A High Fantasy Game of

Exploration, Conflict, and Intrigue

Rulebook Version 6.1.1

Credits:

Game Content Design: Joshua Smith, Mary Schnebelen, Michael Miller, Hope Bachman, Michael Mirabile, Cindy Brock, Chris Hughes, Valerie Hughes, Mark Shapiro, Jeremy Lister, Charles McDowell, Nikki Duquette, TJ Mazzuchi, Nick Mirabile

Rulebook Design: Cindy Brock, Chris Hughes, Mary Schnebelen, Joshua Smith

Rules Design: Michael Miller, Michael Mirabile, Mark Shapiro, Chris Hughes, Joshua Smith, Joshua Rosenthol

Cover Art: Mary Schnebelen

Interior Art: Hope Bachman and Cindy Brock

Website: Amy DeVann

Character Database Design: Mark Shapiro

Accelerant Core Rules: Rob Ciccolini

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protagonist in our little tale. Even so FOREWORD please understand that our game is not designed with the intent of player vs. player combat. If you wish to show up Welcome and thanks for picking up the and assail other players you will quickly Numina rulebook. Numina, if you are discover that there are dire consequences not aware already, is an Accelerant from both plot and the player population. LARP and you are taking your first steps This is not to say that PvP will never into our world. The game is a labor of happen but that is not the purpose of this love artfully crafted by a number of game. creative minds working in concert. What you, the reader will find below is the Lastly I would like to take a moment to world of Rues where you are an say thank you to the many people who inhabitant. Trials, tribulations, have made this game possible. I discoveries…all of that and more await apologize if this ends up looking like the you. Before you delve into learning insert of a CD. First thanks to Rob more about the game itself, I would like Ciccolini for creating the Accelerant to make a few things clear which may System and rekindling my love of not be apparent from the outset. LARPing. Thanks to my roommate for kindly letting 8-18 people invade our Numina is a game, plain and simple. It is home on any given weekend. Thank you a work of fantasy and should remain as to my design team. All of you have been such. We do not espouse belief in the invaluable and I am humbled to have fake religions detailed therein or believe had such help. Thanks to anyone who I that Elves, Alved, the Empire, or the have not mentioned that has given help Nomad Tribes are real. We trust that all along the way. And lastly I would like to players are mature enough to handle the thank you, the reader for validating the fantasy religion and concepts that shall time invested in creating this game. be played out in this game. If any of this makes you uncomfortable then perhaps Once again welcome to our world and our game is not for you. If you are still we can’t wait to see you in-game. with us then congratulations, years of fun await you. Joshua Smith‐Numina GM

Player interaction is very important and you will be playing the part of a

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Welcome to Fortune's Bend, the new and seems to have survived the ages exciting addition to the continent of submerged below the angry current with Rues. The acquisition of Fortune's Bend no ill effects. You may know or have came about in a most unusual and heard of someone who, upon passing providential manner. In fact, its from the world, was not put back into revelation has been named a Miracle by the Tallow Man's pot. Instead, they the Examiners in the High Church of returned to themselves and continued to Inlyrico, the first event in centuries to live, often to an old age. Many who have earn the title and each time we believe made this unusual journey speak of we understand the totality of that passing through a portal where they are miracle, new facets are revealed. spoken to by Death before being allowed to return to the world. The chamber Fortune's Bend is located in Pyredown, uncovered in Fortune's Bend resembles the Imperial Seat, near the source of the the descriptions of this portal, covered in Alentina River and the Batterklast carved moths and glowing a faint purple. mountain range. One of the many It would seem that, after being shrouded vicious summer storms that plague the in mystery since the beginning of time, mountain region set loose a rockslide of the entrance to Death's Realm has been enormous proportion that by the found. benevolence of the gods not only spared the small towns and villages below, but The town has proven to be a treasure diverted the Alentina into a new and trove for scholars of the Shade, who prosperous course. have identified it as a fulcrum point for affecting that strange land. A treasure Just at the point where the river takes its trove for scholars of all stripes, really, new turn, the old riverbed has dried to for Isou University has opened an Annex reveal remarkable wonders, hidden from there, where classes are offered and the the eyes of the Purposed Races for findings of the town examined. countless ages. The nature and importance of the new discoveries will For those whose interests run in less take decades to understand. As the ethereal directions, Fortune's Bend still ground has grown stable enough to has a great deal to offer. It is the only support digging, hints of an ancient neutral territory in Rues, a place where civilization have been uncovered. Early anyone from any nation, or any number reports from the explorers indicate that of nations, can meet for discussion. It many of the artifacts and buildings are was agreed by all parties that signed the likely to have weathered the ages well, treaty of neutrality that the protection of as they were encased in a rock or the area was paramount to any national mudslide before the river began to flow claim of ownership, and care of the land over them. and gate has been left in the hands of those who hold the Pact with the Lady of It is likely you have already heard Moths. Regardless, Fortune's Bend is of rumors about the other structure great interest to the palaces of Pyredown uncovered at Fortune's Bend, which and Tor Mythra, and those who find

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ways to shine during their residence or a haven for the fell beasts of Rues, and employment there will surely gain notice they threaten the hardy settlers who have and favor. begun to explore the miracle that we have been given. However, these settlers Look now, at the heroes who reside endure the hardship, for when the there, who held fast as Ravvin tried to wonders of Fortune's Bend make it the destroy Rues. They are the beacon of next great city in the empire, their names hope who stood strong against the tide of will be remembered, their deeds Undead, and now we look to with the celebrated. Welcome then, to Fortune’s new challenges of the world after Bend, and may you be blessed each day Ravvin. that you remain here.

It is clear that the Genesori uncovered Fortune's Bend for a reason, and it will be up to the pious and the courageous to discover the town's secrets. The Batterklast Mountains have always been

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References to explicit sexual behavior or

Welcome concepts, particularly violent ones, are not allowed. In game threats should be worded You are preparing to enter a game world so they are clearly in game. using the Accelerant system. The system is designed to be simple in concept and execution, yet have a rich and varied set of Game Actions skills and abilities with which to develop characters and stories. To do this we have The system is designed to keep the game created a set of Core Rules that defines all of running as smoothly and fluidly as possible. the effects of the game and presents them to The game takes place in a site full of props, you within the first chapter of the rule book. buildings, and other players. The rules All skills and special abilities refer back to define how you interact with the these Core Rules, so once you have learned environment and other players. The game the Core Rules you know how to react to has removed actions and effects players effects from any Accelerant game, even cannot actually perform from the gameplay. though the skills or abilities that allow a There are no creatures stepping through character to use those effects may be very solid walls, no flying creatures, and no different. activities that cannot be played without interrupting the flow of the game. Characters that step into rifts and turn to

Rules of Etiquette spirit, or characters that die and rise as spirits are still visible as they walk off. You In an activity as fluid and full of unexpected cannot attempt actions such as chopping up circumstances as live action games, it is bodies or breaking down doors that cannot important that each player attempt to follow be performed for logistical or safety reasons. 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 Always In Game are certain rules that are difficult or impossible to quantify that are necessary to Players stay in game and in character from promote atmosphere or safety. These rules the start of the event to its end. There is no are marked as Rules of Etiquette. These "out of game" except during emergencies. rules are difficult or impossible to quantify. There are no out of game indicators such as We know this, and if players abuse them or white headbands, and no people should be become less than graceful when using them wandering about unless they are there in the the game will suffer. We trust the player to actual game. The idea is to keep the game follow the intent of the rules, and to be flowing so players can stay in character and particularly careful to be graceful when be immersed in the story. If you have a dealing with Rules of Etiquette. question, attempt to word it and ask it in game. If you feel you must leave game, walk Rule of Etiquette to the edge of the game area in character and leave the game for a time. You should never The first rule of etiquette is that abusive interrupt the flow of the game. The system is language or actions are not tolerated, also designed to minimize the times where whether they are in game or not. Language you cannot act on what you see, hear and or actions that are derogatory or that are feel. You are always in game, even if your deemed to be harassment are not allowed. character is unconscious, dead, or affected by a game condition that incapacitates you. 6

Your spirit still remains with you, and it can resolves. Everyone involved in a caution is experience the game world around you. You still responsible to the game, and should still do not need to pretend you did not be cautious of in game threats. They may experience the game even under these move away from the Caution or pause until conditions. If your eyes are closed then you the person has dealt with the problem. might not see what is going on, but you will remember everything you hear, smell, and Clarification feel. Your character also will realize this and knows that sometimes dead men do tell This phrase works like Caution, but it tales. There is no information that is out of indicates that someone needs a quick game. If you don’t want other players to explanation of what happened. People know something in game, don’t talk about it directly involved pause for up to three out of game. Keep your in game secrets to seconds while someone repeats a verbal or yourself, and if you talk out of game about quickly indicates a condition or result of something other players can decide they something. This should be used learned that information in game if they feel infrequently, if ever. It is present for new that the conversation unfairly inflicts players who may be overwhelmed and knowledge upon them they did not want to confused during their first game or two. know. If you want in game secrets, keep out of game secrets. Let Me Clarify The only caveat is that sometimes players experienced with a game play different This phrase, which can only be used by plot characters altogether. Perhaps you have lost approved non-player characters, indicates a previous character to death and are playing that any encounter information that follows a new character. Perhaps, as a change of should be considered true. There are times pace, you are participating as a non-player when your character may not trust another character or you are playing a plot character character. This phrase indicates that the for a time. If you play a different character, information that the character, trustworthy creature, or plot role within the same game or not, will impart is important and true world we ask you do not transfer anything information about how some specific you learn to other characters. encounter works. This phrase cannot be used unless the player has plot approval for that To keep the game flowing as smoothly as specific encounter, and the information possible, we have defined the following imparted must be a clarification of some ways to deal with problems and specific game effect or encounter. interruptions. Emergency Caution This phrase should come up rarely. This This phrase indicates some condition that means that there is some medical emergency may threaten the health of a player. A that needs attention. The game play stops, caution should never last more than 10 and everyone who hears the emergency seconds. It indicates that those people who should drop to a knee to indicate that a real are close to or involved in that problem problem exists. Emergency should only be should pause so someone can get clear, get called is there is a real problem and someone up, or move away from a threat. Only those could be hurt. people nearby need pause until the problem 7

special search attempt, and the Search

Safety Restrictions response is a resulting effect the targeted character calls out when you search them. There are a number of basic safety As an example, after you search an restrictions in the Accelerant system to elemental you might have a skill that allows ensure the safety, comfort, and enjoyment of you to call out "With elemental harvesting, all. Search for True Elements." That NPC might give up additional items, it might reply "You No Physical Contact find nothing," or it might even use a counter effect such as "Refresh 1 Fire." If searching You have no reason to touch another player some creatures is dangerous, the creature in the Accelerant system. Physical contact is might even reply with a detrimental search not allowed. You may contact another response. player with a boffer weapon in a legal attack It is also possible for games to create skills area and you may contact another player by that let you use a defense against some or all touching a packet to their arm or shoulder to search responses. deliver a "touch cast" effect. Violators will be asked to leave the game. Carrying a Character

Searching a Character Because the game does not allow physical contact, you may not physically carry or Because the game does not allow physical drag another person. Instead you simple tell contact, you may not physically search the person you are picking them up and role someone else. Instead you approach within play carrying them along. They must get up searching distance, role play the searching and walk with you while you pretend to hold motion with both hands held out above their their shoulders. You cannot move faster than body, and tell them in a low voice "I am a walk while carrying someone else. If you searching you." You may have items in your are unable to move while being carried you off hand during this process, but may not walk with your head bowed and arms at block with weapons. The player reveals your sides. items you have found. The player may make a pouch available for you to reach into and If you are carrying a character and that take items. character is struck by an effect from a melee, missile, or packet attack that is not Search For… beneficial, you will also take that effect unless you "drop" the character Some skills can give you the ability to use a immediately. special searching effect on a dead or helpless creature after you have finished If you are being carried and someone your normal search. This searching attempt "drops" you then you role play falling to the is represented by the verbal "Search for ground. " where the item type is If you are being carried, you must role play specified in the skill. You cannot use this an effect with a moan or grunt even if you effect unless you have a skill or ability that are paralyzed or dead to indicate you have allows you to do so. Using a skill with this been struck. If you are carrying someone Search effect might reveal additional items, who role plays an effect, and you do not or it might trigger a response effect targeted know what the effect was, you must drop on you. The Search effect is the name for the them. You may pick up a body after 8

dropping it as soon as that body stops When you come across props that represent moving. certain environments, such as tarp walls representing solid walls, you must play as if Rule of Etiquette that condition was real. You cannot move tarp walls, you cannot walk across black pits, and you cannot enter areas marked out Whenever you are required to role play an of game. 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 The second is an effect restriction. If an you or another player we ask you to do so. effect has been inflicted upon you, you must You should take care before moving in abide by the restriction of that effect until it crowded areas even if you must play out the is removed. If you have a Slow effect you effect in a slightly different manner. You are cannot run. If you have the Maim effect you encouraged to take the extra step or two cannot use the maimed limb. Effects can be when playing out an effect if it removes you inflicted upon you in a variety of ways. from an area that is detrimental to your health such as a puddle or an area with too The third is a skill restriction. If there is a many other players. skill that specifically allows you to manipulate a prop or perform some action, you cannot attempt to perform that action or No Alcohol or Drugs manipulate that prop unless you have that skill. You cannot pick up weapons and try to You cannot consume alcohol or drugs on the fight unless you have the skill to do so. You premises of the game unless the drugs are cannot manipulate traps unless you have the for medical use. You cannot be under the skill to do, although you can attempt to influence of these while on the premises of avoid them. the game. Violators will be asked to leave the game. If any drug or substance appears to inhibit a player’s judgement a staff Prop Restrictions reserves the right to ask that player to rest, away from the action, or to leave the game. 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 Rules Restrictions plot without the express permission of the game staff. You cannot attempt to duplicate As you play the game and wander around or forge game money, item props, tags, or the world, there is a lot you can do to affect logistical documents such as character or the game environment around you. monster cards. Any attempt to use in game Conversely, there are lots of effects that can means to create fakes of any items must be change how you play the game, for both approved by the plot committee. good and bad. Other characters may attempt to inflict unpleasant fates upon you, and you You are not allowed to break, destroy, or might attempt to do the same to them. take apart any prop. If a prop is attached to a wall by a chain, for example, you cannot There are three restrictions on your attempt to break or detach that chain in any activities. way. The Destroy effect does not change the basic structure of a prop; it just makes the The first is an environmental restriction. item unusable for any game related purpose. 9

an effect sticker upon your weapon, that Most props have no in game worth. prop can be stolen from you. You should Costuming, jewelry, weapons, and area bring back up props if you want to use item props cannot be moved from the area they enhancements. are placed in except by the owner. These props provide no in game benefit and disallowing their removal ensures these Game Environment props are not broken or lost. Props may be handled but must be put back where they are Games take place at a site, usually a found unless they have a sticker. campground. This site defines the boundaries of the game. During game play, Small circular stickers indicate special rules a player may attempt to enter any area about handling an item. If an item has a red within the game boundaries unless the area circle, it cannot be moved at all. It cannot be is marked with a yellow information sign. picked up or touched. It will not move. If an Areas marked with information signs are item has a yellow or green sticker, it seems either special areas with additional rules to be valuable. A small, yellow, circular described by the sign or they are out of sticker means the prop may be taken but it game and impassable. must be turned in at checkout. A small green circular sticker means you can take the prop Out of Game Areas and hold on to it. Special items may also have a red sticker with a rune or number on Areas that are out of game are marked by it. These stickers indicate that characters the yellow or hazard orange signs with text may not pick up or touch the item unless marking it Out of Game. You may not enter they have a skill or ability that allows them these areas. The text of the sign indicates to manipulate objects marked by that symbol why, in game, this area cannot be entered. or number. Some areas might be described as collapsed and ruined piles of rubble that have no real Items may also be marked by attaching a interior. Other areas might be marked as short green, yellow, or red ribbon to indicate impassable swamp. the item's in game status. These ribbons replace the sticker and have the same Special Areas meaning. A ribbon can be used to mark small items that don't have room for a Areas with special restrictions or rules will sticker, such as rings, or on items where plot be marked by the yellow or hazard orange feels that a ribbon would look better or be signs with game information printed on it. more evident to the players. This ribbon may This sign will have game information have codes or markings on it in the same written upon it that will describe the manner that stickers can have markings for circumstances that make the area special. players with specific skills to recognize.

Some game effects will enhance an object Gates such as a weapon or a piece of armor. When an item has been enhanced by a game effect, Portals ringed with strings of decorative an effect sticker will be placed upon it so light are magical portals. These portals lead long as the enhancement is in place. Items to other places. Some lead to other places in with effect stickers are treated as though this world, some lead to places beyond this they were yellow sticker items. If you have world. If a portal is ringed with lights and 10

they are not lit then you cannot go through that portal. The areas beyond gates are often It is often left to the player to explain why marked with yellow information signs, so they cannot proceed when they spot Turn you should always look around after going Back Markers. One common reason is that through a gate. Gates have a disorienting the area ahead is impassable swamp. effect to compensate for the time it takes to Another is that a mist has risen and players spot and read a yellow sign. White gates are cannot find their way through the area. open portals. If the lights are on, anyone Sometimes players simply state that the area may step through the gate. White gates will ahead looks uninteresting and turn back. It is always appear in ruined areas. Colored gates left to you and your companions to come up are special. Only special staff characters that with a plausible reason that you cannot control the gate may bring you through a proceed when you spot a Turn Back Marker. gate with colored lights. If there is no guide you cannot enter the gate. Some colored gates are free standing, with no actual area Combat on the other side. If you enter such a gate at the request of a staff character then you will During the course of the game, you can be become a spirit. You will not be affected by the subject of a wide variety of attacks. Each any attacks and you must reply "Spirit" to attack will attempt to inflict an effect upon any attack that strikes you. You cannot use you. Some effects can benefit you, and some any game skills or converse with any one will deliver unpleasant effects upon you. else. You are visible to others, but you Each attack has a verbal that describes what cannot converse with them and you can only the attack does and a delivery that enter an area indicated by the spirit guide determines how the attack is used against who leads you. You must follow the spirit the target. guide until you exit through another gate and your guide indicates you have assumed your normal form. Verbals

Turn Back Markers A verbal is a short phrase that is called out when an ability is used to explain the effect Some games have locations in a game site of that attack. Each verbal can have an effect are normally accessible to players, but are and a trait for that attack. The trait indicates sometimes closed for specific encounters or the flavor of the attack so you may role play modules. While this is usually handled with the effects and perhaps use a defense to yellow information signs, it is often difficult negate the attack if it strikes you. The effect to spot and read information signs without indicates what the attack does to you. entering the encounter area to read them, especially at night. To make this easier, A verbal is an out of game phrase. You must areas can be marked with circular call your verbal even if you are affected by information signs (rather than the usual Silence. If you hear the beginning of a octagonal signs) and at night these signs are verbal you must listen to the phrase and play lit with circular rings created with looped out the effect. Verbals for melee attacks are glow bracelets. If you spot these Turn Back called out as you swing your weapon. Markers hanging in the area, it means that Verbals for missile and packet attacks are the area is inaccessible and you should stay called out before you release the projectile away unless you are led to the area by a from your hand. You call out a phrase that spirit, a scout, or a similar guide. takes the form of [Effect] by [Trait]. For 11

example, a poison that freezes you in place would use the verbal "Paralyze by Poison" A trait is a label that is given to a character, and a bolt of fire that causes 5 points of an attack, a defense, or an item. Traits help damage would use "5 Damage by Fire" as describe the flavor of game effects and the verbal. define how abilities interact with each other. There are four types of traits. A character If you hear a verbal, your character knows trait is any trait that is somehow given to a what happened. The verbal not only tells character. An attack trait is added to an you the effect out of game, but it represents attack verbal and defines the flavor of that the sight, sound and feel of the attack in attack. A defense trait is added to a defense game. You never have to play it dumb. The call. An item trait is added to a tagged item verbal "4 Damage by Fire" might represent a and gives that trait to anyone carrying that roar of flame. The verbal "Maim by item. Lightning" might represent a flash of light. The verbal "Paralyze by Fear" might An attack trait tells you which defenses can represent the hairs rising on the back of your be used against that attack. A character or neck. However you imagine it, the verbal item trait can be used to determine if certain tells you what happened both in and out of effects worked against you. If you had the game. “Undead” trait, for example, then an attack that caused "5 Damage to Undead" would be Verbals should not be confused with effective against you. A defense trait is incantations. Incantations are magical words generally used for flavor, but it is possible to that are used to cast a spell. These are in have skills or abilities that can be used only game magical phrases that are required for if a defense with an appropriate trait is used. all but the most powerful mages to cast A character's race is always considered a magic. Spells usually have incantations, but trait. Characters with no explicit race have they also end with a verbal. Remember that the Human trait. If you have a sub-race then there are two rules that apply to all called both your sub-race and your general race attacks. will be considered to be traits. So a Wood Elf has the Elf trait as well as the Wood Elf • You must finish the verbal for a called trait. attack before launching a packet or missile attack. You call out the verbal as you swing a melee attack. If there is an incantation, Deliveries which is an in game phrase associated with an attack, then that must be clearly spoken Each ability must be delivered to its target in before the verbal. This is true for melee, some way. These deliveries are the physical missile and packet attacks. action needed to determine whether an ability has been successfully used on an • All called hits must be acknowledged with opponent. role play. Many skills are consumed only if the recipient calls out a defense or role-plays There are several different ways to deliver the effects of the attack. If you don't role game effects, but there are three basic attack play the effect, the attacker may assume that deliveries that are used most often in you were not struck and the skill not used. combat. Melee attacks are delivered with a successful strike with a hand held weapon. Traits Packet attacks are delivered by throwing a bean bag like projectile and striking an 12

opponent. Missile attacks are delivered by hands, or the groin are illegal and are not throwing or firing a special foam weapon counted. prop, although some games use packet based arrows and bolts that are firing by aiming a If you are unskilled with a melee weapon missile weapon prop at an enemy and then you cannot make attacks with that weapon. throwing a packet prop and striking that If someone strikes that weapon or you try to opponent with the projectile. parry with that weapon, you must either take the blow or the weapon is ripped from your It is always up to the defender to make the hand. If you do not take the blow, you must final decision whether an ability has struck drop the weapon as if you had been affected or affected them, and thus whether the by the Disarm effect. ability has been delivered. It is important that players do not abuse this honor system. You may hold only one weapon or shield in If a player does not count legal hits, the your hand during combat. If you are holding game breaks down. Individuals that are more than one item in a hand, and a melee reported for not counting hits will be attack strikes one of those items, then you reviewed and if necessary asked to leave the will take the blow or be disarmed of both game. items as if you were unskilled in their use. Melee Attacks A melee attack that has no verbal causes 1

point of damage. These are known as Melee attacks require special hand held "uncalled attacks.” If an uncalled attack padded weapons to deliver an attack. Melee removes your last point of Vitality you will weapons cannot be thrown. You must have fall unconscious but you will remain stable both hands on a two handed weapon in order as described in the Vitality section below. A to use it in combat unless some game ability melee attack with a verbal is known as a specifically states otherwise. These padded “called attack.” A successful attack delivers weapons have a strict set of creation rules the effect in the verbal to the recipient. and must pass a safety inspection at each and every event where you intend to use them. 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 To add to the atmosphere of role playing, we area and the recipient acknowledges the hit expect our players to role play in combat. by role playing the effect or calling out a Although we allow light weapons for safety defense to negate the attack. The melee and comfort, we ask that players keep the attack is not used up if the attack misses or pace of their swings in line with what a the target blocks the attack with a weapon or heavier weapon might require. Melee swings a shield. that are entirely generated by snapping or rotating the wrist or forearm are discouraged. Although you are expected to Some skills work only on limb hits. A limb role play full weapon swings where the hit is a strike to the arm or leg. A torso hit weapon moves at least 45 degrees, the actual includes the chest from the belt up to the top contact cannot be too hard. A tap from a of the chest. Any hit to the leg or buttock is weapon is sufficient to deliver an attack. a leg hit. Any hit to the arm or to the outer Melee attacks that are blocked by another shoulder is an arm hit. Hits that come down weapon or shield wielded by a character on the shoulder or that come down between with the appropriate skill to do so are not the shoulder and the neck are also arm hits. counted. Attacks to the head and neck, the 13

The Flurry Rule maneuvers count as a strike in a flurry. As a Rule of Etiquette, if both your elbow and the A flurry is a series of melee swings weapon tip move forward and contact an delivered at an enemy in combat with little opponent's weapon then count that as one of or no pause. You can make no more than your flurry strikes even if it was not your three consecutive attacks against a particular intention to launch an attack. This might enemy where your weapon contacts an mean that both combatants use up a Flurry opponent or their weapons, including their swing during incidental weapon contact. shield, before you must reset. To reset your flurry you must step out of weapon range The Proximity Rule between you and your opponent and stop all attacks on your previous target for at least a You must maintain a safe distance from any second. active opponent. If you can reach out and touch the torso of an opponent with your Players pursuing enemies need not interrupt hand then you are too close and you must pursuit by stepping back to reset their back away. If there is a significant Flurry. The pursuer needs only to pause for difference in the reach of two opponents, the a second while at a distance just within their opponent with the shorter reach may maximum weapon range. approach close enough so that they can strike their opponent with their weapon so That's all you need to remember, everything long as they cannot touch the torso of the else are clarifications and answers for opponent. specific questions. Claws and Natural Weaponry • Blocked swings that contact a weapon or shield and successful hits that contact the Some characters have the ability to use body are counted as flurry swings. Feints claws or natural weaponry instead of, or in and swings that do not make contact against addition to, weapons. These weapon props weapons, shield, or body do not count as a are red, though some plot creatures may flurry swing. You must reset your flurry have props that are constructed to appear to after you have made three swings with be part of that creature. contact before resuming attacks on that opponent. Claws are considered to be melee weapons and can be used to block melee attacks. • An opponent can't try to prevent you from Claws are not affected by Disarm. Destroy resetting your flurry by advancing. If you effects delivered to such weaponry will have retreated in an attempt to get out of cause a Maim effect to the limb using the weapon range but your opponent's advance weapon. has prevented you from doing so then you may reset your flurry after a full second Claws and natural weaponry are not bladed pause. weapons, and cannot be used with skills or effects that require bladed weapons. If you • Incidental weapon contact and are holding a claw that is struck by a melee aggressively engaging an opponent's or missile attack, and you cannot legally weapon with beat attacks or offensive block with the claw due to some game parries can make flurry determination effect, you will be affected by the attack confusing. We realize it is difficult to since you cannot drop the claw in response determine if these types of weapon 14

to the strike. your ability to throw packet attacks, forcing you to wait for one full second before attempting to throw again. It is impossible to Packet Attacks get off packet attacks during the Flurry pause. Missile and packet attacks will also A packet is a small bean bag filled with bird interrupt your verbal if they land while you seed that represents some sort of mystical, are speaking it, but you may begin a new psychic, or supernatural ranged attack form. verbal immediately and do not have to wait Packets have strict construction guidelines. for one second in these cases. An interrupted You call a verbal and throw a packet at a ability is not used up and attributes or their target to deliver the attack. If the packet hits equivalent are not wasted, but you must the target, or any direct possession of the begin the verbal again. target, then the effect is delivered to the target. You cannot throw packets too hard. If Like melee attacks, any packet attack that you are winding up to throw the packet, then has no verbal causes 1 point of damage. you are throwing too hard. Packet attacks with no verbal are "uncalled strikes" and cause someone to fall Packets are not solid objects and cannot be unconscious but stable when they reduce affected by Disarm or Destroy, but they are Vitality to zero. Packet attacks that use a visible, in game effect. If someone is called damage effects cause enemies to carrying packets and you see the packets, become unstable when they fall unconscious you can assume they have some sort of aura just like called melee attacks. that makes you realize they are capable of something special. Because of this, you Rule of Etiquette cannot carry or throw packets unless you have the power to use them for something. In order to encourage the use of good costuming and add a little more realism, we If a packet clearly strikes a target and they have the Costume Rule. If a packet attack do not acknowledge the hit with role play or clearly misses a target and passes by the by negating it with a defense, the attributes body, yet that packet hits a cloak or or their equivalent are not exhausted. If the costuming piece after it has gone past, the packet misses, or you cannot tell whether the defender can call out "costume." This rule packet hit, then attributes or resources are cannot be used if the costuming is in front of exhausted normally. the defender or if the packet has not already passed the body. The rule is in place to To deliver a packet attack, the arm that is encourage cloaks, back banners, and some delivering the packet must be free and the directed character costuming such as wings hand empty except for the packet itself. A without adding an unacceptable free arm cannot have props tucked under it disadvantage to the character in combat. or tied to it other than armor. You cannot deliver packet attacks if you cannot use game skills, or with an arm that is affected Concentrate by something that prevents its use such as a Maim effect or shackles. Some packet based Concentrate is a special plot verbal that skills have additional requirements as well. indicates the caster who called it can throw packet attacks while being hit. The caster Packet attacks cannot be used while you are calls out Concentrate and can throw a being hit. Successful melee attacks interrupt number of follow up packet attacks, 15

including spells, while being hit by Vitality to zero. Missile weapons that use incoming attacks. You do not have to call called damage effects cause enemies to Concentrate before every spell; one call become unstable when they fall unconscious covers a number of attacks. Each skill or just like called melee attacks. special ability that allows the use of Concentrate requires you to call out Like packet attacks, missile weapons cannot "Concentrate" when you use it. be used while you are being hit by a melee weapon unless you have the ability to use Rule of Etiquette the Concentrate ability as described above. Some skills that allow you to use a weapon If a character using Concentrate is in a or shield to block melee attacks also allow swirling fight where new combatants are that defender to block missile attacks. coming into fighting range, then the caster should call out "Concentrate" each time they Missile Attacks (Props) willingly switch targets so everyone in the fight knows what is going on. Some games require special props for missile attacks. Foam balls for arrows and Missile Attacks (Packet) bolts, foam thrown weapons, nerf arrows, and other non-packet systems are possible in For many games, missile attacks typically Accelerant games. Foam balls used as use packets that represent arrows or arrows or bolts require the attacker to point crossbow bolts. To differentiate missile the launcher or implement at the target as attacks from normal packet attacks, the described when using missile attacks with attacker has two additional requirements packets. Foam thrown weapons only need to when attacking. First, you must have a prop be thrown at the target. Other missile props in your free hand that is aimed at the target. such as nerf bows, are aimed and fired when Second, you must go through a firing motion they are used. for each missile attack. Bows require you make a drawing motion and bring the packet Foam weapons are always blockable by to your cheek before throwing. Crossbows those skilled with weapons or shields in a require that you pull the packet along the manner similar to melee attacks. Like melee stock of the crossbow and pull it up to aim. attacks, any foam missile attack that has no After your motion you throw the attack verbal causes 1 point of damage. Missile while still pointing at the target with your attacks with no verbal are "uncalled strikes" free hand. and cause someone to fall unconscious but stable when they reduce Vitality to zero. Although this system is typically used for Missile weapons that use called damage bows and crossbows, games can use this effects cause enemies to become unstable system for thrown weapons, wands, or other when they fall unconscious just like called ranged attacks that can be, in that setting, melee attacks. blocked with weapons or shields. Touch Delivery Like melee attacks, any missile attack that has no verbal causes 1 point of damage. If a skill or ability is delivered with a touch, Missile attacks with no verbal are "uncalled then the effect is delivered by touching a strikes" and cause someone to fall packet to the shoulder or arm of a willing or unconscious but stable when they reduce helpless recipient. 16

duration that is not instantaneous, then instead of the normal duration, the effect Special Attacks lasts so long as they point at you.

Special attacks are delivered in unusual Name ways rather than using the regular melee, missile, and packet combat system. They represent large scale effect and atmospheric Someone calls out "By Your Name," states conditions. Special attacks always begin your name, part of your name, or some with the person or area that the attack affects pseudonym that you have used and calls out and that is followed by a verbal. If you have a verbal. The attack is delivered to you if a defense that works against the verbal of a you recognize that name as a name you have special attack you can use it to negate that used or a name that person might use to attack. Once the verbal of these attacks has refer to you. Basically if you know they are begun the effect is already delivered. You talking about you then you take the effect. cannot, for example, retroactively turn to a spirit during the verbal to negate it. The Room individual types are detailed below. Someone calls out "In This Room" and an Affliction effect and everyone in that room will be affected by it. Doorways and gates act as Someone delivers an effect to your room dividers. This delivery is commonly immobile or unconscious form by touching a used for traps and performances. The attack weapon or packet to your torso and stating only works in an enclosed room with normal "Affliction One, Affliction Two, Affliction doorways and corridors leaving it. The Three" clearly and slowly followed by a attack will affect you if any part of you is verbal. This works like a Death Strike and within the room when the verbal is called. 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. Search Response

Gaze Someone calls out an effect after you search them or use a special Search effect upon Someone who has met your gaze for a full them. If multiple people are currently three seconds calls out or whispers "By My searching a creature (for some reason) then Gaze" followed by a verbal. A vampire all searching characters take the effect. might whisper "By My Gaze, Paralyze by Will." Other creatures might cause fear or Voice other effects. Someone calls out "By My Voice" and an Gesture effect and everyone who hears it will be affected by it. You cannot defend against Someone points at you with a hand or a Voice attacks by intentionally obscuring the weapon and calls out “By My Gesture” sound of the verbal with loud noise or by followed by a verbal. If the effect has a plugging your ears. 17

stop the First Aid. If they call Stabilize you become stable and start your five minute Vitality count. If they do not finish the First Aid, your one minute death count will continue Vitality is a count of how much damage you where it was before they started using the can take before you collapse. As you take skill. damage, your Vitality points are exhausted. These points can never drop below zero. When you die, all active effects on your Healing refreshes Vitality, and these points person end unless an Imbue or Inflict effect are also refreshed at the beginning of each specifically says otherwise on the effect event. If your Vitality ever reaches zero you card. Your remains will linger for five will collapse and become unconscious. minutes before you change to a spirit of the Unconscious characters that are taken down dead and begin to walk to the gate of death. by uncalled melee or missile hits are stable. Only effects with "to Spirit" or with "to Characters taken down by any other kind of Dead" traits will affect a spirit of the dead. damage, from called melee or missile hits, In Numina, each character has 2 Vitality from firearms, from traps, from packets, or points at creation. Vitality may be increased from anything with a verbal become by purchasing extra Vitality with Character unstable. Points, to a maximum of 10. The cost of each point of Vitality is on a sliding scale of If you fall unconscious but you are stable, 2/2/3/4/5/6/7/8. you will remain unconscious for five minutes. After that time you will wake up Vitality Cost with 1 point of Vitality. If someone hits you 3rd Vitality 2CP with an attack for called damage while you 4th Vitality 2CP are unconscious and stable you will become 5th Vitality 3CP unstable and begin your 1 minute count. th 6 Vitality 4CP Other effects can be inflicted upon you 7th Vitality 5CP while you are unconscious and stable and 8th Vitality 6CP those effects will still be active when you 9th Vitality 7CP wake up. If healing raises your Vitality th above 0 then you will become conscious. A 10 Vitality 8CP death strike successfully delivered to your torso will kill you. Example-If you wish to raise your Vitality from 2 to 5, it would cost a total of 7 CP. 2 If you are unconscious and you are unstable CP to raise Vitality to 3, 2 CP to raise you are dying from blood loss and shock. Vitality to 4, and 3 CP to raise vitality to 5. You will linger for one minute before dying. 2+2+3=7. A Stabilize effect will change your condition to stable and you will begin your 5 minute Unconscious count. Other effects can be inflicted upon you while you are unstable and those effects You are incapacitated and must collapse to will still be active if you wake up. If healing the ground. You must close your eyes and raises your Vitality above 0 then you will you cannot move or speak while you are become conscious. A death strike unconscious. You cannot use game skills successfully delivered to your torso will kill unless a skill explicitly explains that it can you. If someone begins to use First Aid on be used while unconscious. you, your count will be suspended until they 18

Rule of Etiquette strike.

Players who are unconscious close to To interrupt a death strike, you must strike combat may open their eyes to watch for out the person attempting to deliver the death of game danger if the battle moves too close. strike with a melee, missile or packet attack. It is important for players to be able to You may also interrupt the death strike by protect themselves during these times. If you striking the weapon used to perform the open your eyes for safety reasons then we death strike with a weapon of your own. ask that anything you see during that time You do not have to force the weapon away. remain outside the normal knowledge of the A death strike that is interrupted is canceled game. and has no effect.

Death The "Death" Effect

There are four ways you can die in this Any effect that successfully inflicts a Death game. First, you can be knocked effect kills you immediately. Of all the unconscious and unstable and remain that various game effects, only the Death effect way for a full minute. This is referred to as will kill you outright. The Death effect may "bleeding out" and is described above. be nullified by an appropriate defense. Second, you can be killed if someone delivers a successful death strike to your Mishaps torso. Third, you will be killed by an attack with a Death effect that you cannot negate. There might be large scale traps, challenges, Finally, special areas might cause your death and mishaps in special areas that can cause if you have a mishap. you to perish if you are unfortunate enough to stumble into them. Closing walls, deep Death Strike pits, and other deadly traps might kill you outright. These areas will be marked or A death strike is used to kill an unconscious made clear to you during the course of the or immobile victim. You must touch a game. weapon to the torso of the victim while saying "Death strike one, death strike two, Spirits of The Dead death strike three". This verbal must be spoken clearly and at a normal speaking After 5 minutes of death, a dead character pace. You do not need to have skill with the becomes a spirit of the dead. Your spirit and weapon to inflict a death strike. everything you still carry is drawn to a special area of the game marked as a Death To inflict a death strike, the victim must be area. Your spirit will even pick up your own unmoving. The victim can be unconscious weapons if they are within reach unless or unmoving because of a game effect, but someone else possesses them. When you you cannot inflict a death strike on a body rise as a spirit you must proceed directly to until it comes to rest after an attack, nor can the Death area. You must walk with your you inflict a death strike on a helpless but head bowed and your arms at your side. You struggling victim. If the victim can move, cannot interact with any other character the victim can prevent a death strike. First unless they use an ability that allows you to you must render the victim unconscious or do so. You cannot drop items. You cannot unmoving, and then you may inflict a death use any game ability. If someone tries to 19

interact with you, reply "Spirit" and effect has a duration, but curing or removing continue on your way. that effect will end it.

In Numina, the Death area is the Gate of

Death. This is the gate to the Realm of Game Time Death. When you arrive at the gate you must follow the posted instructions and ring the As the game progresses during an event, bell. players generally spend time interacting with other characters, moving from place to While you are a spirit of the dead, there are place, and engaging in combat and other very few effects that will work on you. The game activities. Some skills or game effects only effects that will work are effects with require a specific passage of time as a "to Spirit" or "to Dead" in the verbal. These requirement of their use or removal. Players are Bane effects specifically designed to are expected to count out this time. This affect spirits. The most common is a "Speak counted time is spent either to Rest or to to Dead" effect. This type of "Speak" effect Focus. will allow you to converse quietly with the character who used the effect. You cannot Time spent to rest or focus is interrupted if stray from your path or use any game skill you use a game skill. This includes making while talking. You are not compelled to an attack or blocking an attack with a communicate, but you may do so. Other weapon or shield. Spending time to rest or effects might include "Imbue to Spirit" and focus must be obvious to those observing "Inflict to Spirit." If the description on the you; you cannot spend time, for example, to effect card states that it works on a spirit of rest or focus if you are standing in a combat the dead then you must follow the stance or otherwise appear to be instructions given therein. You may use participating in active combat. Resist and Purge defenses while you are a spirit of the dead if they are appropriate for When spending time as a requirement of an attack that strikes or affects you. using game skills, interruptions require you to begin the process at the start but these interruptions don't generally exhaust the Final Death costs of using the skill or ability unless that ability explicitly says otherwise in its If the spirit cannot return from the Death description. If you begin, for example, to area then the character passes beyond this Focus for one minute to use a skill which world and is said to have taken a final death. can only be used once per event, or which Final death means that you can no longer uses an attribute point, the skill or attribute play the character in question, and adds an is not generally used up if you are air of danger to the game by threatening interrupted while trying to use the skill. your in game persona. Many games have a set of skills or attributes that can be refreshed when you have a chance to rest. Some games also define Attack Effects skills or resets that require you to be within a safe zone, workshop, haven, or sanctuary The effect of an attack describes how that while you focus or rest. This prevents you attack benefits or impairs you. The effect is from using these resets or skills while you the first part of any verbal. Some effects are out in the field or away from these areas. target items rather than characters. Each 20

Rest "Rest for one minute to end this effect." Resting involves spending time out of action "Rest for ten seconds and call out "Heal 2 to where you have a chance to regain your Self" to use this skill. energy and composure. Rest requires you to be sitting, lying, or kneeling. It must be You Are Well Rested obvious that you are resting. You cannot walk or run. You can interact with those If you are in the process of resting, nearby while resting. You are resting if you particularly when resetting skills or are dead, paralyzed, stunned, or attributes, and a game character tells you unconscious. Paralyzed characters are "You Are Well Rested" then your rest time resting even if they are standing or in some is considered completed. Effects that end other paralyzed position. with rest are removed, and attributes and skills that require rest are refreshed. This Resting is not generally interrupted by game will not end Imbue or Inflict effects, or effects, regardless of delivery. Although you effects that last for an entire event or more. cannot use optional defenses without If a reset has, in addition to the rest time, interrupting your rest, calling out mandatory costs associated with it then you are still defenses does not interrupt rest. Calling out responsible for paying those costs to gain "Spirit," "No Effect," "Guard," "Elude," or the benefit of the rest. "Shield," for example, would not interrupt rest unless the specifics of the skill or ability Focus you were using somehow made the call optional. Focusing represents some task that requires your concentration. Focusing might be Rule of Etiquette required to repair armor, mend wounds, or meditate to remove an effect. You must Players with bad knees or physical spend the time role playing in a manner impairments may be given plot permission appropriate for the skill or ability you are to stand with their arms raised and their using. You may talk with others during this hands behind their head to indicate they are role play time if you wish so long as the skill resting on the field. or ability description does not have additional restrictions which prevent this. Effects which require rest can overlap; what Focusing requires that you stay in one area this means is that a single rest time can be as you role play the activity. You cannot used for multiple effects. If you had a game walk or run. Using other game skills, using skill that allowed you to reset some kind of called attacks, or using called defenses magical defense after a minute of rest, and interrupts your focus time. Skills and you were affected by a Root effect, and you abilities which require Focus do not overlap; were affected by a Weakness effect you what this means is that if you have two could rest for five minutes and apply the different skills with a Focus requirement the time to all three benefits. The Root would Focus time spent on one ability cannot be end, the Weakness would end, and the skill applied to any other activity. You have to could be used to reset the defense. role play each Focus time separately to use Game skills will instruct you by saying the associated ability. Effects that prevent "Rest for," followed by a time period, you from using game skills also prevent you followed by the results of the rest. from spending time to Focus to use or

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refresh abilities. You cannot Rest while you Focus; the times do not overlap. Effect Listing

Game skills will instruct you by saying "Focus for," followed by a time period, Agony followed by the role play needed to act out the skill, followed by the result of the Focus. You are wracked with pain. You cannot "Focus for one minute, repairing your armor attack or use most game skills. You may at a forge, to refresh your armor points." run, defend yourself by blocking with "Focus for one minute, binding the limb of weapon skills and can use called defenses. the wounded character" and call "Cure Agony lasts for 10 seconds. Maim" to tend to the broken limb. "Focus for three seconds, shaking off your fear, to purge one Fear effect." Cure, Remove...

Focusing is interrupted if any game effect Beneficial Effect (Cure only) that is not beneficial affects you regardless Cure removes one effect on the target. A of the delivery. While you do not exhaust Cure [Effect] will remove one instance of any costs associated with the skill or ability the specified effect. A Cure [Trait] will (unless the description explicitly states remove one effect with the appropriate trait otherwise) you must start the entire process except Imbue and Inflict unless the Imbue or from the beginning. This means that calling Inflict card specifically says otherwise. If any defense, optional or otherwise, the Cure verbal is followed by “All” then all interrupts your focus. appropriate effects end. If you have more than one appropriate effect, you may choose which will end when a Cure effect is applied Travis and Gerard, for example, each have to you. Cure will never restore Vitality. Cure a skill that provides armor points. Travis is a beneficial effect. has a skill that requires Rest for one minute to refresh his armor points. Gerard has a skill that requires Focus for one minute, Travis, for example, has been affected by the where he role plays repairing his armor, to following attacks: Slow by Disease, Slow by refresh his armor points. Both sit down to Will, and Drain by Will. A Cure Slow will rest off a Weakness effect. During that time, remove either the Slow by Disease and the Travis may also refresh his armor points. Slow by Will, and Travis can choose which Gerard would still have to focus for one one will end. A Cure Will would remove minute to refresh his armor. 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 Beneficial Effects Disease and the Slow by Will.

Effects that are intended to aid, bolster, or If a "Cure Maim" effect references a specific benefit a character are marked as Beneficial limb, the effect will only remove Maim effects. If, for some reason, the recipient effects on that limb. If the Cure Maim effect does not want to receive the benefit of one does not specify a limb, it will cure one of these effects they may say “Refuse” to Maim effect active upon the target. If an negate the attack or delivery. 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

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which limb. A “Cure All Maims” effect will and Inflict effects that are not specifically remove all Maim effects upon you removed by death. Death lasts for 5 minutes, regardless of limb. after which you will rise as a spirit and travel to the Death area. This process is A "Cure Death" effect will restore a dead described in greater detail in the Spirits of target to life and leave them with 1 Vitality the Dead section. Cure Death and certain unless that target has transformed to a Spirit special abilities can affect you while you are of the dead. Once a character has dead. Some strengthen your spirit so it is not transformed to a Spirit of the dead, only the weakened by the presence of Death. Some rare "Cure Death to Spirit" effect can restore might even restore you to life. Others might them to life, and only if it is used before the cause unpleasant effects. All of these will be Spirit reaches its destination. A "Cure [Trait handled using an Imbue or Inflict effect. In Name] Trait" effect will remove a trait given these cases you will be given an effect card to you by an Inflict, Imbue, or other effect that explains the results of the Imbue or that is temporary. It has no effect on a Inflict effect. permanent trait granted by race, skill, or the like. Remove is used to simulate dispels or forced removal of effects. Remove works Destroy... just like Cure except it is not a beneficial effect. This has several side effects. Where An item is destroyed and cannot be used for Cure can be touch cast, Remove cannot be any game skill or effect until it is repaired. touch cast. Where Cure can be refused For most melee delivered effects, the verbal because it is beneficial, Remove cannot be is simply “Destroy” and the strike will refused. Where Cure will not interrupt destroy the weapon it hits. For missile and Focus, Remove will interrupt Focus. Where packet attacks the verbal will include the Cure is not negated by and does not name of the item and any strike will destroy consume Shield, Elude and Guard defenses, that named item. A melee attack that strikes Remove will be stopped by and consume your shield and uses the “Destroy Shield” Shield, Elude, and Guard. Otherwise verbal will render your shield unusable. Remove works like Cure. The effect is permanent until the item is restored with a Repair effect. Some items Damage may be truly destroyed if no Repair effect exists in the game to restore them. The item This effect removes Vitality points as does not crumble away or disappear; the described in the section on Vitality. Unlike prop represents the broken item. An attack typical effects, Damage is instantaneous. It that uses the “Destroy Armor” verbal will removes Vitality points and then the effect exhaust all of your armor points. The armor ends. You cannot remove or dispel damage. points can be refreshed or repaired normally Vitality points must be restored though as if they had been removed by damage. healing. Melee attacks must successfully strike you to deliver a Destroy Armor effect.

Death Some creatures might take some kind of detrimental effect when struck by this An attack with this effect kills you. You fall attack. If you want to attempt to harm a down dead, as if you had been struck with a construct directly with this effect you would death strike. All temporary effects upon you call out “Destroy Form” as the verbal. Items end when you are killed except for Imbue 23

without tags or safety stickers (such as simple "Yes" or you may reply with a "Yes, clothing, belts, pouches, and the like) cannot two." The choice of how to respond is up to be affected by Destroy. you.

Diagnose Disarm...

This effect is used to determine if the You must drop everything in the hand recipient is inflicted with a specific effect, indicated by the verbal. You can pick up trait, or game condition. Skills with the items immediately after they have come to Diagnose effect allow you to use Diagnose rest. You may pick up an item as soon as it to determine the presence of specific effects stops moving. The verbal will contain either or traits with the exception of Imbue or "Disarm right hand" or "Disarm left hand." Inflict effects. A skill might also allow you If you are holding a fragile or breakable to use Diagnose to determine if the recipient prop, including an air gun, you may put it is currently Stable, Unstable, Dead, or down rather than drop it, but in this case you Damage. To use Diagnose, touch the cannot pick it up for a full five seconds. recipient with a packet and say "Diagnose" followed by an effect, trait or game Delivering this effect with a melee attack condition. The recipient says "Yes" if they requires you to strike that weapon while are afflicted with the named effect or an calling the Disarm effect. You do not need effect with the named trait, or if they suffer to specify a hand. The hand that is holding the game condition. Otherwise they say the weapon will be affected. A melee "No." delivered Disarm will not affect a shield unless the "Disarm Shield" verbal is used. Travis, for example, is lying on the ground You cannot disarm a shield unless a skill or unstable and has been inflicted by a Slow by ability specifically allows the use of Disease and a Paralyze by Magic. Another "Disarm Shield." player leans over, touches him with a packet and says "Diagnose Stable." Travis says Rule of Etiquette "No." She says "Diagnose Unstable" and Travis says "Yes." She uses a Heal effect on Delivering a Disarm effect against a weapon Travis but he still doesn't move. Puzzled, she requires an attack against the opponent’s says "Diagnose Stun." Travis says "No." She weapon. You must finish the verbal and says "Diagnose Paralyze." Travis says move your weapon forward, attacking with "Yes." She has the ability to Cure Poison, so the legal striking surface. You cannot call she says "Diagnose Poison." Travis says Disarm if you are simply blocking your "No." She decides to wait until the Paralyze opponent’s attack, you must be making an wears off. effort to strike at the weapon.

If someone uses "Diagnose Damage" on you, you may choose, for the sake of Disengage expediency, to include in your reply the current number of Vitality points that have To initiate this ability either take a step back been removed by Damage. If, for example, or plant your feet for 3 seconds. Gesture at you have taken two damage that has not any number of opponents with your been healed and someone uses "Diagnose weapons. You cannot move towards any Damage" on you, you may reply with a target. Everyone who is attacking you and 24

everyone indicated by the gesture of your who called the effect. The Expose effect is weapon must move back out of weapon audible and you must cry out even if you are range so that you cannot cross extended unconscious or under the effects of a weapons. Targets that are rooted or cannot Silence, Stun, Paralyze, or other disabling move back may cross their arms and lean effect. You are not affected if you are Dead away from the effect instead of backing up. or have the Spirit defense unless the Expose Once the distance has been increased and effect targets those specific traits. This effect the space indicated by the Disengage has is one of the few that will commonly be been cleared by all targets (or everyone has delivered by voice. crossed their arms and leaned away) the effect ends. Disengage will not force a target into a dangerous area. A target may choose Frenzy to cross arms and lean back rather than stepping back into an area that will cause This effect causes you to attack the closest them some detrimental effect. Disengage is creature to you, regardless of recognition or not a melee delivered attack and cannot be consequence. You may attack with any negated by defenses that stop melee attacks. 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 Drain effect, or if you are not affecting the creature in question, or if you cannot find a way to For a simple Drain effect, you cannot run or reach the creature for 10 seconds you will use any game skill, including weapon and move on to the next closest creature. If shield skills. If the verbal is followed by a someone else attacks you and that creature is skill or ability name then you cannot use that more convenient than your current target particular skill. Drain can also be used to then that creature will become your new prevent entire skill headers. If a header is target. The effect ends when you are drained, you cannot use any skill that falls rendered dead or unconscious. under that header. Drain can be used in this manner to suppress racial abilities and empowered named items. If an item is Grant... named after a Drain effect then no abilities from that item can be used until the Drain Beneficial Effect ends. Only simple Drain effects prevent you You receive a boon. blessing or magical buff from running. The Drain effect will last until that enhances you in some way. There are a you rest for five minutes. number of specific Grant effects, each with their own benefit. All Grant effects end if you die, and when the event ends. Expose... Grant effects have some restrictions.

The Expose effect is followed by one trait. If ~ As a default you can have no more than you have that trait and are subjected to this three Grant effects at one time. effect, you must cry out, revealing the fact ~ Each type of Grant listed below also has that you have the trait and revealing your its own additional restriction. position. You must cry out as loudly as the Expose effect was called. Although you may Grant effects are negated with the Remove cry out softly if the Expose was called effect. A "Remove Grant" effect will negate softly, you still must make every effort to one Grant effect of your choice, while a ensure that you are revealed to the person "Remove All Grants" will remove all 25

existing Grant effects. Remove effects can also specify a type, such as "Remove Armor No attribute can be modified by more than Grant" or "Remove All Defense Grants." In one Grant effect. addition, a Remove effect will negate any Grant effect that also used that ... Protection trait.

"Grant Protection" There are five types of Grant effects. "Grant 3 Protection by Inspiration"

... Armor This Grant adds additional protection points that negate points of damage. These "Grant Armor" protection points work in a manner similar "Grant 2 Armor by Inspiration" to armor, negating the indicated amount of damage regardless of the source. The This Grant adds additional armor points to number of points is indicated after the either physical armor or armor from other "Grant" in the verbal, and if no number is abilities. These points are refreshed when indicated then the ability grants a single your armor points are refreshed. If no protection point. Protection points are number is indicated then this effect boosts always lost after armor points. Protection your armor points by 1. The effect might points are not affected by Waste Vitality indicate a higher number in the verbal such effects. Protection points cannot be as "Grant 2 Armor" to indicate that a greater refreshed or renewed. Once they are used to number of armor points have been granted. negate damage the effect ends. You may only have one Grant Armor effect You may only have one Grant Protection active. effect active.

... Attribute ... [Type] Defense

"Grant Earth" "Grant Poison Defense, Shield" "Grant 2 Vitality by Magic" "Grant Defense by Inspiration, Elude by "Grant 2 Karma by Inspiration" Blur" "Grant Melee Defense by Magic, Parry" This Grant adds to the total of one numeric "Grant Packet or Missile Defense, Avoid" attribute. Any points added with this effect are available immediately for use. Effects This Grant gives you a called defense that which refresh that attribute can also refresh works against the Trait or Effect indicated in these additional points. These extra points the [Type] portion of the verbal. The first can be exhausted to fuel skills and abilities half of the verbal is information about the in the same manner as regular attribute Grant itself, and it can include a trait. The points. second half of the verbal tells you what to call when you use the defense. If no [Type] If the attribute indicated is Vitality then Heal is specified then the defense can be used effects will also restore these additional against any melee, missile, or packet attack. points. Vitality calculations and other Once this defense is used the Grant effect secondary attribute calculations are not ends. affected by points added by the Grant effect to another attribute used in that calculation. Grant effects which give you Elude, Guard 26

or Shield effects must be used against the Sylla has an active grant effect with the first appropriate attack that strikes you. verbal "Grant Poison Defense, Shield" on her. She receives a new Grant effect with the Grant effects which give you Avoid, Parry verbal "Grant Poison Defense by Faerie, or Resist defenses can be used against any Resist." Sylla cannot have two Grant appropriate attack and you can choose Defense effects with the same type, so she whether or not you will use the defense. must choose one and decides to take the resist and let the shield end. Later, Sylla The Purge defense requires you to role play receives a new Grant effect with the verbal for three seconds and call Purge to end an "Grant Disease Defense, Resist." Sylla can appropriate effect. accept that Grant effect since her current Grant works against Poison and the new Elude, Guard, and Shield defenses that Grant effect works against Disease. protect against melee attacks must be used against uncalled melee attacks that strike Travis has an active Grant effect with the you. verbal "Grant Defense, Avoid." He knows he can call out "Avoid" to negate one melee, Once you have a Grant that protects against missile or packet attack because the type a specific [Type] of attack you cannot have isn't specified. Travis receives a "Grant another Grant that also defends against the Defense, Shield" but decides to keep the type. You must choose which one to keep. avoid and the new Grant effect is lost. Later, This restriction also applies to a Grant Travis receives a "Grant Packet Defense, Defense call which has no specified type; Avoid." He can keep that defense and his you cannot only have one Grant Defense previous Grant because the type in the effect that is unspecified. Grant verbal is not the same as one is unspecified and thus defaults to "Melee, Missile and Packet" and the other is A "Grant Defense by Shadow, Avoid by specified as a "Packet" defense. Shadow" would give you one defense against any melee, missile, or packet attack. You could choose to take an attack and save ... [Delivery] Attack the defense for later. You would call out "Avoid by Shadow" when you used the "Grant Melee Attack, 2 Damage" ability. "Grant Missile Attack by Venom, Agony by Poison" A "Grant Poison Defense, Shield" would "Grant Packet Attack by Magic, Stun by give you one defense against any attack with Fear" the Poison trait. You would have to use this "Grant Attack by Arcane, 5 Damage by defense against the first Poison attack that Fire" strikes you. You would call out "Shield" “Grant Touch Attack, Heal 2” when you used the ability. This Grant gives you one called attack that A "Grant Missile Defense by Wind, Avoid by uses the appropriate delivery. If the delivery Air" would give you one Avoid defense is omitted the recipient may choose melee, against a missile attack. You could choose to missile or packet for the delivery when they take the attack and save the defense for receive the effect. You may use a melee or later. You would call out "Avoid by Air" missile attack only if you have a skill that when you used the ability. allows you to make such attacks and the props on hand to make an attack with the 27

specified delivery. You may use a packet have one "Grant Extra" effect that stacks. attack only if you have a packet on hand to ~ You can have both a "Grant ... Protection" make the attack. For melee and missile and one "Grant Extra ... Protection" effect attacks, the attack is exhausted and the Grant and the effects stack. effect ends only if the strike lands and the ~ You can have both a "Grant ... Defense" opponent acknowledges it with role play or and one "Grant Extra ... Defense" at the negates it with a defense. For packet attacks same time. the Grant effect ends when you use the ~ You can have both a "Grant ... Attack" and attack whether it hit or missed. If the attack one "Grant Extra ... Attack" at the same is a beneficial effect the delivery can also be time. specified as “Touch.” ~ Grant Extra effects do not count towards your three Grant effects. As a default you can have no more than one Grant Attack effect. If you already have an active "Grant Extra" effect, you can accept one regular Grant A "Grant Melee Attack by Shadow, effect; you need not receive the "Grant Weakness by Shadow" would give you one Extra" effect after a regular Grant effect to melee attack with the Weakness by Shadow allow them to stack. You cannot accept two effect. You would call out "Weakness by “Grant Extra” effects, even if you have no Shadow" when you used the ability. Grant effect that did not include “Extra” in the verbal. A "Grant Packet Attack, 2 Damage by Fire" would give you one packet attack and you Travis has a "Grant 2 Armor" effect that would call out "2 Damage by Fire" when brings his armor total to 4. A servant of his you used the ability. divine patron visits him before a big battle and gives him a "Grant Extra Armor" effect A "Grant Attack, Paralyze by Will" would on him. He now has an armor total of 5, but allow you to choose melee, missile, or he could not have an addition "Grant packet as the delivery and you would gain Armor" nor another "Grant Extra Armor" one attack of that type with "Paralyze by active. Will" as the verbal. “Grant Touch Attack by Divine, Cure Sylla has only a "Grant Extra Magic Poison” would allow you to touch a packet Defense, Resist" upon her. A friendly wizard to a willing subject to cure a poison effect. gives her a "Grant Magic Defense, Shield" Like any beneficial effect, the recipient to her. She can accept this effect because could refuse the effect. her other "Grant ... Defense" effect is an "Extra" Grant effect. Grant Extra... Double and Triple Grant effects that begin with "Grant Extra" can overcome stacking in the following Grant effects with the Double or Triple ways: qualifier will provide multiple uses of the specified attack or defense but only count as ~ An attribute modified by a Grant effect a single Grant effect. In other words, you can also have one "Grant Extra" effect that can have a "Triple Grant Melee Attack by stacks. Skill, 2 Damage" effect that grants you three ~ Armor modified by a Grant effect can also melee attacks each which do "2 Damage" even though you are normally allowed only 28

one Grant effect with the Skill trait. Since and mix components. You might need to numeric effects do not stack this is only construct some item from strange parts. relevant for Grant Attack and Grant Defense These actions earn you the effect card effects. needed to use this effect. You can never use an Imbue ability without the appropriate effect card to represent the properly Heal... prepared components.

Beneficial Effect This effect restores one point of Vitality. If Inflict... the effect is followed by a number, then it restores Vitality equal to the indicated This effect can be used in one of two ways. number. If the effect is followed by the term An Inflict effect with the verbal “Inflict “All” then all of your Vitality is restored. [Trait Name] Trait” will give you the Otherwise it restores one point. If you are specified trait for the remainder of the event. unconscious with no Vitality then healing Otherwise, this effect is some affliction or will restore one or more Vitality points and detrimental effect that is described on an you will wake immediately unless some effect card that is given to you after the other effect is preventing you from doing so. 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 Imbue... Inflict effects described on Inflict cards immediately; they have time to retrieve the Beneficial Effect effect card and read it when it is convenient This effect can be used in one of two ways. and unobtrusive to do so. Unconscious or An Imbue effect with the verbal “Imbue dead characters must read the card [Trait Name] Trait” will give you the immediately. Inflict cards will give you specified trait for the remainder of the event. some unusual detriment that will have an Otherwise, this effect is some enhancement effect and a duration described on the effect or extra ability that is described on an effect card. Inflict effect cards can have a wide card that is given to you after the effect is variety of long term plot effects. Examples used upon you. An Imbue effect with no include causing death after a certain amount trait will not take effect until you have read of time, causing you to transform into some the effect card. type of creature, inflicting you with a Imbue will usually give you some ability disease that cannot be healed normally, that can be used during the current event, weakening the spirit of a dead character, and although the effect card might describe some similar exceptional abilities. effect that lasts beyond the current event. Defenses can be used to negate Inflict Imbue effect cards can have a wide variety attacks if those defenses will stop an attack of long term plot effects. Examples include with the appropriate delivery or trait. If a granting a defense against certain types of player can use an Inflict effect, that ability attack, strengthening the spirit of a dead will always have some in game action that character, and similar exceptional abilities. must be accomplished before you can use it. If a player can use an Imbue effect, that You might need to gather and mix ability will always have some in game components. You might need to construct action that must be accomplished before you some item from strange parts. These actions can use the ability. You might need to gather earn you the effect card needed to use the 29

ability. A player can never use an Inflict point or use of a skill. If a number is placed ability without an effect card to represent the before the attribute or skill name then you properly prepared components. will restore more attribute points or uses of a skill. Skills that require attributes cannot be restored directly and are unaffected by a Maim Refresh effect. Refresh will never raise you above your maximum attribute or give you One limb becomes useless. An arm must more uses of a skill than you would have at hang at your side and cannot be used for any the start of an event. Refresh can also be game ability. A leg becomes unusable. You used to restore abilities of an empowered must go down on one knee - you cannot hop. item. If the item has a unique name and You may crawl using your other limbs. A Refresh is followed by that name then the Maim effect will last for the duration of the abilities of the item are restored. 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 Repair... melee or missile attack strikes the torso then the Maim effect is ignored. If a Maim effect Beneficial Effect is delivered by a packet, the attacker can You restore one item that has been rendered include the limb in the verbal. For example, unusable by a Destroy effect. For an item a caster might call out "Maim Right Leg by you are touching you need not specify a Fire." If the limb is not specified, then the target in the verbal. For other types of subject may choose one limb that is not abilities you specify a target after the Repair already affected by a Maim. Maim only verbal. Repair may also be used to refresh works on arms and legs. armor points. A "Repair Armor" effect will restore one armor point of your current active armor. A Repair Armor Paralyze effect will restore a number of armor points equal to the indicated amount, or all armor You must stand frozen. You cannot move, points if the number of exhausted armor but you are aware of what is happening points is lower than the indicated amount. around you. If you are rendered "Repair All Armor" will restore your armor unconscious, or if someone tries to change to its maximum value. your pose, you will collapse to the ground. Paralyze will last until you rest for five minutes. You are resting while you are Repel paralyzed even if you are standing. This effect prevents you from using melee, missile, or packet attacks on the attacker. Refresh... You will also attempt to stay 10 feet away from the attacker unless doing so would Beneficial Effect endanger you. If this is the case you may Refresh is always followed by either an move to a safer position even if it takes you attribute or a skill that has a limited number within 10 feet, so long as you then attempt of uses. You recover one or more uses of the once again to stay 10 feet away from the named skill or one or more points of the attacker. You cannot use melee, missile, or named attribute. If you do not have the packet attacks on the attacker in any case. named skill or attribute then the Refresh has The Repel effect will last until you rest for no effect. As a default, Refresh restores one five minutes unless the attacker strikes you 30

with a melee attack that does not cause a limb holding the shield. Repel effect. If the attacker strikes you with a melee attack using an effect that is not Repel then this effect ends immediately. Slow The attacker is not immune to the attacks of a character affected by the Repel. That You cannot run. You may only walk at a character is free to launch attacks at other normal pace. The Slow effect will last until creatures so the attacker should be careful to you rest for five minutes. stay clear of other potential targets and avoid attacks launched at other characters. Stabilize

Root Beneficial Effect If you are at 0 Vitality and unstable this You cannot move your right foot from its effect makes you stable. You start your 5 spot. You may pivot on that foot, and you minute count. Otherwise you call "No may move your left foot. A Root effect will Effect." last until you rest for five minutes. Stricken Silence You are unaffected by any beneficial effect You cannot talk or make any in game verbal unless it removes the Stricken effect from noise. You cannot use game skills that you. Call "No Effect" to any other beneficial require incantations. You must still call out effect used on you. during Expose effects. You must still use out of game phrases as normal. A Silence effect There is one exception; if someone uses will last until you rest for five minutes. First Aid on you then the Stabilize effect will work.

Slam Only a "Cure Stricken" effect or a Cure effect applied to the trait of this attack will Some great force knocks you back and off remove this effect. An effect that removes your feet. When you are struck with this the Stricken effect from you will not remove effect you role play an extremely forceful other effects. Stricken does not work on blow or blast. You may take up to three items you carry or wear and items may be steps backwards and fall down. The steps affected by Repair or Imbue effects. The backward are optional. The effect ends when Stricken effect will last until you rest for your chest or back touches the ground. If five minutes. falling to the ground is an issue due to ground quality, crowding or health you may For example, if you have a Stricken by opt to instead take your steps, drop to a knee Poison and a Paralyze by Poison effect upon and place both hands palm down on the you, a Cure Poison effect will remove the ground as shake your head for three seconds. Stricken effect but it won't also remove the Some Slam effects are so powerful they Cure Paralyze effect. A second Cure Poison knock you back through a shield. If you hear would be needed to remove the Paralyze by "Shield Slam" it works even if it strikes your Poison effect. shield. This attack can be blocked by a weapon and would count as a strike to the 31

restored by some other means. Once a

Stun wasted attribute or skill use has been refreshed a Cure Waste effect will have no You are knocked unconscious. Stun will last effect on you. Attributes and skills lost to a until you rest for five minutes. You are Waste effect are always refreshed before resting while you are stunned. Another points lost through normal use. Waste can character may take a full minute of role play also be used to remove abilities of an to revive you and end this effect. 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. Speak

A Waste Vitality effect will reduce your Beneficial Effect current Vitality total. This effect ignores This effect allows you to converse with a armor points, but is otherwise treated as a creature or being that cannot otherwise called Damage effect and will render you communicate with you. It is usually used unstable if it removes the last of your with the Bane trait, allowing you to speak Vitality points. 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. Weakness The Speak effect will last until a participant uses another game skill or until a participant Your ability to strike with melee attacks is move out of reasonable conversation range. 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.

Waste...

Waste is always followed by either an Attack Traits attribute or a skill that has a limited number of uses. You lose one or more uses of the Most attacks include a descriptive trait. This named skill or one or more points of the trait is indicated by the second part of the named attribute. Waste has no effect if you verbal. The trait of an attack adds flavor to have no attribute points or skill uses left. If the attack and determines whether certain you do not have the named skill then Waste defenses can be used to negate the attack. If to that skill has no effect. As a default, an attack is "5 Damage by Fire" then the Waste removes one point or use of a skill. If trait of the attack would be Fire. The "by a number is placed before the attribute or Weapon" trait is dropped from the verbal of skill name then you will lose more attribute normal melee attacks to reduce noise. Any points or uses of the skill. Skills that require melee or missile attack with no trait is attributes cannot be wasted directly and are assumed to have the "Weapon" trait. unaffected by a Waste effect. Most attack traits allow you to role play the Wasted attribute points and skill uses can be effect. You may step back or cry out in refreshed. A Cure Waste effect will restore reaction to the attack. If you are surprised by points or skill uses lost to Waste effects an attack, however, you cannot add unless they have already been refreshed or additional role play to the effect. For 32

example, if you were hit by a "Stun by Silver, Thorns, Weapon, Web, and Wind. Force" from a visible enemy then you could The effect is caused by a Physical force. add the role play of crying out or staggering Abilities that work against Physical effects back. But if someone sneaks up behind you will work against effects with any of these and calls out "Stun" with a melee attack then traits. You may role play a Physical effect you should just go down. If someone sneaks by crying out or stepping backwards as the up and surprises you with a spell that you effect is inflicted. honestly did not see coming, you should not cry out to warn your friends. Special Traits

Elemental Traits All traits not included above are Special traits. These can include, but are not limited These include Air, Cold, Earth, Fire, Ice, to, Acid, Blessing, Curse, Light, Magic, Lightning, Water, and Wind. The effect is Malediction, and Shadow. These traits are caused by elemental power. Abilities that not included in any general trait, so abilities work against Elemental effects will work must specifically include them. Special against effects with any of these traits. You attacks allow no additional role playing; you may role play an Elemental effect by crying will suffer the effect of a Special attack out or stepping backwards as the effect is immediately. inflicted. Bane Mental Traits This is a unique attack trait that works These include Awe, Confusion, Despair, against another specific trait, and targets Fear, Gloom, Inspiration, Madness, only those creatures that have that trait. Presence, Trance, and Will. The effect is Instead of saying "by" you would say "to" caused by some mental or emotional and state the trait that is targeted. An attack reaction. Abilities that work against Mental that stated "10 Damage to Undead" would effects will work against effects with any of be an example of an attack with the Bane these traits. You may role play a Mental trait, and the attack would only affect effect by crying out or stepping backwards creatures with the Undead trait. If you as the effect is inflicted. somehow lose the trait that a Bane effect targets while under that effect, then the Metabolic Traits effect ends immediately. So, if you had a “to Dead” effect upon you and you were brought back to life then the “to Dead” These include Aging, Air, Cold, Disease, effect would end. Remember that the race of Poison, Radiation, and Sleep. The effect is a character is always considered to be a trait caused by a Metabolic reaction. Abilities of that character. that work against Metabolic effects will work against effects with any of these traits. You may role play a Metabolic effect by Bane attacks allow no additional role crying out or stepping backwards as the playing; you will suffer the effect of a effect is inflicted. Special attack immediately. Some effects may have both a normal trait and a bane trait. In this case the attack affects only Physical Traits those targeted by the Bane affect but it may be resisted by defenses that work against the These include Crystal, Earth, Force, Ice, 33

normal trait. An attack that stated "Paralyze type to negate when it strikes you. You can by Fear to Elf" would only affect characters allow an attack to affect you and negate a with the Elf trait but it could be negated by a later attack. Although different verbals are Resist Fear defense. used to indicate the nature of your defense and to add flavor to the game, all of these Self defenses work the same way. You must call out the defense when it is used.

This trait indicates that the effect works only on the person using it. Instead of saying Purge "by" you would say "to Self" after the effect. This indicates that you are the only target of You may negate an attack after it has the called effect. affected you. You must spend three seconds to role play this defense as you shake off the Defenses effect, during which time you must remain relatively still. You cannot use game skills while role playing the purge. You cannot use These abilities allow you to negate abilities Purge while unconscious unless doing so used against you. Although there are a large would wake you. You cannot use Purge number of possible defenses that can be when you are dead unless the skill used against specific causes and effects, all specifically allows you to use “Purge Death” defenses can be summarized as one of the in the verbal. following types. When it is possible to apply multiple defenses to an attack the defender decides which defense to use. Although No Effect Elude, Guard, and Shield defense must be used if an attack would affect you, it is You are unaffected by the attack in question. possible, for example, to use a skill that This indicates a defense that is not provides a Resist defense when an consumable. The attack does not affect you, appropriate attack strikes you to “protect” nor will it ever affect you. and Shield type defense. You could, for example, use a Resist against Fear to save a Shield against any Mental trait. Reduce, Absorb

Elude, Guard, Shield You are affected by the attack in question, but the effect has been mitigated, lessened, or changed entirely. The actual reduction is You negate the first attack of the appropriate determined by the skill or ability that allows type that strikes you. Although different you to use this defense. Reduce is often used verbals are used to indicate the nature of to indicate the effect has been lessened your defense and to add flavor to the game, while Absorb often indicates that the attack all of these defenses work the same way. had a different effect entirely. The verbal for You must call out the defense when it is this defense might be followed by "to" and used. the modified effect such as "Reduce to Maim" or "Absorb to Heal 2." You must Avoid, Parry, Resist role play the new effect appropriately.

You choose one attack of the appropriate Increased 34

doorways or portals. If someone tries to While not exactly a defense, this call move through a portal that you are blocking indicates that the effect had a greater than then you are forced to move. Characters who normal effect on the target. If the target calls have died and are traveling to the Realm of “Increased” in response to a beneficial Death are spirits. If you gain the Spirit trait effect, the target might have an ability or because you have died and you have become skill that allows them to receive additional a Spirit of the Dead then you also gain the benefit from the effect in question. If the Dead trait. Effects with the trait "to Spirit" target calls “Increased” in response to an affect all spirits, while effects with the trait attack, the target might have a weakness or "to Dead" affect only spirits of the dead. vulnerability to the effect or trait that was You must walk with your head bowed and used against them. Some games might use your hands at your side. Some abilities allow “Increased to…” followed by an effect to a living character to become a spirit for a specify extra information about the game time, but these abilities usually have special effect. restrictions or will not be absolute in their protection. You might gain a trait and become vulnerable to attacks with that trait Reflect even though you are a spirit. Some of these skills last until you move. In these cases you You choose one melee, missile, or packet cannot move or speak without ending the attack of the appropriate type to rebound effect. If you turn into a spirit in a place back at the attacker when it strikes you. Call which blocks a portal or doorway then you this defense to negate the effects of the are forced to move to allow someone attack. If your attack is reflected then you through. Since this can end the effect you must take the attack as if your melee, missile must be careful to use these types of skills or packet had struck you. The attack retains so as to not block confined areas. all of the original traits so it might not actually affect you. You may use defenses to negate the attack, including using Reflect to Defense Traits bounce it back on the original target. A defense might have a trait associated with it. The verbal should include the defense and Spirit the trait with a "by" between them. This can be done to add flavor to an ability, to You are insubstantial and are unaffected by differentiate two similar skills, or to allow most attacks. You call "Spirit" to any attack other skills to key off certain defenses. that you negate for this reason. You cannot use game abilities unless specifically allowed to do so. You cannot speak or Chained Defense converse with other characters unless they use an ability that allows you to do so. If A chained defense has an effect that is called someone tries to talk with you, you may call immediately after the defense. The verbal "Spirit" to inform them that you cannot should include the defense and the speak. You cannot drop any items. No one additional effect with an "and" between may search you, nor can items that you carry them. If the additional effect is an attack be removed from your person. Nothing can then that attack must be launched be thrown over you. You cannot rest while immediately as the defense is called. Using in spirit form, and effects that last until you the additional effect could be optional or rest will not be removed. You cannot block required. If the additional effect affects the 35

character using the chained defense then the of armor. He role plays and activates a skill ability must use the Self trait and character that gives him 3 points of armor. The armor must role play that effect as if they had been points from the suit of armor are exhausted struck by it. For example, a Fire based attack and he has 3 armor points from his skill. If strikes a Fire Elemental. The creature calls he wants to use the armor points from his out "Resist and Heal to Self" to indicate that suit of armor later, he will have to have the the attack was negated and the creature was armor suit repaired. healed by using the defense. For example, a strong creature can tear out of some physical In Numina, all characters may wear up effects but it takes damage doing so. The to two points of physical armor. You creature is struck by the appropriate attack, must be skilled in the use of armor to role plays for 3 seconds, calls out "Purge effectively wear any more than two and 2 Damage to Self" and then role plays points. You may wear a prop worth more the damage effect. For example, a character has an ability that simulates a Riposte. The points without this skill, but the character is struck by a successful melee protection it will provide will be limited attack, calls out "Parry and 3 Damage," and by your armor skill. A character with the immediately swings at the person who Armor Smith skill can restore physical attacked her. For example, a creature has an armor. The smith spends one minute of ability that can shoot attacks with the Magic activity time role playing this repair at a trait back at the attacker. The creature is forge to fix the suit of armor. struck by a "Paralyze by Magic." The character calls "Resist and Paralyze by In Numina you must have an appropriate Magic" and throws a packet back at the prop to use physical armor. You have six attacker. armor areas; your head, upper torso,

lower torso, shoulders, arms, and legs. A Armor full suit covers at least four of these areas. A partial suit covers fewer areas Armor provides points of protection that act and for each area under four you wear as a buffer against damage effects. Armor reduce the overall value of the armor by points are removed by damage in a manner similar to Vitality. Armor points are lost one. before Vitality points. The method by which exhausted armor points are restored varies Light armor includes light suede, thin depending on the type of armor you are leather, and furs. This type of armor using and the skills and abilities of the provides two points. Accelerant game you are playing. You may only have one base type of armor active at a Medium armor includes rigid leather, time. If you try to restore or activate or wear and chain mail, This type of armor one type of armor while you have active provides three points. 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, Heavy armor includes scale mail, plate then the new armor points will be mail, or chain mail reinforced with rigid immediately exhausted. Exhausted armor leather or plate pieces in at least two points are gone and must be restored just as areas. If you wear chain mail reinforced if they were exhausted by Damage. For with rigid leather or plate pieces those example, Travis is wearing a 2 point of suit pieces must be clearly visible to count as 36

heavy armor. This type of armor provides four points. 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

Traps moaning of a rigged welcome mat you might find at Halloween. These traps cause Traps are devices or substances set to 5 Damage to whoever sets them off. 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 Verbal Trap manipulate a trap by moving it, disarming it, or affecting the individual components When these traps are set off and you will unless they have a skill that allows them to hear a trap sound and a voice will call out a do so. verbal associated with them. Whoever set Most traps will cause an effect to the person the trap off must take the effect of that who set them off. If someone manages to verbal. If no verbal is present, then the trigger a trap with a thrown object, then the sound determines the type of trap as object will take the affect instead. If the trap described above. affects the entire room or corridor, then this trick will not provide much help. Gas Trap

Some traps will work multiple times, while As a magical trap, but the verbal will begin some will work once. If an item is causing a with the words "In This Room..." Everybody trap to go off continuously then anyone who in the room will take the effect. This trap touches the item will take the effect. only works in an enclosed room with normal doorways and corridors leaving it. The trap If a trap is set in a small box, chest, or other will affect you if any part of you is within enclosed area no larger than 3 feet in any the room when the trap goes off. dimension then setting it off will destroy everything inside the area. Coins, items, Contact Poison paper, and everything else inside will be destroyed and cannot be removed from the box. If any living creature has somehow This attack is represented by petroleum crawled into an enclosed area no more than jelly. If you touch the jelly with bare skin, 3 feet in any dimension with a trap and the you will take an effect of "5 Damage by trap goes off then that fool will be killed Poison." A character with the appropriate instantly. There are four types of traps. 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 Snap Trap onto another object. Only a character with an appropriate skill may wipe the substance These traps make a snap sound when they off a surface with a cloth or cloth like go off. They are represented by mousetraps, substance, but the contact poison is party poppers, and snaps. These traps cause destroyed in the process. An item with 2 Damage to whoever sets them off. contact poison is considered a Red Sticker item. The fumes and burning of the poison Buzzer Trap are overwhelming, even to a character who is immune to it. The object cannot be moved 37

from its place or handled until the poison is There are certain phrases that can be added removed by a character with the appropriate to verbals to change the effect. These can skill to do so. 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

Shackles Someone precedes an attack verbal with Shackles are a prop that binds the wrists or "Short" and calls out an effect that lasts until legs of a character. An in game lock is you rest or lasts for the entire event. That affixed to each prop to represent the locking effect instead lasts until you rest for 10 mechanism of that prop. The prop must be seconds. If used with Frenzy then the effect loose enough to remain comfortable and, for will only last 10 seconds. 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 Permanent helpless or willing character if the lock is open. You place the shackle prop on the Someone precedes an attack verbal with helpless or willing target and close the lock. "Permanent" and calls out an effect with a Shackles placed on the arm restrict duration. The effect will last at least for the movement and make it impossible to use remainder of the event. Permanent effects any skill that requires that the arms must be may not be removed by resting, but may still free, including using weapons, using packet be removed by the Cure effect. In Numina, attacks, and using First Aid. Permanent effects might last indefinitely. If you end the event with a Permanent effect You may use a skill that allows you to submit to plot a description of the effect and attempt to open a game lock on your own how you received it. shackles. Ambient Shackles placed on the legs make it impossible to run and restrict movement to Someone precedes an attack verbal with the extent of the shackles. A prop placed on “Ambient” to indicate that the effect is a the ankles must be constructed to allow the result of an environmental or a plot player to stand and walk slowly. Shackles condition and not an effect that originates can be removed by opening the lock or by from the creature that calls it. Although the using an appropriate skill to remove them. effect itself remains unchanged, this indicates to the players that disabling the Each game will have a skill assigned to creature calling the effect will not prevent destroy and remove shackles by taking a the effect. This modifier is usually used with minute and using the appropriate props and plot deliveries to indicate plot driven effects. role playing. Skills that allow a character to slip out of bonds are possible as well. If, for example, someone from plot called out “By My Voice, Ambient Agony by Fire” then the players would know that throwing a Verbal Modifiers Silence effect or trying to Paralyze the creature calling the effect would not prevent 38

the plot person from calling the effect. A would only affect that portion of the plot person could also call something like attack. In the case where both effects “By Your Name, Travis, Ambient Agony by have the same trait, however, a defense Disease” to indicate that some plot condition that negated the appropriate trait would is causing Travis pain but it isn't related to negate all effects. The attack is still the creature calling the effect. considered a single melee, missile, or

packet attack so a defense that negates a Double and Triple hit from a specific delivery such as melee, missile, or packet will negate the One single delivery causes multiple attacks entire attack. to affect the target. "Double" causes two of

the specified attack to be delivered, while "Triple" causes three attacks to be delivered. For example, a spider calls out "Drain Each attack requires a separate defense. For and Slow by Poison" and hits a player example, a wizard calls out "Triple 10 with a packet. The defense "Resist Damage by Fire" and throws a packet that Poison" would negate the entire attack. hits you. You must take three "10 Damage The defense "Resist Slow" would negate by Fire" attacks. "Resist Fire" would negate the Slow effect, but the character would one of these attacks and you would still take still be affected by the Drain effect. If the two attacks. You may use multiple defenses character had both "Resist Slow" and against these attacks. "Resist Drain" defenses then both could be used to negate the effects of the Chained Effects attack. For example, a wraith calls out "Paralyze by Fear and 2 Damage" and Two effects can be chained in one hits the player with a melee attack. The attack. The verbal should name the defense "Resist Fear" would negate the effects with an "and" between them. If Paralyze effect. The defense "Resist both effects have the same trait then the Weapon" would negate the Damage trait is called only at the end of the effect. A skill that negates one melee attack. If both effects have different strike would negate the entire attack. 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

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for the Mehrdad’i, the Vascoll or the An Unbiased Introduction to the Wild Nation. One small fact that seems History of Rues indisputable is that the Wild Nation was once composed of two separate peoples, By Jerrod Pithik, Tutor to Bellasara one human and one elven, but by the Mercurio time of the empire they had already united. Other reports indicate that the Upon this field where soldiers laid, Vascoll still preferred to live upon the letters home penned, last wishes prayed. water, and the Mehrdad’i came out of Today has been the glory ground, the desert only to trade. Tomorrow will see an empire found. The fell creatures that today are confined These are the first recorded words of to the mountains ran amok in ancient Myko Forte, close companion to Viscero times, with results that are not fit to see Mercurio and the founding father of the the printed page. Between the monsters Shiaran Bardic College. What we know and the growing numbers of undead, the of the time before the Mercurian Empire plagues, famines and disasters, it was a was founded is largely due to the rare soul that saw their fiftieth birthday. philanthropic work of Myko and his first Lives were short, and comfort was students, who traveled the perilous scarce. landscape of Rues a thousand years ago to collect stories, poems and plays. In his As every child knows, the Age of tradition, you will find this short history Penance came to an end with Mercurio's to be unbiased, a history not only of the Vision in the year 300, when exalted glorious empire, but of the rest of Rues Varys, Angel of Reason, came to as well. Viscero Mercurio with a vision of a new world and a new age. The new world The earliest recorded history depicts a would be united, without hunger or bleak picture of life on Rues; a fractured strife, bathed in the light of the Genesori. smattering of desperate peoples that I Viscero gathered to him the wisest of would hesitate to refer to as cultures, priests, who came together in the most of them starving or at war. It was Beatific Council. They cloistered the Age of Penance, and the divine themselves for six months, and when punishment was deservedly harsh. they emerged they introduced the Laws Several kingdoms met their gruesome of Piety, dictating the path that the end during this time, and evidence of Purposed Races must follow to usher in them has been lost to the ages. Mercurio’s Vision. The new age had As though the kingdoms did not make begun, and it was called the Age of enough war with each other, more than Piety. one skirmish created bitter blood between them and the nomadic peoples. Following the Beatific Council, Viscero announced his plans to unify the This unfortunate circumstance has made kingdoms under the sign of the phoenix. it difficult to come by a reliable history Queen Elsutrah III of Anbara pledged 40

her kingdom immediately afterward, in the area known as Braeus. The faction becoming the first regent in the new grew, seceded from its mother country, empire. News of the Vision and the and became a kingdom in its own right. Laws of Piety were spread throughout Four hundred years after the formation the kingdoms, and Viscero called of the empire, in 727, Braeus came into together the prominent figures from each the light of Viscero’s Vision, bringing area. Patriarch Geoffrey Dwyre of with them their ingenuity and the great Inlyrico and King Paloracci Silvia of University at Isou. Roughly in this same Shiara swore fealty to the empire and period, a second sentient race was their support to the cause of unification. discovered in the mountains. A far cry Together with Queen Elsutrah and from the murky and reclusive Ereskial, Viscero Mercurio at Fort Firetol, those the new race of Alved was curious and four leaders from tumultuous, humble eager to contribute to the might of the countries saw the infancy of the glorious empire. Mercurian Empire. There has been much speculation on the Only three kingdoms were reluctant to reasons that Aerithea, Drakkenspar and join the empire; Volbrecht, Drakkenspar Volbrecht did not join the empire, and an and Aerithea. Along with the unfortunate equal amount of speculation on how nomadic peoples of Rues, they remained many lives might have been spared if outside of the protection and divine they had. In this author’s opinion, it favor granted to imperial subjects, and boils down to arrogance. They took for so they continued to struggle on. granted the gifts and knowledge given Plagues, wars and famines claimed many them, and never found their way into the lives from these places in the following divine light. centuries. Perhaps because of this, the Mehrdad’i and the Vascoll became more Regardless of the cause, the tragic result heavily involved in imperial life, is etched into the earth. In 947, the increasing their trade and, for the Aeritheans and Sparians brought their Vascoll, occupying a seat on the Council most powerful magics to bear against the of Regents. imperial army. The precise nature of their attack is unknown, but it was An exception to the rule was the noble rumored to be a monstrosity of Selda’nire, located on the Shar’deen Aerithean arcaneering combined with Archipelago off the coast of Volbrecht. the raw force of Sparian spellswords. Though they did not join the empire, The result was countless corpses, and the they were spared the divine wrath reduction of the Sparian countryside to a because their way of life was mostly in desert even less hospitable than the keeping with the Laws of Piety. Then as Byse. now, the empire and the elven society were staunch allies, alike in our goals While there is none alive today who may but disparate in our methods. testify to the blast, it was of such power that it robbed the world of more than a Within Aerithea, a faction began to form fertile kingdom. The wild source of

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power that had been used by the Though the empire forms the bones and Sparians and Aeritheans, identified as flesh of Rues, this author would be arcane in the Isou library, was burned remiss if he did not return to our friends out. Feats of magic that had been in the the nomadic peoples. While again, little hands of the Purposed Races is known of their histories, their contact disappeared from the world, and those with the empire has been constant and who had been able to tap into this increasing. Many from these scattered powerful resource suddenly found their tribes and groups have become citizens powers quenched. Even after the empire of the regencies, an integral part of the had given up on an accurate death toll everyday life and function of the empire. from the blast itself, they found themselves faced with large numbers of Today, we are well on our way to quenched arcanists who had ended their achieving the bliss that Viscero own lives in a fit of madness. Mercurio was sent in a vision. A united empire, a brotherhood of the Purposed During the buildup and in the aftermath Races, a world redeemed of the sins of of the tragedy, our brothers the its past. Selda’nire opened the doors to imperial refugees, primarily but not exclusively from Volbrecht. Even today, there is a sizable population of former imperial citizens who reside on the island of Ambra in the Shar’deen Archipelago. What remained of the Sparian and Aerithean nobility swiftly surrendered to the empire, their lands ceded over to Braeus or kept as imperial territory. If anything good can be said to have come out of the Great Tragedy of 947, it is that Rues was united at last. Following the obliteration of Drakkenspar, pro- imperial forces in Volbrecht won the day, and Volbrecht joined the empire at last in 955.

The new unified empire saw another few decades of incredible growth, as new ideas flowed into and out of Braeus and Volbrecht, until by 1110, the Mercurian Empire had truly reached maturity. The empire of a hundred years ago bears a striking resemblance to the empire of today.

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Religion Though he was not the first of the gods, Garioch quickly became an authority figure in the pantheon. As a keeper of The Five Churches of Rues structure and an agent of change, he is

thought to be the most political of all the Religion is a powerful force throughout Genesori. He is a voice of reason as well Rues. There are five distinct and as a catalyst for upheaval, the power separate churches within the regencies, behind logic but also luck. Even through with each of the five gods ruling over the Shrouded Age, legends remain of their respective domains. The five gods Garioch’s most celebrated collectively are known as the Genesori. accomplishment, the binding of the While they do not always see eye to eye, Genesori to a pact that protected the the faiths do not often intrude on each mortal races. other, and none of the five churches has ever openly challenged another. Indeed During the Age of Piety, Garioch has though they are separate, some have been the patron deity for the Imperial found common purposes and formed family and his church has benefited from alliances. this patronage. Priests of the Shaper

have been able to devote themselves to a For all their differences, there are some myriad of causes, though all seek to laws that all five churches adhere to. No guide the development and progress of other faith or religion is recognized the Purposed Races through their advice, outside of the five. Each church seeks to counsel, or strategy. root out blasphemers and bring heretical cults to justice. Every citizen of Rues is His followers come from all walks of also required to pay a tithe to the life, but he is a favorite among officials, churches. They are not required to civil servants and strategists. His follow any one particular faith if they do churches can be found spread all over not choose to, but still must contribute a Rues, the grandest of which rises next to sum. Most citizens who do not follow a the Imperial seat in Pyredown. particular god split their tithe evenly amongst the five. And of course, each church expects their congregations to follow the Laws of Piety. Koreel, Keeper of

The Sacred Earth Angels: Alise and Riel Garioch, The Patriarch: Heyman Krassus (Urubér) Shaper Colors: Green and Grey Divine Weapon: One Handed Club Angels: Varys and Cosima

Matriarch: Currently Vacant The most ancient of the deities, Koreel is Colors: Purple and Gold quite literally as old as the earth. Koreel Divine Weapon: One Handed Hammer is the soil and the trees, the clouds and 43

the rain, the desert and the swamp. have forged a strong alliance with the Though truly gender neutral, church of Severrin, dedicated to the Koreel is typically represented extinction of the undead threat. as a goddess and seems content with that. She embodies the spirit and forms of the natural world, and long before the birth of the Purposed Races Severrin, The she had granted spirits to all living things. Guardian of Essence

Interdependence of creatures, plants and Angels: Amar natural forces are her purview, and a Patriarch: Currently Vacant very demanding one. She oversees all of Colors: White and Black the cycles and webs of nature from the Divine Weapon: One-handed Mace turn of the seasons to the eventual flight of a caterpillar. She tends not only to the Severrin arose for the Purposed Races, physical but also to the spiritual care of to care for them, their lives, and their even the tiniest pebble, ensuring that the enterprises. He favors no particular race natural world remains balanced and or culture, but watches over all with harmonious. equal attention. He is an advocate of the simple pleasures in life, giving his The spirits that are Koreel’s brood are protection to marriages, births and varied in their power. There is rumor holidays. He is the patron of agriculture, that she gifts some animals and plants husbandry and healing. with the same strength of spirit as the Purposed Races, giving them the ability It is also his duty to attend to the twilight to think, feel and speak. of life, and he guides the sick and elderly until they rest Followers of Koreel are typically . He takes no joy in this part of his empathetic folk who take the time to responsibilities, but will not leave look at both the exterior and interior of anyone to suffer overlong. things. They also eschew typical church structures, instead paying homage to the Those who follow Severrin are disparate Keeper in places of power or natural in their goals and personalities: some are wonder. Consummate woodsmen, the heart of their family; some are defenders of the natural world, and healers; some are veterans who have contemplative hermits alike pay the seen one too many warriors fall; some Keeper homage. are great chiefs: some are acute minds that see that life must eventually lead to With the recent rising tide of Undead death. that plague Rues, many Keepers have devoted themselves to destroying of the Whatever their differences, the followers vile creatures. To this end the Keepers of the Guardian all hold the lives of the Purposed Races dear and abhor the 44

Undead. They have welcomed the Jormic shrouds in mystery. alliance with the Keepers and together hope to forge a strong brotherhood dedicated to the destruction of the Undead. Istarum, the Jormic, the Shepherd Angels: Aeron and Siefer Omniscient Matriarch: Alandra Nemethial Angels: Laylia and Vinita (Selda’nire) Patriarch: Durante Scipio (Human) Colors: Grey and Red Colors: Brown and Blue Divine Weapon: Long sword Divine Weapon: Staff The Shepherd desires peace, but also Jormic contains all of the knowledge in gives his favor to those capable of existence. From the smallest and most martial combat. His followers are insignificant fact to secrets so old they warrior-priests who approach conflict are unknown even to the other gods. It is with both hands extended, one open and Jormic’s nature to know everything, but offering peace, while the other readies it is his duty to oversee the distribution the sword to protect those in need. The of the knowledge. He safeguards the Shepherd rewards followers who can dangerous secrets and mysteries of the negotiate peace out of the most difficult world, keeping them hidden from those situations, but also understands that it is who would abuse them. in the nature of the Purposed Races to have conflict, and so chooses masters of Jormic shares his other knowledge the combat arts to make sure that generously, especially with those who violence is as brief and efficient as pay him homage. An ancient legend possible. He guides these holy warriors contends that it was Jormic who revealed to fight so others do not have to. Priests to the mortal races the names and of the Shepherd are often solitary existence of the gods. Temples around individuals who willingly set aside a the land that are not dedicated to a peaceful existence to protect the specific deity often include a library as innocence of others. Istarum is the the altar to Jormic. The Great Library in patron god of peacekeepers, guards, and Anbara is the high temple to the mediators. Omniscient god and is the most extensive known library, containing In many smaller settlements, Shepherds texts from all regencies and races. may be the only peacekeeping force present. It is also common to find Priests Jormic is a popular god among scholars of Istarum patrolling the roads, offering and politicians, each of whom have their protection to travelers and tradesmen own interests in information. He is also alike. Small contingents of Shepherds the patron god of artists, whose are sometimes dispatched to areas of inspiration is drawn from the things that turmoil or conflict with the sole aim of 45

returning peace to the area. Indeed there of a point of Fire when paying for a are many stories of unfortunate Skill, spell, or ability. This Skill does dissidents who mistook the Shepherd's not refresh with Void. kindness for weakness. Home Sweet Home (Varies) You may purchase all Skills of your Races chosen culture by paying the normal cost When creating a character, you must for that Skill. choose a race. Humans and elves are the most common races on Rues, and they are generally far more influenced by Elves their culture than their race. Spirit Dexterous movement and keen minds Touched, Soulbound, Sorian, and are the primary characteristics of the Vecura may be a part of any culture, but elven race. As the second most populous their differences prevent them from race of Rues they can be seen being fully accepted in their chosen interspersed through all cultures. While home. For those groups, race and culture not as adaptable as humankind they are are equally important. Finally there are more focused and once they set their the Alved and the Ereskial, whose race mind to something they follow it and culture are the same. It is not through. Elves require pointed ear impossible for the races of the prosthetics but no make-up unless Underholme to live outside of their denoted by their culture. All elves have caves, but they will never fully integrate the “Elf” Trait. into another culture. Elven Racial Skill Humans Studious and hardy, humans are the most Keen Senses 0 populous race on Rues. They are often Your mental acuity is without peer. Two the most adaptable and inventive of all times per event you may use this Skill in the Purposed Races of the world. They place of a point of Air when paying for a are diverse in appearance, temperament, Skill, spell, or ability. This Skill does and intellect. Humans themselves have not refresh with Void. no racial makeup requirements outside of those designated by their culture. All Home Sweet Home (Varies) humans have the “Human” Trait. You may purchase all Skills of your chosen culture by paying the normal cost Human Racial Skill for that Skill.

Passion to Survive 0 The Spirit Touched You are passionate about life and the Stories have been told far and wide world around you and you may use this about the creation of the various races strength to accomplish more. Two times and beings upon the world that the per event you may use this Skill in place 46

Genesori created. However, of all the The Avani, joined with earth spirits, races, only one can trace their lineage frequently hail from the regency of completely and definitively to Koreel. Inlyrico.

Sometime in the early days of the world, The Ildri, or those with the fire spirit, Koreel turned her hand to the Purposed have their greatest number amongst the Races. She approached her most devout Mehr’dadi. followers and offered them an even greater spirit than they already The Mystral have been given a spirit of possessed. The legend says that those air, and originated from the Shar’deen who accepted had the strength of an Archipelago of the Selda’nire. additional spirit woven in with their own, most often that of an animal or Each person touched by spirit changed. element. They took on the physical appearance of the essences they were touched with, but Koreel had studied the Purposed Races retained a humanoid form. These people and their ways. She chose her children changed by Koreel were known carefully, ensuring that each set of spirits collectively as the Spirit Touched. All were a good match for each other. At the Animal Spirit Touched have the “Beast” end of her work, there were eight large Trait, and all Elemental Kin have the and distinct groups of Spirit Touched, “Elemental” Trait. centralized in certain groups or geographic regions. Spirit Touched Racial Skills

The Lupidae, or those with the canine spirit, have traditionally been centralized Expose Claws 3 in Pyredown, the Imperial Seat. This Skill allows you to attack and parry with claws. You may fight with a red The Dana’re, or those with the feline claw prop in each hand but may not fight spirit, are centralized among the clans of with a claw rep and another weapon or a the Wild Nation. shield. You may use 2 medium claws that may be a maximum of 36". The Urubér, or those with the ursine spirit, are most prevalent among the Adaptive Living (Varies) clans of the Wild Nation. You may purchase a Skill from your chosen culture by paying the normal cost The Erevu, or those with the mustelidae for that Skill. This skill may only be spirit, are found in greatest number in purchased once. the Braeus regency.

The Cascada are infused with the Lupidae (Canine) element of water, and are most often Spirits touched with the canine aspect found among the Vascoll. have the physical characteristics of a wolf. They will have a wolf-like nose 47

and wolf-like coloration (most often like nose, whiskers, and cat-like white and gray). Many have ears that are markings or stripes. Some may even larger and pointed and some may even have a tail or fangs. They tend to dress in have fangs. They tend to dress in heavy soft leathers and clothes that help them leathers and whatever scraps of clothing blend well into their surroundings. they may find, anything that is suitable for fighting. When emotions are high, When emotions are high, a Dana’re the Lupidae might act more animalistic, might act more animalistic, such as such as howling or snarling – especially hissing or roaring. They have a tendency when the moon is out. to be curious and move smoothly or swiftly. When it comes to fighting, they Those gifted with the spirit of the wolf love to hunt and may taunt or play with often have a pack mentality. They can their "prey" for pleasure. become protective of their friends and imperial subjects and may instinctively The Wild Nation views the feline Spirit attack if someone or something threatens Touched as one of their kind and work their family or companions. These side by side with them. Because of their people often feel a great sense of duty keen sight and their love of the hunt, and many live to serve as protectors of they make great providers for the various the empire or its people. Wild Nation clans. They have also been known to take on roles as scouts and Lupidae Racial Skills night guards for the clans.

Fierce Determination 0 Dana’re Racial Skills Lupidae are known for their determination. Twice per event, you can The Spirits’ Grace 0 use this Skill in place of a point of Fire Felines are known for their grace. Twice when paying for a Skill, spell, or ability. per event, you can use this Skill in place This Skill is not refreshable. of a point of Water when paying for a Skill, spell, or ability. This Skill is not Might of the Pack 2 refreshable. You are strongest when you are with your pack and as such may shrug off Cat-like Reflexes 2 effects that would attempt to hinder you When caught off guard your reactions and those you are connected to. Twice are quick and as such have saved you per event you may resist one attack with from effects that would slow your a Will, Awe, or Fear Trait. You must escape. Twice per event you may purge call out “Resist” when using this Skill. any Maim, Slow, or Root effect. You must call out “Purge” after 3 seconds of Dana’re (Feline) Focus. Spirits touched with the feline aspect have the physical characteristics of a large, hunting cat. They will have a cat- Urubér (Ursine) 48

Spirits touched with the ursine aspect have the physical characteristics of a bear. They will have a bear-like nose and Erevu (Mustelidae) bear-like fur and markings. Some may Spirits touched with the Mustelidae, even have fangs. They tend to wear very Procyonids or Rodentia aspect have the basic clothing made of furs, leathers, physical characteristics of a small animal small animal skins, or the most roughly such as a badger, weasel, mink, or woven cloths. mongoose. They have a weasel-like nose and special markings and fur. Some may Urubér have a tendency to be quick to even have a tail, whiskers, or fangs. anger. They usually do not fear much They tend to dress in what others would and use intimidation to get their way – call eccentric clothing. For some especially when fighting. The ursine Mustelidae, their clothing must be able Spirit Touched will also tend to be more to stand up to the harsh swamplands stubborn and seek the most outside of the cities. Many of their straightforward approach in all they do. clothing pieces have great meaning to them or a story attached. The Urubér live in harmony with the Wild Nation. They help to protect the The Erevu move closer to the ground, peaceful and gentle people from further have a tendency to scavenge, and are waning of their numbers. While they are attracted to shiny and valuable objects. great fighters, the Ursine also make up a Many of these Spirit Touched folk like good number of their clan’s faith to focus on trades, crafts, and the arts leaders. and often hold a high regard for education. Urubér Racial Skills When it comes to fighting, the Erevu Feral Strength 0 may seek the most thought out solution Ursines are known for their strength. and avoid combat when possible. If there Twice per event, you can use this Skill is no peaceful or logical solution, they in place of a point of Earth when paying are fierce fighters and use quick and for a Skill, spell, or ability. This Skill is aggressive fighting tactics to win the not refreshable. fight.

The Braens find the Mustelidae very Tough Hide 3 curious and have been studying them Your hide increases the protective value since their discovery, but find that they of any armor you wear or armor effect are well suited for their scholarly ways. you use by one, regardless of prop or Many of the Mustelidae put their limitation. If you aren't wearing any innovative thinking and their keen eye armor this Skill will act as a single point for valuable objects to work as craftsmen of armor that can be refreshed by taking and scholars at the Isou University. a minute of Rest to stretch out and relax yourself. 49

Erevu Racial Skills not in the sight of water or nearby a source and will often carry a water skin or bottle around with them. Most of the Trickster’s Mind 0 Cascada live among the Vascoll, who Mustelidae are known for their have accepted them, using their natural cleverness. Twice per event, you can use affinity for water to aid them in their this Skill in place of a point of Air when trades. They are seen as different, but paying for a Skill, Spell, or Ability. This comrades all the same. Skill is not refreshable.

Rage 3 Cascada Racial Skills There are times when a foe brings out the worst in you so that you may only see destruction. Twice per event you Water Mastery 0 may consume yourself in anger and You master the element of water and use Resist any Effect delivered with a it for your will. Twice per event, you can weapon or packet that strikes use this skill in place of a point of Water you. Doing so overwhelms you so that when paying for a skill, spell, or ability. you resort to your attack instinct. You This skill is not refreshable. must call out “Resist and Frenzy to Self” when using this Skill. This Skill may Cleansing Tide 2 not be used on a Death Strike or an The tides of water flow within you. Inflict of any kind. Twice per event, you may purge the effects of any attack with a Poison trait. Cascada (Water) You must Focus and role-play shaking Individuals touched with the Water off the effect for 3 seconds and then call aspect have skin that is tinted in different out “Purge”. shades of blue and have marks upon their face that relate to their given Avani (Earth) elemental aspect, such as blue swirls, Spirits touched with the earth aspect water droplets, etc. Their hair is most have skin that is tinted in different often shades of black, blue, silver, white, shades of green and have marks upon or blonde. The Cascada are fond of fine their face that relate to their given fabrics, often brightly colored – as if elemental aspect such as leaves, vines, their clothes reflect something and sometimes even flowers. Their hair shimmering beneath the water and ranges from the darkest browns to dirty typically wear jewels and other visible blondes, although light or dark green signs of wealth. hair is not unheard of. The Avani tend to dress in sturdy clothing, typically in dark They are always in motion and will talk earth tones to show as few stains as with their hands and rarely pause even in possible. combat. These people are not likely to be found sitting around doing nothing. Most of these people are people of the Some Cascada will feel discomfort when land who usually work with their hands 50

as farmers or craftsmen; working with and sand in simple attire. natural fibers and materials. The Avani only take what they need from the earth The Ildri, much like their ancestors, can and have a great respect for it. Many be very passionate people. This is often Avani prefer not to use chairs but rather shown in their relationships and their sit directly on the floor or ground to be studies, where they always give their as close to the earth as possible. In best. Some may say that their greatest combat, the Avani can make excellent downfall is that they have a hard time soldiers, follow orders extremely well, hiding their emotions, always wearing and work best with a plan of action. In them on their sleeve. Most Ildri lean Inlyrico, where most Avani come from, towards using magic rather than they make up the bulk of the warriors in traditional melee combat, feeling that the society. They are seen as protectors their strong emotions are better suited to and guardians. fuel their spells. Most Ildri live among the Mehr’dadi and are accepted as Avani Racial Skills family, blending into their society seamlessly.

Earth Mastery 0 You master the element of earth and use Ildri Racial Skills it for your will. Twice per event, you can use this skill in place of a point of Earth Fire Mastery 0 when paying for a skill, spell, or ability. You master the element of fire and use it This skill is not refreshable. for your will. Twice per event, you can use this skill in place of a point of Fire Shake It Off 2 when paying for a skill, spell, or ability. The power and strength of your ties with This skill is not refreshable. the earth and land enhance your inner strength. Twice per event you may Flames of Pain 1 negate any attack with a Force or Earth Your inner fire may be manifested to trait. You must call out “Resist” when protect you when needed. Twice per using this skill. event you may make an attack with a weapon or packet and call out “Agony Ildri (Fire) by Fire” to cause extreme pain to an Spirits touched with the Fire aspect have enemy. skin that is tinted in different shades of orange and red and have marks upon Mystral (Air) their face that relate to their given Spirits touched with the air aspect have elemental aspect such as flames, sparks, skin that is tinted in white and grey and and red, yellow, and orange swirls. Their have marks upon their face that relate to hair ranges from black to red, to blonde their given elemental aspect such as to even an ashy grey. Most Ildri dress in white or grey swirls and other wispy light colors, often completely covered to patterns. Their hair ranges from white, protect themselves from the desert suns blonde, to gray, although streaks of blue 51

in their hair are not unheard of. The Mystral tend to dress in light colors made out of sturdy fabrics.

Most of the Mystral are reserved, often seen as being cold to outsiders. Many rely heavily on tradition and place a high regard for all scholarly things, although they themselves do not receive much of an education. Out of all the Spirit Touched, the Mystral are the most commonly religious. They tend to be a very honorable people and very seldom lie. While they originated among the Selda’nire where they are seen as "untouchables" of the Delago caste, many have left the lands of the Federation and have made a place for themselves with new traditions in the various lands of the Mercurian Empire.

Mystral Racial Skills

Air Mastery 0 You master the element of air and use it for your will. Twice per event, you can use this skill in place of a point of Air when paying for a skill, spell, or ability. This skill is not refreshable.

Untouchable 2 The strength of the air can not be denied. Twice per event you may negate one Disarm or Silence effect. You must call out “Resist” when using this skill.

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Soulbound As Soulbound slowly made their way The Soulbound exist in duality; they into normal society, they were classified belong in death and in life, in the into two groups; the Shadowgeists and physical world as well as the spiritual the Ghostwalkers. All Soulbound have world. They are beings who, born as a the “Soulbound” and “Undead” traits. normal member of the human or elven races, nearly passed from the mortal Soulbound Racial Skills realm and returned from the experience much changed. Whether from sickness, violence, accident or choice, while their Two Heads Are Better Than last breath faded they were faced with a One 3 spirit, some poor soul who for unknown As a Soulbound, you are never without a reasons had been rejected by Death. second opinion. If you role-play What transpired next is kept private by focusing on your relationship (good or most Soulbound, but the end result is bad) with your companion spirit while that each returns from the border of you rest, you may reduce the time to Death’s Gate as a changed being. Not refresh your Attributes with Void. So dead but not alive, and no longer alone long as you role-play the whole time, in their body. They are host to two you need only Rest for three minutes spirits; their own and the one they instead of five. encountered upon their death.

The relationship that the host and the Alike and Apart (varies) This skill allows you to purchase one rider develop depends upon the Skill from your chosen culture. Since individual Soulbound. Some of them you are different from the majority of exist in an easy harmony, reporting that the culture, you may only access one of they feel more complete than they had their Skills. This skill may only be before death. Others dislike or subjugate purchased once. their guest, unhappy with the intrusion and constant companion. Shadowgeists Soulbound are a minority in the empire Shadowgeists did not choose to become and their recognition as one of the what they are; their fading mortal bodies Purposed Races did not come easily. It is were simply invaded by the extra soul. not entirely clear when they first came After their return from near death, many into existence, but at their first ‘geists show a particular propensity for appearance in the civilizations of the vengeance and darker pursuits, Purposed Races, they were hunted and especially when an opportunity to killed. After nearing extinction a destroy undead arises. Shadowgeists hundred years ago, the Soulbound were have an unhealthy gray or pale purple at last put under the protection of the pallor to their flesh and hair that has church and the empire, with particular turned pale or black. They tend toward help from the churches of Jormic and darker colors and many show a Severrin. preference for straps and buckles on 53

their clothing, as though trying to bind You have the confidence that comes whatever is inside them. with knowing that you are never alone. Two times per event you may use this Shadowgeist Racial Skills Skill in place of a point of Water when paying for a Skill, spell, or ability. This Skill does not refresh with Void. Numb to Pain 0 Your body is no longer your own, and you are no longer slave to your nerves Read the Wax 2 and blood. Two times per event you may You have seen the other side and you use this Skill in place of a point of Earth have a connection with the other soul when paying for a Skill, spell, or ability. inside you. You may light a candle and This Skill does not refresh with Void. concentrate as the wax drips to connect fully to your companion spirit. This allows you to pursue information about Carry On 3 events, persons, and traditions whose Once per Void Refresh, you may choose time has passed. This is an information to keep on fighting after a person with skill that does not require you to pay only one soul might have fallen. When money. You submit a question between you have the “Dead” trait, you may events as described in the Information choose to call “Imbue Reanimated to Skills section in chapter seven. Self”. This represents that the second soul has given you the strength to rise, and you may role play that as you choose. Once you have used this Skill, you gain the “Reanimated” Trait and are reanimated as per the Garioch Prayer.

Ghostwalkers Ghostwalkers are, for the most part, Soulbound by choice. They accepted whatever was proposed as they lay at death’s door and thus they tend to be of a lighter nature than their cousins. They are beneficial creatures, usually sustaining themselves by helping others. Ghostwalkers have an ethereal sheen to their pale skin, and pale hair to match. Most favor loose and gauzy clothing, as it feels more like their spiritual side.

Ghostwalker Racial Skills

Unity is Peace 0

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during this time that they were taught the Sorian ways of the divine magic and not It is not known exactly when the time of surprisingly it came naturally to the Sorian began or even how they came them. The Sorian proved to be to be within Rues. Some believe that intelligent, strong willed and motivated they are a gift from the Genesori, others amidst the Purposed Races. When they speculate that they are an ancient magic came of age many took places within the that lays dormant in the blood and spirit churches of the Genesori, though some of humans and elves. The known left to live amongst the regencies of the common fact is that they are touched by Mercurian Empire. A short time after divinity. The Sorian are only known to the empire recognized their existence the be born of the human and elven races. It castes of the Federation grew is recognized at birth that these children in population of this new and interesting are special as their skin shines people. Even today it is not uncommon with metallic hues and there is a for Sorian children born into houses of glittering sparkle around their eyes. As lesser means to be sent to learn and gain they grow older their hair may blend to an education within the walls of the silver or white, though this is not always churches. Throughout their many years, the case. Many of the Sorian born of the race has been held in such high elves do bear the pointed ears, while reverence that it is not uncommon for human born Sorian do not. the Sorian to look down upon those who live outside of the civilizations of the It is thought by many in the divine Federation and Empire. community that the specific colors of their skin or the sparkle around their Sorian tend to dress in flowing and eyes is a representation of the touch comfortable clothing and enjoy not given by the gods. Gold being the prime being constricted in their is thought to represent Garioch as movements. Most are civil and well wisdom and authority. White brings talk respected and known for keeping to of Severrin's touch as the child is often their word if given but will only give a full of life and energetic. The blue is the personal promise when they believe in a rumored touch of Jormic, representing a cause. They tend to be a wise race and deep love for knowledge. The touch do not lose their heads easily, often of metallic silver is never mistaken as it making them skilled negotiators, clergy, is Koreel, the mother of all. Lastly the or businessmen. All Sorian have the hint of red indicates Istarum the “Sorian” Trait. protector, whose children wish for peace but will fight until the fields run with Sorian Racial Skills blood if the need should arise.

Many of the first of the Sorian within the Passion from Within 0 empire were adopted by monasteries Two times per event you may use this within Inlyrico shortly after birth. They Skill in place of a point of Fire when were believed to be special and more paying for a Skill, spell, or ability. This gifted than the Purposed Races. It was Skill does not refresh with Void. 55

Privileged Life (varies) This skill allows you to purchase one Skill from your chosen culture. Since you are different from the majority of the culture, you may only access one of their Skills. This skill may only be purchased once.

Divine Strength 2 Your deep connection to the Divine magics of the world can be manifested in your daily life. Twice per event, when using a Healing or called Damage effect you may choose to enhance it. Call out “Imbue by Divine” and add 3 to the Effect. This is a temporary increase and will not stack with other numeric modifiers.

Trusted in the Church 1 No Sorian will be turned away by the church. If you have this Skill, you do not need to pay the five copper for tithing.

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a Vecura are quick to disavow their Vecura child. The word Vecura brings a mix of feelings and emotion to the people of The churches of the Genesori have Rues. This is because at any moment a deemed the Vecura to be innocent and child could be brought into this world as deserving to live like any of the other one touched by pure arcane energy. The Purposed Races. Due to this decision, flux of magic alters the child prior to two orphanages were instituted by the birth into something different. It is combined churches to raise any Vecura recognizable at birth through by bone- who were abandoned by their parents. It like protrusions upon the face of human is against the laws within the empire as and elven children. Some of the growths well as the Federation to abandon any are particularly gruesome and resemble Vecura child. While authorities have demon-horns of myth yet some are taken great strides into the care of the nothing more than tiny spurs which Vecura, altruism is not their only motive. barely break the surface of the skin. As with anything arcane in nature they Regardless of the appearance, their wish to keep their eye upon it and the existence confirms only one thing; that orphanages seemed to be the best answer the unfortunate child is thereafter for all parties involved. anathema to the average citizen. Shunted into orphanages and protected by the The orphanages are not bad places to church they are allowed to live in society live despite the stigma attached to them. but are intentionally kept at its fringes. The orphans get fed daily; at least twice per day to be accurate. They are taught No one knows the nature of Vecura for to read and write as well as other certain as there was no record of their vocational skills. All in all it could be existence prior to the Great Tragedy. It is considered a decent but strict life. There theorized that magic cannot be is at least one ecclesiastical destroyed, only dispersed and that the representative from every faith in collected energy of the Great Tragedy residence at the orphanages and they, in forcibly redistributed itself through the concert, run the institutions. Often fabric of the world. Fonts of wild magic Vecura from the orphanages join or are thought to be a direct result of this serve the church in some fashion upon redistribution as well. Many believe it is becoming an adult. There are a growing no coincidence that the largest number number who have struck out on their of Vecura births come from the locations own and turned their backs upon the of the two largest arcane fonts upon church. This has caused no small amount Rues, the Shiara regency and the Isle of of distress amongst the churches of the Erekon within the Federation. There are Genesori. two orphanages for Vecura children, one in the city of Abbendown on the Isle of No two Vecura look exactly alike but all Erekon, and one within the Shiaran Vecura have two to three things in capital. These orphanages are where the common. Firstly they all have some sort vast majority of the Vecura reside until of bone growth protruding from the skin they are adults as most parents who birth 57

of their face. It could be as simple as a so any magical Heal effects used on you series of small spurs to as gruesome as are more effective. When any Heal two long and twisted horns erupting effect “by Magic” is used upon you, you from their forehead. The second may call out “Increased” to heal 1 extra common trait among Vecura is darkly- point of damage. colored lips. It has been speculated that this is from when the child takes its first breath and pulls some of their inherent arcane nature to the surface. Regardless of the reasons why, it stands as another sure sign that the child has been touched by arcane energy. Lastly they might share a common ancestry as thus far only humans and elves have birthed Vecura. All Vecura have the “Arcane” and “Vecura” Trait.

Vecura Racial Skills

It’s In My Blood 0 Once per event you choose 1 attribute Earth, Air, Fire, or Water. You may refresh 2 points of that attribute by calling out “Refresh 2 {attribute} to Self."

Wild Negation 2 The flow of arcane magics rushes through you. Twice per event you may negate one effect that is “to Arcane”. You must call out “Resist” when using this Skill.

It Comes Naturally 2 The connections of the arcane world are strong within you. Twice per event you may change any one of your skills or spells to use the Arcane trait. Replace the normal trait of the effect with Arcane.

Magic’s Embrace 2 The touch of the Arcane magics make it 58

The Underholme The Alved often speak of the duality of The Underholme is the name given to their existence, the spirit and the body. the system of caves and caverns below They claim the body belongs to the the Batterklast Mountains. While little is community, and that each is required to known of this underground realm, it is do a job for everyone’s benefit so that the home of two races; the Alved and the the community may flourish. Almost to Ereskial. These two races are difficult to accentuate this fact, many Alved appear find outside of their caves, but it is not to be very similar. Many family lines entirely unheard of for one to be found appear to be of the same stone, and it is in the Federation or empire. not uncommon for surface dwellers to see an Alved they recognize, only to be The Alved surprised to find they are in fact meeting With bodies of solid stone, the Alved a wholly different individual with the appear as if statues have animated and same markings as their friend. walk among the living. The spirit, however, is the true self and Despite the timelessness associated with the source of individuality and the mountains under which they live, the expression. Hobbies, families, pets, and Alved are one of the most recent clothing are all aspects of the spirit, additions to the known races. A self- giving individuality to a people who are sufficient people living deep very similar in appearance. Most underground, the Alved surfaced only notably is the Alved habit of wearing recently to begin relations with the other signature items to set themselves apart, peoples of the world, and are still be it a fancy hat, extensive jewelry, or considered quite rare on the surface. even something as simple as a constantly Though the Ereskial have known of the worn shirt style. Alved for much longer, the solitary nature of Alved culture has kept them at Religion among the Alved is very arms length for centuries. similar to the faiths of the surface races. Scholars debate whether Alved have Among the Alved, the community is always been among the faithful or king. Each Alved contributes to the whether their early contacts with the whole of the culture, each filling a vital surface spread the church below the role. This communal contribution has ground, and the Alved have remained kept the Alved civilization thriving quiet on the subject. What is known is despite their isolation for centuries, each that the Alved extend their racial community being able to provide for its pragmatism even to matters of faith, own needs. This is not to say that no ensuring that each of the gods is given Alved ever leave their original home, but their due so as to ensure that a rather that those who do travel usually community does not incur the wrath of do so to fill a role for their collective, be any of the Genesori. Many have likened it trade, research, or any of a multitude Alved churches to guildhalls, pointing of purposes. out that the Alved treat both with equal 59

measures of reverence, attention, and Body is Not Soul 2* discipline. The physical form of the Alved is just a hardened case for their soul. Hardening Though outsiders are perfectly welcome this case protects the Alved from harm. amongst the Alved, almost none ever One purchase of this Skill grants the stay for more than a few days. The cave Alved two points of Armor that can be communities of the Alved are cold and reset by one minute of Rest. A second dark to most surface dwellers, and the purchase of this Skill makes the Alved amenities available to those not built of noticeably more durable granting two living stone are few. Alved do not grow additional points of Armor. Prosthetics crops, keep livestock, or produce any and additional makeup must represent foodstuff necessary for most races to this fact. This Skill may only be live, and the water in their communities purchased twice. This Skill does not is laden with the heavy metals and stack with any other types of Armor. minerals of their cave walls. Often an Alved community will trade for the necessary goods to supply a resident Self Sustained 2 outsider with food and comfort, An Alved has no need for food. An extending hospitality to ensure that Alved with this skill may choose to everyone gets that which is necessary to forgo paying 5 copper for food, and does remain productive. As the community not suffer any effects of starvation, nor supports this individual with these do they gain the “Starving” trait. An necessities, the recipient is in turn Alved who chooses to pay upkeep expected to give back in whatever way regardless has additional resources to they are capable. The Alved have the draw on. If an Alved with Self “Alved” Trait. Sustained pays upkeep, they gain the ability to Purge any Effect with a Metabolic trait twice per event after Alved Racial Skills spending 3 seconds of Focus role- playing shaking off the effect. This Skill One with the Earth 0 will not forgo paying the tithe. Your connection to the earth is strong. Two times per event you may use this Ereskial Skill in place of a point of Earth when Living in vast cave cities build under the paying for a Skill, spell, or ability. This earth, the Ereskial have a reputation for Skill does not refresh with Void. secrecy, keeping the wealth of their . mining empires hidden from the surface. Tough as Stone 3 Two times per event you may negate one It is rumored that in the earliest times, effect with a Physical trait that is the Ereskial were elves who chose to delivered with a weapon or packet. You travel into the depths of the earth to must call out “Resist” when using this better mine and work the precious metals skill. and gems found there. Whether this rumor is true, it has no relevance or

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influence on the Ereskial today. Ereskial who have left the kingdom to live on the do not bear the telltale pointed ears of surface fetch high prices as caravan elves, and their skin shows the influence guards, mercenaries, and bodyguards of generations underground in its pale through the dangerous wild parts of the complexion. Their blood is likewise Empire. adapted to the cold, thickening and darkening to the point that every The mines of the Ereskial provide the Ereskial has networks of blue/black immense wealth of the kingdom. Nearly veins visible through their pale skin. all the precious metal and gem mines in Many people find Ereskial appearance existence are owned by the Ereskial terrifying on their first meeting, and the kingdom, and a large portion of the scarcity of Ereskial on the surface mines for lesser metals are also under provides little opportunity for their control. The access to these individuals to dispel the dark rumors that resources has made the Ereskial surround them. consummate smiths, producing the finest metalwork artifacts, most intricate Life in an Ereskial cave city is neither jewelry, and strongest steel available. equitable nor easy. A rigid oligarchy, Ownership of Ereskial metalwork is the privileged among the Ereskial have considered in many places to be a all the power and wealth of the city at symbol of great wealth and status, while their command, while the populace toils in others is seen as a sign of wasteful endlessly to provide for the grandeur of decadence. the city. The top of Ereskial society are the noble houses, where birth grants Trading with the Ereskial is always status and the rights of a full citizen of conducted at the surface entrance to one the Ereskial kingdom. Beneath the of their cave cities. The first and largest noble houses are the populace; of these cities was the City Under the merchants, craftsmen, foreigners, and Sand in the great desert, which has been individuals who possess useful skills and lost to the collapse of the cavern aptitudes. At the bottom are the slaves, entrance and over run with corruption. forced to work in the deep mines pulling The trade between the Mehrdad’i and the priceless goods from the bowels of the Ereskial suffered from this loss, but earth. Slaves who work long enough enterprising parties on both sides have and hard enough may someday earn their found smaller entrances into the freedom and ascension to the middle Underholm or begun massive projects to class, but it is a difficult task that not create new tunnels. In addition, in the many live to achieve. Almost outside wake of Ravvin’s Perdition, new rivers this structure are the warriors of the have opened up crossing through the kingdom. Technically a part of the Underholm and the surface world alike. noble houses, the Ereskial warriors are Vascol captains have taken to hiring adept at combat against the many and Ereskial soldiers as guards along these various monsters living underground. profitable but dangerous new routes. The training of these warriors is intense and brutal, and the few Ereskial warriors Relations between the Ereskial and the

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surface lands have always been very cold. The Ereskial need many things Hardships of Home 2 that cannot be easily produced Living in dank and chilly caves has underground, and the surface world has made the Ereskial resistant to some an insatiable appetite for their metals and things that bother the surface races. Two gems. This need has kept contact times per event you may negate one between the two worlds necessary, but Effect with a Shadow, Despair, Cold or both sides approach the arrangement as a Gloom trait that is delivered with a necessity, not an enjoyable task. Few weapon or packet. You must call out surface dwellers have ever chosen to “Resist” when using this skill. move below the earth into the Ereskial kingdom. Those who have are almost exclusively artists or merchants who Dread Gaze 3 have decided to study the metal craft of Ereskial are terrifying to behold and the Ereskial first hand or have thought have learned to use that to their they can profit by their knowledge of advantage. Twice per event you make trade on the surface. These few brave eye contact with a target and call out souls have found themselves in the “By my Gaze, Short Paralyze by Fear”. Ereskial middle class, given rights but You may only use this skill after 3 few privileges and expected to act as a seconds of eye contact. citizen of the kingdom, not a foreign visitor. The Ereskial have the “Ereskial” Craftsman 1* Trait. You have a craft that allows you to make a living. Crafts provide 1 silver at the beginning of each event. You may Ereskial Racial Skills purchase this skill more than once but you must specify a new craft every time you purchase this skill. This skill may Taskmaster’s Call 0 only be purchased twice. The Ereskial are known to be diligent and focused. Two times per event you may use this Skill in place of a point of Air when paying for a Skill, spell, or ability. This Skill does not refresh with Void.

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Cultures 3. You shall not engage in blasphemy by When creating a character, you must disrespecting the name or image of any choose a culture. While each culture has god. a predominance of certain racial groups, you may choose to be from any culture. 4. You shall not subvert the authority of Your culture does not necessarily reflect the Church or its representatives. the place where your character was born, more the culture they were raised in and 5. You shall give consideration to any identify with. Alved and Ereskial may who comes to you in the good faith of still choose a culture, but they do not the Church. have access to any of the cultural skills. 6. You shall neither take nor allow any action that brings harm to the Church. The Empire Players who wish to hail from the The Imperial Dictate expansive and powerful Mercurian The destiny of the Purposed Races lies Empire must also choose a home within within their own hands, and with proper the empire. (The Imperial Nobility is guidance the paradise of old can once predominantly made up of humans and again be achieved. The pious populace the largest racial demographic is will invite reward from on high, bringing humans, but all races have taken to an end to hunger, strife and sickness. It residing within the empire, although is to the benefit of all that we of the Alved and Ereskial are very rare.) Kingdoms do sacrifice our thrones and join together under a common banner. It Six areas and their internal cultures is by these beliefs that we do form a comprise the majority of the empire: Holy Empire; Pyredown (the heart of the empire) and the five regencies; Inlyrico, Braeus, 1) The Purposed Races were each Shiara, Anbara and Volbrecht. created equally, and none shall claim superiority over another. No matter their origin, all citizens and residents of the empire are expected to 2) The Imperial Family has been chosen obey the Laws of Piety and the Imperial by divine will to rule. To challenge the Dictate. These two codices have been authority of the Empire is to challenge left more or less untouched since the divine will. formation of the empire centuries ago.

3) Each Regent has the backing of the The Laws of Piety Imperial Family and the High Church. 1. You shall worship no false gods, or To challenge a regent is to challenge anything less than a god. divine will.

2. You shall follow all the Proscriptions 4) The Laws of Piety will lead us to a and Good Acts. greater life, and all will follow them. 63

Mercurio, who inherited his position recently when his mother passed away. Pyredown, The Other prominent families in Pyredown include: the Damiano, whose matriarch

Imperial Seat serves as the Imperial Trade Regulator; the Giovanizzi, among whose ranks are The power center of the Mercurian the emperor’s Chief Inspector as well as Empire lies on the western coast of the Quartermaster Prime; the Svanhild, a Rues, surrounded by the thriving family of former serfs from Volbrecht Vascoll trading rivers. While the whose patriarch captains the emperor’s majority of the empire’s populace elite Firestorm Squad; and the Orselli, a resides in the five regencies, there are small family devoted to the care of the some families that call the Imperial Seat imperial library. home. There are a large number of important figures and soldiers, but the area relies on its farmers, blacksmiths Pyredown Cultural Skills and other common laborers just as the regencies do. Because of its location and In the Thick of Things 1 significance, Pyredown is a melting pot You live in the central hub of the of every race, culture and social station empire, and news gets around. Between of the Mercurian Empire and the other events you may pay one silver to ask a groups of Rues. question related to the Mercurian Empire and its capital. If your question is Though the empire retains ownership of appropriate for the rumor mill of all of the land in Pyredown, the residents Pyredown, you may receive information are given imperial land grants for their relevant to your question. It may be wise farms, homes and businesses. They are to spend more on particularly difficult or not taxed for the use of this land, but sensitive questions. they also tend to be out of touch with their original regency. Some families My Home, My Fortress 1 who have lived outside of the regencies The empire is always looking out for the for several generations no longer even welfare of its citizens. You may put the consider themselves a part of any. mark of the Phoenix Feather on any Fort Firetol is the capital city of the cabin that sits on imperial land. This will empire, and one of the most glorious serve to protect the cabin and those cities on Rues. The first through third inside it from invasions or attacks (even battalions of the imperial army are voice attacks) from two in the morning garrisoned there and are a noted until ten in the morning. presence in the streets, resplendent in their burgundy and gold uniforms. It is in this city that the imperial leadership Heirloom (varies) strives to create the paradise that the first Your family emigrated to Pyredown emperor envisioned long ago. either recently or generations ago. Regardless, they have passed down one The current emperor is Cavalero bit of knowledge from your ancestral 64

home. You may purchase a Skill from numerous missionary groups in other your ancestral Imperial culture by lands; the Halliday, who have paying the normal cost for that Skill. maintained good relations with the You may only purchase this Skill once. Ereskial and whose younger sons traditionally enter the ranks of the Rose Inlyrico Knights; and the Dwyre, whose ancestry Inlyrico is also known as the Pure Land. can be traced to the original Beatific It is a beautiful rolling countryside Council that formed the Laws of Piety. spotted with wildflowers and green arbors, with white marble cities that, in Inlyrico Cultural Skills that curious way of marble, seem to have soft inner glow. While the rest of the empire works toward paradise, Provided For 2 Inlyrico has already found it and works No Inlyrican is permitted to go without to maintain it. All who live there are proper food, clothing or shelter. If you well fed, well clothed, and sheltered; have this Skill, you do not need to pay those who cannot provide for themselves the five copper for upkeep. This Skill are given charity by the church. also provides a bonus to tithing; every five copper paid as tithe to a church will The Great Cathedral is in the capital city, count as one silver. thought to be the tallest building in the empire. Coated in white marble with gilt Bless 2 spires, the cathedral’s towers reach for If you are visibly and obviously wearing the sky, blending in with the sun’s light. the symbol of your god, you may spend In addition to being the High Church of a minute of Focus and 2 points of Earth Severrin, the Great Cathedral contains to bless a weapon. Once a weapon is altars to each of the gods. blessed, the user may call "5 Damage by Magic" and strike. When blessing a In the regency of Inlyrico, they have weapon that is not your own, after the taken to heart the words of the Beatific minute of role-play touch the player Council. "Those who please the gods whose weapon is being blessed with a shall be rewarded with health, beauty, packet and call out “Grant Melee Attack, and fields of bounty." They view 5 Damage by Magic”. The blessing is diseases and deformities as outward expended if the strike lands and is signs of sin, and all those afflicted with acknowledged with role-play or negated them are banished from the Pure Land. with a defense. Heretics and others who defy the Laws of Piety are put to death. Bring to Purpose 2

By calling on your passion or piety, you Notable families in Inlyrico include: the may bring a wayward ally back into the Onnathea, from whom the current regent fold. Spend one Fire and call "By your hails, and from whom many regents name, , Cure Frenzy and Agony have been chosen as they are known for by Inspiration" or "By your name, their charity, piety and humility; the , Cure Trance and Agony by Zenovia, known for their foundation of 65

Inspiration." Your target must role-play Fort Ashvin; and the Musaphi, the effects of the Agony, but will be traditionally fire-touched scholars who cured at the end of the ten seconds. travel the regencies in search of new ideas and promising students.

Braeic Cultural Skills Braeus

On the eastern border of Inlyrico lies Braeus, which begins as swamp in the Stocked Workshop 1 north, petering out to marshland in the Braens have easier access to supplies for south. The difficult landscape forced their creations and research. This Skill innovative engineering, which became a allows you to draw one component from point of Braeic pride. They are the the bag before game starts. unchallenged leaders of invention and research, creating everything from Look What I Can Do! 3 improved irrigation to improved The process of creation leads to an fireballs. understanding of the process of destruction, and you have developed or The Braeic cities are examples of their been given a destructive force. Two ingenuity, raised up on stilts or built on times per event, you may use a weapon iron grilles sunk below the surface of the to deliver one of the following Effects: muck. The capital city of Isou is a Destroy Shield, Destroy Weapon. marvel of crisscrossing wooden bridges and rambling buildings. The heart of the Quick Study 1 city is Isou University and the nearby By focusing on a prop of your choice (a Muse Amphitheater, where every kind of book, a device, an arcane rune, etc.) you spell, invention or potion has been may regain your energy faster than the created and shown to the public. average person. Once per event you may

refresh attributes in one minute of Rest The university attracts minds from all instead of the normal five. over the empire, and offers programs in all of the scholarly pursuits, including the more obscure versions of alchemy Shiara and the budding arcane studies. Part of Shiara has historically been a the treasury is set aside to provide land of peace, due both to good scholarships for promising students who leadership and to strong natural cannot pay their own way. boundaries. They have had little to fear from invaders and A few Braeic families of note are: the tradition among Shiaran Xaertes, the current ruling family; the nobles’ calls for methods of settling Oculis, known as superb enchanters; the disputes without war. The landscape Scorsi, excellent engineers and founders consists mostly of rolling hills that are of the Mason’s Guild; the Chaeleron, ideal for grazing sheep and cattle, with who manage the harbor and markets in sharply dropping cliffs down to the sea 66

and river. Shiara contains one geological Inlyrican family of the same name; and and arcane anomaly; areas of strong the Atasir, a family of Selda’nire elves magic known as Arcane Fonts. who settled in Shiara hundreds of years ago. After the Shrouded Age, Shiara was the first land to be civilized, so many of the Shiaran Cultural Skills ancient lineages in Rues hail from this regency. A majority of families, common and noble, have lived on the Savoir Faire 3 same land for generations and bonds Your clothes set you apart from the have formed between landowners and average person. You need not be rich or their subjects. important, but if you dress in a way that emphasizes the civilized side of the Leisure time is easy to come by in Purposed Races you may spend an Air to Shiara, and many pursue their hobbies gain two points of Armor. You may with a concentrated focus. The provinces Refresh this with 1 minute of Focus, have been known to stake a great deal of role-playing rearranging your clothes or pride on the skills of their residents; hair, primping, etc. This Skill lasts until from who has grown the biggest you Refresh with Void. This skill does watermelon to which province has not stack with any other types of Armor. produced the greatest hunter. These superlatives earn prestige for their Arcane Exposure 2 provincial liege and can even increase Living among the Fonts of wild magic their influence with the Regent. has allowed you to build up a tolerance Provincial nobles in Shiara are all for the stuff. Two times per event, you familiar with the Dragon’s Tail, an may negate one effect that uses the Wild absurdly long wooden table on the Magic Trait. You must call out “Resist” Silvian Estate in the capital province of when using this skill. Arcane. The regent sits at the head of the table, and there is space enough for Composure 3 every member of every noble family in Shiaran disputes are quiet, and many of Shiara. The position of each family at them have become masters of subtlety the table and their proximity to the and subterfuge. Exhaust 1 point of Earth regent’s seat is directly related to the to silently resist one Expose effect. power of their influence.

There are too many notable families in Anbara Shiara for a comprehensive list, but Anbara is the southernmost some that bear mention are: the Korol, a regency of the Mercurian family whose members are traditionally Empire, and the majority of its lion-touched and have extremely good landmass is the dry and luck training animals; the Banrion, unsettled Byse Desert. The masters of the blade whose children are region of imperial influence is always twins; the Dwyre, cousins to the the fertile crescent that begins in the 67

north and curls down the western border. palace and are raised to hold the rank of The whole of the Anbaran population is Adjudicator; the Gavaskar, who have crowded into this space, struggling to held the House of Dichotomy for the last find living space without compromising two centuries; and the Bhatti, who have the extremely limited farmland. made their fortune trading with the Mehrdad’i and spend a lot of time trying Even with food being shipped in from to help the unfortunate of the Anbaran Shiara and Inlyrico, Anbara struggles outer limits. against starvation, sickness, and crime. There are large and lovely estates near Anbaran Cultural Skills the middle of the crescent, but the towns on the outer limits are filled with cramped, boxlike houses all stacked Are You Not Entertained? 3 upon each other, claustrophobic streets You may or may not take any pleasure in and insufficient farmland. They are it, but in Anbara, one person’s under constant threat from the nearby misfortune is another’s gain. Spend 3 desert, and there are rumors of whole seconds of Focus, during which time you communities disappearing in particularly call out a slogan or statement approved vicious sandstorms. by plot while standing over the body of a foe you have taken down, and you may To appease the unhappy population, the Refresh one Air, one Fire, one Earth, or first queen of Anbara established the one Water. You may use this Skill two Great Games, competitions of all kinds times per event. that occur on a regular basis with prizes ranging from a meal to a grand estate in Desperate Measures 2 the capital city. Betting on these games You have been faced with many and sponsoring competitors has formed desperate situations and been able to pull an additional underground economy. yourself out of them with startling ingenuity. Once per event you may then The capital of Anbara is Jaspar, where use any Skill from the Excavator or the architecture heavily incorporates one Mercenary Headers by paying the of the few unlimited resources: glass. appropriate activation costs. The palaces in Jaspar are breathtaking, sparkling wonders whose interiors are That Almost Killed Me 3 renowned for luxurious furniture and Either on the streets or in the arenas, unequaled service. Among the palaces is you’ve seen it all. When you are hit with the Great Library, the High Church of a weapon or packet Effect (e.g. "Death Jormic. by Magic") you may spend three Fire to Resist it. From then on, until you Some important families in Anbara Refresh with Void, you may resist any include: the Upanishar, who currently attack with that same effect by spending hold the House of Archery and are in only one Fire. You must call out “Resist contact with the Braens about settling and Imbue to Self” when activating this the Byse Desert; the Zev, who live in the skill. 68

Man’s pot to be recycled. Death is never used as a punishment in Volbrecht Volbrecht; instead, criminals are Volbrecht was founded on the strength required to live with their sin in of its warlords; battle-driven men and the hopes that their spirit will be women who staked out portions of the purified by the time they pass craggy landscape and built up armies from the mortal world. of knights to defend their home and Mutilations and humiliations are conquer others. Those not suited to the most common punishments in combat were bonded to their warlord, Volbrecht, usually leaving the useful primarily for acquiring and using perpetrator with a permanent reminder the land’s resources to fund, fuel and of their deed. outfit the knights. The capital city of Ostol is rustic, but After coming under control of the heavily fortified, while the Imperial City empire, Brechtish warlords no longer of Fort Hawksclaw has more of the need armed forces, but most maintain urban feel of other cities in the empire. them anyway, sending them to defend The High Church of Istarum was against the incursions of monsters from consecrated many decades ago on a the mountains. They have maintained former battleground, and today a town their feudal society as well, with crop has grown up around it, the people production dependent on the serfs who revolving their lives around supporting live on each warlord’s land. Most of the the chapel and its initiatives. serfs live a wretched life, barely scraping out a living after paying their taxes to the Notable families of Volbrecht include: landowners, though there are a few The Weinarts, a family on a secluded exceptions. Blacksmiths, armorers, mesa on the western coast who still fletchers, and healers are among those maintain a healthy distaste for the who are adopted by their local liege and empire; the Swydiger, who host the given special treatment. magic-wielding Knights of the Rune; the Odo, who have historically produced the Brechtish knights begin their training at greatest polearm fighters; and the a young age, and warlords are known to Melchior, whose Ebony Knights are send clandestine scouts into other reported to wear armor made of shadows holdings in order to lure away the most and bear blades of black metal. promising young warriors. Though extensive training and loyal service is Brechtish Cultural Skills expected, Brechtish knights are well cared for and respected by their warlords. Scars 2 Life in Volbrecht is not gentle. Your The people of Volbrecht believe in skin has been toughened by your time strength of body, mind and spirit, and to there, and you bear the significant scars this end they believe that no corrupted to prove it. Any time you suffer a blow wax should be sent back to the Tallow that inflicts more than three Damage, 69

you reduce the number by one. In order within the structured society of the to use this Skill, you must have at least Federation. Each caste performs an one visible scar from your time as a important and unique function within the Brechtish knight or serf. Kingdom.

Battlefield Presence 3 The six playable castes are: Manu: Caste The Brechtish can seem larger than life of the Hand; Oros: Caste of the Mouth; on the battlefield, even if they were not Arcos: Caste of the Mind; Prian: Caste born into a warlord’s family. By of the Heart; Valar: Caste of the Body; bringing your martial nature to the and lastly the Delago: The Casteless forefront, you may quell foes that are not Ones. The caste of the Regnum is not a as accustomed to battle and blood. playable caste by PCs. Twice per event make a threatening gesture at your target, and call out “By Regardless of caste all citizens of the my Gesture, Root by Fear”. So long as Federation are expected to follow the you maintain the Gesture, they remain Laws of Harmonious Accord. In addition Rooted. all citizens are expected to live their lives as a work in progress towards unification of the body and spirit. Both Tempered Spirit 1 the Laws of Harmonious Accord and the You are no stranger to the more visceral Doctrine of Unity have been around side of life, and you have learned to find since the birth of the Federated Kingdom strength in suffering. Two times per centuries ago in the aftermath of the event, after you suffer an Agony, you Great Sin. may Refresh one point of Earth, Air, Fire or Water. The Laws of Harmonious Accord: Federation Cultures At all times obey the Regnum as they have ruled the Selda’niré since the Players who wish hail from the isolated Shrouded Age. Their word is law and the and unique Federated Kingdom of the Divine Will supports that law. Selda’niré, or Federation for short, must also choose a caste from the Kingdom. In all that you do, seek unification of the (The Federation Nobility is completely mind, body, and spirit. In this way all made up of elves and the largest racial citizens shall be girded against the Great demographic is elven, but all races have Sin through the Doctrine of Unity. taken to residing with the Federation, although Alved and Ereskial are very Citizens shall not commit violence rare.) against one another or their property. Theft, vandalism, battery, and murder The Federation is divided into six castes are subversions to unification and will be accessible by the player population as punished. well as one caste that are strictly for NPCs. Your caste reflects your role All citizens of the Federated Kingdom of 70

the Selda’niré are required to have an to him for it is due. understanding and adherence to the teachings of the Doctrine of Unity. Manu: Caste of the Hand The Doctrine of Unity – Major Tenets is The Manu are the manual laborers of the a text dating back to the emergence of Federation. The Caste of the Hand is the the Purposed Races out of the Shrouded lowest the Selda’niré can go within their Age. Those that would become the society. Despite being at the bottom of Regnum caste brought it forth from the the system they are not reviled or looked darkness and it was used to preach down upon for their lowered station. against falling again to the Great Sin. They are viewed as the foundation upon When the elves put out the call to any which their society is built. They are Purposed Races that wished a different integral to the day to day of Federation life than the empire could provide they life and all others of higher castes used the Doctrine of Unity as guiding respect them for their work. They are the foundation for their newly formed craftsman, servants, and laborers of the Kingdom. From the Doctrine they Federation. It is not the most prestigious codified their founding laws and of lives but all true Manu understand principle values. their role and perform as necessary, without complaint. When one’s hands The mortal form is flawed yet filled with must get dirty, the Manu are there. Purpose. For Purpose to truly be recognized one must bring their form Manu are marked upon acceptance into into harmony. the caste either through birth, choice, or demotion in caste through judiciary Excess is the road to Sin. Practice punishment. Their faces are marked with moderation in all that you do. a sigil resembling a sickle that curves around the left eye down the cheek All mortals are brothers and sisters along slightly. The sigil is magical in nature the path of Unity. Thou shalt not be a and cannot be removed or changed stumbling block unto them. except by an empowered mage or priest of the Arcos Caste. Provide aid to any who need it, but not at detriment to oneself. Temperance and Conviction shall show you the way. Manu Cultural Skills

Nature and Spirit are bound in accord Something from Nothing 1 and that binding is Koreel. It is not You have developed the ability to everyone’s path to bend knee to Koreel recognize value in ordinary objects. This but she should be shown respect in skill will allow you to receive one accordance to her station and role. crafting component at random at check- in each event. Garioch is the Shaper and through his teachings one can mold their mind and Diligence 3 body into a suitable vessel. Show respect You are able to push yourself beyond the 71

normal working hours of the day. Twice mage or priest of the Arcos Caste. per event you may shake off one Agony or Weakness effect. You must Focus for Oros Cultural Skills 3 seconds and call out “Purge” when using this skill. Enforced Diplomacy 2 The Oros are often seen as those who Break Time 2 must keep order in the Federation. As Day to day stress can be overwhelming such they will seek to keep those from and as such you enjoy your rest speaking out of turn. Exhaust 1 point of whenever you can get it. Whenever you Air, throw a packet and call out “Now is Refresh your attributes with Void you not the time, Silence by Awe.” may call out “Grant 2 protection to Self”. Spread the Word 1 For one silver, you may, between events, Oros: Caste of the Mouth submit to plot small details or rumors The Oros are the merchants, diplomats, that somehow slander or trash talk some scribes, and historians of the Federation. social or political figure. You are Because of their role they are also the publically attempting to cause the figure teachers of the youth in the ways of the to lose face. This could cause a drop in Selda’niré, regardless of caste. Polite, reputation, cause an increase in those respectful, and succinct would be the who challenge the figure, or cause others best way to describe the Oros. Most to investigate the movements of that Selda’niré who are met outside the Isles figure more carefully. This skill will are of the Oros as they travel extensively make life more difficult for the target, for trade and diplomacy. As the most but it is common knowledge who is visible of the Selda’niré their adherence doing the slander so most powerful to their main virtues is even more figures will attempt to return the favor. important. In the capacity of diplomat or tradesman they are expected to be the eyes and ears of their people both A Teacher’s Gift 2 internally and externally and to do so, You are skilled in educating those in espionage becomes an unspoken skill many facets of the world. As such you amongst many of this caste. may Imbue one ally with a skill that you possess. Exhaust the attributes of any Oros are marked upon acceptance into Attack or Defense skill you possess, the caste through birth or choice. touch a willing recipient with a packet Outside entry into this caste is never and call out “Grant taken lightly due to the specific and . Example, if you are giving a important roles many of this caste have. student the ability to swing 5 damage Their faces are marked with a sigil you would exhaust the necessary resembling an upturned crescent moon Attributes and when touching the in the center of the forehead. The sigil is recipient with a packet call out “Grant magical in nature and cannot be removed Melee Attack 5 damage”. or changed except by an empowered 72

Arcos: Caste of the Mind Attributes. You must normally have The Arcos are the mages and clergy of access to the spell in order to cast it and the Federation. They are the councilors must follow all casting rules. and sages. They usher in new ideas and research as well as give spiritual support Fortified Intellect 3 to all castes of Selda’niré. The mages Your mind is strong and as such you are spend their time researching ways to able to protect yourself when it is put to tame the wild magic of the world as they the test. Twice per event you may Purge see it as one of the greatest dangers to any Effect with a Mental trait. You must their people. The clergy spend their time Focus and role-play the effect for 3 preaching the faiths of the Genesori as seconds and then call out “Purge” to use well as spreading the teachings this skill. contained within the Doctrine of Unity. The importance of their council is so Consummate Counselor 2 great that one mage and one of the Your wise council is sought out often devout sit to the left and right of the and at times it is refreshing to be able to King and act as his personal advisors in assist those in need of advice. Once per all matters pertaining to the Federation. event after successfully counseling In addition to mages and clergy there are someone regarding a matter of a growing number of enchanters who importance you may refresh 1 Purpose to were born into the Caste of the Hand and Self. have since risen to the Caste of the Mind due to their advancements in enchanting. Prian: Caste of the Heart Arcos are marked upon acceptance into The Prian are the artists, musicians, the caste through birth or choice. dancers, and thespians of the Federation. Outsiders wishing entrance into this The Selda’niré, in their desire to unify caste are rigorously tested to ascertain the mind, body, and spirit view the arts whether or not they are a good fit for the as the most readily available path to said needs of the Federation. Each is marked unification. It takes a harmony of self to with a sigil consisting of 3 lines arrayed make great works even if that harmony in a burst pattern sprouting from the is more akin to the "eye of the storm" outside corner of each eye. within a tumultuous life. It is up to the Prian to create great works across all venues so that the Selda’niré may experience them in an effort to bring Arcos Cultural Skills themselves more into harmony. The Prian work continuously with the Arcos In Touch with the Weave 2 to aid them in their research and You draw power from the weave of proselytizing in whatever ways they can. magic and can give more of yourself. Some examples are the design of the Twice per event you may cast one non High Church of Koreel or the Hall of the evocation spell with an Attribute cost of Maker where the master Enchanters no more than two without spending any meet.

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aspects of life are unified as one the Prian are marked upon entrance into the Prian gain Harmony. Once per event caste through birth or invitation. The you may purge any Effect with a Mental, Prian are unique insomuch that they are Metabolic, or Physical trait. You must the only caste to scour the world, Focus and role-play for 3 seconds, then through use of the Oros, to find the up call out “Purge” to use this skill. and coming of the fine art world and invite those they deem worthy to join Valar: Caste of the Body them as Prian. Their left cheek is marked The Valar are the soldiers and guards of with a sigil that is a diamond with two the Selda’niré. They are to be seen and concentric circles inside of it, one within not heard and thus when performing the other. their caste duties they do not speak unless commanded to by one of their Prian Cultural Skills superiors or one dictated to them as being in command. The only time they Solace of the Heart 3 may voluntarily break this is in a time of Your performance warms the hearts of immediate danger so that they may warn those around you. Twice per event after the unobservant to said immediate receiving praise for a performance, you danger, although it is customary to may call out “Imbue by Inspiration” and remove the silence stricture when gain a small Aura of Healing of 5 points. outside of the Federation. This caste is In order to use this skill you must touch primarily made up of those of other a willing or unconscious recipient with a castes who cannot ascend due to lack of packet and call out “Heal by Magic”. aptitude and are unhappy with their You may only exhaust 1 point at a time. current caste as well as those who have The Aura lasts until used or until you committed certain crimes that necessitate refresh with Void. Any performance a harsh sentence but not necessarily must last at least 1 minute. death. Most who are seen in command roles amongst the Valar are either particularly capable transplants from Fortify the Hearth 1 other castes, foreigners, or those born The Prian may place magical bindings and raised within the Caste of the Body. on their quarters to ensure a protected The criminals within this caste are never and restful sleep. By marking a building allowed to take spouses or leadership with a diamond with 2 concentric positions. circles, you may ensure the safety of all within from two in the morning until ten Valar are marked upon entrance into the in the morning. This skill may only be caste through birth, choice, or judicial used on your own dwelling. punishment. They are marked with a sigil starting between their eyebrows and running down the length of their nose. In Harmonious Spirit 3 addition they also have three diagonal Art brings the mind, body, and spirit into upswept lines on their right cheek. one harmony. At such a time when all 74

Valar Cultural Skills Delago Cultural Skills Armaments of War 2 The quality of your weaponry and skill Reviled 1 by which you wield them is near You have learned how to use the darker unmatched. Twice per event you may side of society to dig up rumors and negate one Destroy effect that targets information that people may have your weapon or shield. You must call learned in the course of “normal” out “Resist” when using this skill. business. If you spread some money around you often hear rumors or tales Mastery of Arms 2 about the things other groups have seen You may spend time training to prepare and jobs they might have been hired for. your weapons each time you Refresh This is an information skill that requires with Void to increase the damage by 1 of you to spread around money to loosen all called damage of 3 or greater. Spend lips. You submit a question between one minute Focus polishing or events as described in the Information sharpening your weapons after Skills section in chapter seven. If the Refreshing Attributes with Void. This is question is appropriate for this a temporary modifier and does not stack dangerous element you may receive with other numeric modifiers, and will knowledge appropriate to your question. last until you Refresh your Attributes with Void. Life on the Edge 1 Once per event you survive if you are I Will Not Be Flanked 2 struck by an attack that inflicts the Death The Valar are disciplined and observant. effect. Instead of being struck dead, you Twice per event you may negate one may exhaust this skill to call out Stun effect. You must call out “Resist” “Reduce” and collapse in an Unstable when using this skill. state with no Vitality. This skill does not work against a Death Strike, nor will it protect you if you die from bleed out. Delago: The Casteless Ones You may use this skill even if you are Anathema to the citizens of the unconscious. Federation, one becomes Delago through birth or extreme judicial punishment. Exiled from society they are ritually You Can’t See Me 1 scarred and left to fend for themselves. An expert at remaining beneath notice, Not much information is publically you may choose to not allow an known regarding these unfortunates, as unknown enemy to find you. Exhaust 1 they are non-entities to the citizens of point of Air to resist any Expose effect the Federation. that would target you. You must say or audibly whisper “Resist” when using The Delago are ritually scarred with an this skill. "X" on both cheeks at birth or their expulsion from society 75

too old to travel retire to the Vahas - Nomadic Cultures small settlements at the six largest oases - and serve by negotiating disputes Players who wish to eschew the rigid between tribes. These settlements are hierarchy of the Selda’niré Federation or tended and guarded from the forces of the controlling strictures of the the Plagued by young Mehrdahd’i who Mercurian Empire and her regencies have not completed their passage to full may choose to come from the nomadic adulthood. cultures of the world. The Mehrdahd’i tribes, Vascoll flotillas, and the clans of The desert nomads are easily recognized the Wild Nation are often mistrusting of by their long, lightweight robes, outsiders, and the nomadic life is harder headdresses, and veils. Men and than Imperial or Federation living, so women both stay fully covered to protect few choose this life that were not born to their skin from sun and sand. In it. addition, the desert folk mark their tribal origins in tattoos on the backs of their hands. The right hand is tattooed at a

The Mehrdahd’i naming ceremony shortly after birth, the Long ago, perhaps as far back as the left hand at adulthood (men) or marriage Shrouded Age, the Mehrdahd’i tribes (women). claimed the hostile Byse Desert as their home. Braving sandstorms and At any one time, there are between ten navigating secret routes between oases, and fifteen tribes on the sand. New tribes the tribes make their living through trade are most often formed when an existing and the transportation of goods between tribe is growing too big. These small the regencies of Volbrecht, Anbara, and offshoot tribes either take in more Shiara. They guard knowledge of their members from other tribes and grow, or routes jealously, as the impassable disband to reabsorb into one or many nature of the mountains leaves the desert existing tribes. This, and the sad truth as the fastest way for goods to move that any group can be wiped out by a between these regencies. Benefiting the fierce and unexpected sandstorm, Mehrdahd’i, too, is access to one of the account for the fluid number of tribes on few trading posts with the Ereskial and the sands. the Alved of the Underholme, giving the clans a near-monopoly on the trade of The seven largest tribes are the Kanli gem and mineral wealth. While their Dogan, the Chimm’in Gul, the Zarr’in trade-relations are generally good, the Gul, the Bishak Shir, the Cesret Ylan, relationship with their nearest neighbor, the Azar Kan, and the Shani Khurshid. Anbara, is often strained.

Each Mehrdahd’i tribe covers one or Mehrdahd’i Cultural Skills more trade routes over the course of a year, and is usually composed of three to A Little Goes a Long Way 2 five large extended families, and guided Over the course of many long treks by the eldest members. Elders who are across the desert, your people have 76

learned to make the best use of their sure their interests are looked after, but food resources, stretching every morsel tensions frequently run high. to feed many mouths. If you have this Skill, you may pay the 5 copper upkeep The Vascoll’s relationship with the for yourself, and feed three additional Selda’niré is better, as they rely on elven people at no extra cost. shipwrights to furnish them with their boats. Home is Where Your Head The Vascoll favor clothing that is Rests 1 lightweight, sturdy, and comfortable, A Mehrdahd’i must be able to protect suitable to life onboard a boat. In himself and his family from sun, sand, addition, many of the Vascoll choose to and the Plagued no matter where his wear their wealth in jewels or precious travels take him. By marking your metals rather than be burdened with dwelling with the Vigilant Eye, you may traceable Imperial coinage. ensure the safety of all within from two in the morning until ten in the morning. They tend not to bother with protecting This skill may only be used on your own themselves from the elements, and dwelling. therefore most Vascoll acquire a

weathered look by middle age. The Oasis is Life 2 A Mehrdahd’i knows the value of a Many Vascoll also choose to record the cooling drink and never goes anywhere major events of their lives on their without a full skin of water. If you have bodies, rather than on paper, and acquire this Skill, two times per event you may a large number of tattoos. heal to full by taking three seconds to reinvigorate yourself with the drink you The Vascoll usually travel the waters in carry. You must call out “Heal All to flotillas comprised of several small self” when using this ability. boats. While members of the Vascoll have been known to spend time in port if it serves their interests, most treasure the The Vascoll freedom of the water and the movement Loud, colorful, and fiercely territorial, from place to place. the Vascoll are water nomads. The business and livelihood of the Vascoll is Life on a boat is hard work, but is the shipping, and over the course of sort of work that encourages talk, generations they have made very sure laughter, and stories. Anyone of Vascoll that no outsiders threaten that livelihood. birth is considered family, regardless of boat or flotilla. Anyone else is an The Mercurian Empire and the outsider, not to be trusted or even Selda’niré Federation both rely on the allowed on the water except as a paying Vascoll for shipping on the rivers and customer. coastal waters of the continent. The Vascoll maintain a voice on the A woman named Luzia Zarcone is the emperor’s Council of Regents to make 77

current speaker for the Vascoll on the Council of Regents. All other Vascoll leaders prefer to maintain as much anonymity as possible in case the The Wild Nation handling of business becomes unpleasant Once two warring peoples, the Imba’niré and it becomes necessary to travel to Elves and the human Adahy Clans were clearer waters elsewhere. forced to make peace to face a common enemy in the early days of the Age of Vascoll Cultural Skills Piety, sometimes called the Age of Penance. The peace they declared was a

complete success; the five clans of the Word on the Docks 1 Wild Nation hold the distinction of being You know the value of keeping your the only people comprised of both races ears open when in port, but sometimes a equally. well-placed rumor can be even more lucrative. If you have this Skill, you can For most of history, the clans have set the rumor mill going throughout the followed the migrations of the wildlife Empire. Money placed in the right hands of northern Rues taking only what they may help further this rumor, as would need from the land and the animals, and multiple Vascoll with this Skill starting employing only the most minimal use of the same rumor in multiple ports. agriculture. They do not mine or smelt Powerful targets of this skill are ores. Metal is a rare and precious sometimes capable of locating the origin commodity indeed. Most people of the of the rumor and will attempt to get Wild Nation employ weapons of wood retribution. or bone.

Pitch and Yaw 2 Their clothing is primarily of leather or Even on the calmest waters there is fur, although they will make some use of constant motion on a boat, and you have rough-spun cloth. They are not adverse honed your balance in order to keep your to ornamentation, however – most feet despite all manner of sudden bumps individuals decorate their simple and drops. Two times per event, you garments with wood beads, polished may negate one Slam or Root effect. stones, shells, or fragments of bone or You must call out “Resist” to use this antler. skill. They identify their membership in one of the five clans (Wolf, Bear, Crow, Stag, Get Below Deck 1 or Cat) with a facial tattoo in the shape The Vascoll are very good at hiding of their totem animal’s tracks. things they don’t want to be found,

including people. With this Skill, you The land that the clans journey wind all may transfer the "Hunted" or “Marked” around the nations of Inlyrico and Trait off another individual by Braeus. Over the course of time, expending one Air and calling "Cure conflicts have periodically arisen when and Inflict to Self." those two regencies have expanded their 78

borders. Recently, many of the more skill may only be used on your own astute members of the clans have dwelling. realized that another period of expansion is imminent, and a cry is being raised Nature is My Weapon 2 against those in the clans who would You are well versed in the powers of prefer to stand by and let the storm pass. nature to heal and to harm. Exhaust 1 Within the past fifty years, the clans point of Water to remove poison from have revived the practice of allowing a yourself or an ally and hold it to be used Chief-of-chiefs to speak for the entire as an attack by calling "Cure Poison and Wild Nation. The first two Chiefs-of- Imbue to Self." Once Imbued, you may chiefs were content to tend to issues throw a packet or make a weapon strike within the clans, but the most recent, against an opponent. Call out “Three Quiet Eagle, has petitioned the Empire Damage by Poison” when using this to join the Council of Regents, and not attack. The strike is used if your all within the clans are pleased by this. opponent acknowledges the attack The nation that has maintained peace for through role-play or negates it with a nearly a millennium is slowly breaking defense. You may only have one such into factions as tensions grow without Imbue on yourself at a time. and within.

Skin and Bone 2 Wild Nation Cultural Skills You are adept at making and maintaining weapons made of strong Home is Where Your Head animal bone or wood as well as Rests 1 maintaining armor made of leather and Those of the Wild Nation must be able fur. Bone or wooden weapons and to protect himself and his family from leather or fur armor can be repaired by weather, bandits, and the beasts of the heading into the wilderness, (out of sight mountains no matter where his travels of all buildings) and spending a minute take him. By marking your dwelling role-playing appropriately (foraging, with the Vigilant Eye, you may ensure knapping off the bone weapon, etc.) the safety of all within from two in the morning until ten in the morning. This

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Attributes. Character Creation 5) Character Background- It is not Checklist required to write up a character In Numina you start with 30 CP that you background, but you are urged to do so. may spend on creating your character, or Submitting a character background to 31 if you turn in an approved character the staff, providing it is approved, will background to the staff. garner you a better chance at personalized plot as well as one You can go about creating your additional point of CP with which to character in a variety of ways. The order build your character. isn’t important as that is an individual process but there are things which all players will need to accomplish in order Attributes to have a Numina character ready to CP may be used not only on class play. headers and skills, but also to raise your Attribute or Vitality scores. Your Earth, 1) Concept- It can be as narrowly Air, Fire, and Water Attributes are used focused as an “Anbaran Elf Mageslayer to power Skills in the game. who is dark and brooding” or as loose as a “Human wanderer”. The Void attribute determines how many times per event you may refresh the use 2) Race- Race represents your base of the previously mentioned physical appearance as well as inherent Attributes. Each time you rest for 5 aptitudes and characteristics. All races minutes and exhaust 1 point of Void, except human require make-up and/or your Attributes will refresh to their prosthetics. purchased maximums.

3) Culture- This choice helps define your When you create a character your Earth, character’s background, experiences, Air, Fire, Water, Void, and Vitality and even some of their abilities. In attributes begin at 2. These may Numina being an Elf or a Human be increased individually by spending doesn’t matter as much as whether you CP. The costs increasing each Attribute are from the Federation, Empire, Nomad point is equal to the new total number of Tribes, or Wild Nation. All cultures that Attribute, such that each purchase except the Empire have a make-up becomes more expensive. requirement. For example, Bonnie has 2 Fire at 4) Headers and Skills- In Numina you do creation, and wants to purchase more so not pick a class, you instead purchase that she will have 5 Fire. Raising her headers which unlock access to Fire from 2 to 3 would cost 3 additional skills. You have Character CP. Raising her Fire attribute from 3 to Points (CP) to spend on Skills and 4 costs her 4 CP. The total cost of Headers. You can also spend CP on raising her Fire Attribute from 2 to 5 is cultural skills, racial skills, and 80

3 + 4 +5 or 12 CP total. Core Headers

Vitality The Core Headers are organized into Vitality is purchased a bit differently, five thematic groupings: Devout, using a sliding scale of 2/2/3/4/5/6/7/8. Fighter, Mage, Rogue, and Scholar.

Vitality Cost Devout Core Headers are Priest, 3rd Vitality 2CP Mendicant, and Zealot. 4th Vitality 2CP 5th Vitality 3CP Fighter Core Headers are Berserker, 6th Vitality 4CP Defender, and Soldier. 7th Vitality 5CP 8th Vitality 6CP Mage Core Headers are Naturalist, 9th Vitality 7CP Sorcerer, and Wizard. 10th Vitality 8CP Rogue Core Headers are Archer, Mercenary, and Pugilist. No Attribute may be increased above the maximum of 10. Scholar Core Headers are Alchemist, Ambassador, Excavator and Tinker.

Purpose An additional unique Attribute in Specialist Headers Numina is Purpose. Purpose is used to power specific Skills within the The Specialist Headers contain more game. You start each event with 2 advanced and powerful techniques that Purpose. You may not spend CP to show the result of devotion, training or increase this total, nor does this Attribute study in a particular area. Specialist refresh when expending Void. Purpose Headers have prerequisites obtained may be refreshed in only two ways; through the Core Headers and possibly either with a Skill that will do so or at specific Skill or Trait requirements. plot discretion. These Prerequisites can be found at the beginning of each Specialist Header, or in the Header Progression below. Purchasing Headers Devout Specialist Headers are Friar, and Skills Martyr, and Monk

Open Skills Fighter Specialist Headers are The Open Skills are available to anyone Commander, Dreadnaught, and Warlord. for purchase, and do not count toward any particular Header Group. Mage Specialist Headers are Despoiler, Elementalist, Illusionist, Shaman, and Psion.

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goal. Rogue Specialist Headers are Dervish, Before buying your first Specialist Mageslayer, and Ranger. header in a Group, you must have spent at least 10 CP on Core headers and Skills Scholar Specialist Headers are Bard and in the same group. Before buying your Enchanter. second Specialist header in a Group, you Header and Skill must have spent at least 10 additional CP (for a total of 20 CP) on Core and Progression Specialist headers or Skills in the same Core Headers have no prerequisites - as Group. Before buying your third long as you have the CP available, you Specialist header you must have spent at can buy the header. least 10 additional CP (for a total of 30 CP) and so forth. Specialist headers always have prerequisites. Before buying a Specialist Note that the 10-20-30-etc CP header, you must have spent sufficient requirement is within each group, so if time developing your character by you buy a Fighter specialist, then a focusing on other Headers in the same Devout specialist, you need only have Group. CP spent within Core or spent 10CP in Fighter, and 10 CP in Specialist progressions count toward this Devout

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use Diagnose on any Elemental, Open Skills Metabolic, or Physical Trait. You may also use Diagnose on any Effect except Archery 1 Imbue and Inflict. You may use this You are skilled in the use of bows and Skill as often as you like. crossbows. You can fire 10 arrows for uncalled Damage. After firing 10 Thrown Weapon 1* arrows you must spend 2 minutes to You are skilled in the use of thrown refresh your quiver by fletching another weapons. You may carry up to 5 thrown set of arrows. You spend this time role- weapons on your person for each time playing to fletch your arrows. Arrow this skill is purchased. When you pick attacks that have a Verbal due to a Skill up a thrown weapon after it has been or enhancement do not count against this used, you must spend 10 seconds of total. Arrows may be blocked with Focus cleaning the dirt and blood off the Shield or Weapon props. weapon, sharpening it, and checking the balance before you use it again. You The Gift of Life 2 may clean all your thrown weapons in Your purpose has strengthened and you one 10 second session. Thrown may give life to a body. Once per event Weapons may be blocked with Shield or you may gather 4 other people who also Weapon props. have this skill (and have not expended it) to perform a ritual to Cure Death. Once First Aid 1 the 5 of you are together each of you This Skill takes 1 minute of role-play to touch the Dead body and call out “Imbue Perform. You administer medicine and by Purpose” to halt a Death Count. You bandage wounds to prevent someone must then immediately begin spending 1 from dying of blood loss. When you minute of Focus concentrating and begin using this Skill you call out "First bringing your purpose together with a Aid" and spend 1 minute of Focus role- ritual. If at any point in time you are playing tending to your patient. Upon affected by a non beneficial effect you completion of the 1 minute of Focus you must touch the Dead Body and call out must call out "Stabilize" to return an “Inflict by Purpose”. This will unstable person to stable. immediately cause the Death Count to resume. If you complete the ritual Martial Weapons 1 successfully one of the ritual performers You are skilled in the use of one-handed must touch the target and call out “Cure weapons not exceeding a maximum Death by Purpose”. Upon completing length of 46" and staff. The types of the ritual, this skill will be expended for weapons included in this Skill are all 5 of the ritual performers. This skill Blades, Axes, Hammers, Maces, Staff, may not be refreshed and may only be and Clubs. used once per event.

Diagnose 1 You touch a recipient with a packet and 83

expended, you may recite the second Devout Core line of the Benediction, and you do not have to be within your temple to do so.

Headers After reciting the second line, you gain an additional three castings of “Heal by PRIEST 3 Faith”. When the three packets are The Priests are protectors of the faithful expended, you may recite the third line and agents of Divine wrath. They have of the Benediction and gain four the ability to heal wounds and cure additional packets of “Heal by Faith”. ailments, though some choose to take a When these four are expended, you must more aggressive approach to serving return to your temple to reflect on the their church. Holy Benediction and begin the casting again. Reciting lines of the Holy Guarded by Faith: You may Rest for Benediction is not a normal incantation, one minute in a temple devoted to your and does not follow the rules for Genesori and gain a single Guard spellcasting. defense against any packet delivered attack. Aura of Wrath 4 Prerequisite: May Not have Holy Benediction When purchasing this Header you You surround yourself with the wrathful receive the following Trait: Priest. presence of the Genesori’s anger. Spend 1 minute of Focus reflecting in your Prayers 0 temple and then read or recite the first You may purchase Prayers from the line of the Holy Invocation. After doing Common prayer lists. so, call out “Imbue by Divine” to gain 3 packet attacks of “2 damage by ”. After these three

Devotion 3 packets are expended, you may recite the You may purchase Prayers from one second line of the Invocation, and you God-specific list. do not have to be within your temple to do so. After reciting the second line, Holy Benediction 4 you gain an additional three castings of Prerequisite: May not have Aura of Wrath “2 damage by ”. After You may speak the Holy Benediction these 3 packets are expended, you may that is written in your temple to recite the third line of the Invocation and empower you to heal your allies. To gain four additional packets of “2 invoke the Benediction, you must spend damage by ”. Reciting 1 minute of Rest and read or recite the a line of the Holy Invocation follows the first line of the benediction while you normal rules for casting. are within your temple. After doing so, call out “Imbue by Divine” to gain 3 Additionally, you gain 1 point of Fervor packets of “Heal by Faith”. These that may be used in place of any attribute packets may not be thrown and must be for a single non-beneficial Prayer. This touch cast. After these three points are Fervor only refreshes when you recite

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the first line of the Holy Invocation in will allow you to cast while holding the your temple. divine weapon of your chosen god.

You may use your Aura of Wrath once Ears of the Divine 1 per Prayer you know, up to a maximum As the churches of the Genesori are of 10 uses per event. essential to life on Rues, they possess a wide range of knowledge on affairs both Greater Healing 2 devout and secular. Prerequisite: May not have Greater Smite When you invoke the Prayer for the You may pay one silver and submit a Wounded you gain one additional question between events as described in packet. If you perform the Litany the Information Skills section in chapter version of The Prayer for the Wounded, seven. If your question is appropriate you may grant one additional Healing knowledge for your church to have, you effect. may receive answers relevant to your question. Greater Smite 2 Prerequisite: may not have Greater Healing Preventative Medicine 3 When you invoke the Wrath of the If you are struck by an attack with an Genesori you gain one additional packet. Effect or Trait that you can cure with one of your known Prayers, exhaust 2 Enemy of the Wicked 2 points of Fire and call out "Resist" to Prerequisite: Greater Smite negate it. When invoking your Wrath of the Genesori, you may choose to expend an Request Blessings 4 additional fire to empower the Between events you may submit one invocation. If you do so, you gain 8 request for aid in an upcoming battle that packets instead of your normal base. If is involved with your faith. If the you perform the Litany version of the faithful can help you may receive boons Prayer to Smite the Wicked, you gain 10 or blessings related to the task you packets instead of 8. submit. This Skill does not guarantee a

response. You do not specify the type of Divine Concentration 3 blessing; that is at the discretion of the You are skilled in the use of the Staff faithful that pray for inspiration to aid weapon. Additionally, this Skill will you. This Skill may not be used if you allow you to hold and use a staff while end an event with a condition that you are casting spells, thus overriding prevents the use of in game Skills. the restriction that casting requires both hands to be empty. The request must be for aid in a specific task or against a specific foe. i.e. “Aid Divine Weapon 2 to attack the Cult of Horrible You are skilled in the use of your God’s Blasphemy” is valid, “Aid against holy weapon. Additionally, this Skill blasphemers” is not. 85

Void you lose any bound Prayers and If you encounter the specific situation can no longer Rest to regain those for which you requested a blessing and Attributes. have not received any response for your request, you may choose to refresh 1 Bringer of Light 1 Purpose to self to represent your reliance The Genesori are a beacon of guidance on your own capability instead of aid to the world, no matter how dark things from your Church. become. You may evoke a part of the Holy light of the genesori to grant Set Limbs 1 illumination. You may use a cylume This Skill takes 1 minute of Focus and light stick, small candle, or other light role-play to perform. You administer source. The light may be set aside or medicine and bandage wounds to fix a passed to another character, but it cannot Maimed appendage. When you begin be thrown. The light is a green cyalume using this Skill you call out "Set Limb" stick or similar battery operated light, and begin 1 minute of Focus role- and it cannot be broken open or playing the use of this Skill. You must disguised to appear as another type of have both arms free to use this prop or effect. It is said that some casters Skill. Upon completion of the 1 minute are able to study ways to create brighter of Focus you must call out "Cure Maim or different colored light ". Although the Skill requires both arms to be free, you may use Set Mendicant 3 Limbs on your own arm if your other

arm is uncompromised. A Mendicant is a wandering servant of

the Faithful, not of any one Church or Conviction 1 one devotion. In their travels they gather Your destructive Prayers that fail to relics, heirlooms, curios, and artifacts; harm the target are still bound by your some of which are imbued with divine purpose and are not truly power but others of which have only the expended. When you throw a packet power the Mendicant lends to delivered Prayer, that Prayer is bound to them. Several Mendicant powers require you if it misses its target, or the target using a Holy Symbol, which can be any calls No Effect, Spirit, or Avoid to object designed by the Mendicant for negate it. Beneficial spells cannot be that purpose. Each power a Mendicant bound with this Skill. If you spend one uses should have it’s own Holy Symbol, minute Resting, during which you role- and the Mendicant should know which play gathering magical energies back to faith the Holy Symbol originates you, then you may gain back those from. Holy Symbols may not be Attributes exhausted to cast Prayers weapons or shields, but may be affixed bound in this manner. This Skill may to them. The traits used for the ability only be used for Prayers that exhaust must either be the traits associated with Earth, Air, Fire, or Water Attributes; per the specific Faith for that Symbol or be event uses and Evocations are not “By Will” returned. When you Rest to Refresh 86

Rewards for Simplicity: Each time you out for others to touch. Up to 6 people spend one minute resting at a temple or can touch the item in addition to yourself on other consecrated ground, the next to gain a blessing. For each person who Prayer you cast or skill you use from a touches the item, touch them with a Devout header which provides a grant packet and you can cast a heal 2 damage effect grants its effect to you as well as by . to your target (Unless you cannot give that ability to yourself.) An Oath of Silence

Strengthens the Will 2 The Church is My Protection 4 You may use beneficial Prayers and You may exhaust 1 Air to reduce any abilities while holding a buckler which is Mental effect to a short Silence. This decorated in the symbols of the Genesori ability does not work if you are under in your off hand. Your main arm must the effect of a silence already. only be used for casting and cannot contain or have tied to it any objects, except for your Mendicant Holy The Genesori Provide 2 Symbols. You may not have any In thanks for your labors on behalf of the additional objects in the same hand or Genesori, the churches provide for your tucked under the same arm as the sustenance OR tithing (but not both). If bucker. This ability does not allow for you have other skills that provide both the casting of arcane spells while Upkeep and Tithing, this skill instead holding your buckler. provides 5 copper at check-in as rewards for your works.

Symbol of Might of Arms 3 Choose an item which represents your The Words of My Faith are faith which you wear upon your person. My Shield 2 Once per Void reset, you may call As long as you are carrying upon your forward those who you wish to bless and person, a book, scroll or other written have them touch your buckler, shield or work which extols your religion once per weapon (up to 6). For each person who event if you are struck by an effect touches the item, including yourself, which would cause death, you can resist touch them with a packet and call out that effect. "Imbue by , Grant melee attack 2 damage by " If your arm which you wield your weapon or the weapon itself is adorned Buckler 2 with a Holy Symbol of the Genesori, you You can use a buckler in your off hand. can call upon the faithful who stood before you to chastise down your foes. From the Lips of Angels 2 Exhaust 1 water for a attack Exhaust 2 Fire and touch one of your using your melee weapon. The Attribute Holy Symbols to your lips then hold it cost is exhausted only if the strike lands 87

and the opponent acknowledges it the number of armor points refreshed by through role-play or negates it with a the value of your armor grant. Defense Time Spent in Hardship 3 Cup Overflowing 3 You carry a Holy Symbol that reminds You carry with you so many minor you of long times spent in difficult blessings that you rarely need turn away circumstances, and you can gift your the gifts of the Genesori. You may have endurance to others. Touch your Holy one additional Grant effect active as long Symbol and exhaust 1 earth, then touch a as it comes from a Divine source. packet to up to two targets and call out “Grant Defense, Shield Physical” to Fight On in Their Name 3 protect them. Take hold of a Holy Symbol you have fashioned onto your armor or clothing, Purity of Cause, Purity of then spend 1 earth and call out “Fight on Body 3 for the Genesori!” You may then touch When food has been scarce, the up to 4 individuals with a packet and call Genesori have protected you no matter out “Refresh 1 armor” to each. You may what you were forced to eat. Expend 1 not refresh more than 1 armor to any water and touch a target with a packet, single individual per use of this ability. calling “Cure Poison’ to cleanse them as you were cleansed. If they are not Rest Well 1 afflicted, you may instead give them a You have a curio imbued with a small portion of your blessing, calling out touch of the healing essence of the “Grant Defense, Resist Poison” to Genesori. Touch your relic, exhaust 1 protect those who have not yet been water and call out “Imbue by poisoned. Magic”. You may touch a packet to an unconscious body and call out ZEALOT 3 “Stabilize” at will. This effect fades Empowered by the fervor of their faith, when you reset your attributes with Zealots tirelessly seek the godless in Void. order to enlighten them. They are skilled proselytizers but when persuasion proves Robes Well Worn 3 ineffective the Zealot may move on to If you are wearing robes adorned with more direct methods. Blasphemers are writings or symbols of your faith, they advised to duck. will protect you as if they were steel. You may wear such robes instead of Insight: You may Rest for one minute at physical armor for up to 2 points of a temple to gain a single attack of “By armor. You may also repair this armor My Gesture, Expose Blasphemer by by spending 1 minute of Focus Divine” roleplaying mending your clothing and call out “Refresh 2 armor”. If you have a When purchasing this Header you “Grant Armor” effect, you may increase receive the following Trait: Priest. 88

Inured to Pain 2 Accusation 1 You are too used to pain to allow it to You can bring the blasphemies of an slow you. You may Purge one Agony individual to light, showing them for the effect by Focusing for 3 seconds and heretic they are. Expend 1 Air and point role-playing your recovery, then accusatorially at your target while expending 1 point of Water. You must calling out “By my Gesture, Expose call out “Purge” when you use this Skill. Blasphemer by Will” to show the blasphemer for what they are. Perseverance 3 You refuse to let minor injuries slow A Part of the Weapon 2 you. So long as you are conscious you A Zealot without a weapon is unable to may spend 3 seconds of role-playing; strike blasphemers, and thus a Zealot wiping blood from your face, shaking will not drop their weapon. You may your head clear, or similar actions to expend 1 Air to Resist one Disarm shrug off your wounds. You exhaust 1 effect. point of Water and call out "Heal 2 to Self" to Heal 2 of your Vitality. This Divine Weapon 2 ability will not Cure Effects other than This Skill will allow you to use and cast Damage. while holding the divine weapon of your chosen god. This Skill may only be Power Stance 1 purchased one time. Zealots may use a Once per event you may resist any melee two handed version of their Divine attack that strikes you. Call out "Resist Weapon if they so choose. by Will" to negate the attack.

Fanaticism 3 Quick Healer 2 Your pursuit of your foes makes you a Your toughness is legendary; even a terrifying opponent to any who would broken limb is just a nuisance to you. try and stop you. You may expend 1 You may Purge one Maim effect by Earth to Reduce one Stun or Root effect role-playing your recovery for 3 seconds to Frenzy, turning your full wrath on of Focus and exhausting 1 point of opponents who would dare prevent your Water. You must call out “Purge” when righteous anger. you use this Skill.

Hafted Weapons 1 Righteous Wrath 2 You are skilled in the use of Hafted You exhaust 2 points of Fire to make a Weapons. Hafted weapons include critical strike with a melee attack. You swords, axes, hammers, clubs, and call "5 Damage" and strike with the similar weapons that are two handed. attack. The Attribute cost is exhausted This Skill does not allow the use of pole only if the strike lands and the opponent arms. acknowledges it through role-playing or negates it with a Defense. Additionally, you may exhaust 1 point of Fire and 89

choose to call out “5 Damage to arm is uncompromised. Blasphemer” when using this ability. The attribute is exhausted only if the The Sermon 2 strike lands and the opponent The faith of a Zealot is without question. acknowledges it through role-playing or A Zealot using The Sermon goes beyond negates it with a defense. simply personal faith to spread the glories of their church to others. Once Bone Break 1 per event, by taking time expounding on You may attempt to make a crippling the virtues of their church, a Zealot can attack with a melee strike against an satisfy the Tithing requirements for up to opponent's limb. You call out "Maim" three other players who listen to The and strike the limb. If the strike lands Sermon, not including other Zealots. you exhaust 1 point of Earth and the This requires 5 minutes of uninterrupted opponent suffers the effect of a Maim on role-play, after which the Zealot may that limb. The Attribute cost is touch the recipient with a packet and say exhausted only if the strike lands and the “Imbue by Faith”, then hand the opponent acknowledges it through role- recipient an Imbue Card. The recipient playing or negates it with a Defense. may turn in this Imbue Card at check in for the next event they attend instead of Scourge 1 paying the Tithe. You may focus the anger you hold for heretics into a tangible attack. Expend 1 They Shall Know No Fear 2 Earth and call out “Agony to You may exhaust 1 Fire to negate one Blasphemer” then strike with a melee Effect with the Fear Trait. You must attack. The Attribute cost is exhausted call out “Resist” when using this skill. only if the strike lands and the opponent acknowledges it through role-playing or negates it with a Defense. Fighter Core

Headers Set Limbs 1 This Skill takes 1 minute of Focus and role-play to perform. You administer BERSERKER 3 medicine and bandage wounds to fix a The Berserker’s legendary combat Maimed appendage. When you begin prowess is fueled by anger, giving them using this Skill you call out "Set Limb" remarkable strength and resilience. Their and begin 1 minute of Focus role- ferocity and determination are said to playing the use of this Skill. You must make up for their lack of finesse. have both arms free to use this Skill. Upon completion of the 1 minute Battle Weapons: You are proficient in of Focus you must call out "Cure Maim the use of all normal two-handed ". Although the Skill requires weapons. This includes two handed both arms to be free, you may use Set Axes, Clubs, Hammers, Maces, Swords, Limbs on your own arm if your other Polearms, and Staves, but does not include Glaives. 90

Battle-Hardened 3 Agonizing Strike 2 You are skilled at protecting your limbs You may exhaust a point of Water and from harm and rolling with blows to call "Agony" with a melee attack. This recover more quickly from debilitating Skill is used if the opponent strikes. You may purge one Maim effect acknowledges the strike through role- by role-playing a painful recovery for 3 play or negates it with a Defense. seconds of Focus and exhausting a point of Fire. You must call out "Purge" when Two-handed Mastery 2 you use this Skill You are expertly trained in the use of two-handed weapons of war. All called Let Me Walk Again 2 Damage attacks of 3 or more from your You are strong and can rip free from two-handed weapon are increased by 1. effects that would serve to hinder your This is a temporary modifier and will not movement. You may Purge one Slow stack with any other numeric modifier. effect by role-playing for 3 seconds of Focus and exhausting a point of Critical Strike 2 Fire. You must call out "Purge" when You exhaust 2 points of Earth to make a you use this Skill. critical strike with a melee attack. You call out "5 Damage" and strike with the Overcome with Rage 3 weapon. The Attribute cost is exhausted While using a two handed weapon, you only if the strike lands and the opponent may exhaust 2 points of Earth to make a acknowledges it through role-playing or melee attack. You call "3 Damage and negates it with a Defense. Slam". The Attribute cost is exhausted only if the strike lands and the opponent Disengage 2 acknowledges it through role-playing or If you are fighting with a melee weapon, negates it with a Defense. you may exhaust 1 point of Air and call out "Disengage" as described in the Quick Strike 2 Effects section. You may exhaust a point of Water to call "2 Damage" with a melee attack up to 2 Bone Break 1 times. You exhaust the Attribute the You may attempt to make a crippling first time you swing using this attack with a melee strike against an Effect. One use of this Skill is used if opponent's limb. You call out "Maim" the opponent acknowledges that strike and strike the limb. If the strike lands through role-play or negates it with you exhaust 1 point of Earth and the a Defense. You need not use these opponent suffers the effect of a Maim on strikes consecutively. Uncalled strikes that limb. The Attribute cost is and other Skills may be used between exhausted only if the strike lands and the the first strike and the second opponent acknowledges it through role- strike. Any remaining strikes are lost playing or negates it with a Defense. when the event ends or you Refresh Attributes with Void. 91

call out "Disarm" when you hit the Unstoppable 2 weapon. This attack is treated as a limb You are strong and can rip free from hit in that it may be negated with a effects that would serve to hinder your Parry. movement. You may Purge one Root effect by role-playing for 3 seconds of Disengage 2 Focus and exhausting a point of If you are fighting with a melee weapon, Water. You must call out "Purge" when you may exhaust 1 point of Air and call you use this Skill. out "Disengage" as described in the Effects section. Toughness 2 You may exhaust 2 points of Earth to Quick Strike 2 Resist one melee attack that strikes one You may exhaust a point of Water to call of your limbs. "2 Damage" with a melee attack up to 2 times. You exhaust the Attribute the DEFENDER 3 first time you swing using this Defenders are almost always found at Effect. One use of this Skill is used if the front of a battle. Stalwart and the opponent acknowledges that strike determined, they hold back encroaching through role-play or negates it with forces while their allies rally behind a Defense. You need not use these them. strikes consecutively. Uncalled strikes and other Skills may be used between Armored: The maximum armor you can the first strike and the second wear increases by 1 to a maximum of 3. strike. Any remaining strikes are lost You must wear an appropriate phys-rep when the event ends or you Refresh for this armor. Attributes with Void.

Buckler 2 Parry 3 This Skill allows you to use a If you are wielding a melee weapon you Buckler. You cannot use a full-sized are skilled with, you may exhaust 2 shield with this Skill. You cannot use points of Earth to negate any melee packet delivered Effects while you have attack that strikes one of your a Buckler in your hands. limbs. Ranged attacks cannot be negated, nor can attacks that strike your torso. You must call out "Parry" when Brace over Force 2 you use this Skill. You may exhaust 1 point of Earth to Resist the effects of any Slam.

Power Stance 1 Once per event you may resist any melee Disarming Strike 3 attack that strikes you. Call out "Resist You may exhaust 1 point of Air to strike by Will" to negate the attack. an opponent's weapon with a sword and rip it free from their hand. You must Resilience 3 92

You may exhaust 1 point of Water to or other such group though it is a remain standing with 1 point of Vitality possibility. instead of falling Stable or Unstable. You must call out “Reduce” when using Following Orders: Once per battle you this skill. may call out “Heal 2 to self” when following the orders issued by an Shield 2 individual you recognize as your leader Prerequisite: Buckler on the field. This ability is reset when This Skill allows you to use a full sized you have a chance to return to the town shield. A full sized shield must be and Rest for 5 minutes. strapped to the arm in order to block. You cannot use packet delivered Effects Buckler 2 while you have a full sized shield in your This Skill allows you to use a hands. Buckler. You cannot use a full sized shield with this Skill. You cannot use Strong Limb 4 packet delivered Effects while you have You may exhaust 1 point of Earth to a Buckler in your hands. reduce any Maim attack and instead suffer an Agony effect. Chow Time 2 You are or were at one time part of a Iron Hide 2 unit and as such are provided with the Wearing armor is in your nature. As necessary rations to survive between sure as you can keep your body in good events. If you use this Skill between repair, you have learned to do the same events, you do not have to pay food to your armor. Focus and role-play maintenance costs. You cannot use this fixing your armor for at least one minute Skill if you end an event with a and call out “Refresh 3 Armor to self” to condition that prevents the use of game refresh your armor points. If this Focus skills. This Skill does not pay for any is interrupted then the armor points are monetary tithing costs. not refreshed and you must start again. You may repair your own armor as often Critical Strike 2 as necessary, but you must have been You exhaust 2 points of Earth to make a wearing the armor when it was damaged critical strike with a melee attack. You in order to repair it. If you have a call "5 Damage" and strike with the “Grant Armor” effect, you may increase weapon. The Attribute cost is exhausted the number of armor points refreshed by only if the strike lands and the opponent the value of your armor grant. acknowledges it through role-playing or negates it with a Defense. SOLDIER 3 The cornerstone of every fighting unit, Disengage 2 the soldier is disciplined in the ways of If you are fighting with a melee weapon, tactics and group fighting. Soldiers do you may exhaust 1 point of Air and call not need to be a part of an active military out "Disengage" as described in the 93

Effects section. first time you swing using this Effect. One use of this Skill is used if Field Repairs 2 the opponent acknowledges that strike Everyone who fights in armor learns a through role-play or negates it with bit about how to maintain it. No sense a Defense. You need not use these wearing armor if it’s always broken. strikes consecutively. Uncalled strikes Focus and role-play fixing your armor and other Skills may be used between for at least one minute and call out the first strike and the second “Refresh 2 Armor to self” to refresh strike. Any remaining strikes are lost your armor points. If this Focus is when the event ends or you Refresh interrupted then the armor points are not Attributes with Void. refreshed and you must start again. You may repair your own armor as often as Parry 3 necessary, but you must have been If you are wielding a melee weapon you wearing the armor when it was damaged are skilled with, you may exhaust 2 in order to repair it. If you have a points of Earth to negate any melee “Grant Armor” effect, you may increase attack that strikes one of your the number of armor points refreshed by limbs. Ranged attacks cannot be the value of your armor grant. negated, nor can attacks that strike your torso. You must call out "Parry" when Florentine 1 you use this Skill. This Skill allows you to use a dagger in your off hand. It may be a maximum Power Stance 1 length of 26". Once per event you may Resist any melee attack that strikes you. Call out Hold the Line 1 "Resist by Will" to negate the attack. You are expertly trained in the use of soldiering weapons such as spears and Set Limbs 1 two handed weapons. While using one This Skill takes 1 minute of Focus and of these soldiering weapons you may role-play to perform. You administer exhaust 1 point of Earth and make a medicine and bandage wounds to fix a melee strike to temporarily stop your Maimed appendage. When you begin opponent’s movement. You call "Short using this Skill you call out "Set Limb" Root" and strike with the weapon. The and begin 1 minute of Focus role- Attribute cost is exhausted only if the playing the use of this Skill. You must strike lands and the opponent have both arms free to use this acknowledges it through role-playing or Skill. Upon completion of the 1 minute negates it with a Defense. of Focus you must call out "Cure Maim ". Although the Skill requires Quick Strike 2 both arms to be free, you may use Set You may exhaust a point of Water to call Limbs on your own arm if your other "2 Damage" with a melee attack up to 2 arm is uncompromised. times. You exhaust the Attribute the . 94

their fellow man, focusing their talents Shield 2 on aiding and understanding them. Prerequisite: Buckler This Skill allows you to use a full sized Familiar Flora: When you Focus for 1 shield. A full sized shield must be minute in your sanctum to spend Arcane strapped to the arm in order to block. Energy points, you gain a single defense You cannot use packet delivered Effects of “Shield Metabolic” while you have a full sized shield in your hands. When purchasing this Header you receive the following Trait: Arcane.

Shield Wall 3 Some Skills with the Arcane Trait You are trained to fight in formation and require you to construct and use an to use the benefits of a shield Arcane Sanctum. This is a mystical wall. When fighting within arms length circle you construct where you can focus of 2 allies who are also using shields the your energies. The sanctum must have at Attribute cost of your Parry skill is the minimum a 3’ circle on the floor or reduced by one. This Skill does not wall decorated with runes and arcane stack with any other skill that reduces symbols. To focus your energies you sit the attribute cost of a Parry. in the circle or, if space is tight and the circle is on a wall, sit under it or close Soldiers’ Weapons 2 enough to be able to touch it. You may You are skilled in the use role-play with others while Resting of soldier’s weaponry. The types of within your sanctum. Skills that require weapons included in this Skill are an Arcane Sanctum may only be applied Spears, Polearms, Two Handed Blunt to arcane spells. and Two Handed Edged weapons. Alter Arcane Element 1 Triage 1 Mages are able to tap into the A Soldier knows how to make the most uncontrolled wild magic to change the of time on the battlefield. This Skill nature of a spell they are casting, though shortens the time of the Set Limbs and this does come at some great personal First Aid Skills by 30 seconds. cost. By sacrificing 1 Vitality, the mage can change the Elemental, Mental, or Metabolic Trait of any spell they are casting to another trait of the same type Mage Core Headers (e.g. change Agony by Water to Agony by Fire, change 2 Damage by Awe to 2 NATURALIST 3 Damage by Will, etc.) The Vitality cost Naturalists are usually intuitive or is in addition to the normal Attribute empathetic mages, concentrating their cost for the spell. This Vitality cost studies and experience in the civilized comes directly from the caster's Vitality, world. Unlike some of the other arcane not from any Armor or other protection casters, they are often concerned with they may have. If this Vitality loss puts 95

the caster to 0, they drop to Unstable. this Skill any existing Infusion points are This skill may only be used on Arcane lost. spells. The trait may only be altered one time. This skill will not stack with any Font of the Arcane 2 other trait changing skill. Mages are able to use their Arcane Sanctum to harness the powers of Wild Arcane Lore 1 Magic. For each spell you have The arcane community was shattered purchased under an arcane header you long ago by the Great Tragedy, and gain 2 points of Arcane Energy. A point arcane magic passed into the realm of of energy may be spent in place of an tales and legends. Information still exists attribute to cast an evocation spell that from the period before magic left the you have purchased under an Arcane world, but it can be unreliable and header. Arcane Energy points may only difficult to come by. You have made a be used to cast evocations. Rest for one point of knowing where to look for the minute in your arcane sanctum and relics of arcane knowledge. If you expend the number of Arcane Energy spread some money around you will be equal to the attribute cost of the rewarded with rumors or tales about the evocation and call out the incant as methods and abilities of mages, or the normal. Arcane Energy is not refreshed nature of Arcane Magic. This is an when you Refresh attributes with Void. information skill that requires you to If you are drained of your Font of the spend money to loosen lips. You submit Arcane skill any unused spells are lost. a question between events as described in the Information Skills section. If the Raw Power 1 question is appropriate for your contacts, If one of your packet delivered evocation you may receive knowledge appropriate strikes misses or is negated with called to your question. defense you regain the use of that strike. You may use this skill once per Infusion 3 evocation. You call forth a tempest of magical energy that you can tap to cast Arcane Arcane Torrent 1 spells. Once per event you may call out Prerequisite: Font of the Arcane “Imbue by Infusion” to gain 2 Infusion You may now spend your Arcane points for your Air, Earth, Fire and Energy even when outside of your Water Attributes. These temporary sanctum. This still requires one minute Attribute points are used to cast packet of Rest. Additionally if you are within delivered Arcane spells that require the your Arcane Sanctum when spending appropriate Attribute. You must use up your Arcane Energy you may also imbue these points when casting packet yourself with 2 non evocation spells that delivered Arcane spells before have an attribute cost of 1 or less. Call exhausting the underlying Attributes. out “Imbue (Spell Name) by Magic.” These points cannot be Refreshed with You must still incant when you choose Void, though they can be Refreshed with to use these spells but attributes are not the Spellbound Skill. When you invoke 96

expended. You may imbue the same requires both hands to be empty. spell multiple times with this ability. Once you have used all of your Arcane SORCERER 3 Energy, you may no longer benefit from Sorcerers are thought to be the darkest of this skill. If you are drained of either the arcane casters. They practice their Font of the Arcane or Arcane Torrent, arts in the esoteric and unpleasant realms any imbued spells are lost. of Illusion and Entropy, both of which are apt to make the average citizen Anima Sphere 2 uneasy. This Skill allows you to purchase spells from the Anima Sphere. These spells are Mind Fortress: When you Focus for 1 purchased and used like a Skill. minute in your sanctum to spend Arcane Energy points, you gain a single defense Essence Sphere 2 of “Shield Mental” This Skill allows you to purchase spells from the Essence Sphere. These spells When purchasing this Header you are purchased and used like a Skill. receive the following Trait: Arcane.

Some Skills with the Arcane Trait Universal Sphere 2 require you to construct and use an This Skill allows you to purchase spells Arcane Sanctum. This is a mystical from the Universal Sphere. These spells circle you construct where you can focus are purchased and used like a Skill. your energies. The sanctum must have at the minimum a 3’ circle on the floor or Set Limbs 1 wall decorated with runes and arcane This Skill takes 1 minute of Focus and symbols. To focus your energies you sit role-play to perform. You administer in the circle or, if space is tight and the medicine and bandage wounds to fix a circle is on a wall, sit under it or close Maimed appendage. When you begin enough to be able to touch it. You may using this Skill you call out "Set Limb" role-play with others while Resting and begin 1 minute of Focus role- within your sanctum. Skills that require playing the use of this Skill. You must an Arcane Sanctum may only be applied have both arms free to use this to arcane spells. Skill. Upon completion of the 1 minute of Focus you must call out "Cure Maim Alter Arcane Element 1 ". Although the Skill requires Mages are able to tap into the both arms to be free, you may use Set uncontrolled wild magic to change the Limbs on your own arm if your other nature of a spell they are casting, though arm is uncompromised. this does come at some great personal cost. By sacrificing 1 Vitality, the mage Staff of the Arcane 3 can change the Elemental, Mental, or This Skill allows you to hold and use Metabolic Trait of any spell they are any staff while you are casting spells, casting to another trait of the same type overriding the restriction that casting (e.g. change Agony by Water to Agony 97

by Fire, change 2 Damage by Awe to 2 are purchased and used like a Skill. Damage by Will, etc.) The Vitality cost is in addition to the normal Attribute Universal Sphere 2 cost for the spell. This Vitality cost This Skill allows you to purchase spells comes directly from the caster's Vitality, from the Universal Sphere. These spells not from any Armor or other protection are purchased and used like a Skill. they may have. If this Vitality loss puts the caster to 0, they drop to Unstable. This skill may only be used on Arcane Infusion 3 spells. The trait may only be altered one You call forth a tempest of magical time. This skill will not stack with any energy that you can tap to cast Arcane other trait changing skill. spells. Once per event you may call out “Imbue by Infusion” to gain 2 Infusion points for your Air, Earth, Fire and Arcane Lore 1 Water Attributes. These temporary The arcane community was shattered Attribute points are used to cast packet long ago by the Great Tragedy, and delivered Arcane spells that require the arcane magic passed into the realm of appropriate Attribute. You must use up tales and legends. Information still exists these points when casting packet from the period before magic left the delivered Arcane spells before world, but it can be unreliable and exhausting the underlying Attributes. difficult to come by. You have made a These points cannot be Refreshed with point of knowing where to look for the Void, though they can be Refreshed with relics of arcane knowledge. If you the Spellbound Skill. When you invoke spread some money around you will be this Skill any existing Infusion points are rewarded with rumors or tales about the lost. methods and abilities of mages, or the nature of Arcane Magic. This is an Font of the Arcane 2 information skill that requires you to Mages are able to use their Arcane spend money to loosen lips. You submit Sanctum to harness the powers of Wild a question between events as described Magic. For each spell you have in the Information Skills section. If the purchased under an arcane header you question is appropriate for your contacts, gain 2 points of Arcane Energy. A point you may receive knowledge appropriate of energy may be spent in place of an to your question. attribute to cast an evocation spell that

you have purchased under an Arcane Entropy Sphere 2 header. Arcane Energy points may only This Skill allows you to purchase spells be used to cast evocations. Rest for one from the Entropy Sphere. These spells minute in your arcane sanctum and are purchased and used like a Skill. expend the number of Arcane Energy equal to the attribute cost of the Illusion Sphere 2 evocation and call out the incant as This Skill allows you to purchase spells normal. Arcane Energy is not refreshed from the Illusion Sphere. These spells when you Refresh attributes with Void. 98

If you are drained of your Font of the both arms to be free, you may use Set Arcane skill any unused spells are lost. Limbs on your own arm if your other arm is uncompromised. Raw Power 1 . If one of your packet delivered evocation strikes misses or is negated with called Staff of the Arcane 3 defense you regain the use of that strike. This Skill allows you to hold and use You may use this skill once per any staff while you are casting spells, evocation. overriding the restriction that casting requires both hands to be empty. Arcane Torrent 1 Prerequisite: Font of the Arcane WIZARD 3 You may now spend your Arcane Of all the arcane casters, Wizards are the Energy even when outside of your most accepted and sought after of the sanctum. This still requires one minute arcane casters on Rues. Their ability to of Rest. Additionally if you are within wield the destructive power of nature is your Arcane Sanctum when spending valued by peacekeepers and military your Arcane Energy you may also imbue organizations. They find their welcome yourself with 2 non evocation spells that amongst the general populace through have an attribute cost of 1 or less. Call their ability to cure afflictions of the out “Imbue (Spell Name) by Magic.” mind and gird folks against harm. You must still incant when you choose to use these spells but attributes are not Bend the Elements: When you Focus expended. You may imbue the same for 1 minute in your sanctum to spend spell multiple times with this ability. Arcane Energy points, you gain a single Once you have used all of your Arcane defense of “Shield Elemental” Energy, you may no longer benefit from this skill. If you are drained of either When purchasing this Header you Font of the Arcane or Arcane Torrent, receive the following Trait: Arcane. any imbued spells are lost. Some Skills with the Arcane Trait Set Limbs 1 require you to construct and use an This Skill takes 1 minute of Focus and Arcane Sanctum. This is a mystical role-play to perform. You administer circle you construct where you can focus medicine and bandage wounds to fix a your energies. The sanctum must have at Maimed appendage. When you begin the minimum a 3’ circle on the floor or using this Skill you call out "Set Limb" wall decorated with runes and arcane and begin 1 minute of Focus role- symbols. To focus your energies you sit playing the use of this Skill. You must in the circle or, if space is tight and the have both arms free to use this circle is on a wall, sit under it or close Skill. Upon completion of the 1 minute enough to be able to touch it. You may of Focus you must call out "Cure Maim role-play with others while Resting ". Although the Skill requires within your sanctum. Skills that require an Arcane Sanctum may only be applied 99

to arcane spells. you may receive knowledge appropriate to your question. Alter Arcane Element 1 Mages are able to tap into the Infusion 3 uncontrolled wild magic to change the You call forth a tempest of magical nature of a spell they are casting, though energy that you can tap to cast Arcane this does come at some great personal spells. Once per event you may call out cost. By sacrificing 1 Vitality, the mage “Imbue by Infusion” to gain 2 Infusion can change the Elemental, Mental, or points for your Air, Earth, Fire and Metabolic Trait of any spell they are Water Attributes. These temporary casting to another trait of the same type Attribute points are used to cast packet (e.g. change Agony by Water to Agony delivered Arcane spells that require the by Fire, change 2 Damage by Awe to 2 appropriate Attribute. You must use up Damage by Will, etc.) The Vitality cost these points when casting packet is in addition to the normal Attribute delivered Arcane spells before cost for the spell. This Vitality cost exhausting the underlying Attributes. comes directly from the caster's Vitality, These points cannot be Refreshed with not from any Armor or other protection Void, though they can be Refreshed with they may have. If this Vitality loss puts the Spellbound Skill. When you invoke the caster to 0, they drop to Unstable. this Skill any existing Infusion points are This skill may only be used on Arcane lost. spells. The trait may only be altered one time. This skill will not stack with any Providence Sphere 2 other trait changing skill. This Skill allows you to purchase spells from the Providence Sphere. These Arcane Lore 1 spells are purchased and used like a The arcane community was shattered Skill. long ago by the Great Tragedy, and arcane magic passed into the realm of Elemental Sphere 2 tales and legends. Information still exists This Skill allows you to purchase spells from the period before magic left the from the Elemental Sphere. These spells world, but it can be unreliable and are purchased and used like a Skill. difficult to come by. You have made a point of knowing where to look for the Universal Sphere 2 relics of arcane knowledge. If you This Skill allows you to purchase spells spread some money around you will be from the Universal Sphere. These spells rewarded with rumors or tales about the are purchased and used like a Skill. methods and abilities of mages, or the nature of Arcane Magic. This is an information skill that requires you to Font of the Arcane 2 spend money to loosen lips. You submit Mages are able to use their Arcane a question between events as described Sanctum to harness the powers of Wild in the Information Skills section. If the Magic. For each spell you have question is appropriate for your contacts, purchased under an arcane header you 100

gain 2 points of Arcane Energy. A point Set Limbs 1 of energy may be spent in place of an This Skill takes 1 minute of Focus and attribute to cast an evocation spell that role-play to perform. You administer you have purchased under an Arcane medicine and bandage wounds to fix a header. Arcane Energy points may only Maimed appendage. When you begin be used to cast evocations. Rest for one using this Skill you call out "Set Limb" minute in your arcane sanctum and and begin 1 minute of Focus role- expend the number of Arcane Energy playing the use of this Skill. You must equal to the attribute cost of the have both arms free to use this evocation and call out the incant as Skill. Upon completion of the 1 minute normal. Arcane Energy is not refreshed of Focus you must call out "Cure Maim when you Refresh attributes with Void. ". Although the Skill requires If you are drained of your Font of the both arms to be free, you may use Set Arcane skill any unused spells are lost. Limbs on your own arm if your other arm is uncompromised. Raw Power 1 If one of your packet delivered evocation Staff of the Arcane 3 strikes misses or is negated with called This Skill allows you to hold and use defense you regain the use of that strike. any staff while you are casting spells, You may use this skill once per overriding the restriction that casting evocation. requires both hands to be empty.

Arcane Torrent 1 Prerequisite: Font of the Arcane Rogue Core Headers You may now spend your Arcane Energy even when outside of your ARCHER 3 sanctum. This still requires one minute Archers have turned a simple hunting of Rest. Additionally if you are within weapon into an instrument of war. They your Arcane Sanctum when spending have made their weapon of choice like your Arcane Energy you may also imbue an extension of their arm, able to yourself with 2 non evocation spells that perform feats that require precision and have an attribute cost of 1 or less. Call mastery. Most opponents will never get out “Imbue (Spell Name) by Magic.” the opportunity to engage an Archer in You must still incant when you choose close combat. to use these spells but attributes are not expended. You may imbue the same Master Fletcher: The time required to spell multiple times with this ability. fletch arrows is reduced to 1 minute Once you have used all of your Arcane Energy, you may no longer benefit from Agonizing Shot 1 this skill. If you are drained of either You may exhaust a point of Water to Font of the Arcane or Arcane Torrent, make a nerve strike with a bow or any imbued spells are lost. crossbow shot. You call out "Agony"

and fire the weapon. The Attribute cost 101

is exhausted only if the strike lands and events, you do not have to pay food the opponent acknowledges it through maintenance costs. You cannot use this role-playing or negates it with a Skill if you end an event with a Defense. condition that prevents the use of game Skills. This Skill does not pay for any Critical Shot 1 monetary tithing costs. You exhaust 1 point of Air to make a critical strike with an arrow. You call "5 Nimble Evade 4 Damage" and strike with the You may exhaust 3 points of Water to weapon. The Attribute cost is exhausted negate any one missile or packet attack. only if the strike lands and the opponent You must call out "Avoid" when you use acknowledges it through role-playing or this Skill. negates it with a Defense. Rain of Arrows 1 Disarming Shot 1 Twice per event you may steady You are capable of precise shots that yourself, plant your feet and call out knock weapons and items from the "Imbue by Archery" to fire off a volley hands of your targets. You exhaust a of deadly arrows. You may call out "2 point of Water; call out "Disarm Damage" with each arrow you fire until by Air” and fire an arrow. If it hits the you move your right foot or your quiver target, the target suffers the effect of a runs out of arrows. You may pivot your Disarm. The Attribute cost is exhausted right foot and you may use other called only if the strike lands and the opponent Archery attacks but using other Skills or acknowledges it through role-playing or falling unconscious ends this negates it with a Defense. effect. Using Refresh Quiver also ends this effect. Fear my Arrow 3 The threat of a knocked arrow is enough Refresh Quiver 1 to ward away a potential You may exhaust 1 point of Earth to attacker. Knock an arrow and point at instantly refresh the arrows in your an opponent with the index finger of quiver rather than spending one minute your bow hand as you aim the bow at to fletch new arrows. Call out "Refresh them. Exhaust a point of Fire and call Quiver by Inspiration" when you use this out "By my Gesture, Repel by Skill. Fear". You may maintain the Gesture until you make an attack or change Expanded Quiver 1 targets. If you make an attack you must Prerequisite: Refresh Quiver Skill pull the bow back and point it upwards This skill increases your quiver size by to show the Effect has ended. 10 arrows to a maximum of 20 total.

Hunt and Survive 2 Shields Are For Wimps 2 You are quite adept at hunting to If you have strengthened your bow using survive. If you use this Skill between the Strengthened Bow Skill you may use 102

a medium weapon up to 36” long in your see both of their shoulder blades you other hand during melee combat may exhaust 1 point of Water and make provided you have the Skill to use such a a melee attack. You must call out "5 weapon. Damage" and tap the opponent on the back of the shoulder with a melee Strengthened Bow 3 weapon. The Attribute cost is exhausted You have strengthened your bow so it only if the strike lands and the opponent can be used to parry incoming blows. If acknowledges it through role-playing or the bow prop has been approved by staff negates it with a Defense. as a parrying weapon you may block melee attacks with the bow as if it was a Buckler 2 melee weapon. Using it in such a This Skill allows you to use a manner snaps the string and makes it Buckler. You cannot use a full-sized unable to fire arrows until you spend at shield with this Skill. You cannot use least 3 seconds of Focus to "restring" the packet delivered Effects while you have bow. You may not under any a Buckler in your hands. circumstance strike an opponent with your bow prop. Celerity 3 Your quickness and agility protect you MERCENARY 3 from damage. You may exhaust 1 point There is glory in charging into battle of Air and rest for one minute to give with weapons raised high and shouting a yourself 2 Armor points. Resting for 1 challenge to the strongest fighter on the minute can also Refresh these Armor field, but there is profit in surviving. The points and any additional points gained Mercenary knows how to be effective on through grants or other the battlefield without drawing the ire of increases. Choose how you role-play the entire enemy line. your Resting time. You cannot use this Skill if you are already protected by Feels Good to Get Paid: Any time you Armor points, and these points are lost if are paid by an NPC after being hired to you put on or activate any other armor or undertake a task that requires a guide or ability that gives you Armor travel through a gate, you may refresh 1 points. These Armor points last until the point of Air, Earth, Fire, or Water. end of the event or until you Refresh Attributes with Void. Agonizing Strike 2 You may exhaust a point of Fire and call Disengage 2 "Agony" with a melee attack. This Skill If you are fighting with a melee weapon, is used if the opponent acknowledges the you may exhaust 1 point of Air and call strike through role-play or negates it out "Disengage" as described in the with a Defense. Effects section.

Assassin’s Strike 2 Dual wield 2 When behind an opponent and able to Prerequisite: Florentine 103

This Skill allows you to use a short a Defense. You need not use these weapon in your off hand. It may be a strikes consecutively. Uncalled strikes maximum length of 36". and other Skills may be used between the first strike and the second Florentine 1 strike. Any remaining strikes are lost This Skill allows you to use a dagger in when the event ends or you Refresh your off hand. It may be a maximum Attributes with Void. length of 26". Waylay 3 Go for the Throat 2 When behind an opponent and able to When behind an opponent and able to see both of their shoulder blades you see both of their shoulder blades you may exhaust 2 points of Earth and make may exhaust 2 points of Air and make a a melee attack. You must call out melee attack that prevents them from "Stun" and tap the opponent on the back calling out. You must call out "Silence" of the shoulder with a melee and tap the opponent on the back of the weapon. This Skill cannot be used while shoulder with a melee weapon. This running; your feet must be planted when Skill cannot be used while running; your you use this Skill. The Attribute cost is feet must be planted when you use this exhausted only if the strike lands and the Skill. The Attribute cost is exhausted opponent acknowledges it through role- only if the strike lands and the opponent playing or negates it with a Defense. acknowledges it through role-playing or negates it with a Defense. Field Repairs 2 Everyone who fights in armor learns a Lunch Money 2 bit about how to maintain it. No sense You are quite adept at procuring wearing armor if it’s always broken. or finding a way to survive between Focus and role-play fixing your armor events. If you use this Skill between for at least one minute and call out events, you do not have to pay monetary “Refresh 2 Armor to self” to refresh or food maintenance costs. You cannot your armor points. If this Focus is use this Skill if you end an event with a interrupted then the armor points are not condition that prevents the use of game refreshed and you must start again. You skills. This Skill does not pay for any may repair your own armor as often as monetary tithing costs. necessary, but you must have been wearing the armor when it was damaged in order to repair it. If you have a Quick Strike 2 “Grant Armor” effect, you may increase You may exhaust a point of Water to call the number of armor points refreshed by "2 Damage" with a melee attack up to 2 the value of your armor grant. times. You exhaust the Attribute the first time you swing using this Effect. One use of this Skill is used if PUGILIST 3 the opponent acknowledges that strike Pugilists are skilled at fighting with through role-play or negates it with nothing more than their natural weapons. 104

Whether trained in a formal school, learned through practical application, Back against the Wall 3 pugilists are impressive to behold in You fight stronger when forced into a action, able to hold their own against corner. You may exhaust 2 points of even armed opponents. Earth and plant both feet and call "2 Damage" with your swing. As long as Brawler: You can attack and parry with your feet remained planted you may bare fists or claws. You may fight with continue to make that called swing. The a red claw prop in each hand but may effect ends if you move your feet, fall not fight with a claw rep and another stable, fall unstable or suffer a Death weapon or a shield. You may use 2 effect. medium claws that may be a maximum length of 36". Bone Break 1 You may attempt to make a crippling All Skills in this Header may only be attack with a melee strike against an used with red claw props. opponent's limb. You call out "Maim" and strike the limb. If the strike lands you exhaust 1 point of Earth and the Threatening Reach 2 opponent suffers the effect of a Maim on This Skill allows you to use 2 long claws that limb. The Attribute cost is that may be a maximum length of 46". exhausted only if the strike lands and the opponent acknowledges it through role- Agonizing Blow 1 playing or negates it with a Defense. You may exhaust a point of Water to make a nerve strike with a fist or claw. You call out "Agony" and strike Capitalizing on Pain 2 the opponent. The Attribute cost is If you witness an opponent under the Exhausted only if the strike lands and Agony effect you may capitalize on this the opponent acknowledges it through opportunity. While the opponent is role- role-playing or negates it with a playing the Agony effect you may Defense. exhaust 1 point of Air and call out "Slam". The Attribute cost is exhausted Rope a Dope 5 only if the strike lands and the opponent When struck by a called melee attack of acknowledges it through role-playing or 3 or more you may exhaust 3 points of negates it with a Defense. Water and call out "Avoid and Imbue to Self" and you gain one "5 Damage" Disarming Blow 3 attack against your You may exhaust 1 point of Water to opponent. The counterattack is strike an opponent's weapon with a claw exhausted only if the strike lands and the and rip it free from their hand. You opponent acknowledges it through role- must call out "Disarm" when you hit the playing, negates it with a Defense, or weapon. This attack is treated as a limb you switch targets. hit in that it may be negated with a 105

Parry. effect. If you are keeping them for your own use, you may combine any number Disengage 2 of alchemical substances into a flask and If you are fighting with a melee weapon, roleplay pouring out a draft when using you may exhaust 1 point of Air and call the effect. out "Disengage" as described in the Effects section. Using Conserve Materials with any of these recipes can never reduce the component cost below one component. Power Stance 1 The Alchemist may choose which rarity Once per event you may Resist any of component is expended in these cases. melee attack that strikes you. Call out "Resist by Will" to negate the attack. Stabilize potion: you may touch a packet to an individual and call out “Stabilize”. Strong Limb 3 There is no limit on the number of times You may exhaust 1 point of Fire to you may do this. This potion may only reduce any Maim attack that strikes you be used by characters with the Alchemist and instead suffer an Agony effect. You header. must call out “Reduce” when using this Cost: 1 Rare skill. Healing Draught: Consuming this potion causes a "Heal 1 by Alchemy” effect.". Cost: 1 common, 1 uncommon Neutralize Poison: Consuming this Scholar Core potion causes a "Cure Poison" effect. Cost: 2 common, 2 uncommon Headers Liquid Courage: Consuming this potion causes a "Grant defense, Shield Fear" ALCHEMIST 2 effect. Alchemists make use of the many Cost: 2 common, 1 uncommon natural resources of Rues to create 7 League Elixir: Consuming this potion powerful substances that enhance the causes a "Cure Slow effect". user’s abilities. They are both daring and Cost: 2 common, 1 uncommon scholarly, often trying out their Nerve Tonic: Consuming this potion experimental elixirs on themselves. causes a "Grant defense, Shield Weakness" Brew Alchemy: You have learned to Cost: 2 common, 1 uncommon. brew certain limited alchemical substances that are safe for non- Conserve Materials 2* alchemists to drink. These alchemical Your long hours of studying your craft substances may be applied by the have taught you to find simpler ways to alchemist who brews them, or bottled create and thus you are able to save your and supplied to others. If they are materials. This skill may be bought three bottled, each substance must have a times total, regardless of what crafting phys-rep and a tag explaining the career gave you access to the skill. Your 106

first purchase allows you to conserve 1 to use a great variety of herbs, animal common (green) component. Your parts, minerals, and other sundry items second purchase allows you to preserve to create their substances. This skill 2 common or 1 uncommon (blue) allows the Alchemist to draw one components. Your third purchase allows random Alchemical Component from a you to conserve 3 common; 1 common draw bag at check in at each event. This and 1 uncommon; or one rare (red) skill is purchasable up to twice. component. The benefits of these purchases do not stack; the previous Studied Recipe (Varies) * benefits are replaced by the benefits of Each purchase of this skill allows for the your new purchase level. This skill has creation of a different Caustic Substance. no effect on components used in A Caustic Substance learned with this Enchanting. skill may be crafted multiple times, limited only by the components Use Caustic Substance 1 available to the Alchemist. The character is skilled in the use of Alchemical substances and can safely Recipe: Diamond Hand Elixir 2 imbibe Caustic substances. Use of This substance allows the imbiber to Caustic substances no longer causes an harden their hands to weapon-like Agony effect and instead grants the toughness. The Alchemist may fight listed powers on the Alchemical with two red claw props up to 36”. If Substance card. The use of Caustic the Alchemist has another skill that substances is said to potentially have allows the use of claw weapons, they adverse effects on the mind or body. If may instead use claw props up to 46” in you imbibe more than 10 Caustic length. substances in one event you will gain the Cost: 3 common, 1 uncommon “Overdosed” trait. Recipe: Dragon’s Breath Tonic 1 Lead Belly 1* This tonic creates a ball of roiling fire in Repeated use of alchemy has made the the stomach of its user. After drinking a character highly resistant to the ill Dragon’s Breath Tonic, call out “Grant effects of Overdosing. One purchase of Attack, 5 Damage by Fire”. The this skill allows the character to imbibe Alchemist may throw a packet and call two additional Caustic Alchemical out “5 damage by Fire” once. This Substances each event before gaining the attack may be held for as long as the “Overdosed” trait. A second purchase of Alchemist likes before using, but will be this skill allows the character to imbibe 3 lost when the Alchemist resets their additional Substances each event before attributes with Void gaining the “Overdosed” trait. This skill Cost: 2 common, 1 uncommon may be purchased up to twice. Recipe: Hale Draught 1 A Use for Everything 2* A Hale Draught Grants the imbiber 3 An Alchemist who is cautious can learn Protection points. You must call out “Grant 3 protection to Self” after 107

imbibing this alchemy. the bonds, the Alchemist may remove Cost: 2 common, 2 uncommon the prop. No call is necessary for this use of the skill. The elixir is expended Recipe: Metamorphic Tincture 3* by either use and must be reapplied to be By mutating the very essence of the used again. The effect of this substance body, a Metamorphic Tincture allows an fades if the imbiber resets their Alchemist to refresh themselves in one Attributes with Void. aspect while simultaneously withering Cost: 3 common, 2 uncommon other aspects. Each time this is purchased, choose one Attribute: Earth, Recipe: Calcifying Draught 2 Air, Fire, or Water. Imbibing the Calcifying Draught works quickly to Metamorphic Tincture allows the mend broken bones in its imbiber. After Alchemist to expend 1 of the attribute imbibing this Substance, an Alchemist associated with the tincture in order to may role-play the painful knitting of Refresh 1 of any other Attribute. bones and muscles for 3 seconds of Vitality and Void cannot be restored Focus and call “Purge” to any one Maim with Metamorphic Tincture. This may effect. This effect does not have to be be purchased up to 4 times, once for used against the first Maim effect that each Attribute. strikes the Alchemist, but once it is used Cost: 2 common, 2 uncommon the Substance is expended and must be reapplied to be used again. The effect of Recipe: Elixir of Sustenance 2 this substance fades if the imbiber resets The Elixir of Sustenance thickens the their Attributes with Void. blood of the Alchemist, making it Cost: 3 common, 2 uncommon unlikely that they will bleed to death. After imbibing this Substance, if the Recipe: Potion of Expansive character would fall Unstable due to Breath 3 damage, they may choose to fall Stable This potion increases the lung capacity instead. After one use, this Substance is of the Alchemist, allowing them to take expended. This Substance has no effect in a huge breath and release it in on Death effects. devastating fashion. After imbibing this Cost: 3 common, 1 uncommon, 1 rare Substance, the imbiber calls out “Grant Attack, Slam by Wind” to prepare the Recipe: Snake Skin Elixir 1 breath needed for this attack. The After imbibing this elixir, an Alchemist Alchemist may then call out “Slam by may shed parts of their skin to aid in Wind” and throw a packet to use the their escape from bondage. Snake Skin attack. This attack may be held for as Elixir allows the Alchemist to role-play long as the Alchemist likes before using, working their feet loose for 3 seconds but will be lost when the Alchemist and call “Purge” to escape the Root resets their Attributes with Void. effect. This Substance may also be used Cost: 3 common, 1 uncommon, 1 rare to break free from actual bonds, such as rope or shackles. After 3 seconds of AMBASSADOR 2 Focus role-playing working free from In times of peace or in times of war, the 108

Ambassador is a valuable part of any them from bleeding out. This skill may force or government. They are adept at only be used on a Delegation formed by negotiating peace, but if violence must you with the Create Delegation skill. occur they can keep entire battle lines from falling. Assembly 3 Delegation: You may create a When presenting as an ambassador, it is Delegation and initiate new members by always proper to arrive with your entire mystically linking them to your delegation assembled. Exhaust 1 Delegation by empowering them with purpose and call out “By My Voice, your Delegation name. The ritual must Imbue Assembly to be at least 1 minute long but most are ”. Any character with your longer and more elaborate delegation trait may become a Spirit and ceremonies. When you perform this travel directly to you. This is not ritual you must exhaust 1 point of Air mandatory, and any character may refuse and call out "Imbue by Delegation" and the call if they choose. While traveling, you will gain the Delegation name as a any attack that is “to Spirit” will remove Trait. You may then empower each the Spirit trait and defense initiate that takes place in the immediately. This spirit state ends as ritual. When the initiation is complete soon as the character is within arm’s touch the new group member and call reach of you, or if that is not possible it out "Permanent Imbue ends when the character can get no Trait by Inspiration" to give the member closer. This skill will have no effect on the delegation Trait permanently. Up to dead or unconscious members of your 10 total members can be initiated to a Delegation. Delegation. You need only exhaust 1 While your Delegation is traveling, you point of Air to create the must remain in the area to which you delegation. You may also use this Skill summoned the Delegation. You may to remove your Delegation Trait from an take a few steps or fight, but may not individual that is currently part of the travel far from your starting Delegation. You must touch a willing or place. Additionally, you may not use helpless character with a packet, exhaust any ability that gives you the Spirit 1 point of Air and call out "Cure defense; you must remain in the physical Trait by Inspiration" to world until they arrive. remove the Trait from them permanently. Any time you wish to This skill may not be modified by the remove an individual from the skill Polyglot, it can only be used to Delegation it will exhaust 1 point of Air. summon your Delegation.

Aiding Voice 3 Courier 2 While upon the field of battle with your Between events you may pay 1 silver to Delegation and their colors properly attempt to send letters to other characters displayed you may exhaust a point of in the world. You may send up to 5 Water and call out "By My Voice, letters each event. You may pay the cost Stabilize to " and prevent and you may send an electronic copy of 109

the physical letter to plot between been a tradition of the Ambassador. You events. You may also turn in a physical may role-play for 1 minute with a prop to plot if the physical representation character teach them about some way of has some significance. You must know the world, and by doing this you may where the letter is to be sent. You need also determine if they can be affected by not attempt to deliver the letter yourself; this Skill. At the end of the time you the Couriers Guild sends it along to the may touch a willing and conscious proper place. There is always a chance recipient with a packet to diagnose the that a letter will be intercepted if you Initiate Trait. If the recipient has the send it someplace dangerous or if Initiate Trait you may inspire them to someone is attempting to foil your carry on in uncertain times by attempts. If you believe this to be the Refreshing a point of Void. Exhaust 1 case you may increase the amount you point of Fire and call out "Refresh Void pay for the delivery to help ensure its to Initiate". You must also use in-game safety. Be aware that someone language to explain to the recipient that attempting to foil your communication they may only be affected by this Skill might likewise have the ability to pay once per event. more to intercept the letter. This skill does not hinder you from corresponding Political Contacts 3 with player characters between You are have many contacts within the events. This is only used for sending social and political circles of Rues. As letters to plot characters. such you are able to find out pieces of knowledge related to politics. If you Folklore 3 spread some money around you often Your talents have made it easy for you to hear rumors or tales about the things meet people from a wide variety of other civilized folk have seen and events places, cultures, and stations. The stories they may have attended. This is an and rumors of each community often has information skill that requires you to at least a grain of truth, and even can spread around some money to loosen reveal deep secrets to the discerning lips. eye. If you spread some money around you often be rewarded with rumors, You submit a question between events as legends and cultural histories about a described in the Information Skills particular place, item or group. This is section. When submitting this question, an information skill that requires you to you designate the culture in which you spend money to loosen lips. You submit are asking your question. If the question a question between events as described is appropriate for the social circles you in the Information Skills section. If the might travel in you may receive question is appropriate for your contacts, knowledge appropriate to your question. you may receive knowledge relevant to your question. Additionally, for the next event after submitting this question, you are Passage of Knowledge 2 considered an ambassador to the culture Teaching the less experienced has long you designated. You have the name of 110

that culture as a Trait for the event. If will be used. You will only be able to you do not have a question to ask, you use that Skill upon the chosen target may simply submit the culture you wish once. This may not be used on spells or to represent. Doing this has no coin racial or cultural Skills, or divine cost. empowerments.

Polyglot 2 Triage 1 You are so familiar with the cultures of An Ambassador is always looking out Rues that you often find yourself feeling for their Delegation. This Skill shortens like a native in any land you visit. When the time of the Set Limbs and First Aid using Ambassador skills, instead of Skills by 30 seconds. using the name of your delegation, you may substitute any culture Traits you Vocal Medicine 4 have. This includes the trait from your While upon the field of battle with your culture and any Trait gained from using Delegation and their colors properly the Political Contacts skill. displayed you may exhaust 2 points of Earth and call out "By My Voice, Heal 2 Set Limbs 1 to " and heal their This Skill takes 1 minute of Focus and wounds. This skill may only be used on role-play to perform. You administer a Delegation formed by you with the medicine and bandage wounds to fix a Create Delegation skill. Maimed appendage. When you begin using this Skill you call out "Set Limb" EXCAVATOR 2 and begin 1 minute of Focus role- Excavators can get themselves out of playing the use of this Skill. You must (and into) almost any tight situation with have both arms free to use this their agility, dexterity and stealth. While Skill. Upon completion of the 1 minute some are merely treasure hunters or of Focus you must call out "Cure Maim explorers, many Excavators have also ". Although the Skill requires found ways to lend a hand to worthy both arms to be free, you may use Set causes with their skills. Limbs on your own arm if your other arm is uncompromised. Guiding the Way: You may create a light, using a battery powered candle or Studious 3 cylume stick. Your light may be orange, An Ambassador is a studied individual red, or yellow. You may only have one and master of the arts. One time per light at a time, though you may give it to Event, as a student of many different arts others. you may use any per Event or Attribute- powered Skill from the Core Agonizing Strike 2 Headers. You must pay any Attribute You may exhaust a point of Water and costs for the Skill in question. If the call "Agony" with a melee attack. This Skill could normally be used at any time Skill is used only if the opponent you must choose a target upon which it acknowledges the strike through role- 111

play or negates it with a Defense. you do not move. It must be night time or you must be fully in a shadow to use Contacts 2 this ability. The shadow must be larger Excavators the world over are known for than your body and be cast from an sharing their greatest accomplishments, immovable object (trees, buildings, or and for egging each other on toward new the like). Exhaust 2 points of Water, and exciting things to explore. Between gather your cloak around you and call events you may submit an information out "Imbue by Shadow" to become a skill related to your work as an Spirit. So long as you do not move you Excavator. This may take one of two gain the Spirit Defense. You gain the forms - Shadow Trait and the Spirit Trait. Any attack that is "to Shadow" or "to Spirit" First, you can ask about the work that will affect you and, if they are not others are doing elsewhere in Rues. You beneficial, knock you out of Spirit may ask about discoveries of places or form. Otherwise you will stay in Spirit artifacts, strange occurrences, notable from until you choose to move or your activities, or other similar hiding place becomes lit by sunlight. information. You may direct this inquiry to specific subjects or topics, or Disengage 2 leave it broad to catch new and If you are fighting with a melee weapon, interesting goings on. you may exhaust 1 point of Air and call out "Disengage" as described in the Second, you can instead keep an ear out Effects section. for things in your local area. You may hear about discoveries, but may also Escape 2 hear about potential jobs, opportunities, You may exhaust 1 point of Water to or subjects of interest. In this case you Purge one Root or Slow effect. You do not provide additional direction, as it may also exhaust 2 points of Water and will be focused the Fortune’s Bend spend 3 seconds of Focus role-playing to area. slip shackle props off your body and end that Effect. This is an information skill that requires a payment of one silver and must be submitted between events as described Florentine 1 in the Information Skills section in This Skill allows you to use a dagger in chapter seven. your off hand. It may be a maximum length of 26".

Cloak of Shadow 4 You may protect yourself from harm by Holdout 2 drawing a dark, hooded cloak about you You often find yourself in a precarious and melding with the shadows. You are position where dealing with enemies is empowered to seek shelter someplace simply not ideal. If you are not holding between the shadows, becoming weapons in your hands, you may exhaust insubstantial to the real world so long as 1 point of Air, call out “Slam by Wind”, 112

and throw a packet. After using this have both arms free to use this ability, you must Rest for 1 minute Skill. Upon completion of the 1 minute before using it again. If you are engaged of Focus you must call out "Cure Maim in a physical challenge (obstacle, rope ". Although the Skill requires maze, etc.) then there is no attribute cost both arms to be free, you may use Set to use Holdout. Limbs on your own arm if your other arm is uncompromised. Lunch Money 2 You are quite adept at procuring or Technician 1 finding a way to survive between This Skill allows you to attempt to events. If you use this Skill between disarm traps and pick locks. In order to events, you do not have to pay food disarm a trap you must actually use tools maintenance costs. You cannot use this to prevent the mechanical trigger from Skill if you end an event with a setting off the part that makes noise and condition that prevents the use of game causes damage to you. skills. This Skill does not pay for any monetary tithing costs. You can attempt to pick locks that are opened by keys and to open combination Pathfinding 1 locks. For locks with keys you must use tools and actually open the lock. Only When faced with dangerous terrain, an locks approved by the staff will be Excavator often can find a way through allowed in the game. For combination where others could not. If an area is locks, each will be marked with an info designated as dangerous terrain with a card readable by those with the yellow information card or by specific Technician skill. This info card will NPC instructions, you may exhaust 1 air give you some of the numbers for the to place a “jumpy stone” of your own combination lock. Most locks will give safely in the dangerous terrain. This you all but 1 number, though some stone may not be larger than 18” in any particularly difficult locks may leave direction. You may only have 1 of these more numbers to discover. You will safe spots placed at any time, though if have to play with the lock to determine you exit the encounter where your stone what the missing numbers are. is placed by travelling through a gate without retrieving it, you may place another stone in a different encounter. Trap Awareness 2 You can exhaust a point of Air to avoid Set Limbs 1 the effect of one trap. You must call out "Avoid" when the trap is triggered to use This Skill takes 1 minute of Focus and this Skill. The trap does not affect you role-play to perform. You administer or your possessions, but it will still have medicine and bandage wounds to fix a secondary effects such as destroying Maimed appendage. When you begin containers and possibly affecting your using this Skill you call out "Set Limb" companions. and begin 1 minute of Focus role- playing the use of this Skill. You must

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TINKER 2 Any fool can take a hunk of metal and Empowered Tools 4 turn it into a sword, but it takes a genius A tinker knows their tools. With this to take a hunk of metal and construct a skill a tinker may make repairs in the deadly trap or a flame-projecting box. field. You may repair your own armor Tinkers are adept at taking mundane with one minute of Focus and role play, objects and improving them, changing at the end of this minute call, "Refresh 2 them or reinventing them. Folk wisdom Armor" to restore some of your armor dictates that one give a Tinker very points. If you have a “Grant Armor” specific instructions when asking for a effect, you may increase the number of repair. armor points refreshed by the value of your armor grant. Makeshift Repairs: If your weapon or buckler is subjected to a destroy effect, Repairing another’s armor is more you may make a quick fix to keep going. difficult. A tinker normally requires a Focus for 3 seconds and call out “Purge workshop to create their works as they Destroy”. Once used, you may not use take concentration and precision, this ability to purge any other destroy however a knowledgeable tinker can effect until you have returned to a forge imbue their tools with enough energy to to enact a proper repair. make repairs for others in the field.

Armorsmith 1 Charging your tools for use in the field You Focus and role-play at a forge for 1 costs components. A common minute to Repair Armor. This Skill component (green) adds 1 charge. An requires at the very minimum an anvil uncommon (blue) component adds 2 and various smithing tool props. No charges. A rare component (red) adds 3 prop may be used that is sharp or charges. The tools may only contain 3 deemed dangerous by the staff. The charges at a time, any charges above recipient need not remove the armor three are wasted. To refresh spent while you work on it. At the conclusion charges you must return to the workshop of the work call out "Refresh All Armor" and spend components for new charges. to restore all Armor points to the recipient. Focus and role play fixing a target's armor for one minute. The armor need not be removed. At the end of the minute Weaponsmith 2 expend one charge on your tools and You role-play at a forge for 1 minute of call, "Refresh All Armor" to restore all Focus to repair weapons. This Skill of the recipients armor points. The requires at the very minimum an anvil repair is interrupted if the recipient and various smithing tool props. No moves in some significant way or prop may be used that is sharp or engages in combat. If you are deemed dangerous by the staff. At the interrupted while fixing someone else’s conclusion of the work call out "Repair armor, you do not exhaust a charge but Weapon" to allow it to be used again. you must start the repair from the 114

beginning. no effect on components used in Enchanting. One charge may also be expended to repair a weapon or shield. Focus and A Use for Everything 2* role play fixing the target for 1 minute, A Tinker who is cautious can learn to then call out “Repair Weapon”. The use a great variety of scrap metal, weapon or shield may not be used in minerals, and other sundry items to combat during the repairs, and if it is create their substances. This skill allows struck you will have to start the repair the Tinker to draw one random over from the beginning. Tinkering Component from a draw bag at check in at each event. This skill is Either use of this skill requires a tool purchasable up to twice. prop of some kind. No prop may be sharp or deemed dangerous by the staff. You must have your tool prop with you I Have Seen That Work and use it to make the repairs. This prop Before 1 must be separate from your weapon The Tinker has knowledge of the inner props. workings of machines and as such has keen abilities to sense constructed Buckler 2 creatures in their world. You may This Skill allows you to use a exhaust 1 point of Air and call out "By Buckler. You cannot use a full sized my Gesture, Expose Construct by shield with this Skill. You cannot use Magic" and point at one target. packet delivered Effects while you have a Buckler in your hands. Destroy Lock 1 Tinkers don't often waste time trying to Conserve Materials 2* open locks with picking tools, they have Your long hours of studying your craft found a much more efficient way. Make have taught you to find simpler ways to a weapon strike on a lock phys rep of create and thus you are able to save your your choice, exhaust 1 point of Water materials. This skill may be bought three and call out "Destroy Lock". If the lock times total, regardless of what crafting can be broken a staff member will career gave you access to the skill. Your remove the prop. first purchase allows you to conserve 1 common (green) component. Your I Know Their Weak Points 1 second purchase allows you to preserve Since you have been known to build 2 common or 1 uncommon (blue) them you also know where the weak components. Your third purchase allows points are within them. Exhaust 1 point you to conserve 3 common; 1 common of Earth and call out "Short Weakness to and 1 uncommon; or one rare (red) Construct" or exhaust 2 points of Earth component. The benefits of these to call out "Weakness to Construct" and purchases do not stack; the previous strike with the attack. The Attribute cost benefits are replaced by the benefits of is exhausted only if the strike lands and your new purchase level. This skill has the opponent acknowledges it through 115

role-play or negates it with a Defense. Adding extra plating, reinforcement, tougher metals, and thicker padding, a Devices * Tinker can increase the effectiveness of Working at the forge, a Tinker can craft any armor. Spend 1 minute role-playing several devices or modify existing items working the armor over the forge to call to add new Effects. The creation of any out “Grant 1 Armor.” If a set of armor is device takes 1 minute of focus and role- benefiting from Armor Plating, it counts play at the designated Forge location, as metal armor, regardless of the original and the expenditure of crafting material of the armor. components. When you purchase a Cost: 3 common, 3 uncommon, 2 rare device-crafting Skill, you will receive a schematic at check-in that details the Device: Flame Projector 4 costs for crafting the device. Schematics After a Tinker purchases this Skill, they acquired this way are permanent, and may construct a flame projector prop. may be crafted any number of times at This prop should be in keeping with the an event, limited by your components. general feel of the game, (i.e. no During the course of play, you may find electrical components or modern other schematics. Unless noted on the machinery) and accurately represent schematic card, these devices may only their flame projector. By fueling up the be crafted once before the schematic is flame projector with crafting rendered useless. components, the flame projector receives 5 charges of fuel. Each charge allows Device: Denied Passage 2 the Tinker to throw a packet and call out This device is actually a series of wires, “2 Damage by Fire”. These charges may snares, blades, and other objects that be saved up and used at any time. The combine to make a given doorway very projector may be refueled at the forge by dangerous to cross. The device is expending additional components, and created at the forge, and must be placed refueling brings the total charges back on a doorway to be used. Once in place, up to 5, expending any remaining the device may only be removed by the charges from the previous fueling. If the Tinker that placed it. Once the device is flame projector suffers a Destroy effect, removed it is destroyed. Mark the all remaining charges are expended and doorway with the provided effect card. the Tinker carrying it suffers “2 Damage Anyone crossing this doorway will to Self by Fire” as the remaining fuel suffer “5 Damage and Agony.” A erupts from the projector. Tinker may show individuals how to Cost; 1 common operate the trapped doorway safely. Up to 10 individuals other than the Tinker Device: Hardened Armaments 2 that created it may be listed on the effect Working a weapon over the forge card. These individuals may cross the toughens the materials, either through doorway safely. tempering the steel, adding metal Cost: 3 common, 1 uncommon reinforcements to a wooden shaft, or similar methods. The affected weapon Device: Armor Plating 4 becomes resistant to destruction – you 116

may call out “Resist” to the first Destroy to reduce any one weapon or packet effect that targets this weapon. strike to an agony. They must call out Cost: 5 common, 1 rare “Reduce to Agony by Explosion” when using this augment. After use it is Device: Lightning Rod 1 expended This plan details the process by which a Cost: 1 Metamorphic Tincture, 3 Combsley Cog can be combined with a Volatile Ore (unique) specially prepared dagger to form a Lightning Rod. The dagger must Device: Weapon Chain 2 incorporate a split “fork” and either a By attaching a chain to a weapon and a gear or gear pattern in the hilt. gauntlet, glove, cuff, or bracer, a weapon Once created, a Tinker may expend chain prevents a fighter from losing their components at a crafting station to weapon in combat. When attaching a charge the dagger. The dagger can hold weapon chain you must call out “Grant two charges at a time. Each charge Defense Shield Disarm”. A weapon allows the Tinker to strike with the with a Weapon Chain effect allows the dagger and call out “5 Damage by user to call out “Shield” to the first Lightning”. If the dagger has any Disarm effect that strikes the wielder. charges, they must be used on your next This is a Grant effect from a crafting strike with the weapon. The charge is skill; do not under any circumstances put only expended if the target chains or other unsafe objects on your acknowledges the strike or negates it weapon prop. with a called defense. Cost: 3 common, 1 uncommon Once the dagger has delivered 10 charged strikes, the cog is burned out and must be replaced with a new Combsley Cog. Unused charges fade at Specialist Headers the end of the event. Purchasing a Specialist Header requires Cost: 1 Combsley Cog (Unique) that you have spent at least 10 CP in the Charge Cost: 2 common, 1 uncommon appropriate group. Purchasing a second Specialist Header requires that you have spent 20 CP in the appropriate group, Device: Volatile Armor 1 and so on. Please refer to the beginning This plan details the process by which of this chapter for a more thorough Volatile Ore can be safely refined and explanation. incorporated into existing armor or added to an “Armor Plating” Devout Specialist enhancement. To create it you must have 3 pieces of Volatile Ore and a Headers Metamorphic Tincture Potion. When placing this augment, call out “Imbue by Tinkering” and explain the following to FRIAR 3 the recipient if they do not already know. Prerequisite: May not have or The recipient of this augment can choose purchase the Bard Header. 117

instruments or choreographed dance or The Friar draws strength from the theater. Once per void refresh, when you expression of faith and inspiration are performing with a group of at least 2 through performance. They lead other people you are empowered. You congregations and groups in gain a pool of 1 Passion which does not performance and through that they are fill during void reset or at start of empowered or can empower that game. If you do not exhaust this Passion congregation. On the field, when a group before resetting your attributes with is united in verse and purpose the Friar is Void, you may use this ability again to granted great strength to bring against increase your Passion pool by 1. Passion their enemies. Your passion and faith can be spent on any skill or spell in place allows you to manifest magic when you of Earth, Air, Fire, or Water Attribute lead a group in performance. points. You may spend them one at a time or all at once as you see fit. Patrons: As a Friar your devotion to the church is without question. As such your Aria of Courage 4 Tithe is waived. Note: you must still You lead a group to being singing a inform plot at check-in which church has song. Before you begin the song, exhaust paid your tithe, in the same manner other 1 Fire and call out "Imbue to self by characters would inform plot to which ". You become immune to church they pay their tithe. the Fear trait and may call “No Effect” if struck with this trait. So long as your Channeling Divine group is singing you may touch a packet Appreciation 3 to each of the singers once and call out Once per event when a group performs "Cure Fear by Inspiration". (This as part of a devotion to the genesori or as includes anyone who was singing but an act of inspiration you can touch each was stopped due to fear if you saw them person (up to 6) who participated in the singing up until that point). You may devotion with a packet and say “refresh cast other spells and act while under this All by ”. You effect, but if you are affected by any must refresh the same attribute to all hostile melee, missile or packet attack participants, but you may choose which the effect ends. attribute to refresh each time you use this ability. The act must be at least one Refocusing 2 minute in length and you can be part of You have some method of snapping this group. The act not have to be people out of Effects with the Confusion scripted or reversed, but must be a group Trait. You may role-play for 3 seconds coordinated activity. and touch a recipient with a packet and call out “Cure Confusion by Will”. The Congregation's Passion 3 When you perform with a group, you Sanctuary 3 gain passion. Performance is generally You and a group of at least 2 others go singing, but can also include the use of to your temple and perform an act of

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devotion which can either be group voices of the people who are singing the prayer or song. This act must be at least Call Back, then you lose your spirit form 1 minute long. At the end of the and if you have imbued it to the person devotion you can expend 2 points of you are carrying it you must cure it from purpose and call out "Imbue by Divine". them as well. If you die and rise as a spirit of the dead instead of going directly to Death’s Gate Song of Protection 3 your spirit will return to the location at Your songs inspire others to give more which you imbued yourself. Upon of themselves. Twice per event a Friar reaching this spot you will fall unstable may lead a group in performance. and you are no longer a spirit of the During the performance they may pace a dead. If you have a skill that allows you room and perform for 1 minute to attune to react to being knocked unstable you themselves with its harmony and may use that to stop your bleed out. The empower their voice as described above. Imbue ends once you have fallen out of Accompanying the performance of the spirit form or at the end of the event. If Friar should be at least 2 other people, you are somehow unable to reach the which can include instruments, singers, area you to imbued yourself, you will or dancers. (Instruments must be travel to Death’s Gate as normal. designed for the purpose of being musical instruments, banging on shields Divine Hymn 4 or tables is not an instrument). At the While upon the field of battle you must end of this group performance the Friar lead a group of at least 3 people in song. may call out “In this room, Grant 3 After you have been performing for at Protection by ”. least 10 seconds you can exhaust 1 Fire and touch each person who is singing Procession 4 with a packet and "heal 2 damage by Once for each temple of the Genesori, ". This includes yourself. you can lead a procession from the tavern to the temple. The process should Calling Back the Lost 3 be organized and there should be singing When on the field of battle you must or chanting which accompanies the find a group of no less than 3 people procession. Upon arriving at a temple who wish the return of a person lost you can exhaust 2 Fire and grant those behind the lines. When the group begins who traveled in the procession (up to a singing you can grant yourself the spirit maximum number equal to twice your trait and go to a downed person who you void) an ability from that church. The can see. Upon arriving you can imbue abilities are as follows: the spirit trait to that individual and then "pick them up and carry" back to the Koreel - Grant Packet Attack 2 Damage point where you started. When you by lightning arrive back at the starting point you lose Istarum - Grant Melee Attack 2 Damage the spirit trait and can remove the spirit weapon trait from the person who you imbued. If Severrin - Grant Packet Touch Heal 2 by at any point you can no longer hear the Magic 119

Garioch - Grant Packet Touch Repair 2 may Purge one Drain effect by role- armor playing a painful recovery for 3 seconds Jormic - Grant Shield versus Melee, of Focus. You must call out "Purge" Missile or Packet when you use this Skill.

The call for these effects is “Grant I Fear You Not 2 By Divine” Living for others has made you You can only lead a procession to each resilient. You may exhaust 1 point temple once per event, but you may be a of Fire to negate an attack with the Fear part of a procession led by another friar Trait. You must call out "Resist" when if you choose. you use this Skill.

MARTYR 3 I Feel Your Pain 3 You can sacrifice your well being to There are so many who take from the help another to cure their world that Martyrs have dedicated ailments. Exhaust one point of Fire, themselves to giving. Through sacrifice, touch a willing or helpless recipient with they give strength to their friends and a packet and call out "Cure by allies even in the darkest of times. Will and to Self." This Skill can be used to transfer any Agony, Sacrifice of the Self: Once per Void Drain, Frenzy, Maim, Paralyze, Root, reset, you may expend one Air, Earth, Silence, Slow, Stun, or Weakness effect Fire, or Water to refresh one of the same you see or Diagnose. You must be able attribute to another. Touch a packet to to speak and use game skills to use this your target and call out “Refresh Skill. by Divine”

My Blood is Yours 2 Empathic Healing 2 As a Martyr you are in touch with the You can channel the essence of Life, feelings of those around you and have transferring your life force to another taken on to you a duty of sacrificing without drawing blood or cutting yourself for others in the name of your flesh. Take 1 point of Damage as life patron. After you are affected by any force passes out of you and touch a called Damage of 5 or more, you may packet to a recipient to call out "Heal by exhaust 1 point of Earth and call out Will and waste 1 vitality to self". If this "Imbue by Martyrdom" to be removes your last point of Vitality you empowered with 2 Heal effects. When fall Unstable. you want to use one of these Effects you must touch a recipient with a packet and Energy to Continue 2 call out "Heal 3 by Will". You may only You are confident that your patron will have one Imbue of this type active at a always allow you to assist those in need, time. This Skill is used when both Heals and as such it can be tough to remove have been used, when you Imbue your confidence. Once per event you yourself again, or use Void to Refresh

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Attributes, and the end of the event. So You Can Live 3 You may not use these Heal effects on The Martyr can be the last line of yourself. defense in a battle gone horribly wrong. Exhaust 1 point of Purpose, My Limb for Yours 2 touch a willing recipient with a packet As a Martyr you are in touch with the and call out "Imbue Spirit Defense by feelings of those around you and have Martyrdom and Weakness to Self" to taken on to you a duty of sacrificing protect a companion with the Spirit yourself for others in the name of your Defense. Hand them an Imbue card patron. After you are affected by explaining the effect. This Skill is not any Maim effect you may exhaust 1 usable on you. The spirit will be able to point of Fire and call our "Imbue by walk and may drop the form at will. The Martyrdom" to be empowered with spirit will not be able to collect any 2 Cure effects. When you want to use items or speak and must seek to exit the one of these Effects you must touch area by whatever route is most a recipient with a packet and call out direct. Any Effect that is "to Spirit" that "Cure Maim by Will". You may only is not beneficial will end this Effect. have one Imbue of this type active at a time. This Skill is used when both Cures Stalwart Resolve 3 have been used, when you Imbue In dire situations a Martyr is empowered yourself again, or use Void to Refresh to sacrifice their Energy to aid Attributes, and the end of the event. another. Once per event you may You may not use these Cure effects on exhaust 1 point of Void and touch a yourself. willing recipient with a packet and call out "Refresh All Air, Earth, Fire, and Appropriated Encumbrance 1 Water by Void and Drain to Self" to As a martyr you are in touch with the Refresh all the Attributes of a feelings of those around you and have companion instantly. taken on to you a duty of sacrificing yourself for others in the name of your The Ultimate Sacrifice 4 patron. After you are affected by any There is no better way to show your Root that you role-play for 10 seconds devotion to faith than to save others you may exhaust 1 point of Air and call from the cold touch of Death. Once per our "Imbue by Martyrdom" to be event when your companions are in empowered with 2 Cure effects. When grave peril you may cry out "By my you want to use one of these Effects you Voice, Cure Death and Stabilize by Will must touch a recipient with a packet and and Inflict to Self". Upon using this Skill call out "Cure Root by Will". You may you will go immediately to Spirit form only have one Imbue of this type active and travel to Death's gate. You will gain at a time. This Skill is used when both the Dead Trait and only Effects that are Cures have been used, when you Imbue "to Spirit" will affect you. Because you yourself again, or use Void to Refresh are Inflicted, all normal spells and skills Attributes, and the end of the event. which cure Death will have no affect on

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you. minute can also Refresh these Armor points and any additional armor points MONK 3 gained through grants or other Prerequisite: Ability to manifest increases. Choose how you role-play Claws or the Brawl Skill. your Resting time. You cannot use this Skill if you are already protected by All Prayers used under this header are Armor points, and these points are lost if delivered with claw props. you put on or activate any other armor or ability that gives you Armor Monks have honed their bodies to points. These Armor points last until the channel divine energy, delivering divine end of the event or until you Refresh gifts in devastating hand-to-hand Attributes with void. combat. The concentration necessary to empower themselves with divine gifts Prayers 0 takes extraordinary focus and discipline. You may purchase Prayers from the Common prayer lists. Inner Strength: Focus for 3 seconds while standing in your temple or on holy Devotion 3 ground to empower your blows. Your You may purchase Prayers from one next called damage effect delivered with God-specific list. your claws/fists is increased by 2. This ability does not stack with other numeric modifiers. Divine Synergy 4 If you are fighting with fists or claws that can be infused with magic you may Threatening Reach 2 use that weapon to parry packet attacks. Prerequisite: Ability to manifest Exhaust 3 points of Water to negate any Claws or Pugilist Header. packet attack that strikes you. If the This Skill allows you to use 2 long claws packet actually hits the fist or claw prop that may be a maximum length of 46". striking surface you may reduce the cost to 1 point of Water. You must call out Refocusing 2 “Parry by Magic”. You have some method of snapping people out of Effects with the Confusion Fist/Claw Enchantment 1 Trait. You may role-play for 3 seconds You may enchant fists or claws to of Focus and touch a recipient with a channel Divine Energies. Decorate the packet and call out “Cure Confusion by claw props with glyphs or tattoos. You Will”. may cast and deliver infused Prayers using these claw props. You may also Celerity 3 use touch cast beneficial Prayers while Your quickness and agility protect you holding one of these claws in the hand from damage. You may spend 1 point of that is not touching the packet to the Air and Rest for one minute to give target. yourself 2 Armor points. Resting for 1 122

Fists of Fury 2 Headers You may infuse 1 Prayer of your choice

into each fist or claw. These two Prayers must be different, you may not imbue COMMANDER 3 the same Prayer in each claw. Every fighting unit needs a center. Mental Fortitude 3 Whether military or mercenary, Commanders provide an unshakeable Due to your mental discipline, you may backbone of their unit, rallying their men exhaust 1 point of Air to Resist one and inspiring them to great feats of attack based on a Despair, Gloom, or martial prowess. Madness Trait. You must call out

"Resist" when you use this Skill. Form Unit: You may create a Unit and

initiate new members by empowering Passive Defense 3 them with your Unit name. The ritual Your mind and body are as one. You must be at least 1 minute long but most may choose not to raise weapons and are longer and more elaborate fight and instead walk away. Lower ceremonies. When you perform this your fists/claws and exhaust 1 point of ritual you must exhaust 1 point of Air Purpose to negate the next 3 called and call out "Imbue by Unit" and you attacks to you. You must call "Elude by will gain the unit name as a Trait. You Will" when using this Skill. You may may then empower each character that use this Skill on uncalled attacks if you takes place in the ritual. When the wish but one defense will be removed initiation is complete touch the new each time. This effect ends if you fall group member and call out stable or unstable, or Refresh Attributes "Permanent Imbue Trait with Void. by Inspiration" to give the member the unit Trait permanently. Up to 5 total Spirits Harmony 3 members can me initiated to a Your spirit is strong and tempered. You Unit. You need only exhaust 1 point of do not have to become a spirit of the Air to create the unit. You may also use Dead after 5 minutes. Your spirit can this Skill to remove your Unit trait from choose to remain in your body for up to an individual that is currently part of the an additional 5 minutes, although you Unit. You must touch a willing or may choose to become a spirit anytime helpless character with a packet, exhaust after the 5 minutes has passed. You may 1 point of Air and call out "Cure Trait by Inspiration" to remove your body with life or retrieve an item the Trait from them permanently. Any from your body before it leaves with time you wish to remove an individual you. from the Unit it will exhaust 1 point of Air. You may only be part of 1 Unit at a time.

Fighter Specialist Battle Commands 4 123

Your orders carry magical power that can heal those within your unit. You Mental Fortitude 3 may exhaust 2 points of Earth and call Due to your mental discipline and out "By my Voice, Heal 2 to " training, you may exhaust 1 point of Air and heal their wounds. to Resist one attack with a Fear, Confusion, or Will Trait. You must call Bolster Confidence 3 out "Resist" when you use this Skill. Your commands bolster the effectiveness of your Unit. You may Resolute Voice 2 exhaust 2 points of Fire and call out "By You may exhaust 1 point of Air to Resist my Voice, Refresh 1 {Attribute} to one attack with the Silence effect that ". This skill may only refresh strikes you. Earth, Air, Fire, and Water attributes. Once this skill is purchased you may not benefit from any uses of You're Not Dead Until I Tell this skill from yourself or another You 2 Commander. While upon the field of battle commanding your Unit you may exhaust Inspired Words 2 a point of Water and call out “By My You command your troops and serve Voice, Stabilize to ” and with them on the field of battle. They prevent them from bleeding out. trust you and you will not allow them to falter in their duties. You may exhaust 1 DREADNAUGHT 3 point of Fire and call out "By your Name Prerequisite: Two Handed Weapon , Cure Fear by Inspiration" to Skill fix any ailment with a Fear Trait. Few can withstand the fury of a Dreadnaught’s onslaught, a terrifying I Stand Behind My Men 2 force on the battlefield. Once a You have trained your unit well and as Dreadnaught has chosen their target, such they are adept at protecting their their pursuit is tireless and brutal. A commander. When at least two members Dreadnaught will stop at nothing to of your unit are between you and your destroy their chosen opponent. enemy, you may exhaust 2 points of Water to negate any one missile or Mark for Death: As a Dreadnaught you packet attack. You must call out “Avoid" are an expert in single martial combat, when you use this Skill. and as such you may single out one target as the focus of your ire. Make a melee strike and call out "Inflict Marked Bolstering Defense 4 by Rage". You may have only 1 Marked While upon the field of battle target at a time. You may use this ability commanding your Unit you may exhaust a number of times per event equal to 1 point of Purpose and call out "By My your Void, and may expend 1 purpose to Voice, Refresh All Armor to {Unit}" use the ability an additional time. and Repair any lost Armor points. 124

Void. Colossal Strike 3 When locked in single combat with a Hot Pursuit 3 chosen target you may attempt to One time per event when pursuing a overpower them. If you are using a two- Marked target you may empower handed weapon you exhaust 3 points yourself to shake off the attacks of those of Fire to make a critical strike with a not in your sight. Call out "Imbue by melee attack. You call "10 Damage" Rage" and make the pursuit against your and strike with the weapon. The chosen target. The next 3 called attacks Attribute cost is exhausted only if the by anyone other than your marked target strike lands and the opponent are Reduced to 1 point of uncalled acknowledges it through role-playing or damage. You must call "Reduce" when negates it with a Defense. using this Skill. This Effect ends after you have used the 3 charges, fall Deadly Strike 2 unstable, Refresh with Void, or your When locked in single combat with a Marked target dies. You may only have chosen target you may attempt to 1 Imbue of this type active at a time. overpower them. You exhaust 1 point of Fire to make a critical strike with a No Escape 1 melee attack. You call "5 Damage to When a Dreadnaught pursues their Marked" and strike with the chosen target they will not be dissuaded. weapon. The Attribute cost is exhausted You may expend 1 Air to negate one only if the strike lands and the opponent Disarm effect. You must call out acknowledges it through role-playing or “Resist” when using this skill. negates it with a Defense One Armed Defense 1 Expose Enemy 1 If you are using a two handed weapon Your expertise in locating your chosen and one of your arms is affected by a enemy is like no other. You may Maim effect you can still block weapon exhaust 1 point of water and call out "By attacks as long as your other arm can my Voice, Expose Marked by Magic". function. You may not attack, but otherwise can block incoming attacks Focused Anger 3 and use game skills that allow you to call Your anger and rage focus you so much out a Defense that requires weapon use. that it becomes difficult to sway your You must call out “Reduce” when the mind. Exhaust 2 points of Air and call Maim strikes you. The ability to use this out "Resist and Imbue by Rage" to skill ends if you take another Maim to Resist an attack made with a Mental the same arm and you cannot use this Trait. Once imbued you may exhaust 1 skill again until the Maim is cured. point of Air to Resist any attacks with a Mental Trait by calling out “Resist by Prepare for your Death 2 Rage”. This Effect ends if you You have trained yourself for the ways fall Unstable, Dead, or Refresh with of single combat. When you use your 125

Marked for Death skill successfully you In even the most disastrous battle, the may call out "Prepare for your Death, Warlord will be the last one standing. Heal All to Self" to Refresh all lost They are often compared to iron walls Vitality. by admiring allies or frustrated foes.

Refreshed Fury 2 Time to Go: Once per Void refresh, if a formal retreat has been called from a field You satisfy your battle urges when you battle, and you are slowed, rooted or deliver the killing blow to a chosen maimed, you may purge the effect. Once the target. Once per event when Death effect has been purged, you must go directly Striking your Marked target you may towards the exit to the field. You may do a Refresh one point of Purpose. Call out fighting retreat, even walking backwards, "Refresh 1 Purpose to Self". If the target but if you choose to stop before reaching the calls out “No Effect” this skill may not exit, the effects which were on you are be used. restored. This includes if you start moving in any direction except towards the exit, but does not include situations where continuing Relentless 3 to move would be unsafe out of game. Once While pursuing a target that you have you exit the field, you may not return already Marked with your Marked for without Resting for 5 minutes. Death skill, you become a relentless hound. All attribute costs of the Parry, Absorb Shock 1 Toughness, and Nimble Evade skills are This skill allows you to use your Power reduced by 1. stance skill a second time per event.

Juggernaut 2 Clearing a Path 1 You can quickly get your armor back in You may use your powers of fighting form, since you need to be at intimidation to clear a small path before your best to hunt down the hardest you. One time per Void Refresh you targets. Focus and role-play fixing your may plant your right foot, gesture with armor for at least one minute and call out your weapon, and call out "Disengage by “Refresh 3 Armor to self” to refresh up Force". You may do this 3 times as long to 3 armor points. If this Focus is are your foot stays planted. This effect interrupted then the armor points are not ends if you move or are rendered refreshed and you must start again. You unstable or dead. may repair your own armor as often as necessary, but you must have been wearing the armor when it was damaged Enhanced Armor 3 in order to repair it. If you have a Prerequisite: Wear Fine Armor “Grant Armor” effect, you may increase If you are fully armored with an armor the number of armor points refreshed by prop representing 4 points of armor, then the value of your armor grant. your armor will provide extra defense. Each time your armor is Repaired by spending a full minute

WARLORD 3 repairing it you gain the ability to call "Guard" to negate the first melee attack 126

with an Agony, called Damage, or Maim your face, shaking your head clear, effect that strikes you. You only Refresh similar actions) to shrug off your this ability when you have spent a full wounds. You exhaust a point of Water minute Refreshing your Armor and call out "Heal 2 to Self" to Heal 2 points. Skills that Repair Armor points Vitality. This ability will not heal in less time do not Refresh this Skill. Effects other than Damage.

Assured Fortitude 3 Shield 2 If you are fully armored with a Prerequisite: Buckler maximum point Armor prop then your This Skill allows you to use a full sized Vitality will be increased by 1. You shield. A full sized shield must be must be physically wearing your armor strapped to the arm in order to block. prop to have this extra 1 Vitality. This You cannot use packet delivered Effects Skill may only be purchased once. while you have a full sized shield in your hands. Mend the Rampart 3 You keep materials readily available to Resolute 3 repair your own armor quickly. Focus You are a hardy protector and as such at and role-play fixing your armor for at certain points you may stand your least one minute and call out “Refresh ground against many foes. Exhaust 2 All Armor to self” to refresh your armor points of Purpose, plant your right foot, points. If this Focus is interrupted then and call out "Imbue by Intimidation". the armor points are not refreshed and Your maximum Vitality will be doubled you must start again. You may repair and all uses of your Parry skill have their your own armor as often as necessary, Attribute costs reduced by 1. After you but you must have been wearing the have doubled your maximum Vitality, armor when it was damaged in order to you are Healed to full. This effect ends repair it. when your right foot moves from the ground, and your Vitality will revert to Parry 3 normal at that time. This Skill does not If you are wielding a melee weapon you stack with any other Skill that reduces are skilled with, you may exhaust 2 the attribute cost of a Parry. points of Earth to negate any melee attack that strikes one of your Wear Fine Armor 2* limbs. Ranged attacks cannot be This Skill allows you to wear more negated, nor can attacks that strike your than 2 points of Armor. Each purchase torso. You must call out "Parry" when of this Skill will increase the amount of you use this Skill. points you may wear by 1 to a maximum of 4. You must have the proper armor Battle Rest 3 prop to use this Skill. If you have the You are tough. So long as you are Wear Extra Armor Skill you may only conscious you may spend 3 seconds of purchase this once. Focus role-playing (wiping blood from 127

Strengthened Resolve 2 evil; sometimes they will Inflict Traits Your resolve is strong and will carry you on those that feed upon their spirits. If through the battle. When struck by a you use this ability on an unconscious Death effect you may instead exhaust 2 victim, you may only use it once before points of Fire and fall unstable. You the victim dies or regains consciousness. must call out "Reduce" when using this Skill. Entropic Infusion 2 You have the ability to harness your Arcane Entropic Energy to lessen the cost of your spells by accepting some of Mage Specialist the power yourself. When using a non- beneficial spell from an arcane sphere

Headers with an attribute cost of 2 or more you may reduce its Attribute cost by 1 and DESPOILER 3 after throwing the packet you will suffer Prerequisite: Entropy Sphere from the Effect or 5 Damage as well. After Header in Mage Group exhausting the Attributes and casting the spell you must call out " by Despoilers are most likely to be the to Self"or “5 Damage to Self”. target of the general mistrust of the If you would be unaffected by the spell arcane because their sphere of expertise you must take “5 Damage to Self” to use is unpleasant and poorly understood. this skill. This skill is not useable on They deal in the waning aspects of the Evocations. cycle, such as decay, disease and aging and take what little benefit there is in Entropic Touch 3 these things for themselves. By spending 1 Purpose, you may transfer a harmful Effect from its Redirect Decay: You may call out intended victim to a different “Short Destroy Weapon to Self” to victim. Touch a victim affected by destroy your weapon and harvest the Agony, Drain, Frenzy, Maim, Paralyze, destructive energy. You may Root, Silence, Slow, Stun, or Weakness immediately make a packet attack of “5 and call out "Cure by Damage by Entropy”. This ability may Entropy". If the target acknowledges the be used once each time you Focus to use use of this Skill and is Cured, you may your Font of the Arcane in your then immediately deliver an equivalent Sanctum. " by Entropy" packet attack. This must be your very next Energy Consumption 3 attack - the use of any other Skill or You may feed off the natural energies of weapon strike (including uncalled a willing or unconscious victim to heal Damage), or expenditure of any other your wounds. Touch the recipient with a Attribute for any reason, will waste the packet and call out "waste 1 vitality by " by Entropy" packet and the Entropy and Heal to Self". You must be Purpose will still be spent. If the target careful using this ability on creatures of of your Cure is not affected, the Purpose 128

is not spent. the target calls No Effect, Spirit, or Avoid to negate it. Beneficial spells Improved Ravages of Time 3 cannot be bound with this Skill. If you When using your Ravages of Time spell spend one minute Resting, during which on a single target, if any 3 consecutive you role-play gathering magical energies packet attacks hit the target and are back to you, then you may gain back acknowledged through role-play you those Attributes exhausted to cast spells may throw 1 more packet and call out "5 bound in this manner. This Skill may Damage by Aging". In order to gain this only be used for spells that exhaust effect, all 3 packets must hit and do Earth, Air, Fire, or Water Attributes; per damage. If the opponent negates any of event uses and Evocations are not the damage with a Defense, this Skill returned. When you Rest to Refresh does not take effect. This ability may Void you lose any bound spells and can only be used once per Ravages of Time no longer Rest to regain those Attributes. casting. ELEMENTALIST 3 Infusion Recovery 3 Prerequisite: Elemental Sphere from Prerequisite: Infusion Header in Mage Group You can rest within your Sanctum to purge your body of damaging arcane A master of the primal forces of the energies and recover from the stress of arcane, an Elementalist can do more than using Infusion. Once per event Rest for simply manipulate the forces of earth, one minute in your Arcane Sanctum to air, fire and water. Their very being is Refresh one use of Infusion. suffused with elemental power, granting them greater control and resistance to these primal forces. Not Dead Yet 3 Once per event you may infuse yourself Elemental Forces: When casting an with the power of Entropic Magic to evocation using Arcane Energy at your negate a Death effect that hits Sanctum, your evocation is increased by you. Infusing this energy into you has a 1 packet. This will stack with other cost; it will temporarily decay your increases. spirit. When you use this Skill you must call out "Resist and Inflict by Entropy" After using this Skill all healing used on Elemental Affinity 0 you is reduced by 1 until you Rest to Elementalists have attuned themselves to reset your attributes with void. one or more elements through continued use of those elements. This Skill is purchased to represent that Spellbound 1 affinity. Choose 1 Element (Earth, Air, Your destructive spells that fail to harm Fire, or Water) as your affinity when you the target are still bound by your purpose buy this Header. This Skill on its own and are not truly expended. When you does nothing, but is required for most of throw a packet delivered spell, that spell the other Skills in the Elementalist is bound to you if it misses its target, or Header. 129

Improved Torrent of Flame 3 Affinities Resistance 2 This Skill gives you the ability to choose You are accustomed to your chosen how you use your Torrent of Flame. Elements (as identified with Elemental You must choose at the time of casting Affinity) and are comfortable with how you will use this spell. Rather than them. Exhaust 1 point of Earth to negate throwing 8 packets, this Skill allows you an attack of the Element(s) you are to plant your feet and throw 20 packets attuned to. You must call out "Resist" of “2 damage by Fire.” When choosing when using this Skill. to cast this way you may not increase your packet count by any means. If you Embody the Elements 4 move your feet at any time after you Exhaust 1 Purpose and call out “Imbue plant them, all additional packets will be by Elements”. You will become lost. partially elemental and gain the Elemental trait. You may only use skills Infusion Recovery 3 purchased under an arcane header or that Prerequisite: Infusion are delivered with an Elemental trait. You can Rest within your Sanctum to All damage by your chosen Elemental purge your body of damaging arcane Affinities will heal you. Passive skills energies and recover from the stress of from non Arcane headers may still be using Infusion. Once per event, Rest for used as well (i.e weapon skills, Armor one minute in your Arcane Sanctum to skills, etc). You may choose to end this Refresh one use of Infusion. effect at anytime, though this will end if you are dead or Refresh attributes with I Know Your Kind 3 void. When this skill ends the imbued Exhaust 2 points of your chosen affinity trait ends as well. and call out "Paralyze to {Chosen Element}" Attributes are exhausted only Enhanced Alter Arcane if the target acknowledges it through Element 2 role-play or negates it with a Defense. Prerequisite: Alter Arcane Element This Skill will allow you to give more of Spellbound 1 yourself when you are casting. In Your destructive spells that fail to harm mastering the elements you may the target are still bound by your purpose also master the ability to convert and are not truly expended. When you their energy. Purchasing this Skill will throw a packet delivered spell, that spell allow you to use your Alter is bound to you if it misses its target, or Arcane Element without spending any the target calls No Effect, Spirit, or Vitality. Avoid to negate it. Beneficial spells cannot be bound with this Skill. If you Improved Affinity 1 spend one minute Resting, during which Purchasing this Skill allows you to you role-play gathering magical energies choose a second affinity. back to you, then you may gain back those Attributes exhausted to cast spells 130

bound in this manner. This Skill may When using your Phantom Wounds spell only be used for spells that exhaust on a single target, if any 3 consecutive Earth, Air, Fire, or Water Attributes; per packet attacks hit the target and are event uses and Evocations are not acknowledged through role-play you returned. When you Rest to Refresh may throw 1 more packet and call Void you lose any bound spells and can out "Weakness by Fear". In order to no longer Rest to regain those Attributes. gain this effect, all 3 packets must hit and do damage. If the opponent ILLUSIONIST 3 negates any of the damage with a Prerequisite: Illusion Sphere from Defense, this Skill does not take effect. Header in Mage Group This effect may only be used once per Phantom Wounds casting. Illusionists are adept at using the ephemeral and fleeting nature of the Infusion Recovery 3 Shade to confuse and terrify their foes. Prerequisite: Infusion Their ability to manipulate the intangible You can Rest within your Sanctum to and tap into fear makes many people purge your body of damaging arcane uncomfortable. energies and recover from the stress of using Infusion. Once per event Rest for Unseen Servant: Twice per event, if you one minute in your Arcane Sanctum to are in Fortune’s Bend or have left town Refresh one use of Infusion. but not traveled by gate, you may send a specter to your Sanctum on your behalf. Mass Illusion 3 You may Rest or Focus as if you were in Spend 1 Purpose. The next spell you your Sanctum without making the trip cast which delivers Damage or another yourself. Effect "by Fear" can be used a total of 3

times for no additional cost. You may Dispelling the Nightmare 1 use this on different targets. If you have Fear is not something that often affects "Phantom Wounds" or any other the master of Illusions. Exhaust 1 point Evocation spell that does Damage by of Fire to Resist 1 Effect with a Fear Fear, you gain 3 times as many packets Trait. You must call out "Resist" for the Evocation instead of 3 additional when using this Skill. uses.

Displacement 3 Spellbound 1 It is not uncommon for your enemies to Your destructive spells that fail to harm mistake your position; as such you may the target are still bound by your purpose exhaust 2 points of Water to negate any and are not truly expended. When you one melee attack. You must call out throw a packet delivered spell, that spell "Avoid by Illusion" when you use this is bound to you if it misses its target, or Skill. the target calls No Effect, Spirit, or Avoid to negate it. Beneficial spells Improved Phantom Wounds 3 cannot be bound with this Skill. If you 131

spend one minute Resting, during which you role-play gathering magical energies Improved Will of the Iron Fist back to you, then you may gain back those Attributes exhausted to cast spells 3 bound in this manner. This Skill may When using your Will of the Iron only be used for spells that exhaust Fist spell on a single target, if any 3 Earth, Air, Fire, or Water Attributes; per consecutive packet attacks hit the target event uses and Evocations are not and are acknowledged through role-play returned. When you Rest to Refresh you may throw 1 more packet and call Void you lose any bound spells and can out "Slam by Will". In order to gain no longer Rest to regain those Attributes. this effect, all 3 packets must hit and do damage. If the opponent negates any of the damage with a Defense, this Surrounding Enemy 3 Skill does not take effect. This effect Illusionists possess the ability to trick the may only be used once per Will of the minds of enemies in to believing Iron Fist casting. others mean them harm. Exhaust 2 points of Air, throw a packet, and call out "They are not your friends, Frenzy Infusion Recovery 3 by Confusion". Attributes are only Prerequisite: Infusion exhausted if the target acknowledges You can rest within your Sanctum to the effect through role-play or negates it purge your body of damaging arcane with a Defense. energies and recover from the stress of using Infusion. Once per event Rest for one minute in your Arcane Sanctum to PSION 3 Refresh one use of Infusion. Prerequisite: Providence Sphere from

Header in Mage Group Psionic Purge 4 The will of the Psion is so strong that it As a master of the Psionic arts you are in can become a physical manifestation. tune with its magic and at times may They are capable of bolstering the spirit shrug off its effects. You may Purge 1 of their allies, or halting weak-minded Effect with a Mental Trait by role- foes in their path. playing for 3 seconds of Focus and exhausting 1 point of Air. You must call Scare: Twice per event, if you are hit out "Purge" when you use this Skill. with a melee attack you may make an attack of “By My Gesture, Disarm by Refresh the Minds of Many 3 Fear” against the enemy that struck you. There are times when a master of Psionic power can give more of Mind over Matter 2 themselves and influence many around Your mastery over your own mind makes them. Exhaust 2 points of Water to cast you virtually immune to Trance your “Refreshed Mind" by voice instead effects. You may break yourself out of a of by packet. Call out "By my Voice, Trance by Resting for 3 seconds. You must Cure Mental by Will". When delivering call out "Purge" when you use this Skill. this spell by voice you need not spend 132

the Water Attribute required for the that you have the ability to cast to any Refreshed Mind Spell. target that you know by name. Spending the Purpose does not replace the Spellbound 1 Attribute cost of the spell. Call out “By Your destructive spells that fail to harm your Name , by the target are still bound by your purpose to use this Skill. and are not truly expended. When you throw a packet delivered spell, that spell SHAMAN 3 is bound to you if it misses its target, or Prerequisite: Anima Sphere from the target calls No Effect, Spirit, or Header in Mage Group Avoid to negate it. Beneficial spells cannot be bound with this Skill. If you Shaman cross the unseen boundary that spend one minute Resting, during which connects the physical to the spiritual. you role-play gathering magical energies While many are unwilling to deal with back to you, then you may gain back the spirits or the recently dead, Shaman those Attributes exhausted to cast spells have made it their vocation. bound in this manner. This Skill may only be used for spells that exhaust Whispers of the Spirits: While in a Earth, Air, Fire, or Water Attributes; per Spirit state, a Shaman may whisper event uses and Evocations are not quietly. If you speak louder than a returned. When you Rest to Refresh whisper, your Spirit state is disrupted Void you lose any bound spells and can and ends immediately. no longer Rest to regain those Attributes. Improved Destructive Spirit 3 Strong Resolve 2 When using your Destructive Spirit spell Your determination is unmeasured. Due on a single target, if any 3 consecutive to your focus you may change the Trait packet attacks hit the target and are of status Effects to “by Will”. acknowledged through role-play you may throw 1 more packet and call Strong Will 1 out "Frenzy by Cold". In order to gain Your mind is strong and this effect, all 3 packets must hit and determined. Due to your mental do damage. If the opponent negates fortitude you may change nature of any of the damage with a Defense, this Damage spell to “by Will”. The trait Skill does not take effect. This effect may only be altered one time. This skill may only be used once per Destructive will not stack with any other trait Spirit casting. changing skill. Infusion Recovery 3 Mental Acuity 3 Prerequisite: Infusion Your familiarity with your friends and You can rest within your Sanctum to foes eases your mind when casting your purge your body of damaging arcane spells. Exhaust 1 point of Purpose to energies and recover from the stress of deliver one beneficial or damage spell using Infusion. Once per event Rest for 133

one minute in your Arcane Sanctum to Your body becomes non corporeal to Refresh one use of Infusion. protect you from harm. Exhaust 1 point of Earth, clasp your hands together Spiritual Sanctuary 3 above your head and call out "Imbue by You are comfortable in the realm of the Spirit" to become a spirit for 10 spirit world and may spend time there to seconds. Your hands and arms must be stave off adverse effects or refresh your free and you cannot be carrying anything being. Exhaust 1 point of Purpose to or holding a shield. Once you become a enter a spirit state. You gain the Spirit spirit, you cannot move or choose to end Trait and may only Rest for up to 5 this Effect for the full 10 minutes while in spirit. You may end seconds. While in spirit you call out this state at anytime prior. Any non "Spirit" to negate any attack that does beneficial effect that is “to spirit” will not have a "to Spirit" or "to Arcane" end this state but will not end your rest. Trait. One Effect with a "to Spirit" or "to Arcane" Trait can affect you; if that attack is not beneficial it will end Natural Synergy 4 the spirit form. If the spell is about to If wearing 4 feet of vines as part of your end and you are still in danger you may costume, you may touch cast any extend this effect for another 10 seconds beneficial “by Magic” spell without an by exhausting a point of earth and Incant. calling out "Imbue by Ethereal". If you choose to do so you may not move or Spellbound 1 end this effect for another 10 Your destructive spells that fail to harm seconds. Once the effect ends you may the target are still bound by your purpose not use this Skill again until you Rest for and are not truly expended. When you 1 minute in your Arcane Sanctum. throw a packet delivered spell, that spell is bound to you if it misses its target, or Traveling Spirit 1 the target calls No Effect, Spirit, or As a master of the world beyond you Avoid to negate it. Beneficial spells have knowledge and experience in cannot be bound with this Skill. If you traveling within it. This Skill will allow spend one minute Resting, during which you to move as fast as you can in Spirit you role-play gathering magical energies form unless otherwise restricted by a back to you, then you may gain back Skill. those Attributes exhausted to cast spells bound in this manner. This Skill may only be used for spells that exhaust Whispers of the Ethereal Earth, Air, Fire, or Water Attributes; per World 2 event uses and Evocations are not You are connected to the spirits around returned. When you Rest to Refresh you, and they are knowledgeable about Void you lose any bound spells and can the events happening in their area. This no longer Rest to regain those Attributes. allows you to pursue information about places in the world that you may not Spiritual Protection 1 otherwise have access to. This is an 134

information skill that does not require as long as you continue to switch targets you to pay money. You submit a between swings. This Effect ends when question between events as described in you attack the same target more than the Information Skills section in chapter once in succession, fall Stable, Unstable, seven. or Dead, Rest for 5 minutes, or Refresh Attributes with Void. If your question is appropriate knowledge for the spirit to have access Celerity 3 to, you may receive answers relevant to Your quickness and agility protect you your question. from damage. You may spend 1 point of Air and Rest for one minute to give yourself 2 Armor points. Resting for 1 minute can also Refresh these Armor Rogue Specialist points and any additional armor points Headers gained through grants or other increases. Choose how you role-play your Resting time. You cannot use this DERVISH 3 Skill if you are already protected by Prerequisite: Florentine or Brawl Armor points, and these points are lost if you put on or activate any other armor or The Dervish embodies deadly grace by ability that gives you Armor weaving two weapons with speed, agility points. These Armor points last until the and power. Sometimes the only evidence end of the event or until you Refresh of a Dervish is a line of fallen Attributes with Void. opponents.

Graceful Recovery: If you are struck Dual wield 1 with a Disarm effect, you gain a single Prerequisite: Florentine Guard defense against melee strikes. This Skill allows you to use a short This defense fades when you weapon in your off hand. It may be a successfully recover your disarmed maximum length of 36". weapon. You must Rest for 5 minutes before using this ability again. Exploiting a Weak Spot 2 You may exhaust 1 point of Purpose to Dervish skills are not useable while immediately re-use any one attack that wielding a Buckler or Shield. has been negated by a defense.

Blade Dance 3 Flowing Combat 4 The dance of your blade and fluid Your combat presence is so great that movements of your body are as you can mirror any strike that an one. You may spend 3 seconds opponent uses on you. When struck preparing yourself for the dance and with a called effect, you may exhaust 3 exhaust 2 Water to call "2 points of Fire and call out "Avoid and Damage". You may swing this Damage Imbue by Dexterity" to negate the 135

damage and gain the ability to swing that Dexterity” before swinging 2 Damage same called effect back at your opponent back at her new opponent. It does not once. Once Imbued, you may mirror any drop him, and he hits her with “5 called effects that your opponent swings, Damage.” Lena drops. She is so long as you negate each one, or are immediately healed by a Cleric on the affected by it without falling. Falling field and stands back up to face the same Stable, Unstable, or Dead ends this opponent, but she must burn three more Effect, even if you are healed Fire if she wished to Imbue herself with immediately after. This Skill may only Flowing Combat again. be used only against the opponent that strikes you and the strikes cannot be Improved Celerity 4 stored for later use. Once that opponent Prerequisite: Celerity falls, the Imbue ends, though you may You have an exceptional ability to evade pay the Attributes to activate it again damage. The Armor points you gain against a new opponent. from Celerity are increased to 3.

For example, Ally’s character Lena is a Dervish with Flowing Combat. Lena Let Me Walk Again 2 faces off against an Undead opponent, You are strong and can rip free from who hits her with a “5 Damage” effect. effects that would hinder your Lena only has five Vitality, so she burns movement. You may Purge one Slow three Fire and says “Avoid and Imbue effect by role-playing for 3 seconds and by Dexterity” before striking the Undead exhausting a point of Fire. You must with her weapon and calling “5 call out "Purge" when you use this Skill. Damage.” The Undead is shaken but remains on its feet. It hits her again, Long Blade 2 calling “Maim by Disease.” Lena has no Prerequisite: Dual Wield more Defenses, so she loses the use of This Skill allows you to use a long her left arm. However, she swings a weapon in your offhand. It may be a “Maim by Disease” at the Undead and maximum length of 46". hits him in the right ankle. From the ground, he strikes her leg with his sword Quick Step 2 and calls “2 Damage.” Lena can not You are quick and can avoid effects that defend, so she is down to three Vitality, would serve to hinder your but since the strike did not take her movement. You may shake off one Root down, she swings the “2 Damage” back effect by role-playing for 3 seconds of at her Undead foe and strikes him in the Focus and exhausting a point of torso, dropping him to Unstable. Lena Air. You must call out "Purge" when moves on to her next opponent. you use this Skill.

Her new opponent hits her and calls “2 Damage”. That would take her to one Toughness 2 Vitality, so she burns 3 more points of You may exhaust 2 points of Earth to Fire and calls out “Avoid and Imbue by Resist one melee attack that strikes one of your limbs. 136

MAGESLAYER 3 Executioner’s Step 1 Prerequisite: May not have Arcane When hearing of the presence of a Trait Slayer, mages may attempt to make a run for it. When chasing a target you The return of arcane power brought may exhaust 1 point of Earth and make numerous dangers to the world of Rues, an attack with a melee weapon. You call and the Mageslayer arose to combat "Slow" and strike with the weapon. The those forces. Arcane is anathema to Attribute cost is exhausted only if the them, and they have made themselves its strike lands and the opponent scourge. acknowledges it through role-playing or negates it with a Defense. Magebane: Once per Void Reset, you may add the bane effect “To Arcane” to Florentine 1 one of your attacks. This Skill allows you to use a dagger in your off hand. It may be a maximum Arcane Sensitivity 1 length of 26". You can sense the arcane energy within those around you. If you believe there to Long Blade 2 be an individual that harnesses the Prerequisite: Dual Wield arcane arts around, you may exhaust a This Skill allows you to use a long point of Fire and call out "By my weapon in your off hand. It may be a Gesture, Expose Arcane by Magic". maximum of 46".

Celestial Avoidance 4 Magic Resistance 2 You may exhaust 3 points of Water to You are practiced in the ways of shaking negate any one packet attack. You must off pure magics. You may exhaust 2 call out "Avoid" when you use this points of Air to negate an attack with Skill. If the packet hits your weapon a Magic Trait. You must call out you may reduce the Attribute cost to 1. "Resist" when you use this Skill.

Dual Wield 1 Null Magic Aura 3 Prerequisite: Florentine The determination of a slayer is This Skill allows you to use a short unrivaled when fighting those studied in weapon in your off hand. It may be a the ways of the Arcanum. When upon maximum length of 36". the field of battle you protect yourself against magics. Exhaust 1 point of Elemental Resistance 1 Purpose and call out "Protect me from You are practiced in the ways of shaking harm, Imbue by Will" to activate the off the elements. You may exhaust 2 power. An aura of power envelops points of Earth to negate an attack with your form. You shrug off the an Elemental Trait. You must call out next 3 packet attacks that strike "Resist" when you use this Skill. you. Call "Guard by Will" to negate 137

each of the next 3 packets. Hunter’s Mark: You can make a weapon or arrow attack and call out "Inflict Quelling the Arcanum 4 Hunted by Magic". While hunting if Mageslayers are often called to destroy you lost sight of your target you may enemy councils and are skilled in such twice call out "By My Voice Expose assaults. You may summon your divine Hunted by Magic." You may make this energies to weaken the defenses of the attack once per Void you have. You mages within a guild, council or other may expend 1 purpose to make this place of Arcane power. Exhaust 3 points attack an additional time. of Fire and cry out "By my Voice, Drain Font of the Arcane by Conviction" to Animal Companion 3 prevent enemies from memorizing Your understanding of animals allows Arcane spells. you to form a mystical link with another character that has the “Beast” Trait. Wizard's Death 2 Once per event you may concentrate Once per event you may kill your enemy with a willing “Beast” character for one with a weapon or by packet. Call out minute and call "Imbue Companion by "Death to Arcane". The skill is Magic" to form this link. You may only exhausted only if the strike lands and the link with one character in this manner, opponent acknowledges it through role- and that character cannot already have playing or negates it with a Defense. the Companion Trait. So long as they are in beast form you draw strength from them. You can touch a packet to this You Shall Not Harm Me 2 Companion and call out "Stabilize to A slayer upon the field strikes fear into Beast" if they are down. You can the minds of mages. Exhaust 1 point of exhaust a point of Water and touch your Air if by Weapon, or 2 points of Air if Companion with a packet to call out by packet, and call out "Silence by "Heal 2 to Beast." If you are familiar Fear". The Attribute cost is exhausted with their Racial skills you may use only if the strike lands and the opponent them as if you also had them, although acknowledges it through role-playing or you must pay any costs, abide by any negates it with a Defense. restrictions, and obey limits to the number of times they may be used when RANGER 3 using them. This does not apply to the Prerequisite: Florentine, Brawl, or Adaptive Living skill. You may not use Archery your companion’s cultural skills. You The quintessential hunter and may also touch a willing or helpless woodsman, a Ranger takes solace in the Beast and call out "Diagnose natural world and is adept at navigating Companion" to see if they are linked the wild places. They can track prey over with this Skill. This ability lasts until the any terrain or distance, though they are end of the event. also known to form bonds with the more feral denizens of Rues. Barkskin 3 You have bonded with nature and it will 138

protect you. You may spend 1 point of play or negates it with a Defense. Air and Rest for one minute to give yourself 2 Armor points. Resting for 1 Additionally, once per use Hunter’s minute can also Refresh these Armor Mark you may exhaust 1 point of Fire points and any additional armor points and make a melee or ranged attack and gained through grants or other call out one of the following: "Weakness increases. Choose how you role-play to Hunted"; “Maim [Limb] to Hunted”; your resting time. You cannot use this or "Slow to Hunted". The Attribute is Skill if you are already protected by not expended unless the target Armor points, and these points are lost if acknowledges the Effect through role- you put on or activate any other armor or play, negates it with a Defense, or dies. ability that gives you Armor points. These Armor points last until the Hunt and Survive 2 end of the event or until you Refresh You are quite adept at hunting to survive Attributes with Void. between events. If you use this Skill between events, you do not have to pay Enmity 4 food maintenance costs. You cannot use You are adept and hunting down your this Skill if you end an event with a chosen enemy. Choose an Enemy condition that prevents the use of game (Human, Elf, Beast, Alved, Demon, skills. This Skill does not pay for any Elemental, Ereskial, Undead, monetary tithing costs. Construct.). You may exhaust 1 point of Earth, make an attack with a weapon or Long Blade 2 arrow, and call out "5 Damage to Prerequisite: Dual Wield ". You may only purchase this This Skill allows you to use a long Skill once. The Attribute is only weapon in your off hand. It may be a exhausted if the target acknowledges the maximum length of 46". effect through role-play or negates it with a Defense. Nature’s Commune 1 Once per event you may meditate away Expose Enemy 1 from town among the trappings of the Your expertise in locating your chosen natural world where you can see no enemy is like no other. You may buildings. After one minute of exhaust 1 point of Air and call out "By meditation you gain 2 points of my Voice, Expose by Magic". temporary Attributes that may be used in place of spending points of Earth, Air, Going in for the Kill 2 Fire, or Water. If you are hot on the trail of your Hunted prey you may Expend 1 point of Fire, Nimble Evade 4 Call out “5 Damage to Hunted” and You may exhaust 3 points of Water to make a melee or ranged attack. The negate any one missile or packet attack. Attribute is only exhausted if the target You must call out "Avoid" when you use acknowledges the effect through role- this Skill. 139

When purchasing this Header you Resist Poison 2 receive the following Trait: Arcane. Living in the wilds has made you resilient. You may exhaust 1 point of Your passion for the arts allows you to Water to negate an attack with the manifest magic when you perform. All Poison Trait. You must call out "Resist" spells purchased under this Header are when you use this Skill. Arcane Spells. Spells purchased under this Header do not use normal incantations. Each spell must have a Stalker 2 unique musical incantation that is at least 4 times as long as a normal spell. Your When you have marked a target with songs require 16 syllables plus an your Hunter’s mark ability, you draw an additional 8 syllables for each Character insight into your prey. You may use Point of cost. The song replaces the your “Enmity” ability against the race of normal incantation of the spell. The your marked target in addition to your spell must be in period and must include chosen enemy. If you do not know the the Sphere and some form of the Spell race of your marked target, you may name. It must be submitted to plot and make a single attack of “By my Gesture, approved in the same manner as spell Inflict to Marked: Identify your Race”. incantations. This effect lasts you reset your attributes with Void. In addition to your spells, many of your Skills require a performance before you can use them. Although many Bards Scholar Specialist prefer music, any performance art will work in context. When a Skill requires a Headers performance, it requires you to present some kind of art to a live audience. The presentation must take at least 1 minute BARD 3 and the audience must respond with Prerequisite: May not purchase or applause or verbal appreciation. When have Friar Header the applause or appreciation comes you have fulfilled the condition of the When purchasing this Header you performance and may use your Skill as receive the following Trait: Arcane. appropriate.

Bards are the ultimate performers and Clarion: When you reset your Attributes have learned to harness the arcane with Void, you gain a single defense through their voices and performances. against silence. Call out “Avoid” the They are often charismatic and next time you are struck with a Silence exuberant, but can be as subtle and effect. cunning as any rogue or courtier. Many doors are opened for performers, a fact which Bards know very well. Act of Passion 1 Your performance charges you with 140

passion to give a little more of yourself offstage. Once per event you may Damaging Voice 3* empower this Skill with a performance, You may empower your voice as as described above. Once empowered described above to harm an enemy of you gain 3 points of Passion. These your choice. Choose an Enemy (Human, points may be spent on any Skill or spell Elf, Beast, Alved, Demon, Elemental, in place of Earth, Air, Fire, or Water Undead, Ereskial, or Construct.); you Attribute points. You may spend them may exhaust 1 point of Purpose and call one at a time or all at once as you see out “By my Voice, 5 Damage to fit. The extra points cannot be {Enemy}". The Attribute is exhausted Refreshed and fade at the end of the if one target acknowledges the Effect event. through role-play or negates it with a Defense. You may purchase this Skill Aria of Happiness 4 multiple times, each time for a different You plant your feet, exhaust two points enemy. of Fire and begin to sing. So long as you sing and do not move your feet you may Entertainer 2 touch a packet to a recipient and call out You are a born entertainer and are paid "Cure Gloom by Inspiration" as part of enough survive between events. If you the song you have prepared. You may use this Skill between events, you do not not interrupt the song to say the Verbal have to pay food maintenance and you must have at least 8 words costs. You cannot use this Skill if you between each use of the Verbal. The end an event with a condition that song is interrupted if you are struck by prevents the use of game skills. This any hostile melee, missile or packet Skill does not pay for any monetary strike. If two Bards both have this Skill tithing costs. they may work in tandem so long as both are in arm's reach and obey the restrictions of the Skill. One may sing a Guarded with Music 1 verse while the other harmonizes by When you touch cast either a Mind singing the "Cure Gloom by Inspiration" Shield or Elements Shield spell using a verbal. The second Bard may cure a musical incantation you gain an extra person each time they sing that verbal in casting. You may touch an additional harmony with their partner and need not person and call out the Verbal of the wait between uses of the Skill. In this spell an additional time so long as they case each Bard need only exhaust a are in arms reach. If you Refresh with single point of Fire. Void, move from your spot, or use any other game Skill you lose the extra casting. Break Trance 2

You have some method of snapping people out of Effects with the Trance Song of Refreshment 3 Trait. You may role-play for 3 seconds Your songs inspire others to give more and touch a recipient with a packet and of themselves. Twice per event a Bard call out “Cure Trance by Will”. may pace a room and perform for 1 141

minute to attune themselves with its within 1 minute, but if they choose to do harmony and empower their voice as so they lose any remaining time on the described above. If the performance is spirit effect. met with applause or verbal appreciation then the attunement to the Extraction Efficiency 2 room is complete and you may call out Your skill at manipulating arcane “In this Room, Refresh 1 (Attribute) by components has grown. You may use a Inspiration”. This skill may only be rare (red) component in place of 3 used to refresh Earth, Air, Fire or Water common (green) components or in place attributes. of 1 common and 1 uncommon (blue). The rare component is completely Universal Sphere 2 expended when used in this manner and This Skill allows you to purchase spells cannot be conserved with Conserve from the Universal Sphere. These spells Materials or any other skill or ability. are purchased and used like a Skill. Other components used in the recipe can be conserved as normal. Illusion Sphere 2 This Skill allows you to purchase spells Versatile Enchanter 2* from the Illusion Sphere. These spells You can make the most of your available are purchased and used like a Skill. components, ensuring that nothing you have goes to waste. For each purchase of this Skill, you may draw one from the ENCHANTER 3 component bag at check-in for an event. The Enchanter has become so expert in You may purchase this Skill up to twice. his chosen craft that it takes on a magic of its own. A Skilled Enchanter can Deadening Shield 3 create magic in existing objects, or You alter the air around yourself to prepare scrolls to use at any time. become hard and thick. Expend 1 Air and call out “Imbue by Magic” to grant Expertise: An Enchanter may have 1 yourself 2 points of Armor. This Armor additional grant effect. This increases does not stack with physical armor. You the total grant effects you may have to 4. may reset your armor by spending 1 minute of Focus drawing the Cocoon 3 Enchantment back into place. When in dire straits, an enchanter may turn their mastery of the form inward Memorize Scroll 2* and prevent harm. Spend 1 Earth and You are so familiar with the creation of a call out “Imbue trait Spirit to Self by certain scroll that drawing it forth and Magic.” The enchanter gains the Spirit reading it has become unnecessary for Defense and may not move while in the you. Choose one scroll you know when spirit state. This spirit state lasts for a you purchase this Skill. From then on, maximum of 1 minute. The caster may you may cast from the chosen scroll choose to end the Spirit state at any time without drawing the scroll and reading 142

it. You must still be carrying the Attributes, and requires speaking the appropriate scroll, and casting from it Incantation only when crafting the scroll. still expends the scroll. This skill may be When cast, the Incantation has already purchased up to twice. been spoken and is no longer necessary. Any scrolls created by this skill expire Concentrated Power 3 either when used or at the end of the You harness your total understanding of event. Spells cast in this manner are the magics of Enchantment to empower considered Arcane Magic. your work beyond normal bounds. Spend 1 Purpose. You may immediately In order to be eligible for creation as a create any one Scroll or Enchantment scroll, a spell must fit within the you know, even if you are not at the following guidelines: Enchantment Altar. Additionally, the -Must have a cost of 3 CP or less created Scroll or Enchantment may have -May not result in a Grant, Inflict, or an additional effect, listed below: Imbue effect -May be a different spell each time the Clarity: You may grant two defenses of scroll is crafted “Grant Extra Defense, Resist Mental”. These do not have to be used on the An Enchanter may only have one Spell same target. Scroll created at any time, but may create another one once their Spell Scroll Enhanced Force: The target may choose is used. one enemy and increase all their called Cost: 3 common, 2 uncommon damage effects of 3 or greater against that enemy by 1. This increase does not Enchant Aura 3 stack with other numeric increases. You have reached a level of skill with Enchantments that transcends the normal Great Force: The granted effect rules of the world. You may place your becomes “Grant Attack, Double 5 enchantments around your subject Damage by Force” without enchanting a physical person or object. When using a spell, ability, or Absorbent Shield: The granted effect enchantment that creates a Grant effect, becomes “Grant Defense: Resist” vice you may expend one Air in addition to “Shield” the normal cost to convert the “Grant” effect into a “Grant Extra” effect. Scrolls: The scroll you are casting from is not expended and may be used again. Enchantments * Enchantments are Effects imbued Spell Scroll 2 directly into items or people. The magic of Enchantment is powerful Enchantments may only be placed while but fleeting. You may craft a scroll by standing at the Enchantment Altar, but spending 1 minute of Focus role-playing may be used later depending on the its creation at the Enchanting Altar. Enchantment. Once an Effect granted Using this scroll does not cost the caster by an Enchantment is used, the magic 143

has faded and must be reapplied to be call out “Grant Extra Attack, 5 Damage used again. You may craft any single by Force” to enchant the target with this Enchantment any number of times, attack. limited only by your available Cost: 1 common, 2 Uncommon components. Other Diagrams may be found during play, and unless otherwise Enchantment: Absorbent listed on the Diagram these Enchantments may only be used once Shield 4 before the Diagram is rendered useless. This Enchantment is placed on a person. Any shield the target holds is infused an extra layer of defense. Spend 1 minute Enchantment: Clarity 2 of Focus role-playing the enchantment This Enchantment is placed on a person. then call out “Imbue by Magic” and The Enchanter weaves a protective wall touch the target. The target may call out of magic around the mind of the target. “Guard” to the next attack that strikes Spend 1 minute of Focus role-playing their shield that would have otherwise the enchantment, then call out “Grant affected them. The enchanted individual Extra Defense, Resist Mental” and touch may choose not to use this defense (if your target to grant them the Defense. struck with a beneficial spell, for Cost: 4 Common, 2 Uncommon example) but if they do, the enchantment is still expended. Enchantment: Enhanced Cost: 2 Common, 2 Uncommon Force 2 This Enchantment is placed on a person. The edge of any weapon they wield Scrolls * shines with arcane energy, allowing it to Scrolls are Enchantments placed on a produce a more deadly strike. Spend 1 paper scroll to be used at a later time. minute of Focus role-playing the An Enchanter may carry any number of enchantment, then touch the target and scrolls at a time, but to use one the scroll call out “Imbue by Magic” and explain must be drawn out and read, taking no the effect of the enchantment. The target less than 3 seconds. Sufficient light is may increase any two of their called also required to read from the scroll. Damage effects by 1. This effect does Once a scroll has been read once, it not require any additional calls when the becomes useless and must be re- attack is made. enchanted at the Enchantment Altar. Cost:2 Common, 1 Uncommon, 1 Rare You may craft a given scroll any number of times, limited only by your available Enchantment: Great Force 3 components. Other Diagrams may be This Enchantment is placed on a person. found during play, and unless otherwise Any weapon the target wields is infused listed on the Diagram these with arcane energy, allowing it to Enchantments may only be used once produce a single heavy blow. Spend 1 before the Diagram is rendered useless. minute of Focus role-playing the enchantment, then touch the target and Scroll of Great Mending 3 144

Reading this scroll allows the Enchanter Cost: 2 Common, 2 Uncommon, 1 Rare to bind broken weapons and shields together instantly. Spend 3 seconds HIDDEN HEADERS reading the scroll aloud, call out “Repair Weapon by Magic” and touch a packet In Numina, not every ability or skillset is to the item you wish to Repair. The listed here. There are Hidden skills and weapon or shield is immediately usable headers that can be pursued by again. characters who wish to investigate Cost; 3 Common, 1 Uncommon, 1 Rare these advanced skillsets. There is no one way to find or acquire a hidden Scroll of Mending 3 header, and those listed here are by Reading this scroll allows the Enchanter no means the only ones available. to bind broken armor together instantly. Spend 3 seconds reading the scroll There is a limit to how much aloud, call out “Repair All Armor by specialized training a character can Magic” and touch a packet to the armor receive, and that is represented by a you wish to repair. The Armor is maximum number of hidden headers restored to its full value. that a character can train in. Unless Cost: 4 Common, 1 Uncommon, 1 Rare specifically noted by the header, a character can only have 3 Level 1 Scroll of Open Passage 1 Hidden Headers. Level 1 Hidden This scroll negates a single defense on a headers have 5 powers that must be portal. Touch a packet to the doorframe purchased in order. A character may and call out “Imbue by Magic” to also have 1 Level 2 hidden header, prevent the ill effects of the portal which is usually a further defense from striking you. As long as specialization above a Level 1 hidden the Enchanter remains in contact with header. This Level 2 Hidden Header the doorframe, the portal defense will will also usually have 5 powers, which remain non-functional. This Skill does must be purchased in order. Some not prevent any effects on the room Hidden Headers may differ slightly itself, only the door into the room. from this pattern, and the Header will Cost: 4 Common, 1 Uncommon have instructions if that is the case. There are no restrictions on learning Scroll of Sundering 5 Hidden Skills, and a character may Focusing the same magic that allows an learn any number of these. Enchanter to repair items also allows the enchanter to destroy items. Spend 3 No character may teach another seconds reading this scroll aloud, then character a Hidden Header. A throw a packet and call out “Destroy character wishing to learn these Armor by Magic”, “Destroy Weapon by techniques and skills must speak with Magic”, or “Destroy Shield by Magic”. an NPC to gain instruction. Regardless of whether the packet hits or takes effect, the scroll is expended. Hidden Header Examples 145

A Fanatic is what happens when a Assassin – Zealot steps up their game. A holy An Assassin is a master of eliminating warrior without question, Fanatics a target quickly. Their Skills focus on press their righteous attack even hitting hard and escaping retaliation. beyond the limits of reason. Level 2 – Contract Killer, Cutthroat, Viper Flagellant‐ An uncompromising fanatic, a Archmage ‐ flagellant harms themselves so that Archmages are the premier arcanists. they may draw power from their They manipulate pure magic into new suffering and visit it upon others. forms beyond the reach of normal mages. Huskarl‐ A Huskarl is the staunch warrior for Bloodmage‐ their lord. More than a soldier, a A Bloodmage uses the power inherent Huskarl devotes themselves to the to their own body and blood to create defense of a person, nation, or cause magical effects. Though often thought and stands as its strongest defense. distasteful in polite society, the capability of a blood mage to Gladiator‐ manipulate the body is unquestioned. A gladiator is trained to fight for money. Specialists in the display of a Curate – fight as well as the actual fighting, they A curate is charged by their church to are trained in many exotic weapons bring comfort and healing to the and styles. world. In addition to the training of Level 2 – Pit Fighter, Boxer the church, they are given divine gifts from the gods to further their work. Longbowman‐ An archer devoted entirely to the Duelist – perfect shot, a longbowman has An expert in fighting formal duels, a learned to use a massive bow that can duelist is no less feared in a less fire the strongest shots. organized combat, practiced at taking every advantage against an opponent Oracle‐ Empowered with predictive sight, an Exarch – Oracle often knows unknowable An Exarch is the vengeful arm of the things. church. Wherever holy conflict is present, Exarchs rain down Runic Adept‐ destruction in the name of their gods. A warrior trained in the carving of They inherit some small divine gifts in runes, Runic Adepts enhance their addition to their magical skills. own arms and armor by drawing power from crafting components. Fanatic‐ Level 2 – Swideger Knight 146

A warrior who has focused arcane Shadewalker‐ power directly into their blade, Someone who has pierced the barrier sacrificing the variety of all magic for between Rues and the Shade, a focused power in melee strikes. shadewalker is powerful against the many danger found there. Level 2 – Astrologer, Ebon Knight

Spellsword‐

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upon my door, so let me pause here to The Magic of Rues make a distinction between divine A Charity Billet donated by Professor power, the abilities granted by the Ilka Zabuya Genesori to their faithful, and arcane magic. While there are many theorists Though I long ago became a senior who have taken note of the similarities professor at Isou University, I have between divine power and arcane magic made it a point to continue with the most and have suggested that they are dreaded of all pedagogical duties, somehow related, those theories have teaching the introductory class. Each met with resistance from the High semester I shepherd a roster of Chapel of Inlyrico, and thus will not be intelligent imbeciles into the mentioned here. understanding that they do not, in point of fact, know everything already. To be Arcane magic, then, has been a more precise, I teach a class known as companion of the Purposed Races Arcane Studies: Introduction to Magic, throughout our recorded history. While it whose focus is on the nature and history is not fully understood, the arcanists of of magic rather than the application. past ages discovered enough to Many of the educated citizens of Rues categorize their various capabilities into demonstrate an appalling lack of spheres and establish some common understanding about the arcane power of uses. One of the truly remarkable traits the world, and I shudder to consider of arcane magic is its versatility. It what superstitions remain in the minds responds to gestures and words, to force of the uneducated. Together with a of will, can be captured in objects and printer who wishes to remain crafted into carvings. It comes as no anonymous, I have provided this very surprise to me that after it disappeared basic overview of the history of magic from the world in the year 950, it on Rues. achieved the same legendary and wistful status as children's tales about the Turtle The word magic is derived from the Princess and Brave Young Fortkin. ancient root of magh, which translates roughly as "to be able." The magic of One of the first questions that my Rues is not so different than the fish oil students ask is about the disappearance of Rues, or the trees of Rues; it is a of arcane magic, which of course natural resource that, by the power of the accompanied the day known as the Great Purposed Races, can be made into a Tragedy in Inlyrico, the Day of Two marvel. Many of the so-called sorcerers Suns in Anbara, the Reap in Volbrecht, and wizards are offended by my the shirak a'vehr (Lightning from the comparison of magic to something so Sand) by the Mehrdad’i, and most common as lumber or carp, but they are properly, the Entropic Pulse. Arcane a tiresome lot, clinging to a fear-based magic includes many of the greatest elitist system that led only to ignorance forces acting upon the world today, and and destruction. I have no wish for the as an act of defiance against the empire, Shepherds or Shapers to come knocking the now-defunct kingdoms of Aerithea

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and Drakkenspar combined their tradition as we try to mesh the reality considerable arcane knowledge to with the legends we all heard as conduct a poorly researched and ill- children. The Arcane Studies wing of advised ritual. The result cost countless Isou University has been joyfully rebuilt lives (the last attempted estimate was after its destruction in 946, and new abandoned at eight thousand), discoveries and knowledge pour in each obliterated the once beautiful kingdom day. of Drakkenspar and burned arcane magic out of Rues for the following century. As a parting, I feel it is important to Only within my lifetime has it truly stress that arcane magic is not a remote begun to reappear and spread across the and alien thing. It is in your backyard. empire again. Your children may be born with it, as children have been around the empire. If the ritual caused the disappearance, Just as you have learned to be a then what caused the ritual? Academic carpenter or a cooper, your neighbor integrity demands that we look at may learn to be an Elementalist or a historical context, rather than blame the Despoiler. As the Purposed Races, we convenient targets of Aerithea and have proven ourselves time and again as Drakkenspar. Previous to the Entropic masters of our world, bringing the forces Pulse, a mistrust of arcanists had been to bear in our favor. Let it be no different building for decades, based upon the with arcane magic. concentration of powerful mages in the two kingdoms that refused to join the empire. The bitter feelings toward these two kingdoms became generalized toward arcanists as a whole, and Invicto Mercurio made the decision to control the empire's mages by collecting them in remote camps. As one might expect, this plan served to control a large and bitter population of arcanists while ensuring that the rest would indeed turn against the empire. Happily, Invicto's successor Lucitora rescinded these acts, and may they never rear their ugly heads again.

One hundred and ten years after the Entropic Pulse, hints of the return of arcane magic were noted, and summarily dismissed as wishful thinking. However, when the arcane fonts appeared in Shiara and Erekon in 1149, all skepticism was erased. In the past sixty years, we have seen a rebirth of the ancient arcane

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Magic Gaining Magic

Magic is the force integral to the Certain Headers allow you to purchase formation and continuation of the world. specific Spheres of magic. When you It is energy in flux and recognized in two purchase a Sphere of magic, you can forms, Divine Gift and Arcane Power. purchase any of the spells available The gods have gifted Divine magic to under that Sphere. All spells purchased the Purposed Races, and this power is within a Sphere are also considered to be more stable than arcane energy, but is purchased within the Header under not as susceptible to the will of the which the Sphere was purchased. Each Purposed Races. spell is purchased using Character Points and can be used in the same manner as a The inherent instability of arcane magic normal Skill. is seen today in magic surges, null zones, and odd monsters that owe their current existence to the ever-changing magic. There is a resurgent study of Using Magic arcane magic by individuals throughout Magical spells all allow you to summon the world. It is dangerous and difficult a tremendous amount of power, but they but those who study it find it to be have limitations. Spells require a good rewarding, as they are not reliant on their deal of concentration to invoke. Both gods for the power they wield. hands must be empty and both arms must be free to move to cast spells. What is known about arcane power is While certain Skills might allow you to limited in scope and will be highlighted hold a weapon in your off hand while below… casting, the hand and arm delivering the spell must be free. Arcane power is unstable and malleable. You cannot invoke spells while you are Use of too much arcane power in one being struck by an attack that damages area can cause unpredictable results, you. You cannot deliver spells with an especially if said overabundance of arm that cannot use game skills. You magic comes all at one time. Some must be able to speak to cast a spell examples are null magic zones, wild unless you may cast that spell without an magic areas, damage to the caster, etc. incantation. Furthermore, spells that are delivered by packet have all of the There are no magic schools, guilds, or restrictions of that attack form. any such organized structure. The university of Isou is just in the beginning Casting a spell requires you to recite a stages of reinventing its Arcane Studies short phrase, called an Incantation, wing. As a result, most arcane casters before calling out the Verbal. Only after are self-taught. both are completed can you throw the packet. The Incantation is an in game phrase, and if an Effect prevents you 150

from speaking you normally cannot cast Your ties to the ethereal allow you to a spell. If you are damaged or rendered extend the time a spirit remains tethered unable to cast the spell during the to its body. Exhaust 1 point of Fire, Incantation or the Verbal, the spell is touch a dead target, and call out “Imbue ruined. You do not exhaust Attributes to Dead by Anima”. Upon using this (or the equivalent) if a spell is spell the death count of your target is interrupted. extended by 3 minutes. This spell may only be used once per target and cannot Although magic users create their own be used again on that target until the Incantations when they learn a spell, dead trait is cured. You must explain to they cannot simply make up Incantations the recipient that this spell extends their as they see fit. An Incantation must be count by three minutes and that they personalized, and it must be approved as may not benefit from additional castings part of the learning process. The of this spell until they no longer have the Incantation should contain the Sphere of “Dead” trait. the spell and also some form of the name. The name does not have to be incanted exactly, but the Incantation Speak with the Dead 1 should indicate at least part of the name. You are granted the ability to converse Divine characters must include the name with a Spirit of the Dead. You exhaust a of their patron in the Incantation instead point of Air, call out "Speak to Dead" of the Sphere of the spell. An Incantation and throw a packet at a spirit. If it hits must have a number of syllables equal to the target, the target may speak with you twice the cost of the spell plus 4. If a if it wishes to. This spell does not force spell costs 2 character points, for the spirit to speak, nor will it prevent the example, the incantation length will be spirit from continuing on its journey. at least 8 syllables. The Attribute cost is exhausted only if the subject acknowledges the use of the It has been observed that powerful spell through role-playing or negates it casters can use spells without with a Defense. Incantations. This arch-magic comes when a caster is so skilled that they may set reality aside and bind magic with Astral Messenger 1 sheer force of will. Without the time You may contact Shadows and entreat required to speak the Incantation, this them to bring a vision through the Shade magic is quick and therefore deadly. If to a recipient that you specify. If you use you wish this level of mastery, you must this skill between events you may find the knowledge and skill during the prepare a description of the vision, course of the game. which should not be written as a letter, but instead describe the vision as one might experience it. The description is Spells of Anima 2 sent, along with the name of the sender and recipient, to the information skills address. You may send only one vision Tethered Spirit 3 between events. 151

Anima” to be empowered with 8 packet You may encounter a character in game delivered attacks. When you use one of that has enough power or connection these attacks call out “2 Damage by within the Shade to allow you to cast this cold” and throw a packet at the enemy. spell during an event. If you can obtain You may only have one Evocation spell their help, you may prepare a physical active at a time. This spell ends when all representation of your vision. Just as three attacks are used, when you cast between events, this should be written as another Evocation spell, when you use a description of the vision, with the Void to Refresh Attributes, and at the recipient’s name and description and the end of the event. You need only speak sender at the top of the parchment, and a the Incantation of the spell when it’s first description of the vision. The quality of cast, but you must abide by all casting the parchment and the writing must be restrictions when you cast this spell and reasonable. each time you use one of these attacks. You cannot have weapons in your hand Once you have prepared the physical unless you have a Skill that allows you manifestation of the vision, Exhaust an to cast while holding a weapon and you Earth and cast this spell in the presence can be interrupted by incoming attacks. of an empowered character who has agreed to aid you. You complete the Shape Shift 3 spell once you hand the vision over to You are in tune with the ways of the the character. While this is generally a natural world and it has blessed you to quick way to send messages, it is also infuse yourself temporarily with a more possible that other beings or residents of feral spirit. You may take on the form of the Shade my try to block your Astral an animal of your choice. Exhaust 2 Messenger. points of Water and call out “Imbue by Anima”. You may choose whether to Using the spell during the event does not become a Brute, a Stalker, or Nimble prevent you from also using it once animal, and will gain increases to your between events. abilities accordingly.

Ethereal Push 2 Brutes gain 4 vitality, 2 Resists against The forces of the ethereal world assist in melee attacks, and one Purge Physical. pressing you away. Exhaust 1 point of Air and point at your target(s) and call Stalkers gain 2 vitality, 1 armor, 2 3 out “By my Gesture, Repel by Force”. damage melee attacks, and 1 Avoid You may point at up to 2 people, and defense against ranged attacks. both are affected as per Repel. The Nimble gain 2 armor, 2 avoid Destructive Spirit 4 defenses against ranged attacks, and 2 5 This is an Evocation spell. damage melee attacks that may only be You evoke a cascade of Spiritual magic used from behind your target. that you expend to attack foes. Exhaust 2 points of Fire and call out “Imbue by All forms gain the ability to fight with 152

46” claws, and you may not use other you out of spirit form and end this effect. melee weapons while shapeshifted. You cannot pass through any sort of gate Armor points gained in this Skill will while linked to your anchor, doing so stack with any Armor you already have, breaks the link and before using the spell be it from a prop, a Skill, or a Spell. again you must collect your anchor and While in this form you may speak recast the spell to establish a new link. normally but you may not cast Spells or Otherwise the link remains active until Prayers. You will manifest a seeming of the end of the event, until you move the your chosen animal, represented by a anchor, or until you Refresh Attributes white animal mask or white animal with Void makeup. The transformation takes as long as it takes you to appropriately Spirit Guard 3 costume yourself with mask or makeup. You may use the ethereal world and This spell will last until you Refresh meld it upon your form and give Attributes with Void. While physical protections. Exhaust 1 point of transformed, you have the “Beast” Trait. Water and call out “Grant 3 Protection to The trait gained from this spell does not Self.” You may only have one Spirit fulfill Animal Companion requirements. Guard spell active at a time, and may only cast upon yourself. Spiritual Anchor 1 By infusing some of your spiritual energy into a focus, you can create a waypoint for your spirit to return to. The Spells of Elemental 2 spell requires a small gold or yellow figurine or similar focus to represent Torrent of Flame 4 your anchor. The anchor should be at This is an Evocation spell. least 6" tall, but no more than 12". Mark You evoke the energies of elemental the anchor with a red circle to show that flame to attack your foes. Exhaust 2 others cannot touch it. Exhaust 1 point of points of Fire and call out “Imbue by Earth, place your anchor on the ground Elemental” to be empowered to deliver 8 and call out "Imbue by Anima". packet delivered attacks. For each attack, Thereafter, as long as the anchor is call out“2 Damage by Fire” and throw within your line of sight you may spend the packet at the enemy. You may only 1 point of Earth to take Spirit form and have one Evocation spell active at a return to your anchor. Once in spirit time. This spells ends when all 8 form you must travel as directly and packets are used, when you cast another quickly to your anchor as possible. If Evocation spell, when you use Void to there are too many combatants in your Refresh Attributes, and at the end of the way you may pause until a safe opening event. You need to speak the appears for you to continue. While Incantation of the spell only when you traveling you cannot attempt to interfere first cast, but you must abide by all with any actions by blocking or catching casting restrictions when you cast this attacks. Any Effect with the "to Spirit" spell and each time you use one of these Trait that is not beneficial will knock attacks. You cannot have weapons in 153

your hands unless you have a Skill that allows you to cast while holding a Stone Prison 3 weapon and these attacks can be You imprison an opponent in magical interrupted by incoming attacks. bonds. You exhaust 2 points of Earth, call out "Paralyze by Earth" and throw a Lightning Strike 1 packet at an opponent. If it hits the You harness elemental power to hurl a target, the target suffers the effect of mighty bolt of lightning upon a foe. Paralyze. Exhaust a point of Air and call out “5 Damage by Lightning” and throw a Natural Speech 1 packet at a target. If it hits, the target You are granted the ability to converse suffers 5 points of Lightning Damage. with one animal or plant. You exhaust a point of Air, call out "Speak to Beast" or Fiery Torment 1 “Speak to Plant” and throw a packet at You harness elemental power to hurl a an animal or plant. If it hits the target, mighty ball of fire upon a foe causing and the target has the Beast or Plant them to writhe in burning pain. Exhaust Trait, the target may speak with you if it 1 points of Fire and call out “Agony by wishes to. This spell does not force the Fire” and throw a packet at a target. If it being to speak, nor will it prevent it from hits, the target suffers the Agony effect. taking an action. The Attribute cost is exhausted only if the subject Moonbeam 1 acknowledges the use of the spell You are quite skilled at dealing with through role-playing or negates it with a creatures built from the primal elements. Defense. Exhaust 1 point of Air and call out “10 Damage to Elemental” and throw a packet at the opponent. Spells of Entropy 2

Earth’s Ally 1 Restore the Balance 1 You call upon the very earth to entrap a You are quite skilled at dealing with foe, rooting them to the ground. You creatures of undead. You harness the exhaust 1 point of Earth, call out "Root power of Entropic magic against foes by Earth" and throw a packet at a target. seeking to do harm. Exhaust 1 point of If it hits, the target suffers the Root Earth and call out “5 Damage to effect. Undead” and throw a packet at the opponent. If it hits, the target suffers 5 Nature’s Escape 1 points of Damage. You call upon the rivers and mighty oceans to entrap a foe, slowing their Ravages of Time 4 movement. You exhaust 1 point of This is an Evocation spell. Water, call out "Slow by Water" and You are empowered by the magics of throw a packet at a target. If it hits, the Destruction and Decay. Exhaust 2 target suffers the Slow effect. points of Fire and call out “Imbue by 154

Entropy” to be empowered with 8 packet Damage by Aging”. If a target is delivered attacks. When you want to use affected by the spell the caster may store one of these attacks, call out “2 Damage the life force for themselves or return it by Aging” and throw a packet at the to them by touching them and calling enemy. You may only have one “Heal by Aging”. Evocation spell active at a time. This spell ends when all three attacks are used, when you cast another Evocation Writhing Pain 1 spell, when you use Void to Refresh You blast forth a wave of Entropic force Attributes, and at the end of the event. causing them pain. You exhaust 1 point You need speak the Incantation of the of Water, call out “Agony by Aging” spell only when it is first cast, but you and throw a packet at an opponent. If it must abide by all casting restrictions hits the target, the target suffers the when you cast this spell and each time effect of an Agony. you use one of these attacks. You cannot have weapons in your hand unless you have a Skill that allows you to cast while Withered Limb 1 holding a weapon and you can be The energies of Decay are able to interrupted by incoming attacks. destroy the limbs of your opponents. Exhaust 1 point of Earth and call out “Maim by Aging”. Throw a Destroy 3 packet at your target, if it hits the target You send a cascading force of energy and it is not negated by a Defense the causing wood to become weak and target will suffer a Maim effect. shatter and send metal into rust. Exhaust 2 points of Water and call out “Destroy by Aging” and throw a Death’s Sweet Release 3 packet. If the packet hits an opponent Entropy empowers you to snuff out the the item suffers the effect of a Destroy. energies that animated the dead. This spell may also cause non-beneficial Exhaust 2 points of Fire, call out “Death to Constructs. to Undead”, and throw a packet. If the target is hit by the packet and can be affected the target will suffer the Death Weaken 1 effect. Your use of Entropic energies physically weakens your opponents in battle. Exhaust 1 point of Air, throw a packet Spells of Essence 2 and call out “Weakness by Aging”. If it hits, the target suffers the effect of Heal Wounds 1 Weakness. You summon energies that restore health

and vigor to their targets. You speak the Life Drain 3 Incantation, call out "Imbue by Magic" You empower yourself to remove life and exhaust a point of Earth. You may essence from a target. Exhaust 1 point deliver two healing effects by packet. of Earth, throw a packet and call out “2 You must call out "Heal 2 by Magic" for 155

each, but you need speak the Incantation unnaturally put to rest. You exhaust 1 of the spell only when it is first cast. point of Air and call out “Cure Root by This spell ends when those two Effects Magic”. are used, when you use Void to Refresh Attributes, and at the end of the event. Cure Form 4 You may only have one Heal Wounds You can free your charges from physical spell active at any time, and you cannot bindings, ailments, and afflictions that cast this spell on others. You may, of might hamper or prevent their movement course, use the healing effect on others. or action. Exhaust 1 point of Water, Invoking each healing effect is throw a packet at the recipient, and call considered to be casting. You cannot out "Cure Physical by Magic" to free the have weapons in your hand unless you target from all Effects using a Physical have a Skill that allows you to cast while Trait, including those delivered with the holding a weapon and you can be trait Weapon. interrupted by an attack.

Cure Body 4 Spells of Illusion 2 Your magic purifies the blood and flesh of the recipient, cleansing their form. Your Fears to the Front 1 You exhaust a point of Water, call out You can conjure the illusions of your "Cure Metabolic by Magic" and throw a targets worst fears in order to push them packet at a target. If it hits the target, the from you. Exhaust 1 point of Air, call target takes the Cure effect and all out “Repel by Fear” and throw a packet Metabolic effects are removed from at the target. If it hits, the target suffers them unless, of course, they are affected the Repel effect. by Stricken. Scared Stiff 3 Invigorate 3 You may further conjure nightmares to Your magic refreshes the energies of the scare your target stiff. Exhaust 2 points recipient. You exhaust 2 points of Air of Earth and call out “Paralyze by Fear”. and call out “Cure Drain by Magic”. Throw a packet at your opponent. If it hits the target they will suffer the Be on Your Way 1 Paralyze effect. You Cure one Maimed limb. You exhaust a point of Fire, call out "Cure Displacement 4 Maim [Limb] by Magic" and throw a You may protect yourself from harm by packet at a target. If it hits the target, the displacing your image in dreams and target takes the Cure Maim [Limb] using this visage to ward off all danger. effect. This spell will work on one You exhaust 3 points of Air, press your Maimed limb. palms together and become motionless. So long as you don’t move you gain the Assured Passage 1 Spirit Defense. Only game effects that Your magic can awaken those specifically include “to Spirit” in the 156

Verbal will work on you. Any attack on others. Speak the Incantation, call out that is not beneficial with “to Spirit” in "Imbue by Illusion" and exhaust 2 points the Verbal that strikes you will of Earth. You gain the Illusion Trait. immediately end this ability. While so imbued the next attack that is "By Force", "By Poison", "By Fire", or Disbelieve Illusion 1 "By Earth" that strikes you is reduced to A caster is keen of mind and well trained one point of uncalled Damage. You must in the art of seeing what is true and what call out "Reduce" when using this is false. Exhaust 1 point of Air and call protection. Resting for 1 minute will out “By my voice, Expose Illusion by refresh this protection. Any attacks made Magic” against you that are "To Illusion" or "By Shadow" will deal an additional point of damage while this spell is active. If the Phantom Wounds 4 attack does not have a damage effect to This is an Evocation spell. it then it will deal 1 point of damage in You evoke a cascade of Illusion magic addition to the delivered effect. This that you expend to attack foes. Exhaust state will last until the end of the event 2 points of Fire and call out “Imbue by or until you Refresh Attributes with Illusion” to be empowered with 8 packet Void. delivered attacks. When you use one of these attacks call out “2 Damage by Confusion” and throw a packet at the Shattered Illusions 1 enemy. You may only have one You possess the power to harm illusions Evocation spell active at a time. This and those masked by them. Exhaust 1 spell ends when all three attacks are point of Fire and call out “10 Damage to used, when you cast another Evocation Illusion” and throw a packet at a target. spell, when you use Void to Refresh If it hits, the target suffers 10 points of Attributes, and at the end of the event. Damage. You need only speak the incantation of the spell when it’s first cast, but you Refreshed Mind 3 must abide by all casting restrictions You may influence the mind of others when you cast this spell and each time and have the ability to cure what ails you use one of these attacks. You them. Expend 1 point of Water and cannot have weapons in your hand touch a willing or unconscious recipient unless you have a Skill that allows you with a packet and call out “Cure Mental to cast while holding a weapon and you by Magic”. can be interrupted by incoming attacks. Protected Mind 3 Illusory Shield 2 You may empower your mind to be By wreathing yourself in the shifting protected from influence. Speak the magics of the Shade you become more incantation Exhaust 2 points of Fire and resistant to physical harm. You may suppress 1 melee, missile, or packet only have one of these spells active at attack that is “by Will”. You must call any time, and you cannot cast this spell out “Resist by Illusion” to suppress this

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Effect. In reality you haven't actually Imprisonment 3 resisted the attack; instead you are using You imprison an opponent in magical the power of Illusion to suppress the bonds. You exhaust 2 points of Earth, detrimental Effect by hiding it away. call out “Paralyze by Force” and throw a This is very stressful and while the packet at an opponent. If it hits, the Effect is suppressed you gain the Illusion target suffers the effect of Paralyze. Trait and suffer an extra point of Damage from any attack with a called Damage effect. You may end the Refreshed Mind 3 suppression at any time. The You free the recipient of all Effects suppression also ends if you become based on Mental Traits. Exhaust 1 point unconscious, or if you Rest to Refresh of Water, call out "Cure Mental by Attributes or to end another Effect. Magic" and throw a packet at a target. If When the suppression ends the Effect it hits the target, all Effects with a returns, though you lose the Illusion Mental Trait on the target are Cured. Trait and stop taking the extra Damage. This spell may only be cast on yourself. Hold your Tongue 2 You may take control of the mind and prevent a foe from speaking, yelling, or Spells of Providence 2 making any type of verbal noise. You exhaust a point of Air, call out "Silence Mind Wipe 1 by Will" and throw a packet at an You blast forth a wave of mental energy opponent. If it hits the target, the target causing your opponents pain. You suffers the effect of Silence. exhaust 1 point of Water, call out “Agony by Will” and throw a packet at You Will Not Attack 1 an opponent. If it hits, the target suffers By overriding the functions of the brain, the effect of an Agony. you prevent the opponent from using one hand. You exhaust a point of Water, call Mental Fatigue 1 out "Disarm [Hand] by Force" and throw You conjure up forceful energy and set it a packet at an opponent. If it hits, the forth upon a target. You exhaust 1 point target suffers the effect of a Disarm of Earth, call out “Root by Will” and throw a packet at an opponent. If it hits, Begone 1 the target suffers the effect of a Root. You conjure up forceful energy to push an opponent away from you. You Flayed Mind 3 exhaust 1 point of Air, call out “Repel Your magic pulls energy out of an by Will” and throw a packet at an opponent. You exhaust 2 points of Fire, opponent. If it hits, the target suffers the call out “Drain by Will” and throw a effect of Repel. packet at an opponent. If it hits, the target suffers the effect of Drain. Will of the Iron Fist 4 This is an Evocation spell.

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You evoke a cascade of Providence first attack with an appropriate Trait that magic that you expend in a mental strikes the target.) assault against your foes. Exhaust 2 point of Fires and call out “Imbue by Providence” to be empowered with 8 Armored Protection 3 packet delivered attacks. When you want You weave mystical energy to protect to use one of these attacks, call out “2 your form with unseen armor. You may Damage by Will” and throw a packet at only have one Armored Protection spell the enemy. You may only have one active at any time, and you cannot cast Evocation spell active at a time. This this spell on others. Speak the spell ends when all three attacks are Incantation, call out "Imbue by Magic" used, when you cast another Evocation and exhaust a point of Air. You gain two Spell, when you use Void to Refresh points of Armor. Resting for 1 minute Attributes, and at the end of the event. can also Refresh these Armor points and You need speak the incantation of the any additional armor points gained spell only when it is first cast, but you through grants or other increases.. must abide by all casting restrictions Choose how you role-play your Resting when you cast this spell and each time time. You cannot use this spell if you are you use one of these attacks. You cannot already protected by Armor points, and have weapons in your hand unless you these points are lost if you put on or have a Skill that allows you to cast while activate any other armor or ability that holding a weapon and you can be gives you Armor points. These Armor interrupted by incoming attacks. points last until the end of the event or until you Refresh Attributes with Void.

Spells of Universal 2 Light 1 You may summon forth a green light so Elements Shield 2 long as you have a cyalume stick as the prop for that light. The light does not You protect the recipient from elemental exhaust any Attribute. It lasts as long as energies. Exhaust a point of Air, call out the cyalume stick lasts. The light may be “Grant Defense, Shield Elemental” and set aside or passed to another character, throw a packet at a target. If it hits the but it cannot be thrown. The light is a target they are granted a Shield Defense green cyalume stick, and it cannot be against attacks with any Elemental Trait. broken open or disguised to appear as another type of prop or effect. It is said Mind Shield 2 that some casters are able to study ways You protect the recipient from Mental to create brighter or different colored energies. Exhaust a point of Air, call out light. “Grant Defense, Shield Mental” and throw a packet at a target. If it hits the Stability 1 target they are granted a Shield Defense This spell gives you the ability to cause against attacks with any Mental Trait. bleeding characters to become stable (Shield Defenses are used against the 159

simply by touching them. You speak the Incantation, call out "Imbue by Magic" and exhaust a point of Water. You may stabilize any number of people by touching them with a packet and calling out "Stabilize." You may only have one Stability spell active at any time, and you cannot cast this spell on others. This spell needs no effect card because it cannot be cast on others. This spell ends when you use Void to Refresh Attributes, and at the end of the event.

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Prayers Prayers do not have personalized incantations in the same way as spells. Priest casting is done via Prayers. Each Prayer has a set incantation for its Prayers are separated into the general activation. The incantations for Litanies, and patron specific groups. Prayers however, are personalized by the Priest come in two methods – Short prayers evoking the Litany and the incantation (Orisons) and Long prayers (Litanies). must take a minimum of 30 seconds A An Orison is designed to be used Litany must include the entire Orison quickly, and Litanies are designed to incant if the Prayer has an Orison form. take longer. All patron Deities have traits associated Prayers require a good deal of with their magic. The Genesori have concentration to invoke. Both hands two attacking traits and one defending must be empty and both arms must be trait each. When invoking a prayer, the free to move to use Prayers. While player will append the trait associated certain Skills might allow you to hold a with their god to the effect generated. weapon in your off hand while casting, Either one of the two attacking traits the hand and arm delivering the effect may be chosen when casting an must be free. offensive prayer, and either the attacking or defending traits may be used for You cannot use Prayers while you are beneficial effects. being struck by an attack that damages you. You cannot deliver Prayer effects Garioch with an arm that cannot use game skills. O – Madness, Earth D - Shaping You must be able to speak to use a Istarum Prayer unless you may cast that Prayer O- Force, Awe D-Serenity without an incantation. Furthermore, Jormic effects that are delivered by packet have O- Silver, Fear D- Omniscience all of the restrictions of that attack form. Koreel O- Lightning, Thorns D-Quintessence Using a Prayer requires you to recite a Severrin short phrase, called an Incantation, O – Aging, Gloom D- Mercy before calling out the Verbal. Only after both are completed can you throw the A Faithful of the Genesori who chooses packet. The Incantation is an in game not to select a Patron may still select phrase, and if an Effect prevents you Common Prayers. In this case, both the from speaking you normally cannot use Offensive and Defensive traits used are a Prayer. If you are damaged or rendered “Will” unable to cast the Prayer during the Incantation or the Verbal, the prayer is Any effect that allows additional uses of interrupted. You do not exhaust Grant effects does not take effect when Attributes (or the equivalent) if a Prayer casting a Chained effect from a is interrupted. Litany. These abilities work normally,

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however, on prayers that are not chained effects. For example, using the Litany Litany 1 Prayer for the Infirm will only ever grant a single “Shield Mental” to the cured The Litany form of this Prayer gives you target, but using the Litany Prayer for the ability to gift your healing ability to the Wounded can allow you to use an others. You may use the ability “Grant additional Grant effect. Touch Attack, Heal 2 by Magic” three times. You may not use this grant effect Common Prayers on yourself, and you must use all three grant effects before using any other

game skills. This Prayer ends when Blessing of Succor 1 those three effects are used, when you May make me a channel use Void to Refresh Attributes, and at for their succor. the end of the event. The Genesori give you a small respite for those who are in danger of dying. Prayer for the Suffering 4 You speak the Incantation, call out May ease and abolish your "Imbue by Magic" and exhaust a point suffering. of Water. You may stabilize any You beseech the Genesori to cleanse the number of people by touching them with body of poisons, diseases, and foreign a packet and calling out "Stabilize." This ailments. Exhaust a point of Water and Prayer ends when you use Void to call out "Cure Metabolic by " and Refresh Attributes, and at the end of the throw a packet at a target. If it hits the event. target, the target takes the Cure effect

and all Metabolic effects are removed Prayer for the Wounded 1 from them. May Close your Wounds You appeal to the Genesori to mend the Litany 1 wounds you and your allies have suffered. You speak the Incantation, call The Litany form of this Prayer cleanses out "Imbue by Magic" and exhaust a your target so thoroughly that they are point of Earth. You may deliver two strengthened against similar healing effects by packet. You must call attacks. The effect becomes “Cure out "Heal 2 by Magic" for each, but you Metabolic and Grant Shield Metabolic need speak the Incantation of the spell by . only when it is first cast. This prayer ends when those two Effects are used,

when you use Void to Refresh Prayer for the Infirm 4 Attributes, and at the end of the please illuminate my infirm event. You may only have one Prayer ally You ask for the Genesori’s aid in for the Wounded active at any time, and soothing damaged minds. Exhaust a you cannot imbue others with this point of Water and call out "Cure Mental Prayer. Using the heal effects from this by " and throw a packet at a Prayer follows normal spellcasting rules. target. If it hits the target, the target 162

takes the Cure effect and all Mental ” and throw a packet at the effects are removed from them. enemy. You may only have one Evocation spell active at a time. This Litany 1 spell ends when all three attacks are used, when you cast another Evocation The Litany form of this Prayer cleanses spell, when you use Void to Refresh your target so thoroughly that they are Attributes, and at the end of the strengthened against similar event. You need speak the Incantation attacks. The effect becomes “Cure of the Prayer only when it is first cast, Mental and Grant Shield mental by but you must abide by all casting . restrictions when you cast this spell and each time you use one of these attacks. Prayer for the Afflicted 4 You cannot have weapons in your hand May expunge all elements unless you have a Skill that allows you that afflict you. to cast while holding a weapon and you You beg the Genesori to have mercy on can be interrupted by incoming attacks. your target, removing Elements that have harmed them. Exhaust a point of Litany 1 Water and call out "Cure Elemental by " and throw a packet at a When standing in your temple, you may target. If it hits the target, the target cast the Litany form of this takes the Cure effect and all Elemental Prayer. Instead of 3 packet attacks, you effects are removed from them. are empowered with 5 attacks. This may only be done when in a temple dedicated Litany 1 to your Genesori, and any castings done elsewhere will receive the base of 3 The Litany form of this Prayer cleanses attacks. your target so thoroughly that they are strengthened against similar Malediction of Chastisement 1 attacks. The effect becomes “Cure 's judgement chastises you Elemental and Grant Shield Elemental You call on the Genesori to judge by . admonish your enemies, causing them to writhe in pain from the Wrath of the Genesori 3 judgement. Exhaust 1 point of Fire, call I beseech to bring down out “Agony by ” and throw a their wrath. packet at a target. If it hits, the target Evocation suffers the Agony effect. You receive the destructive will of your Genesori, and visit upon their Litany 1 enemies. Exhaust 1 point of Fire and call out “Imbue by ” to be You ask the Genesori to carry this empowered with 3 packet delivered Prayer with you, to be visited on your attacks. When you want to use one of enemies later. You may perform your these attacks, call out “2 Damage by incant in advance, but choose not to 163

deliver the effect until a later time. After blades of your enemies. Expend 1 Air performing this Litany, you may at any and call out “Imbue by Divine” to imbue time expend 1 Fire and throw a packet yourself with 2 armor points. These two attack of “Agony by without points do not stack with any other armor, additional incant. You may only have and require no phys rep. You may one Prayer prepared in this manner. If refresh these armor points by Focusing you Reset your Attributes with Void, for 1 minute and gathering the Divine any Prayers prepared in this manner are Glow back to yourself. lost. Litany Bolstering the Allies 4 1 May embolden my allies The blessing of the Genesori is strong and protect them. with you, and their light does not fade fully from you. You may refresh the You ask the Genesori to give aid and armor points from Divine Glow with protection to you and your allies for only 30 seconds of Focus reciting a upcoming conflicts. You speak the litany to the Genesori. This ability only Incantation, call out "Imbue by " works on armor gained from the Prayer and exhaust 1 point of Fire. You may Divine Glow, and not on any other form deliver two packet effects of “Grant 2 of armor. Protection by ”. You must use these two grant effects immediately; Prayer for the Dying 2 they cannot be reserved to be used later. hear my prayer for the dead. Litany 1 You ask the Genesori to stay their hand from claiming one of your fallen allies The Litany form of this Prayer gives you for a brief time. Exhaust 1 point of Fire, the ability bolster your allies greatly, at touch a dead target, and call out “Imbue the expense of your own protection. to Dead by ”. Upon using this You receive 3 grant effects instead of 2, spell the death count of your target is and your granted protection increases to extended by 3 minutes. The effect of 3. You may not use this grant effect on this Prayer may only be used once per yourself, and you must use all three target and cannot be used again on that grant effects before using any other target until the dead trait is cured, game skills. This Prayer ends when including uses of the Spell “Tethered those three effects are used, when you Spirit”. You must explain to the use Void to Refresh Attributes, and at recipient that this spell extends their the end of the event. count by three minutes and that they may not benefit from additional uses of Divine Glow 3 this effect until they no longer have the Grace me with the divine glow of “Dead” trait. The blessing of the Genesori is upon Litany 1 you, and with it you may turn aside the 164

Using the Litany form of this Prayer, May mend your bones. you may keep a spirit tethered The Genesori give you the power to indefinitely. When using this prayer, make your allies whole again. Exhaust 1 instead of adding three minutes to the point of Fire, call out "Cure Maim death count of your target you pause [Limb] by " and throw a packet at their death count at its current value. As a target. If it hits the target, the target long as you maintain Focus, the death takes the Cure Maim [Limb] effect. This count of your target does not spell cures 1 maimed limb no matter advance. Additionally, you may use the how many maimed limbs your target Speak to Dead effect on the target of has. your Prayer. Note that you imbue your target AFTER completing the Litany Litany 1 incant for this Prayer, not before, so it is possible for a dead body to fade away When performing the Litany form of this and become a Spirit of the Dead prior to Prayer, you may deliver a “Cure All the completion of the Litany. In this Maim by ” effect. case, no attributes are expended. Appeal for Sanctuary 1 If a spirit is kept tethered with the Prayer grant me sanctuary. for the Dying beyond the end of the The Genesori cause your enemies poised event, they character is considered to to attack to instead flee from your have died and must report to Plot in their presence. Exhaust 1 point of Air, call PEL that they ended the event dead. out “Repel by ” and throw a packet at an opponent. If it hits, the Blessing for the Meal 1 target suffers a Repel effect. This Prayer may only be said as a Litany. Litany 1 You lay a blessing over the bounty before you as you sit for a meal. In You ask the Genesori to carry this order to benefit from this Litany, those Prayer with you, to be visited on your you wish to bless must be seated around enemies later. You may perform your a table that has been prepared for a incant in advance, but choose not to meal. What qualifies as a prepared table deliver the effect until a later time. After is up to you, but it must have some performing this Litany, you may at any manner of preparation beyond simply time expend 1 Air and throw a packet placing food on it. After reciting your attack of “Repel by without Litany, you may touch up to 10 people additional incant. You may only have with a packet and deliver a “Heal All” one Prayer prepared in this manner. If effect to each of them. Those you wish you Reset your Attributes with Void, to receive the benefit of the Litany must any Prayers prepared in this manner are be present and seated for the entirety of lost. the Litany.

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Invigorating Oration 3 Will of the Shaper 3 Garioch inspire and invigorate this This Prayer may only be said as a soul. Litany. You ask for Garioch to restore vigor Once per event you may negate any sapped from your ally. Exhaust 2 points melee, packet or ranged attack. Call out of Air and call out "Cure Drain by "Resist by Divine" to use this Skill. The " and throw a packet at a Litany for this Prayer need only be target. If it hits the target, the target performed once, and the resist may be takes the Cure effect and all Drain used at any time after the Litany is effects are removed from them. complete. Litany 1 Trusted Advisor 3 This Prayer may only be said as a The Litany form of this Prayer bolsters Litany. your target to such a degree that they are Once per event you may spend 1 minute unlikely to weaken again. The effect advising a companion on their actions or becomes “Cure Drain and Grant Shield plans. If they accept your council on Drain by . these matters you may touch the recipient with a packet and call out Laying of Hands 4 "Refresh 2 Purpose by Inspiration" or May Garioch mend your body and take "Refresh Void by Inspiration". You may away your pain. not use this skill on yourself. No You receive the strength to restore order additional incantation is necessary for to a broken form. Exhaust 1 point of this Prayer. Water and call out "Cure Physical by " and throw a packet at a Blessing of Freedom 1 target. If it hits the target, the target By Garioch’s will you are free takes the Cure effect and all physical Garioch shatters bonds and sets free the effects are removed from them. trapped at your request. Exhaust 1 point of Air and call out "Cure Root by Litany 1 " and throw a packet at a target. If it hits the target, the target The Litany form of this Prayer bolsters takes the Cure effect and all Root effects your target to such a degree that they are are removed from them. unlikely to weaken again. The effect becomes “Cure Physical and Grant Litany 1 Shield Physical by .

The Litany form of this Prayer gives Invocation of Destruction 4 your target Garioch’s quick step to avoid Oh, Garioch rain down destruction on immobility. The effect becomes “Cure these foes. Root and Grant Shield Root by . Garioch gives you the force of will to destroy an enemy utterly. Exhaust 3

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points of Earth and call out “Death by Reanimated. Exhaust 2 points of Water ” then throw a packet at your and touch a dead recipient with a packet target. If the target is hit by the packet and call out “Imbue to Dead”. The target and can be affected the target will suffer will rise and continue to fight. They will the Death effect. be fully healed and can use weapons to swing uncalled Damage. If the Litany 1 Reanimated is successfully created the caster is empowered with 2 packet Garioch uses you as a vessel for a brief Effects of “2 Damage by Gloom” or moment, striking with pure Divine “Heal 2 to Reanimated”. These Effects energy. You may call out “Death by do not stack with any other evocation Divine” when using the Invocation of effects or Imbues from previous Appeal Destruction. for a Second Chance castings, either Orison or Litany. If the target refuses Prayer to Incite Chaos 1 this spell the attributes are not used. “Garioch churn the chaotic rabble!” Garioch allows you to visit some portion Malediction to Wrack the of Chaos on your enemies. Exhaust 2 Flesh 1 points of Air, call out “Short Frenzy by Garioch’s anger wrack your form ”, and throw a packet. If the Divine energies twist the limbs of your packet hits the target the opponent will foes. Exhaust 1 point of Earth, call out be affected by a Short Frenzy effect. “Maim by ” and throw a packet at an opponent. If it hits, the Litany 1 target suffers a Maim effect.

Spending additional time preparing gives Litany 1 you a greater share of Garioch’s Chaos. You may call out “Frenzy by You ask to carry this Prayer with you, to when using this Prayer. be visited on your enemies later. You may perform your incant in advance, but Appeal for a Second Chance 3 choose not to deliver the effect until a Garioch mend your risen servant later time. After performing this Litany, Garioch hears your appeal and allows you may at any time expend 1 Earth and you to keep those who have reanimated throw a packet attack of “Maim fighting. Expend 1 Water. You gain 3 by ” without additional packets of “Heal 3 to Reanimated” incant. You may only have one Prayer prepared in this manner. If you Reset Litany 0 your Attributes with Void, any Prayers prepared in this manner are lost. Garioch’s power flows through you to grant those who die in battle extended Malediction Against Vigor 2 time fighting. You may create a fallen Garioch saps your drive and vigor. body whose spirit has not yet be drawn Divine energy steals the vigor from your to Death’s Gate as a 167

foe. Exhaust 2 points of Fire, call out cooler heads to prevail. Prior to the start “Short Drain by ”, and throw a of a formal negotiation or other meeting, packet. If the packet hits the target the perform a Litany to call down Istarum’s opponent will be affected by a Short benediction upon the meeting. Drain effect. Thereafter during the meeting if someone is speaking out of turn or Litany 1 otherwise bringing discord to the meeting, you may call out “By your Spending additional time preparing gives name [target], short silence by ”. ensures a far greater malediction on your Each participant may only be silenced in enemy. You may call out “Drain by this manner once per meeting. when using this Prayer. Decisive Strike 3 Malediction to Steal Strength 1 This Prayer may only be said as a Garioch steals your strength. Litany. Divine energies remove all the strength It is often times a necessity to end a from the limbs of your battle quickly. Twice per event you may enemies. Exhaust 1 point of Earth, call add the "Double" modifier to any called out “Weakness by ” and throw a Damage effect of 3 or more delivered packet at an opponent. If it hits, the with a packet or weapon. The Litany for target suffers a Weakness effect. this Prayer need only be recited once, and the effects may be used at any time Litany 1 after the Litany is completed.

You ask to carry this Prayer with you, to Blessing of Freedom 1 be visited on your enemies later. You By Istarum’s will you are free may perform your incant in advance, but Istarum shatters bonds and sets free the choose not to deliver the effect until a trapped at your request. Exhaust 1 point later time. After performing this Litany, of Air and call out "Cure Root by you may at any time expend 1 Earth and " and throw a packet at a throw a packet attack of “Weakness by target. If it hits the target, the target ” without additional incant. You takes the Cure effect and all Root effects may only have one Prayer prepared in are removed from them. this manner. If you Reset your Attributes with Void, any Prayers Litany 1 prepared in this manner are lost. The Litany form of this Prayer gives Prayers to Istarum your target Istarum quick step to avoid immobility. The effect becomes “Cure Benediction for Negotiation 2 Root and Grant Shield Root by . This Prayer may only be said as a Litany. Vigil over an Ally 2 The Shepherd’s will shall always allow “I stand Istarum’s vigil over you.”

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You ask for Istarum to grant you the ” without additional incant. You power to be the shield for the may only have one Prayer prepared in defenseless. Exhaust 1 Fire and touch a this manner. If you Reset your weapon or packet to a resting, Attributes with Void, any Prayers unconscious, dead, or otherwise prepared in this manner are lost. defenseless person. You become their defender, and gain 3 packet or melee Malediction Against Vigor 2 attacks of “Short Repel by ” as Istarum saps your drive and vigor. long as you remain to defend them. If Divine energy steals the vigor from your you stop actively defending your subject foe. Exhaust 2 points of Fire, call out (i.e. pursuing an enemy, taking a Rest or “Short Drain by ”, and throw a Focus, leaving the area, etc.) you packet. If the packet hits the target the immediately lose these attacks. opponent will be affected by a Short Drain effect. Litany 1 Litany 1 You may call “Concentrate” prior to beginning the litany. Doing so allows Spending additional time preparing gives you to continue to fight while reciting ensures a far greater malediction on your the Litany, and getting hit will not enemy. You may call out “Drain by interrupt your Prayer. You must still when using this Prayer. complete the entire incantation for your Litany prior to being empowered with the attacks for this Prayer. Malediction to Hold Them Fast 2 Malediction to Stop the May Istarum hold you fast in place. Your foe is struck motionless by the Enemy 1 power of your faith. Exhaust 2 points Istarum commands you stop! of Earth, call out “Short Paralyze by Divine energies stop your enemy dead to ”, and throw a packet. If the prevent their advance or their flight. packet hits the target the opponent will Exhaust 1 point of Earth, call out “Root be affected by a Short Paralyze effect. by ” and throw a packet at an opponent. If it hits, the target suffers a Litany 1 Root effect. Spending additional time preparing gives Litany 1 ensures a far greater malediction on your enemy. You may call out “Paralyze by You ask to carry this Prayer with you, to when using this Prayer. be visited on your enemies later. You may perform your incant in advance, but choose not to deliver the effect until a A Call for Quiet 2 later time. After performing this Litany, Istarum deems you should be quiet you may at any time expend 1 Earth and Your voice rings out with the authority throw a packet attack of “Root by of your god, causing others to take 169

reverent silence. Exhaust 1 point of Air, at a target. If it hits the target, the target call out “Silence by ” and throw a takes the Cure effect and all Frenzy packet at an opponent. If it hits, the effects are removed from them. target suffers a Silence effect. Laying of Hands 4 Litany 1 May Istarum mend your body and take away your pain. You ask to carry this Prayer with you, to You receive the strength to restore order be visited on your enemies later. You to a broken form. Exhaust 1 point of may perform your incant in advance, but Water and call out "Cure Physical by choose not to deliver the effect until a " and throw a packet at a later time. After performing this Litany, target. If it hits the target, the target you may at any time expend 1 Air and takes the Cure effect and all Physical throw a packet attack of “Silence by effects are removed from them. ” without additional incant. You may only have one Prayer prepared in Litany 1 this manner. If you Reset your Attributes with Void, any Prayers The Litany form of this Prayer bolsters prepared in this manner are lost. your target to such a degree that they are unlikely to weaken again. The effect Lay Down Your Arms 2 becomes “Cure Physical and Grant Istarum orders you to lay down arms. Shield Physical by . Istarum turns the blades of your foes and knocks weapons to the earth. Exhaust 1 Prayers to Jormic point of Water, call out “Disarm by ”, and throw a packet. If the packet hits the target the opponent will Divine Insight 1 be affected by a Disarm effect. If you hear or see some important information in game, you can spend time Litany 1 between events asking Jormic for clarity regarding the information. You submit a Spending additional time preparing gives request to plot for clarification on does not only turn the blades, but renders something you witnessed in game. them all but useless. You may call out Although you can ask for clarification “Short Destroy by about something you witnessed; you can when using this Prayer. only ask about and get information about what you actually experienced. Plot may decide to give you additional details or Blessing of Calm 2 understanding of the event to reflect By Istarum’s decree, calm yourself. Jormic’s guidance. You channel Istarum’s voice of command to demand This type of information skill is limited obedience. Exhaust 1 point of Fire and in scope. It is not powerful enough to call out "Cure Frenzy by " and replace good note taking, nor would it throw a packet or make a weapon strike 170

ever provide a transcript or long delivered effect. This defense will last description of information after the fact until used, the end of the event, or until but it can provide a sentence or two of you Refresh Attributes with Void. clarification, and perhaps a name and its spelling if that is part of your inquiry. Litany 1 Asking about information that was not freely presented in the scene will always You take time to call back the illusions fail. Jormic has given you. Rest for 1 minute to refresh the protection provided by Blessing of Preparedness 2 Blessing of Illusions. This rest time This Prayer may only be said as a serves as the required incantation time Litany. for this Litany. Before engaging a foe, recite your litany as you study your opponent. After Jormic’s Absolution 3 completing your Litany, you gain a May Jormic grant me absolution from Shield defense against any one Trait you my burden witnessed being used by your opponents. You have a ghostly simulacrum that you You may only have one such defense at can inflict with your ills. When struck any time. If you use any game skill in with a melee or packet delivered Effect an encounter prior to using this Prayer, other than damage, you may Exhaust 2 you lose the chance to grant yourself the Fire, call out “Reduce by Illusion”, and defense for the remainder of the speak the incantation to suppress the encounter. This defense is not a Grant Effect. You may call “concentrate” if effect. you are struck while saying this incant. In reality you haven't actually resisted Blessing of Illusions 2 the attack; instead you are using the May I be wreathed in Jormic’s power of Illusion to suppress the Illusions detrimental Effect by hiding it away. By asking Jormic to wreath you in You may choose to end the suppression illusion, you become difficult to strike. at any time and immediately take the You cannot cast this Prayer on others. effect. You may not use this Prayer Call out "Imbue by Illusion" and exhaust again until you have spent 5 minutes 2 points of Earth. You gain the Illusion Resting in your temple, which also Trait. While so imbued the next called purges the suppressed effect if you have attack with a Physical trait that strikes not already chosen to end the you is reduced to one point of uncalled suppression. Damage. You must call out "Reduce" when using this protection. Any attacks Litany 1 made against you that are "To Illusion" or "By Shadow" will deal an additional You may purge the effect prior to point of damage while this spell is beginning your incantation, allowing active. If the attack does not have a you to use this Prayer in the case of damage effect to it then it will deal 1 Silence, Paralyze, Drain, or other effects point of damage in addition to the that would normally prevent the use of 171

Prayers. You must perform a full Litany the Prayer for Clear Vision. incantation after the Purge verbal, and any effect that would interrupt your Prayer to Rend the Veil 1 Prayer will cause you to immediately Jormic please rend this illusion. end your suppression and suffer the Jormic both grants and dispels effect. This Litany may not be used to Illusion. Exhaust 1 point of Fire and call Purge Death effects. out “10 Damage to Illusion” and throw a packet at a target. If it hits, the target Request for Shrouded suffers 10 points of Damage. Sanctuary 3 Jormic grant me sanctuary and peace. Litany 1 You ask Jormic to protect your from harm by entering an illusory state Jormic grants you the power to fully briefly. Exhaust 3 points of Air, press dispel any illusion you see. Exhaust 2 your palms together and become points of Fire, call out “Death to motionless. You gain the Spirit defense Illusion” and throw a packet at a trait for up to 1 minute. Only game target. If it hits and the target possesses effects that specifically include “to the Illusion trait, the target suffers a Spirit” in the Verbal will work on you. Death effect. Any attack that is not beneficial with “to Spirit” in the Verbal that strikes you will Malediction Against Vigor 2 immediately end this ability. “Jormic siphons all your vigor.” Divine energy steals the vigor from your Litany 1 foe. Exhaust 2 points of Fire, call out “Short Drain by ”, and throw a Jormic grants you the time to reflect on packet. If the packet hits the target the your actions and prepare for tasks ahead. opponent will be affected by a Short You may remain in the Spirit state for up Drain effect. to 5 minutes. You count as resting while in Spirit form granted by this Prayer. Litany 1

Prayer for Clear Vision 1 Spending additional time preparing gives Jormic, grant me vision. ensures a far greater malediction on your Jormic commands Illusions, and shows enemy. You may call out “Drain by his faithful the truth of things. Exhaust 1 when using this Prayer. point of Air and make an attack of “By my gesture, Expose Illusion by ” . A Call for Quiet 2 Jormic deems you should be quiet Litany 1 Your voice rings out with the authority of your god, causing others to take All illusions are dispelled with Jormic’s reverent silence. Exhaust 1 point of Air, sight. You may call out “By My Voice, call out “Silence by ” and throw a Expose Illusion by when using packet at an opponent. If it hits, the

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target suffers a Silence effect. communication.

Litany 1 Litany 1

You ask to carry this Prayer with you, to Jormic rewards you with a total be visited on your enemies later. You comprehension. When using the Prayer may perform your incant in advance, but to Grant Understanding, you may choose choose not to deliver the effect until a any trait except “dead” instead of later time. After performing this Litany, “Spirit” to attempt speech. you may at any time expend 1 Air and throw a packet attack of “Silence by Prayers to Koreel ” without additional incant. You may only have one Prayer prepared in this manner. If you Reset your One with Nature 1 Attributes with Void, any Prayers This Prayer may only be said as a prepared in this manner are lost. Litany. Your affinity with nature and its surroundings make you more Malediction to Hold Them comfortable within it. You bond with the Fast 2 touched tree of your patron. Once you May Jormic hold you fast in place. speak the Litany for this Prayer you may Your foe is struck motionless by the use it for the rest of the event without power of your faith. Exhaust 2 points of repeating the Litany. You may touch the Earth, call out “Short Paralyze by tree and feel its power to refresh your ”, and throw a packet. If the Holy Benediction or Aura of Wrath packet hits the target the opponent will Skills by Resting for 1 minute as if be affected by a Short Paralyze effect. Resting in a temple to Koreel. Once per event, you may also connect to its power Litany 1 to reduce the time of your Void Refresh to 1 minute. Spending additional time preparing gives ensures a far greater malediction on your Spiritual Link 3 enemy. You may call out “Paralyze by Koreel, let me travel to my ally. when using this Prayer If you see a companion taken down by a non-beneficial Effect away from Prayer to Grant Understanding 1 yourself, you may go to them to assist. Grant me Jormic’s understanding. Exhaust 1 point of Fire and call out The omniscience of Jormic understands "Imbue by Divine" to enter Spirit form all things, and you are granted a small and travel to them safely to assist. If the portion of His understanding. Exhaust 1 individual is cured or healed then this Air and make a packet attack of “Speak Effect ends immediately. Any Effect that to Spirit”. This does not compel the is "To Spirit" or "To Divine" that is not spirit to speak to you, but only gives you beneficial will end this form. Once you the opportunity to attempt have arrived, you end the Spirit form and

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may aid your companion. tune enough with the world to do so. While this is generally a quick way to Litany 1 send messages, it is also possible that other beings may try to block your After healing, curing, or otherwise message. assisting your target, you immediately become a Spirit and return to where you Litany 1 started. You must proceed directly back to where you began, but may pause or You may use this skill between events as alter your path to avoid combat or other a full information skill. Prepare a unsafe situations. description of the message, which may be written as a letter or as a vision the Communion with the Passed 1 recipient experiences. The description is Join me in Koreel’s Communion. sent, along with the name of the sender Koreel’s domain includes all spirits, and recipient, to the information skills even those that are spirits of the address. You may send only one departed. Exhaust 1 point of Air, call out Whisper of the Trees between events. "Speak to Dead" and throw a packet at a spirit. If it hits the target, the target may Blessing of the Avenger 2 speak with you if it wishes to. This We are Avengers of Koreel Prayer does not force the spirit to speak, You ask Koreel for a piece of the nor will it prevent the spirit from ferocity of Nature, and are made more continuing on its journey. feral. Exhaust 1 point of Water. You may fight with two claws up to 36” in Litany 1 length. If you already have claws from another source, you may instead use By taking time to understand the spirit, it claws up to 46” in length. You may use becomes easier to understand. The these claws until you reset your attribute cost of Communion with the attributes with Void. Passed is removed. Litany 1 Whispers of the Trees 1 Koreel send these whispers through the Koreel responds to your request by trees. making you an Avenger on her behalf. You ask for Koreel’s assistance reaching You may take on the guise of an animal out to someone, and your message is or plant of your choice or of an avenging borne by the spirits of the world to its spirit. Exhaust 2 points of Water and call destination. Exhaust 1 Earth to send a out “Imbue by Anima”. simple question or message to any recipient you have personally met. This If you choose a primal form, You will message must be 1 sentence or less in gain 2 points of refreshable Armor, 2 length. You must find an NPC who is Vitality, and grow claws that you may willing to assist you in sending this fight with represented by 2 medium message, as not all individuals are in claws at a maximum of 46”. You gain 174

+1 damage to called damage effects By Koreel, I am the wind. greater than 2. This damage will not You ask that Koreel secure your path to stack with other numeric increases. safety, allowing you a passage to travel While in this form you may speak unimpeded. Exhaust 1 Earth to normally but you may not cast Spells, immediately become a spirit and travel Prayers, or use normal weapons. You to your destination object. You must may still use effects gained from Spells, have line of sight to where you placed Prayers or abilities that have imbued you the object, though if it is obscured by with effects prior to your transformation, small terrain such as rocks or bushes you such as Holy Benediction or Evocations. may still use this Prayer. Once in spirit form you must travel as directly and If you choose a spirit form, you retain quickly to your anchor as possible. If the ability to cast any Prayers you know there are too many combatants in your except Blessing of the Avenger. You way you may pause until a safe opening may not cast arcane magic Spells. All appears for you to continue. While called damage greater than 2 that you traveling you cannot attempt to interfere receive is reduced by 1. This decrease with any actions by blocking or catching will not stack with other numeric attacks. Any Effect with the "to Spirit" decreases. Whenever you cast a Trait that is not beneficial will knock beneficial Prayer, you gain one packet you out of spirit form and end this effect. attack of “Heal 1 by Divine”. While you You cannot pass through any sort of gate are transformed this way, you are while linked to your anchor, doing so slightly incorporeal, and may not use breaks the link and before using the melee weapons or run. Prayer again you must collect your anchor and recast the Prayer to establish Armor points gained from this Skill will a new link. Otherwise the link remains stack with any Armor you already have, active until the end of the event, until be it from a prop, a Skill, or a Spell. You you move the anchor, or until you will manifest a spiritual seeming of your Refresh Attributes with Void. chosen form, represented by a white animal or plant mask, white animal or Litany 0 plant makeup, or a mask or makeup representing your divine form. You ask Koreel to bless your destination, so that you may return to it While transformed, you have the Beast, in times of need. Place a small gold or Plant, of Divine trait, as appropriate. yellow figurine or similar object to represent your destination. This object The transformation takes as long as it should be at least 6" tall, but no more takes you to appropriately costume than 12". Mark the object with a red yourself with mask or makeup. This circle to show that others cannot touch it. effect will last until you Refresh Exhaust 1 point of Earth, place your Attributes with Void. anchor on the ground and call out "Imbue by ". Walk on the Winds 1 175

Prayer to Strike the Unworthy 1 a Root effect. Koreel smite the unworthy! You ask for a bolt from on high to lay Litany 1 low your enemies. Exhaust 1 point of Air, call out “5 Damage by ” and You ask to carry this Prayer with you, to throw a packet at a target. If it hits, the be visited on your enemies later. You target suffers 5 points of Damage. may perform your incant in advance, but choose not to deliver the effect until a Litany 1 later time. After performing this Litany, you may at any time expend 1 Earth and Your fervent appeal is answered with throw a packet attack of “Root by increased power. Your attack from this ” without additional incant. You Prayer becomes “Triple 5 Damage by may only have one Prayer prepared in ”. If you deliver this attack this manner. If you Reset your through a melee strike, the call is instead Attributes with Void, any Prayers “Double 5 Damage by . prepared in this manner are lost.

Prayer to Disperse Elements 1 Malediction to be Pursued 1 Koreel disperse the unnatural. Koreel hinders the pursued. Koreel both is the master of Rues’ Those who flee before the righteous or elements. Exhaust 1 point of Air and attempt to pursue them are impeded by call out “10 Damage to Elemental” and Divine intervention. Exhaust 1 point of throw a packet at a target. If it hits, the Water, call out “Slow by ” and target suffers 10 points of Damage. throw a packet at an opponent. If it hits, the target suffers a Slow effect. Litany 1 Litany 1 Koreel banishes elementals completely, reducing them to lifeless husks. Exhaust You ask to carry this Prayer with you, to 2 points of Air, call out “Death to be visited on your enemies later. You Elemental” and throw a packet at a may perform your incant in advance, but target. If it hits and the target possesses choose not to deliver the effect until a an Elemental trait, the target suffers a later time. After performing this Litany, Death effect. you may at any time expend 1 Water and throw a packet attack of “Slow by ” without additional incant. You Malediction to Stop the may only have one Prayer prepared in Enemy 1 this manner. If you Reset your Koreel commands you stop! Attributes with Void, any Prayers Divine energies stop your enemy dead to prepared in this manner are lost. prevent their advance or their flight. Exhaust 1 point of Earth, call out Malediction to Hold Them “Root by ” and throw a packet at an opponent. If it hits, the target suffers Fast 2 176

May Koreel hold you fast in place. them. Your foe is struck motionless by the power of your faith. Exhaust 2 points Litany 1 of Earth, call out “Short Paralyze by ”, and throw a packet. If the The Litany form of this Prayer bolsters packet hits the target the opponent will your target to such a degree that they are be affected by a Short Paralyze effect. unlikely to weaken again. The effect becomes “Cure Weakness and Grant Litany 1 Shield Weakness by .

Spending additional time preparing gives Prayers to Severrin ensures a far greater malediction on your enemy. You may call out “Paralyze by when using this Prayer. Entropic Mastery 2 This Prayer may only be said as a Litany. Communion with Nature 1 You call on Severrin to protect you from Koreel give me the tongue of the wild the Entropy of death. After performing this Litany call out “Imbue by Mercy”. Koreel’s domain includes all flora and At any time after that you may call fauna, and her blessing gives you insight "Reduce to 5 Damage by Aging” against into their language. Exhaust 1 point of any one Death effect. This Litany costs Air, call out "Speak to Beast" or “Speak no attributes, but may only be performed to Plant” and throw a packet at a target. once per event. If it hits the target, the target may speak with you if it wishes to. This Prayer does not force the spirit to speak. Guardian’s Repose 3 This Prayer may only be said as a Litany 1 Litany. Severrin gives you the vitality born of By taking time to understand your target, the growing side of the entropic it becomes easier to understand. The cycle. Perform your Litany and call out attribute cost of Communion with “Imbue by Aging”. For the remainder of Nature is removed. the event, if you fall Unstable, you will remain in that state for 2 minutes before becoming Dead. Benediction of Strength 4 May Koreel invigorate and strengthen my allies. Benediction of Revivification 4 Koreel infuses your target with power You are revived with the benediction of and strength, bolstering their weakened Severrin. form. Exhaust 1 point of Water, call out Severrin empowers you to remove "Cure Weakness by " and throw a disruptions in the cycle. Exhaust 1 point packet at a target. If it hits the target, the of Fire, call out "Cure Stricken by target takes the Cure effect and all " and throw a packet at a Weakness effects are removed from target. If it hits the target, the target 177

takes the Cure effect and all Stricken Shield Physical by . effects are removed from them. Malediction to Wrack the Litany 1 Flesh 1 The Litany form of this Prayer bolsters Severrin’s anger wrack your form. your target to such a degree that they are Divine energies twist the limbs of your unlikely to weaken again. The effect foes. Exhaust 1 point of Earth, call out becomes “Cure Stricken and Grant “Maim by ” and throw a Shield Stricken by . packet at an opponent. If it hits, the target suffers a Maim effect.

Blessing of Freedom 1 Litany 1 Severrin shatters bonds and sets free the trapped at your request. Exhaust 1 point You ask to carry this Prayer with you, to of Air and call out "Cure Root by be visited on your enemies later. You " and throw a packet at a may perform your incant in advance, but target. If it hits the target, the target choose not to deliver the effect until a takes the Cure effect and all Root effects later time. After performing this Litany, are removed from them. you may at any time expend 1 Earth and throw a packet attack of “Maim Litany 1 by ” without additional incant. You may only have one Prayer The Litany form of this Prayer gives prepared in this manner. If you Reset your target Severrin quick step to avoid your Attributes with Void, any Prayers immobility. The effect becomes “Cure prepared in this manner are lost. Root and Grant Shield Root by .

Prayer to Continue the Cycle 1 Laying of Hands 4 Severrin set right the Cycle. May Severrin mend your body and take Severrin grants you the power to disrupt away your pain. that which has stepped out of the You receive the strength to restore order entropic cycle. Exhaust 1 point of Earth to a broken form. Exhaust 1 point of and call out “5 Damage to Undead” and Water and call out "Cure Physical by throw a packet at a target. If it hits and " and throw a packet at a your target has the undead trait, the target. If it hits the target, the target target suffers 5 points of Damage. takes the Cure effect and all Physical effects are removed from them. Litany 1

Litany 1 In addition to damaging them, Severrin asks that you remind the undead of their The Litany form of this Prayer bolsters transgressions, painfully. Your attack your target to such a degree that they are call for this Prayer becomes “5 Damage unlikely to weaken again. The effect and Agony to Undead” becomes “Cure Physical and Grant 178

Prayer to Siphon Life 1 Malediction to Cause Decay 2 Severin steal your life for me. Severrin rust and decay this You beseech Severrin to replace your You ask Severrin to increase the entropy victim with another in the cycle of present on weapons of war, rotting them entropy. Exhaust 1 point of Earth, throw away to uselessness. Exhaust 2 Water, a packet and call out “2 Damage by call out “Short Destroy by ”. If your target is affected by the ” and throw a packet at your spell you may store the life force another target. If it hits, whatever object you or return it to the victim by touching chose is affected with a Short Destroy. them and calling “Heal 2 by ”.

Litany 1 Litany 1

Severrin does not just render objects Your prayer afflicts its victim harshly, useless, but destroys them utterly. The harming them far more than effect for this Prayer becomes “Destroy normal. When casting the Litany Prayer by ”. to Siphon Life, your call becomes “4 Damage by ”. The healing effect Malediction to Steal Strength 1 is not changed. Severrin siphon your strength. Divine energies remove all the strength Malediction to Destroy from the limbs of your Abominations 3 enemies. Exhaust 1 point of Earth, call Severrin diminish this abomination! out “Weakness by ” and throw a Your Prayer to Severrin asks him to packet at an opponent. If it hits, the unravel the physical form of the target suffers a Weakness effect. creatures that have exited the entropic cycle. Exhaust 2 points of Fire, call out Litany 1 “Drain to Undead”, and throw a packet. If the target is hit by the packet and can You ask to carry this Prayer with you, to be affected the target will suffer the be visited on your enemies later. You Drain effect. may perform your incant in advance, but choose not to deliver the effect until a Litany 1 later time. After performing this Litany, you may at any time expend 1 Earth and Severrin allows you to fully remove the throw a packet attack of “Weakness by abominations to his order. When using ” without additional incant. You this Prayer, you may call out “Death to may only have one Prayer prepared in Undead” instead of Drain. this manner. If you Reset your Attributes with Void, any Prayers prepared in this manner are lost.

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Communicating with the Numina staff is Why Should I Pre- a necessary and important step in playing the Numina game. These are the register For Events? most common logistical questions and We have a limited amount of space and the answers explain how the logistical at our events. If you are pre-registered, process is handled. then you are guaranteed a place at the event. Those who preregister are also more likely to be targeted by plot. If we Can I Play Numina? don’t know you are coming we can’t You must be 18 or older to play Numina. plan to include you in plots. No You must also be familiar with at least information skill requests will be the first chapter of the core rule book so prepared unless you pre-register for the you will have some idea how to respond event. to the various game effects we use.

Players who arrive without any knowledge of the rule book will be taken How Do I Check In? aside until they have some familiarity of When you arrive at the campsite, you the rules, so you should read through this should proceed to the check-in area that material before you arrive. Why waste will be marked with signs. The check-in valuable playing time doing this? staff will verify that you are a current member. If not, you will have to sign a How Do I Register For waiver and, if necessary, bring your membership up to date. Events? In order to register for events you must If you are pre-registered, you will have an active membership. You must receive a character card and any items tell us you are attending an event and created using game skills. You will pay for that event in advance. Until you receive any yellow tagged items you pay or contact us to make special turned in at the end of a previous event. arrangements we can reserve a space, You will also get a cabin assignment if but only so long as the event doesn't sell you did not receive one before the event. out. If the event fills up then those If you are not pre-registered, then the players who have paid for the event are check-in staff will ascertain if there is given space over those players who have room at the event for you. If there is, you registered but have not paid. You can will pay at the door and get your inform us you intend to play by sending character card and yellow tagged items. email to [email protected]. You If not, the check-in staff will be glad to can send payments to our PayPal check to see if there is room for staff account, or to the following address: players if you wish to participate in that Numina Registration manner. If you are not preregistered we 15229 Holleyside Dr. will not prepare your creation items for Dumfries, VA 22025 the event. Parking occurs in the first auxiliary lot before you get to the site proper. This auxiliary parking area is located just up 180

the hill from the sports field/tennis court At the end of the event you may check area. If you arrive before the start of out with any event staff member, but you game and have a lot of gear to move, only need do this if you have items that you are more than welcome to pull up must be returned or other Skills or Traits into the site, but you should move your that require post-game checkout. All car to the lot by 8pm on Friday night. yellow marked items must be turned in Please drive slowly, and do not drive at check out. anywhere but the dirt roads on the site. What Happens During a What If I Show Up After First Event? Game Starts? At the beginning of your first event you Game starts at 9pm on Fridays of are encouraged to attend the new player Weekend Events. Once game starts it is orientation. the staff’s goal to prevent the game flow This is an in game orientation and there from being interrupted for any reason. It is no out of game rule preventing you is toward this end that we strongly from leaving the orientation, but players suggest that you arrive before game who attend this orientation will likely starts. If this is impossible, we ask that have an easier time playing their first you come to the game in costume so you event. don't disrupt the flow of the game. It is our goal to move you into the What Is Maintenance? ongoing game as smoothly as possible. In the world of Rues, no one lives for To this end you will be asked to move free. At the beginning of each event, into your cabin in game. players are required to pay Maintenance,

which represents that your character has If you need to speak with staff before been eating, clothing themselves, etc. entering game, please walk in costume

as a Spirit to the Lake Lodge, knock on The Maintenance cost is one silver the door, and wait for someone to come pieces; five copper pieces is called check you in. Upkeep, and represents your food and

living expenses, while the other five You should make every attempt to enter copper pieces is called the Tithe, and and leave the game area as your represents the required payment from the character during game play. When churches. There are several in-game traveling as a Spirit you should walk Skills that may alter or negate your slowly with your head tilted down and character’s maintenance costs. hands folded. If you are spoken to or attacked you should simply reply “Spirit” and continue walking. You are Upkeep In Game at all times, except while you Upkeep is the money spent on food and are in the bathrooms. survival for your character between events. Normal Upkeep cost is 5 copper, though special circumstances such as a How Do I Check Out? famine may alter that. You are expected 181

to have this money with you at check-in required by the churches of Rues. It is so that it can be recorded on your collected as a tax would be; attending character sheet. church is not required. Even those who do not worship the Genesori often pay By either skimping or overpaying on the church’s tithemen to avoid the social Upkeep, you may gain one of two Traits: stigma and repercussions from Starving or Well Fed. authorities. The Tithe is five copper, which are expected to have with you at If you fail to pay upkeep you will check-in so it can be recorded on your receive the Starving trait, which sheet. When paying Tithe, please indicates that your character is in poor express if you would like your Tithe to health. While Starving, your maximum benefit one specific deity’s church or be Vitality goes down by one. This loss spread among the five. You may choose lasts as long as you have the Starving different recipients from event to event if trait, and can not be Healed as it is a you like. reduction of your maximum. You may get rid of the Starving trait by paying Not paying Tithe for a time may result in your Upkeep. The effects of Starvation your character being Inflicted with the are cumulative. If you are reduced to 0 Blasphemer trait. Vitality due to starvation, then your character perishes and must visit Death’s Overpaying Tithe has been known to Gate one Game On is called. To get rid result in favor with the clergy, of the Starving Trait, all cumulative cost particularly for those who are must be paid. consistently generous to one deity’s church. If you pay four silver instead of 5 copper for upkeep, you gain the Well Fed trait, How Do I Use Creation indicating that your character is able to afford healthier food and more Skills? comfortable accommodations. If you Several Headers in the world of Numina have the Well Fed Trait, you gain one are designated as “crafting” Headers, in additional Vitality above your current that they have Skills that require the maximum. This bonus Vitality can be creation of in-game items. These lost and Healed as per normal. The extra include Alchemist, Enchanter, and Vitality lasts until the end of the event. Tinker.

If you use a skill in place of paying Crafted items all have a creation cost. normal Upkeep, you may pay additional This cost is measured in crafting coin to be well fed. Pay 3.5 silver in components, which are found during addition to using your skill to gain the game play or acquired through certain well fed benefit. game skills that grant a player additional components at check-in. Some items Tithe create potions, scrolls, or other objects The Tithe is a monetary donation that must be represented by an in-game 182

prop in order to be used. A player is Recipes, Schematics, and expected to have sufficient props to represent any such items that they create, Diagrams and the item cannot be created if no prop is present. All props should be safe to When a Skill is purchased that allows carry and should fit with the medieval creation of an item, you will receive a fantasy theme of the game. While the tag at check-in identifying the technology level of Rues allows for substance/item you can make and the blown glass and buttressed architecture, components required for its creation. it has not reached beyond levers, ramps, These tags are called Recipes for pulleys and wheels, so modern or Alchemists, Schematics for Tinkers, and steampunk-looking props should be Diagrams for Enchanters. Collectively, avoided. Recipes, Schematics, and Diagrams are referred to as Patterns. Once you have purchased the Skill and received the Components appropriate tag, you may create the item or substance as often as you like, so long All crafting skills draw on the same as you have the components to do so. basic components. Components can Patterns received from Skills purchased appear in many forms in-game, from with CP are marked with a red circle, gems to insects. To identify a indicating that they may not be stolen or component, it must be held under an taken by other players. Sometimes you “Identification Node” constructed of a might find a new Pattern that you may black light disguised to fit in with the use to create items not listed in the core game atmosphere. One of these nodes is rulebook. These Patterns may be limited available in-game for public use, but in the number of times they can be used crafters can create their own if they so or have other restrictions. Such Patterns desire. A node must be disguised to fit will not be marked with a red circle, the game atmosphere, and in a fixed indicating that they can be traded location; using a portable hand held light between players or stolen. is not permitted.

Components come in three rarities, Creating Items from represented by the color the components Patterns glow under the Identification Node light: Green indicates common components, Once you have a Pattern that you wish to Blue indicates uncommon components, use, the components listed on the Pattern and red indicates rare components. and a prop to represent the item you Some recipes may call for a fourth type wish to create. Appropriate props differ of component, called unique depending on the individual Pattern, but components. Unique components will there are some general requirements not identify as a set type under the node, outlined below. but will instead be marked with their own specific information tag. Ingested substances created with Alchemy require a vial or container prop 183

large enough to hold 1 ounce of liquid. doing so in-game. No actual liquid is required. Every time an item is created, all Scrolls created with Enchanting must be components are destroyed and no longer a minimum of 6 inches wide by 9 inches usable in-game. Certain game skills tall. allow you to preserve some of your components, and you may choose which Items created with Tinkering must not of your components are preserved. No create an unsafe environment. For matter the component cost of the item or example, a Weapon Chain may not the Skills used, at least one component actually bind the weapon to the wrist in a will always be destroyed. manner that could cause damage to the wrist if the weapon was wrenched away. How do I use Information

With components and props in hand, you Skills? may create crafted items at check-in or Some Skills allow you to pursue answers you may choose to create them during to questions between events. These the game. The only limit on the number Skills are called Information skills. Each of items you can craft is the number of Information skill has a number of in- components you have available. Keep in game sources that research the question mind that some items may have an and provide what answers they can. expiration date and cannot be stockpiled Your question is answered from their for an excessive time. You will be given perspective and in the best manner they an Effect tag for each item you create, can pursue it. In order to use an and the tag must stay with the person Information skill you must maintain a who holds the item (i.e. if you chain Bob good relationship with these sources. the fighter’s sword, give the Effect tag to Bob the fighter.) Items may be created Using your sources, you make a request in-game at the guildhall. When creating for knowledge. You submit the question an item during the game instead of at you are pursuing to plot between events. check-in, you must role-play the creation The question must be appropriate for of your item and deposit any expended your sources and one that your sources components in a designated receptacle, could pursue. The best way to submit then write your IG name and the item questions is to email the question as created in the guild’s logbook. plain text in the body of the message to Recording your name in the logbook is plot. Give plot at least four weeks before not an in-game action, but a an event or your answer will likely be representation of the Guildhall’s delayed. equipment to record such things. The entries in the logbook are out of game, The use of some Information skills costs and it is required to record what you money, which is submitted at check-in have produced. If you wish to create of the next event. If the Skill requires the something in secret, it would be best to use of money you can pay 2 silver for a do it at check-in or to pursue a way of normal question, 5 silver for a hard or delicate question, and 10 silver for an 184

obscure or dangerous question. More 100 and 200 CP on their card. These money than this is generally wasted, words are used as an in-game way to though a contact may come to you to tell refer to the CP thresholds so that we can you that pursuing some obscure or avoid using out of game terms. You will dangerous piece of information would be also have the trait of the same name as expensive. The description of the you are progressing through the world. Information skill will tell you if it requires this payment to use it. How Do I Get More CPs?

Players earn character points by playing You are not guaranteed an answer, and it the game and helping out in various may take more than one event to receive ways. Character points can be applied to a response. Submitting a question that is any of your characters, but no character not appropriate for your sources may receive more than 15 character dramatically reduces your chance to get points in a year. an answer that is meaningful.

Character points can be used to buy new If you submit a new question before you skills and to raise attributes. There are a get an answer, then the old question will number of ways to gain character points. be forgotten and the sources will begin

to instead pursue the new question. - Each Adventure Weekend you attend Asking certain questions to inappropriate as a player or a staff earns you one sources might cause trouble for you. character point.

. Your answer will come in one of three - If you submit a summary letter after an ways; you might get a written response Weekend Event you gain ½ character between events, you might get a verbal points from it. Summary letters must be or written response at the opening of an submitted within two weeks of a event before it starts, or a contact might Weekend Event to gain this award. come to find you in-game to deliver some piece of knowledge related to your - Staying after an event to help clean up question. If you are seeking answers to extra areas will gain you ½ character difficult or obscure questions you may points if you receive a cleanup task from have to use the Skill more than once to staff. pursue the answers.

- Participating in a related game as a What’s my Level? staff member or NPC will also gain you Numina does not have a level system. character points that can be applied to You may occasionally hear references to Numina character. You can only earn Initiate, Experienced, and points from staffing, submitting a Accomplished. summary letter, and clean up for that An Initiate is a character with fewer than game, up to a maximum of 2 character 50 CP on their sheet. An Experienced points for each event you attend. There Character has between 50 and 99, and is still a maximum to the number of Accomplished characters have between points that can be applied to your 185

character. Our goal is to use the answers to these questions to run a more enjoyable game. How Do I Write a You should try to answer the questions with brevity, and follow up the answers Summary Letter? with any in game commentary you wish One of the tools of communication to include. We enjoy in game journals Numina uses is the summary letter, also and views and commentary and we read called the Player Event Letter or PEL. every word of it, but this should be All players are encouraged to submit included after the answers to these summary letters after each event they questions. attend. Summary letters also earn you character points if they are submitted How Do I Submit a within a certain time after the event. To earn character point awards, a summary Character History? letter must be submitted within two A character history can be submitted to weeks of a Weekend Event. [email protected]. We prefer internet submissions because the The best way to submit a summary letter information is easier for us to distribute is by sending an email to to the appropriate staff. Players without [email protected]. Embed it right internet access can submit a character in the body of the message so there are history through regular mail. no formatting or attachment problems. Why write a character history? Although players without internet access For the extra point, of course. can mail us summary letters, we prefer if However, since you’ll be writing it they are submitted on the internet as this anyway, why not help us entertain makes it easier for us to distribute the you? Character histories are one of the information to the appropriate staff. richest sources of plot and fun that any staff member could hope for. For players who attended as a character, the subject of your letter should say What do you want in a character "Summary Letter:" and the name of your history? character and the date of the event. You We would like to see a number of should answer the following questions: things come out of your character - Which plots were you involved with history. In no particular order, those during the event? things include: - Which plots or staff characters do you want to see more of? 1) Place your character in the world. -What goals or unfinished business does We have tried to create a living world your character have? with a number of different cultures. - What actions did you take towards Many aspects of the world are left those goals? vague on purpose, because we want to - Do you have any other comments see you make it up. No, really. We about the game? have not set in stone what the courts 186

of Shiara are like, or what the Valar do people are more comfortable writing when they are not on duty, because their character’s history as an out of we want you to write the character game series of events, while others history that you like without take the opportunity to give their squeezing it into too many pre‐ character a voice. Some backgrounds established ideas. If something is are even written as in‐game completely unsuitable for plot documents authored by someone reasons, we’ll let you know. other than the character.

2) Give us plot! Can be a king, secretly? You don’t have to include any huge No. Well, you might be, but if you are, events in your background. While then plot will decide that. You can you’re welcome to have your village have your character do cool things, razed by undead and every kin but the emperor should not be your including second cousins slaughtered childhood buddy, and you probably by the horde, we don’t need extremes aren’t the best sorcerer in all of Rues to create interesting plot for you. A just yet. After all, we want you to do all younger sibling with a temper or a the really cool things while you’re mysterious box that your parents playing the game. never explained is just as good. Here are some other guidelines to 3) Let us know what you want. consider: The flavor of your character history When writing a character history, you tells us a lot about where you would want to include your motivations and the like to see your character go in the characters that have affected you in the future, and what types of plot you past. Include where you are from and would enjoy the most. Even if nothing why you have some to Fortune’s Bend. happens in your background, the glimpse we get into the voice and life - Submit a history that takes into account of your character is invaluable. that your starting character is not very experienced and has limited resources. Should I include my whole life - Avoid writing a history where you story? accomplish great and heroic deeds. Save If you want, but in general, you should that for the actual game-play. just include the parts that you feel are - Do not write magical items or special most important to your character skills into your history. getting to where they are today. You - Do not have the gods appear or contact can always submit history addendums you directly. later (though you won’t get CP for - Do not include elements or magical them.) effects in your character history that would be impossible to represent during Is this supposed to be written in the actual game. character? - Do not introduce a great destiny or Again, this is totally up to you. Some prophecy that involves your character 187

unless it comes from a source that could impossible without a very high set of be unreliable. statistics or skills. - Do not include statistics for characters from your history, and do not include characters that accomplish deeds that are

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Combat is resolved with a staged system below. Each type requires its own skill, that uses props for weapons and spells. but anyone can use small weapons under In order to ensure that these props are 24” in length. Two handed weapons are safe, certain guidelines on their marked with a “*” in the length table. construction are necessary. Weapons and packets must be checked Blades at each and every event where they These weapons represent daggers and all might be used. You are responsible for types of swords. A bladed weapon has a the safety of any prop you swing or striking surface that covers at least 2/3 of throw in combat, so you should check its entire length. them yourself during the course of an The weapon may have a cross guard or event. hand guard, but the guard must be made Every player, both PC and NPC, is entirely of pipe foam or the equivalent. responsible for bringing their own weapons and packets. We will try to Weapon Lengths have weapons and packets in monster Type Minimum” Maximum” camp for emergencies, but we can make Dagger 18” 24” no guarantees about the availability of Short Sword 25” 36” these props. We reserve the right to fail Long Sword 37” 46” any weapon or packet we deem unsafe. It is not uncommon for weapons to fail *Great 50” 64” or break, so you should try to bring a Sword backup weapon and materials to repair your props. Axes These weapons represent hatchets and all types of axes. Weapon Construction An axe needs padding that covers at Constructing a weapon requires time and least ½ of its entire length. The striking patience, but it is not that hard once you surface is a head of open celled foam at have practiced a bit. We describe the least 8" in length that extends at least 4" steps to create the various weapons from the shaft, and looks like an axe below, and include the details along the blade. way. One problem with weapon materials is that they vary wildly, even Weapon Lengths within the same brand name. If you Type Minimum” Maximum” follow the suggestions, it is remotely possible that a weapon could fail Hatchet 18” 24” because of a strange inconsistency in the Short Axe 25” 36” core or foam. Long Axe 37” 46” *Great Axe 50” 64” Step One: Choose Your Weapon First, you have to figure out what type of weapon you are making and determine Hammers the length and construction criteria. The These weapons represent maces, various weapon types are explained hammers, and all types of smashing 189

weapons with metal heads. Type Minimum” Maximum” *War Glaive 48” 64” A hammer needs padding that covers at *Great 60” 72” least ½ of its entire length. The striking Glaive surface is a head of open celled foam at least 6" long that extends at least 4" from Staves the shaft, although this could be 2" on Staves have a striking surface on both both sides for a mace. sides of the weapon. Each striking

surface covers at least 1/3 its entire Weapon Lengths length. The middle section of the staff Type Minimum” Maximum” must also be padded, although you can Blackjack 18” 24” use 3/8” padding for the grip of the staff Short 25” 36” so long as the full 5/8” is used for the Hammer striking surfaces. The staff has a Long 37” 46” thrusting tip on both ends. Hammer *Maul 50” 64” Weapon Lengths Type Minimum” Maximum” Glaives *Staff 48” 64” This skill is for glaives and shafted weapons that have a blade on both ends Spears of the weapon. Each striking surface The spear is the only long weapon that covers at least 1/3 its entire length, and may be used one handed. A spear can the blade itself must be at least 18". The only be used to stab an opponent. It middle section of the glaive must also be cannot be used to swing. A spear must padded, although you can use 3/8” have padding that covers down the padding for the grip of the staff so long striking end at least 1/2 of its entire as the full 5/8” is used for the striking length. If you are using a spear one- surfaces. handed you may not thrust at any target above the arm pit of the opponent. The glaive has a thrusting tip on both ends. All glaives are two handed Weapon Lengths weapons. You can choke up to one end Type Minimum” Maximum” and grasp the blade of a glaive only if Spear 48” 64” you are wearing thick gauntlets. If you are skilled with a war glaive you can hold the weapon along the shaft and Polearms block attacks with one hand. You cannot Covering all types of longer pole attack with the glaive while using a war weapons, polearms have the advantage glaive used in this fashion. The great of reach. glaive is a two handed weapon. You A polearm must have padding that cannot use it with one hand. covers down the striking end at least 1/2 of its entire length. Weapon Lengths The striking surface must cover at least 190

12", and must include additional padding Long Claw 37” 46” of open celled foam that extends at least 1" from the shaft or another layer of pipe Thrown Weapons foam cut in half. These weapons represent daggers, darts, and javelins. These weapons must be at Weapon Lengths least 2” in length, but larger thrown Type Minimum” Maximum” weapons such as javelins are allowed if *Polearm 60” 72” the staff deems them safe.

Clubs Larger thrown weapons may be These weapons represent weapons made weighted with birdseed, but at least 5/8” entirely from wood. A club needs of foam must be between the birdseed padding that covers at least ½ of its and the surface. entire length. The striking surface is at least 6" long. It Weapon Lengths may be open celled foam that extends at Type Minimum” Maximum” least 1" from the shaft, or it could be an Dart 2” 12” additional layer of pipe foam. Dagger 4” 12” Javelin 8” 36” Weapon Lengths Type Minimum” Maximum” Bows Blackjack 18” 24” These weapons use thrown packets and a Short Club 25” 36” prop for the bow made from padded Long Club 37” 46” PVC. The arrows are constructed using *Great Club 50” 64” the Packet Construction rules. You must draw the arrow prop, touch it to the bow, Claws and draw it back to your ear or cheek. These props represent some kind of You may then throw it to represent the natural weaponry such as claws or fists. arrow. A claw needs padding that covers at least 2/3 of its entire length. The striking Weapon Lengths surface is the padded area of the weapon Type Minimum” Maximum” above the grip. Bow 36” 48” Claws are not affected by Disarm effects. If a claw is affected by a Destroy effect, the character will take a Maim Crossbows effect to the limb holding the claw. These weapons use thrown packets and a prop for the crossbow made from padded Weapon Lengths PVC, or an appropriate NERF substitute. Type Minimum” Maximum” The bolts are birdseed packets with 4” Short Claw 18” 24” streamers. You must draw the bolt prop, Medium 25” 36” touch it to the crossbow, and draw it Claw back to your ear. You may then throw it 191

to represent the bolt. The crossbow must tape, hot glue, or another material so have a length between 18” and 36” and a there is no hole at the end. Each pipe bow width between 18” and 24”. insulation overlap will need to be 1” and the foam thrusting tip must be 2” in We also allow NERF type crossbows if length. The core materials we allow are they meet the size requirements and the described below. crossbow and bolts are painted so they are not brightly colored. Only large size 3/4” PVC and 1/2" CPVC NERF arrows are permitted, the standard This common core can be used for one 3” long darts are not sufficient for bolts. handed weapons. If using PVC you will want to find schedule 20 PVC pipe with Weapon Lengths a thin wall. There are schedule 40 pipes Type Minimum” Maximum” with thicker walls that are too heavy to Crossbow 18”L x 18”W 36”L x 24”W make good weapons. This core can also be bent into bows by applying very hot water, or softening it if you are good Shields with the heat of a stove or gas burner. Shields are defensive props used to

block weapon blows. They cannot be 1/2” PVC and 1/4" CPVC used to strike another player. They are This core is too whippy to use for longer constructed from light wood, plastic, or weapons, but weapons as long as 36" foam and all exposed edges must be can be safely made with this core. This protected with 5/8" thick foam padding. material is not good for any other type of Shields at Numina require both a handle weapon. and arm strap. Bucklers may be

constructed with only a single handle. 3/4” CPVC A buckler is a small shield that cannot be This core can be used for one handed more that 24" at its longest dimension. A weapons and is used with aluminum to full sized shield cannot be more that 36" make two handed weapons. You will at its longest dimension. want to find schedule 20 CPVC pipe

with a thin wall. Weapon Lengths There are schedule 40 pipes with thicker Type Maximum Dimension” walls that are too heavy to make good Buckler 24” weapons. This core can also be bent into Shield 36” bows by applying very hot water, or softening it if you are good with the heat Step Two: Create the Core of a stove or gas burner. CPVC has more Next you must create the weapon core. whip than PVC, but it can be used for For thrown weapons you skip this step. weapons up to 42" in length. Some types Your core materials depend on the of CPVC might be stiff enough for length of the weapon, which you slightly longer weapons, but you will determined in step one. The weapon core have to watch the whip closely or the will need to be at minimum 4” shorter weapon will likely fail inspection. CPVC than the overall length of the weapon. can be used with aluminum in two Each end must be capped with strapping 192

handed weapons as well. extra padding to two handed weapons using another layer of pipe insulation cut .410 and .505 Ultralight (Kitespar) in half to fit over the foam. You may The core this refers to is actually called also use a narrow strip of open cell spiral wound fiberglass tubing. foam. Weapon heads are also made from open cell foam. Attach the extra padding Intended to be used as a kite pole, the with strapping tape to prepare it for the core is light, durable, and has give. One final layer of duct or kite tape. handed weapons use the .410 and .505 diameter pole. It is suggested that two handed weapons, particularly staves, cover the grip area or .610 and .750 Ultralight (Kitespar) at least most of the grip area with a thin This core is a thicker version of the walled pipe insulation to protect against spiral wound fiberglass tubing. It is accidental contact with the grip. This is much more expensive than .410 or .505, not required unless a player is reported but it is needed if you intend to make to hit opponents frequently with the grip ultralight two handed weapons. of the weapon.

Step Three: Pad the Striking Area Step Four: Add Cross Guards Next you will have to add the padding to Cross guards and hand guards may be the striking surface of the weapon. The added to Blades using pipe insulation or padding should be a minimum of 5/8” similar materials. pipe insulation. The common foam for All guards must have give and be boffers is polyethylene pipe insulation. deemed safe by the staff. We discourage cross guards on other types of weapons, The pipe foam should fit snugly over the but if the player can show us an example pipe without rattling. If the foam is too of a medieval weapon with a similar big, you may add a strip of weather feature we might consider it if the cross insulation to the core or use strapping guard is deemed safe. Other weapons tape to pad out the core at three or four may have a small hand guard if it only points. We prefer to use weapons with a protects that hand. diameter of around 2”, but we allow a wedge to be removed from the pipe Step Five: Add the Pommel foam to be so long as the diameter of the Pipe insulation must extend past both weapon is no less than 1 and 3/4”. We ends of the core by at least 1” and the reserve the right to restrict such weapons resulting hole must be filled with a if this proves to be problematic. rolled up bit of pipe insulation. Use strapping tape to hold in the filler. The pipe insulation must extend past the end of every core by at least 1” and the Step Six: Add a Thrusting Tip resulting hole must be filled with a The tip of the striking surface must have rolled up bit of pipe insulation. Use a thrusting tip. This tip is 2” of open cell strapping tape to hold in the filler. Once foam. the basic padding is added, you may add Longer thrusting tips tend to bend. Cut

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the foam to cover the tip. Once the tip is safety inspection, if not the lightest or in place, use duct tape or kite tape to prettiest weapon. cover the tip. Take a length of tape and Alternate materials for foam blade place it so it goes across the end of the construction including Foam mats, EVA tip and down both sides, attaching the tip foam sheets, and injection molded foam to the weapon. If the tip is round, use a are all subject to review by our rules razor to cut the corners so the tape team prior to being allowed in the game. conforms to the tip. Now add another It is wisest to consult with us before piece of tape so it goes across the end spending time and money on a weapon and down the exposed sides of the foam that does not follow the guidelines tip. Use a razor to cut the corners so the above. tape overlaps slightly and conforms to Alternate Core materials are even more the tip. Finally, poke many tiny holes all restricted. Many games may allow solid over the tip so the air can escape and the core fiberglass, Pultruded Carbon, wood, tip can contract and expand freely. or landscaping markers as cores for If the weapon uses other open cell foam, boffers. These materials are NOT you might find that when the foam permitted at Numina. The listed compresses that the tape wrinkles as it materials above are the only permissible sticks to itself. You can prevent this by cores. covering the open cell foam with plastic wrap used for food storage before taping Latex and Plasti-dip Weapons over the foam. There are a great many commercially available latex weapons marked to the Step Seven: Cover with Tape boffer LARP community. You may now cover the entire weapon Unfortunately, this means there is a great with duct tape. Kite tape is also allowed. variety in safety and quality standards The tape should run down the length of between commercial makers. As it is the weapon and have a slight overlap. It prohibitively expensive for us to should not be wrapped in a spiral around purchase and test weapons from every the blade. Even duct tape varies in vendor, we must address these weapons weight and thickness, so you should look individually. That means there is a for a thinner, light tape. The majority of reasonable chance that your expensive the weapon should be black or gray weapon may be deemed unusable at where there is metal, and black or brown Numina. Please contact our Rules staff where there is wood. Bright colors are if you wish to use a latex weapon at not allowed as the primary color of the Numina. weapon, though decorations are allowed. Plasti-dip weapon construction is becoming more common in LARP A Note about Weapon Materials circles. These are weapons carved of Weapon construction materials and foam to look more realistic, then sealed methods are a commonly evolving thing with a coating of Plasti-dip sealant to in boffer games. That said, the rules skin the weapon instead of tape. As presented here will help you make a these are always hand made, they are weapon that is nearly certain to pass even more difficult to predict and

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evaluate than Latex weapons. We do birdseed with no larger or sharper seeds. allow the use of Plasti-dip weapons, but A square of fabric is pulled around the they are subject to review by our Rules birdseed and its corners are gathered staff prior to use in our game. It is wise together to form a “tail” and closed up to bring a back-up weapon in case your with rubber bands or strapping tape. You weapon does not pass inspection. may also sew a packet shut. Packets with any other material inside will not be Contact our rules team at allowed. [email protected] with any weapon questions you may have, we’re The head of the packet should be always happy to help! between 1 and 1.5 inches in diameter, and the tail behind the tape should not be Packets longer than 3 inches. The fabric must be Packets are small bean bags that are stretchable and cannot be pulled so tight thrown to represent magical attacks or that it no longer has give. You should be special powers. They should be made of able to squeeze the center of the packet stretchable fabric and filled with and almost touch your fingers together. birdseed. You should use only small

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