Contents Contents ...... 1 Chapter One ...... 32 Accelerant Rules ...... 32 Welcome ...... 32 Rules of Etiquette ...... 32 Rule of Etiquette ...... 32 Game Actions ...... 32 Always In Game ...... 33 Caution ...... 33 Clarification ...... 33 Let Me Clarify...... 34 Emergency ...... 34 Safety Restrictions ...... 34 No Physical Contact ...... 34 Searching a Character ...... 34 Carrying a Character ...... 35 Rule of Etiquette ...... 35 No Alcohol or Drugs ...... 35 Rules Restrictions ...... 36 Prop Restrictions ...... 36 Game Environment...... 37 Out of Game Areas ...... 37 Special Areas ...... 37 Gates ...... 37 Turn Back Markers ...... 38 Combat ...... 38 Verbals ...... 38 Traits ...... 39 Deliveries ...... 40

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Melee Attacks ...... 40 The Flurry Rule ...... 41 The Proximity Rule ...... 42 Claws and Natural Weaponry ...... 42 Packet Attacks ...... 42 Rule of Etiquette ...... 43 Concentrate ...... 43 Rule of Etiquette ...... 43 Missile Attacks (Packet) ...... 43 Missile Attacks (Props) ...... 44 Touch Delivery ...... 44 Special Attacks ...... 44 Affliction ...... 45 Gaze ...... 45 Gesture ...... 45 Name ...... 45 Room ...... 45 Search Response ...... 45 Voice ...... 45 Vitality ...... 45 Unconscious ...... 46 Death ...... 47 Death Strike ...... 47 The "Death" Effect ...... 47 Mishaps ...... 47 Spirits of The Dead ...... 47 Final Death ...... 48 Attack Effects ...... 48 Game Time ...... 48 Rest ...... 49 Rule of Etiquette ...... 49 You Are Well Rested ...... 49

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Focus ...... 50 Beneficial Effects ...... 50 Effect Listing ...... 50 Agony ...... 50 Cure, Remove...... 51 Damage ...... 51 Death ...... 52 Destroy...... 52 Diagnose ...... 52 Disarm...... 53 Rule of Etiquette ...... 53 Disengage ...... 53 Drain ...... 54 Expose...... 54 Frenzy ...... 54 Grant...... 54 ... Armor ...... 55 ... Attribute ...... 55 ... Protection ...... 55 ... [Type] Defense ...... 56 ... [Delivery] Attack ...... 57 Grant Extra...... 57 Double and Triple ...... 58 Heal...... 58 Imbue...... 58 Inflict...... 59 Maim...... 59 Paralyze ...... 60 Refresh...... 60 Repair...... 60 Repel ...... 60 Root ...... 61

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Silence ...... 61 Slam ...... 61 Slow ...... 61 Stabilize ...... 61 Stricken ...... 61 Stun ...... 62 Speak ...... 62 Waste...... 62 Weakness...... 63 Attack Traits ...... 63 Elemental Traits ...... 63 Mental Traits ...... 63 Metabolic Traits ...... 63 Physical Traits ...... 64 Special Traits ...... 64 Bane ...... 64 Self ...... 64 Defenses ...... 64 Elude, Guard, Shield ...... 65 Avoid, Parry, Resist ...... 65 Purge ...... 65 No Effect ...... 65 Reduce, Absorb...... 65 Increased ...... 65 Reflect ...... 66 Spirit ...... 66 Defense Traits ...... 66 Chained Defense ...... 66 Armor ...... 67 Traps ...... 67 Snap Trap ...... 68 Buzzer Trap ...... 68

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Verbal Trap ...... 68 Gas Trap ...... 68 Contact Poison ...... 68 Shackles ...... 69 Verbal Modifiers ...... 69 Short ...... 69 Permanent ...... 69 Ambient ...... 69 Double and Triple ...... 70 Chained Effects ...... 70 Chapter Two ...... 71 Characters ...... 71 Traits ...... 71 Equipment ...... 71 Attributes ...... 72 Vitality ...... 72 Earth, Fire, Water ...... 72 Air ...... 72 Void ...... 73 Advanced Attribute Refresh ...... 73 Per Long Rest ...... 73 Per Short Rest ...... 74 Choosing a Race ...... 74 Skills ...... 74 From Behind ...... 74 Spell-Like Ability ...... 74 Trait Swapping ...... 75 Information Skills ...... 75 Sending a Message ...... 75 Reliving a Scene ...... 76 Guiding Aura ...... 76 Dead Man’s Aura ...... 76

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Hidden Skills ...... 76 Mythos ...... 77 Divine ...... 77 Druidic ...... 77 Shamanic ...... 78 Celestial ...... 78 Armor ...... 80 Heavy Armor ...... 80 Medium Armor ...... 80 Light Armor ...... 80 Evaluating Armor and Armor Marks ...... 81 Armor Specialist ...... 82 Magical Leather ...... 82 Armor of Khoros ...... 82 Armor of Morgrave ...... 82 Orcish Armor ...... 82 Asymmetrical ...... 82 Other Armor Skills ...... 83 Open Skills ...... 83 Anti-Hero ...... 83 Armor Specialist ...... 83 Asymmetrical ...... 83 Light and Shadow ...... 83 Light Armor ...... 84 Small Weapon ...... 84 Archery ...... 84 Backup Blade ...... 84 Battlefield Repair ...... 84 Buckler ...... 84 Craftsman* ...... 84 Diagnose ...... 85 Disarm Traps ...... 85

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First Aid ...... 85 Healthy I ...... 85 Lockpicking ...... 85 Magical Leather ...... 86 Melee Weapon* ...... 86 Smith ...... 86 Summon Light ...... 86 Summon Music ...... 87 Thrown Weapon* ...... 87 Culture Skills ...... 87 Armor of Khoros ...... 88 Armor of Morgrave ...... 88 Balefire Magic ...... 88 Joy-Eater ...... 88 A Method to the Madness ...... 89 Orcish Armor ...... 89 Séance...... 89 Share the Madness ...... 90 Tidal Magic...... 90 Winter Magic ...... 90 Primary Headers ...... 91 Basilisk Skills ...... 91 Basilisk Scales ...... 91 Basilisk Speed ...... 91 Durability I ...... 92 Fangs of the Basilisk ...... 92 Gaze of the Basilisk ...... 92 Medium Armor ...... 92 Mystic Weapon ...... 92 Parry I...... 92 Parry II...... 93 Sphere of the Basilisk I...... 93

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Sphere of the Basilisk II...... 93 Sphere of the Basilisk III...... 93 Shield ...... 93 Twin Weapons ...... 93 Uncoil Magic I ...... 93 Gorgon Skills ...... 94 Critical Strike ...... 94 Bolstered ...... 94 Clear the Area ...... 94 Drive Them Back ...... 94 Durability I ...... 94 Durability II ...... 94 Durability III ...... 94 Earthen Grasp ...... 94 Fearless ...... 95 Fortitude ...... 95 Heavy Armor ...... 95 Medium Armor ...... 95 Resilience ...... 95 Parry I...... 95 Parry II...... 95 Parry III...... 96 Shield ...... 96 Steel Shell ...... 96 Twin Weapons ...... 96 Will To Live ...... 96 Griffon Skills ...... 96 Critical Strike ...... 96 Crippling Blow ...... 97 Desperate Dodge ...... 97 Durability I ...... 97 Durability II ...... 97

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Fearless ...... 97 Heavy Armor ...... 97 Medium Armor ...... 97 Resilience ...... 98 Parry I...... 98 Parry II...... 98 Rampage ...... 98 Shake It Off ...... 98 Shield ...... 98 Twin Weapons ...... 98 Two Handed Fury...... 98 Turn the Tide ...... 99 Undeniable Strength...... 99 Hydra Skills ...... 99 Blood of Fire ...... 99 Reign of Fire ...... 99 Destructive Rage ...... 99 Durability I ...... 99 Durability II ...... 100 Infusion I ...... 100 Mystic Armor ...... 100 Of Five Minds ...... 100 Sphere of the Hydra I ...... 100 Sphere of the Hydra II ...... 100 Sphere of the Hydra III ...... 100 Staff of the Arcane ...... 101 Unbound I ...... 101 Uncanny Dodge I ...... 101 Manticore Skills ...... 101 Better Lucky Than Good ...... 101 Celerity ...... 101 The Crucial Shot ...... 101

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A Disabling Shot ...... 102 Durability I ...... 102 Durability II ...... 102 Enhanced Quiver ...... 102 From Ash to Iron ...... 102 Medium Armor ...... 102 Parry I...... 102 Quickshot ...... 102 Quickstep ...... 103 Resilience ...... 103 Shooting The Nerve ...... 103 Uncanny Dodge I ...... 103 With Bow and Sword ...... 103 Phoenix Skills ...... 103 Armor of Flames ...... 103 Break Trance ...... 104 Curative Flames ...... 104 Durability I ...... 104 Durability II ...... 104 Font of Healing ...... 104 Healing Touch ...... 104 Preventive Medicine ...... 104 Rise From the Ashes ...... 105 Sphere of the Phoenix I ...... 105 Sphere of the Phoenix II ...... 105 Sphere of the Phoenix III ...... 105 Staff of the Arcane ...... 105 Will To Live ...... 105 Sphinx Skills ...... 105 Avalanche ...... 106 Fortress of Earth ...... 106 Durability I ...... 106

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Knowledge is Power ...... 106 Mystic Armor ...... 107 Riddle of Defense ...... 107 Riddle of Ruin ...... 107 Sphere of the Sphinx I...... 107 Sphere of the Sphinx II...... 107 Sphere of the Sphinx III...... 107 Staff of the Arcane ...... 108 Writings of Power ...... 108 Unicorn Skills ...... 108 Break Trance ...... 108 Durability I ...... 108 Durability II ...... 109 Grace...... 109 Healing Light ...... 109 Inspiring Voice ...... 109 Mystic Armor ...... 109 Plentiful Gifts ...... 109 Preventive Medicine ...... 109 Purifying Touch ...... 110 Sphere of the Unicorn I ...... 110 Sphere of the Unicorn II ...... 110 Sphere of the Unicorn III ...... 110 Soothing Voice ...... 110 Staff of The Arcane ...... 110 Wyvern Skills ...... 110 Celerity ...... 111 Cheap Shot...... 111 Durability I ...... 111 Elusive ...... 111 Escape Artist ...... Error! Bookmark not defined. A Knife in the Back ...... 111

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Painful Poison ...... 111 Parry I...... 112 Quickstep ...... 112 Throat Slit ...... 112 Twin Weapons ...... 112 Twist the Blade ...... 112 Uncanny Dodge I ...... 113 Waylay ...... 113 Specialty Headers ...... 114 Acrobat ...... 114 Acrobatic Defense ...... 114 Acrobatic Display ...... 114 Daring ...... 114 Tumbling ...... 114 Escape Artist ...... 114 Limber ...... 115 Staggering Strike ...... 115 Alchemist ...... 115 Alchemize Components ...... 115 Fauna Alchemy ...... 116 Flora Alchemy: ...... 116 Mineral Alchemy...... 116 Resist Toxicity ...... 116 True Alchemy ...... 116 Assassin ...... 117 Assassinate ...... 117 Deadly Twist ...... 117 Elusive Strike ...... 117 Know Your Tools ...... 117 Mask of Deception ...... 117 Poison Rain ...... 118 The Serpent’s Touch ...... 118

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Word Spreads Fast ...... 118 Beastmaster ...... 119 Armed as the Hunter ...... 119 Claw Frenzy ...... 119 Durability of the Beasts ...... 119 Last Stand ...... 119 Nature's Renewal ...... 120 No Escaping the Hunt ...... 120 No Time to Bleed ...... 120 Survival ...... 120 Berserker ...... 120 Berserk Strength ...... 120 Durability of the Berserker ...... 120 Leveraged Block ...... 121 Mindless Rage ...... 121 No Time to Bleed ...... 121 Raging Strikes ...... 121 Strike of Fury ...... 121 Cavalier ...... 122 Above All That ...... 122 I Call You Out ...... 122 In Shining Armor ...... 122 Like a Second Skin ...... 122 Stipend ...... 122 Meticulous Upkeep ...... 122 Untarnished ...... 122 Corsair ...... 123 Superior Footwork ...... 123 The Corsair's Parry ...... 123 Iron Stomach ...... 123 Ship to Ship ...... 123 Prepare to Be Boarded ...... 123

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Sea Legs ...... 123 Witty Repartee ...... 124 Word Spreads Fast ...... 124 Druid of the Autumn ...... 124 Autumn’s Magic ...... 125 The Light of the Dying ...... 125 Nature's Embrace ...... 125 The Reaping ...... 126 Survival ...... 126 Tree Meld ...... 126 The Weald's Blessing ...... 126 Druid of the Spring ...... 126 Healing Adept ...... 127 Nature's Embrace ...... 127 Tree Meld ...... 127 The Weald's Blessing ...... 128 Rebirth of Spring ...... 128 Spring’s Magic ...... 128 Survival ...... 128 Druid of the Summer ...... 128 The Crown of Summer ...... 129 Healing Adept ...... 129 Nature's Embrace ...... 129 Summer’s Magic ...... 130 Survival ...... 130 Tree Meld ...... 130 The Weald's Blessing ...... 130 Druid of the Winter ...... 130 Frostbite ...... 131 Nature's Embrace ...... 131 Sleet Storm ...... 132 Survival ...... 132

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Tree Meld ...... 132 The Winter’s Blessing ...... 132 Winter’s Magic ...... 132 Duelist ...... 133 Always Prepared to Fight ...... 133 The Clumsy Shield ...... 133 The Duelist’s Parry ...... 133 Last Stand ...... 133 To the Death ...... 134 Witty Repartee ...... 134 With a Twist of the Wrist ...... 134 Elementalist ...... 134 Channel the Elements ...... 134 Elemental Ward ...... 134 Fire Eater ...... 135 Primal Magic ...... 135 Purge the Elements ...... 135 Twice Struck ...... 135 Executioner ...... 135 Executioner’s Stroke ...... 135 Public Execution ...... 136 No Cheating Death ...... 136 Quick Kill ...... 136 Stay of Execution ...... 136 Writ of Condemnation ...... 136 Gladiator ...... 137 Double Glaive ...... 137 Durability of the Gladiator ...... 137 Great Glaive ...... 137 I Know That Tactic ...... 137 Last Stand ...... 138 Rile Up the Crowd ...... 138

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No Time to Bleed ...... 138 Thrill of the Kill ...... 138 Word Spreads Fast ...... 138 Herald ...... 139 At the Fore ...... 139 Banner of Healing ...... 140 Battlefield Command ...... 140 Battlefield First Aid ...... 140 Call of Respite ...... 140 Courier ...... 140 Healing Adept ...... 141 The Herald's Nod ...... 141 Inspire Excellence ...... 141 Rise Again! ...... 141 Tale of Encouragement ...... 141 Highborn ...... 142 Courier ...... 142 Decorum ...... 142 Dressed To Kill ...... 143 Enough of That ...... 143 A Gilded Carriage ...... 143 I Question Your Bearing ...... 144 On Your Way ...... 144 A Sharp Tongue ...... 144 Stipend ...... 144 With Noble Bearing ...... 144 Luminist ...... 145 Awestruck ...... 145 Dazzle ...... 145 Light in the Darkness ...... 145 Radiant Gift ...... 145 Seared by Light ...... 145

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Weapon of Light ...... 146 Magi ...... 146 The Light of the Moon ...... 148 The Shadow of the Moon ...... 148 Celestial Magic ...... 148 Crux of the Brow ...... 148 Crux of Vision ...... 148 Crux of the Right Hand ...... 148 Crux of the Left Hand...... 148 Crux of Tides ...... 149 Crux of the Voice ...... 149 Crux of the Queen ...... 149 Mystic ...... 149 Acrobatic Defense ...... 150 Calming the Inner Self ...... 150 Mental Fortitude ...... 150 Empathic Healing ...... 150 Fortress of Iron Will ...... 150 Setting the Blade Aside ...... 150 Paladin of Light ...... 151 Armored in Radiance ...... 151 Darkness, My Enemy ...... 151 Lay on Hands ...... 151 Heart of Radiance ...... 151 In Shining Armor ...... 151 Magic Armaments ...... 152 Reveal the Darkness ...... 152 Searing Light ...... 152 Paladin of Shadow ...... 152 Armored in Shadow ...... 152 Darkness, My Enemy ...... 152 Heart of Gloom ...... 153

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In Dark Armor ...... 153 Magic Armaments ...... 153 Reveal the Darkness ...... 153 Shadow’s Grasp ...... 153 Soothing Shadow ...... 153 Priest ...... 153 Bearer of the Crown ...... 154 Bearer of the Harp ...... 155 Bearer of the Sword ...... 155 Blessings of the Faithful ...... 156 Divine Magic ...... 156 Healing Adept ...... 157 Temple Fortress ...... 157 Ranger...... 157 Battlefield First Aid ...... 157 Enmity ...... 157 Healing Herbs ...... 157 Herbal Remedy ...... 158 Reveal the Prey ...... 158 Fortitude of the Wild ...... 158 Nature's Embrace ...... 158 Survival ...... 158 Web Cutting ...... 159 Woodcraft Weaponry ...... 159 Runesmith...... 159 Forge True Elements ...... 159 Earth Runeforging ...... 160 Fire Runeforging ...... 160 Water Runeforging ...... 160 True Runeforging ...... 160 Weapon Knowledge ...... 160 Scout ...... 161

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Combat Reflexes ...... 161 Elusive Strike ...... 161 Escape Artist ...... 161 Out of Sight ...... 161 Rain of Arrows ...... 161 Scout’s Vision ...... 161 Silent Strike ...... 162 Survival ...... 162 Scholar ...... 162 Always Prepared ...... 162 Anticipate Attack ...... 162 Combat Analysis ...... 162 Courier ...... 162 Mental Clarity ...... 163 Perfect Recall ...... 163 Too Long Studying ...... 163 Shadowmancer ...... 164 A Cloak of Shadow ...... 164 Fear the Unseen ...... 164 Grasping at Shadows ...... 165 Night Blindness ...... 165 Slip into the Night ...... 165 Whispers Amongst the Shadows ...... 165 Shaman, Animal ...... 165 Animal Magic ...... 166 Animal Messenger ...... 166 Clawed Effigy ...... 167 Durability of the Shaman ...... 167 Healing Adept ...... 167 Sacred Weapon of Bone ...... 167 Regeneration ...... 167 Retrace the Past ...... 167

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Shaman, Elemental ...... 168 Durability of the Shaman ...... 169 Earthen Shield...... 169 Elemental Magic ...... 169 Healing Waters ...... 169 My Heart, the Forge ...... 169 Purge the Elements ...... 170 Weapon Infusion ...... 170 Retrace the Past ...... 170 Skald ...... 170 A Call of Healing ...... 171 Harmonic Magic* ...... 171 Companions in Arms ...... 171 Durability of the Skald ...... 172 Song of Steel ...... 172 Song of Wind ...... 172 Word Spreads Fast ...... 172 Words of Courage ...... 173 Sniper ...... 173 An Enemy Exposed ...... 173 Fire from Cover ...... 173 Out of Sight ...... 174 Silencing Shot ...... 174 Sniper Shot ...... 174 Why Fight Twice? ...... 174 Stormdancer ...... 174 Duck for Cover ...... 174 Fear No Storm ...... 175 Spirit of Storms ...... 175 Storm Child ...... 175 Thunderclap ...... 175 Torn by The Hurricane ...... 175

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Whirlwind Step ...... 175 Troubadour ...... 175 Awakening the Young Heart ...... 176 Aria of Courage ...... 176 Harmonic Magic* ...... 177 Harmonic Cure ...... 177 Healing Adept ...... 177 A Song of Healing ...... 177 A Song for Death ...... 177 A Song of Life ...... 178 Word Spreads Fast ...... 178 Weaponsmith ...... 179 Magic Armaments ...... 179 Medium Armor ...... 179 My Heart, the Forge ...... 179 Repair Armaments ...... 179 Shield ...... 179 Twin Weapons ...... 179 Weapon Knowledge ...... 180 Weapon Sharpening ...... 180 Wizard...... 180 A Keen Mind ...... 180 Last Stand ...... 180 None Shall Pass ...... 180 Retrace the Past ...... 180 Robes of Wizardry ...... 181 Wizard’s Staff ...... 181 Wizardry ...... 181 Chapter Three ...... 182 Spells ...... 182 Gaining Spells ...... 182 Using Spells ...... 182

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Incantations ...... 182 Spell Delivery ...... 183 Packet Spells ...... 183 Melee Spells...... 183 Mixing Packet and Melee Spells ...... 184 Spells of Chimera ...... 184 The Displaced Image ...... 184 Dreams of Another ...... 185 Hallucinatory Terrain ...... 185 The Illusion Exposed ...... 185 A Mask of Fright...... 185 Mental Fortification ...... 186 A Moment of Clarity ...... 186 Send Dreams ...... 186 The Shattered Mirror ...... 186 Tearing of the Dream...... 187 The World Is an Illusion ...... 187 Spells of Gloaming ...... 187 Contagion ...... 187 Dance of Undeath ...... 187 The Dread Gaze ...... 188 Eternal Rest ...... 188 Life Steal ...... 188 A Mask of Fright...... 188 Proscribe Undead ...... 188 The Undead's Torment ...... 188 With the Tongue of the Grave ...... 189 A Withered Limb ...... 189 Wrack the Flesh ...... 189 Spells of Legacy ...... 189 A Blessing of Health ...... 189 Divining Sight ...... 189

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The Gift of Life ...... 190 A Litany of Healing ...... 190 Purity of Form ...... 190 The Smile of Good Fortune ...... 190 The Soothing Touch ...... 191 To Walk Death's Realm ...... 191 Spells of Primal ...... 191 The Drowning Foe ...... 191 Earthen Fortress ...... 192 Elemental Fortification ...... 192 Engulf ...... 192 Flowing Elements...... 192 Roots Run Deep ...... 192 Unravel the Elements ...... 192 Winter's Breath...... 193 Spells of Sovereign ...... 193 A Command to Step Aside ...... 193 Drop the Weapon! ...... 193 Free the Mind ...... 193 Imprison ...... 193 Mental Fortification ...... 193 Obey Not the False Kings ...... 194 Struck Silent ...... 194 The Swift Hand of Vengeance ...... 194 The Unseen Hand ...... 194 Spells of Wayfare ...... 195 The Broken Path 3 ...... 195 A Command to Step Aside ...... 195 The Clear Road ...... 195 Elemental Fortification ...... 195 Freedom of Movement ...... 195 Mystical Protection ...... 196

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On Your Feet Again ...... 196 The Safety of Home ...... 196 Seven Mile Step ...... 196 The Soothing Touch ...... 197 Spells of Weald ...... 198 Barkskin ...... 198 Claw Shape ...... 198 Draw Forth the Serpent ...... 198 Driving Off the Predator ...... 198 Elemental Fortification ...... 198 Roots Run Deep ...... 199 The Running River ...... 199 Strike of The Hunter ...... 199 The Storm's Anger ...... 199 A Whispering of Leaves ...... 199 With the Tongue of the Wild ...... 199 Chapter Four ...... 201 Runes ...... 201 Durations ...... 202 Using Runes ...... 202 Earth Runes ...... 202 Rune of Armor ...... 202 Rune of Deflection ...... 203 Rune of Elemental Warding ...... 203 Rune of Forging ...... 203 Rune of Protection ...... 203 Rune of Repair ...... 203 Fire Runes ...... 204 Rune of Adamantine ...... 204 Rune of Iron Grip ...... 204 Rune of Sharpness ...... 204 Rune of the Spellcaster ...... 204

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Rune of Shock ...... 204 Water Runes ...... 205 Rune of Healing ...... 205 Rune of Regeneration ...... 205 Rune of Regrowth ...... 205 Rune of Luck ...... 205 Rune of the Weaponmaster ...... 205 Chapter Five ...... 207 Alchemy ...... 207 Props ...... 207 Using Alchemy ...... 207 Creating Substances ...... 208 Durations ...... 209 Alchemical Substances ...... 209 Fauna Substances ...... 209 Acid Flasks...... 209 Elixir of Splinting ...... 210 Elixir of Striding ...... 210 Venom of Snake Bite ...... 210 Venom of Scorpion Sting ...... 210 Flora Substances ...... 211 Elixir of Good Health ...... 211 Elixir of Healing ...... 211 Elixir of Purity ...... 211 Elixir of Anti-Venom ...... 211 Intoxicant ...... 212 Mineral Substances ...... 212 Elixir of Clarity ...... 212 Elixir of Stone Skin ...... 212 Venom of Blue Lightning ...... 213 Venom of Red Fury ...... 213 Spiritus Substances ...... 213

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Elixir of Life ...... 213 Elixir of the Hearth ...... 214 Chapter Six ...... 215 Races ...... 215 Humans ...... 215 Demonbound ...... 215 Elves ...... 216 Faded Elf ...... 217 Snowcrown Elf ...... 217 Spidersilk Elf...... 217 Verdant Elf ...... 217 Drowned Elf ...... 218 Eurvein ...... 218 Grotesque ...... 219 Alabaster Grotesque ...... 219 Harvester Grotesque ...... 219 Forged Grotesque ...... 220 Korred ...... 220 Korred of Spring ...... 220 Korred of Autumn ...... 221 Orcs ...... 222 Frostrime Orcs ...... 222 Sunscar Orcs ...... 223 Shoathri ...... 223 Hunter Shoathri ...... 223 Sprinter Shoathri ...... 224 Trickster Shoathri ...... 224 Trolls ...... 224 Stone Troll ...... 225 Mountain Troll ...... 225 Undying...... 225 Ghul Undying ...... 225

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Spectral Undying...... 226 Vampyr Undying ...... 226 Racial Advantages ...... 226 Clawed ...... 227 Corrupted Rage ...... 227 Defiant ...... 227 Determined ...... 227 Elemental Resistance ...... 227 Elusive ...... 227 Energetic ...... 227 Feed on Fear ...... 227 Firestarter ...... 227 Forest Walker ...... 227 Ghostly ...... 228 Intimidating ...... 228 Life Giving ...... 228 No Metabolism ...... 228 Poison Eater ...... 228 Repairable ...... 228 Resilient ...... 228 Rip Free ...... 228 Shocking ...... 228 Web Weaver ...... 228 Willful ...... 229 Winter Born ...... 229 Racial Disadvantages ...... 229 Bestial Spirit ...... 229 Chimerical ...... 229 Close to Corruption ...... 229 Demonic Spirit ...... 229 Elemental Spirit ...... 229 Faerie Spirit ...... 229

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Hunger for Blood ...... 229 Non-Corporeal ...... 230 Susceptible to Despair ...... 230 Susceptible to Fire ...... 230 Susceptible to Light ...... 230 Susceptible to Rust ...... 231 Undead Spirit ...... 231 Chapter Seven ...... 232 Paragons ...... 232 Introduction ...... 232 Becoming a Paragon ...... 232 The Strictures of the Paragon ...... 233 Reflection and Atonement ...... 233 Intent ...... 234 The Synergy of Virtue and Strife ...... 235 Empathy, Hope, and Patience ...... 235 Empathy Will Guide Me ...... 235 Hope Will Guide Me ...... 235 Patience Will Guide Me ...... 235 Paragon of Virtue ~ Honesty ...... 235 Strictures of Honesty ...... 235 Guidance from Paragons of Secrecy ...... 236 Paragon of Strife ~ Secrecy ...... 236 Strictures of Secrecy ...... 236 Guidance from Paragons of Honesty ...... 236 Paragon of Virtue ~ Charity ...... 237 Strictures of Charity ...... 237 Guidance from Paragons of Austerity ...... 237 Paragon of Strife ~ Austerity ...... 237 Strictures of Austerity ...... 238 Guidance from Paragons of Charity ...... 238 Paragon of Virtue ~ Humility ...... 238

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Strictures of Humility ...... 238 Guidance from Paragons of Confidence ...... 239 Paragon of Strife ~ Confidence ...... 239 Strictures of Confidence ...... 239 Guidance from Paragons of Humility ...... 239 Paragon of Virtue ~ Respect ...... 240 Strictures of Respect ...... 240 Guidance from Paragons of Anger ...... 240 Paragon of Strife ~ Anger ...... 241 Strictures of Anger ...... 241 Guidance from Paragons of Respect ...... 241 Paragon of Virtue ~ Courage ...... 241 Strictures of Courage ...... 242 Guidance from Paragons of Vigilance ...... 242 Paragon of Strife ~ Vigilance ...... 242 Strictures of Vigilance ...... 242 Guidance from Paragons of Courage...... 243 Summary ...... 243 Chapter Eight ...... 244 Thread-bearers ...... 244 The Thread-Bearers of Light ...... 244 The Agrarian ...... 244 The Crown – Bountiful Harvest ...... 245 The Harp – Well Fed, Good Health ...... 245 The Sword - Reap What You Sow ...... 245 The Dreamcatcher ...... 245 The Crown – Dream Speaker ...... 246 The Harp – Awaken, My Friend ...... 246 The Sword - Dream Walker...... 246 The Erudite ...... 246 The Crown – The Voice of Reason ...... 246 The Harp – A Keen Intellect ...... 247

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The Sword - Reasoned Preparation ...... 247 The Ironclad ...... 247 The Crown – Eye of the Storm ...... 247 The Harp – Stay True to the Fight ...... 247 The Sword - My Faith is my Armor ...... 247 Ma Daya ...... 248 The Crown – The Safe Hearth ...... 248 The Harp – A Rested Body, a Rested Mind ...... 248 The Sword - If I Die Before I Wake ...... 248 The Maiden of Victory ...... 248 The Crown – Her Voice Above the Din ...... 249 The Harp – Battlefield Inspiration ...... 249 The Sword - Excellence in Defense ...... 249 The Proprietor ...... 249 The Crown – Come have a Drink with Me ...... 250 The Harp – A Rested Body, a Rested Mind ...... 250 The Sword - Here, Drink This ...... 250 The Virtuoso ...... 250 The Crown – From the Balcony ...... 251 The Harp – Inspired by Art ...... 251 The Sword - From the Stage ...... 251 Thread-Bearers of Shadow ...... 251 The Freebooter ...... 251 The Crown – Cheer Up, Mate! ...... 252 The Harp – A Salty Sailor ...... 252 The Sword - Hurricane Twist ...... 252 Lady of Sapphires ...... 252 The Crown – Multi-Faceted ...... 252 The Harp – Hard as Diamonds ...... 253 The Sword – The Jeweled Blade ...... 253 The Merciful Killer ...... 253 The Crown – The Quick Kill ...... 253

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The Harp – Mercy for the Just ...... 254 The Sword – The Greatest Mercy ...... 254 The Night Cloak ...... 254 The Crown – Shadows, My Ally ...... 254 The Harp – Know Your Weapons ...... 255 The Sword – Viper Strike ...... 255 The Suicide King ...... 255 The Crown – This Has Always Been Lucky for Me ...... 255 The Harp – Staying in the Game ...... 256 The Sword – Double Down ...... 256 The Wrath ...... 256 The Crown – You Will Not Impede Me ...... 256 The Harp – You Will Not Deter Me ...... 257 The Sword – I Will Not Be Denied My Kill ...... 257 Chapter Eight ...... 258 Treasures ...... 258 Attuning to a Magic Item ...... 258 Expiration Dates ...... 258 Skill Restrictions ...... 258 Magical Powers...... 259

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Chapter One Accelerant Rules

Welcome You are preparing to enter a game world using the Accelerant system. The system is designed to be simple in concept and execution, yet have a rich and varied set of skills and abilities with which to develop characters and stories. To do this we have created a set of Core Rules that defines all of the effects of the game and presents them to you within the first chapter of the rule book. All skills and special abilities refer back to these Core Rules, so once you have learned the Core Rules you know how to react to effects from any Accelerant game, even though the skills or abilities that allow a character to use those effects may be very different.

Rules of Etiquette In an activity as fluid and full of unexpected circumstances as live action games, it is important that each player attempt to follow the spirit as well as the letter of the rules. Although we have tried to create a set of rules that is as cut and dry as possible, there are certain rules that are difficult or impossible to quantify that are necessary to promote atmosphere or safety. These rules are marked as Rules of Etiquette. These rules are difficult or impossible to quantify. We know this, and if players abuse them or become less than graceful when using them the game will suffer. We trust the player to follow the intent of the rules, and to be particularly careful to be graceful when dealing with Rules of Etiquette.

Rule of Etiquette The first rule of etiquette is that abusive language or actions are not tolerated, whether they are in game or not. Language or actions that are derogatory or that are deemed to be harassment are not allowed. References to explicit sexual behavior or concepts, particularly violent ones, are not allowed. In game threats should be worded so they are clearly in game.

Game Actions The system is designed to keep the game running as smoothly and fluidly as possible. The game takes place in a site full of props, buildings, and other players. The rules define how you interact with the environment and other players. The game has removed actions and effects players cannot actually perform from the gameplay. There are no creatures stepping through solid walls, no flying creatures, and no activities that cannot be played without interrupting the flow of the game. Characters that step into rifts and turn to spirit, or characters that die and rise as spirits are still visible as they walk off. You

32 cannot attempt actions such as chopping up bodies or breaking down doors that cannot be performed for logistical or safety reasons.

Always In Game Players stay in game and in character from the start of the event to its end. There is no "out of game" except during emergencies. There are no out of game indicators such as white headbands, and no people should be wandering about unless they are there in the actual game. The idea is to keep the game flowing so players can stay in character and be immersed in the story. If you have a question, attempt to word it and ask it in game. If you feel you must leave game, walk to the edge of the game area in character and leave the game for a time. You should never interrupt the flow of the game.

The system is also designed to minimize the times where you cannot act on what you see, hear and feel. You are always in game, even if your character is unconscious, dead, or affected by a game condition that incapacitates you. Your spirit still remains with you, and it can experience the game world around you. You do not need to pretend you did not experience the game even under these conditions. If your eyes are closed then you might not see what is going on, but you will remember everything you hear, smell, and feel. Your character also will realize this and knows that sometimes dead men do tell tales.

There is no information that is out of game. If you don’t want other players to know something in game, don’t talk about it out of game. Keep your in game secrets to yourself, and if you talk out of game about something other players can decide they learned that information in game if they feel that the conversation unfairly inflicts knowledge upon them they did not want to know. If you want in game secrets, keep out of game secrets.

The only caveat is that sometimes players experienced with a game play different characters altogether. Perhaps you have lost a previous character to death and are playing a new character. Perhaps, as a change of pace, you are participating as a non-player character or you are playing a plot character for a time. If you play a different character, creature, or plot role within the same game world we ask you do not transfer anything you learn to other characters.

To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions.

Caution This phrase indicates some condition that may threaten the health of a player. A caution should never last more than 10 seconds. It indicates that those people who are close to or involved in that problem should pause so someone can get clear, get up, or move away from a threat. Only those people nearby need pause until the problem resolves. Everyone involved in a caution is still responsible to the game, and should still be cautious of in game threats. They may move away from the Caution or pause until the person has dealt with the problem.

Clarification

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This phrase works like Caution, but it indicates that someone needs a quick explanation of what happened. People directly involved pause for up to three seconds while someone repeats a verbal or quickly indicates a condition or result of something. This should be used infrequently, if ever. It is present for new players who may be overwhelmed and confused during their first game or two.

Let Me Clarify This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used unless the player has plot approval for that specific encounter, and the information imparted must be a clarification of some specific game effect or encounter.

Emergency This phrase should come up rarely. This means that there is some medical emergency that needs attention. The game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called is there is a real problem and someone could be hurt.

Safety Restrictions There are a number of basic safety restrictions in the Accelerant system to ensure the safety, comfort, and enjoyment of all.

No Physical Contact You have no reason to touch another player in the Accelerant system. Physical contact is not allowed. You may contact another player with a boffer weapon in a legal attack area and you may contact another player by touching a packet to their arm or shoulder to deliver a "touch cast" effect. Violators will be asked to leave the game.

Searching a Character Because the game does not allow physical contact, you may not physically search someone else. Instead you approach within searching distance, role play the searching motion with both hands held out above their body, and tell them in a low voice "I am searching you." You may have items in your off hand during this process, but may not block with weapons. The player reveals items you have found. The player may make a pouch available for you to reach into and take items.

Search For… Some skills can give you the ability to use a special searching effect on a dead or helpless creature after you have finished your normal search. This searching attempt is represented by the verbal "Search for " where the item type is specified in the skill. You cannot use this effect unless you have a skill or ability that allows you to do so. Using a skill with this Search effect might reveal additional

34 items, or it might trigger a response effect targeted on you. The Search effect is the name for the special search attempt, and the Search response is a resulting effect the targeted character calls out when you search them.

As an example, after you search an elemental you might have a skill that allows you to call out "With elemental harvesting, Search for True Elements." That NPC might give up additional items, it might reply "You find nothing," or it might even use a counter effect such as "Refresh 1 Fire." If searching some creatures is dangerous, the creature might even reply with a detrimental search response.

It is also possible for games to create skills that let you use a defense against some or all search responses.

Carrying a Character Because the game does not allow physical contact, you may not physically carry or drag another person. Instead you simple tell the person you are picking them up and role play carrying them along. They must get up and walk with you while you pretend to hold their shoulders. You cannot move faster than a walk while carrying someone else. If you are unable to move while being carried you walk with your head bowed and arms at your sides.

If you are carrying a character and that character is struck by an effect from a melee, missile, or packet attack that is not beneficial, you will also take that effect unless you "drop" the character immediately. If you are being carried and someone "drops" you then you role play falling to the ground. If you are being carried, you must role play an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If you are carrying someone who role plays an effect, and you do not know what the effect was, you must drop them. You may pick up a body after dropping it as soon as that body stops moving.

Rule of Etiquette Whenever you are required to role play an effect you must always do so in a safe manner. If you must adjust your role play or position slightly to make the game safer for you or another player we ask you to do so. You should take care before moving in crowded areas even if you must play out the effect in a slightly different manner. You are encouraged to take the extra step or two when playing out an effect if it removes you from an area that is detrimental to your health such as a puddle or an area with too many other players.

No Alcohol or Drugs You cannot consume alcohol or drugs on the premises of the game unless the drugs are for medical use. You cannot be under the influence of these while on the premises of the game. Violators will be asked to leave the game. If any drug or substance appears to inhibit a player’s judgement a staff reserves the right to ask that player to rest, away from the action, or to leave the game.

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Rules Restrictions As you play the game and wander around the world, there is a lot you can do to affect the game environment around you. Conversely, there are lots of effects that can change how you play the game, for both good and bad. Other characters may attempt to inflict unpleasant fates upon you, and you might attempt to do the same to them.

There are three restrictions on your activities.

The first is an environmental restriction. When you come across props that represent certain environments, such as tarp walls representing solid walls, you must play as if that condition was real. You cannot move tarp walls, you cannot walk across black pits, and you cannot enter areas marked out of game.

The second is an effect restriction. If an effect has been inflicted upon you, you must abide by the restriction of that effect until it is removed. If you have a Slow effect you cannot run. If you have the Maim effect you cannot use the maimed limb. Effects can be inflicted upon you in a variety of ways.

The third is a skill restriction. If there is a skill that specifically allows you to manipulate a prop or perform some action, you cannot attempt to perform that action or manipulate that prop unless you have that skill. You cannot pick up weapons and try to fight unless you have the skill to do so. You cannot manipulate traps unless you have the skill to do, although you can attempt to avoid them.

Prop Restrictions You are not allowed to bring to an event any prop that resembles or could be mistaken for common or unique game items provided by plot without the express permission of the game staff. You cannot attempt to duplicate or forge game money, item props, tags, or logistical documents such as character or monster cards. Any attempt to use in game means to create fakes of any items must be approved by the plot committee.

You are not allowed to break, destroy, or take apart any prop. If a prop is attached to a wall by a chain, for example, you cannot attempt to break or detach that chain in any way. The Destroy effect does not change the basic structure of a prop; it just makes the item unusable for any game related purpose.

Most props have no in game worth. Costuming, jewelry, weapons, and area props cannot be moved from the area they are placed in except by the owner. These props provide no in game benefit and disallowing their removal ensures these props are not broken or lost. Props may be handled but must be put back where they are found unless they have a sticker.

Small circular stickers indicate special rules about handling an item. If an item has a red circle, it cannot be moved at all. It cannot be picked up or touched. It will not move. If an item has a yellow or green sticker, it seems to be valuable. A small, yellow, circular sticker means the prop may be taken but it must be turned in at checkout. A small green circular sticker means you can take the prop and hold on

36 to it. Special items may also have a red sticker with a rune or number on it. These stickers indicate that characters may not pick up or touch the item unless they have a skill or ability that allows them to manipulate objects marked by that symbol or number.

Items may also be marked by attaching a short green, yellow, or red ribbon to indicate the item's in game status. These ribbons replace the sticker and have the same meaning. A ribbon can be used to mark small items that don't have room for a sticker, such as rings, or on items where plot feels that a ribbon would look better or be more evident to the players. This ribbon may have codes or markings on it in the same manner that stickers can have markings for players with specific skills to recognize.

Some game effects will enhance an object such as a weapon or a piece of armor. When an item has been enhanced by a game effect, an effect sticker will be placed upon it so long as the enhancement is in place. Items with effect stickers are treated as though they were yellow sticker items. If you have an effect sticker upon your weapon, that prop can be stolen from you. You should bring back up props if you want to use item enhancements.

Game Environment Games take place at a site, usually a campground. This site defines the boundaries of the game. During game play, a player may attempt to enter any area within the game boundaries unless the area is marked with a yellow information sign. Areas marked with information signs are either special areas with additional rules described by the sign or they are out of game and impassable.

Out of Game Areas Areas that are out of game are marked by the yellow or hazard orange signs with text marking it Out of Game. You may not enter these areas. The text of the sign indicates why, in game, this area cannot be entered. Some areas might be described as collapsed and ruined piles of rubble that have no real interior. Other areas might be marked as impassable swamp.

Special Areas Areas with special restrictions or rules will be marked by the yellow or hazard orange signs with game information printed on it. This sign will have game information written upon it that will describe the circumstances that make the area special.

Gates Portals ringed with strings of decorative light are magical portals. These portals lead to other places. Some lead to other places in this world, some lead to places beyond this world. If a portal is ringed with lights and they are not lit then you cannot go through that portal.

The areas beyond gates are often marked with yellow information signs, so you should always look around after going through a gate. Gates have a disorienting effect to compensate for the time it takes to spot and read a yellow sign.

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White gates are open portals. If the lights are on, anyone may step through the gate. White gates will always appear in ruined areas.

Colored gates are special. Only special staff characters that control the gate may bring you through a gate with colored lights. If there is no guide you cannot enter the gate. Some colored gates are free standing, with no actual area on the other side. If you enter such a gate at the request of a staff character then you will become a spirit. You will not be affected by any attacks and you must reply "Spirit" to any attack that strikes you. You cannot use any game skills or converse with any one else. You are visible to others, but you cannot converse with them and you can only enter an area indicated by the spirit guide who leads you. You must follow the spirit guide until you exit through another gate and your guide indicates you have assumed your normal form.

Turn Back Markers Some games have locations in a game site are normally accessible to players, but are sometimes closed for specific encounters or modules. While this is usually handled with yellow information signs, it is often difficult to spot and read information signs without entering the encounter area to read them, especially at night. To make this easier, areas can be marked with circular information signs (rather than the usual octagonal signs) and at night these signs are lit with circular rings created with looped glow bracelets. If you spot these Turn Back Markers hanging in the area, it means that the area is inaccessible and you should stay away unless you are led to the area by a spirit, a scout, or a similar guide.

It is often left to the player to explain why they cannot proceed when they spot Turn Back Markers. One common reason is that the area ahead is impassable swamp. Another is that a mist has risen and players cannot find their way through the area. Sometimes players simply state that the area ahead looks uninteresting and turn back. It is left to you and your companions to come up with a plausible reason that you cannot proceed when you spot a Turn Back Marker.

Combat During the course of the game, you can be the subject of a wide variety of attacks. Each attack will attempt to inflict an effect upon you. Some effects can benefit you, and some will deliver unpleasant effects upon you. Each attack has a verbal that describes what the attack does and a delivery that determines how the attack is used against the target.

Verbals A verbal is a short phrase that is called out when an ability is used to explain the effect of that attack. Each verbal can have an effect and a trait for that attack. The trait indicates the flavor of the attack so you may role play the effects and perhaps use a defense to negate the attack if it strikes you. The effect indicates what the attack does to you.

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A verbal is an out of game phrase. You must call your verbal even if you are affected by Silence. If you hear the beginning of a verbal you must listen to the phrase and play out the effect.

Verbals for melee attacks are called out as you swing your weapon. Verbals for missile and packet attacks are called out before you release the projectile from your hand. You call out a phrase that takes the form of [Effect] by [Trait]. For example, a poison that freezes you in place would use the verbal "Paralyze by Poison" and a bolt of fire that causes 5 points of damage would use "5 Damage by Fire" as the verbal.

If you hear a verbal, your character knows what happened. The verbal not only tells you the effect out of game, but it represents the sight, sound and feel of the attack in game. You never have to play it dumb. The verbal "4 Damage by Fire" might represent a roar of flame. The verbal "Maim by Lightning" might represent a flash of light. The verbal "Paralyze by Fear" might represent the hairs rising on the back of your neck. However you imagine it, the verbal tells you what happened both in and out of game.

Verbals should not be confused with incantations. Incantations are magical words that are used to cast a spell. These are in game magical phrases that are required for all but the most powerful mages to cast magic. Spells usually have incantations, but they also end with a verbal. Remember that there are two rules that apply to all called attacks.

• You must finish the verbal for a called attack before launching a packet or missile attack. You call out the verbal as you swing a melee attack. If there is an incantation, which is an in game phrase associated with an attack, then that must be clearly spoken before the verbal. This is true for melee, missile and packet attacks.

• All called hits must be acknowledged with role play. Many skills are consumed only if the recipient calls out a defense or role-plays the effects of the attack. If you don't role play the effect, the attacker may assume that you were not struck and the skill not used.

Traits A trait is a label that is given to a character, an attack, a defense, or an item. Traits help describe the flavor of game effects and define how abilities interact with each other. There are four types of traits. A character trait is any trait that is somehow given to a character. An attack trait is added to an attack verbal and defines the flavor of that attack. A defense trait is added to a defense call. An item trait is added to a tagged item and gives that trait to anyone carrying that item.

An attack trait tells you which defenses can be used against that attack. A character or item trait can be used to determine if certain effects worked against you. If you had the “Undead” trait, for example, then an attack that caused "5 Damage to Undead" would be effective against you. A defense trait is generally used for flavor, but it is possible to have skills or abilities that can be used only if a defense with an appropriate trait is used.

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A character's race is always considered a trait. Characters with no explicit race have the Human trait. If you have a sub-race then both your sub-race and your general race will be considered to be traits. So a Wood Elf has the Elf trait as well as the Wood Elf trait.

Deliveries Each ability must be delivered to its target in some way. These deliveries are the physical action needed to determine whether an ability has been successfully used on an opponent.

There are several different ways to deliver game effects, but there are three basic attack deliveries that are used most often in combat. Melee attacks are delivered with a successful strike with a hand held weapon. Packet attacks are delivered by throwing a bean bag like projectile and striking an opponent. Missile attacks are delivered by throwing or firing a special foam weapon prop, although some games use packet based arrows and bolts that are firing by aiming a missile weapon prop at an enemy and then throwing a packet prop and striking that opponent with the projectile.

It is always up to the defender to make the final decision whether an ability has struck or affected them, and thus whether the ability has been delivered. It is important that players do not abuse this honor system. If a player does not count legal hits, the game breaks down. Individuals that are reported for not counting hits will be reviewed and if necessary asked to leave the game.

Melee Attacks Melee attacks require special hand held padded weapons to deliver an attack. Melee weapons cannot be thrown. You must have both hands on a two handed weapon in order to use it in combat unless some game ability specifically states otherwise. These padded weapons have a strict set of creation rules and must pass a safety inspection at each and every event where you intend to use them.

To add to the atmosphere of role playing, we expect our players to role play in combat. Although we allow light weapons for safety and comfort, we ask that players keep the pace of their swings in line with what a heavier weapon might require. Melee swings that are entirely generated by snapping or rotating the wrist or forearm are discouraged. Although you are expected to role play full weapon swings where the weapon moves at least 45 degrees, the actual contact cannot be too hard. A tap from a weapon is sufficient to deliver an attack. Melee attacks that are blocked by another weapon or shield wielded by a character with the appropriate skill to do so are not counted. Attacks to the head and neck, the hands, or the groin are illegal and are not counted.

If you are unskilled with a melee weapon you cannot make attacks with that weapon. If someone strikes that weapon or you try to parry with that weapon, you must either take the blow or the weapon is ripped from your hand. If you do not take the blow, you must drop the weapon as if you had been affected by the Disarm effect.

You may hold only one weapon or shield in your hand during combat. If you are holding more than

40 one item in a hand, and a melee attack strikes one of those items, then you will take the blow or be disarmed of both items as if you were unskilled in their use.

A melee attack that has no verbal causes 1 point of damage. These are known as "uncalled attacks.” If an uncalled attack removes your last point of Vitality you will fall unconscious but you will remain stable as described in the Vitality section below. A melee attack with a verbal is known as a “called attack.” A successful attack delivers the effect in the verbal to the recipient.

Skills and abilities that allow you to use called melee attacks are only used up, as a default, if the attack strikes a legal target area and the recipient acknowledges the hit by role playing the effect or calling out a defense to negate the attack. The melee attack is not used up if the attack misses or the target blocks the attack with a weapon or a shield.

Some skills work only on limb hits. A limb hit is a strike to the arm or leg. A torso hit includes the chest from the belt up to the top of the chest. Any hit to the leg or buttock is a leg hit. Any hit to the arm or to the outer shoulder is an arm hit. Hits that come down on the shoulder or that come down between the shoulder and the neck are also arm hits.

The Flurry Rule A flurry is a series of melee swings delivered at an enemy in combat with little or no pause. You can make no more than three consecutive attacks against a particular enemy where your weapon contacts an opponent or their weapons, including their shield, before you must reset. To reset your flurry you must step out of weapon range between you and your opponent and stop all attacks on your previous target for at least a second.

Players pursuing enemies need not interrupt pursuit by stepping back to reset their Flurry. The pursuer needs only to pause for a second while at a distance just within their maximum weapon range.

That's all you need to remember, everything else are clarifications and answers for specific questions.

• Blocked swings that contact a weapon or shield and successful hits that contact the body are counted as flurry swings. Feints and swings that do not make contact against weapons, shield, or body do not count as a flurry swing. You must reset your flurry after you have made three swings with contact before resuming attacks on that opponent.

• An opponent can't try to prevent you from resetting your flurry by advancing. If you have retreated in an attempt to get out of weapon range but your opponent's advance has prevented you from doing so then you may reset your flurry after a full second pause.

• Incidental weapon contact and aggressively engaging an opponent's weapon with beat attacks or offensive parries can make flurry determination confusing. We realize it is difficult to determine if these types of weapon maneuvers count as a strike in a flurry. As a Rule of Etiquette, if both your elbow and the weapon tip move forward and contact an opponent's weapon then count that as one of

41 your flurry strikes even if it was not your intention to launch an attack. This might mean that both combatants use up a Flurry swing during incidental weapon contact.

The Proximity Rule You must maintain a safe distance from any active opponent. If you can reach out and touch the torso of an opponent with your hand then you are too close and you must back away. If there is a significant difference in the reach of two opponents, the opponent with the shorter reach may approach close enough so that they can strike their opponent with their weapon so long as they cannot touch the torso of the opponent.

Claws and Natural Weaponry Some characters have the ability to use claws or natural weaponry instead of, or in addition to, weapons. These weapon props are red, though some plot creatures may have props that are constructed to appear to be part of that creature.

Claws are considered to be melee weapons and can be used to block melee attacks. Claws are not affected by Disarm. Destroy effects delivered to such weaponry will cause a Maim effect to the limb using the weapon.

Claws and natural weaponry are not bladed weapons, and cannot be used with skills or effects that require bladed weapons. If you are holding a claw that is struck by a melee or missile attack, and you cannot legally block with the claw due to some game effect, you will be affected by the attack since you cannot drop the claw in response to the strike.

Packet Attacks A packet is a small bean bag filled with bird seed that represents some sort of mystical, psychic, or supernatural ranged attack form. Packets have strict construction guidelines. You call a verbal and throw a packet at a target to deliver the attack. If the packet hits the target, or any direct possession of the target, then the effect is delivered to the target. You cannot throw packets too hard. If you are winding up to throw the packet, then you are throwing too hard.

Packets are not solid objects and cannot be affected by Disarm or Destroy, but they are a visible, in game effect. If someone is carrying packets and you see the packets, you can assume they have some sort of aura that makes you realize they are capable of something special. Because of this, you cannot carry or throw packets unless you have the power to use them for something.

If a packet clearly strikes a target and they do not acknowledge the hit with role play or by negating it with a defense, the attributes or their equivalent are not exhausted. If the packet misses, or you cannot tell whether the packet hit, then attributes or resources are exhausted normally.

To deliver a packet attack, the arm that is delivering the packet must be free and the hand empty except for the packet itself. A free arm cannot have props tucked under it or tied to it other than armor. You

42 cannot deliver packet attacks if you cannot use game skills, or with an arm that is affected by something that prevents its use such as a Maim effect or shackles. Some packet based skills have additional requirements as well.

Packet attacks cannot be used while you are being hit. Successful melee attacks interrupt your ability to throw packet attacks, forcing you to wait for one full second before attempting to throw again. It is impossible to get off packet attacks during the Flurry pause. Missile and packet attacks will also interrupt your verbal if they land while you are speaking it, but you may begin a new verbal immediately and do not have to wait for one second in these cases. An interrupted ability is not used up and attributes or their equivalent are not wasted, but you must begin the verbal again.

Like melee attacks, any packet attack that has no verbal causes 1 point of damage. Packet attacks with no verbal are "uncalled strikes" and cause someone to fall unconscious but stable when they reduce Vitality to zero. Packet attacks that use called damage effects cause enemies to become unstable when they fall unconscious just like called melee attacks.

Rule of Etiquette In order to encourage the use of good costuming and add a little more realism, we have the Costume Rule. If a packet attack clearly misses a target and passes by the body, yet that packet hits a cloak or costuming piece after it has gone past, the defender can call out "costume." This rule cannot be used if the costuming is in front of the defender or if the packet has not already passed the body. The rule is in place to encourage cloaks, back banners, and some directed character costuming such as wings without adding an unacceptable disadvantage to the character in combat.

Concentrate Concentrate is a special plot verbal that indicates the caster who called it can throw packet attacks while being hit. The caster calls out Concentrate and can throw a number of follow up packet attacks, including spells, while being hit by incoming attacks. You do not have to call Concentrate before every spell; one call covers a number of attacks. Each skill or special ability that allows the use of Concentrate requires you to call out "Concentrate" when you use it.

Rule of Etiquette If a character using Concentrate is in a swirling fight where new combatants are coming into fighting range, then the caster should call out "Concentrate" each time they willingly switch targets so everyone in the fight knows what is going on.

Missile Attacks (Packet) For many games, missile attacks typically use packets that represent arrows or crossbow bolts. To differentiate missile attacks from normal packet attacks, the attacker has two additional requirements when attacking. First, you must have a prop in your free hand that is aimed at the target. Second, you must go through a firing motion for each missile attack. Bows require you make a drawing motion and bring the packet to your cheek before throwing. Crossbows require that you pull the packet along the

43 stock of the crossbow and pull it up to aim. After your motion you throw the attack while still pointing at the target with your free hand.

Although this system is typically used for bows and crossbows, games can use this system for thrown weapons, wands, or other ranged attacks that can be, in that setting, blocked with weapons or shields.

Like melee attacks, any missile attack that has no verbal causes 1 point of damage. Missile attacks with no verbal are "uncalled strikes" and cause someone to fall unconscious but stable when they reduce Vitality to zero. Missile weapons that use called damage effects cause enemies to become unstable when they fall unconscious just like called melee attacks.

Like packet attacks, missile weapons cannot be used while you are being hit by a melee weapon unless you have the ability to use the Concentrate ability as described above.

Some skills that allow you to use a weapon or shield to block melee attacks also allow that defender to block missile attacks.

Missile Attacks (Props) Some games require special props for missile attacks. Foam balls for arrows and bolts, foam thrown weapons, nerf arrows, and other non-packet systems are possible in Accelerant games. Foam balls used as arrows or bolts require the attacker to point the launcher or implement at the target as described when using missile attacks with packets. Foam thrown weapons only need to be thrown at the target. Other missile props such as nerf bows, are aimed and fired when they are used.

Foam weapons are always blockable by those skilled with weapons or shields in a manner similar to melee attacks. Like melee attacks, any foam missile attack that has no verbal causes 1 point of damage. Missile attacks with no verbal are "uncalled strikes" and cause someone to fall unconscious but stable when they reduce Vitality to zero. Missile weapons that use called damage effects cause enemies to become unstable when they fall unconscious just like called melee attacks.

Touch Delivery If a skill or ability is delivered with a touch, then the effect is delivered by touching a packet to the shoulder or arm of a willing or helpless recipient.

Special Attacks Special attacks are delivered in unusual ways rather than using the regular melee, missile, and packet combat system. They represent large scale effect and atmospheric conditions. Special attacks always begin with the person or area that the attack affects and that is followed by a verbal. If you have a defense that works against the verbal of a special attack you can use it to negate that attack. Once the verbal of these attacks has begun the effect is already delivered. You cannot, for example, retroactively turn to a spirit during the verbal to negate it. The individual types are detailed below.

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Affliction Someone delivers an effect to your immobile or unconscious form by touching a weapon or packet to your torso and stating "Affliction One, Affliction Two, Affliction Three" clearly and slowly followed by a verbal. This works like a Death Strike and can be interrupted in the same manner as a Death Strike. The verbal may be a standard effect, or it may deliver an Inflict effect in which case the player will give you an effect card.

Gaze Someone who has met your gaze for a full three seconds calls out or whispers "By My Gaze" followed by a verbal. A vampire might whisper "By My Gaze, Paralyze by Will." Other creatures might cause fear or other effects.

Gesture Someone points at you with a hand or a weapon and calls out “By My Gesture” followed by a verbal. If the effect has a duration that is not instantaneous, then instead of the normal duration, the effect lasts so long as they point at you.

Name Someone calls out "By Your Name," states your name, part of your name, or some pseudonym that you have used and calls out a verbal. The attack is delivered to you if you recognize that name as a name you have used or a name that person might use to refer to you. Basically if you know they are talking about you then you take the effect.

Room Someone calls out "In This Room" and an effect and everyone in that room will be affected by it. Doorways and gates act as room dividers. This delivery is commonly used for traps and performances. The attack only works in an enclosed room with normal doorways and corridors leaving it. The attack will affect you if any part of you is within the room when the verbal is called.

Search Response Someone calls out an effect after you search them or use a special Search effect upon them. If multiple people are currently searching a creature (for some reason) then all searching characters take the effect.

Voice Someone calls out "By My Voice" and an effect and everyone who hears it will be affected by it. You cannot defend against Voice attacks by intentionally obscuring the sound of the verbal with loud noise or by plugging your ears.

Vitality

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Vitality is a count of how much damage you can take before you collapse. As you take damage, your Vitality points are exhausted. These points can never drop below zero. Healing refreshes Vitality, and these points are also refreshed at the beginning of each event. If your Vitality ever reaches zero you will collapse and become unconscious. Unconscious characters that are taken down by uncalled melee or missile hits are stable. Characters taken down by any other kind of damage, from called melee or missile hits, from firearms, from traps, from packets, or from anything with a verbal become unstable.

If you fall unconscious but you are stable, you will remain unconscious for five minutes. After that time you will wake up with 1 point of Vitality. If someone hits you with an attack for called damage while you are unconscious and stable you will become unstable and begin your 1 minute count. Other effects can be inflicted upon you while you are unconscious and stable and those effects will still be active when you wake up. If healing raises your Vitality above 0 then you will become conscious. A death strike successfully delivered to your torso will kill you.

If you are unconscious and you are unstable you are dying from blood loss and shock. You will linger for one minute before dying. A Stabilize effect will change your condition to stable and you will begin your 5 minute count. Other effects can be inflicted upon you while you are unstable and those effects will still be active if you wake up. If healing raises your Vitality above 0 then you will become conscious. A death strike successfully delivered to your torso will kill you. If someone begins to use First Aid on you, your count will be suspended until they stop the First Aid. If they call Stabilize you become stable and start your five minute count. If they do not finish the First Aid, your one minute death count will continue where it was before they started using the skill.

When you die, all active effects on your person end unless an Imbue or Inflict effect specifically says otherwise on the effect card. Your remains will linger for five minutes before you change to a spirit of the dead and begin to walk to the gate of death. Only effects with "to Spirit" or with "to Dead" traits will affect a spirit of the dead.

In Madrigal, each character starts with two Vitality points. This attribute is increased by purchasing the various skills that indicate that they add Vitality. You cannot purchase the same named skill more than once, even if you can access it is more than one header.

Unconscious You are incapacitated and must collapse to the ground. You must close your eyes and you cannot move or speak while you are unconscious. You cannot use game skills unless a skill explicitly explains that it can be used while unconscious.

Rule of Etiquette Players who are unconscious close to combat may open their eyes to watch for out of game danger if the battle moves too close. It is important for players to be able to protect themselves during these times. If you open your eyes for safety reasons then we ask that anything you see during that time remain outside the normal knowledge of the game.

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Death There are four ways you can die in this game. First, you can be knocked unconscious and unstable and remain that way for a full minute. This is referred to as "bleeding out" and is described above. Second, you can be killed if someone delivers a successful death strike to your torso. Third, you will be killed by an attack with a Death effect that you cannot negate. Finally, special areas might cause your death if you have a mishap.

Death Strike A death strike is used to kill an unconscious or immobile victim. You must touch a weapon to the torso of the victim while saying "Death strike one, death strike two, death strike three". This verbal must be spoken clearly and at a normal speaking pace. You do not need to have skill with the weapon to inflict a death strike.

To inflict a death strike, the victim must be unmoving. The victim can be unconscious or unmoving because of a game effect, but you cannot inflict a death strike on a body until it comes to rest after an attack, nor can you inflict a death strike on a helpless but struggling victim. If the victim can move, the victim can prevent a death strike. First you must render the victim unconscious or unmoving, and then you may inflict a death strike.

To interrupt a death strike, you must strike the person attempting to deliver the death strike with a melee, missile or packet attack. You may also interrupt the death strike by striking the weapon used to perform the death strike with a weapon of your own. You do not have to force the weapon away. A death strike that is interrupted is canceled and has no effect.

The "Death" Effect Any effect that successfully inflicts a Death effect kills you immediately. Of all the various game effects, only the Death effect will kill you outright. The Death effect may be nullified by an appropriate defense.

Mishaps There might be large scale traps, challenges, and mishaps in special areas that can cause you to perish if you are unfortunate enough to stumble into them. Closing walls, deep pits, and other deadly traps might kill you outright. These areas will be marked or made clear to you during the course of the game.

Spirits of The Dead After 5 minutes of death, a dead character becomes a spirit of the dead. Your spirit and everything you still carry is drawn to a special area of the game marked as a Death area. Your spirit will even pick up your own weapons if they are within reach unless someone else possesses them. When you rise as a spirit you must proceed directly to the Death area. You must walk with your head bowed and your arms at your side. You cannot interact with any other character unless they use an ability that allows you to do so. You cannot drop items. You cannot use any game ability. If someone tries to interact with

47 you, reply "Spirit" and continue on your way.

In Madrigal, the Death area is the Gate of Death. This is the gate to the Realm of Death. When you arrive at the gate you must follow the posted instructions and ring the bell. You will wait for the Reaper to arrive and call you into the gate.

While you are a spirit of the dead, there are very few effects that will work on you. The only effects that will work are effects with "to Spirit" or "to Dead" in the verbal. These are Bane effects specifically designed to affect spirits. The most common is a "Speak to Dead" effect. This type of "Speak" effect will allow you to converse quietly with the character who used the effect. You cannot stray from your path or use any game skill while talking. You are not compelled to communicate, but you may do so. Other effects might include "Imbue to Spirit" and "Inflict to Spirit." If the description on the effect card states that it works on a spirit of the dead then you must follow the instructions given therein. You may use Resist and Purge defenses while you are a spirit of the dead if they are appropriate for an attack that strikes or affects you.

Final Death If the spirit cannot return from the Death area then the character passes beyond this world and is said to have taken a final death. Final death means that you can no longer play the character in question, and adds an air of danger to the game by threatening your in game persona.

Attack Effects The effect of an attack describes how that attack benefits or impairs you. The effect is the first part of any verbal. Some effects target items rather than characters. Each effect has a duration, but curing or removing that effect will end it.

Game Time As the game progresses during an event, players generally spend time interacting with other characters, moving from place to place, and engaging in combat and other game activities. Some skills or game effects require a specific passage of time as a requirement of their use or removal. Players are expected to count out this time. This counted time is spent either to Rest or to Focus.

Time spent to rest or focus is interrupted if you use a game skill. This includes making an attack or blocking an attack with a weapon or shield. Spending time to rest or focus must be obvious to those observing you; you cannot spend time, for example, to rest or focus if you are standing in a combat stance or otherwise appear to be participating in active combat.

When spending time as a requirement of using game skills, interruptions require you to begin the process at the start but these interruptions don't generally exhaust the costs of using the skill or ability unless that ability explicitly says otherwise in its description. If you begin, for example, to Focus for one

48 minute to use a skill which can only be used once per event, or which uses an attribute point, the skill or attribute is not generally used up if you are interrupted while trying to use the skill.

Many games have a set of skills or attributes that can be refreshed when you have a chance to rest. Some games also define skills or resets that require you to be within a safe zone, workshop, haven, or sanctuary while you focus or rest. This prevents you from using these resets or skills while you are out in the field or away from these areas.

Rest Resting involves spending time out of action where you have a chance to regain your energy and composure. Rest requires you to be sitting, lying, or kneeling. It must be obvious that you are resting. You cannot walk or run. You can interact with those nearby while resting. You are resting if you are dead, paralyzed, stunned, or unconscious. Paralyzed characters are resting even if they are standing or in some other paralyzed position.

Resting is not generally interrupted by game effects, regardless of delivery. Although you cannot use optional defenses without interrupting your rest, calling out mandatory defenses does not interrupt rest. Calling out "Spirit," "No Effect," "Guard," "Elude," or "Shield," for example, would not interrupt rest unless the specifics of the skill or ability you were using somehow made the call optional.

Rule of Etiquette Players with bad knees or physical impairments may be given plot permission to stand with their arms raised and their hands behind their head to indicate they are resting on the field.

Effects which require rest can overlap; what this means is that a single rest time can be used for multiple effects. If you had a game skill that allowed you to reset some kind of magical defense after a minute of rest, and you were affected by a Root effect, and you were affected by a Weakness effect you could rest for five minutes and apply the time to all three benefits. The Root would end, the Weakness would end, and the skill could be used to reset the defense.

Game skills will instruct you by saying "Rest for," followed by a time period, followed by the results of the rest. "Rest for one minute to end this effect." "Rest for ten seconds and call out "Heal 2 to Self" to use this skill.

You Are Well Rested If you are in the process of resting, particularly when resetting skills or attributes, and a game character tells you "You Are Well Rested" then your rest time is considered completed. Effects that end with rest are removed, and attributes and skills that require rest are refreshed. This will not end Imbue or Inflict effects, or effects that last for an entire event or more. If a reset has, in addition to the rest time, costs associated with it then you are still responsible for paying those costs to gain the benefit of the rest.

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Focus Focusing represents some task that requires your concentration. Focusing might be required to repair armor, mend wounds, or meditate to remove an effect. You must spend the time role playing in a manner appropriate for the skill or ability you are using. You may talk with others during this role play time if you wish so long as the skill or ability description does not have additional restrictions which prevent this. Focusing requires that you stay in one area as you role play the activity. You cannot walk or run. Using other game skills, using called attacks, or using called defenses interrupts your focus time. Skills and abilities which require Focus do not overlap; what this means is that if you have two different skills with a Focus requirement the Focus time spent on one ability cannot be applied to any other activity. You have to role play each Focus time separately to use the associated ability. Effects that prevent you from using game skills also prevent you from spending time to Focus to use or refresh abilities. You cannot Rest while you Focus; the times do not overlap.

Game skills will instruct you by saying "Focus for," followed by a time period, followed by the role play needed to act out the skill, followed by the result of the Focus. "Focus for one minute, repairing your armor at a forge, to refresh your armor points." "Focus for one minute, binding the limb of the wounded character" and call "Cure Maim" to tend to the broken limb. "Focus for three seconds, shaking off your fear, to purge one Fear effect."

Focusing is interrupted if any game effect that is not beneficial affects you regardless of the delivery. While you do not exhaust any costs associated with the skill or ability (unless the description explicitly states otherwise) you must start the entire process from the beginning. This means that calling any defense, optional or otherwise, interrupts your focus.

Travis and Gerard, for example, each have a skill that provides armor points. Travis has a skill that requires Rest for one minute to refresh his armor points. Gerard has a skill that requires Focus for one minute, where he role plays repairing his armor, to refresh his armor points. Both sit down to rest off a Weakness effect. During that time, Travis may also refresh his armor points. Gerard would still have to focus for one minute to refresh his armor.

Beneficial Effects Effects that are intended to aid, bolster, or benefit a character are marked as Beneficial effects. If, for some reason, the recipient does not want to receive the benefit of one of these effects they may say “Refuse” to negate the attack or delivery.

Effect Listing

Agony

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You are wracked with pain. You cannot attack or use most game skills. You may run, defend yourself by blocking with weapon skills and can use called defenses. Agony lasts for 10 seconds.

Cure, Remove... Beneficial Effect (Cure only) Cure removes one effect on the target. A Cure [Effect] will remove one instance of the specified effect. A Cure [Trait] will remove one effect with the appropriate trait except Imbue and Inflict unless the Imbue or Inflict card specifically says otherwise. If the Cure verbal is followed by “All” then all appropriate effects end. If you have more than one appropriate effect, you may choose which will end when a Cure effect is applied to you. Cure will never restore Vitality. Cure is a beneficial effect.

Travis, for example, has been affected by the following attacks: Slow by Disease, Slow by Will, and Drain by Will. A Cure Slow will remove either the Slow by Disease and the Slow by Will, and Travis can choose which one will end. A Cure Will would remove either the Slow by Will or the Drain by Will since they both have the Will trait. A Cure All Slow will remove both the Slow by Disease and the Slow by Will.

If a "Cure Maim" effect references a specific limb, the effect will only remove Maim effects on that limb. If the Cure Maim effect does not specify a limb, it will cure one Maim effect active upon the target. If an ability or skill allows you to use the "Cure Maim" effect on a specific limb, you touch a packet to the specified limb to indicate which limb. A “Cure All Maims” effect will remove all Maim effects upon you regardless of limb.

A "Cure Death" effect will restore a dead target to life and leave them with 1 Vitality unless that target has transformed to a Spirit of the dead.

Once a character has transformed to a Spirit of the dead, only the rare "Cure Death to Spirit" effect can restore them to life, and only if it is used before the Spirit reaches its destination.

A "Cure [Trait Name] Trait" effect will remove a trait given to you by an Inflict, Imbue, or other effect that is temporary. It has no effect on a permanent trait granted by race, skill, or the like.

Remove is used to simulate dispels or forced removal of effects. Remove works just like Cure except it is not a beneficial effect. This has several side effects. Where Cure can be touch cast, Remove cannot be touch cast. Where Cure can be refused because it is beneficial, Remove cannot be refused. Where Cure will not interrupt Focus, Remove will interrupt Focus. Where Cure is not negated by and does not consume Shield, Elude and Guard defenses, Remove will be stopped by and consume Shield, Elude, and Guard. Otherwise Remove works like Cure.

Damage This effect removes Vitality points as described in the section on Vitality. Unlike typical effects, Damage is instantaneous. It removes Vitality points and then the effect ends. You cannot remove or dispel damage. Vitality points must be restored though healing.

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Death An attack with this effect kills you. You fall down dead, as if you had been struck with a death strike. All temporary effects upon you end when you are killed except for Imbue and Inflict effects that are not specifically removed by death. Death lasts for 5 minutes, after which you will rise as a spirit and travel to the Death area. This process is described in greater detail in the Spirits of the Dead section.

Cure Death and certain special abilities can affect you while you are dead. Some strengthen your spirit so it is not weakened by the presence of Death. Some might even restore you to life. Others might cause unpleasant effects. All of these will be handled using an Imbue or Inflict effect. In these cases you will be given an effect card that explains the results of the Imbue or Inflict effect.

Destroy... An item is destroyed and cannot be used for any game skill or effect until it is repaired. For most melee delivered effects, the verbal is simply “Destroy” and the strike will destroy the weapon it hits. For missile and packet attacks the verbal will include the name of the item and any strike will destroy that named item. A melee attack that strikes your shield and uses the “Destroy Shield” verbal will render your shield unusable. The effect is permanent until the item is restored with a Repair effect. Some items may be truly destroyed if no Repair effect exists in the game to restore them. The item does not crumble away or disappear; the prop represents the broken item.

An attack that uses the “Destroy Armor” verbal will exhaust all of your armor points. The armor points can be refreshed or repaired normally as if they had been removed by damage. Melee attacks must successfully strike you to deliver a Destroy Armor effect. Some creatures might take some kind of detrimental effect when struck by this attack. If you want to attempt to harm a construct directly with this effect you would call out “Destroy Form” as the verbal.

Items without tags or safety stickers (such as clothing, belts, pouches, and the like) cannot be affected by Destroy.

Diagnose This effect is used to determine if the recipient is inflicted with a specific effect, trait, or game condition. Skills with the Diagnose effect allow you to use Diagnose to determine the presence of specific effects or traits with the exception of Imbue or Inflict effects. A skill might also allow you to use Diagnose to determine if the recipient is currently Stable, Unstable, Dead, or Damage. To use Diagnose, touch the recipient with a packet and say "Diagnose" followed by an effect, trait or game condition. The recipient says "Yes" if they are afflicted with the named effect or an effect with the named trait, or if they suffer the game condition. Otherwise they say "No."

Travis, for example, is lying on the ground unstable and has been inflicted by a Slow by Disease and a Paralyze by Magic. Another player leans over, touches him with a packet and says "Diagnose Stable."

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Travis says "No." She says "Diagnose Unstable" and Travis says "Yes." She uses a Heal effect on Travis but he still doesn't move. Puzzled, she says "Diagnose Stun." Travis says "No." She says "Diagnose Paralyze." Travis says "Yes." She has the ability to Cure Poison, so she says "Diagnose Poison." Travis says "No." She decides to wait until the Paralyze wears off.

If someone uses "Diagnose Damage" on you, you may choose, for the sake of expediency, to include in your reply the current number of Vitality points that have been removed by Damage. If, for example, you have taken two damage that has not been healed and someone uses "Diagnose Damage" on you, you may reply with a simple "Yes" or you may reply with a "Yes, two." The choice of how to respond is up to you.

Disarm... You must drop everything in the hand indicated by the verbal. You can pick up items immediately after they have come to rest. You may pick up an item as soon as it stops moving. The verbal will contain either "Disarm right hand" or "Disarm left hand." If you are holding a fragile or breakable prop, including an air gun, you may put it down rather than drop it, but in this case you cannot pick it up for a full five seconds.

Delivering this effect with a melee attack requires you to strike that weapon while calling the Disarm effect. You do not need to specify a hand. The hand that is holding the weapon will be affected. A melee delivered Disarm will not affect a shield unless the "Disarm Shield" verbal is used. You cannot disarm a shield unless a skill or ability specifically allows the use of "Disarm Shield."

Rule of Etiquette Delivering a Disarm effect against a weapon requires an attack against the opponent’s weapon. You must finish the verbal and move your weapon forward, attacking with the legal striking surface. You cannot call Disarm if you are simply blocking your opponent’s attack, you must be making an effort to strike at the weapon.

Disengage To initiate this ability either take a step back or plant your feet for 3 seconds. Gesture at any number of opponents with your weapons. You cannot move towards any target. Everyone who is attacking you and everyone indicated by the gesture of your weapon must move back out of weapon range so that you cannot cross extended weapons. Targets that are rooted or cannot move back may cross their arms and lean away from the effect instead of backing up. Once the distance has been increased and the space indicated by the Disengage has been cleared by all targets (or everyone has crossed their arms and leaned away) the effect ends. Disengage will not force a target into a dangerous area. A target may choose to cross arms and lean back rather than stepping back into an area that will cause them some detrimental effect. Disengage is not a melee delivered attack and cannot be negated by defenses that stop melee attacks.

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Drain For a simple Drain effect, you cannot run or use any game skill, including weapon and shield skills. If the verbal is followed by a skill or ability name then you cannot use that particular skill. Drain can also be used to prevent entire skill headers. If a header is drained, you cannot use any skill that falls under that header. Drain can be used in this manner to suppress racial abilities and empowered named items. If an item is named after a Drain effect then no abilities from that item can be used until the Drain ends. Only simple Drain effects prevent you from running. The Drain effect will last until you rest for five minutes.

Expose... The Expose effect is followed by one trait. If you have that trait and are subjected to this effect, you must cry out, revealing the fact that you have the trait and revealing your position. You must cry out as loudly as the Expose effect was called.

Although you may cry out softly if the Expose was called softly, you still must make every effort to ensure that you are revealed to the person who called the effect. The Expose effect is audible and you must cry out even if you are unconscious or under the effects of a Silence, Stun, Paralyze, or other disabling effect.

You are not affected if you are Dead or have the Spirit defense unless the Expose effect targets those specific traits. This effect is one of the few that will commonly be delivered by voice.

Frenzy This effect causes you to attack the closest creature to you, regardless of recognition or consequence. You may attack with any standard skill that is not beneficial, though you are not forced to use consumable skills in this attack. If you are affected by a Repel effect, or if you are not affecting the creature in question, or if you cannot find a way to reach the creature for 10 seconds you will move on to the next closest creature. If someone else attacks you and that creature is more convenient than your current target then that creature will become your new target. The effect ends when you are rendered dead or unconscious.

Grant... Beneficial Effect You receive a boon. blessing or magical buff that enhances you in some way. There are a number of specific Grant effects, each with their own benefit. All Grant effects end if you die, and when the event ends.

Grant effects have some restrictions. ~ As a default you can have no more than three Grant effects at one time. ~ Each type of Grant listed below also has its own additional restriction.

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Grant effects are negated with the Remove effect. A "Remove Grant" effect will negate one Grant effect of your choice, while a "Remove All Grants" will remove all existing Grant effects. Remove effects can also specify a type, such as "Remove Armor Grant" or "Remove All Defense Grants." In addition, a Remove effect will negate any Grant effect that also used that trait.

There are five types of Grant effects.

... Armor "Grant Armor" "Grant 2 Armor by Inspiration"

This Grant adds additional armor points to either physical armor or armor from other abilities. These points are refreshed when your armor points are refreshed. If no number is indicated then this effect boosts your armor points by 1. The effect might indicate a higher number in the verbal such as "Grant 2 Armor" to indicate that a greater number of armor points have been granted.

You may only have one Grant Armor effect active.

... Attribute "Grant Earth" "Grant 2 Vitality by Magic" "Grant 2 Karma by Inspiration"

This Grant adds to the total of one numeric attribute. Any points added with this effect are available immediately for use. Effects which refresh that attribute can also refresh these additional points. These extra points can be exhausted to fuel skills and abilities in the same manner as regular attribute points.

If the attribute indicated is Vitality then Heal effects will also restore these additional points. Vitality calculations and other secondary attribute calculations are not affected by points added by the Grant effect to another attribute used in that calculation.

No attribute can be modified by more than one Grant effect.

... Protection "Grant Protection" "Grant 3 Protection by Inspiration"

This Grant adds additional protection points that negate points of damage. These protection points work in a manner similar to armor, negating the indicated amount of damage regardless of the source. The number of points is indicated after the "Grant" in the verbal, and if no number is indicated then the ability grants a single protection point. Protection points are always lost after armor points. Protection

55 points are not affected by Waste Vitality effects. Protection points cannot be refreshed or renewed. Once they are used to negate damage the effect ends.

You may only have one Grant Protection effect active.

... [Type] Defense "Grant Poison Defense, Shield" "Grant Defense by Inspiration, Elude by Blur" "Grant Melee Defense by Magic, Parry" "Grant Packet or Missile Defense, Avoid"

This Grant gives you a called defense that works against the Trait or Effect indicated in the [Type] portion of the verbal. The first half of the verbal is information about the Grant itself, and it can include a trait. The second half of the verbal tells you what to call when you use the defense. If no [Type] is specified then the defense can be used against any melee, missile, or packet attack.

Once this defense is used the Grant effect ends. Grant effects which give you Elude, Guard or Shield effects must be used against the first appropriate attack that strikes you. Grant effects which give you Avoid, Parry or Resist defenses can be used against any appropriate attack and you can choose whether or not you will use the defense. The Purge defense requires you to role play for three seconds and call Purge to end an appropriate effect. Elude, Guard, and Shield defenses that protect against melee attacks must be used against uncalled melee attacks that strike you.

Once you have a Grant that protects against a specific [Type] of attack you cannot have another Grant that also defends against the type. You must choose which one to keep. This restriction also applies to a Grant Defense call which has no specified type; you cannot only have one Grant Defense effect that is unspecified.

A "Grant Defense by Shadow, Avoid by Shadow" would give you one defense against any melee, missile, or packet attack. You could choose to take an attack and save the defense for later. You would call out "Avoid by Shadow" when you used the ability.

A "Grant Poison Defense, Shield" would give you one defense against any attack with the Poison trait. You would have to use this defense against the first Poison attack that strikes you. You would call out "Shield" when you used the ability.

A "Grant Missile Defense by Wind, Avoid by Air" would give you one Avoid defense against a missile attack. You could choose to take the attack and save the defense for later. You would call out "Avoid by Air" when you used the ability.

Sylla has an active grant effect with the verbal "Grant Poison Defense, Shield" on her. She receives a new Grant effect with the verbal "Grant Poison Defense by Faerie, Resist." Sylla cannot have two Grant Defense effects with the same type, so she must choose one and decides to take the resist and let the shield end. Later, Sylla receives a

56 new Grant effect with the verbal "Grant Disease Defense, Resist." Sylla can accept that Grant effect since her current Grant works against Poison and the new Grant effect works against Disease.

Travis has an active Grant effect with the verbal "Grant Defense, Avoid." He knows he can call out "Avoid" to negate one melee, missile or packet attack because the type isn't specified. Travis receives a "Grant Defense, Shield" but decides to keep the avoid and the new Grant effect is lost. Later, Travis receives a "Grant Packet Defense, Avoid." He can keep that defense and his previous Grant because the type in the Grant verbal is not the same as one is unspecified and thus defaults to "Melee, Missile and Packet" and the other is specified as a "Packet" defense.

... [Delivery] Attack "Grant Melee Attack, 2 Damage" "Grant Missile Attack by Venom, Agony by Poison" "Grant Packet Attack by Magic, Stun by Fear" "Grant Attack by Arcane, 5 Damage by Fire" “Grant Touch Attack, Heal 2”

This Grant gives you one called attack that uses the appropriate delivery. If the delivery is omitted the recipient may choose melee, missile or packet for the delivery when they receive the effect. You may use a melee or missile attack only if you have a skill that allows you to make such attacks and the props on hand to make an attack with the specified delivery. You may use a packet attack only if you have a packet on hand to make the attack. For melee and missile attacks, the attack is exhausted and the Grant effect ends only if the strike lands and the opponent acknowledges it with role play or negates it with a defense. For packet attacks the Grant effect ends when you use the attack whether it hit or missed. If the attack is a beneficial effect the delivery can also be specified as “Touch.”

As a default you can have no more than one Grant Attack effect.

A "Grant Melee Attack by Shadow, Weakness by Shadow" would give you one melee attack with the Weakness by Shadow effect. You would call out "Weakness by Shadow" when you used the ability.

A "Grant Packet Attack, 2 Damage by Fire" would give you one packet attack and you would call out "2 Damage by Fire" when you used the ability.

A "Grant Attack, Paralyze by Will" would allow you to choose melee, missile, or packet as the delivery and you would gain one attack of that type with "Paralyze by Will" as the verbal.

“Grant Touch Attack by Divine, Cure Poison” would allow you to touch a packet to a willing subject to cure a poison effect. Like any beneficial effect, the recipient could refuse the effect.

Grant Extra... Grant effects that begin with "Grant Extra" can overcome stacking in the following ways: ~ An attribute modified by a Grant effect can also have one "Grant Extra" effect that stacks.

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~ Armor modified by a Grant effect can also have one "Grant Extra" effect that stacks. ~ You can have both a "Grant ... Protection" and one "Grant Extra ... Protection" effect and the effects stack. ~ You can have both a "Grant ... Defense" and one "Grant Extra ... Defense" at the same time. ~ You can have both a "Grant ... Attack" and one "Grant Extra ... Attack" at the same time. ~ Grant Extra effects do not count towards your three Grant effects.

If you already have an active "Grant Extra" effect, you can accept one regular Grant effect; you need not receive the "Grant Extra" effect after a regular Grant effect to allow them to stack. You cannot accept two “Grant Extra” effects, even if you have no Grant effect that did not include “Extra” in the verbal.

Travis has a "Grant 2 Armor" effect that brings his armor total to 4. A servant of his divine patron visits him before a big battle and gives him a "Grant Extra Armor" effect on him. He now has an armor total of 5, but he could not have an addition "Grant Armor" nor another "Grant Extra Armor" active.

Sylla has only a "Grant Extra Magic Defense, Resist" upon her. A friendly wizard gives her a "Grant Magic Defense, Shield" to her. She can accept this effect because her other "Grant ... Defense" effect is an "Extra" Grant effect.

Double and Triple Grant effects with the Double or Triple qualifier will provide multiple uses of the specified attack or defense but only count as a single Grant effect. In other words, you can have a "Triple Grant Melee Attack by Skill, 2 Damage" effect that grants you three melee attacks each which do "2 Damage" even though you are normally allowed only one Grant effect with the Skill trait. Since numeric effects do not stack this is only relevant for Grant Attack and Grant Defense effects.

Heal... Beneficial Effect This effect restores one point of Vitality. If the effect is followed by a number, then it restores Vitality equal to the indicated number. If the effect is followed by the term “All” then all of your Vitality is restored. Otherwise it restores one point. If you are unconscious with no Vitality then healing will restore one or more Vitality points and you will wake immediately unless some other effect is preventing you from doing so.

Imbue... Beneficial Effect This effect can be used in one of two ways. An Imbue effect with the verbal “Imbue [Trait Name] Trait” will give you the specified trait for the remainder of the event.

Otherwise, this effect is some enhancement or extra ability that is described on an effect card that is given to you after the effect is used upon you. An Imbue effect with no trait will not take effect until

58 you have read the effect card. Imbue will usually give you some ability that can be used during the current event, although the effect card might describe some effect that lasts beyond the current event.

Imbue effect cards can have a wide variety of long term plot effects. Examples include granting a defense against certain types of attack, strengthening the spirit of a dead character, and similar exceptional abilities.

If a player can use an Imbue effect, that ability will always have some in game action that must be accomplished before you can use the ability. You might need to gather and mix components. You might need to construct some item from strange parts. These actions earn you the effect card needed to use this effect. You can never use an Imbue ability without the appropriate effect card to represent the properly prepared components.

Inflict... This effect can be used in one of two ways. An Inflict effect with the verbal “Inflict [Trait Name] Trait” will give you the specified trait for the remainder of the event.

Otherwise, this effect is some affliction or detrimental effect that is described on an effect card that is given to you after the effect is used upon you. An Inflict effect with no trait will not take effect until you have read the effect card, so a character engaged in combat may not be affected by Inflict effects described on Inflict cards immediately; they have time to retrieve the effect card and read it when it is convenient and unobtrusive to do so. Unconscious or dead characters must read the card immediately. Inflict cards will give you some unusual detriment that will have an effect and a duration described on the effect card.

Inflict effect cards can have a wide variety of long term plot effects. Examples include causing death after a certain amount of time, causing you to transform into some type of creature, inflicting you with a disease that cannot be healed normally, weakening the spirit of a dead character, and similar exceptional abilities.

Defenses can be used to negate Inflict attacks if those defenses will stop an attack with the appropriate delivery or trait.

If a player can use an Inflict effect, that ability will always have some in game action that must be accomplished before you can use it. You might need to gather and mix components. You might need to construct some item from strange parts. These actions earn you the effect card needed to use the ability. A player can never use an Inflict ability without an effect card to represent the properly prepared components.

Maim One limb becomes useless. An arm must hang at your side and cannot be used for any game ability. A leg becomes unusable. You must go down on one knee - you cannot hop. You may crawl using your

59 other limbs. A Maim effect will last for the duration of the event. If a Maim effect is delivered by a melee or missile attack, the limb struck will be affected. If a Maim effect delivered by a melee or missile attack strikes the torso then the Maim effect is ignored. If a Maim effect is delivered by a packet, the attacker can include the limb in the verbal. For example, a caster might call out "Maim Right Leg by Fire." If the limb is not specified, then the subject may choose one limb that is not already affected by a Maim. Maim only works on arms and legs.

Paralyze You must stand frozen. You cannot move, but you are aware of what is happening around you. If you are rendered unconscious, or if someone tries to change your pose, you will collapse to the ground. Paralyze will last until you rest for five minutes. You are resting while you are paralyzed even if you are standing.

Refresh... Beneficial Effect Refresh is always followed by either an attribute or a skill that has a limited number of uses. You recover one or more uses of the named skill or one or more points of the named attribute. If you do not have the named skill or attribute then the Refresh has no effect. As a default, Refresh restores one point or use of a skill. If a number is placed before the attribute or skill name then you will restore more attribute points or uses of a skill. Skills that require attributes cannot be restored directly and are unaffected by a Refresh effect. Refresh will never raise you above your maximum attribute or give you more uses of a skill than you would have at the start of an event.

Refresh can also be used to restore abilities of an empowered item. If the item has a unique name and Refresh is followed by that name then the abilities of the item are restored.

Repair... Beneficial Effect You restore one item that has been rendered unusable by a Destroy effect. For an item you are touching you need not specify a target in the verbal. For other types of abilities you specify a target after the Repair verbal. Repair may also be used to refresh armor points. A "Repair Armor" effect will restore one armor point of your current active armor. A Repair Armor effect will restore a number of armor points equal to the indicated amount, or all armor points if the number of exhausted armor points is lower than the indicated amount. "Repair All Armor" will restore your armor to its maximum value.

Repel This effect prevents you from using melee, missile, or packet attacks on the attacker. You will also attempt to stay 10 feet away from the attacker unless doing so would endanger you. If this is the case you may move to a safer position even if it takes you within 10 feet, so long as you then attempt once again to stay 10 feet away from the attacker. You cannot use melee, missile, or packet attacks on the

60 attacker in any case. The Repel effect will last until you rest for five minutes unless the attacker strikes you with a melee attack that does not cause a Repel effect. If the attacker strikes you with a melee attack using an effect that is not Repel then this effect ends immediately.

The attacker is not immune to the attacks of a character affected by the Repel. That character is free to launch attacks at other creatures so the attacker should be careful to stay clear of other potential targets and avoid attacks launched at other characters.

Root You cannot move your right foot from its spot. You may pivot on that foot, and you may move your left foot. A Root effect will last until you rest for five minutes.

Silence You cannot talk or make any in game verbal noise. You cannot use game skills that require incantations. You must still call out during Expose effects. You must still use out of game phrases as normal. A Silence effect will last until you rest for five minutes.

Slam Some great force knocks you back and off your feet. When you are struck with this effect you role play an extremely forceful blow or blast. You may take up to three steps backwards and fall down. The steps backward are optional. The effect ends when your chest or back touches the ground. If falling to the ground is an issue due to ground quality, crowding or health you may opt to instead take your steps, drop to a knee and place both hands palm down on the ground as shake your head for three seconds.

Some Slam effects are so powerful they knock you back through a shield. If you hear "Shield Slam" it works even if it strikes your shield. This attack can be blocked by a weapon and would count as a strike to the limb holding the shield.

Slow You cannot run. You may only walk at a normal pace. The Slow effect will last until you rest for five minutes.

Stabilize Beneficial Effect If you are at 0 Vitality and unstable this effect makes you stable. You start your 5 minute count. Otherwise you call "No Effect."

Stricken

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You are unaffected by any beneficial effect unless it removes the Stricken effect from you. Call "No Effect" to any other beneficial effect used on you.

There is one exception; if someone uses First Aid on you then the Stabilize effect will work. Only a "Cure Stricken" effect or a Cure effect applied to the trait of this attack will remove this effect. An effect that removes the Stricken effect from you will not remove other effects. Stricken does not work on items you carry or wear and items may be affected by Repair or Imbue effects. The Stricken effect will last until you rest for five minutes.

For example, if you have a Stricken by Poison and a Paralyze by Poison effect upon you, a Cure Poison effect will remove the Stricken effect but it won't also remove the Cure Paralyze effect. A second Cure Poison would be needed to remove the Paralyze by Poison effect.

Stun You are knocked unconscious. Stun will last until you rest for five minutes. You are resting while you are stunned. Another character may take a full minute of role play to revive you and end this effect.

Speak Beneficial Effect This effect allows you to converse with a creature or being that cannot otherwise communicate with you. It is usually used with the Bane trait, allowing you to speak with specific types of creatures. The subject is under no obligation or compulsion to speak with you, but it may do so if it wishes. The Speak effect will last until a participant uses another game skill or until a participant move out of reasonable conversation range.

Waste... Waste is always followed by either an attribute or a skill that has a limited number of uses. You lose one or more uses of the named skill or one or more points of the named attribute. Waste has no effect if you have no attribute points or skill uses left. If you do not have the named skill then Waste to that skill has no effect. As a default, Waste removes one point or use of a skill. If a number is placed before the attribute or skill name then you will lose more attribute points or uses of the skill. Skills that require attributes cannot be wasted directly and are unaffected by a Waste effect.

Wasted attribute points and skill uses can be refreshed. A Cure Waste effect will restore points or skill uses lost to Waste effects unless they have already been refreshed or restored by some other means. Once a wasted attribute or skill use has been refreshed a Cure Waste effect will have no effect on you. Attributes and skills lost to a Waste effect are always refreshed before points lost through normal use.

Waste can also be used to remove abilities of an empowered item. If the item has a unique name and Waste is followed by that name then any charged abilities of the item are removed as if they had been used.

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A Waste Vitality effect will reduce your current Vitality total. This effect ignores armor points, but is otherwise treated as a called Damage effect and will render you unstable if it removes the last of your Vitality points.

Weakness Your ability to strike with melee attacks is severely weakened. You cannot deliver any called effects with your melee attacks. Weakness does not affect uncalled strikes or any other weapon skill. The Weakness effect will last until you rest for five minutes.

Attack Traits Most attacks include a descriptive trait. This trait is indicated by the second part of the verbal. The trait of an attack adds flavor to the attack and determines whether certain defenses can be used to negate the attack. If an attack is "5 Damage by Fire" then the trait of the attack would be Fire.

The "by Weapon" trait is dropped from the verbal of normal melee attacks to reduce noise. Any melee or missile attack with no trait is assumed to have the "Weapon" trait.

Most attack traits allow you to role play the effect. You may step back or cry out in reaction to the attack. If you are surprised by an attack, however, you cannot add additional role play to the effect. For example, if you were hit by a "Stun by Force" from a visible enemy then you could add the role play of crying out or staggering back. But if someone sneaks up behind you and calls out "Stun" with a melee attack then you should just go down. If someone sneaks up and surprises you with a spell that you honestly did not see coming, you should not cry out to warn your friends.

Elemental Traits These include Air, Cold, Earth, Fire, Ice, Lightning, Water, and Wind. The effect is caused by elemental power. Abilities that work against Elemental effects will work against effects with any of these traits. You may role play an Elemental effect by crying out or stepping backwards as the effect is inflicted.

Mental Traits These include Awe, Confusion, Despair, Fear, Gloom, Inspiration, Madness, Presence, Trance, and Will. The effect is caused by some mental or emotional reaction. Abilities that work against Mental effects will work against effects with any of these traits. You may role play a Mental effect by crying out or stepping backwards as the effect is inflicted.

Metabolic Traits These include Aging, Air, Cold, Disease, Poison, Radiation, and Sleep. The effect is caused by a Metabolic reaction. Abilities that work against Metabolic effects will work against effects with any of

63 these traits. You may role play a Metabolic effect by crying out or stepping backwards as the effect is inflicted.

Physical Traits These include Crystal, Earth, Force, Ice, Silver, Thorns, Weapon, Web, and Wind. The effect is caused by a Physical force. Abilities that work against Physical effects will work against effects with any of these traits. You may role play a Physical effect by crying out or stepping backwards as the effect is inflicted.

Special Traits All traits not included above are Special traits. These can include, but are not limited to, Acid, Blessing, Curse, Light, Magic, Malediction, and Shadow. These traits are not included in any general trait, so abilities must specifically include them. Special attacks allow no additional role playing; you will suffer the effect of a Special attack immediately.

Bane This is a unique attack trait that works against another specific trait, and targets only those creatures that have that trait. Instead of saying "by" you would say "to" and state the trait that is targeted. An attack that stated "10 Damage to Undead" would be an example of an attack with the Bane trait, and the attack would only affect creatures with the Undead trait. If you somehow lose the trait that a Bane effect targets while under that effect, then the effect ends immediately. So, if you had a “to Dead” effect upon you and you were brought back to life then the “to Dead” effect would end. Remember that the race of a character is always considered to be a trait of that character. Bane attacks allow no additional role playing; you will suffer the effect of a Special attack immediately.

Some effects may have both a normal trait and a bane trait. In this case the attack affects only those targeted by the Bane affect but it may be resisted by defenses that work against the normal trait. An attack that stated "Paralyze by Fear to Elf" would only affect characters with the Elf trait but it could be negated by a Resist Fear defense.

Self This trait indicates that the effect works only on the person using it. Instead of saying "by" you would say "to Self" after the effect. This indicates that you are the only target of the called effect.

Defenses These abilities allow you to negate abilities used against you. Although there are a large number of possible defenses that can be used against specific causes and effects, all defenses can be summarized as one of the following types.

When it is possible to apply multiple defenses to an attack the defender decides which defense to use. Although Elude, Guard, and Shield defense must be used if an attack would affect you, it is possible,

64 for example, to use a skill that provides a Resist defense when an appropriate attack strikes you to “protect” and Shield type defense. You could, for example, use a Resist against Fear to save a Shield against any Mental trait.

Elude, Guard, Shield You negate the first attack of the appropriate type that strikes you. Although different verbals are used to indicate the nature of your defense and to add flavor to the game, all of these defenses work the same way. You must call out the defense when it is used.

Avoid, Parry, Resist You choose one attack of the appropriate type to negate when it strikes you. You can allow an attack to affect you and negate a later attack. Although different verbals are used to indicate the nature of your defense and to add flavor to the game, all of these defenses work the same way. You must call out the defense when it is used.

Purge You may negate an attack after it has affected you. You must spend three seconds to role play this defense as you shake off the effect, during which time you must remain relatively still. You cannot use game skills while role playing the purge. You cannot use Purge while unconscious unless doing so would wake you. You cannot use Purge when you are dead unless the skill specifically allows you to use “Purge Death” in the verbal.

No Effect You are unaffected by the attack in question. This indicates a defense that is not consumable. The attack does not affect you, nor will it ever affect you.

Reduce, Absorb You are affected by the attack in question, but the effect has been mitigated, lessened, or changed entirely. The actual reduction is determined by the skill or ability that allows you to use this defense. Reduce is often used to indicate the effect has been lessened while Absorb often indicates that the attack had a different effect entirely. The verbal for this defense might be followed by "to" and the modified effect such as "Reduce to Maim" or "Absorb to Heal 2." You must role play the new effect appropriately.

Increased While not exactly a defense, this call indicates that the effect had a greater than normal effect on the target. If the target calls “Increased” in response to a beneficial effect, the target might have an ability or skill that allows them to receive additional benefit from the effect in question. If the target calls “Increased” in response to an attack, the target might have a weakness or vulnerability to the effect or

65 trait that was used against them. Some games might use “Increased to…” followed by an effect to specify extra information about the game effect.

Reflect You choose one melee, missile, or packet attack of the appropriate type to rebound back at the attacker when it strikes you. Call this defense to negate the effects of the attack. If your attack is reflected then you must take the attack as if your melee, missile or packet had struck you. The attack retains all of the original traits so it might not actually affect you. You may use defenses to negate the attack, including using Reflect to bounce it back on the original target.

Spirit You are insubstantial and are unaffected by most attacks. You call "Spirit" to any attack that you negate for this reason. You cannot use game abilities unless specifically allowed to do so. You cannot speak or converse with other characters unless they use an ability that allows you to do so. If someone tries to talk with you, you may call "Spirit" to inform them that you cannot speak. You cannot drop any items. No one may search you, nor can items that you carry be removed from your person. Nothing can be thrown over you. You cannot rest while in spirit form, and effects that last until you rest will not be removed. You cannot block doorways or portals. If someone tries to move through a portal that you are blocking then you are forced to move.

Characters who have died and are traveling to the Realm of Death are spirits. If you gain the Spirit trait because you have died and you have become a Spirit of the Dead then you also gain the Dead trait. Effects with the trait "to Spirit" affect all spirits, while effects with the trait "to Dead" affect only spirits of the dead. You must walk with your head bowed and your hands at your side.

Some abilities allow a living character to become a spirit for a time, but these abilities usually have special restrictions or will not be absolute in their protection. You might gain a trait and become vulnerable to attacks with that trait even though you are a spirit. Some of these skills last until you move. In these cases you cannot move or speak without ending the effect. If you turn into a spirit in a place which blocks a portal or doorway then you are forced to move to allow someone through. Since this can end the effect you must be careful to use these types of skills so as to not block confined areas.

Defense Traits A defense might have a trait associated with it. The verbal should include the defense and the trait with a "by" between them. This can be done to add flavor to an ability, to differentiate two similar skills, or to allow other skills to key off certain defenses.

Chained Defense A chained defense has an effect that is called immediately after the defense. The verbal should include the defense and the additional effect with an "and" between them. If the additional effect is an attack then that attack must be launched immediately as the defense is called. Using the additional effect

66 could be optional or required. If the additional effect affects the character using the chained defense then the ability must use the Self trait and character must role play that effect as if they had been struck by it.

For example, a Fire based attack strikes a Fire Elemental. The creature calls out "Resist and Heal to Self" to indicate that the attack was negated and the creature was healed by using the defense.

For example, a strong creature can tear out of some physical effects but it takes damage doing so. The creature is struck by the appropriate attack, role plays for 3 seconds, calls out "Purge and 2 Damage to Self" and then role plays the damage effect.

For example, a character has an ability that simulates a Riposte. The character is struck by a successful melee attack, calls out "Parry and 3 Damage," and immediately swings at the person who attacked her.

For example, a creature has an ability that can shoot attacks with the Magic trait back at the attacker. The creature is struck by a "Paralyze by Magic." The character calls "Resist and Paralyze by Magic" and throws a packet back at the attacker.

Armor Armor provides points of protection that act as a buffer against damage effects. Armor points are removed by damage in a manner similar to Vitality. Armor points are lost before Vitality points. The method by which exhausted armor points are restored varies depending on the type of armor you are using and the skills and abilities of the Accelerant game you are playing.

You may only have one base type of armor active at a time. If you try to restore or activate or wear one type of armor while you have active points from another type of armor, the armor type with the lower number of active armor points will be exhausted. If there is a tie, then the new armor points will be immediately exhausted. Exhausted armor points are gone and must be restored just as if they were exhausted by Damage.

For example, Travis is wearing a 2 point of suit of armor. He role plays and activates a skill that gives him 3 points of armor. The armor points from the suit of armor are exhausted and he has 3 armor points from his skill. If he wants to use the armor points from his suit of armor later, he will have to have the armor suit repaired.

Traps Traps are devices or substances set to deliver an effect to anyone who disturbs them or attempts to get past them. Anyone can avoid a trap, but no one can attempt to manipulate a trap by moving it, disarming it, or affecting the individual components unless they have a skill that allows them to do so.

Most traps will cause an effect to the person who set them off. If someone manages to trigger a trap with a thrown object, then the object will take the affect instead. If the trap affects the entire room or

67 corridor, then this trick will not provide much help. Some traps will work multiple times, while some will work once. If an item is causing a trap to go off continuously then anyone who touches the item will take the effect.

If a trap is set in a small box, chest, or other enclosed area no larger than 3 feet in any dimension then setting it off will destroy everything inside the area. Coins, items, paper, and everything else inside will be destroyed and cannot be removed from the box. If any living creature has somehow crawled into an enclosed area no more than 3 feet in any dimension with a trap and the trap goes off then that fool will be killed instantly. There are four types of traps.

Snap Trap These traps make a snap sound when they go off. They are represented by mousetraps, party poppers, and snaps. These traps cause 2 Damage to whoever sets them off.

Buzzer Trap These traps make an electronic sound of some kind when they are set off. Sounds used for these traps include beepers, buzzers, and electronic sound effects like the moaning of a rigged welcome mat you might find at Halloween. These traps cause 5 Damage to whoever sets them off.

Verbal Trap When these traps are set off and you will hear a trap sound and a voice will call out a verbal associated with them. Whoever set the trap off must take the effect of that verbal. If no verbal is present, then the sound determines the type of trap as described above.

Gas Trap As a magical trap, but the verbal will begin with the words "In This Room..." Everybody in the room will take the effect. This trap only works in an enclosed room with normal doorways and corridors leaving it. The trap will affect you if any part of you is within the room when the trap goes off.

Contact Poison This attack is represented by petroleum jelly. If you touch the jelly with bare skin, you will take an effect of "5 Damage by Poison." A character with the appropriate skill may apply such a substance directly from the vial it was created in.

Once applied to a surface, the jelly cannot be scraped off onto another object. Only a character with an appropriate skill may wipe the substance off a surface with a cloth or cloth like substance, but the contact poison is destroyed in the process.

An item with contact poison is considered a Red Sticker item. The fumes and burning of the poison are overwhelming, even to a character who is immune to it. The object cannot be moved from its place or handled until the poison is removed by a character with the appropriate skill to do so.

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Shackles Shackles are a prop that binds the wrists or legs of a character. An in game lock is affixed to each prop to represent the locking mechanism of that prop. The prop must be loose enough to remain comfortable and, for safety, the player must be able to easily remove the prop if an out of game need arises.

Shackles can only be placed on a helpless or willing character if the lock is open. You place the shackle prop on the helpless or willing target and close the lock. Shackles placed on the arm restrict movement and make it impossible to use any skill that requires that the arms must be free, including using weapons, using packet attacks, and using First Aid. You may use a skill that allows you to attempt to open a game lock on your own shackles. Shackles placed on the legs make it impossible to run and restrict movement to the extent of the shackles. A prop placed on the ankles must be constructed to allow the player to stand and walk slowly.

Shackles can be removed by opening the lock or by using an appropriate skill to remove them. Each game will have a skill assigned to destroy and remove shackles by taking a minute and using the appropriate props and role playing. Skills that allow a character to slip out of bonds are possible as well.

Verbal Modifiers There are certain phrases that can be added to verbals to change the effect. These can modify the duration or add additional effects to an attack. For simplicity, a single attack can only be modified by one of verbal modifier.

Short Someone precedes an attack verbal with "Short" and calls out an effect that lasts until you rest or lasts for the entire event. That effect instead lasts until you rest for 10 seconds. If used with Frenzy then the effect will only last 10 seconds.

Permanent Someone precedes an attack verbal with "Permanent" and calls out an effect with a duration. The effect will last at least for the remainder of the event. Permanent effects may not be removed by resting, but may still be removed by the Cure effect.

In Madrigal, Permanent effects might last indefinitely. If you end the event with a Permanent effect submit to plot a description of the effect and how you received it.

Ambient Someone precedes an attack verbal with “Ambient” to indicate that the effect is a result of an environmental or a plot condition and not an effect that originates from the creature that calls it. Although the effect itself remains unchanged, this indicates to the players that disabling the creature

69 calling the effect will not prevent the effect. This modifier is usually used with plot deliveries to indicate plot driven effects.

If, for example, someone from plot called out “By My Voice, Ambient Agony by Fire” then the players would know that throwing a Silence effect or trying to Paralyze the creature calling the effect would not prevent the plot person from calling the effect. A plot person could also call something like “By Your Name, Travis, Ambient Agony by Disease” to indicate that some plot condition is causing Travis pain but it isn't related to the creature calling the effect.

Double and Triple One single delivery causes multiple attacks to affect the target. "Double" causes two of the specified attack to be delivered, while "Triple" causes three attacks to be delivered. Each attack requires a separate defense.

For example, a wizard calls out "Triple 10 Damage by Fire" and throws a packet that hits you. You must take three "10 Damage by Fire" attacks. "Resist Fire" would negate one of these attacks and you would still take two attacks. You may use multiple defenses against these attacks.

Chained Effects Two effects can be chained in one attack. The verbal should name the effects with an "and" between them. If both effects have the same trait then the trait is called only at the end of the attack. If both effects have different traits then a trait is called for each effect. A defense that negates one of the effects or one of the traits if they are different would only affect that portion of the attack. In the case where both effects have the same trait, however, a defense that negated the appropriate trait would negate all effects. The attack is still considered a single melee, missile, or packet attack so a defense that negates a hit from a specific delivery such as melee, missile, or packet will negate the entire attack.

For example, a spider calls out "Drain and Slow by Poison" and hits a player with a packet. The defense "Resist Poison" would negate the entire attack. The defense "Resist Slow" would negate the Slow effect, but the character would still be affected by the Drain effect. If the character had both "Resist Slow" and "Resist Drain" defenses then both could be used to negate the effects of the attack.

For example, a wraith calls out "Paralyze by Fear and 2 Damage" and hits the player with a melee attack. The defense "Resist Fear" would negate the Paralyze effect. The defense "Resist Weapon" would negate the Damage effect. A skill that negates one melee strike would negate the entire attack.

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Chapter Two Characters

Characters are built with character points. You spend these points to buy headers and skills. Skills allow you to use weapons and armor, deliver called effects, use information skills, use beneficial effects on other characters, and create special game items.

Starting a Character Each character starts with the following: ~ You have six attributes which start at 2; Vitality, Air, Earth, Fire, Water and Void. ~ You start with 50 character points. ~ You choose a race for your character. ~ You will start the game with three silver coins, or the equivalent thereof.

Traits Each character has the following traits:  You have the Living trait, unless you are currently dead.  You have your race as a trait, and any sub-race you might have is also a trait.  Each skill header that you purchase is a trait. A character who has purchased the Rogue header, for example, has the Rogue trait.  You have one trait based on how many character points you have earned. 50 - 100 Initiate 101 – 200 Experienced 201+ Accomplished

Equipment Characters start with whatever props for normal weapons, armor, and tools that they bring with them to the game. If you purchase weapon or armor skills, or skills that require specific tools then you are expected to bring the props needed to use those skills.

Players cannot introduce coins, component props, or tagged items into game without plot approval. These items must be acquired in game. If players encounter a similar prop or series of props outside of game that is used for a storyline or a treasure we ask that players not bring these items to the game. Likewise, players cannot forge game documents or produce replicas of game props without plot approval.

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Attributes Every character in Accelerant games has a Vitality attribute. You have five additional attributes; Air, Earth, Fire, Water, and Void. Air, Earth, Fire and Water act as a pool of points you can spend to use game skills. Void determines how often these attributes can be refreshed.

Vitality starts at 2. Air, Earth, Fire, Water and Void all start at 2.

You can raise Air, earth, Fire, Water or Void by spending character points. Each time you raise one of these attributes it costs a number of character points equal to the new value of the attribute. Raising Earth from 3 to 4 would cost 4 character points. Raising Void from 2 to 5 would cost 3 character points to raise it to 3, 4 character points to raise it to 4, and 5 character points to raise it to 5.

Vitality is not increased directly. It is increased by purchasing skills.

Sanctuary A sanctuary is a place where you can take a long rest to refresh Earth, Fire and Water. You cannot rest to refresh Earth, Fire and Water anywhere you wish; this particular rest can only be done in a familiar place. Your hearth (the place you sleep and store your gear for the event) is a sanctuary where you can rest. Certain shared areas (such as the tavern area) might also be considered a sanctuary. Other areas are marked as a sanctuary with an Info card.

Vitality Like any Accelerant character, you have a Vitality attribute which is used to determine how much damage you can take before succumbing to your wounds.

Earth, Fire, Water These attributes act as a pool of points you can spend to use game skills. Earth represents your physical power. Fire represents your spirit, courage and resolve. Water represents your cunning and agility. You spend points in these attributes as a cost to use skills. You can refresh these attributes by resting for 5 minutes within a sanctuary, although you may only refresh your attributes a number of times equal to your Void.

Air Air represents your moment to moment energy and fatigue. Unlike Earth, Fire and Water, this attribute is spent to use less powerful skills, but it is easy to refresh. Air can be refreshed with a one minute rest a number of times equal to your Void. You do not have to be at a sanctuary to refresh Air. Characters refer to this time as “catching your breath.”

Although the ability to refresh your Air can be temporarily exhausted, Air is never truly depleted. If you spend 5 minutes resting at a sanctuary not only is your Air refreshed, but your ability to “catch

72 your breath” is also refreshed. In other words, Air can be refreshed a number of times equal to your Void every time you take a 5 minute rest at a sanctuary.

Frederick becomes embroiled in a field fight with hobgoblins and has to spend points of Air to fight off their attack. As others hold the line, Frederick spends 1 minute to rest right there on the field to refresh his Air. With a Void attribute of 3, Frederick knows he can only refresh his Air 2 more times before visiting a sanctuary. Once Frederick visits a Sanctuary he will once again be able to refresh his Air 3 times.

Void This attribute determines how many times you can refresh your other attributes. Earth, Fire, and Water can be refreshed a number of times per event equal to your Void with a 5 minute rest at a sanctuary. For Air, Void measures how many times you can refresh that attribute while you are out adventuring outside of a sanctuary. All refreshes of Air are restored when you spend 5 minutes to rest in a sanctuary.

Spending Void Void is not exhausted when you refresh attributes; it simply determines the number of times those attributes may be refreshed. There are potent skills that cost points of Void; using these skills does not reduce the number of times you may refresh.

Attacks and Void Some attacks are so deadly that they require you to spend a point of Void when you use them. This cost can be recovered if such an attack is negated with a defense. If an attack that has a Void cost is negated with an Elude, Guard, Shield, Avoid, Parry, Resist, Spirit or No Effect then you will recover the Void point you spent the next time you take a long rest.

Advanced Attribute Refresh As an advanced option, players who feel they can track each attribute separately can choose to refresh each attribute independently. Rather than being forced to refresh Earth, Fire, and Water all at once, characters using this option may instead refresh each attribute a number of times equal to their Void. This allows players to refresh Fire, for example, without wasting their ability to refresh Earth or Water.

Erianna encounters ghouls and has to spend points of Fire to purge their evil magic. Erianna’s Void attribute is 3 and she decides to rest at a sanctuary to refresh her Fire. She doesn’t want to waste the ability to refresh Earth or Water. Erianna can refresh only her Fire, leaving her with the ability to refresh Fire 2 more times while her Earth and Water can still be refreshed 3 more times during the event.

Per Long Rest A skill or item might have an ability that can be used one or more times “per long rest.” Long rest refers to a five minute rest within a sanctuary. Once used, the ability cannot be reused until you spend five minutes resting at a sanctuary. This rest can, like all rest times, be done concurrently with the time you spend resting to refresh Earth, Fire, and Water.

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Per Short Rest A skill or item might have an ability that can be used one or more times “per short rest.” Short rest refers to a one minute rest similar to the time to refresh your Air. This refers to “catching your breath” or the one minute rest to refresh your Air. This rest can, like all rest times, be done concurrently with the time you spend resting to refresh Air.

Choosing a Race The Gifted Races that have settled in the northern continent of Aerune are varied by culture and by the distinction of physical race. There are many variations even within each race, and many of the races have adopted certain physical characteristics due to magical influences that distinguish them and separate them from others of their ilk. As part of the process of creating your character you will have to choose a race. This process involves taking the required advantages and disadvantages of your race, and also choosing from a list of optional advantages. The Gifted Races are described in chapter six.

Skills Skills are organized under headers and purchased using character points. You have to purchase a header to open up the skills within that header. Skills may also have other prerequisites, such as specific skills or investiture into a specific header.

Skills and headers are divided into three types. Open skills are available to everyone. Major headers help define your role in the game. They are open to everyone without restriction, but the high cost of the header itself tends to discourage characters from purchasing more than one or two of these headers. Specialty headers represent highly specialized and flavorful roles and skills in the game. Although these headers are open to everyone, you can only purchase two specialty headers.

Most skills can be purchased only once. Some skills, marked with an asterisk, can be purchased multiple times as indicated in the skill description. You cannot purchase a skill with the same name additional times, even if that skill appears in more than one header.

From Behind There are some skills that can only be used from behind a foe. These skills can only be used if you can see both shoulder blades of your opponent and you are in the rear 180 degree arc of the opponent as defined by the line of their shoulders. You cannot deliver these attack by reaching around or over an opponent even if you can reach their back.

Spell-Like Ability These abilities aren’t spells, but they require the same type of concentration as spells. As with any packet attack, you cannot use these abilities while you are actively being hit. In addition, Spell-Like Abilities typically require that both your hands be free. Skills that allow you to cast spells while carrying a weapon or a shield in your off hand also work with Spell-Like Abilities.

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Trait Swapping Some skills allow you to change the trait of specific attack spells or abilities, and some allow you to change the trait of certain beneficial effects. By allowing you to change the trait of spells and abilities, these skills add both flavor to your character and add to your versatility.

The trait of an attack that is not beneficial is called a battle trait. These attacks hurt tor hinder the enemy, and skills that allow you to swap traits are typically limited to Elemental, Mental, Metabolic, or Physical traits. The trait of an attack that is beneficial is called a flavor trait. Skills that allow you to swap flavor traits can, since these are never used to attack another character, generally allow for a wider variety of traits.

Some skills, such as Avalanche and Reign of Fire, are marked as Evocations. These skills typically provide a number of smaller attacks, usually costing Air. If a skill allows you to swap the trait of Evocations, it is referring to the attacks granted from those skills marked with the Evocation label.

You may only use one swap trait skill at a time when swapping battle traits or flavor traits. You cannot, as an example, swap the trait of an attack to Shadow and then use a second skill to swap that attack trait a second time to another trait such as Cold.

Information Skills Some skills allow you to gain extra information beyond what you experience through role play during the regular course of the game. These are called information skills. Information skills are limited in scope as to what you can do with them, but they fall into three types.

Sending a Message This type of information skill allows you to send a message to a character you have encountered during the game. These skills won’t work if you have never actually met the character in question; you either need a magical link established by meeting someone and learning their name, or you need a location and for the character to recognize your missive so it isn’t discarded. Skills or spells like Courier and Send Dreams are examples of this type of information skill.

These skills take a variable amount of time to reach their destination. Sometimes they might reach their destination during the same event they are sent, but often you will have to wait until the next event to hope for a reply. The character in question may not reply at all if they are busy, indisposed, or simply don’t feel the need. Sometimes these messages are intercepted and destroyed in route and never reach their destination. Nonetheless, the ability to send an inquiry to characters who are not present is valued by many people despite the risk of failure.

Although you are free to use an information skill once between events, you can also use these skills during an event. Some characters are conduits for these types of skills. They have a natural connection to the Dreaming, or they are attuned to magical gates through which they can send physical messages.

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You may ask one of these conduit characters to accept your message and enable your skill of you trust that character. The success of this depends on the skill or power of the conduit character, and sometimes how motivated they are to deliver your message.

Reliving a Scene This type of information skill allows you to confirm information that was relayed to you during game. Verbal information, visions, and speeches are not always entirely clear during game, especially when combat, weather, a rushed explanation, or a late hour makes it difficult to parse information that is relayed to you. Skills or spells like Perfect Recall or Retrace the Past allow you to submit some type of question to plot between events to clarify some bit of information that was relayed to you.

This type of information skill is limited in scope. It is not powerful enough to replace good note taking, nor would it ever provide a transcript or long description of information after the fact but it can provide a sentence or two of clarification, and perhaps a name and its spelling if that is part of your inquiry. Asking about information that was not freely presented in the scene will always fail.

Guiding Aura When a character is given the power to open or control a magical gate they are sometimes linked to the gate and the strands of fate link them to both the gate and the area beyond. Likewise, scouts that act as guide sometimes attract magical strands linked to the area they are guiding others to. They might not have seen the area through the gate or beyond their knowledge, but their aura nonetheless can contain strands of magical energy that might reveal information about something beyond. These characters are called Guides.

Some skills allow you to read the aura of a Guide to try to discern some information about the gate they control, or even the area through which they are scouting if no actual gate is involving. Using magic to attempt to read an aura requires you to have a moment along with the Guide where others can’t readily hear you. When you use the skill you may be allowed to ask the Gatekeeper a question to represent the skill or spell you are using. A guide might reply that their aura does not reveal the information you are seeking, but sometimes a clue is revealed to you.

Dead Man’s Aura Similar to a guiding aura, sometimes powerful characters or creatures have a lingering aura after they die or even after they turn to spirit that can be used to try to gain information that was important to them. To use information skills that can read an aura of the dead you lean towards the body or spirit so others cannot hear, whisper your question, and listen for an answer in the form of the whispers of the dead spirits. Sometimes the player on the ground or moving away as a spirit might offer some bit of information if you use an appropriate information skill.

Hidden Skills

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Once you have begun to play a character, you will accumulate more character points and may purchase additional skills. You can purchase additional skills from this book. Skills that are not listed in this book, or skills that you are normally restricted from learning, sometimes become available from teachers during game. These are called hidden skills.

Teaching hidden skills requires a special teaching skill. You cannot purchase a hidden skill unless you have a teacher give you a teaching card for that skill. You cannot teach hidden skills that you have learned unless you have plot approval (and a teaching card) to do so.

Mythos Every character has the option of choosing one mythos. You aren’t required to be devoted to a Mythos, but if you are devoted then you can be devoted to only one mythos. Your mythos defines your belief in the divine spirits and energies of the world. You cannot take headers that require a mythos if you are not devoted to that mythos. Characters change mythos very rarely, but it has happened when a character has had a great epiphany or some momentous event changes their beliefs.

Divine Long ago, divine power was woven into the Tapestry by Ciarda, Fainche, and Sciath; the three sisters of Fate. This Divine inspiration is all that is left of the Divine sacrifice made at the end of the last age. It is woven into the Tapestry as light, and as song, and as fire that brings warmth to the virtuous and yet burns those who are corrupt. You are devoted to the Woven Faith, and your faith is dedicated to preserving and strengthening these threads of Divine inspiration.

Each strand or thread of Divine inspiration is guarded by divine beings, saints and angels who have risen since those elder days. These divine beings are called the Thread-Bearers, for they are the guardians and caretakers of the Divine inspiration and its threads. Although Priests of the Woven Faith are devoted to the Divine inspiration and call upon it for their magic and faith, the Thread-Bearers seek out and choose Priests to act as their champions and aspirants, though their choices are sometimes inscrutable to the faithful who are chosen.

To those devoted to the Woven Faith, and the Thread-Bearers, the Divine Inspiration can manifest and be experienced in three ways. The Divine Light inspires thought, clarity, and leadership and this Light is represented by the Crown. The Divine Song inspires resolve, passion, and redemption and this Song is represented by the Harp. The Divine Fire inspires courage, justice, and purity and this Fire is represented by the Sword.

Druidic You are devoted to the Pale, and you find solace in the spirits of the natural world around you. You understand that every natural thing; each tree and stream and animal and rock, has a nature spirit that, if you know its voice, whispers to the world. You can sense the twin trees of the world, the Green tree and the Grey tree, and you can feel their roots growing in the world around you. You can hear the spirits of the Gold that guard the world trees and dwell in the Weald among the boughs and roots of

77 the Green and Grey trees. You draw power from the seasons which, like tides of the seas, cause Druidic magic to ebb and flow with the ever-changing natural world.

Shamanic The world around you is filled with spirits, not only in living things, but in the elements that comprise the world. Unlike the Druids, who call to the spirits and ask for their aid, you bond with spirits directly, drawing on their power and in turn strengthening them. You do this by forming an Effigy that represents those spirits. This Effigy forms the bond between you and the spirits, and with it you manifest their power.

As a Shaman you will create an Effigy that helps you bond with the world around you. If you choose to be an Animal Shaman, you create an Effigy that evokes a particular kind of animal. If you choose to be an Elemental Shaman, you create an Effigy that helps you talk directly to the elements and elemental spirits. Some ancient tales speak of Shamans that called to their ancestors, but if that was ever true the ancestor spirits have been long silent.

You create an Effigy through the clothes you wear and the tokens you carry and display. It is not enough to hear and see and feel the spirits; you must become a physical representation of the spirits you call upon. Your look helps you bond with the spirits and draw power from them.

Celestial You are devoted to this Celestial Court, calling upon the Queen of the Moon and her six Chosen, each a star that radiates around her. It is said that during the second Storm, the Queen of the Moon descended from the heavens with her six Chosen and plunged into the heart of the destruction. Though the Storm was quelled, the Queen bore terrible wounds and, like the Moon above, her radiance now waxes and wanes.

The Queen of the Moon is generally depicted as a six armed woman masked and armored in gray. Her representations show terrible wounds on her side, at her neck, and on half of her face. Sometimes she is shown with part of her mask torn off, and wounds showing through. Other times she holds the mask in one of her hands and reveals her wounded face. When the Queen of the Moon is radiant, and her creative force is ascendant, each hand holds a star that represents her Chosen. When the Queen is shadowed, and her destructive force is ascendant, each hand holds a blade of terrible power.

The Chosen are depicted as shadowy silhouettes pierced by bright stars as if they were living constellations. In bright light the stars appear as gemstones, but at night these points glow with light. Each of the Chosen has one blazing star that is stronger than the rest; this is called their Crux. The Crux is different for each of the Chosen, and each Crux represents a spiritual center of the Gifted Races.

Each of the Chosen has a Crux that is represented, on the Magi, by a gemstone that is worn in that proper place either affixed to the Magi themselves or embedded in a piece of jewelry or armor.

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Shal the Golden draws her power from the sun and its light. Her Crux is on her forehead, and it blazes forth with golden light. Magi represent this Crux with a gemstone on their forehead or set in a headband or helmet. It has been described as blinding by those who have seen visions of her at night. Shal is associated with Sovereign magic, and is attuned to the creative aspect of the Queen of the Moon.

Lyrnos the Morningstar draws his power from the stars. His Crux is in his eyes, and they glow with a soft but distinctly blue light. Magi represent this Crux with a gemstone affixed as a tear, with a series of small gems affixed as a decoration extending for one or both eyes, or with a gemstone worked into a veil. Lyrnos is associate with Legacy magic - it is said he can see into the Tapestry - and is attuned to the creative aspect of the Queen of the Moon.

Coriana the Storm draws her power from the weather, and is particularly fond of strong and impressive displays that show the power of the sky. Her Crux is on her right hand, the hand in which she holds her spear or sword. Magi represent this Crux with a gemstone set into a right glove, gauntlet, or bracelet. Coriana is associated with Weald magic, though she favors the storms and leaves the plants and animals of the world to find their own way. She is attuned to the destructive aspect of the Queen of the Moon.

Ombrol the Avalanche draws his power from all of the elements that make up the earth. His power comes from stone, fire, wind, and ice, and his province includes all the ways they seethe and blend to form the world. His Crux is on his left hand, which is said to glow with ever changing colors of the elements. Magi represent this Crux with a gemstone set into a left glove, gauntlet, or bracelet. Ombrol is associated with Primal magic, and is attuned to the destructive aspect of the Queen of the Moon.

Archeus of the Waves draws his power from the seas. His Crux is at his center, in the depths of the abdomen, and its light glows blue or green. Magi represent this Crux with a gemstone set in their belt or belt buckle. Archeus is associated with Wayfare magic; both because the sea is seen as a consistent source of trade and because the sea is a fine warning that journeys can be dangerous. Archeus has always been particularly attuned to the Queen of the Moon, as the seas’ tides reflect the moon’s march across the sky. As such he is attuned to both the creative and the destructive aspect of the Queen of the Moon.

Solace of the Nimbus draws her power from all the light in the world that is fleeting, and yet inspirational because of it. Her province is the dawn light - before the sun reveals itself - and twilight after the sun has retired. She is the ring around the summer moon, the light in the northern sky, and the rainbows that children chase after rain. Her Crux is at her throat because she is known not only by the Nimbus, but also for the songs she sings. Magi represent this Crux with a gemstone set in a visible necklace, choker, or gorget. Solace is associated with Chimera magic, though she is attuned to neither the creative nor the destructive aspect of the Queen of the Moon. Her aspect is, as is her nature, ever changing.

The Queen of the Moon is not one of the Chosen, but she still has a place. She draws her power from the moon and its ever changing nature. Her Crux is at the heart, where her most terrible wound still

79 bleeds. Magi represent this Crux with a gemstone set into a broach, and that is worn on an outfit over the chest. She is associate with Gloaming magic, and her province is both Life and Death.

Armor Some armor skills require that you wear an appropriate prop when you use them. This section describes what we expect from an armor prop for each armor type, and explains how many armor points a player can gain from those skills.

Our goal with armor props is to add to the look and atmosphere of the game. We do not require armor that adds a lot of weight, nor must armor provide real life protection. We would rather have armor props made from lighter materials that look good and add to the atmosphere of the game, rather than armor with weight that is hidden under a tabard or surcoat where others cannot tell you are wearing any armor. Plate mail pieces that look like rigid metal but are created from lighter materials painted to look like armor are perfectly acceptable.

There are three armor skills in the game that require an armor prop; Heavy Armor, Medium Armor, and Light Armor. Each skill requires you to be wearing an appropriate armor prop to use the skill. Armor props are evaluated and are given marks for coverage and material. You get marks for your armor prop when it is evaluated, as described below. The basic requirements for the prop for each skill follows.

Heavy Armor Heavy Armor provides a base 4 armor points, and can be increased to no more than 5 points with additional skills. The requirements for your heavy armor prop are as follows:

Heavy Armor Prop ~ Requires 16 marks ~ Requires chest coverage ~ Requires plate pauldrons or a plate full helm

Medium Armor Medium Armor provides a base 3 armor points, and can be increased to no more than 5 points with additional skills. The requirements for your medium armor prop are as follows:

Medium Armor Prop ~ Requires 12 marks ~ Requires chest coverage

Light Armor Light Armor provides a base 2 armor points, and can be increased to no more than 4 points with additional skills. The requirements for your light armor prop are as follows:

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Light Armor Prop ~ Requires 8 marks ~ Requires chest coverage

Evaluating Armor and Armor Marks Armor coverage is divided into a number of areas; Chest and back, full helm or half helm, pauldrons or shoulders, forearms, hips, upper legs, and lower legs. To determine how many marks an armor prop is worth, count the armor type on each area using the chart below and add them all up.

If the armor is plate armor, scale mail, or metal brigandine: Chest: 6 Marks Full Helm: 3 Marks Half Helm: 2 Marks Shoulders: 3 Marks Forearms: 3 Marks Hips: 3 Marks Upper Legs: 3 Marks Lower Legs: 3 Marks

If the armor is chain mail or hardened leather: Chest: 4 Marks Full Helm: 2 Marks Half Helm: 1 Mark Shoulders: 2 Marks Forearms: 2 Marks Hips: 2 Marks Upper Legs: 2 Marks Lower Legs: 2 Marks

If the armor is light leather, hide, or fur: Chest: 2 Marks Full Helm: 2 Marks Half Helm: 1 Mark Shoulders: 1 Mark Forearms: 1 Mark Hips: 1 Mark Upper Legs: 1 Mark Lower Legs: 1 Mark

Articulations of metal or leather on any part of your armor are worth 1 extra mark. Multiple areas of articulation do not contribute more than 1 mark.

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In addition, certain open and culture skills can change the requirements of armor or the evaluation of the armor prop. Although culture skills are listed with culture information, we have included the culture skills that can change how armor is evaluated here for your reference.

Armor Specialist Cost: 2 Any suit of armor you are wearing is worth, as an armor prop, two extra marks.

Magical Leather Cost: 2 Requirement: You have learned one of the secret techniques to strengthen your own leather armor. Choose One:  You have spent time in Blacktallow and strengthen leather with Balefire.  You have spent time in Kyrzenwold and know how to construct an armored long coat.  You have somehow obtained armor made from the hide of a rare or magical beast. You gain the following benefits when evaluating leather armor pieces:  Your light leather pieces give marks as if they were hardened leather.  Your hardened leather pieces give marks as if they were plate armor.

Armor of Khoros Cost: 2 Requirement: You have spent time in Khoros in your character history.

 Chest protection is no longer required.  If wearing warshend, double the marks it gives for hips, upper legs, and lower legs.  A cloth warshend, if decorated, counts as light leather before it is doubled. A cloth warshend, when treated as light leather, cannot then be used with the Magical Leather skill.  An armored warshend can be used to satisfy the Heavy Armor requirement of pauldrons or a full helm.

Armor of Morgrave Cost: Free Requirement: You must have spent time in Morgrave in your character history. A gorget can be used to satisfy the Heavy Armor requirement of pauldrons or a full helm.

Orcish Armor Cost: 2 Requirement: You must have spent time with Orc tribes in your character history. Your chain mail pieces, when layered with leather, are evaluated as scale mail.

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Cost: 2 Requirement: You have been taught to fight by a Gladiator in your character history. Choose up to two armor pieces on your limbs. You gain marks for coverage even if you only have armor on one side of your body. You may use this skill to satisfy the pauldron requirement for Heavy Armor with only one pauldron.

Other Armor Skills If you obtain another type of armor skill you are protected by some mystical force or you use speed and cunning to absorb hits that would damage other fighters. Other armor skills need no prop. These skills provide a base of 2 armor points, and can be increased to no more and 4 points with additional skills. You cannot use skills that require the Heavy Armor skill.

Open Skills

Anti-Hero Cost: Required The Imperium raises up the common citizen and soldier above heroes and false idols. If you are inflicted with the Anti-Hero trait you are severely weakened until your next long rest. You take the following effects:

~ Your maximum Air, Earth, Fire and Water are reduced to 2. ~ Your maximum Vitality, if it is greater than 4, is reduced to 4. ~ At the end of your next long rest, when these effects end, your Air, Earth, Fire and Water are fully refreshed and do not count towards your Void limit.

Armor Specialist Cost: 2 Armor Prop Skill Any suit of armor you are wearing is worth, as an armor prop, two extra marks.

Asymmetrical Cost: 2 Armor Prop Skill Requirement: You have been taught to fight by a Gladiator in your character history. Choose up to two armor pieces on your limbs. You gain marks for coverage even if you only have armor on one side of your body. You may use this skill to satisfy the pauldron requirement for Heavy Armor with only one pauldron.

Light and Shadow

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Cost: Required Light is treated as an Elemental trait. Shadow is treated as a Metabolic trait. All characters gain this skill.

Light Armor Cost: Free All characters can wear an appropriate armor prop for up to 2 points of armor.

Small Weapon Cost: Free All characters can use any type of small weapon.

Archery Cost: 3 You are skilled in the use of bows and crossbows. You can fire 12 arrows for uncalled damage. After 12 arrows you must spend one minute of focus to refresh your quiver by role playing cleaning and fletching another set of arrows. Arrow attacks that have a verbal due to a skill or enhancement do not count against this total.

Backup Blade Cost: 2 You can fight with a weapon in each hand so long as one is a short or medium length weapon. Your off hand weapon can be a dagger, short sword, short axe, or similar weapon that is no more than medium length. You can attack with this weapon, block melee attacks, and block missile attacks.

Battlefield Repair Cost: 1 You can repair your own armor on the field away from a forge. Focus for one minute, kneeling or sitting as you adjust your armor, to refresh your armor points from physical armor you are wearing. You cannot be holding a weapon or punch shield while you focus to use this skill, though players with strapped shields can focus without pulling off that type of shield. A strapped shield has a handle and at least one additional strap that holds your forearm against the back of your shield.

Buckler Cost: 2 This skill allows you to use a buckler to block melee and missile attacks. You cannot throw packet attacks while using a buckler.

Craftsman* Cost: 2

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You have some craft that allows you to make a living. Craftsman provides 5 copper coins at the beginning of each event. They also allow you sell props for in game money. Without this skill you must arrange to obtain goods through a Merchant before you can sell them for in game money. You can always try to sell tagged items if you obtain them. You may purchase this skill up to three times, and you must specify a different craft for each skill.

Diagnose Cost: 1 You touch a recipient with a packet and use Diagnose on any Elemental, Mental, Metabolic, or Physical trait. You may also diagnose the Damage, Dead, Stable, or Unstable conditions. Finally, you can Diagnose the Paralyze, Silence, and Stun effects since the recipient can’t tell you what is wrong. You can use this skill as often as you like.

Disarm Traps Cost: 2 This skill allows you to attempt to arm or disarm traps. Without this skill you can avoid traps, but you cannot attempt to manipulate them without setting them off. In order to disarm a trap you must actually use tools to prevent the mechanical trigger from setting off the part that makes noise and causes damage to you. You cannot destroy or cut any part of the trap including wires and strings.

First Aid Cost: 2 This skill takes one minute of Focus to perform. You role play and administer medicines and bandage wounds to prevent someone from dying of blood loss. This skill may also be used to repair a Maim effect. You must have both arms free to use this skill. When you begin to use this skill, you must call "First Aid" and role play the use of the skill.

If used to repair a Maimed limb, you must use the "Cure Maim [Limb]" verbal when the one minute of Focus is complete. Alternately you can touch a packet to the limb and call “Cure Maim.” If used to make an unstable character stable you must say "Stabilize" when you have finished. This skill can be used for either effect, but you cannot perform both effects at the same time.

Although the skill requires the use of both arms, you may use this skill on your own arm if the other arm can be used and you could otherwise use this skill.

Healthy I Cost: 3 You gain +1 to your Vitality attribute.

Lockpicking Cost: 2

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This skill allows you to attempt to pick game locks. You can attempt to pick locks that are opened by keys and to open combination locks. For locks with keys, you must use tools and actually open the lock. Only locks approved by the staff will be allowed in the game.

Magical Leather Cost: 2 Armor Prop Skill Requirement: You have learned one of the secret techniques to strengthen your own leather armor. Choose One:  You have spent time in Blacktallow and strengthen leather with Balefire.  You have spent time in Kyrzenwold and know how to construct an armored long coat.  You have somehow obtained armor made from the hide of a rare or magical beast. You gain the following benefits when evaluating leather armor pieces:  Your light leather pieces give marks as if they were hardened leather.  Your hardened leather pieces give marks as if they were plate armor.

Melee Weapon* Cost: 1 You are skilled in the use of one class of weapon that must be chosen when the skill is purchased. Some exotic weapon types are not included in these groups. You may purchase this skill once for each type of weapon you wish to learn. The weapon types are Blades, Axes, Hammers, Staves, Spears, Polearms, and Clubs. The ability to use Polearms does not include Glaives.

Smith Cost: 1 You role play at a forge for one minute to perform the functions of a smith, repair weapons, repairing armor, or even removing shackles. This skill requires at the very minimum an anvil with various tool props. No prop may be sharp or deemed dangerous by the staff.

You role play at a forge for one minute to repair a weapon or shield. This skill works on weapons made of metal, wood or bone. This skill requires at the very minimum an anvil with various tool props. No prop may be sharp or deemed dangerous by the staff. At the conclusion of the work call out “Repair Weapon” or “Repair Shield” to restore the item to working order.

You may also role play at a forge for one minute to repair a suit of armor. The recipient need not remove the armor while you work on it. At the conclusion of the work call out “Repair All Armor” to restore all the armor points of the recipient.

This skill may also be used to remove shackles from a character if you take 1 minute with your props to role play the removal. Removal in this fashion destroys the shackles.

Summon Light

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Cost: 1 You have the magical ability to create light. You can create and carry magical light on your person. This is represented by a cylume stick, which is your prop for this light. You can also summon light to decorate your cabin. This allows you to decorate your cabin with battery operated Christmas lights.

You might be able to use this skill to create other effects such as glowing runes on a weapon or magical light in a lantern so long as those effects are plot approved and not bright enough to blind other players at night.

This skill does not allow you to summon blue light as it destroys night vision.

Rule of Etiquette If the light you summon is hurting the atmosphere of an encounter or blinding another character it might be extinguished. If a character calls out “I extinguish your light,” then you must put the light away so it can no longer be seen. It will remain extinguished until the encounter is over, the character is gone, or you need it for safety.

Summon Music Cost: 1 You have the magical ability to create music in your hearth. You can summon soft music to add ambience to your hearth so long as the music is plot approved. This allows you to use a musical device to play period music. The music must be soft enough so it cannot easily be heard outside you cabin or tent. The music must use real instruments, and cannot have lyrics that break game. You cannot bring this music outside your hearth.

Rule of Etiquette If the music you summon is hurting the atmosphere of an area it might be suppressed. If a character calls out “I suppress your music,” (or a similar phrase) then you must turn off the music so it can no longer be heard. It will remain suppressed until the encounter is over, or the character is gone.

Thrown Weapon* Cost: 2 You are skilled in the use of thrown weapons. You may carry up to 3 thrown weapons on your person for each time this skill is purchased. When you pick up a thrown weapon after it has been used you must spend 10 seconds cleaning the dirt and blood off the weapon, sharpening it, and checking the balance before you use it again. You may, however, clean all your thrown weapons in one 10 second session.

Culture Skills Some cultures have unique skills to add flavor. Any character can take these culture skills if you are willing to explain in your character history how you obtained the training. Characters may obtain these

87 skills during the course of game if they are exposed to the appropriate cultures and find someone to train or empower them.

Culture are described in more detail in the Madrigal World Book and on the Madrigal web site.

Armor of Khoros Cost: 2 Armor Prop Skill Requirement: Your character history must include time in Khoros. You have learned the rituals that shamans and warriors use to create and imbue their warshends. While wearing a warshend your armor prop requirements and the marks your armor pieces contribute to your prop are changed as follows:  Chest protection is no longer required.  If wearing warshend, double the marks it gives for hips, upper legs, and lower legs.  A cloth warshend, if decorated, counts as light leather before it is doubled.  An armored warshend can be used to satisfy the Heavy Armor requirement of pauldrons or a full helm.

Armor of Morgrave Cost: Free Armor Prop Skill Requirement: Your character history must include time in Morgrave. A gorget can be used to satisfy the Heavy Armor requirement of pauldrons or a full helm.

Balefire Magic Cost: 2 Requirement: Your character history must include time in Blacktallow. You have learned to summon and carry Balefire. In your hearth, you can use props such as lanterns and candles with green light to represent your Balefire. Out in the world you can maintain one Balefire light. You can hand it off or let others carry it, but you can only have one at a time. You have to hand it over willingly; people can’t steal it. If you let someone wander off with your Balefire you will have to track them down.

If there is a green Balefire flame in line of sight you can change the trait of Gloaming spells with a Metabolic trait to Fire.

Joy-Eater Cost: Free Requirement: You must be a Joy-Eater from Dremasque. This skill is intended to help Joy-Eaters role play with the insanity of Dremasque nobles and help their efforts to maintain Lucidity. It does not generally interact with combat effects, although sometimes Joy- Eaters might be able to use this skill to aid in certain plots and modules. Unlike other culture skills

88 which can be picked up by characters outside the culture, your primary culture must be Dremasque, and you must be a Joy-Eater to use this skill.

If you are playing a Joy-Eater, the vast majority of the time you will use role play to help nobles regain Lucidity. If some tragedy has sent a noble too far into Madness, and your calming words are not working, you can attempt to consume their Madness directly. Once you realize that the Madness is so powerful that the noble is not responding to your efforts, and you have spent at least one minute of role play trying to bring the recipient back towards Lucidity, spend at least 10 additional seconds of focus, talking to the recipient to reach into their mind and their Madness. Meet their gaze and call out “By My Gaze, Imbue Lucidity” to consume the Madness. If the noble you are cleansing role plays the effect and becomes Lucid, then your effort worked but you pay a heavy price. The process of consuming the Madness will, after the event ends, permanently destroy one of your Character Points as your dreams and personality begin to fragment.

If this occurs, submit the process to plot and a brief description of the role play after the event ends. Destroyed character points do not reduce the character point maximum for your character; you can earn them back normally.

If a Joy-Eater consumes too much Madness, their personality will completely unravel. If this happens to you, then you would be asked to redesign your character’s personality and, to an extent, your skill set. You do not lose campaign knowledge, but the emotions involved in your relationships are destroyed, and your memories of friends and enemies becomes vague and dreamlike; lacking any real power over you. Your skills also change; your character points are freed and you re-spend your character points as you see fit to reflect this fracturing.

A Method to the Madness Cost: 3 Requirement: Your character history must include time in Dremasque. Once per short rest, you may spend ten seconds of focus, role playing in a manner that brings sanity back to a companion. At the end of that focus touch the recipient and call out “Cure Madness by Inspiration.”

This skill cures magical Madness effects; it has no effect on Lucidity.

Orcish Armor Cost: 2 Armor Prop Skill Requirement: You must have spent time with Orc tribes in your character history. Your chain mail pieces, when layered with leather, are evaluated as scale mail.

Séance Cost: 2

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Requirement: Your character history must include time in Blacktallow. Sometimes, when you spend at least one minute to perform a séance, a fortune telling, or some kind of mystical reading, the spirits interfere. You must have Balefire present to perform your ritual. You may not perform this ritual for the same character more than once per event. Three times per event, if the ritual is particularly inspiring or poignant, you may touch the recipient and call out a game effect.

If the reading is positive, or beneficial choose one of the following:  The Spirits are pleased! Grant Attack: 3 Damage by Fire.  The Spirits are pleased! Grant Fire Defense: Guard.  The Spirits are pleased! Grant Aging Defense: Guard.

If the reading is negative, or ominous choose one of the following:  Spirits protect this one! Grant Protection by Gloaming.  Spirits protect this one! Grant Touch Attack, Heal 2 by Gloaming.  Spirits protect this one! Grant Despair Defense: Guard.

It should be noted that these types of rituals sometimes attract unexpected and even troublesome spirits. Attend at your own risk!

Share the Madness Cost: 1 Requirement: Your character history must include time in Dremasque. You may change the trait of Sovereign or Chimera spells with a Mental trait to Madness.

Tidal Magic Cost: 2 Requirement: Your character history must include time in Grames within the League of Seven Charters, or training from a follower of the Driftwood King who dwells there. You have learned to call on the magic of the Sea of Mists. You may swap the trait of your Evocations to the Water trait. In addition, you may swap the trait of Primal or Weald spells with an Elemental trait to the Water trait.

Winter Magic Cost: 2 Requirement: Your character history must include time in Winterspire. You have been infused with cold and ice by the Spire of Ice.

You may swap the flavor trait of beneficial effects from your spells, skills in Paladin, and skills in your Primary headers to the Winter trait.

You may swap the trait of your Evocations to the Ice trait. You may swap the trait of your Light attacks to the Ice trait. You may swap the trait of your Shadow attacks to the Cold trait.

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Cold, in additional to being Elemental and Metabolic, is also a Mental trait for you, allowing you to not only use defenses against Mental effects to negate Cold attacks, but also to use Cure Mental effects to end Cold effects.

Primary Headers

Each major header is named after a constellation in the skies of Aerune. In ancient days, as one age ended and the Age of Heroes began, a great darkness was driven from the world. It is said that when Her voice was finally silenced that the earth shuddered, the magic of the world swirled, and even the stars above the world changed. In the years following that epic battle ancient people looked to the stars and saw all manner of magical beasts poised in the heavens above them. Those beasts inspired new masters and new orders that remembered and taught heroic skills.

The Major headers are inspired by nine of those constellations; the Basilisk, the Gorgon, the Griffon, the Hydra, the Manticore, the Phoenix, the Sphinx, the Unicorn, and the Wyvern.

Basilisk Skills Cost: 10 Your spells are delivered as melee attacks. You derive your skills from the Basilisk constellation. Your style allows you to channel magical spells through your weapons, occasionally surprising opponents with ranged destruction. When you first purchase this header choose the source of your magic; either Arcane, or the one devotion, Divine, Druidic, Shamanic, or Celestial, that inspires your faith.

You are required to decorate your weapons and shield with mystical runes, glyphs or sigils before you can use them to channel spells or to cast while holding them. Casting while holding weapons or a shield has certain restrictions as outlined in spell section.

Basilisk Scales Armor Source Cost: 2 Requirements: Medium Armor You gain an additional armor point while wearing physical armor.

Basilisk Speed Armor Source Cost: 4

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Instead of wearing physical armor you evoke magical protections that give you 2 armor points. Focus for one minute, performing a magical ritual to renew this magical ward, to refresh these armor points. These armor points cannot be used if you have points from physical armor or another armor source.

Durability I Cost: 4 You gain +1 to your Vitality attribute.

Fangs of the Basilisk Cost: 4 Spend 2 points of Air, make a melee attack, and call out “3 Damage” to lash out at your foes.

Though the Basilisk studies magic, one must not forget the deadliness of cold steel.

Gaze of the Basilisk Cost: 4 By spending a point of Air you may deliver a magical spell as a packet attack even though you are attuned to your weapon. Spend a point of Air in addition to the cost of a spell as you cast it. You may deliver that spell as a packet attack, even though you are attuned to a weapon and even if you have a weapon or shield in your off hand. You cannot cast the spell while blocking with a weapon or shield; if an attack hits your weapon or shield your spell is interrupted as normal.

“When fighting the Basilisk style one must always remember that even though they fight in melee with both steel and magic, they are also capable of surprising a foe by launching a devastating ranged attack.

Medium Armor Cost: 1 You are skilled at wearing armor props worth up to 3 points of armor. You must be wearing the appropriate armor prop that is rated as medium armor to use these armor points.

Mystic Weapon Cost: 2 Your melee weapons can be used to block packet attacks. With a sword or bladed weapon, you must use the blade. With an axe, hammer, polearm, or similar hafted weapon, you must use the haft. In either case the blade or haft used to block cannot be wider than 4” for a one handed weapon, and 5” for a two handed weapon. You cannot block packet attacks with a buckler, shield, or missile weapon enhanced to block melee attacks. You may also cast touch delivered spells while carrying a shield or holding a weapon in your off hand.

With a glowing arcane blade, Eyrien deflected the bolt of fire as it streaked towards the battle line.

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Cost: 3 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Parry II Cost: 4 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Sphere of the Basilisk I Cost: 1 When you take this skill you choose a magical sphere. You can now purchase spells under that sphere. Choose from Chimera, Gloaming, Primal, Wayfare, or Weald.

Sphere of the Basilisk II Cost: 3 When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Chimera, Gloaming, Primal, Wayfare, or Weald.

Sphere of the Basilisk III Cost: 5 When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Chimera, Gloaming, Primal, Wayfare, or Weald.

Shield Cost: 2 Requirements: Buckler You can use a full sized shield in combat to block melee and missile attacks.

Twin Weapons Cost: 2 Requirements: Back Up Blade You can fight with a long one handed weapon in each hand, or a spear and a medium length weapon. You can attack with these weapons, block melee attacks, and block missile attacks.

Uncoil Magic I Cost: 4 Once per long rest you may spend 2 points of Water and call out “Purge” to end one Elemental or Mental effect on you.

“Your aura is coiled and ready to spring. Learn to uncoil your spirit to slip the bonds of magic.” Selthis

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Gorgon Skills Cost: 10 You derive your skills from the Gorgon constellation. Like an armored bull you are skilled in heavy armor, and specialize at taking punishment and hindering or destroying enemies in the front line.

Critical Strike Cost: 2 Spend 1 point of Earth, make a melee attack, and call out “4 Damage” to destroy your foes.

Bolstered Cost: 3 When you receive a Heal effect from another character you may spend a point of Air and call out “Increased” to increase the Heal effect by 1 point.

Clear the Area Cost: 3 Once per short rest, if you are wielding a weapon, spend 1 point of Air to use the Disengage effect.

Drive Them Back Cost: 2 Spend 1 point of Fire, make a melee attack, and call out “Agony” to cause great pain in your foes and halt their attacks.

Durability I Cost: 4 You gain +1 to your Vitality attribute.

Durability II Cost: 5 You gain +1 to your Vitality attribute.

Durability III Cost: 6 You gain +1 to your Vitality attribute.

Earthen Grasp Cost: 4 Spend 1 point of Water, make a melee attack, and call out “Short Slow by Earth” to slow your foes.

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Beware the breath of the Gorgon, for it stiffens limbs and slows the march.

Fearless Cost: 2 Spend 1 point of Air and call out “Resist” to negate one attack with the Fear trait.

Fortitude Cost: 4 Spend 2 points of Fire and call out “Purge” to end one Metabolic effect upon you.

Varion Greysmith shook off the poison, looked back at the assassin, and raised his weapon. “I’ve had to hold down drink more vile than your venom, cur.”

Heavy Armor Cost: 2 Requirements: Medium Armor You are skilled at wearing armor props worth up to 4 points of armor. You must be wearing the appropriate armor prop that is rated as heavy armor to use these armor points.

Medium Armor Cost: 1 You are skilled at wearing armor props worth up to 3 points of armor. You must be wearing the appropriate armor prop that is rated as medium armor to use these armor points.

Resilience Cost: 2 Spend 1 point of Water and call out “Heal 2 to Self” to shake off the effects of wounds.

“I can keep going. The wounds look worse than they feel.” Draskin the Unflinching

Parry I Cost: 3 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Parry II Cost: 4 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

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Parry III Cost: 5 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Shield Cost: 2 Requirements: Buckler You can use a full sized shield in combat to block melee and missile attacks.

Steel Shell Cost: 4 Requirements: Heavy Armor You must be wearing an appropriate heavy armor prop to use this skill. Spend two points of your own armor points and call out “With Armor, Resist” to negate one melee, missile, or packet attack with an Elemental or Physical trait. You must have at least 2 available armor points and exhaust two points of that armor to use this skill.

Twin Weapons Cost: 2 Requirements: Back Up Blade You can fight with a long one handed weapon in each hand, or a spear and a medium length weapon. You can attack with these weapons, block melee attacks, and block missile attacks.

Will To Live Cost: 4 Spend 1 point of Void and call out “Reduced” when you are struck by a Death effect. You negate the Death effect and instead take 10 Damage.

The Mercenary Company called the Black Jackals have a name for when a warrior is hit by an effect which would instantly slay a lesser soldier and that warrior still remains standing; they call it “drinking death.”

Griffon Skills Cost: 10 You derive your skills from the Griffon constellation. Your style trains to fight in the front lines, delivering damage to foes and destroying enemies. You are less concerned with defense, instead relying on offense to hold the line and carry your battles.

Celerity Cost: 4

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Armor Source Instead of wearing physical armor you have 2 armor points from your cunning and quickness. Focus for one minute, stretching, limbering up, or crouching to shake off your pain, to refresh these armor points. These armor points cannot be used if you have points from physical armor or another armor source.

Critical Strike Cost: 2 Spend 1 point of Earth, make a melee attack, and call out “4 Damage” to destroy your foes.

Crippling Blow Cost: 4 Spend 1 point of Water, make a melee attack, and call out “Maim” to break limbs.

Desperate Dodge Cost: 4 Once per long rest, spend a point of Void and call out “Avoid” to negate one melee, missile, or packet attack that strikes you.

Durability I Cost: 4 You gain +1 to your Vitality attribute.

Durability II Cost: 5 You gain +1 to your Vitality attribute.

Fearless Cost: 2 Spend 1 point of Air and call out “Resist” to negate one attack with the Fear trait.

Heavy Armor Cost: 2 Requirements: Medium Armor You are skilled at wearing armor props worth up to 4 points of armor. You must be wearing the appropriate armor prop that is rated as heavy armor to use these armor points.

Medium Armor Cost: 1 You are skilled at wearing armor props worth up to 3 points of armor. You must be wearing the appropriate armor prop that is rated as medium armor to use these armor points.

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Resilience Cost: 2 Spend 1 point of Water and call out “Heal 2 to Self” to shake off the effects of wounds.

Parry I Cost: 3 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Parry II Cost: 4 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Rampage Cost: 4 Spend 2 points of Air, make a melee attack, and call out “3 Damage” to lash out at your foes.

The line split and Dravon, having caught his breath, stepped forward and laid into his enemies.

Shake It Off Cost: 4 Spend 2 points of Fire and call out “Purge” to end one Physical effect upon you.

Shield Cost: 2 Requirements: Buckler You can use a full sized shield in combat to block melee and missile attacks.

Twin Weapons Cost: 2 Requirements: Back Up Blade You can fight with a long one handed weapon in each hand, or a spear and a medium length weapon. You can attack with these weapons, block melee attacks, and block missile attacks.

Two Handed Fury Cost: 3 While you are wielding a two handed sword, two handed hammer, or two handed mace in battle your Rampage damage is increased to 4 and your Critical Strike damage is increased to 5.

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“There is a satisfying crunch when a great hammer crushes in the chest of an enemy.” Pread Marchest

Turn the Tide Cost: 4 Spend a point of Fire, make a melee attack, and call out “3 Damage by Wind.” If the attack lands and the opponent acknowledges the strike with role play or negates it with a defense, call out “Heal 3 to Self” to shrug off damage.

Undeniable Strength Cost: 2 Spend 2 points of Air and call out “Purge” to end one Weakness effect.

Hydra Skills Cost: 10 Your spells are delivered as packet attacks. You derive your skills from the Hydra constellation. Your style focuses on casting magic at range by calling upon your natural talent and infusing your form with the ambient magical energies in the world around you. You channel magical power, acting as a conduit for the magical energies you evoke when you cast spells. When you first purchase this header choose the source of your magic; either Arcane, or the one devotion, Divine, Druidic, Shamanic, or Celestial, that inspires your faith.

Blood of Fire Cost: 2 Requirement: Reign of Fire When you rest for one minute you get two free uses of Reign of Fire. You can use this skill even if you can no longer refresh your Air because you have hit your Void limit.

Reign of Fire Cost: 4 Spell-like Ability, Evocation Spend a point of Air, make a packet attack, and call out “2 Damage by Fire” to burn your foes.

“Like the fiery breath of the Hydra’s heads, your magic must come as a storm of flame.” Desecter Nor

Destructive Rage Cost: 3 Your spells with a Damage effect do an additional point of damage when you cast them. Increase the called damage of spells from your magical spheres by 1.

Durability I

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Cost: 4 You gain +1 to your Vitality attribute.

Durability II Cost: 5 You gain +1 to your Vitality attribute.

Infusion I Cost: 3 Once per long rest, after resting for 10 seconds, you may choose to refresh your Air immediately instead of taking the normal time of one full minute. This shortened rest will not refresh other skills and abilities that require a short rest; only your Air is refreshed. This refresh does not count against your Void limit for Air.

Mystic Armor Armor Source Cost: 4 Instead of wearing physical armor you evoke magical protections that give you 2 armor points. Focus for one minute, performing a magical ritual to renew this magical ward, to refresh these armor points. These armor points cannot be used if you have points from physical armor or another armor source.

Of Five Minds Cost: 3 Once per long rest you may spend a point of Void to refresh 5 points of Earth, Fire, or Water spent on spells. The refreshed points can only be used on spells. You need not use all of these points on a single attribute; you may divide these recovered attribute points among your Earth, Fire and Water as you see fit so long as the points were exhausted by casting spells, and the refreshed points are only used on spells.

Sphere of the Hydra I Cost: 1 When you take this skill you choose a magical sphere. You can now purchase spells under that sphere. Choose from Chimera, Gloaming, Primal, Wayfare, or Weald.

Sphere of the Hydra II Cost: 3 When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Chimera, Gloaming, Primal, Wayfare, or Weald.

Sphere of the Hydra III Cost: 5

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When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Chimera, Gloaming, Primal, Wayfare, or Weald.

Staff of the Arcane Cost: 3 This skill allows you to hold and use any staff while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to use this ability.

Unbound I Cost: 3 Once per long rest, spend 1 points of Earth and call out Purge to end one effect with a Physical or Elemental trait.

Uncanny Dodge I Cost: 5 Once per long rest you may spend 2 points of Water and call out “Avoid” to negate one melee, missile, or packet attack that strikes you.

Manticore Skills Cost: 10 You derive your skills from the Manticore constellation. You have learned a variety of offensive skills to destroy your enemies while skirmishing, or with archery attacks from range.

Better Lucky Than Good Cost: 2 Once per event if you are unstable and you are about to die because your one minute death count is expiring you may choose to become stable instead. You receive the effect of a Stabilize. You may also use this skill by spending a point of Void.

Celerity Cost: 4 Armor Source Instead of wearing physical armor you have 2 armor points from your cunning and quickness. Focus for one minute, stretching, limbering up, or crouching to shake off your pain, to refresh these armor points. These armor points cannot be used if you have points from physical armor or another armor source.

The Crucial Shot Cost: 2

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Spend a point of Earth, make a missile attack with a bow or crossbow, and call out “4 Damage” to make a deadly missile attack.

A Disabling Shot Cost: 4 You are capable of precise shots that pierce the limbs of your target. Spend a point of Water, call out "Maim [Limb]" and fire an arrow. If it hits the target, the target takes the effect of a Maim.

Durability I Cost: 4 You gain +1 to your Vitality attribute.

Durability II Cost: 5 You gain +1 to your Vitality attribute.

Enhanced Quiver Cost: 2 Your quiver now holds 20 arrows instead of 12.

From Ash to Iron Cost: 4 Requirements: Archery You may strengthen your bow so it can be used to block melee and missile attacks. If you have skill with another melee weapon you may block with your bow in your off hand while using a one handed weapon in your main hand. The bow prop must be approved by staff as a blocking weapon. Using it in such a manner snaps the string and makes it unable to fire arrows until you focus for at least 3 seconds to "restring" the bow. You may not under any circumstance strike an opponent with your bow prop.

Medium Armor Cost: 1 You are skilled at wearing armor props worth up to 3 points of armor. You must be wearing the appropriate armor prop that is rated as medium armor to use these armor points.

Parry I Cost: 3 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Quickshot Cost: 4

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Spend 2 points of Air, make a missile attack with a bow or crossbow, and call out “3 Damage” to snap off an enhanced missile attack.

Quickstep Cost: 3 Spend a point of Water and call out “Purge” to end one Root, Slow, or Paralyze effect with an Elemental, Mental, Metabolic, or Physical trait.

Resilience Cost: 2 Spend 1 point of Water and call out “Heal 2 to Self” to shake off the effects of wounds.

Shooting The Nerve Cost: 3 Spend a point of Fire, make a missile attack with a bow or crossbow, and call out “Agony” to make a precise nerve strike with the weapon.

Uncanny Dodge I Cost: 5 Once per long rest you may spend 2 points of Water and call out “Avoid” to negate one melee, missile, or packet attack that strikes you.

With Bow and Sword Cost: 3 If you have skill in a melee weapon you may now deliver your archery missile skills from this header as melee attacks while wielding that weapon.

Phoenix Skills Cost: 10 Your spells are delivered as packet attacks. You derive your skills from the Phoenix constellation. Your style allows you to invoke magical spells and abilities. Your magic creates warm and purifying flame that renews allies. When you first purchase this header choose the source of your magic; either Arcane, or the one devotion, Divine, Druidic, Shamanic, or Celestial, that inspires your faith.

You may swap the flavor trait of spells with a beneficial effect to Flame.

Armor of Flames Armor Source Cost: 4

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Instead of wearing physical armor you evoke magical protections that give you 2 armor points. Focus for one minute, performing a magical ritual to renew this magical ward, to refresh these armor points. These armor points cannot be used if you have points from physical armor or another armor source.

Break Trance Cost: 2 You have some method of snapping people out of effects with the Trance trait. Focus for 3 seconds, speaking with the recipient so they might shake off the trance, call out "Cure Trance by Flame," and touch a packet to a recipient to clear their mind.

Curative Flames Cost: 5 Spell-like Ability Your magical fire can purify allies, removing detrimental effects. Spend two points of Air, call out either “Cure Elemental by Flame,” “Cure Mental by Flame,” or “Cure Metabolic by Flame” and touch a recipient, including yourself, to cure them.

Durability I Cost: 4 You gain +1 to your Vitality attribute.

Durability II Cost: 5 You gain +1 to your Vitality attribute.

Font of Healing Cost: 3 Requirement: Healing Touch When you rest for one minute you get two free uses of Healing Touch. You can use this skill even if you can no longer refresh your Air because you have hit your Void limit.

Healing Touch Cost: 5 Spell-like Ability Your touch heals your allies. Spend a point of Air, call out “Heal by Flame” and touch a recipient, including yourself, to heal them.

Preventive Medicine Cost: 4 Once per long rest, when you are struck by an attack with an effect or a trait that you could cure with a skill from this header or a spell, spend a point of Fire and call out “Resist” to negate that effect.

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Rise From the Ashes Cost: 4 Once per event, touch the body of a companion who has been slain but has not yet risen as a spirit to bring them back from the dead. Spend a point of Void, touch the body, and call out “Cure Death by Flame” to revive them.

Sphere of the Phoenix I Cost: 1 When you take this skill you choose a magical sphere. You can now purchase spells under that sphere. Choose from Gloaming, Legacy, Sovereign, Wayfare, or Weald.

Sphere of the Phoenix II Cost: 3 When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Gloaming, Legacy, Sovereign, Wayfare, or Weald.

Sphere of the Phoenix III Cost: 5 When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Gloaming, Legacy, Sovereign, Wayfare, or Weald.

Staff of the Arcane Cost: 3 This skill allows you to hold and use any staff while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to use this ability.

Will To Live Cost: 4 Spend 1 point of Void and call out “Reduced” when you are struck by a Death effect. You negate the Death effect and instead take 10 Damage.

Those who learn the magic of the Phoenix constellation may rise up in flames even when struck down by magicks that would slay others.

Sphinx Skills Cost: 10 Your spells are delivered as packet attacks.

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You derive your skills from the Sphinx constellation. Your style focuses on casting magic at range by focusing on thought, learning, and willpower. You study magical writing and glyphs. When you first purchase this header choose the source of your magic; either Arcane, or the one devotion, Divine, Druidic, Shamanic, or Celestial, that inspires your faith.

Avalanche Cost: 4 Spell-like Ability, Evocation Spend a point of Air, make a packet attack, and call out “2 Damage by Earth” to crush your foes.

“Sand and stone, my cousin, shall crush those before us.” Elium the Learned

Fortress of Earth Cost: 5 Spirit Form Your body becomes immobile earth and sand to protect you from harm. Once per long rest, exhaust a point of Earth, cross your arms and place your hands on your shoulders, and call out “Imbue by Earth” to become a Spirit for up to one minute. Once you become a Spirit you cannot move. While in Spirit form you call out “Spirit by Earth” to negate any attack that does not have the Magic trait or a “to Spirit” trait. Only attacks with the Magic trait or the “to Spirit” trait can affect you, and if that attack is not beneficial it will end this effect. You may end this effect at any time, but you cannot remain in spirit form for more than one minute. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

Your hands and arms must be free and you cannot be holding any item or carrying a shield. If you have the Staff of the Arcane skill you may use this skill while holding your staff so long as you can hold it while you cross your arms and hold your hands to your shoulders while carrying it.

Durability I Cost: 4 You gain +1 to your Vitality attribute.

Knowledge is Power Cost: 4 You may prepare magical writings that will protect you. Within a Sanctuary prepare a decorated scroll, and upon this scroll you must list two specific traits, such as Fire and Will, or Poison and Lightning, that are listed under the Elemental, Mental or Metabolic categories. Once per long rest you may call out “Resist by Magic” to negate an attack with one of those two traits. Your first use of this skill after each long rest has no attribute cost, but you must spend 2 points of Earth and call out “Resist by Magic” for each additional use of this skill. You may only have one prepared scroll on your person at a time. You may prepare another scroll with new traits at any time, so long as you are within a Sanctuary

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“Writings have power, my student, when written by those who truly understand.” Elium the Learned

Mystic Armor Armor Source Cost: 4 Instead of wearing physical armor you evoke magical protections that give you 2 armor points. Focus for one minute, performing a magical ritual to renew this magical ward, to refresh these armor points. These armor points cannot be used if you have points from physical armor or another armor source.

Riddle of Defense Cost: 5 Each time you focus for one minute to refresh your armor points from you Mystic Armor skill you also gain a Shield defense that is used against the first melee, missile, or packet attack that strikes you. Call out “Shield” to negate the attack.

Riddle of Ruin Cost: 5 Once per event, call out “I contemplate the Riddle of Ruin” to activate this skill. Once activated, the first time you attack an enemy with each unique named spell with Earth, Fire, or Water as its attribute cost you may reduce that attribute cost to zero. You may use this ability once for each named attack spell you know; to cast any particular spell a second time you must pay the full attribute cost. The spell can be neither beneficial nor informational; it must be a spell cast directly upon an enemy with a non- beneficial effect. This ability only works with spells purchased under a sphere of magic you have learned.

The effects of the skill end when you take a long rest. You may also use this skill by spending a point of Void, but you cannot activate this skill more than once without taking a long rest between uses.

Sphere of the Sphinx I Cost: 1 When you take this skill you choose a magical sphere. You can now purchase spells under that sphere. Choose from Gloaming, Primal, Sovereign, Wayfare, or Weald.

Sphere of the Sphinx II Cost: 3 When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Gloaming, Primal, Sovereign, Wayfare, or Weald.

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Cost: 5 When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Gloaming, Primal, Sovereign, Wayfare, or Weald.

Staff of the Arcane Cost: 3 This skill allows you to hold and use any staff while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to use this ability.

Writings of Power Cost: 4 You prepare magical writings, either on an ornate cloth scroll or in the form of a stole decorated with writings that you wear as part of your costume. As part of your long rest you enchant this artifact with one spell you know. Although the spell you may chose is limited, you may cast this spell once after each short rest with no attribute cost. You need not be able to refresh Air during this short rest; this spell is always available after each short rest. The spell is limited in three ways. The spell must be an attack spell; it cannot have a beneficial effect. This spell must cost one point of Earth, Fire or Water. The spell cannot have an additional limitation such as once per short or long rest. You may as part of any long rest change the spell your writings hold as long as the spell meets all the limitations above.

Unicorn Skills Cost: 10 Your spells are delivered as packet attacks. You derive your skills from the Unicorn constellation. Your magic inspires those around you and invokes spells that bolsters and restores your allies. Your voice can deliver your magic to those in need. When you first purchase this header choose the source of your magic; Arcane, Harmonic, or the one devotion, Divine, Druidic, Shamanic, or Celestial, that inspires your faith.

You may swap the flavor trait of spells with a beneficial effect to Inspiration.

Break Trance Cost: 2 You have some method of snapping people out of effects with the Trance trait. Focus for 3 seconds, speaking with the recipient so they might shake off the trance, call out "Cure Trance by Inspiration," and touch a packet to a recipient to clear their mind.

Durability I Cost: 4 You gain +1 to your Vitality attribute.

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Durability II Cost: 5 You gain +1 to your Vitality attribute.

Grace Cost: 5 You gain 2 points of Grace which are refreshed during each long rest. These points can be used instead of Earth, Fire, or Water to cast any spell with a Heal or Cure effect.

Healing Light Cost: 5 Spell-like Ability Your touch heals your allies. Spend a point of Air, call out “Heal by Inspiration” and touch a recipient, including yourself, to heal them.

Inspiring Voice Cost: 4 Once per long rest you may deliver one skill or spell with a Heal or Cure effect with a “By Your Name” delivery. You may use this skill additional times, but each additional time requires you to spend one point of Fire in addition to the spell or ability cost when you use the skill.

Her voice called out above the din of battle, and light infused the wounds of the fallen hero.

Mystic Armor Armor Source Cost: 4 Instead of wearing physical armor you evoke magical protections that give you 2 armor points. Focus for one minute, performing a magical ritual to renew this magical ward, to refresh these armor points. These armor points cannot be used if you have points from physical armor or another armor source.

Plentiful Gifts Cost: 4 You gain an additional use of each Grant effect so long as both are used on allies other than yourself. When you use a skill or a spell with the Grant effect and spend Earth, Fire or Water as a cost you may repeat the same effect on another character at no additional cost. When you use this skill neither Grant effect can be used on yourself, and the second effect must be used immediately, before you use any other skill or ability, and certainly within 10 seconds in any case.

Preventive Medicine Cost: 4

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Once per long rest, when you are struck by an attack with an effect or a trait that you could cure with a skill from this header or a spell, spend a point of Fire and call out “Resist” to negate that effect.

Purifying Touch Cost: 5 Spell-like Ability Your touch can purify allies, removing some detrimental effects. Spend two points of Air, call out either “Cure Mental by Inspiration,” “Cure Metabolic by Inspiration,” or “Cure Physical by Inspiration” and touch a recipient, including yourself, to cure them.

Sphere of the Unicorn I Cost: 1 When you take this skill you choose a magical sphere. You can now purchase spells under that sphere. Choose from Chimera, Legacy, Sovereign, Wayfare, or Weald.

Sphere of the Unicorn II Cost: 3 When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Chimera, Legacy, Sovereign, Wayfare, or Weald.

Sphere of the Unicorn III Cost: 5 When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Chimera, Legacy, Sovereign, Wayfare, or Weald.

Soothing Voice Cost: 3 Your voice can carry magic that soothes the wounded. Spend 2 points of Fire and call out “By My Voice, Stabilize” to bring relief to your wounded allies.

Staff of The Arcane Cost: 3 This skill allows you to hold and use any staff while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to use this ability.

Wyvern Skills Cost: 10 You derive your skills from the Wyvern constellation. Your style trains to fight from the shadows, sneaking up behind foes to deliver devastating attacks to disable or destroy enemies. You are less

110 concerned with fighting on the front lines, instead looking for opportunities to eliminate select targets from stealth.

Celerity Cost: 4 Armor Source Instead of wearing physical armor you have 2 armor points from your cunning and quickness. Focus for one minute, stretching, limbering up, or crouching to shake off your pain, to refresh these armor points. These armor points cannot be used if you have points from physical armor or another armor source.

Cheap Shot Cost: 4 In a pinch you can capitalize on an opponent who is weakened by an Agony effect. If the opponent is struck by an Agony effect and they are role playing its effect you may deliver one attack using the skill A Knife in the Back or the skill Twist the Blade even if you are not behind them. You are very good at slipping an attack into someplace vital while the opponent is distracted by pain. You may only use this skill if you actually see an Agony effect strike an opponent and if the opponent acknowledges the hit through role play. You may only use this skill once for any particular Agony effect. Once the opponent purges the Agony, stops the role play, or attacks another character you lose the opportunity to use this skill.

Durability I Cost: 4 You gain +1 to your Vitality attribute.

Elusive Cost: 4 Once per short rest, you may use this skill when you successfully deliver a melee attack against a foe using A Knife in the Back, Twist the Knife, or Waylay and your opponent still stands after your assault. Spend a point of Air to gain an Elude defense that will negate the first melee, missile, or packet attack your target uses against you. This defense only works against the foe you attacked and is lost when you attack another opponent.

A Knife in the Back Cost: 4 You can make a deadly attack from behind. If you are behind an opponent, spend two points of Air, call out “5 Damage,” and make a melee attack to backstab your foe.

Painful Poison Cost: 3

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You are skilled at creating a simple yet painful poison from common materials, and you always have some venom on your person that is inert until you activate it by spreading it on your blade. Focus for three seconds to apply a venom to your blade. You may deliver a poisonous strike with that blade. Spend a point of Fire, call out “Agony by Poison,” and make a melee attack to poison your foe.

Parry I Cost: 3 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Quickstep Cost: 3 Spend a point of Water and call out “Purge” to end one Root, Slow, or Paralyze effect with an Elemental, Mental, Metabolic, or Physical trait.

Slippery Cost: 5 Spend 2 points of Water, role play for 3 seconds twisting out of your binding or stretching out your ailment, and call out “Purge” to end one Physical effect.

Throat Slit Cost: 4 If you are behind an opponent, spend a point of Fire, call out “Silence,” and make a melee attack from behind to silence your foe.

(You do not strike at the throat; the name of the skill is for flavor only.)

“It’s a hard endeavor, trying to spew out magical incantations when you are bleedin’ from a second mouth.” Dreveles the Dirty

Twin Weapons Cost: 2 Requirements: Back Up Blade You can fight with a long one handed weapon in each hand, or a spear and a medium length weapon. You can attack with these weapons, block melee attacks, and block missile attacks.

Twist the Blade Cost: 4 If you are behind an opponent, spend a point of Earth, call out “Double 2 Damage,” and make a melee attack from behind to tear your foe.

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Assassins from the Red Orchid school learn to not only stab their targets but to attack and draw out their blade with a terrible twisting motion that damages their target twice.

Uncanny Dodge I Cost: 5 Once per long rest you may spend 2 points of Water and call out “Avoid” to negate one melee, missile, or packet attack that strikes you.

Waylay Cost: 4 Once per short rest spend 2 points of Water, call out “Stun,” and make a melee attack from behind to knock an opponent out cold.

“Nighty night, pretty boy.” Malana Crisscross, the Tatterdemalion

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Specialty Headers

These headers help your character specialize in your role or add flavor to how you play the game. You cannot take any Specialty Header until you have at least one Primary Header. You cannot take more than two Specialty Headers, although rumors of very skilled characters learning a third Specialty Header persist.

Acrobat Cost: 5 If you physically catch an arrow or a thrown weapon with only your hands you may call "Avoid" to negate its effect. You cannot be carrying anything in the hand you use to catch the projectile or wearing any kind of extended glove.

Acrobatic Defense Cost: 5 Your speed and mobility make you more effective with skills that give you 2 points of armor. While you are not wearing an armor prop you gain an additional point of armor.

Acrobatic Display Cost: 3 Your display of acrobatics sends opponents away from you. Once per short rest, if you are fighting with a melee weapon, spend a point of Air, spin all the way around, and call out "Disengage."

Daring Cost: 2 Spend a point of Fire and call out “Resist” to negate one Confusion or Fear attack.

Tumbling Cost: 5 Once per long rest, spend 2 points of Water and call out “Avoid by Acrobatics” to negate one melee, missile or packet attack.

Escape Artist Cost: 5 You can slip bonds and contort limbs to free yourself from physical effects. Once per short rest, spend a point of Water, role play for 3 seconds, and call out “Purge by Acrobatics” to purge one effect with a Physical trait. You may also spend 2 points of Water and focus for 10 seconds to slip shackle props off your body and end that effect.

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Limber Cost: 4 You exhaust one point of Earth to avoid any single effect caused by a physical challenge such as stepping off a platform into something nasty, mistakenly touching a web or other dangerous surface, or brushing up against something you shouldn't. This skill lets you avoid one effect detailed on a posted yellow information skill or explained by a guide. You cannot use this skill to avoid any effect delivered by an actual player, a trap, or contact poison. The skill can be used only so long as you immediately remove yourself from the surface or challenge by going back the way you came. You cannot go forward or linger in place after using this skill or you will take the effect. Call “Avoid by Acrobatics” when you use this skill.

Staggering Strike Cost: 4 You use your speed to build momentum and deliver a strike to stagger an opponent, leaving them weak. Once per short rest, spend a point of Earth, call out "Short Weakness," and strike at an opponent with a staff or a one handed club.

Alchemist Cost: 5 Alchemy is the art of creating magical elixirs, flasks, and even venoms from mundane and magical components. All alchemists maintain an Alchemy Lab to create substances, and you also carry an Alchemy Kit to carry those substances on your person when you leave the lab to adventure. You spend attributes to create the substances within your Alchemy Lab, and place them into your Alchemy Kit as described in the Alchemy chapter. Characters with the Alchemize Components skill can also use alchemical components to make substances.

Although Alchemy has some benefits over normal magic, one disadvantage is that you cannot choose what to cast on the fly. You prepare an array of substances at your lab and those are what you have available as you adventure.

Alchemy is explained in detail in the Alchemy chapter.

You may swap the trait of your Evocations to the Acid trait, so long as you take the time to touch the packet to your Alchemy kit as if you were drawing out a small vial or flask.

Alchemize Components Cost: 2 Requirement: Fauna, Flora, or Mineral Alchemy If you have the Fauna, Flora, or Mineral Alchemy skill you can consume alchemy components instead of attribute points when you create substances using those skills. Each alchemy component is treated as one attribute point; Fauna components can be used for Fire when using Fauna Alchemy, Flora

115 components can be used for Water when using Flora Alchemy, and mineral components can be used for Earth when using Mineral Alchemy. Each event you are limited in how many alchemy components you can consume to make substances; you can use a number of alchemy components in place of attribute points equal to your Air attribute.

Fauna Alchemy Cost: 5 You can spend points of Fire in your lab to create alchemical substances with the Fauna identifier. Your recipe book now has formulas for all Fauna recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Fauna identifier, and store them in your alchemy kit. Only you can use these substances, and their magic fades when you take a long rest.

Flora Alchemy: Cost: 5 You can spend points of Water in your lab to create alchemical substances with the Flora identifier. Your recipe book now has formulas for all Flora recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Flora identifier, and store them in your alchemy kit. Only you can use these substances, and their magic fades when you take a long rest.

Mineral Alchemy Cost: 5 You can spend points of Earth in your lab to create alchemical substances with the Mineral identifier. Your recipe book now has formulas for all Mineral recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Mineral identifier, and store them in your alchemy kit. Only you can use these substances, and their magic fades when you take a long rest.

Resist Toxicity Cost: 4 You are used to dealing with all manner of toxic substances and materials. Once per short rest you may call out “Resist” to negate one Acid or Poison attack. This skill has no attribute cost.

True Alchemy Cost: 2 Requirement: Alchemize Components You can create alchemical substances with the Spiritus identifier. Your recipe book now has formulas for all Spiritus recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Spiritus identifier, and store them in your alchemy kit. Only you can use these substances, and their magic fades at the end of the event.

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You can also use True Alchemy recipes to create permanent alchemical substances that you can trade and that do not expire at the end of the event. This process usually takes days; you create your substances and consume components at check in at the start an event. It is possible, though uncommon, to encounter a Spirit of Alchemy during an event that will allow players to use True Alchemy in minutes instead of days, allowing players to make these substances during the course of an event. These substances have game tags associated with them and unlike other types of alchemical substances they can be traded to other players and used without any Alchemy skill.

Assassin Cost: 5 You are a master of poisons, although you must often ply your art in secret because poison is illegal in many countries. You may swap the trait of your Evocations to the Poison trait, and you may swap the trait of melee and missile attacks that have the Weapon trait (attacks with no trait specified) or a Metabolic trait with the Poison trait.

Assassinate Cost: 5 Requirement: A Knife in the Back Your most feared attack is the ability to strike someone dead if you get behind them. Once per long rest, spend a point of Void, call out “Death,” and make a melee attack from behind.

Deadly Twist Cost: 3 Requirement: Twist the Blade Your Twist the Blade skill is more effective, and now does “Double 3 Damage.”

Elusive Strike Cost: 5 As part of your planned strike you also plan to side step those who might attempt to capture you. Once per short rest spend a point of Earth and call out “Grant Defense, Elude” to set up your defense. This defense cannot be given to others.

Know Your Tools Cost: 2 You have introduced poisons into your metabolism to slowly build your resistance against them. Once per short rest, spend a point of Water and call out “Resist” to negate one attack with the Poison trait.

Mask of Deception Cost: 4

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If your form is hidden by dark clothing, you may resist attempts to expose your location. You must be masked and hooded to use this skill, and you cannot have any skin showing except for the eye holes or eye slit in your mask or cowl. Spend a point of Fire to silently resist one Expose effect that is not delivered with a “By Your Name” delivery.

Poison Rain Cost: 1 You may, when you receive a venom, change the type of attack from melee to missile if you apply it to an arrow, bolt, or thrown weapon.

The Serpent’s Touch Cost: 3 You are a master of alchemical venoms. While characters are normally limited to one Grant Attack effect, alchemical venoms are now treated as special Imbue effects when they affect you. You no longer treat venoms as Grant effects, but rather you may apply one alchemical venom to each weapon you carry up to a maximum of three active venoms. You may strike with the weapon to make the attack indicated on the venom. Because these substances no longer count as Grant Attack effects, you may also have the Grant Attack effect from another source.

Once per event, when you use an attack granted to you by an alchemical venom, you may choose to not exhaust the attack and instead keep the venom active so you can use it again.

Word Spreads Fast Cost: 5 Information Skill This skill costs 5 copper coins. You know people who travel a lot and like to spread tales, gossip, or both. You know that if you pay them, they can spread some bit of information and it will probably get to some named individual - where ever they might be. You can only use this skill to send word to a character you have met during the game, and you must know the target's name. Once between events, prepare a single sentence of no more than 20 words that you want the recipient to hear. Include the name and a description of the recipient and submit it to plot.

There are certain influential characters who might be able to facilitate a rumor such as this during the course of the game. Once per event, if you can convince one of these characters to help and pay the cost of delivery, you can give them a written parchment with one sentence of no more than 20 words to be spread in taverns, on ships, and in unsavory places so it will hopefully reach the recipient.

This skill is in almost all ways inferior to Courier for the same cost. Where Courier is discreet, information from this skill tends to be heard by lots of unsavory people. Where courier allows for a well written letter, this skill is no more than a folded parchment with a single sentence of twenty words. The only possible advantage this skill has is that word might reach individuals who don't keep

118 a regular address. If you want Courier, you will have to train with, and put up with, the characters who travel in those circles.

“You know what I heard? You’re gonna find this interestin’ I guarantee it…” Ragged Jolok

Beastmaster Cost: 5 You draw strength and magical power from your affinity with natural beasts. You may grow and retract claws in both hands with which you may attack and parry. You may fight with a claw in each hand at the same time, but you may not fight with claws and other weapons or a shield. You may use one long claw and one medium claw. If you have another ability that also allows you to use claws, you may instead fight with two long claws. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws.

Armed as the Hunter Cost: 4 The claws you grow are more effective. You may use two full length long claws as your claw props instead of one long and one medium claw. If you are also a Ranger with the Woodcraft Weaponry skill you may fight with a spear and a long claw. If you also have the With Bow and Sword skill you may fight with a long claw and a bow prop in your off hand.

Claw Frenzy Cost: 3 Once per long rest, spend a point of Void and call out “Claw Frenzy” while you are fighting with claws. You may call out “3 Damage” with each claw attack until you land three successful strikes, until you use another skill, until you rest, or until you are rendered helpless or unconscious. In order to count as a successful strike, you must strike an opponent who acknowledges the attack with role play. Your attacks that are negated with defenses do not count as successful strikes.

If you use this ability while under the Frenzy effect, you may instead call out “4 Damage” with your Claw Frenzy attacks.

Durability of the Beasts Cost: 5 You gain +1 to your Vitality attribute.

Last Stand Cost: 3 Once per long rest, spend a point of Void and call out “Resist by Will” to negate a melee attack that strikes you.

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Nature's Renewal Cost: 3 Once per event, so long as you are in the wilderness, you may take a long rest in only one minute. For this one long rest the wilderness is treated as your sanctuary. This skill may only be used where you are touching a tree or there are multiple trees between you and any visible buildings.

No Escaping the Hunt Cost: 5 Spend a point of Water, call out "Short Slow," and make a melee attack to hamstring your prey with your claws or weapon.

No Time to Bleed Cost: 2 Any healing effect with the “to Self” trait is increased by 1.

“Lick your wounds if you have to, but keep fighting!” Crimson Crow

Survival Cost: 2 Due to your survival skills, you do not need to pay maintenance at the beginning of the event. It is possible for an ongoing plot effect that makes resources for hunting and gathering scarce for this skill to have a lessened effect.

“In the wild, death is the rule. Survival is the exception.” Gray proverb.

Berserker Cost: 5 You cannot use skills in this header if you have the Highborn header.

Once per event you send an opponent with a shield reeling. Using a sword, axe, or hammer that is two handed, strike an opponent's shield calling "Shield Slam" to knock them down. This throws you off balance as well. You must step back after using this skill and you cannot advance on that opponent for 3 seconds.

Berserk Strength Cost: 4 You may rip free from or shake off effects with a Physical trait. Once per short rest, spend a point of Fire, role play for 3 seconds, and call out "Purge" and end one effect with a Physical trait.

Durability of the Berserker Cost: 5

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You gain +1 to your Vitality attribute.

Leveraged Block Cost: 1 You can block (but not attack) with a two handed weapon even if you are holding it with one hand.

Mindless Rage Cost: 5 Spend 2 points of Fire and call out “Resist and Frenzy to Self” to negate an attack with a Mental trait. The skill only works if the Frenzy takes effect. If you negate the Frenzy with a defense, or if for some reason you cannot be affected by Frenzy then this skill fails and you take the mental effect. The skill works if the Frenzy effect takes hold even briefly, so purging the Frenzy effect or having it cured after you use this skill does work.

No Time to Bleed Cost: 2 Any healing effect with the “to Self” trait is increased by 1.

“Keep going. We have no time to bleed.” Draskin the Unflinching

Raging Strikes Cost: 5 Once per long rest, spend 2 points of Earth to launch into a series of ever increasing melee attacks. You gain a melee attack for “2 Damage” that lasts until you strike an opponent who acknowledges it with role-play or negates it with a defense. Once used, you gain a melee attack for “3 Damage,” then “4 Damage,” then “5 Damage.” Each strike lasts until you strike an opponent who acknowledges it with role-play or negates it with a defense. The skill lasts until you have used all the attacks, you use another skill, you rest, or you are rendered helpless or unconscious.

Strike of Fury Cost: 4 You make a furious strike while wielding any two handed weapon. Once per long rest, spend a point of Void, call out "10 Damage," and make a melee attack with a two handed weapon. If you are using a one handed weapon instead call out “6 Damage.”

If this attack is negated with an Elude, Guard, Shield, Avoid, Parry, Resist, Spirit or No Effect then not only will you be able to recover your point of Void like any attack that uses Void, but additionally you will be immediately enraged and gain 3 melee attacks for “2 Damage” that can be used before your next short rest.

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Cavalier Cost: 5 If you are wearing physical armor, then your armor is immune to Destroy effects.

Above All That Cost: 2 Once per short rest, magnanimously allow someone who does not share their treasure with you to search your kill by offering to let them search the remains. Instead of searching, you spend three seconds to check the condition of your weapons, armor, or clothing and heal a point of Vitality.

I Call You Out Cost: 3 When a dastardly enemy delivers a killing blow to an ally or strikes down a non-combatant point your weapon at them and declare their dishonorable nature with a poignant accusation. Until you rest, all of your called Damage effects against that opponent are increased by 1.

In Shining Armor Cost: 5 If you are wearing an armor prop representing metal armor, you gain an additional point of armor. Your armor prop must be created to represent chain mail, scale mail, or plate mail and must look like it is made of metal to use this skill.

Like a Second Skin Cost: 4 Once per long rest, spend a point of Earth and call out "Repair All Armor" to reflect your superior knowledge with the upkeep of your armor and your skill at maximizing its defensive value.

Stipend Cost: 2 You have a family, a noble House, or some other kind of rich patron. You do not need to pay maintenance at the beginning of the event. It is possible for an ongoing plot effect that hurts the fortunes of your patron to lessen or negate the effects of this skill.

The greatest luxury of riches is that they enable you to escape so much good advice.

Meticulous Upkeep Cost: 4 Once per short rest, spend a point of Water and call out "Resist" to negate an attack with the Destroy or Disarm effect.

Untarnished

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Cost: 4 Once per short rest, spend 2 points of Fire, role play for three seconds, and call out "Purge" to end an attack with a Mental trait.

Corsair Cost: 5 If you are within 20' of a large body of water, on an adventure where you are on a boat or over water, or in the Sea of Mists, all healing effects that you receive from others are increased by 1.

Superior Footwork Cost: 5 The sea all too often claims those wearing heavy armor. So long as you are not wearing heavy armor you gain an additional point of armor.

The Corsair's Parry Cost: 5 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Iron Stomach Cost: 3 You eat and drink barely edible foodstuffs and spirits that would make others sick, and your constitution is hardy because of it. Once per short rest, spend a point of Earth and call out "Purge" to end on effect with a metabolic trait.

Ship to Ship Cost: 3 You can launch a particularly effective thrown weapon attack as you board a ship. Once per short rest, spend a point of Fire, call out either "Agony" or "4 Damage," and make a thrown weapon attack as an opening before you engage in a melee.

Prepare to Be Boarded Cost: 4 Once per long rest, spend two points of Air, call out "4 Damage," and make a melee attack.

Sea Legs Cost: 3 You exhaust one point of Water to avoid any single effect caused by a physical challenge such as stepping off a platform into something nasty, mistakenly touching a web or other dangerous surface, or brushing up against something you shouldn't. This skill lets you avoid one effect detailed on a posted

123 yellow information skill or explained by a guide. You cannot use this skill to avoid any effect delivered by an actual player, a trap, or contact poison. The skill can be used only so long as you immediately remove yourself from the surface or challenge by going back the way you came. You cannot go forward or linger in place after using this skill or you will take the effect. Call “With Sea Legs, Avoid” when you use this skill.

Witty Repartee Cost: 4 Your wit and confidence shine through, allowing you to shake off a Mental effect. Spend a point of Fire, speak the witty remark, and call out “Purge” to end one Mental effect that has befallen you.

Word Spreads Fast Cost: 5 Information Skill This skill costs 5 copper coins. You know people who travel a lot and like to spread tales, gossip, or both. You know that if you pay them, they can spread some bit of information and it will probably get to some named individual - where ever they might be. You can only use this skill to send word to a character you have met during the game, and you must know the target's name. Once between events, prepare a single sentence of no more than 20 words that you want the recipient to hear. Include the name and a description of the recipient and submit it to plot.

There are certain influential characters who might be able to facilitate a rumor such as this during the course of the game. Once per event, if you can convince one of these characters to help and pay the cost of delivery, you can give them a written parchment with one sentence of no more than 20 words to be spread in taverns, on ships, and in unsavory places so it will hopefully reach the recipient.

This skill is in almost all ways inferior to Courier for the same cost. Where Courier is discreet, information from this skill tends to be heard by lots of unsavory people. Where courier allows for a well written letter, this skill is no more than a folded parchment with a single sentence of twenty words. The only possible advantage this skill has is that word might reach individuals who don't keep a regular address. If you want Courier, you will have to train with, and put up with, the characters who travel in those circles.

“You know what I heard? You’re gonna find this interestin’ I guarantee it…” Ragged Jolok

Druid of the Autumn Cost: 5 Devotion: Your Devotion must be Druidic. You can have only one Devotion specialty header. Requirement: You must have the Sphere of Gloaming to take this header. You cannot use spells from the Sphere of Legacy if you have this header.

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The natural world is full of free spirits. They dwell all around us, in everything that is not bound by the hands of the Gifted. They dwell in the trees, the earth, the rivers and the wind. The veil that separates this world from the spirit world is called the Pale.

You have learned to listen and watch around you to track the spirits of the Pale. Rather than inspiring the spirits to appear to you with song and dance and history, you intrigue the spirits by finding them and calling out to them directly. You watch the heavens and world around you until you instinctively know where and when the Pale is thinnest. You spend much of your time bargaining with the natural spirits for aid, and in return they agree to keep the land wild and free.

The heart of the Pale is said, by many Druids, to be represented by the Tree o’ Green, the Tree o’ Grey, and the Gold spirits that guard them. The Tree of Green is the embodiment of the Spring and Summer months, of cool, replenishing rains and warm summer days. The Tree of Grey holds the Fall and Winter months, a natural balance to its brother and the unyielding harshness of the natural world. The Two Trees draw power from the ever-changing Pale and the seasons of the world. The spirits of the Gold nurture the trees are inspire the Gifted Races that call to them.

As a Druid you draw your power primarily from one of the ever changing seasons, for the seasons most directly connect the realm of the Gifted Races with the Pale and the Trees found therein.

Twice per event, if you are touching a tree, touch a recipient, choose Earth, Fire or Water, and call out “Refresh [Attribute] by Weald” to strengthen them.

Autumn’s Magic Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Gloaming or Weald spheres. You cannot use Centering points for spells with Grant effects. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

The Light of the Dying Cost: 5 Spend two points of Earth, call out “Short Stricken by Aging,” and make a melee, missile, or packet attack to disrupt the life force of the victim.

Nature's Embrace Cost: 2 This skill may only be used if you are under the canopy of a tree or touching a tree directly. Use this skill when you are about to bleed out because you are unstable. Spend a point of Fire to immediately become stable. You may use this skill to take an extra two steps while falling down so you lay down under a tree or touching the roots or trunk of a tree.

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The Reaping Cost: 4 Once per event, spend a point of Void, call out "Death by Aging" and make a melee, missile, or packet attack to end the life of the victim.

“As you sow, so shall you reap.”

Survival Cost: 2 Due to your survival skills, you do not need to pay maintenance at the beginning of the event. It is possible for an ongoing plot effect that makes resources for hunting and gathering scarce for this skill to have a lessened effect.

“In the wild, death is the rule. Survival is the exception.” Gray proverb.

Tree Meld Cost: 4 Spirit Form You can meld with a tree of significant size to become a spirit and protect you from attacks. Touch a large tree with both hands, exhaust 2 points of Water, and say "Imbue by Weald" to activate this ability. The tree must be large enough around that your hands cannot touch thumbs and finger tips when wrapped around the trunk. So long as you do not move you gain the Spirit defense and become immune to most attacks. You gain the Plant trait and the Spirit trait. Any attack that is not beneficial that is "to Plant" or "to Spirit" will affect you and knock you out of Spirit form. Otherwise you will stay in spirit form until you choose to move. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

The Weald's Blessing Cost: 2 If you are skilled in the use of a wooden weapon, you may hold the wooden weapon in your off hand while casting spells. If the weapon is one handed you may use it to block attacks as well. If you can create and use claws you may hold your claw props in your off hand while casting spells, and you can use one claw to block attacks as well.

Druid of the Spring Cost: 5 Devotion: Your Devotion must be Druidic. You can have only one Devotion specialty header. You must have the Sphere of Legacy to take this header. You cannot use spells from the Sphere of Sovereign if you have this header.

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The natural world is full of free spirits. They dwell all around us, in everything that is not bound by the hands of the Gifted. They dwell in the trees, the earth, the rivers and the wind. The veil that separates this world from the spirit world is called the Pale.

You have learned to listen and watch around you to track the spirits of the Pale. Rather than inspiring the spirits to appear to you with song and dance and history, you intrigue the spirits by finding them and calling out to them directly. You watch the heavens and world around you until you instinctively know where and when the Pale is thinnest. You spend much of your time bargaining with the natural spirits for aid, and in return they agree to keep the land wild and free.

The heart of the Pale is said, by many Druids, to be represented by the Tree o’ Green, the Tree o’ Grey, and the Gold spirits that guard them. The Tree of Green is the embodiment of the Spring and Summer months, of cool, replenishing rains and warm summer days. The Tree of Grey holds the Fall and Winter months, a natural balance to its brother and the unyielding harshness of the natural world. The Two Trees draw power from the ever-changing Pale and the seasons of the world. The spirits of the Gold nurture the trees are inspire the Gifted Races that call to them.

As a Druid you draw your power primarily from one of the ever changing seasons, for the seasons most directly connect the realm of the Gifted Races with the Pale and the Trees found therein.

Twice per event, if you are touching a tree, touch a recipient, choose Earth, Fire or Water, and call out “Refresh [Attribute] by Weald” to strengthen them.

Healing Adept Cost: 5 Requirement: Blessing of Health If you use both castings from the Legacy spell, A Blessing of Health, on recipients other than yourself, you gain an additional casting for use on others. You cannot use this additional casting to heal yourself.

Nature's Embrace Cost: 2 This skill may only be used if you are under the canopy of a tree or touching a tree directly. Use this skill when you are about to bleed out because you are unstable. Spend a point of Fire to immediately become stable. You may use this skill to take an extra two steps while falling down so you lay down under a tree or touching the roots or trunk of a tree.

Tree Meld Cost: 4 Spirit Form You can meld with a tree of significant size to become a spirit and protect you from attacks. Touch a large tree with both hands, exhaust 2 points of Water, and say "Imbue by Weald" to activate this ability. The tree must be large enough around that your hands cannot touch thumbs and finger tips when

127 wrapped around the trunk. So long as you do not move you gain the Spirit defense and become immune to most attacks. You gain the Plant trait and the Spirit trait. Any attack that is not beneficial that is "to Plant" or "to Spirit" will affect you and knock you out of Spirit form. Otherwise you will stay in spirit form until you choose to move. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

The Weald's Blessing Cost: 2 If you are skilled in the use of a wooden weapon, you may hold the wooden weapon in your off hand while casting spells. If the weapon is one handed you may use it to block attacks as well. If you can create and use claws you may hold your claw props in your off hand while casting spells, and you can use one claw to block attacks as well.

Rebirth of Spring Cost: 5 Once per event, you may focus for one minute to bring an ally back to life. Cross your hands, palms down, over a dead ally for one minute. After you finish this focus, spend a point of Void, touch the dead ally, and call out “Cure Death by Spring” to restore your companion back to life.

(Note that using this skill takes over a minute so you will have to begin to use it while the target has well over one minute left in their count before they turn to spirit if you hope to bring them back.)

Spring’s Magic Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Legacy or Weald spheres. You cannot use Centering points for spells with Grant effects. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

Survival Cost: 2 Due to your survival skills, you do not need to pay maintenance at the beginning of the event. It is possible for an ongoing plot effect that makes resources for hunting and gathering scarce for this skill to have a lessened effect.

“In the wild, death is the rule. Survival is the exception.” Gray proverb.

Druid of the Summer Cost: 5 Devotion: Your Devotion must be Druidic. You can have only one Devotion specialty header. You must have the Sphere of Sovereign to take this header.

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You cannot use spells from the Sphere of Gloaming if you have this header.

The natural world is full of free spirits. They dwell all around us, in everything that is not bound by the hands of the Gifted. They dwell in the trees, the earth, the rivers and the wind. The veil that separates this world from the spirit world is called the Pale.

You have learned to listen and watch around you to track the spirits of the Pale. Rather than inspiring the spirits to appear to you with song and dance and history, you intrigue the spirits by finding them and calling out to them directly. You watch the heavens and world around you until you instinctively know where and when the Pale is thinnest. You spend much of your time bargaining with the natural spirits for aid, and in return they agree to keep the land wild and free.

The heart of the Pale is said, by many Druids, to be represented by the Tree o’ Green, the Tree o’ Grey, and the Gold spirits that guard them. The Tree of Green is the embodiment of the Spring and Summer months, of cool, replenishing rains and warm summer days. The Tree of Grey holds the Fall and Winter months, a natural balance to its brother and the unyielding harshness of the natural world. The Two Trees draw power from the ever-changing Pale and the seasons of the world. The spirits of the Gold nurture the trees are inspire the Gifted Races that call to them.

As a Druid you draw your power primarily from one of the ever changing seasons, for the seasons most directly connect the realm of the Gifted Races with the Pale and the Trees found therein.

Twice per event, if you are touching a tree, touch a recipient, choose Earth, Fire or Water, and call out “Refresh [Attribute] by Weald” to strengthen them.

The Crown of Summer Cost: 5 You gain two uses of the Fires of Summer which can be refreshed when you take a short rest. For each use you may either call out “Heal by Flame” and touch a recipient, or call out “2 Damage by Fire” and make a melee, missile, or packet attack.

Healing Adept Cost: 5 Requirement: Blessing of Health If you use both castings from the Legacy spell, A Blessing of Health, on recipients other than yourself, you gain an additional casting for use on others. You cannot use this additional casting to heal yourself.

Nature's Embrace Cost: 2 This skill may only be used if you are under the canopy of a tree or touching a tree directly. Use this skill when you are about to bleed out because you are unstable. Spend a point of Fire to immediately

129 become stable. You may use this skill to take an extra two steps while falling down so you lay down under a tree or touching the roots or trunk of a tree.

Summer’s Magic Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Sovereign or Weald spheres. You cannot use Centering points for spells with Grant effects. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

Survival Cost: 2 Due to your survival skills, you do not need to pay maintenance at the beginning of the event. It is possible for an ongoing plot effect that makes resources for hunting and gathering scarce for this skill to have a lessened effect.

“In the wild, death is the rule. Survival is the exception.” Gray proverb.

Tree Meld Cost: 4 Spirit Form You can meld with a tree of significant size to become a spirit and protect you from attacks. Touch a large tree with both hands, exhaust 2 points of Water, and say "Imbue by Weald" to activate this ability. The tree must be large enough around that your hands cannot touch thumbs and finger tips when wrapped around the trunk. So long as you do not move you gain the Spirit defense and become immune to most attacks. You gain the Plant trait and the Spirit trait. Any attack that is not beneficial that is "to Plant" or "to Spirit" will affect you and knock you out of Spirit form. Otherwise you will stay in spirit form until you choose to move. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

The Weald's Blessing Cost: 2 If you are skilled in the use of a wooden weapon, you may hold the wooden weapon in your off hand while casting spells. If the weapon is one handed you may use it to block attacks as well. If you can create and use claws you may hold your claw props in your off hand while casting spells, and you can use one claw to block attacks as well.

Druid of the Winter Cost: 5 Devotion: Your Devotion must be Druidic. You can have only one Devotion specialty header.

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You must have the Sphere of Primal to take this header. You cannot use spells from the Sphere of Wayfare if you have this header.

The natural world is full of free spirits. They dwell all around us, in everything that is not bound by the hands of the Gifted. They dwell in the trees, the earth, the rivers and the wind. The veil that separates this world from the spirit world is called the Pale.

You have learned to listen and watch around you to track the spirits of the Pale. Rather than inspiring the spirits to appear to you with song and dance and history, you intrigue the spirits by finding them and calling out to them directly. You watch the heavens and world around you until you instinctively know where and when the Pale is thinnest. You spend much of your time bargaining with the natural spirits for aid, and in return they agree to keep the land wild and free.

The heart of the Pale is said, by many Druids, to be represented by the Tree o’ Green, the Tree o’ Grey, and the Gold spirits that guard them. The Tree of Green is the embodiment of the Spring and Summer months, of cool, replenishing rains and warm summer days. The Tree of Grey holds the Fall and Winter months, a natural balance to its brother and the unyielding harshness of the natural world. The Two Trees draw power from the ever-changing Pale and the seasons of the world. The spirits of the Gold nurture the trees are inspire the Gifted Races that call to them.

As a Druid you draw your power primarily from one of the ever changing seasons, for the seasons most directly connect the realm of the Gifted Races with the Pale and the Trees found therein.

You may swap the trait of your Evocations to the Ice trait. You may swap the trait of your spells with an Elemental or Physical trait to the Ice trait. You may swap the trait of your spells with a Metabolic trait to the Cold trait.

Twice per event, if you are touching a tree, touch a recipient, choose Earth, Fire or Water, and call out “Refresh [Attribute] by Weald” to strengthen them.

Frostbite Cost: 3 Once per long rest, spend a point of Void, call out “10 Damage and Agony by Cold,” and make a melee or packet attack to use rime and intense cold against an opponent.

Nature's Embrace Cost: 2 This skill may only be used if you are under the canopy of a tree or touching a tree directly. Use this skill when you are about to bleed out because you are unstable. Spend a point of Fire to immediately become stable. You may use this skill to take an extra two steps while falling down so you lay down under a tree or touching the roots or trunk of a tree.

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Sleet Storm Cost: 5 Spend two points of Water to make three consecutive attacks that slow opponents. For each attack call out “Short Slow by Ice” and make a packet attack. The attacks must be made within 10 seconds and using another skill will cause remaining attacks to be lost.

Survival Cost: 2 Due to your survival skills, you do not need to pay maintenance at the beginning of the event. It is possible for an ongoing plot effect that makes resources for hunting and gathering scarce for this skill to have a lessened effect.

“In the wild, death is the rule. Survival is the exception.” Gray proverb.

Tree Meld Cost: 4 Spirit Form You can meld with a tree of significant size to become a spirit and protect you from attacks. Touch a large tree with both hands, exhaust 2 points of Water, and say "Imbue by Weald" to activate this ability. The tree must be large enough around that your hands cannot touch thumbs and finger tips when wrapped around the trunk. So long as you do not move you gain the Spirit defense and become immune to most attacks. You gain the Plant trait and the Spirit trait. Any attack that is not beneficial that is "to Plant" or "to Spirit" will affect you and knock you out of Spirit form. Otherwise you will stay in spirit form until you choose to move. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

The Winter’s Blessing Cost: 2 If you are skilled in the use of a weapon, you may form that weapon out of ice. You may focus for one minute to form weapons of ice, allowing you to use props with an icy appearance. You may hold these ice weapons in your off hand while casting spells, and you may block with a one handed ice weapon while casting spells. If an ice weapon is destroyed you may focus for one minute, role playing your concentration as you summon ice to form a new weapon, to create a new one. (You must provide the appropriate weapon props made to look like ice, white with blue crystals, to use this skill.)

Winter’s Magic Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Primal or Weald spheres. You cannot use Centering points for spells with Grant effects. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

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Duelist Cost: 5 Some of your skills empower you when you fight in a formal duel. For a formal duel to begin, it must be proposed to both sides, and all conditions of the duel must be accepted by all participants. Once the conditions are accepted, the duel will be formal – at least for you – so long as no one steps in to aid your side of the duel. If another participants joins to duel to fight with your side, to aid one of your side with healing or other beneficial effects, or otherwise change the agreed upon conditions of the duel that the duel for you immediately ends and any benefits you gain while in a duel are lost. If someone jumps in on the opponent’s side, which can happen all too often when fighting those who are not duelists and have little honor, then you may still retain the benefits of the duel so long as the participants on your side of the duel adhere to the conditions of the duel.

At the beginning of any duel formal duel you gain the “Grant Extra Protection” effect. This point of protection, if unused, goes away at the end of the duel.

Always Prepared to Fight Cost: 4 You may activate this ability when you are about to engage in a formal duel as described above. You must fight alone, although you are free to duel multiple opponents. Once per short rest, at the start of the duel make a formal bow to activate this skill. For each point of Earth, Fire and Water you have already exhausted in previous fights you gain a point of Panache, up to a maximum of 5. These Panache points can be used in place of Earth, Fire, or Water for any skill that is used as an attack or a defense. You cannot use Panache points for any skill or ability that creates Grant effects. When the duel has finished, or it ends prematurely as described above, all unused Panache points are lost. If an ally interrupts the duel by interfering on your behalf, this breach of etiquette will prevent you from using this skill for the rest of the event.

The Clumsy Shield Cost: 3 You may only use this skill if you are not using a full sized shield and your opponent is using such a shield. Once per long rest, spend a point of Fire and call out Avoid to negate a melee, missile, or packet attack made by an opponent using a full sized shield.

The Duelist’s Parry Cost: 5 Once per long rest you may spend 2 points of Earth and call out “Parry” to negate one melee attack that strikes you.

Last Stand Cost: 3

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Once per long rest, spend a point of Void and call out “Resist by Will” to negate a melee attack that strikes you.

To the Death Cost: 5 Once per short rest, spend a point of Void, call out “Short Stricken,” and make a melee attack. If the strike lands, and the enemy role plays the effect (rather than negating it with a defense) you must also call “Short Stricken to Self.” If you are in a formal duel that has been accepted by all participants (as described above) then you instead spend a point of Earth to use this skill, and you are no longer limited to using it once per short rest.

Witty Repartee Cost: 4 Your wit and confidence shine through, allowing you to shake off a Mental effect. Spend a point of Fire, speak the witty remark, and call out “Purge” to end one Mental effect that has befallen you.

With a Twist of the Wrist Cost: 5 While using a sword, spend 2 points of Water, call out “Disarm,” and make a melee attack to strike an opponent’s one handed weapon to tear it from their hand.

Elementalist Cost: 5 You must have a primary header with an Arcane source to take this header. You must have the Primal sphere of magic to take this header.

Twice per event, if you are casting a spell with an Elemental trait that has an Earth, Fire, or Water cost you may reduce that attribute cost of the spell by 1.

Channel the Elements Cost: 4 Requirement: Avalanche or Reign of Fire The first two times after each short rest that you attack using either Avalanche or Reign of Fire your damage is increased by 1.

Elemental Ward Cost: 3 Spend a point of Water, call out “Repel to Elemental,” and make a packet attack to hold elemental creatures at bay.

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Fire Eater Cost: 5 You consume an elemental attack to heal yourself. Once per long rest, spend a point of Earth and call out “Absorb” to negate a melee, missile, or packet attack with an elemental trait. Immediately call out “Heal 2 to Self,” using the elemental energies to heal your own wounds.

Primal Magic Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Primal sphere. You cannot use Centering points for spells with Grant effects. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

Purge the Elements Cost: 5 Once per short rest, spend a point of Fire, role play for three seconds, and call out “Purge” to end one effect with an Elemental trait.

Twice Struck Cost: 3 Twice per event, add “Double” to the beginning of a spell or skill with a Damage effect and an Elemental trait. If you have already used both uses of this skill, you may as part of your long rest spend a point of Void to refresh the two uses of this skill.

Executioner Cost: 5 You have been trained to deal justice to those who have been sentenced to die. You carry this task by the leave of the God of Death, who honors the Writ of Condemnation so long as those who learn the art use it only on those deserving of justice. Executioners who abuse these gifts are hunted down by their own kind and sent to face the judgement of the Reapers.

Many Executioners favor two handed sword or two handed axes. When using these types of weapons called melee attacks with a Damage effect of 4 or more are increased by 1.

Executioner’s Stroke Cost: 5 Once per event, spend a point of Void, call out "Death" and make a melee attack to end the life of the victim. If you use this as part of an official execution of a condemned criminal, and the victim is helpless or willing, you may instead exhaust one point of Earth. This alternate use is not limited to once per event, nor does it exhaust your ability to use this skill in combat.

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“Do not doubt the deadliness of a well sharpened executioner’s axe in skilled hands.”

Public Execution Cost: 1 Your work gives onlookers a sense of calm that justice has been meted out. Once per event, if you are called on to perform a public execution you may call out “By My Voice, Grant Fear Defense, Guard” or “By My Voice, Grant Despair Defense, Guard” when your somber work is done.

No Cheating Death Cost: 3 Once per long rest, when you see an enemy use a called defense to negate or reduce a Death effect, you gain a melee attack for “4 Damage” that can be used against that enemy. This ability has no attribute cost.

Quick Kill Cost: 4 You use this skill after you begin a Death Strike on a helpless or unconscious foe. Start your Death Strike, calling out slowly “Death Strike One.” If you finish the beginning of the Death Strike without being interrupted, you may call out “Death by Mercy” to finish them off. Unlike a normal Death Strike, this follow up verbal creates a Death effect and it is treated as a melee attack.

The foe must be unconscious or unmoving due to a game effect; you cannot attempt to use this on a character who is capable of defending themselves but doesn’t happen to be moving in an attempt to trick them into taking the Death effect.

Stay of Execution Cost: 5 You understand the various ways of killing someone outright such that you can escape instant death. Once per long rest, when you are struck with a Death effect, spend a point of Fire, take 20 damage, and call out “Reduce” to negate the attack.

Writ of Condemnation Cost: 5 If purification of death is not enough for a particularly vile individual, you may condemn them for their crimes and deliver them to Death to be judged more harshly. You may prepare a Writ of Condemnation that names an individual and lists their crimes. No one knows how the dead are judged, and sometimes exceptional individuals do return despite this writ. It is said that writs are much less effective, if they work at all, if used on Paragons in good standing.

Once per event, spend a point of Void, place a weapon on the chest of a dead individual and call out “Inflict to Dead,” and place the writ into the dead hand of the guilty. They will be compelled to deliver the writ to those who await them beyond Death’s door. This condemnation must have the passion to

136 convince the servants of Death to judge this individual harshly. This skill cannot be used on spirits who have risen to walk to Death's door.

“The Lord of Death, it is said, always keeps his oaths.” Ancient proverb.

Gladiator Cost: 5 Once per short rest, when an opponent drops and you are the only one attacking them, heal a point of Vitality.

Double Glaive Cost: 2 You have the ability to use a double glaive in combat. This weapon is a shafted weapon with a blade on both ends. It has a minimum length of 48" and a maximum length of 64". A double glaive is constructed in a manner similar to a staff, except it has a blade at both ends. Each blade must be at least 1/3 of its entire length. The double glaive can be held in the middle, and you can choke up and hold the bladed portion if you have gauntlets to protect your hands. You can also block with the double glaive with one hand although you can not attack while using the weapon in this fashion, and if you have a skill that allows you to use two weapons you can use a weapon in your other hand so long as it is medium length or less.

Durability of the Gladiator Cost: 5 You gain +1 to your Vitality attribute.

Great Glaive Cost: 2 You can use a great glaive. This two handed weapon is a double bladed polearm. The weapon has a minimum length of 60" and can be no more than 72" long. Each end has a polearm blade and full 5/8" padding that covers at least 1/3 of the total length of the blade. The middle section of the great glaive must also be padded, although you can use 3/8” padding for the grip of the staff so long as the full 5/8” is used for the striking surfaces. The great glaive can be held in the middle, and you can choke up and hold the bladed portion if you have gauntlets to protect your hands. The great glaive cannot be used in one hand.

I Know That Tactic Cost: 5 Once per long rest, spend 2 points of Fire and call out "Avoid by Cunning" to negate one melee attack and learn how to avoid that attack's specific effect. Until you rest, each time you are hit by a melee attack with the same effect (including that specific numeric modifier) you may spend a point of Fire

137 and call out "Avoid by Cunning" to negate the melee attack. If you use this ability on, for example, a melee attack for "4 Damage" you may then spend a point of Fire to negate a later melee attacks that also has "4 Damage" as the effect, even if the trait is different.

Last Stand Cost: 3 Once per long rest, spend a point of Void and call out “Resist by Will” to negate a melee attack that strikes you.

Rile Up the Crowd Cost: 4 You have developed a unique way to excite the crowd and restore your ability to fight. You choose a unique pose and slogan that go together and take at least 3 seconds to perform. Once per long rest, you can do this move to Refresh a point of Earth, Fire or Water. If there is an actual crowd during the fight and cheers erupt when you role play you may, instead, Refresh 2 attribute points.

No Time to Bleed Cost: 2 Any healing effect with the “to Self” trait is increased by 1.

Thrill of the Kill Cost: 4 If your melee attack strikes an opponent and that opponent falls unconscious, then you gain a melee attack for “2 Damage” which fades when used or at your next rest. You can only have two extra attacks from this skill at one time; if you gain an attack with this skill any attack above two is lost. It must be clear it was you who took the opponent down; no else can be hitting them at the time. For this reason, many gladiators prefer to isolate opponents.

Word Spreads Fast Cost: 5 Information Skill This skill costs 5 copper coins. You know people who travel a lot and like to spread tales, gossip, or both. You know that if you pay them, they can spread some bit of information and it will probably get to some named individual - where ever they might be. You can only use this skill to send word to a character you have met during the game, and you must know the target's name. Once between events, prepare a single sentence of no more than 20 words that you want the recipient to hear. Include the name and a description of the recipient and submit it to plot.

There are certain influential characters who might be able to facilitate a rumor such as this during the course of the game. Once per event, if you can convince one of these characters to help and pay the cost

138 of delivery, you can give them a written parchment with one sentence of no more than 20 words to be spread in taverns, on ships, and in unsavory places so it will hopefully reach the recipient.

This skill is in almost all ways inferior to Courier for the same cost. Where Courier is discreet, information from this skill tends to be heard by lots of unsavory people. Where courier allows for a well written letter, this skill is no more than a folded parchment with a single sentence of twenty words. The only possible advantage this skill has is that word might reach individuals who don't keep a regular address. If you want Courier, you will have to train with, and put up with, the characters who travel in those circles.

“You know what I heard? You’re gonna find this interestin’ I guarantee it…” Ragged Jolok

Herald Cost: 5 Your Herald’s banner is a prop that displays your team’s symbol. It is a banner that is at least 3’ long and 1’ wide. The banner is held above you on a pole. You are unaffected by missile and packet attacks that strike your banner so long as the banner is not in front of you or another ally. If the banner has blocked the attack from striking you or another character, then you must take the attack.

You may create a community and, if you already belong to a community, induct new members into your community. If you are creating a community, you must decide upon a community name and get plot approval for your name. Your community can be as big as you wish, and it can include the entire town if you want to do that. The first time you create a community or join a community you must create an induction ceremony of at least one minute. You may perform this induction ceremony for a person who has proven themselves worthy of inclusion in your community. When you finish the induction ceremony, touch the new member and call out “Permanent Grant [Community] Trait” to welcome the new member into your community. This person permanently gains your community trait.

You may normally only belong to and induct members into one community, although rumors have suggested there are ways to join and even learn to induct members into additional communities.

At the Fore Cost: 1 Spirit Form When you are going forward to negotiate or to view enemy forces you may place your banner so it is upright or leave it in the hands of someone you trust so you have a safe retreat. If you get into trouble you may exhaust a point of Fire and call out “Protection of the Banner” to turn to a spirit. You cross your arms in front of you and walk towards your banner. Call “Spirit” to negate melee, missile, packet and voice attacks against you. Detrimental attacks that effect you (such as traps or other plot deliveries) or detrimental effects with “to Spirit” or “to Herald” traits take full effect and end the use of this skill. You may not use this skill if your banner is away from you on the other side of a gate. If at any time after you activate this skill your banner is moved, falls over, or somehow goes on of line of sight you

139 immediately come out of spirit form, lose all of your Vitality, and fall over unstable. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

Banner of Healing Cost: 3 Once per long rest, if you are holding your banner, spend a point Void, and call out “By My Voice, Heal 2 by Inspiration.” If you have a community trait you may instead call out “By My Voice, Heal 2 to [Community]” when using this skill.

Battlefield Command Cost: 4 Spend a point of Air, call out either “Cure Fear by Inspiration” or “Cure Confusion by Inspiration” and touch an ally to maintain the ranks.

Battlefield First Aid Cost: 4 The time required for you to use First Aid to stabilize or cure a Maim effect is reduced to 30 seconds.

Call of Respite Cost: 2 Once per long rest, spend a point of Air, and call out “By My Voice, Stabilize by Inspiration.” If you have a community trait you may instead call out “By My Voice, Stabilize to [Community]” when using this skill.

Courier Cost: 5 Information Skill This skill costs 5 copper coins. You have a reliable individual or organization that is particularly good at getting physical letters where they need to go. You can only use this skill to send a letter to a character you have met during the game. You must know their name as well. Sending a letter to characters who have no permanent place or have a secret address might fail. If you use this skill between events, prepare a letter and address it to a specific recipient you know by name. You may include with the address more description of the character in question to help the courier (and plot) find the individual. This letter is sent, along with the name and description of the recipient, to plot. A courier attempts to visit the recipient and deliver the letter to them. You may send one letter between events.

There are certain influential characters who might be able to facilitate a letter delivery during the course of the game. Once per event, if you can convince one of these characters to help and pay the cost of delivery, you can give them a written letter to be delivered to the recipient.

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Courier organizations sometimes have to prioritize which letters will be delivered and they usually prioritize correspondence that looks well prepared assuming it is the most important - so it is wise to submit sealed letters that are presentable.

“A gentleperson can be judged by the quality of the letters they send, and by the content of the letters they do not send.” Lady Cynthia Jaminson

Healing Adept Cost: 5 Requirement: Blessing of Health If you use both castings from the Legacy spell, A Blessing of Health, on recipients other than yourself, you gain an additional casting for use on others. You cannot use this additional casting to heal yourself.

The Herald's Nod Cost: 1 If you see someone wearing the checkered pattern you may exhaust a point of Air and gesture to them to call out "By My Gesture, Expose Herald by Magic." This is usually done only if there is some question as to the validity of the individual in question. If you do this in court to a prominent Herald you might be considered a buffoon or fool, but using the skill on the road or in times of danger is certainly warranted. The person must be clearly displaying the checkered pattern and in decent view.

Inspire Excellence Cost: 4 Spend a point of Air, call out “Grant Melee Attack by Inspiration, 2 Damage,” and touch an ally to empower them.

Rise Again! Cost: 5 Once per short rest, you may deliver a beneficial effect from a skill or a spell using the name of an ally. When you use this skill add “By Your Name,” and the name of the recipient to the beginning of the verbal of the effect so your call benefits your ally.

Tale of Encouragement Cost: 1 Your tales inspire those who listen to them and the entertainment can give them hope and strength and ease their fatigue. Once per event you may spend at least one minute telling an entertaining story about your Company to any in a room who would listen. When you are finished you bow or indicate somehow that the story is complete. Choose one of Earth, Fire or Water. If the crowd reacts with laughter or applause you may call out "In This Room, Refresh 2 [Attribute] By Inspiration" to strengthen your audience. If you have already used this skill during the event, you may use this skill additional times by spending a point of Void for each additional use.

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Highborn Cost: 5 You cannot use skills in this header if you have the Berserker or Beastmaster header. You cannot use skills from this header unless you act and dress in a civilized and dignified manner. You also cannot use skills in this header if you have the Uncivilized trait. Once you take this header you will find yourself utterly incapable of fighting with claws of any kind. You cannot use the Scavenger skill if you have this header.

You may swap the trait of skills or spells with the Agony, Drain, or Repel effect with the Awe or Presence trait.

Courier Cost: 5 Information Skill This skill costs 5 copper coins. You have a reliable individual or organization that is particularly good at getting physical letters where they need to go. You can only use this skill to send a letter to a character you have met during the game. You must know their name as well. Sending a letter to characters who have no permanent place or have a secret address might fail. If you use this skill between events, prepare a letter and address it to a specific recipient you know by name. You may include with the address more description of the character in question to help the courier (and plot) find the individual. This letter is sent, along with the name and description of the recipient, to plot. A courier attempts to visit the recipient and deliver the letter to them. You may send one letter between events.

There are certain influential characters who might be able to facilitate a letter delivery during the course of the game. Once per event, if you can convince one of these characters to help and pay the cost of delivery, you can give them a written letter to be delivered to the recipient.

Courier organizations sometimes have to prioritize which letters will be delivered and they usually prioritize correspondence that looks well prepared assuming it is the most important - so it is wise to submit sealed letters that are presentable.

“A gentleperson can be judged by the quality of the letters they send, and by the content of the letters they do not send.” Lady Cynthia Jaminson

Decorum Cost: 2 Sometimes a Highborn is all there is between decorum and anarchy. You may cure Frenzy effects or attacks with the Madness trait. If you are in a room, exhaust a point of Earth and call out “In This Room, Cure Frenzy by Inspiration” or “In This Room, Cure Madness by Inspiration” to restore order. If you are not indoors, you must exhaust a point of Earth and call out “By Your Name [Name], Cure

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Frenzy by Inspiration” or “By Your Name [Name], Cure Madness by Inspiration” to free someone from that effect.

“To be Gifted is to be civilized and rise above those who think the Gifted Races nothing more than animals.” Mariella Dremaine

Dressed To Kill Cost: 5 You are confident and light on your feet when you are dressed in a civilized manner. As part of your long rest, spend time to role play dressing, checking yourself in the mirror, or straightening and cleaning yourself up. At the end of you long rest you gain 2 points of Protection.

If you become disheveled or filthy - and the act or decision that caused this deplorable state was one you made freely - then these points are lost. Another character will not cause this; there is no benefit to throwing dirt at a Highborn. The ultimate source of your predicament must be some inelegant act you yourself have made.

“Let’s not lose sight of the important thing here; we looked good doing it.” The outlaw known as the Blue Sparrow, after robbing an escorted noble carriage on the high road to Vellingrim.

Enough of That Cost: 3 You may keep people quiet if they are talking out of turn. Spend a point of Fire, call out “Enough of That, Short Silence by Awe,” and make a packet attack to keep someone from speaking out of turn.

A Gilded Carriage Cost: 1 Spirit Form Once per event, if you have received a formal invitation to a function and you have dressed specifically for that function you may travel to that function as a spirit after you have spent at least one minute dressing and grooming for that purpose. Once you are dressed and prepared with the invitation in hand you activate this skill at your dwelling to become a spirit and gain the Spirit defense. You gain the Spirit trait and the Chimera trait and become immune to most attacks. Attacks with the "to Spirit" or the "to Chimera" traits affect you and effects that are not beneficial will knock you out of spirit form and end this effect. You must travel directly to the function. You cannot tarry once you use this skill on other concerns. The protection ends when you reach your destination and enter the function. Once the function is finished you may use this skill to return to your dwelling where you first used the skill, but you may only do so if you haven’t left the function and you haven’t used a skill or attack that created an effect that is not beneficial. Doing either of these things ends the skill. You may use this skill an additional time each event, but only if your outfit is completely different for the second use of the skill. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

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I Question Your Bearing Cost: 1 If you see someone claiming a noble title you may spend a point of Earth and gesture to them to call out "By My Gesture, Expose Highborn by Awe." This is usually done only if there is some question as to the validity of the individual in question. Not all nobles are Highborn, but you will at least know that the individual does not share the same passion for the civilized lands that many of the noble folk do. If you do this in court to a prominent noble you might be considered a buffoon or fool, but using the skill on the road or in times of danger is certainly warranted.

There is nothing wrong with hard work, dirt under the fingernails and adventurous behavior so long as one cleans themselves up. One must maintain one's self above the baser instincts.

On Your Way Cost: 3 Spend a point of Water, call out "On your way, Repel by Awe," and make a packet attack to send some bothersome creature away from you.

A Sharp Tongue Cost: 1 If you are affected by an attack with a Mental trait you can shake it off if you are given the chance to interact with the attacker, either by engaging in some kind of conversation to focus or by haranguing them. You must spend at least 10 seconds saying something appropriately witty to activate this skill. If you are unsure or unsatisfied with your retort you will lack the confidence to use this skill. If your verbal banter is pleasing, and let's face it you will know if it isn't, then you may choose a Mental trait, spend a point of Water, and call out "Purge [Trait]" and end that effect.

Stipend Cost: 2 You have a family, a noble House, or some other kind of rich patron. You do not need to pay maintenance at the beginning of the event. It is possible for an ongoing plot effect that hurts the fortunes of your patron to lessen or negate the effects of this skill.

The greatest luxury of riches is that they enable you to escape so much good advice.

With Noble Bearing Cost: 3 Your decorum is such that the base acts of Frenzy and effects based on Madness are against your very nature. Spend a point of Fire and call out “Resist” to negate one attack with either the Frenzy effect or the Madness trait.

To be Highborn is to embrace civilization; its art and culture and all that is wonderful and uplifting about the ascent of the Gifted Races into civilization.

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Luminist Cost: 5 You cannot take this header if you have the Shadowmancer or Paladin of Shadow header.

You gain Light as a flavor trait and you may swap the trait of beneficial effects from skills in your Primary headers to the Light trait.

You may swap the trait of your Evocations to the Light trait, and you may swap the trait of your Primal spells with an Elemental trait to the Light trait.

Your Luminist skills that are delivered as packet attacks are not spells; you can use them while holding a weapon or shield in your off hand so long as you are not actively blocking with that item. Silence will prevent you from making packet attacks, however, as you can no longer hear the music of the Tapestry.

(You cannot use packet attacks while blocking or being struck by melee attacks as normal.)

Awestruck Cost: 4 You create an attack of such dazzling intensity that the enemy is struck silent for a short time. Spend a point of Water, call out “Short Silence by Awe,” and make a packet attack to silence an enemy.

Dazzle Cost: 4 Spend a point of Fire, call out “Agony by Light,” and make a packet attack to dazzle an enemy.

Light in the Darkness Cost: 3 Your mastery of light allows you to ward off attacks. Spend a point of Fire and call out “Resist by Light” to negate one melee, missile or packet attack with Darkness, Light or Shadow as the trait.

Radiant Gift Cost: 5 You may can grant a healing touch of light to yourself or your allies. Spend a point of Earth, call out “Grant Touch Attack, Heal 3 by Light,” and touch the recipient when you use this ability.

Seared by Light Cost: 5 You can hone the weapons of your allies with searing light. Spend a point of Water, call out "Grant Melee Attack, 4 Damage by Light," and touch an ally.

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Weapon of Light Cost: 2 You gain the ability to manifest a weapon of pure light. The weapon must be a one handed weapon or a staff. You must provide a weapon prop that is completely white and further decorated with yellow diamonds or four pointed stars. This weapon is a manifestation of your inner light. You can cast spells while this weapon is in your free hand. This weapon cannot be disarmed. If this weapon is destroyed, you must spend a minute of concentration to reform it. If you have the ability to fight with two weapons you may use this skill to manifest a weapon in each hand. This skill cannot be used to manifest a shield.

Magi Cost: 5 Devotion: Your Devotion must be Celestial. You can have only one Devotion specialty header.

You are devoted to the Celestial Court, calling upon the Queen of the Moon and her six Chosen, each a star that radiates around her. It is said that during the second Storm, the Queen of the Moon descended from the heavens with her six Chosen and plunged into the heart of the destruction. Though the Storm was quelled, the Queen bore terrible wounds and, like the Moon above, her radiance now waxes and wanes.

The Queen of the Moon is generally depicted as a six armed woman masked and armored in gray. Her representations show terrible wounds on her side, at her neck, and on half of her face. Sometimes she is shown with part of her mask torn off, and wounds showing through. Other times she holds the mask in one of her hands and reveals her wounded face. When the Queen of the Moon is radiant, and her creative force is ascendant, each hand holds a star that represents her Chosen. When the Queen is shadowed, and her destructive force is ascendant, each hand holds a blade of terrible power.

The Chosen are depicted as shadowy silhouettes pierced by bright stars as if they were living constellations. In bright light the stars appear as gemstones, but at night these points glow with light. Each of the Chosen has one blazing star that is stronger than the rest; this is called their Crux. The Crux is different for each of the Chosen, and each Crux represents a spiritual center of the Gifted Races.

Each of the Chosen has a Crux that is represented, on the Magi, by a gemstone that is worn in that proper place either affixed to the Magi themselves or embedded in a piece of jewelry or armor.

Shal the Golden draws her power from the sun and its light. Her Crux is on her forehead, and it blazes forth with golden light. Magi represent this Crux with a gemstone on their forehead or set in a headband or helmet. It has been described as blinding by those who have seen visions of her at night. Shal is associated with Sovereign magic, and is attuned to the creative aspect of the Queen of the Moon.

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Lyrnos the Morningstar draws his power from the stars. His Crux is in his eyes, and they glow with a soft but distinctly blue light. Magi represent this Crux with a gemstone affixed as a tear, with a series of small gems affixed as a decoration extending for one or both eyes, or with a gemstone worked into a veil. Lyrnos is associate with Legacy magic - it is said he can see into the Tapestry - and is attuned to the creative aspect of the Queen of the Moon.

Coriana the Storm draws her power from the weather, and is particularly fond of strong and impressive displays that show the power of the sky. Her Crux is on her right hand, the hand in which she holds her spear or sword. Magi represent this Crux with a gemstone set into a right glove, gauntlet, or bracelet. Coriana is associated with Weald magic, though she favors the storms and leaves the plants and animals of the world to find their own way. She is attuned to the destructive aspect of the Queen of the Moon.

Ombrol the Avalanche draws his power from all of the elements that make up the earth. His power comes from stone, fire, wind, and ice, and his province includes all the ways they seethe and blend to form the world. His Crux is on his left hand, which is said to glow with ever changing colors of the elements. Magi represent this Crux with a gemstone set into a left glove, gauntlet, or bracelet. Ombrol is associated with Primal magic, and is attuned to the destructive aspect of the Queen of the Moon.

Archeus of the Waves draws his power from the seas. His Crux is at his center, in the depths of the abdomen, and its light glows blue or green. Magi represent this Crux with a gemstone set in their belt or belt buckle. Archeus is associated with Wayfare magic; both because the sea is seen as a consistent source of trade and because the sea is a fine warning that journeys can be dangerous. Archeus has always been particularly attuned to the Queen of the Moon, as the seas’ tides reflect the moon’s march across the sky. As such he is attuned to both the creative and the destructive aspect of the Queen of the Moon.

Solace of the Nimbus draws her power from all the light in the world that is fleeting, and yet inspirational because of it. Her province is the dawn light - before the sun reveals itself - and twilight after the sun has retired. She is the ring around the summer moon, the light in the northern sky, and the rainbows that children chase after rain. Her Crux is at her throat because she is known not only by the Nimbus, but also for the songs she sings. Magi represent this Crux with a gemstone set in a visible necklace, choker, or gorget. Solace is associated with Chimera magic, though she is attuned to neither the creative nor the destructive aspect of the Queen of the Moon. Her aspect is, as is her nature, ever changing.

The Queen of the Moon is not one of the Chosen, but she still has a place. She draws her power from the moon and its ever changing nature. Her Crux is at the heart, where her most terrible wound still bleeds. Magi represent this Crux with a gemstone set into a broach, and that is worn on an outfit over the chest. She is associate with Gloaming magic, and her province is both Life and Death.

When you take this header you gain one point of Creation and one point of Destruction. These points do not refresh when you rest. You can also use the following two abilities.

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The Light of the Moon Spend a point of Creation, touch a recipient, and call out “Heal by Light” to aid them.

The Shadow of the Moon Spend a point of Destruction, make a packet attack, and call out “1 Damage by Shadow.”

Celestial Magic Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Legacy or Gloaming spheres. You cannot use Centering points for spells with Grant effects. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

Crux of the Brow Cost: 3 This Crux is at the brow, and it is attuned to the creative aspect of the Queen of the Moon. You must have a gemstone either affixed to your forehead or visible on a headband or helmet to use this skill. At the beginning of the event choose one spell you know that has a casting cost that includes at least one point of Earth, Fire, or Water. Each time during the event that you cast this spell you refresh one point of Creation. You cannot choose the same spell for more than one Crux skill.

Crux of Vision Cost: 3 This Crux is at the eyes, and it is attuned to the creative aspect of the Queen of the Moon. You must have a gemstone affixed as a tear, with a series of small gems affixed as a decoration extending for one or both eyes, or with a gemstone worked into a veil to use this skill. At the beginning of the event choose one spell you know that has a casting cost that includes at least one point of Earth, Fire, or Water. Each time during the event that you cast this spell you refresh one point of Creation. You cannot choose the same spell for more than one Crux skill.

Crux of the Right Hand Cost: 3 This Crux is at the right hand, and it is attuned to the destructive aspect of the Queen of the Moon. You must have a gemstone set into a right glove, gauntlet, or bracelet to use this skill. At the beginning of the event choose one spell you know that has a casting cost that includes at least one point of Earth, Fire, or Water. Each time during the event that you cast this spell you refresh one point of Destruction. You cannot choose the same spell for more than one Crux skill.

Crux of the Left Hand

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Cost: 3 This Crux is at the left hand, and it is attuned to the destructive aspect of the Queen of the Moon. You must have a gemstone set into a left glove, gauntlet, or bracelet to use this skill. At the beginning of the event choose one spell you know that has a casting cost that includes at least one point of Earth, Fire, or Water. Each time during the event that you cast this spell you refresh one point of Destruction. You cannot choose the same spell for more than one Crux skill.

Crux of Tides Cost: 3 Requirement: You must have four Crux skills from the Magi header. This Crux is at your center, and it is attuned to both the creative and the destructive aspect of the Queen of the Moon. You must have a gemstone set into your belt or belt buckle to use this skill. At the beginning of the event choose one spell you know that has a casting cost that includes at least one point of Earth, Fire, or Water. Each time during the event that you cast this spell you may refresh either one point of Creation or one point of Destruction. You cannot choose the same spell for more than one Crux skill.

Crux of the Voice Cost: 5 This Crux is at your neck, and enhances your voice. You must have a gemstone set in a visible necklace, choker, or gorget to use this skill. You gain a point of Creation and a point of Destruction, and giving you more freedom when using The Light of the Moon and the Shadow of the Moon as you cast your spells. Once per short rest you may spend two points of Creation to change the delivery of one of your beneficial spells to a By Your Name effect. This ability only works on spells with beneficial effects, and you add “By Your Name” and the recipient’s name before the verbal of the spell when using this ability.

Crux of the Queen Cost: 5 You must have a gemstone on your chest set in a visible broach, badge, or sash to use this skill. One per event, choose life or death. You may only choose life if you have a Crux skill that refreshes Creation points. You may only choose death if you have a Crux skill that refreshes Destruction points. If you choose life, spend a point of Void, call out “Cure Death by Light,” and touch the body of a dead ally that has not yet turned to spirit. If you choose death, spend a point of Void, call out “Death by Shadow,” and make a packet or weapon attack to slay an opponent.

Mystic Cost: 5 You gain Serenity as a flavor trait and you may swap the trait of beneficial effects from skills in your Primary headers to the Serenity trait.

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While using a staff the Critical Strike skill does 5 damage instead of 4 damage.

Acrobatic Defense Cost: 5 Your speed and mobility make you more effective with skills that give you 2 points of armor. While you are not wearing an armor prop you gain an additional point of armor.

Calming the Inner Self Cost: 2 You have developed a sense of inner calm that allows you to shake off effects that unbalance your mental state. Spend a point of Earth and call out “Resist by Serenity” to negate one attack with the Frenzy effect or the Confusion trait.

Mental Fortitude Cost: 4 Your training leaves you with a strong and calm mind. Once per long rest, spend a point of Fire and call out “Resist” to negate one attack with a Mental trait.

Empathic Healing Cost: 4 You can channel the essence of life, transferring your life force to another without drawing blood or cutting flesh. Each time you use this skill you Waste a point of Vitality to heal someone other than yourself. Like a Waste Vitality effect, this bypasses armor and counts as called damage. Call out “Heal by Serenity,” touch the recipient, and role play the damage to yourself. You may, when you use this skill, spend a point of Air to increase the healing and instead call out “Heal 2 by Serenity.”

Fortress of Iron Will Cost: 5 Spirit Form You may protect yourself from harm by gathering your Chi and using it to ward off all danger. Once per long rest, spend a point of Void, press your palms together, call out “Imbue by Serenity,” and become motionless. So long as you do not move you call out “Spirit” to negate all melee, missile, packet, and “By My Voice” delivered attacks. Game effects that specifically include "to Spirit" in the verbal will work on you. Any attack that is not beneficial with "to Spirit" in the verbal that strikes you will immediately end this ability. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

Setting the Blade Aside Cost: 5 While using a staff, spend 2 points of Water, call out “Disarm,” and make a melee attack to strike an opponent’s one handed weapon to tear it from their hand.

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Paladin of Light Cost: 5 Paladin: You may only take one Paladin header. You may swap the trait of your Evocations to the Light trait. You may swap the trait of attacks with Damage or Agony as the effect to the Light trait.

Armored in Radiance Cost: 3 Requirements: Heavy Armor You may imbue your heavy armor with radiance to protect you. Once per long rest, spend a point of Void and call out “Armor me in radiance! Imbue by Light” to activate this power. You negate the next 3 called melee, missile, or packet attacks that strike you. Call “Guard by Light” for each attack you negate. You must be wearing a heavy armor prop to use this power.

Darkness, My Enemy Cost: 4 If you witness an enemy use an attack or defense with the "by Malediction" or "by Darkness" trait you may spend a point of Air to gain two melee attacks against that enemy. Call out "2 Damage by Light" with each strike. If the enemy leaves your field of vision or you become unsure which enemy called on that dark power then the effect ends. If you activate this skill while you still have an unused attacks from previously using this skill then those attacks are lost.

Lay on Hands Cost: 3 Spend a point of Fire, call out “Heal 2 by Light,” and touch the recipient with a packet. You may use this skill if you are holding a weapon or shield in your other hand. If you use this skill on someone other than yourself you may deliver - with a touch - an additional “Heal 2 by Light” effect, but only if the second healing effect is also used on someone other than yourself.

Heart of Radiance Cost: 3 Spend a point of Water and call out “Resist by Light” to negate one attack based on Darkness, Disease, or Despair. Spend 2 points of Water and call out “Resist by Light” to negate one attack based on Malediction.

In Shining Armor Cost: 5 If you are wearing an armor prop representing metal armor, you gain an additional point of armor. Your armor prop must be created to represent chain mail, scale mail, or plate mail and must look like it is made of metal to use this skill.

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Magic Armaments Cost: 2 You can cast beneficial spells while holding a weapon or a strapped shield in your offhand. A strapped shield has a handle and at least one additional strap that holds your forearm against the back of your shield. Blocking with a weapon or shield interrupts your spells so you cannot cast spells while actively being attacked.

Reveal the Darkness Cost: 2 Spend a point of Fire and call out “By My Voice, Expose Malediction by Light" to reveal tainted creatures. Alternately, you may instead call out “By My Voice, Expose Demon by Light” to reveal demonic presence.

Searing Light Cost: 3 Spend a point of Fire, call out “Agony by Light,” and make a melee attack to sear an opponent with a painfully dazzling radiance.

Paladin of Shadow Cost: 5 Paladin: You may only take one Paladin header. You may swap the trait of your Evocations to the Shadow trait. You may swap the trait of attacks with Damage or Agony as the effect to the Shadow trait.

Armored in Shadow Cost: 3 Requirements: Heavy Armor You may imbue your heavy armor with shadow to protect you. Once per long rest, spend a point of Void and call out “Armor me in Twilight! Imbue by Shadow” to activate this power. You negate the next 3 called melee, missile, or packet attacks that strike you. Call “Guard by Shadow” for each attack you negate. You must be wearing a heavy armor prop to use this power.

Darkness, My Enemy Cost: 4 If you witness an enemy use an attack or defense with the "by Malediction" or "by Darkness" trait you may spend a point of Air to gain two melee attacks against that enemy. Call out "2 Damage by Shadow" with each strike. If the enemy leaves your field of vision or you become unsure which enemy called on that dark power, then the effect ends. If you activate this skill while you still have an unused attacks from previously using this skill then those attacks are lost.

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Heart of Gloom Cost: 3 Spend a point of Water and call out “Avoid by Shadow” to negate one attack based on Awe, Confusion, or Darkness. Spend 2 points of Water and call out “Avoid by Shadow” to negate one attack based on Malediction.

In Dark Armor Cost: 5 If you are wearing an armor prop representing metal armor, you gain an additional point of armor. Your armor prop must be created to represent chain mail, scale mail, or plate mail and must look like it is made of metal to use this skill.

Magic Armaments Cost: 2 You can cast beneficial spells while holding a weapon or a strapped shield in your offhand. A strapped shield has a handle and at least one additional strap that holds your forearm against the back of your shield. Blocking with a weapon or shield interrupts your spells so you cannot cast spells while actively being attacked.

Reveal the Darkness Cost: 2 Spend a point of Fire and call out “By My Voice, Expose Malediction by Shadow" to reveal tainted creatures. Alternately, you may instead call out “By My Voice, Expose Demon by Shadow” to reveal demonic presence.

Shadow’s Grasp Cost: 3 Spend a point of Earth, call out “Short Weakness by Shadow,” and make a melee attack to weaken an opponent with a seething shadow.

Soothing Shadow Cost: 3 Spend a point of Earth, call out “Heal 2 by Shadow,” and touch the recipient with a packet. You may use this skill if you are holding a weapon or shield in your other hand. If you use this skill on someone other than yourself you may deliver - with a touch - an additional “Heal 2 by Shadow” effect, but only if the second healing effect is also used on someone other than yourself.

Priest Cost: 5 Devotion: Your Devotion must be Divine. You can have only one Devotion specialty header.

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Long ago, divine power was woven into the Tapestry by Ciarda, Fainche, and Sciath; the three sisters of Fate. This Divine inspiration is all that is left of the Divine sacrifice made at the end of the last age. It is woven into the Tapestry as light, and as song, and as fire that brings warmth to the virtuous and yet burns those who are corrupt. You are devoted to the Woven Faith, and your faith is dedicated to pre- serving and strengthening these threads of Divine inspiration.

Each strand or thread of Divine inspiration is guarded by divine beings, saints and angels who have risen since those elder days. These divine beings are called the Thread-Bearers, for they are the guardi- ans and caretakers of the Divine inspiration and its threads. Although Priests of the Woven Faith are devoted to the Divine inspiration and call upon it for their magic and faith, the Thread-Bearers seek out and choose Priests to act as their champions and aspirants, though their choices are sometimes inscru- table to the faithful who are chosen.

To those devoted to the Woven Faith, and the Thread-Bearers, the Divine Inspiration can manifest and be experienced in three ways. The Divine Light inspires thought, clarity, and leadership and this Light is represented by the Crown. The Divine Song inspires resolve, passion, and redemption and this Song is represented by the Harp. The Divine Fire inspires courage, justice, and purity and this Fire is repre- sented by the Sword.

Twice per event, if you are in a Temple dedicated to the Thread-Bearers, touch a recipient, choose Earth, Fire or Water, and call out “Refresh [Attribute] by Divine” to strengthen them.

Bearer of the Crown Cost: 4 Your devotion has attracted a patron; one of the Thread-Bearers has given to you their blessing and you gain the Inspiration of the Crown skill from that patron as your own skill. Choose a Thread-Bearer from the Divine Inspiration section to gain their Inspiration of the Crown skill.

You can receive only one blessing of a particular Thread-Bearer at any time. If a Thread-Bearer has be- come your patron of the Crown that same divine being cannot also be your patron of the Harp or of the Sword.

Although you, as a player, choose a Thread-Bearer when you purchase this skill, the Thread-Bearer which grants you the Inspiration of the Crown skill can change. When the Priests celebrate the Festival of Threads, the priests attending renew their devotion to the Light, and the divine Thread-Bearers re- new their blessings. During each Festival of Threads, you will choose which Thread-Bearers is your pa- tron of the Crown. It might be the same Thread-Bearer that has always blessed you, or it might be an entirely new Thread-Bearer.

It is important to note that the initial choice of Thread-Bearer, and the decision to retain your patron or change it during the Festival of Threads, is entirely up to you, the player. It is not a character decision. These saints and angels choose to bless specific priests, and the purpose and wisdom of these divine

154 beings is often inscrutable. You are encouraged to choose the patron who has blessed you based on what you, as a player, will find most fun and interesting, even if it is an odd choice your character would never make.

Bearer of the Harp Cost: 4 Your devotion has attracted a patron; one of the Thread-Bearers has given to you their blessing and you gain the Inspiration of the Harp skill from that patron as your own skill. Choose a Thread-Bearer from the Divine Inspiration section to gain their Inspiration of the Harp skill.

You can receive only one blessing of a particular Thread-Bearer at any time. If a Thread-Bearer has be- come your patron of the Harp that same divine being cannot also be your patron of the Crown or of the Sword.

Although you, as a player, choose a Thread-Bearer when you purchase this skill, the Thread-Bearer which grants you the Inspiration of the Harp skill can change. When the Priests celebrate the Festival of Threads, the priests attending renew their devotion to the Light, and the divine Thread-Bearers renew their blessings. During each Festival of Threads, you will choose which Thread-Bearers is your patron of the Crown. It might be the same Thread-Bearer that has always blessed you, or it might be an en- tirely new Thread-Bearer.

It is important to note that the initial choice of Thread-Bearer, and the decision to retain your patron or change it during the Festival of Threads, is entirely up to you, the player. It is not a character decision. These saints and angels choose to bless specific priests, and the purpose and wisdom of these divine beings is often inscrutable. You are encouraged to choose the patron who has blessed you based on what you, as a player, will find most fun and interesting, even if it is an odd choice your character would never make.

Bearer of the Sword Cost: 4 Your devotion has attracted a patron; one of the Thread-Bearers has given to you their blessing and you gain the Inspiration of the Sword skill from that patron as your own skill. Choose a Thread-Bearer from the Divine Inspiration section to gain their Inspiration of the Sword skill.

You can receive only one blessing of a particular Thread-Bearer at any time. If a Thread-Bearer has be- come your patron of the Sword that same divine being cannot also be your patron of the Crown or of the Harp.

Although you, as a player, choose a Thread-Bearer when you purchase this skill, the Thread-Bearer which grants you the Inspiration of the Sword skill can change. When the Priests celebrate the Festival of Threads, the priests attending renew their devotion to the Light, and the divine Thread-Bearers re-

155 new their blessings. During each Festival of Threads, you will choose which Thread-Bearers is your pa- tron of the Sword. It might be the same Thread-Bearer that has always blessed you, or it might be an entirely new Thread-Bearer.

It is important to note that the initial choice of Thread-Bearer, and the decision to retain your patron or change it during the Festival of Threads, is entirely up to you, the player. It is not a character decision. These saints and angels choose to bless specific priests, and the purpose and wisdom of these divine beings is often inscrutable. You are encouraged to choose the patron who has blessed you based on what you, as a player, will find most fun and interesting, even if it is an odd choice your character would never make.

Blessings of the Faithful Cost: 4 Once per event, you are empowered by your connection to the temples of your faith. You may perform a Rite where you role-play a ceremony to give you divine favor in some upcoming endeavor. The Rite must take at least one minute, and requires candle props and other decorations appropriate to your de- votion. The Rite is usually done just prior to the endeavor so the blessings are not consumed in some less important conflict or encounter.

Once the Rite is done, you may deliver a number of blessings to the faithful. You may deliver a number of blessings equal to 4 plus your Air attribute. You may also deliver a number of bonus blessings to less experienced followers equal to 4 plus your Air attribute by adding “to Initiate” to the verbal. You may not give more than one blessing to any specific recipient when you use this skill, nor may you leave the area while you are giving these blessings. These blessings are delivered by touching a packet to the willing recipient. You may choose each blessing from the following list, adding “to Initiate” after the initial part of the verbal when you are using your bonus blessings.

“Grant 3 Protection” “Grant Melee Attack, 3 Damage” “Grant Packet Attack, 3 Damage by Light” “Grant Missile Attack, 3 Damage” “Grant Fear Defense, Resist” “Grant Will Defense, Resist” “Grant Touch Attack, Heal 4 by Divine”

Since the list of blessings is long, a list of these blessings is many times among the props used for the Rite. It often is recorded in a scroll or tome for reference when performing the Rite to use this skill.

Divine Magic Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Legacy or Sovereign spheres. You cannot use Centering points for spells with Grant effects. This

156 point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

Healing Adept Cost: 5 Requirement: Blessing of Health If you use both castings from the Legacy spell, A Blessing of Health, on recipients other than yourself, you gain an additional casting for use on others. You cannot use this additional casting to heal yourself.

Temple Fortress Cost: 2 Spirit Form You can protect yourself within a temple that has been consecrated to the Sisters or the Thread-Bearers. Touch a symbol of the Thread-Bearers displayed in the temple with both hands, exhaust 2 points of Wa- ter, and say "Imbue by Divine" to activate this ability. The area must be marked with an Information tag stating it is consecrated to your patron. So long as you do not move you gain the Spirit defense and be- come immune to most attacks. Any attack that is not beneficial that is "by Darkness" or "to Spirit" will affect you and knock you out of Spirit form. Otherwise you will stay in spirit form until you choose to move. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

Ranger Cost: 5 If you are wearing a thick leather armor prop that is reinforced by chain mail, furs, or both then that prop satisfies the requirement for Heavy Armor. If a skill specifically requires a helmet or pauldrons then your suit must have either a leather hood, a leather or fur mantle, or similar head or shoulder protection that is approved by plot.

Battlefield First Aid Cost: 4 The time required for you to use First Aid to stabilize or cure a Maim effect is reduced to 30 seconds.

Enmity Cost: 3 There is an enemy you have a particular skill or passion for hunting. Choose one of the following foes: Beast, Demon, Elemental, Fae, Hobgoblin, Human, Insect, Reptile, Troll, or Undead. Spend a point of Earth, call out "6 Damage to [Foe]," and make a melee attack to strike down your foe.

Healing Herbs Cost: 2 You can use natural herbs and plants to heal wounds. The use of this skill requires a medicine pouch prop. This pouch must be at least big enough to hold a packet. You spend a minute gathering plants

157 and herbs into your pouch in a wild place where there are no buildings in sight. Once activated, you may take a packet out of your medicine pouch and touch the packet to someone to use a "Heal 2 by Weald" on that person. You may only have one use of this skill active at any one time and each use requires one minute of role play as you gather what you need from the woods.

Herbal Remedy Cost: 2 You can use natural herbs and plants to heal poisons. The use of this skill requires a medicine pouch prop. This pouch must be at least big enough to hold a packet. You spend a minute gathering plants and herbs into your pouch in a wild place where there are no buildings in sight. Once activated, you may take a packet out of your medicine pouch and touch the packet to someone to use a "Cure Poison by Weald" on that person. You may only have one use of this skill active at any one time and each use requires one minute of role play as you gather what you need from the woods.

Reveal the Prey Cost: 1 Requirement: Enmity Those you are trained to hunt are revealed to you. You may use this skill to expose an enemy you have selected as your prey with Enmity. Once per long rest, call out "By My Voice, Expose [Foe] by Weald" to reveal all enemies. You may only expose enemies you have selected with the Enmity skill.

Fortitude of the Wild Cost: 2 Your survival training has made to resistant to toxins. Once per short rest, spend a point of Water and call out “Resist” to negate one attack with the Poison trait.

Nature's Embrace Cost 2 When you are violently struck down you are sustained by the wilderness around you. This skill may only be used while cloaked by nature, where you are touching a tree or there are multiple trees between you and any visible buildings. While cloaked by nature if you fall unstable you may exhaust a point of Fire as you fall to immediately become stable. You may use this skill to take an extra step while falling down so you lay down touching the roots or trunk of a tree.

Survival Cost: 2 Due to your survival skills, you do not need to pay maintenance at the beginning of the event. It is possible for an ongoing plot effect that makes resources for hunting and gathering scarce for this skill to have a lessened effect.

“In the wild, death is the rule. Survival is the exception.” Gray proverb.

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Web Cutting Cost: 2 You know how to cut through webs effectively and without tangling your weapon. Focus for 10 seconds, cutting webs off of the recipient, call out "Cure Web," and touch the weapon to a recipient to free them from webbing.

Woodcraft Weaponry Cost: 1 Prerequisite: Twin Weapons You may fight with a spear in one hand and a full length one handed weapon in the other.

Runesmith Cost: 5 You may have an additional Earth, Fire, or Water rune etched on your person. Characters are normally limited to a maximum of one of each.

You create powerful runes – using a process called Runeforging - from both common elements and exotic True Elements. In order to use Runeforging you must have a forge. Your forge must be decorated with a book of Runes and other trappings to make the area look good and add atmosphere. Once you set up this forge for the event it cannot be moved. Whenever you carve runes you must do so at your forge.

Your book of runes should contain the descriptions of all the runes you might use for reference. This is particularly important if a Spirit of the Forge visits your forge and empowers you to consume True Elemental Void to give runes to other characters as they will need to consult the book to read what the effect of your runes are if they do not create a Grant effect.

The full rules for using Runes, and a listing of the Runes in your Book of Runes, can be found in the Runes chapter later in this book.

Forge True Elements Cost: 2 Requirement: Earth, Fire or Water Runeforging If you have the Earth, Fire or Water Runeforging skill you can consume True Elements instead of attribute points when you create runes using those skills. Each True Element is treated as one attribute point; True Earth can be used for Earth when using Earth Runeforging, True Fire can be used for Fire when using Fire Runeforging, and True Water can be used for Water when using Water Runeforging. Each event you are limited in how many True Elements you can consume to make Runes; you can use a number of True Elements in place of attribute points equal to your Air attribute.

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Earth Runeforging Cost: 5 You can spend points of Earth at your forge to create Earth Runes. Your Book of Runes now has formulas for all Earth Runes in this rule book. Spend one minute at your forge, choose one or more Earth Runes, and forge them onto a piece of armor. Only you can use these Runes (although Runes that themselves create a beneficial effect can be used on others) and their magic fades when you take a long rest to refresh your Earth.

Fire Runeforging Cost: 5 You can spend points of Fire at your forge to create Fire Runes. Your Book of Runes now has formulas for all Fire Runes in this rule book. Spend one minute at your forge, choose one or more Fire Runes, and forge them onto a weapon. Only you can use these Runes (although Runes that themselves create a beneficial effect can be used on others) and their magic fades when you take a long rest to refresh your Fire.

Water Runeforging Cost: 5 You can spend points of Water at your forge to create Water Runes. Your Book of Runes now has formulas for all Water Runes in this rule book. Spend one minute at your forge, choose one or more Water Runes, and forge them onto your body and spirit. These runes create a crystalline or metallic symbol on your skin without drawing blood. Only you can use these Runes (although Runes that themselves create a beneficial effect can be used on others) and their magic fades when you take a long rest to refresh your Water.

True Runeforging Cost: 2 Requirement: Forge True Elements You can create permanent runes that you can trade and that do not expire at the end of the event. This process usually takes days; you create your runes and consume True Elements at check in at the start an event. It is possible, though uncommon, to encounter a Spirit of the Forge during an event that will allow players to use True Runeforging in minutes instead of days, allowing players to make these runes during the course of an event. These Runes have game tags associated with them and unlike other types of Runes they can be traded to other players and used without any Runeforging skill.

Weapon Knowledge Cost: 3 You have a better understanding of the weight and structure of the weapons you use. Once per short rest you may call out “Resist” to negate one Destroy or Disarm attack. This skill has no attribute cost.

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Scout Cost: 5 In the event things go poorly, you take two minutes to bleed out and die if you are unstable.

Combat Reflexes Cost: 5 You gain an additional point of armor.

Elusive Strike Cost: 5 As part of your planned strike you also plan to side step those who might attempt to capture you. Once per short rest spend a point of Earth and call out “Grant Defense, Elude” to set up your defense. This defense cannot be given to others.

Escape Artist Cost: 5 You can slip bonds and contort limbs to free yourself from physical effects. Once per short rest, spend a point of Water, role play for 3 seconds, and call out “Purge by Acrobatics” to purge one effect with a Physical trait. You may also spend 2 points of Water and focus for 10 seconds to slip shackle props off your body and end that effect.

Out of Sight Cost: 3 Once per long rest, if you take an entire short rest in hiding where (as far as you can tell) no enemies can see you, you can refresh your Air without counting that refresh against your Void total.

Rain of Arrows Cost: 3 Once per long rest, spend a Void and call out “Imbue to Quiver” to gain 10 missile attacks for “2 Damage.” These attacks fade when you take a long rest to refresh attributes. You cannot use these missile attacks with a melee weapon even if you have the With Bow and Sword skill.

Scout’s Vision Cost: 5 Information Skill When a Guide is preparing to send a group through a Gate, you can sometimes examine the weave of magic that flows through the Gate. Once per long rest, if there is time, take the Guide away from others and call out softly “With the Scout’s Vision, I examine this Gate.” Spend a point of Water to softly ask one Yes or No question about what you may or may not encounter beyond. Sometimes you will gain a vision in the form of an answer to your question, sometimes you won’t. If you don’t get an answer - if the Guide tells you the vision is unclear – then you do not spend the point of Water.

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Silent Strike Cost: 5 Spend a point of Water, call out “Short Silence,” and make a melee or missile attack to silence guards or disable spell casters.

Survival Cost: 2 Due to your survival skills, you do not need to pay maintenance at the beginning of the event. It is possible for an ongoing plot effect that makes resources for hunting and gathering scarce for this skill to have a lessened effect.

“In the wild, death is the rule. Survival is the exception.” Gray proverb.

Scholar Cost: 5

Spend a point of Water and call out “Resist” to negate one Inflict card attached to or hidden within a book, scroll, or other text prop.

Always Prepared Cost: 4 Once per event you may refresh one of your “per event” or “per long rest” skills. Choose a skill you have already used, focus for three seconds, and call out “Refresh [Skill Name] by Insight” to gain an additional use of that skill.

Anticipate Attack Cost: 5 Once per long rest, spend a two points of Fire and call out “Avoid by Anticipation” to negate one melee, missile or packet attack.

Combat Analysis Cost: 5 Once per short rest, spend a point of Earth, point at a foe, and call out “Quite fascinating…” and then put a hand to your chin and call out “Grant Defense, Elude by Insight” to give yourself a defense against that foe. Call out “Elude” to negate the first called melee, missile, or packet attack from that foe that strikes you. This defense will only work against that one foe, and it fades when the foe dies and when you rest.

Courier

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Cost: 5 Information Skill This skill costs 5 copper coins. You have a reliable individual or organization that is particularly good at getting physical letters where they need to go. You can only use this skill to send a letter to a character you have met during the game. You must know their name as well. Sending a letter to characters who have no permanent place or have a secret address might fail. If you use this skill between events, prepare a letter and address it to a specific recipient you know by name. You may include with the address more description of the character in question to help the courier (and plot) find the individual. This letter is sent, along with the name and description of the recipient, to plot. A courier attempts to visit the recipient and deliver the letter to them. You may send one letter between events.

There are certain influential characters who might be able to facilitate a letter delivery during the course of the game. Once per event, if you can convince one of these characters to help and pay the cost of delivery, you can give them a written letter to be delivered to the recipient.

Courier organizations sometimes have to prioritize which letters will be delivered and they usually prioritize correspondence that looks well prepared assuming it is the most important - so it is wise to submit sealed letters that are presentable.

“A gentleperson can be judged by the quality of the letters they send, and by the content of the letters they do not send.” Lady Cynthia Jaminson

Mental Clarity Cost: 4 Once per long rest, spend a point of Water and call out “Purge” to end on effect with a Mental trait.

Perfect Recall Cost: 5 Information Skill If you hear or see some important information in game, you can spend time between event to try to recall bits and pieces of that information. You submit a request to plot for clarification on something you witnessed in game. Although you can ask for clarification about something you witnessed; you can only ask about and get information about what you actually experienced. Plot may decide to give you additional details or understanding of the event to reflect your exceptional memory.

This type of information skill is limited in scope. It is not powerful enough to replace good note taking, nor would it ever provide a transcript or long description of information after the fact but it can provide a sentence or two of clarification, and perhaps a name and its spelling if that is part of your inquiry. Asking about information that was not freely presented in the scene will always fail.

Too Long Studying

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Cost: 2 After a long rest, probably involving a lot of reading, you may sacrifice a point of Vitality to gain a point of Air. Until your next long rest, your Vitality total is reduced by 1, but your Air total is increased by 1. You cannot reduce your Vitality nor can you increase your Air more than one point. If, for some reason, you only have one point of total Vitality then you cannot use this skill.

You may, at the end of each long rest, decide whether you will use this skill or not. If you use it, call out “Imbue by Study” as you end your rest.

Shadowmancer Cost: 5 You cannot take this header if you have the Luminist or Paladin of Light header.

You gain Shadow as a flavor trait, and you may swap the trait of beneficial effects from skills in your Primary headers to the Shadow trait.

You may swap the trait of your Evocations to the Shadow trait, and you may swap the trait of your Gloaming spells with a Metabolic or Mental trait to the Shadow trait.

Your Shadowmancer skills that are delivered as packet attacks are not spells; you can use them while holding a weapon or shield in your off hand so long as you are not actively blocking with that item. Silence will prevent you from making packet attacks, however, as you can no longer hear the whispers of the Shadow Plane.

(You cannot use packet attacks while blocking or being struck by melee attacks as normal.)

A Cloak of Shadow Cost: 5 Spirit Form You may protect yourself from harm by drawing a dark, hooded cloak about you and melding with the shadows. You are empowered to seek shelter someplace between the shadows, becoming insubstantial to the real world so long as you do not move. The skill cannot be used during the day or at any time that you can see daylight or something illuminated directly or indirectly by daylight. Spend 2 points of Water, gather your cloak around you, and call out "Imbue by Shadow" to become a spirit. So long as you do not move you gain the Spirit defense. You gain the Shadow trait and the Spirit trait. Any attack that is "to Shadow" or "to Spirit" will affect you and, if they are not beneficial, knock you out of Spirit form. Otherwise you will stay in spirit form until you choose to move or dawn comes. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

Fear the Unseen Cost: 4

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You tap into some primordial fear of the night, striking an enemy speechless. Spend a point of Fire, call out “Short Silence by Fear,” and make a packet attack to choke your opponent with fear.

Grasping at Shadows Cost: 5 Once per long rest, spend 2 points of Water and call out “Avoid by Shadow” to negate one melee, missile, or packet attack.

Night Blindness Cost: 5 Your enemy is engulfed in a shadowy cloud that drives them away from you. Spend a point of Fire, call out “Repel by Shadow” and make a packet attack to drive an opponent away.

Slip into the Night Cost: 4 Use the shadows to free one individual from a Root effect. Spend a point of Water, call out “Cure Root by Shadow,” and touch the recipient to free them.

Whispers Amongst the Shadows Cost: 1 You may speak while you are using the Cloak of Shadows skill, but you cannot speak louder than a normal conversation voice.

Shaman, Animal Cost: 5 Devotion: Your Devotion must be Shamanism. You can have only one Devotion specialty header. Requirement: You must have the Sphere of Weald or Legacy to take this header.

The world around you is filled with spirits, not only in living things, but in the elements that comprise the world. Unlike the Druids, who call to the spirits and ask for their aid, you bond with spirits directly, drawing on their power and in turn strengthening them. You do this by forming an Effigy that represents those spirits. This Effigy forms the bond between you and the spirits, and with it you manifest their power.

You create an Effigy through the clothes you wear and the tokens you carry and display. It is not enough to hear and see and feel the spirits; you must become a physical representation of the spirits you call upon. Your Effigy is represented in three ways.

First, your robes or furs or armor must have colors and paints and decorations that look, to the spirits and those around you, like the animals you call upon. Shamans favor natural decorations, and are

165 more powerful when they create these effects with materials like feathers and furs and bone than with silks or other highly refined materials.

Second, you carry tokens and totems and fetishes that represent your spells and your ties to the animals. It is not unheard of to have these tokens glow softly. (Blue light is not allowed because it is so harmful to night vision.) These can be dangling pieces, attached badges, decorated weapons, or extra costuming pieces like mantles, stoles, or belts.

Third, you have a Shamanic Mask that completes your Effigy. Your mask is something that changes your face or head to bring your Effigy in line with the forces you bind to. Some shaman wear a physical mask decorated to look like a particular animal. These physical masks are generally exaggerated, and more of an artistic expression with color and form that changes your silhouette. Some shaman wear a hood, helmet, or headdress to complete their Effigy. Some shaman wear complex war-paint, decorating their faces to change their appearance to evoke the spirits they bind to. Particularly powerful shaman might have some combination of these, completing their Shamanic Mask with feathers and leather and other decoration.

At the beginning of each event you create a Circle of Bone which is decorated with representations of your one or two favored animals. This circle, once placed, cannot be moved for the entire event, at least not without special magic to do so. The circle cannot be indoors, nor can it be placed in a manner that will block paths or traffic or cause an undue trip hazard.

Twice per event, if you are in your Circle of Bone, touch a recipient, choose Earth, Fire or Water, and call out “Refresh [Attribute] by Weald” to strengthen them.

Animal Magic Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Legacy or Weald spheres. You cannot use Centering points for spells with Grant effects. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

Animal Messenger Cost: 5 Information Skill You conjure an animal spirit and send it forth into the deep Weald to find their way to others. If you use this skill between events you may prepare a description of the vision to be sent to a specific recipient you know by name. This description is not a letter, but instead must be written as one might experience a vision. This vision is sent, along with the name and description of the recipient, to plot. An animal spirit attempts to visit the recipient and deliver the vision to them. You may send one vision between events.

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There are certain characters who, though powerful magic or natural gifts, attract energies and spirits of the Weald. If you convince these characters to help, you can cast this spell during an event. Prepare a physical manifestation of your vision on parchment. You must include the name and description of the recipient at the top of the vision and a description of the vision underneath. The parchment and writing must be of reasonable quality. Exhaust a point of Air and cast this spell in the presence of a willing character so infused with the Weald. You may hand the manifestation of the vision to them to complete the summoning. In time the vision will be carried by the animal messenger and find its way to the recipient. There may be creatures and effects that can block or intercept animal messengers.

Clawed Effigy Cost: 2 You may grow and retract claws in both hands with which you may attack and parry. You may fight with a claw in each hand at the same time, but you may not fight with claws and other weapons or a shield. You may use one long claw and one medium claw. If you have another ability that also allows you to use claws, you may instead fight with two long claws. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws.

Durability of the Shaman Cost: 5 You gain +1 to your Vitality attribute.

Healing Adept Cost: 5 Requirement: Blessing of Health If you use both castings from the Legacy spell, A Blessing of Health, on recipients other than yourself, you gain an additional casting for use on others. You cannot use this additional casting to heal yourself.

Sacred Weapon of Bone Cost: 2 If you are skilled in the use of a bone weapon, you may hold the bone weapon in your off hand while casting spells. If the weapon is one handed you may use it to block attacks as well. If you can create and use claws you may hold your claw props in your off hand while casting spells, and you can use one claw to block attacks as well. (To use bone weapons, you must provide appropriate weapon props made to look like they are constructed primarily of bone.)

Regeneration Cost: 3 When you focus for one minute to refresh armor points you also heal one point of Vitality.

Retrace the Past Cost: 5 Information Skill

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If you hear or see some important information in game, you can spend time between event performing a magical ritual where you have a vision of that event. You submit a request to plot for clarification on something you witnessed in game. Although you can ask for clarification about something you witnessed; you can only ask about and get information about what you actually experienced. Plot may decide to give you additional details or understanding of the event to reflect your magical talent.

This type of information skill is limited in scope. It is not powerful enough to replace good note taking, nor would it ever provide a transcript or long description of information after the fact but it can provide a sentence or two of clarification, and perhaps a name and its spelling if that is part of your inquiry. Asking about information that was not freely presented in the scene will always fail.

Shaman, Elemental Cost: 5 Devotion: Your Devotion must be Shamanism. You can have only one Devotion specialty header. Requirement: You must have the Sphere of Primal to take this header.

The world around you is filled with spirits, not only in living things, but in the elements that comprise the world. Unlike the Druids, who call to the spirits and ask for their aid, you bond with spirits directly, drawing on their power and in turn strengthening them. You do this by forming an Effigy that represents those spirits. This Effigy forms the bond between you and the spirits, and with it you manifest their power.

You create an Effigy through the clothes you wear and the tokens you carry and display. It is not enough to hear and see and feel the spirits; you must become a physical representation of the spirits you call upon. Your Effigy is represented in three ways.

First, your robes or furs or armor must have colors and paints and decorations that look, to the spirits and those around you, like the elements you call upon. Shamans favor natural decorations, and are more powerful when they create these effects with materials like feathers and furs and bone than with silks or other highly refined materials.

Second, you carry tokens and totems and fetishes that represent your spells and your ties to the elements. It is not unheard of to have these tokens glow softly. (Blue light is not allowed because it is so harmful to night vision.) These can be dangling pieces, attached badges, decorated weapons, or extra costuming pieces like mantles, stoles, or belts.

Third, you have a Shamanic Mask that completes your Effigy. Your mask is something that changes your face or head to bring your Effigy in line with the forces you bind to. Some shaman wear a physical mask decorated to look like a particular element, or even to look like an elemental. These physical masks are generally exaggerated, and more of an artistic expression with color and form that changes your silhouette. Some shaman wear a hood or helmet or headdress to complete their Effigy. Some shaman wear complex Warpaint, decorating their faces to change their appearance to evoke the spirits

168 they bind to. Particularly powerful shaman might have some combination of these, completing their Shamanic Mask with feathers and leather and other decoration.

At the beginning of each event you create an Elemental Circle which is decorated with representations of your one or two favored elements; Air, Earth, Fire or Water. This circle, once placed, cannot be moved for the entire event, at least not without special magic to do so. The circle cannot be indoors, nor can it be placed in a manner that will block paths or traffic or cause an undue trip hazard.

Twice per event, if you are in your Elemental Circle, touch a recipient, choose Earth, Fire or Water, and call out “Refresh [Attribute] by Primal” to strengthen them.

Durability of the Shaman Cost: 5 You gain +1 to your Vitality attribute.

Earthen Shield Cost: 5 Spend a point of Earth, call out “Grant 2 Protection by Earth,” and touch an ally to protect them.

Elemental Magic Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Primal or Wayfare spheres. You cannot use Centering points for spells with Grant effects. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

Healing Waters Cost: 5 Rather than calling on the Sphere of Legacy to heal allies, you have learned to infuse the elements into allies to heal them directly. Since this ability has no incantation, nor does it require you to call out two verbals, it creates a burst of healing that values speed over efficiency. If you wish to heal yourself, spend a point of Water and call out “Heal 3 to Self” to recover from your wounds. If you wish to heal another, spend a point of Water, call out “Heal 4 by Water,” and make a packet or touch attack to heal an ally.

My Heart, the Forge Cost: 4 If you or an ally is wearing physical armor, you may call forth elemental power to reweave that armor. Choose a target wearing physical armor, though it can be metal, hide, leather, or even bone or wood. Spend a point of Air, call out “Repair 1 Armor by Lava,” and make a packet attack to fix the target’s armor.

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Purge the Elements Cost: 5 Once per short rest, spend a point of Fire, role play for three seconds, and call out “Purge” to end one effect with an Elemental trait.

Weapon Infusion Cost: 2 If you are skilled in the use of a weapon, you may form that weapon out of Earth, Fire, or Lightning. Choose one of these elements when you purchase this skill. You may focus for one minute to form weapons of your chosen element, allowing you to use props with an elemental appearance. You may hold these elemental weapons in your off hand while casting spells, and you may block with a one handed elemental weapon while casting spells. If an elemental weapon is destroyed you may focus for one minute, role playing your concentration as you summon elemental power to form a new weapon, to create a new one. (You must provide the appropriate weapon props made to look like your chosen elemental to use this skill.)

Retrace the Past Cost: 5 Information Skill If you hear or see some important information in game, you can spend time between event performing a magical ritual where you have a vision of that event. You submit a request to plot for clarification on something you witnessed in game. Although you can ask for clarification about something you witnessed; you can only ask about and get information about what you actually experienced. Plot may decide to give you additional details or understanding of the event to reflect your magical talent.

This type of information skill is limited in scope. It is not powerful enough to replace good note taking, nor would it ever provide a transcript or long description of information after the fact but it can provide a sentence or two of clarification, and perhaps a name and its spelling if that is part of your inquiry. Asking about information that was not freely presented in the scene will always fail.

Skald Cost: 5 Skalds perform to empower their skills, but a skald is born to war and learns to perform in battle while they are actually fighting. When you purchase this header choose either epic poetry, which you recite as tales of valor and heroism, or songs of battle, which you sing even while fighting. Whichever you choose becomes your type of performance.

To use many abilities in this header you must create plot approved performances that you perform while fighting. A long performance is at least one minute in length. A short performance is at least 10 seconds in length. Some skills in this header have a requirement of finishing a performance. Skalds do not need to focus to perform; they may perform while fighting and moving about so long as they do

170 not interrupt their performance by using other skills. This allows a skald, for instance, to hold a line while performing or to travel to another area while performing.

Although you may fight while finishing a short or long performance, there are some restrictions. While skills with a performance requirement might create effects at the end of a performance, you cannot use skills or abilities that create effects during the performance requirement. You can attack and block with weapons, you can move or even run normally assuming you don’t ruin the performance by losing your breath, and you may even call defenses if you can call them during the flow of the performance without ruining the quality of the piece you are reciting or singing. A performance is ruined if you are rendered helpless, unconscious, or silent before it is complete.

If you mess up the pre-approved words or the tune of a performance, due to calling a defense or just because you didn’t perform well, then you don’t expend the skill but you must start the performance over again from the beginning. You are playing a skald and have presumably practiced and timed your performances before they are approved by plot; you’ll know if you messed up the performance and must end the performance prematurely as appropriate.

Each time you successfully use a skill that requires a performance you gain a point of Protection.

A Call of Healing Cost: 3 Once per long rest, finish a short performance, spend a point Void, and call out “By My Voice, Heal 2 by Inspiration.” If you have a community trait you may instead call out “By My Voice, Heal 2 to [Community]” when using this skill.

Harmonic Magic* Cost: 3 You may purchase this skill 3 times. You gather magical power by singing, and this allows you to cast all sorts of spells more easily. You can purchase this skill up to 3 times, and each level of this skill gives you 1 point of Harmony that can be exhausted instead of Earth, Fire, or Water when casting your spells. Spells cast using Harmony points do not use normal incantations. Instead, you must finish a short performance before calling out the verbal. Each spell must have a unique musical short performance that is approved by plot. This song replaces the normal incantation of the spell.

Like Earth, Fire, and Water, you can refresh Harmony points during a long rest a number of times equal to your Void. You may cast a spell using a mix of Harmony points and attributes but using even one Harmony point requires a short performance instead the usual incantation.

Companions in Arms Cost: 2

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You may create a community and, if you already belong to a community, induct new members into your community. If you are creating a community, you must decide upon a community name and get plot approval for your name. Your community can be as big as you wish, and it can include the entire town if you want to do that. The first time you create a community or join a community you must create an induction ceremony of at least one minute. You may perform this induction ceremony for a person who has proven themselves worthy of inclusion in your community. When you finish the induction ceremony, touch the new member and call out “Permanent Grant [Community] Trait” to welcome the new member into your community. This person permanently gains your community trait.

You may normally only belong to and induct members into one community, although rumors have suggested there are ways to join and even learn to induct members into additional communities.

Durability of the Skald Cost: 5 You gain +1 to your Vitality attribute.

Song of Steel Cost: 5 If you have a skill or spell that gives you the ability to focus for one minute to reset your armor points you may instead finish a long performance as a replacement for that focus. This allows you to fight and hold a line and still reset your armor. You may use this ability a number of times per long rest equal to your Void attribute.

Song of Wind Cost: 5 Finish a long performance to refresh most of your Air attribute. If you need to rest to refresh your Air, you may instead finish a long performance and spend a point of Air as a replacement for that rest. This allows you to fight and hold a line and still refresh your Air, although it is not quite as efficient since you must pay a point of Air as cost of using the skill from the newly refreshed pool of Air points. This does not increase the number of times you may refresh Air before your next long rest; you are still limited by your Void as normal. This skill does allow you to fight or move while refreshing your Air.

Word Spreads Fast Cost: 5 Information Skill This skill costs 5 copper coins. You know people who travel a lot and like to spread tales, gossip, or both. You know that if you pay them, they can spread some bit of information and it will probably get to some named individual - where ever they might be. You can only use this skill to send word to a character you have met during the game, and you must know the target's name. Once between events, prepare a single sentence of no more than 20 words that you want the recipient to hear. Include the name and a description of the recipient and submit it to plot.

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There are certain influential characters who might be able to facilitate a rumor such as this during the course of the game. Once per event, if you can convince one of these characters to help and pay the cost of delivery, you can give them a written parchment with one sentence of no more than 20 words to be spread in taverns, on ships, and in unsavory places so it will hopefully reach the recipient.

This skill is in almost all ways inferior to Courier for the same cost. Where Courier is discreet, information from this skill tends to be heard by lots of unsavory people. Where courier allows for a well written letter, this skill is no more than a folded parchment with a single sentence of twenty words. The only possible advantage this skill has is that word might reach individuals who don't keep a regular address. If you want Courier, you will have to train with, and put up with, the characters who travel in those circles.

“You know what I heard? You’re gonna find this interestin’ I guarantee it…” Ragged Jolok

Words of Courage Cost: 4 Finish a short performance, spend a point of Air, touch a recipient, and call out “Cure Fear by Inspiration” to bolster the courage of an ally.

Sniper Cost: 5

When you use the Manticore skill The Crucial Shot with an Archery attack increase the damage by 1.

An Enemy Exposed Cost: 3 Requirement: Sniper Shot, the Manticore skill Shooting the Nerve Once per long rest, if you use the skill Shooting the Nerve and the enemy is struck and role plays the effect, you can take advantage of the opportunity and follow up with an immediate and additional Sniper Shot. Spend a point of Earth, call out “8 Damage,” and make an Archery attack. You need not be behind the opponent for this special shot, and you can attack an enemy who is fighting.

Fire from Cover Cost: 2 Requirement: Sniper Shot Once per long rest, if you take an entire short rest in hiding where (as far as you can tell) no enemies can see you, you can reset your Sniper Shot skill and use it again as if you had just had a long rest.

“Dammit, squire, the sniper has disappeared! Find it!” The last words of Lord Perendis Brand

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Out of Sight Cost: 3 Once per long rest, if you take an entire short rest in hiding where (as far as you can tell) no enemies can see you, you can refresh your Air without counting that refresh against your Void total.

Silencing Shot Cost: 5 With pinpoint accuracy you silence an enemy. Spend a point of Fire, call out “Short Silence,” and make an Archery attack to quiet a guard or suppress an enemy caster.

Sniper Shot Cost: 4 Once per long rest, line up an archery shot on an opponent where they are not currently fighting. Spend a point of Earth, call out “8 Damage,” and make an Archery attack to launch a devastating opening attack.

“The last thing you'll never see.” Durgon DeadEye

Why Fight Twice? Cost: 3 Requirement: Sniper Shot Once per long rest, if you see an enemy heal an opponent, you can make an immediate and additional Sniper Shot on that healer. Spend a point of Earth, call out “8 Damage,” and make an Archery attack against the enemy healer. You need not be behind the opponent for this special shot.

“Nothing worse than fighting the same enemy twice.” Durgon DeadEye

Stormdancer Cost: 5 You may swap the trait of your Evocations to the Lightning trait, and you may swap the trait of your Primal and Weald spells with an Elemental trait to the Lightning trait.

Your Stormdancer skills that are delivered as packet attacks are not spells; you can use them while holding a weapon or shield in your off hand so long as you are not actively blocking with that item. Silence will prevent you from making packet attacks, however, as you can no longer hear the thunder and wind inside you.

(You cannot use packet attacks while blocking or being struck by melee attacks as normal.)

Duck for Cover

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Cost: 5 Once per long rest, spend 2 points of Water and call out “Avoid by Wind” to negate one missile or packet attack.

Fear No Storm Cost: 2 Spend a point of Fire and call out “Resist by Storms” to negate one effect with the Air, Lightning or Thunder trait.

Spirit of Storms Cost: 3 Spend a point of Fire and call out “Purge by Storms” to end one Paralyze, Root, or Slow effect with an Elemental, Mental, Metabolic, or Physical trait.

Storm Child Cost: 2 You are empowered when the rain and thunder move across the sky. If it is actually raining hard enough that droplets fall from the leaves and buildings and you are outside in that rain, then you may increase your Damage effects with the Lightning trait by 1 while it rains on you. If you actually hear the sound of thunder, then you are empowered with a free melee or packet attack for “3 Damage by Lightning,” although this attack is lost if you gain another attack because you hear a new sound of thunder, you rest, or you use another skill.

Thunderclap Cost: 3 Spend a point of Earth, call out "Agony by Thunder," and make a melee or packet attack to send your foe reeling by striking them with a thunder clap.

Torn by The Hurricane Cost: 5 Your passion for the storm calls winds to tear the weapon from an opponent's hand. Spend a point of Water, call out "Disarm [Hand] by Wind," and make a packet attack to disarm your foe.

Whirlwind Step Cost: 3 Your passion for the storm calls winds to protect you. Once per short rest, if you are fighting with a melee weapon, spend a point of Air, spin all the way around, and call out "Disengage by Wind."

Troubadour Cost: 5

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Troubadours perform to empower their skills. To use many abilities in this header you must create plot approved performances that you perform. A long performance is at least one minute in length. A short performance is at least 10 seconds in length. Some skills in this header have a requirement of finishing a performance. Troubadours do not need to focus to perform, but they cannot fight or use other skills while performing. You may call defenses if you can call them during the flow of the performance without ruining the quality of the piece you are reciting or singing. A performance is ruined if you are rendered helpless, unconscious, or silent before it is complete.

If you mess up the pre-approved words or the tune of a performance, due to calling a defense or just because you didn’t perform well, then you don’t expend the skill but you must start the performance over again from the beginning. You are playing a troubadour and have presumably practiced and timed your performances before they are approved by plot; you’ll know if you messed up the performance and must end the performance prematurely as appropriate.

Combining performance skills while casting spells can be difficult. If you combine two skills that require a performance, such as Harmonic Magic with Harmonic Cure, then the performance for the spell must be long enough to satisfy both skills, and the music should flow such that the transition from one performance to the next is not jarring.

Each time you successfully use a skill that requires a performance, if that skill costs at least one point of Air, Earth, Fire, Water, or Void then you refresh a point of Air.

Awakening the Young Heart Cost: 2 The less experienced are said to be blessed by the fates and more easily inspired and renewed. You may touch a willing recipient and call out “Diagnose Initiate Trait” to check to see if an ally is an initiate. You may also refresh an initiate. Four times per event choose Earth, Fire or Water. Finish a short performance, touch the another character (this will not work if you use it on yourself,) and call out “Refresh [Attribute] by Inspiration.”

Once you have exhausted your four uses of this skill you may continue to use this skill by spending your own attribute point to refresh an initiate. Finish a short performance, spend a point of Earth, Fire or Water, touch a recipient, and call out ““Refresh [Attribute] by Inspiration” where the attribute you call out is the same as the attribute point you spent on this skill.

Aria of Courage Cost: 4 Your songs bolster courage and give aid to faltering spirit. You plant your feet, exhaust two points of Fire and begin to sing. So long as you sing and do not move your feet you may touch a packet to a recipient and call out either "Cure Fear by Inspiration" or “Cure Despair by Inspiration” as part of the song you have prepared. You may not interrupt the song to say the verbal and you must have at least 8 words between each use of the verbal. The song is interrupted if you are struck by any hostile melee, missile or packet strike.

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Harmonic Magic* Cost: 3 You may purchase this skill 3 times. You gather magical power by singing, and this allows you to cast all sorts of spells more easily. You can purchase this skill up to 3 times, and each level of this skill gives you 1 point of Harmony that can be exhausted instead of Earth, Fire, or Water when casting your spells. Spells cast using Harmony points do not use normal incantations. Instead, you must finish a short performance before calling out the verbal. Each spell must have a unique musical short performance that is approved by plot. This song replaces the normal incantation of the spell.

Like Earth, Fire, and Water, you can refresh Harmony points during a long rest a number of times equal to your Void. You may cast a spell using a mix of Harmony points and attributes but using even one Harmony point requires a short performance instead the usual incantation.

Harmonic Cure Cost: 5 Your performances empower your abilities with Cure effects. Finish a short performance as an additional requirement of an ability with a Cure effect. You are empowered to use the Cure effect twice instead of once so long as both uses are on characters other than yourself, they used in rapid succession, within 10 seconds of each other, and no skill is used between them.

Healing Adept Cost: 5 Requirement: Blessing of Health If you use both castings from the Legacy spell, A Blessing of Health, on recipients other than yourself, you gain an additional casting for use on others. You cannot use this additional casting to heal yourself.

A Song of Healing Cost: 3 Once per long rest, finish a short performance, spend a point Void, and call out “By My Voice, Heal 2 by Inspiration.” If you have a community trait you may instead call out “By My Voice, Heal 2 to [Community]” when using this skill.

A Song for Death Cost: 3 Once per event you may gather with at least two other troubadours at the Gate of Death to give strength to a spirit and appease the Reaper of the gate as a spirit enters the gate. Three or more troubadours gather and decide who is the leader of the chorus. At least two troubadours with this skill touch the leader of the chorus and call out “Imbue Dirge by Inspiration” to empower the leader. The leader exhausts the use of this skill and calls out “By My Voice, Imbue to Reaper” and the Troubadours begin a song that lasts no more than one minute to strengthen the Fate of the spirit. If the Reaper is

177 pleased by the song and the spirit has no previous obligation to the Reapers, then that spirit may be allowed to leave the Gate without weakening. More than three performers may be involved in the chorus but only three need to have the skill. If a troubadour cannot find two others who have this skill, they may substitute in another performer but the leader will have to exhaust a point of Fire for each of the two required and unskilled participants. Troubadours must begin the song when there is no other spirit waiting before the benefactor, and once the benefactor has touched Fate beyond the Gate it is too late to use this skill. It is said the Reaper favors respectful songs that evoke the energies of the Gate such as dirges. If the Reaper finds the song much to his or her dislike, then it is entirely possible that the Reaper will leave the Gate and punish or slay the performers.

A Song of Life Cost: 5 Once per event you may finish a long performance to bring an ally back to life. Finish a long performance, spend a point of Void, touch a dead ally, and call out “Cure Death by Harmony” to restore your companion back to life.

(Note that using this skill takes over a minute so you will have to begin to use it while the target has well over one minute left in their count before they turn to spirit if you hope to bring them back.)

Word Spreads Fast Cost: 5 Information Skill This skill costs 5 copper coins. You know people who travel a lot and like to spread tales, gossip, or both. You know that if you pay them, they can spread some bit of information and it will probably get to some named individual - where ever they might be. You can only use this skill to send word to a character you have met during the game, and you must know the target's name. Once between events, prepare a single sentence of no more than 20 words that you want the recipient to hear. Include the name and a description of the recipient and submit it to plot.

There are certain influential characters who might be able to facilitate a rumor such as this during the course of the game. Once per event, if you can convince one of these characters to help and pay the cost of delivery, you can give them a written parchment with one sentence of no more than 20 words to be spread in taverns, on ships, and in unsavory places so it will hopefully reach the recipient.

This skill is in almost all ways inferior to Courier for the same cost. Where Courier is discreet, information from this skill tends to be heard by lots of unsavory people. Where courier allows for a well written letter, this skill is no more than a folded parchment with a single sentence of twenty words. The only possible advantage this skill has is that word might reach individuals who don't keep a regular address. If you want Courier, you will have to train with, and put up with, the characters who travel in those circles.

“You know what I heard? You’re gonna find this interestin’ I guarantee it…” Ragged Jolok

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Weaponsmith Cost: 5 You may take 2 Damage and call “Reduce” to negate a Destroy effect on your weapon or shield.

Magic Armaments Cost: 2 You can cast beneficial spells while holding a weapon or a strapped shield in your offhand. A strapped shield has a handle and at least one additional strap that holds your forearm against the back of your shield. Blocking with a weapon or shield interrupts your spells so you cannot cast spells while actively being attacked.

When you truly understand steel, it becomes an extension of yourself.

Medium Armor Cost: 1 You are skilled at wearing armor props worth up to 3 points of armor. You must be wearing the appropriate armor prop that is rated as medium armor to use these armor points.

My Heart, the Forge Cost: 4 If you or an ally is wearing physical armor, you may call forth elemental power to reweave that armor. Choose a target wearing physical armor, though it can be metal, hide, leather, or even bone or wood. Spend a point of Air, call out “Repair 1 Armor by Fire,” and make a packet attack to fix the target’s armor.

Repair Armaments Cost: 4 Spend a point of Fire, spend three seconds tracing the edge of a weapon or shield, and call out “Repair Weapon by Fire” or “Repair Shield by Fire” to restore the item.

Shield Cost: 2 Requirements: Buckler You can use a full sized shield in combat to block melee and missile attacks.

Twin Weapons Cost: 2 Requirements: Back Up Blade

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You can fight with a long one handed weapon in each hand, or a spear and a medium length weapon. You can attack with these weapons, block melee attacks, and block missile attacks.

Weapon Knowledge Cost: 3 You have a better understanding of the weight and structure of the weapons you use. Once per short rest you may call out “Resist” to negate one Destroy or Disarm attack. This skill has no attribute cost.

Weapon Sharpening Cost: 5 Spend a point of Earth, spends three seconds sharpening the edge of the recipient’s weapon, and call out “Grant Melee Attack, 4 Damage” to enhance the weapons of the target. Alternately you can instead spend the time sharpening an arrow or projectile and call out “Grant Missile Attack, 4 Damage.”

Wizard Cost: 5 You must have a primary header with an Arcane source to take this header. You must have either the Primal or Sovereign sphere of magic to take this header.

Twice per event, if you are casting a spell with an Agony, Damage, or Repel effect that has an Earth, Fire, or Water cost you may reduce that attribute cost of the spell by 1.

A Keen Mind Cost: 5 Once per long rest, spend a point of Water and call out “Resist by Magic” to negate one attack with a Mental trait. You may refresh a point of Air when you use this skill.

Last Stand Cost: 3 Once per long rest, spend a point of Void and call out “Resist by Will” to negate a melee attack that strikes you.

None Shall Pass Cost: 3 Once per short rest, spend a point of Air and call out “Disengage by Magic” to briefly halt the advance of your enemies.

Retrace the Past Cost: 5 Information Skill

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If you hear or see some important information in game, you can spend time between event performing a magical ritual where you have a vision of that event. You submit a request to plot for clarification on something you witnessed in game. Although you can ask for clarification about something you witnessed; you can only ask about and get information about what you actually experienced. Plot may decide to give you additional details or understanding of the event to reflect your magical talent.

This type of information skill is limited in scope. It is not powerful enough to replace good note taking, nor would it ever provide a transcript or long description of information after the fact but it can provide a sentence or two of clarification, and perhaps a name and its spelling if that is part of your inquiry. Asking about information that was not freely presented in the scene will always fail.

Robes of Wizardry Cost: 5 You must be wearing a full length robe and either a hood or a wizard’s hat to use this skill. While so adorned you gain an additional point of armor.

Wizard’s Staff Cost: 5 You carry a wizard’s staff attuned to your magic and decorated with your arcane symbology. It is a symbol and source of power. If you have skill with the staff, you can carry the staff in your off hand while casting spells. In addition, you can block with the staff with one hand while casting spells.

If you have skill in another one handed weapon, you can use that in your main hand and use the staff in your off hand to block weapons. You cannot attack with the staff while holding it with one hand, but you can attack with the weapon in your main hand as a fighting style unique to wizards.

Wizardry Cost: 3 You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Primal or Sovereign sphere. You cannot use Centering points for spells with Grant effects. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

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Chapter Three Spells

The world of Aerune is infused with magic, and characters who manipulate that magic to affect the world around them cast spells to do so. A spell is a specific magical effect that you have learned to cast.

Spells are divided into spheres. The spheres are Chimera, Gloaming, Legacy, Primal, Sovereign, Wayfare, and Weald. In addition, the most depraved casters use magic from the forbidden sphere of Malediction to enslave and eat away at the very spirit.

Gaining Spells Certain skill headers allow you to purchase specific spheres of magic. When you purchase a sphere of magic, you can purchase any of the spells available under that sphere. All spells purchased within a sphere are also considered to be purchased within the header under which the sphere was purchased. Each spell is purchased using character points and, once purchased, can be cast so long as you can pay the cost for using that spell.

Using Spells Magical spells all allow you to summon a tremendous amount of power, but they have limitations. Spells require a good deal of concentration to invoke. Both hands must be empty and both arms must be free to move to cast spells. While certain skills might allow you to hold a weapon in your off hand while casting, the hand and arm delivering the spell must be free.

You cannot invoke spells while you are being struck by an attack that damages you. You cannot deliver spells with an arm that cannot use game skills. You must be able to speak to cast a spell unless you may cast that spell without an incantation. Furthermore, spells that are delivered by packet have all of the restrictions of that packet delivered attacks.

Incantations Casting a spell requires you to recite a short phrase, called an incantation, before calling out the verbal. Each spell has an incantation listed in its description. Only after both the incantation and the verbal are completed can you throw the packet. The incantation is an in game phrase, and if an effect prevents you from speaking you normally cannot cast a spell. If you are damaged or rendered unable to cast the

182 spell during the incantation or the verbal, the spell is ruined. You do not exhaust attributes (or the equivalent) if a spell is interrupted.

To understand and help you remember the incantations for the various spells, those who weave magic have identified seven magical acts of will that they use to shape magic.

Evoke: The caster weaves magic to destroy an enemy. Invoke: The caster weaves magic to cripple or afflict an enemy. Adjure: The caster weaves magic to command an enemy. Instill: The caster weaves magic to heal or cure an ally. Infuse: The caster weaves magic to enhance or refresh an ally. Conjure: The caster weaves a magical force or entity to protect an ally. Weave – The caster shapes complex magic that falls outside the usual magical function.

Your incantation must be spoken clearly and loud enough for those around you to hear the words. You cannot whisper or muffle your incantation or the spell will fail. A spell will fail if you fumble over the words of the incantation, but you do not spend attributes until you make the attack. If you fumble the words of your incantation, you must start the spell again but attributes and other costs are not wasted.

Spell Delivery Spells are commonly delivered as packet attacks, although some characters do deliver spells as weapon attacks. Each type of spell type has distinctive rules, and it is generally difficult to switch between the two types of spell deliveries.

Packet Spells Casting a spell as a packet attack requires your hands to be empty. Speak your incantation, call out your verbal, and make your packet attack. Effects that are not beneficial, including uncalled damage, interrupt your spell if they affect you during the incantation or during the verbal of the spell. You pay the attribute cost of the spell when you call out the verbal and make your packet attack.

You cannot make packet attacks while being struck in melee. Each strikes interrupts your ability to make packet attacks for a full second. This prevents you from making a packet attack while an opponent is pausing to reset their flurry.

If you have a skill that allows you to carry a weapon or a shield while using packet delivered spells, then you can cast these spells while holding the indicated weapon or shield in your off hand. You cannot block, however, while casting packet delivered spells. An attack that strikes a weapon or shield you are carrying while you are speaking your incantation or calling out your verbal interrupts the spell.

Melee Spells Casting spells through a melee weapon involves two steps. First, you speak your incantation to infuse your weapons with magic. Second, you call out the verbal as you make your melee attack. You can cast

183 melee spells while holding your weapons and shield, and you can block while you speak the incantation for your spell without interrupting the spell. Effects that are not beneficial, including uncalled damage, interrupt your spell if they affect you during your incantation.

When you speak your incantation the spell is infused in all weapons you are wielding. You do not yet spend attributes or pay other costs for the spell; you are simply preparing your weapons to channel the spell. You may only have one spell infused into your weapons at a time. If you infuse another spell into your weapons any existing infusion ends. If you put down your weapon, switch weapons, or lose your weapon to a Disarm or Destroy effect then your infusion ends.

Once you have a spell infused into your weapons you may finish the casting of that spell by calling out the verbal as you make a melee attack with one of your weapons. You pay the attribute cost of the spell only when the melee attack lands and your opponent acknowledges it with role play or negates it with a defense.

Spells with beneficial effects cannot be infused into weapons or delivered with melee attacks. If you normally deliver attack spells with melee weapons, then any spell you cast with a beneficial effect is delivered with a touch attack.

Mixing Packet and Melee Spells Some characters might have more than one primary header, and have the ability to cast spells as either packet or melee attacks. These characters do not need to differentiate spells between the headers; all spells can be cast as melee spells or packet spells, but not both at the same time. After each short rest you must choose whether you are going to use packet spells, or melee spells.

If you choose packet spells, you cannot infuse spells into your weapons and you cannot cast spells as melee attacks. All of your spells must be cast as packet attacks, with a free casting hand. You must have your off hand free unless you have a skill that allows you to carry something while casting.

If you choose melee spells, you must infuse spells into your weapons and deliver them as melee attacks. You cannot deliver spells with packets unless you have another skill, such as Gaze of the Basilisk, that allows you to do so.

Spells of Chimera

The Displaced Image Cost: 5 With Chimera, I conjure a displaced image. You shift your visage with illusion so you do not appear to be where your opponent thinks you are. If you just finished a long rest in a Sanctuary, this spell has no attribute cost. Otherwise, spend two points

184 of Water. Either way, speak the incantation, and call out "Grant Defense, Elude.” This spell gives you the Chimera trait while it is active. This spell cannot be used on other characters.

Dreams of Another Cost: 4 With Chimera, I weave your dreams with the dreams of another. Once per event you may call out the dreams, perceptions, and passions of another willing character who is familiar with this spell and understands its effect. Both you and the willing recipient of the spell must be fully refreshed and no attributes except Void can be spent when you use this ability. Speak the incantation, concentrate for one minute, and say "Imbue by Chimera" to activate the spell. When the spell is activated you switch character cards and both of you gain the Chimera trait. You gain all the skills and attributes of the recipient, and they gain all your skills and attributes. Racial skills and traits, manifest headers, Imbues, Inflicts, and active effects remain unchanged. Any ability that ends when you take a long rest also ends when you use this ability. While this effect is active you cannot take a long rest and you are unaffected by Refresh effects. If there is a skill on the card that is unfamiliar to you it cannot be used. If there is a skill with an additional restriction on how many times it can be used during an event it cannot be used. You may end the effect by spending one minute of concentration with the willing recipient and calling out "Imbue by Chimera" to swap character cards. When the effect ends the attributes of both characters are fully exhausted as well as any effect granted by one of the swapped skills. Otherwise the effect lasts until the end of the event. It is common for characters under this effect to demonstrate quirks and passions of the personality of the character they have swapped with. You may also use this skill by spending a point of Void and adding “With Void,” before the verbal when you call it out.

Hallucinatory Terrain Cost: 3 With Chimera, I invoke a misstep. The terrain around the recipient seems to warp and twist making quick movement impossible. Spend a point of Earth, speak the incantation, call out "Slow by Confusion," and make an attack to hamper your foe’s movement.

The Illusion Exposed Cost: 1 With Chimera, I adjure these illusions. You cause creatures created or masked by illusion to cry out. Spend a point of Fire, speak the incantation, and call out "By My Voice, Expose Chimera by Magic."

A Mask of Fright Cost: 2 With Chimera, I invoke a mask of fright. You insert yourself within the target's deepest fears, preventing them from attacking you. Spend a point of Fire, speak the incantation, call out "Repel by Fear" and make an attack to drive your foe away.

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Mental Fortification Cost: 4 With Chimera, I conjure a mental fortification. You protect the recipient from mental energies. Spend a point of Water, speak the incantation, call out “Grant Mental Defense, Shield,” and make a packet or touch attack to protect the ally from mental assault.

A Moment of Clarity Cost: 4 With Chimera, I instill you with a moment of clarity. You invoke Chimera to give a recipient a moment of focused clarity where you reveal for the briefest moment the true nature of the world. Spend 1 point of Water, speak the incantation, call out "Cure Mental by Chimera," and make a packet or touch attack to clear their mind of falsehoods.

Send Dreams Cost: 5 Information Skill With Chimera, I weave a message of dreams. You conjure dreams and send them forth into the Dream Realm to find their way to others. If you use this skill between events, you may prepare a description of the dream to be sent to a specific recipient you know by name. This description is not a letter, but instead must be written as one might experience a dream. This dream is sent, along with the name and description of the recipient, to plot. A spirit of the Dream Realm attempts to visit the recipient and deliver the dream to them. You may send one dream between events.

There are certain characters who, though powerful magic or natural gifts, attract energies and spirits of the Dream Realm. If you convince these characters to help, you can cast this spell during an event. Prepare a physical manifestation of your dream on parchment. You must include the name and description of the recipient at the top of the dream and a description of the dream underneath. The parchment and writing must be of reasonable quality. Once per event, cast this spell in the presence of a willing character so infused with the Dream Realm. You may hand the manifestation of the dream to them to complete the spell. In time the dream will be sent forth into the Dream Realm and find its way to the recipient. There may be creatures and effects that can block or intercept attempts to Send Dreams.

The Shattered Mirror Cost: 4 With Chimera, I invoke the shattered mirror. You shatter the perceptions and passions of an opponent leaving them unable to act. Spend 2 points of Earth, speak the incantation, call out "Drain by Confusion," and make an attack to confuse your enemy.

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Tearing of the Dream Cost: 2 With Chimera, I evoke the tearing of the dream. You call magic power to rip at illusions and those masked by them. Spend a point of Fire, speak the incantation, call out "6 Damage to Chimera," and make an attack to destroy the chimeric foe.

The World Is an Illusion Spirit Form Cost: 4 With Chimera, a weave a world of illusion. You step out of this world and into Dream to protect you from harm. Once per long rest, exhaust a point of Earth, speak the incantation, and call out “Imbue by Chimera.” This Imbue effect gives you the special ability to, one time, become an illusion to escape harm. When you use the ability you cross your arms, place your hands on your shoulders, and call out “Imbue by Chimera” to become a Spirit for up to one minute. Once you become a Spirit you cannot move. While in Spirit form you call out “Spirit by Chimera” to negate any attack that does not have the Magic trait or a “to Spirit” trait. Only attacks with the Magic trait or the “to Spirit” trait can affect you, and if that attack is not beneficial it will end this effect. You may end this effect at any time, but you cannot remain in spirit form for more than one minute. Once the effect ends all Spirit Form spells and skills are exhausted until you take a long rest.

Your hands and arms must be free and you cannot be holding any item or carrying a shield. If you have the Staff of the Arcane skill you may use this skill while holding your staff so long as you can still cross your arms and hold your hands to your shoulders while carrying it.

Spells of Gloaming

Contagion Cost: 4 With Gloaming, I weave a Contagion. You can remove a disease effect from someone and twist its power to deliver it to another foe. Spend 2 points of Air, speak the incantation, call out "Cure Disease by Gloaming," and touch a target to draw the disease from their veins and twist it with the power of Gloaming. You are empowered to cast that disease forth by making two attacks to spread the contagion. If disease was indeed removed from the first target, then two times you may call out "2 Damage by Disease" and make an attack. This spell ends when those two attacks are used, you cast this spell again, when you take a short rest or a long rest, and at the end of the event. You cannot use this spell if you do not have a diseased target to draw the disease from.

Dance of Undeath Cost: 2

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With Gloaming, I invoke the dance of undeath. You may force an undead creature to be rooted to the spot. If you believe the target to be undead, spend a point of Water, speak the incantation, call out "Root to Undead" and make an attack to halt the movement of your undead foe.

The Dread Gaze Cost: 4 With Gloaming, I adjure the dread gaze. You invoke mind-numbing fear within the target, causing them to freeze in their tracks. Spend 2 points of Earth, speak the incantation, call out "Paralyze by Fear" and make an attack to freeze your target with fear.

Eternal Rest Cost: 2 With Gloaming, I evoke eternal rest. You call on the power of Gloaming to destroy an undead abomination. Spend a point of Fire, speak the incantation, call out "6 Damage to Undead," and make an attack to destroy it.

Life Steal Cost: 3 With Gloaming, I weave magic to steal your life essence from a target. You steal life and store it within yourself to restore at a later time. Spend a point of Earth, speak the incantation, call out "2 Damage by Aging," and make an attack. If the attack strikes the target and the target acknowledges the hit with role play or negates it with a defense, you are empowered with one touch attack for "Heal 2 by Gloaming." This touch attack lasts until you use it to heal, this spell is cast again, you take a long rest, or when the event ends.

A Mask of Fright Cost: 2 With Gloaming, I invoke a mask of fright. You insert yourself within the target's deepest fears, preventing them from attacking you. Spend a point of Fire, speak the incantation, call out "Repel by Fear" and make a attack to drive your foe away.

Proscribe Undead Cost: 1 With Gloaming, I adjure magic and proscribe undead. You threaten undead with eternal torment greater than what they already know. Spend a point of Water, speak the incantation, call out "Repel to Undead" make an attack to drive back the undead.

The Undead's Torment Cost: 1 With Gloaming, I adjure the undead to be tormented. 188

You may cause any undead to cry out in anguish. Spend a point of Fire, speak the incantation, and cry out "By My Voice, Expose Undead by Gloaming" as loud as you wish. Anyone who hears the cry and has the Undead trait must also cry out.

With the Tongue of the Grave Cost: 1 With Gloaming, I weave the tongue of the grave. You are granted the ability to converse with a spirit of the dead. Spend a point of Air, speak the incantation, call out "Speak to Dead" and make a packet attack at a spirit you believe to be dead. If it hits the target, the target may speak with you if it wishes to. This spell does not force the spirit to speak, nor will it prevent the spirit from continuing on its journey. The attribute cost is exhausted only if the subject acknowledges the use of the spell with role play or negates it with a defense.

A Withered Limb Cost: 2 With Gloaming, I invoke a withered limb. You infect a limb with vile taint. Spend a point of Earth, speak the incantation, call out "Maim [Limb] by Disease" and make an attack. If you are delivering this spell as a melee attack, you must strike the limb and the verbal is “Maim by Disease.”

Wrack the Flesh Cost: 2 With Gloaming, I invoke magic to wrack the flesh. You force writhing pain upon the target. Spend a point of Water, call out "Agony by Aging" and make an attack to cause pain in your foe.

Spells of Legacy

A Blessing of Health Cost: 2 With Legacy, I infuse a blessing of health. Spend a point of Earth, speak the incantation, and call out "Imbue by Magic" to be empowered to heal your allies. You may deliver two healing effects by packet. You must call out "Heal 2 by Magic" for each, but you need speak the incantation of the spell only when it is first cast. This spell ends when those two effects are used, when you cast this spell again, when you take a long rest, and at the end of the event. These castings have all the restrictions of casting a spell. Your hands must be free or holding onto items with which you can cast spells, you cannot be hit by attacks, and you cannot be under the effects of a Silence.

Divining Sight

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Cost: 4 With Legacy, I weave the divining sight. Many beings are touched by the strands of Fate as they move from place to place. You attempt to find those strands and read them, gaining visions about an area you might visit. When a Guide character comes forth to lead you someplace out of town or through a gate you may attempt to look at the strands of Fate that might cling to them. Spend a point of Fire, speak the incantation, call out “Speak with Fate,” and touch a willing subject to whisper a question to the individual. Sometimes the strands of Fate will be empowered and spirits will enter the individual and whisper some bit of knowledge about what you might face. Your question must be short, and the whispers will generally be no more than a sentence or two in return. The person so touched might remember details about the place and elaborate after the spirits have left them. Some powerful casters can ward areas against this kind of divination, and some questions may fall on deaf ears and simply fail.

The Gift of Life Cost: 4 With Legacy, I weave the gift of life. Once per event, touch the body of a companion who has been slain but has not yet risen as a spirit to bring them back from the dead. Spend a point of Void, touch the body, and call out “Cure Death by Legacy” to revive them.

A Litany of Healing Cost: 2 With Legacy, I infuse a litany of healing. Requirement: Healing Light or Healing Touch You empower your Healing Light or Healing Touch ability when you cast this spell. Speak the incantation and call out “Imbue by Legacy.” For the rest of the event, the first two times after each short rest that you use either Healing Light or Healing Touch you need not spend Air.

(Although this spell has no attribute cost and can last an entire event, like any active spell you will need to cast it again if you are killed.)

Purity of Form Cost: 4 With Legacy, I instill you with a pure form. You invoke life essence to purify an ally. Spend 1 point of Water, speak the incantation, call out "Cure Metabolic by Legacy," and make a packet or touch attack to cleanse the target of impurities of blood and body.

The Smile of Good Fortune Cost: 2 With Legacy, I infuse the smile of good fortune.

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You call the blessings of Fate down upon you to protect you from untimely death. You cannot cast this spell on others. You may only have one of these spells active at any time. Spend a point of Fire, speak the incantation, and call out “Imbue to Self” to protect yourself from Death effects. You may end this Imbue effect to mitigate one Death effect. If you are struck with a Death effect call out “Reduce” to negate the effect and instead lose all Vitality and fall down unstable. This spell needs no effect card because it cannot be cast on others.

The Soothing Touch Cost: 1 With Legacy, I infuse the soothing touch. This spell gives you the ability to cause bleeding characters to become stable simply by touching them. You may only have one of these spells active at any time, and you cannot cast this spell on others. Spend a point of Air, speak the incantation, and call out "Imbue by Magic." You may stabilize any number of people by touching them with a packet and calling out "Stabilize." This spell needs no effect card because it cannot be cast on others. This spell ends when you take a long rest to refresh your Water attribute, and at the end of the event.

To Walk Death's Realm Cost: 4 With Legacy, I weave this writ to walk Death’s realm. You attempt to manipulate Fate by giving your blessing to a Spirit of the Dead who has begun the journey to the Gate of Death. To cast this spell, the caster must prepare at some time before the spell is needed a written request to the keeper of the Gate of Death that the spirit be returned safely. The request must be rolled or neatly folded and sealed with wax or ribbon. Exhaust one point of Fire, touch a willing spirit of the dead traveling to the Gate, and call out "Imbue to Spirit" and hand them the scroll. You must prepare the scroll and use this spell before they are called into the Gate. Instruct the spirit that they must read the scroll to the keeper of the Gate if requested to do so, and their passion in this reading may affect the decision of the Keeper. If nothing removes the spell and the request pleases the keeper, the spirit will be allowed to negate the effects of one draw if they wish to do so and take a second draw to replace it from the Deck of Fate. The spirit will have to abide by the results of the second draw if they choose to do this regardless of the result of the first draw.

Spells of Primal

The Drowning Foe Cost: 2 With Primal, I invoke water to drown you. You summon up the essence of water to choke your foe. Spend a point of Water, speak the incantation, call out "Agony by Water" and make an attack to choke the opponent with water.

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Earthen Fortress Cost: 3 With Primal, I conjure an earthen fortress. You surround yourself with elemental earth to protect yourself. Once per long rest spend a point of Earth, speak the incantation, call out “Grant 5 Protection” to raise your elemental barrier. When you cast this spell you also take the effect of Root. You may end the Root effect at any time, but if you do then all remaining points of protection are lost. The Root effect ends when the last point of Protection from this spell is lost, including if you accept another Grant Protection effect.

Elemental Fortification Cost: 4 With Primal, I conjure an elemental fortification. You protect the recipient from elemental energies. Spend a point of Water, speak the incantation, call out “Grant Elemental Defense, Shield,” and make a packet or touch attack to protect the ally from elemental attacks.

Engulf Cost: 5 With Primal, I invoke earth to engulf you. You call forth the very Earth to engulf and entrap your foes. Spend two points of Earth, speak the incantation, call out "Paralyze by Earth" and make an attack to trap the opponent in an earthen prison.

Flowing Elements Cost: 2 With Primal, I infuse the flowing elements. Requirement: Avalanche or Reign of Fire You empower your Avalanche or Reign of Fire ability when you cast this spell. Speak the incantation and call out “Imbue by Primal.” For the rest of the event, the first two times after each short rest that you attack using either Avalanche or Reign of Fire you need not spend Air.

(Although this spell has no attribute cost and can last an entire event, like any active spell you will need to cast it again if you are killed.)

Roots Run Deep Cost: 3 With Primal, I invoke roots to run deep. You call upon the very Earth to entrap a foe, rooting them to the ground. Spend a point of Earth, speak the incantation, call out "Root by Earth," and make an attack to root the enemy in place.

Unravel the Elements Cost: 2 With Primal, I evoke an elemental unraveling. 192

You shape forces to unravel an elemental creature. Spend a point of Fire, speak the incantation, call out “6 Damage to Elemental,” and make an attack to destroy an elemental foe.

Winter's Breath Cost: 2 With Primal, I evoke the winter’s breath. You evoke a bolt of ice to destroy a foe. Spend a point of Fire, speak the incantation, call out "4 Damage by Ice," and make an attack to batter an enemy with deadly ice.

Spells of Sovereign

A Command to Step Aside Cost: 2 With Sovereign, I adjure you to step aside. You call forth magic to send away an antagonist. Spend a point of Earth, speak the incantation, call out "Repel by Will" and make an attack to drive back your enemy.

Drop the Weapon! Cost: 3 With Sovereign, I adjure you to drop the weapon. Requirement: The ability to deliver spells as a packet attack. Cannot be delivered with a melee attack. By overriding the functions of the brain, you prevent the opponent from using one hand. To deliver this spell as a packet attack, spend a point of Water, speak the incantation, call out "Disarm [Hand] by Will," and make a packet attack. This spell cannot be delivered as a melee attack.

Free the Mind Cost: 4 With Sovereign, I instill you with a free mind. You invoke Sovereign to clear the recipient’s mind of hostile magic. Spend 1 point of Water, speak the incantation, call out "Cure Mental by Sovereign," and make a packet or touch attack to rid their mind of hostile magic.

Imprison Cost: 5 With Sovereign, I invoke a prison. You imprison an opponent in magical bonds. Spend 2 points of Earth, speak the incantation, call out "Paralyze by Earth" and make an attack to imprison your enemy.

Mental Fortification

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Cost: 4 With Sovereign, I conjure a mental fortification. You protect the recipient from mental control. Spend a point of Water, speak the incantation, call out “Grant Mental Defense, Shield,” and make a packet or touch attack to protect the ally from mental attacks.

Obey Not the False Kings Cost: 2 With Sovereign, I evoke wrath against false kings You strike at a demonic servant of corrupt rule. Spend a point of Fire, speak the incantation, call out "6 Damage to Demon," and make an attack to destroy a demon before you.

Struck Silent Cost: 2 With Sovereign, I invoke magic to strike you silent. You may take control of the mind and prevent a foe from speaking, yelling, or making any type of noise. Spend a point of Fire, speak the incantation, call out "Silence by Will" and make an attack to quiet the prattle of your enemy.

The Swift Hand of Vengeance Cost: 4 With Sovereign, I evoke the swift hand of vengeance. You call forth magic to end the victim's life. Once per event, spend a point of Void, speak the incantation, call out "Death by Will" and make an attack to execute the guilty and seditious.

The Unseen Hand Cost: 1 With Sovereign, I weave strands to the unseen hand. Many beings are touched by the strands of Sovereign as they make deals and receive orders by someone with more purpose. You attempt to find those strands and read them, gaining visions from enemies about who might be ultimately responsible for their actions. When an enemy has been defeated and you feel that there might be some complex act behind their actions you may, once per event, attempt to find strands that reveal those plans. This is a difficult power to use because mindless creatures and minions that have not dealt directly with the enemy you seek will lack the strands of magic you wish to read. This skill is better used on more intelligent foes who are more likely to have an understanding of the plans that are in motion and thus more likely to be touched by the strand of Sovereign you must read. Clueless minions might not respond, or they might call out "No Effect" and waste your use.

Once per event, speak the incantation, touch a helpless, unconscious, or dead subject, and call out "Inflict by Sovereign" to whisper "Who is responsible for this?" to that individual. If the recipient does not respond you can regain the use of this spell after a long rest. For some enemies the strands of

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Sovereign will be empowered and spirits will enter the individual and whisper some bit of knowledge to you about who might be leading, hiring, or empowering your enemies. Some powerful casters can ward minions against this kind of divination and sometimes the strands of Sovereign necessary for this divination are simply not present to read. If the recipient responds, or calls a defense, then the spell is used up for the event.

Spells of Wayfare

The Broken Path 3 Cost: 3 With Wayfare, I invoke a broken path. The path beneath the recipient becomes unstable and treacherous. Spend a point of Earth, speak the incantation, call out "Slow by Earth" and make an attack to make steps treacherous and unsure.

A Command to Step Aside Cost: 2 With Wayfare, I adjure you to step aside. You call forth magic to send away an antagonist. Spend a point of Earth, speak the incantation, call out "Repel by Will" and make an attack to drive back your enemy.

The Clear Road Cost: 1 With Wayfare, I instill a clear road. You free someone from a Root effect. Spend a point of Fire, speak the incantation, call out "Cure Root by Wayfare" and make a packet or touch attack to restore movement to an ally.

Elemental Fortification Cost: 4 With Wayfare, I conjure an elemental fortification. You protect the recipient from elemental energies. Spend a point of Water, speak the incantation, call out “Grant Elemental Defense, Shield,” and make a packet or touch attack to protect the ally from elemental attacks.

Freedom of Movement Cost: 3 With Wayfare, I instill freedom of movement. You can free your charges from physical bindings and injuries that might hamper or prevent their action. Spend a point of Water, speak the incantation, call out "Cure Physical by Magic," and make a packet or touch attack to free the target from one physical effect upon them.

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Mystical Protection Cost: 4 With Wayfare, I conjure a mystical protection. You weave mystical energy to protect your ally with unseen ward against damage. Spend a point of Earth, speak the incantation, call out “Grant 2 Protection by Wayfare,” and make a packet or touch attack to protect the recipient from wounds.

On Your Feet Again Cost: 2 With Wayfare, I instill you with a strong limb. You cure one maimed limb. Spend a point of Fire, speak the incantation, call out "Cure Maim by Magic" and make a packet or touch attack to fix a broken limb. This spell will work on one maimed limb.

The Safety of Home Cost: 5 With Wayfare, I weave safety into your home. If any of the Gifted Races sleep within a building or tent and call it home, you may protect that dwelling. The dwelling must be a private residence; the spell does not work on public places. You may empower the dwelling at any time, but the protection only lasts from 2:00 am to 10:00 am. Spend a point of Earth, call out "Imbue by Wayfare," and hang Wind Chimes in a prominent place on the doorway along with an appropriate information card. Both must be visible. If the doorway is dark the Wind Chimes must be marked with a light of some kind.

While the blessing is in effect, from 2:00 am to 10:00 am, those inside the dwelling are immune to effects (including uncalled damage) that are not beneficial. No one may take anything from the dwelling that they did not bring into that place. Those inside are safe, although some tales whisper of beings powerful enough to destroy such an enchantment.

When the blessing is in effect, from 2:00 am to 10:00 am, those who are staying in an area without bath facilities may touch the Wind Chimes during the time when this ability is active and travel to the facilities in spirit form. While in spirit form you must press your palms together and keep your head bowed. You must return the same way. You do not reform, nor can you linger or wander off a straight path to the bath area and back, until you return to the cabin and touch the Wind Chimes once again. This ability will not work during the time when the Blessing is not in effect - you are on your own.

You cannot role play while traveling back and forth to the bathroom. Call out “Spirit” to negate any attack that strikes you during this time.

Seven Mile Step Cost: 2 With Wayfare, I weave the seven mile step.

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You hurl a token of Wayfare and step into the spirit realm to travel to the location where your thrown token has landed. Once per long rest spend a point of Water, speak the incantation, and call out “Imbue by Wayfare” while holding your token in front of you to begin the magic. Your token is empowered as a sort of personal gate with which you can move short distances.

Your token must be a small gold or yellow ring, disk, or ball that is at least 6” across. Although you don’t throw the token at enemies, the token is a throwing weapon and must be constructed to be safe for that purpose. Mark the token with a red circle to show others that they cannot move the token.

Once your token is empowered you may at any time call out “Imbue by Wayfare” and throw your token to some spot that is not through a magical gate. Although quick, this final verbal has all the restrictions of casting a spell. Your hands must be free or holding onto items with which you can cast spells, you cannot be hit by attacks, and you cannot be under the effects of a Silence. If you successfully call out the verbal and throw the ring you become incorporeal as soon as the token leaves you hand and you begin to travel towards the place where the token comes to rest.

When you become incorporeal you exist only partially in this realm. You must move at a walking pace to the resting place of your token, trying your best to reach it if it has somehow left your line of sight. You cannot delay your travel if you don’t like what you see happening near your token; you will arrive at the token at a steady walking pace regardless of the dangers you will face when the spell ends. You cannot use attacks or beneficial effects on enemies or allies during this travel. You call out “Spirit by Wayfare” to negate all melee, missile, or packet attacks that strike you unless an attack has the “to Spirit” trait. You are not immune to effects that are not melee, missile, or packet attacks; traps, By My Voice, By My Gesture, and other alternate deliveries will still affect you as you walk. You can use defenses to negate attacks and effects as you travel. When you reach your token you touch it with your hand or your foot and call out “Imbue by Wayfare” to end the spell.

If you can’t reach your token, then there are several ways the spell can end prematurely and badly. If you are rendered unconscious, immobile, or helpless before you reach your token the spell ends prematurely. This is both painful and disruptive to your spirit; the spell ends and you take the effect of Drain. This Drain has no trait, and you cannot use a defense to negate or mitigate this backlash.

You have one minute to find your token. If you can’t find it in time get as close as you can reasonably guess to its location. The spell ends prematurely, you call out “Imbue by Wayfare” and you take a Drain effect that you cannot negate or mitigate with a defense.

The Soothing Touch Cost: 1 With Wayfare, I infuse the soothing touch. This spell gives you the ability to cause bleeding characters to become stable simply by touching them. You may only have one of these spells active at any time, and you cannot cast this spell on others. Spend a point of Air, speak the incantation, and call out "Imbue by Magic." You may stabilize any number of people by touching them with a packet and calling out "Stabilize." This spell needs no effect

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Spells of Weald

Barkskin Cost: 2 With Weald, I conjure barkskin. Each event, choose one target you will protect. For the rest of the event you can cast this spell only on yourself and that one target. Spend a point of Air, speak the incantation, call out “Grant Protection by Weald,” and make a packet or touch attack to protect them.

Claw Shape Cost: 2 With Weald, I weave claws of the beast. You will your body to assume it's primal shape, growing claws. The process takes time, and while you are getting out your claws your body is busy growing them. You may fight with one long claw and one short claw while this spell is active. If you have another ability that also allows you to use claws, you may instead fight with two long claws. This spell has no attribute cost, but it ends if you use any other weapon, use a shield, or put away your claws. You must cast the spell each time you change your weaponry back to claws for battle.

Draw Forth the Serpent Cost: 4 With Weald, I weave magic to draw forth the serpent. You can draw a poison effect from someone and twist its nature to envenom your own claws. Spend a point of Water, speak the incantation, call out "Cure Poison by Weald" and touch the target. If you cure a poison effect and you are using claws, then you are empowered with two melee attacks for "2 Damage by Poison.” You need not use these strikes immediately; you can save them to use later but they fade if you take a long rest, use this spell again, or when the event ends. You cannot use this spell if you do not have a poisoned target.

Driving Off the Predator Cost: 1 With Weald, I invoke magic to drive off the predator. You use the power of Weald to drive an animal away from you. Spend a point of Fire, speak the incantation, call out "Repel to Beast" and make an attack to drive back a beast.

Elemental Fortification Cost: 4

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With Weald, I conjure an elemental fortification. You protect the recipient from elemental energies. Spend a point of Water, speak the incantation, call out “Grant Elemental Defense, Shield,” and make a packet or touch attack to protect the ally from elemental attacks.

Roots Run Deep Cost: 3 With Weald, I invoke roots to run deep. You call upon the very Earth to entrap a foe, rooting them to the ground. Spend a point of Earth, speak the incantation, call out "Root by Earth," and make an attack to root the enemy in place.

The Running River Cost: 2 With Weald, I instill you with the running river. You free someone from a Root effect. Spend a point of Water, speak the incantation, call out "Cure Root by Weald" and make a packet or touch attack to free the target.

Strike of The Hunter Cost: 2 With Weald, I evoke the strike of the hunter. You strike at a beast. Spend a point of Fire, speak the incantation, call out "6 Damage to Beast," and make an attack to take down a beast you are hunting.

The Storm's Anger Cost: 2 With Weald, I evoke the storm’s anger. You evoke a bolt of lightning to destroy a foe. Spend a point of Fire, speak the incantation, call out "4 Damage by Lightning," and make an attack to strike down an enemy with lightning.

A Whispering of Leaves Cost: 1 With Weald, I weave a whispering of leaves. You are granted the ability to converse with one animated plant. Spend a point of Air, speak the incantation, call out "Speak to Plant" and make a packet attack at an animated plant. If it hits the target, and the target has the Plant trait, the target may speak with you if it wishes to. This spell does not force the creature to speak, nor will it prevent the creature from taking action. The attribute cost is exhausted only if the subject acknowledges the use of the spell with role play or negates it with a defense.

With the Tongue of the Wild Cost: 1 With Weald, I weave the tongue of the wild.

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You are granted the ability to converse with one animal. Spend a point of Air, speak the incantation, call out "Speak to Beast" and make a packet attack at an animal. If it hits the target, and the target has the Beast trait, the target may speak with you if it wishes to. This spell does not force the animal to speak, nor will it prevent the animal from taking an action. The attribute cost is exhausted only if the subject acknowledges the use of the spell with role play or negates it with a defense.

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Chapter Four Runes

Runes are magical symbols etched onto the surface of weapons, armor, or flesh that can be invoked in the field of battle to create magical effects. Runes etched onto the flesh create a crystalline symbol on the skin which is sustained by magic; Runesmiths have learned techniques to place these runes without drawing blood or scarring the flesh. Runes are created using the Runeforging skills, and can be forged by either pouring your own magic – in the form of attributes - into the runes. Those with the Forge True Elements skill can also use components called True Elements to create runes instead of using their own attributes. These True Elements are treasures that can be found during the game.

Runes are created by either spending Earth, Fire or Water attribute points, or spending the same number of the corresponding True Elements. You create one or more runes by spending one minute of focus at your forge, role playing the forging. After spending a minute of time forging you can create a whole batch of runes. Once you leave the forge, however, you must once again start the forging from the beginning.

Normally runes can only be etched on your own weapons, armor, or flesh. Only the Runesmiths can use the effects of the runes they forge. Runes that create Grant effects, however, have magic that can be passed onto others. With Runeforging, you can either use this Grant effect directly on a willing recipient after your forging while you are at your forge, or you can etch the rune onto yourself and use the Grant effect later when it is needed in battle. Runes only affect the Runesmiths, but Grant effects from Runes can be used on others.

Runes can be enhanced in two ways.

By using True Elemental Air, you can make a more powerful rune. You must have the Forge True Elements skill to consume True Elemental Air during your forging. True Elemental Air acts like a catalyst to heat the forge and enhance the magic of the rune. Although you can spend Earth, Fire, or Water attributes or True Elements to create a Rune and enhance it with True Elemental Air, you cannot use your Air attribute for this forging; enhancing a rune requires you to consume actual True Elemental Air.

By using True Elemental Void, you can make tagged runes which are called True Runes in game. True Runes are powerful in two ways. First, the tagged rune remains dormant until you forge the rune on yourself or another character and hand the tag to them. This means that the tagged Rune will last until it is used. The dormant rune will not fade at the end of the event. You can hold onto it for multiple

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events if you want to do that. Once you forge the rune onto a character then the resulting rune will last until the end of the event. Second, you can forge Runes directly onto other characters and hand them the tagged Rune even if they are not Grant effects. This allows someone who does not know Runeforging to have some of the more interesting runes that are not Grant effects.

All of the runes in this book are available to characters with the corresponding Runeforging skill. It is rumored that other runes exist; tales have passed from Runesmith to Runesmith about runes that can be forged onto portals, and runes created from Chaos itself.

You cannot forge a rune unless you have the game description of the rune in your Book of Runes.

Durations Runes that do not create Grant effects last until you refresh the attribute used to create them. Water runes, for example, fade when you use a long rest to refresh your Water attribute. This is true even if you used True Elements to carve them. Runes that create Grant effects follow the normal Grant rules; these effects last until they are used any unused Grant effects fade at the end of the event. Runes that allow you to use an effect some number of times will fade when you have exhausted all those uses, and any remaining uses will fade when you take a long rest to refresh the Attribute used to create the rune.

True Runes (the game name for tagged Runes) are different. While dormant, True Runes last until used. They will remain dormant and last from event to event until you use them. Once a True Rune is etched and you invoke its power the duration changes. Runes that create Grant effects follow the normal rules for those effects. Runes that create an ongoing effect will fade at the end of the event. Runes that can be used some number of times to create an effect will last until those effects are used, but rune will fade at the end of the event even if uses remain.

Using Runes Applying and using runes is considered a game skill even if you are using True Runes. You cannot use them while under the effect of something that prevents game skills.

Earth Runes Requirement: Earth Runeforging These runes are etched onto your armor. Each rune requires you to use your Earth attribute, or True Elemental Earth in an equal amount if you have the Forge True Elements skill.

Rune of Armor Cost: 1 Earth You may only have one Earth Rune. If your armor prop is worth two marks above and beyond what you armor skill requires, you may enhance it. You gain an additional armor point, up to the maximum allowed by your armor prop. This is not a Grant effect, and will not increase your armor beyond the maximum for your prop. If enhanced by 1 True Elemental Air:

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You gain an additional armor point, up to the maximum allowed by your armor prop. This is not a Grant effect, and will not increase your armor beyond the maximum for your prop. If enhanced by 1 True Elemental Void: This rune now lasts the entire event and does not fade when you rest to refresh Earth.

Rune of Deflection Cost: 2 Earth You may only have one Earth Rune. “Grant Melee Defense: Guard by Rune.” If enhanced by 2 True Elemental Air: “Grant Melee Defense: Parry by Rune.”

Rune of Elemental Warding Cost: 1 Earth You may only have one Earth Rune. “Grant Elemental Defense: Shield by Rune.” If enhanced by 1 True Elemental Air: “Grant Elemental Defense: Resist by Rune.”

Rune of Forging Cost: 2 Earth You may only have one Earth Rune. You may use this rune 4 times before it fades. Touch a recipient with physical armor and call out “With this rune, Repair 1 Armor by Fire.” If enhanced by 2 True Elemental Air: You may use this rune 8 times before it fades. Touch a recipient with physical armor and call out “With this rune, Repair 1 Armor by Fire.”

Rune of Protection Cost: 1 Earth You may only have one Earth Rune. “With this rune, Grant Protection.” If enhanced by 1 True Elemental Air: “With this rune, Grant 2 Protection.”

Rune of Repair Cost: 1 Earth You may only have one Earth Rune. Call out “With this Rune, Repair 2 Armor” to refresh your armor points. If enhanced by 1 True Elemental Air: Call out “With this Rune, Repair All Armor” to refresh your armor points.

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Fire Runes Requirement: Fire Runeforging These runes are etched onto your weapons. Each rune requires you to use your Fire attribute, or True Elemental Fire in an equal amount if you have the Forge True Elements skill.

Rune of Adamantine Cost: 1 Fire You may only have one Fire Rune. Call out “With this Rune, Resist” to negate the next Destroy effect used on your weapon. If enhanced by 1 True Elemental Air: Call out “With this Rune, Resist” to negate the next two Destroy effects used on your weapon.

Rune of Iron Grip Cost: 1 Fire You may only have one Fire Rune. Call out “With this Rune, Resist” to negate the next Disarm effect used on your weapon. If enhanced by 1 True Elemental Air: Call out “With this Rune, Resist” to negate the next two Disarm effects used on your weapon.

Rune of Sharpness Cost: 1 Fire You may only have one Fire Rune. “Grant Melee Attack: 3 Damage by Force” If enhanced by 1 True Elemental Air: “Grant Melee Attack: 5 Damage by Force”

Rune of the Spellcaster Cost: 1 Fire You may only have one Fire Rune. You may use this rune 3 times before it fades. You may cast a packet or touch delivered spell while holding this weapon in your off hand. Blocking with this weapon interrupts your spell. If enhanced by 1 True Elemental Air: You may cast packet or touch delivered spells while holding this weapon in your off hand. Blocking with this weapon interrupts your spell.

Rune of Shock Cost: 1 Fire You may only have one Fire Rune. “Grant Melee Attack: Agony by Lightning” If enhanced by 1 True Elemental Air: “Grant Melee Attack: Double Agony by Lightning”

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Water Runes Requirement: Water Runeforging These runes are etched as crystalline or metallic symbols onto your skin. Each rune requires you to use your Water attribute, or True Elemental Water in an equal amount if you have the Forge True Elements skill.

Rune of Healing Cost: 1 Water You may only have one Water Rune. “Grant Touch Attack: Heal 2 by Rune.” If enhanced by 1 True Elemental Air: “Grant Touch Attack: Heal 4 by Rune.”

Rune of Regeneration Cost: 1 Water You may only have one Water Rune. You may use this rune once. After a short rest, call out “With this rune, Heal All” to heal yourself. If enhanced by 1 True Elemental Air: You may use this rune 3 times. After a short rest, call out “With this rune, Heal All” to heal yourself.

Rune of Regrowth Cost: 3 Water You may only have one Water Rune. You may use this rune 4 times before it fades. You may add 1 to one Heal effect of 2 or more that you use on other characters. If enhanced by 3 True Elemental Air: You may add 1 to any Heal effect of 2 or more that you use on other characters.

Rune of Luck Cost: 2 Water You may only have one Water Rune. One time during the event you may call out “With this rune, Stabilize” when you are unstable and your death count is running out. If enhanced by 2 True Elemental Air: One time during the event you may change your state from Unstable to Stable. You need not call out an effect. You need not wait until you are about to die to use this ability.

Rune of the Weaponmaster Cost: 2 Water You may only have one Water Rune.

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If you are unskilled with a particular melee weapon or shield, you may bind this rune to that item. You may use it in combat as if you had the skill to use it. If enhanced by 2 True Elemental Air: You may use any melee weapon or shield in combat. You may also fight with a pair of one-handed, long sword sized weapons at the same time.

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Chapter Five Alchemy

Alchemical substances are magical preparations that can be invoked in the field of battle to create magical effects. In the field you draw the substances from your alchemy kit to use them. Elixirs are fed to the recipient as you call the effect, venoms are applied to a weapon as you call the effect, and packet attacks are thrown after touching the packet to your kit. This role play makes alchemical substances harder to use that traditional touch cast spells.

Props To use alchemy, you must maintain two props.

The first is an Alchemy Lab. This in game area is decorated with tools of the trade; examples include vials of materials, a pestle, mixing bowls, instruments, and other props to add atmosphere. The set up must also have an alchemical recipe book which lists the text for all the alchemical substances you know. Once you set up your Alchemy Lab for the event it cannot be moved.

The second prop is an Alchemy Kit. This is a prop you carry that holds all of your substances. It could be an alchemy flask you carry at your hip, or an alchemist’s belt with vials and pouches for holding substances. We encourage players to be creative if they have ideas of their own. Whatever prop you use for your alchemy kit, it should be obvious to other players that it can contain liquids.

Using Alchemy Simply put, you create substances at your lab and put them into your alchemy kit.

Your Alchemy Kit can hold a maximum of four Fauna, Flora, Mineral, or Spiritus substances, and four Mercurial substances at any one time. Some Fauna, Flora, or Mineral substances are marked as Mercurial in your recipe book. These don’t count against your Fauna, Flora or Mineral limits, but instead provide their own collective pool of substances you can use. When determining the limit of substances in your kit, substances with more than one use still count as one substance when determining how many you can hold in your kit.

To use an elixir, the recipient must role play drinking the substance while you call out the verbal. You can feed it to someone, even if they are paralyzed or unconscious. To use a venom, you must role play

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applying the venom to the recipient’s weapon while you call out the verbal. To use acid attacks, you must touch the packet to a flask or vial before making the attack.

Using an alchemical substance, whether it is bottled or it is used from your Alchemy Kit, is not considered using a game skill but rather it is considered activating an item. The downside of this is that the effects cannot be enhanced by game skills they might, for example, increase healing or give additional uses of a beneficial effect. The upside of this is that substances can be used while you are under the effects of Drain or Agony so long as the use does not also involve an attack or the use of some other game skill. Throwing Acids is considered a game skill and is not allowed during an Agony or Drain. Venoms are Grant effects and cannot be used while under the effects of a Weakness.

Creating Substances There are four types of alchemical substances; Fauna, Flora, Mineral and Spiritus. Creating Fauna substances requires the Fauna Alchemy skill, Flora substances requires the Flora Alchemy skill, and Mineral substances requires the Mineral Alchemy skill. Spiritus substances require the True Alchemy skill.

Substances are generally created by pouring your own magic – in the form of attributes - into the substances and adding them to your kit. Those with the Alchemical Components skill can also use Fauna, Flora, Mineral, and Spiritus components to create substances instead of using their own attributes. These components can be found during the game.

You create one or more substances by spending one minute of focus at your Alchemy Lab. During this time, role play measuring, mixing, and the like. After spending a minute of time at your lab you can add create multiple substances, and fill your alchemy kit if you wish. Once you leave the lab, however, you must once again start the creation process from the beginning.

Normally substances must be added to your own alchemy kit. Only the Alchemist can use the effects of the substances they create. Substances that create Grant effects, however, have magic that can be passed onto others. With the Alchemy skills, you can either use this Grant effect directly on a willing recipient after creation while you are at your lab, or you can add the substance to your alchemy kit and use the Grant effect later when it is needed in battle. Substances can be used on any character if they willingly consume elixirs or allow you to apply venoms to their weapons.

Alchemical substances can be enhanced in two ways.

A Fauna, Flora, or Mineral substance can be created with any component of the proper type. If a substance requires a Flora component, for example, you can use any Flora component to create it. You must have the Alchemize Components skill to consume components during your creation process. Each component also has a descriptive name. By using the exact named component, you can make a more powerful substance. Using the exact named component acts like a catalyst to enhance the magic of the alchemy.

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Spiritus substances are created using both Spiritus components and attributes. Both must be used to create these powerful substances.

By using a Spiritus component, you can make tagged substances - which are called bottled alchemy – at the start of game. Bottled substances are powerful in two ways. First, the tagged substance can be given to other characters who can use it even if they do not know alchemy. Second, a bottled substance will last until it is used. The bottled substance will not fade at the end of the event or when you rest to refresh attirbutes. You can hold onto it for multiple events if you want to do that.

Durations Fauna, Flora, and Mineral substances in your alchemy kit that do not create Grant effects last until you refresh the attribute used to create them. Fauna substances, for example, fade when you use a long rest to refresh your Fire attribute. This is true even if you used Alchemical Components to create them. Substances that create Grant effects follow the normal Grant rules; these effects last until they are used and any unused Grant effects fade at the end of the event. Substances that allow you to use an effect some number of times will fade when you have exhausted all those uses, and any remaining uses will fade when you take a long rest to refresh the Attribute used to create the rune.

Spiritus substances are more powerful. They do not fade when you take a long rest to refresh attributes. They last until the end of the event, unless you use them before then.

Bottled substances will remain as a separate tagged vial and last from event to event until you use them. Bottled substances that create Grant effects follow the normal rules for those effects. Bottled substances that can be used some number of times will last until all remaining uses are exhausted.

Alchemical Substances All characters with Alchemy skills have substances in their Alchemy Recipe Book. Those with Fauna Alchemy have all Fauna substances, those with Flora Alchemy have all Flora substances, those with Mineral Alchemy have all Mineral substance, and those with True Alchemy have all Spiritus substances. If this book is lost, you may spend time at your lab recreating it from memory.

Fauna Substances Requirement: Fauna Alchemy These potions, venoms and salves are stored in your alchemy belt or an alchemy flask. Each substance requires you to use your Fire attribute, or Fauna components in an equal amount if you have the Alchemize Components skill.

Acid Flasks Mercurial: Counts against the Mecurial limit of your kit. Cost: 1 Fire or Fauna Component

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You gain 2 packets attacks. “2 Damage by Acid”

If you use Ripper Toad Saliva as your component: You gain 4 packets attacks.

You must role play drawing acid vials from your kit, touching the packet to your alchemy kit before you make each throw.

Elixir of Splinting Cost: 1 Fire or 1 Fauna Component “Cure Maim by Alchemy”

If you use a Bear Tooth as your component: You gain an additional use.

Elixir of Striding Cost: 1 Fire or 1 Fauna Component “Cure Root by Alchemy”

If you use a Raven Feather as your component: You gain an additional use.

Venom of Snake Bite Cost: 1 Fire or 1 Fauna Component Role play applying this to a blade while you say the verbal. “Grant Melee Attack by Venom, 3 Damage by Poison”

If you use a Shed Snake Skin as your component: “Grant Melee Attack by Venom, 5 Damage by Poison”

Venom of Scorpion Sting Cost: 1 Fire or 1 Fauna Component Role play applying this to a blade while you say the verbal. “Grant Melee Attack by Venom, Agony by Poison”

If you use Scorpion Venom as your component: “Grant Melee Attack by Venom, Agony and 2 Damage by Poison”

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Flora Substances Requirement: Flora Alchemy These elixirs, venoms and salves are stored in your alchemy belt or an alchemy flask. Each substance requires you to use your Water attribute, or Flora components in an equal amount if you have the Alchemize Components skill.

Elixir of Good Health Cost: 1 Water or 1 Flora Component “Grant Disease Defense by Alchemy, Resist”

If you use Periwinkle as your component: You gain an additional use.

Elixir of Healing Mercurial: Counts against the Mecurial limit of your kit. Your kit may hold up to 4 Mercurial substances. Cost: 1 Water or Flora Component You gain 2 uses. “Heal 2 by Alchemy”

If you use a Goldenseal as your component: You gain 4 uses.

Elixir of Purity Cost: 1 Water or Flora Component “Cure Metabolic by Alchemy”

If you use Holly as your component: You gain an additional use.

Elixir of Anti-Venom Cost: 1 Water or Flora Component “Grant Poison Defense by Alchemy: Shield”

If you use a Red Fen Mushroom as your component:

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“Grant Poison Defense by Alchemy: Resist”

Intoxicant Cost: 1 Water or 1 Flora Component You make a whole bottle of some kind of intoxicant. The intoxicant affects everyone who imbibes liquid from the bottle, up to 10 drinks. You must prepare an intoxicant scroll that has the following text and attach it to the bottle.

Intoxicants are special in that you do not add them to your alchemy kit. Instead you create a bottle of spirits or a snuff box of dusts that last until the end of the event. You may work with a character with an appropriate Craftsman skill to create bottles or dusts that last indefinitely if you need a store of intoxicants.

If you imbibe this substance: You become intoxicated. You feel good and as you take more doses you are less and less likely to retain good judgement. If you imbibe a number of doses equal to your Earth, you are likely to become a little wild or overly emotional.

If you exceed your Earth, you are likely to pass out for a time. Real danger will awaken and sober you quickly.

For role play purposes, intoxicants taste or feel different depending on which component was used to create them. Some folks form strong preferences towards a particular type.

Mineral Substances Requirement: Mineral Alchemy These potions, venoms and salves are stored in your alchemy belt or an alchemy flask. Each substance requires you to use your Earth attribute, or Mineral components in an equal amount if you have the Alchemize Components skill.

Elixir of Clarity Cost: 1 Earth or Mineral Component “Cure Mental by Alchemy”

If you use Moon Silver as your component: You gain an additional use.

Elixir of Stone Skin Cost: 1 Earth or Mineral Component “Grant Physical Defense by Alchemy: Shield”

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If you use Magnetic Iron as your component: “Grant Physical Defense by Alchemy, Resist by Alchemy”

Venom of Blue Lightning Cost: 2 Earth or Mineral Components Role play applying this to a blade while you say the verbal. “Grant Melee Attack by Venom, Short Paralyze by Poison”

If you use Mercury as your component: “Grant Melee Attack by Venom, Paralyze by Poison”

Venom of Red Fury Cost: 2 Earth or Mineral Components “Grant Melee Attack by Venom: Short Frenzy by Poison”

If you use Hot Volcanic Ash as your component: “Grant Melee Attack by Venom: Frenzy by Poison”

Spiritus Substances Requirement: True Alchemy These potions, venoms and salves are stored in your alchemy belt or an alchemy flask. Each substance requires you to use both the listed components and the listed attributes. These substances do not fade when you take a long rest to refresh attributes; they will last until the end of the event if you do not use them.

Elixir of Life Cost: Once per event, 1 Void and 2 Spiritus Components This elixir can be fed to a dead body before it has turned to spirit. “Cure Death and Drain by Alchemy”

If you use at least one Unicorn Tear as your component: “Cure Death by Alchemy”

This substance is so exhausting to create that you can only create one per event. The creation process takes both the Spiritus components and a point of Void.

This substance lasts until the end of the event; it does not fade when you take a long rest.

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Elixir of the Hearth Cost: 1 Spiritus Component You no longer need to spend a point of Earth to use the Wayfare spell, The Safety of Home.

This substance lasts until the end of the event; it does not fade when you take a long rest.

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Chapter Six Races

The lands of Aerune are home to a variety of distinct races. The people that populate Aerune are known as the Gifted Races. You gain your general race and your specific racial variant as a trait. A Spidersilk Elf, for example, has both the Elf trait and the Spidersilk trait. Some races are given additional traits in their description.

When you choose a race for your character has racial Advantages and Disadvantages. You must take these abilities. Most races have an option of several advantages; this option is indicated by the “Choose one” indication in the racial listing of Advantages.

Humans Willful and determined, humans are the most numerous of the races. You folk tend to be highly adaptable and creative. Humans are numerous in all cultures and kingdoms. Their personality and disposition varies greatly with country and culture. Humans have no racial make-up requirements.

Costuming: None

Advantages Choose one advantage: Defiant, Determined, or Energetic

Demonbound It is said that the nobles of Vellingrim will sometimes bind themselves to demons. True or not, you have been bound to a demon, and that demon attempts to manipulate and corrupt you. Perhaps you spent time, willingly or unwillingly, in Vellingrim. Perhaps you were exposed to some strange magic in the presence of a noble of Vellingrim. Perhaps you were subjected to the mysterious ritual of some dark cult. Whatever the reason, something is inside you and you have begun to manifest signs of demonic power.

Playing a Demonbound character means struggling against the demon inside. To prevent it from consuming you (and losing your character in the process) you will need to remain virtuous. By the time the game starts you already know that succumbing to Hubris weakens your will and gives power to

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the demon inside you. In other words, if your character becomes evil then the demon will take over and you will, in essence, become an NPC.

Demonbound always have at least two physical manifestations of the demonic heritage. You can choose whichever two you please, as long as the manifestation is somewhat difficult to hide. Possible Manifestations include red skin or red face markings, demonic horns, a clawed hand, a demonic tail, one hoof, or even small wings if they are deemed safe. Other feature are possible if they are approved by plot.

If you don’t like plot messing with you, being temporarily controlled by plot, or role playing some kind of alternate persona if your demon becomes, for a time, strong enough to influence you then this might not be a good race for you.

Costuming: Choose at least two from the following: red skin, red infernal markings on the face and other exposed skin, one demon claw, one demonic hoof, a demonic tail, demonic horns, small demon wings that are deemed safe, other plot approved demon themed costuming. Optional: You can have more than two demonic manifestations.

Advantages Choose one: Clawed, Elemental Resilience, Firestarter, or Intimidating

Disadvantages Close to Corruption, Demonic Spirit

Elves The Elven people were once, it is claimed, closer to what historians have said is their Faerie roots. Even today, your graceful and pointed ears belie that notion. If the Elven people once heard the song of Faerie, however, that music was silenced when the gates to Faerie were destroyed and the Fading quietly stole the heritage of your people.

The Elves were profoundly affected by the Fading, when - in a single night - all the elves from each of the ancient Elven kingdoms simply disappeared, leaving those lands and forests empty. The proud halls of the Elves of Light, the shadowed towers of the Elves of Darkness, and even the ancient forest homes of the Elves of Nature suddenly stood empty, leaving the wanderers, diplomats, and adventures behind.

Left without kingdoms of their own, and feeling that the song of Faerie was suddenly silenced, the elves of old became lost. Some sought new beginnings in other lands, living mixed lives with many other races. Even the marks of light, darkness, and nature faded. Many elves searched the world for any remaining signs of Faerie, and came to form Houses in the presence of the remaining Faerie Lords. Some even fell to despair, and suffered darker fates.

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Faded Elf You are one of the Faded Elves. You no longer hear the song of Faerie, and any remaining vestiges of its power have left you. Although you have pointed ears like others of your kind, and a graceful curve to your eyes, you do not show any other signs of Faerie power. You are a wanderer and a survivalist, and your life as an outcast and survivor has made you quick and cunning.

Costuming: Pointed ears. Optional: A colored eye design that sweeps off the eye.

Advantages Choose one advantage: Determined, Elusive, or Willful

Snowcrown Elf When the song of Faerie faded your ancestors and kin traveled to the land now called Winterwold, and sought out the Spire of Ice. That monolith has infused your people with its cold and ice, and your heritage has been changed by it. You have pointed ears and graceful, curved eyes. Your skin is frosted with icy sparkles, and your lips are white, or a very light and pale blue or violet. Many of your kind also have a similar color around the eyes. Some Snowcrown Elves have white or gray hair.

Costuming: Pointed ears, frosted lips and eyes. Optional: Frosted skin, ice colored swirled markings, white or gray hair.

Advantages Choose one advantage: Elusive, Elemental Resistance, or Winter Born

Spidersilk Elf When the song of Faerie was silenced, the Lady Eranthis called to your ancestors and led them to the lands now called the Silken Call. The last Spider Sylph, Lady Eranthis has showed you the great Web and you are touched by it. The web has marked you, both physically and spiritually.

Costuming: Pointed ears, a spider web pattern over at least one fourth of the face. Optional: Black, gray or purple lips, a similar dark eye design that sweeps off the eye. Purple sparkles. Many Webwork elves wear translucent lace or web veils when they travel in unfamiliar company or territory.

Advantages Choose one advantage: Elusive, Poison Eater, or Web Weaver

Verdant Elf Your kin are bolstered by the presence of The Verdant Lord, an ancient tree spirit who once walked both the Faerie realm and the Weald. Your nature has been changed by his presence, and you are much closer to the forests of the world than your kin. After the Fading your ancestors traveled into the deepest forests and wildest places following rumors and clues that led to the Verdant Lord’s clearing where he slept. He has sustained your kin, generation after generation, since that time.

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Your kin are champions of the natural world. The Verdant Lord can feel the pain of the forests and natural places of the world, and as such many of your kin feel it is their place to protect those places. As your folk have served the Verdant Lord your features have grown more wild and forest like. Some of you have only a hint of the forest in your hair and features. Others have become much like the forest, with leaves in your hair, leaf like patterns on your skin, green features, and even areas of bark showing.

Costuming: Pointed ears, a green vine pattern on at least one fourth of your face, your hair has leaves. Optional: Green lips, a green eye design that sweeps off the eye, leaf markings on your face.

Advantages Choose one advantage: Elusive, Forest Walker, or Life Giving

Drowned Elf After the Fading, some elves succumbed to despair and threw themselves into the sea. These elves did not truly die, however, but instead the drowned elves were found by something else. Changed by the swirling depths of the sea, these wicked elves now bear a great hatred for other Gifted Races. Players cannot be drowned elves.

Advantages Unknown

Disadvantages PCs cannot be Drowned Elves

Eurvein Once almost fully elemental, the Eurvein in modern days retains only a small amount of that elemental power. The destruction and collapse of their underground Roots drove them forever to the surface. Each generation has seen less elemental influence. Each Eurvein has only a Core of elemental power. This is represented by a wide vein of color, at least two inches in width, starting at the hairline and falling down the face and onto the neck. The strip is a webwork of elemental veins connecting crystals that show the Eurvein’s elemental nature.

Costuming: Choose Air, Earth, Fire or Water. The element you choose makes up you Core. The color of the elemental core that shows on your face should reflect the element you chose. Air is white or light blue, sometimes with jagged lines of pale yellow, with clear or gold gems. Earth is gray or brown, sometimes with metallic streaks and metallic gems, or gems of amber or cinnamon. Fire is red and orange and yellow, with gems of fiery color. Water is blue and green, with gems of similar color, or rarely the gems have an appearance like a pearl from the sea. Optional: Eurvein can choose to use glitter instead of affixed gems. Eurvein can also use a partial mask if they wish to decorate it. Rarely an

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Eurvein will have an alternate pattern on their face to represent their Core so long as the look is approved by plot.

Advantages Air: Choose one advantage: Elemental Resistance, Elusive, or Shocking Earth: Choose one advantage: Clawed, Elemental Resistance, or Resilient Fire: Choose one advantage: Elemental Resistance, Energetic, or Firestarter Water: Choose one advantage: Elemental Resistance, Elusive, or Life Giving

Disadvantages Elemental Spirit

Grotesque Your body was once an unliving effigy; an inanimate form with a humanoid shape that was awoken, and somehow gained consciousness and purpose. You became infused with Chimera as a result. During the day you appear as a human. Night, however, reveals your true form, and your human façade fades away as your constructed form comes forth.

Alabaster Grotesque Your form is that of a porcelain figure, like a doll or statuette. You are entirely white, although you wear clothing as would one who is truly alive. Some of the Alabaster have painted decorations on an otherwise white face. Alabaster Grotesque most often come from Dremasque.

Costuming: During the day you appear as human, except you have faint white cracks on your face and neck. At night your face and other visible skin becomes pure white, either by using make up or wearing a mask. Optional: You have decoration on your face or hands as well, either lines that show joints, paint like a doll, or both. Some Grotesque have fainted gray cracks. We encourage creative costuming for this race when it takes full Grotesque form.

Advantages No Metabolism. Choose one advantage: Feed on Fear, Intimidating, or Repairable

Disadvantages Chimerical, Susceptible to Despair

Harvester Grotesque You were a scarecrow or other cloth, stuffed effigy. You are made of course cloth stuffed with straw. At night your face shows the stitching and whatever decoration was painted upon your form. Harvest Grotesque comes from many lands.

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Costuming: During the day you appear as human, except you have tan or brown cracks on your face and neck. At night your face and other visible skin becomes tan or brown like a scarecrow, either by using make up or wearing a mask. Optional: Straw pokes out of your sleeves and neck. Your face is painted like a scarecrow. We encourage creative costuming for this race when it takes full Grotesque form.

Advantages No Metabolism. Choose one advantage: Feed on Fear, Elusive, or Forest Walker

Disadvantages Chimerical, Susceptible to Fire

Forged Grotesque You were a metal statue, construct, or even a suit of armor that somehow gained free will. You are metallic. At night, when your true nature is revealed, you appear to be metallic. People can see your joints and rivets. Forged Grotesque most often come from Coalmire, although rarely one of the guardians of the Free City of Ket will gain free will.

Costuming: During the day you appear as human, except you have metallic cracks on your face and neck. At night your face and other visible skin becomes metallic, either by using make up or wearing a mask or full helmet. Optional: Rivets, joint lines, armor protrusions. We encourage creative costuming for this race when it takes full Grotesque form.

Advantages No Metabolism. Choose one advantage: Energetic, Repairable, Resilient, or Shocking

Disadvantages Chimerical, Susceptible to Rust

Korred The Korred left the Faerie realm in ages past, and your kin have been roaming the land, drinking, and causing trouble ever since. Your folk tend to be wanderers, moving from place to place. Korred seem most often at home in rural areas near natural places, but perhaps you are an exception. When the world was a bit younger, the Korred felt the gates to the Faerie realm closing. You feared your kin would fade from the world. Feeling their vitality failing, the Korred journeyed to find the last Faerie Lords to save them.

Korred of Spring Some Korred traveled deep into the forest to seek aid or advice from an ancient Faerie Lord called the Lord of Thorns. The Korred elders remembered the ancient ways and gained entry into a legendary site known only as the Root Maze. Rather than finding the Lord of Thorns on a throne of roots as was

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foretold, they found him gravely wounded in body and spirit. Before the Korred could learn what had caused such a terrible attack, the Thorn Lord used the last of his power and with his dying breath bolstered the Korred with the power of Weald.

The Korred of Spring have not squandered the gift of the Lord of Thorns. They have thrived from his gift, and the power of the forests themselves course through their veins.

Costuming: Faerie horns which can be satyr like, deer like, or larger. Pointed ears, wild hair with leaves entwined. Optional: Green swirls or warpaint, green lips, green hair. Some Korred embrace the thorns of their namesake lord, and have vines with thorns entwined in their hair, or as a crown, or even extended from their wild fingers a long claws.

Advantages Choose one advantage: Energetic, Forest Walker, or Life Giving,

Disadvantages Faerie Spirit

Korred of Autumn Not all Korred gained strength from the Weald. Some looked away from the Root Maze and the Faerie Lord who slept there, and instead used rhyme and song to awake the Goblin King from his visions and his curses. They came before that strange being and asked that he open the Faerie Gates before they faded from the world. The Goblin King shook his head sadly and told them it was not within his power to do so. The Goblin King would not, however, let the Korred fade away. Instead he bid the Korred to drink from the remaining power of the ruined pool he guarded. And so the Korred drank the last magic from the Well of Souls, before it faded forever, and became infused with the power of Gloaming.

The Korred of Autumn are sustained by Gloaming, but the Goblin King’s gift has a price. They do not simply witness death when it happens around them. They feel it. They feel the spirits slipping away, and have visions and dreams of the deaths they see for days or weeks after. The visions of deaths of those important to them might last for years. Each Korred of Autumn reacts to this differently; some become withdrawn, but many have developed a jaded and perhaps sardonic outlook because of it.

Costuming: Faerie horns, sometimes black, which can be satyr like, deer like, or larger. Black lips. Optional: Some Korred still have pointed ears, but some do not; their Faerie nature has fled from them entirely. Korred of the Black often have dark, exaggerated lashes. Some show dark color over the eyes as well. Some Korred have a glittery sheen of purple or some other dark color. They tend to wear black, and also tend to favor the fancy dress of the Highborn Faerie Lords and Ladies of old.

Advantages Choose one advantage: Determined, Feed on Fear, or Willful

Disadvantages

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Faerie Spirit

Orcs Your people are tusked, rough skinned warriors and raiders that dwell at the fringes of Aerune. You are warriors, and hunters, and sometimes you are raiders if times demand it. You have been called savage, honorable, fierce, and a number of other names and titles; some deserved, some not.

Your people follow a philosophy that you call Ahzrahn, which translates to “Forward, not backward.” This concept has a number of applications in society, philosophy, and tactics. Your kin believe they should always look forward, and not regret or dwell on the past. It is important to let the past go and concentrate on the future, and looking at what has passed is only useful if the lessons will inform future decisions. This concept permeates the orc culture, and has a number of applications.

With Ahzrahn, holding grudges is wasteful. If an Orc is wronged they will and should seek restitution. An Orc’s honor, after all, is important. Once the matter is dealt with, however, then the matter is dropped. Likewise, Orcs find regret wasteful. While it is wise to look for ways to improve, empty regret serves no one.

Orcs also value victory greatly, and if a victory is achieved it seems useless to Orcs to argue about the details. While failure is certainly questioned, victory is celebrated. It’s not so much that the ends justify the means; a victory must be honorable to be worthy. If an honorable victory is achieved, however, details are washed away. If an Orc, as an example, seizes victory they are celebrated even if they disobeyed a leader to do so. The concept of “Seize Victory” is an important tenet, and it has both led Orcs to stunning wins and sometimes to crushing defeats. If you go against the command of a warlord in an attempt to “seize victory” you do so with the understanding that if it doesn’t turn out well you shouldn’t survive the outcome.

You people also share the belief that a warrior is measured by their enemy. This idea that the honor of a warrior and their enemy is entwined is important to your kin. As such, honoring the enemy is an important facet of your own honor. Trivializing an honorable enemy is also insulting those who fight against them. A worthy foe makes a worthy warrior, and a lesser foe means victory is hollow. Those who insult your enemies rob you of true honor in victory against them. As such, your kin can find insult in words that marginalize your enemy.

Frostrime Orcs You dwell far in the north, and you have embraced the cold, the ice, and the harsh blizzards of Winterwold. When you first arrived your Shamans called to the Spire of Ice and you drank deep from its magic. Now that monolith is denied to you, at least while the truce with the other races stands.

Costuming: You have lower tusks that protrude from your mouth, and your skin is either gray or pale green. You face is accented with a darker gray or green wear wrinkles might be. Some of your kin have

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dark gray skin and wear lighter war paint, and some of your kin have light gray or green skin and wear darker war paint. Optional: Some orcs have ridges and other misshapen features represented by prosthetics or masks.

Advantages Choose one advantage: Rip Free, Willful, or Winter Born

Sunscar Orcs You dwell far to the south, in the barren badlands called the Five Scars. You raid north into the desert ruins to take food, water and valuables from treasure seekers. You also raid in the far northern kingdoms when the Shamans hear the call of the Searing Way, and those gates of fire open to lands far away; lands ripe with food, water, and other valuables.

Costuming: You have lower tusks that protrude from your mouth. Your skin is tan with brown wrinkles, or dark green with black wrinkles. War paint is common, and gold jewelry taken from the ruins, treasure seekers, or raids with a further reach is a sign of strength. Optional: Some orcs have ridges and other misshapen features represented by prosthetics or masks.

Advantages Choose one advantage: Defiant, Intimidating, or Resilient

Shoathri You take the form of one mammal or avian animal from the natural world. You are a shifter, and you can spend time in animal form, or you might also take a form that is almost human. Your face shows a distinctive and unique red mark that is visible and consistent in both human and animal form. Some Shoathri are in animal form most of the time, while others tend to take animal form when they become angered or agitated. In the past the Shoathri were considered a savage race, and some kingdoms have even treated them as little more than property. While many Shoathri follow the Pale, or become Shaman and live in the wilderness, others have embraced civilization and fight this perception that they are savage or less civilized than other races. When you are ready to change forms, you will become agitated and feel the need to be alone. You will transform during this restless state. You have the Beast trait while you are in your animal form.

Costuming: Both your forms have a distinctive and easily seen red marking on your face. The mark remains the same in both forms. When you change to animal form you create an animal like appearance with makeup, prosthetics, a mask, or a combination of these. Exposed skin should also be animal like. Optional: You may have a tail, horns, and similar costuming additions as appropriate for your chosen animal.

Hunter Shoathri

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Your animal lineage comes from an animal that hunts prey to survive. Your natural instinct is to stalk prey, and you can be, if you are not careful, the most savage of the Shoathri. Your civilized self, if you embrace that aspect, constantly resists aggressively pursue what it wants, whether the urge is the basic need to hunt for food, or some stronger emotion that you want to satisfy.

Advantages Choose one advantage: Clawed, Defiant, or Energetic

Disadvantages Bestial Spirit

Sprinter Shoathri Your animal lineage comes from an animal that moves quickly and uses evasion to survive. Your natural instinct is to constantly want to move from place to place, looking for safe havens in which to find food. You are watchful, and your civilized self constantly resists the urge to be wary and move about.

Advantages Choose one advantage: Elusive, Energetic, or Life Giving

Disadvantages Bestial Spirit

Trickster Shoathri Your lineage is that of an animal that scavenges for food and objects, and evades danger using cunning. Your natural instinct is to examine things and figure them out, always trying to open things to see if food is inside. Your civilized self constantly resists the urge to take things, open things, and figure out the secrets of objects you find.

Advantages Choose one advantage: Clawed, Determined, or Poison Eater

Disadvantages Bestial Spirit

Trolls Your people dwell in the high mountains, though sometimes they descend into the kingdoms below if they have some business with the lowlanders, or they are just bored and looking to cause trouble. You have large, over-sized lower tusks protruding out and large horns. The horns of your people vary wildly in size. Many trolls feel that the best horns are large horns that curve and sweep back off the forehead. If any troll ever purchased the Highborn header a thousand of your brethren would storm

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down from the mountains and drag the drunken sot away to be kicked and beaten until the rampant violence had restored them to their senses. There are probably other skills you would pick on a troll for learning but sometimes your kin do things like that just to be stubborn.

Stone Troll Your kin are the most magnificent of the troll folk, and it is well known that you are stronger than your Mountain Troll kin. The skin of your Stone Troll kin is stone gray with deep highlights. Some Stone Trolls have stone like cracks running up the neck or from the jaw line or down from the forehead.

Costuming: Required: Large horns, lower tusks, gray skin with black wrinkles. You may use gray stone like patterns on your face rather than full gray coverage. Optional: Some trolls have darker beast-like noses or lips. Some have stone-like cracks running along their faces.

Advantages Choose one advantage: Elemental Resistance, Resilient, or Rip Free

Mountain Troll Your kin are the most magnificent of the troll folk, and it is well known that you are stronger than your Stone Troll kin. The skin of your Mountain Troll kin is tan with deep brown highlights. Some Mountain Trolls have stone like cracks running up the neck or from the jaw line or down from the forehead.

Costuming: Required: Large horns, lower tusks, tan skin with brown wrinkles. You may use tan highlights on your face rather than full tan coverage. Optional: Some trolls have darker beast-like noses or lips.

Advantages Choose one advantage: Intimidating, Resilient, or Rip Free

Undying You have been tainted by Malediction, and although you have thrown off that taint, the Foul has left its mark on you. Your horrific existence is the price you have paid for escaping the madness of true undeath. You are neither living nor dead. The Undying are created when humans are tainted with Maledictionand have somehow escaped their eventual fate. Perhaps you willingly allowed a vampire to feed on you in the presence of the Foul. Perhaps you were slain by the undead and carried their taint with you when you passed through the Gate of Death. Perhaps you were infected by the Fever of the Foul. Regardless, you have become one of the Undying. Although you were cured, or somehow fought off the taint of Malediction, it has left its mark upon you. During the day you appear to be human, but when night falls you take on an undead appearance that shows your true nature.

Ghul Undying

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You take the appearance of an undead with dark rings around your eyes and blackened lips. While many Ghul simply have pale skin, some Ghul have become pallid white or gray and have rotting skin. Many Ghuls are clawed.

Advantages No Metabolism. Choose one advantage: Clawed, Corrupted Rage, or Intimidating (You may only use advantages at night while you are in Undying form.)

Disadvantages Close to Corruption, Undead Spirit

Spectral Undying You form at night becomes almost incorporeal. The color washes from your clothes. You either become entirely white, like a spectre, or entirely black like a wraith. When night comes and you transform the armor and weapons you carry become ghost-like as well.

Advantages No Metabolism. Choose two advantages: Clawed, Corrupted Rage, Feed on Fear, Ghostly, or Intimidating (You may only use advantages at night while you are in Undying form.)

Disadvantages Close to Corruption. In Undying Form: Non-Corporeal, Susceptible to Light, Undead Spirit

Vampyr Undying Your transformation into a vampire of Malediction has been interrupted or somehow forestalled. Although you look human during the day, you must travel hooded. If direct sunlight touches any part of your skin, you are weakened and strickened by its touch. You are forever cloaked against the rays of the sun. At night your transformation is less noticeable than other Undying. You grow fangs, certainly, but you can pass as human if others do not observe your fangs. You hunger for the blood of the Gifted races, but you must take it only after a ritual of purification, and if you take it unwillingly you will become tainted with Malediction and succumb to that madness and violent nature.

Advantages Choose two advantages: Corrupted Rage, Elusive, Feed on Fear, Intimidating, or Willful (You may only use advantages at night while you are in Undying form.)

Disadvantages Close to Corruption, Hunger for Blood, Undead Spirit

Racial Advantages

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Clawed You may grow and retract claws in both hands with which you may attack and parry. You may fight with a claw in each hand at the same time, but you may not fight with claws and other weapons or a shield. You may use one long claw and one medium claw. If you have another ability that also allows you to use claws, you may instead fight with two long claws. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws.

Corrupted Rage If you are struck by an effect with the Malediction trait you may choose to call out "Reduce to Frenzy" to negate the attack and allow the Malediction to cast you into a mindless rage.

Defiant Once per long rest, call out “Resist” to negate one Mental attack.

Determined Once per event when one of your skills or spells is negated by a called defense you may choose to use this skill instead of exhausting attributes for that ability. Call out “Imbue by Determination” instead of exhausting attributes for a skill negated by a defense.

Elemental Resistance Once per long rest, call out “Resist” to negate one Elemental attack.

Elusive Once per long rest, call out “Purge” to end one Paralyze, Root, or Slow effect delivered by a melee, missile, or packet attack.

Energetic Once per event you may re-use a skill that is “once per long rest” or “once per short rest” that you have already used. You must still pay attribute costs.

Feed on Fear Each time you make an attack with the Fear trait and the target role plays the effect (and doesn’t negate it with a defense) call out “Heal to Self.”

Firestarter Once per long rest, call out “4 Damage by Fire” and make a melee, missile, or packet attack to burn your foes.

Forest Walker

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Twice per event, if you are touching a tree that is too wide to place your hands around while touching fingers and thumbs, Refresh one point of Earth or Water.

Ghostly Once per short rest, call out “Purge” to end one Physical effect.

Intimidating Once per long rest, call out “Agony by Fear” and make a melee, missile, or packet attack to unnerve your foe.

Life Giving Twice per long rest, call out “Heal 2 by Weald” and make a packet attack to heal an ally.

No Metabolism Once per short rest, call out “Resist” to negate one Metabolic attack.

Poison Eater Once per short rest, call out “Resist” to negate a Poison attack and then call out “Heal 2 to Self” as the toxin heals you.

Repairable If you receive a Repair Armor effect delivered as a melee, packet, or touch attack you can treat some or all of those points as healing. You can choose to convert one or more points of a Repair Armor effect to a Heal effect. If you are unconscious the first point of Repair Armor must be used to restore you to 1 Vitality. This skill does not work when you spend Focus time to refresh your armor points; only when an ability with a Repair Armor effect is delivered by melee, packet, or touch.

Resilient Once per long rest, call out “Resist” to negate one attack with a Physical trait.

Rip Free Once per long rest, call out “Purge” to end one Physical effect.

Shocking Once per long rest, call out “4 Damage by Lightning” and make a melee, missile, or packet attack to electrocute your foes.

Web Weaver Spend 10 seconds of focus, unweaving webs around the recipient, and call out “Cure Web” to free them of a web effect. This ability requires a free hand.

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Willful Once per long rest, call out “Purge” to end one Mental effect.

Winter Born Once per short rest, call out “Resist” to negate a Cold or Ice attack and then call out “Heal 2 to Self” as the cold or ice heals you.

Racial Disadvantages

Bestial Spirit You gain the Beast trait. You are considered by some evil folk to be less than human.

Chimerical Your form is sustained by the magic of Chimera. You have the Chimera trait.

Close to Corruption You are more susceptible to Malediction. If you end the event with the Malediction trait bad things might happen. You are required to send a separate message to plot if this occurs.

Demonic Spirit You have the Demon trait. You are not affected by beneficial effects with the “to Demon” trait if they are delivered as a “By My Voice” attack.

As someone tainted with Demonic power, some folk have an unreasoning hatred of you.

You are constantly tempted by the demonic voice inside you. If you ever fully give in you could become evil and your character could become an NPC.

Elemental Spirit You seethe with elemental power. You have the Elemental trait.

Faerie Spirit Even though the gates have closed, you still have the blood of the Fae. You have the Faerie trait.

Hunger for Blood Although you can eat food for pleasure, you do not gain sustenance from it. You do not pay maintenance. You start the event with one point of Void already exhausted. Once per event, you may perform your feeding ritual to restore this exhausted Void point.

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To perform your feeding ritual, you must have a willing victim who will allow you to drink their blood. The victim must be one of the Gifted Races, and cannot by one of the Grotesque or another Undying. You spend one minute of Focus performing a Ritual of Purification to cleanse the feeding area of Malediction. This ritual will require a chalice, cup, or goblet and props to mark off a circle where the Purification has occurred. When complete, you Focus for 10 seconds to role playing the feeding. This involves role playing drawing blood from the wrist into the purified vessel, calling out “Waste Void by Blood” to drain the victim, and role playing drinking the contents. The process will restore one point of Void.

If you ever drink the blood of an unwilling victim, or feed off a willing victim without the Ritual of Purification, you will gain the Malediction trait. An Undying Vampyr must be careful, for feeding in the presence of a plot creature that seethes with Malediction, even after the Ritual of Purification, can taint both the Undying and the victim. Being tainted by Malediction for too long will drive you to Hubris and madness, and can lead to a loss of your character.

As a reminder, the exhausted Void point does not affect the number of times you may refresh your attributes. That is based on your maximum Void.

Non-Corporeal When night falls and you take your Undying form, you become spectral. Your form and all items you are carrying become slightly out of phase. During this time moving objects becomes harder. You can only use weapons and armor you were carrying or wearing when you transformed. You cannot move the bodies of other characters.

You cannot move game objects that are less than a foot in length, such as treasure, puzzles, written props, and the like. You cannot loot corpses or pick up treasure in the form of coins or tags. You cannot carry plot items such as boxes of food, weapons, or written text props.

You can still use spells and skills like First Aid on other characters. You can move doors, furniture, blankets, and similar non-game objects in the environment. You can move food and drink. You can open chests, but you cannot take anything small inside them.

Susceptible to Despair Whenever you are hit with an attack with the Despair trait you take “1 Damage by Will” as an additional effect.

Susceptible to Fire Whenever you are hit with an attack with the Fire trait you take “1 Damage by Fire” as an additional effect.

Susceptible to Light

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Whenever you are hit with an attack with the Light trait you take “1 Damage by Light” as an additional effect.

Susceptible to Rust Whenever you are hit with an attack with the Water trait you take “1 Damage by Rust” as an additional effect.

Undead Spirit You have the Undead trait. You are not affected by beneficial effects with the “to Undead” trait if they are delivered as a “By My Voice” attack.

As someone with an undead taint, some folk have an unreasoning hatred of you. Your undead nature sometimes makes it harder for you to remain Virtuous.

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Chapter Seven Paragons

The happiness of your life depends upon the quality of your thoughts: therefore, guard accordingly, and take care that you entertain no notions unsuitable to virtue and reasonable nature.

Introduction For over a millennia, the Gifted Races have held a moral code that not only guards against Hubris, but acts to strengthen the Gifts in those individuals that hold them dear. There are five aspects of Virtue and five aspects of Strife, and these act to counter the aspects of Hubris. This forms the basis of a moral code that has risen to transcend the boundaries of religion.

Each Virtue has an associated Strife, and these together guard against one of the aspects of Hubris. The aspects of Virtue strengthen your purpose, while the aspects of Strife help you protect yourself and those you guard against those who would wield Hubris against you. The Hubris ultimately bring ruin to the world, and over time weaken the purpose of those who are steeped in those aspects.

The aspect of the virtue, Charity, corresponds with the aspect of the strife, Austerity. These guard against the aspect of hubris, Avarice.

The aspect of the virtue, Courage, corresponds with the aspect of the strife, Vigilance. These guard against the aspect of hubris, Despair.

The aspect of the virtue, Honesty, corresponds with the aspect of the strife, Secrecy. These guard against the aspect of hubris, Deceit.

The aspect of the virtue, Humility, corresponds with the aspect of the strife, Confidence. These guard against the aspect of hubris, Arrogance.

The aspect of the virtue, Respect, corresponds with the aspect of the strife, Anger. These guard against the aspect of hubris, Hatred.

The Paragons embody these aspects of Virtue or Strife, and their purpose and inspiration are strengthened by their devotion and character.

Becoming a Paragon

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When you decide to become a Paragon you choose one Virtue or one Strife to embrace. You strive to embody this aspect and serve as a champion to the Gifted who follow a virtuous life. As a Paragon you seek to raise the Gifted by encouraging them to follow the Virtues and Strifes and to reject the aspects of Hubris.

Paragon skills do not work like other normal skills. Instead of spending character points to gain powerful abilities, you take oaths to follow Virtues that shape and define your role play. Although this path can be difficult, that hardship helps define your purpose and character. You gain character points by taking on these hardships and oaths.

Paragon skills do not work like other normal skills. Instead of spending character points to gain powerful abilities, you take oaths to follow Virtues that shape and define your role play. Although this path can be difficult, that hardship helps define your purpose and character. You gain character points by taking on these hardships and oaths.

You may only embrace one single Aspect of Virtue or Strife.

Some theorize that the Gifted are capable of embracing an additional aspect if they can find an appropriate teacher, or perhaps if they face particularly harrowing trials and tests. Once you embrace a particular Virtue, however, you can never embrace its associated Strife. You must choose one or the other. You may make this choice separately for each Virtue and associated Strife. You could choose, for example, to embrace Courage (a Virtue) and Confidence (a Strife) since they are not associated. If you had embraced these aspects, you could never embrace Vigilance or Humility since these are associated with the aspects you have already embraced.

If you become a Paragon you might attract the attention of the Imaginings. These creatures advise and guide Paragons in their path of Virtue and Strife.

The Strictures of the Paragon For each Virtue or Strife you embrace, you must embrace three Strictures and follow them. The Strictures not only help define your own moral code, but they raise you to support others to follow a virtuous life. As you can well imagine, characters who embrace one or more Virtues or Strifes will be expected to try their best to follow these codes and to record or remember their mistakes and missteps when they fail.

Paragons who try to follow their Strictures will traditionally keep three qualities in their hearts to give them perspective when following their Strictures. A Paragon should have Empathy for other Paragons and for all of the Gifted. A Paragon should have Patience when interacting with Paragons and other Gifted alike. Finally a Paragon should have Hope and foster that hope in others.

Reflection and Atonement

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Occasionally even Paragons can fail in their quest to seek a virtuous path or to act as example for others. When a Paragon fails to follow their Strictures they exhaust a point of Void for the event. In addition, the Paragon gains the Misdeed trait. The Paragon must remember and even record their Misdeeds. Some seek other Paragons to consult or confess to. The Paragon must remember all of their misdeeds until the Time of Atonement.

To be a Paragon is to be an example to others. There may be a time when you have followed your Strictures, yet those around you are disillusioned with your actions. Remember well these times. These failings are brought to the Imaginings during the Time of Atonement and confessed as Misdeeds so you may reflect on what has happened and raise yourself as an inspiration in the eyes of the Gifted.

Occasionally the Imaginings will return in some form to call for a Time of Atonement. When the Imaginings call for a Time of Atonement all Paragons attend. It is a time of reflection where Paragons can confess and discuss their misdeeds to the Imaginings and seek atonement through Patience, Hope, and Empathy.

A Paragon comes forth and confesses their misdeeds to the Imaginings so they might reflect on their missteps and become stronger and more virtuous from the experience. The Imaginings will allow them to atone if the following three conditions are met.

~ The missteps of the Paragon are not so blatant and numerous that they are deemed unworthy. ~ The Paragon is repentant for their missteps. ~ The Paragon confesses all misdeeds. The Imaginings sometimes have visions of the misdeeds of Paragons, and failing to confess a misdeed that an Imagining has experienced can lead to falling from the path.

When the Imaginings are satisfied with the reflection of the Paragons, the Paragons are called forth as a group to go on a mission or quest to accomplish a virtuous deed. This quest for atonement strengthens the Paragons and sets them back on the path of Virtue.

If a Paragon ever fails to satisfy the Imaginings, or if a Paragon ever renounces their oaths they fall from the path of Virtue. Fallen Paragons gain the Hubris trait. Their despair and disillusionment with the Paragon path makes them far more susceptible to the Aspects of Hubris and those who would exploit and prey on such individuals.

It is possible that a Paragon who falls too far into Hubris will become an NPC!

Intent These rules are meant to be fun and encourage players to interact with and include other players. As a Paragon you are expected to inspire others rather than tear them down. If you take Paragon and use these skills as a reason to exclude or lessen other players then you are not acting as a Paragon and the Imaginings will make that clear during times of Reflection and Atonement.

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The Synergy of Virtue and Strife Each Aspect of Virtue has a corresponding Aspect of Strife. There is never a Stricture that will be appropriate at all times. When evil seeks to take advantage of Virtue then the Paragons of Strife may prevent the Paragons of Virtue from losing Void when war makes the virtuous path dangerous and difficult. Likewise, the Paragons of Virtue may prevent the Paragons of Strife from losing Void when the aspects of Strife must be set aside to promote harmony and peace.

Empathy, Hope, and Patience In addition to other benefits, each aspect offers some protection against specific traits those who embrace Hubris might use. Each Paragon gains three skills which they can use against the traits of Hubris their Strife or Virtue offers protection against. If a Paragon embraces additional Virtues or Strifes these skills can be used against a larger number of traits.

Empathy Will Guide Me Once per event touch a recipient and call out “Cure by Empathy” to end an effect with an appropriate trait.

Hope Will Guide Me Once per event call out “Resist by Hope” to negate an attack with an appropriate trait.

Patience Will Guide Me Once per event role play for at least three seconds and call out “Purge by Patience” to end an effect with an appropriate trait.

Paragon of Virtue ~ Honesty You gain 5 character points. You cannot become a Paragon of Secrecy.

You are a Paragon of Virtue and you have dedicated yourself to the pursuit of Honesty. You are a champion and guardian of Knowledge. Deceit is your enemy, for it corrupts Knowledge. You embrace the Aspect of Honesty by embracing three Strictures.

Strictures of Honesty ~ I will always tell the truth. ~ I will not stand by while others tell lies. ~ I will be a champion of those seeking the truth.

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If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Confusion and Dementia and you may use your Empathy, Hope and Patience skills to protect against these traits.

Guidance from Paragons of Secrecy There will be times of Strife when your enemies can use Knowledge and your Honesty against you. The Paragons of Strife must protect you in these encounters. The Paragon role plays with you about the encounter and the Knowledge that must remain secret. If you agree with their reasoning they touch you can call out “This time of Strife calls for Secrecy. Imbue to Paragon.”

In the acknowledged encounter if you encounter enemies you may set aside your Strictures and maintain Secrecy without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

Paragon of Strife ~ Secrecy You gain 3 character points. You cannot become a Paragon of Honesty.

You are a Paragon of Strife and you have dedicated yourself to the pursuit of Secrecy. You are a champion and guardian of Knowledge. Deceit is your enemy, for it corrupts Knowledge. You embrace the Aspect of Secrecy by embracing three Strictures.

Strictures of Secrecy ~ I will not reveal secrets to our enemies. ~ I will seek out the lore to make us strong and the secrets our enemies use to weaken us. ~ I will support those who seek lost knowledge and secrets of our enemies.

If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Confusion and Dementia and you may use your Empathy, Hope and Patience skills to protect against these traits.

Guidance from Paragons of Honesty There will be times of Virtue when your allies need Knowledge and your Secrecy works against them. The Paragons of Honesty must protect you in these encounters. The Paragon role plays with you about

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the encounter and the Knowledge that must be revealed. If you agree with their reasoning they touch you can call out “This time of Virtue calls for Honesty. Imbue to Paragon.”

In the acknowledged encounter if you reveal knowledge to allies or enemies you may set aside your Strictures and act with Honesty without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

Paragon of Virtue ~ Charity You gain 5 character points. You cannot become a Paragon of Austerity.

You are a Paragon of Virtue and you have dedicated yourself to the pursuit of Charity. You are a champion and guardian of Bounty. Avarice is your enemy, for it destroys Bounty. You embrace the Aspect of Charity by embracing three Strictures.

Strictures of Charity ~ I will be charitable, keeping only arms, armor and what I need for sustenance. ~ I will give my magical and physical aid to those on virtuous quests ~ I will be a champion to the poor and downtrodden in need of aid.

If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Disease and Decay and you may use your Empathy, Hope and Patience skills to protect against these traits.

Guidance from Paragons of Austerity There will be times of Strife when your enemies can destroy Bounty and use your Charity against you. The Paragons of Strife must protect you in these encounters. The Paragon role plays with you about the encounter and the resources that must be gathered for the war ahead. If you agree with their reasoning they touch you can call out “This time of Strife calls for Austerity. Imbue to Paragon.”

In the acknowledged encounter if you encounter enemies you may set aside your Strictures and maintain Secrecy without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

Paragon of Strife ~ Austerity You gain 3 character points.

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You cannot become a Paragon of Charity.

You are a Paragon of Strife and you have dedicated yourself to the pursuit of Austerity. You are a champion and guardian of Bounty. Avarice is your enemy, for it destroys Bounty. You embrace the Aspect of Austerity by embracing three Strictures.

Strictures of Austerity ~ I will be self-sufficient. ~ I will guard my resources and skills and use no more than I need to accomplish my purpose. ~ I will oppose those who make profits on the backs or misfortune of others.

If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Disease and Decay and you may use your Empathy, Hope and Patience skills to protect against these traits.

Guidance from Paragons of Charity There will be times of Virtue when your allies need to give away resources and Bounty to those in need and your Austerity works against them. The Paragons of Charity must protect you in these encounters. The Paragon role plays with you about the encounter and the resources that must be spent. If you agree with their reasoning they touch you can call out “This time of Virtue calls for Charity. Imbue to Paragon.”

In the acknowledged encounter if you reveal knowledge to allies or enemies you may set aside your Strictures and act with Charity without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

Paragon of Virtue ~ Humility You gain 5 character points. You cannot become a Paragon of Confidence.

You are a Paragon of Virtue and you have dedicated yourself to the pursuit of Humility. You are a champion and guardian of Dignity. Arrogance is your enemy, for it corrupts Dignity. You embrace the Aspect of Humility by embracing three Strictures.

Strictures of Humility ~ I will remain humble in word and deed. ~ I will raise others above me in words and deeds. ~ I will ensure that all are recognized for their deeds.

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If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Awe and Disdain and you may use your Empathy, Hope and Patience skills to protect against these traits.

Guidance from Paragons of Confidence There will be times of Strife when your enemies can subvert Dignity and use your Humility against you. The Paragons of Strife must protect you in these encounters. The Paragon role plays with you about the encounter and how you must stand forth as a Paragon to succeed. If you agree with their reasoning they touch you can call out “This time of Strife calls for Confidence. Imbue to Paragon.”

In the acknowledged encounter if you encounter enemies you may set aside your Strictures and adopt a Confident stature to lead without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

Paragon of Strife ~ Confidence You gain 3 character points. You cannot become a Paragon of Humility.

You are a Paragon of Strife and you have dedicated yourself to the pursuit of Confidence. You are a champion and guardian of Dignity. Arrogance is your enemy, for it corrupts Dignity. You embrace the Aspect of Confidence by embracing three Strictures.

Strictures of Confidence ~ I will approach those with doubt and offer to aid them in purpose and plan. ~ I will support those who lead so that my allies may follow them without doubt. ~ I will inspire confidence in others by lending my aid to their deeds.

If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Awe and Disdain and you may use your Empathy, Hope and Patience skills to protect against these traits.

Guidance from Paragons of Humility There will be times of Virtue when your allies need to know and understand their limitations and your Confidence works against them. The Paragons of Humility must protect you in these encounters. The

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Paragon role plays with you about the encounter and the limitations of the abilities and capabilities remaining in your allies. If you agree with their reasoning they touch you can call out “This time of Virtue calls for Humility. Imbue to Paragon.”

In the acknowledged encounter if you caution must be taken against the forces arrayed against you then you may set aside your Strictures and act with Humility without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

Paragon of Virtue ~ Respect You gain 5 character points. You cannot become a Paragon of Anger.

You are a Paragon of Virtue and you have dedicated yourself to the pursuit of Respect. You are a champion and guardian of Love; of family, of allies and of the Gifted. Hatred is your enemy, for it corrupts Love. You embrace the Aspect of Respect by embracing three Strictures.

Strictures of Respect ~ I will never speak ill of others ~ I will stand against slander and defamation of friends and enemies. ~ I will include others in what I do and give opportunities for all to shine.

If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Poison and Spite and you may use your Empathy, Hope and Patience skills to protect against these traits.

Guidance from Paragons of Anger There will be times of Strife when your enemies can subvert Love and use your Respect for them against you. The Paragons of Strife must protect you in these encounters. The Paragon role plays with you about the encounter and about speaking out against injustice and other evils. If you agree with their reasoning they touch you can call out “This time of Strife calls for Anger. Imbue to Paragon.”

In the acknowledged encounter if you encounter enemies you may set aside your Strictures and maintain Anger and leadership without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

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Paragon of Strife ~ Anger You gain 3 character points. You cannot become a Paragon of Respect.

You are a Paragon of Strife and you have dedicated yourself to the pursuit of righteous Anger. You are a champion and guardian of those you Love and direct Anger towards those who threaten them. Hatred is your enemy, for it corrupts Love. You embrace the Aspect of Anger by embracing three Strictures.

Strictures of Anger ~ I will not hold back when my enemy is before me. ~ I will never lose my temper with my allies and friends. ~ I will bring righteous justice to those who have been wronged.

If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Poison and Spite and you may use your Empathy, Hope and Patience skills to protect against these traits.

Guidance from Paragons of Respect There will be times of Virtue when your enemies will lure you and your allies into bad tactical or political positions and your Anger works against you. The Paragons of Respect must protect you in these encounters. The Paragon role plays with you about the encounter and how another is not deserving of Anger or how the time for Anger is not yet at hand. If you agree with their reasoning they touch you can call out “This time of Virtue calls for Respect. Imbue to Paragon.”

In the acknowledged encounter you may lay down your Anger, or temporarily stem your righteous Strife and act with Respect without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

Paragon of Virtue ~ Courage You gain 5 character points. You cannot become a Paragon of Anger.

You are a Paragon of Virtue and you have dedicated yourself to the pursuit of Courage. You are a champion and guardian of Resolve. Despair is your enemy, for it drains and destroys Resolve. You embrace the Aspect of Courage by embracing three Strictures.

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Strictures of Courage ~ I will support others in their own quests of Virtue. ~ I will gather the fearful to me and lend them my courage to raise them up. ~ I will have the Courage to befriend those I do not know well.

If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Despair and Anguish and you may use your Empathy, Hope and Patience skills to protect against these traits.

Guidance from Paragons of Vigilance There will be times of Strife when your enemies can take advantage of your Courage and use your fearlessness against you. The Paragons of Strife must protect you in these encounters. The Paragon role plays with you about the encounter and the need for caution. If you agree with their reasoning they touch you can call out “This time of Strife calls for Vigilance. Imbue to Paragon.”

In the acknowledged encounter if you encounter enemies you may set aside your Strictures and maintain Vigilance and caution without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

Paragon of Strife ~ Vigilance You gain 3 character points. You cannot become a Paragon of Respect.

You are a Paragon of Strife and you have dedicated yourself to the pursuit of Vigilance. You are a champion and guardian of Resolve. Despair is your enemy, for it drains and destroys Resolve. You embrace the Aspect of Vigilance by embracing three Strictures.

Strictures of Vigilance ~ I will pursue knowledge about potential dangers that threaten those I protect. ~ I will offer knowledge to those who are new to an area if I know of dangers they might face. ~ I will remain a steadfast guardian to those who trust in me.

If you break one of these Strictures then one of your Void points for the event is wasted. You accumulate one Misdeed each time you break these Strictures. You must remember or record each Misdeed, for you will be expected to confess these Misdeeds during the Time of Atonement.

Your Aspect protects you against Despair and Anguish and you may use your Empathy, Hope and Patience skills to protect against these traits.

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Guidance from Paragons of Courage There will be times of Virtue when your allies need to act swiftly and decisively and have faith that their Resolve will carry the day. The Paragons of Courage must protect you in these encounters. The Paragon role plays with you about the encounter and need for action in the face of overwhelming odds. If you agree with their reasoning they touch you can call out “This time of Virtue calls for Courage. Imbue to Paragon.”

In the acknowledged encounter if you reveal knowledge to allies or enemies you may set aside your Strictures and act with Courage without losing a Void point. You still accumulate a Misdeed which you must later confess, but your purpose is not subverted and you do not lose a Void point.

Summary ~ You embrace an Aspect of Virtue or Strife to strengthen your purpose. ~ Each aspect has Strictures which define the aspect and its role play. ~ If you fail to follow your Strictures you accumulate a Misdeed and waste a Void point. ~ You remember or record your Misdeeds so you may seek atonement from the Imaginings. ~ Following these Strictures gives you more character points for your character. ~ Becoming a Paragon of Virtue is worth 5 character points. ~ Becoming a Paragon of Strife is worth 3 character points. ~ These character points do not count when determining Initiate, Experienced or Accomplished traits. ~ You may embrace only one Virtue or Strife when you gain these skills. ~ You may be able to pursue further tests and trials to allow you to embrace additional aspects.

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Chapter Eight Thread-bearers

The Woven Faith is the veneration of the Divine Purpose and the threads that the Sisters have woven into the Tapestry. While the Woven Faith is explained in greater detail in the Madrigal World Book, this section outlines the commonly known Thread-Bearers and the powers they may bestow on their followers.

The Madrigal World Book, and the Madrigal web site, have further explanation of the Mythos of Aerune, including the other devotions.

The Thread-Bearers of Light

The Agrarian The sun beats down on those who work the land, dam and shift streams to water their crops, and bend the primordial will of the land to produce food to sustain not only themselves and their families but the vast cities as well.

Skin tanned, clothes worn, heels of their boots ground down, these noble men and women do one of the greatest services to mankind that there is. However, the do not dress in finery, no one knows their names, no one gives them much thought, and they prefer it that way. There is honor in what they do, but no one needs to tell them that.

The Agrarian was one of these men. What did he farm? Where did he live? When? These questions have been asked for centuries but answers have never been discovered. Though people wish to know, the Agrarian, it seems, remains as humble as he did in life.

Those who have the Agrarian as their patron are often, but not always, farmers themselves. For some, it is recognizing what he stands for and what he inspires. Not everyone needs fancy clothes, fame, and fortune. Those who seek a humbler existence often attract the attention of the Agrarian.

A small satchel or pouch of seeds is the symbol of the Agrarian’s faithful. It reminds them that all things have a humble beginning.

“Life is humility.”

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The Crown – Bountiful Harvest Each event you may host a feast. During this feast you may give your favor to up to five participants. The people who receive your blessing will be nourished by your magic and need not pay for maintenance the next event.

You create a personalized favor of some kind that you present to the recipients to carry your magic. The favor can be a scroll, plaque, or some other token to represent your bountiful blessing. The favor must have the words Bountiful Harvest upon it, and your name as well.

The recipients will turn in your tokens at check in to pay for maintenance. You are welcome to pick up turned in tokens from check in so you can re-use them; but you should also have some extras in case some are lost.

The Harp – Well Fed, Good Health Spend a point of Air, touch the recipient, and call out either “Cure Disease by Faith” or “Cure Poison by Faith.”

The Sword - Reap What You Sow Your work provides you with exceptional health. Once per event you may call out “Resist” to negate one Death effect.

The Dreamcatcher The world of dreams can be wistful and wonderful but dangers lurk there as well; even those disguised in pleasant wrappers. The bliss of dreams can lure those who yearn for something better from the real world only to be caught in the suffocating grasp of nightmares. The Dreamcatcher guards against all the dangers of the dream realm and teaches those how to embrace the joy and skirt the dangers. For some who wish to master the Dreaming, the lessons are even more complex and fraught…

Some who have the Dreamcatcher as a patron wish to act as guides and mentors to dreams and the Dreaming. Others wish to explore the limitless realm of dreams in a lifelong attempt to unravel the mysteries of the Dreaming in a quest of enlightenment and empowerment. Others wish to learn about any and all things that can be found in the land of dreams for their own pleasures and purposes.

The Nightmare Realm will always exist while the Gifted Races have fearful dreams, but without a malevolence to drive it that place has long swirled and ebbed far from the Dreaming. However, recently, small vortexes of nightmares have appeared in the Dreaming. Many followers of the Dreamcatcher have made it their mission to investigate the cause and to cure this blight.

The dreamcatcher or a colored feather with stars are used as symbols of the Dreamcatcher. They can be in the form of jewelry, embroidered on clothing or a swatch of fabric, or even take other forms.

“Life is hope.”

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The Crown – Dream Speaker You may use the Chimera spell, Send Dreams, two additional times per event.

The Harp – Awaken, My Friend Spend a point of Air, touch the recipient, and call out either “Cure Sleep by Faith” or “Cure Fear by Faith.”

The Sword - Dream Walker While you are in the Dreaming, spend a point of Air, touch the recipient, and call out one of the following: “Refresh Earth by Dream,” “Refresh Fire by Dream,” or “Refresh Water by Dream.”

The Erudite Life is a thinking person’s game; a series of philosophical and intellectual conundrums to be solved. Only in seeking the answers to the greatest mysteries of the world can one find their true path. Faith without understanding is blind.

You seek out the mysteries of the world, and value discussion with both allies and enemies. Even the most deceitful of demons reveal truths if one is keen enough to listen to the meaning behind their words. The Erudite seeks truths in light and darkness, revealing knowledge that was hidden from the world and the faith.

The symbol of the Erudite is rolled scroll that records knowledge that holds a particular importance to you. The scroll is tied with gold ribbon or rope.

“Life is Knowledge.”

The Crown – The Voice of Reason Three times per event, you may use one of the following abilities.

Choose one of the following traits; Dead, Demon, Nightmare, Undead. Loudly call out “By My Voice, Expose [Trait] by Divine.”

Or…

Choose one of the following traits; Dead, Demon, Nightmare, Spirit, Undead. Point at a creature and call out “By My Gesture, Speak with [Trait].”

Sometimes the most powerful creatures will recognize the divine providence of this ability, and this ability might convince creatures to speak with you when they might not have otherwise done so.

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The Harp – A Keen Intellect Spend a point of Air, touch the recipient, and call out either “Cure Confusion by Faith” or “Cure Will by Faith.”

The Sword - Reasoned Preparation After taking each long rest, choose Earth, Fire, or Water. If you refreshed that attribute as part of your long rest, the attribute is increased by 1 until the next time you refresh it. You can only have one attribute increased by this skill at any one time; if you use this skill again all previous effects end immediately.

The Ironclad Legends are wide and varied, and debates are passionate and vigorous, about the origins of the armored Ironclad. Did he bear his armor with him on charges to break the enemy lines, soaking punishment so others could collapse the defense of enemies of the Faith? Was he an armored healer who ran out after the fallen, being gravely punished in the process, to save them? Was he an armored juggernaut who stood like a monolith as his armor was shattered and his flesh rendered while protecting a stronghold of the faith?

The truth is, no one knows.

Those who have The Ironclad as a patron usually want to serve by protecting others using all they have including their very bodies. For those who follow this Thread•bearer, there is nothing they won’t do in service to others or to a cause. Or, at least, that is their goal.

The symbol of the Ironclad is a gauntlet.

“Life is sacrifice”

The Crown – Eye of the Storm Once per short rest, if you are wielding a weapon, spend 1 point of Air to use the Disengage effect.

The Harp – Stay True to the Fight Spend a point of Air, and call out “Resist” to negate an attack with Fear or Confusion as a trait.

The Sword - My Faith is my Armor Once per long rest, call out “Refresh All Armor by Faith” to restore all of your armor points. This ability has no attribute cost.

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Ma Daya Family, whether blood or chosen, exemplifies everything meaningful about life. Everyone has a role to play and Ma Daya was the matron of her chosen family. It is amazing how much trouble a group of young adventurers can get into. She was there with calming words, bandages, wise council, and a caring embrace. Ma Daya was one of the pillars of her family and one that made them able to succeed and saved them when failure seemed imminent.

Those who have Ma Daya as a patron usually want to act as one of the pillars of their family. For some, it is their flesh and blood families with all their shared history, goals, and influence. For others, it is their chosen families and their wide array of hopes and goals.

When some people picture Ma Daya, they see a kindly woman, dressed humbly but perfectly for the weather, carrying a large haversack filled with almost anything one could need.

Ma Daya’s symbol is a ring. For one bonded with her, the ring might be something simple and new or it might be a family heirloom of intricate design.

“Life is family.”

The Crown – The Safe Hearth You no longer need to spend a point of Earth to use the Wayfare spell, The Safety of Home.

The Harp – A Rested Body, a Rested Mind Spend a point of Air, touch the recipient, and call out either “Cure Disease by Faith” or “Cure Despair by Faith.”

The Sword - If I Die Before I Wake Once per event, spend a point of Void, touch a dead recipient before they turn to spirit, and call out “Cure Death by Divine” to bring them back to life.

The Maiden of Victory It isn’t the destruction caused by battle, but rather the excellence in battle of her allies and enemies that burns in the blood of the Maiden of Victory. The dance of combat, the singing of steel and the cries of war inspire her. No one has truly lived until their life has nearly ended but for the heroic effort of the man or woman beside them. It is the night after that event one truly knows what it’s like to be alive. Raising a mug of cold libations to her lips, surrounded by her friends and allies, covered in the grime of combat, is her existence.

There is little pride to be had in defeating those weaker than you. You seek challenge. You seek to respect your allies and enemies. You can never truly defeat your enemy unless you know them; to

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know is to respect. A difficult paradox to parse, but one explored by the Maiden and those who serve her.

A victory alone is not nearly as great as a victory shared. Those who fight side by side share an eternal bond forged in battle. The bonds forged in battle last a lifetime. Those bonds are stronger and more sacred than any written contract or any loyalty bought with a purse of coin.

The symbol of the Maiden of Victory is an eagle.

“Life is victory.”

The Crown – Her Voice Above the Din Once per short rest, you may deliver a beneficial effect from a skill or a spell using the name of an ally. When you use this skill add “By Your Name,” and the name of the recipient to the beginning of the verbal of the effect so your call benefits your ally.

The Harp – Battlefield Inspiration Spend a point of Air, touch the recipient, and call out either “Cure Confusion by Faith” or “Cure Despair by Faith.”

The Sword - Excellence in Defense Once per long rest, spend two points of Earth and call out “Parry” to negate one melee or missile attack.

The Proprietor A bowl of warm stew, a table around which to gather and talk, a refreshing drink, and safety with which to enjoy all of them was the dream of the Proprietor. There are many tavern tales that speculate on the Proprietor’s life before being called to protect the Tapestry. Was he a prince who gave up his shot at the crown for a humble life? The son of a rich guild master? The serving boy at a wealthy tavern in some big city? A man who took the tavern his father passed down to him and made it into something legendary?

No matter his origin, the Proprietor worked his whole life to have places where people could safely gather throughout the known world. Some were rustic hunting lodges or taverns in villages, while others were the most elegant and ornate lounges and inns in the biggest cities.

Those who have the Proprietor as a patron usually want to provide safe places to gather for everyone. They respect hospitality and what it means to extend it to friends and enemies alike. Some eventually come to understand the deeper importance of hospitality...

A tipped mug is the symbol of the Proprietor.

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“Life is hospitality.”

The Crown – Come have a Drink with Me Ten times per event, when someone sips one of your drinks (or a drink you have bought for them) within a tavern or hearth, touch them and call out “Grant Protection by Faith.”

The Harp – A Rested Body, a Rested Mind Spend a point of Air, touch the recipient, and call out either “Cure Disease by Faith” or “Cure Despair by Faith.”

The Sword - Here, Drink This Once per long rest, offer a drink to the victim of a Stricken effect. If they sip your drink, touch them and call out “Cure Stricken by Faith” to fix them up.

The Virtuoso Beauty is made manifest by the Gifted with their creative arts; painting, poetry, singing, musical instruments and much, much more. Art and artists are deeply important to the health of the soul. Whether it is hard work or natural talent that makes one an artist, they all do much good for the world.

However, they are not the only ones. Those who are patrons of the arts are just as important; innkeepers who hire minstrels, nobles who commission sculptures and paintings, and those who attend performances.

A noblewoman of immense talent and a seemingly bottomless purse when it came to funding the arts, she was respected in all corners of the world of performing arts. She seemed as at home in a studio, surrounded by easels, paints, aprons, and pallets as she was in a beautiful gown standing in the center stage of a theatre as she was sitting in the balcony enjoying a vibrant performance she’d helped to see come before an audience.

When people try to conjure a picture of the Virtuoso in their minds, what they see varies greatly. Some see her with paint staining her fingers and apron as she paints some great masterpiece. Others see her elegantly dressed and appointed for an evening at a theatre either performing or enjoying the show. In rarer cases, some see her as a bard, singing for a few gathered in a park in a town or village bringing music and art where there is little to be found.

The Virtuoso’s symbol is a paint brush or an instrument.

“Life is art.”

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The Crown – From the Balcony Once per event, after someone else’s performance that you found inspiring, call out one of the following effects. “By My Voice, Refresh 2 Earth by Inspiration,” “By My Voice, Refresh 2 Fire by Inspiration,” or “By My Voice, Refresh 2 Water by Inspiration.”

The Harp – Inspired by Art Spend a point of Air, touch the recipient, and call out either “Cure Despair by Faith” or “Cure Awe by Faith.”

The Sword - From the Stage If you have the Harmonic Magic skill from either the Skald or Troubadour header, you gain two additional Harmony points.

Thread-Bearers of Shadow

The Freebooter There is joy and adventure to be found in lots of places and things. An overgrown trail, the vast oceans, rushing streams, and even magical portals can take one to new places, to meet new people, and to do new things. The Freebooter sought adventure, carrying back treasures that she found as she did.

Although the journey brings joy, there is also joy and satisfaction from the accomplishments you earned before you returned home. To see one’s friends and family, to share the tales of adventure, and to have safe haven before stepping upon the road are all fine, but to return with some great treasure or accomplishment is all the better.

While a light step carried her across the land, in her mind always were the treasures, secrets, and missions she accepted. She was known to say, “A hearty laugh and a cocky smile, no matter how desperate the situation, is almost enough to guarantee victory by themselves!”

Those who have the Freebooter as a patron seek to be free beyond all else. They wish to go where they want to whenever they want to. Their purposes are varied and patrons sometimes find themselves at odds as to why to travel. Adventure? Treasure? Secret Missions? Proselytizing? To serve others?

Many who follow the Freebooter dress in bright colors and stylish clothing.

A map is the symbol of the followers of the Freebooter.

“Life is the journey!”

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The Crown – Cheer Up, Mate! Three times per event, touch an ally other than yourself and call out one of the following to bolster them; “Refresh Earth by Inspiration,” “Refresh Fire by Inspiration,” or “Refresh Water by Inspiration.”

Alternately, if you are a Skald or a Troubadour and you may decide, when you take this skill, that you must precede the use of this skill with a short performance that is some sort of sea shanty. If you choose to do this, you may use this skill six times per event.

The Harp – A Salty Sailor Spend a point of Air, and call out “Resist” to negate an attack with Water or Wind as a trait.

The Sword - Hurricane Twist Once per long rest, spend a point of Water, call out “Disarm by Wind” and make a melee or packet attack to twist the weapon from an opponent’s hand.

Lady of Sapphires The Lady is rumored to have ascended from the mortal world in the immediate aftermath of the Night of Sacrifice. Like a bright jewel, she is a warrior with both beautiful brilliance and exceptional hardness. She moves between skirmishing, face-to-face fights and the revelry that follows with ease.

Many of the most interesting things in the world never see the light of day. Forgotten libraries, dark corners where the gentry gather, dungeons, and battlefields all hold treasures that are worth pursuing. For her, there are times for a forceful approach, and other times that call for a gentle hand and a soft word, all-the-while decked out in finery. Whichever is the better tact- that is the one she would pursue. The Lady of Sapphires is a master of knowing which situation calls for which approach.

There are many paintings, poems, stories, and songs that offer a glimpse of what the Lady of Sapphires might look like. She always has dark hair, skin, and eyes. She wears substantial jewelry and many pieces of it. She is almost always armed with a longblade. She favors dresses of velvet in dark colors. Many of those who have her as a patron favor rich fabrics and jewelry with dark gems.

The symbol of the Lady of Sapphires is a faceted gem. Some priests, if they remain chosen of the Lady of Sapphires, will add more and more gems as they successful serve the Woven Faith under her blessing.

“Life is rich.”

The Crown – Multi-Faceted

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You may change the trait of your attacks with a Physical trait to Force. You may change the trait of your attacks with an Elemental trait to Light. You may spend a point of Air and call out “Resist by Force” to negate a Slam effect with an Elemental or Physical trait.

The Harp – Hard as Diamonds Spend a point of Air, and call out “Resist” to negate an attack with Force or Light as a trait.

The Sword – The Jeweled Blade Once per long rest, spend a point of Void, call out “Double 5 Damage by Force” and make a melee, missile or packet attack.

The Merciful Killer During the dark times before the Night of Sacrifice, the people of the lands were suffering from starvation. A lone, wandering healer was tormented as he moved from village to village to see those who had died and would never come back from the Gate of Death. He tried every spell, prayer, and elixir he knew of to no avail. Nothing was a substitute for food. He couldn’t heal the suffering for the first time in his life, and it weighed on him.

It started with a single person in a small village; he felt for an old man that reminded him of his father. At the next village, he killed everyone he met that he liked. Soon he moved from village to village to kill everyone. By doing so, he saved them from permanent death but he was tormented by his acts no matter how merciful they were.

Later in life, his views evolved to try to limit or eliminate all forms of suffering. When someone can be healed, everything must be done to heal them. When they cannot, one must gift them with another mercy. That mercy is not without cost to the person administering it.

Those who have him as their patron realize the world is a place of hard choices. In the worst of times, when there are only two awful choices, one must choose. Inaction is almost never the right choice and is never the right one in times of suffering.

Priests of the Merciful Killer carry a small vial of liquid that eases pain and puts someone into a deep slumber along with a dagger to cut loose the mortal coil of the suffering once they are sleeping. The vial and the dagger serve as the token for the priests who have him as their patron.

“Life is mercy.”

The Crown – The Quick Kill You use this skill after you begin a Death Strike on a helpless or unconscious foe. Start your Death Strike, calling out slowly “Death Strike One.” If you finish the beginning of the Death Strike without

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being interrupted, you may call out “Death by Mercy” to finish them off. Unlike a normal Death Strike, this follow up verbal creates a Death effect and it is treated as a melee attack.

The foe must be unconscious or unmoving due to a game effect; you cannot attempt to use this on a character who is capable of defending themselves but doesn’t happen to be moving in an attempt to trick them into taking the Death effect.

The Harp – Mercy for the Just Spend a point of Air, touch the recipient, and call out either “Cure Despair by Faith” or “Cure Aging by Faith.”

The Sword – The Greatest Mercy Once per event, spend a point of Void, call out “Death by Will,” and make a melee, missile, or packet attack to grant a merciful death.

The Night Cloak Enmity is the greatest blessing ever bestowed upon the Gifted. To look upon evil and injustice and to have it sicken you is how you know you are touched by the Divine. You must remove the source of that. People should not suffer if they do not deserve it. The Night Cloak needed no higher authority than her own to strike out against those who needed to be stopped.

The edges of battle, the vulnerable flanks, the soldiers focusing on the line are the Night Cloak’s chosen fields of combat. She sticks to the shadows at lets her allies draw all the attention during the battle and after it. Those who have her as their patron see themselves as people of great resolve with a desire to act against those who are most powerful and protected to do what must be done. In most cases, any law is less important than their own views on a given matter.

Because of this, many who follow the Night Cloak are feared for acting too rashly and being too self- important. They are often distrusted by other priests as well as lay people.

Hoods, masks, cloaks, and wicked short blades are the trappings of someone who has the Night Cloak for their patron. A fabric square of a dark color, like a handkerchief or a bandanna, is the token of her followers. It need simply be folded over and tied over one’s mouth to become a mask.

“Life is cunning.”

The Crown – Shadows, My Ally If you use the Shadowmancer skill, A Cloak of Shadows, and remain in spirit form for at least 3 seconds, you also take the effects Heal All by Shadow and Repair All Armor by Shadow.

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The Harp – Know Your Weapons Spend a point of Air, touch the recipient, and call out either “Cure Poison by Faith” or “Cure Shadow by Faith.”

The Sword – Viper Strike Three times per event, call out “3 Damage and Agony by Poison” and make a melee, missile or packet attack. These attacks have no attribute cost.

The Suicide King Succeed or fail, when you take big risk, there is always a story good story to tell even if you’re not around to tell it! Life would be boring without the luck of the draw, the roll of the dice. Life, true life, is chance. Nothing is set in stone and a person’s fate can change in an instant.

Though a renowned gambler and master of cards and other games of chance, risk and potential reward is not limited to gambling halls, back alleys, and games. Risk should be sought in all arenas of life. Aspire to greatness, no matter what the end, and you will be great; stand or fall.

Those who have The Suicide King as a patron have an adventurous spirit. They embrace chaos and chance. They often see both good luck and bad as a blessing, even if bad luck is harder to feel good about. There are many, many types of people who follow him but they all share in common an aspiration to greatness.

Gamblers are very superstitious and even those who do not revere the Suicide King are wary of him. They often say prayers to him before cards games and games of chance. Some evoke his name before big reveals. In big tournaments this is often an official part of the proceedings.

The bold favor red and there are few bolder than those who embrace the ways of the Suicide King. Most followers are conversant in many of the most popular forms of poker and other gambling card games. If someone calls “Ante Up!” it’s like a siren’s call.

Most often the King of Hearts is used as a token of the faith but other playing cards can be used as can any other object associated with gambling; dice, poker chips, etc.

“Life is fortune.”

The Crown – This Has Always Been Lucky for Me Once per event, when carrying one of your many lucky tokens, if you are unstable and your count is about to run out you may become stable instead of dying.

In addition, when using the Legacy spell, To Walk Death’s Realm, you may use a signature gambling token or playing card with your name on it instead of going through the process of creating a full writ.

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The token must be recognized as unique and your name must be legible. You give this token to the recipient instead of the writ. You and Death have an understanding about these things.

Others who use Legacy magic might find your lucky token disrespectful or distasteful. They are just jealous. You probably shouldn’t expect the Reapers to return your tokens. You don’t want to press your luck.

The Harp – Staying in the Game Spend a point of Air, touch the recipient, and call out either “Cure Fear by Faith” or “Cure Confusion by Faith.”

The Sword – Double Down Once per long rest, you may use this power when one of your attacks is negated by a called defense. Spend two points of Air to make that attack again.

The Wrath To err is human, to forgive is virtuous, but to forget is foolhardy. Those who have done wrong must pay for their crimes. It is best for those they have wronged to visit vengeance upon a wrongdoer, but this is not always possible. The Wrath and his followers deliver vengeance for those who cannot.

Rules and laws must be enforced. Traditions must be respected. Those who do not obey the laws and disrespect tradition must pay the price for their heresy.

Those who have The Wrath as their patrons want to see those who are evil pay the price for their acts. They want to enforce the laws of the Divine and of man. They seek to bring violence to right wrongs.

Followers of The Wrath are integral to the redemption offered by The Salvation; they are what will come for the person who seeks redemption should they fail to earn it or if they fall again after redemption is granted. They also seek out and destroy the enemies of the faith; especially those who still use their powers after being excommunicated.

A lightning bolt serves as the token of those of wrath. It is often a pendant but can be a broach or something embroidered as well.

“Life is vengeance.”

The Crown – You Will Not Impede Me Take 4 points of damage and call “Purge” to end one Root or Slow effect with an Elemental, Mental, Metabolic, or Physical trait. If you can’t take the full four points of damage, you can’t use this ability. Armor will protect against this damage.

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The Harp – You Will Not Deter Me Spend a point of Air, and call out “Resist” to negate an attack with Earth or Will as a trait.

The Sword – I Will Not Be Denied My Kill Once per long rest, spend a point of Void, call out “Short Stricken by Divine,” and make a melee, missile or packet attack to prevent enemies from undoing your work.

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Chapter Eight Treasures

The world of Aerune is full of magic, and that magic is sometimes used to enchant magical treasures that the players may find in the course of their travels. Magical items are uncommon at best. How powerful enchanters create magical items is a closely guarded secret, and the costs for those talents are so high and take so much time that those characters don’t generally have the time to adventure about as players might.

Attuning to a Magic Item When you find a magical item in game you must attune to that item before you use its powers. As a rule, you may only attune to 3 items at any particular event. Once you have attuned to three items you cannot use any other magical items. Likewise, once you attune to a magical item its powers are also attuned to you; no other character can use the powers on the item that event.

It is possible to have skills that allow you to make use of additional items by increasing the number of items you may attune to, or otherwise empowering you beyond what is normally possible. It is also possible, though difficult, for an enchanter or entity of great magical power to change your attunement once you have attuned to an item, but this is a costly process.

Expiration Dates Although some rare items are permanent and last indefinitely, most magical items have an expiration date. At the end of the expiration date the item crumbles to dust. Permanent items do exist, but even those can be lost or destroyed during the course of the game.

Skill Restrictions Most items have no restrictions on who can attune to them and use them but some items do have restrictions on who can use them.

Arcane items can only be used by a character capable of casting Arcane spells. Any attempts to attune to these items will fail unless you have a primary header with the ability to cast Arcane spells. These items are attuned in an Arcane Circle. In addition, if the item has “per long rest” powers that can be refreshed during the event then you must rest in an Arcane Circle to refresh those powers.

Celestial items can only be used by a character capable of casting Celestial spells; you must have a Celestial devotion and follow the Queen of the Moon and her Chosen. Any attempts to attune to these items will fail unless you have a primary header with the ability to cast Celestial spells. These items are

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attuned in a Shrine of the Chosen. In addition, if the item has “per long rest” powers that can be refreshed during the event then you must rest in a Shrine of the Chosen to refresh those powers.

Divine items can only be used by a character capable of casting Divine spells; you must have a Divine devotion and follow the Woven Faith. Any attempts to attune to these items will fail unless you have a primary header with the ability to cast Divine spells. These items are attuned in a Temple of the Woven Faith devoted to the Thread-Bearers. In addition, if the item has “per long rest” powers that can be refreshed during the event then you must rest in a Temple of the Woven Faith to refresh those powers.

Druidic items can only be used by a character capable of casting Druidic spells; you must have a Druidic devotion and follow the Pale. Any attempts to attune to these items will fail unless you have a primary header with the ability to cast Druidic spells. These items are attuned in a Pale Grove or sacred place. In addition, if the item has “per long rest” powers that can be refreshed during the event then you must rest in an area sacred to the Pale to refresh those powers.

Shamanic items can only be used by a character capable of casting Shamanic spells; you must have a Shamanic devotion. Any attempts to attune to these items will fail unless you have a primary header with the ability to cast Shamanic spells. These items are attuned in a Shamanic Circle. If you cannot create a Shamanic Circle you may use the circle of another Shaman. In addition, if the item has “per long rest” powers that can be refreshed during the event then you must rest in a Shamanic Circle to refresh those powers.

Items of Might can only be used by a character with the Gorgon or Griffon header. They can be attuned and refreshed in any Sanctuary.

Items of Cunning can only be used by a character with the Manticore or Wyvern header. They can be attuned and refreshed in any Sanctuary.

Magical Powers Magical items can have wide variety of special powers. Although special powers can vary greatly, most powers are limited in how often they can be used.

“Per event” powers can only be used once each event. These powers refresh at the start of each event.

“Per long rest” powers can be refreshed in a Sanctuary when you take a long rest. For most items any Sanctuary can be used, though some items with skill restrictions can only be refreshed at a specific Sanctuary as described above.

“Per short rest” powers can be refreshed as part of a short rest. You can refresh these items at any location, though only an full interrupted short rest will refresh these power.

Some items have powers that are constantly in effect as long as you are attuned to them.

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