Steal the Blade with an object in your off hand. Combat 3 Versatility In addition, you now regain 2 Energy any time you successfully Disarm an opponent or Resist a Disarm. When you use the Power Attack maneuver, you may choose to expend 4 additional Energy to add Strike to the call. Focused 4 Precision In addition, you gain one additional rank of the Dexterity skill while using a single melee weapon with nothing in your off hand. 5 Riposte Any time you Resist a combat maneuver you may use

that same maneuver immediately with no Energy cost or cooldown. This extra maneuver can only be used once, and must be used within 5 minutes.

Guardian Discipline Prerequisites: Armor or Resilience Rank 2 Ran Name Description k Using Intercept or Roll With It does not trigger the 51 Perfect Guardian second cooldown on your combat maneuvers. You may use the Tenacity maneuver once per 2 Constitution combat with no energy cost or cooldown even if you do not normally know this maneuver. You gain 3 additional Armor Points as long as you are 3 Inner Strength wearing armor. This benefit can only be gained once per combat. Your Wall of Steel ability lasts for 1 hour instead of 5 minutes. Wall of 4 Adamantine In addition, you gain 1 additional Armor Point above the benefit of Inner Strength. You do not fall unconscious after receiving any number of limb wounds. You are only knocked unconscious by 5 Refusal to Die a torso wound. You begin to bleed to death normally after receiving your third limb wound. Sentinel Discipline Prerequisites: Shield Skill, 50 SP already spent on maneuvers Ran Name Description k While using a shield you gain +1 additional Armor Defensive 1 Point. This benefit can only be gained once per Specialization combat. You may use the Resist Break maneuver without 2 Unbreakable triggering your normal maneuver cooldown. While using a shield you gain +3 additional Armor Points. This benefit can only be gained once per 3 Defensive Mastery combat. This benefit is cumulative with Defensive Specialization. You may use the Grip maneuver with no cooldown or 4 Impervious Grip energy cost. Once per combat, you may call Reflect on a packet 5 Mirrored Shield that strikes your shield. You may use this again if you spend 30 seconds role-playing polishing your shield. Signature Maneuver

Prerequisites: None Effect: Choose a single maneuver from the rules. This maneuver gains the benefits outlined below. You cannot choose Dual, Triple, or similar abilities as a Signature Maneuver. You may only purchase this skill once, ever. A signature maneuver may be changed once every six months. Ran Point Description k Cost The Effect Level of your signature maneuver is 1 5 increased by 1. The energy cost of your signature maneuver is 2 10 decreased by 1. The Effect Level of your signature maneuver is 3 15 increased by a total of 2. The energy cost of your signature maneuver is 4 20 decreased by 2. When you purchase this ability, choose one of the following benefits: -The cooldown of your maneuver is decreased by two seconds. -The Effect Level of your maneuver is increased by 3 5 25 (total). -The Energy cost of your maneuver is decreased by 3 (total) to a minimum of 1. -You may use this maneuver once per combat with no Energy cost or cooldown, even if you are currently in the middle of a cooldown from another ability. Quicker Training Prerequisites: None Effect: You advance more quickly in training at combat maneuvers than a normal combatant, allowing you to purchase advanced maneuvers without as many points invested into lower level maneuvers. This also applies to purchasing Advanced Combat Training as well. Ran k 1 2 Point Cost 5 5 Description The point requirements for purchasing maneuvers are decreased by 20. The point requirements for purchasing maneuvers are decreased by a total of 40. This replaces the lower ranked version. The point requirements for purchasing maneuvers are decreased by a total of 80. This replaces the lower ranked version. The point requirements for purchasing maneuvers are decreased by a total of 120. This replaces the lower ranked version.

10

10

20

The point requirements for purchasing maneuvers are decreased by a total of 200. This replaces the lower ranked version.

Example: With Rank 4 in Quicker Training, you could purchase Rank 8 Combat Maneuvers with only 55 Experience Points (175 120 = 55) spent in lower level combat maneuvers.

Weapon Specializations
Weapon Specializations grant specific advantages to players who choose to use weapons of a certain type. These bonuses only apply to that type of weapon, and any combat maneuvers gained through these specializations can only be used while using that weapon type. Maneuvers gained through Weapon Specializations function the same way as normal Combat Maneuvers for all purposes unless stated otherwise. The Energy cost of combat maneuvers gained through Weapon Specializations is equal to twice the Rank of the Maneuver. Permanent duration skills are always on when the player is using the appropriate weapon type and have no Energy cost. Permanent Weapon Specialization skills still only apply while wielding a weapon of that type.

Rank in School Experience Point Cost

1 10

2 20

3 30

4 40

5 50

Axe Specialization: This skill grants the player additional abilities while using an axe of any size or shape. These can be combined with Two-Handed Weapon Specialization, but not any other Weapon Specialization. Rank Ability Name Break Shield Duratio n Description You may strike a shield and call Break Shield. This cannot be used on other types of equipment, only shields. This is considered a combat maneuver for all purposes and can be combined with other combat maneuvers. Your damage with axes is increased by 1 point. This does not increase your damage cap. Your damage with the Power Attack maneuver when using axes is increased by 1 point, but the Energy cost is increased by 1. You may add the Vorpal carrier to any attack or maneuver with an axe for a cost of 6 Energy. This cannot be combined with Strike or Pierce and follows all the normal restrictions of Vorpal. This is considered a combat maneuver for all purposes. Chop completely removes a targets limb on a

Instant

Hack

Permane nt

Maul

Instant

Chop

Instant

Axe Mastery

Permane nt

successful melee strike. The point at which the strike hits is where the limb is removed; for example, striking at the wrist would remove the hand, not the entire arm. See the severed limbs section under wounds for more details on severed body parts. This cannot be used with ranged weapons. The call is Remove Limb. This cannot be combined with Cleave. Chop does not benefit from Effect Level increases. Your damage with axes is permanently increased by 1 point. Your damage cap on normal attacks with crossbows is increased by 1.

Bow Specialization: This skill grants the player additional abilities while using a bow and arrows of any size or shape. This cannot be used with crossbows. These can be combined with Two-Handed Weapon Specialization, but not any other Weapon Specialization. Rank 1 Ability Name Paralyze Leg Duratio n 10 Seconds Description You may fire an arrow and expend 2 Energy to call, Paralyze Leg 10 Seconds. You may fire an arrow and expend 4 Energy to call, Called Shot <X Effect or Damage> <Y Location>. By default, this deals your normal damage to a specified valid hit location on the target, such as Right Arm or Torso. This is considered a combat maneuver for all purposes and may be combined with other maneuvers normally. Permanently increases your damage with bows by 1 point. Any time you physically miss with an arrow or a target uses the Evade call on your shot, you do not expend Energy on the attack and your combat maneuver cooldown is not triggered. Your damage with bows is permanently increased by 1 point. Your damage cap on normal attacks with crossbows is increased by 1.

Called Shot

Instant

Heavy Pull I Meant To Do That Bow Mastery

Permane nt Permane nt Permane nt

Crossbow Specialization: This skill grants the player additional abilities while using a crossbow. This cannot be used with any other Weapon Specialization. Rank 1 Ability Name Improved Duratio n Permane Description You deal 1 extra damage when using the Aim ability

2 3

Aim Offensive Focus Rapid Shots Perfect Accuracy Crossbow Mastery

nt Permane nt Permane nt Permane nt Permane nt

with a crossbow. The duration on all offensive durational maneuvers used with your crossbow is doubled. When using a crossbow, your combat maneuver cooldown is decreased by 2 seconds, down to a minimum of 1 second. If you use the Strike maneuver with a crossbow, you do not need to pay the energy cost. You must still obey the normal cooldown rules when using this maneuver. Your damage with crossbows is permanently increased by 1 point. Your damage cap on normal attacks with crossbows is increased by 1.

Dagger Specialization: This skill grants the player additional abilities while using a dagger of up to 36 inches in total length. This can be a melee or thrown weapon. These cannot be combined with any other form of Weapon Specialization. Rank 1 Ability Name Dagger Specializatio n Duratio n Permane nt Description Your damage with daggers is increased by 1 point. This does not increase your damage cap. You may strike a target with a dagger and expend 4 Energy to call, Recurring 1 damage every minute for 5 minutes. Effect Level increases increase the damage dealt by this ability each minute, but it gains no benefit from other damage-enhancing abilities. This is considered a combat maneuver and may be combined with other combat maneuvers normally. While using a dagger, you may strike a target and expend 6 Energy to call, 1 Wound. This does not gain any benefit from Effect Level increases, however, it is considered a combat maneuver for all other purposes and may be combined with other combat maneuvers. Your cooldown on all combat maneuvers is decreased by 2 seconds while using daggers, down to a minimum of 1 second. Your damage with daggers is permanently increased by 1 point. Your damage cap on normal attacks with crossbows is increased by 1.

Lacerate

Instant

Hit the Soft Spot

Instant

Dagger Flurry Dagger Mastery

Permane nt Permane nt

Two-Handed Weapon Specialization: Two-Handed Weapon Specialization adds additional bonuses when wielding a weapon of 54 or greater in length, or a longbow (not a crossbow), while there is no weapon or shield in the off hand. The user may wield the weapon with a single hand and retain the use of these abilities

as long as the off-hand is not carrying a weapon or shield. This can be combined with the Weapon Specialization skills for specific types of Two-Handed Weapons, such as swords, axes, maces, or bows. Rank 1 2 Ability Name Offensive Strength Massive Attack Critical Strike Staggering Momentu m TwoHanded Weapon Mastery Duratio n Permane nt Permane nt Permane nt Permane nt Permane nt Description Your damage with Two-Handed Weapons is permanently increased by 1 point. While using a two-handed weapon, you may expend 2 Energy to add the Massive carrier to an attack. This is considered a combat maneuver for all purposes. While wielding a two-handed weapon, your Power Attacks damage is increased by 2 points, but the Energy cost is increased by 2. Your cooldown on all combat maneuvers is decreased by 2 seconds while using two-handed weapons, down to a minimum of 1 second. Your damage with Great Weapons is permanently increased by 1 point. Your damage cap on normal attacks with bladed weapons is increased by 1.

Mace and Hammer Specialization: This skill grants the player additional abilities while using a mace of any size or shape. These can be combined with Two-Handed Weapon Specialization, but not any other Weapon Specialization. Rank 1 Ability Name Smash Duratio n Instant Description Increases your damage with hammers and maces by 1 point. This does not increase your damage cap. You may strike a target and expend 4 Energy to call, Remove (x) Armor, where (x) is equal to twice the damage you would deal with a normal melee attack, including all standard damage bonuses. This is considered a combat maneuver for all purposes and may be combined with damage-enhancing maneuvers such as Power Attack. Any damage bonuses you gain from the Strength skill are doubled, including both passive damage increases and damage bonuses to Power Attack. You may strike a target and expend 8 Energy to call Break Limb. If the target is successfully affected, their limb is broken, per the rules on broken limbs earlier in this rule book. This can be Evaded and Resisted normally. This is considered a combat maneuver for all purposes. Your damage with maces and hammers is

Break Armor

Instant

Heavy Strikes

Permane nt

Break Limb

Instant

Mace and

Permane

Hammer Mastery

nt

permanently increased by 1 point. Your damage cap on normal attacks with crossbows is increased by 1.

Polearm Specialization: This skill grants the player additional abilities while using a polearm of any size or shape. Polearms are defined by being over 60 and having a distinct striking area, such as a blade on the end, that is distinct from the rest of the surface of the weapon. If you are unsure if your weapon qualifies as a polearm, see the Game Design team. These can be combined with Two-Handed Weapon Specialization, but not any other Weapon Specialization. These benefits do not occur when the wielder is using any other weapon. Rank Ability Name Reach Advantage Polearm Specializatio n Versatility Impale Duration Permane nt Permane nt Permane nt Instant Description Your first offensive combat maneuver against each target that you engage per combat does not trigger your cooldown on combat maneuvers. This resets if you cease to attack anyone for 60 seconds. Increases your damage with polearms by 1 point. This does not increase your damage cap. Decreases the Energy cost of the Strike, Pierce, Vorpal, and Cleave maneuvers by 3 while using a polearm. If you strike a target in the torso, you may expend 8 Energy to call Unique Impale (x damage) Pierce, where (x damage) is your normal damage. This can be Evaded, but cannot be Resisted or stopped by armor. The target loses the ability to move, and is pinned in their current position as long as you hold your polearm against their torso. They suffer 2 points of damage to the torso every 5 seconds. (You may call Impale 2 Damage to them every 5 seconds to represent this.) The player can still defend or attack if they can reach you, and this ability is interrupted if your weapon is broken. Your weapon cannot be disarmed while you are impaling a target, but you may withdraw it freely at any time. A player may use the Strength skill to break free from an Impale, but they suffer 8 Cleave damage to the torso if they do so. This damage cannot be transferred to another hit location. This cannot be combined with other combat maneuvers, and cost 8 Energy to perform. This ability does not gain any benefit from Effect

3 4

Polearm Mastery

Permane nt

Level increases. Your damage with polearms is permanently increased by 1 point. Your damage cap on normal attacks with crossbows is increased by 1.

Staff Specialization: This skill grants the player additional abilities while using a staff of any size or shape. These can be combined with Two-Handed Weapon Specialization, but not any other Weapon Specialization. These benefits do not occur when the wielder is using any other weapon. Rank 1 Ability Name Staff Specializatio n Disable Duratio n Permane nt Permane nt Description Increases the Effect Level of your Knockdown and Knockback maneuvers by 1 while using a staff. While using a staff, your Energy cost for the Knockdown, Knockback, and Paralyze Limb maneuvers is reduced to 0. You may expend 6 Energy to add By the Reach of my Weapon to a Knockdown or Knockback maneuver. This is considered a combat maneuver for all purposes. While you are wielding a staff, your Energy cost for all offensive combat maneuvers is decreased by 2. While you are wielding a staff, you may expend 10 Energy to call, By the Reach of my Weapon (x) damage, where (x) is equal to half your normal attack damage, rounded down. This cannot be combined with damage-enhancing combat maneuvers, but it is considered a combat maneuver for all other purposes. This ability has a 30 second cooldown, and also triggers the normal cooldown on combat maneuvers when used. Sword Specialization: This skill grants the player additional abilities while using a sword of any size or shape. These can be combined with Two-Handed Weapon Specialization, but not any other Weapon Specialization. Rank 1 2 Ability Name Improved Disarm Finesse Duratio n Permane nt Instant Description While you are using a sword, your Energy cost for the Disarm maneuver is reduced to 0. You may expend 4 Energy to call Nullify on any spell or maneuver that targets your weapon, such as Disarm or Break.

Reach Advantage Conservation of Force

Instant Permane nt

Whirlwind

Instant

If you physically miss your target with any combat maneuver, or if your target calls Resist or Evade on your maneuver, you may expend 6 Energy to immediately perform that same maneuver again with no cooldown and no additional Energy cost (beyond the 6 Energy for this ability). 3 Feint Instant Call Feint to activate this ability when you miss or the target Evades/Resists, and then call the same ability you used before normally. This cannot be combined with other combat maneuvers. While wielding a sword, your cooldown with all combat maneuvers is decreased by 1 second and your Energy cost for all combat maneuvers is decreased by 1. Your damage with swords is permanently increased by 1 point. Your damage cap on normal attacks with crossbows is increased by 1.

Superior Technique Sword Mastery

Permane nt Permane nt

Unarmed: This skill grants the player additional abilities while fighting with unarmed attacks or unarmed weapons such as kamas, etc. The phys reps for "unarmed" attacks must be under 36" in length. These cannot be combined with any other form of Weapon Specialization. Rank 1 Ability Name Unarmed Specializatio n Focused Strength Unarmed Force Flurry of Blows Duratio n Permane nt Permane nt Permane nt Permane nt Description Your damage with unarmed attacks is increased by 1 point. This does not increase your damage cap. Any damage bonuses you gain from the Strength skill are doubled, including both passive damage increases and damage bonuses to Power Attack. Your damage cap with unarmed attacks is increased by 1 point. Your combat maneuver cooldown is decreased by 2 seconds while using unarmed attacks, down to a minimum of 1 second. When using non-damaging offensive combat maneuvers, you may expend 10 Energy to add 10 Foot Diameter to the call. This affects all targets within 10 feet of the target you strike, not including yourself. This can be Evaded or Resisted normally. This is considered a combat maneuver for all purposes.

2 3 4

Sweep

Instant

Magic
Magic in Solthain is the most highly addictive substance in the known world. As a result of this issue magic is often done by enchanting tools or using gems to channel the power safety without the risk of the caster suffering from the adverse effects. Practitioners who channel their magic straight through themselves, though legal, are considered foolish for taking on such a taboo and outdated method of spell casting. Players that are entering play with magical proficiencies may talk to plot to receive one free enchanted item that allows them to channel safely if they choose to do so. Mana Burn Mana burn occurs when a player uses more energy to cast a spell than they actually have. You may cast a spell for no more than 10 energy to enter mana burn. For example: If a player has 2 energy left and wants to cast a spell that costs 3 energy, they may cast that spell and in return they will receive soul damage equal to the cost that wasn't covered by energy. In this case 1 soul damage.

When a player receives soul damage they immediately go unconscious for a duration in minutes equal to the soul wounds inflicted. Soul wounds prevent energy regen till they are healed. Soul wounds cannot be cured through mundane means, players inflicted with them must undergo Divine or Ritual healing. If a spell is cast when the player has 0 energy, they receive 5 spirit wounds on top of the cost of the spell. Safe Casting In the world of Solthain magic is a highly addictive and dangerous. Many methods are used to negate the adverse effects of spell casting through the use of Gem casting and Enchanting. Divine magic, such as gifts, don't require safe spell casting. Types of Gems Clear: Clear Gems are Focal Gems, these are used to channel magics directly through, regardless of element. Without a Focal Gem magic is channeled directly through the body. Red: Red Gems increase the amount of power behind spells. Orange: Increases Effect level and decreases the cast time of spells. Yellow: Yellow Gems decrease the casting time of spells. Green: Decreases cast time and decreases energy cost of spells. Blue: Blue Gems decrease the energy cost of spells. Purple: Increases Effect level and decreases energy cost of spells.

Dominion Sorcery
Dominions are the raw essence of every element and every concept in creation. Characters who are capable of tapping into these dominions and utilizing their power in the material world are called sorcerers, and the practice is called sorcery. Magic in Solthain is the most highly addictive substance in the known world. As a result of this issue magic is often done by enchanting tools or using gems to channel the power safety without the risk of the caster suffering from the adverse effects. Practitioners who channel their magic straight through themselves, though

legal, are considered foolish for taking on such a taboo and outdated method of spell casting. Players that are entering play with magical proficiencies may talk to plot to receive one free enchanted item that allows them to channel safely if they choose to do so. There are a number of Dominions that are easier to access in the mortal world than others; some believe that this is because the gods have bound these dominions to the land, others believe that the so-called elemental planes from which they originate are cosmologically closer to the world. Whatever the reason, some Dominions are much easier to access than others. These are called Prime Dominions. Only advanced practitioners of sorcery can hope to delve into the secrets of
more advanced powers, which are called the Deep Dominions. Some Deep Dominions are listed in this book; others must be learned about and researched in-game.

Spells are manifestations of the power of the dominions. The term magic is rarely used
for these; in Mythralis, magic refers to parlor tricks and sleight of hand, whereas true sorcery is the successful use of supernatural power.

Casting spells has a cost on the casters body; this cost is related to the Dominion the caster is drawing upon. The caster is powering a part of the spell with their own body this is represented in game mechanics with Energy, but for role-playing purposes, the toll each Dominion takes on the body is distinct. For example, the Dominion of Fire draws upon the bodys heat in order to power spells. A Dominion of Fire caster is temporarily decreasing their body temperature every time they cast a spell; in extreme cases, this can be deadly. The Dominion of Water, on the other hand, draws water straight from the caster, causing dehydration. More powerful spells cause a more extreme the toll on the body. See Lore Advanced Sorcery for more information on this subject. (This lore has several pre-requisites, however.)

Mana Burn Mana burn occurs when a player uses more energy to cast a spell than they actually have. You may cast a spell for no more than 10 energy to enter mana burn. For example: If a player has 2 energy left and wants to cast a spell that costs 3 energy, they may cast that spell and in return they will receive soul damage equal to the cost that wasn't covered by energy. In this case 1 soul damage.

When a player receives soul damage they immediately go unconscious for a duration in minutes equal to the soul wounds inflicted. Soul wounds prevent energy regen till they are healed. Soul wounds cannot be cured through mundane means, players inflicted with them must undergo Divine or Ritual healing. If a spell is cast when the player has 0 energy, they receive 5 spirit wounds on top of the cost of the spell.

Dominion Keys (or just Keys) are fragments of spells that cannot be cast on their own. These keys can be used to augment other spells when used in spell research. A new spell may be created by taking a basic spell in the rule book and adding up to two Keys to it. Gifts are powers granted to the followers of the gods that have grown strong in the use of their deitys dominions. These gifts vary wildly from deity-to-deity and often have heavy costs, but offer tremendous power.

Auras are persistent effects that have created a visible aura of power around the target. A person may have only one aura active at a time, indicated by holding a red flag,
although this hand may be used normally while holding the flag.

Calls are used to inform others of the effect a component or spell has. For example: The
Sleep component, which causes the target to slumber if successful, has the call of Sleep. Some component calls have words in parenthesis that should be replaced by the relevant item or descriptor when casting. If the spell does not include duration and one is needed, assume 5 minutes.

Effect Types have no special effects on normal players. For example, 2 Fire has the same effect on a normal PC as 2 damage of any other type. Certain PCs or NPCs may be more or less vulnerable to specific types of damage due to their own strengths or vulnerabilities. Both damaging attacks and Effects can have effect types, but they are more frequently associated with damage. An example of an Effect with an Effect Type would be 1 Poison Wound. This would indicate that the attack was dealing 1 Wound and that it was of the Poison Effect Type. This is relevant because certain characters might be resistant, immune, or vulnerable to specific types of Effects.
Identifying Spells: Players may identify a spell (including the Dominion of the spell and any Keys used) that has just been cast with if they possess Lore Sorcery (there may be exceptions). Players who do not have Lore - Sorcery can see the visual effects of spells that are being cast, but will not know the specific name of the spell, the Dominion it belongs to, etc. Any character that is affected by a damaging spell is aware of the Effect Type they have just been hit with. For example, if Rondar is hit with a Fire spell, his character can tell that it was a fire spell. Characters are not aware of the Effect Type of non-damaging spells that hit them unless they have the Lore Sorcery skill.

Spell Casting
The following steps are used when casting a spell:

Speak a five-second incant (this can be modified by certain abilities). This incant can be anything. Some abilities can decrease this, but never to below 1 second. Spend the required amount of energy to cast the component or spell. Touch or hit the target with a thrown packet just after finishing the incant. Magical spells will only effect the body location (right arm, left arm, left leg, right leg, or torso) that the packet hits, unless the target component is included.

State the call of the component or spell as the packet is released. Note: A caster can move while casting, but the caster must have one free hand (it cannot
be bound, wounded, or holding an object). The spell is lost if the caster is interrupted, injured, or bound while casting, but the caster retains the energy cost. Interrupting a spell requires a weapon touch and the call Interrupt.

Creating New Spells

Players may attempt to create spells that are not listed in this guide. These spells can be more powerful versions of existing spells, combinations of two or more spells, or entirely new spells of your own design. The simplest way to create a new spell is to take an existing spell and add up to two Keys to it. Keys are gained automatically by purchasing ranks in a Dominion, just like spells, but they cannot be cast on their own. Each Key has certain restrictions on what spells it can be added to. When adding a Key to a spell, the Rank of the Key is added to the energy cost of the spell. Players may also attempt to research new basic spells similar to the ones in the rules or new Keys. If you have an idea for a new basic spell or Key, e-mail a GM with your request to discuss it. Players may begin play with researched spells if they expend some of their starting 20 Time Units for this purpose. See the Passage of Time section for details. Spell Recipes should be submitted to GM in a format similar to the template below.

Spell: (name your spell) Energy Cost: (the total energy cost of the spell) Casting Time: (x seconds) Spells and Keys Used: (list any spells and keys used) Description: (describe the end result you are looking for)
Examples: Travis the Orcslayer has Rank 3 in the Sight Dominion and Rank 1 in the Sound Dominion. Normally, the illusions in the Sight dominion are soundless, so he requests a spell to create a more convincing illusion. The Game Design Team decides after talking to Travis that what hes looking for is a more powerful version of Major Image that also includes sound. He adds decides to take the Major Image spell (Sight 3) and add the Sound Key (Sound 1). The final spell is called Superior Image, and it works exactly like Major Image, but also makes convicting sounds. The cost is 4 Energy (3 + 1). Lucien is a Lorekeeper of Eratar, the God of Air. He has mastered the Air and Lightning dominions, but seeks a way to increase his versatility in battle. He decides he needs to be able to deal damage of a different element and chooses Light, but he prefers the rapidcasting Lightning spells hes used to. He decides to research a spell to rapidly hurl bolts of light, similar to his Chain Lightning spell. He combines the Chain Key with the Light Bolt spell. The result is a spell that functions exactly like Chain Lightning, but deals 1 Light, Remove 1 Resist damage instead. The energy cost is 12 (2 for Light Bolt, 10 for the Chain Key).

Olaf is a powerful mage with Rank 5 in the Fire Dominion. He decides that Fiery Lance just doesnt have enough firepower for him anymore, so he wants a spell thats even stronger. He submits to the game design team that he wants his spell to deal damage as well as light his target on fire, causing more damage over time. After discussion with Olaf, the game design team decides the spells effect will be 4 Fire, Recurring 1 Fire every 1 Minute. Olaf must then explain that the target takes 1 Fire damage every minute until they role-play putting out the fire for at least fifteen uninterrupted seconds. The finished spell is called Ignite. Since the spell is significantly more powerful than Fiery Lance, the design team decides that the spell will costs 10 Energy to cast. Darious is a Paladin of Lysandri. In order to achieve one of his quests, he must seek out a broken relic on an island out at sea. To expedite this voyage, he decides he wants to research an entirely new spell to walk on Water. Darious only has Rank 1 in the Water Dominion. The Design Team decides that Walk on Water would be a Rank 3 spell, so Darious needs to take some time to gain in experience before he will be ready to learn it. Notes: -Damage dealing spells without Keys should never have a base damage above 4. This number can be increased with Keys or Effect Level increases, however. -Spells that increase damage for a duration longer than one attack cannot increase this number by more than 1 without Keys or Effect Level increases. Damaging enhancing spells to not stack with each other (but do stack with Gifts, Maneuvers, and items). -Spells that increase character skills cannot increase the rank of these skills by more than 2 without Keys. Players may not benefit from more than one skill-increasing spell at a time. -Spells that increase armor cannot increase or restore this number by more than 2 without Keys or Effect Level increases. -Advanced healing spells will retain the cost multiplication disadvantage of Touch of Life. -The same Key can be added to a spell more than once. -No spell can Grant a target more than three uses of the Nullify call. This even applies to Cooperative Spells. Thus, a player could research a new spell without any Keys that deals "4 Light" damage, but not a spell without Keys that deals "5 Fire" damage. If the player wanted a spell that deals "5 Fire" damage, he or she could take the Fiery Lance spell and add the Incinerating Key.

Learning Existing Spells To learn a spell created by another caster, one must have access to the spell, either through a scroll or with the assistance from someone who knows the spell. In additions to ones own research, one may learn any number of spells from another player or spell book. When learning a spell from another player, the player who is learning must submit an e-mail record to a GM. This is subject to potential auditing at a later time. In order to be able to cast a spell, one must have the appropriate prerequisite skills. Prime Dominions
Prime Dominions are the most basic of sorcery, but still difficult to grasp. Even the most basic of spells require a significant investment of time and a level of inherent talent. The Arcanum University in Idysia is the largest center of magical knowledge and research in the world in Sol'Mear.

The energy cost of a Prime Dominion spell is equal to the rank of the spell.

Rank in Dominion Experience Point Cost

1 15

2 15

3 15

4 15

5 15

Recommended Lore Skills: Sorcery, Planar Lore, Dominion (Specific)


The Dominion of Fire
Rank 0 1 1 Name Kindle Fire Key Fire Bolt Call Create Fire n/a 2 Fire Create Brand Duration Instant n/a Instant Description Creates a tiny, non-damaging flame. This is sufficient to light a campfire or a torch. Changes the Effect Type of a spell to Fire. When used with non-damaging spells, the effect of this Key varies. You may hurl a single packet and call 2 Fire damage. You may place a magical brand on the target. This brand is normally permanent, but it may be removed with magical healing or any spell that removes magical effects. The brand itself is a symbol of your design, and other spells may be used to access your brand in different ways. Objects may be branded; however, magical objects may be resistant to this spell or be damaged by it. There is no limit to the number of brands you may have at any given time. 3 3 4 Incinerating Key Incinerate Inferno n/a 3 Fire By The Sound of my Voice 1 Fire n/a 5 Inferno Key n/a n/a Instant Instant Increases the damage of a spell by 1 point. You may hurl a single packet and call 3 Fire damage. You may call, By the Sound of my Voice 1 Fire. This spell has a 10 second base casting time. If any keys are added to this spell, the total cost is tripled. This multiplier is added after all other calculations. Adds By the Sound of my Voice to a damage-dealing spell. This cannot be combined with any spell that does not deal damage. This cannot be combined with Pierce or Cleave. This increases the casting time of the spell by 5 seconds. All spells with this key have their Energy cost tripled. This multiplier is added after all other calculations. 5 Fiery Lance 4 Fire Instant You may hurl a single packet and call 4 Fire damage.

Brand

Special

The Dominion of Water


Rank 0 1 1 Name Create Water Water Key Breath of Water Call Create Water n/a Unique Breath of Water 2 Water or Knockdown 10 n/a Duration Instant n/a 10 Minutes Description You may create up to 1 gallon of water. Once created, this water is non-magical in nature. Changes the Effect Type of a spell to Water. When used with non-damaging spells, the effect of this Key varies. You gain the ability to breathe normally in any environment for 10 minutes. You may hurl a single packet for either 2 Water or Knockdown 10. Adds Remove Disease or Remove Poison to a spell.

2 3

Water Bolt Purity Key

Instant n/a

Purify

Remove Poison and Disease Grant 2 Nullify Damage

Instant

You may remove all poisons, diseases, and other toxins from up to 1 gallon of liquid. Alternatively, you may touch a target and call Remove Poison or Remove Disease. Your target is surrounded by an aura of water that diminishes the strength of attacks. The target may call Nullify on the next two damaging attacks that strike them. This cannot Nullify any attack that contains the Cleave or Vorpal call. When added to a spell, this allows you to throw up to three packets of that spell. You may hurl up to 3 packets for 2 Water damage.

Armor of Water

10 Minutes

5 5

Flood Key Flood

n/a 2 Water

n/a Instant

The Dominion of Air


Rank 0 1 1 Name Breeze Air Key Wind Call Unique Breeze n/a Unique Message Knockdown 10 or Knockback 20 n/a Grant Flight 10 Minutes 2 Air or Knockback 20 n/a 5 Hurricane Key n/a Duration Instant n/a Instant Description You may create a slight breeze that can move an object up to 10 pounds a short distance, extinguish a flame, etc. Changes the Effect Type of a spell to Air. When used with non-damaging spells, the effect of this Key varies. You may send a single message of up to 30 seconds in length to a target within 5 miles whom you have already met. You may hurl a single packet for Knockdown 10 or Knockback 20. Adds the ability to fly for 10 minutes to a spell. You may grant the ability to fly, as per the flight rules, to a single creature for a duration of ten minutes. This cannot be used on inanimate objects. For the next 10 minutes, as long as you stand still in one location, you may hurl as many packets as you want (one at a time) for 2 Air or Knockback 20. Adds By the Sound of my Voice to a non-damaging spell. This cannot be combined with damaging spells. This cannot be combined with Vorpal or Cleave. This increases the casting time of the spell by 5 seconds. All spells with this key have their Energy cost tripled. This multiplier is added after all other calculations. By the Sound of My Voice Knockback 30 You may call By the Sound of My Voice, Knockback 30. This spell has a 10 second base casting time. 1 Minute If any keys are added to this spell, the total cost is tripled. This multiplier is added after all other calculations.

2 3 3

Gale Flight Key Flight

Instant n/a 10 Minutes

Tornado

10 Minutes

Hurricane

The Dominion of Earth


Rank Name Call Duration Description You may create up to a one foot square of raw stone, wood, or dirt. This is Quality 0 material and cannot be enhanced beyond Quality 0. 0 Create Earth Create Earth Instant Players with the ability to craft Q1 versions without a special recipe. used for their basic functions at discretion; however, they have no sold. items can create Q0 These items can be the design teams value and cannot be

Earth Key

n/a

n/a

Changes the Effect Type of a spell to Earth. When used with non-damaging spells, the effect of this Key varies.

1 2

Harden Skin Earthen Bolt

Enhance Armor 1 2 Earth or Remove 4 Armor n/a Enhance Unarmed Damage 1, 10 Minutes Grant 1 Strength, 10 Minutes

10 Minutes Instant

The targets skin hardens into a rocklike material. The target gains one additional Armor Point. You may hurl a single packet and call, 2 Earth or Remove 4 Armor. When added to a spell, this spell now augments unarmed attacks in some way determined based on the spell it is linked to. Typically, this enhancement for 10 minutes.

Fist Key

n/a

Fists of Earth

10 Minutes

Your target gains +1 damage with unarmed attacks for 10 minutes or their Rank in the Strength skill is increased by 1 for 10 minutes. Effect Level increases increase the duration of this skill, not the amount enhanced.

4 5

Shatter Earthquake Key

Break n/a By the Sound of My Voice, Knockdown 15

Instant n/a

You may hurl a single packet and call Break. Adds Knockdown 15 to a spell. If this is a damaging spell, this effect must be thrown as a separate packet. You may call By the Sound of My Voice, Knockdown 15. This spell has a 10 second base casting time.

Earthquake

Instant

If any keys are added to this spell, the total cost is tripled. This multiplier is added after all other calculations.

The Dominion of Life


Rank Name Call Identify Negative Effects Duration Description You may touch a target and sense any injuries or maladies they are suffering from. Note that while poisons and diseases may be detected, compulsion and curses may not. You may determine the specific type of nonmagical poisons and diseases; however, you cannot identify magical poisons or diseases. Changes the Effect Type of a spell to Life. When used with non-damaging spells, the effect of this Key varies. You may touch a target and instantly clot a single one of their wounds. The caster may transfer any negative effect on another character to any other willing recipient. This requires a five second cast and the caster must touch both targets with a packet. Allows you to transfer something other than negative effects when added to a spell. You may mentally communicate with any willing living creature for up to 10 minutes. During this time both characters may not move or speak to any other character; they are effectively in a meditative state. Any damage to either target will end this effect. You restore up to 2 Armor to the target. Allows you to restore something related to the spell this is linked to. You may touch a wound to heal it immediately. If the target is not wounded, this restores 1 Armor instead. This spells energy cost increases by 5 (modified by energy cost decreases/increases) each time it is cast until the caster does not cast it for at least one hour.

Diagnose Condition

Instant

1 1

Life Key Clot

n/a Seal 1 Wound Transfer (negative effect) n/a Unique Commune 10 Minutes

n/a Instant

Transfer

Instant

Transfer Key

n/a

Commune

10 Minutes

4 5

Restore Strength Restorative Key

Restore 2 Armor n/a Heal 1

Instant n/a

Touch of Life

Instant

The Dominion of Death Note: Any use of the Dominion of Death is illegal in the cities of Aayara, Valeria, and most other major cities. Punishments vary by city.
Rank Name Harvest Essence Duration Call Restore 1 Energy Description Allows the caster to gather some of the essence of a dead creature to regain 1 energy. This may only be done once per dead creature. The caster may not gain more than half of their energy in this way in a single hour. This does not cost energy to use. Changes the Effect Type of a spell to Necrotic. When used with non-damaging spells, the effect of this Key varies. This spell highlights all dead targets in the casters field of vision. This allows the caster to see targets that are under the effects of illusions or alchemy to fake death, as well as detect if a creature is undead.

Instant

Death Key

n/a

n/a

Sense Death 1 Sense Death 10 Minutes Necrotic Compel Dead Answer One Question n/a Necrotic Compel Undead (Three Word Command) Necrotic Remove 1 Armor 4 Drain Life Instant

Speak With Dead

Instant

The caster may ask a dead body one yes or no question.

Corpse Key

n/a

Allows you to augment a specific spell to function specifically on the dead. Hurl a packet and call Necrotic Compel Undead: X with a three word command on a successful packet strike. You may hurl a packet and call Necrotic Remove 1 Armor. If this spell is not dodged, evaded, or otherwise avoided, you gain 1 Armor that lasts for 5 minutes. This effect is cumulative, and the five minute duration resets each time you drain an additional Armor Point. If you are wounded, you may heal one of your wounds instead of gaining the 1 Armor. You still gain this Resilience if the spell is resisted. Allows you to offensively transfer something related to the spell this is linked to. Create Undead permanently raises a corpse as a sentient undead. This creature is not guaranteed to serve the caster. The undead creature retains all of its abilities from life, but suffers the vulnerabilities of undead.

Command Undead

5 Minutes

Drain Key

n/a

n/a Create Undead

Create Undead

Permanent

The Dominion of Light


Rank 0 1 1 2 Name Light Light Key Cauterize Light Bolt Duration Instant n/a Instant Instant Call Create Light n/a Seal 1 Wound 2 Light or Remove 1 Description You create a small source of light (i.e. a flashlight or lantern). This may not be used offensively. Changes the Effect Type of a spell to Light. When used with non-damaging spells, the effect of this Key varies. You use a focused beam of light energy to cauterize a wound. This clots a wound, but it is extremely painful to the target. You may hurl a single packet for 2 Light or Remove 1 Resist.

Resist 3 Blinding Key Instant n/a Adds Remove Vision, 30 Seconds to a spell. If the spell was a damaging spell, this must be thrown as a separate packet. This has the same restrictions as Blinding Light. You may hurl a single packet for Remove Vision, 30 Seconds. The target must role-play being blind (do not actually fight blindly) and cannot take offensive actions for 30 seconds. You may hurl a single packet for 3 Light or Remove 2 Resists. You may change the spell into an effect that is triggered when the target is struck. This aura may be triggered to work on either the target or the attacker, but this must be designated when the spell is created. The aura lasts 1 hour or until discharged, whichever is sooner. Targets may only have one aura at a time. This requires a red flag. You may place an aura around the target that lasts for one hour or until the target is struck, whichever is sooner. When the target is struck, he or she may call "Aura - 3 Light" on the attacker. This ability requires a red flag.

Blinding Light

Instant

Remove Vision 30 Seconds 3 Light or Remove 2 Resists n/a

Searing Light

Instant

Aura Key

1 Hour

Aura of Light

1 Hour

Aura 3 Light

The Dominion of Shadow


Rank 0 1 Name Darkness Shadow Key Duration Instant n/a Call Create Darkness n/a Description You may hurl a packet to extinguish any light source up to the size of a bonfire. Changes the Effect Type of a spell to Shadow. When used with non-damaging spells, the effect of this Key varies. You may hurl a packet and call Remove 4 Energy. If this spell is not physically dodged, evaded, or otherwise avoided you gain 4 Energy. You still gain this energy if the spell is resisted. Targets with no energy remaining should call No Effect, however, NPCs with an unspecificied amount of energy for abilities should not call this and are considered affected by this ability. You do not regain Energy if the target calls No Effect. Each Effect Level increases the amount of Energy drained by this spell by 1 point. 2 3 Shadow Bolt Obfuscation Key Instant n/a 2 Shadow or Remove 1 Evade n/a Grant Invisibility 1 Minute, Grant Resistance to Sound of Voice You may hurl a single packet for 2 Shadow" or a packet for "Remove 1 Evade. Adds 1 minute of invisibility to a non-damaging spell. Your target becomes invisible for 1 minute. In addition, the target retains invisibility and may call Resist on any area-of-effect abilities that would normally affect him or her. You cannot attack, defend, or cast spells while invisible, but you may run. If you are attacked while invisible, you may break your invisibility to defend yourself immediately. Your target must wait 5 seconds before attacking or casting spells after exiting invisibility. This ability requires a black flag or headband. Invisible characters do leave tracks and still make sounds. You may hurl a single packet for 3 Shadow" or a packet for "Remove 2 Evades.

Remove 4 Energy

Fatigue

Instant

Cloak of Shadows

1 Minute

Shadow Wave

Instant

3 Shadow or Remove 2 Evades

n/a 5 Fatigue Key n/a Remove Breath 1 Minute

Changes the nature of a spell to remove something from the target based on the nature of the base spell. For example, an armor increasing spell would become a remove armor spell. You may hurl a packet and call Remove Breath - 1 Minute. The target must role-play difficulty with breathing for the next minute and must move and fight at half speed or less. The target cannot cast Dominion Sorcery spells (unless they have the Somatic skill), use Performance skills, or use Command skills while under this effect. A character subjected to this spell twice in immediate succession will fall unconscious after the second minute unless they are assisted with breathing. Unconscious characters remain unconscious for one minute, or they can be awakened with a three-count. Targets under the effect of Breath of Water are not affected by this spell.

Choking Shadow

Instant

The Dominion of Knowledge


Rank 0 Name Analyze Knowledge Key Memory Duration Instant Call Unique Analyze Description You may use this spell to attempt to analyze something you do not clearly understand, such as an object, a concept, or a language. See the design team. This will not always work. Tweaks a spell in a way thematically linked to Knowledge. There is no Knowledge Effect Type. You may remember the next 10 minutes that occur perfectly at any time. When casting this spell, the caster must choose either: Fear, Paralysis, Compel, or Memory. The caster may remove a single effect of the chosen type from a target. When linked to a spell, this allows you to identify something other than items or enchanted targets. This will tell you one property of an enchanted item or a target that is under the effects of a spell. You are able to detect illusions for up to 10 minutes. This allows you to see characters that are invisible through sorcerous means. When linked to a spell, this allows you to detect something for five minutes. You gain a deep epiphany on one specific subject. This works essentially the same way as the Problem Solver ability. Using this ability more than once per hour may cause permanent cognitive damage to your character.

1 1

n/a 10 Minutes

n/a Grant Memory 10 Minutes Remove 1 (Fear, Paralysis, Compel, or Memory) n/a Identify Magic Sense Illusion 10 Minutes n/a Unique Endless Knowledge

Restore Mind

Instant

3 3 4 5

Identification Key Identify Detect Illusion Detection Key Endless Knowledge

n/a Instant 10 Minutes n/a

Instant

The Dominion of Deception Note: All creatures under the effects of an illusion or illusionary creatures require a green flag.
Rank 0 1 Name Sleight of Hand Deception Key Duration Instant n/a Call n/a n/a Description Creates a small magical illusion, such as a flash of light or a card trick. Tweaks a spell in a way thematically linked to Deception. There is no Deception Effect Type.

Create Image 1 Create Image 10 Minutes

Creates a basic illusion that can move a short distance in a pre-set path, but does not generate sound. This illusion is not intelligent and cannot interact with anyone. For example, this could be used to create the illusion of someone running in a certain direction down a path. The illusion is created at the location of a packet or brand. Your target gains 1 Evade which must be used within the next 10 Minutes. This adds the No Effect call to a spell. In essence, this allows you to produce something that looks like an effect but actually does nothing. This component *decreases* the cost of a spell to 1 point. You may hurl a single packet and call Compel (three word command) 10 Seconds. This spell grants the target the ability to call Resist on one ability with the Sense, Identify, or Evaluate call within the next 10 minutes. When a player with a persistent ability, such as True Sight, attempts to look at the target of this ability, the Effect Level and Ranks of the abilities are compared to determine which Effect is stronger; see the Game Design team to resolve this. Obscures a specific quality tied to this key for 10 minutes. When a player with a persistent ability, such as True Sight, attempts to look at the target of this ability, the Effect Level and ranks of the abilities are compared to determine which Effect is stronger; see the Game Design team to resolve this. You may create a convincing illusions of objects, creatures, etc. that would total no more than 1000 pounds if they were real. These illusions can interact with others , but do not generate sound. If attacked, all images fade out of existence instantly. If cast more than once in an hour, the Energy cost doubles until the caster has not cast this spell for an hour.

Displacement

10 Minute

Grant 1 Evade, 10 Minutes n/a

Illusion Key

n/a Compel (three word command) 10 Seconds Grant Nondetection 10 Minutes

Trickery

10 Seconds

Nondetection

10 Minutes

Nondetection Key

10 Minutes or based on spell n/a

Create Hallucination 5 Hallucination 10 Minutes

The Dominion of Motion


Rank Name Duration Call Enhance 1 Physical Action Description You may slightly enhance a single physical act performed by the target in the next 5 minutes. This is not as extreme as a Feat of Strength, but it may allow something that is just slightly beyond a characters normal physical capabilities. Changes the Effect Type of a spell to Force. When used with non-damaging spells, the effect of this Key varies. You may throw a packet and call, Slow 1 Minute. Your target gains 1 Rank in the Strength skill for 10 minutes. If this is cast on a target more than once per hour, the target takes a limb wound for each casting until he or she rests for 1 hour. When added to a spell, this decreases the casting time by 1 second. If this is used on a spell with a one second casting time it can eliminate the casting time completely, however, the player must still meet all the other normal requirements to cast it (i.e. hands free, etc).

Tweak

5 Minutes

1 1

Force Key Slow Augment Strength

n/a 1 Minute

n/a Slow 1 Minute Grant 1 Strength

10 Minutes

n/a 3 Haste Key n/a

Haste

10 Minutes

Grant Evade Maneuver 10 Minutes

You may touch a target and call Grant Evade Maneuver 10 Minutes. The target may then use the Evade combat maneuver for the next 10 Minutes as if he or she normally possessed that maneuver. If the target already possesses the Evade combat maneuver, the Energy cost is halved for 10 Minutes. Your target gains +2 damage on one physical attack within the next 10 minutes. When linked to a spell, this increases a skill related to that spell by 1 Rank for 10 minutes. Your target gains 1 Rank in the Dexterity skill for 10 Minutes. The call for this is Enhance Dexterity 1, 10 Minutes.

Burst of Momentum Augmentation Key Prodigious Speed

10 Minutes

Enhance Damage 2 For One Attack n/a Enhance Dexterity 1, 10 Minutes

5 5

10 Minutes 10 Minutes

The Dominion of Stability


Rank Name Duration Call Unique Freeze All Effects 0 Stabilize Special Description After casting this spell, all effects and timers on the target are frozen as long as the caster continuously maintains physical contact with the target. For example, this will stop a bleeding target from bleeding to death, or a poisoned victim from suffering further effects from the poison. This does not stop the timer for resurrection for a dead player; however, a more advanced version of this spell may be able to accomplish that effect. Increases the duration of a specified Effect that is already on a target for an additional 30 seconds. Tweaks a spell in a way thematically linked to Stability. There is no Stability Effect Type. Pauses the effect of a specified, currently active Effect (beneficial or detrimental) that is on the target. This ability ceases to function for 10 minutes, and then resumes immediately after the duration of this spell expires. Increases the duration of a spell by 1 Effect Level. Restores a durational spell that is already in effect on a target to its maximum duration, or restores a single use to a spell that provides an effect multiple times (such as multiple hits of Nullify). Decreases the Energy cost of the next ability the target uses within the next 10 minutes by half. This cannot be used to decrease the Energy cost of abilities that restore or transfer Energy. Decreases the Effect Level of the spell by 1, but multiplies the duration by 2. The decrease in Effect Level occurs before the multiplication. Increases the Effect Level of a spell already on a target by 1. This spell can only be used to amplify one spell on any given target at a time, and multiple uses of this spell do not stack.

1 1

Maintain Stability Key

30 Seconds n/a

Maintain (Effect) 30 Seconds n/a 10 Minutes

Freeze Effect

10 Minutes

Preservation Key Preservation

n/a

n/a Restore Duration Or Restore 1 Spell Use Reduce Energy Cost by Half for one spell, 10 minutes n/a

Special

Increase Efficiently Maintenance Key

10 Minutes

n/a Increase (x) Spells Effect by 1

Amplify Effect

Special

Deep Dominions

Deep Dominions are harder to access than Prime Dominions and often require years of study to learn to access, perhaps decades to master. Each Deep Dominion requires some skill in at least one Prime Dominion to access. These prerequisites are listed below. The energy cost of a spell using any Deep Dominion is twice the rank of the spell.
Rank in Dominion Experience Point Cost 1 20 2 20 3 25 4 30 5 30

The Dominion of Sight Prerequisites: Dominion of Deception Rank 1, Dominion of Light Rank 1 Note: All creatures under the effects of an illusion or illusionary creatures require a green flag.
Rank 0 1 1 Name Eagle Eyes Sight Key Dark Vision Critical Analysis Analysis Key Cause Blindness Duration 10 Minutes n/a 10 Minutes Call Enhance Vision 10 n/a Grant Dark Vision 10 Minutes Enhance Damage 2, 1 Ranged Attack n/a Vorpal Remove Vision 1 Minute Grant Vorpal Evaluate 10 Minutes Description Enhances the targets vision for 10 minutes. This may allow the target to see something that is normally too far away to see, too small to read, etc. Tweaks a spell in a way thematically linked to Sight. There is no Sight Effect Type. Allows the target to see in any environment for 10 minutes. Increases the targets damage for a single projectile, thrown weapon, or spell by 2 points. Increases the numeric effect of a non-damaging spell by 1. You may hurl a packet and call Vorpal Remove Vision 1 Minute. The target must role-play being blind (do not actually fight blindly) and cannot take offensive actions for 1 Minute. Grants the target the ability to use the Evaluate combat maneuver as if it was combined with the Vorpal combat maneuver for 10 minutes. Each time this granted maneuver is used, it costs 2 Energy. This maneuver follows the same rules as normal combat maneuvers for all other purposes. Creates an advanced illusion of something tied to this key. Alters the physical appearance of an area up to 20 feet by 20 feet. This is only a visual illusion; for example, if the illusion made a pool of water appear to be flat ground, someone who stepped into the water would still fall into the water. The area of effect of this spell must be marked with green ribbon or flags.

2 3

10 Minutes n/a

1 Minute

Augment Perception

10 Minutes

Hallucination Key

n/a

n/a Create Hallucinatory Terrain

Hallucinatory Terrain

10 Minutes

The Dominion of Sound Prerequisites: Dominion of Deception Rank 1, Dominion of Air Rank 1
Rank 0 Name Ghost Sound Duration 10 Minutes Call Create Ghost Sound Description You create a sound at a remote location within 1 mile which you have been to in the last 24 hours. This can be a sound effect of up to 10 minutes in duration or a voice. If you wish to create a voice with this spell, you

must speak for as long as you wish the voice to last, but the voice at the target location does not need to sound like your own. 1 Sound Key n/a n/a Changes the Effect Type of a spell to Sonic. When used with non-damaging spells, the effect of this Key varies. This spell allows the target to call Nullify on two sound-based Effects, including spells from this tree, command abilities, and songs, that would normally affect them within the next 10 minutes. The Cleave call will penetrate this effect. You may hurl a packet for 2 Sonic or Remove Hearing 30 seconds. This cannot be combined with Strike. If this is combined with By the Sound of My Voice, it no longer includes the Vorpal call. Adds Remove Hearing 1 Minute to a spell. You may hurl a packet and call 4 Sonic or Vorpal Remove Hearing 1 Minute. This cannot be combined with Strike. If this is combined with By the Sound of My Voice, it no longer includes the Vorpal call. You may hurl a packet for Vorpal Sonic Break. This cannot be combined with Strike. If this is combined with By the Sound of My Voice, it no longer includes the Vorpal call. Adds Remove Voice 1 Minute to a spell. You may hurl a packet and call Vorpal Remove Voice 1 minute. This cannot be combined with Strike. If this is combined with By the Sound of My Voice, it no longer includes the Vorpal call.

Sonic Shield

10 Minutes

Grant 2 Nullify Sound

Sonic Bolt

Instant

Vorpal 2 Sonic or Vorpal Remove Hearing 30 Seconds n/a 4 Sonic or Vorpal Remove Hearing 1 Minute Vorpal Sonic Break

Deafening Key

n/a

Deafen

1 Minutes

4 5 5

Dissonance Silence Key Silence

Instant 1 Minutes 1 Minutes

n/a Vorpal Remove Voice 1 Minute

The Dominion of Nature Prerequisites: Dominion of Life Rank 1, Dominion of Earth Rank 1
Rank 1 Name Natures Bond Duration 5 Minutes Call Compel Emotion (Choose An Emotion) 1 Minute n/a 1 2 Nature Key Entangle n/a Instant Paralyze Legs 1 Unique Tree Shift Description Cast this to call Compel Emotion (emotion) 1 Minute on a plant creature on or non-magical animal. These emotions can be overcome during combat. Changes the Effect Type of a spell to Wood. When used with non-damaging spells, the effect of this Key varies. You may hurl a packet and call Paralyze Legs 1 on a successful strike. The caster may touch a tree to instantly transport to another tree within 50 feet. The caster goes out of game as he or she moves from tree to tree. The caster may instantly appear out of the destination tree or may stay hidden inside the tree for up to 10 minutes. Players hidden in a tree with Tree Shift must use a green flag. A successful Remove Positive Effects or Remove All Effects ability on the tree will cause the caster to be forced out. Other living beings cannot transfer with the caster. 3 Tree Key n/a n/a Ties a specific spell to physical contact with a tree.

Tree Shift

10 Minutes

Tree of Life

10 Minutes

Unique Tree of Life

This spell imbues a specific tree with rejuvenating powers. For the next 10 minutes, anyone may touch the tree and have a single wound sealed after 30 seconds or healed completely after 2 minutes. Adds the Vorpal call to a spell. This cannot be combined with Strike or By the Sound of my Voice effects. The caster may hurl a packet and call Remove All Negative Effects.

n/a 5 5 Vorpal Key Return to Nature n/a Instant Remove All Negative Effects

The Dominion of Pestilence Prerequisites: Dominion of Air Rank 1, Dominion of Death Rank 1
Rank 0 1 Name Detect Disease Pestilence Key Duration 10 Minutes n/a Grant 2 Nullify Disease Sense Disease n/a Description You may detect all diseased targets (items, creatures, etc.) within your sight for 10 minutes. Changes the Effect Type of a spell to Disease. When used with non-damaging spells, the effect of this Key varies. Your target may call Nullify on the next two Disease calls that would normally affect them within 10 minutes. This cannot Nullify abilities with the Vorpal or Cleave calls. You may hurl a packet for 3 Disease damage. Increases the Effect Level of any spell that has the Disease Effect Type by 1 for both the purposes of damage and duration (where applicable). You may hurl a packet for Recurring 2 Disease every 30 seconds. This lasts for 5 minutes. Effect level increases normally increase the damage of this spell, not the duration, but the Plague Key increases both. You may hurl a packet for 4 Disease damage. Causes an offensive spell to recur every 1 minute. For damaging spells, this lasts 5 minutes. For nondamaging spells, this lasts until Resisted or cured. You may hurl a packet for Disease Remove 8 Energy.

1 2 3

Resist Pestilence Plague Bolt Plague Key

10 Minutes n/a n/a

3 Disease n/a

3 4 5

Plague Plague Spear Infection Key

5 Minutes n/a n/a

Recurring 2 Disease every 30 seconds 3 Disease n/a

Infection

Instant

Disease Remove 8 Energy

The Dominion of Metal Prerequisites: Dominion of Earth Rank 1, Dominion of Fire Rank 1
Rank 1 Name Bladed Bolt Duration Instant Call 2 Metal or Remove 6 Armor n/a Description You may hurl a single packet for 2 Metal or Remove 6 Armor. Changes the Effect Type of a spell to Metal. When used with non-damaging spells, the effect of this Key varies. This can also be added to a spell to change the delivery method to a weapon. When used in this way, the spell must be cast in advance and is stored in the weapon for five minutes. Call the spells effect upon a successful melee strike. Restore (x) Armor Restores 1 point of Armor to a suit of armor for every 2 points of Energy spent on casting this spell.

Metal Key

n/a

Repair Armor

Instant

n/a 3 Piercing Key n/a

Adds the Pierce call to a spell. Pierce can never be combined with Strike, By the Sound of my Voice, or Cleave. The casting time of any spell with this key cannot be reduced to below 3 seconds. This cannot be combined with the Chain key. You may hurl a single packet for 1 Metal Pierce. The casting time of this spell cannot be reduced to below 3 seconds. Increases the target weapons damage by 1 point for 10 minutes. This cannot be improved to increase damage by more than 1 point. Adds the Cleave carrier to a spell. This cannot be combined with By the Sound of my Voice, Pierce, All Hit Locations, or By the Reach of My Weapon. You may hurl a single packet or make a single melee attack for 4 Metal Cleave. This cannot be combined with By the Sound of my Voice, Pierce, All Hit Locations, or By the Reach of My Weapon.

Piercing Blade

Instant

1 Metal Pierce

Sharpen Weapon

10 Minutes

Enhance Weapon Damage 1, 10 Minutes n/a

Cleaving Key

n/a 2 Metal Cleave

Cleaving Blade

Instant

The Dominion of Lightning Prerequisites: Dominion of Fire Rank 1, Dominion of Air Rank 1
Rank 1 1 2 3 3 4 Name Lightning Bolt Lightning Key Lightning Burst Strike Key Ball Lightning Chain Lightning Chain Key Electrical Storm Duration Instant n/a Instant n/a Instant 5 Minutes Call 1 Lightning Strike n/a Description You may hurl a single packet and call 1 Lightning Strike. Changes the Effect Type of a spell to Lightning. When used with non-damaging spells, the effect of this Key varies. You may hurl a single packet and call 2 Lightning Strike. Adds the Strike call to a spell. This cannot be combined with Pierce. You may hurl a single packet and call 3 Lightning Strike. You may continuously hurl packets for 1 Lightning Strike with no cool down until you miss or 5 minutes pass. Each packet costs 2 energy. Allows the caster to continuously hurl packets of the linked spell with no cool down for five minutes or until you miss. Each packet costs 2 energy. You may call By the Sound of My Voice 1 Lightning every 10 seconds for 1 minute. This spells effect ends if you lose use of your arms.

2 Lightning Strike n/a 3 Lightning Strike 1 Lightning Strike n/a

n/a

1 Minute

By the Sound of my Voice, 1 Lightning

The Dominion of Time Prerequisites: Dominion of Motion Rank 1, Dominion of Deception Rank 1
Rank 1 Name Improved Slow Time Key Rapid Healing Duration 5 Minutes Call Slow All Movement and Attacks n/a 1 2 n/a 1 Minute Unique Rapid Healing Description You may hurl a packet and call Slow All Movement and Attacks 1 Minute. Changes the Effect Type of a spell to Time. When used with non-damaging spells, the effect of this Key varies. By focusing your power on an injury, you may heal a wound by causing a part of the body to age more rapidly than the remainder of the body, thus speeding

up the healing process. The wound clots in 10 seconds and heals in 1 minute. 3 Duration Key n/a n/a Unique Advance Time 1 Hour 3 Advance Time Instant Doubles the duration of a spell. You may hurl a packet and call Advance Time 1 Hour. The target goes through one hour of time in an instant, causing all effects on the person that would last less than an hour to wear off. The player is not considered meditating for this hour and does not regain energy with Energy Regeneration, however, all per combat and per hour abilities are restored. If you are affected by this spell more than three times in one day, see the design team. You may hurl a packet and call Unique Remove Time, 1 Minute. The target is forced to go out-ofgame for 1 minute. During this time, the target cannot be affected by anything, as they are outside the normal timeline entirely. When added to a spell, this spell is now triggered by a specific condition. The spell remains dormant for up to 24 hours until this condition is reached. When the specified trigger occurs, the spell takes effect on the target, an attacker who struck the target, or an area of effect centered around the target immediately. If the trigger is not activated in 24 hours, the spell fades with no effect. Each time you cast Trigger, the Energy cost of casting Trigger or any spell that includes Trigger doubles until your previous Trigger is no longer active. This increase in energy cost is geometric; thus, the third trigger spell you cast would be four times the base cost. In addition, this spell is considered an aura and requires a red flag. Any target may only have a single aura active at any given time. A player may have an absolute maximum of 5 Triggers active at any given time. By The Sound of My Voice Unique, Remove Time 30 Seconds This spell requires a 30 second incantation. Upon completion of the incantation, you may call By the Sound of my Voice Unique Remove Time 30 Seconds. This cannot be Resisted, but it can be Nullified with abilities such as Sorcerous Shield for a single player. If you are affected by Time Stop, you may not take any action for 30 seconds. You are, however, completely immune to all game effects (including damage, positive or negative spells, etc). 5 Time Stop 30 Seconds You may search players who are under the effects of Time Stop to see what they are carrying (with a three count), however, you cannot loot items that they are holding or wearing. You may take up to a maximum of five tags that the player is carrying, however, provided that the items are not in a concealed or trapped location. Traps can still be triggered during a Time Stop, as Time Stop is freezing the creatures in the area, not time itself. Using this ability more than once per game is likely to have severe consequences.

Remove Time

1 Minute

Unique Remove Time, 1 Minute

n/a

Trigger Key

24 Hours

The Dominion of Travel Prerequisites: Dominion of Motion Rank 1, Dominion of Air Rank 1
Rank 1 1 2 3 3 Name Track Teleport Travel Key Blink Tracking Key Passwall Duration 10 Minutes n/a Instant 5 Minutes 10 Minutes Call Grant Track Teleport 10 Minutes n/a Teleport 30 Feet n/a Unique Passwall Teleport (distance) Description The target may sense the destination of any teleportation spell that occurs within 100 feet of them for the next 10 minutes. Tweaks a spell in a way thematically linked to Travel. There is no Travel Effect Type. You may teleport your target up to 30 feet in any direction. This spell has a 10 second casting time. Allows the caster to track something related to the linked spell for up to 5 minutes. This temporarily takes a physical barrier and phases it out of the material plane, allowing for travel through the object. You may teleport yourself and anyone you are physically in contact to any location you have previously visited between 100 feet and 5 miles. This spell has a 20 second casting time. Ties a spell to another plane. Use this Key with caution. You, and anyone you are physically in contact with, are shifted to another plane of existence of your choice. This spell requires a 30 second incantation and may not always work.

Teleport

Instant

Planar Key

n/a

n/a Unique Plane Shift

Plane Shift

Instant

The Dominion of Protection Prerequisites: Dominion of Stability Rank 1, Dominion of Life Rank 1
Rank 1 1 Name Sorcerous Shield Protection Key Duration 10 Minutes n/a Call Grant 1 Nullify Dominion Sorcery n/a Description The target can call Nullify on the next Dominion Sorcery spell that affects them. Spells with or Cleave in the call cannot be nullified. Tweaks a spell in a way thematically linked to Protection. There is no Protection Effect Type. Creates a protective shield that makes the target immune to physical damage. If the target takes any action aside from walking, gesturing, and speaking, the spell is canceled. The target must gesture constantly while using protective barrier; if they stop the spell fades. While a protective barrier is up call No Effect when struck. Cleave and non-physical Effect Types will penetrate this effect. You may transfer energy, wounds, or durational spell effects from one target to another target. If either target is unwilling this requires a packet strike on each target and can be resisted. When this spell is used to transfer wounds, the spells cost increases by 6 Energy each time it is cast in this way until the caster rests for 1 hour without casting this spell. This does not impact the cost of transferring energy or durational effects; it only increases the cost of transferring wounds. Transfer wound cannot be used to transfer a wound to a location on an ally or the caster that is already injured or clotted. If you attempt to transfer a wound and your packet does not hit a valid target, the Energy is still expended for the spell but the wound is not removed.

Protective Barrier

10 Minutes

Unique Protective Barrier

Transfer Power

Instant

Transfer (x)

Hardening Key

n/a

n/a Grant Disarm and Break Immunity, 10 Minutes

Increases the Effect Level of a spell that Grants or Restores Armor by 2, or increases the number of times an Aura spell will function by 1. This cannot be used on Trigger or Pact spells. The targeted item cannot be broken or disarmed for 10 minutes. Creates a shield that allows you to call No Effect on a specific Effect or Effect Type based on the spell this is linked to for 10 minutes. Damage with the Cleave carrier will still penetrate this defense. Any target may only be under the effect of a single spell with the Shield Key at any given time. The target is surrounded by a powerful shield powered by the targets own energy. This will completely negate any attack other than Cleave; however, the target must pay 10 Energy for each attack that the Energy Shield negates. If the target is harmed by any attack (i.e. a Cleave, or if the target chooses to allow an attack through) the shield fades immediately. The Remove call will trump this ability and remove it. This ability requires a red flag. Abilities that decrease the Energy cost of spells will decrease the cost of initially casting this spell, but not the cost to Nullify attacks while under the effect of the spell.

Harden

10 Minutes

Shield Key

n/a

n/a

Energy Shield

10 Minutes

Unique Energy Shield Call Nullify when struck with any attack.

The Dominion of Thought Prerequisites: Dominion of Deception Rank 1, Dominion of Stability Rank 1
Rank 1 1 2 Name Fear Thought Key Sleep Duration 10 Seconds n/a 1 Minute Call Fear 10 Seconds n/a Sleep 1 Description You may hurl a single packet and call Fear 10 Seconds. Tweaks a spell in a way thematically linked to Thought or changes the Effect Type to Thought. You may hurl a single packet and call Sleep 1. Allows you to compel something related to the spell this key is connected to. For example, adding a fire spell to this key would result in Compel Fire Creature (three word command) 1 Minute. This may work on creatures that cannot normally be compelled. You may hurl a single packet and call Compel (three word command) 1 Minute. You may hurl a single packet and call Paralyze (target) 1. Allows you to Paralyze something related to the spell this key is connected to. For example, adding a fire spell to this key would result in Paralyze Fire Creature - 1 Minute. This may work on creatures that cannot normally be Paralyzed. You may hurl a single packet and call Compel Complete Control 1 minute. The target must follow all subsequent commands you give them for 1 minute, up to and including killing their allies. Characters cannot be compelled to take directly suicidal actions.

Control Key

n/a

n/a

3 4

Control Mind Paralyze

1 Minute 1 Minute

Compel (three word command) Paralyze (target) 1

Paralysis Key

n/a

n/a

Enslave

1 Minute

Compel (Complete Control) 1 Minute

The Dominion of Void Prerequisites: Rank 1 Shadow, Rank 1 Death

Rank 1 1

Name Void Bolt Void Key

Duration Instant n/a

Call 3 Void n/a

Description You may hurl a single packet for 3 Void. Changes the Effect Type of a spell to Void. When used with non-damaging spells, the effect of this Key varies. Your target may call Void Nullify on a single ability that strikes you within the next ten minutes. This cannot be used on any ability with the Vorpal or Cleave call. This ability is considered an aura and requires a red flag. You may add Teleport 100 feet to a spell. This allows a target to teleport up to a maximum of 100 feet. You may teleport your target to another location within 100 feet. You may hurl a packet for Vorpal Remove All Positive Effects. You may add All Hit Locations to a spell. This cuts the numeric effect of the ability in half, rounded down. For example, if the spell normally would have dealt 4 Fire damage, it now deals "2 Fire, Al Hit Locations". Spells and abilities that affect All Hit Locations count as separate hits to each location, but only if the attack hits. Thus, "2 Fire, All Hit Locations" would deal a total of ten damage - 2 to each location - if an armored target was struck. A single "Evade", however, would prevent the target from taking any damage, as the Evade ability represents the target not being hit at all. Increased damage from Effect Levels is added before the damage is divided in half, thus, casters with Effect Level bonuses only gain 1 point of damage per 2 Effect Levels. This cannot be combined with spells, abilities, or keys with damage multipliers in any way. You may hurl a packet for 1 Void All Hit Locations. This cannot be combined with the Cleave call by any means.

Void Shield

10 Minutes

Grant 1 Void Nullify

3 3 4

Step Key Void Step Rend Power

n/a Instant Instant

n/a Teleport 100 Vorpal Remove All Positive Effects

Obliteration Key

n/a

n/a

Obliterate

Instant

1 Void All Hit Locations

This spell only gains 1 point of damage for every 2 additional Effect Levels or keys that would add damage. This cannot be combined with spells, abilities, or keys with damage multipliers in any way.

The Dominion of Matter Prerequisites: Dominion of Stability 1, Dominion of Earth 1


Rank 1 Name Reconstruct Duration Instant Call Restore Break Or Restore 1 Armor n/a 1 2 Matter Key Create Object n/a Permanent Create Object Description Repairs an object that has been damaged with the Break ability or items that have been decreased in Quality or restores 1 point of Armor to a suit of Armor. Changes the Effect Type of a spell to Matter. When used with non-damaging spells, the effect of this Key varies. Creates an item that has no monetary value and cannot be enhanced. The following items can be created without designer approval: 10 bridges,

weapons, 10 poles, basic camping supplies, food, water, lock picks, and clothes. 3 3 Creation Key Destroy n/a Instant n/a Vorpal Break Unique Advanced Repair Or Restore 4 Armor 5 Destruction Key n/a n/a Create Simulacrum Allows you to create something tied to the spell. This creation has no value and cannot be sold. You may hurl a single packet for Vorpal Break. You may repair an item that has been successfully hit with Break two or more times or restore up to 4 points to a suit of armor. Allows you to add Vorpal Break to a spell. This cannot be combined with Strike. Creates an illusionary duplicate of the target that possesses most of the targets abilities. This requires a successful packet strike and may be resisted. With PCs, all abilities are copied exactly, with the exception of crafting and gathering skills (which are not copied). With NPCs, see the design team. By default, this Simulacrum possesses the exact same personality and memories as the target and is not under the casters control. The simulacrum is aware that it is a simulacrum. Casting simulacrum consumes half the casters maximum energy (rounded up, minimum 10), which cannot be restored by any means while the Simulacrum exists. If multiple simulacra are created, the casters energy pool is then divided into four, eight, etc. The Simulacrums energy pool is equal to half of the casters maximum energy at the time it is created. Simulacra cannot cast the Simulacrum spell.

Advanced Repair

Instant

Simulacrum

10 Minutes

The Dominion of Virtue Prerequisites: Dominion of Light 1, Dominion of Knowledge 1


Rank 1 Name Persistence Key Duration +10 Minutes Call n/a Grant Persistence Restore 1 Dexterity, 2 Energy, 1 Resist, or 1 Armor if you run out within 10 Minutes Grant Shield of Light, Reduce next 3 damaging attacks by half, lasts 10 minutes n/a Description Augments a beneficial spell to increase the duration of the spell by 10 minutes. Restores 1 Dexterity, 2 Energy, 1 Resist, or 1 Armor to the target if they run out of any one of those abilities within the next 10 minutes. A target can only benefit from this ability once per combat. The target is surrounded by a barrier of light that diminishes the damage the player receives from attacks. The next three damaging attacks that strike the target have their damage halved, rounded down, to a minimum of 1 point. This does not stack with other damage reducing effects. This can reduce the damage of an attack with the Cleave call. This is considered an aura and requires a red flag. When added to an offensive spell, this allows you to call either the spells normal Effect Type or Light at will when the spell is cast. If the spell is a multi-packet spell, you may change the Effect

Persistence

10 Minutes

Shield of Light

10 Minutes

Lucent Key

Instant

Type with each packet if desired. 3 Lucent Beam Instant 4 Light Or Remove 1 Effect You may hurl a single packet for 4 Light or Remove 1 Effect. Remove (x) Effect removes the specified Effect from the target. You burn a wound shut instantly with a burst of fiery light. This causes the target intense pain and paralyzes the healed limb for one minute. If the torso is healed, the whole targets entire body is paralyzed for 1 minute. The call is Heal 1, Paralyze Healed Locations 1 Minute. The Energy cost of this spell increased by 2 each time it is cast until the caster rests for 1 Hour. The Energy cost of the heal always increases by at least 1 per cast, even with abilities that reduce the Energy cost of this spell. When added to a beneficial spell, this increases the Effect Level of the spell by 2 but cuts the duration of the spell in half. Spells with the Virtue key cannot be Sustained. Increases the targets Effect Level with their highest ranking ability by 1 for 10 minutes. If the target has a Signature Spell or Signature Maneuver, this ability gains the benefit of the Virtue spell instead. 5 Virtue 10 Minutes Enhance Effect Level 1 for your highest ranking ability If the target has multiple abilities tied for the highest rank, they may choose which ability benefits from this spell at the time it is cast on them. Effect Level increases to the Virtue spell increase its duration, not how many Effect Level bonuses it grants.

Fiery Rejuvenation

Instant

Heal 1, Paralyze Healed Locations 1 Minute

Virtue Key

Instant

n/a

Rituals
Prerequisites: 75 points invested into any type of Sorcery (or any combination of multiple types) Recommended Lore Skills: Sorcery, Rituals, Dominions Rituals are exercises of power that require a tremendous expenditure of energy. Unlike other ability trees, the energy cost from rituals can be split among any number of willing participants. Each rank of the ritual tree provides access to different rituals that can be performed. Other rituals may be researched and performed at the design teams discretion. These rituals are researched by the same process as spells and should be submitted after events in a write-up. Rituals that are performed with practitioners of two or more different styles of sorcery participating are more potent. Each additional method of sorcery used in a ritual beyond the first increases the chance that the ritual will succeed; inform the Design Team if you are contributing a specific sorcery method. In addition, each additional type of sorcery decreases the total Energy cost of the ritual by 5 Energy, to a minimum of 5 Energy. Each rank per participant in the ritual reduces the Energy cost of the ritual by 1 Energy down to a minimum of 5 Energy. At the designers discretion, participants may sacrifice other things, such as gold, friends, or Experience Points during a ritual.

The energy for a ritual is expended at the beginning of the ritual regardless of if the ritual is successfully completed. Any energy expended in a ritual cannot be regained by any means for 24 hours, even if the ritual is disrupted or otherwise unsuccessful. The grounds of a ritual must be marked before the ritual begins; all participants must remain within the ritual until the ritual ends. There is no specific designated shape or size for a ritual ground, however, it must be able to be clearly marked by the PCs in some way (such as with a circle of rope, or marking all the doors of a building). Unless otherwise specified results last 8 hours in duration. Rituals generate extremely powerful effects if fully successful; however, they are often dangerous to perform especially rituals that are targeting other creatures. Due to the level of power being used in a ritual, they are also often detected by other powerful supernatural beings, who may take notice and interfere or aid the casters. Casting multiple rituals in rapid succession is not advised. The chances of a rituals success will be influenced by the level of preparation in the ritual area, the number of participants, and the quality of the role-play in the ritual. More powerful rituals, such as summoning or resurrection, will have much stricter requirements. Sacrificing thematically appropriate material components can also assist in the success of a ritual. Rituals that target other creatures with sorcerous powers could potentially cause a backlash or a contest of powers. The results of this are determined by a Game Designer. Inform a Game Designer if you are about to perform a ritual.
Ritual Rank 1 2 3 4 5 6 7 8 9 10

Experience Point Cost

10

10

10

10

15

15

15

Ritual Research

Rituals are researched in a similar way as spells. Each ritual contributes its Energy cost and casting time to a spell. If you wish to combine rituals with spells or Keys, you may add a maximum of one spell or additional ritual and two keys to a ritual. Spells and Keys contribute their normal Energy cost and ten times their casting time (rounded to the nearest minute) when added to a Ritual. All rituals that are researched count as rituals, not spells, even if they include spells and keys; as such, the abilities from Paths and other bonuses that normally function on spells only apply to the spell portion of the ability (if any). Effect level increases do not normally have any effect on rituals. Players may research a maximum of one Ritual per event. This is separate from Crafting and Spell research. You may not research rituals of a higher rank than you can cast. Rituals should be submitted in the following format: Ritual: (name your ritual)

Energy Cost: (the total energy cost of the spell) Casting Time: (x minutes) Rituals, Spells and Keys Used: (list any spells and keys used) Description: (describe the end result you are looking for) Example Ritual: Ritual: Curse of Weakness Energy Cost: 35 + 5 = 40 total Casting Time: 10 Minutes + 1 minute = 11 minutes Rituals, Spells and Keys Used: Curse (Ritual Rank 7), Fatigue Key (Shadow Dominion 5) Description: This ritual decreases the targets Energy Pool by 10 and physical damage by 1 (minimum 1) for 8 hours. This ritual requires a vial of the targets blood or knowledge of the targets true name. This has a maximum range of 5 miles and can be removed with the Remove Curse ritual. Rituals Rank Ability Ritual Energy Length Cost Description This ritual allows a player to remotely view a targeted creature, location, or object. The player must know the true name of the target, have met them personally within six months, or have otherwise come into significant contact with the target (design team discretion). When scrying on a location, you may cast a single non-damaging spell on a target that you are scrying on during the duration of the Scry spell. This shields the targeted ritual area against Scrying rituals of equal or lesser power for a duration of 8 Hours. This also prevents the use of other weaker, non-ritual abilities that may allow a character to remotely view a location. 1 Scrying Shield 5 Minutes 5 This protects targets in the area of effect from being located through Divine Tracking or Divination under normal circumstances. More advanced versions of these abilities may be able to penetrate a Scrying Shield. Due to its defensive nature, this is one of the safest and most reliable rituals to cast. 2 Protection 5 Minutes 10 This permanently attaches a specific spell which is

Scry

5 Minutes

Rank

Ability

Ritual Energy Length Cost

Description cast within the ritual to the area of effect of the ritual grounds. This will not work with all spells, and players are advised to contact the design team before attempting this ritual. For example, it could be used to permanently protect a graveyard with Consecrate. This creates a two-way portal between two locations that a participant in the ritual has visited within the last six months of in-game time. This portal lasts for a five minute duration. This ritual can be performed again immediately to increase the duration of the existing portal, but the portal will gradually destabilize, potentially causing side effects. This ritual can also be used to open a Waygate for 8 Hours. See Lore Travel Dominion for more information.

Portal or 5 Minutes Close Portal

15

Close Portal 5 Minutes

15

This ritual will force a ritual portal closed if it is of equal or lesser power to this ritual. This increases the duration of a single spell or maneuver used by the ritual target within one hour after the ritual occurs by 10 Effect Levels. This cannot be used with offensive spells. This cannot be combined with rituals of Enhancement or Superior Enhancement to increase the duration of the spell further, however, those rituals can be used to augment another one of the spell's effects. This cannot be used on the same spell or maneuver as Greater Augment Duration. This Ritual allows you to sacrifice up to 5 units of resources (wood, metal, leather, herbs, raw gems, or powders) to gain an equivalent value of different resources to be used in crafting. You may not use this to increase the quality level of materials by sacrificing a larger number of lower quality items. For example, you could transmute 5 units of Q3 leather into 5 units of Q3 wood. This cannot be used on cut gems or to create cut gems. You may only transmute one type of material into one other type of material per ritual.

Augmented 5 Minutes Duration

20

Lesser 5 Minutes Material Transmutati on

20

Rank

Ability

Ritual Energy Length Cost

Description This can only be used on default materials, not on materials with special names or functions. For example, it could be used on Copper, but not Adamantine. This ritual can only transmute materials of up to Quality 2. Materials that have been transmuted cannot be sold directly to NPCs. This ritual will permanently repair a damaged item without the use of any materials. Unlike the Reconstruct spell, this can be used to repair magical items and artifacts. It can also be used to create a new limb for a player who has lost a limb. This does not reattach the limb; that must be done with the First Aid skill. This ritual changes the physical appearance of a targeted item or creature significantly for the duration of 24 hours. When cast on a PC this may require a change of costume.
Player may conduct a ritual to heal Spirit Wounds at a rate of 1 per 5 minutes.

Restoration 5 Minutes

20

Shapechangi 5 Minutes ng

25

Spirit Restoration

5 Minutes

25

Enhancemen 5 Minutes t Curse 10 Minutes

30

This increases the numeric effect of a single spell or maneuver used by the ritual target within one hour after the ritual occurs by 5 Effect Levels. Places a curse on a target within the rituals area or an area that is currently being scried upon with the Scry ritual. Curses are permanent negative effects that are triggered when the target takes a specific action or is exposed to a specific condition. For example, a curse might be that the target will be burned if exposed to pure water. All curses must specify a mundane method by which the curse can be removed. This method, however, may be as obscure as the caster wishes. Ritual curses cannot be Resisted, Evaded, or Nullified by normal means, however, they may be blocked by certain other abilities of greater power

35

Rank

Ability

Ritual Energy Length Cost

Description than the ritual itself. The Remove Curse ritual attempts to remove a curse of equal or lesser power to the Remove Curse ritual from a target within the rituals area of effect. If the Remove Curse ritual is unsuccessful, it may trigger a backlash that will worsen the effects of the curse for a duration determined by the Game Design team. Using this ritual is dangerous, and typically mundane methods of curse removal are safer and more efficient when they are possible. This works exactly the same as Lesser Material Transmutation, but works with materials up to quality 4. Use to attempt to summon or banish an extra planar creature. Depending on the target, there may be requirements beyond the expenditure of Energy at the designers discretion. You must identify a specific target when using this ritual. Using the True Name of your target or materials linked to the target may enhance your chances of success. This increases the duration of a single spell or maneuver used by the ritual target within one hour after the ritual occurs by 20 Effect Levels. This cannot be used with offensive spells. This cannot be combined with rituals of Enhancement or Superior Enhancement to increase the duration of the spell further; however, those rituals can be used to augment another one of the spell's effects. This cannot be used on the same spell or maneuver as Augment Duration. This ritual permanently restores physical damage to a creature or object. This can restore any missing body part, such as a lost limb or organ, or repair an existing body part that has been significantly damaged. This ritual can also halt the progression of natural diseases and disabilities

Remove Curse

10 Minutes

35

Greater Material Transmutati on

10 Minutes

40

Summon or Banish

10 Minutes

40

Greater Augment Duration

10 Minutes

40

Greater Restoration

10 Minutes

45

Rank

Ability

Ritual Energy Length Cost

Description permanently, but it will not reverse the existing damage from such afflictions. This cannot be used to reverse birth defects and other similar permanent conditions. This has no affect on mental conditions or trauma. Casting this spell more than once on a single target in a period of a year is very dangerous. If this occurs, the target must immediately pull a card from the Fate Deck, which may have potentially fatal results.

Superior 10 Enhancemen Minutes t

45

This increases the numeric effect of a single spell or maneuver used by the ritual target within one hour after the ritual occurs by 10 Effect Levels. This increases the power of an already enchanted item. The item gains a new ability equal to 50% of the current total blue book value of all the enchantments of the item plus the 50% of the value of any items (other than raw materials) sacrificed directly during the ritual. This enchantment is chosen by the designer. This ritual can only be used on any item once. May resurrect a target that has been dead for a significant period of time. This may also be used to reanimate a target permanently as a sentient undead creature without paying the additional daily cost. The design team will determine the type of undead created through this ritual.

10

Amplify Enchantmen t

10 Minutes

50

10

True Resurrection 15 or Create Minutes Undead

100+ 3/Real Day

Medical Knowledge Prerequisites: Requires a teacher with at least Rank 6 in Medical Knowledge that is willing to teach you. This follows the same rules as learning an Advanced Combat Technique and requires expending Time Units accordingly. Recommended Lore Skills: Medicine and Disease, Poison, Advanced Surgical Techniques, Dominion of Water, Dominion of Life, Creature Lore (creature type, i.e. elf, dwarf, human), Anatomy (creature type) The Medical Knowledge tree represents a study of the physical body and the beneficial and detrimental conditions it experiences throughout life. This tree has no

sorcerous abilities, however, some of the skills in the tree may allow a user to diagnose and potentially even treat supernatural ailments. In the world of Solthain, The Awakening kicked off a new era of medicine, science, and technology. Trained doctors and some combat medics would be aware that sanitation is important to prevent infections. Breakthroughs are being made everyday in research and development in hopes of making the world a healthier place. The existence of sorcery has allowed anatomical research to progress slightly faster than in the real world, making fairly advanced surgery possible with sorcerous support. Blood transfusions do not exist yet, however, nor do antibiotics. Specific herbs and alcohol are used as the only forms of anesthetic. Even with sorcery, advanced surgery (such as spinal or heart surgery) would be difficult, if not impossible. Medical Knowledge Medical Knowledge Rank Experience Point Cost 1 5 2 5 3 5 4 10 5 10 6 10 7 10 8 15 9 15 10 15

Abilities in the Medical Knowledge tree have no Energy cost. Ran k Ability Call Description You may examine a target and call Identify Wounds at will. The target must tell you how many wounds they have and in what locations, unless they have phys-repped hiding their wounds. This ability may be used instantly and has no cooldown or cost. Without this skill, a player can examine a target for wounds, but it takes 10 seconds to determine where they are.

Identify Wounds

Identify Wounds

You may tie a strip of white cloth around a wounded hit location on a target and call Seal 1 Wound. If you do not have a phys rep, you may still bandage a wound on a target with 15 seconds of role-playing time. You may bandage your own wounds if you have an uninjured arm. Bandaged wounds are completely healed after 15 minutes; however, any physical combat or other strenuous physical activities taken during that time will cause the wound to reopen. Bandaged characters may move, speak, and use non-combat abilities (including casting spells) without reopening their wounds. Bandaging wounds on an unconscious target does not wake them up. Any character may wake up a target that is bandaged to the point where they are no longer bleeding to death with a three-count. Otherwise, a bandaged character remains unconscious until enough of their wounds have healed for them to no longer have a number of wounds that would have knocked them out. You may spend one minute role-playing physically helping a target with their recovery to restore 1 point of Energy per minute to the target for every 2 Ranks in the Medical Knowledge skill tree you possess. This skill can represent massage, treating minor injuries on the target, or even just making them lie down and relax while you check their condition. You may only perform physical therapy on one target at a time. You may spend 4 minutes to sew a wound on a target shut at Rank 3. This is reduced to 3 minutes at Rank 6 and 2 minutes at Rank 9. This wound is then treated as a healed injury, and will not reopen in combat. Phys repping this is encouraged, but do not use actual needles, as they are unsafe to have in a combat environment.. This ability must be used individually on each wound the target has.

Bandage Wound

Seal 1 Wound

Physical Therapy

Restore X Energy

Sew Wound Shut

Heal 1 Wound

Improved Physical Therapy

Restore X Armor

Identify Disease

Identify Disease

While performing physical therapy on a target, your target also regains 1 point of Armor each minute. This increases to 2 Armor per minute at Rank 8. You may examine a target to attempt to diagnose any diseases that they may be suffering from. Using this ability takes one minute by default, and may take more depending on the disease. Your character is assumed to be familiar with certain basic diseases by default, however, you may learn about more diseases by purchasing Lore: Medicine and Disease and other lore skills. When attempting to identify a disease on a target, if the target is not aware of the properties of the disease you must consult a game designer to determine if the disease can or cannot be identified. If you are able to successfully identify a disease, you may know how to treat it. Ask a game designer if you wish to attempt to treat a disease. You may attempt to set a broken bone on a target. This process takes ten minutes, and it is extremely painful. Physical representation is not required, but recommended. A bone that has been set is still considered wounded. See the section on broken bones for more information.

Set Bone

Set Bone

Resuscitate

Resuscitate

You may attempt to resuscitate a target that has been dead for less than one minute. Once you begin to attempt to resuscitate the target, the timer is paused, but it resumes immediately if you are interrupted. Performing resuscitation takes 60 seconds. This does not treat the cause of death; if the target was injured or suffering from negative effects before, these detrimental effects remain. You may perform resuscitation on a target against their will. A target may only be successfully resuscitated twice in a 1 hour period; their heart fails if any further attempts occur. Resuscitated targets are extremely fatigued and are expected to role-play sickness and shock. For the next 24 hours, the Energy cost of all their abilities is doubled. This affliction is called Resurrection Sickness, and cannot be removed by normal game abilities. Resurrection Sickness can be transferred to another willing recipient with the Transfer spell.

You may now attempt to diagnose a poison that a target is suffering from. This work the same way that Identify Disease does; you may not identify poisons that you are not familiar with, and you may or may not know how to treat the poison, depending on your lore skills. You may attempt to diagnose temporary mental afflictions that a character is suffering from, such as compulsion spells, etc. This takes one minute of role-playing time, and may not always succeed, depending on the nature of the affliction. This may also be used to attempt to diagnose if the target is under the effects of alcohol, drugs, etc. or if they have suffered physical damage to their brain (i.e. a concussion). Long-term psychological damage and ongoing mental afflictions (such as permanent psychosis) must be identified and treated through role-playing. Identify (x) You may examine a deceased target and attempt to identify their cause of death. Your chances of success are greatly improved if you have the appropriate lore for that creature type; for example, you are more likely to identify the cause of death for a dwarf if you have Lore: Dwarves. Players may purchase lore in the anatomy for a specific creature type to improve this skill further, i.e. Lore: Dwarven Anatomy. By default, you are more skilled at identifying the cause of death of creatures of your own species. See a game designer if you need assistance with using this ability. You may attempt to extract organs or other body parts from the body of a deceased creature. See a game designer if you wish to attempt this process. Your chances of success are increased if you are familiar with the creature type, as above.

Superior Diagnosis

Superior Physical Therapy

Restore 1 Per Combat Ability

Perform Surgery

Reattach Limb (or other applicable call)

While you perform physical therapy on a target, they regain one ability that normally can be used once per combat per minute you treat them. For example, if you treat a target for 2 minutes, they could regain 2 uses of Dexterity or Resistance, or any combination of the two. This cannot be used to restore abilities from enchanted items that can only be used a limited number of times per combat, but it can restore abilities from Paths, Gifts, hidden skill trees, etc. You may attempt to perform surgery on a willing or physically incapacitated target. This allows you to reattach a body part, such as a hand, arm, or leg. You cannot successfully repair damage to sensory organs (such as the eyes or tongue) using this ability. Performing surgery to restore a body part requires 30 minutes. You cannot perform surgery on yourself. See the section on severed limbs for more information. You may attempt to perform more complex surgery, such as heart surgery, but this is unlikely to succeed without the assistance of powerful alchemy or sorcery. See a game designer if you wish to attempt to perform advanced surgery. Lore: Advanced Surgical Techniques may improve your chances of success. You may now resuscitate a target who has been dead for a maximum of up to 3 minutes. Performing resuscitation now only takes 30 seconds.

10

Improved Resuscitate

Improved Resuscitate

Rogue Arts
These skill trees are designed for characters that wish to employ deception, subterfuge, and stealth. There are a few different disciplines available, each of which offers different abilities. Abilities from Rogue Disciplines cost 1 Energy per rank unless stated otherwise in their description. Some Rogue Discipline abilities are always active. Recommended Lore Skills: The Gild, Orion's Pleasure Circus, Orion, Hyacinth Rank in Art Experience Point Cost 1 5 2 10 3 10 4 10 5 15

The Art of Mechanisms Prerequisites: None Rank Name Description Checks thiefs line of sight to determine if there are Detect any traps. This skill identifies both physical and 1 Trap magical traps. Further information is at designs discretion This allows a thief to pick mechanical locks. Locks are represented by twisted and curled loops of wire, and the character must manipulate a circular loop of metal around the wire in an effort to reach the base of the lock. Almost all locks can only be opened through 2 Pick Lock mundane ability with this skill and are not susceptible to magical manipulation. Lock picks must be made through crafting and may not be larger than 1 in diameter. This skill requires 4 energy to utilize and 4 points to continue, each time the lock is touched to continue. You may choose to bypass a trap without triggering it. Bypass For example, you can open a trapped door without 3 Trap triggering the trap, but the trap would remain active if the door was then re-closed and opened again. This skill allows one to set a trap. The effects of the trap depend on the loot card being used. Setting a trap requires five seconds and an appropriate physical 4 Set Trap representation for the trap. A trap may be set with the effect 1 Damage without a trap loot card. Additional traps can be built using crafting skills. 5 Disarm One may attempt to permanently disarm a physical or Trap magical trap. This requires a six-second count and can be interrupted. Disarming some traps may require

steps beyond expending energy to disarm at designs discretion. Once disarmed, traps can be retrieved as ingame items.

The Art of Stealing Prerequisites: None Rank Name

Pickpocket

Description Allows a character to place a plastic binder clip on an in-game item belonging to another character. If the target doesnt notice, inform the designer and they will collect the in-game item (or something from inside for containers). Also allows the performance of sleight-ofhand tricks. If the target notices the binder clip before the GM reaches them, the attempt at stealing has failed, but you are not caught unless you have physically been noticed placing the clip. You cannot steal armor or clothing that is being worn. Linked items cannot be stolen. You may instantly gauge the gold value of any nonmagical item on sight. Call Detect Gold Value and indicate the item. The person carrying the item (if applicable) must inform you of the gold value. You can only identify the value of a magical item if you are aware of the items magical properties; otherwise, you will be given an estimate of the mundane value of the item. This skill allows a person to make or detect false documents. This cannot be used to create a false document with in-game monetary value. Rather than using a binder clip, you may place a piece of duct tape on the object you wish to steal. When a piece of duct tape is used rather than a binder clip, this indicates that the stealing is successful even if the player notices the piece of duct tape before the GM shows up to collect the item. Note that you still fail at stealing the item if you are noticed while placing the duct tape; you cannot steal an item while the target is watching you. You cannot steal armor or clothing that is being worn. A player with the Undetectable skill may notice the duct tape on themselves and others and prevent the thievery from occurring if they remove the duct tape before the GM arrives to collect. You must inform the

Gauge Value

3 4

Forgery Undetectab le

Master Thief

GM if you are using Undetectable to counter another thievery. When you place a clip or duct tape on an unlocked container, you steal up to five of the contents of the container rather than just a single item. The items you steal are your choice. You may also use this skill to place up to five items of your choice in a container.

The Art of Stealth Prerequisites: None Rank Name

Camouflag e

Disguise

Stealth

Description The player may become completely invisible while standing still in a dark area or concealed behind a large object. This ability requires a green headband. The True Sight ability can be used to reveal your presence. A character with the Camouflage skill can detect other characters using Camouflage. A person may perform a costume change and convincingly change the characters appearance. They cannot be recognized by normal means. This ability is not limited in duration and any number of disguises can be used with sufficient unique costumes. The ability True Sight will reveal the characters true identity. This ability requires a green flag. Stealth may be entered with a five second count. A player cannot enter Stealth while running. While in Stealth, a person cannot be seen by other players unless they also have the Stealth skill and are currently using Stealth. While in Stealth, one may not attack, defend, cast spells, or run. The player must wait five seconds after exiting stealth before attacking or casting spells, but they may defend or run immediately. Stealth may be voluntarily left at any time. While under the effects of Stealth, one must wear a black headband. A character with the Stealth skill can detect other characters using Stealth. The player may extend their Stealth to one other person who they are physically in contact with. If either player exits Stealth or the players break contact with one another they are both removed from Stealth immediately. Both players must wear a black headband while using this ability. The player may now attack or cast spells immediately after leaving Stealth.

Shared Stealth

Improved Stealth

The Art of Mobility Prerequisites: None Rank Name 1 Safe Fall

Description A character with this skill can fall any distance without taking wounds. This includes falling from Flight when using the Flight rules. You may use this ability to call Evade to prevent any negative effects of failing a physical challenge such as picking a lock, stepping on a trap, or stepping into a dangerous substance. When used in conjunction with Pick Locks, this decreases the cost of continuing an attempt to pick a lock after a failure to 2 Energy per touch. This ability can be used to re-establish Camouflage after accidentally breaking it by moving, but not if the player has attacked or cast a spell. You may throw a packet at a target and call Knockdown 5, Knockback 10. You may also throw a packet for "2 Physical" at a target who is already on the ground. This ability obeys the cooldown rules for combat maneuvers. This can be combined with other maneuvers. If you possess the Assassin Discipline Dirty Tricks the Effect Level of this ability is increased by 1. You may call Reflect on a Knockdown or Knockback call if it is delivered through a physical strike. This ability obeys the cooldown rules for combat maneuvers and cannot be combined with other maneuvers. Resist may be called on any effect triggered by a trap or any Sound of my Voice effect for 5 Energy without using a normal resist of the appropriate type. This cannot be used to Resist a Cleave or Vorpal call.

Coordinati on

Kick Them While Theyre Down

Reversal

Avoidance

The Art of Poison Prerequisites: None Note that the Art of Poison is used for the safe application of poison to weapons. The Alchemy skill later in this book is used to actually create the poisons that are used with this skill. Poisons can also be found or purchased in-game. Rank 1 2 Name Detect Poison Apply Poison Description Check an object to instantly determine if it is poisoned or contains poison of any kind. Allows you to apply a poison to a weapon. This consumes a single dose of a poison made with the

Alchemy skill to apply the poison to a weapon. Once a poison has been applied, the wielder may choose to swing for half the effect or damage of that poison, rounded up, on up to three attacks within the next 10 minutes. For example, if the poison normally deals an effect of 2 Wounds when ingested, a character with the Apply Poison skill could apply this to a weapon to call 1 Wound on up to three swings. Poisoned weapons can be used with combat maneuvers to add carrier calls such as Strike and Pierce normally, however, they cannot be used with maneuvers that would increase Effect Levels (such as Dual or Triple). When you apply poison to a weapon, it now can be used for up to four attacks. When you apply poison to a weapon, the damage or effect of the poison is no longer halved. When you apply poison to a weapon, it now can be used for up to five attacks. In addition, the period of time the poison can be used within is increased to 20 minutes.

3 4

Lasting Poisons Poison Efficiency Endless Venom

Performance Skills
Recommended Lore Skills: Music, Dominion (Sound), Dominion (Sight), Essence Sorcery Performance allows a player to use their voice and/or an instrument to perform music (or some form of sound based activity) to create certain sound-based Effects or augment other abilities. Unless stated otherwise, activating a Performance ability requires playing a song or singing for at least five seconds before the initial effect can be called. All song abilities function in an area defined by the sound of the music the call for this is, By the Sound of my Song (Effect) (Duration). Performers may choose to have their abilities only apply to a specific faction of friends or foes. For example, a performer with Song of Rejuvenation may call, By the Sound of my Song All Paladins of Laos Regain 2 Energy. All song effects that are By the Sound of my Song end if the target cannot physically hear the song for 3 seconds or when the stated duration expires, whichever is sooner. For example, By the Sound of my Song, Sleep 1 Minute would end in 1 minute, if the performer was interrupted, or if the performer moved too far away for a target to hear them for at least 3 seconds. Characters may intentionally block their own ears or the ears of another character (with consent to physically role-play) in order to prevent a song from taking effect, or to end the effect of a song early. Characters that are temporarily or permanently deafened are unaffected by any form of performance skill. By continuing the music when the stated duration of the effect expires, the musician may restate the effect instantly, with no further Energy loss (unless noted in the skill itself). For example if using Slow Dance, the musician may call, By the Sound of my Song, Slow, 1 Minute. After approximately one minute has passed, the musician may repeat, By the Sound of my Song, Slow, 1 minute again with no further Energy loss. Each time a detrimental songs Effect recurs, it is treated as a new Effect, and must be Resisted or otherwise defended against again. If the caster stops performing the song effect is nullified. A character may continue to perform a song if he or she is injured, as long as he or she remains conscious and able to use the appropriate limbs necessary to perform. For example, if the performer is singing, he or she may continue to sing even if his or her arms are wounded, but the performer could not play the drums if both of his or her arms were injured. After a player ceases to play a song, either due to being interrupted or because they have stopped voluntarily, they must wait 1 minute before beginning to play that song again. The player may play any other song during this time. If the player is interrupted again, he or she must still wait the full minute for each individual song before either of them can be restarted.

The performance skill is technically a form of Energy Manipulation, however, only character with Energy Manipulation or Lore: Energy Manipulation are aware of this. The Detect Energy Manipulation skill will detect characters with the Performance skill even if they have no other forms of Energy Manipulation. Abilities that increase the Effect of Energy Manipulation spells and abilities benefit Performance abilities as well. This cannot be used to break any normal game rules, however, and you cannot under any circumstances add the Vorpal or Cleave call to a By the Sound of my Song effect. Performance Skills are decreased in cost by Energy Mastery, and Quick Mind can be used to call the Effect of a song as soon as it begins. Performance Rank Experience Point Cost 1 5 2 5 3 5 4 10 5 10 6 10 7 10 8 15 9 15 10 15

Performance Skills Ran Duratio Ability k n Emotional Memory 5 Minutes

Description The performer may compel all listeners who have listened to his or her song for at least one minute to feel a specific emotion. The call is By the Sound of my Song, Compel (Emotion) 5 Minutes. The performer may perform and point/refer towards a singular target and in their song state, Repel, 1 Minute. After playing a song for a full minute, you may call, By the Sound of my Song, Restore 1 Energy. This may repeated every minute to restore additional Energy at no further Energy cost to the performer. The performer does not regain Energy from using this ability, however. One may take over another's song effect by performing, in case the first performer becomes distracted or stops performing for any reason. However, the second performer must begin BEFORE the original performer stops. A person may take over someones performance, even if he or she has no skill in what the singing is about, and there is no limit to how many times a song can be passed on to another with this skill. This skill makes a chosen durational spell, Gift, or Combat Maneuver triggered within 1 minute before the song begins last as long as the performer continues to perform and remains in

Sonic Repulsion Lesser Song of Rejuvenati on

Instant

Instant

Join In Song

Special

Extend Duration

Special

range. This can be used on the performers own abilities or on those of a willing ally. 3 Slow Dance Instant After playing a song for at least five seconds, you may call, By the Sound of my Song, Slow, 1 minute. After playing a song for a full minute, you may call, By the Sound of my Song, Restore 2 Energy. This may repeated every minute to restore additional Energy at no further Energy cost to the performer. The performer does not regain Energy from using this ability, however. After playing a song for a full minute, you may call, By the Sound of my Song Restore one Per Combat or Per Day ability. This may restores a single use of an ability that normally can only be used a certain number of times per combat or per day. This cannot be used to restore uses to enchanted items; it only affects characters. This song is particularly exhausting, and each additional minute the player sings the song costs 10 additional points of Energy. This also applies if the player stops singing the song and starts it again, until the player has rested for a full hour without playing this song. 5 Song of Fear Battle Hymn Instant After performing for at least five seconds, call By the Sound of my Song, Fear 30 Seconds. After playing a melody of war performed for at least five seconds, you may call By the Sound of my Song, Restore 1 Armor. This spell does not distinguish between friend and foe. Beginning one minute after the player begins performing this song, all allies that can hear the song may use their abilities for half the normal Energy cost, down to a minimum of 1. The call is By the Sound of my Song, Reduce Energy By Half. This has no effect on Rituals, Sustain, or other abilities that suppress energy for a 24-hour period. This song is particularly exhausting, and each additional minute the player sings the song costs 12 additional points of Energy. This also applies if the player stops singing the song and starts it again, until the player has rested for a full hour without playing this song.

Song of Rejuvenati on

Instant

Focused Singing

Instant

Instant

Song of Endurance

Instant

Lullaby

Instant

After performing for at least five seconds, the performer may call, By the Sound of my Song, Sleep, 30 seconds. After playing a song for a full minute, you may call, By the Sound of my Song, Restore 4 Energy. This may repeated every minute to restore additional Energy at no further Energy cost to the performer. The performer does not regain Energy from using this ability, however. After performing for at least five seconds, the performer may call, By the Sound of my Song, Compel (three word command) 1. Play a restorative melody that heals all listeners. Perform for at least 30 seconds before calling this effect. This song does not distinguish between friend and foe. Call By the Sound of my Song, Heal 1 Wound. After performing for at least 1 minute, you may call, By the Sound of my Song, Vorpal Remove Voice 30 Seconds. This prevents all affected targets from speaking or using any abilities that require speech for 30 seconds. Telepathy and other methods of communication may still be used while under this effect.

Greater Song of Rejuvenati on Song of Compulsion

Instant

5 Minutes

10

Song of Healing

Instant

10

Silent Waltz

30 Seconds

Command Skills
A skilled leader can inspire their followers and allies to achieve great things and triumph against seemingly impossible odds. Command abilities affect all members of a certain faction, such as the Company of Blades or The Imperial Army. Commanders may also choose to designate a group of up to 1 player per Rank in the Command skill at the beginning of the game and name this group for the purposes of the Command skill. For example, if John had a new Commander and wanted five of his friends to be under his command, he could tell these PCs they were members of the Firesong Brotherhood and use this name with Command. If you wish to designate a new group for the Command ability, please see the design team. Command Rank 1 2 3 4 5 6 7 8 9 10 Experience 5 5 10 10 15 15 20 20 25 25 Point Cost No delay is required prior to using this Skill Tree. This tree cannot be combined with other trees. Recommended Lore Skills: The Company of Blades, The Imperial Army, The Clans of Saph'Theron, O'nun's Hammer Command Skills Ran k Ability Duratio n Description While observing a military formation, Detect Command may be used to attempt to identify people with the Command skill. The call is By the Sound of My Voice, Detect Command Skill. Any person in the area with the Command skill must raise their hand. Must be used before combat has begun. Target person gets +1 damage on their first attack this combat. The commander and a member of their group gain +1 damage against a specific enemy so long as neither attacks anyone else. The moment either attacks another person, this bonus is lost. You may instruct a target on how to use a combat maneuver that you know, allowing the target to use that combat maneuver a single time within the next 24 hours. This can only grant basic combat maneuvers, not combat maneuvers from Advanced Combat

Detect Command

Instant

Take the Initiative Flanking Maneuver Instruction

1 Minute

3 4

N/A 24 Hours

Techniques, Disciplines, or Weapon Specializations. The target must expend the Energy cost for the maneuver normally, and obey any normal restrictions on that ability. The commander may call, By the Sound of My Voice <Faction>, Restore (x) Energy once per combat, where (x) is twice the command rank of the person. Pick up to three members of a command group. Those members are considered personal guard and gain +1 Armor and +1 Dexterity for the next 24 Hours. This can be reused as soon as the duration ends. You may not be a member of more than one players Vanguard. You may not be a member of your own Vanguard, but you and another group member may be each others Vanguards. Deliver a war cry, inspiring allies to charge. Call By the Sound of My Voice, <My Group>, All Energy Costs Are Halved for 1 Minute. This does not affect the Energy cost of Rituals. Your Assigned Vanguards now gain +1 Armor, +1 Resistance, and +1 Dexterity (total). Whip followers into a frenzy that allows them to be immune to all effects pertaining to either fear, paralysis, compel, or sleep. Call, By the Sound of My Voice, <Faction>, Immunity to <Specify one: Fear, Paralysis, Compel, Disarm, OR Sleep> 5 Minutes. The call when hit with one of these abilities while immune is No Effect. You may now have up to 4 group members in your Vanguard. Inspire the commanders troops to recover and fight on. Call, By the Sound of My Voice, < Faction> Restore 1 Evade, 1 Resist, and 2 Armor. You may now have up to 5 group members in your Vanguard. Instant Deliver a speech of at least five seconds to any players. These do NOT have to be in the commanders personal group. After concluding this speech, the commander states By the Sound of My Voice, Restore 10 Energy. In addition to

Energy Burst

Instant

Assign Vanguard

24 Hours

War Cry

1 Minute

Fanaticism

5 Minutes

Inspired Rejuvenati on Surge of Energy

Instant

10

the normal energy cost, this decreases the users maximum energy pool by 10 for 1 hour; this energy cannot be regained by any means until the 1 hour has passed. You may now have up to 6 group members in your Vanguard.

Influence Cards and Diplomacy Skills


Influence cards represent favors, political power, and resources that cannot be appropriately represented in-game. For example, a player with a large number of military influence cards may be the commander of an army that is too large to possibly be represented at a game event. In the Arbiter System, players begin play with one influence card of their choice. Nobles may gain additional cards through land management (see below). All additional influence cards must be gained through gameplay. Some sample potential benefits for influence cards are listed below, but are primarily intended for role-playing and between game actions. Expending influence for in-game effects should be the exception, not the norm. The duration of temporary gains is for eight hours unless otherwise noted in the potential benefits. How to Use Influence Cards: Influence Cards can be used in two ways either to further the game story and a players goals, or for a single use of a mechanical benefit for a player. Most cards should be used for the former; the single-use bonuses are very inefficient, but exist to represent a desperate attempt for a player to use their resources in a final gambit. When expending influence, that influence card is used either for the role-playing goal or the mechanical benefit not both. Influence cards are not a form of currency that exists in-game, with the exception of Economic Influence, which represents a writ, trade contract, or other document with a value of 3 gold pieces. All other forms of influence are intangible and cannot be physically traded as currency. Rather, players who are interested in acquiring influence should do so through role-playing. For example, if a player is looking for Divine Influence, they might ask a priest for their gods favor for a specific task. A player who is seeking Sorcerous Influence might ask a noble who is known to have a school of arcane research on their land if they could have the headmaster of the school dedicate some time and resources toward pursuing a specific goal. While its okay to clarify with someone out-of-game that you are asking for influence after role-playing your discussion, players and NPCs should not expressly ask for influence cards in-game, as they do not exist as tangible in-game items to be traded. Influence Cards cannot be transferred between players between games. Subcategories of Influence: When a GM writes out an influence card, it should list both the influence type and a subcategory. This subcategory is the specific person, organization, deity, etc. that the influence card corresponds to. This

influences how the card works when used in-game. For example, a Political influence card might be on behalf of the King of I'Denora, or a wealthy Lord in Idysia. Depending on the specific nature of the influence card, it may be used for different purposes. Unlabeled influence from previous versions of the game may still be used, but only for influence card goals that are not specific to any organization. Types of Influence Cards: Military Influence Subcategories: Soldiers, mercenaries, a specific NPC, etc. These represent personal contributions on the battlefield OR assistance from personal factions, depending on the character. Examples of Using Military Influence for Goals Military influence can be used to defend or attack a specific location that is near to the players home city on the game map. Attempting to use military influence to attack a location that is further away is possible, but it will take time for the troops to move, as determined by the GMs. This could be several months of game time (which usually parallels real time). A military influence that represents a specific NPC can be used to assign that NPC to do something specific, either temporarily or permanently. For example, if a Shadowblade PC had an Influence Card that represented their NPC squire, they could use this influence card to give their squire orders. The squires current location and status would be tracked by the game design team. A player may expend 5 Military Influence to attempt to take over a small, unoccupied area of land worth 10 gold pieces. If the player controls that unoccupied land for 4 months of game time, this land now belongs to the player and all the military influence is regained. During this time, however, the soldiers represented by this military influence may be attacked by other forces and killed or forced to retreat, depending on in-game events. Players may expend a larger number of Military Influence, in increments of 5, to attempt to take over a larger amount of unclaimed territory. For each 5 Military Influence, the player may attempt to control a land that has a value of 10 gold pieces. For example, a player who expends 20 Military Influence could attempt to control a territory worth 40 gold pieces. As above, some or all of this Influence could be lost in a contest with another force, or the troops may be forced to retreat under certain story conditions. A player that is a member of a military organization can use Military Influence from that organization to gain ranks within it. In general, the number of Military Influence required to advance to the next rank is equal to the target rank squared. These influence cards must be on behalf of that specific organization and you must already be a member of that organization. For example, if Silentwolf wanted to advance from Rank 3 to Rank 4 in the Paladins of Laos, he would need 16 Military Influence on behalf of the

Paladins of Laos. This use of influence must be approved by the Game Design team, as the politics of these in-game organizations are complex and advancement may require things other than influence. Mechanical Benefits for Each Card Sacrificed: For each card sacrificed, you may pick ONE of the benefits below. Temporarily learn 1 combat maneuver up to 1 rank above the highest level one can normally purchase or any weapon proficiency. In addition, gain 10 Energy; OR Expend to remove the energy cost for one combat maneuver for 1 minute. Any skill requiring more time may not be impacted by this sacrifice; OR Expend to increase the Effect Level of your Combat Maneuvers by 1 for 1 Hour Political Influence Subcategories: City council for a specific city, specific noble PC or NPC, specific organization, specific noble house Examples of Using Political Influence for Goals 2 Political Influence can be used to arrange a political marriage between two unmarried, willing people of the same political rank from the same region (i.e. Acara, Zinthar, etc). 4 Political Influence can be used to arrange a political marriage between two unmarried, willing people of the same political rank in different regions that are generally populated by the same race (i.e. two human kingdoms or two different Ishalan courts). An additional 2 Influence Cards are required for each noble rank the characters are different; this number may vary depending on the specific cultures. A player that is a member of a political organization or noble house can use Political Influence from that organization to gain ranks within it. In general, the number of Political Influence required to advance to the next rank is equal to the target rank squared. Note that rank within a noble house is not the same as a noble title; see Lore: Noble Houses for a specific region for more details on how rankings work in that region, if applicable. A player may attempt to use any number of Political Influence cards to influence a vote in a region or subject matter where their influence would be applicable. For example, influence cards with nobles from Idysia could be used to influence elections or voting on new laws in Idysia, but not in another city, except under special circumstances. Mechanical Benefits for Each Card Sacrificed: For each card sacrificed, you may pick ONE of the benefits below.

Temporarily gain one Rank in one of the following skills for the rest of the event: Social Grace, Truth Seer, Persuade, or Sense Motive. If the player already possesses all of these skills, he or she gains an additional free use of each; OR Detect what faction a character belongs to, if any. Call Sense Faction; OR Gather information about a faction, see the design team; OR View all of a players influence cards. The call is Unique, Detect Influence. Economic Influence Subcategories: Writ, bank note, goods, trade contract Examples of Using Economic Influence for Goals Economic Influence can be used to open trade routes between regions that are not currently trading goods. Economic Influence can be used to provide resources to an area that is currently unstable, such as a city that has been damaged in a siege or an area where farms have been ravaged by a blight. Economic Influence can be used to sway certain political figures in an election, depending on the specific characters and goals involved. Mechanical Benefits for Each Card Sacrificed: Economic influence cards are worth 3 gold pieces in value and may be used as in-game currency. They are the only form of influence card that exists ingame. These cards represent writs with coin value and may not be accepted everywhere. Sorcerous Influence Subcategories: Specific guild or organization of sorcerers or ritualists, specific NPC sorcerer or ritualist, a specific Dominion, etc. Examples of Using Sorcerous Influence for Goals Sorcerous Influence on behalf of a ritualist or organization of ritualists can be used to perform a ritual between games. The cost of the ritual is 1 Supernatural Influence per Rank of the ritual. The ritualist or organization of ritualists must be powerful enough to cast that specific ritual. 5 Sorcerous Influence can be used to spread sorcery in a region where it is normally rare. Note that if sorcery is illegal in this region, this does not legalize the sorcery, and would represent teaching sorcerers in secret. A player that is a member of a sorcerers guild or organization can use Sorcerous Influence from that organization to gain ranks within it. In general, the number of Sorcerous Influence required to advance to the next rank is equal to the target rank squared. Sorcerous influence in a specific Dominion can only be used by a sorcerer who is capable of casting spells from that Dominion. When used, it allows the sorcerer to attempt to call on a spell from that Dominion they could not normally cast (i.e. a higher ranked spell or one they havent researched at all). The success and power of the ability are dependent on the number of

Influence cards sacrificed. For example, Archon Salaris is a powerful being associated with the Dominion of Metal. He could use Dominion of Metal influence card to attempt to cast a spell related to metal in some way to change the shape of a metal object, to transmute one type of metal into another, or to break or reforge a metal weapon, for example. Mechanical Benefits for Each Card Sacrificed: For each card sacrificed, you may pick ONE of the benefits below. Sacrifice to temporarily learn one ability up to 1 rank above the highest level a character can normally purchase. This cannot be used to learn Gifts. In addition, gain 10 Energy. Sacrifice to add 10 Energy to a ritual.

Divine Influence Subcategories: All Divine Influence cards are on behalf of a deity or demigod. These influence cards are very rare, and generally only available to followers of those deities, except under special circumstances. Examples of Using Divine Influence for Goals A player that is a member of a religious guild or organization can use Divine Influence from that organization to gain ranks within it. In general, the number of Divine Influence required to advance to the next rank is equal to the target rank squared. Sacrifice while praying to the appropriate deity in-game to gain a specific benefit assigned by the game design team based on the number of cards sacrificed. This benefit cannot be predicted. Sacrificing Divine influence does not always work and in some situations may produce no effect at all. Sacrificing Divine Influence can be dangerous if abused. Sacrificing 1 Divine Influence to a deity may gain a minor boon, such as a long-duration spell or Gift being cast on the person who sacrificed the card. Sacrificing 5 Divine Influence to a deity may gain a more significant favor, such as a spell being cast on a group of players or a powerful, ritual-level spell or Gift being cast on a single character. Sacrificing 10 or more Divine Influence to a deity at once is unpredictable, and may result in a powerful boon or great consequences. Mechanical Benefits for Each Card Sacrificed: For each card sacrificed, you may pick ONE of the benefits below. Sacrifice to temporarily learn a Gift of the appropriate deity up to 1 rank above the highest level a character can normally purchase. In addition, gain 10 Energy. Sacrifice to add 10 Energy to a ritual.

Subterfuge Influence Subcategories: A specific NPC rogue, a specific thieves or assassins guild, a group of brigands or mercenaries, etc. Examples of Using Subterfuge Influence for Goals A player that is a member of a thieves or assassins guild or organization can use Subterfuge Influence from that organization to gain ranks within it. In general, the number of Subterfuge Influence required to advance to the next rank is equal to the target rank squared. Subterfuge Influence could be used to cover up for one of your characters illegal actions. 1 Subterfuge might cover a minor crime, while it might take 5 or more to cover for something like murder. Even more influence would be required if the crime is widely known. Subterfuge Influence on behalf of a guild might be able to be used to get someone in that guild to do you a favor, such as stealing an item or scouting an area.

Mechanical Benefits for Each Card Sacrificed: For each card sacrificed, you may pick ONE of the benefits below. Expend to gain one rank in any Thief Art for 8 hours. Expend to remove the energy cost for one thievery skill for one hour. Expend to view all of another players influence cards. Resist an attempt to view your own influence cards from another player using Subterfuge Influence. Expend to steal a single influence card from another player. Expend to detect a NPCs dirty secret (if they have one) or resist this effect.

Diplomatic Techniques
The following skills and trees are designed for use by players who are interested in advancement in political status, noble rank, or military power. These skills often require heavy amounts of role-playing to be properly used. Charisma Prerequisites: None Rank Name Point Cost Description At a cost of 5 Energy, you may call Sense Diplomatic Techniques on a target. This ability costs 5 Energy per use, and may be resisted with the Resistance skill, but it cannot be Reflected or Evaded. This can also be countered by expending a Political Influence card. You automatically gain 1 Political Influence card per event. You may now expend 15 Energy to call Vorpal Sense Diplomatic Techniques. This cannot be Resisted, but it may be Nullified. This can no longer be countered by expending Political Influence. You automatically gain 1 additional Political, Subterfuge, or Economic influence per event in addition to the benefit of Political Sway. You automatically gain two influence cards per event of your choice. This cannot be used to gain Divine influence. This is in addition to the benefit of Political Superiority.

Sense Diplomacy

10

Political Sway Greater Sense Diplomacy

20

30

Political Superiority

40

Charisma

50

Dominance Prerequisites: None Rank 1 2 Name Dominanc e Contest of Powers Point Cost 10 20 Description You automatically gain 1 Military Influence per game event. Once per event, you may expend a Political or Military Influence to call Unique Transfer Influence to steal an influence card from another player. The influence card that you transfer is random, unless you use a Subterfuge influence card, in which case you may choose which card to steal.

You may, at your choice, ask a member of the Game Design team to approach your target about the Contest of Powers to keep your identity a secret during the initial process. This may be countered with the use of a Subterfuge influence card. If you choose to play a Subterfuge influence card as well, this goes back and forth until the player with the most Subterfuge played wins the exchange. All Subterfuge cards used in the power play by both players are lost. If the target chooses not to attempt to counter this ability by using Subterfuge Influence, the target is not aware in-character that their influence has been stolen or by whom. Any attempt at countering will inform the target of who is trying to take their influence. You automatically gain 1 additional Political or Military influence per event beyond the benefit of the Rank 1 ability. You may now use Conquest of Powers twice per event. Any time you would gain Influence through one of your character skills or Land Management Points, such the Charisma skill or the Dominance and War abilities, the number of Influence cards you gain is increased by 1. Each individual game skill, such as War and Dominance, benefits from this increase separately. This does not increase influence card gains through any other means, such as structures, earning cards in-game through events, etc. This does not improve the Dominance or Contest of Powers abilities in any way.

3 4

War Superior Conquest

30 40

Supreme Dominanc e

50

Conversational Abilities The following abilities are intended to be used during conversations between characters. The abilities Persuade, Sense Motive, and Truth Seer share a 30 second cooldown. Persuade: You may expend 5 Energy to attempt to sway a targets mind on a certain subject while in a conversation. The call for this is Persuade. This cannot

be used to force a target into a specific course of action, and it will not convince a character to do something they would never do, such as kill themselves or attack a close friend or ally. This skill represents a characters skill at verbal coercion and manipulation, but it is more effective when used in conjunction with appropriate role-playing. This may be resisted with the Resistance skill, but it cannot be Reflected or Evaded. At Rank 2, you may choose to expend 15 Energy to call Vorpal Persuade. This cannot be Resisted with the Resistance skill, but may still be Nullified. Rank 1: 10 Experience Points Rank 2: 25 Experience Points Sense Motive: This skill demonstrates an uncanny awareness of social situations. When conversing with a person, a character may force someone to reveal if their motivations for a specific action were positive or negative in nature from the targets perspective. At the targets option they may reveal more information, but it is not required. The call is Sense Motive for...<insert target's action or decision here>. This ability costs 5 Energy per use, and may be resisted with the Resistance skill, but it cannot be Reflected or Evaded. At Rank 2, you may choose to expend 15 Energy to call Vorpal Sense Motive for (x). This cannot be Resisted with the Resistance skill, but may still be Nullified by certain other skills. Rank 1: 10 Experience Points Rank 2: 25 Experience Points Social Grace: You may expend 5 Energy to call Resist on the Persuade, Coerce, Sense Influence Cards, Sense Diplomatic Techniques, Sense Command Ranks, Sense Motive, or Sense Truth (Last Statement) abilities. At Rank 2, you may call Nullify on a single use of the Persuade, Sense Influence Cards, Sense Diplomacy, Sense Command Ranks, Sense Motive, or Sense Truth (Last Statement) abilities every 5 minutes even if they include the Vorpal call. Rank 1: 10 Experience Points Rank 2: 25 Experience Points Truth Seer: For a cost of 10 Energy, you may call Sense Truth 60 Seconds. During the next 60 seconds, all players and NPCs you are in conversation with must inform you out-of-game if their character has told a lie. As this is a beneficial ability on yourself and not an offensive ability, it cannot be resisted, but others may simply choose not to speak. At Rank 2, you may use this skill to call Sense Truth Last Statement in reaction to something that has just been said. This ability costs 5 Energy per use, and may be resisted with the Resistance skill, but it cannot be Reflected or Evaded. This

cannot be used twice on the same statement if the first use was Resisted or Nullified. At Rank 3, you may expend 15 energy to call Vorpal Sense Truth Last Statement. This ability cannot be Resisted, but it can be Nullified. This cannot be used twice on the same statement if the first use was Nullified. Rank 1: 10 Experience Points Rank 2: 15 Experience Points Rank 3: 20 Experience Points Coercion Prerequisites: 30 Points in Conversational Abilities Point Rank Name Description Cost Improved Decreases the cooldown of your conversational 1 5 Persuasion abilities by 10 seconds. Decreases the Energy cost of your conversational Weighing 2 10 abilities by 1. In addition, you may use each Words conversational ability for free once per day. Mastery of Decreases the cooldown of your conversational 3 15 Persuasion abilities by 20 seconds. Conversati Decreases the Energy cost of your conversational 4 onal 20 abilities by 2. In addition, you may use each Efficiency conversational ability for free once per day. For a cost of 20 Energy, you may call Verbal Compel (three word command) in a conversation. 5 Coerce 25 This may not be evaded or reflected, but it may be resisted or nullified normally or with the Social Grace skill.

Chapter 7: Economics
This chapter covers the rules for the in-game economy of the Arbiter System, including the creation of equipment, buying and selling items, and purchasing land and noble titles. Crafting Skills Players may purchase crafting skills in order to create usable in-game items from raw material items that are obtained in the game. Each crafting skill is purchased individually. Each Rank in a Crafting Skill unlocks new Crafting Techniques for that specific skill. In most cases, such as Blacksmithing, Carpentry, and Leatherworking, Crafting Techniques are properties that can be added on to items to improve the final result. Any given item may only have a single Crafting Technique added to it, unless stated otherwise in a special rule. The crafter chooses which Crafting Technique they are using when they begin creating the item. When a player purchases a crafting skill, he learns a Crafting Technique for each Rank of the skill he purchases. These techniques must be for the crafting skill that was just purchased; you cannot purchase a rank in Blacksmithing to gain more Alchemical Techniques. The new Crafting Technique you learn when you purchase a rank must be of equal or lesser Rank to your rank in the crafting skill. For example, when purchasing Rank 3 in Blacksmithing, you could learn 1 Rank 2 Blacksmithing Technique and 1 Rank 3 Blacksmithing Technique, 2 Rank 3 Blacksmithing Techniques, or 2 Rank 1 Blacksmithing Techniques, etc. You may research additional techniques of a Rank up to your Rank in the trade skill between games by expending Time Units. You cannot research or use crafting techniques that exceed your rank in a trade skill. See the Passage of Time section for more information. Crafting Actions Crafting an item requires a certain number of Crafting Actions. A Crafting Action is normally ten minutes of role-playing during the game, during which the player role-plays creating the item that he or she is trying to make. With some skills, such as alchemy, more than one item can be created in a single Crafting Action. The Faster Crafting skill decreases the amount of time it takes to perform a crafting action. Some items may take several Crafting Actions to complete; in this case, a player can start on an item in one game and finish it in a later game. A player may request a incomplete item tag after taking a Crafting Action; the tag will have a number of check boxes that must be checked off by a game designer to show how many crafting actions are necessary to finish the item. Crafting Actions can also be taken between games by expending Time Units. See the Passage of Time section for more information.

Currency and the Value of Equipment Items in the Arbiter System are assigned a base value. This is also sometimes called a card value. This number is used as a basic guideline for how much a NPC item would charge if they were selling the item to a player. This is based on the value of the materials used to create the item, but the number is usually increased by approximately 25% to represent the increased value of having the product assembled. Players should not expect to sell an item for anywhere close to an items card value; crafted items, such as weapons and armor, can generally be sold to merchants for about 25% of their card value, or more if the player is a skilled merchant. (See the Mercantile skill tree, below this section.) Special crafting techniques are generally not taken into account in the card value of an item, and thus, items made by players are generally worth much more than their card value would represent. This is to encourage players to buy and sell from each other, rather than just selling items to NPCs to make quick and easy money. There are five basic metals of currency (each in three sizes) in the Arbter System, but different kingdoms may use vastly different types of currency, and different locations may have different exchange rates. The basic types of currency are used throughout the continent of Mythralis with standardized exchange rates, but may have different values elsewhere. Coin Types: Crescent A small coin shaped like a large crescent moon. This has half the value of a regal. Regal A round coin with a hole in the center. This is the standardized currency of Mythralis; it is what is usually called a piece by outsiders. Thus, a Gold Piece is actually a Gold Regal. The city of Aayara uses Regals that do not have holes in the center; rather, they have a stamp with the name of the city of Aayara and the symbol of Eratar. Sometimes, a Crescent will be made by cutting a Regal in half. Full A significantly larger round coin without a hole in the center. These are increasingly rare, and generally only used by nobles. A Full is worth three Regals or six Crescents. Coin Metals: Copper The least valuable of metals. A single copper crescent is enough to buy a cup of water or a couple slices of bread. Copper is rarely used by anyone of merchant class or higher to do anything other than make change. Silver The basic currency of Mythralis, and used for most transactions. One Silver Regal is worth ten Copper Regals. One Silver Regal might buy you a nice bottle of

wine, a good dinner, or a night in a shady inn. A Silver Full could buy you a night in a much friendlier establishment, possibly with some entertainment for the evening. Gold Gold is commonly used by nobles, and even merchants often have it in significant quantities. An iron sword is worth a gold piece or two, depending on who you ask. One Gold Regal is generally accepted to be worth 10 Silver Regals. Khyonite Khyonite is an alloy used mostly in the city of Aayara as a replacement for gold, since gold itself is growing increasingly rare. The city of Aayara is hoping to make Khyonite the new trade standard. They equate one Khyonite Regal to one Gold Regal; other cities may accept this currency differently. Platinum Rarely used except by the extremely wealthy, Platinum isnt found in Crescents; its just too valuable to bother making into small increments. Its essentially a way of flaunting wealth, and small coins would defeat the point. One Platinum Regal is generally accepted to be worth 5 Gold Regals. Purchasing Crafting Skills Each individual crafting skill can be purchased according to the chart below. A description of each crafting skill and the techniques associated with it are also listed below. Rank 1 2 3 4 5 Experience Point Cost 5 5 10 15 15 Default Crafting Techniques 1 2 3 4 5

Blacksmithing: Blacksmithing can be used to work metal to create weapons, shields, chain mail armor, and plate mail armor. Blacksmiths can make a weapon from 5 units of any of the same type of metal. For example, a Blacksmith could make a weapon from 5 units of Steel or 5 units of Iron, but not 3 of Iron and 2 of Steel. The properties of the item are determined by a combination of the metal and the crafting technique used. Each type of metal contributes specific properties, some of which are listed in the Passage of Time section of this rule book, while others are listed in lore documents. Crafting Techniques add an additional property on top of this. If the metal and the crafting technique have identical properties, these are generally cumulative, unless stated otherwise. Crafting a weapon takes one Crafting Action.

Making shields works exactly the same as making weapons; they require 5 units of the same type of metal. Making armor works the same as making weapons and shields, but making chain mail requires 10 units of the same type of material, and making plate mail requires 15 units of the same type of material. Crafting a suit of chain mail requires 2 Crafting Actions. Crafting a suit of plate mail requires 3 Crafting Actions Blacksmithing Techniques: Weaponsmithing Techniques Rank 1 Name Tempered Hastily Constructed Cheap Hardened Effect The weapon is resilient to damage. You may call Nullify on one Break call on this weapon per combat. This item takes 20% less time to physically craft ingame, but the coin value of the item is decreased by 20%. This weapon only takes 4 units of metal to craft, but the card value is decreased accordingly. The weapon is resilient to damage. You may call Nullify on two Break calls on this weapon per combat. The weapon is immune to the Disarm call. The number of crafting actions required to make this item is multiplied by 2. This weapon may perform the Pierce combat maneuver once per combat with no Energy cost. The number of crafting actions required to make this item is multiplied by 2. This weapon allows the wielder to perform the Power Attack combat maneuver five times per combat with no Energy cost. The number of crafting actions required to make this item is multiplied by 3. The Energy cost of using offensive combat maneuvers with this weapon is decreased by 1, to a minimum of 1. This has no effect on the cost of maneuvers that do not involve this weapon. The number of crafting actions required to make this

1 2 2

Balanced

Armor-Piercing

Sharp

Featherweight

item is multiplied by 3. The weapon is immune to the Break call. The wielder treats Break calls as Disarm calls instead. 5 Unbreakable The number of crafting actions required to make this item is multiplied by 4. The weapon deals 1 additional point of damage on all attacks. This does not increase the players damage cap for normal attacks. The number of crafting actions required to make this item is multiplied by 4. Armorsmithing Techniques Rank 1 1 Name Tempered Hastily Constructed Cheap Hardened Effect The armor is resilient to damage. You may call Nullify on one Break call on this armor per combat. This item takes 20% less time to physically craft ingame, but the coin value of the item is decreased by 20%. This armor only takes 8 units of metal to craft for chain mail or 12 units of metal for plate mail, but the card value is decreased accordingly. The armor is resilient to damage. You may call Nullify on two Break calls on this armor per combat. This armor is heavier and thicker than normal, providing one additional Armor Point. The number of crafting actions required to make this item is multiplied by 2. The armor is resilient to damage. You may call Nullify on two Break calls on this armor per combat. 3 Hardened The number of crafting actions required to make this item is multiplied by 2. This armor is reinforced in vital areas, allowing the wearer to use the Tenacity maneuver twice per combat with no Energy cost. The number of crafting actions required to make this item is multiplied by 3. This armor is designed to deflect blows. Three times per combat, when the wearer is struck with a damaging attack, he or she may opt to sacrifice three points of armor to call Evade rather than Armor. This cannot be used on non-damaging attacks, and still

Superior

2 2

Sturdy

Reinforced

Deflecting

cannot Evade abilities that cannot be normally Evaded, such as Strike, Cleave, and Sound of Voice effects. The number of crafting actions required to make this item is multiplied by 3. The armor is immune to the Break call. 5 Unbreakable The number of crafting actions required to make this item is multiplied by 4. This armor is supremely well designed, providing two additional points of armor. The number of crafting actions required to make this item is multiplied by 4. Shieldmaking Techniques Rank Name 1 1 2 2 Tough Hastily Constructed Cheap Hardened

Impenetrable

Effect The shield is resilient to damage. You may call Nullify on one Break call on this shield per combat. This item takes 20% less time to physically craft ingame, but the coin value of the item is decreased by 20%. This shield only takes 4 units of metal to make the shield, but the card value is decreased accordingly. The shield is resilient to damage. You may call Nullify on two Break calls on this shield per combat. The shield is resilient to damage. You may call Nullify on three Break calls shield on this shield per combat. The number of crafting actions required to make this item is multiplied by 2. This shield has a series of strong straps to keep it on the arm. You may call Nullify on three Disarm calls on this shield per combat. The number of crafting actions required to make this item is multiplied by 2. This armor is heavily reinforced, allowing the wearer to call Nullify on a Pierce call that strikes the shield twice per combat. The number of crafting actions required to make this item is multiplied by 3. The shield is resilient to damage. You may call Nullify on four Break calls shield on this shield per combat. The number of crafting actions required to make this

Sturdy

Bound

Reinforced

Deflecting

item is multiplied by 3. The shield is immune to the Break call. 5 Unbreakable The number of crafting actions required to make this item is multiplied by 4. This armor is heavily reinforced, allowing the wearer to call Nullify on a Pierce call that strikes the shield three times per combat. The number of crafting actions required to make this item is multiplied by 4. Recommended Lores: Lore Blacksmithing, Lore Rare Metals

Impenetrable

Carpentry: Carpentry can be used to make projectile weapons, such as bows, shields, staves, spears, and buildings. See Land Management for information on buildings. Projectile weapons, shields, staves, and spears can be made from 5 units of any of the same type of wood. The properties of the item are determined by a combination of the wood and the crafting technique used. Each type of wood contributes specific properties, some of which are listed in the Passage of Time section of this rule book, while others are listed in lore documents. Crafting Techniques add an additional property on top of this. If the wood and the crafting technique have identical properties, these are generally cumulative, unless stated otherwise. Crafting a wooden weapon or shield takes one Crafting Action. Wooden Weapon Techniques The following techniques can be applied when using carpentry to make projectile weapons or spears. Rank 1 Name Tempered Hastily Constructed Cheap Hardened Effect The weapon is resilient to damage. You may call Nullify on one Break call on this weapon per combat. This item takes 20% less time to physically craft ingame, but the coin value of the item is decreased by 20%. This weapon only takes 4 units of wood to craft, but the card value is decreased accordingly. The weapon is resilient to damage. You may call Nullify on two Break calls on this weapon per combat. The weapon is immune to the Disarm call. The number of crafting actions required to make this item is multiplied by 2. This weapon may perform the Pierce combat maneuver once per combat with no Energy cost. The number of crafting actions required to make this item is multiplied by 2. This weapon allows the wielder to perform the Power Attack combat maneuver five times per combat with no Energy cost. The number of crafting actions required to make this item is multiplied by 3. The Energy cost of using offensive combat maneuvers with this weapon is decreased by 1, to a minimum of 1.

1 2 2

Balanced

Armor-Piercing

Sharp

Featherweight

This has no effect on the cost of maneuvers that do not involve this weapon. The number of crafting actions required to make this item is multiplied by 3. The weapon is immune to the Break call. The wielder treats Break calls as Disarm calls instead. 5 Unbreakable The number of crafting actions required to make this item is multiplied by 4. The weapon deals 1 additional point of damage on all attacks. This does not increase the players damage cap for normal attacks. The number of crafting actions required to make this item is multiplied by 4. Shieldmaking Techniques Rank Name 1 1 2 2 Tough Hastily Constructed Cheap Hardened

Superior

Effect The shield is resilient to damage. You may call Nullify on one Break call on this shield per combat. This item takes 20% less time to physically craft ingame, but the coin value of the item is decreased by 20%. This shield only takes 4 units of wood to make the shield, but the card value is decreased accordingly. The shield is resilient to damage. You may call Nullify on two Break calls on this shield per combat. The shield is resilient to damage. You may call Nullify on three Break calls shield on this shield per combat. The number of crafting actions required to make this item is multiplied by 2. This shield has a series of strong straps to keep it on the arm. You may call Nullify on three Disarm calls on this shield per combat. The number of crafting actions required to make this item is multiplied by 2. This armor is heavily reinforced, allowing the wearer to call Nullify on a Pierce call that strikes the shield twice per combat. The number of crafting actions required to make this item is multiplied by 3. The shield is resilient to damage. You may call Nullify on four Break calls shield on this shield per combat.

Sturdy

Bound

Reinforced

Deflecting

The number of crafting actions required to make this item is multiplied by 3. The shield is immune to the Break call. 5 Unbreakable The number of crafting actions required to make this item is multiplied by 4. This armor is heavily reinforced, allowing the wearer to call Nullify on a Pierce call that strikes the shield three times per combat. The number of crafting actions required to make this item is multiplied by 4. Recommended Lores: Carpentry

Impenetrable

Invention: Invention allows for the creation of useful tools such as lockpicks, gathering tools, crafting tools, and basic mechanical items. This cannot be used to emulate magic or create modern technological devices. Recommended Lores: Invention Leatherworking: Leatherworking is used to make armor and various pieces of clothing out of leather. In addition, leatherworkers are assumed to be proficient at tailoring as well, and can make items out of cloth. A leatherworker can make a suit of light leather armor out of 5 units of the same type of leather. The benefits provided by the armor are determined by the material and the crafting technique used. Crafting a suit of leather armor takes 1 Crafting Action. A leatherworker can make a suit of heavy or studded leather armor out of 10 units of the same type of leather. The benefits provided by the armor are determined by the material and the crafting technique used. Crafting a suit of leather armor takes 1 Crafting Action. A leatherworker can make a suit of brigandine armor out of 15 units of the same type of leather. The benefits provided by the armor are determined by the material and the crafting technique used. Crafting a suit of leather armor takes 2 Crafting Actions. A leatherworker can make a pair of gloves, a belt, or a pair of boots from 2 units of the same type of leather. The type of material determines the enchantments these items can hold. No crafting techniques are applied to items of this type. Making one of these items (or a pair of boots or gloves) requires 1 Crafting Action. A leatherworker can make a tunic, a robe, a pair of pants, or a cloak from 5 units of the same type of cloth. The type of material determines the enchantments these items can hold. No crafting techniques are applied to items of this type. Making one of these items requires 1 Crafting Action. Leatherworking Techniques Note: These techniques are only applicable to leather armor. No special techniques can be applied to non-armor items, such as boots or gloves. Rank 1 1 2 Name Toughened Hastily Constructed Cheap Effect The armor is resilient to damage. You may call Nullify on one Break call on this armor per combat. This item takes 20% less time to physically craft ingame, but the coin value of the item is decreased by 20%. This armor only takes 8 units of metal to craft for chain mail or 12 units of metal for plate mail, but the card

Hardened

value is decreased accordingly. The armor is resilient to damage. You may call Nullify on two Break calls on this armor per combat. This armor is heavier and thicker than normal, providing one additional Armor Point. The number of crafting actions required to make this item is multiplied by 2. The armor is resilient to damage. You may call Nullify on two Break calls on this armor per combat.

Sturdy

Hardened The number of crafting actions required to make this item is multiplied by 2. This armor is reinforced in vital areas, allowing the wearer to use the Tenacity maneuver twice per combat with no Energy cost. The number of crafting actions required to make this item is multiplied by 3. This armor is designed to deflect blows. Three times per combat, when the wearer is struck with a damaging attack, he or she may opt to sacrifice three points of armor to call Evade rather than Armor. This cannot be used on non-damaging attacks, and still cannot Evade abilities that cannot be normally Evaded, such as Strike, Cleave, and Sound of Voice effects. The number of crafting actions required to make this item is multiplied by 3. The armor is immune to the Break call.

Reinforced

Deflecting

Unbreakable

The number of crafting actions required to make this item is multiplied by 4. This armor is supremely well designed, providing two additional points of armor. The number of crafting actions required to make this item is multiplied by 4.

Impenetrable

Repair Kits: A player with the leatherworking skill can make a repair kit, which is an item that can restore armor to a damaged suit of armor, but can only be used once. For each Rank in the Leatherworking skill the Leatherworker possesses, her or she can create an armor kit that restores one point of armor when used. Creating a single repair kit takes 2 silver pieces worth of leather of any type per point of armor it restores. Up to repair kits can be created in a single Crafting Action. Applying an armor kit to restore armor in battle takes ten seconds.

Recommended Lores: Leatherworking

Alchemy: Required to create elixirs, salves, potions and poisons. An alchemist creates these compounds by mixing together different components, typically herbs and powders. Potions, elixirs, salves, and poisons are collectively referred to as concoctions. Potions are compounds that contain doses of a liquid that has an instantaneous, beneficial or neutral effect when consumed. By default, each potion has one dose, but certain skills can increase this. A player can create up to a maximum of 3 potions in 1 Crafting Action. An example of a potion would be a liquid that, when drank, heals one of the wounds on the drinkers body. Elixirs are compounds that contain doses of a liquid that has a beneficial or neutral effect that lasts for a duration, rather than creating an instant effect. Elixirs are made by adding a herb together with a special herb called an activating agent. Activating agents are listed in the section on elixirs. By default, each elixir has one dose, but certain skills can increase this. A player can create up to a maximum of 3 elixirs in 1 Crafting Action. Salves are compounds that are applied to the body, rather than consumed by drinking. Salves are created by mixing an herb with a large amount of oil and a small amount of water. Examples would include burn cream, massage oils, etc. By default, each salve has 3 doses, but certain skills can increase this. A player can create one salve in 1 Crafting Action. Poisons are compounds that contain doses of a liquid that is harmful to the person who drinks it. Poisons can be added to food or drinks by anyone, however, they can only be applied to weapons by a player with the Art of Poison skill. See the Art of Poison for more information on how to apply poison to weapons. By default, each poison has one dose, but certain skills can increase this. A player can create up to a maximum of 3 poisons in 1 Crafting Action. Players can create alchemical concoctions by adding together herbs using the recipes below, learning more recipes from lore documents, or by simply experimenting with adding new herbs together. Experimentation will produce unpredictable results, however, and drinking liquids or applying salves made from unknown herbs can be very dangerous. Drinking Alchemical Liquids: Drinking a potion, elixir, or poison requires either a five-second count or raising a tagged physical representation of the potion, elixir, or poison to your lips. (Actually drinking the liquid is encouraged, but not required.) A player cannot Evade the damage or effects of anything they ingest, but the Resistance skill and other defenses can be used normally. Applying a salve requires five minutes or physically role-playing applying a salve to the target. This would require asking for the targets consent to physical role-play. Recommended Lores: Alchemy, Poison

Potion Formulae The following basic potions can be made by adding together one herb of each of the two types below in a solution of water. This creates a potion with a single dose with the effect described in the entry below.

Herbs Used Golden Star

Golden Star Instantly restores 4 Energy when consumed. Instantly clots up to 3 wounds when consumed.

Lifestrand Instantly clots up to 3 wounds when consumed. Instantly heals the person who drinks it for 1 point.

Maidens Virtue Instantly restores 12 Energy when consumed. Instantly heals the person who drinks it for 3 points. Neutralizes a single poison that deals recurring damage when consumed. This has no effect on nondamaging poisons. Restores 6 Armor when consumed. Restores one Per Combat ability, such as Dexterity or Resistance, when consumed.

Knights Honor Instantly restores 4 Armor when consumed. Instantly heals the person who drinks it for 5 points.

Queens Crown Instantly restores 42 Energy when consumed. Instantly heals the person who drinks it for 10 points.

Lifestrand

Maidens Virtue

Instantly restores 12 Energy when consumed.

Instantly heals the person who drinks it for 3 points.

Restores 6 Armor when consumed.

Restores one Per Combat ability, such as Dexterity or Resistance, when consumed.

Knights Honor Queens Crown

Instantly restores 4 Armor when consumed. Instantly restores 42 Energy when consumed.

Instantly heals the person who drinks it for 5 points. Instantly heals the person who drinks it for 10 points.

Restores 8 Armor when consumed. Restores 12 Armor when consumed.

Restores 12 Armor when consumed. Neutralizes a single poison that delivers a recurring nondamaging effect when consumed. This has no effect on damaging

poisons.

Elixirs and Activating Agents The following basic elixirs can be made by adding together one plant of the herb listed below and three units of the associated activating agent. This creates an elixir with a three doses with the effect described in the entry below. Activating Agents Peppermint Peppermint is a hybrid mint from combination of spearmint and watermint. It is the most basic activating agent used in elixirs, and a single plant is worth 1 silver piece. Cinnamon A spice harvested from cinnamon trees that serves as a more powerful activating agent. A single unit of cinnamon is worth 8 silver pieces. Honey A sweet food made by bees from harvesting the nectar of flowers. A single unit of honey is worth 32 silver pieces. Elixir Formulae Herb/Activating Agents Used Peppermint Grants 10 minutes of improved vision when consumed. Increases Clotting by 1 for 10 minutes when consumed. Cinnamon Grants 10 minutes of improved smell when consumed. Honey Has no known effect when consumed.

Golden Star

Lifestrand

Has no known effect when consumed. Grants resistance to the Fire damage type, reducing all damage sustained from Fire-based attacks by half (rounded down), for 10 minutes when consumed.

Increases Clotting by 4 for 10 minutes when consumed.

Maidens Virtue

Has no known effect when consumed.

Increases physical attack damage by 1 point for 10 minutes when consumed.

Knights Honor

Queens Crown

Increases Armor by 1 point for 10 minutes when consumed. Increases the Resistance skill by 1 for 10 Minutes when consumed.

Increases Armor by 2 points for 10 minutes when consumed.

Increases Armor by 4 points for 10 minutes when consumed.

Increases the Dexterity skill by 1 for 10 Minutes when consumed.

Increases the Strength skill by 2 for 10 Minutes when consumed.

Salves and Oils The following basic salves can be made by adding together one plant of the herb listed below and three units of one of the types of listed oils. This creates a salve with a three doses with the effect described in the entry below. Oils Most oils do not have alchemical properties, but some of the ones that can be used in the creation of salves are listed below. Olive Oil Oil extracted from olives. One unit is worth 1 silver piece. Beeswax A natural wax produced by honey bees. One unit is worth 5 silver pieces. Coconut Oil Oil extracted from coconuts. One unit is worth 25 silver pieces. Salve Formulae Herb/Oils Used Golden Star Olive Oil Has no known effect when applied. Beeswax When applied to the skin, which takes 5 minutes of role-playing to apply, this grants resistance to the Shadow damage type, reducing all damage sustained from Fire-based attacks by half (rounded down), Coconut Oil When applied to the skin, which takes 5 minutes of role-playing to apply, this increases the targets Rank in the Dexterity skill by 2 Ranks for 1 Hour.

Lifestrand

When applied to burned skin, which takes 5 minutes of role-playing to apply, decreases the amount of pain caused by the burn for 1 hour. When applied to a target through the use of the Physical Therapy skill in the Medical Knowledge tree, this increases the amount of Energy restored by 1 point per minute for up to 1 hour. When applied to the skin, which takes 5 minutes of role-playing to apply, increases the targets armor by 1 point for 1 hour. Has no known effect when applied.

for 10 minutes when consumed. When applied to the skin, which takes 5 minutes of role-playing to apply, this grants resistance to the Water damage type, reducing all damage sustained from Fire-based attacks by half (rounded down), for 10 minutes when consumed. When applied to a target through the use of the Physical Therapy skill in the Medical Knowledge tree, this increases the amount of Energy restored by 2 points per minute for up to 1 hour.

When applied to the skin, which takes 5 minutes of role-playing to apply, this increases the targets Rank in the Resistance skill by 2 Ranks for 1 Hour.

Maidens Virtue

When applied to a target through the use of the Physical Therapy skill in the Medical Knowledge tree, this increases the amount of Energy restored by 4 points per minute for up to 1 hour.

Knights Honor

When applied to the skin, which takes 5 minutes of role-playing to apply, increases the targets armor by 2 points for 1 hour. When applied to the skin, which takes 5 minutes of role-playing to apply, this

When applied to the skin, which takes 5 minutes of role-playing to apply, increases the targets armor by 4 points for 1 hour. When applied to the skin, which takes 5 minutes of role-playing to apply, this dulls

Queens Crown

increases the targets Energy Regeneration skill by 1 for 1 Hour.

all pain the target suffers for 1 hour. This has no mechanical effect, however, the target may role-play a resistance to pain.

Poison Formulae The following poisons can be made by adding together a pair of herbs in a solution of water. This creates a poison with a single dose with the effect described in the entry below. Note that these poisons can only be administered through food or drink unless the player has the Art of Poison skill. See the Art of Poison skill for more information on this subject. Herbs Used Golden Star Dreamwing No known effects when consumed. Tyrants Curse Causes 2 Light damage when consumed. Causes 2 Life damage when consumed. Causes Recurring Poison Paralyze Body 1 Minute every Minute when consumed. Causes Recurring Poison 1 Wound Every Minute for 5 Minutes when consumed. Causes Recurring Sleep 1 Minute every Minute when consumed. Causes Poison 1 Wound when consumed. Redbane Causes Recurring 3 Necrotic every minute for 5 minutes when consumed. Causes Recurring 3 Poison every minute for 5 minutes when consumed. Causes Recurring Poison 1 Wound Every 30 Seconds for 5 Minutes when consumed. Causes 4 Necrotic damage when consumed. Causes 4 Poison damage when consumed. Causes Recurring 2 Wounds Every Minute for 5 Minutes when consumed.

Lifestrand

No known effects when consumed.

Maidens Virtue

Causes Poison Sleep 5 Minutes when consumed. Causes Poison Paralyze Body 1 Minute when consumed. Causes Poison Sleep 1 Minute when consumed. Causes Recurring Sleep 1 Minute every Minute when consumed.

Queens Crown

Dreamwing

Tyrants Curse

Redbane

Causes 4 Poison damage when consumed.

Causes Recurring Poison 2 Wounds Every Minute for 5 Minutes when consumed.

Causes Recurring Poison 2 Wounds Every 30 Seconds for 5 Minutes when consumed.

Potion Making Techniques The following techniques can be added to any potion to increase its effectiveness. Rank 1 2 Name Hastily Made Efficient Effect You may make twice as many potions of this type in a single crafting action, but you may not apply any other techniques if you do so. Increases the number of doses for the potion by 1. Increases the Effect Level of the potion by 1. Energy restoration potions restore 25% more Energy per bonus Effect Level. The number of crafting actions required to make this item is multiplied by 2. Increases the number of doses for the potion by 2. 4 Superior Efficiency The number of crafting actions required to make this item is multiplied by 3. Increases the Effect Level of the potion by 2. Energy restoration potions restore 25% more Energy per bonus Effect Level. The number of crafting actions required to make this item is multiplied by 4. Elixir Making Techniques The following techniques can be added to any elixir to increase its effectiveness. Rank 1 2 3 4 Name Hastily Made Efficient Potent Superior Effect You may make twice as many elixirs of this type in a single crafting action, but you may not apply any other techniques if you do so. Increases the number of doses for the elixir by 1. Increases the Effect Level of the elixir by 1. The number of crafting actions required to make this item is multiplied by 2. Increases the number of doses for the elixir by 2.

Potent

Superior

Efficiency

The number of crafting actions required to make this item is multiplied by 3. Increases the Effect Level of the elixir by 2. The number of crafting actions required to make this item is multiplied by 4.

Superior

Salve Making Techniques The following techniques can be added to any salve to increase its effectiveness. Rank 1 2 3 Name Hastily Made Efficient Potent Effect You may make twice as many salves of this type in a single crafting action, but you may not apply any other techniques if you do so. Increases the number of doses for the salve by 1. Increases the Effect Level of the salve by 1. The number of crafting actions required to make this item is multiplied by 2. Increases the number of doses for the salve by 2. The number of crafting actions required to make this item is multiplied by 3. Increases the Effect Level of the salve by 2. The number of crafting actions required to make this item is multiplied by 4.

Superior Efficiency

Superior

Poison Making Techniques The following techniques can be added to any poison to increase its effectiveness. Rank 1 2 3 3 Name Hastily Made Efficient Potent Antidote Effect You may make twice as many poisons of this type in a single crafting action, but you may not apply any other techniques if you do so. Increases the number of doses for the poison by 1. Increases the Effect Level of the poison by 1. The number of crafting actions required to make this item is multiplied by 2. Rather than creating the poison as normal, you have added an extra ingredient to create an antidote instead. This antidote neutralizes a single poison of the

exact same type as the normal poison recipe when consumed. For example, if the recipe is for Dreamwing + Tyrants Curse, the antidote would only work for a poison made from Dreamwing and Tyrants Curse. The number of crafting actions required to make this item is multiplied by 2. Increases the number of doses for the poison by 2. 4 Superior Efficiency The number of crafting actions required to make this item is multiplied by 3. When this poison is applied to a weapon, it can be used for double the normal number of strikes. The number of crafting actions required to make this item is multiplied by 4. Adds the Vorpal carrier to the effect of the poison. 5 Deadly The number of crafting actions required to make this item is multiplied by 4.

Enduring

Merchant Skills
Players who wish to specialize in the economic portion of the game may wish to purchase additional skills to augment their abilities as a merchant. These merchant skills are costly, but can yield great financial rewards. Players without any merchant skills may sell raw materials and crafted items to NPCs for 25% of their card value. Mercantile Prerequisites: None Ra Point Ability nk Cost

Description You may appraise the value of any type of non-magical item or raw material. You may appraise the value of enchanted items if you know their magical properties. You automatically gain 10 silver pieces in income per event before the game begins. You may sell crafted items to NPCs for up to 50% of their card value. This skill does not increase the amount you can sell raw materials for.

Appraisal

10

Improved Sales

15 You automatically gain 25 silver pieces in income per event before the game begins. This replaces the income benefit from earlier ranks of Mercantile. You gain the ability to seek out and find a merchant in any civilized area. Speak to a GM and indicate that you wish to use this ability, and a merchant will be sent into game to meet you as soon as possible. This may not be possible in certain game locations, such as battlefields, wastelands, or other planes. You automatically gain 45 silver pieces in income per event before the game begins. This replaces the income benefit from earlier ranks of Mercantile.

Barter and Trade

20

Ra nk

Ability

Point Cost

Description Once per event you may purchase a single item from a NPC merchant at 75% of the item's card value. This ability cannot be used more than once per event by any means. You automatically gain 70 silver pieces in income per event before the game begins. This replaces the income benefit from earlier ranks of Mercantile. You may sell crafted items to NPCs for up to 60% of their card value. You may sell raw materials to NPCs for 30% of their card value. You may sell Fruit, Vegetables, and Grain for 40% of their card value. You automatically gain 100 silver pieces in income per event before the game begins. This replaces the income benefit from earlier ranks of Mercantile.

Improved Purchasin g

25

Mastery of Sales

30

Cooperative Crafting Prerequisites: None Description: When you and another crafter both possess the necessary skill ranks to create an item and at least one of you has the recipe, you may each add a crafting technique to the result. The person with the higher rank in the crafting skill may add a technique up to their full Rank, whereas the second person may add a second technique up to half their own rank, rounded up. For example, if both crafters had Rank 5 in the crafting skill, the primary crafter could add a Rank 5 Crafting Technique and the secondary crafter could add a Rank 3 Crafting Technique. (Cost: 15 Experience Points) Faster Crafting Prerequisites: None Ra Point Description nk Cost Reduces the time spent to perform a single Crafting Action 1 5 by 1 minute. Reduces the time spent to perform a single Crafting Action 2 10 by 2 minutes (total). Reduces the time spent to perform a single Crafting Action 3 15 by 3 minutes (total). Decreases the TU cost of performing a Crafting Action between games by 1. Reduces the time spent to perform a single Crafting Action 4 20 by 4 minutes (total).

Ra nk 5

Point Cost 25

Description Reduces the time spent to perform a single Crafting Action by 5 minutes (total). Decreases the TU cost of performing a Crafting Action between games by 2 (total).

Repairing Items: In order to repair an item that has been affected by Break or decreased in item quality, an artisan must have at least one rank less than the rank required to make the item (minimum 1). In addition, it requires one piece of a material that would normally go in to the crafting of the item at the same quality as the weapon. For example: A Q2 Sword requires 1 Q2 metal for its repair. Q0 Items cannot be repaired but may be upgraded. A crafter must have a recipe similar to the item he or she is trying to repair. Repairing an item takes 5 minutes.

Traps Trap recipes are researched with the Art of Mechanisms. Trap recipes do not require any other trade skill. A player may only research traps of up to a rank equal to their rank in the Art of Mechanisms tree. For example, a player with Rank 3 in Art of Mechanisms could research a Rank 3 Trap Recipe. Note that setting a trap still requires a minimum of Rank 4 in the Art of Mechanisms tree. Traps are reusable, but can only be retrieved by players with Art of Mechanisms equal to the rank of the trap (just as if the player was crafting a trap of that quality themselves). Thus, a player with Rank 2 in Art of Mechanisms could retrieve a Rank 2 Trap, however he or she would not have the necessary skill level to re-set the trap properly. Traps must be physically represented in a safe manner. The creator of the trap or a GM must call the effect of the trap on the target when it is triggered. Traps should have an obvious enough physical representation that a player could conceivably avoid triggering it if they are paying attention, such as a thin, harmless string. Creating a single trap requires 1 Crafting Action. The materials listed for each trap recipe are below. Players may research traps in the same way that they would research crafting recipes. Trap Types Rank 1 Name Tripwire Materials Required 1 Unit of Rope (1 Silver) Effect Strike Knockdown 10 Strike 2 Damage to the limb that hits the trap Poisons may be applied to this trap with the Art of Poison skill at Rank 2 or higher. If a poison is applied, replace the effect of this trap with the poisons effect. 2 Pierce to the limb that hits the trap Poisons may be applied to this trap with the Art of Poison skill at Rank 3 or higher. If a poison is applied, replace the

Needle Trap

1 Unit of Copper (2 Silver)

Bear Trap

1 Unit of Iron (10 Silver)

effect of this trap with the poisons effect. Strike 3 Damage to the torso of the person triggering the trap Poisons may be applied to this trap with the Art of Poison skill at Rank 4 or higher. If a poison is applied, replace the effect of this trap with the poisons effect. Add Strike to the call of the Poison. This cannot be added to anything with the Vorpal or Pierce call. This causes the target to fall into a pit. This is represented by the call, Vorpal Paralyze Legs 1 Minute unless a reasonably safe way of physically representing this pit can be prepared. Unlike most traps, this is not discharged when it is used; the pit remains where it is, and if someone else steps into it (or the same person again) they must suffer the same effect.

Arrow Trap

1 Unit of Iron (10 Silver), 1 Unit of Teak (10 Silver)

Pit Trap

1 Unit of Oak (5 Silver), 3 Units of Wolf Hide Leather (10 Silver Each, 30 Silver Total)

Chapter 8: References
Abbreviations IG = In Game OOG = Out of Game XP = Experience Points Phys Rep means Physical Representation of an object, otherwise known as a prop. Offensive Spells and Abilities Offensive Spells and abilities are any abilities that deal damage to a character or cause a detrimental effect. These calls included Subdue, Doom, Poison, Disease, Disarm, Break, Knockdown, Knockback, Sleep, Paralyze, Compel, Death, Slow, and Transfer (when used on an unwilling target). Other spells and abilities may fall into this category at Design teams discretion. Mind-Affecting Spells Some creatures, such as golems, may be unaffected by mind-affecting spells as they are not thinking creatures. Mind-affecting spells include Sleep, Paralyze, Compel, Memory, and other calls at Design teams discretion. Nullifying or Removing Defenses You cannot use any defense to counter an ability that Nullifies or Removes that defense. For example, you cannot call Resist on Nullify Resist and you cannot call Evade on Nullify Evade. Energy Players regenerate 1 Energy every 2 minutes at all times, including in combat. This can be increased by meditating with the Energy Regeneration skill. Energy is fully regained with a full nights sleep. End of combat occurs when the person ceases combat and rests for a five minute period. If unsure How long something lasts, assume the number 5. What type of power it is, assume physical. How long to perform something, use a three count before doing it. Call Structure Calls should typically be presented in the following order: <Damage> <Effect Type><Carrier> <Effect> <Duration of Effect> Example 1: 3 Fire Strike Example 2: Essence Heal 3 Wounds Example 3: By the Sound of My Voice, Thought Sleep 5 Minutes Chart of Main Attack Calls Vs Defenses

Attack Standard Swing/Hit (1 Damage) Cleave Pierce Sound of Voice Strike Vorpal

Defense Non Damage Resist/Evade N/A Resist/Evade Resist Resist Evade

Defense Damage Armor/Evade Armor Evade Armor Armor Armor/Evade

Complete List of Game Calls


Colors and Flags Color: White headband or Hand on Top of Head = Out of game Color: Blue = Non-Combatant Color: Green Flag or Headband = Camouflaged, Shapechanged, or Illusionary Color: Red Boffer = Creature is using claws Color: Red Flag in Hand = The character has a visible magical aura. Color: Black Flag or Headband = Invisibility Color: Yellow = Incorporeal Color: Orange = Flying Safety and Game Master Calls These important calls are used to warn players when there is danger, or used by Game Masters for clarifications, enforcing game rules, etc. CAUTION: Used to notify of potential safety concerns (about to back into a tree, for example). HOLD: Stop all actions, go to one knee (if possible), close eyes (if safe), and wait for information. Stated when safety risks arise or by the design team.

Defensive Calls
These are calls a player might use when they are struck with an attack or another players ability. ARMOR: Called to indicate that a hit was received and a wound prevented by the targets armor. EVADE: Indicates the last attack was dodged; the caller ignores the effect or damage. One cannot evade Remove Evade, Sound of Voice casts, Cleave, Strike. NO EFFECT: Indicates an action or call had no effect on the target. NULLIFY: Indicates that the ability is not effective. When used in reaction to an offensive ability, it means that ability has been negated and has had no effect, similar to how the Resistance skill works. Unlike Resist, however, this often will function against physical damage, depending on the specific ability that grants the Nullify call. Nullify is effective against the Vorpal call. Cleave will penetrate the Nullify call and still deal damage normally. REDUCED: Reduced indicates that the effect of an ability worked, but that it was decreased, usually by half. REFLECT: Reverses an attack back onto the attacker on the same location. RESIST: Indicates that an effect was resisted due to protections on the individual. TAKEN: Acknowledgement of a successful hit; calling taken is not required but helpful.

Offensive Calls/Effects
Offensive calls are calls for abilities that are detrimental to the target. When delivering an offensive ability, you must call out that abilitys effect. All the abilities on this list are Effects, meaning that they cannot be stopped by Armor, but they can be stopped by Evade or Resist. BREAK: Damages an item or section of armor so it needs repair before it can be used. Q5 items are resistant to Break. COMPEL: Forces the target to obey the command issued after this call. This cannot be used to force someone to kill themselves or others with this. DEATH: If an attack with the Death call is successful the target dies instantly. DELAY: Followed by a number, this indicates that the complete call or effect does not occur for the designated time period, in seconds. DISARM: Item targeted must be dropped. If an arm is hit, an item in the hand must be dropped. FEAR: Target must run or cower in fear. KNOCKDOWN: Target falls onto his or her back/knees. KNOCK BACK: Target is forced to move back X number of feet. PARALYZE: Makes an area (limb or torso) motionless. PERSUADE: Similar to Compel, but rather than forcing someone to take a specific action, this simply helps convince a character to consider an alternate viewpoint. This cannot be used to force a character into a specific course of action; it simply nudges the target in a certain direction. REMOVE: Must be followed by the target to be removed. Remove Limb indicates a limb is dismembered and requires reattachment. When this refers to a specific ability, Remove (Ability) indicates that a specific ability cannot be used for a certain duration. You cannot use any defense to counter an ability that Removes that defense. For example, you cannot call Nullify on Remove Nullify and you cannot call Evade on Remove Evade. REPEL: The target must stay at least 5 feet away from the caller. REDUCE: This indicates that the targeted ability is reduced by the appropriate number (default 1) for a certain time (default 5 minutes). For example, Essence Reduce Damage 1, 5 Minutes decreases the targets damage by 1 point for 5 minutes. SLEEP: Target falls asleep for 5 minutes but can be woken up with a three-count.

SLOW: Target must walk at half normal movement speed. This does not impact fighting speed. SUBDUE: Paralyzes a limb for 30 seconds or knocks a target unconscious if the torso is hit. WOUND: Indicates that the location that was struck with the attack instantly suffers a wound. If the call is for a number higher than 1, i.e. 3 Wounds, the target must resolve a wound to the location that was hit and takes any additional wounds on uninjured locations of their choice.

Carrier Calls
Carrier calls, or simply Carriers, are abilities that are added on to another ability and modify it to make it more effective. Carrier calls should always have another call associated with them. If you simply hear a carrier call without any other call, assume that the ability is 1 Damage with the carrier that you heard. ALL HIT LOCATIONS: This indicates that the ability simultaneously affects the targets right arm, right leg, left arm, left leg, and torso. For damaging abilities, the target must resolve the damage to each location. Thus, 2 All Hit Locations would actually deal a total of 10 damage. AURA: Indicates that a magical aura has been triggered. Auras are special magical abilities that generally have a limited number of uses each time the spell is cast. Auras require a red flag to be worn while they are active; this represents a visible aura of magical energy that can be seen in-character. BY THE REACH OF MY WEAPON: This call indicates that the attached effect hits everyone who could be physically struck by the person if he or she was to lunge from their present position. This should not require a hold, however, if there is confusion or debate, this is measured by the user of the ability checking the maximum they could extend their weapon without taking a step in any direction. Leaning in a particular direction is permitted. This ability can be Evaded unless it contains Strike. BY THE SOUND OF MY VOICE: This call affects all those who hear it out of game; it cannot be Evaded or Reflected. You cannot intentionally avoid By the Sound of my Voice by plugging your ears. BY THE SOUND OF MY SONG: This works like By the Sound of my Voice, but you *can* prevent the effect by preventing yourself from hearing it (by covering your ears, etc.) BYPASS SHIELD: This call indicates that the attached attack or Effect is not blocked by shields or weapons, and if it hits a shield or weapon, the player must treat the call as if it had hit their body. Unlike Pierce, bypass shield does not ignore armor, only weapons and shields. CLEAVE: Completely penetrates all defenses (including no effect) except armor. All damage enhancing effects with Cleave are doubled. Increasing the Effect Level of a Cleave increases the damage by 2. Cleave cannot be combined with Pierce, By the Sound of my Voice, By the Reach of my Weapon, or All Hit Locations. EFFECT TYPES: Calls such as Magic or Fire may have special effects on certain creatures. GODSTRIKE: This carrier indicates that something cannot be completely avoided in any way. The calls No Effect, Resist, Evade, Nullify, and similar defenses cannot be used against this call. In most cases, these abilities can still be transferred to other body locations with abilities such as Roll With It or reduced with abilities such as

Tenacity. For example, Godstrike 3 Wounds would cause three immediate wounds that could not be Evaded, Resisted, or stopped by Armor but Tenacity could reduce this to one wound. Immunities, such as immunity to Fear or Immunity to Fire damage, do not work against Godstrike. Godstrike cannot be Reflected, Duplicated, or Transferred in a way that would allow a player to use it. Under normal circumstances, this cannot be used by players; Artifacts and divine Gifts may allow for temporary exceptions on very rare occasions. MASSIVE: This carrier is added to a damaging attack or Effect to indicate that if the attack is blocked with a shield or weapon, the player must suffer resolve a Knockback equal to the numeric effect of the damage or Effect instead of the normal call of the attack or Effect. Any carriers on the attack, such as Strike or Vorpal, are carried over into the Knockback if blocked, with the exception of Cleave, which is not. For example, 5 Fire Massive would result in a Knockback 5 if blocked. 10 Massive Strike would result in a Strike Knockback 10 if blocked. 20 Massive Cleave would result in Knockback 20, since Cleave is not carried over. PERMANENT: Signifies that the duration of an Effect is permanent. PIERCE: Pierce bypasses armor. Cannot be combined with Strike, Subtle, or Cleave. POINT EFFECT: Indicates that the effect does not need a packet or other delivery method in order to hit the target. These effects are extremely rare, and require direct line of sight to the target (you must be able to point directly at them without being blocked by terrain, objects, etc). You must be able to see at least two of your targets limbs or the targets torso to deliver a point effect. Defenses such as Evade, Armor, and Resist can be used normally against Point Effects. POWER ATTACK: Indicates that this is a special attack and that the damage value is higher than normal. This carrier has no effect in itself; it is a courtesy to state Power Attack to indicate that you are using a special ability, and players are encouraged to role-play that they have been hit harder than normal. RECURRING: Indicates that an effect occurs periodically every certain number of seconds. For example, 1 Wound Recurring 30 Seconds would mean that the target suffers 1 wound every 30 seconds until that ability is cured. Recurring abilities last until cured or Resisted; an active Recurring ability can be cancelled at any time by using a Resist. STRIKE: Disallows the use of Evade to avoid the attack. Cannot be combined with Pierce, Subtle, or Vorpal SUBTLE: Disallows the use of Nullify to avoid the attack. Cannot be combined with Pierce, Strike, or Vorpal. VORPAL: Disallows the use of Resist to avoid the call. Cannot be combined with Strike, Pierce, Subtle, or By the Sound of my Voice.

TRIGGER: Trigger indicates that an Effect occurs as soon as the target is struck. If the attached call is offensive, it occurs on the attacker. If the attached call is beneficial, it occurs on the caster. For example, Trigger Heal would indicate that as soon as the target was hit, they were affected by a healing spell. Trigger Disarm would indicate that the attacker who triggered the ability must resolve a Disarm Effect.

Other Calls
CLARIFY: Call used when a player is confused by call or situation. FORSOOTH: Used to indicate to another player that the information is truthful both in IG and OOG. ENHANCE: The targets skill or attribute is increased by the specified number for the specified number of minutes. Abilities with the Enhance call typically scale with Effect Level increases. GRANT: The target gains the specified ability for the specified number of minutes. If the target already has ranks in this ability, the rank is increased by the number specified for the duration of the effect. Abilities with the Grant call typically do not scale with Effect Level increases; rather, they increase in duration instead. HEAL: This ability heals a targeted area (Torso, Limb, All) or restores one rank of Armor. INTERRUPT: Disrupts a spell or three counts, such as killing blows. Interrupt cannot be Evaded, Resisted, or otherwise prevented unless the target has a special ability to do so. SEAL: Seals something, i.e. a door. When used on a wound, this indicates the wound is bandaged. SENSE/IDENTIFY/EVALUATE: These detection-oriented calls are used to gather more information about a target. Abilities with the Sense call cannot be Resisted or Evaded, as this represents an ability that is inherent to the player, and not an ability being used on the target. Some specific spells may block the ability to use Sense on the target. Abilities with the Identify call are generally delivered by packet, and can be Resisted or Evaded. Abilities with the Evaluate call can be Resisted, but cannot be Evaded. TRANSFER (TO/FROM): Takes something from one target and gives it to another. TELEPORT: Indicates that a target is being transported from one location to another. Teleportation abilities cause disorientation in the target, and after being teleported, the target may not take offensive actions (such as casting offensive spells or attacking) for five seconds. Players are encouraged to role-play illness after teleportation, especially if they are not used to being teleported. Characters do get used to teleportation to some extent, but the five second rule for not attacking still applies, as the disorientation cannot be avoided.

UNIQUE: Used when an effect cannot be explained through normal game calls. Unique abilities should be explained further as soon as possible.

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