LEGACIES

Rulebook Winter 2013

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White

Legacies Rulebook, Winter 2013

Table of Contents Simulated Actions ...... 15 Weapon Combat ...... 15 INTRODUCTION ...... 6 Packets ...... 15 Chance Bags ...... 15 CHAPTER 1: THE BASICS ...... 7 Signature Calls (Sig Calls) ...... 16 Gibbering ...... 16 The Fundamental Rule...... 7 Counted Actions ...... 16 Assisted Counts ...... 17 Players...... 7 Radius Actions ...... 17 Rules of Conduct ...... 7 Physical Actions ...... 17 Cheating ...... 8 Physical Roleplay ...... 17 Referees ...... 8 Stepping Out ...... 17 Owners ...... 8 Logistics Referees ...... 8 Effects ...... 18 Plot Referees ...... 8 Grouping Effects ...... 18 Rules Referees...... 8 Effects by Result ...... 18 Safety Referees ...... 8 Effects by Category ...... 19 Punishment ...... 8 Effects by Delivery Method ...... 19 Legal Targets of Effects ...... 20 In Game (IG) vs. Out of Game (OOG) ...... 8 Packet Delivered Effects ...... 20 OOG Players ...... 8 Touch Delivered Effects ...... 20 OOG Items ...... 9 Weapon Delivered Effects ...... 20 OOG Information ...... 9 Effect Duration ...... 20 Meta-Gaming ...... 9 Countermeasures ...... 20 Avoidance ...... 21 Characters ...... 10 Resistance ...... 21 Character Card ...... 10 Immunity ...... 21 Anatomy of a Character Card ...... 10 Headbands and Hand Signs ...... 21 Character Name ...... 10 Headbands ...... 21 Race ...... 10 Hand Signs ...... 21 Racial Abilities ...... 10 Skill Points ...... 11 Safety ...... 22 Bribe ...... 11 Phys Rep Checks ...... 22 Body Points ...... 11 Stand Downs ...... 22 Rush ...... 11 Non-Combat Rules ...... 22 Resurrections ...... 11 Skills ...... 11 CHAPTER 2: CHARACTER ...... 24 Production ...... 11 Spell Slots ...... 11 Character Creation ...... 24

Armor ...... 11 Races ...... 25 Armor Points ...... 12 Player Race List ...... 25 Lightly and Heavily Armored ...... 12 Player Race Descriptions ...... 25

Items ...... 12 Racial Abilities (Racials) ...... 30 Tags ...... 12 Racial List ...... 30 Physical Representations (Phys Reps) ...... 12 Racial Descriptions ...... 30 Magic Item Phys Reps ...... 13 Creating Items ...... 13 Skills ...... 39 Item Quality ...... 13 Skill List ...... 39 Destroying Items ...... 13 Skill Descriptions ...... 41 Money ...... 14 Defensive Skills ...... 41 Bringing Items to Event ...... 14 Assassin Skills ...... 43 Warrior Skills ...... 44 Performing Actions ...... 14 Heroic Skills ...... 46

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Fighting Style Skills ...... 48 Weapon Damage ...... 67 Melee Weapon Skills ...... 48 Anatomy of a Basic Damage Call ...... 67 Missile Weapon Skills ...... 50 Base Damage...... 67 Production Skills ...... 51 Basic Damage Suffixes...... 68 Magical Skills ...... 52 Advanced Damage Calls ...... 68 Ritual Skills ...... 54 Specialty Strikes ...... 68 Healing Skills ...... 55 Advanced Damage Suffixes ...... 69 Knowledge Skills ...... 55 Compound Suffixes and Simplifying Damage Calls ...... 70 Thieving Skills ...... 56 Implied Suffixes ...... 70

Character Advancement ...... 57 Blanket ...... 57 CHAPTER 5: WIZARD AND SCRIBE ...... 71 Bribe ...... 58 Progression Chart ...... 58 Access to Magic ...... 71 Spell Scrolls ...... 71 Spell Slots ...... 71 CHAPTER 3: LIFE AND DEATH...... 59 Bonus Spell Slots ...... 71 Spell Focuses ...... 71 Character Health ...... 59 Recording Spell use on the back of the Character Card ..... 72 Magic Items ...... 72 Taking Damage ...... 59 Potions ...... 72 Numeric Damage ...... 59 Damage of Body Parts ...... 60 Casting ...... 72 Destroying a Body ...... 60 Spell Call ...... 72 Delivery ...... 73 Healing Damage ...... 60 Delivery Restrictions ...... 73 Interrupting Spell Casting...... 73 Incapacitation and Death ...... 60 Cancelling Spells ...... 73 Unconscious ...... 61 Stacking Spells ...... 73 Bleeding to Death ...... 61 Dead ...... 61 Spells ...... 73 Spirit ...... 61 Spell List ...... 73 Ending Event as Spirit ...... 62 Spell Descriptions ...... 74 Sunder ...... 62 1 Spells ...... 74 Level 2 Spells ...... 75 Resurrection ...... 62 Level 3 Spells ...... 77 Resurrections ...... 62 Level 4 Spells ...... 78 Quiet Resurrection ...... 63 Level 5 Spells ...... 80 Splintered Resurrection ...... 63 Level 6 Spells ...... 81 Level 7 Spells ...... 82 The Full Lifecycle ...... 64 Performing Rituals ...... 83 Prerequisites ...... 83 CHAPTER 4: WARRIOR ...... 65 Ritual Scrolls ...... 83 Setup ...... 83 Using Weapons ...... 65 Earth ...... 83 Weapon Skills and Weapon Types ...... 65 Air ...... 83 Melee Combat ...... 65 Fire ...... 83 Using Artificer Items as Weapons ...... 65 Water ...... 84 Missile Combat ...... 65 Spirit ...... 84 Launched Weapons and Ammunition ...... 65 Anchorhead ...... 84 Defending ...... 66 Execution ...... 85 Turtling ...... 66 Determining Success ...... 85 Restrictions on Fighting ...... 66 Resting Between Rituals ...... 85 Legal Targets ...... 66 Ritual Variants ...... 85 Non-Combatant Fighting...... 66 The Body is not a Weapon ...... 66 Enchantments and Enchantment Slots ...... 86 Machine Gunning ...... 66 Named Items ...... 86 Excessive Force ...... 67

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Rituals ...... 86 Phys Reps ...... 111 Ritual List ...... 86 Soft Armor ...... 112 Ritual Descriptions ...... 87 Studded Armor ...... 112 Level 1 Rituals ...... 87 Mixed Armor ...... 112 Level 2 Rituals ...... 88 Chain ...... 112 Level 3 Rituals ...... 89 Rigid ...... 112 Level 4 Rituals ...... 89 Stacking Armor ...... 112 Level 5 Rituals ...... 90 Level 6 Rituals ...... 91 Weapons ...... 112 Variable Level Rituals ...... 92 Weapon List ...... 112 Phys Reps ...... 113 Scribing ...... 95 Siege Engine Phys Reps ...... 114 Creation ...... 96 Item Quality ...... 96 Artificer Items ...... 114 Consumable Scribed Items ...... 96 Artificer List ...... 114 Permanent Scribed Items ...... 96 Phys Reps ...... 115 Standalone Scribed Items ...... 96 Tattoo Phys Reps ...... 96 Fine Mechanics ...... 115 Combining Scribing in a Single Item ...... 97 Fine Mechanics Lists ...... 115 Permanent Scribed Items List ...... 97 Locks ...... 116 Permanent Scribed Item Descriptions ...... 97 Double Keyed Locks ...... 116 Phys Reps ...... 116 Lock Picking ...... 116 CHAPTER 6: APOTHECARY ...... 99 Manacles and Leg Irons...... 117 Phys Reps ...... 117 Creation ...... 99 Escaping ...... 117 Portcullis ...... 117 Delivery ...... 99 Escaping/Opening ...... 117 Touch Delivery ...... 99 Phys Reps ...... 117 Delivery Restrictions ...... 99 Interrupting ...... 99 Enhancing Items ...... 118 Alternate Materials ...... 118 Physically Representing ...... 99 Exotic Materials ...... 118 Special Metals ...... 118 Alchemy ...... 100 Maker’s Mark ...... 119 Alchemy List ...... 100 Ritual Symbols ...... 119 Alchemy Descriptions ...... 100 Spell Focuses ...... 119 Poisons ...... 100 Reactives ...... 101 Medicinals ...... 102 CHAPTER 8: THIEF ...... 120

Potions ...... 104 Taking Items ...... 120 Resisting Potions ...... 104 Finding Items ...... 121

Elixirs ...... 104 Robbing People ...... 121 Elixir List ...... 104 Incapacitated Targets ...... 121 Elixir Descriptions ...... 105 General Search ...... 121 Poisons ...... 105 Detailed Search ...... 121 Reactives ...... 106 Non-Incapacitated Targets ...... 121 Medicinals ...... 107 Robbing a Cabin ...... 122 Entering a Cabin with Locks ...... 122 CHAPTER 7: SMITH ...... 109

Creation ...... 109 CHAPTER 9: MONSTER ...... 123

Armor ...... 109 Plot ...... 123 Armor List ...... 109 NPCs ...... 123 Armor Chart ...... 111

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Monsters ...... 123 APPENDIX 1: DETAILED EXAMPLES ...... 133

Monster Racial Abilities ...... 123 Racial Abilities ...... 133 Racial Description ...... 124 Divination ...... 133

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Introduction Legacies is a Fantasy themed Live Action Roleplaying Game (LARP) held in the Pacific Northwest. There are three primary resources for Legacies to acquaint players with the game: the Legacies Website at http://www.legacieslarp.org, the Legacies Players’ Guide, and this book, the Legacies Rulebook. The website serves as the communication portal for the game, providing information on upcoming events, links to the game books, contact information for game officials, and a forum so that players can communicate with each other. The Legacies Players’ Guide is provides a detailed explanation about what the game is like, familiarizing players with LARPs in general and Legacies in specific. It also contains in depth details on the game world in which the game is played in. As of this writing there is a new version of the Players’ Guide in development, with a preview release available for download.

This Rulebook describes how the game is played rather than the setting the game is played in. The latter is the purview of the Players’ Guide. The purpose of the Rulebook is to provide details on how a player performs actions as their character while playing Legacies, and how they should respond to actions performed by other players that are directed at their character. As a Live Action Roleplaying Game players must physically perform a representation of a certain action for it to happen but there are constraints based on the safety of all players involved and how fantastical elements such as magic can be represented.

The Rulebook is broken down into chapters of similar content but very few concepts are self-contained. The interrelated nature of the rules will cause frequent references to earlier or later chapters. The first three chapters of this book are pieces that are intended to be read in order; the remaining six chapters do not have a chronology. “Chapter 1: The Basics” is the foundation chapter, introducing the multitude of concepts that are later built upon. “Chapter 2: Character” introduces players to the character from a Rules perspective, detailing how players determine what abilities their character has and how the character progresses to gain new abilities. The Legacies Players’ Guide also tackles characters, but from the perspective of forming a persona for the character rather than defining what the character can do. “Chapter 3: Life and Death” discusses how players should respond when their character falls victim to harmful adversity.

The subsequent chapters flesh out specific aspects of the game. “Chapter 4: Warrior” details how players engage other players in weapon combat safely while “Chapter 5: Wizard and Scribe” discuss how magic is utilized in the game. “Chapter 6: Apothecary” and “Chapter 7: Smith” discuss in detail how those two professions create items in the game world. “Chapter 8: Thief” details the less noble pursuits and how characters go about stealing from other characters without the players stealing from each other. Finally “Chapter 9: Monster” describes some of the adversity that the characters being played will face. Each of these chapters is as important as the first three even if a character does not possess any of the applicable abilities described in the chapter. Other characters may still use those abilities on a player’s character, so that player should be versed in what the ability does.

At first glance many new players likely will find the prospect of familiarizing themselves with so many rules to be daunting. There is much to read here. Established players all started out new themselves once and do not have expectations that new players will have everything memorized perfectly their first game. New players are encouraged to ask questions both at game and on the forums available on the Legacies Website. It is helpful and encouraged for players to read the rulebook in entirety prior to their first game, but not expected. Many concepts within the game book will make much more sense when players actually see the game in play, though feedback on ill explained concepts is always appreciated.

As a final note, before players delve further into the book, two editions of the Legacies Rulebook are published each year — one in the December/January time frame and one in the June/July time frame. The reasonably rapid state of revisions is meant to address deficiencies in either the book or in the underlying rules that are identified over the course of six months. Largely the changes are minor and accompanying each release of a Rulebook is a change list describing what rules are different between the current edition and the previous one.

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Chapter 1: The Basics There are many things players may have their characters do at Legacies, with corresponding rules to facilitate those actions. Many rules are interrelated, and they build upon one another. At the foundation are basic rules and concepts that players should be familiar with to make the other rules more accessible, as well as some essential principles that apply to how players should conduct their selves at Legacies. The Fundamental Rule Unlike traditional Table Top Roleplaying games where conflict is resolved in a turn based fashion and players can easily reference the rulebook whenever is convenient, Live Action Roleplaying Games resolve conflict in real time so the rules for conflict resolution need to be easily remembered. To facilitate this, the rules in this book largely take the stance of describing what players can do rather than what they cannot, with few exceptions, as this presents the rules in a simpler, shorter, and easier to remember form. The rulebook does not try to exhaustively describe every potential situation for each rule. As such, players should play to the spirit of the rules. Attempts to find loopholes to exploit or to “Rules Lawyer” conflicts to achieve an outcome not intended by the intent or spirit of the rules is considered cheating. Players should play to the intent of the rules, as that is fundamental to the effectiveness of the Legacies Rules System. Players Rules of Conduct The Rules of Conduct are rules that govern how players, rather than their characters, should behave while at game. Players should not create an unsafe or disrespectful environment for other players, and should maintain a certain level of maturity. The minimum age requirement of Legacies is sixteen years old to create an environment where mature behavior and respectful actions can be reasonably expected. Legacies is an at-will organization; players participate of their own free will and are allowed to play at the will of the Owners of Legacies. As an organization, Legacies does not discriminate based on age (except the minimum age requirement), gender, race, ethnicity, sexual or religious preferences, mental disabilities or physical handicaps. The same is expected of its players.

The following actions and behaviors are NOT tolerated from players. Players shall not:

 Engage in any illegal activities as defined by state, municipal, or federal law, while at a Legacies event.  Consume alcoholic beverages or any illegal drugs or substances during a Legacies event, nor arrive at an event intoxicated.  Carry any real world weapons at an event, regardless of whether they are licensed. The only exception is a small folding knife for utility or eating purposes, which must be sheathed at all times when not in direct use.  Misrepresent the organization of Legacies, its membership, or its intent at any time.  Behave in a rude or disrespectful manner to the management — the Owners and Referees of Legacies (discussed further below), or players while Out of Game, including Out of Game displays of temper.  Regardless of religious or political beliefs, proselytize to players or in any way bring Out of Game religious or political matters to game.

Additionally, the following actions are strictly prohibited:

 There is NO rape of characters In Game. No matter how realistic players wish to make their roleplay, this will not be tolerated. It may be in a character history, but may never come into game through roleplay or even a Stepping Out situation (refer to the section titled “Stepping Out” later in this chapter).  No one is to ever be actually physically bound or confined in any way, shape or form. They may not be physically locked into a room, tied up or gagged. All of these things can be achieved through simulation (Example: Draping a rope around a character’s extremities to simulate binding their arms and legs). A player may only lock themselves in a room for Out of Game situations. (Example: Changing garments, using the restroom facilities, etcetera.)  Every player's physical space and privacy must be respected at all times. If a player indicates they are uncomfortable with the physical activity of another player the activity must cease. (Example: Physically picking up or touching other players)  A player may never touch another player's Out of Game possessions (wallet, purse, keys, etcetera). All Out of Game possessions must be marked clearly with orange ribbon or tape or placed underneath a bed (Refer to the section titled “OOG Items” later in this chapter). In Game items belonging to characters (sword, armor, etcetera) may not be hidden Out of Game.  A player should not bring any Out of Game issues to a game site. Any player disturbing the game with non-game related issues may be asked to leave immediately.

None of these restrictions are unreasonable and all help to maintain a positive game environment.

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Cheating Players should not knowingly violate the rules within this book, or act contrary to the spirit of the rules herein. The point of roleplaying games in general and Live Action Roleplaying games specifically is to inhabit an imaginary world and participate in social interaction within the world rather than to win. Events may not always go in the favor of a character but failure can contribute as much to the social interaction as success. Deviating from the rules interferes with this aim and detracts from the experience of the other players. Doing so will not be tolerated. Referees To police cheating and facilitate the smooth operation of the game there are various game positions, collectively referred to as referees. The referee positions and duties are discussed in depth in the Legacies Players Guide, in “Chapter 2: Organization of Legacies”. This is intended as a quick summary to familiarize players with each position to a sufficient extent that references later in this book make sense. Owners The Owners hold the rights to Legacies’ intellectual and physical property and act as management for the game. They organize events and are responsible for the maintenance of the game. They are the final authority in the game, superseding the other referee positions. Logistics Referees Logistics, as the Logistics Referees are collectively referred, is responsible for maintaining both the player and character demographic information for administrative purposes. When players first get to event they pay their event fee to Logistics in exchange for their current character card(s) for event, as well as any new item tags each character is owed. Plot Referees Plot is charged with simulating the greater game world that Legacies takes place in. The event site that Legacies is held in typically represents the town in which the characters live. Plot referees play temporary roles of characters and monsters entering the town from the greater game world and facilitate players taking their characters out into that greater game world. Rules Referees The Rules Referees assist the Owners with the maintenance of the rulebook and help with any revisions that should be made to it to clarify or expand certain rules. They also field questions about how certain rules work while at event, and any player with a question about a certain rule mechanic should ask a Rules Referee. Safety Referees The Safety Referees perform inspections of the boffer weapons to ensure that they are safe and tend to any injuries that happen while players are at an event. They are also responsible for setting safety policies to ensure a game environment with minimal hazard to players. Punishment Players caught cheating or in violation of Legacies policies are subject to a range of punishments, as appropriate for their actions. It is the hope of Legacies that such measures should be little used, however should an action warrant it, Logistics, Plot, and Rules referees can dispense a variety of punishments as described in the Legacies Players Guide, “Chapter 2: Organization of Legacies”. Punishment can range from a verbal warning, to a more official recorded warning (commonly referred to as a “Ref Warning”), to punitive alteration of a Character Card (Character Cards are discussed later in this chapter), and in severe circumstances suspension or banishment of players from the game. In Game (IG) vs. Out of Game (OOG) The terms In Game (IG) and Out of Game (OOG) are used frequently in Legacies to differentiate between what a player (the person attending Legacies) knows, does, is affected by, has, or experiences and what the character (the role or persona adopted by the player) knows, does, is affected by, has, or experiences.

Characters, as they live their life within the game world, interact with other characters, are aware of everything that is In Game, or within the atmosphere that they inhabit, but are unaware of everything that is Out of Game, or within the atmosphere of the real world. It is important for players to actively distinguish between the two terms, to be aware that while they as players may know or hear something, their character may have no reason to be conscious of it. OOG Players Out of Game players are players that are not actively assuming the identity of a character. The Live Action Roleplaying experience is strongly bolstered by the illusion that the player is actually living within the game world of the characters, and players that are Out of

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Game diminish this illusion, detracting from the overall experience for other players. As such players are encouraged to maintain the role of their characters as often as possible, and to step out of the role of their character only when necessary and as discretely as possible so as to not impact others’ experience.

Certain areas are always considered to be Out of Game, as are the players within those areas. The cabin that Plot uses as a base of operations, as well as the area the Plot Referees sleep (if they are two separate places), and restrooms/shower houses are always considered Out of Game. The kitchen in the main dining area is also considered Out of Game, as it is filled with obviously modern appliances that are hard to ignore and unsafe to have combat in, however if players working in the kitchen wish to hold a conversation as their characters, In Game, that is their prerogative in the kitchen. Characters may not flee to one of these Out of Game areas to avoid events that are transpiring In Game, and to do so is considered cheating.

If a player has a very specific reason to spend more than a few moments Out of Game, they should clearly do so by donning an Orange headband (headbands are discussed in depth at the end of this chapter), and strive to stay out of sight or in the periphery as much as possible so as to not interfere with players actively playing their characters. If a player is actively playing their character and needs to step Out of Game for just a moment (Example: asking a referee a quick question) they may distinguish the transition by holding a weapon on their head (if they have one) or their fist (if they do not). Such action should be taken very sparingly to preserve the In Game atmosphere, and should not be used to break out of the In Game environment to make a casual Out of Game comment to other players.

Generally, players will only be Out of Game when they are:

 Changing characters/garb  Packing up their possessions to leave event  Using the restroom/showering  Searching for, or asking questions of a referee  Injured or ill  Involved in a Stand Down (See the Safety Section below) In most other circumstances, including when sleeping, players must remain In Game as their characters. If something is said Out of Game without an orange headband or hand/weapon sign, it may be legitimately taken In Game. All of the players are at the game to play, so each player is encouraged to remain In Game as much as possible to improve everyone's experience. If there is a pressing need for a player to remain Out of Game, they should communicate this to one of Owners of Legacies as soon as possible. OOG Items Items that belong to the player, but not the character they are currently playing (Example: The player’s keys, normal clothes, wallet, food, or possessions for a character they are not currently playing) are considered Out of Game, and may not be interacted with by other players. Such items should be clearly marked as such, either by hiding the Out of Game items under an orange cloth, marking them with orange surveyors tape or duct tape, or by placing them under a bed. Out of Game items should be kept out of sight as much as possible to maintain the In Game atmosphere (Example: Keeping all Out of Game items in a Rubbermaid tub clearly marked with orange surveyors tape, and then draping a tapestry over the tub to obscure it from direct view).

Items belonging to the character currently being played are considered In Game and should not be stored with Out of Game items or in areas that are designated as Out of Game (under bunk, in a bathroom, in the dining hall kitchen), as said items are fair game for other characters to interact with. A player should have all of the items belonging to their character at each event that they play that character, unless Plot has specifically given permission otherwise. OOG Information Players should distinguish between what their character knows and what they, as the player, know. If a player hears another player talking about something that person’s character did, between games or while the players are in an Out of Game area, then that player’s character does not also know about the information In Game. Additionally many of the rules within this book are meant as something for players to be aware of but the characters should not be. Characters should only react or reference Effects that are clearly designated as being In Game. Meta-Gaming Meta-Gaming is the term used to describe when a player uses Out of Game information In Game, and is considered cheating. For example, a player that notices Out of Game that another player has a Magic Item, then later steals the Magic Item In Game that would be Meta-Gaming because their character did not know about the Magic Item, only the player did. A player must never use information gained Out of Game, In Game. If a player does not know if knowledge is Out of Game or In Game, they should assume it is Out of Game. To assist in this, players should not volunteer In Game information to other players Out of Game, especially during the course of the game. Certain things are always Out of Game and a player should never use them for In Game knowledge. For example a player may never use knowledge of another player’s character card. Characters do not walk around with sheets of paper stating their abilities even though players are required to for the game mechanics to work. Also, In Game there is no distinction between Player Characters (PCs) played Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 9 of 133 Legacies Rulebook, Winter 2013 by the players and Non Player Characters (NPCs) temporarily played by Plot Referees; they are all denizens of the game world. A character should not react differently just because they know a character is an NPC (though obviously a character would react differently seeing a human merchant then they would seeing an army of skeletons marching at them). Characters Roleplaying is the process of assuming the role of a constructed identity and interacting with other players who do the same, to create a collaborative story with dynamic actors. As mentioned briefly in Meta-Gaming in the previous section, there are two different types of characters whom players assume a role as.

Player Characters (PC) are long term characters that are played for many events, each character controlled by an individual player who determines the identity and actions of that character, and guides the growth and development of that character over time. Players build their own characters, and provide the costuming and props for their PCs.

Non Player Characters (NPCs) are temporary characters that are created and controlled by the Plot team to represent personalities and monsters in the greater game world. The Plot team may contract other players to briefly play the role of NPCs (an activity commonly referred to as NPCing) however the ownership of the NPC remains in control of Plot.

The distinction between PC and NPC is administrative and revolves around how the characters are managed Out of Game. In Game they are all denizens of the same game world. Character Card Character Cards are a record of the abilities and capacities of a character, as well as certain administrative information for the player. It is not a record of who a character is, but rather it states what a character is capable of doing. Players must have the character card for the character they are currently playing on their person, while playing that character. Both PCs and NPCs have character cards; however the character cards for NPCs may be abbreviated.

During the course of game players may be asked to show their character card to a referee to establish that the abilities that they are using are available to their character. At any point a player may ask to have another player's character card checked by the nearest Plot, Rules, or Logistics referee or by one of the game Owners. This includes NPC cards. Referees also randomly check character cards as an audit of the playership as a whole, so players should not regard it as an accusation should they be asked to show their character card to a referee. If one player is asked to show their card to another player who is not a Plot, Rules, or Logistics Referee or one of the owners they should not do so, and report the request to either a Rules Referee or an Owner.

If a player does not have their card when checked, or a ref finds their character card on the ground, the player will not receive Blanket for the event (For more information on Blanket see “Chapter 2: Characters”). If another player finds a character card on the ground they can either return it to the player (who will suffer no ill consequences for losing it) or may give it to a ref and the offending player will be subject to the consequences. Anatomy of a Character Card The PC character card has several different pieces of information recorded on it, to describe the character’s capabilities and provide pertinent information to the player. The format and exact details on the character card are occasionally revised to present information in an easier to reference manner. Not all of the fields on the character card are discussed in this Rulebook; however the following are the major pieces of information that players should be familiar with: Character Name The character name on the Character Card is the name the character most identifies with. Characters may use any name they wish In Game, they can lie about their identity or go by nick names, but the name on the Character Card is what they ultimately identify themselves by. Race Legacies allows players to play characters from a variety of fantastical races, from Dwarves and Orcs to mundane Humans. “Chapter 2: Characters” has a list and summary of the races and the Legacies Players’ Guide has in depth details of the races, including the history and culture of the race. The race of the character dictates certain makeup and costuming requirements that the player must conform to, and grants access to certain innate abilities. The Character Card lists the character’s race, which may only be changed under certain conditions. Racial Abilities Each race allows access to certain innate abilities called Racial Abilities (also referred to as Racials), which are discussed in detail in “Chapter 2: Characters”. Most races have a total of three Racial Abilities; however each character typically may only have two of the three Racial Abilities (the Mongrel race has many Racial Abilities to choose two abilities from; Humans only have one Racial Ability

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 10 of 133 Legacies Rulebook, Winter 2013 that every Human character has). Players choose the Racial Abilities for their character when they make the character, and may only change which Racial Abilities their character can use under specific circumstances. Skill Points Skills Points represents a quantity used to buy Skills, each purchase of a Skill requiring a certain number of Skill Points. The pool of total Skill points currently available to a character is recorded on the Character Card, as well as the total number of Unspent Skill Points — the number of remaining Skill Points out of the total that have not yet been used to purchase Skills, and can be used to buy new Skills for the character. Each event a character is played, that character will receive a quantity of additional Skill Points referred to as Blanket. Additionally, Bribe (see immediately below) may be used to buy new Skill Points. Bribe Bribe (occasionally Bribe Points) is an abstract currency used by Legacies to reward players who volunteer time and resources to improve Legacies, by serving as a Referee, NPCing, donating costuming or props to the organization, or through other methods that improve the game. Bribe is a quantity associated with the player rather than their character, and may be used to buy additional Skill Points or Resurrections for any of a player’s characters. It may also be used to obtain additional In Game money for characters. Body Points To model how resilient a character happens to be, how much damage and punishment they can endure and live to tell about it, each character has a quantity of Body Points. When a character takes damage from a weapon or spell, typically they take a numeric quantity of damage to distinguish the relative fierceness of the attack. If a character has no other defense (physical armor or Rush), this damage is subtracted from the character’s current Body Points, and if the current Body Point total drops below zero the character dies. Characters begin with a total number of Body Points calculated by: 10 + (Total Skill Points/10) unless they have the Racial Ability Constitution (see “Chapter 2: Characters” for more information). This value is rounded to the closest integer. Characters can further increase their Body Points by purchasing the skill Body. The character card lists the total Body Points that the character has when fully healthy. Players must mentally keep track of their current Body Points when they take damage. Rush Rush models a character’s ability to bob and weave in combat to avoid injury. Like Body Points, Rush is a quantity that damage is subtracted from. Characters begin the game with no Rush, but may gain Rush by buying the skill of the same name (further details of Rush are present in its skill description in “Chapter 2: Characters”). The character card lists the total Rush that the character has when they have not been attacked. Players must mentally keep track of their current Rush when they are attacked. Resurrections Much of Legacies involves adversity that characters must face; this adversity can prove fatal for the characters. Unlike real life, the fantastical elements of Legacies allows for death to not always be a permanent malady. Specifics of character death are described in “Chapter 3: Life and Death”, however from a simplistic perspective, characters can only come back from the dead a certain number of times corresponding to the number of Resurrections currently on the character card. Each time a character is brought back they typically lose a Resurrection; when they have zero resurrections and go to Spirit again they may not be brought back and are permanently dead (referred to as Sunder). Resurrections may only be gained back by spending Bribe. The character card lists both the current number of Resurrections a character has as well as the number of Permanent Resurrections that were lost and may never be repurchased. Skills Skills are the occupational abilities that a character possesses. There are a great number of skills that a character may have; some skills enable a character to perform a certain ability as many times as they wish, while other skills only allow the character to perform an action a certain number of times per purchase of the skill. In the latter case, characters may have multiple instances of the skills so that they can perform the ability an additional number of times. Skills are purchased with Skill Points. The skills the character currently has purchased, as well as the number of purchases of the skills, are listed on the character card. Production Specific skills allow characters to produce items In Game and are collectively referred to as Production Skills. Each purchase of one of these skills grants a character a specific number of Production Points in a certain area: Smith, Scribe, and Apothecary. Characters with Production Points in a certain area may produce items In Game from that particular area. The Character Card has a tally of Production Points in each area, available to the character. Spell Slots Spell Slots allow a character to cast spells innately, one casting per Spell Slot. They are broken down by spell level, with a certain number of Spell Slots per level. Characters receive a Spell Slot each time they purchase Spell Slot skills. Armor In addition to Body Points and Rush, characters determine how much damage that they can take based on how much armor they are wearing. In order for a character to wear armor they must have both the Phys Rep and Item Tag (both described in the next section Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 11 of 133 Legacies Rulebook, Winter 2013 below: “Items”) corresponding to that armor — essentially the player needs to physically own actual armor Out of Game and have an Item Tag that asserts that their character also owns the armor In Game. “Chapter 7: Smith” discusses armor in greater detail. Armor Points Every piece of armor has associated Armor Points, the amount of damage that that piece of armor can absorb before damage begins to subtract from a character’s Body Points. A player should tally up the total number of Armor Points for every piece of armor that their character is currently wearing in order to get a total amount of damage that their armor can absorb. Damage is not location specific, so it is subtracted from the total Armor Points for a character regardless of where they took damage and what, if any, armor was covering that location. A character may restore Armor Points that they have lost to damage by having a character (either themselves or another character) repair the armor with the Apprentice Smith, Journeyman Smith, or Master Smith skills, as appropriate, and a Sixty Count Counted Action (discussed below in the section “Performing Actions”). A second character with the appropriate Smith Skill may perform an Assisted Count to reduce the time for the Counted Action in half. Lightly and Heavily Armored Characters will be immune to certain Effects and be restricted from using certain Abilities depending on how much armor they are wearing. If they are wearing a total of 50 Armor Points or less when the armor is undamaged (has not been hit and is at full Armor Points), they are considered to be Lightly Armored. If the armor a character is wearing totals to 51 Armor Points or more when undamaged, they are considered to be Heavily Armored. For the purposes of determining whether a character is Lightly Armored or Heavily Armored the Armor Points gained from the Magic Spell Mystic Armor as well as the Ritual Enchantment Imbue Temporary Magic Item should not be included in the sum of Armor Points.

For Example, if a character is wearing a Master Crafted Soft Armor Shirt (Armor Points 40) that has been Ritually enchanted with Imbue Temporary Magic Item to have an additional 10 Armor Points, and they have the Spell Mystic Armor (50 Armor Points) currently cast on them, they currently have a total of 100 Armor Points for the purposes of determining how much damage they can take. However, as neither the Armor Points from Mystic Armor, nor those from Imbue Temporary Magic Item count toward whether the character is Lightly Armored, for that purpose they are only considered to have the 40 Armor Points from the Soft Armor Shirt.

A character will not switch from being Heavily Armored to Lightly Armored just because they sustain damage to their Armor Points — the designation is based on the Armor Point total when the armor is undamaged. For Example, if a character has 60 Armor Points normally, they do not become Lightly Armored if they sustain 10 or more damage to their Armor Points. If they wish to become Lightly Armored they must physically remove some of the armor they are wearing until the undamaged Armor Point total is 50 or less. Items Items represent the possessions of a character In Game. Just because a player happens to own a specific item Out of Game does not automatically mean their Character owns the same item In Game. A character’s wealth is not tied to a player’s wealth, both to provide an equitable environment for players, and to create an economy In Game that is not tied to the real world economy. Every item used to affect the game world requires both an Item Tag and a corresponding Physical Representation. Item Tags Item Tags are tiny pieces of paper with the name of a particular item written on it. Each Item Tag corresponds to an item that exists In Game. If a character has an Item Tag for a particular item they own that item In Game. Every item that has an impact on the game world in some fashion, essentially any item necessary for an ability or that has an In Game Effect, whether it be a sword, a piece of armor, a Spell Scroll, etcetera, requires an Item Tag to be used. Logistics is responsible for creating and distributing Item Tags Out of Game. When a player makes a new character Logistics provides that player with a certain number of Item Tags as chosen by the player; Logistics also provides Item Tags when a player uses their character’s Production Points to build an item.

By convention Item Tags corresponding to items made by a Smith are white, Spell Scrolls and Potions are green, and Alchemical Compounds and Elixirs are red. In the specific exception of Ritual Scrolls, Logistics will issue an actual 8.5” x 11” Phys Rep for the Ritual Scroll, which will simultaneously count as the item tag for the Ritual Scroll.

Certain mundane items can be used without an Item Tag so long as their impact is minimal in the game world. For example, characters do not need an Item Tag for their clothing or for innocuous props such as mugs, candles or lanterns for their sleeping area (though a tag is needed if the light is used outside of a cabin to provide illumination for a character as that can impact events), or chests. In the case of chests and other forms of storage, a lack of an Item Tag can be a hindrance, as it cannot be locked to protect its contents (doing otherwise could have an effect on In Game events as the chest could now interfere with the actions of Characters). If the player chooses to secure an Item Tag for the chest it could have a lock attached, per the rules on locks (“Chapter 7: Smith”), so while an Item Tag may not strictly be needed for an item there is benefit in having one. Physical Representations (Phys Reps) Phys Reps are the physical objects that represent an item, a real world object that a player can hold and use. In order to use an Item Tag, the player needs to provide a corresponding Phys Rep; the Item Tag is the way of determining that the character can have the item In Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 12 of 133 Legacies Rulebook, Winter 2013

Game but the Phys Rep is what the character uses (Example: Players attack one another with actual boffer-safe weapons, the Item Tag is just a way of denoting that the character legitimately has the weapon they are wielding). Players must carry an appropriate Phys Rep for every Item Tag their character uses or carries on their person and vice versa if the Phys Rep is intended to have an effect on game play (for example, rope).

As characters are played it is not uncommon for them to acquire more item tags than they can realistically Phys Rep, so they may store those Item Tags in their sleeping area or stashed somewhere in the environment (within reason; just because an item tag can fit in a hole does not mean the suit of armor it represents could). However, just because players are allowed to store Item Tags without Phys Reps does not mean they can use the item without Phys Reps. When they retrieve the Item Tag they are again required to have a Phys Rep. Magic Item Phys Reps For any item that has a Ritual Enchantment placed upon it (see “Chapter 5: Wizard and Scribe”) the player must consistently use the same Phys Rep for the item. If the item is transferred to another character or the original Phys Rep breaks down from damage the Phys Rep should be replaced with one that looks very similar, preferably identical. A Phys Rep that looks different may only be used after receiving explicit permission from the Owners and the player should provide justification for using a Phys Rep with a different appearance (For Example, they bought a nicer Phys Rep and it seems more fitting for the Magic Item). Creating Items Characters can obtain Item Tags through three methods: 1) Acquire the item In Game (purchase it from another or from an NPC merchant, steal it, or find it), 2) Start the game with it when the character is made (“Chapter 2: Characters” details character creation), or 3) Make the item with Production skills. The Production skills are broken up into three categories, based on the type of items that each skill allows the character to create: Smith (items a typical craftsman could produce: weapons, armor, garments, etcetera), Scribe (special items created by writing specific text: Spell Scrolls, Ritual Scrolls, Spell Focuses, etcetera), and Apothecary (special brewed or mixed items created from specific recipes, Alchemical Compounds, Potions, Elixirs).

Each production type is broken up into three skills, Apprentice, Journeyman, and Master (Example: Apprentice Scribe, Journeyman Scribe, Master Scribe), which grant a certain number of Production Points per purchase (3, 5, and 7 respectively) as well as the ability to make certain items (Example: Apprentice Scribe allows a character to scribe Spell Scrolls. Once they purchase Journeyman Scribe they may additionally scribe Spell Focuses and Alchemical Recipes, and once they purchase Master Scribe they may now also scribe Ritual Scrolls and Elixir Recipes). The combined sum of Production Points for a production type, the production granted by the number of purchases of Apprentice, Journeyman, and Master Skills for that production type added together is collectively the number of Production Points that the character may use to makes items of that production type.

The items within a production type each have a Production Point cost associated with them, which is the number of Production Points it takes to make the item. Additionally there is a monetary cost for the raw materials that the character would conceivably need In Game to make the item, 3 copper per Production Point for most items and 6 copper per Production Point for certain special items (the monetary system in Legacies is described later in this chapter). Between events players email Logistics ([email protected]) or use the Logistics contact form on the website (http://www.legacieslarp.org/logistics/update.php) and state what they are spending their Production Points to make – specifics of the procedure can be found in the Legacies Logistics Policy Manual (http://www.legacieslarp.org/logisticsmenu/logprocedures.php). At the beginning of event when the player signs in and pays their event fee they also pay the copper cost for producing the item(s) and receive the corresponding item tag(s) for the item(s).

If an item requires more production points than a character currently has they have two options. They can spend multiple events building the item, putting forth a portion of their Production Points each event toward the completion of the item, or they can have other characters with Production Points for the same production type contribute to the effort. In the latter instance it does not matter if the assisting characters have not purchased the same level of production skill (Example: A character with Apprentice Smith can still contribute to a project being made by a character that has Master Smith). Unspent Production Points do not transfer from one event to the next. Item Quality The items produced by the various Production skills are categorized by three different qualities to reflect the relative In Game skill necessary to produce the item. This distinction also affects how the item may be destroyed and whether magical, alchemical, or ritual enchantments may be put on the item. Items that require the Apprentice skill of a particular production type to produce are considered Standard Crafted and are considered the lowest quality items. Items that require the character have at least one purchase of the Journeyman skill are considered Quality Crafted and in the case of Smith items may be temporarily enhanced by Magic Spells or Alchemical Compounds and Elixirs. Items that require at least one purchase of the Master skill are considered Master Crafted. They are more difficult to destroy than Quality or Standard crafted items, and in the instance of Smith items, may be enchanted for long durations by Rituals (Ritual enhanced items are often called Magic Items) in addition to temporarily enhanced by Magic Spell or Alchemical Compound. Destroying Items Items produced with Production skills may only be destroyed in two ways: Either they are consumed when used or are destroyed by a specific game Effect intended to destroy items. Spell Scrolls, Alchemical Compounds, Potions, Elixirs, Ritual Scrolls and certain Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 13 of 133 Legacies Rulebook, Winter 2013 consumable Smith items such as candles are consumed as they are used, destroying themselves regardless of the Item Quality. Characters may also target items with certain Effects and abilities to destroy an item (Example: The Skill Shatter Strike allows a character to destroy the item when they hit it with their weapon and use the skill). Master Crafted items are much harder to destroy and only one Effect in the game, the skill Shatter Unshatterable, can be used to destroy Master Crafted items.

If an item has a corresponding Item Tag characters cannot choose to just physically destroy the item even if the item seems easily ruined. For example, Spell Scrolls are typically physically represented by a sheet of paper with some arcane looking writing on it, which feasibly should be destroyed just by ripping up the parchment. For the purpose of game mechanics a character may not just do so; instead they must use a specific ability to destroy the Spell Scroll.

Items without an Item Tag, like a letter that a player used as a prop but did not get an Item Tag for, may be destroyed without the use of an ability. If the Phys Rep belongs to another player permission should be granted Out of Game before actually destroying the prop; if the owner does not wish for the prop to actually be ruined Out of Game a Counted Action (discussed later in this chapter) may be used to mimic destroying the item. As an exception to this, physical structures such as cabins may not be destroyed by players using any mechanic as it is not feasible to represent that the structure has been destroyed. Plot may do so, but only with specific permission granted by the Owners. Money Legacies has its own currency that characters use to exchange for goods and services In Game. Unlike other items the coins and gems of Legacies require only Phys Reps, as they do not have corresponding item tags. When a player makes a new character Logistics will provide them with an initial sum of coins for their character. Legacies provides coins and gems for players’ use; players should not seek to acquire coins from Out of Game sources as doing so is cheating.

The base currency is a copper coin commonly referred to as, appropriately, Copper. Alternate names for the coin include pence and bits. The next denomination of coin, worth 10 copper, is a silver coin often called sterling, shilling, or simply Silver. The subsequent denomination of coin, worth 10 sterling, is a gold colored coin frequently called gold crown, gold piece, or simply Gold.

For transactions involving larger denominations of coin characters might opt to pay with various gems instead of coin. Gems are always worth at least several gold crowns and vary in value depending on the type of gem. In addition to gems and coins artificer items such as necklaces and bracelets make good barter items as they are fairly small and easy to transport but worth quite a bit (a Master Crafted amulet often goes for 30 gold crowns, however unlike coins and gems they do not have a fixed denomination). Gems are marked with a number inscribed into the face of each gem. Any gem without a number etched into the face is a fake. The gems values are as follows:

1. 10 gold 2. 20 gold 3. 30 gold 4. 40 gold 5. 50 gold Bringing Items to Event Generally every event players must bring all of the Item Tags and In Game Money belonging to characters that they intend to play; they may not intentionally leave any character possessions at home. Legacies is not draconian about enforcing this, as it is understood that the small tags and loose coin can easily get misplaced between events, however Items should not deliberately be left at home. When not playing a certain character the player may place the Item Tags and money for that character in an Out of Game area (Example: Under a bed or in a bin clearly marked as Out of Game). While playing a character all possessions for that character are considered In Game and may not be left in an Out of Game area however they may be hidden in any In Game location that the player wishes.

As an exception to this, any event where Plot has dictated that the In Game events are taking place outside of the normal town that the game typically occurs in is not bound by this rule. The players may decide what items their character would bring with them as they traveled outside of the town and bring just those items. All items that the character is not bringing with them must be left at the Player’s home. Performing Actions Legacies is a Live Action Roleplaying game and as such strives to have players actually engage in the actions that their characters are performing. Some actions, however, are infeasible to actually physically accomplish, either because they would be unsafe for the players to perform or because they involve fantastical elements of the game world that cannot be accomplished in our mundane real world. Legacies uses a hybrid of simulated and actual physical actions to create a fantastical environment in which the players still actually perform some action to represent what their character is doing. Other players should be able to determine what a player is attempting to accomplish simply by observing the behavior of that player.

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 14 of 133 Legacies Rulebook, Winter 2013

Simulated Actions Legacies is a fantasy themed LARP, with larger than life heroes and villains, magic spells and make believe races and monsters. Many of the actions and effects that are conceivable in the imaginary world that the game takes place in are not feasible for players to perform while acting as their characters, either because of their fantastical nature, safety considerations, or general infeasibility of actually doing so without considerable logistical preparation (Example: A player could conceive of a way to actually rig up a system to throw a fireball to represent a Magic Spell, but not without a great deal of preparation and significant safety concerns).

The bulk of this rulebook discusses the various fantastical or real world impractical actions and effects that are available to characters and the means for the player to model these actions. Collectively actions that cannot conceivably be actually performed and instead have a method describing how to model them are referred to as Simulated Actions. Each Simulated Action must be performed in a specific way so that other players can easily determine what action the character is attempting to perform In Game based on simple observation of the Out of Game actions that the player performs. Weapon Combat In the real world getting hit by a sword or mace anywhere is going to be a significant impairment to the victim and certainly not something safe to actually do. Legacies has a fantastical view on weapon combat, where experienced fighters can shrug of several blows and continue fighting. Combat is full contact using boffer safe foam weapons. If a swing of the weapon connects with the target it is considered to have hit the target; if it misses or has the majority of the energy from the swing blocked with another weapon or shield it is considered to have missed the target. While this method of modeling whether a weapon has hit its target is fairly realistic, the repercussions to the target is fairly fantastical. Each hit of the weapon does a certain amount of damage, which the target then subtracts from a pool of damage that they can sustain before dying. Until the character depletes that pool they are not overly hindered; while it is certainly their prerogative to act out how their character would respond to the injury if they wish they are not required to until their character has suffered enough damage to fully deplete that pool, thus incapacitating the character.

The specific details of how weapon combat works is discussed in “Chapter 4: Warrior”. Character health and character death is discussed more fully in “Chapter 3: Life and Death”. Packets Legacies uses small cloth packets filled with birdseed as a way of conveying certain Effects to a target. A player announces what Effect their character is using (detailed in Signature Calls below) and then throws the packet at the character they wish the Effect to target. If the packet hits the target character, or even just the target’s clothes in most cases (exceptions will be explicitly stated in an Effect description if this is not the case), the target suffers the results of the Effect and should act accordingly. If the packet misses the target then the Effect is wasted. Spells are most often conveyed via packet, but certain other fantastical abilities that work over a distance are also conveyed in this manner.

In the middle of combat it can often be difficult for a target to be aware of the fact that they were hit with a packet. If the target did not seem to register that they were hit, the person throwing the packet should try to verbally alert them and if the target registers the alert, the player should grant the target time to verbalize any defenses. If the target remains oblivious, the player throwing the packet should simply not count that as the use of the Ability. Chance Bags Certain abilities are more involved, both in terms of the time they take to carry out (typically at least several minutes), and in the mechanic to perform them. These abilities are not combat focused so do not require mechanics that allow for easy and immediate resolution, and they also typically require a referee to adjudicate their use. Most importantly, these abilities do not have a guaranteed chance of success even if carried out correctly. In order to model this element of chance, the Plot Referee adjudicating the situation will have the player draw from a small bag or pouch containing colored stones — black, blue, and white. If the player draws a blue stone the action succeeds, if they draw a white stone it succeeds with effects above and beyond normal, and if they draw a black stone it fails critically with some adverse effect. There are always ten stones in the bag; typically there is one white stone, one black stone, and eight blue stones, however, in certain circumstances there may be an extra blue stone rather than a black stone, and it is also possible under certain circumstances for up to seven of the blue stones to be replaced with black stones (Example: When performing a Ritual if the character does not properly follow each step of the ritual they will have a blue stone replaced with a black for each step they did not successfully perform). Examples of abilities that use Chance Bags are the Racial Ability Divination, the Skill Resurrection, and high magic Rituals. Every Ability that uses the Chance Bag discusses conditions that will cause the typical configuration of stones within the bag to change.

Cool Down Any ability that requires a pull from a Chance Bag has a Cool Down period of thirty minutes in which the character must wait before using the ability again without additional adverse effects. If the character chooses to perform the action again within thirty minutes then a blue stone is replaced with a black stone within the chance bag. The Cool Down period stacks for each ability, so if a character uses the ability multiple times within thirty minutes, multiple blue stones will be replaced with black stones, though the Chance Bag will never have more than eight black stones regardless of compounding adverse conditions. For example, if a character performs three Resurrections within thirty minutes they would have a single black stone for the first resurrection as normal, an additional black stone Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 15 of 133 Legacies Rulebook, Winter 2013 for the second Resurrection (for a total of two black stones), and two additional Black Stones for the third Resurrection (for a total of three black stones).

If a player draws a white stone from the Chance Bag the Cool Down period is negated and they may immediately perform the action again without penalty. This only negates the Cool Down from that particular draw from the Chance Bag, so penalties from previous draws are not negated.

Plot Refs should carry one white stone, nine blue stones, and eight black stones in their Chance Bag, so that they can properly create all potential permutations of the ten stones within the bag. Signature Calls (Sig Calls) Signature calls are a way of informing other players of what Simulated Action is being exercised to clear up ambiguity. For example, simply throwing a birdseed packet at another player does not convey information about what Effect the packet is supposed to represent. Is the packet a Spell or a packet delivered Racial Ability, and which specific Spell or Racial Ability is it supposed to be? If a character is hit by a weapon, how much damage do they sustain?

The majority of Effects defined within this rulebook have an associated Sig Call that should be verbally spoken when the Effect is being used to other players of the Effect. When a character strikes another character with a weapon the player should say a Signature Call representing how much damage the strike delivers (discussed in depth in “Chapter 4: Warrior”); when the character casts a spell they verbally state the spell that they are casting.

Most Signature Calls are considered Out of Game. The player is announcing the Effect being delivered so that other players are informed, however the character is not simultaneously telling other characters what has transpired. For example, characters do not go around announcing some numeric damage to the targets of their weapon attacks, any more than real world soldiers shout out some numeric damage that their firearms deliver. This is, in effect, Out of Game information to describe what is happening In Game, and while characters may be aware of the results of the Signature Call (Example: that guy hits a lot harder than the other, whatever that woman did to my friend just now caused him to fall over dead, etcetera), they are not aware of the Out of Game mechanic that was used to achieve those results.

Certain few Signature Calls are considered In Game, and the character is actually announcing what they are doing when the player speaks a Sig Call. The convention in this book is to designate all Signature Calls that are considered to be In Game by underlines and italics (Example: “Some Signature Call” is In Game, while “Another Signature Call” is Out of Game, as designated by the use of underline and italics). As an example of In Game Signature Calls, all Spells require the character to speak a specific phrase In Game to use a spell. Gibbering Each call a player makes should be clear and distinct when announcing a Signature Call. Any Signature Call that is slurred, wrong, or otherwise incomprehensible results in failure, and the Effect the player is attempting is wasted. The player still loses the Spell, Alchemical Compound, use of the intended ability, etcetera that they attempted to use. The act of misspeaking a Sig Call is often referred to as Gibbering. A misspoken Sig Call is often called a Flub. Counted Actions Counted Actions simulate actions that a character could conceivably accomplish, but are either unsafe for the player to actually attempt, or the target of the action may not be comfortable with the player attempting. For example, actions such as physically picking up another player, cutting the limbs off of another character, or physically breaking objects are all actions that would be appropriately represented as Counted Actions. Likewise, some In Game Effects that would take a certain amount of time to achieve, for example the Monster Racial Ability Life Drain which can represent a vampire drinking a victim’s blood, are modeled using a Counted Action to represent the time that expires while utilizing the In Game Effect.

Counted actions are actions that take place over a counted period of time. To perform a Counted Action, the player states what they are doing followed by a count, repeated until they reach the full count. For example, a character that wishes to lift up the injured body of a peasant, but the person playing the peasant is not comfortable actually being carried, would instead use a Counted Action and state “Lifting up Peasant One, Lifting up Peasant Two, Lifting up Peasant Three” to announce the action that they are performing. Each count should take at least one second, though it may take longer if saying a complicated action. Rushing the count to finish quicker is considered Gibbering.

While performing a Counted Action the player should pantomime the action they are attempting. If performing the action on another character, the target character either must willingly allow the action to be performed or be either prone or incapacitated in such a way that they could not resist the action. For example, the target character could be under the effects of the spell Paralyze, have their arms and legs both tied up, or be unconscious or dead. While the action is being performed the character performing it must concentrate on the action and perform no other; for example, if while performing the action another character attacks them, they may not defend themselves otherwise they fail to perform the Counted Action and must start over. If performing a Counted Action on another character

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 16 of 133 Legacies Rulebook, Winter 2013 the target must also remain still and not perform other actions. The one exception, characters may use Resistance or Immunity Effects (described later in this chapter) to negate an Effect that has targeted them.

The minimum Counted Action is to three, and is commonly referred to as a Three Count. Also common is a count to one minute, referred to as a Sixty Count. Most In Game actions that require a Counted Action to perform will specify the duration, though in the instance of Monster Racial Abilities the duration of the Counted Action can be at the discretion of Plot. When performing a counted action to represent actions that are unsafe for the player to actually do, rather than actions representing In Game Effects, the player should choose a count that represents how long the action would actually take to perform should the player physically attempt it, with a minimum amount being a Three Count. Assisted Counts Certain Counted Actions may be simultaneously attempted by two characters to reduce the amount of time necessary to complete the action. Both players will need to pantomime the action being simulated, and in the case of Counted Actions corresponding to the use of a Skill or Ability, both characters must possess the Skill or Ability. Not all Counted Actions may be assisted; the specific Skill or Ability that requires a counted action will explicitly state if another character may assist, otherwise it should be assumed that they may not. When a second person assists with a Counted Action it cuts in half the amount of time necessary to complete the task, from the point the player started assisting. For example, if a second player attempts to assist with the application of the Skill First Aid, and the first player is already twenty seconds into the Sixty Count, the remaining forty seconds will be cut down to twenty seconds.

There is a drawback to receiving assistance with a Counted Action. Should either player stop participating in the Counted Action it must be started over, rather than continuing at the point the player stopped. For this reason, the player who began the Counted Action may choose not to allow others to assist even if the other player is insistent on helping. Radius Actions Certain Abilities will affect one character or all characters within a certain radius, or require that the character using the Ability does not stray outside of a specified radius, the specifics detailed in the description of the applicable Abilities. The radius is centered on the location of the right foot of the player who used the Ability, at the time that they activated the Ability. The length of the radius is one of two distances; A Radius of Weapon Reach is a radius whose length is determined by how far the player using the ability can reach with their weapon without overextending themselves — that is, how far they can feasibly reach with their weapon without becoming unbalanced or unable to quickly return to a relaxed upright position. A Radius of Weapon Reach is typically used to determine the valid targets of effects that require the character to be holding a weapon, such as the Skill Mortal Parry. A Radius of Arm Span is a radius whose distance is equal to the Arm Span of the player using the ability, from fingertip to fingertip. In both instances these are considered loose measurements used for quickly determining a distance, and should players have question as to whether they are within the radius or not, they should err on the side of being within the radius. Physical Actions Physical actions are actions the player actually performs to represent what their character does. The vast majority of actions a character takes are physical actions, and likely players will not even be conscious of this. If a character wants to drink from a mug the player actually picks up the mug and drinks from it. If a character wants to see what is happening on the other side of the event site the player physically gets up and walks to the other side of the event site. Physical actions are the myriad of actions that player has their character perform not by announcing what they are doing, but by simply doing. Physical Roleplay Players must respect other players’ personal space at all times. This requires that many physical actions be represented by a Counted Action instead of actually performing the physical actions. However, if the other party is consenting, some restrictions may be lifted. For example, players may physically carry other players or rifle through the pockets and clothes of another player instead of performing a Counted Action should they have the permission of the other player. Every instance is unique and the players must make their intentions clear when asking for permission for physical roleplay. Physical roleplay is only allowed in non-combat situations; players may not ever tackle or physically strike another player with anything other than a safety-approved Phys Rep. Physical Roleplay is not meant to make combat more realistic or intense. Players may not ever assume they may use physical roleplay with another player unless they have received explicit permission to do so during each instance. One instance of permission does not represent blanket permission for the same action in the future, and just because a player is comfortable with a specific other player performing an action does not imply that they are comfortable with all other players performing the same action. If, at any time, a player asks another player to stop they must comply immediately. Stepping Out Legacies is a venue for players to have fun by assuming a role in a fantastical world. If at any point a player is not comfortable with a situation their character is in, but for whatever In Game reason their character cannot or would not leave, the player may Step Out of the situation. If a player chooses to Step Out of a situation they should inform the other players involved and find the nearest Plot, Logistics, or Rules ref, or Owner, without a personal stake in the scene in question. That referee will take the player’s place and try to assume the role of the player’s character, doing their best to resolve the situation. Understandably, the referee may fail to do exactly what the player

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 17 of 133 Legacies Rulebook, Winter 2013 would have done. When the situation is over, the referee who took the player's place will find them and explain what transpired in the player’s absence. Other players should not act disrespectfully to players that choose to Step Out of a scene. Effects The term Effect is used to denote an ability or power defined within this Rulebook that a character uses to impact their self, another character, or an object (sometimes including buildings). Effects are Simulated Actions that operate under the consistent framework established by the rules system and the term is used generically to cover everything from the damage done by a weapon attack, to the effect of a Spell, to Racial Abilities. Effect (with a capital E) is used to denote something that delivers an effect or which its use has a result that is codified by the rules. The term Target is used to denote the character an Effect is used on while the term Target Item is used to denote the item an Effect is used on. Grouping Effects Legacies has different classifications of Effects, grouped by a common trait of the Effects. Often times, rather than referring to each Effect in one of these classifications when discussing a particular rule, the classification itself will be referenced. The common classifications are listed in this section. Effects by Result Effects that collectively do something similar are often referred to collectively by the aim of the Effects. The mechanics for each Effect in the group may be different, but the nature of what the Effect attempts to achieve is similar. The common groupings by result are:

Instant Effects An Instant Effect is an Effect, such as a spell or alchemy that happens instantly rather than being sustained over a period of time. The results of an Instant Effect will not simply expire after a given time or condition. For example, the spell Heal restores Body Points lost from injury. These restored Body Points will not disappear simply because a period of time has passed. The description of Spells, Alchemical compounds, Racial Abilities or Elixirs specify if they are Instant Effects by noting that the duration is “Instant”. Warrior and Assassin strikes are considered Instant Effects.

Active Effects An Active Effect is an Effect in the game world that functions over a period of time, rather than simply delivering an immediate but un- sustained result. For example, the spell Pin holds a target in place for ten minutes. This Effect is sustained over that ten minute period but ceases at the end of that time. Likewise, many Effects are considered active until a specific condition is met. For example, the defensive Spell Shield Spell is considered active until the target uses it to resist another spell. Spells, Alchemy, Elixirs, and Racial Abilities will specify a duration other than “Instant” if they are Active Effects.

Damage Dealing Effects (sometimes Damage Dealing Attacks) Any Effect that can damage Rush, Physical Armor, or Body Points is considered a Damage Dealing Effect. The description of Spells, Alchemical Compounds, Elixirs, and Warrior and Assassin skills will list any numeric damage, if any, delivered by the Effect. For more information see “Chapter 3: Life and Death”. The list of Damage Dealing Effects is as follows:

 Spells/Alchemies: Blight, Burn, Explosive, Frost Bolt, Frostbite, Inferno, Lightning Bolt, Mana Storm  Elixirs: Holy Water (as applicable)  Skills: Fatal Strike, Lethal Strike, Vicious Strike, Wounding Strike, Weapon Skills (as modified by Back Strike and Critical Strike)  Ritual Effects: Bolt of Mana

Instant Death Effects Effects that cause a character to instantly become Dead, bypass the one minute Bleeding to Death count (see “Chapter 3: Life and Death”) are considered Instant Death Effects. The list of Instant Death Effects is as follows:

 Spells/Alchemies: Death, Deads’ Destruction (as applicable)  Skills: Death Strike, Mortal Strike, Killing Blow  Racial Abilities: Engulf

Instant Spirit Effects Effects that cause a character to instantly become a Spirit, bypassing the five minutes Dead (see “Chapter 3: Life and Death” are considered Instant Spirit Effects. The list of Instant Spirit Effects is as follows:

 Elixir: Wyvern Poison  Racial Abilities: The Kiss, Spirit Taint

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Healing Effects Healing Effects are Effects that restore body points to a hurt character. The list of Healing Effects is as follows:

 Spells/Alchemies: Bestow, Bless, Heal, Healing Draught, Lay of Hands, Life, Major Heal, Minor Heal  Racial Abilities: Healing

Life Effects Life Effects are Effects that will restore a character to life after they have bled to death, but prior to the character going to spirit (see “Chapter 3: Life and Death”). The list of Life Effects is as follows:

 Spells/Alchemies: Life  Racial Abilities: Healing

Mind Altering Effects Mind Altering Effects are all Effects that alter the behavior of a character or the control of their actions. Certain racial abilities allow a character to resist Mind Altering Effects. The list of Mind Altering Effects is as follows:

 Spells/Alchemies: Bedazzle, Curing of the Madness, Friendship  Racial Abilities: Control Emotion, Dragon Rhyming, Mind Control, Possession Note: The Racial Ability Fear is a specific exception and is not considered a Mind Altering Effect.

Necromantic Effects Necromantic Effects are all Effects that are associated with interacting with or creating Undead, or communicating with the Dead. This list of Necromantic Effects is as follows:

 Spells/Alchemy: Creation of the Dead, Deads’ Commandment, Deads’ Destruction, Deads’ Fortification, Turning of the Dead  Racial Abilities: Control Undead, Create Undead, Infection (when used to transform a target into Undead), Necromancy, Undead Effects by Category Collectively, certain Effects fall into distinct categories based on how a character would gain the ability to use the Effect.

 Skills: Occupational talents that characters acquire over time by expending Skill Points. Skills may further be classified into groupings of similar skills, for example, Weapons Skills that provide the ability to wield different types of weapons, Production Skills which allow the character to build items In Game, etcetera.  Spells: Magical effects that can be used via Spell Slots, Spell Scrolls, or Potions.  Alchemical Compounds: Mixtures of reagents that form fantastical chemical compounds.  Racial Abilities (Racials): Innate abilities granted to a character by virtue of the race of the character.  Elixir: Compounds similar to, but significantly more powerful than Alchemical Compounds.  Ritual: High magical Effects exercised by the completion of many individual steps, typically requiring multiple characters to bring to bear. There is a loose hierarchy between categories, with Skills, Spells, and Alchemical Compounds being roughly of similar potency and Racial Abilities, Elixirs, and Rituals being of increasingly powerful effect. This hierarchy is not definitive however, as certain spells may temporarily counter certain Racial Abilities, for example. Effects by Delivery Method Effects are sometimes discussed based on how they are conveyed to a target character, the delivery method.

 Weapon Delivered (sometimes Weapon Delivered Attack): Effects that are conveyed to another character by striking that character with a weapon or claw Phys Rep.  Packet Delivered: Effects that are conveyed to another character by throwing a birdseed packet at the character and successfully hitting them, or in many cases their garments and other items on their person. All Spells (except for Potions), certain Alchemical Compounds and Elixirs, and certain Racial Abilities are considered Packet Delivered.  Touch Delivered: Certain Effects can be conveyed to a target simply by physically touching the target (in a non-lewd or physically violent manner). Spells cast from Spell Scroll or Spell slots can be delivered by touch rather than packet if the casting character chooses, however packet delivered Alchemical Compounds and Elixirs may not. Additionally certain Racial Abilities are delivered by touch.  Conversation or Eye Contact Delivered: Certain Racial Abilities and some Skills are conveyed to a target through a specified period of eye contact or conversation. Eye contact is considered any period that another character is looking at the face of the character even if not specifically the eyes. Conversation is considered any period of time either the character or the target is talking to the other, and the other can be reasonably said to be conscious of the words. One character talking at another in the Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 19 of 133 Legacies Rulebook, Winter 2013

middle of combat probably does not fulfill this metric unless bantering back and forth, but characters on either side of a barrier aware of each other likely do. Players are expected to be honest about whether they were conscious of another player talking to them In Game.  Applied: Some Alchemical Compounds and Elixirs are applied to a surface in order to take effect. For example, the compound Paste of Stickiness is spread across a surface to make a highly adhesive area that can trap characters and objects. A Counted Action is used to simulate the time necessary to apply the substance to an area.  Ingested: Potions, as well as certain Alchemical Compounds and Elixirs, take effect by being ingested or poured down a character’s throat. If a packet is used as the Phys Rep for the item the player performs a Three Count Counted Action to simulate drinking the item. Alternatively the item can by physically represented by a small container of actually ingestible fluid (Example: Water, juice, etcetera) that the player actually drinks.  Radius: Certain Racial Abilities and Skills target one or all players within a certain radius, as described above in Radius Abilities. Legal Targets of Effects For safety considerations, and to model certain Effects, the various delivery methods for Effects have restrictions on where they can hit a player and when the player has to take the Effect. For example, it is unsafe to strike other players in the head with weapons, so the head is not a legal target and a player does not have to take the Effects of a weapon strike to the head. Packet Delivered Effects When being struck by a packet the only illegal target is the eye; players struck in the eye with a packet do not need to take the effects. This is because anyone struck in the eye with a packet generally requires some down time or medical attention. Additionally, players should not intentionally aim for the head or the groin with packets. However, if struck in any of those places, the target must still take the effect. If a packet hits any part of a player, including garb, shields, or weapons, they must take the effects. This is one disadvantage to large, flowing cloaks. The sole exception for what constitutes a legal target of a packet is launched weapon attacks simulated by packets at event sites where launched weapons are prohibited, which must strike a player’s body. Touch Delivered Effects Generally a player may not touch another player’s head, neck, or groin, and in the case of a female player, breasts, for the sake of delivering a Touch Delivered Effect. With the specific permission of the other player, asked and granted just prior to using the Effect, a player may touch the other player’s head or neck if that is all the player can reach. Players should be aware that just because they were previously granted permission that does not tacitly imply that they always have permission to touch the other player’s head or neck. Weapon Delivered Effects The head and neck above the shoulders, groin, and hands from the wrist down are all illegal targets for Weapon Delivered Effects and a player should not aim for them. Feet from the ankle down are also illegal if they are planted on the ground but if they are in the air they may legally be struck. Weapon Delivered Effects generally must make contact with a part of the body — a cloak, weapon, or shield does not usually count. If a Weapon Delivered Effect misses the body but it is not obvious that it has done so, for example if it hits a thick cloak but misses the body, the target should say “garb” to verbalize to the player delivering the effect that they are rightly ignoring the effects. Some Weapon Delivered Effects may target items, for example the Skill Shatter Strike, or still confer effect to the character if garb, shields, or weapons are hit, for example Spell Strike, but only if specifically noted in the description of the Effect. Effect Duration The descriptions of each Effect throughout the rulebook will contain information about how long the Effect lasts. Typically the durations will be Instant, meaning that the Effect immediately does something but is not sustained, 10 Minutes or One Hour, which means the Effect is sustained for a period of 10 Minutes or One Hour, or Until Used, which denotes an Effect that is trigged by a specific condition. For example, the Spell Shield Spell is used when the player decides they wish to resist the effects of another spell cast upon them, and will stay active on the character until they make that decision.

There are two conditions in which Effects on a character will always expire, unless specifically noted otherwise in the description of the Effect: 1) At the end of an event and 2) When the character becomes a Spirit after dying. For example, in the afore mentioned case of Spell Shield, it would normally last until the player chose to use it, however, even if the event ended without the player ever using Spell Shield they would still need a new instance of it cast upon their character during the next Legacies event. Likewise, if their character were to die and become a Spirit (for more information see “Chapter 3: Life and Death”) they would need a new instance of Spell Shield cast upon them once they are restored to life. Countermeasures Countermeasures are specific Effects that are used to counteract the results of other Effects that the character was successfully targeted by. They are classified by the nature in which they counteract the other Effects, which in turn can determine when a particular Countermeasure can be used by a character, and whether the opposing character is aware that they used the Countermeasure. With all Countermeasures the player whose character is using the Countermeasure must state the Signature Call of the Countermeasure within Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 20 of 133 Legacies Rulebook, Winter 2013 three seconds of the Effect striking their character, otherwise the Countermeasure is unsuccessful and they suffer the effects of the Effect that they wished to avoid. Avoidance When a character utilizes an Avoidance Countermeasure to neutralize an Effect that hit them it is effectively the same as if the Effect missed them to begin with. It simulates a character moving out of the way of the Effect or deflecting the Effect away from their person. The use of Avoidance Countermeasures is apparent to other characters. If Multiple Effects are conveyed at once, for example a Weapon Delivered attack that deals both damage and has further effects, one use of an Avoidance Countermeasure negates all of the Effects at once. Each Avoidance Countermeasure has a unique Signature Call. Resistance A Resistance Countermeasure is a limited use ability to shrug off the results of an Effect that successfully was conveyed to a character. The Effect did hit successfully, but was immediately counteracted. If Multiple Effects are conveyed at once, for example a Weapon Delivered attack that deals damage and has further Effects, the Resistance Countermeasure only counteracts one of the effects unless other Countermeasures are used in conjunction (including other Resistance Countermeasures). Resistance Countermeasures can be used even when the character is incapacitated.

It is not apparent to observing characters that a Resistance Countermeasure was used in most instances, however if the target behaves in a manner that shows the original Effect was not effective (Example: Continuing to move around after being hit with the Pin spell), or the original Effect was a Damage Dealing, Instant Death, Healing, or Life Effect, or other characters use a diagnostic skill if the target character pretends to be effected anyway, the use of a Resistance Countermeasure can be implied. In the latter scenario, the target character must be aware of the Effect that was targeted at them In Game in order to justifiably pretend to be under the effects. If they are only aware of being targeted by the Effect Out of Game, pretending would be Meta-Gaming. The Signature call for Resistance Countermeasures is always Resist. Immunity Immunity Countermeasures are constant effect countermeasures that prevent the character from ever being effected by certain types of Effects. For example, an NPC Golem that cannot think for itself would have an Immunity Countermeasure against normal Mind Altering Effects. Immunity Countermeasures are specific to certain types of Effects, and if Multiple Effects are conveyed at once the Countermeasure may only protect against some of the Effects. If the Weapon Delivered attack previously mentioned also conveyed some other Effect in addition to damage, the Immunity Counter would only negate the damage portion, in that case. Other Countermeasures, including other Immunity Countermeasures, may be used to counteract the other Effects. The use of Immunity Countermeasures are apparent to other characters, and may be used when a character is incapacitated. The signature call for Immunity Countermeasures is always No Effect. Headbands and Hand Signs Certain Effects are active for a period of time and observing characters need to be aware that the Effect is being used or that the character is in a certain state, during that entire duration. Rather than continually repeating a Signature Call, players employing these Effects or whose character is in a certain state utilize either specific hand signs to show that they are using the Effect or wear a specific colored headband. Effects that require specific hand signs describe the hand sign in their description. Players should not use the hand sign unless they are actively using the Effect. Headbands  White: this represents that the character has died and is now a Spirit (see “Chapter 3: Life and Death”).  Blue: the character is actively using the Monster Racial Ability Intangible. Additionally, the player may wear the following headbands to designate something about their self Out of Game:

 Orange: the player is Out of Game and not currently playing a character. Players playing their characters should ignore the player.  Yellow: the player is injured or sick or otherwise not up to physical conflict and are subject to Non-Combat Rules (discussed below in the section “Safety) Hand Signs  Hand Spread In Front of Face: the character is invisible as a result of either the Racial Ability Shadow Cloak or the Monster Racial Ability Fleetness. Other players should pretend that they do not see them  Fist on Head: The player is temporarily Out of Game. Alternatively, if holding a weapon or item the player may hold the item on top of their head.

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Safety Legacies strives to provide a safe atmosphere for players to enjoy themselves without injury. The Safety Referees have set several policies detailed in the Legacies Players’ Guide to help maintain a safe game environment. In addition to those policies there are the following rules that players should adhere to: Phys Rep Checks At the beginning of every game players must bring every Physical Representation intended to be used as a weapon in Legacies simulated combat as well as Phys Reps of shields and bucklers to a Safety Ref for inspection. Players will be asked to either alter or repair Phys Reps deemed to be unsafe and resubmit them for inspection, or store the Phys Reps in their car or under a bed (an Out of Game area) to ensure that the unsafe Phys Reps are not actually used during play. Even if a Phys Rep passed inspection the event previous, players must still bring it to a Safety Ref for re-inspection to ensure that it had not been damaged during the previous game or intervening weeks outside of game. Stand Downs Injuries at Legacies are reasonably rare, but because of the physical nature of the game, as with other physical activities, injuries do happen. If a player appears injured enough that they need to temporarily pause a scene in order to recover or receive medical attention, someone should clearly announce the phrase “Stand Down”. During a Stand Down the game is temporarily paused and all players in the area should crouch, kneel, sit, or otherwise lower themselves so as to visually alert anyone entering the scene that action has stopped. It also enables any Safety Referee approaching the area to quickly find the injured party. During a Stand Down players should not talk unless specifically attending to the injured player or quietly notifying unaware players in the area that the Stand Down is in progress; a quiet atmosphere is more conducive to allowing Safety Referees to convey orders. All players MUST obey the orders of the Safety Referee during a Stand Down. Once the injured player has been attended to and action can commence, the player that called the Stand Down should announce “3, 2, 1, Lay On” to end the Stand Down and notify players that the scene can recommence. Players should not move from the location they were in when the Stand Down was called, nor work to prepare themselves in anticipation of the Stand Down ending (Example: A player may not draw an additional weapon that they did not have in hand prior to the Stand Down being called, nor may they move to a position more advantageous for escaping a hostile situation than they were in prior to the Stand Down).

Under very limited circumstances a Stand Down may be called for non-injury related reasons. If a referee needs to convey information to many players involved in a scene at once, Out of Game, and the information is specifically time sensitive (Example: A Rules Referee noticing a widespread misunderstanding of a pertinent rule during a scene), or a player notices a potential safety hazard (Example: A player notices that another player’s boffer weapon has broken, but the other player seems unaware), a Stand Down should be called. Stand Downs should be used as rarely as possible, as they are highly disruptive to particular scenes In Game, and break the immersion of the game illusion. Non-Combat Rules In specific situations it is unsafe to use the normal conflict rules for Legacies, either because of environmental hazards or because one of the people involved in the conflict currently has an injury or illness that puts them at risk when using the normal rules. To address the safety concerns and still allow conflict an alternate delivery system referred to as Non-Combat (Non Com) is used. Specifically, Non Com rules must be used when one of the two (or more) players involved in a direct skirmish is within ten feet of an open fire, on stairs, or with a player who is wearing a Yellow Headband (discussed above in the section “Headbands and Hand Signs”) designating that Non Com rules should be used on them as they are sick or injured. Players involved in a skirmish near those who are using Non Com rules, but who do not meet the criteria themselves, should use the normal conflict rules. Certain other situations may also be designated a Non Com situation by any Plot or Rules Referee, or by the Owners, if they feel the environment is unsafe to use the normal conflict rules.

When in a Non Com situation players may not physically hit each other with weapons or throw birdseed packets at each other. They may only engage each other using Point and Click attacks. This means that instead of actually hitting another player with a weapon or throwing a bird seed packet at the other player they simply point toward the other player and recite their signature call (for example "10 edge" or "By my will I call forth the Pin”). The attacking player must be within reasonable distance to engage the other player as if the Non Com rules were not being used. This means that if they are using a weapon they must be within striking distance with the weapon; if they are throwing a packet or using a missile weapon they must be within 20 feet of the target.

Attacks using the Non Com rules within range of the target are automatically successful. The target may not actually parry or dodge the attack, though they may use the Mortal Parry and Mortal Dodge Skills (or other Countermeasures) to avoid the effects if applicable. Normal Gibbering and Machine Gunning rules still apply so attacking characters should clearly pronounce Signature Calls and space Signature Calls apart at least as much as the signature calls would be separated when not in a noncom situation (see “Chapter 4: Warrior” for more information on Machine Gunning). Shields provide no protection in noncom situations.

Players should try to minimize the Non Com situations they are in. They should try and move from unsafe areas during engagements if possible and only wear a yellow headband if it is truly unsafe for them to engage in physical combat. If a player is attacked near a camp fire they should move toward the perimeter while using the noncom rules and then switch to normal engagement rules once they are a Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 22 of 133 Legacies Rulebook, Winter 2013 safe distance away. Abuse of the Non Com rules (Example: Intentionally moving to a Non Com situation to be able to automatically hit targets) is considered cheating.

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Chapter 2: Character The heart of Legacies is the characters, the imaginary roles that the players assume when occupying the fantastical game world. The Legacies Players’ Guide contains in depth material designed to assist players in developing the identities of their characters, the culture, mindset, beliefs, and behaviors that their characters exhibit under various circumstances. It is geared at helping players determine who their characters really are. The rulebook, on the other hand, is ultimately focused on what the characters can do and how the players go about simulating those actions.

This chapter is focused on what steps go into making the character from a game mechanics standpoint. Players are highly encouraged to simultaneously develop the identity and personality of their character but those activities are covered in far more depth in the Legacies Players’ Guide. Ultimately this chapter is focused on making the character card and the steps for buying initial equipment for the character, as well as discussing how the character acquires new skills over the course of being played. Character Creation Character creation is the process of conceiving an alternate persona to play at Legacies; the Player Character (PC). There are two distinct stages of creating a Player Character, creating the character card — what the character can do, and deciding on the identity of the character- who the character is. Creating a character card revolves around making certain limited decisions — which of the Player Races to play, which skills to initially pick, what starting equipment to buy, and so forth, and is largely the scope of this book. Deciding on an identity for the character is much less structured and revolves around figuring out who the character is, what they believe, how they act in certain situations, what sort of personality they have. The Legacies Players’ Guide covers that aspect in more depth.

There are five basic steps that players typically follow when creating a character card, detailed below. There is no absolute order to these steps, but rather they are presented in the order that most players tend to choose. Most players find it useful to have at least a broad idea of what type of character they intend to play before choosing a race and skill points, though other players find a race that they think would be particularly fun to play and use that as inspiration, or find a particular set of skills they think would be fun to have and build out from there. The order is up to each player.

 Step 1 - Create a Character Concept: A Character Concept is an idea of who and what a character is. For example, is the character a cowardly Goblin thief, imposing Canid warrior, or a Dwarf tavern keeper with a secret past? It can be very high level (Example: Afore mentioned Goblin Thief) or very detailed (Example: A Goblin Thief who grew up in the slums of Dover. She is very independent minded and used to a self-sufficient lifestyle. While she makes a living as a thief she has become quite the martial ruffian, having to defend her possession from bigger street kids, so is very versed at combat…); if a player already has an idea of what sort of character to play, it can be very helpful in determining what Race, Racial Abilities, and Skills to choose for the character. The Legacies Players’ Guide offers advice in determining a character history, as well as a set of questions in its appendix that can be used to flesh out a character.  Step 2 - Pick a Race: There are many different Player Races a player may choose for their character, each conferring special innate abilities called Racial Abilities, but also impose restrictions in the form of costume requirements necessary to identify the character as a member of the Race. Players should make sure that they are comfortable with the costume requirements when choosing a particular race.  Step 3 - Pick Racial Abilities: With the exception of players playing Human characters, each player must choose two Racial Abilities for their character, out of the list of Racial Abilities available to a particular Race. Most Races have three Racial Abilities to choose from, except for Mongrels which have many more available Racial Abilities, and Humans who only have one Racial Ability, which all Human characters automatically possess.  Step 4 - Buy Skills: Each player chooses certain occupational talents for their character referred to as Skills, which are purchased with Skill Points. The first character a player makes for Legacies begins with 50 Skill Points to spend, though they may choose not to spend all of them initially, saving the remainder to buy additional Skills at a later date. Each subsequent character a player makes begins with 10 Skill Points; however a player may spend Bribe to buy additional Skill Points at any time, including during character creation. Each Skill requires an expenditure of a certain number of Skill Points which are subtracted from the available pool of unspent Skill Points.  Step 5 - Buy Starting Equipment: Each new character receives Production Points to purchase equipment such as weapons, armor, Spell Focuses, and other useful items, the actual amount being a function of how many starting Skill Points a character has. They receive 250 Production Points plus an additional 5 Production Points per Skill Point, thus characters with more initial Skill Points begin with more initial equipment (Example: A character starting with 50 Skill Points would begin with 500 Production Points — 250 Production Points plus 250 Production Points for the 50 Skill Points). Players may purchase any of the In Game items that can be produced with Production Skills, with the exception of sixth level Ritual Scrolls. Each Item has an associated Production Point cost associated with it; if a player wishes to acquire an item they subtract its associated Production Points from their pool of starting Production Points. Of specific note, Rituals, Elixirs, and Smith items made of special materials, for example: Silver, Cold Iron, etcetera (for further details on special materials see the end of “Chapter 7: Smith”), cost double their associated Production Points to purchase. For example, a Scry Ritual has an associated Production Point total of 50 Production Points, but would subtract 100 Production form a player’s pool of starting production points. Explanations for the different possible items are covered in a variety of chapters within this book depending on whether they are produced with the Smith, Scribe, or Apothecary skills, as are the items Production costs. Specifically they can be found in Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 24 of 133 Legacies Rulebook, Winter 2013

“Chapter 5: Wizard and Scribe”, “Chapter 6: Apothecary” and “Chapter 7: Smith”. Any leftover Production Points are converted to In Game coin at the rate of 2 Copper Pieces per Production Point. Players that desire more equipment for their character than they currently can afford may purchase additional Production Points for their character during Character creation with Bribe, at the rate of 1 Bribe Point per Production Point. Races The game world of Legacies is filled with a menagerie of fantastical creatures, many of them intelligent in the same sense that humans in the real world are. Each type of intelligent creature is referred to as a Race, though the term is used to denote a species rather than to distinguish between groups within a species as we do in the real world to describe people from different geographic regions with distinctive traits.

The term Player Races is often used to denote the subset of Races a player may choose to make a character from. Each Player Race conveys certain beneficial innate abilities, referred to as Racial Abilities, and additionally stipulates certain costume requirements to identify the character as a member of that specific race. Additionally, the Legacies Players’ Guide describes cultures, customs, and views unique to each Player Race should the character be raised in the cultural homeland of that Race. It also details the cultures and customs of various nations, should a character be raised outside of their Race’s homeland. If players choose they may have their character adopt these cultural specifics, however the choice of Player Race is not intended to force players to play their character in a certain manner. If they wish to forgo incorporating the cultural specifics of a race into their character, that is the player’s prerogative. Significant new cultural elements outside of the Players Guide need the approval of Plot and the Owners prior to being referenced In Game. Player Race List The races available to Player Characters are:

Races  Barbarian  Dwarf  Goblin or Half-Goblin  Mongrel  Taelgranis  Canid  Endrani  Gypsy  Ogre or Half-Ogre  Dhampari  Felinae  Half-Fae  Orc or Half Orc  Dragoon  Gael’Braugh  Human  Paleteth Player Race Descriptions The descriptions are presented in the following format:

 Race Name: The most common label the race is referred to by, which may or may not be what the race itself prefers to be called. For example, few Barbarians or Mongrels actually prefer to be called by either label.  Description: A short synopsis of the race to acclimate players. Far more in-depth descriptions are present in the Legacies Players’ Guide. Any culture discussed is not universal to the Race, but simply a description of the culture of their homeland.  Costume Requirements: The basic physical representations that a player must incorporate into their costume to represent a member of that race. New players have three Events to meet these requirements, after which point they will no longer be allowed to use the Racial Abilities of that race and may eventually be switched to a Human if they continue to not meet costuming requirements. Existing players making new characters will not be allowed to play the character until they fulfill the costume requirements.

Barbarian Description: The term barbarian is typically used as a slur to describe any peoples a particular culture considers primitive. The people of Nippon commonly consider most outsiders barbarians, and most outside cultures that interact with Nippon consider the Nipponese barbarians. When Legacies refers to Barbarians it is not referring to the slur, but rather a specific race known as Barbarians, composed of several cultures of Human decent, unified by some common elements. Barbarians live in tribes or clans, occupying steadings or villages numbering usually no more than several hundred, rather than forming large towns and cities. Agriculture typically plays a much smaller role in the society, though livestock and animal husbandry are quite prevalent. Barbarians, regardless of culture, tend to be a very martially oriented society, with a much higher percentage of the society being familiar with the handling of weapons. They tend to be an incredibly honest and forthright people, open in who they are, who they like, and who they don’t like. All of the Barbarian cultures are indeed considered primitive by outsiders, despite having some incredibly sophisticated advancements.

All Human cultures have barbaric roots. As the cultures advanced to more agriculture based societies, and villages grew into cities, the Barbarian spirit that once gripped the societies pacified, leaving the Human peoples that occupy various lands today. Most lands still have some remote regions that still live in the traditional lifestyle of their Barbarian ancestry, but there are some entire cultures where the Barbarian spirit never surrendered. The most prevalent Barbarian cultures are the Norsk of Nórdehávn and Skollar, the Nuada of Labrador in Inishmora, the Highlanders of Schohiem in Inishmora, the Mongols of the northern Shalkaran Steppes, and the Dervishes of the deep Damascan desert.

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NOTE: The Barbarian and Gypsy races are unique in that they differ from another race, Humans, only by the culture they were raised in. While there is a hereditary propensity for their Racial Abilities, it is the culture of the character’s childhood that gives rise to the actual development of the Racial Abilities. It is only the culture that defines the race and players wishing to play a character born to either a Barbarian or a Gypsy people, but then raised and adopting a different culture should play a Human. Likewise a Human child raised and adopted by either a Barbarian or Gypsy culture should play one of those two races. Costume Requirements: Barbarians must have totemic or runic drawings or symbols across their face.

Canid Description: Canids are sapient, bipedal canines who typically shun the trappings of society to travel in primitive semi-nomadic packs in unsettled lands. The degree of primitiveness depends on how much contact the Canids have with more civilized people. In very remote locations some packs are completely feral, whose language is little better than growls, barks, and howls one would associate with their four legged brethren, and without even primitive tools. However the majority of Canids have had enough exposure to the other races to have adopted a semblance of the local language, and are advanced enough to have armor of hide and bone, spears and knives of stone, and have mastered the use of fire. In regions where the Canid packs regularly come in contact with civilization it is not uncommon for members of the pack to trade furs and hides to the other local people, in exchange for items of metal work or of spun cloth.

The Canid race is divided into three species: the Lupus, Vulpas, and Canus. The Lupas have clear lineage with various types of wolves and are the most numerous living in remote locations. The Vulpas appear very similar to smaller wild canines such as foxes and coyotes. Of the three species, Vulpas seem most comfortable operating as loners, though they are also comfortable pack creatures. They have been very successful working on the outskirts of other civilizations. The Canus appear to be descendants of common dogs and jackals. They also prefer life in the wilderness, but as the amount of truly remote locations have dwindled in many lands the aggressively territorial Lupus have forced many Canus into towns and cities. Costume Requirements: Canids must wear makeup or prosthetics that make them appear canine. Full head masks are recommended, but not required.

Dhampari Description: The Dhampari are a cursed race, made up of the once dead from other player character races. Most Dhampari never tasted life to begin with, either being stillborn or dying in early infancy. Others had a chance at life but are unwilling to accept their death. Most beliefs hold that the spirits of the dead make a deal with Ravnos, Lord of the Undead, or comparable figure, swearing an oath to the false deity in exchange for a second chance at life. The Dhampari do not remember the nature of their oath until Ravnos calls upon the Dhampari to serve him in the mortal realm; a compulsion they cannot resist. Their oath cannot be divined or Scryed upon in advance through any manner.

Whatever oath a Dhampari swears, most will attest that they received the short end of the bargain. When returned to the world of the living they may not be technically undead, but that distinction provides very little comfort. The nature of their existence is clearly visible, with them baring the obvious signs of their initial death for all to see. The Dhampari are shunned by almost all societies, disgust being obvious on the faces of even their former loved ones.

For the Dhampari who had lived passed infancy in their first life, it is hard to distinguish which ones have it worse: the ones stripped of their previous mortal memories when they were reborn as Dhampari, or those whose memory is intact but are unable to resume their old place in the world, for which they damned themselves trying to return to.

Despite their cold, dead appearance, Dhampari are living. They have a metabolism, and eat and age as the rest of the races do. They also have spirits, as strong as those naturally born, unlike individuals who return to the world of the living through the Reincarnation magic ritual. However rather than going through birth again, Ravnos will simply will Dhampari into mortal existence, typically making their bodies appear in their mid-to-late teens, or twenties, to improve the likelihood the Dhampari will live to fulfill their end of their bargain to him. Costume Requirements: All Dhampari must wear grayish or grayish-blue make-up on all exposed skin. Dhampari may appear to be undead versions of any PC race and may have the makeup/prosthetics from that race, but their skin must be distinguishably grayish- blue, to indicate an undead look. For races that do not have visible skin under their fur or scales, scars and exposed bone can be added to the prosthetics to give the appropriate appearance.

Dragoon Description: The Dragoons are a highly distrusted race of shapeshifters, with a lineage originating with Dragons. In their natural form their ancestry is clear; some appear as small bipedal dragon but most appear vaguely human, showing a portion of their draconic traits: small leather wings, patches of scales, horns or boney ridges. Few dragoons remain in their natural form, however, opting instead to use their unique Racial Ability to instead appear as any of the other Player Character Races so as to avoid the mistrust

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 26 of 133 Legacies Rulebook, Winter 2013 directed at them by members of the other races. Ironically, it is for this very reason that most of the other races distrust Dragoons, as many enterprising Dragoons opt to use their shapeshifting abilities under the employee as assassins and spies.

The morphic nature of the Dragoons extends to more than just their appearance. Individual Dragoons spend so much time among non-Dragoon cultures, under the guise of a different race, that they do not have much of a unique racial identity themselves. Costume Requirements: Dragoons must have scales represented on exposed body parts using either make-up or prosthetics. While using their Chameleon Racial Ability Dragoon players must conform to the costuming requirements of the particular race whose form they have assumed. Moreover, while using the Chameleon ability they must carry a small eye mask with scales drawn on it in the event that they go to Spirit and need to quickly represent the dragoon costuming requirements.

Dwarf Description: The Dwarven people are as ageless as the mountains they live in. Dwarves are believed to once, long ago, be immigrants from Faery; wild Fae who did not choose a side in the conflict that has gripped the Fae for the length of memory. They are a stout and somber people who hold strongly to tradition and who, in many ways, are more isolated from the rest of the world than the Taelgranis. They carve their homes out of the very hearts of mountains, first as shelter from the latter days of the Dragon Wars, and then from the hardships that followed. Many Dwarves will never leave the shelter of the mountains to experience the outside world — the furthest they travel is through the tunnels that connect the three Dwarven kingdoms to visit kin in another kingdom. Over the millennia the surface of their mountain homes have become infested with predators, monsters, and Goblinoids, the climate has become much harsher, and in the north the Goblin Wastes have set in around the mountains. All of this offers little reason for them to change their isolationist habits, instead remaining intent on working their crafts within the security of their carved cities.

Dwarves that do mingle with other races are typically outcasts or were raised by a family that long ago left their ancestral home and now live among another culture. For these families there are still many traditions that hold over despite their isolation from the Dwarven homeland, for they tend to hold on to their traditions harder than other races. On rare occasion certain Dwarves living in their mountain homes will stray to the surface pursuing the interests of their homeland. Costume Requirements: Dwarves must wear a lock of hair braided, no shorter than 6 inches long. The hair can be decorated as they see fit and can be in either a beard, or in their hair.

Endrani Description: The Endrani are a dark skinned race of Sidhe whose culture is defined by ruthless ambition. They are a society of warring houses locked in a game of thrones, using any means to advance their house and themselves, just as likely to kill with carefully picked words at an opportune moment as with blades. Their society acts as a highly refined selective process, quickly weeding out the weak and leaving the strong. Other races fear them, both because of their ruthless cunning, and because the Endrani have developed the ability to literally focus their will at the instinctual core of an opponent and temporarily inspire primal uncontrolled terror.

Endrani society is one of the few truly matriarchal societies in Pangaea. Lineage is traced through the mother and women hold most of the power; at first glance men appear subservient and marginalized, with few property rights outside of their personal belongings, and fewer societal rights.

Endrani found in other cultures tend to either be recent or ancestral outcasts. In the past entire Endrani houses, large extended families that can number between fifty to a few thousand, have been driven out of their society when they have been bested by rivals in their ruthless games of politics. Some of these outcasts will band together and remain traditions with the intent of returning and reaping their revenge, while others have either spread into the wind or slowly had their house assimilated into whatever culture they now call home, having their traditions slowly surrendered. Costume Requirements: Endrani must wear black make-up on all exposed skin, as well as ear extensions.

Felinae Description: The Felinae are bipedal, sapient felines defined by their ability to adapt to whatever environment they find themselves. More than any other race, Humans included, Felinae can make themselves at home in whatever culture and lands they are in, opting to embrace local customs rather than persistently hold on to their own. In their ancestral homelands in the Kategonian Forests (Cuauhtla forest in the native tongue of its inhabitants) along the southern border of Damascus the Felinae live a savage, primitive lifestyle as the apex predators in the jungles hunting all creatures for food, other Player Character Races included. Leaving the jungle the predatory instincts quickly fall below the surface and a displaced individual can adapt to such an extent as to become one of the most urbane personalities within a Malayan court. This level of cultural adaptability leads many Felinae to travel among cultures, undaunted by societal differences, and Felinae have spread to all corners of the known world and moreover their quick ability to embrace local culture has made them welcome in almost all lands. Rather than remaining different, they quickly fit in to a host culture, which has lead the race to encountering few prejudices and enabled them to climb the social later among many societies. It is not that the predatory instincts that define primitive Felinae are gone, but rather that the Felinae are most adept at applying their

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 27 of 133 Legacies Rulebook, Winter 2013 nature to a given environment so that it does not seem out of place. Rather than stalking prey with tooth and claw, a Felinae in a foreign court can just as easily apply the same principles with carefully selected words to the right individuals.

Felinae are divided into three subspecies, defined mostly by their colorations and similar morphology. The Celican most closely resemble the morphology of small cats such as domesticated house cats, Servals, and Fishing Cats. The Swaras resemble various midsized cats such as Cheetah and Lynx and the Khans most closely resemble great cats such as lions and tigers. The distinction is mostly arbitrary, used by the Thracian legions to assume certain aptitudes, whether magic, stealth, or combat among the Felinae, however all of the subspecies in reality have comparable skill in all of the aptitudes. The Felinae themselves rarely segregate along subspecies lines and will often intermarry. Offspring typically will inherit the morphology of only one of the parents though personality traits are equally inherited from both parents. It is rare for a Felinae child to inherit a mix of physical characteristics from both parents and is most typical when one of the parents has a non-Felinae ancestor (Example: a grandparent was a Paleteth with a Felinae parent), though even then not common. Costume Requirements: All Felinae must wear either a cat-mask or cat-like make up on their faces.

Gael’Braugh Description: The Gael'Braugh are a tribal race of Sidhe who have largely tried to live an isolated life very similar to the one their ancestors adopted during the chaotic times immediately following the Dragon Wars. Physically, their skin hues mimic that of humans unlike their Sidhe cousins the Endrani and the Taelgranis whose skin color rests at the far extremes of dark and light, and their primary physical differentiator from humans is their pointed ears and ridged or crinkled skin on the bridge of their noses. Socially they are extremely conservative and are actively hostile to the notion of change or advancement. Believing that Sidhe were instrumental in the destruction caused by the Dragon Wars the Gael’Braugh have sought to create a society where they would never again have such capacity to wreck destruction on such a large scale. They have no centralized government, no settlement larger than a town, and live in primitive tribes that try to live as close to nature as possible. Tradition is sacrosanct, possessions are minimal, and the outside world is locked out.

That said, Gael’Braugh are found in reasonably large numbers outside of their society. The more progressive or curious Gael’Braugh tend to be driven out, either through social pressure or outright mandated exile depending on how radical the notions of the individual. Many Gael’Braugh disagree that shunning the world is the best means of averting a repeat of the Dragon wars, believing that they will be just as guilty if another culture is the cause of a similar cataclysm while they did not intervene while others simply feel no desire to see the rest of the world pass the Gael’Braugh by. Such attitudes are not tolerated by the largely xenophobic society. Costume Requirements: Gael'Braugh must wear a prosthetic ridged nose bridge or draw three horizontal lines across their nose. They must also wear prosthetic ear extensions.

Goblin or Half-Goblin Description: In the Goblin Wastes the Goblins are not the most numerous of the various Goblinoid Races, or the strongest, or the most resilient. They live in a land in which the only morality is survival and in which every organism and the land itself is a threat to continued life. The Goblins have thrived despite their disadvantages through two means: cleverness and absolute ruthlessness. There is no tactic that is considered abhorrent, and no line that can’t be crossed to ensure survival. Individuals that are not quick of mind or have a soft heart do not tend to survive their own peers to reach adulthood.

Out of self-interest Goblins often form tribes between 30 and 100, recognizing that it is a good tactic to surround one’s self with potential fodder. Because the tribes revolve ultimately around self-interest rather than social empathy infighting is frequent whenever there are not external threats to focus on, and the tribes tend to break apart and reform frequently. The longevity of the tribe, and its leader, are tied to keeping the rest of the members convinced it is in their best interest to follow. It’s just as common for a Goblin to decide the best tactic is to set out alone.

Goblins have spread to all lands in Pangaea, not because of some inherent wanderlust, but because many cultures have seen fit to take them as slaves at some point in the past. Goblins who have either broken free of slavery, or whose ancestors have, tend to form tribes with other freed Goblins as most every other people tend to shun them. These tribes are less cutthroat than those native to the Wastes as survival is less in doubt, even in the most hostile of other lands. Costume Requirements: Goblins require green make-up on all exposed skin as well as green prosthetic pointed ears.

Gypsy Description: The Gypsies are a nomadic trying to keep alive a cohesive set of traditions despite not having a permanent homeland. They live in small traveling bands of usually 10 to 30 individuals, and move from one town to another selling small smithed wares, providing entertainment, and bringing news of the outside world. As outsiders in every land they visit they are often used as scapegoats and stereotyped as vagabonds and hoodlums. Gypsies must be careful to not overstay their welcome even in friendly towns. The result is that Gypsies turn inward for acceptance and comfort. Each member of the band is fiercely loyal to their band members and welcoming to outside Gypsies.

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NOTE: The Barbarian and Gypsy races are unique in that they differ from another race, Humans, only by the culture they were raised in. While there is a hereditary propensity for their Racial Abilities, it is the culture of the character’s childhood that gives rise to the actual development of the Racial Abilities. It is only the culture that defines the race and players wishing to play a character born to either a Barbarian or a Gypsy people, but then raised and adopting a different culture should play a Human. Likewise a Human child raised and adopted by either a Barbarian or Gypsy culture should play one of those two races. Costume Requirements: Gypsies must wear a rose design of some kind either on a cheek, the neck, or the back of a hand. This design takes the form of a tattoo and cannot be removed from the gypsy in any way.

Half-Fae Description: The Half Fae are just as the name implies, half Faery and half any other PC Race. The Fae parent may be of either the Summer Court or the Winter Court, and are not restricted to the traditional western Fae. For example a Half Fae may be half Djinn or Kitsune. All Half Fae feel drawn to others of their kind to a lesser or greater extent, regardless of the nature of their parents, and to full Fae. This can lead to small enclaves of Half Fae, with a unique culture unto themselves. Other than that, as half breeds they can be culturally influenced by either parent. Special: All Half-Fae characters must be approved by Plot prior to play. Costume Requirements: Half-Fae do not have common markings shared by all members of their race but rather show some feature specific to their Fae parent (Example: Antlers from a Tuatha parent, wings from a pixie parent). The player must contact Plot to get permission for their costuming proposal.

Human Description: Humans can be found in nearly every land, in all occupations, amongst most of the other Races. Some Humans have adapted themselves to the cultures of other Races, while other Humans have fashioned their own. There is no one overall Human culture to speak of. Costume Requirements: Human characters are distinguished by their lack of costuming requirements.

Mongrel Description: Mongrels are a not a race proper, but a catchall to describe the oddities of the game world. They can range from golems and constructs, to magically or alchemically mutated versions of other races or creatures. As such the player is free to create their own culture for their mongrel. Special: All Mongrel characters must be approved by Plot prior to play. Mongrels may never be NPC monster races. Costume Requirements: All Mongrels must approve costuming and make-up through Plot and must not look like or be too similar to existing requirements for other Races.

Ogre or Half-Ogre Description: Ogres are innately competitive, and make natural bullies. Society has stomped on them, and they in turn stomp on others. Occasionally it comes to be that a woman becomes pregnant with a half-ogre child. The resulting baby is seldom favored by either people and is frequently unwanted and outcast. Costume Requirements: Ogres and Half-Ogres must wear red facial paint over all exposed skin.

Orc or Half-Orc Description: Orcs are a tribal, Goblinoid race from the wilds. They tend to live in tribal groups and prey on the other races. Half- Orcs born of non-Orc mothers are treated as a cheap source of labor. They are put to work as early as possible and forced to do the most degrading, disgusting, and dangerous tasks the Orcs can devise. Some manage to escape this fate and eke out a living amongst the other races. Costume Requirements: Orcs and Half-Orcs must wear green make-up over all exposed skin, and must wear some form of war paint on their faces.

Paleteth Description: Sometimes condemned and outcast as bastard half-breeds, the half-Sidhe Paleteth are pariahs. To fill the void of societal abandonment, the Paleteth often form a surrogate family of their friends, to which they display a tenacious loyalty that is rivaled only by the familial bond of the Gypsies. Costume Requirements: Paleteth must wear prosthetic ear extensions as well as a triangular mark on the left side of their neck. The mark must be at least 1 inch on each side of the triangle.

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Taelgranis Description: The Taelgranis are a dark reflection of their Sidhe counterparts. Shadowy and secretive, wary of strangers, these beings believe most in the gathering of knowledge. They are a very close-knit society with the intent to gather and collect secrets. They are renowned as the best teachers and spies. Taelgranis are quiet creatures very rarely known to speak above the sound of a whisper. Costume Requirements: Taelgranis must wear pale face makeup on all exposed skin, as well as prosthetic ear extensions. Racial Abilities (Racials) Racial Abilities are innate abilities possessed by the various Races. Typically Racial Abilities are much more powerful than Skills, however, unlike Skills which continue to accrue as a character is played the character has a set number of Racial Abilities that are with them for the duration of their time In Game. During character creation the player selects two different Racial Abilities from the list of available Racial Abilities for their Race, except for Human characters who only receive one Racial Ability, and Mongrel characters that may choose two of the same Racial Ability. During the first three Events of playing the character a player may change which Racial Abilities they picked once, however once a character has been played more than three Events the only method to change Racial Abilities is via the Ritual Transmute Spirit. Racial List The Racial Abilities available to each Player Character Race are:

Race Choice of Racial Abilities Barbarian {Wrath}, Divination, Sense Deception Canid {Pack Sense}, Claws, Sense Deception Dhampari {Necromancy}, Resist Fear, Resist Pain Dragoon {Chameleon}, Dragon Rhyming, Resist Charm Dwarf {Constitution}, Recovery, Sense Deception Endrani {Fear}, Resist Charm, Remove Curse Felinae {Nine Lives}, Claws, Resist Charm Gael’Braugh {Healing}, Resist Charm, Sense Deception Goblin {Evasion}, Hoodwink, Claws Gypsy {Curse}, Divination, Resist Fear Half-Fae {Glamour}, Dragon Rhyming, Hoodwink Human {Additional Skill Points} Mongrel1 Claws, Divination, Dragon Rhyming, Hoodwink, Recovery, Remove Curse, Resist Charm, Resist Fear, Resist Pain, Sense Deception Ogre or Half-Ogre {Strength}, Recovery, Resist Pain Orc or Half-Orc {Pelt}, Claws, Resist Pain Paleteth {Resist Magic}, Divination, Resist Charm Taelgranis {Shadow Cloak}, Resist Charm, Resist Fear 1. Mongrels may, if they wish, have two of the same Racial Ability rather than two separate Racial Abilities as the other races must. Mongrels may only take a Racial Ability once, however, if it is designated Constantly or Whenever use, as detailed in their description below. {} denote Racial Abilities unique to that PC Race, though NPC races may also have the Racial Ability. Racial Descriptions The descriptions are presented in the following format:

 Racial Name: The Out of Game name for the Racial Ability.  Description: A general summary of what the Racial Ability does. This is not intended as a description of how or why the Effect works In Game.  System: The game mechanics for the Racial Ability, describing how the Racial works Out of Game. These are the detailed rules describing how the ability works within the Legacies rules framework.  Signature Call: The game call used to notify other players that the racial ability is being used. All Signature Calls are considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game Signature Calls actually are spoken by the character rather than player, and any Effect In Game that would prevent the character from speaking would prevent the use of these particular abilities.  Uses: The number of times per an Event that the Racial Ability may be used. 3x per Event means that the character may use the ability three times over the course of an Event. Constantly means the Racial is always in use. Whenever means the character may use the ability as many times as they wish, but need to specify when they are using it.  Duration: How long the Racial Ability has effect once it has been used. Instant duration means that the effects of the ability resolve the moment they are used.  Delivery: The means in which the ability is used on another character, if applicable. Delivery methods are discussed in “Chapter 1”.

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Additional Skill Points Description: This Racial Ability grants bonus skill points that may be spent on any Constantly Skills the player wishes. Duration: N/A System: This Racial Ability grants a base 15 additional Skill Points that the player can Delivery: N/A spend on their character. Moreover the character will accrue 1 additional bonus Skill Point for every 50 Skill Points (not including Skill Points granted by this ability) the character has on the character card. For example, a character with a base 190 Skill Points would receive 18 additional bonus Skill Points for an effective total of 208 Skill Points – 15 base and 3 additional Skill Points for having at least 150 Skill Points on the card. Should the character gain 10 more Skill Points they would gain 1 additional bonus Skill Point for having at least 200 Skill Points.

These skill points are counted separately from the character’s total skill points, and are not included when determining how many Body Points the character has nor when calculating Blanket (see “Character Advancement” later in the chapter) or the cost of Skill Points when spending Bribe. This Racial Ability is not suppressed by Effects that would normally suppress Racial Abilities, unless specified otherwise in the Effect’s description. If a character loses this Racial Ability then the bonus additional Skill Points must be removed for their Character Card. If the character does not have sufficient unspent Skill Points available for removal the difference must be made up by removing purchased skills. If this Racial Ability was removed permanently from the character any skills removed as a result must be relearned if the character wishes to reacquire them, however if the ability was only temporarily suppressed the skills will return when the ability does. Signature Call: N/A

Chameleon Description: This Racial Ability allows the character to assume the physical form and 3x per Event scent of any other PC race. Duration: Instant System: When used, the player changes the costuming of their character to meet the Delivery: N/A costuming requirements of any PC Race of their choice. While in that form they give all physical indication to other characters that they are the PC Race whose form they are assuming, including toward characters that use the Pack Sense racial on them. Players may assume different forms of the same PC Race, complete with unique scents with regard to Pack Sense, provided that there is a significant difference in costuming that makes them actually appear like different individuals. Characters may revert to their native form freely, without consuming another use of this Racial ability, and will also revert to their native form the moment they go to Spirit. They will also Resurrect in their native form. This ability may be used in conjunction with the Skill Disguise. Signature Call: “Chameleon” NOTE: Costuming for Mongrel and Half-Fae races must be approved by Plot prior to use.

Constitution Description: This Racial Ability makes the character hardier than most, thus able to 3x per Event sustain more damage as well as resist chemical and biological attacks. Duration: Instant System: This Racial Ability acts as a Resistance Countermeasure against Alchemy and Delivery: N/A

Elixirs as well as the Monster Racial Abilities Infection and Pathogen and may be used three times in an event. Additionally characters that possess this racial ability will gain 2 body points for every 10 skill points on their character card, rather than 1 body point as characters without this Racial Ability do. Signature Call: “Resist”

Curse Description: This Racial Ability delivers a terrible curse upon other characters, 3x per Event preventing the target from benefiting from most Healing and Life Effects. Duration: Until end of event System: The target may not benefit from any Healing Effect or Life Effect, or any Effect Delivery: Packet, Touch that restores limbs or adds Body Points, with the exceptions of the Racial Abilities Healing and Recovery. Abilities that grant additional benefits in addition to granting Body Points, such as the Racial Ability Wrath, will still grant the other benefits;

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 31 of 133 Legacies Rulebook, Winter 2013 however, the character will not receive the benefit of additional Body Points. If the target is resurrected with the Resurrection Skill they are restored to full health with all limbs intact, but are still under the effects of Curse. Characters at 0 body and unconscious will still automatically heal to 1 body after ten minutes. This Effect may only be removed by the racial ability Remove Curse; the character that original used this Ability may not cancel its effects. A character may only have one curse on them at a time, but a Gypsy may have up to 3 curses active at any given time. Creatures with the monster Racial Ability Regeneration cannot regenerate when cursed, and can be killed as if they did not have the Racial Ability. The Skill First Aid can be used to assess the wounds of a cursed character, but not heal them. Signature Call: “Curse Upon You”

Claws Description: This Racial Ability allows a character to fight with claws or other natural Constantly weaponry rather than weapons made by Smiths. Duration: N/A System: The ability allows the character to fight with a claw in each hand. Claws are Delivery: N/A

Physically Represented by a boffer weapon no greater than 24” in length, and deal “4 Claw” as base damage. A character may use Warrior or Assassin Skills in conjunction with claws. Claws are considered Quality Crafted Items for the purposes of determining what Effects may be used on them. The Spell Enchanted Blade and the Alchemy Blade Venom affect both Claws simultaneously. If a Claw is destroyed by Shatter Strike, Shatter Unshatterable, or the Shatter Spell, it may be restored by any Effect that restores a limb. A character may choose to fight with a Claw in one hand and either a One Handed Edge, One Handed Blunt, or Small Weapon in the other, provided they have the appropriate Weapon Skill, without needing the Florentine or Two Weapon Skills. This Racial Ability may be used as a prerequisite for Skills that require a Weapon Skill as a prerequisite.

This Racial Ability acts as an Immunity Countermeasure when walking on a surface or holding an item covered in the Alchemy Oil of Slipperiness. Signature Call: “ Claw” NOTE: Mongrels may use this ability to simulate natural weapons other than claws, for example horns or tail barbs, with the approval of Plot. Likewise, Plot may use it to represent other natural weapons of monster races.

Divination Description: This Racial Ability enables a character to get a brief glimpse of possible Whenever future events. Duration: Time required for roleplay of System: In order to use this ability the player must first get a Plot Ref as a witness and divination, asking a Plot Ref, and to adjudicate the use of the Racial Ability. They then roleplay a method of divination, receiving an answer. with the appropriate Phys Reps as necessary, and when done they inform the Plot ref of Delivery: N/A a future scene or setting that they are attempting to divine upon as well as the intent behind their choice. For example, a player might tell the Plot Ref “I am trying to see the road between Fortnight and Port Blackwater over the next week. My intent is to find when and where the highwayman will strike next”.

The player will then draw from a Chance Bag. For the first Divination that the character has done for the event there will be one white stone and nine blue stones. During each subsequent Divination that the character performs that event a blue stone will be removed and a black stone will be added for each previous Divination performed. Additionally, if the player has made no effort to represent the Divination performed (no roleplay or Physical representation for the Divination) two blue stones will be replaced with black stones, and if they did represent the Divination but put forth the minimum effort, one blue stone will be replaced with a black stone. Players that do an exceptional job of representing the Divination, either by great use of props to set the scene or copious research on their chosen Divination method Out of Game so that their character really gives the illusion of divining may be rewarded at the Plot Ref’s discretion, and have a black stone replaced with a blue stone. Additionally if a Player has a Lore Skill appropriate to what they are divining on they may opt to spend one use of the Lore to convert a black stone back into a blue, though no more than one black stone is converted

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 32 of 133 Legacies Rulebook, Winter 2013 in this way per draw. If there are no black stones to convert, then using the Lore has no benefit. The Plot Referee will make a small hash mark next to Divination on the Character Card each time the ability is used, in order to track the number of black stones that should be in the bag.

If the player pulls a white or blue stone from the bag the Plot ref will answer the spirit of the question asked, typically with symbolism appropriate for the divination method. The player will likely need to interpret the symbolism, however, if they pull the white stone the Plot Ref may either be much more straightforward with the answer or provide many more details. A black stone will result in a negative effect, subject to the discretion of the Plot Ref and with a severity determined by the number of black stones. The Plot ref will never answer the question if the player pulled a black stone, whether to provide erroneous information or otherwise.

If the player attempts to divine on a future scene that is dependent on the answer to the Divination to occur, or similar paradox, the Plot ref will ask the player to divine on another scene. Similarly, if the player attempts to divine on a future event that is entirely dependent on a truly random factor, for example what the results of a pull from a Chance Bag will be, the Plot ref will ask the player to divine on another scene. The answers that the Plot Ref provides are only possible future events, and the actions of players may cause them to not come to pass.

Like all Chance Bag based abilities Divination is subject to Cool Down. “Appendix 1: Detailed Examples” has an in depth example of Divination in use. Signature Call: N/A NOTE: Unlike the other Racial Abilities, Divination is not a simple ability to use. It places expectations on the player using it to familiarize themselves enough with their chosen method of Divination through Out of Game research on historical methods of divination so as to be able to portray performing the Divination. It also expects the necessary props for their chosen method. Suggested methods of Divination include, but are not limited to: gazing into a crystal ball, performing a Tarot spread, Rune casting, and reading entrails. It is suggested that the player talk to the head of Plot about their chosen method and the props they intend to use if they intend to take the Divination Racial Ability to determine if they are sufficient.

Dragon Rhyming Description: This Racial Ability compels the actions of another character through 3x per Event verbal command. Duration: 10 Minutes System: After a minute or more of conversation with the target, the character speaks a Delivery: Conversation verbal command, ten words or less, to the target, which the target must obey for ten minutes or until the command has been completed, whichever is sooner. The Signature call "Dragon Rhyming" should be appended to the end of the command. The target may not be directly compelled to injure or kill their self, however they may be issued a command that indirectly leads to their injury (Example: The target may not be told to stab themselves but may be told to wait in place until an approaching monster reaches them). Usage of this ability may not be directly detected though the target may infer the use of some Mind Altering Effect if they resist the effects. The spell Detect Charm will identify an individual under compulsion. This is considered a Mind Altering Effect. Signature Call: “ Dragon Rhyming”

Evasion Description: This Racial Ability grants an almost preternatural skill at dodging weapon 3x per Event attacks. Duration: Instant System: This Racial Ability acts as an Avoidance Countermeasure against Melee and Delivery: N/A

Missile Weapon Delivered Attacks. Additionally, when Evasion is used the character’s Rush (See the Skill Description later in this chapter) is fully restored. Signature Call: “Evasion”

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Fear Description: This Racial Ability inspires uncontrollable terror in a target. 3x per Event System: For ten minutes the target is consumed by terror and must run from least 30 Duration: 10 Minutes yards (30 large strides) from the character delivering Fear. The target must maintain a Delivery: Packet, Touch distance of at least 30 yards from the character using this ability for the duration of the ability. If they are unable to flee the area they must hide, and failing the ability to hide, must cower where they are. For the duration of this ability and while within 30 yards of the character delivering the Fear, the target may only use Resistance and Immunity Countermeasures and any Skills or Racial Abilities with a Constant duration. They are not considered immobilized or willing with regard to Counted Actions.

Once they have succeeded in escaping at least 30 yards from that character, the target is no longer overwhelmed by the need to flee. They may use Skills or Racial Abilities excluding Ritual, Warrior's, Assassin's, and Heroic Skills. They may use any available countermeasures, and weapon and shield skills for the sole purpose of blocking attacks while affected by this Racial Ability. They may not use Abilities that require counted actions, deal damage, or target items or other characters with effects in any way.

While affected by Fear the target must role play extreme terror of the character that delivered this Racial Ability both in and outside the presence of that character. If the distance between the target and source of the fear is reduced to less than 30 yards, all limitations per the start of this effect return, until they are more than 30 yards apart again, regardless of which character is moving. Signature Call: “Know the Fear”

Glamour Description: This Racial Ability deprives a target character of the use of magic for a 3x per Event short period. Duration: 10 Minutes System: The target is prevented from using any magical ability. They cannot cast from Delivery: Packet, Touch

Spell Slots or Spell Scrolls, and cannot access any Ritual Enchantments on their person or items they carry (see “Chapter 5: Wizard and Scribe”). Any Spells that are active on the target when hit are dispelled, similar to the spell Fading Magic. The target may be affected by Spells cast on them by others during the duration of this ability. This Racial can only be resisted by Resist Magic. Signature Call: “Glamour”

Healing Description: This Racial Ability allows characters to perform miraculous healing of 3x per Event their self or other characters. Duration: Instant System: To use this Racial Ability the character must touch or throw a packet at the Delivery: Packet, Touch desired target and recite the signature call. If successfully hit the target will be restored to full Body Points and have all crippled or destroyed body parts restored, regardless of whether the target is alive or dead when this ability is used on them. This Racial Ability is capable of returning a Spirit to its body, bringing the target back to full health in lieu of a Resurrection. Characters brought back to life in this manner react as if they pulled a white stone from a Chance Bag. The target is unaffected if their torso has been destroyed. Additionally this ability will not affect unwilling targets who are Spirits, however, if used on a living target it does not require consent. For more information see “Chapter 3: Life and Death”. Signature Call: “Healing”

Hoodwink Description: This Racial Ability makes items disappear from sight and not reappear 3x per Event until the character chooses to reveal them. Duration: One Hour System: To use Hoodwink the character hides a Phys Rep out of sight on their person Delivery: Hiding item on player’s (Example: In a pouch or satchel, in a pocket, concealed behind a cloak, etcetera) and person recites the Signature Call. The Item is then considered Out of Game and the Item Tag should be kept on the player. The Phys Rep should be marked with orange surveyors’ tape also designating that it is out of game, however, it no longer needs to be concealed.

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While an item is under Hoodwink it cannot be taken from the character or destroyed. Hoodwink lasts for one hour; however, the character may choose to drop Hoodwink at will and bring the item back In Game. As soon as Hoodwink is dropped the orange tape should be removed from the Phys and the item is considered In Game at that point.

Items that are bound to another character via the Rituals Spirit Link or Spirit Shackles may not be hidden with Hoodwink though attempting to hide them does not count as a use of this Racial Ability. The character may hide items that are bound to their self with one of those Rituals. Magic Items hidden with Hoodwink do not take up an Enchantment Slot on the character (see “Chapter 5: Wizard and Scribe”). Signature Call: “Hoodwink”

Necromancy Description: This Racial Ability grants the ability to raise the dead as Zombie minions 3x per Event and banish existing Zombies and similar undead.. Duration: 10 minutes/Instant System: When the character speaks the Signature Call “Rise My Minions”, all dead Delivery: All dead/undead bodies within bodies within a Radius of Arm Span instantly become Zombies. The Zombies have all a radius equal to the arm span of player. of the Body Points and Rush that the dead character had in life. If they possessed the Racial Abilities Claws or Pelt in life, they have them as a Zombie, though they do not have any other PC Racial Ability. They are mindless and may only use Weapon Skills and the Skills Critical Strike and Back Strike. The Zombies will follow all commands given by the character who created them, assuming the commands are possible to attempt. After 10 minutes, the zombies fall to the ground dead. Those characters resume their five minute counts before their Spirit leaves their body (See “Chapter 3: Life and Death”). Zombies created in this fashion are considered to have the Monster Racial Abilities Mindless and Undead.

Alternatively this ability may be used to de-animate all characters with the Undead and Mindless Monster Racial Abilities that are within a Radius of Arm Span from the character using this ability. The character speaks the Signature Call “Rest My Minions” and all mindless undead within the effected radius must fall over dead. This affects mindless undead raised by the character with this ability, as well as mindless undead animated through different means. Signature Call: “Rise My Minions” or “Rest My Minions”

Nine Lives Description: This Racial Ability grants characters preternatural ability to avoid death 3x per Event by the skin of their teeth. Duration: Instant System: Each use of this ability allows the character to avoid the results of one effect Delivery: N/A that would normally send them to Bleeding to Death, Dead, or Spirit,, though this is not considered an Avoidance Countermeasure. After use of this ability, the character is reduced to 1 Body Point, has no remaining Rush, Armor Points, or any active Spells, Alchemy, or Elixirs that act as a Resistance Countermeasure (Example: Spell Shield, Serum). This ability may not be used if the character has less than 1 Body Point, however it may be used in situations where the character is unconscious for reasons other than being at 0 Body Points (Example: the character was affected by the skill Waylay or the Alchemical Compound Sleep Gas).

Additionally, characters with Nine Lives receive 7 points of Rush per purchase of the skill, rather than 5 points. Signature Call: “Nine Lives”

Pack Sense Description: This Racial Ability temporarily improves to combat prowess of the 3x per Event , character and their packmates. It also grants an exceptional sense of smell that allows Whenever characters to identify who is and is not a member of their pack by their scent alone. Duration: 10 minutes, System: This ability has three modes of use: Call of the Wild, Scenting, and Tracking. Instant  For Call of the Wild, the character performs a Signature Call of a Howl, Delivery: Touch, followed by “Call of the Wild”, both of which are In Game. They then have Roleplay sniffing

10 seconds in which to touch up to five other characters. For the next ten Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 35 of 133 Legacies Rulebook, Winter 2013

minutes the character, and whatever characters they touched, gain the following benefits: o +1 base damage to all weapon and claw attacks. This damage is multiplied by skills such as Vicious Strike, Wounding Strike, Fatal Strike, and Lethal Strike. Additionally, if they character has the Racial Ability Claws, the character may use the damage suffix “Magic” in conjunction with the claws (See “Chapter 4: Warrior”). This bonus does not allow the character to exceed the maximum base damage of Melee and Thrown Weapons (See “Chapter 4: Warrior”). o Both their current Body Points and total Maximum Body Points are increased by 50. For the duration of this ability the character may be healed up to the temporarily increased maximum. At the end of the duration their maximum is restored to its previous level and the character loses any Body Points greater than the maximum. This ability may be used in conjunction with the Spells Bless or Bestow. Call of the Wild may be used 3x per Event.  For Scenting, the character performs a Three Count Counted Action, “Scenting One, Scenting Two, Scenting Three” within a Radius of Arm Span from another Character and while pantomiming sniffing in the direction of the other character. If they complete the counted action without the character moving away, the other character must disclose their character Race unless they are currently using the Racial Abilities Chameleon or Shape Shifting, in which case they should disclose the race of the form they currently have assumed. Additionally if the Scenting character has encountered the target previously, or in the case of Chameleon or Shape Shifting that assumed form previously, the target must disclose this to the character. They may do so via their name if that is known to the scenting character, or some other designator if the name is not known. Scenting can see through the skill Disguise. NOTE: This ability is used to affect the area that the target is in rather than the target them self, so it is not necessary for the target to be considered willing per the rules of Counted Action. Scenting may be used Whenever.  For Tracking the character performs a repeated Three Count Counted Action, “Tracking One, Tracking Two, Tracking Three” while pantomiming sniffing the ground in order to follow the scent of a character. This is typically used during a Plot module and the Plot ref will lead the character along the path. If the scent path is broken (for example, by a creek), the character may continue to use tracking to try and find where the scent picks back up. It may also be used to track characters that have used a Racial Ability to go invisible (Shadow Cloak or Fleetness). The character with Pack Sense must either see the target go invisible or be informed of the presence of the target by another character that witnessed the target go invisible. The character may repeatedly perform the Tracking Three Count to follow the invisible character around though they may not otherwise interact with the invisible character. Tracking does not target another character specifically, but rather the scent trail left by the character, so it is not necessary for the target to be considered willing per the rules of Counted Action. Tracking may be used Whenever. Signature Call: “ Call of the Wild”, or Example: “Scenting One, Scenting Two, Scenting Three” or "Tracking One, Tracking Two, Tracking Three"

Pelt Description: This Racial Ability grants character a very thick hide, absorbing some Constantly damage done to them. Duration: N/A System: All Damage Dealing Effects inflict 5 fewer points of damage to characters with Delivery: N/A

Pelt. If this reduces the attack to 0 or negative damage, this racial acts as an Immunity Countermeasure.

Additionally, characters with Pelt receive 5 points of Body per purchase of the skill, rather than 3 points. Signature Call: “No Effect” (if hit with 5 or fewer points of damage)

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Recovery Description: This Racial Ability enables characters to shake off damage done to them 3x per Event and return to full health. Duration: Instant System: While alive, Unconscious because of damage (at 0 Body Points) or from being Delivery: N/A the target of the Skill Waylay, or while Bleeding to Death (at -1 Body Points) a character may perform a Sixty Count while engaged in total rest — standing, sitting, or laying in one spot. At the end of the Sixty Count they must say the Signature Call “Recovery”, at which point their Body Points are fully restored, as is all crippled limbs. If the character aborts the Sixty Count it is not considered a use of the Racial Ability. If used while Bleeding to Death the character stops the Bleeding to Death Sixty Count, however if they abort the use of Recovery they immediately become Dead regardless of where they were in the Sixty Count for Bleeding to Death. If used while Unconscious the character awakes after successfully using Recovery. Signature Call: “ Recovery”

Remove Curse Description: This Racial Ability grants resistance to the Curse and may also remove it 3x per Event from other characters. Duration: Instant System: This racial ability may be used one of two ways. First, it may be used as a Delivery: Touch

Resistance Countermeasure against the racial ability Curse. Alternatively, the character may touch another character affected by Curse and say “Remove Curse” to remove an existing instance of Curse from that character. Signature Call: “Resist” or “Remove Curse”

Resist Charm Description: This Racial Ability grants resistance to mental compulsions. 3x per Event System: This Racial Ability acts as a Resistance Countermeasure against Mind Altering Duration: Instant Effects. Delivery: N/A

Signature Call: “Resist”

Resist Fear Description: This Racial Ability grants resistance to the Racial Ability Fear. 3x per Event System: This Racial Ability acts as a Resistance Countermeasure against Fear. Duration: Instant Signature Call: “Resist” Delivery: N/A

Resist Magic Description: This Racial Ability grants resistance to magical spells and some magical 3x per Event effects. Duration: Instant System: This Racial Ability acts as a Resistance Countermeasure against Spells, Delivery: N/A including from Potions, damage from the Ritual Bolt of Mana, and from the Racial Ability Glamour. Signature Call: “Resist”

Resist Pain Description: This Racial Ability grants resistance to some weapon attacks. 3x per Event System: This Racial Ability acts as a Resistance Countermeasure against Weapon Duration: Instant Delivered Attacks that incapacitate a limb, render the character unconscious, or are Delivery: N/A

Instant Death Effects, however, it may not be used to resist numeric damage done by a Damage Dealing Attack. If an attack does both numeric damage and an additional effect that is covered by this Racial Ability, the additional effect can be resisted though the character still takes the numeric damage. For example, if a character was hit by an attack with the Signature Calls “10 Crush”, the Crush could be resisted with this ability, but the character would still take the 10 damage. Signature Call: “Resist”

Sense Deception Description: This Racial Ability enables a character to detect when they are being 3x per Event misled by another character and to what extent. Duration: Instant System: When a character with this ability believes someone is lying, they may say the Delivery: Conversation

Signature Call “Sense Deception” and the target must tell them if they were lying, Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 37 of 133 Legacies Rulebook, Winter 2013 telling a half-truth, or telling the complete truth. When specifying the degree of falsehood the exchange should be considered Out of Game with regard to other observers, however, the player using Sense Deception is aware of the information In Game. Signature Call: “Sense Deception”

Shadow Cloak Description: This Racial Ability is a limited and temporary form of invisibility. 3x per Event System: The character recites the Signature Call and holds a hand, fingers spread apart, Duration: 10 Minutes in front of their fact to notify other players that they are currently under the effects of Delivery: N/A the Racial Ability. The player must keep their hand in front of their face the entire time Shadow Cloak is active. Other players should ignore the player, as if the player’s character is invisible. While under the effects of Shadow Cloak the character may not interact with the world or characters, though they may move about slowly and quietly. The following are an example of actions that are considered interacting with the world or characters for the purposes of cancelling Shadow Cloak, however, it is not an exhaustive list:  Talking, even at a whisper.  Physically touching another character, even lightly brushing against them.  Picking up or manipulating objects and items that were not on the character’s person at the time of activating Shadow Cloak.  Breaking twigs or loud movement, though in general players in Shadow Cloak will be given the benefit of the doubt.  Moving faster than a walking pace.  Smoking or possessing an illuminated light source.  Using any ability other than Resistance Countermeasures or Immunity Countermeasures. Signature Call: “Shadow Cloak”

Strength Description: This Racial Ability makes a character incredibly strong and allows them 3x per Event perform significant feats of strength. Duration: Instant System: Strength grants the character +2 base damage to all Melee and Thrown weapon Delivery: Weapon, Touch attacks. This damage is multiplied by skills such as Vicious Strike, Wounding Strike, Fatal Strike, and Lethal Strike. Additionally, all Lethal and Fatal Strikes used by the character deal Crush Damage (see “Chapter 4: Warrior” for details). This bonus does not allow the character to exceed the maximum base damage of Melee and Thrown Weapons (See “Chapter 4: Warrior”). Finally Strength allows the character to perform 3 "Feats of Strength" per event, allowing the player to choose any permutation of the following abilities:  By reciting the Signature Call “Feat of Strength” the character may rip free of the spells Pin, Bind, Paralyze, the Alchemical Compound Paste of Stickiness, the Monster Racial Entangle, physical bindings or an Entangle Trap. If a character is simultaneously under multiple applicable Effects, one use of Feat of Strength will negate all of them.  By reciting the Signature Call “Feat of Strength” the character may lift or reset a Portcullis Trap provided that it is not locked.  Act as a Resistance Countermeasure to the Monster Racial Ability Weakness. After using a Feat of Strength in this manner the character additionally has an Immunity Countermeasure to Weakness for the following ten minutes Signature Call: “Feat of Strength”, or “Resist” or “Lethal/Fatal Strike Crush”

Wrath Description: This Racial Ability puts a character in a controlled rage and grants 3x per Event immunity to most Effects that do not deal damage. Duration: 10 Minutes System: Upon using this ability, the following conditions apply to the character: Delivery: N/A

 All Active Effects from Spells, Alchemy and Elixirs currently affecting the character are removed, both helpful and adverse.

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 All Spell Susceptibility curses on items used by the character while in Wrath are suppressed for the duration of Wrath, though all other Curses on items remain in effect.  The character receives an additional 100 Body Points while in Wrath. Once the character is no longer under the effects of Wrath they lose these temporary Body Points.  The character is only affected by Racial Abilities, Rituals, and Damage Dealing Effects.  The character may use any skill or other ability they possess.  They may still pick and choose their targets. The player must constantly display the enraged state of their character. If they stop portraying their Wrath, which they may choose to do, the Wrath ends. When the Wrath ends, by duration or by choice, the character drops to 0 Body Points and is Unconscious (See the Chapter 3: Life and Death). The character may be revived via any of the criteria that restore a character to consciousness, but the character must rest for 10 Minutes — they are not allowed to walk or use any Skills. The character is not considered prone with respect to Counted Actions after being revived but are considered such while still unconscious. A Life Effect will instantly revive the character at full Body Points and eliminate the need for a period of rest. If a player uses Wrath while already in Wrath it extends the duration that they are in Wrath but also extends the duration that they must rest; the time necessary to recover from unconsciousness is not extended and a single Life Effect will still nullify the need for a period of rest.

This Racial Ability may be used as an Avoidance Countermeasure to the Racial Ability Fear. Using it in this way still sends the character into Wrath. They must utilize one use of this Racial Ability for each instance of Fear that the player wishes to avoid; for example, if they are struck by Fear once they are already in Wrath the player must utilize another one of their uses of Wrath if they wish to avoid the effects of Fear. Signature Call: “Wrath”

Skills Skills are the occupational knowledge of a character. They are abilities that a character is able to learn and buy over the course of events as the character is played, rather than abilities that are innate and the character begins with, such as Racial Abilities, or abilities that are granted by an item, such as Spells and Alchemy. Players begin with a certain number of Skill Points to buy Skills for their character as discussed at the beginning of this chapter, and will accrue more Skill Points for their character each time they play the character (discussed later in this chapter in the section “Character Advancement”). Skill List The Skill List contains the names of each Skill, as well as the associated Skill Point Cost in order to buy a skill for a character and add it to the character card. It also contains a list of Prerequisite skills that need to be purchased prior to buying a skill, and the number of Production Points, if any, the Skill grants. Skills that cost 0 Skill Points may be purchased for free, however, after Character Creation they still need to be learned before a character acquires them (see the Skill Teaching below for details on teaching and learning skills).

Skill Skill Point Cost Prerequisite Defensive Skills Skill Point Cost Prerequisites Body 2 None Juggling 6 Mortal Dodge x2 Mortal Dodge 6 Rush x3 (Cumulative) Mortal Parry 6 Body x3 (Cumulative) Rush 2 None

Assassin Skills Skill Point Cost Prerequisites Back Strike 51 Weapon Skill Death Strike 6 Back Strike x2 (Cumulative) Fatal Strike 6 Back Strike x2 (Cumulative) Hobbling Blow 3 Back Strike (Cumulative) Killing Blow 4 Weapon Skill Vicious Strike 3 Back Strike (Cumulative) Waylay 8 Back Strike

Warrior Skills Skill Point Cost Prerequisites Crippling Strike 3 Critical Strike (Cumulative)

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 39 of 133 Legacies Rulebook, Winter 2013

Critical Strike 51 Weapon Skill Fumble Strike 4 Critical Strike (Cumulative) Lethal Strike 6 Critical Strike x2 (Cumulative) Mortal Strike 6 Critical Strike x2 (Cumulative) Shatter Strike 5 Critical Strike (Cumulative) Wounding Strike 3 Critical Strike (Cumulative)

Heroic Skills Skill Point Cost Prerequisites Armor Breach 6 Shatter Strike x3 (Cumulative) Dastardly Deed 6 Death Strike x5 or Mortal Strike x5 (Cumulative) Daylight Assassin 6 Death Strike x 3 (Cumulative) or Fatal Strike x 3 (Cumulative) or Hobbling Blow x 6 (Cumulative) Heroic Act 6 Mortal Parry x3 (Cumulative) Last Stand 10 Mortal Parry x5 (Cumulative) and Heroic Act (Cumulative) Shatter Unshatterable 8 Shatter Strike x5 (Cumulative) and Armor Breach (Cumulative)

Fighting Style Skills Skill Point Cost Prerequisites Shield 6 None Florentine 3 Melee Weapon Skill Two Weapons 4 Florentine Style Master 8 Melee Weapon Skill

Melee Weapon Skills Skill Point Cost Prerequisites Small Weapon 0 None 1 Handed Blunt 3 None 1 Handed Edge 3 None 1.5 Handed Blunt 4 None 1.5 Handed Edge 4 None 2 Handed Blunt 5 None 2 Handed Edge 5 None Weapons Master 15 None

Missile Weapon Skills Skill Point Cost Prerequisites Artillery 5 None Hand Bow 2 None Javelin 4 None Long Bow 4 None Marksman 10 None Thrown Weapon 0 None

Production Skills Skill Point Cost Prerequisites Production Points Apprentice Apothecary 3 Alchemical Lore 3 Journeyman Apothecary 5 Apprentice Apothecary x3 (Cumulative) 5 Master Apothecary 7 Journeyman Apothecary x3 (Cumulative) 7

Apprentice Scribe 3 Read Magic 3 Journeyman Scribe 5 Apprentice Scribe x3 (Cumulative) 5 Master Scribe 7 Journeyman Scribe x3 (Cumulative) 7

Apprentice Smith 3 None 3 Journeyman Smith 5 Apprentice Smith x3 (Cumulative) 5 Master Smith 7 Journeyman Smith x3 (Cumulative) 7

Magic Skills Skill Point Cost Prerequisites Read Magic 0 Read/Write Casting 2 None Level 1 Spell Slot 1 Casting Level 2 Spell Slot 2 Level 1 Spell Slot (Cumulative) Level 3 Spell Slot 3 Level 2 Spell Slot (Cumulative) Level 4 Spell Slot 4 Level 3 Spell Slot (Cumulative) Level 5 Spell Slot 5 Level 4 Spell Slot (Cumulative) Level 6 Spell Slot 6 Level 5 Spell Slot (Cumulative) Level 7 Spell Slot 7 Level 6 Spell Slot (Cumulative) Identify 3 Ability to cast a 2nd level spell. Spell Sonnet 8 Ability to cast 1st level spell

Ritual Cost Prerequisite Anchorhead 2 Level 5 Spell Slot Incanting (Apprentice) 1 Level 7 Spell Slot, 130 SP spent in spell slots, Identify, Read Magic Incanting (Journeyman) 2 Incanting (Apprentice) Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 40 of 133 Legacies Rulebook, Winter 2013

Incanting (Master) 3 Incanting (Journeyman) Incanting (Grand Master) 4 Incanting (Master) Incanting (Adept) 5 Incanting (Grand Master) Incanting (Archon) 6 Incanting (Adept)

Healing Cost Prerequisite First Aid 0 None Resurrection 8 First Aid

Knowledge Cost Prerequisite Alchemical Lore 0 Read/Write Lore 2 None2 Read/Write 0 None Teaching 2 None

Thieving Cost Prerequisite Disguise 6 None Escapology 3 None Lock Picking 4 None 1The Skill Cost for these Skills increase with the number of purchases the character has. See the Skill Descriptions below for more details.

2 Usually Lore has no associated prerequisite skills; however lores that expand on other Skills do require the other Skill as a prerequisite. See the Skill Description of Lore below. Skill Descriptions The descriptions are categorized by Skill Category (Example: Defensive Skills, Magic Skills, etcetera) and presented in the following format:

 Skill Name: The Out of Game name for the Skill.  Description: A general summary of what the Skill does. This is not intended as a description of how or why the Effect works In Game.  System: The game mechanics for the Skill, describing how the Skill works Out of Game. These are the detailed rules describing how the Skill works within the Legacies rules framework.  Uses: The number of times per an Event that the Skill may be used. 1x per Purchase means that the character may use the ability once over the course of an Event for each time they buy the skill. Constantly means the Skill is always in use, possibly excepting certain conditions as stated in the System section of pertinent Skills. Whenever means the character may use the skill as many times as they wish, but need to specify when they are using it. X Production Points per Purchase (where X is 3, 5 or 7) is how many production points each purchase of the skill grants.  Signature Call: The game call used to notify other players that the Skill is being used. All Signature Calls are considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game Signature Calls actually are said by the character rather than player, and any Effect In Game that would prevent the character from speaking would prevent the use of these particular abilities.  Prerequisites: Any Skills that must be purchased prior to purchasing the given Skill. If (Cumulative) then the prerequisites must be met additionally for each subsequent purchase of the Skill (Example: Mortal Dodge has a prerequisite of “Rush x3 (Cumulative)”. For two purchases of Mortal Dodge a character would need six purchases of Rush, nine purchase per three Mortal Dodges, and so forth). Some Skills have multiple prerequisites. When the prerequisites are joined with an “and” then all of the prerequisites must be met; if they are joined with an “or” then one or the other prerequisite must be met, but not both. If two skills have the same prerequisites, the same skill purchase may be used to fulfill both prerequisites.  Skill Cost: The number of Skill Points necessary to buy a single purchase of the Skill. Defensive Skills Defensive Skills are used to protect the character from harm, and range from abilities that simply increase the amount of damage a character can sustain to skills that actively assist the character in avoiding the hostile attack completely.

Body Description: This skill increases a character’s resilience to physical damage Constantly System: Each purchase of this skill increases the character’s Body Point total by 3. Prerequisites: None Signature Call: N/A Skill Cost: 2 SP Special: This skill does not need to be taught to the character via the Teaching skill.

Juggling

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Description: This skill allows the character to swat Packet Delivered Alchemy or Spells, Whenever or Missile Weapons harmlessly away with the palm of their hand. Prerequisites: Mortal Dodge x2 System: When the character blocks a Packet Delivered Alchemical Compound or Spell, Skill Cost: 6 SP or a thrown or launched Missile Weapon with the open palm of one hand and states the Signature Call it is considered an Avoidance Countermeasure for that Alchemy, Spell, or Missile Weapon. Alternatively the character may catch the packet or weapon instead of blocking of deflecting it and similarly avoid the effects, however they may only throw the caught item back if the item is a thrown weapon and they have the appropriate skill. Signature Call: “Juggling”

Mortal Dodge Description: This skill allows the character to miraculously dodge one Packet Delivered 1x per Purchase Effect excepting Racial Abilities, or one missile weapon attack that would otherwise hit Prerequisites: Rush x3 (Cumulative) them. Skill Cost: 6 SP System: This skill is an Avoidance Countermeasure that can be used to negate any one Packet or Touch Delivered Spell (including Spells activated from Magic Items or the Monster Racial Ability Spell Effect, and magic damage from the Ritual Bolt of Mana), Alchemy or Elixir, or any one missile weapon attack. Additionally it can avoid Spells that target the character as a result of the Spell Reflect. Heavily Armored characters may not use Mortal Dodge. Additionally, a character must be fully cognizant and have full use of both of their legs to use Mortal Dodge, though they may use it if under the effects of the Spell Pin. All other Effects that inhibit the use of one’s legs prevent the use of Mortal Dodge including the Spell Paralyze, having one or both legs physically bound, or having one or both legs crippled by an In Game Effect. Signature Call: “Mortal Dodge”

Mortal Parry Description: This skill allows a character to miraculously block one Melee Weapon 1x per Purchase attack that would have otherwise hit them, using a weapon or shield. Prerequisites: Body x3 (Cumulative) System: This skill is an Avoidance Countermeasure against melee Weapon Delivered and weapon skill Attacks. Any one attack, including Specialty Strikes granted by Warrior or Assassin Skill Cost: 6 SP Skills, delivered with a melee weapon or the Claws Racial Ability can be negated using this skill — the player does not need to physically parry the attack to use this skill, and indeed the most common use scenario for Mortal Parry is to stop an attack that the player has failed to physically parry. The player using this skill must have the Phys Rep for a weapon, shield, Claw (See the Racial Ability Claws for more information), or a tagged artificer item longer than 8” in their hand, an Item Tag corresponding to the Phys Rep on their person (except for Claws), and the corresponding Skill or Ability to use the Phys Rep. The player may use this skill as an Avoidance Countermeasure to any weapon strike within a Radius of Weapon Reach, including attacks targeting other characters or items. Signature Call: “Mortal Parry”

Rush Description: Rush represents a character’s ability to dodge and weave in combat to Constantly avoid damage. Prerequisites: None System: Characters have a pool of Rush Points that damage is subtracted from, prior to Skill Cost: 2 SP the damage being subtracted from Armor Points or Body Points (see “Chapter 3: Life and Death” for more details). This pool of points begins with 0, but each purchase of Rush grants 5 additional points of Rush. Each time the character is damaged, the damage is subtracted from this pool. All Rush Points are restored in the pool each time the character rests for a Sixty Count (standing, sitting, or laying in one spot). A character may not gain the benefits of Rush if they are Heavily Armored. Additionally, a character must be fully cognizant and have full use of both of their legs to use Rush, though they may use it if under the effects of the Spell Pin. All other Effects that inhibit the use of one’s legs prevents the use of Rush including the Spell Paralyze, having one or both legs physically bound, or having one or both legs crippled by an In Game Effect. Signature Call: N/A Special: This skill does not need to be taught to the character via the Teaching skill.

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Assassin Skills Assassin Skills are cunning offensive attacks that revolve around attacking the target from an advantageous position, and have the benefit of bypassing the physical armor and Rush of the target and striking directly to the victim’s Body Points. For a character to use any of the Assassin Skills they must be attacking from behind their target and the strike must hit the back of the target. For the purpose of determining what constitutes “behind” the attacker must have their torso past the target’s shoulders, so attacking while standing entirely behind the target or above the target while they are lying face down would count, but reaching over their shoulder from the front to hit the target in the back would not.

Assassin Skills may not be used simultaneously with Warrior Skills, so damage delivered by Assassin Skills is not modified by Critical Strike, and damage delivered by Warrior Skills is not modified by Back Strike.

Back Strike Description: This skill increases the Base Damage done by weapons when attacking Constantly from behind a target, and additionally allows the attacks to bypass Armor and Rush. Prerequisites: Weapon Skill System: Each purchase of this skill adds a permanent +1 damage to the character’s Skill Cost: Special, See Chart damage when attacking from behind a target. Additionally, this skill allows a character to add “to body” to the Signature Call, to designate that the attack bypasses Armor and Rush, to damage Body Points directly. The damage increase from this Skill is not added to the damage increase from the Skill Critical Strike. If a character has both skills the player must to decide at the time of attack which to apply damage from. If they choose Critical Strike they may not add “to body” to the Signature Call. Regardless of the number of Back Strikes purchased by the character they may not exceed the maximum base damage of Melee and Thrown Weapons (See “Chapter 4: Warrior”). Special: Every three purchases of this skill increases the cost to buy the skill additional times by one skill point. See the chart below for an example of the cost progression. Purchase Cost Purchase Cost 1 to 3 5 Skill Points 10 to 12 8 Skill Points 4 to 6 6 Skill Points 13 to 15 9 Skill Points 7 to 9 7 Skill Points 16 to 18 10 Skill Points

Signature Call: “ to body”

Death Strike Description: This skill allows a character to kill another with a single successful attack. 1x per Purchase System: Upon successful delivery this strike from behind the target, the target is Dead, Prerequisites: Back Strike x2 bypassing the Bleeding to Death stage (See “Chapter 3: Life and Death”). This is an (Cumulative) Instant Death Effect. Skill Cost: 6 SP Signature Call: “Death Strike”

Fatal Strike Description: This skill allows a character to deal an immense amount of damage which 1x per Purchase bypasses Armor and Rush, with a single successful attack. Prerequisites: Back Strike x2 System: Upon successful delivery of this strike from behind the target, the character (Cumulative) delivers ten times the amount of damage they would normally deliver when attacking Skill Cost: 6 SP from behind, directly to Body Points. Bonus damage from the spell Enchanted Blade is not included when calculating this damage, however the strike may still deliver magic damage. Other bonuses (Example: The Elixir of Giant Strength Elixir, bonus damage from the ritual Imbue Temporary Magic Item) are included in calculating the damage. The value multiplied is the true base damage of the character after all applicable modifiers are included, even if that would maximum base damage cap that is normally applied (See “Chapter 4: Warrior”). Signature Call: “Fatal Strike

Hobbling Blow Description: This skill allows a character to cripple an arm or leg when that arm or leg 1x per Purchase is successfully struck with a single successful attack. Prerequisites: Back Strike (Cumulative) System: When using this skill the character must successfully hit a leg or arm on the Skill Cost: 3 SP target from behind. That limb may not be used until healed by an Effect that specifically restores limbs. A character struck in the leg by this strike may only limp, hop or crawl. If both legs are crippled they may only crawl. If a character is struck in the arm they may not use the arm. Signature Call: “Hobbling Blow” Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 43 of 133 Legacies Rulebook, Winter 2013

Killing Blow Description: This skill allows a character to kill an immobilized or incapacitated target. Whenever System: A character may perform a Three Count Counted Action on another character Prerequisites: Weapon Skill to kill them. As with any Counted Action the target must either be willing or be Skill Cost: 4 SP incapacitated or immobilized. Receiving a Killing Blow will bring a character to the Dead stage, bypassing Bleeding to Death (see “Chapter 3: Life and Death”). The character performing the Killing Blow must pantomime finishing the target off, for example by pantomiming slitting the target’s throat or stabbing them in the heart with a Boffer Weapon. This is an Instant Death Effect.

Instead of killing the target, a character may use this skill to cut off one of the target’s arms or legs with a Three Count Counted Action. The target must similarly be incapacitated and the character using this skill must pantomime cutting off the limb. For more information see “Destroying Body Parts” in “Chapter 3: Life and Death”.

Killing Blow may not be used on parts of the body covered by an item with a corresponding Item Tag. For example, if the target has a chainmaille sleeve or a plate Gorget protecting their neck the character with Killing Blow may not cut off the arm or slit the target’s throat without first removing or destroying the item. Signature Call: “Killing Blow 1, Killing Blow 2, Killing Blow 3” or “Cutting Off Limb 1, Cutting Off Limb 2, Cutting Off Limb 3”

Vicious Strike Description: This skill allows a character to deal a great deal of damage which bypasses 1x per Purchase Armor and Rush, with a single successful attack. Prerequisites: Back Strike System: Upon successful delivery of this strike from behind the target, the character (Cumulative) delivers five times the amount of damage they would normally deliver when attacking Skill Cost: 3 SP from behind, directly to Body Points. Bonus damage from the spell Enchanted Blade is not included when calculating this damage, however the strike may still deliver magic damage. Other bonuses (Example: The Elixir of Giant Strength Elixir, bonus damage from the ritual Imbue Temporary Magic Item) are included in calculating the damage. The value multiplied is the true base damage of the character after all applicable modifiers are included, even if that would maximum base damage cap that is normally applied (See “Chapter 4: Warrior”). Signature Call: “Vicious Strike

Waylay Description: This skill allows a character to render another character unconscious, as Whenever would happen with a blow to the back of the head. Prerequisites: Back Strike System: Waylay is delivered from behind the target by laying the length of a weapon Skill Cost: 8 SP across the target’s back and reciting the Signature Call, as it is unsafe to actually strike the target in the head as the skill simulates. When struck, the target is rendered Unconscious (see “Chapter 3: Life and Death” for specifics on Unconsciousness) however the character is not lowered to 0 Body Points. A character may be restored to consciousness by any of the criteria discussed in the description of Unconsciousness in Chapter 3.

Waylay may be used an unlimited amount of times with one purchase. It may only be performed with weapons or tagged artificer items wielded by the Small Weapon, 1 Handed Edge, or 1 Handed Blunt skills. Signature Call: “Waylay”

Warrior Skills Warrior Skills are skills that make a character more effective at weapon combat, and unlike Assassin Skills do not require the character to stand behind the target in order to be effective. However, Warrior Skills also do not bypass Physical Armor or Rush as Assassin skills do. Damage Dealing attacks are subtracted normally from Rush and Physical Armor (see “Chapter 3: Life and Death”); non-damage dealing Warrior Skills such as Mortal Strike and Crippling Strike are only effective if the target is Lightly Armored or if their current (not total) Armor Points are 50 or fewer (Example: A character is only wearing a Standard Crafted

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Rigid Breastplate and Soft Armor Vambraces, worth 51 Armor Points total. If they have not yet taken damage Mortal Strike will not affect them, but if their armor has sustained 1 or more damage and has not been repaired, it will).

Warrior Skills may not be used simultaneously with Assassin Skills, so damage delivered by Warrior Skills is not modified by Back Strike, and damage delivered by Assassin Skills is not modified by Critical Strike.

Crippling Strike Description: This skill allows a character to cripple an arm or leg when that arm or leg 1x per Purchase is successfully struck with a single successful attack. Prerequisites: Critical Strike System: When using this skill the character must successfully hit a leg or arm on the (Cumulative) target. That limb may not be used until healed by an Effect that specifically restores Skill Cost: 3 SP limbs. A character struck in the leg by this strike may only limp, hop or crawl. If both legs are crippled they may only crawl. If a character is struck in the arm they may not use the arm. This strike is only effective if the target is Lightly Armored or is Heavily Armored but has 50 or fewer undamaged Armor Points when struck. If the target has more undamaged Armor Points than this, they should say “No Effect”. Signature Call: “Crippling Strike”

Critical Strike Description: This skill increases the Base Damage delivered by weapons when Constantly attacking. Prerequisites: Weapon Skill System: Each purchase of this skill adds a permanent +1 damage to the character’s Skill Cost: Special, See Chart damage. Unlike the Skill Back Strike, characters do not need to be behind their target to use this skill. Regardless of the number of Critical Strikes purchased by the character they may not exceed the maximum base damage of Melee and Thrown Weapons (See “Chapter 4: Warrior”). Special: Every three purchases of this skill increases the cost to buy the skill additional times by one skill point. See the chart below for an example of the cost progression.

Purchase Cost Purchase Cost 1 to 3 5 Skill Points 10 to 12 8 Skill Points 4 to 6 6 Skill Points 13 to 15 9 Skill Points 7 to 9 7 Skill Points 16 to 18 10 Skill Points

Signature Call: “

Fumble Strike Description: This skill allows a character to disarm an opponent. 1x per Purchase System: This strike must be successfully delivered to an object being held by an Prerequisites: Critical Strike opponent, such as a weapon or shield, rather than against the person of the opponent. (Cumulative) When struck, the opponent must drop the object at least a distance equal to the Radius Skill Cost: 4 SP of Arm Span away, in a direction of their choosing. The opponent affected by Fumble Strike may not go out of their way to choose a direction obviously in their favor. If the target is holding several small items in one hand, for example multiple alchemy vials, and the hand is struck, all objects are fumbled. Only an applicable Avoidance Countermeasure or an Effect that binds the object to the opponent’s hand may be used to avoid this skill. Bucklers are immune to this strike. Signature Call: “Fumble Strike” NOTE: For safety reasons players are not allowed to tie weapons to their person. Players may not do this to avoid being disarmed.

Lethal Strike Description: This skill allows a character to deal an immense amount of damage with 1x per Purchase a single successful attack. Prerequisites: Critical Strike x2 System: Upon successful delivery of this strike the character delivers ten times the (Cumulative) amount of damage they would normally deliver when attacking. Bonus damage from Skill Cost: 6 SP the Spell Enchanted Blade is not included when calculating this damage, however, the strike may still deliver magic damage. Other bonuses (Example: the Elixir of Giant Strength Elixir, bonus damage from the ritual Imbue Temporary Magic Item) are included in calculating the damage. The value multiplied is the true base damage of the character after all applicable modifiers are included, even if that would maximum base damage cap that is normally applied (See “Chapter 4: Warrior”). Signature Call: “Lethal Strike

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Mortal Strike Description: This skill allows a character to kill another with a single successful attack. 1x per Purchase System: Upon successful delivery of this strike, the target is Dead, bypassing the Prerequisites: Critical Strike x2 Bleeding to Death stage (See “Chapter 3: Life and Death”). This is an Instant Death (Cumulative) Effect. This strike is only effective if the target is Lightly Armored or is Heavily Skill Cost: 6 SP Armored but has 50 or fewer undamaged Armor Points when struck. If the target has more undamaged Armor Points than this, they should say “No Effect”. Signature Call: “Mortal Strike”

Shatter Strike Description: This skill allows a character to break an item with a successful strike. 1x per Purchase System: This strike must be successfully delivered to a target object, such as a weapon, Prerequisites: Critical Strike spell scroll, or trap. The target item is destroyed, unless it is an item that can only be (Cumulative) produced with one of the Master Production Skills (Example: A Ritual Scroll, which Skill Cost: 5 SP can only be produced once a character has Master Scribe, or a Master Crafted sword, which can only be produced once a character has Master Smith), so called Master Crafted items, which can only be destroyed by the skill Shatter Unshatterable. The target item’s Item Tag should be ripped up by the owner and the Phys rep that was struck should not be used again until a new item tag is procured. Only an applicable Avoidance Countermeasure may be used to avoid this strike unless the item is Master Crafted, at which point the owner should call “No Effect”. Signature Call: “Shatter Strike”

Wounding Strike Description: This skill allows a character to deal a great deal of damage with a single 1x per Purchase successful attack. Prerequisites: Critical Strike System: Upon successful delivery of this strike the character delivers five times the (Cumulative) amount of damage they would normally deliver when attacking. Bonus damage from Skill Cost: 3 SP the Spell Enchanted Blade is not included when calculating this damage, however, the strike may still deliver magic damage. Other bonuses (Example: the Elixir of Giant Strength Elixir, bonus damage from the ritual Imbue Temporary Magic Item) are included in calculating the damage. The value multiplied is the true base damage of the character after all applicable modifiers are included, even if that would maximum base damage cap that is normally applied (See “Chapter 4: Warrior”). Signature Call: “Wounding Strike

Heroic Skills Heroic Skills are exceptional skills available to characters that have invested heavily in Assassin and Warrior Skills. They are combat oriented skills that tend to be more powerful than normal Warrior or Assassin Skills.

Armor Breach Description: This skill allows a character, with one strike, to completely damage the 1x per Purchase target’s armor. Prerequisites: Shatter Strike x3 System: To successfully use this skill the character must specifically strike the target’s (Cumulative) torso, though either the front or back are valid. The target has their Armor, including Skill Cost: 6 SP armor granted by the Spell Mystic Armor, reduced to 0. This may only be resisted by Avoidance Countermeasures. Signature Call: “Armor Breach”

Dastardly Deed Description: This skill allows a character to redirect any one Effect that targets them 1x per Purchase onto another character. Prerequisites: Mortal Strike x5 System: When the character, or an item on the character’s person, is hit by any targetted (Cumulative) or Death Strike x5 Effect, with the exception of Rituals, they may point with their weapon at any other (Cumulative) legal target, except the character that originally targeted them with the Effect, within a Skill Cost: 6 SP Radius of Weapon Reach and recite the Signature Call and the name of the Effect that hit them. The target they designated now takes the effects of the redirected Effect instead of the original character. This is not considered an Avoidance Countermeasure as it does not nullify the Effect but instead directs it at a different target. This does not

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 46 of 133 Legacies Rulebook, Winter 2013 change the source of the Effect. The new target may use any applicable Countermeasure to resist the Effect.

This ability may not redirect the repercussions of other Effect use. For example, a character coming out of Last Stand may not use Dastardly Deed to prevent going to Spirit. Signature Call: “Dastardly Deed ” Example: “Dastardly Deed Fear”

Daylight Assassin Description: This skill allows the character to use one use of one Assassin Skill from 1x per Purchase any position rather than from behind the target. Prerequisites: Death Strike x3 System: Regardless of where the character is standing in relation to the target they may (Cumulative) or Fatal Strike x3 use an Assassin skill in conjunction with this skill against the target. Waylay may not (Cumulative) or Hobbling Blow x 6 be used with Daylight Assassin. (Cumulative) Signature Call: Daylight Skill Cost: 6 SP Example: “Daylight Death Strike”

Heroic Act Description: With this skill the character may redirect any one Effect that targeted 1x per Purchase another character onto themselves. Prerequisites: Mortal Parry x 3 System: The character using this skill must be within weapon's reach of the character (Cumulative) that originated the Effect or the target of the Effect. The character using Heroic Act Skill Cost: 6 SP will take the full brunt of the Effect that they have redirected, however, they may still use Resistance and Immunity Countermeasures. They may not use Avoidance Countermeasures. They may redirect any targeted Effect except for Rituals.

This ability may not redirect the repercussions of other Effect use. For example, a character may not use Heroic Act to save another character coming out of Last Stand from going to Spirit. Signature Call: “Heroic Act”

Last Stand Description: This skill allows a character to perform a heroic effort to defend a spot of 1x per Purchase land, but with great cost to their self. Prerequisites: Mortal Parry x 5 System: To use Last Stand the character must recite the Signature Call and note where (Cumulative) and Heroic Act they stand. They may not move more than the length of their arm span away from that (Cumulative) spot. They additionally must roleplay a sense of being resolute. All Spells, Alchemy, Skill Cost: 10 SP and Elixirs currently affecting the character are dispelled. Additionally, all Spell Susceptibility curses on items used by the character while in Last Stand are suppressed for the duration of Last Stand, though all other Curses on items remain in effect. Should the character move themselves further than the length of their arm span from the spot they activated the skill, or cease acting resolute they immediately die and go to Spirit (see “Chapter 3: Life and Death”), however, while they remain in Last Stand they are immune to Spells, Alchemy, and Elixirs and have unlimited uses of the skill Mortal Parry. Additionally, they are immune to damage done by a character with the Ritual Bolt of Mana. Racial Abilities will still affect the character, and the character may still use any of their own skills and abilities. Signature Call: “Last Stand”

Shatter Unshatterable Description: This skill allows a character to break any item with a successful strike. 1x per Purchase System: This skill functions in the same manner as Shatter Strike; however, it also Prerequisites: Shatter Strike x 5 breaks items produced with one of the Master Production Skills, including ritually (Cumulative) and Armor Breach enchanted Magic Items. Only an applicable Avoidance Countermeasure may be used (Cumulative) to avoid this strike. Skill Cost: 8 SP Signature Call: “Shatter Unshatterable”

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Fighting Style Skills By default, characters with only a weapon skill must concentrate on wielding only one weapon. Fighting Styles allow the character to wield two weapons at once, or a weapon and shield.

Shield Description: This skill allows a character to wield a shield or buckler. Constantly System: Shields and bucklers negate any normal weapon delivered damage and most Prerequisites: None Warrior and Assassin Skills that strike them; however, Effects that target items Skill Cost: 6 SP (Example: Shatter Strike, Shatter Unshatterable) will still affect shields and bucklers. Additionally all other Effects, such as Magic, Alchemy, and Racial Abilities still affect the character if blocked with a shield or buckler. Bucklers are shields that are less than 18” in diameter and may be strapped to the arm, preventing them from being disarmed by Spell or Warrior Skill. Any weapon may be wielded by the same arm that the buckler is attached to. Shields are larger than 18” in diameter, are able to be disarmed, and monopolize the arm wielding the shield. Weapons that require both hands to wield may not be used with a shield, but they may with a buckler. Signature Call: N/A

Florentine Description: This skill is necessary for characters that wish to wield two weapons at Constantly once. It allows the character to wield a smaller weapon in their off hand. Prerequisites: Melee Weapon Skill System: Simultaneously a character may wield a 1 Handed Blunt, 1 Handed Edge, Small Skill Cost: 3 SP Weapon, Hand Bow, or Thrown Weapon in one hand, and a Small Weapon or a Thrown Weapon in the other hand. Signature Call: N/A

Two Weapon Description: This skill is necessary for characters that wish to wield two weapons at Constantly once. It allows the character to wield any one handed weapon in their off hand. Prerequisites: Florentine System: Simultaneously a character may wield any combination of 1 Handed Blunt, 1 Skill Cost: 4 SP Handed Edge, Small Weapon, Hand Bow, or Thrown Weapon in either hand. Signature Call: N/A

Style Master Description: This skill allows a character to use any Fighting Style. Constantly System: All of the other Fighting Style Skills are granted if a character has this skill. Prerequisites: Melee Weapon Skill When purchasing this skill any existing Fighting Style Skills will be removed from the Skill Cost: 8 SP Character Card and their cost will be subtracted from the Skill Point cost of this skill.

This Skill is required if the character wishes to use two shields or bucklers, one with each arm. Signature Call: N/A

Melee Weapon Skills Melee Weapon Skills allow characters to wield various classes of melee weapons in combat. The weapon skills are not explicit to the point of specifying distinct weapons, but rather categorize weapons by the amount of Base Damage (damage unmodified by other Skills or Abilities) they do, whether they are weapons that cause blunt force trauma (hammers, maces, etcetera) or slice or stab (swords, axes, etcetera), and generally how much effort needs to go into wielding them (can it be easily held in one hand, requires two hands, etcetera). Collectively, anything that is a Melee and Missile Weapon Skills may also be referred to generically as just a Weapon Skill. The Physical Representation requirements for each Weapon Skill are discussed in “Chapter 7: Smith”.

Small Weapon Description: This Skill allows a character to wield small edged or blunt weapons, such Constantly as daggers or small hammers, as well as wield Boffer Safe artificer items (Physical Prerequisites: None Representations designed for combat) as weapons regardless of length, such as a frying Skill Cost: 0 SP pan or shovel. For more information on wielding Artificer Items see “Chapter 4: Warrior”. System: Small Weapons (SW) have a base damage of 1, and can do either Edge or Blunt damage depending on the type of Phys Rep used.

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Signature Call: “ Blunt” or “ Edge” as appropriate

1 Handed Blunt Description: This Skill allows the character to wield blunt weapons easily held in one Constantly hand, such as a footman’s mace or Morningstar. Prerequisites: None System: 1 Handed Blunt (1HB) weapons have a base damage of “2 Blunt” and require Skill Cost: 3 SP only one hand to use. This skill may still be used if one arm is disabled or bound. Signature Call: “ Blunt”

1 Handed Edge Description: This Skill allows the character to wield edged weapons easily held in one Constantly hand, such as a short or long sword, or a short axe. Prerequisites: None System: 1 Handed Edge (1HE) weapons have a base damage of “2 Edge” and require Skill Cost: 3 SP only one hand to use. This skill may still be used if one arm is disabled or bound. Signature Call: “ Edge”

1.5 Handed Blunt Description: This Skill allows the character to wield larger blunt weapons that require Constantly more effort to wield with one hand, such as a flail or long mace. Prerequisites: None System: 1.5 Handed Blunt (1.5HB) weapons have a base damage of “3 Blunt” and while Skill Cost: 4 SP they can be wielded with only one hand, the other hand may not be used to wield a weapon, even with the appropriate Fighting Style Skill, however, a shield may be held in the other hand. This skill may still be used if one arm is disabled or bound. Signature Call: “ Blunt”

1.5 Handed Edge Description: This Skill allows the character to wield larger edged weapons that require Constantly more effort to wield with one hand, such as a short spear or a bastard sword. Prerequisites: None System: 1.5 Handed Edge (1.5HE) weapons have a base damage of “3 Edge” and while Skill Cost: 4 SP they can be wielded with only one hand, the other hand may not be used to wield a weapon, even with the appropriate Fighting Style Skill, however, a shield may be held in the other hand. This skill may still be used if one arm is disabled or bound. Signature Call: “ Edge”

2 Handed Blunt Description: This Skill allows the character to wield larger blunt weapons that generally Constantly require two hands to use, such as a maul or staff. Prerequisites: None System: 2 Handed Blunt (2HB) weapons have a base damage of “4 Blunt” and require Skill Cost: 5 SP both hands free to attack with, though both hands do not need to be on the weapon constantly when attacking. If one arm is disabled or bound, the player may not use this skill. Signature Call: “ Blunt”

2 Handed Edge Description: This Skill allows the character to wield larger edged weapons that Constantly generally require two hands to use, such as a Zweihander sword, long spear, or great Prerequisites: None axe. Skill Cost: 5 SP System: 2 Handed Edge (2HE) weapons have a base damage of “4 Edge” and require both hands free to attack with, though both hands do not need to be on the weapon constantly when attacking. If one arm is disabled or bound, the player may not use this skill. Signature Call: “ Edge”

Weapon Master Description: This Skill allows the character to wield any melee weapons. Constantly System: All of the other Melee Weapon Skills are granted if a character has this skill. Prerequisites: None When purchasing this skill any existing Melee Weapon Skills will be removed from the Skill Cost: 15 SP Character Card and their cost will be subtracted from the Skill Point cost of this skill. Signature Call: “ Blunt” or “ Edge” as appropriate

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Missile Weapon Skills Missile Weapon Skills allow characters to wield various classes of thrown or launched weapons in combat. The weapon skills are not explicit to the point of specifying distinct weapons but rather categorize weapons by the amount of Base Damage (damage unmodified by other Skills or Abilities) they do, and how they propel projectiles. Collectively, anything that is a Missile and Melee Weapon Skills may also be referred to generically as just a Weapon Skill.

Artillery Description: This skill allows a character to use massive launched weapons such as Constantly ballista, catapults, and trebuchet. Prerequisites: None System: Launched weapons used with the Artillerist skill have a base damage of 20 Skill Cost: 5 SP Edge or Blunt as appropriate and require both hands free to attack with, though both hands do not need to be on the weapon constantly when attacking. If one arm is disabled or bound, the player may not use this skill. Signature Call: “ Blunt” or “ Edge” as appropriate

Hand Bow Description: This skill allows the use of small launched weapons such as short bows Constantly and hand crossbows. Prerequisites: None System: Launched weapons used with the Hand Bow skill have a base damage of 4 Skill Cost: 2 SP Edge. Signature Call: “ Edge”

Javelin Description: This skill allows a character to throw larger thrown weapons, such as Constantly javelins and discus. Despite the skill name, characters are not restricted to just Javelins. Prerequisites: None System: Weapons thrown with the Javelin skill have a base damage of 6 and may do Skill Cost: 4 SP either Edge or Blunt depending on the Phys Rep Signature Call: “ Blunt” or “ Edge” as appropriate NOTE: Thrown Phys Reps have specific safety requirements more stringent than most weapon Phys Reps.

Long Bow Description: This skill allows the character to use more powerful launched weapons Constantly such as long bows, horse bows, and heavy crossbows. Prerequisites: None System: Launched weapons used with the Long Bow skill have a base damage of 8 Skill Cost: 4 SP Edge and require both hands free to attack with, though both hands do not need to be on the weapon constantly when attacking. If one arm is disabled or bound, the player may not use this skill. Signature Call: “ Edge”

Marksman Description: This skill allows a character to wield any missile weapons. Constantly System: All of the other Missile Weapon skills are granted if a character has this skill. Prerequisites: None When purchasing this skill any existing Missile Weapon Skills will be removed from Skill Cost: 10 SP the Character Card and their cost will be subtracted from the Skill Point cost of this skill. Signature Call: “ Blunt” or “ Edge” as appropriate

Thrown Weapon Description: This skill allows a character to throw Small Weapons and Boffer safe Constantly Artificer items, as well as Packet Delivered Alchemy and Elixirs. Prerequisites: None System: Small Weapons and Artificer items have a base damage of 1 when thrown and Skill Cost: 0 SP may do either Edge or Blunt depending on the Phys Rep. This skill is needed to throw Packet Delivered Alchemy and Elixirs. Signature Call: “ Blunt” or “ Edge” as appropriate NOTE: Thrown Phys Reps have specific safety requirements more stringent than most weapon Phys Reps.

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Production Skills Production Skills are the skills used to construct various items within the game world, everything from swords and shields to magical potions. The section on “Creating Items” within “Chapter 1: The Basics” discusses the mechanics for using the production skills to create items. Additionally, later chapters discuss the particulars of each Production Type and the game mechanics for the items created with each skill.

Apprentice Apothecary Description: This skill grants minor ability in making Apothecary compounds, such as 3 Production Points per purchase Alchemy. Prerequisites: Alchemical Lore System: Each purchase of this skill grants an additional 3 Production Points (PP) to Skill Cost: 3 SP make Apothecary compounds. It also grants the knowledge to specifically make Alchemical Compounds as discussed in “Chapter 6: Apothecary”. Signature Call: N/A

Journeyman Apothecary Description: This skill grants moderate ability in making Apothecary compounds, such 5 Production Points per purchase as Potions. Prerequisites: Apprentice Apothecary System: Each purchase of this skill grants an additional 5 Production Points (PP) to x3 (Cumulative) make Apothecary compounds. At least one purchase of this Skill is required to Skill Cost: 5 SP specifically make Potions as discussed in “Chapter 6: Apothecary”. Signature Call: N/A

Master Apothecary Description: This skill grants major ability in making Apothecary compounds, such as 7 Production Points per purchase Elixirs. Prerequisites: Journeyman Apothecary System: Each purchase of this skill grants an additional 7 Production Points (PP) to x3 (Cumulative) make Apothecary compounds. At least one purchase of this Skill is required to Skill Cost: 7 SP specifically make Elixirs as discussed in “Chapter 6: Apothecary”. Signature Call: N/A

Apprentice Scribe Description: This skill grants minor ability in making Scribed documents, such as Spell 3 Production Points per purchase Scrolls. Prerequisites: Read Magic System: Each purchase of this skill grants an additional 3 Production Points (PP) to Skill Cost: 3 SP make Scribed documents. It also grants the knowledge to specifically make Spell Scrolls as discussed in “Chapter 5: Wizard and Scribe”. Signature Call: N/A

Journeyman Scribe Description: This skill grants moderate ability in making Scribed documents, such as 5 Production Points per purchase Spell Focuses and Alchemy Recipes. Prerequisites: Apprentice Scribe x3 System: Each purchase of this skill grants an additional 5 Production Points (PP) to (Cumulative) make Scribed documents. At least one purchase of this Skill is required to specifically Skill Cost: 5 SP make Spell Focuses and Alchemy Recipes as discussed in “Chapter 5: Wizard and Scribe”. Signature Call: N/A

Master Scribe Description: This skill grants major ability in making Scribed documents, such as 7 Production Points per purchase Ritual Scrolls and Elixir Recipes. Prerequisites: Journeyman Scribe x3 System: Each purchase of this skill grants an additional 7 Production Points (PP) to (Cumulative) make Scribed documents. At least one purchase of this Skill is required to specifically Skill Cost: 7 SP make Ritual Scrolls, Elixir Recipes, and Maps as discussed in “Chapter 5: Wizard and Scribe”. Signature Call: N/A

Apprentice Smith Description: This skill grants minor ability in smithing items, such as Standard Crafted 3 Production Points per purchase weapons. Prerequisites: None System: Each purchase of this skill grants an additional 3 Production Points (PP) to Skill Cost: 3 SP make Smithed Items. It also grants the knowledge to make Standard Crafted armor, weapons, artificer items, and fine mechanics as discussed in “Chapter 7: Smith”. Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 51 of 133 Legacies Rulebook, Winter 2013

Finally, it allows a character to fully restore all damaged Armor Points of Standard Crafted armor with a Sixty Count. Signature Call: N/A

Journeyman Smith Description: This skill grants moderate ability in smithing items, such as Quality 5 Production Points per purchase Crafted Armor. Prerequisites: Apprentice Smith x3 System: Each purchase of this skill grants an additional 5 Production Points (PP) to (Cumulative) make Smithed Items. At least one purchase of this Skill is required to specifically make Skill Cost: 5 SP Quality Crafted armor, weapons, artificer items, and fine mechanics, as well as work items out of special materials such as Silver and Cold Iron as discussed in “Chapter 7: Smith”. Finally, it allows a character to fully restore all damaged Armor Points of Quality and Standard Crafted armor with a Sixty Count. Signature Call: N/A

Master Smith Description: This skill grants major ability in smithing items, such as Master Crafted 7 Production Points per purchase Locks. Prerequisites: Journeyman Smith x3 System: Each purchase of this skill grants an additional 7 Production Points (PP) to (Cumulative) make Smithed Items. At least one purchase of this Skill is required to specifically make Skill Cost: 7 SP Master Crafter armor, weapons, artificer items, and fine mechanics, as well as add a Maker’s Mark to items as discussed in “Chapter 7: Smith”. Master Crafted items may only be destroyed by the Skill Shatter Unshatterable. Finally, it allows a character to fully restore all damaged Armor Points of Master, Quality, and Standard Crafted armor with a Sixty Count. Signature Call: N/A

Magical Skills Magical Skills grant characters the ability to cast Magical Spells. Spells may be cast from Spell Scrolls created by the Scribe Production Skills, or innately a certain number of times each event using the Spell Slot Skills. “Chapter 5: Wizard and Scribe” detail Magic in the Legacies game world in greater depth, as well as listing the Spells available.

Read Magic Description: This skill allows a character to read magic script and cast Spells directly Constantly from Spell Scrolls. Prerequisites: Read/Write System: The mechanics for casting and using Spell Scrolls is detailed in “Chapter 5: Skill Cost: 0 SP Wizards and Scribes”. Signature Call: N/A

Casting Description: This skill allows a character greater control over spells that they cast from Constantly Spell Scrolls or from Spell Slots. They may cancel the effects of certain Spells that Prerequisites: None they cast after the Spell is cast. Skill Cost: 2 SP System: The mechanics for cancelling Spells is detailed in “Chapter 5: Wizards and Scribes”. Signature Call: “I cancel

Level 1 Spell Slot Description: This skill allows the character the ability to cast the minor Cantrip Spells, 1x per Purchase* such as Burn and Minor Heal from memory, without using a Spell Scroll. Prerequisites: Casting System: Each purchase grants one Level 1 Spell Slot, which can be used to cast any Skill Cost: 1 SP spell of 1st Level. However, the first four purchases grant bonus spell slots. The first purchase of this skill grants five Level 1 Spell Slots instead of one, the second purchase *The first four purchases of this skill grants four Level 1 Spell Slots, the third purchase grants three Level 1 Spell Slots, and grant additional uses per purchase the fourth purchase grants two Level 1 Spell Slots. Each additional purchase only grants one Level 1 Spell Slot. These bonus Spell Slots do not count as Prerequisites when determining how many times a character may purchase the Skill Level 2 Spell Slot. Signature Call: “

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Level 2 Spell Slot Description: This skill allows the character the ability to cast the major Cantrip Spells, 1x per Purchase* such as Disarm and Enchanted Blade from memory, without using a Spell Scroll. Prerequisites: Level 1 Spell Slot System: Each purchase grants one Level 2 Spell Slot, which can be used to cast any (Cumulative) spell of 2nd or 1st Level. However, the first three purchases grant bonus additional spell Skill Cost: 2 SP slots. The first purchase of this skill grants four Level 2 Spell Slots instead of one, the second purchase grants three Level 2 Spell Slots, and the third purchase grants two *The first three purchases of this skill Level 2 Spell Slots. Each additional purchase only grants one Level 2 Spell Slot. These grant additional uses per purchase bonus Spell Slots do not count as Prerequisites when determining how many times a character may purchase the Skill Level 3 Spell Slot. Signature Call: “

Level 3 Spell Slot Description: This skill allows the character the ability to cast the minor Spells, such as 1x per Purchase* Heal and Lightning Bolt from memory, without using a Spell Scroll. Prerequisites: Level 2 Spell Slot System: Each purchase grants one Level 3 Spell Slot, which can be used to cast any (Cumulative) spell of 3rd Level or lower. However, the first two purchases grant bonus additional Skill Cost: 3 SP spell slots. The first purchase of this skill grants three Level 3 Spell Slots instead of one, and the second purchase grants two Level 3 Spell Slots. Each additional purchase *The first two purchases of this skill only grants one Level 3 Spell Slot. These bonus Spell Slots do not count as grant additional uses per purchase Prerequisites when determining how many times a character may purchase the Skill Level 4 Spell Slot. Signature Call: “

Level 4 Spell Slot Description: This skill allows the character the ability to cast the Spells, such as Lay of 1x per Purchase Hands and Mana Storm from memory, without using a Spell Scroll. Prerequisites: Level 3 Spell Slot System: Each purchase grants one Level 4 Spell Slot, which can be used to cast any (Cumulative) spell of 4th Level or lower. Skill Cost: 4 SP Signature Call: “

Level 5 Spell Slot Description: This skill allows the character the ability to cast the major Spells, such as 1x per Purchase Reflect and Wrack from memory, without using a Spell Scroll. Prerequisites: Level 4 Spell Slot System: Each purchase grants one Level 5 Spell Slot, which can be used to cast any (Cumulative) spell of 5th Level or lower. Skill Cost: 5 SP Signature Call: “

Level 6 Spell Slot Description: This skill allows the character the ability to cast the minor Eldritch Spells, 1x per Purchase such as Blight and Major Heal from memory, without using a Spell Scroll. Prerequisites: Level 5 Spell Slot System: Each purchase grants one Level 6 Spell Slot, which can be used to cast any (Cumulative) spell of 6th Level or lower. Skill Cost: 6 SP Signature Call: “

Level 7 Spell Slot Description: This skill allows the character the ability to cast the major Eldritch Spells, 1x per Purchase such as Life and Death from memory, without using a Spell Scroll. Prerequisites: Level 6 Spell Slot System: Each purchase grants one Level 7 Spell Slot, which can be used to cast any (Cumulative) spell of 7th Level or lower. Skill Cost: 7 SP Signature Call: “

Identify Description: This skill allows a character to identify Magical and Ritual Effects on Whenever characters and items. Prerequisites: Level 2 Spell Slot System: The character must touch a character, building, or item and performs a Three Skill Cost: 3 SP Count Counted Action. When used on another character at the end of the Counted

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Action, the player of the other character must tell the player using Identify what Spells are currently active on them, as well as what Ritual Enchantments are currently active on them. When used on an item, the player using Identify may examine the Item Tag for the item to see what Ritual Enchantments are currently on the item, and if there are Out of Game notes denoting a Spell on an item they may also examine that. When used on a building the character using the ability is aware In Game of what Ritual Enchantments and Spells are on a building, as denoted by visible Out of Game symbols or notes. Signature Call: “Identify 1, Identify 2, Identify 3”

Spell Sonnet Description: This skill allows a character to cast one Spell on multiple characters Whenever simultaneously. Prerequisites: Level 1 Spell Slot System: Two to six characters form a ring around the caster with their hands joined. Skill Cost: 8 SP The caster then sings or recites a minimum of two lines that ends in a rhyme with the Spell’s Signature Call as the last phrase and touches one of the characters in the circle. The spell uses two spell slots of the appropriate level regardless of how many people are involved. Targets of the spell sonnet may attempt to resist the spell sonnet as normal, as they do not have to be willing recipients of the spell. Signature Call: “” NOTE: This is considered touch casting for the purposes of resisting.

Ritual Skills Ritual skills enable a character to cast and control high magic Rituals, the most powerful Effects in the game. Rituals require corresponding Ritual Scrolls that detail specific steps a character needs to do when performing the ritual, and most Rituals require more than one character to perform, though only the primary character casting the Ritual needs the Ritual Skills. “Chapter 5: Wizard and Scribe” details performing Rituals in the Legacies game world in greater depth, as well as listing the Rituals available.

Anchorhead Description: This skill allows a character to contain the negative effects of a Ritual Constantly when a black stone is drawn from the Chance Bag. Prerequisites: Level 5 Spell Slot System: The system for Anchorhead is described in the Ritual section of “Chapter 5: Skill Cost: 2 SP Wizard and Scribe”. Signature Call: “Anchorhead”

Incanting (Apprentice) Description: This skill allows the character the ability to perform the Apprentice Constantly Rituals, such as Scry. Prerequisites: Level 7 Spell Slot and a System: The character can perform 1st level Rituals, as described in “Chapter 5: Wizard total of 130 SP spent in Spell Slot Skills and Scribe”. and Identify and Read Magic Signature Call: “” Skill Cost: 1 SP

Incanting (Journeyman) Description: This skill allows the character the ability to perform the Journeyman Constantly Rituals, such as Spirit Link. Prerequisites: Incanting (Apprentice) System: The character can perform 2nd level Rituals, as described in “Chapter 5: Wizard Skill Cost: 2 SP and Scribe”. Signature Call: “

Incanting (Master) Description: This skill allows the character the ability to perform the Master Rituals, Constantly such as Transmute Spirit. Prerequisites: Incanting (Journeyman) System: The character can perform 3rd level Rituals, as described in “Chapter 5: Wizard Skill Cost: 3 SP and Scribe”. Signature Call: “” Incanting (Grand Master) Description: This skill allows the character the ability to perform the Grand Master Constantly Rituals, such as Safe Haven. Prerequisites: Incanting (Master)

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System: The character can perform 4th level Rituals, as described in “Chapter 5: Wizard Skill Cost: 4 SP and Scribe”. Signature Call: “

Incanting (Adept) Description: This skill allows the character the ability to perform the Adept Rituals, Constantly such as Permanence. Prerequisites: Incanting (Grand Master) System: The character can perform 5th level Rituals, as described in “Chapter 5: Wizard Skill Cost: 5 SP and Scribe”. Signature Call: “

Incanting (Archon) Description: This skill allows the character the ability to perform the Archon Rituals, Constantly such as Sunder. Prerequisites: Incanting (Adept) System: The character can perform 6th level Rituals, as described in “Chapter 5: Wizard Skill Cost: 6 SP and Scribe”. Signature Call: “

Healing Skills Healing skills allow a character to address the injuries, or death, of other characters. “Chapter 3: Life and Death” address the various states of disrepair a character may be in, and the Healing Skills are used to address this disrepair.

First Aid Description: This skill allows a character to assess the health of another character and Whenever address the most severe trauma. Prerequisites: None System: With a Three Count Counted Action a character may determine if a character Skill Cost: 0 SP is uninjured, injured, Unconscious, Bleeding to Death, or Dead. If the target character is injured they should respond with what fraction of their Body Points, in increments of ¼, are remaining — ¾, ½. ¼ or less than ¼. A Sixty Count Counted Action may be used to bring an Unconscious character back to consciousness or a character Bleeding to Death (-1 Body Point) to Unconscious (0 Body Points). Finally it may be used to wake up a character knocked out by the Skill Waylay with a Sixty Count. A second character with the First Aid Skill may perform an Assisted Count to reduce the time for either Sixty Count Counted Action in half.

More details on the various states of injury can be found in “Chapter 3: Life and Death”. Signature Call: “First Aid (Three Count or Sixty Count Counted Action)”

Resurrection Description: This skill allows a character to see Spirits and bring the dead back to life. Whenever System: The mechanics for Resurrection are detailed in “Chapter 3: Life and Death”. Prerequisites: First Aid Signature Call: “Resurrection” Skill Cost: 8 SP Knowledge Skills Knowledge Skills represent various intellectual skills that a character possesses. They do not necessarily grant a mechanical Effect that is used in conflict resolution, but are used to represent what a character knows. They can also be used to obtain or pass on information within the game.

Alchemical Lore Description: This skill grants the ability to identify Alchemical substances, potions, and Whenever elixirs. Prerequisites: Read/Write System: The character can identify Alchemical Compounds, Potions, and Elixirs with Skill Cost: 0 SP a Three Count Counted Action. Without this ability characters may not differentiate between different Alchemy, Potion, and Elixir Item Tags. This skill further allows a character to perform a Three Count on another character or item and identify any Active Effects from Alchemy or Elixirs on that item or character. Signature Call: “Alchemical Lore 1, Alchemical Lore 2, Alchemical Lore 3”

Lore (Specific) Description: This skill represents knowledge in a particular subject area. 3x per purchase System: For each purchase of the Lore Skill the player specifies a specific subject that Prerequisites: Usually None, see note the particular purchase grants knowledge about. Each purchase of Lore allows the for details Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 55 of 133 Legacies Rulebook, Winter 2013 player to ask three questions of Plot pertaining to the associated subject. The subject Skill Cost: 2 SP can be very general, which allows for more situations where the Lore can be used, however, the answers Plot provides will also be very general. The subject can also be very specific, which restricts the number of situations the Lore is useful; however, the answers Plot provides will be more detailed and specific as well. Players can choose any subject that they want; however, they must first get permission from both Plot and Logistics prior to buying the Lore on that subject. Multiple purchases of Lore on the same subject allow multiple questions on the same subject. Signature Call: “Lore ” Note: Typically no prerequisite Skill is necessary for a Lore but a lore than expands or encompasses another Skill requires the character to have the other Skill. For example, if a character wished to have “Lore: Alchemical Theory” they would first need to have the Skill Master Apothecary as it would not make a great deal of sense for a character to be versed in theoretical alchemical applications without first mastering current alchemical practices. Logistics will confirm whether a prerequisite Skill is necessary before a character purchases a specific Lore.

Read/Write Description: This skill allows a character to read and write. Constantly System: By default, characters are considered illiterate and are unable to read or write Prerequisites: None In Game. This skill allows the character to read and write any language that the player Skill Cost: 0 SP can read or write Out of Game. Signature Call: N/A

Teaching Description: This skill allows a character to teach any skill on their character card to Constantly another character. Prerequisites: None System: In order for a character to learn a new skill they must be taught it by a character Skill Cost: 2 SP that already has that skill. The character that is doing the teaching must have the skill that they are teaching and the character learning the skill must have been taught the prerequisite skills necessary to purchase the taught skill prior to learning the new skill, however, they do not need to have purchased the prerequisite Skills with Skill Points yet. They must roleplay trying to teach the skill to the other character(s), however, they may decide what that entails. Some players are satisfied with a couple hours of roleplay while others mandate that the character learning the skill apprentice to them and learn over the course of several months. When the teacher has decided that the other character has sufficiently learned a skill they sign a 3x5” note card asserting that they have taught the other character the skill. The other character turns that note card in to Logistics at the end of event and may then purchase the Skill with Skill Points at any point in the future (for more information see the section “Character Advancement” below).

Players that wish their character to learn a skill without having it taught to them by another character may work out an arrangement with Plot. Signature Call: N/A

Thieving Skills Thief skills are various skills of guile, dexterity, and cunning that aid characters in less than noble pursuits. “Chapter 8: Thief” discusses the process of stealing from other characters, and “Chapter 7: Smith” discusses locks in greater detail.

Disguise Description: This skill allows a character to use makeup and prosthetics to disguise Constantly their self. Prerequisites: None System: The player must suitably change the garb and appearance of their character to Skill Cost: 6 SP appear as a completely different individual, and must further act as if they are another individual. The burden is on the player using disguise to convince other players that they are a different character.  Characters must wear appropriate racial makeup for the race they are impersonating.  Characters must make a completely obvious change in garb (cloak, clothing, and accessories).  Characters must act out a personality to fit the new appearance.

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 Characters must disguise themselves as a different race, unless they have the makeup and/or prosthetics to (even Out of Game) make themselves appear to be a different person of the same race.  After a character has disguised themselves as a particular race, all future disguises as that race will look like the persona used the first time (unless the above criteria is also met).  The character must apply any disguise over his or her original racial requirements for their character. NOTE: A player does not have to wear one color of make-up over another, but all exposed skin must be appropriately colored for the race the player is disguising as. A Canid will have a very difficult time disguising their self as an Endrani. Signature Call: N/A

Escapology Description: This skill enables a character to slip various mundane bonds. Whenever System: With a Sixty Count Counted Action the character may escape from bindings Prerequisites: None such as rope, manacles (in conjunction with the skill Lock Picking, see the description Skill Cost: 3 SP of manacles in “Chapter 7: Smith”), Portcullis, and the Monster Racial Ability Entangle. Without this skill a character may not free themselves from these bindings. This skill has no effect on Spells or Alchemical Compounds that restrict the movement of a character. A second character with the Escapology Skill may perform an Assisted Count to reduce the time for the Counted Action in half. Signature Call: “Sixty Count Counted Action” NOTE: As mentioned in the Rules of Conduct in “Chapter 1: The Basics”, players may not physically actually bind the movement of other characters. Rope should only be loosely be wrapped around a player’s wrists to signify tying them up, for example, and the player should be able to escape easily, even if their character cannot.

Lock Picking Description: This skill enables a character to attempt to pick In Game locks. Whenever System: A character with this skill and a set of Lock Picks (Physically Represented by Prerequisites: None a continuity tester) may attempt to pick an IG Lock. Locks are Physically Represented Skill Cost: 4 SP by a series of bent wire with a washer around the wire — to pick them the character attempts to get the washer from one end of the wire to the other using the continuity tester. If the continuity tester goes off, then the attempt fails and the character must start over if they wish to continue trying. Locks and lock picks are discussed in detail in “Chapter 7: Smith”. Locks without appropriate Phys Reps may be picked with a Sixty Count. Signature Call: N/A Character Advancement Characters gain Skill Points each event that they are played, a quantity referred to as Blanket, which can be used to purchase additional Skills. Additionally, Players may accrue Bribe through donations and service to the Legacies organization, which can then be traded for Skill Points. Between events players may contact the Head of Logistics via email ([email protected]) or through the character update form on the Legacies Website (located at http://www.legacieslarp.org/logistics/update.php) to request that accrued unspent Skill Points be spent to buy specific Skills. Players may buy an additional purchase of any Skill already on their Character Card or any skill that has been taught to their character through the skill Teaching, regardless of how many events have transpired since the character was taught the skill. The only two skills a player may purchase for their character that have not been taught to the character or that the character does not already have at least one purchase of are the skills Body and Rush. Prerequisites for Skills must be fulfilled before the character purchases a Skill. Blanket Each event that a character is played the character receives a certain quantity of Skill Points referred to as Blanket. The amount of Skill Points received is dependent on how many Skill Points a character already has. Characters with relatively few Skill Points receive many skill points as Blanket, whereas characters with relatively many Skill Points will only receive one Skill Point for Blanket. Certain events will be what is referred to as Multiple Blanket Events, either as a reward for the playership as a whole doing a remarkable job at event (Example: Cleaning up the event site amazingly well under a limited timeframe, performing some task Out of Game to improve the game site such as repairing trails), or because the game was held under very adverse conditions (Example: Thunderstorms all event long) that detracted from the enjoyment. Multiple Blanket is given as a multiplier (Example: x2, x3) and each character played has

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 57 of 133 Legacies Rulebook, Winter 2013 blanket applied a number of times equal to the multiple. The Progression Chart below shows how many Skill Points a character receives given their current Skill Points. Bribe Players may spend Bribe that they have accrued as reward for service to the Legacies organization to purchase additional Skill Points. Much like Blanket, as characters advance in Skill Points they receive fewer new Skill Points when trading in Bribe. The exchange rate of Bribe to Skill Points increases incrementally, allowing lower Skill Point characters to get many more skill points for a block of Bribe than higher Skill Point characters. If a player is spending a large amount of Bribe to accrue Skill Points at once they must calculate the cost for the next Skill Point for each Skill Point accrued. For example, a player with 100 Bribe and a character with 50 Skill Points could buy the first 9 Skill Points at 7 Bribe a Piece, but the next several Skill Points would be 9 Bribe per Skill Point. They would not calculate how many Skill Points they could buy using only the exchange rate for their current number of Skill Points. Progression Chart Below is the chart showing how many Skill Points a character would receive given their current number of Skill Points, and additionally the exchange rate to buy a Skill Point with Bribe. The number of base number of Body Points a character has at a given number of Skill Points is also listed. This value would further be increased for each purchase of the Skill Body on the Character Card.\

Skill Points Blanket SP BribeSP Body Skill Points Blanket SP BribeSP Body 10-19 5 1 11 360-369 1 234 46 20-29 5 2 12 370-379 1 247 47 30-39 5 3 13 380-389 1 260 48 40-49 5 5 14 390-399 1 273 49 50-59 4 7 15 400-409 1 287 50 60-69 4 9 16 410-419 1 301 51 70-79 4 12 17 420-429 1 315 52 80-89 3 15 18 430-439 1 330 53 90-99 3 18 19 440-449 1 345 54 100-109 3 22 20 450-459 1 360 55 110-119 2 26 21 460-469 1 376 56 120-129 2 30 22 470-479 1 392 57 130-139 2 35 23 480-489 1 408 58 140-149 2 40 24 490-499 1 425 59 150-159 1 45 25 500-509 1 442 60 160-169 1 51 26 510-519 1 459 61 170-179 1 57 27 520-529 1 477 62 180-189 1 63 28 530-539 1 495 63 190-199 1 70 29 540-549 1 513 64 200-209 1 77 30 550-559 1 532 65 210-219 1 84 31 560-569 1 551 66 220-229 1 92 32 570-579 1 570 67 230-239 1 100 33 580-589 1 590 68 240-249 1 108 34 590-599 1 610 69 250-259 1 117 35 600-609 1 630 70 260-269 1 126 36 610-619 1 651 71 270-279 1 135 37 620-629 1 672 72 280-289 1 145 38 630-639 1 693 73 290-299 1 155 39 640-649 1 715 74 300-309 1 165 40 650-659 1 737 75 310-319 1 176 41 660-669 1 759 76 320-329 1 187 42 670-679 1 782 77 330-339 1 198 43 680-689 1 805 78 340-349 1 210 44 690-699 1 828 79 350-359 1 222 45 700-709 1 852 80

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Chapter 3: Life and Death Over the course of play, characters will face a myriad of adversity, much of which is experienced at the expense of the characters’ wellbeing. Each character will encounter injury and death at some point in their exceptional lives. However in a fantastical world of Magic and wondrous Alchemical compounds these barriers can be overcome. Characters should still be cautious of injury — even with more expedient cures than the real world offers, wounds are still painful when experienced; however, often times even death itself is often not final within the game world of Legacies. Character Health In the real world the health of the body is a very complex topic, seemingly light blows to the neck can lead to paralysis or death while at the same time humans can survive the destruction of both frontal lobes in the brain. Minor scratches can become infected and result in the loss of limbs while other people have fully recovered from wide scale systemic injuries. It is not possible to provide realistic models of character health, so instead Legacies focuses on a system that strives for simplicity and playability rather than realism. Taking Damage There are a variety of offensive Abilities that may affect a character, from Spells and Alchemical Compounds to weapon attacks. However the majority of these Abilities are meant to deliver specific short term Effects that do not actually damage the target, but rather confer advantage to the attacker. For example, the Spell Pin is one of the most commonly used offensive Spells, yet rather than directly hurting the target the Spell sticks one of the target’s feet in place preventing them from moving around. The actual Effects that leave lasting harm on a character can be broken down into three simple categories: Effects that deal a numeric quantity of damage that is subtracted from the character’s health, Effects that cripple or destroy an arm or leg and prevent the character from using that limb, and Effects that directly incapacitate or kill the character immediately. Numeric Damage Most Effects that damage the health of a character deliver a numeric quantity of damage. For example, a character might be hit by the Spell Burn which deals 10 Damage, or may be hit by a sword strike that delivers 15 Damage (the mechanics for weapon damage are discussed in “Chapter 4: Warrior”). The player will subtract this damage from the pool of damage that their character can sustain. This pool, in turn, is made up of three quantities: the amount of Rush the character has, the amount of Armor Points the character has, and the amount of Body Points a character has. The amount of Rush a character has is determined by the number of purchases of the Rush Skill on the character card and represents the ability of the character to use skilled footwork to avoid sustaining injury. The amount of Armor Points a character has is determined by how much physical armor the character has (Example: Breastplate, greaves, etcetera), each piece granting a certain number of Armor Points (see “Chapter 7: Smith” for the specific quantity of Armor Points each different type and piece of armor grants). Additionally, the Spell Mystic Armor grants Armor Points. Armor Points represent the amount of protection the character’s armor affords them, and how much damage it may sustain before the character begins to be injured themselves. Finally Body Points (often simply Body) represent the physical health of the character, how much physical punishment their body may sustain before they die, and is a function of the number of skill points a character has in total, as well as the number of purchases of the Skill Body the character has (the specific method of calculating Body Points is in “Chapter 1: The Basics”).

Typically, when a character sustains numeric damage, it is first subtracted from the Rush the character has. Once Rush reaches zero, it is then subtracted from the total Armor Points for the character, and once that reaches zero it is then subtracted from Body Points. Once a character has zero body points they are Unconscious, and once they reach -1 Body Points they begin the process of dying, as discussed further below. No matter how much damage a character sustains beyond their maximum Body Points they will not drop below -1 Body Points. Additionally, it does not matter where the character was hit, or whether they have armor covering that portion of their body — the damage will be subtracted in the same order regardless.

Figure 1: Order that damage is subtracted

Certain damage is considered “To Body” which means that it is subtracted directly from the pool of Body Points, regardless of whether the character still has available Rush or Armor Points. For example, the Spell Blight and weapon attacks that use the Assassin Skills bypass Rush and Armor to damage Body Points directly. This has no effect on the available Rush and Armor Points, and if the character suffers subsequent damage that is not “To Body” it will be subtracted from Rush and Armor Points as normal, prior to subtracting from Body Points.

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In the heat of combat it can be difficult to track all of the numeric damage, especially if it is coming in relatively small values. Players should simply try and keep a running estimate of the amount of damage they have sustained rather than try and maintain exact values. For example, if a character is being attacked by Goblins with daggers who are calling “5 Edge” (detailed in “Chapter 4: Warrior” — essentially the 5 represents the numeric damage being done, and “Edge” is to inform the player that they are sustaining damage from a blade), rather than subtracting 5 from Rush, Armor Points, and Body Points as appropriate after each hit, it is suggested that the player simply subtract 25 damage after every five hits, as this is easier to keep track of.

Healing from damage is discussed below in “Healing Damage”, however, it should be noted that a character does not automatically return to perfect health simply because they are no longer involved in combat. Players should keep track of what their current Rush, Armor Points, and Body Points are at all times. While the numeric damage represents injury to a character, the player is not required to roleplay injury. Such roleplay is encouraged, however. Damage of Body Parts Certain Abilities will damage or destroy one or more limbs, preventing the target from using arms or legs. The character may not use the damaged limb — if an arm is damaged they may not wield a weapon or shield with it, though if they have a shield strapped to the arm they do not need to immediately take it off, but should not attempt to block weapon strikes with it. Additionally the character may not use that arm to deliver Packet Delivered or Touch Delivered Effects or otherwise make use of the arm. If one leg is damaged the character may not put weight on it and should either move about on one leg, or kneel on the damaged leg. If both legs are damaged the character may kneel upright on both legs, but may only move about by crawling entirely with their arms. If one or both legs are crippled or destroyed the character may not use the Skills Rush or Mortal Dodge. If both arms and both legs are crippled or destroyed the player may opt for their character to begin Bleeding to Death as discussed below, rather than remain living crippled; however, should they decide to do this they may not then decide to undo the decision.

A character may also lose limbs as a result of a Three Count Counted Action via the Skill Killing Blow. Should they be incapacitated, or for some reason a willing target, another character with the Skill Killing Blow may use a Three Count to cut off one of their limbs (Example: “Cutting off Arm One, Cutting off Arm Two, Cutting off Arm Three”), and the process may be repeated for all limbs. The character performing the dismemberment must clearly pantomime the actions, and may not cut through items with corresponding Item Tags in the process of cutting off a limb. For example, if an incapacitated character has a full chainmail sleeve the sleeve must be either removed or rolled up to expose the arm prior to the arm being cut off (this may be done with a Three Count rather than physically done if the player is not comfortable with other players trying to physically remove their armor. Permission to physically remove the armor must be granted prior to an attempt to do so. Refer to the section on “Physical Roleplay” in “Chapter 1: The Basics”). Destroying a Body While the limbs may be destroyed by various In Game Effects or a Counted Action at any time, the torso of the body may only be destroyed under specific circumstances. This is because there are numerous abilities to rectify a damaged or destroyed limb, but the only way to restore a destroyed torso is through a Splintered Resurrection as discussed below in the section “Resurrection”. The torso of a character may only be destroyed when they are Dead or a Spirit (discussed below in Incapacitation and Death) and then only through specific means. Applying the Elixir Cremation will destroy the torso, as will 500 points of Spell, Alchemical Compound, or Elixir damage sustained after the character is Dead or a Spirit. Finally, a ten minute Counted Action to either build a pyre sufficiently hot enough to burn the body in, or to hack the torso apart sufficiently with weapons will destroy a torso. Destroying the torso will immediately send the character to Spirit if they are not already a Spirit (see below for details). Healing Damage Once a character has lost Body Points they may only be restored by specific Abilities. For example, the Spell Minor Heal restores 10 Body Points. A player may not be healed beyond their fully healthy maximum number of Body Points listed on their character card however there are certain abilities that explicitly grant bonus Body Points beyond this maximum. There are Spells, Alchemy, and Racial Abilities that restore Body Points.

Rush may be restored after one minute of rest as discussed in its Skill description in “Chapter 2: Character”. Armor Points from physical armor may be restored by a Sixty Count Counted action as detailed in the Armor Section of “Chapter 1: The Basics”. Armor Points granted by the Spell Mystic Armor may only be restored by recasting the Spell.

Crippled or destroyed limbs may only be healed by Effects that explicitly restore limbs, though the same effects may also be used to restore shattered or destroyed Claws granted by the Claws Racial Ability. Any damage, including damage to limbs, which is unhealed by the end of an Event is automatically healed before the next Event. Additionally, if the character is Resurrected (discussed below) they will be restored to full health, including their limbs. Incapacitation and Death Characters will encounter frequent and harmful adversity within the Legacies Game World. There are many other denizens of the world that will attempt to deliver harm to the Player Characters, and it is not uncommon for a character’s Body Points to reach zero or -1. Once a character reaches -1 Body Points they begin dying, however the process is not immediate, and contains several stages. Their

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 60 of 133 Legacies Rulebook, Winter 2013 comrades still have time to help the fallen character, and even if the character should fully die and have their Spirit leave their body they may still eventually be returned to life. Characters may eventually permanently die, a term referred to as Sundering at Legacies, however as players invest heavily in their character the game is designed to make this an infrequent occurrence. Unconscious When a character has incurred enough damage to reduce them to exactly 0 Body Points, they are Unconscious (see "Numeric Damage" in the previous section). The player of the Unconscious character should behave as if they themselves are unconscious — they should not stand or move their limbs, nor is their character aware of the events transpiring around them. The only abilities an Unconscious character may use are Resistance and Immunity Countermeasures. An Unconscious character may be returned to consciousness and interact freely if they receives any Healing Effect that heals Body Points. Additionally, if another character has the First Aid Skill they may perform a Sixty Count Counted Action to revive the character and restore 1 Body Point. Finally, if the Unconscious character does not receive any outside aid they will regain consciousness with 1 body point after ten minutes of unconsciousness.

Other Effects, such as the Skill Waylay, will render a victim unconscious without lowering the victim's body points to 0. Any of the above criteria will restore the victim to consciousness; however neither first aid, nor waiting 10 minutes will affect the victim's body points unless they also incurred enough damage to reduce them to exactly 0 body points.

Characters can incur additional damage while Unconscious. Damage is subtracted normally, as described above in the section “Numeric Damage”. The character may not use Rush, however if they still have Armor Points the damage is subtracted from those prior to Body Points. If a character incurs enough damage to fall below 0 Body Points they start Bleeding to Death as discussed below. Bleeding to Death Once a character has sustained enough damage to have less than 0 Body Points they are Bleeding to Death for one minute. Regardless of the amount of damage a character sustains they cannot fall below -1 Body Points. So, for example, a character with 15 Body Points who takes 20 points of damage drops to -1 Body Points despite having taken five more damage than they have Body Points. If another character with the Skill First Aid performs a Sixty Count beginning at any point within the one minute of a character Bleeding to Death, 1 Body Point will be restored to the fallen character, bringing them to 0 body points, and the character is now Unconscious (see above). While a First Aid Sixty Count is being performed the one minute of Bleeding to Death is paused. Thus, if another character begins First Aid on an injured character within the first 45 seconds of injury, the character bleeding to death stops counting. If the healer is interrupted before completing the Sixty Count, then the character Bleeding to Death must resume counting at 45 seconds.

In addition to the First Aid Skill, any Healing Effects such as the Spell Minor Heal or the Alchemical Compound Healing Draught may be used on the character Bleeding to Death and restore Body Points per the mechanic of the Healing Effect. Characters healed in this manner become fully conscious and can act without restriction.

If a character does not receive First Aid or a Healing Effect and one minute passes, they are now Dead, as described below. Dead One a character has spent one minute Bleeding to Death and has not received sufficient aid to heal them, the character is now Dead, however they are not outside of aid. If the character receives a Life Effect within five minutes of becoming Dead they are restored to life, have all of their Body Points restored, and any crippled or damaged limbs restored. If five minutes expire without the character receiving an Instant Life Effect then one of two things will happen — if the character has 0 Resurrections left on their character card they Sunder, as discussed below. If they have one or more Resurrections left they become a Spirit, also discussed below.

As discussed above in “Destroying a Body”, once a character is Dead their body may be destroyed. If the body of a character is destroyed they may no longer receive a Life Effect. If this happens the only way for a character to be restored to life is a Splintered Resurrection, discussed below.

Certain Effects are considered Instant Death Effects, such as the Spell Death, and the Skill Mortal Strike. If a character is successfully targeted by an Instant Death Effect they are Dead, bypassing Bleeding to Death and beginning the five minute count to become a Spirit.

The Alchemy Stabilize increases the time between a character becoming Dead to becoming Spirit from five minutes to ten minutes. Spirit Should a character have one or more Resurrections on their character card and spend five minutes Dead without receiving a Life Effect, they become a Spirit. At this point the player should take off the Phys Reps they have on their person (except for clothing) and lay them where their character died to represent their character’s dead body, except for items with the Ritual Spirit Link on them. They should also leave all Item Tags (save any corresponding to a Spirit Linked item) on their person lying where their character died (it is suggested they be kept in a pouch or similar container so that they do not blow away or get wet). Finally, the player should put on a white head band to represent that their character is moving around as an incorporeal Spirit.

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Once a character is a Spirit they may move about freely, however they have significant restrictions placed upon them. Only other Spirits or living characters either under the effects of the Spell Second Sight or who have the Skill Resurrection may see or hear the Spirit — other players should ignore the player of the Spirit as if they were not there. The Spirit may not talk above a whisper when talking to others. The only two Abilities that may take effect on the character once they become a Spirit are the Skill Resurrection and the Racial Ability Healing, however certain Abilities may affect the character prior to them becoming a Spirit and persist once the character is a Spirit, provided that they explicitly state as much. The Spirit may use no Abilities other than the Skills Read/Write (to read) and Lore. Once a character becomes a Spirit all Active Effects, except those that explicitly state otherwise, expire and are no longer in effect.

Spirits may not physically interact with the world, except to enter or exit buildings. As they are incorporeal they do not need to actually open doors, however obviously the player is not actually incorporeal so must do so Out of Game. Players should use caution to not disturb the environment when moving about as a Spirit. While Spirits may be incorporeal the player should not try to have their character move through other characters or through objects other than doors. Finally, characters may not use any Magic Items, even if the item is tied to them via the Ritual Spirit Link, however in this specific instance they may carry the item around.

The only means in which a character may be restored to life once a Spirit is via Resurrection (discussed below) or the Racial Ability Healing. Certain Effects are considered Instant Spirit Effects and will immediately cause characters to become a Spirit if successfully delivered. If the character has no Resurrections when hit by an Instant Spirit Effect they immediately Sunder. Ending Event as Spirit During event there is no limit to the amount of time a character may spend as a Spirit. However, if a character transitions from one event to the next as a Spirit, they lose 1 permanent Body Point at the beginning of the next Event the player attends. Each subsequent event that the player attends and the character remains a Spirit, the character will lose an additional Body Point regardless of whether the Player intends to play the character or not, with the sole exception of players that are serving as Plot Refs instead of playing characters. Additionally, between Events a player may not purchase new Skills (or more purchases of existing Skills) or an additional Resurrection for any character that remains a Spirit. Sunder If a character is at a point where they would become a Spirit – were Dead for five minutes without receiving a Life Effect or were targeted by an Instant Spirit Effect, and the character has no Resurrections on the character card, they Sunder. This means the character is permanently dead (mostly) and may not be played again. Once this happens the player should take off their Phys Reps and Item tags similar to becoming a Spirit (discussed above), however rather than putting on a white headband and becoming a Spirit they should put on an Orange headband because they are now out of game — their character is gone. The player should find the Head of Logistics and inform them what happened. They may then play one of their other characters, should they have more than one, or NPC for Plot. At the end of the event any item tags belonging to the character, which have not been pilfered by other characters, should be turned into Logistics. Between Events the player may make a new character, however they are starting from scratch per the rules of Character Creation in “Chapter 2: Character”. All Skill Points for their Sundered character are lost.

Characters may additionally Sunder if their Resurrections ever fall below zero (for example, they pull a black stone in a Resurrection, discussed below), if their Permanent Body Points fall below zero, or if they have been successfully targeted by the Ritual Sunder. Once a character has Sundered they have only one avenue to be restored to life; the Ritual Reincarnation must be performed on them within one year of their character Sundering. If more than a year passes the character is forever dead. Resurrection Once a character becomes a Spirit there are only two means by which the character may return to a living, corporeal form: the Racial Ability Healing and the Skill Resurrection. Of the two it is more common for a character to be resurrected. There are two types of resurrections that can be performed, Quiet Resurrection and Splintered Resurrection. A Quiet Resurrection is performed for Spirits who have at least their body’s torso remaining intact while Splintered Resurrection is for Spirits who do not (it was stolen, destroyed, etcetera). In order for a Spirit to be Resurrected they need at least one Resurrection left on their Character Card — if they have none remaining the character Sunders rather than going to Spirit (see the previous section for details). Resurrections As mentioned in “Chapter 1: The Basics”, the Character Card lists the number of Resurrections a Character has. Resurrections loosely represent the attachment a Character’s Spirit has to the mortal world — as previously mentioned, if a character dies without having any Resurrections, they Sunder and may not be brought back to life with any method outside of the Ritual Reincarnation. The number of Resurrections on the Character Card is strictly Out of Game information, both for the Player owning the Character Card, and for other Players. In Game, characters talk only loosely on the subject, referencing strong or weak spirits in non-quantified terms. It is understood that the more often a character is Resurrected the more likely they are to Sunder, but not to an exact extent. It is also understood that certain Effects may permanently damage a Spirit, increasing the chances that the character will Sunder if they die.

All Player Characters begin play with three Resurrections when they are first introduced, and no Player Character may ever have more than three. The total number of Resurrections a character may ever have at any one time is referred to as their Maximum or Permanent

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Resurrections. While Player Characters begin with three Permanent Resurrections the maximum may be reduced as a result of a rare and drastic In Game Effects (Example: The Ritual Reincarnation removes two permanent Resurrections from a character, decreasing the maximum). Additionally, while Player Characters typically have three Permanent Resurrections, most of the other denizens of the game world have fewer than three, as they simply do not have as strong an attachment to the mortal world. If the number of Permanent Resurrections falls below 0 the character immediately Sunders.

Each time a Character is Resurrected they will run the risk of losing a Resurrection, as discussed below in the section “Quiet Resurrection”; however this has no impact on the Maximum Resurrections a Character may have. A Player may spend Bribe to buy back one Resurrection each event that they play that character. Only one Resurrection at a time may be purchased and a character may never have more than the Maximum Resurrections at a time (typically three). If a player purchases a Resurrection they may not purchase another until they have played that character at event. If a player has multiple characters they may repurchase a Resurrection for each character that they played. Quiet Resurrection In order for a Quiet Resurrection to be performed the Spirit must first seek a living character of their choice who has the Skill Resurrection — often referred to as the Resurrectionist. Both the Spirit and the Resurrectionist must be willing to participate in the Resurrection, though they may be coerced through a Mind Altering Effect (Note — there are restrictions on what may effect a Spirit, see the “Spirit” Section previous in this chapter). Furthermore, prior to beginning a Resurrection, the Resurrectionist needs to have a Resurrection Stone, a special item made by a Master Apothecary (see “Chapter 6: Apothecary”), on their person in order to channel the spirit through into their body.

Assuming these conditions are met, the Spirit and the Resurrectionist begin a 10 Minute Counted Action representing the Resurrection. Once the Counted Action begins, neither character may communicate in any way (verbally, hand signs, etcetera) to each other or other characters — they are absorbed in the task. Additionally, as soon as the Resurrection begins, the Resurrectionist becomes aware of whether the Spirit is permanently damaged, that is, whether or not the Spirit has lost Permanent Resurrections and had their total maximum number of Resurrections on their character card reduced. The player of the Spirit should not tell the Resurrectionist what their current maximum number of Resurrections is, or by how many their maximum has been reduced by — only whether or not they have permanently lost Resurrections at all. The Resurrectionist also learns how many Resurrections the Spirit has previously had that Event; however the player of the Spirit should be careful to disclose only how many times Resurrection has been performed that Event, not how many Resurrections they currently have or have lost as a result of the Resurrections that event. The use of the Racial Ability Healing to restore a Spirit to life should be included in this total, as it is considered an instant Quiet Resurrection with an automatic white stone drawn from the Chance Bag.

As the Resurrection is taking place the player of the Spirit should tell the player of the Resurrectionist various vivid or defining memories for their character. These memories do not have to be in chronological order, for example the events from the day before may be intertwined with memories from a character’s childhood. The Resurrectionist is aware of these memories In Game; however the discussion between the Spirit and the Resurrectionist takes place Out of Game and other characters that may be eavesdropping are not aware of the memories.

When describing memories it is helpful for players to have already developed a character history. This provides players a tool to draw on rather than simply having to make up memories on the spot. Character histories must be emailed to [email protected] for approval prior to being used In Game, including as memories for Resurrection.

Once the Resurrection is complete both players involved should go Out of Game and find a Plot Referee. The player of the Spirit will draw a stone from a Chance Bag to determine the effectiveness of the Resurrection. If they draw a white stone, no Resurrection will be marked off of their card. If they draw a blue stone one Resurrection will be removed, and if they draw a black stone three Resurrections will be removed. If they have fewer than three Resurrections on the character card at the time they draw a black stone, the character Sunders. If the player draws either a blue or black stone the Plot Ref will mark the time of the Resurrection on the Resurrectionist’s Character Card for the purpose of tracking Cool Down; if a white stone was drawn the Resurrectionist does not have Cool Down for this Resurrection. Assuming that the character does not Sunder they are restored to full health — any damage to Body Points and Body Parts is repaired. Once they finish consulting with the Plot Referee both players should return to the site of the resurrection and resume play In Game.

During the course of the 10 Minute Counted Action either the Spirit or the Resurrectionist may abort the Resurrection without penalty, however the Resurrectionist will accrue Cool Down and should find a Plot Referee to mark the time that they aborted the Resurrection. Splintered Resurrection Splintered Resurrection largely functions in the same manner as Quiet Resurrection, with two differences. At the successful completion of the Splintered Resurrection the Resurrection Stone will be destroyed. Additionally, prior to the beginning of a Resurrection a body must be created for the Spirit to inhabit. To create a body any living character (not necessarily the Resurrectionist) must sacrifice a permanent Body Point and draw or otherwise represent an outline of a body. While the Spirit is Resurrecting a body will form within this outline. The Body Point sacrificed can never be healed; it is gone forever. The person sacrificing the Body Point should immediately

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 63 of 133 Legacies Rulebook, Winter 2013 find a Plot, Logistics, or Rules Referee to have the lost Body Point marked off of their character card. If the Resurrection is interrupted or aborted for whatever reason an additional Body Point sacrifice is not needed. The Full Lifecycle Below is a map of the various states of health a character can be in, and the conditions that cause a transition from one state to another. The map is intended to represent the common reasons for transitioning from one state to another, and do not cover certain specific Racial Abilities that can kill a character, such as The Kiss. Additionally detrimental Ritual Effects and beneficial Alchemical Compounds are not included.

Figure 2: The Full Life and Death Cycle

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Chapter 4: Warrior Weapon combat is a large part of conflicts within Legacies, and is modeled by physically, though safely, striking other players with safe Boffer Weapons. The system for weapon combat is reasonably simple, not significantly getting into modeling specific hit locations or different types of trauma caused by being hit with different weapons, however fantastical effects may still be conveyed using the simple mechanic of hitting the target and reciting a specific Signature Call, referred to specifically as a Damage Call (discussed later in this chapter) when used in the context of warrior combat. Using Weapons As mention above, as well as in the section “Performing Actions” in “Chapter 1: The Basics”, weapon combat is simulated using soft, foam based Boffer Weapons. The player actually tries to hit their target with the weapon and, if they succeed, deal damage to the target as determined by the Damage Call (discussed below). While this is semi-realistic, the target does not react differently if hit in the torso or the leg, as discussed in the section “Taking Damage” in “Chapter 3: Life and Death”. Moreover, as discussed below, there are restrictions on how a player may conduct themselves while using weapons.

In order to ensure the safety of combat, every Boffer Weapon brought to an Event must be scrutinized by the Head of Safety, the Head of Rules, or the Head of Logistics, and it must be scrutinized every event that the Phys Rep is brought. Just because the weapon was deemed safe a previous event does not mean that it did not suffer damage at the previous event that now makes it unsafe. Weapon Skills and Weapon Types In order for a character to wield a weapon they require either a Melee or Missile Weapon Skill — melee weapons are weapons that are held in the hand while attacking a target while missile weapons are weapons that are projected through the air at the target. Each Weapon Skill allows a character to wield a specific type of weapon, which places constraints on the Phys Rep (as discussed in “Chapter 7: Smith”) that the player may use as well as its accompanying Item Tag. The Skill also determines how much damage is done by weapons wielded with it. Characters in possession of a weapon for which they do not have the appropriate weapon skill may not attack with the weapon nor may they block attacks with the weapon. Melee Combat Melee combat involves swinging or stabbing a weapon at an opponent. Players are encouraged to primarily swing their weapon, as most Phys Reps either are not safe to stab with, or will break down quicker if used to stab or thrust. If a player does wish to thrust or stab with their Phys Rep they must first explicitly get consent to use their weapon in that manner when having it examined at the beginning of an event by a Referee. If a player uses a Phys Rep that is not theirs, they should not thrust or stab with it. Players should never strike other players with the pommel or crosspiece/hilt guard of a melee weapon as they are not Boffer Safe. While the Phys Reps used at Legacies are much easier and quicker to wield than the real world counterparts they model the player should restrict the speed and force by which they swing the weapon, and make sure they are going through the full motions of swinging, as discussed below in “Restrictions on Fighting”. Using Artificer Items as Weapons Players may wield Artificer Items — mundane items made with Smith Production such as tools, pans, or candle holders as if they were weapons, provided that they make a Boffer Safe Phys Rep for the Artificer Item (specific constraints on the Phys Reps are listed in Chapter 7: Smith”) and that they have the corresponding Item Tag. Artificer Items wielded as weapons are used with the Small Weapon Skill. Players may block attacks with non-Boffer Safe Artificer Items, provided they have the corresponding Item Tag and the Small Weapon Skill, but should use great care to not hit the attacking player. Players should use their judgment when bringing Artificer Items into combat — a frying pan could legitimately be wielded as a weapon, but a piece of parchment would be really stretching the bounds of plausibility. Missile Combat Missile Combat involves throwing or launching projectiles at a target. As discussed in “Chapter 7: Smith” the Phys Reps for projectiles have significant and strict safety requirements, as the player has less control in the delivery of the attack to the target. Generally, players are encouraged to be courteous to their targets and not throw or launch a projectile at them if the target is very close, or at the very least adjust the attack so that it is less forceful. Launched Weapons and Ammunition Launched weapons are weapons that project ammunition through some mechanical application of force, for example a bow or crossbow, rather than being the projectiles themselves. In order to utilize a launched weapon the player needs Phys Reps and Item Tags for both the launcher (bow, crossbow, siege engine, etcetera) and the ammunition (arrows, bolts, siege ammo, etcetera), as well as the appropriate Weapon Skill. For ammunition that is Standard or Quality Crafted it is consumed after it has been fired — the item tag should be ripped up once fired. Master Crafted ammunition can be retrieved and fired again.

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Launched weapons that use either the Hand Bow or Long Bow Skill may share ammunition — arrows and their associated Item Tags may be used with either type of bow. Additionally the ammunition comes in bundles of 6, rather than individually. The Item Tag should only be destroyed once all six arrows have been fired, however if an Ability that destroys an item (such as the Spell Shatter) is used on the ammunition the Item Tag should be destroyed immediately and all 6 arrows should be considered destroyed. If a player ends an event without having fired all six arrows, the Item Tag should still be destroyed. The ammunition used with the Siege Weapon skill is not bundled and comes individually.

Launched weapons are more difficult to use than other types of weapons as it requires the player to be skilled at archery as well as the character. Skill with most other forms of weapon combat can be faked by the player, however as the player must accurately fire their launched weapon at the target, who is often in the middle of combat, they will likely find the combat unfulfilling if they are not actually proficient with the use of the weapon. In most instances Players must actually fire Boffer Safe arrows, however certain event sites that Legacies is held at do not allow for the use of bows due to insurance restrictions. In these specific instances launched weapons should be simulated using birdseed Packets. The player must still hold the weapon in hand and pantomime the use of it, however rather than actually launching an arrow or bolt, they then throw a birdseed packet at the target. This is referred to as Packet Archery, and is only allowed at Event Sites that explicitly forbid actual Archery. Defending Typically actually blocking the majority of an attack with either a weapon or a shield will negate the attack. If the parry is only partially successful and the attack slides off to hit the target, the target should only take the damage if they didn’t significantly slow down the strike. Of special note however, as described below in “Advanced Damage Calls”, certain specific attacks will at least partially still affect the target even if they do successfully block the attack.

If a player does not successfully block an attack with a sword or shield they may still use an Avoidance, Resistance or Immunity Countermeasure, as applicable, to resist the effects of the attack. Turtling Players using shields should be aware that if they position their body so that almost the entirety of it is behind the shield, for example crouching on the ground or in a corner, they must take weapon attacks that hit their head or feet even though those are not normally Legal Targets for weapon combat (see “Legal Targets of Effects” in “Chapter 1: The Basics”). This technique is referred to as Turtling and should be avoided as it increases the chances of getting hit in the head, however it is not cheating. Opposing adversaries may freely target the feet of a Turtling opponent, but should try and avoid hitting them in the head even though it is now a legal target. Characters that have large shields that cover most of their body, but are not trying to protect their back by crouching or otherwise using the environment are not considered to be Turtling. Restrictions on Fighting Legacies attempts to offer a basic simulation of combat in a safe manner — it is not attempting to create no holds bar melee combat nor does it tolerate unsafe fighting. There are restrictions on how a player may conduct themselves while engaged in combat. Legal Targets Players have restrictions on where they may strike other players with weapons, as detailed in the section “Legal Targets of Effects” in “Chapter 1: The Basics”. Non-Combatant Fighting When fighting players designated as Non-Combatants by a yellow headband, either because the player is sick or injured, or when fighting in unsafe areas such as within ten feet of a fire, players must use the “Non-Combat Rules” described at the end of “Chapter 1: The Basics”. The Body is not a Weapon Combat at Legacies is strictly with the striking surface Safety approved Boffer or Latex Weapons. A player may not use their body as a weapon against another player. They may not intentionally strike another player with their limbs, attempt to knock another player over with their body, trip another player, grapple with another player, shield bash another player, or otherwise attempt to fight another player with anything but their Safety approved weapon. When moving rapidly to engage a distant player, players should be careful to ensure they can stop without running into the distant player. Machine Gunning A player should not hit other players in unrealistically rapid motion; LARP weapons are a fraction of the weight of real weapons and can allow players to quickly tap opponents in manners that are either not possible with real weapons they mimic, or would be unlikely to harm an opponent if delivered with a real weapon. Damage Calls (discussed below) must match each stroke of a weapon and they must be clearly understandable. Furthermore the weapon must be drawn back and wielded so as to deliver blows that follow a full motion of attack — simply tapping an opponent with minute motions is not sufficient. If a player hits another person repeatedly without distinct damage calls for each shot or they either do not pull their weapons back to a 45 degree angle after each shot if slashing or at

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 66 of 133 Legacies Rulebook, Winter 2013 least twelve inches if stabbing with a thrusting safe weapon, then that player is Machine Gunning. Other players do not have to take the damage from any blows delivered from Machine Gunning though they must verbally notify their opponent if they believe their opponent is Machine Gunning. Excessive Force This fighting system for Legacies is not based on the amount of actual damage a player can inflict on another person, but rather how much damage a character can inflict upon another character. The weapons used may be primarily made of foam, but the foam covers a rigid core and striking an opponent too hard can make this rigid core felt. If an opponent tells a player that they're hitting them too hard, that player must soften their hits. Every player should feel comfortable telling others if they are hitting too hard — in the course of combat players will engage opponents that are covered in armor or have a high tolerance to weapon strikes, but they will also encounter opponents that have less tolerance to weapon strikes and it should be expected that people will have differing views on what constitutes hitting too hard. Players should not yell at one another nor should they accuse someone of attempting to cause harm. Instead, players should calmly stop the fight for a quick Out of Game discussion and then resume action. If someone is repeatedly using unnecessary force, despite attempts to ask them to pull their blows, a player should report this to a Ref immediately, preferably the Safety Ref or an Owner. Weapon Damage Each time a character attacks a target with a weapon, either Melee or Missile, they must say a Signature Call to convey how much damage the attack does. Typically this specific category of Signature Call is referred to as a Damage Call, as it is used to tell the target how much damage they take. The Damage Call must be said each time the player begins to swing the weapon; otherwise the target does not need to take the effects. This is to prevent players from delaying until they are certain their strike will successfully land in order to maximize the use of Specialty Strikes (discussed below). The Damage Call does not need to be finished before the strike hits the target, as it is usually quicker to swing a weapon than to say a Damage Call, but it does need to be started at the beginning of each swing. Anatomy of a Basic Damage Call A basic attack is used simply by swinging the weapon using only an appropriate Weapon Skill, possibly in conjunction with the skills Critical Strike or Back Strike — the attack does not consume limited use Skills, Racial Abilities, or other Effects. The Damage Call consists of Base Damage — the numeric quantity of damage done, and a Suffix identifying properties of the weapon used, and takes the form + (Example, “10 Edge”). Base Damage Base Damage is the numeric quantity of damage that can be done without using limited use Abilities. It is the sum of three components, the base damage of the weapon by itself, the number of Critical Strikes or Back Strikes the character has, and additional damage granted by Spell, Elixir, and Ritual Enchantment.

Each weapon does a base amount of damage depending on what skill is necessary to wield it. For example, a dagger wielded by the skill Small Weapon deals 1 point of damage just by virtue of being wielded with Small Weapon, while a sword or mace wielded by the skills 1 Handed Edge and 1 Handed Blunt respectively deals 2 damage. The description of each Missile and Melee Weapon Skill states how much base damage the weapon does (see “Chapter 2: Character”) and “Chapter 7: Smith” contains additional information on missile and melee weapons. Added to that is the number of either Critical Strikes or Back Strikes the character wielding the weapon has, but not both. In the specific case of Back Strikes, if the player chooses to add Back Strikes to the Base Damage they must be behind the target for the attack to be successful (see the description of Back Strike in “Chapter 2: Character” for more details) and they must use the Advanced Damage Suffix “To Body” described further below. At any point the player may choose to deal damage based on either Critical Strike or Back Strike. For example, if they attack a target from behind initially, they may choose to do damage based off of how many Back Strikes they have, and once the target turns around they may switch to Critical Strikes.

The Base Damage can also be increased if the weapon being wielded has the Spell Enchanted Blade cast on it, or has additional damage granted by the Ritual Imbue Temporary Magic Item. If the character is under the effects of the Elixir Potion of Giant Strength, they will deal additional damage. Finally, the Racial Abilities Pack Sense and Strength both add to Base Damage.

For example, a character was wielding a sword with the Skill 1 Handed Edge, so they have a base weapon damage of 2. They also have three Back Strikes, so they can choose to deal 5 damage when attacking from behind, and five Critical Strikes, so they can do 7 damage regardless of where they are attacking from. This damage can further be increased with Enchanted Blade, Potion of Giant Strength, and Imbue Temporary Magic Item.

Maximum Base Damage Base Damage weapon calls for Melee and Thrown weapons may not exceed 30 Damage regardless of the total sum of modifying abilities (i.e. the Skills Critical Strike and Back Strike, the Spell Enchanted Blade, etc.). The character may have abilities that total up to greater than 30 (e.g. they may have 40 purchases of the skill Critical Strike if they want), but the most damage they can actually call in combat is capped at 30. Launched weapons (Weapons that require ammunition such as Bows, Crossbows, and Siege Weapons) are unaffected by this limitation and may do damage above 30.

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Skills that multiply Base Damage (Lethal Strike, Wounding Strike, Fatal Strike, and Vicious Strike) multiply the true total base damage, rather than the capped damage, regardless of weapon used. If a character would normally deal base damage of 40 in the absence of this cap, that is the value multiplied when using those skills, rather than 30.

Pulling Blows While a character may be able to swing for a certain amount of Base Damage, they can choose to swing for less damage at any point, down to a minimum of 0. For example, if a character can normally do a base damage of 10 but wish to toy with their target rather than finishing them off quickly, they could choose to call 5 damage in their Damage Call. Basic Damage Suffixes While the Base Damage conveys the numeric amount of damage done, the Suffix conveys additional information about the attack. At a basic level the Suffix provides details about the weapon being used to deliver the attack, as certain monsters are either vulnerable or resistant to damage depending on what sort of weapon is delivering the damage. In the “Advanced Damage Suffixes” section below additional Suffixes are described which convey special Effects above and beyond the normal damage done by the attack. The following table lists the basic Suffixes that describe the properties of the weapon being wielded along with an example complete Damage Call.

Suffix Description Example Damage Call Blunt This suffix informs the target that they are being attacked with a blunt weapon (such as a club). Certain “10 Blunt” monsters, such as Ghouls, take less damage from Blunt Weapons. The Skill used to wield the weapon determines whether or not it does Blunt damage, however the Phys Rep and Item Tag being wielded must reflect the skill being used. Claw This suffix informs the target that they are being attacked with Claws (see the Racial Ability Claws in “Chapter “10 Claw” 2: Character”). Edge This suffix informs the target that they are being attacked with an edged weapon (such as a sword). Certain “10 Edge” monsters, such as Skeletons, take less damage from Edge Weapons. The Skill used to wield the weapon determines whether or not it does Edge damage, however the Phys Rep and Item Tag being wielded must reflect the skill being used. Magic This suffix informs the target that they are being attacked with a magic weapon. A magic weapon is either a “10 Magic” normal weapon with the Spell Enchanted Blade cast upon it, or an item enchanted with the Rituals Imbue Temporary Magic Item or Create Cursed Item. Certain monsters, such as Ghosts, are only affected by Magic damage. Silver, Cold Iron, This suffix informs the target that they are being attacked with a weapon made from a special or unusual “10 Silver” or “10 Cold Gold, Copper, material. At the time a weapon is created it must be forged of the material in question, the most common being Iron” Bronze, Stone, Silver and Cold Iron (See “Chapter 7: Smith” for details). Certain monsters, such as Werewolves, are only Wood, Etcetera affected by weapons made from a special material.

All weapons are either Blunt, Edge, or Claw, but cannot be more than one. For example, while a spear might have both a blade (Edge) and a wooden haft (Blunt), for simplicity it cannot do both Edge and Blunt damage. The type of damage is determined by the Skill used to wield the weapon. A weapon may be both Magic and made of a special material (Silver, Cold Iron), however. For example, it is possible to have a “Silver Magic Edge” weapon, as discussed below in “Compound Suffixes and Simplifying Damage Calls”. Advanced Damage Calls Basic Damage calls are pretty straight forward; they state how much damage was done — and what the properties of the weapon delivering the attack are — . The Damage Call may be expanded to include the use of limited use Abilities, such as Specialty Strikes, Racial Abilities, and Abilities stored in Magic Items created with the Ritual Imbue Temporary Magic Item. This allows for more flexible or powerful attacks, but also increases the complexity of the Damage Call. For example, if a Specialty Strike is used the Damage Call may become + + , and the Suffix may be more complex if additional Abilities are used. For Example, “Lethal Strike 100 Edge Spell Strike Inferno”. Specialty Strikes Specialty Strikes are various Assassin, Heroic Strikes, and Warrior Skills that are delivered via a Weapon Delivered Attack. Several of the Specialty Strikes do not deliver Numeric Damage and have their own Signature Calls as defined in the Description of the Skill in “Chapter 2: Character”. For Example, the Skill Mortal Strike simply has a Signature Call “Mortal Strike” and does not follow the same format as the Signature Calls for Damage Calls. However some of the Specialty Strike Skills simply modify damage, usually multiplying the base damage significantly to deal more damage. For these Specialty Strikes the normal Damage Call format is followed, however the name of the Specialty Strike Skill being used precedes the Damage Call to let the target know that the Specialty Strike is being used. For example: “Lethal Strike 100 Edge”. The descriptions of the Warrior and Assassin Skills in “Chapter 2: Character” contain additional information about each specific Specialty Strikes.

Specialty Strikes against Items Certain Specialty Strikes target items specifically, for example the Skills Shatter Strike and Fumble Strike. In order for the strike to be successful it must successfully hit the item it is targeting. If a player tries to use Fumble Strike on another player but strikes their arm rather than their weapon, it fails. There are no Resistance Countermeasures that can be used to stop a Specialty Strike against an item,

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 68 of 133 Legacies Rulebook, Winter 2013 however some Avoidance Countermeasures may be used to stop the attack, and in certain instances the item may not be susceptible to the attack and thus have an Immunity Countermeasure. Advanced Damage Suffixes Advanced Damage Suffixes are used to convey additional Effects in the attack. Not only does the attack cause numeric damage, but if delivered successfully the target suffers additional Effects that they must contend with, and in many cases, use separate Resistance or Immunity Countermeasures to avoid (detailed in the specific Descriptions below). A single Avoidance Countermeasure will always negate all parts of the attack. The Suffixes in the table below are used in conjunction with the Basic Suffixes mentioned previously in this chapter.

Suffix Description Example Damage Call Venom + the Alchemical Compound Blade Venom or the Monster Racial Ability Poison Strike. See Below. Crush This suffix informs the target that the attack also conveys Crush Damage. See Below. “30 Blunt Crush” Life Drain This suffix informs the target that the attack also conveys Life Drain. See the Monster Racial “10 To Body Life Drain” Ability Life Drain in “Chapter 9: Monster” Spell Strike + This suffix informs the target that the attack also conveys a Spell. See Below. “10 Edge Spell Strike Paralyze” To Body This suffix informs the target that the attack circumvents Rush and Armor. See Below. “10 Edge To Body”

Crush When a target is hit by a Damage Call that includes the Suffix Crush, it signifies that they have been hit with an incredibly powerful attack that destroys a limb. If it connects with an Arm or Leg, that limb is crippled and unusable (See “Damage to Body Parts” in “Chapter 3: Life and Death”). If it connects with the torso or other non-limb part of the body a limb is still crippled however the target chooses which one of their limbs is destroyed. Physically blocking a strike that has Crush with either a weapon or shield (see “Defending” earlier in the chapter) will negate the numeric damage of the attack, however the target will still take the effects of Crush. As previously mentioned, an applicable Avoidance Countermeasure will completely negate all parts of the Damage Call, however if the target uses a Resistance Countermeasure they must resist Crush separately from the numeric damage. The only Resistance Countermeasure that can resist Crush damage is the Racial Ability Resist Pain. Crush Damage is most often done by the Racial Ability Strength.

For example, if a character with the Racial Ability Strength uses one use of their Racial in a strike against a target, the strike will now do Crush — their Damage Call for this particular swing is “30 Blunt Crush”. If the target manages to get a shield in front of the attack they do not take the 30 Damage but will still be affected by Crush, losing the limb holding the shield unless they have an applicable Resistance or Immunity Countermeasure. If the target does not get their shield up in time and the attack strikes them they will take both the 30 damage and the effects of Crush. They must use two different Resistance or Immunity Countermeasures to completely avoid the attack, though if they only had one applicable Resistance or Immunity Countermeasure they could partially resist the attack — if they had the Spell Shield active they could use that as a Resistance Countermeasure for the 30 damage, and if they had Resist Pain they could use that as the Resistance Countermeasure for the Crush. Alternatively they could use one applicable Avoidance Countermeasure, such as the Skill Mortal Parry to avoid the attack all together, simultaneously negating both the 30 damage and the Crush.

Spell Strike Spell Strike allows the character to deliver a Spell onto the target in addition to the numeric damage done by the attack. When the character attacks they call out the damage and Basic Suffix as well as the Suffix for Spell Strike and the Spell it is delivering, for example “10 Edge Spell Strike Pin”. Unlike normal weapon attacks, the Spell Strike will be conveyed to the target even if it strikes their weapon, shield or other Phys Rep on the target’s person, or their garb, such as cloaks, without making solid contact against the target. In order for the character to take the numeric damage the weapon still must hit solidly against the target. See “Legal Targets of Effects” in “Chapter 1: The Basics” for more information. Spell Strike is most often granted by using a magic weapon appropriately enchanted with the Ritual Imbue Temporary Magic Item, however the Monster Racial Ability Spell Strike also conveys the Ability. The Spell can be resisted by any Resistance or Immunity Countermeasure that resists Spells.

For example, a character has a magic sword that has been enchanted by Imbue Temporary Magic Item to do Spell Strike Death, granting the character the ability to deliver the Spell Death via a weapon strike a limited number of times an event. The character used the ability in a strike against a target — their Damage Call for this particular swing is “10 Edge Spell Strike Death”. If the target manages to get a shield in front of the attack they do not take the 10 Damage but will still be affected by the Spell Death unless they have an applicable Resistance or Immunity Countermeasure. If the target does not get their shield up in time and the attack strikes them they will take both the 10 damage and the effects of the Spell Death. They must use two different Resistance or Immunity Countermeasures to completely avoid the attack, though if they only had one applicable Resistance or Immunity Countermeasure they could partially resist the attack — if they had the Spell Shield active they could use that as a Resistance Countermeasure for the 10 damage, and if they had Resist Magic they could use that as the Resistance Countermeasure for the Spell Death. Alternatively they could use one applicable Avoidance Countermeasure, such as the Skill Mortal Parry to avoid the attack all together, simultaneously negating both the 10 damage and the Death Spell.

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To Body As mentioned in the section “Taking Damage” in “Chapter 3: Life and Death” the presence of To Body in a Signature Call signifies that the damage bypasses Rush and Armor Points to subtract straight from Body Points. For Weapon Delivered Attacks, To Body damage is accomplished via Assassin Skills and must be delivered while the attacker is behind the target. The specifics for what constitutes “behind the target” are discussed in the description of the Assassin Skill Category in “Chapter 2: Character”. For any Weapon Delivered Attack in which the attacker does not fulfill the requirements, the target does not take numeric damage, however they will still be victim to other Advanced Damage Suffixes such as Crush or Spell Strike if they were used and the appropriate conditions for their use were met.

Venom Venom functions similar to Spell Strike, however rather than conveying a Spell to the target in addition to damage, it conveys certain Apothecary Compounds. In order to convey the compound, the strike must successfully damage Body Points of the target, either because it was used in conjunction with the To Body Suffix previously discussed, or because the target has had their Rush and Armor Points depleted and are currently subtracting numeric damage from Body Points (See “Taking Damage” in “Chapter 3: Life and Death” for more information). Not all Apothecary Compounds may be used in conjunction with the Venom Suffix; the only applicable compounds are Alchemy and Elixirs from the Disciple Poisons, and Potions that do not convey Healing or Life Effects. As Venom must hit Body Points to work, any Resistance or Immunity Countermeasure that prevents the numeric damage will also prevent the Venom from working. Any Resistance or Immunity Countermeasure that is applicable to the Apothecary Compound being delivered can be used to resist the compound. The Venom Ability is granted by the Alchemy Blade Venom and the Monster Racial Ability Poison Strike. Compound Suffixes and Simplifying Damage Calls The Damage Calls can quickly become cumbersome. Even basic Damage Calls can get quite long if the weapon delivering the attack is magical, made out a special material, or both however as the Advanced Damage Calls are introduced the Signature Call can grow significantly. For example, a character attacking with a base damage of 10, with a magic sword made of Silver would call “10 Silver Magic Edge” (the order of Suffixes doesn’t matter), and if they used the Specialty Strike Skill would call “Lethal Strike 100 Silver Magic Edge”. A player may choose to optionally not call any or all of the Basic Damage Suffixes that apply for their weapon, so in the previous example the character could choose to call “10 Silver Magic Edge”, “10 Silver Edge”, “10 Edge”, simply “10” or any other permutation that is applicable. When used with a Specialty Strike Skill, such as Lethal Strike, the player may opt to simply call “Lethal Strike 100” without suffix, and with some of the Advanced Damage Suffixes they may choose to shorten the call to something like “10 Spell Strike Wrack”, “10 To Body”, or “10 Crush”.

While most players choose to simplify their damage calls in this fashion, there is a down side to doing so. Only certain types of weapons affect some creatures. For Example, Werewolves only take damage from weapons made from Silver. If a player has a Silver Mace but has chosen to simplify their Damage Call to only include “Blunt” instead of “Silver Blunt”, the player playing the Werewolf will not know that they should be affected by the weapon and thus ignore the damage. The attacking player may, at any time, alter their damage call so long as everything in the new Damage Call still applies. They may not suddenly decide to call “Silver Blunt” if they do not have a Silver weapon, but if they have merely chosen not to include “Silver” in their Damage Call they may alter the Damage Call to include it. Implied Suffixes Most weapon Phys Reps obviously represent a certain type of weapon. For example, the commercially made Latex LARP Weapons are fairly accurate in their depiction of swords, axes, and maces, and it is obvious what they represent. For Phys Reps that clearly depict either Edge or Blunt weapons, the target should assume Edge or Blunt as appropriate even if the suffix is not included in a simplified Damage Call.

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Chapter 5: Wizard and Scribe Magic is a staple for most fantasy worlds, and the world of Legacies is no different. Magic spells may be cast via a variety of means, and characters with enough Skill Points invested in Magic Skills may perform powerful High Rituals. The simulated system that Legacies uses to represent spells requires a bit of imagination on the part of each player, and Spells are restricted to those that can easily be represented. In video games and Table Top roleplaying games it is not uncommon to have spells for walls of fire, or summoned creatures, but such effects are difficult to represent in a Live Action Roleplaying Game. Spells at Legacies are typically represented by a Birdseed packet (see “Packets” in “Chapter 1: The Basics”) that is thrown at a target player, and a Spell Call (see below) which alerts the target of what Spell is being delivered. There are seven levels of Spells, with the Spell effect becoming more powerful as the level increases. The seven levels of Spells are discussed later in this chapter. Access to Magic Characters gain access to Magic Spells through a variety of means. They can either Cast (see Casting below) from a Spell Scroll or Spell Slot, drink a Potion, or use a Magic Item that has a Spell stored in it. Spell Scrolls Spell Scrolls are one shot Spells written on a Scroll created using the Scribe Production Skills (details on Scribe Production can also be found at the end of this chapter). They are Physically Represented by a piece of paper, parchment, or similar material at least 3” by 5” in size, with the Item Tag for a specific Spell attached to the Scroll. The Scribe may decorate the Spell Scroll Phys Rep as they wish, though they do need to write a Spell Call for the Spell (detailed below) on the Phys Rep. When attaching the Item Tag to the scroll care should be taken to attach the Item Tag in such a way that it may be torn in half easily (Example: a glue stick or tape along only two edges of the Item Tag work well, but entirely covering the Item Tag in tape does not).

In order to use a Spell Scroll a character needs to have it physically available so that they can read from it, they must have enough light to read by, and they also need the Skill Read Magic. The character reads the Spell Call written on the Spell Scroll and then either throws a Packet at a Target or physically touches the target to convey the effects of the Spell. Immediately following the use of the Spell Scroll the Item Tag on the Scroll must be ripped in half to represent that it has been used. Spell Scrolls are considered to be Cast (see “Casting” below) and may be Interrupted while the character is casting the Spell. Additionally, certain Spells may be Cancelled by the caster after the Spell was Cast. Spell Slots Spell Slots are purchasable Skills that grant a character the ability to cast a Spells innately. There is a corresponding Spell Slot Skill for each of the seven levels of Spell, and each purchase of one of the Spell Slot Skills allows the character to Cast one Spell of the appropriate level or of a lower level (Example: one purchase of Level 3 Spell Slot allows the character to Cast any one spell from Level One, Two, or Three with that Spell Slot). Unlike Spell Scrolls, which correspond to a specific Spell, Spell Slots are flexible and may be used to Cast any Spell in which the character has an appropriate level Spell Focus for (discussed below), as the player deems suitable in a given situation, provided the spell is of the appropriate level.

Spell Slots are considered to be Cast (see “Casting” below) and may be Interrupted while the character is casting the Spell, and for certain Spells, may be Cancelled by the caster after the Spell was Cast. Bonus Spell Slots Generally each purchase of a Spell Slot Skill grants one Spell Slot of the level purchased, however the first few purchases of Level 1 Spell Slot, Level 2 Spell Slot, and Level 3 Spell Slot grant additional Spell Slots of their corresponding level (see the individual descriptions of the Skills in “Chapter 2: Character” for details). Spell Focuses Spell Focuses are items that grant a character access to Spells to be Cast with Spell Slots, each Spell Focus corresponding to one of the levels of Spells. With the Spell Focus the character may use their corresponding level Spell Slots to cast any Spell from that level — a character does not need a Spell Focus for each individual Spell they wish to Cast, simply one for each Level of Spell they wish to Cast.

Conceptually a Spell Focus is similar to the spell tome or book commonly associated with wizards in popularized media; however players are not restricted to using a book as a Physical Representation for the Spell Focuses. Rather a player can choose any Phys Rep they feel is appropriate for their character. For example, a player whose character believes their magic is a gift from their god could choose a holy symbol or statue to represent their Spell Focuses, a shamanistic character could use primitive symbols drawn on an animal hide for their Spell Focuses, and a warrior character who believes magic is an expression of their martial prowess could use their sword, in addition to the more traditional mage type character that uses an actual book of spells to represent their Spell Focus. The player has great flexibility in what they use to represent their Spell Focus though each Phys Rep must be approved by Logistics prior to being used as a Spell Focus.

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Spell Focuses can be made via either the Journeyman Smith or Journeyman Scribe Production Skills depending on whether the Spell Focus is a physical object (Smith) or written or drawn symbols (Scribe). “Chapter 7: Smith” contains the specific rules for Smith based Spell Focuses while the “Scribe” section later in this chapter contain rules for making Spell Focuses with Scribe production. A single Phys Rep may simultaneously represent multiple levels of Spell Focus at once, or alternatively a player may use a separate Phys Rep for each level of Spell Focus. The specific sections on Smith and Scribe Spell Focuses discuss limitations of Phys Reps in greater detail.

For characters that make potions with the Journeyman Apothecary Production Skill (see “Chapter 6: Apothecary”) or Spell Scrolls with the Apprentice Scribe Production Skill (discussed in the “Scribe” section later in this Chapter) they require a Spell Focus made with the Scribe Production Skills, of the appropriate level corresponding to the Spell they wish to make a Potion or Spell Scroll for. They may not use a Spell Focus made with Smith Production Skills for this purpose; however they may use their Scribe based Spell Focus both for Potion and Scroll making, and for Casting Spells from Spell Slots.

Spell Focuses may be used in one of two ways. At the beginning of event if a character has a spell focus they may fill out the back of their Character Card (see below) with the Levels of Spell Focus; during the event the character is said to have memorized all of the Spells of those Levels. They may Cast any Spells marked on the back of the Character Card without having their Spell Focuses on their person, which both reduces the risk that the Spell Focuses might be stolen and allows the character to continue to Cast those Spells for the remainder of the event even if any of the Focuses are stolen or destroyed. Alternatively, the player may forgo bringing Spell Focuses to Logistics and carrying their Focuses on their person. They can cast any Spells of the appropriate Level(s) during the event; however should they lose the Focus they may no longer cast any of those Spells. Finally, if the character did not have all of the Spell Focuses corresponding to each level of Spell Slot they can Cast when they had the back of their Character Card filled out, but then acquire the missing Levels of Spell Focus during event, they must carrying those newly acquired Spell Focuses on their person if they wish to Cast those Spells during the event. Multiple characters may not have the back of their Character Card filled out using the same Spell Focus. Recording Spell use on the back of the Character Card Printed on the back of each Character Card is an area which has a list of the Spells a character has memorized and can Cast without having to carrying a Spell Focus on their person (see above), as well as check boxes corresponding to the Spell Slots for each level of Spell to help a player track the number of Spell Slots their character has used. After using a Spell Slot the player should check off a corresponding check box on the card. Generally the player should do this immediately; however during combat and other time-sensitive scenarios this is not always practical. During such situations the player may hold off marking Spell Slot usage, but once a lull in activity presents itself they should immediately do so. Magic Items Master Crafted items can have Spells placed in them via the Ritual Imbue Temporary Magic Item, in the form of either a Spell Strike (see “Chapter 4: Warrior”) or Spell Effect. Each instance of a Spell Effect placed in an item allows the character wielding the item to use the specific Spell stored with the Spell Effect three times per event. To use the Spell Effect the player says the Signature Call “Activate ” and either throws a Packet at the target to deliver the Spell or touches the target. Spell Strike is described in “Chapter 4: Warrior”. Neither Spell Effect nor Spell Strike are considered to be Cast (see “Casting” Below) and may not be interrupted or cancelled. Potions Potions are one shot Spells imbued into a vial of liquid. Drinking the potion conveys the effects of the potion to the character that ingested it. Potions are not considered to be Cast (see “Casting” below) and may not be interrupted or cancelled. For more information on Potions see “Chapter 6: Apothecary”. Casting Spells used from Spell Scrolls or Spell Slots (see above) are said to be Cast — that is, the person using the Spell Scroll or Spell Slot has control over how the Spell is delivered and the ability to revoke certain Spells after they have been cast (see “Cancelling Spells” below). There are limitations on Spell Casting; the character must have at least one of their arms undamaged as well as its movement unrestricted (Example: if both arms are physically bound, stuck in place by a Spell or Alchemy, or if the character has had both arms crippled the character may not Cast) and the character must be able to speak in order for them to be able to Cast. Additionally, it is possible for them to be interrupted in the process of Casting a Spell (see below).

In order for a character to Cast a Spell they either need to be holding and able to read a Spell Scroll coinciding to the Spell they wish to Cast or have an unused Spell Slot of the level equal to the Spell they wish to Cast, or of a greater level. They then recite the Spell Call and either throw a packet at the target or touch the target. Spell Call The Signature Call for Spells is referred to as the Spell Call and takes the form: “, I Call Forth the ”. The is any phrase, three syllables or more, that the player wishes to say at the beginning of the Spell Call to allow them to personalize the Spell Call for their character; for example, “By my will”, “In the name of truth”, “By the power of fire”, etcetera. Characters may use different preambles for different Spells or different preambles for the same Spell in different situations, so long as Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 72 of 133 Legacies Rulebook, Winter 2013 it is at least three syllables. If a preamble is left off or the player misspeaks the remainder of the Spell Call the Spell fails and the target does not take the effects, however the Spell is considered used and the caster should either mark off the appropriate Spell Slot or tear the item tag for the Spell Scroll depending on how they are casting the Spell. Additionally for Spell Scrolls the character must use the preamble as it is written in the Spell Call on the Spell Scroll rather than using their own preamble. Delivery Cast Spells can be delivered either via Touch or Packet, (see “Chapter 1: The Basics”) allowing flexibility. However, if delivered via Touch during combat care must be taken so as to not harm the target. Unnecessarily rough Touch Casting may result in the player no longer being allowed to use that delivery method. Characters must wait until their Spell Call is complete before attempting to deliver the Spell, regardless of whether they are using Touch or Packet, and have three seconds following the completion of the Spell Call to throw the Packet or Touch the Target. Delivery Restrictions For safety purposes there are certain restrictions on each of the delivery methods that players should be aware of:

 Legal Targets: Players have restrictions on delivering Effects via Packet or Touch, as detailed in the section “Legal Targets of Effects” in “Chapter 1: The Basics”.  Non-Combatant Delivery: In certain situations a specific delivery method may be unsafe, for example throwing Packets at players near a camp fire, or engaging a player with a Yellow Headband denoting that they are sick or injured Out of Game. Players should review the Non-Combat Rules at the end of “Chapter 1: The Basics” Interrupting Spell Casting If a character is struck by a Weapon, Touch, or Packet Delivered Effect while saying the Spell Call or prior to throwing the Packet or touching the target to delivered the Spell, the Spell fails and the target does not have to take the effects. The Spell is still considered to be used and either the Spell Slot corresponding to the level of the Spell Cast should be marked off or the Spell Scroll should be torn, as appropriate depending on how the Spell was attempted to be Cast. Additionally, another player may interrupt the character casting the spell by touching them and saying “Interrupt” — this is considered to be an Out of Game call, though it is evident In Game that the other player was attempting to interfere.

The Ritual Eldritch Focus grants a character the ability to Cast Spells from Spell Slots of a specific level without being interrupted. Cancelling Spells Characters with the Skill Casting may cancel spells cast from Spell Slot or Spell Scroll that have a duration other than Instant by stating “Cancel my ”. Once they do so that Spell is considered to no longer be in effect and the target no longer is affected by it. This Signature Call is considered In Game, so the character must be able to speak in order to cancel Spells. Stacking Spells Certain magic spells are incompatible with one another. For each category below, a character may only have one of the listed Effects on them at any time.

 Body Enhancing: Bless, Bestow, or Deads' Fortification  Protections against Magic: Reflect, Spell Shield, or Deads' Fortification  Protections against physical attack: Mystic Armor, Shield, or Deads' Fortification Should a character have one of the Spells of a given category currently active, it acts as an Immunity Countermeasure for other Spells in the same category, or additional instances of the same spell. If another instance of the same Spell, or another Spell from the same category is Cast on the character, they should say “No Effect” to let the caster know that their spell did not take effect. This has no impact on the currently active Spell. Additionally, only one instance of the Spell Program may be active at a time and it similarly will act as an Immunity Countermeasure to additional instances of Program should it be Cast on the character while the first instance is still active. For other Spells with a duration other than Instant, if an additional instance of the Spell is cast upon a character it simply extends the duration of the original instance, rather than having multiple instances simultaneously affect the character.

Spells Spell List The seven Levels of Spells and the Spells corresponding to each level are:

Spell Name Spell Level Spell Name Spell Level Spell Name Spell Level Bedazzle 1 Bind 3 Creation of the Dead 5

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Burn (10 fire) 1 Cleanse 3 Curing of the Madness 5 Detect Charm 1 Deads' Commandment 3 Inferno (100 Fire) 5 Minor Heal (10) 1 Deads' Fortification 3 Reflect 5 Pin 1 Heal (50) 3 Silence 5 Second Sight 1 Lightning Bolt (50 lightning) 3 Wrack 5 Status 1 Mystic Armor (50 Armor Points) 3 Shield 3 Blight (50 to Body) 6 Bless (10) 2 Spell Shield 3 Maim 6 Disarm 2 Major Heal (100) 6 Enchanted Blade 2 Bestow (50) 4 Paralyze 6 Frost Bolt (10 to body) 2 Deads' Destruction 4 Sanctuary 6 Triage 2 Friendship 4 Turning of the Dead 2 Lay of Hands (50) 4 Death 7 Mana Storm (10 magic) 4 Fading Magic 7 Release 4 Life 7 Restoration 4 Program 7 Shatter 4 Protection 7 Wizard Lock 4 (x) – the amount of Body Points the spell heals or the amount of damage the spell does. Spell Descriptions The descriptions are categorized by Spell Level and presented in the following format:

 Spell Name: The In Game name for the Spell.  Description: A general summary of what the Spell does.  System: The game mechanics for the Spell, describing how the Spell works Out of Game. These are the detailed rules describing how the Spell works within the Legacies rules framework.  Spell Call: The game call used to Cast the Spell. The convention of using Italicized and Underline text is used to denote that Spell Calls are considered In Game by the character. Details on Spell Calls can be found above.  Signature Call: Certain Spells, once Cast, have a Signature call to designate when the Spell is activated or used. All Signature Calls are considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game Signature Calls actually are said by the character rather than player, and any Effect In Game that would prevent the character from speaking would prevent the use of these particular abilities.  Duration: How long the Spell has effect once it has been Cast. Instant duration means that the effects of the ability resolve the moment they are used.

Level 1 Spells

Bedazzle Description: This Spell temporarily befuddles the target. Signature Call: None System: For 10 minutes the target of this Spell must stare off into space and is unable Duration: 10 Minutes

to move or use any Abilities other than Resistance or Immunity Countermeasures. This Spell is broken if the target is then hit by any Ability (Example: another Spell, Weapon Strike, or Racial Ability), but only after the target was hit by the Ability. The Spell is also broken if another character begins any Counted Action on the target — the target is freed from this Spell as soon as the Counted Action begins, rather than when it completes. This is a Mind Altering Effect. Spell Call: , I Call Forth the Bedazzle

Burn Description: This Spell attacks the target with a small ball of fire. Signature Call: None System: The target takes 10 Damage. This is considered fire damage for the purposes Duration: Instant

of certain Monster Racial Abilities such as Regeneration. This is considered a Damage Dealing Effect. Spell Call: , I Call Forth the Burn Detect Charm

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Description: This Spell detects whether the target is under the compulsion of a Mind Signature Call: None Altering Effect. Duration: Instant

System: When affected by this Spell the target must tell the caster whether they are under the effects of a Mind Altering Effect, but not which specific Mind Altering Effect they are under. Spell Call: , I Call Forth the Detect Charm

Minor Heal Description: This Spell heals the target of minor wounds. Signature Call: None System: The target heals 10 Body Points. This is considered a Healing Effect. Duration: Instant

Spell Call: , I Call Forth the Minor Heal

Pin Description: This Spell pins the target in place. Signature Call: None System: Pin will stick one of the target's feet to the ground (target's choice). The target Duration: 10 Minutes may still pivot, but may not otherwise move their foot. Both feet may not be pinned at one time by this spell. Spell Call: , I Call Forth the Pin

Second Sight Description: This Spell allows the target to interact with Spirits. Signature Call: None System: The target of this spell may see and hear Spirits for 10 minutes as if they had Duration: 10 Minutes the Skill Resurrection. For more information see “Chapter 3: Life and Death”. Spell Call: , I Call Forth the Second Sight

Status Description: This Spell allows a character with the First Aid skill to determine the Signature Call: “Status” health of other characters much more quickly. Duration: 10 Minutes

System: When Cast on a Character who possesses the Skill First Aid that character may assess other characters’ health simply by touching another character and saying the Signature Call “Status” rather than via a Three Count Counted action as would normally be required, for the duration of this Spell. Characters that do not wish to divulge their health to the target of this spell are not obligated to do so. This Spell has no effect when cast on a character that lacks the Skill First Aid. For more information on assessing a character’s health with First Aid, see the description of the First Aid Skill in “Chapter 2: Character”. Spell Call: , I Call Forth the Status

Level 2 Spells

Bless Description: This Spell bolsters the amount of damage the target may sustain. Signature Call: None System: The target gains 10 Body Points on top of their current total, healing damage Duration: Until the target sustains and potentially raising the target’s Body Point total above their normal maximum. For enough damage to remove the additional example, if the target had only sustained 5 Damage prior to being targeted by this Spell Body Points. they would not only heal that 5 damage, but actually have their current Body Point total raised 5 points above their normal maximum. If the target was unhurt when the Spell was Cast upon them, they would have their current Body Point total raised 10 points above their maximum. These additional Body Points remain until the target has sustained enough damage to remove them. If the character is affected by the Racial Ability Glamour or the Spell Fading Magic then any Body Points exceeding their maximum total as a result of this Spell are lost. This is considered a Healing Effect.

If the target does not exceed their maximum Body Points this Spell functions identically to Minor Heal and is considered an Instant Duration. If this is the case an additional Bless or Bestow may be cast on them to increase their Body Points above their maximum. Spell Call: , I Call Forth the Bless

Disarm Description: This Spell knocks all of the items held in one hand away from the target. Signature Call: None Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 75 of 133 Legacies Rulebook, Winter 2013

System: When Cast, the caster must designate Left or Right hand. The target must Duration: Instant discard everything they are currently holding in that hand, throwing the items at least 6 feet away. Weapons wielded with the 2 Handed Edge or Blunt, Long Bow, or Artillery Skills are disarmed regardless of which hand is specified. If the caster does not designate a hand in the Signature Call it is up to the discretion of the target which hand they choose to discard from, though they may not choose an empty hand unless they are not holding anything in either hand. Bucklers may not be disarmed with this spell as they are strapped to the arm rather than held. Spell Call: , I Call Forth the Disarm Note: For safety reasons players may not tie weapons to themselves while using the weapon.

Enchanted Blade Description: This Spell wraps a target weapon in magical energy, temporarily Signature Call: increasing its damage. Magic System: The target weapon (or boffer safe artificer item) of this Spell deals an additional Duration: 10 Minutes

3 Damage and gains the suffix “Magic” (see “Chapter 4: Warrior”) for 10 minutes. For Launched Missile Weapons this Spell must be Cast on the launcher rather than the ammunition. If Cast on Claws (see the Racial Ability Claws) this Spell simultaneously affects both Claw Phys Reps. The additional 3 Damage is not included in damage from the Specialty Strike Skills such as Lethal Strike and Fatal Strike. This Spell targets items rather than people and may not be made into a Potion. This bonus does not allow the character to exceed the maximum base damage of Melee and Thrown Weapons (See “Chapter 4: Warrior”). Spell Call: , I Call Forth the Enchanted Blade

Frost Bolt Description: This Spell attacks the target with a small lance of icy air. Signature Call: None System: The target takes 10 Damage To Body, bypassing Rush and Armor Points and Duration: Instant subtracting damage directly from Body Points. This is considered cold damage for the purposes of certain Monster Racial Abilities such as Regeneration. This is considered a Damage Dealing Effect. Spell Call: , I Call Forth the Frost Bolt

Triage Description: This Spell allows a character with the First Aid skill to stabilize a character Signature Call: “Triage” currently Bleeding to Death much more quickly. Duration: 10 Minutes

System: When Cast on a Character who possesses the Skill First Aid that character may stabilize a character Bleeding to Death (-1 Body Points) to Unconscious (0Body Points) by touching the dying character and saying the Signature Call “Triage” rather than via a Sixty Count Counted action as would normally be required, for the duration of this Spell. Any further healing of the injured character either requires the use of the First Aid Skill or other curative measures. This Spell has no effect when cast on a character that lacks the Skill First Aid. For more information on restoring a character’s health with First Aid, see the description of the First Aid Skill in “Chapter 2: Character”. Spell Call: , I Call Forth the Triage

Turning of the Dead Description: This Spell allows the target to repel Undead away from them. Signature Call: “Turning of the Dead” System: The target character of this Spell must plant their foot (they may choose which Duration: 10 Minutes, as long as the one) and extend their arm, palm forward, toward any one target Undead creature (a foot remains planted creature with the Monster Racial Ability Undead). So long as their palm is extended thus, that Undead may neither approach nor target the affected character with Effects other than rituals, though they may attack targets near the affected character. The affected character may move their palm to target a new Undead at any point, but they may only have one target Undead at a time. When the affected character switches targets they must say the Signature Call “Turning of the Dead”. The affected character may not Cast Spells while using this Spell, though they may cancel the Spell at any time by raising their planted foot. Spell Call: , I Call Forth the Turning of the Dead

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Level 3 Spells

Bind Description: This Spell binds the target’s arms to their side. Signature Call: None System: The target must keep their arms and hands pressed against their side for ten Duration: 10 Minutes minutes and may not use their arms or hands for any action, including casting Spells, attacking or blocking with weapons, or using Packet Delivered Racial abilities. Spell Call: , I Call Forth the Bind

Cleanse Description: This Spell cleanses the target of chemical and biological contaminants. Signature Call: None System: The target has all active Alchemical Compounds cancelled and is cured of most Duration: Instant poisons and diseases, as well as most instances of the Racial Ability Pathogen. Plot may, with approval from the Owners, create a Pathogen unaffected by Cleanse. Spell Call: , I Call Forth the Cleanse

Deads’ Commandment Description: This Spell allows the Caster to command an Undead. Signature Call: None System: For ten minutes the target Undead, who must have the Monster Racial Abilities Duration: 10 Minutes

Mindless and Undead, must obey the commands of the caster. The Undead target will perform simple tasks to the letter of the given instruction, but are not capable of complex tasks that require any significant cognitive ability (Example: the caster may not command the Undead to follow the commands of other characters). Spell Call: , I Call Forth the Deads’ Commandment

Deads’ Fortification Description: This Spell bolsters a target Undead. Signature Call: “Resist” System: The target Undead, who must have the Monster Racial Ability Undead, is Duration: Until the target sustains affected by the Spells Bestow, Shield, and Spell Shield. The Spell shield must be used enough damage to remove the additional to resist the next Spell cast on the target and the Shield must be used to resist the next Body Points and uses the Shield and Weapon Delivered Attack against the target. Spell Shield.

Spell Call: , I Call Forth the Deads’ Fortification

Heal Description: This Spell heals the target of moderate wounds. Signature Call: None System: The target heals 50 Body Points. This is considered a Healing Effect. Duration: Instant

Spell Call: , I Call Forth the Heal

Lightning Bolt Description: This Spell attacks the target with a bolt of lightning. Signature Call: None System: The target takes 50 Damage. This is considered electrical damage for the Duration: Instant purposes of certain Monster Racial Abilities such as Regeneration. This is considered a Damage Dealing Effect. Spell Call: , I Call Forth the Lightning Bolt

Mystic Armor Description: This Spell forms a hard bubble around the target, acting as armor and Signature Call: “Resist” granting additional Armor Points. Duration: Until the target sustains System: The target gains temporary additional armor, worth 50 Armor Points. This enough damage to remove the additional magic armor does not hinder the movement of the target and is not included when Armor Points. determining whether the target is Lightly Armored or Heavily Armored (see “Chapter 1: The Basics”). These Armor Points last until the target sustains damage that removes them, and can only be restored by recasting this Spell. Additionally, this spell grants a Resistance Countermeasure to the very next Weapon Delivered Attack that hits the target following the application of this Spell. Spell Call: , I Call Forth the Mystic Armor

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Shield Description: This Spell makes the target temporarily resistant to a weapon attack. Signature Call: “Resist” System: The target may use this Spell as a Resistance Countermeasure against one Duration: Until Used

Weapon Delivered Attack of their choosing. This Spell only protects the target, not the target's possessions so it will not stop Shatter Strikes, Fumble Strikes, Armor Breach or other strikes of that nature. It may be used to prevent attacks against the target’s claws should they have them, as claws are considered part of their person (See the Racial Ability Claws). Spell Call: , I Call Forth the Shield

Spell Shield Description: This Spell makes the target temporarily resistant to other spells. Signature Call: “Resist” System: The target may use this Spell as a Resistance Countermeasure against one other Duration: Until Used

Spell that targets them, of their choosing, with the exception of the Spell Fading Magic. This Spell only protects the target, not the target's possessions so it will not stop the Spell Shatter or other Spells of that nature. It may be used to prevent Spells that affect the target’s claws should they have them, as claws are considered part of their person (See the Racial Ability Claws). Spell Shield does not work on Spells delivered via a Potion. Spell Call: , I Call Forth the Spell Shield

Level 4 Spells

Bestow Description: This Spell bolsters the amount of damage the target may sustain. Signature Call: None System: The target gains 50 Body Points on top of their current total, healing damage Duration: Until the target sustains and potentially raising the target’s Body Point total above their normal maximum. For enough damage to remove the additional example, if the target had only sustained 15 Damage prior to being targeted by this Spell Body Points. they would not only heal that 15 damage, but actually have their current Body Point total raised 35 points above their normal maximum. If the target was unhurt when the Spell was Cast upon them, they would have their current Body Point total raised 50 points above their maximum. These additional Body Points remain until the target has sustained enough damage to remove them. If the character is affected by the Racial Ability Glamour or the Spell Fading Magic then any Body Points exceeding their maximum total as a result of this Spell are lost. This is considered a Healing Effect.

If the target does not exceed their maximum Body Points this Spell functions identically to Heal and is considered an Instant Duration. If this is the case an additional Bless or Bestow may be cast on them to increase their Body Points above their maximum. Spell Call: , I Call Forth the Bestow

Deads’ Destruction Description: This Spell destroys weak Undead. Signature Call: None System: If the target of this Spell has both the Racial Abilities Undead and Mindless Duration: Instant they immediately becomes Dead, bypassing Bleeding to Death (see “Chapter 3: Life and Death”). This is an Instant Death Effect. Spell Call: , I Call Forth the Deads’ Destruction

Friendship Description: This Spell causes the target to feel as if the caster is a dear, trusted friend. Signature Call: None System: The target should treat the caster as if they were a close friend and is unaware Duration: 10 Minutes that they are affected by this Spell. The target must understand the concept of friendship to be affected by this spell, and should treat the target as they would any of their other friends. This is subjective and will vary from target to target. If the caster attacks the target with any ability this Spell is cancelled. This is considered a Mind Altering Effect. Spell Call: , I Call Forth the Friendship Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 78 of 133 Legacies Rulebook, Winter 2013

Lay of Hands Description: This Spell grants the target a healing touch which they can use to heal Signature Call: “50 Body” other characters. Duration: 10 Minutes, as long as the System: The target must plant their foot (they may choose which foot) in place on the foot remains planted ground. While their foot remains planted each character the target touches heals 50 Body Points. The target may only heal each character once in this manner, though if the Spell is recast upon them they may heal characters an additional time. This Spell lasts for 10 minutes, or until the character lifts or moves their planted foot, whichever is sooner. The healing touches are a Healing Effect, though this Spell itself is not. Spell Call: , I Call Forth the Lay of Hands

Mana Storm Description: This spell grants the target the ability to hurl magic bolts that deal damage. Signature Call: “10 Mana” System: The target must plant their foot (they may choose which foot) in place on the Duration: 10 Minutes, as long as the ground. While their foot remains planted the target may hurl Packets at other characters, foot remains planted representing damage deal bolts of raw magic that deal 10 Damage. They may only throw one Packet at a time, but there is no limit to the number of Packets they can throw while under the effects of this Spell. Each time the target throws a packet they must say the signature call “10 Mana”. This Spell lasts for 10 minutes, or until the character lifts or moves their planted foot, whichever is sooner. The Bolts of Magic are a Damage Dealing Effect, though this Spell itself is not. Spell Call: , I Call Forth the Mana Storm

Release Description: This Spell releases the target from all mundane and magical bindings. Signature Call: None System: The target is freed from the effects of the Spells Pin, Bind, and Paralyze, the Duration: Instant

Alchemical Compound Paste of Stickiness, and the Monster Racial Ability Entangle, as well as physical bindings such as rope or manacles. Spell Call: , I Call Forth the Release

Restoration Description: This Spell heals damaged limbs. Signature Call: None System: The target has all damaged, missing, or crippled limbs restored to full health, Duration: Instant though this Spell does not restore Body Points. If a character with the Racial Ability Claws had their claws destroyed this Spell will also restore those. Spell Call: , I Call Forth the Restoration

Shatter Description: This Spell destroys on item Signature Call: None System: A target Standard or Quality Crafted item is destroyed. Its Phys Rep may not Duration: Instant be used and its Item Tag must be destroyed. Master Crafted items are unaffected by this spell. If used against another character, the caster must specify an item on the character to be destroyed in the Spell Call. This Spell targets items rather than people and may not be made into a Potion. Spell Call: , I Call Forth the Shatter Example: “By my will, I call forth the Shatter your sword”

Wizard Lock Description: This Spell creates a magic lock around a sealable container. Signature Call: System: This Spell can only be Cast on Quality or Master Crafted containers. When Duration: All Event

Cast the Caster specifies a command phrase of their choosing, which they write down on a 3” by 5” index card along with the fact that a Wizard Lock affects the container. The card should be attached to the inside lid/flap of the container affected by this spell. This card is considered Out of Game. Each time the container is opened the command phrase must be spoken and the container may not be opened without saying the command phrase. If the container is destroyed this Spell is cancelled. Characters may not be sealed into containers with this spell. This Spell targets items rather than people and may not be made into a Potion. Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 79 of 133 Legacies Rulebook, Winter 2013

Spell Call: , I Call Forth the Wizard Lock Example: “By my will, I call forth the Wizard Lock Open Sesame”

Level 5 Spells

Creation of the Dead Description: This spell animates up to three corpses as mindless zombies under the Signature Call: None caster's control. Duration: 10 Minutes

System: Only a corpse that has not previously been animated may be the target of this spell. The corpse must be Dead, if they are Bleeding to Death or a Spirit the corpse may not be animated (see “Chapter 3: Life and Death”). Each zombie must be given a temporary character card listing the zombie abilities written on a piece of paper no smaller than 3"x5" by the caster. The card should be in the format: Zombie: Claws, Undead, Mindless, Critical Strikes, Body Points, Weapon Master, Style master. The caster may choose to animate:  3 zombies with 25 body and 1 Critical Strikes;  2 zombies with 50 body and 6 Critical Strikes;  1 zombie with 100 body and 11 Critical Strikes. Effectively, when including the damage done by the Claws Racial Ability with the Critical Strikes, the zombies will deal either 5, 10, or 15 Damage per attack. If creating more than one zombie, all bodies must be within arm’s reach when the spell is cast. Zombies may not speak except to parrot one sentence as given by the caster. If this Spell is delivered by a Potion it may not be split among multiple targets thus may only animate a single zombie. Spell Call: , I Call Forth the Creation of the Dead Note: This Spell suspends the five minute countdown of a Dead character, delaying when they will become a Spirit. The countdown resumes where it was suspended once the target is no longer affected by this Spell.

Curing of the Madness Description: This Spell makes a character lucid temporarily. Signature Call: None System: All Mind Altering Effects on the target are suppressed for ten minutes, having Duration: 10 Minutes no effect during that time. If an Effect would normally expire during that time, it still expires. Any new Mind Altering Effects that target the character while under the effects of this Spell take effect normally. Roleplay psychological and emotional maladies are also temporarily cured for the duration of this Spell, but will resume once the duration expires. Spell Call: , I Call Forth the Curing of the Madness

Inferno Description: This Spell attacks the target with a massive ball of fire. Signature Call: None System: The target takes 100 Damage. This is considered fire damage for the purposes Duration: Instant of certain Monster Racial Abilities such as Regeneration. This is considered a Damage Dealing Effect. Spell Call: , I Call Forth the Inferno

Reflect Description: This Spell redirects another Spell back at the caster. Signature Call: “Reflect” System: The target may redirect on Spell of their choice back at the caster of that Spell Duration: Until Used by saying the Signature Call “Reflect”. This will affect Spells delivered via Spell Strike and Spell Effect even though they are not typically considered to be Cast, as well as Spells Cast from Spell Scrolls and Spell Slots, however it does not work against Potions. The Caster may use the Skill Mortal Dodge or any applicable Resistance or Immunity Countermeasures to avoid the Spell reflected back at them, and may additionally use Reflect themselves to send the spell back at the original target. This is not considered

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 80 of 133 Legacies Rulebook, Winter 2013 a Resistance Countermeasure as it does not nullify the Spell but instead directs it at a different target. Spell Call: , I Call Forth the Reflect

Silence Description: This Spell strips the target of the ability to speak. Signature Call: None System: The target of this Spell may not make any type of In Game vocal noise. The Duration: 10 Minutes target is unable to speak, Cast Spells, or use any ability whose Signature Call is In Game, as denoted by Italicized and Underline text. They may still use any ability whose Signature call is Out of Game, such as attacking with weapons. Spell Call: , I Call Forth the Silence

Wrack Description: This Spell causes the target to be consumed with unbearable pain. Signature Call: None System: The target does not sustain any physical damage from this Spell, however they Duration: 10 Minutes feel as if they are experiencing excruciating pain and should act accordingly. The target must physically fall down, and while they can roll about in pain they may not crawl or move about in a directed motion. They may not attack or defend themselves however are not considered immobilized with regard to Counted Actions. The target may not speak coherently, but may make sounds of pain. This Spell has no effect on characters already under the effects of the Alchemical Compound Numb. Spell Call: , I Call Forth the Wrack

Level 6 Spells

Blight Description: This Spell attacks the target with a bolt of negative energy. Signature Call: None System: The target takes 50 Damage To Body, bypassing Rush and Armor Points and Duration: Instant subtracting damage directly from Body Points. This is considered cold damage for the purposes of certain Monster Racial Abilities such as Regeneration. This is considered a Damage Dealing Effect. Spell Call: , I Call Forth the Bligh

Maim Description: This Spell cripples the target’s arms or legs. Signature Call: None System: When Cast the caster specifies Arms or Legs at the end of the Spell Call. The Duration: Instant target will have either both Arms or both Legs crippled and rendered unusable. This Spell can be used multiple times to cripple all of a target’s limbs. Targets with their legs crippled may not use the Skills Rush or Mortal Dodge. Spell Call: , I Call Forth the Maim Major Heal Description: This Spell heals the target of major wounds. Signature Call: None System: The target heals 100 Body Points and one damaged or crippled limb of the Duration: Instant target’s choice. This is considered a Healing Effect. Spell Call: , I Call Forth the Major Heal

Paralyze Description: This Spell immobilizes the target from the neck down. Signature Call: None System: The target may not move their limbs or torso, though they may still move their Duration: 10 Minutes head and speak. They are considered immobilized for the purpose of Counted Actions and may not perform any action that requires movement, including using Avoidance Countermeasures, Spell Casting, or gaining the benefit of the Skill Rush. Spell Call: , I Call Forth the Paralyze

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 81 of 133 Legacies Rulebook, Winter 2013

Sanctuary Description: This Spell creates an impenetrable barrier around a room or building. Signature Call: I Banish the Sanctuary System: This Spell may only be Cast on a building with a roof, or an individual room Duration: All Event with at least three walls. Once Cast, this Spell prevents the entry and exit of all physical and ethereal beings including other characters, with the exception of Spirits which may exit but may not enter. It immediately shuts all doors and windows that are open, and creates an invisible barrier at all entry points, including those that lack a door or window. No Weapon, Touch, or Packet Delivered Effects may be delivered through a Sanctuary. This spell must be noted on a 3” by 5” card that is attached to the area under the effects of the Sanctuary, near the entrance(s). The Caster of Sanctuary may remove it by saying the Signature Call “I Banish the Sanctuary” or by cancelling their magic (See “Cancelling Spells” above). Once a Sanctuary is removed it must be re-Cast to protect the building. There may only be one Sanctuary cast on a building at one time, though it may be on multiple individual rooms within one building. This Spell targets items rather than people and may not be made into a Potion. Spell Call: , I Call Forth the Sanctuary

Level 7 Spells

Death Description: This Spell immediately kills the target. Signature Call: None System: The target of this Spell immediately becomes Dead, bypassing Bleeding to Duration: Instant

Death (see “Chapter 3: Life and Death”). This is an Instant Death Effect. Spell Call: , I Call Forth the Death

Fading Magic Description: This Spell dispels all other magical spells on the target character or item. Signature Call: None System: All active Spells on the target are immediately cancelled. Spell Shield cannot Duration: Instant be used to resist this Spell; however Reflect may be used to redirect it at the caster. Spell Call: , I Call Forth the Fading Magic

Life Description: This Spell completely heals the target, so long as they are not a Spirit. Signature Call: None System: The target is brought back to full health, with all Body Points healed and all Duration: Instant crippled or destroyed limbs restored, even if the target is Dead (see “Chapter 3: Life and Death”). This Spell has no effect if the target has already become a Spirit though. This is considered a Life Effect. Spell Call: , I Call Forth the Life

Program Description: This Spell will hold another Spell in abeyance until a predetermined Signature Call: when the condition is condition is met. met “Program ” System: When Cast the caster specifies another Spell as well as a specific condition, Duration: Until Used designated by a phrase up to 10 words in length. When the condition is met, the target is affected by the designated Spell as if it were just Cast upon them at that moment. In addition to the Spell Slot or Spell Scroll used to Cast Program, another Spell Slot or Spell Scroll corresponding to the Designated Spell is also consumed. The caster must fill out a 3” by 5” card when they Cast Program, denoting the target, designated Spell, condition to trigger the Spell, and date and time the Program was Cast.

If delivered from a Potion the Spell that is used in conjunction with Program must also be delivered via Potion and must be consumed simultaneously. If delivered from a Spell Scroll the second Spell may be from either a Spell Slot or Spell Scroll. If delivered from a Spell Scroll, the caster must be holding both the Spell Scroll for Program as well as the second Spell at the time they Cast Program and both Spell Scrolls are simultaneously consumed when Program is Cast. Spell Call: , I Call Forth the Program Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 82 of 133 Legacies Rulebook, Winter 2013

Example: “By my will, I Call Forth the Program Life the Moment I become Dead”

Protection Description: This Spell grants the target protection that allows them to leave a Signature Call: None hazardous situation. Duration: 10 Minutes, or until the target System: The target of this spell cannot be targeted by any weapon attack, Spell, unclasps their hands from behind their Alchemy, Elixir, or Skill, though they may be targeted by Racial Abilities and Rituals. back

The target must walk a minimum of 30 yards away from hostile situations; however they may pass through a hostile situation if it is the only path that will allow them exit from the area. To stay in Protection, the target must keep their hands clasped behind their back and they must keep moving continuously. The target may not move at any speed faster than a walk while under the effects of this spell and if they are under the effects of a Pin or Paralyze spell, or are in some other way immobilized in one position this spell has no effect.. Spell Call: , I Call Forth the Protection

Performing Rituals Rituals are incredibly powerful magics available only to characters with a significant Skill Point investment in Magic and Ritual Skills. They require preparation and effort to carry out, unlike Spells which can be Cast at a moment’s notice, however Rituals deliver substantially more powerful effect than Spells should the Ritual succeed. Should the Ritual fail, the character(s) involved may suffer negative consequences. There are six level of Ritual, each more powerful than the previous. Prerequisites Ultimately the only things necessary to perform a Ritual are an Incanter, a character with the appropriate Ritual Skills, and the Ritual Scroll. The term Incanter is used to refer to the character conducting the Ritual. There are six incanting Skills, Apprentice Incanting through Archon Incanting, each corresponding to a level of Ritual. In order to perform a Ritual the Incanter must have the Incanting Skill corresponding to the level of Ritual being performed. They must also have the appropriate Ritual Scroll. Ritual Scrolls Ritual Scrolls are items produced by characters with the Master Scribe Production Skill though they may use Scribe Production Points from any of their Scribe Production Skills to produce the Scroll. The Ritual Scrolls are printed by Logistics and are 8.5” by 11” Phys Reps on parchment. The Phys Rep acts as its own Item Tag in this specific case. Each Ritual has its own Ritual Scroll. The front of the Ritual Scroll is considered In Game, while the back is Out of Game — though the Incanter is aware In Game of the information on the back of the Ritual Scroll. Only characters with the skill Master Scribe, or the Incanting Skill corresponding to the level of the Ritual depicted in the Ritual Scroll may identify what ritual the Scroll corresponds to, or even if it is a valid Ritual Scroll. Characters may not buy a Lore Skill to identify Ritual Scrolls, though they may have Lore Skills that let them identify what Ritual is being performed once an Incanter begins preparations for a Ritual. Ritual Scrolls may only be destroyed by the Skill Shatter Unshatterable, though typically they are also destroyed as a result of performing the Ritual depicted by the scroll. Setup Each Ritual Scroll details five components that must be met for the Ritual to be properly performed. Any or all of the steps may be left out; however doing so increases the chances that the Ritual will fail. The five components are representational of the five elements: Earth, Air, Fire, Water, and Spirit. Earth A certain number of active participants must be present as part of the ritual; active participants are characters whom both they and the Incanter agree are participating in the Ritual. The Incanter is considered a participant, and for Rituals that require only one person should be the only participant involved. For Rituals cast on a target character the character may or may not be a participant of the Ritual, depending on whether they and the Incanter wish for them to be. Only the Incanter needs to have the Skills necessary to perform the Ritual; the other participants do not need to meet any sort of requirements other than being conscious and willing to be part of the Ritual. Air Each Ritual must be performed at a certain time of day as specified by the Ritual Scroll. A time range is given on the back of the Ritual scroll and it is considered inclusive. For example, a time range of 01:00 to 03:00 may be performed exactly on 01:00 or 03:00, or at any point in between, and be valid. Fire Each Ritual Scroll contains a symbol that must be present at the location the Ritual is being performed. The symbol must be at least 12” in diameter, plus an additional 2” per level of the Ritual. The depiction of the symbol must be an accurate scale representation of Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 83 of 133 Legacies Rulebook, Winter 2013 the Ritual Symbol. Symbols are typically drawn with chalk or similarly temporary material, and usually must be redrawn after each casting of a ritual unless a white stone was drawn from the chance bag (see “Execution” below). If Master Crafted chalk (or similar smith produced item, such as ink) is used the symbol lasts until the end of event, or until intentionally erased by someone. Multiple ritual symbols may be present, however if the symbol pertinent to the Ritual is touching another symbol it does not count toward the Ritual. Ritual symbols must be clearly visible at the time of the ritual.

Permanent Symbols Ritual symbols that persist through events (are not erased after a ritual is performed, or at the end of event) can be created by either a Smith or Scribe. Such symbols need a distinct and consistent Physical Representation and cannot just be drawn on the floor before the Ritual. Information on Scribe produced Permanent Symbols can be found later in this chapter while details of Smith produced symbols can be found in “Chapter 7: Smith”. Permanent Ritual Symbols will still be judged for their accuracy; an inaccurate symbol on the Phys Rep may adversely affect the outcome of the ritual. Water The Incanter must collect various material components as specified by the Ritual Scroll, and make sure they are present. All material components must be present and visible with both the Phys Rep and Item tag laid out; leaving out one material component is the same as leaving all of them out. Certain Rituals will require the components be arranged in a specific manner, while others simply require the components to be present. All material components must be either Quality or Master Crafted. Quality Crafted components will be destroyed at the end of the Ritual unless the Incanter draws a white stone from the Chance Bag (see below). Master Crafted components may only be destroyed if the Incanter draws a black stone, and then only if the Plot Referee feels it is appropriate. Spirit The Incanter must speak a specific verbal incantation, written on the Ritual Scroll. The incantation is written in Thracian (Latin) and the Incanter must pronounce all of the syllables without stuttering, inserting additional syllables, or dropping syllables in order to properly represent the incantation; however the Plot Referee will allow some variance in the proper pronunciation of the various syllables (Example: either a long or short A sound would generally be considered correct). This is the final element of the Ritual and signifies when the Ritual actually commences. The Plot Referee must be present when the Incanter attempts the incantation. Anchorhead Characters with the Skill Anchorhead may create an Anchorhead around the location in which a Ritual is being performed with the purpose of containing any deleterious effects of the Ritual within the Anchorhead should the Incanter draw a black stone from the Chance Bag. In order to perform an Anchorhead the character places a circle around the people performing the ritual. The person creating the Anchorhead can either be part of the ritual, in which case they will need to be within the circle, or be an observer of the ritual outside of the circle. The circle does not have to be perfect, but it should clearly represent careful effort to create a something round. It must be unbroken (i.e. have no gaps in the perimeter) and be created with In Game items that are either Quality or Master Crafted. The type of items used are left to the player’s discretion so long as they can be used to represent a circle – the attempt can be as simple as drawing a circle on the ground with chalk to something as involved as using a rug with a circle embedded in the rug’s pattern (NOTE: Salt should never be used to represent an Anchorhead as it will kill vegetation). Additionally, embellishments such as runes and glyphs, religious icons, and other props may be used to add flair to the Anchorhead, but each item must similarly have a corresponding Quality or Master Crafted Item Tag.

Once the Plot Ref arrives to adjudicate the ritual (see “Execution” below) the character must physically touch the circle and recite the Signature Call “Anchorhead”. They may optionally also put on some performance such as a Latin incantation, chanting to spirits, or other character appropriate effect to symbolize and effort by the character to contain any adverse effects should the Ritual fail. The Plot Ref will then have the character draw a stone from a Chance Bag to determine how successful the Anchorhead was. For the first Anchorhead performed by the character for that event the Chance Bag has one white stone and nine blue stones. During each subsequent Anchorhead that the character performs that event a blue stone will be removed and a black stone will be added. Additionally, if the character has made little effort to make the circle appear round in shape a blue stone will be converted to a black stone. Conversely if the character has made an effort above and beyond simply creating a circle (Example: the afore mentioned runes or glyphs, some performance after activating the Anchorhead, used a very involved Phys Rep for the circle, etc.) the Plot Ref may use their discretion to swap one or more black stones back into blue, creating a greater chance of success. Like all Chance Bag based abilities Anchorhead is subject to Cool Down which may also adversely impact the stone ratio in the bag.

The color of stone drawn by the character does not impact the success or failure of the Ritual, but rather the impact of the ritual failing or succeeding (see “Execution” below for information on determining success and failure during rituals). If a white stone was drawn for the Anchorhead and the ritual fails, the ill effects suffered by the participants in the ritual are decreased, and the character creating the Anchorhead suffers no repercussions unless they also participated in the ritual. If a white stone was drawn for the Anchorhead and the ritual succeeded the Plot may optionally give some additional benefit to the ritual being performed (Examples: negate the Cool Down between the current ritual and the next one or preserve any Quality Crafted Ritual components used in the ritual). If a blue stone is drawn for the Anchorhead it has no effect on the degree of success or failure of the ritual; however should the ritual fail the person who performed the Anchorhead falls under the effects of the Racial Ability Glamour. If a black stone is drawn there is no effect on the degree of success, however if the Ritual fails there is an increased ill effect for the participants. Additionally the person who performed Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 84 of 133 Legacies Rulebook, Winter 2013 the Anchorhead has two options in the event the ritual fails: they may either suffer the same repercussions as the Incanter performing the ritual or they may choose to drop the Anchorhead which would cause all people within proximity to the ritual (including themselves) to suffer some ill effects. Typically these ill effects are less significant than those involved in the ritual, but that does not mean that they are trivial. If a participant in the ritual is also the person who created the Anchorhead, they get hit twice by the negative effects. The character that created the Anchorhead is aware of whether it is good (a blue or white stone was drawn) or bad, and may choose to redo the Anchorhead if they are not comfortable risking a bad one.

After a ritual has failed a new Anchorhead must be created to protect any additional rituals. Furthermore, once an Anchorhead is activated (i.e. a stone has been drawn from a Chance Bag for the Anchorhead), if anything crosses the circle the Anchorhead is negated and a new one must be activated. Conditions that negate the Anchorhead include, but are not limited to, a character stepping across the circle, grabbing or passing something across the area cordoned off by the circle, having garments such as cloaks bridging the circle, etc. The Plot Ref will notify the person maintaining the Anchorhead if they believe the circle has been breached. Once an Anchorhead has been negated, all Quality Crafted items used as part of the Anchorhead are destroyed. For example, if the Anchorhead was drawn with Quality Crafted Chalk, the circle would need to be erased or redrawn. Master Crafted components are unaffected and may be reused. If another Anchorhead is desired immediately another character can step in to maintain one, or the original character can risk another black stone as a result of violating Cool Down. Of note, one Anchorhead may be used for multiple rituals, provided that none of those rituals fails and that nothing crosses the Anchorhead. Execution Once all of the Ritual is setup, with all of the steps except for the verbal incantation prepared, a Plot Referee should be notified so that they may adjudicate the actual performance of the Ritual. When the Plot Referee arrives the Incanter should hold the Ritual Scroll in one (or both) of their hands and begin the verbal incantation (the Spirit step) to signify that the Ritual is being performed. The moment they start speaking the incantation the Plot Referee will consider the other steps — whether the right number of people are present (Earth), whether the time of day is correct (Air), whether the symbol is drawn correctly (Fire), and whether the correct material components are present (Water). They will also determine if the verbal incantation is correct. The Plot Referee does not need to disclose to the Incanter which, if any, components were done incorrectly, though the Ref may opt to do so if they wish. The Incanter merely needs to attempt the first few syllables of an incantation to begin the Ritual, and once they do even their death will not stop the ritual from completing; however if the Ritual Scroll is destroyed via the Skill Shatter Unshatterable while the Incanter is reciting the verbal incant, the Chance Bag will be stacked against them with one white stone, one blue stone, and eight black stones. When the Incanter finishes their attempt at the verbal incant (or the Scroll is destroyed) the Plot Referee will call a Stand Down to adjudicate the success of the Ritual. Determining Success The Incanter draws from a Chance Bag. For each of the five steps that were skipped or not properly represented a blue stone is replaced with a black stone, and additional black stones may be present if the Incanter is within the Cool Down Period of another ritual they performed. The player of the Incanter is not aware of which stones are in the bag specifically, however with the exception of the Ritual Scry, they may look at the stone that they draw from the Chance Bag. If they draw a white stone the ritual succeeds amazingly, allowing them to keep the Ritual Scroll, ritual symbol, and any material components even if they are only Quality Crafted. The Ritual will additionally incur no Cool Down Period. If they draw a blue stone the Ritual succeeds, however the Ritual Scroll is destroyed as are any Quality Crafted material components. If the Incanter draws a black stone they incur negative effects in proportion to the level of the Ritual performed and how many black stones were in the bag. Additionally any other person involved in the Ritual may be subject to negative effects, and should the Incanter have forgone an Anchorhead or if a black stone was drawn for the Anchorhead and the character performing the Anchorhead chose not to contain adverse effects, other nearby characters may also be affected. The scope and nature of the deleterious effects are left to the discretion of the Plot Ref adjudicating the ritual.

Ritual Targets If the target of the Ritual, be it person or item, is not within the line of sight of the Incanter at the time they say the verbal incantation representing Spirit, the Ritual will at best have no effect, though the Incanter must still draw from the Chance Bag and will still suffer deleterious results if he or she draws a black stone. Additionally, if an Anchorhead is used, the target must be within the Anchorhead otherwise the Ritual similarly has no effect. Resting Between Rituals As with all pulls from a Chance Bag there is a Cool Down Period between each casting of a Ritual unless the player draws a white stone from the Chance Bag. This affects all Rituals performed, rather than a specific Ritual, so even if the character just performed a Scry Ritual they will have Cool Down before they can perform a Spirit Link Ritual, for example. Ritual Variants Normally, when an Incanter performs a ritual they simply get the result. When successfully performing a Scry the Incanter is simply made aware of the answers to their questions; when successfully performing a Sunder the target simply falls over sundered. The lack of explanation for how the effect is delivered is intended in order to keep rituals generic and applicable to characters of any In Game culture or belief. Players may instead wish to tailor the ritual specifically to the flavor of their character, with the effects delivered via

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 85 of 133 Legacies Rulebook, Winter 2013 a specific method. For example a character that is performing Create Cursed Item could simply perform the ritual as normal, and have the item end up with some negative effect, or they could perform a variation of the ritual and represent the negative effect by chaining a malevolent spirit to the item. Alternatively, if a character was trying to use the Scry ritual to find out who was behind an arson they could simply perform the ritual as normal and get the answer, or if they wished for a more interesting Scry they could instead use the ritual to summon a fire elemental and ask the elemental about the arson.

Regardless of whether the player is performing the ritual normally, or performing a variation, the basic steps and results remain the same. The character still needs the Ritual Scroll, still needs to perform each step detailed in the scroll, and the results of each ritual will not change. They may add or substitute symbols, items, and verbal components to make the performance of the ritual more specific to the variation they are performing, however the substitutions must be of equal or greater investment, complexity, and difficulty, as determined by Plot. For example, it would not be feasible to substitute an item of lower Production Point value for one of higher, or substitute English for the Latin incantation. Furthermore if the player is performing a variation they also need an applicable Lore Skill that pertains to how they intend for the effects of the Ritual to be realized and they must notify Plot in advance so that they may prepare as necessary for the ritual variation. In the first example above concerning Create Cursed Item possible applicable lores include, but are not limited to, vengeful spirits, evil spirits, spirit summoning, etcetera. There are many possible lores that could apply, and generally most variations a player can imagine are acceptable; some variations, such as summoning gods, the great dragons, or living people or beings, are never allowed. Plot has final say on whether a variation is acceptable or not.

The primary benefit of performing a variation of a ritual is to tailor it to the personality and flavor of a player’s character, and to create a more engaging experience when performing the ritual. However, with Plot’s discretion, the ritual might have a higher chance of success or other positive benefits. Characters that attempt a ritual variation without an appropriate lore may likewise have a higher chance of failure or other negative determent, also at Plot’s discretion. Enchantments and Enchantment Slots Certain rituals leave a lasting enchantment on a character, a place or an item. These Enchantments initially last for a period of six months, starting the month the ritual is cast. The Enchantment duration can be extended either by recasting the Enchantment, which extends the duration six months, by casting the Permanence Ritual on the Enchantment, making the Enchantment permanent, or in the case of Enchantments on items, by casting a different Enchantment on the item. In the descriptions of the Rituals below it will be noted whether each ritual is considered an Enchantment or not.

Characters may only have a limited number of Enchantments and Enchanted Items (also known as Magic Items) on their person at once; each Enchantment cast on a character takes up one Enchantment Slot and each Enchanted Item carried by a character takes up two Enchantment Slots. By default a character only has six Enchantment Slots, though this total can be raised up to ten with the Arcane Mark Ritual. If a character is consuming more Enchantment Slots than they have available all of the Enchantments, both on the character and on the items, go dormant. The Enchantments are still present however they do not function until the character has reduced the combined total number of Enchantments on their person and Magic Items they are carrying to be equal to or fewer than the number of Enchantment Slots the character currently has.

Multiple Enchantments may be put on a single item without drawback, and regardless of the total number of Enchantments on an item it only takes up a two Enchantment Slots. The spell Enchanted Blade does not count toward Enchantment Slots as only ritual Enchantments will take up an Enchantment Slot.

Enchantments on a place have no effect on Enchantment Slots. They are considered enchantments purely for the sake of the Permanence ritual. Named Items Once an Item is Enchanted by either the Rituals Imbue Temporary Magic Item or Create Cursed Item the Incanter designates a name of their choosing for the item to designate that it is no longer simply a mundane item. Magic Items are rare and special in Legacies and providing a suitable name for the item helps exemplify that. An Incanter may change the name of the item each time Imbue Temporary Magic Item or Create Cursed Item is performed on the item, at their prerogative. Once an item is permanently Enchanted by the ritual Permanence its name may only be changed with permission of the Owners after demonstrating significant justification for a name change. Rituals Ritual List The six levels of Ritual, and the corresponding Rituals in each level or listed below. Rituals listed as variable can be performed at different levels to achieve different Effects; however the Incanter must have a Ritual Scroll for the Ritual that is at least the level they wish to perform. It may be a greater level if they wish.

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Ritual Name Ritual Level Ritual Name Ritual Level Ritual Name Ritual Level Scry 1 Arcane Mark 4 Eldritch Focus 6 Safe Haven 4 Reincarnation 6 Proxy 2 Transform into Undead 4 Sunder 6 Spirit Link 2 Hallowed Ground 5 Bolt of Mana Variable Cloak versus Spell 3 Permanence 5 Break Ritual Variable Transmute Spirit 3 Spirit Shackles 5 Create Cursed Item Variable Imbue Temporary Magic Item Variable

Ritual Descriptions The descriptions are categorized by Ritual Level and presented in the following format:

 Ritual Name: The In Game name for the Ritual.  Description: A general summary of what the Ritual does.  System: The game mechanics for the Ritual, describing how the Ritual works Out of Game. These are the detailed rules describing how the Ritual works within the Legacies rules framework.  Signature Call: Certain Rituals, once Cast, have a Signature call to designate when the Ritual is activated or used. All Signature Calls are considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game Signature Calls actually are said by the character rather than player, and any Effect In Game that would prevent the character from speaking would prevent the use of these particular abilities.  Enchantment: Whether the Ritual is considered an Enchantment for the purposes of the Ritual Permanence and whether it consumes an Enchantment Slot (see above). Enchantments will be listed as whether they affect an item (the item must be Master Crafted), a Place, a Person, or N/A to designate that it is not an Enchantment.  Duration: How long the Ritual has effect once it has been performed. Instant duration means that the effects of the ability resolve the moment they are used.

Level 1 Rituals

Scry Description: This Ritual allows the Incanter to magically perceive information Enchantment: N/A concerning a given subject or event. Duration: Instant

System: Use of this Ritual allows the Incanter to ask three related questions of Plot, on a topic of the Incanter’s choice. Each question may be about any topic from any time period, past, present, or future, with the provision that the three questions have a thread of commonality shared between them. If Plot does not know or cannot obtain the answer to the Scry, the Incanter does not receive an answer to the question; however at the Plot Ref’s prerogative they may allow the Incanter to substitute a different question. Plot has the prerogative to question other players and receive truthful answers from them to determine the answer to a Scry. Questions about future events will always receive only a possible answer, as the events are not predetermined. Questions concerning future events dependent on a truly random occurrence, for example a draw from a Chance Bag, do not need to be answered by the Plot Referee, though should they choose they may enumerate some of the possible outcomes. Once the Ritual has been performed and the Incanter is asking questions of the Plot Ref other players may not provide input into which questions to ask though they may discuss questions with the Incanter prior to the ritual being performed.

Scry is the only Ritual in which the Incanter may not see the color stone they draw from the Chance Bag. They should draw the stone and hand it to the Plot Ref without looking at it. Signature Call: None

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Level 2 Rituals

Proxy Description: This Ritual allows a character to store a spell on them self or another Enchantment: Character character for later use. Duration: 6 Months

System: A character may cast a Spell from their Spell Slots in conjunction with Proxy by saying the Signature Call “ Proxy” on themselves or on another character. Rather than the Spell taking immediate effect as it would normally, the spell is stored on the target character for use at some point in the future. To use a stored Spell, the target character says the Signature Call “Activate ” and may deliver the Spell via Packet or Touch as if they had just cast the spell. When the Spell is Activated it may not be interrupted as Spells cast normally are, however the process of storing the spell on a character can be interrupted. The target character may cancel spells that they activate if they have the Skill Casting, however spells may be activated by characters without Casting.

A character may have only one spell stored on them via Proxy at a time. If an attempt is made to store a second spell on them, the second spell is stored and the first is lost. If a Character goes to Spirit with a spell stored on them via Proxy, the spell is lost. A character may only store a spell via Proxy if the Spell is cast from a Spell Slot; Spells from Spell Scrolls, Magic Items, and Potions may not be stored. Proxy may not be used with Damage Dealing or Instant Death Effect Spells.

This ritual may not be used in conjunction with the Skill Spell Sonnet to store spells on multiple people simultaneously. Signature Call: “ Proxy” to place on a character, “Activate ” for a character to use the spell

Spirit Link Description: This Ritual binds an item to a character. Enchantment: Item System: When performed, this Ritual will form a link between a specified Master Duration: 6 Months

Crafted Item and a specified character; items so bound cannot be further than a Radius of Arm Span from the character it is bound to. If the item moves outside the Radius of Arm Span it moves towards the bound character until it is within the appropriate distance, unimpeded by barriers or walls. In order to fulfill this mechanic the player of the bound character should either move the item or ask nearby players Out of Game to move it for them. If another player currently has the item on their person they can either opt for their character to be pulled towards the bound character or they may gently and safely toss the bound item Out of Game towards the character bound to the item. The item does not need to be passed directly to the bound character but instead it can be put within the character’s physical vicinity so as to satisfy the distance requirements. Thrown weapons or ammunition for launched weapons may not be targeted by this Ritual. Effects that knock items away from the character such as the Skill Fumble Strike and the Spell Disarm remove the item to the maximum distance the item can freely travel under the effects of this Ritual.

Should the character bound to the item become a Spirit (see “Chapter 3: Life and Death”) the item will travel with the Spirit rather than remain bound to the body of the character. When the character becomes a Spirit the item takes on the same ethereal properties as a Spirit, unable to interact with, or be affected by the physical world, and remains in Spirit form until the character is Resurrected or Sunders. Spirits may not wield a bound weapon against physical targets.

Additionally, the character that the item is linked to may reap the benefits of any ritual enchantments or the detriment of magical curses on the item without using the item, however no other character may use the enchantments or be affected by the curse even if they are holding the item. For example, if the character has a spirit linked ring that allows them to cast Lightning Bolt three times an event the character may use this ability while the ring is in a pouch rather than on the character's hand, however they may not Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 88 of 133 Legacies Rulebook, Winter 2013 allow another character to wear the ring and have both characters be able to cast Lightning Bolt. Bonus damage or Spell Strikes that affects a particular weapon or Bonus Armor Points affecting a particular piece of armor may not be transferred to another weapon or piece of armor in this way.

The item must be present during the ritual along with the intended owner. The Spirit Link, Owner's name, and expiration date will be noted on the Item Tag. Signature Call: None

Level 3 Rituals

Cloak versus Spell Description: This Ritual makes a target immune to a specified Spell. Enchantment: Character System: When performed, the Incanter specifies the target character and a specific Duration: 6 Months

Spell. Until the Ritual expires, this Ritual acts as an Immunity Countermeasure against the specified Spell for the target. Each time the target is hit by the specified Spell they should say “No Effect” to signify that they are immune to the effects of the Spell. Characters may have multiple instances of Cloak versus Spell cast on them to gain the benefits of immunity to multiple spells; however each instance of this ritual consumes an Enchantment Slot. Signature Call: “No Effect”

Transmute Spirit Description: This Ritual transforms the target character into the specified PC Race Enchantment: N/A permanently. Duration: Instant

System: When performed the Incanter specifies the target character and a specific PC Race, transforming the character into that PC Race. The target must assume the costuming requirements for that PC Race, and choose which Racial Abilities applicable to that Race that they want. Should the target be transformed into their existing Race they may opt to change which Racial Abilities they currently have. The Plot Ref will note the change on the Character Card corresponding to the affected character; during sign out at the end of the event Logistics will copy this change into the database so that it is reflected on future character cards for the player.

If changing into a half breed race (Paleteth, Half-Fae, Half Orc, etc.) the target may choose the mix of parents provided that the mix is a valid combination of PC races. In the case of Half-Fae Plot must approve the target’s Fae parent race. Any race specific material components used in the ritual may be from any member of the half breed race, regardless of mix of parents. For mongrel races the Incanter must specify the type of mongrel for the target to transform into, and for race specific material components of the ritual to be accepted they must match that type of mongrel. Plot must also approve the type of mongrel. Signature Call: None

Level 4 Rituals

Arcane Mark Description: This Ritual adds two additional Enchantment Slots to the target character. Enchantment: Character, does not take System: When performed the Incanter specifies the target character as well as a up an Enchantment Slot specified location and design of a tattoo on the character. The tattoo must be at least Duration: 6 Months

3"x5" in area and functions per the rules of the Elixir Indelible Ink however the Elixir Erasure does not remove it. Once the Ritual effects fade the tattoo does as well. A separate tattoo appears per instance of the Arcane Mark ritual active on the character. Each Arcane mark raises the number of Enchantment Slots on the character by two, though a character may have no more than two Arcane Marks. While this ritual is Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 89 of 133 Legacies Rulebook, Winter 2013 considered an Enchantment for the purpose of the Rituals Permanence and Break Ritual it does not occupy an Enchantment Slot itself. Signature Call: None Safe Haven Description: This Ritual protects a room from magical eavesdropping. Enchantment: Place System: The Incanter must perform this Ritual in the room they wish for the Ritual to Duration: 6 Months protect. The room may not be larger than the cabins at an event site used for sleeping though may be as small as a broom closet, and it must have at least three walls. Neither the Ritual Scry nor the Racial Ability Divination may be used to ascertain information about the room protected by this Ritual, its contents, or events that transpire within the room following while the room is protected. Events that transpired prior to the Ritual being applied may still be determined via Scry. Signature Call: None

Transform into Undead Description: This Ritual transforms a target character into an Undead. Enchantment: N/A System: The target character begins the transformation into an Undead per the Monster Duration: Instant

Racial Ability Infection. The actual progression into an Undead and which Undead the character may turn into (Vampire, Lich, etcetera) are only available to character’s with appropriate Lore Skills. If the Incanter has an appropriate Lore they may specify which Undead the target is turned into, otherwise the Plot Referee will decide. The transformation is not immediate — should the target be Splinter Resurrected (see “Chapter 3: Life and Death”) or consume the Elixir Holy Water within three events of this Ritual being performed the Ritual is undone. On the fourth event following the Ritual the character is considered fully Undead and has their permanent Resurrections reduced to 0. This means that they cannot go to Spirit, but will instead Sunder. It also means that they cannot be Reincarnated. Signature Call: None

Level 5 Rituals

Hallowed Ground Description: This Ritual protects a room from Undead or against Spirits and Intangible Enchantment: Place Creatures. Duration: 6 Months

System: There are two variations of this Ritual: a version to protect a room against Undead and a version to protect a room against spirits and intangible creatures. The room may not be larger than the cabins at an event site used for sleeping though may be as small as a broom closet, and the room must have at least three walls and a roof. A room may have both versions of this Ritual active at a time, however both must be performed separately and one instance does not extend the duration of the other. Additionally each instance requires separate uses of the ritual Permanence to extend. The Incanter must perform this Ritual in the room they wish for the Ritual to protect.

All entrances to the room must be clearly marked with the appropriate orange symbol no smaller than 18" in width to designate that the area is affected by this Ritual (symbols discussed below). The symbol is considered Out of Game; players must be aware of the effect however their characters are not.

Each variation of the Ritual has the following effects:  In the variation that protects against Undead this Ritual suppresses all Necromantic Effects within the affected room; none of the Abilities designated Necromantic Effects may be used within the room and all active Necromantic Effects on characters entering the room are cancelled when the character enters. Additionally no character with the Monster Racial Ability Undead may enter the room. Undead who approach the edge of the room feel an uncontrollable compulsion not to enter the area. No effect in game can override this compulsion. Undead may still swing a melee weapon into the area as well as use missile weapons, Spells, Racial Abilities, and other abilities from

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outside of the area to target individuals within the room affected by this Ritual, provided that none of the Abilities are Necromantic Effects. Symbol: Orange U for undead.

 In the variation that protects against Spirits and Intangible creatures no character with the Monster Racial Ability Intangible or who are currently in Spirit form (see “Chapter3: Life and Death”) may enter the room. Affected characters who approach the edge of the room feel an uncontrollable compulsion not to enter the area. No effect in game can override this compulsion. Affected characters may still swing a melee weapon into the area as well as use missile weapons, Spells, Racial Abilities, and other abilities from outside of the area to target individuals within the room affected by this Ritual. Symbol: Orange S for spirit Signature Call: None

Permanence Description: This Ritual extends the duration of a Ritual Enchantment indefinitely. Enchantment: Character, Item, or Place System: This ritual alters a Ritual Enchantment with a normally temporary duration into Duration: Permanent one with a permanent duration. The target of the original Ritual in question (whether character, place or item) must be present when Permanence is cast. Upon successful completion of the Ritual the Plot Referee should note that the Ritual has been made permanent, either on the Item Tag in the case of Enchantments on Items or on the Character Card for Enchantments on Characters or Location. The player should show the note to the Head of Logistics at Sign Out at the end of Event so that either a new Item Tag denoting the permanent duration can be issued or, in the case of Enchantments on a character, a note placed on the Character Card of the target.

One Permanence Ritual will affect all Ritual Enchantments currently on a single item at once (effects added via the Rituals Create Cursed Item, Imbue Temporary Magic Item, Spirit Link, or Spirit Shackles); however no additional Ritual Effects may be added while an item is affected by Permanence. Conversely a separate Permanence Ritual must be used for every Enchantment on a character or place, however additional enchantments may still be placed on the character or place after Permanence is cast on them. These new Rituals must have a separate Permanence performed on them if the player wishes to make the new rituals permanent.

While this ritual is considered an Enchantment for the purpose of the Ritual Break Ritual it does not occupy an Enchantment Slot itself. That does not mean that the rituals that were made permanent by this ritual do not, themselves, take up an Enchantment Slot. Signature Call: None

Spirit Shackles Description: This Ritual causes an item to bind to the first character that touches it. Enchantment: Item, does not take up an System: This Ritual functions identically to the Ritual Spirit Link, with two exceptions. Enchantment Slot Rather than the Incanter specifying the target character that the item is bound to during Duration: 6 Months the ritual, the first character that touches the item following the ritual is bound to the item. Characters may handle the item with gloves or some other protective layer without fear of being subject to Spirit Shackles so long as the gloves or other layer has a corresponding Item Tag, and are Quality or Master Crafted. Additionally, unlike Spirit Link this Ritual is considered an Enchantment for the purpose of the Rituals Permanence and Break Ritual however it does not occupy an Enchantment Slot itself. Signature Call: None

Level 6 Rituals

Eldritch Focus

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Description: This Ritual allows the target to Cast Spells from a specific level spell slot Enchantment: Character without being interrupted when attacked. Duration: 6 Months

System: When performed the Incanter specifies the target character as well as a specific level Spell Slot. The target may Cast Spells from Spell Slots of the specified level without being subject to the rules for “Interrupting Spell Casting” (see above), provided that they append the word “Focus” to the end of their Spell Call (Example: “By my will, I call forth the Death, Focus”). In this way other players are made aware that they should take the effects of the spell despite the caster being in a situation that would normally cause the spell to be interrupted. The target may cast a lower level spell using the designated spell slot to gain the benefits of this ritual on the lower level spell. Characters may have multiple instances of Eldritch focus cast on them to gain the benefits with multiple spell slot levels, however each instance of this Ritual consumes an Enchantment Slot. Signature Call: “ Focus”

Reincarnation Description: This Ritual will bring a character that has Sundered (see “Chapter 3: Life Enchantment: N/A and Death”) back to life. Duration: Instant

System: This Ritual must be performed within one year, to the month (rather than day), of a character Sundering and leaving play. Successfully performing the Ritual will bring the character back to life; however it removes two Permanent Resurrections. If this brings the character below zero Permanent Resurrections, they instantly Sunder again. In all other ways, the character is returned to perfect health. Signature Call: None

Sunder Description: This Ritual Sunders the target character. Enchantment: N/A System: The target character is Sundered (see “Chapter 3: Life and Death”), Duration: Instant

permanently killing the character unless they are then targeted by the Ritual Reincarnation. Signature Call: None

Variable Level Rituals The following Rituals have a variable level depending on the level of effect desired. The Ritual Scrolls are scribed at a specific level and the level is noted on the ritual scroll by Logistics. A higher level ritual scroll may always be performed to achieve a lower level effect; for example a third level Break Ritual can be used to break the effects of a second level Ritual despite not being second level itself.

Bolt of Mana Description: This Ritual enables the target to shoot bolts of magic from their hands to Enchantment: Character damage enemies. Duration: 6 Months

System: The target character may throw Packets or touch delivered attacks at enemies, representing bolts of magical damage. While using this Ability the character may move around, and being struck by weapons or spells does not interrupt the ability as it would if the character was casting spells. Countermeasures that Avoid or Resist Spells similarly work against damage done by Bolt of Mana. Immunity Countermeasures against magic in general also work against damage done by Bolt of Mana. Level 4:  The character may throw unlimited magic bolts at enemies, at will. Each bolt does 5 Damage, plus 1 additional damage for every 7th Level Spell Slot the character has (Example: a character with five 7th Level Spell Slots would be able to throw Packets that deal 10 damage a piece), however if the character has more than 25 7th level Spell Slots they are limited to dealing 30 damage. The character may only throw one bolt at a time, but may throw as many as they wish over the duration of this Ritual. Each time the character throws a bolt for this Ritual they must say the Signature call “ Magic”, where is the numeric damage they deal with the Ritual (Example: “10 Magic”). The character may choose to deal less damage than their maximum. Level 5:

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 Characters may use their 3rd and 5th level Spell Slots to deal large blasts of damage. For each 3rd level Spell Slot expended the character may deal a Bolt of Mana, which deals five times the damage of the 4th level variant of this ritual (Example: a character that would deal 10 damage with this 4th level variant of this Ritual could use a 3rd level Spell Slot to deal 50 damage). The Signature Call for this is “Bolt of Mana ”. For each 5th level Spell Slot expended the character may deal a Blast of Mana, which deals ten times the damage of the 4th level variant of this ritual (Example, a character that would deal 10 damage with this 4th level variant of this Ritual could use a 5th level Spell Slot to deal 100 Damage). The Signature Call for this is “Blast of Mana ”. Spell Slots used in this manner should be marked off of the back of the Character Card as if the character had cast a Spell of that level. Characters who have expended all Spell Slots of an appropriate level may optionally use a higher level Spell Slot for similar effect (Example: A character that has used all of their 5th level Spell Slots may still use Blast of Mana by expending a 6th or 7th level Spell Slot instead). Even though Spell Slots are expended in the use of these abilities these are not considered Spells and are not interrupted as the caster would be if attacked while casting a Spell. This variant of the Ritual does not also grant the 4th level ability; in order to have both abilities a character needs both levels of this Ritual on their person, each taking up an Enchantment Slot. If the character has more than 25 7th level Spell Slots they may use the true total (5 + total 7th level Spell Slots) rather than the maximum 30 damage that the 4th level variant of this ritual when multiplying damage. Signature Call: “ Magic” or “Bolt of Mana ” or “Blast of Mana

Break Ritual Description: This Ritual cancels an existing Ritual Enchantment. Enchantment: N/A System: When performed the Incanter specifies a character, item, or place, which must Duration: Instant be at the location the Ritual is performed at, and a specific Ritual Enchantment on that character, item, or place. If successfully performed, Break Ritual will nullify the specified Ritual Enchantment, removing it from the character, item, or place. If the desired Enchantment is affected by the Ritual Permanence, a Break Ritual must be performed on the Permanence prior to the desired Enchantment. The Ritual Scroll used for Break Ritual must be at least the level as the Enchantment being targeted. Signature Call: None

Create Cursed Item Description: This Ritual places a curse on the target item, enchanting it with a Enchantment: Item – Does not take up deleterious Effect. an Enchantment Slot System: This Ritual Enchantment curses a Master Crafted item with one of the negative Duration: 6 Months effects listed below, chosen by the Incanter. The cursed effects that may be imbued in the item increase in power with the level of the Ritual Scroll used. Only one curse may be imbued into the item each time this Ritual is performed, however this ritual may be performed multiple times on the same item. While this ritual is considered an Enchantment for the purpose of the Rituals Permanence and Break Ritual it does not occupy an Enchantment Slot itself.

The following are the possible Effects: Level 4:  Suppress Skill – The item suppresses the use of one Skill, as designated by the Incanter. If the item is on a character's person they may not gain any benefit from the Skill designated. The Incanter, or one of the participants in the Ritual, must possess the skill designated. The skills Critical Strike, Style Master, Weapon Master, Marksman, Back Strike, Read Magic, and Casting may not be designated by this Ritual. Level 5:  Spell Susceptibility – The item prevents a character from defending against the designated spell in any way. They may not use any Resistance or

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Immunity Countermeasures against the Spell, however they may use an Avoidance Countermeasure to avoid being hit by the Spell. The designated spell is specified by the Incanter.  Suppress Secondary Racial Ability – The item prevents a character from using their secondary Racial Ability. The Racial Ability unique to a particular race (and marked with {} on the table of racial abilities in “Chapter 2: Character”) is considered the primary Racial Ability; all other Racial Abilities are considered secondary Racial Abilities. If the character did not take the primary Racial Ability for their race, or is playing a Mongrel, it is the second ability listed on the Character Card. If a Mongrel took the same ability twice it only prevents them from using the Racial Ability three times rather than six. Characters with only a single Racial Ability, for example Human characters, are unaffected by this curse. Level 6:  Suppress Greater Skill – as the fourth level ability Suppress Skill however there is no restriction on which skill may be designated.  Suppress Primary Racial Ability – as the fifth level Suppress Secondary Racial Ability however it targets the primary racial rather than the secondary racial. If the character does not possess the primary racial ability for their race, or is a mongrel, this ritual affects the first racial ability listed on the Character Card. Characters with the Racial Ability Additional Skill Points are unaffected by this curse.  Suppress Ritual Enchantments – A character with the target item on their person may not gain the benefits of any Ritual Enchantment that takes up an Enchantment Slot however they still are affected by any Ritual Enchantment that does not take up an Enchantment Slot (Spirit Shackles, items cursed by this ritual, and Arcane Mark). They may not use items enchanted with Imbue Temporary Magic Item however they can still use the Spell Enchanted Blade as it is not a Ritual and does not take up an Enchantment Slot. Signature Call: None

Imbue Temporary Magic Item Description: This Ritual creates a magic item, invested with significant power. Enchantment: Item System: This Ritual Enchantment imbues a Master Crafted item with one of the Effects Duration: 6 Months listed below, chosen by the Incanter. The magical effects that may be imbued in the item increase in power with the level of the Ritual Scroll. Only one Effect may be imbued into the item each time this Ritual is performed however this Ritual may be performed multiple times on the same item.

Ammunition for launched missile weapons, for example arrows, bolts, or siege engine ammunition may not be enchanted with weapon specific enchantments; instead the enchantment goes on the launcher (bow, crossbow, siege weapon, etcetera) and is conveyed to the projectile. For example, Spell Strike can be enchanted on a bow and the owner may use the Spell Strike when firing arrows, despite the fact that it is the arrow, rather than bow, which strikes the target.

The following are possible Effects: Level 1:  Add Taught Skill – The item may be used once to teach a specified Skill, in place of a character needing a teacher to learn the designated Skill (see “Chapter 2: Character”). One of the participants in the Ritual needs to possess the Skill designated. In order to use this ability the player needs to present the item to the Head of Logistics when signing out at the end of an event and specify that they are using the item to learn the Skill. The Head of Logistics will alter the item tag to represent that the item cannot be used a second time to teach the skill.  Add Lesser Spell Effect to Item – The item allows the wielder to use a designated Spell from Level 1 or 2, three times an event. To use the spell the wielder simply says "Activate ". The designated Spell is chosen by the Incanter at the time the Ritual is cast. Level 2: Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 94 of 133 Legacies Rulebook, Winter 2013

 Add Skill Store – The item grants the user the ability to use the Skill stored in it. Each prerequisite for that Skill (as listed in the skill cost chart in “Chapter 2: Character") must be imbued into the item first. A character involved in the Ritual (not necessarily the Incanter) must have the Skill being imbued into the item.  Add Spell Effect to Item – Functions similar to the first level ability Add Lesser Spell Effect to Item however the designated spell can be any spell from Level 1 through 4.  Add Lesser Spell Strike – Three times an event the target weapon may be used to convey the effects of the designated spell to a target, per the rules for Spell Strike in “Chapter 4: Warrior”. The designated spell may be any spell from levels 1 or 2. This enchantment may only be used on weapons. Level 3:  Add Greater Spell Effect to Item – Functions similar to the first level ability Add Lesser Spell Effect to Item however the designated spell can be any Spell from Level 1 through 6.  Add Spell Strike – Functions similar to the second level ability Add Lesser Spell Strike however the designated spell can be any spell from Level 1 through 4.  Add +2 Damage to Weapon – The target weapon does an additional +2 damage, increasing the base damage of the weapon (see “Chapter 4: Warrior”). This damage will be multiplied for the purposes of the Lethal Strike and Fatal Strike Skills. This enchantment benefits only the weapon it is cast on; if a character is wielding a second weapon the benefit is not conveyed to both weapons. This enchantment can only be cast on weapons. This bonus does not allow the character to exceed the maximum base damage of Melee and Thrown Weapons (See “Chapter 4: Warrior”).  Add +20 Armor Points to Armor – The target piece of armor gains an additional +20 Armor Points. These bonus Armor Points are not considered when evaluating whether a character is Lightly or Heavily Armored. This enchantment can only be cast on a piece of armor. Level 4:  Add Greatest Spell Effect to Item – Functions similar to the first level ability Add Lesser Spell Effect to Item however the designated spell can be any spell from Level 1 through 7.  Add Greater Spell Strike – Functions similar to the second level ability Add Lesser Spell Strike however the designated spell can be any spell from Level 1 through 6. Level 5:  Add Greater Skill Store – Functions similar to the second level Add Skill Store however three skill stores are added to the item at once. Three different skills may be added or the Incanter may choose to add multiples of the same skill. A skill and its prerequisites may be added at once with this use of the ritual.  Add Greatest Spell Strike – Functions similar to the second level ability Add Lesser Spell Strike however the designated spell can be any spell from Level 1 through 7.  Add +4 Damage to Weapon: Functions similar to the third level Add +2 Damage to Weapon, however it adds 4 Damage rather than 2. This bonus does not allow the character to exceed the maximum base damage of Melee and Thrown Weapons (See “Chapter 4: Warrior”).  Add +40 Armor Points to Armor – Functions similar to the third level Add +20 Armor Points to Armor however the piece of armor instead gains 40 additional Armor Points rather than 20. Signature Call: None

Scribing Scribing is the Production Ability used to create various written or drawn items; for example, Spell Scrolls, Spell Focuses, and Ritual Scrolls. The Skills Apprentice Scribe, Journeyman Scribe, and Master Scribe compose the collective Scribe Ability. Each Skill grants the character knowledge to Scribe certain items, however the Production Points granted by each skill may be used to make any Scribe

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Item the character knows how to make. For more information “Creating Items” in “Chapter 1: The Basics”, and the description of each Scribe Skill in “Chapter 2: Character”. Creation Scribes do not know how to create items from scratch. They need an existing copy of the item in order to copy from. In the case of variable level Ritual Scrolls, the character may produce any level of the Ritual Scroll from any level copy. For example, if a character has a second level Imbue Temporary Magic Item Ritual Scroll they may still copy from it to produce a fifth level version of the Ritual. “Creating Items” in “Chapter 1: The Basics” describes how the character specifies what they wish to make between event and how they spend Production Points from their Scribe Skills to make those items.

At the beginning of an event, when a player signs in at Logistics to get their Character Card and Item Tags that they made with their Scribe Production they must show Logistics the original items that they copied from, to establish that they had the appropriate original necessary to make a copy. Item Quality In the charts in the below section there is a chart heading that specifies Item Quality which denotes whether the item is considered Standard, Quality, or Master Crafted in regards to what abilities may destroy the item. For example, the Skill Shatter Unshatterable is the only ability that may destroy Master Crafted Items. It also denotes the minimum Scribe Skill necessary to know how to produce the item. Apprentice Scribe allows a character to produce Standard Crafted Scribed Items, Journeyman Scribe allows the character to produce both Standard and Quality Crafted Scribed Items, and Master Scribe allows the character to produce Standard, Quality, and Master Crafted Scribed Items. Consumable Scribed Items A Scribe can produce certain items that are magical in nature which are consumed when used, destroying the item —specifically Spell Scrolls and Ritual Scrolls. Specifics on Ritual Scrolls and Spell Scrolls can be found earlier in this chapter. The cost of Spell Scrolls and Ritual Scrolls, both in terms of Scribe Production Points and Copper Pieces is listed below:

Item Cost in Production Points (PP) Cost in Copper Pieces (CP) Item Quality Spell Scroll 2 PP per level of Spell 3 Copper Pieces per PP Standard Crafted (Apprentice Scribe) Ritual Scroll 50 PP per level of Ritual 6 Copper Pieces per PP Master Crafted (Master Scribe)

The costs are variable dependent on the level of Spell or Ritual being scribed. For example, a Spell Scroll corresponding to Spell Shield, a 3rd level Spell, would cost 6 PP (2 PP per Level * 3rd Level), and 18 Copper pieces (6 PP * 3 Copper Pieces per PP). Permanent Scribed Items Scribes can produce works of writing and illustration that endure — the item lasts until specifically destroyed with some Effect. These items can be produced as standalone entities, for example a map on its own piece of parchment, or tattooed onto a character.

As with any form of Production multiple players with Scribe Production may contribute to the total production necessary for a particular Scribing and the work on the Scribing may span multiple months to complete if there is not enough Production Points to complete it in a single month. Standalone Scribed Items If a work of Permanent Scribing is being created as a standalone work it is given its own Item Tag and expected to have its own Physical Representation. By default a Scribe produced item is physically represented by writings or drawings to represent the work of the Scribe either in a book with page dimensions no smaller than 3” by 5”, on a parchment (or similar periodesque paper, modern laser jet paper isn’t acceptable) or cloth scroll at least 8.5” by 11” in size, or on an animal hide. Other writing or drawing surfaces may also be acceptable given the approval of the Logistics.

The Phys Rep for a Scribing produced as a standalone item may not be used for other purposes as well, for example a book representing a Spell Focus may not also be used as journal for the character, though one Phys Rep may be used to represent multiple Scribing (see below). Tattoo Phys Reps A character may opt to have Scribing tattooed onto their body or another character’s body using the Elixir Indelible Ink. Each Scribing must be a distinct Tattoo, with a separate Indelible Ink used for each Scribing if more than one is present. Additionally, the Scribing must be Master Crafted. In order to acquire a Scribed Tattoo both the player of the character wanting the Tattoos and the Scribe(s) making the Scribing must inform Logistics of their intentions between events when submitting a Production Request and provide the Indelible Ink Item Tags when they check in at the beginning of game. Logistics will note the presence of the Tattoo(s) on the player’s Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 96 of 133 Legacies Rulebook, Winter 2013

Character Card. Should the character have the Elixir Erasure applied to the Tattoo it is destroyed and they should inform Logistics to have the note removed from their card. If the character has multiple Indelible Ink tattoos Erasure only erases one of the tattoos.

Each Scribed Tattoo must be Physically Represented per the rules of Indelible Ink. If the player wishes the Tattoo to cover an area larger than is allowed by the rules for Indelible Ink they may optionally use additional Indelible Inks, however an application of Erasure will erase the entire tattoo even if multiple Indelible Inks are used to make the tattoo larger. Combining Scribing in a Single Item Multiple Scribing may be combined into a single item, for example a single book may contain Spell Focuses for Level 1,2, and 3 Spells, or both Spell Focuses and Alchemy Recipes. Alternatively separate books could be used for each Spell Focus and Recipe. There is both benefit and drawback to combining multiple Scribing into one Phys Rep. Scribing that share a single item are written on the same Item Tag and are represented by a single Phys Rep. Thus any Effect that destroys that item destroys all of the combined Scribing. Conversely a single item is easier to account for, whether carrying it around on a character’s person, hiding it so that it does not fall to mischief, or simply reducing the number of physical representations a player must consistently bring to game for their character.

While combined Scribing share the same Item Tag they do not all have to be created at the same time. A Scribe can append a new Scribing to an existing Item at any point in the future. For example, if a character wants all 7 levels of Spell Focus but cannot acquire them at once they may slowly add new Spell Focuses to the same item as the game progresses. For Permanent Ritual Symbols and Spell Focuses, which can be produced by either a Scribe or a Smith this is the benefit of choosing the scribed versions, as the smithed version may only be added at the point the item is created.

Two existing Scribe produced items cannot be combined. The decision to combine scribed items must be made when the most recent Scribing is produced and Logistics must be notified of such. Permanent Scribed Items List The list of Permanent Scribed Items is, along with their associated Scribe Production Point and Copper Pieces costs are below:

Cost in Production Points (PP) and Copper Pieces (CP) Item Item Quality: Quality Crafted (Journeyman Scribe) Item Quality: Master Crafted (Master Scribe) Individual Alchemical Recipe 10 PP and 30 CP per compound 50 PP and 150 CP per recipe Full Discipline Alchemical Recipe 40 PP and 120 CP per Alchemical discipline 200 PP and 600 CP per Alchemical discipline Elixir Recipe 20 PP and 60 CP per compound 100 PP and 300 CP per recipe Full Discipline Elixir Recipe 80 PP and 240 CP per Elixir Discipline 400 PP and 1200 CP per Elixir Discipline Map1 * 100 PP and 300 CP Permanent Ritual Symbol1 * 50 PP and 150 CP 1st Level Spell Focus 10 PP and 30 CP 50 PP and 150 CP 2nd Level Spell Focus 20 PP and 60 CP 100 PP and 300 CP 3rd Level Spell Focus 30 PP and 90 CP 150 PP and 450 CP 4th Level Spell Focus 40 PP and 120 CP 200 PP and 600 CP 5th Level Spell Focus 50 PP and 150 CP 250 PP and 750 CP 6th Level Spell Focus 60 PP and 180 CP 300 PP and 1000 CP 7th Level Spell Focus 70 PP and 210 CP 350 PP and 1150 CP 1 – These items may only be Master Crafted. Permanent Scribed Item Descriptions The descriptions are presented in the following format:

 Scribing Name: The name for the Scribing.  Description: A general summary of what the Scribing.  System: The game mechanics for the Scribing, describing how the Scribing works Out of Game. These are the detailed rules describing how the Scribing works within the Legacies rules framework, however many types of Scribing are used to enable other Skills (Example: Spell Focuses enable the use of Spell Slots, Alchemical Recipes enable the use of Apothecary Production) and are discussed more in depth in the section pertaining to the Skill in question, which will be noted below.

Individual Alchemical Recipes Description: This Scribing allows a character to make a single specific Alchemical Compound. System: A character with at least Apprentice Apothecary is granted Production Points that can be spent to produce Alchemical Compounds; however in order for a character to produce a specific compound they must also have a corresponding Recipe for that compound. Individual Alchemical Recipes are useful to characters that only wish to make few specific compounds; for characters that wish to be able to produce most Alchemical Compounds within an Alchemy Discipline it is generally cheaper to buy a Full Discipline Alchemical Recipe rather than Individual Alchemical Recipes for each Alchemical Compound within the Discipline. When a Scribe produces an Individual Alchemical Recipe they must specify which Alchemical Compound the recipe is for. For more information on Recipes and producing Alchemy see “Chapter 6: Apothecary”. Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 97 of 133 Legacies Rulebook, Winter 2013

Full Discipline Alchemical Recipes Description: This Scribing allows a character to make all Alchemical Compounds within a specific Alchemy Discipline. System: Full Discipline Alchemical Recipes are similar to Individual Alchemical Recipes; however they allow a character with at least Apprentice Apothecary the ability to produce all of the Alchemical Compounds within one of the three Alchemical Disciplines: Poisons, Reactives, and Medicinals. When a Scribe produces Full Discipline Alchemical Recipe they must specify which Discipline the recipe is for. For more information on Recipes and producing Alchemy see “Chapter 6: Apothecary”.

Individual Elixir Recipes Description: This Scribing allows a character to make a single specific Elixir. System: A character with Master Apothecary is granted Production Points that can be spent to produce Elixirs; however in order for a character to produce a specific Elixir they must also have a corresponding Recipe for that compound. Individual Elixir Recipes are useful to characters that only wish to make few specific compounds; for characters that wish to be able to produce most Elixirs within an Elixir Discipline it is generally cheaper to buy a Full Discipline Elixir Recipe rather than Individual Elixir Recipes for each Elixir within the Discipline. When a Scribe produces an Individual Elixir Recipe they must specify which Elixir the recipe is for. For more information on Recipes and producing Elixirs see “Chapter 6: Apothecary”.

Full Discipline Elixir Recipes Description: This Scribing allows a character to make all Elixirs within a specific Elixir Discipline. System: Full Discipline Elixir Recipes are similar to Individual Elixir Recipes; however they allow a character with Master Apothecary the ability to produce all of the Elixir Compounds within one of the three Elixir Disciplines: Poisons, Reactives, and Medicinals. When a Scribe produces Full Discipline Elixir Recipe they must specify which Discipline the recipe is for. For more information on Recipes and producing Elixirs see “Chapter 6: Apothecary”.

Maps Description: This Scribing grants a character a map of a particular locale or sea/river chart of a particular stretch of waterway. System: Maps can be produce for a locale of any size, from a map of a small lordship up to a map of the known world; however the larger the locale the less detail the map provides. Sea and river charts are more specific, covering a particular coastline or river way, as they are not useful without detail. Normally maps and sea charts are scribed onto parchment, vellum, or in rare cases, hides, however the Scribe may use the Elixir Indelible Ink to scribe a map or sea chart onto a master crafted item produced by a Smith (Example: a Sea Chart of the Fjords of Nórdehávn scribed on a sea chest)

Permanent Ritual Symbol Description: This Scribing provides the character with a Ritual Symbol that can be used through multiple events. System: The system for Permanent Ritual Symbols is discussed in the Ritual section previously in this chapter. Normally Permanent Ritual Symbols are scribed onto parchment, vellum, or in rare cases, hides, however the Scribe may use the Elixir Indelible Ink to scribe a symbol onto a master crafted item produced by a Smith (Example: a Scry symbol scribed onto a large mirror).

Spell Focuses (1st through 7th Level) Description: This Scribing allows a character to cast Spells with their Spell Slots of a specific level. System: The system for Spell Focuses is discussed at the beginning of this chapter.

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Chapter 6: Apothecary Apothecary is a similar concept to Scribing, however rather than producing various written items that can be used for potent Effect the Apothecary Production Ability creates powerful chemical and magical compounds stored within chemists’ vials. Specifically, through Apothecary Production a character can make Alchemy which comprises unique herbal and chemical compounds, Potions which trap the power of Spells within an ingestible liquid, and Elixirs which are a wondrous amalgamation of chemicals and magic. The Skills Apprentice Apothecary, Journeyman Apothecary, and Master Apothecary compose the collective Apothecary Ability. Each Skill grants the character knowledge to create certain items, however the Production Points granted by each skill may be used to make any Apothecary Item the character knows how to make. For more information “Creating Items” in “Chapter 1: The Basics”, and the description of each Apothecary Skill in “Chapter 2: Character”. Creation Similar to Scribes, an Apothecary does not know how to create items from scratch. Rather they work from a Recipe or Spell Focus made by a Scribe to garner details on making a compound or potion. Each of the different Alchemy and Elixir compounds have a corresponding recipe that the Apothecary must work from in order to make that specific Alchemy or Elixir. For Potions the Apothecary must work from a Spell Focus made with Scribe production corresponding to the level of the Spell the Apothecary is creating a Potion for. A Spell Focus made by a Smith may not be used for this purpose. For more information on Spell Focuses and Recipes, see “Chapter 5: Wizard and Scribe”.

“Creating Items” in “Chapter 1: The Basics” describes how the character specifies what they wish to make between event and how they spend Production Points from their Apothecary Skills to make those items. Delivery Broadly, compounds and potions can deliver their effects one of three ways: either it is Applied to a surface with a Three Count Counted Action (Example: smearing the Alchemical Compound Paste of Stickiness on a surface to make the surface sticky), Ingested through a Three Count Counted Action (Example: Drinking a Potion, or pouring it down the throat of a fallen comrade), by actually drinking a Physically Represented liquid (see below), or by adding it to existing food or drink and taking a bite or sip of the food or drink, or is Packet Delivered by throwing a packet at a target to convey the effects. Further specifics of each delivery method are discussed in “Chapter 1: The Basics”. In order to use a Packet Delivered compound the character must have the Skill Thrown Weapon.

While in general there are several different delivery methods, each compound or potion has only one specific delivery method. All Potions are Ingested, while the description of each Alchemy and Elixir will specify how that specific compound should be delivered. Touch Delivery If a character attempts to use Elixir or Alchemy that would normally be Packet Delivered by instead using Touch Delivery, they take the effects of the Elixir or Alchemy rather than the intended target. Unlike the Casting of Spells, neither Alchemy nor Elixirs are afforded the flexibility of choosing either Packet or Touch Delivery. Delivery Restrictions For safety purposes there are certain restrictions on each of the delivery methods that players should be aware of:

 Legal Targets: Players have restrictions on delivering Effects via Packet or Touch, as detailed in the section “Legal Targets of Effects” in “Chapter 1: The Basics”.  Non-Combatant Delivery: In certain situations a specific delivery method may be unsafe, for example throwing Packets at players near a camp fire, or engaging a player with a Yellow Headband denoting that they are sick or injured Out of Game. Players should review the Non-Combat Rules at the end of “Chapter 1: The Basics” Interrupting Unlike Casting Spells from Spell Slots or Spell Scrolls, characters are not interrupted by attacks or similar actions when using Alchemy, Potions, or Elixirs. The only way to prevent a character from using a compound is to kill or otherwise incapacitate them; however if the player improperly speaks the Signature Call the Alchemy or Elixir will fail. Physically Representing Generally all Alchemy, Potions, and Elixirs are Physically Represented by Red Bird Seed Packets, and red fabric may not be used for any other Packet used in the game (Example: it may not be used for Packet Delivered Spells or Racial Abilities). Players may opt to use more elaborate Phys Reps for applied or ingested Apothecary items, for example using small glass or plastic vials or other containers that can be sealed and hold liquid. These containers do not actually have to be filled with liquid, however if a player wishes they can fill them with a non-toxic, non-staining substance (water, some juice, or similar non-alcoholic drinks). There is a benefit to doing this, as an ingested or applied compound actually Physically Represented by a liquid can be ingested or applied simply by actually drinking or applying the liquid rather than through a Three Count Counted Action. This is usually quicker. Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 99 of 133 Legacies Rulebook, Winter 2013

For every Alchemy, Potion, and Elixir a character carries on their person they must have a corresponding Phys Rep and Item Tag. Alchemy In order to produce Alchemy a character must have at least the Apprentice Apothecary Skill. Any character may use Alchemy, however the character will not know what Alchemical Compound they are using is unless they have the Skill Alchemical Lore or Apprentice Apothecary, or unless another character with the appropriate Skills tells them what compound a specific Phys Rep (red packet or vial) represents. Alchemy List The list of Alchemical Compounds and their associated cost in Apothecary Production Points is below. Each compound additionally costs 3 Copper Pieces per Production Point to produce; for example, the compound Transmute costs 2 Production Points so would also cost 6 Copper Pieces (2PP * 3 Copper Pieces per PP).

Compound Name Production Cost Compound Name Production Cost Compound Name Production Cost Poisons Reactives Medicinals Ailment 6 PP Explosive 10 damage per 1 PP1 Healing Draught 10 body per 1 PP1 Blade Venom 3 PP Frostbite 10 Damage per 3 PP1 Numb 4 PP Silence Gas 5 PP Oil of Slipperiness 1 PP Purify 1 PP Sleep Gas 12 PP Paste of Stickiness 2 PP Serum 5 PP Transmutation 2 PP Smelling Salts 1 PP Stabilize 7 PP 1These items can be made with as many Production Points as the Apothecary desires. For each Production Point used the compound becomes more powerful. Alchemy Descriptions Alchemical compounds are separated into three disciplines, Poisons, Reactives, and Medicinals, which broadly describe the intent of the Alchemy. These disciplines are merely a convenient way to categorize the various Alchemy for reference and do not convey any specific game mechanic themselves. The descriptions of each Alchemical Compound are categorized by discipline and presented in the following format:

 Alchemy Name: The In Game name for the Alchemy.  Description: A general summary of what the Alchemy does.  System: The game mechanics for the Alchemy, describing how the Alchemy works Out of Game. These are the detailed rules describing how the Alchemy works within the Legacies rules framework.  Signature Call: The Signature Call to use the Alchemy. All Signature Calls are considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game Signature Calls actually are said by the character rather than player, and any Effect In Game that would prevent the character from speaking would prevent the use of these particular abilities. When using an Applied or Ingested Alchemy the player does not say a specific Signature Call for that compound. Rather they should describe the action their character is taking: for example with Ingested compounds the player may say “Drinking 1, Drinking 2, Drinking 3 ” or similar Three Count Counted Action to signify that the character is consuming the compound, accompanied by an appropriate pantomimed action. If, in the description of an Applied or Ingested compound below, a Signature Call is listed that signifies a Signature Call to say while the compound is active.  Duration: How long the effects of the Alchemy last. Instant duration means that the effects of the ability resolve the moment they are used.  Delivery: How long the player delivers the Effects of the Alchemy to the target — typically Ingested, Applied, or Packet. See “Delivery” above for more details.

Poisons

Ailment Description: This Alchemy causes the target to become horribly sick. Duration: 10 Minutes System: Once under the effects of this Alchemy the target must roleplay significant Delivery: Packet

illness, including a sapping of their strength, slowness of movement, and so forth. They may not us any Abilities or Effects on other characters, including attacking other characters with weapons. Moreover they may not use Avoidance Countermeasures or Rush. The target may still use Resistance and Immunity Countermeasures, feebly try to block weapon attacks, and use Racial Abilities, Spells, Potions, Alchemy, and Elixirs on themselves. Characters affected by Ailment may not move faster than a walk. Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 100 of 133 Legacies Rulebook, Winter 2013

Signature Call: “Alchemy Ailment”

Blade Venom Description: This Alchemy coats a weapon with poison. Duration: Next strike with the weapon System: This Alchemy grants the character the ability to use the Venom Suffix (see Delivery: Applied

“Chapter 4: Warrior” for details) with their next attack with the weapon this Alchemy is applied to, conveying the effects of another Alchemy, Potion, or Elixir with the weapon attack (there are limitations on which Alchemy, Potion, or Elixir may be used, refer to the description of Venom in “Chapter 4: Warrior” for details). When applied, the character must also have an Item Tag for the Alchemy, Potion, or Elixir they wish to poison their weapon with, and that Item Tag is also consumed.

Typically one Blade Venom and the associated Alchemy, Potion, or Elixir may only be applied to a single weapon, however one Blade Venom may coat one bundle of six arrows or bolts for use with the Skills Hand Bow or Long Bow, or both claws from the Claws Racial Ability. Each arrow or claw may still only use the Venom Suffix once per application; however the character may use the Venom Suffix multiple times — once for each affected arrow or claw. Signature Call: “ Venom ” Example: “10 Edge Venom Death” or “10 Blunt Venom Sleep Gas”

Silence Gas Description: This Alchemy prevents the target from speaking or making vocal noise. Duration: 10 Minutes System: The target may not speak or make noise with their vocal cords for the duration Delivery: Packet of the Alchemy, preventing them from Casting Spells or using any Ability that requires an In Game Signature Call, denoted by an Italicized and Underline text in the description of the Ability. Signature Call: “Alchemy Silence Gas”

Sleep Gas Description: This Alchemy sends the target into an immediate and deep slumber. Duration: 10 Minutes System: Upon being affected by this Alchemy the target must immediately lay down Delivery: Packet and roleplay as if they were in a deep coma like slumber. The only things that will prematurely wake the character from the slumber is the Alchemical Compound Smelling Salts, and any ability that removes an active Alchemy from the character. Signature Call: “Alchemy Sleep Gas”

Reactives

Explosive Description: This Alchemy explodes upon striking a surface. Duration: Instant System: When creating an Explosive the Apothecary must determine the strength of the Delivery: Packet charge. Explosives do 10 Damage for every 1 Production Point used in their making, the specific amount of damage will be noted on the Item Tag. When the character uses an Explosive they must include the amount of damage it does in the Signature call; for example, “Alchemy 50 Explosive”.

This Alchemy is considered a missile based Weapon Delivered Attack with regards to what Countermeasures may be used to counter it (Example: the Spell Shield is an applicable Resistance Countermeasure as it resists Weapon Delivered Attacks). Additionally this is considered fire damage for the purposes of certain Monster Racial Abilities such as Regeneration and is also considered a Damage Dealing Effect. Signature Call: “Alchemy Explosive”

Frostbite Description: This Alchemy rapidly sucks the heat out of a surface upon striking it, Duration: Instant dealing damage straight to Body Points, bypassing Rush and Armor Points. Delivery: Packet

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System: When creating Frostbite the Apothecary must determine the strength of the charge. Frostbite does 10 Damage To Body for every 3 Production Point used in their making, the specific amount of damage will be noted on the Item Tag. When the character uses Frostbite they must include the amount of damage it does in the Signature call; for example, “Alchemy 50 Frostbite”.

This Alchemy is considered a missile based Weapon Delivered Attack with regards to what Countermeasures may be used to counter it (Example: the Spell Shield is an applicable Resistance Countermeasure as it resists Weapon Delivered Attacks). Additionally this is considered cold damage for the purposes of certain Monster Racial Abilities such as Regeneration and is also considered a Damage Dealing Effect. Signature Call: “Alchemy Frostbite”

Oil of Slipperiness Description: This Alchemy is a very low friction liquid that can be applied to make Duration: 10 Minutes surfaces very slippery. Delivery: Applied

System: This Alchemy may be applied to an area on a surface up to one square foot. A character may not stand or walk in an area affected by this Alchemy unless they have the Racial Ability Claws which functions as an Immunity Countermeasure to this compound. Characters walking into the area without Claws immediately fall down, and may only move about at a slippery crawl. Items coated with the compound may not be picked up or held, unless the character has Claws. If applied to a surface coated with the Alchemy Paste of Stickiness, the two compounds cancel each other out. If applied to an unattended surface a 3” by 5” card should be left denoting the presence of the compound and the time that it was applied. Signature Call: N/A

Paste of Stickiness Description: This Alchemy is an incredibly adhesive liquid that can be applied to make Duration: 10 Minutes a surface very sticky. Delivery: Applied

System: This Alchemy may be applied to an area on a surface up to one square foot. Any other surface that comes in contact with the affected area is immediately stuck to it, including parts of characters that come in contact with the area. Surfaces may only be unstuck if the Alchemy Oil of Slipperiness is applied to the area, which cancels out this Alchemy, or if the Spell Release is Cast on the stuck surface, which releases the surface but does not cancel this Alchemy. Items coated with this compound and then held may not be dropped even if the character holding the item is affected by an Effect that would normally force them to drop the item (Example: the Spell Disarm); this compound acts as an Immunity Countermeasure to such effects. However if the item is destroyed while the character is stuck to it, the character is stuck to the useless remains until the duration of this Alchemy ends. If applied to an unattended surface a 3” by 5” card should be left denoting the presence of the compound and the time that it was applied. Signature Call: “No Effect” if holding an item coated with the compound and affected by an Effect that would cause them to discard the item

Transmutation Description: This Alchemy can be applied to another Alchemical Compound, change Duration: Instant the other compounds method of delivery. Delivery: Applied

System: This Alchemy may only be applied to compounds within the Alchemical Disciplines Poisons and Medicinals, and only to compounds whose delivery method is Packet or Ingested. When applied, this Alchemy will change the target compound’s delivery method from Packet to Ingested, or Ingested to Packet, as appropriate. Signature Call: N/A

Medicinals

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Healing Draught Description: This Alchemy heals a character’s wounds. Duration: Instant System: When creating a Healing Draught, the Apothecary must determine the strength Delivery: Ingested of the compound. Healing Draughts heal 10 Body Points for every 1 Production Point used in their making, the specific amount of healing will be noted on the Item Tag. When the character drinks a Healing Draught they have a number of Body Points equal to the noted value on the Item Tag restored, up to their maximum number of Body Points. This is considered a Healing Effect. Signature Call: N/A

Numb Description: This Alchemy deadens a character’s ability to feel pain. Duration: 10 Minutes System: The affected character’s lack of awareness to pain allows them to sustain more Delivery: Ingested damage than they normally would be able. When the character is first affected by this Alchemy they gain a number of Body Points equal to their unmodified maximum Body Points, even if this brings the total above the character’s normal maximum number of Body Points. Furthermore, if this brings the character above their maximum Body Points, Healing Effects may restore the character to this temporary total should the character suffer injury during the duration of the compound. At the end of the duration the temporary Body Points initially gained are lost, subtracted from the character’s Body Points at the time the effects expire. If this brings the character below 0 Body Points, they are Dead, bypassing Bleeding to Death (see “Chapter 3: Life and Death”). Characters may also reap the benefits of additional effects that increase Body Points, such as the Spells Bless and Bestow however the additional Body Points from these effects are not doubled.

Additionally, Numb acts as an Immunity Countermeasure to the Spell Wrack — characters struck by Wrack while under the effects of Numb should say “No Effect” to alert the caster that they are immune. Signature Call: “No Effect” if struck by Wrack.

Purify Description: This Alchemy will nullify an unconsumed Alchemy or Potion if mixed Duration: Instant with the Alchemy or Potion. Delivery: Applied

System: This compound may be added to food or drink to nullify any other Alchemy, Potion, or Poison created by Plot that is added to the food or drink, regardless of whether it was added before or after this compound. Additionally, if mixed into a Potion or Alchemy that has not yet been used it destroys the Alchemy or Potion, and the Item Tags should be ripped and discarded. Signature Call: N/A

Serum Description: This Alchemy provides protection against other Alchemical Compounds. Duration: Instant or Until Used System: This compound may be used in two ways. First, a character currently suffering Delivery: Ingested from the effects of one or more compounds from the Poisons or Medicinals Discipline may drink the compound to remove all active compounds from those Disciplines. Alternatively a character may ingest this compound as a Resistance Countermeasure against any one Ingested or Packet Delivered Alchemy from the Poisons or Medicinals Disciplines that affects them in at some point after ingestion. Used in this way the character may choose when to use this compound and which Alchemy they wish to resist. Once used to resist an Effect this Alchemy is used up and another must be consumed if the character wishes further protection. When consumed the target may choose which of these two methods they wish to utilize.

If the target already has the Alchemy Stabilize active on them, Serum may not be used as a Resistance Countermeasure. In this instance the character may choose to for Serum to have no effect and be cancelled or for it to clear all active Poisons and Medicinals. Signature Call: “Resist”

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Smelling Salts Description: This Alchemy will revive the target from unconsciousness. Duration: Instant System: After being applied under the target’s nose, the target will wake up from any Delivery: Applied

artificial or induced sleep, for example from the Alchemy Sleep Gas, or from being Unconscious regardless of the cause (Example: being at 0 Body Points or having been the target of the Skill Waylay). If the target was Unconscious because they were at 0 Body Points, this application of this Alchemy will heal them to 1 Body Point, though this is not considered a Healing Effect. Signature Call: N/A

Stabilize Description: This Alchemy extends the time a character may be Dead before they Duration: Until Used become a Spirit. Delivery: Ingested

System: Once ingested, should the target become Dead (see “Chapter 3: Life and Death”) they will remain that way for ten minutes prior to becoming a Spirit, rather than five. This Alchemy is consumed the moment the character becomes Dead, even if they receive a Life Effect rather than becoming a Spirit.

If the target already has the Alchemy Serum active on them, ingesting Stabilize has no effect and is cancelled. Signature Call: N/A

Potions In order to produce Potions a character must have at least the Journeyman Apothecary Skill. Any character may use Potions; however the character will not know what Potion they are using is unless they have the Skill Alchemical Lore or Journeyman Apothecary, or unless another character with the appropriate Skills tells them what potion a specific Phys Rep (red packet or vial) represents. Spells that only affect items or buildings, such as Shatter and Sanctuary, may not be made into potions, as items and places do not have an ability to ingest the potion.

Item Cost in Production Points (PP) Cost in Copper Pieces (CP) Potion 2 PP per level of Spell 3 Copper Pieces per PP

The cost of a Potion is dependent on the level of the Spell being made into a Potion. For example, Spell Shield, a 3rd Level Spell, would require 6 PP to make (3rd Level * 2 PP per Level) and 18 Copper Pieces (6 PP * 3 Copper Pieces per PP). Resisting Potions As Potions deliver a Spell via ingestion, a different delivery mechanic than is typically used, several methods to counter Spells do not work against Potions. For example, the Spells Reflect and Spell Shield may not be used to counter a Potion. If an Ability that would normally work against a Spell does not work against a Potion, it will be noted in its description. Elixirs In order to produce Elixirs a character must have the Master Apothecary Skill. Any character may use Elixirs; however the character will not know what Elixir they are using is unless they have the Skill Alchemical Lore or Master Apothecary, or unless another character with the appropriate Skills tells them what Elixir a specific Phys Rep (red packet or vial) represents. Elixir List The list of Elixirs and their associated cost in Apothecary Production Points is below. Each Elixir additionally costs 6 Copper Pieces per Production Point to produce; for example, the Elixir Erasure costs 30 Production Points so would also cost 180 Copper Pieces (30 PP * 6 Copper Pieces per PP).

Compound Name Production Cost Compound Name Production Cost Compound Name Production Cost Poisons Reactives Medicinals Flesh to Stone 35 PP Cremation 30 PP Aegis of Protection 20 PP Holy Water 30 PP Erasure 50 PP Clarity of Thought 40 PP Quicksilver 30 PP Indelible Ink 10 PP Elixir of Giant Strength 20 PP Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 104 of 133 Legacies Rulebook, Winter 2013

Wyvern Poison 65 PP Obfuscate 50 PP Inoculate vs. Alchemy 40 PP Resurrection Stone1 20 PP Stone to Flesh 30 PP 1Resurrection Stones are Elixirs that are then applied to a stone or gem. Rather than being Physically Represented by a red packet or a vial they are represented by a stone. Elixir Descriptions The descriptions of each Elixir are presented in the following format:

 Elixir Name: The In Game name for the Elixir.  Description: A general summary of what the Elixir does.  System: The game mechanics for the Elixir, describing how the Elixir works Out of Game. These are the detailed rules describing how the Elixir works within the Legacies rules framework.  Signature Call: The Signature Call to use the Elixir. All Signature Calls are considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game Signature Calls actually are said by the character rather than player, and any Effect In Game that would prevent the character from speaking would prevent the use of these particular abilities. When using an Applied or Ingested Elixir the player does not say a specific Signature Call for that compound. Rather they should describe the action their character is taking: for example with Ingested compounds the player may say “Drinking 1, Drinking 2, Drinking 3 ” or similar Three Count Counted Action to signify that the character is consuming the compound, accompanied by an appropriate pantomimed action. If, in the description of an Applied or Ingested compound below, a Signature Call is listed that signifies a Signature Call to say while the compound is active.  Duration: How long the effects of the Elixir last. Instant duration means that the effects of the ability resolve the moment they are used.  Delivery: How long the player delivers the Effects of the Elixir to the target — typically Ingested, Applied, or Packet. See “Delivery” above for more details.

Poisons

Flesh to Stone Description: This Elixir turns the target to stone, eventually killing them. Duration: Instant System: The target is turned to stone per the rules for the Monster Racial Ability Petrify Delivery: Packet

(see “Chapter 9: Monster” for details). Signature Call: “Elixir Flesh to Stone”

Holy Water Description: This Elixir does tremendous damage to Undead, and in certain Duration: Instant circumstances can cure a character that is becoming Undead. Delivery: Packet or Ingested

System: This Elixir has two uses. Used either as a Packet Delivered Effect or Ingested by any character with the Monster Racial Ability Undead on their character card, this elixir deals 100 Damage to Body. This damage is subtracted directly from Body Points, bypassing Armor Points and Rush.

Alternatively, if Ingested by a character that is becoming Undead either because of the Monster Racial Ability Infection or the Ritual Transform into Undead, they are cured and the transformation is reversed; however Holy Water is only effective in doing this if no more than three events have passed since the character started becoming Undead. If four or more events have passed the character is considered fully transformed and may not be cured. Instead they are damaged by this Elixir as discussed above. This Elixir has no effect on characters that are still within three months of transformation if it is delivered via Packet or from the Alchemical Compound Blade Venom. Signature Call: “Elixir Holy Water” if Packet Delivered

Quicksilver Description: This Elixir does tremendous damage to Lycanthropes and other Were- Duration: Instant creatures, and in certain circumstances can cure a character that is becoming a Delivery: Packet or Ingested

lycanthrope or other were-creature. Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 105 of 133 Legacies Rulebook, Winter 2013

System: This Elixir has two uses. Used either as a Packet Delivered Effect or Ingested by any character with the Monster Racial Ability Shapeshifting and that is classified as a Lycanthrope or other Were-creature (Examples: Werebear, Wererat).on their character card, this elixir deals 100 Damage to Body. This damage is subtracted directly from Body Points, bypassing Armor Points and Rush.

Alternatively, if Ingested by a character that is becoming a Lycanthrope or other Were- creature because of the Monster Racial Ability, they are cured and the transformation is reversed; however Quicksilver is only effective in doing this if no more than three events have passed since the character started becoming a Lycanthrope or other Were- creature. If four or more events have passed the character is considered fully transformed and may not be cured. Instead they are damaged by this Elixir as discussed above. This Elixir has no effect on characters that are still within three months of transformation if it is delivered via Packet or from the Alchemical Compound Blade Venom. Signature Call: “Elixir Quicksilver” if Packet Delivered

Wyvern Poison Description: This Elixir instantly kills a character and causes them to become a Spirit. Duration: Instant System: The target of this Elixir will instantly fall over dead and become a Spirit, Delivery: Ingested bypassing both Bleeding to Death and Dead, assuming that they have at least one remaining Resurrection. If they do not have any remaining Resurrections they Sunder. This is an Instant Spirit Effect. For more information see “Chapter 3: Life and Death”. Signature Call: N/A

Reactives

Cremation Description: This Elixir destroys a corpse. Duration: Instant System: This Elixir may only be applied to the body of a character that is either Dead Delivery: Applied or a Spirit, and instantly destroys their body, including their torso. See “Chapter 3: Life and Death” for further details. Signature Call: N/A

Erasure Description: This Elixir removes designs created by the Elixir Indelible Ink. Duration: Instant System: When applied to a design or mark made by Indelible Ink, this Elixir nullifies Delivery: Applied

Indelible Ink and removes the design. Signature Call: N/A

Indelible Ink Description: This Elixir is used to paint a permanent design on an object or tattoo on a Duration: Permanent person. Delivery: Applied

System: When applied, this Elixir will inscribe a symbol or symbols into the target; the appearance of the design is at the discretion of the person applying the Elixir however it must cover an area at least 3” by 5” in size and no more than 12” by 12” in size. If the designer wants the symbol to be larger they must use multiple doses of this Elixir. The ink cannot be removed by any means other than the Elixir Erasure; when used on a person it marks their Spirit as well as their body and will remain on the character even if they are put in a new body via a Splintered Resurrection. If on a limb that is cut free, the design will disappear from the separated limb but reappear if the dismembered character has a new limb magically restored. Signature Call: N/A

Obfuscate Description: This Elixir makes it difficult to investigate the actions of a character under Duration: One Hour its effects. Delivery: Applied

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System: Once this Elixir is applied target's actions and whereabouts during the duration of the Elixir may not be determined through the Ritual Scry or the Racial Ability Divination. In addition, if applied to a character rather than item, they do not have any scent at all with regard to the Racial Ability Pack Sense, for the duration of this Elixir. If applied to a character rather than item all items on the character’s person are considered similarly affected by this Elixir. If applicable, a Plot Ref should note that a character was under the effects of this Elixir while burglarizing a cabin. Signature Call: N/A

Medicinals

Aegis of Protection Description: This Elixir provides protection against other Apothecary Compounds Duration: Until Used whether Alchemy, Potion, or Elixir. Delivery: Ingested

System: Once ingested this compound acts as a Resistance Countermeasure to any one Ingested or Packet Delivered Alchemy from the Poisons or Medicinals Disciplines, any one potion, or any one Ingested or Packet Delivered Elixir. The character may choose when to use this Elixir and which Apothecary Compound they wish to resist. Once used to resist an Effect this Elixir is used up and another must be consumed if the character wishes further protection. This Elixir may be used in conjunction with the Alchemy Serum to provide additional protection. Signature Call: “Resist”

Clarity of Thought Description: This Elixir cures the target of all Mind Altering Effects current affecting Duration: Instant or Until Used them. Delivery: Ingested

System: This compound may be used in two ways. First, when consumed, all active Mind Altering Effects on the character are immediately nullified and the character is freed from their influence. This Elixir has no effect on roleplay generated mental illnesses or impairments. Alternatively a character may ingest this compound as a Resistance Countermeasure to any one Mind Altering Effect that affects them at some point after ingestion. Used in this way the character may choose when to use this compound and which Mind Altering Effect they wish to resist. Once used to resist an Effect this Elixir is used up and another must be consumed if the character wishes further protection. When consumed the target may choose which of these two methods they wish to utilize. Signature Call: “Resist”

Elixir of Giant Strength Description: This Elixir increases the strength of the target. Duration: One Hour System: This Elixir increases the base damage the character does with all weapons by Delivery: Ingested

2 Damage. For Specialty Strikes that multiple damage, such as the Skill Lethal Strike, this additional 2 Damage is also multiplied. The Spell Enchanted Blade may also be used to further increase the damage a character does with weapons. This bonus does not allow the character to exceed the maximum base damage of Melee and Thrown Weapons (See “Chapter 4: Warrior”).

Additionally, when this Elixir is ingested the character is cured of the Monster Racial Ability Weakness if they are currently under its effects. If they are not affected by Weakness at the time of ingestion they may use this compound as a Resistance Countermeasure to one instance of Weakness following ingestion, even if the one hour duration of damage has expired. Signature Call: , “Resist”

Inoculate vs. Alchemy Description: This Elixir grants the target immunity to a specific Alchemy for a limited Duration: One Hour amount of time. Delivery: Ingested

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System: When an Apothecary spends production to make this Elixir they must specify an Alchemical Compound in either the Poisons or Medicinals Discipline. When this Elixir is consumed, the target receives an Immunity Countermeasure to the specified compound for the duration of the Elixir, and will be unaffected if they are targeted with the compound. Signature Call: “No Effect”

Stone to Flesh Description: This Elixir will restore a character that has been turned to stone back into Duration: Instant flesh. Delivery: Applied

System: If applied to a character that has been turned to stone by the Monster Racial Ability Petrify or the Elixir Flesh to Stone it will return the character back to flesh, cancelling the effects of the Racial Ability or Elixir. The character will be in the exact state that they were in prior to being petrified — if they were injured or dead prior to becoming stone they will still be injured or dead once they are returned to flesh. Signature Call: N/A

Resurrection Stone Description: This Elixir creates a Resurrection Stone for use with the Skill Duration: Permanent Resurrection. Delivery: N/A

System: This Elixir is in applied to a small stone or crystal during the creation process, creating a Resurrection Stone (see "Resurrection" in “Chapter 3: Life and Death”). The Resurrection Stone facilitates the use of the Skill Resurrection. The Resurrection Stone is considered to be a Master Crafted item, but is destroyed when used during a Splintered Resurrection. It must be Physically Represented with a stone or crystal instead of the normal Phys Reps used for Elixirs. Signature Call: N/A

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Chapter 7: Smith While Scribe and Apothecary allow the character to make one use fantastical items such as Spell Scrolls and Alchemy, the Smith Production Skills enable a character to produce all of the multitude of physical, mundane items that last. Smiths work steel and leather, wood and fabric to produce their wares. They are the craftsmen of Legacies, producing Armor, Weapons, Artificer items such as garments and chests, and fine mechanics such as locks. The Skills Apprentice Smith, Journeyman Smith, and Master Smith compose the collective Smith Ability. Each Skill grants the character knowledge to create certain items, however the Production Points granted by each skill may be used to make any Smith Item the character knows how to make. For more information “Creating Items” in “Chapter 1: The Basics”, and the description of each Smith Skill in “Chapter 2: Character”. Creation Unlike Scribes and Apothecaries, a Smith creates all of their wares from scratch without needing any plans. Additionally, unlike Scribes and Apothecaries, the three smith Skills do not determine what items the Smith can make, but rather only determines whether they can make the item Quality or Master Crafted. A Character that only has the Apprentice Smith Skill can only make Standard Crafted Items, while a Smith that also has the Journeyman Smith Skill may make either Standard or Quality Crafted Items, and a character with Master Smith may make Standard, Quality, or Master Crafted Items.

While making an item Quality or Master Crafted is more expensive both in Production Points and Copper Pieces there are certain advantages to doing so. Items that are Quality or Master Crafted may be affected by certain beneficial Spells and Alchemy, for example weapons may be temporarily empowered by the Spell Enchanted Blade. They may additionally be constructed of alternate or unusual materials, such as silver, cold iron, or gold (see the end of the chapter for more information on enhancing items). Master Crafted Items have the additional benefit of being practically indestructible and may be enchanted by Rituals (see “Chapter 5: Wizard and Scribe). The Skill Shatter Unshatterable is the only Effect in the game that can be used to destroy a Master Crafted Item, with the limited exception of potential ill effects from a Ritual gone awry. Certain specific items convey additional benefits if Quality or Master Crafted.

When an item is created the Smith specifies what item quality they wish to make the item, assuming they have the appropriate Smith Skill. “Creating Items” in “Chapter 1: The Basics” describes how the character specifies what they wish to make between event and how they spend Production Points from their Smith Skills to make those items. Armor Armor can be worn by any character and does not take a special Skill to use. As discussed in “Chapter 1: The Basics” each piece of armor has an associate amount of Armor Points, which represent the amount of damage that the armor can sustain before the character begins to take injury from Body Points. The quality of the piece of armor determines how many Armor Points it has. Standard Crafted Armor has a base amount of Armor Points. Quality Crafted Armor has 1.5 times the Armor Points as the corresponding Standard Crafted Armor, but costs twice the Production Points and Copper Pieces to produce. Master Crafted Armor has twice the Armor Points as the corresponding Standard Crafted Armor but costs ten times the Production Points and Copper Pieces to produce. Armor List The list of various pieces of armor and their associated cost in Smith Production Points is below, as is the amount of Armor Points granted by each piece. Each piece of armor costs 3 Copper Pieces per Production Point to produce; for example, a Master Crafted Soft Vambrace costs 30 Production Points so would also cost 90 Copper Pieces (30 PP * 3 Copper Pieces per PP). Armor made out of alternate materials, for example silver instead of steel, costs 6 Copper per Production Point rather than 3. Details on alternate materials can be found at the end of the chapter. The armor is categorized by type: Soft, Studded, Mixed, Chain, and Rigid. The items listed below are the common pieces of armor. If a player wishes to use a piece of armor not on the list they should contact the Owners ([email protected]) to get a cost and Armor Point value for the item. All armor pieces listed are for a single instance of that piece of armor. If a character wishes to use two Vambraces they need to have an item tag for each, for example.

Armor Type Standard Crafted Quality Crafted Master Crafted Soft Armor PP Cost Armor Points PP Cost Armor Points PP Cost Armor Points Helm 6 6 12 9 60 12 Gorget 2 2 4 3 20 4 Mantle 5 5 10 8 50 10 Breast Plate 10 10 20 15 100 20 Back Plate 10 10 20 15 100 20 Shirt (single piece, covers torso and back) 20 20 40 30 200 40 Pauldron1 (covers upper arm and shoulder) 3 3 6 5 30 6 Spaulder1 (covers just upper arm) 3 3 6 5 30 6 Besegew1 (must be 2” or more in diameter) 1 1 2 2 10 2 Full Arm1 (covers top of upper arm to wrist) 7 7 14 11 70 14 Rerebrace1 (must cover at least ¾ of upper arm) 3 3 6 5 30 6 Elbow Cop1 1 1 2 2 10 2 Vambrace1 (must cover at least ¾ of forearm) 3 3 6 5 30 6 Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 109 of 133 Legacies Rulebook, Winter 2013

Gauntlet1 1 1 2 2 10 2 Fauld1 3 3 6 5 30 6 Tasset1 3 3 6 5 30 6 Full Leg1 (covers top of thigh to ankle) 7 7 14 11 70 14 Upper Greave1 3 3 6 5 30 6 Knee Cop1 1 1 2 2 10 2 Lower Greave1 3 3 6 5 30 6 Sabaton1 (covers at least ¾ of the ankle and foot) 1 1 2 2 10 2

Studded Armor PP Cost Armor Points PP Cost Armor Points PP Cost Armor Points Helm 6 6 12 9 60 12 Gorget 2 2 4 3 20 4 Mantle 6 6 12 9 60 12 Breast Plate 12 12 24 18 120 24 Back Plate 12 12 24 18 120 24 Shirt (single piece, covers torso and back) 25 25 50 38 250 50 Pauldron1 (covers upper arm and shoulder) 4 4 8 6 40 8 Spaulder1 (covers just upper arm) 3 3 6 5 30 6 Besegew1 (must be 2” or more in diameter) 1 1 2 2 10 2 Full Arm1 (covers top of upper arm to wrist) 9 9 18 14 90 18 Rerebrace1 (must cover at least ¾ of upper arm) 4 4 8 6 40 8 Elbow Cop1 1 1 2 2 10 2 Vambrace1 (must cover at least ¾ of forearm) 4 4 8 6 40 8 Gauntlet1 1 1 2 2 10 2 Fauld1 3 3 6 5 30 6 Tasset1 3 3 6 5 30 6 Full Leg1 (covers top of thigh to ankle) 9 9 18 14 90 18 Upper Greave1 4 4 8 6 40 8 Knee Cop1 1 1 2 2 10 2 Lower Greave1 4 4 8 6 40 8 Sabaton1 (covers at least ¾ of the ankle and foot) 1 1 2 2 10 2

Mixed Armor PP Cost Armor Points PP Cost Armor Points PP Cost Armor Points Helm 8 8 16 12 80 16 Gorget 3 3 6 5 30 6 Mantle 8 8 16 12 80 16 Breast Plate 20 20 40 30 200 40 Back Plate 20 20 40 30 200 40 Shirt (single piece, covers torso and back) 40 40 80 60 400 80 Pauldron1 (covers upper arm and shoulder) 5 5 10 8 50 10 Spaulder1 (covers just upper arm) 4 4 8 6 40 8 Besegew1 (must be 2” or more in diameter) 2 2 4 3 20 4 Full Arm1 (covers top of upper arm to wrist) 12 12 24 18 120 24 Rerebrace1 (must cover at least ¾ of upper arm) 5 5 10 8 50 10 Elbow Cop1 2 2 4 3 20 4 Vambrace1 (must cover at least ¾ of forearm) 5 5 10 8 50 10 Gauntlet1 2 2 4 3 20 4 Fauld1 4 4 8 6 40 8 Tasset1 4 4 8 6 40 8 Full Leg1 (covers top of thigh to ankle) 12 12 24 18 120 24 Upper Greave1 5 5 10 8 50 10 Knee Cop1 2 2 4 3 20 4 Lower Greave1 5 5 10 8 50 10 Sabaton1 (covers at least ¾ of the ankle and foot) 2 2 4 3 20 4

Chain Armor PP Cost Armor Points PP Cost Armor Points PP Cost Armor Points Coif 8 8 16 12 80 16 Mantle 8 8 16 12 80 16 Hauberk (shirt – must cover torso and back) 35 35 70 53 350 70 Half Sleave1 (covers upper arm) 5 5 10 8 50 10 Full Sleave1 (must cover upper arm and at least ½ lower arm) 10 10 20 15 100 20 Half Leg1 (covers thigh) 5 5 10 8 50 10 Full Leg1 (must cover thigh and at least ½ of calf) 10 10 20 15 100 20

Rigid Armor PP Cost Armor Points PP Cost Armor Points PP Cost Armor Points Helm 10 10 20 15 100 20 Gorget 4 4 8 6 40 8 Mantle 10 10 20 15 100 20 Breast Plate 45 45 90 68 450 90 Back Plate 45 45 90 68 450 90 Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 110 of 133 Legacies Rulebook, Winter 2013

Pauldron1 (covers upper arm and shoulder) 8 8 16 12 80 16 Spaulder1 (covers just upper arm) 6 6 12 9 60 12 Besegew1 (must be 2” or more in diameter) 2 2 4 3 20 4 Rerebrace1 (must cover at least ¾ of upper arm) 6 6 12 9 60 12 Elbow Cop1 2 2 4 3 20 4 Vambrace1 (must cover at least ¾ of forearm) 6 6 12 9 60 12 Gauntlet1 2 2 4 3 20 4 Faulds 5 5 10 8 50 10 Tasset1 5 5 10 8 50 10 Upper Greave1 6 6 12 9 60 12 Knee Cop1 2 2 4 3 20 4 Lower Greave1 6 6 12 9 60 12 Sabaton1 (covers at least ¾ of the ankle and foot) 2 2 4 3 20 4 1 While typically worn as a pair, the price listed is for an individual item. For a pair the cost and armor point total is doubled Armor Chart

Phys Reps Each piece of armor a character wears must be Physically Represented by a Phys Rep that is both appropriate for an item (Example: a Spaulder may not be worn to represent a Rerebrace), and made of a material appropriate for the type of armor (Example: Rigid, Chain, etcetera). Traditional materials to represent each type are expensive so should the player be unable to afford the material an appropriate substitute is allowed. It should be obvious to other players which type of armor a substitute material is being used to represent; the Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 111 of 133 Legacies Rulebook, Winter 2013 material should be a reasonable facsimile of the material it is being substituted for both in appearance and property. For example, while there are some costume cloth that is metallic and designed to look like chainmaille, the fact that it does not have any of the rigidity of metal means that it is not a viable substitute. However aluminum or thinner gauge modern chainmaille is acceptable despite being much lighter, as it both is obviously representing chain and each link is reasonably rigid like traditional chain. Examples for each type of armor and appropriate materials for the armor are below. Players must get each armor Phys Rep approved by Logistics prior to using it, but once approved do not need it checked each event as they do their weapon Phys Reps.

Armor should not have sharp protrusions or spikes, as they pose both a safety risk to other players and will ruin the Boffer Weapons used at Legacies. Players should not be afraid to attack another player for fear of having their weapon ruined. Soft Armor This type of armor comprises padded armor or light leather of the type typically worn under harder armor to absorb blows. Some examples include padded or suede gambesons, arming caps, or under-bracers. Acceptable materials include light leather (8-9 ounce or less, not cuirboulli) or other light treated hide, faux leather or pleather so long as it is not overly shiny, thick suede or faux suede, non- shiny vinyl, and quilted fabric. The Phys Rep must look like armor — a suede doublet is clearly a garment and would not constitute leather armor. Studded Armor This type of armor is Soft Armor with the addition of studs or rings attached throughout the armor, no more than 1” apart. The studs and rings should be made out of a hard materiel, preferably a metal of some form though rigid plastics are acceptable, while the soft portion should conform to the Phys Rep requirements for Soft Armor. Mixed Armor This type of armor is comprised of equal parts Rigid and Soft Armor. Typically smaller plates of metal or heavy leather will either be attached on top of light leather or sandwiched between two layers of light leather. Larger striking surfaces are well covered with metal but much of the armor is only light leather. The plates may not be smaller than 1” by 1”, and must be within 1.25” of each other. Examples include coat of plates and splint mail. The leather portion may be made out of any material acceptable for Soft Armor, while the Plate portion may be made out of any material acceptable for Rigid Armor. Chain Chain, or chainmaille, armor is made out of interconnected links of metal, creating a chain mesh. The links may be no more than 1” in diameter. Any material acceptable for Plate armor may be used for chainmaille. Rigid This type of armor is made of rigid material such as metal. Examples include standard plate armor (typically associated with western European knights), metal lamellar and lorica segmentata, and scale maille. Preferably the Phys Reps would be made of some form of metal (stainless steel, mild steel, aluminum, etcetera, heavy weight leather (9-10 ounce or greater0, or cuirboulli (boiled or waxed leather), however fiberglass, carbon fiber, or heavy plastic (ABS plastic, thick molded polyurethane, etcetera) is also acceptable. Stacking Armor Armor may be stacked upon other pieces of armor to provide more protection, provided that it would be realistic to do so if the armor was made of the appropriate traditional material. For example, it may technically be possible to wear two breastplates if they are made of thin enough plastic, but it certainly would not be if both were made of steel, so they may not be stacked. By the same vein, it was entirely realistic for a knight to dress themselves first in a padded under layer, then chain, and then plate, creating multiple layers of protection, so characters may follow in the same vein. Weapons Weapons at Legacies are grouped and referred to by the necessary Weapon Skill to wield them, rather than names specific to each type of weapon. For example, in real life there are Long Swords, Broad Swords, Rapiers, Sabers, Cutlasses, etcetera, which all are edged weapons that require on hand to wield. Within the Legacies Rules system they are referred to simply as One Handed Edge weapons as the Skill One Handed Edge is necessary to wield them. In Game characters should not refer to the weapons as One Handed Edge as that is a game mechanic term; instead characters should use terms more reminiscent of the real world names for weapons. Weapon List Below is a list of the production costs of weapons for each Weapon Skill as well as the base damage done with the Weapon Skill and example weapon lengths for Phys Reps appropriate to that Skill. These lengths are only example guidelines; for example whether an axe qualifies as a 1 Handed Edge or a 2 Handed Edge depends more on the size of the axe head than the length of the weapon. Acceptable Phys Reps must be approved for use by a Head of Rules, Head of Logistics, or an Owner prior to use as a Phys Rep for a particular weapon type. More information on Phys Reps can be found below.

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Each weapon costs 3 Copper Pieces per Production Point to produce; for example, a Master Crafted 1 Handed Edge costs 60 Production Points so would also cost 180 Copper Pieces (60 PP * 3 Copper Pieces per PP). Weapons made out of alternate materials, for example silver instead of steal, costs 6 Copper per Production Point rather than 3. Details on alternate materials can be found at the end of the chapter.

Weapon Production Example Lengths Base Damage Examples Melee Weapons Standard PP Cost Quality PP Cost Master PP Cost Example Lengths Base Damage Examples Small Weapon1 2 4 20 12-18" 1 edge/blunt Dagger, Small Hammer 1 Handed Blunt 6 12 60 18-38" 2 blunt Mace, Single Flail 1 Handed Edge 6 12 60 18-38" 2 edge Rapier, Hand Axe 1.5 Handed Blunt 9 18 90 36-45" 3 blunt Multi Chain Flail 1.5 Handed Edge 9 18 90 36-45" 3 edge Bastard Sword 2 Handed Blunt 12 24 120 45-60" 4 blunt Maul, Staff 2 Handed Edge 12 24 120 45-60" 4 edge Zweihander, Naginata

Missile Weapons Standard PP Cost Quality PP Cost Master PP Cost Example Lengths Base Damage Examples Javelin1,4 6 12 60 Varies 6 edge/blunt Javelin, Throwing Spear Hand Bow4 9 18 90 Varies 4 edge Hand Crossbow, Short Bow Long Bow4 12 24 120 Varies 8 edge Long bow, Heavy Crossbow Siege Engine5 40 80 400 Varies 20 edge/blunt Ballista, Catapult Thrown Weapon6 See Below See Below See Below Varies 1 edge/blunt Dagger, Axe

Other Standard PP Cost Quality PP Cost Master PP Cost Example Lengths Base Damage Examples Buckler2 12 24 120 < 18" diameter - Buckler Shield2 12 24 120 > 18" diameter - Heater Shield Artificer Item1,3 Varies Varies Varies At least 8" 1 edge/blunt Frying Pan, Shovel Arrow/Bolt (per half dozen) 1 2 10 Varies - Arrows, Bolts Siege Ammo 1 2 10 Varies - Ballista Bolt 1 The type of damage these weapons do, edge or blunt, is dependent on the Phys Rep. Weapons can't do both types of damage.

2Shields and bucklers are used only to block attacks. They do not do damage and may never be used to strike another player.

3Artificer Items are items made with smith production (see next section), but are neither weapons nor armor. If an artificer item is boffer safe (see the Phys Rep section below) it may be used in combat. Artificer items do a base damage of 1 edge/blunt regardless of size but may be modified by the Skills Critical Strike and Back Strike. A character must have the skill Small Weapon to wield Artificer Items as weapons.

4It is difficult to set the length for missile weapons. For example a horse bow is only slightly larger than a short bow but is capable of producing as much force as a long bow so it does the damage of a long bow rather than a short bow. All missile weapon Phys Reps must be shown to the head Rules Ref to determine what type of ranged weapon they are.

5Siege weapons have more stringent Phys Rep requirements as detailed below

6Any weapon Phys Rep that meets the Phys Rep requirements for Thrown Missile Weapons (see next section) may be used as thrown weapons, dealing a base damage of 1 edge or blunt regardless of their normal damage when wielded as melee weapons. Phys Reps Weapon Phys Reps have the most stringent requirements of any Phys Rep at Legacies, as poorly constructed weapons pose a significant safety risk. At the beginning of each event a player must have all of their weapons inspected to ensure that they meet minimum safety requirements. For more information, see the safety section at the end of “Chapter 1: The Basics”.

Weapons should be construction of open cell or soft closed cell foam, with a rigid core not prone to breaking or flexing overly much. Fiberglass or carbon fiber, such as Kite Spar (rods used by kite makers) makes ideal cores. The foam should be covered with a coat of resilient latex paint, non-abrasive cloth, or a single layer of duct tape place lengthwise down the weapon rather than spiral wrapped. Weapons should be fairly light, with enough foam on the striking surface so that the core cannot be felt when struck. If the weapon is used for thrusting (for example, a spear), the tip of the weapon must compress easily to avoid injury and its tip should be at least slightly rounded to prevent injury if thrust into an eye. Striking surfaces must be at least 8” in length.

There are several professional Boffer Safe Latex Weapon manufacturers that make exceptionally good looking safe weapons. A list of online stores selling these weapons can be found on the Legacies Website at http://legacieslarp.org/webmenu/links.php?type=1. There are also directions on how to make a flat blade boffer weapon for people who want a reasonably easy tutorial to make a simple weapon found at http://legacieslarp.org/playermenu/flatblade.php.

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Thrown Missile Weapons must be light and may not have any rigid core. They should be made entirely of covered foam, with few protruding edges, though they may be weighted with rice or similar granular objects. Launched weapons, such as bows and crossbows may not have a draw weight exceeding 35 pounds at 28 inches of draw. Safe ammunition for launched weapons is exceptionally difficult to construct; rather than provide guidelines it is the policy of Legacies that players consult the Head of Safety if they wish to make ammunition. Similar to professionally made latex weapons, there are arrows and bolts made specifically for use with LARPs and it is preferable that these are used.

As previously mentioned, the weapon lengths for each Skill above are simply guidelines. Weapons wielded by each of the abilities should loosely fall within the size range, for example a weapon wielded by the Skill One Handed Edge should have a Phys rep that is between 18” and 38” long. Shorter than that the Phys Rep would be more appropriate for the Small Weapon Skill and larger than that the weapon would probably be more appropriate for the 1.5 Handed or 2 Handed Skills. However these lengths are not hard and fast rules; for example, weapons such as axes, hammers, and maces, where the striking surface is a head at the end of a shaft are more dependent on the size and weight of the head than the actual length of the weapon. Siege Engine Phys Reps The physical representation for the Siege Engine must be noticeably larger than traditional missile weapons such as crossbows — large enough that a single person could not feasibly hold up the Phys Rep and aim it unassisted either by another character, or by a physical mount such as a tripod, cart, built in brace, or similar mechanism. Bow based Siege Engines such as Ballista or Porcupine have the same draw weight requirements as other launched weapons. Sling, tension, or spring based Siege engines, such as catapults and trebuchets are more difficult to measure and should only be built after consulting the Head of Safety. Siege Engines may fire multiple pieces of ammunition at once, for example a Porcupine simultaneously launches several bolts, however if a character is hit by multiple rounds at once they only have to take the damage a single time, rather than once per round that struck them. As mentioned in “Chapter 4: Warrior”, the ammunition for launched weapons, including Siege Engines, is consumed when fired unless it is Master Crafted. Thus there is a drawback to Siege Engine designs that fire multiple rounds as it burns up ammunition much quicker. Artificer Items As previously mentioned Artificer Items are the various mundane items made by craftsmen that make of the wealth of everyday items within the world of Legacies — everything from shirts to blank books to chests and rope. As discussed in “Chapter 1: The Basics” even though Item Tags can technically be produced for all of the mundane items, players do not usually need to secure item tags for various prop and costuming Phys Reps. The only time it is strictly needed is if the Item actually is used for effect in the game world. For example, a character that simply has a rope Phys Rep as a background prop to add flair to their nautical themed character wouldn’t need to secure an item tag for the rope, however if they wanted to tie up other characters – an action that can has an impact on events within the game world — they would need an Item Tag for the Rhys Rep. Artificer List Below is a list of the production costs of various Artificer Items. Each Artificer Item costs 3 Copper Pieces per Production Point to produce; for example, Master Crafted Boots costs 60 Production Points so would also cost 180 Copper Pieces (60 PP * 3 Copper Pieces per PP). Artificer Item made out of alternate materials, for example silver instead of steel (or eel hide instead of leather in the example of boots), costs 6 Copper per Production Point rather than 3. Details on alternate materials can be found at the end of the chapter.

Item Production Point Cost Containers Standard PP Cost Quality PP Cost Master PP Cost Barrel 9 18 90 Bottle 2 4 20 Case (map or scroll) or Small Box 3 6 30 Chest or Large Box 15 30 150 Flask 4 8 40 Pouch 3 6 30 Water Skin 3 6 30

Garments, Jewelry, and Textiles Standard PP Cost Quality PP Cost Master PP Cost Apparel Accessories (Headband, Belt, hat, etcetera) 3 6 30 Boots (pair) 6 12 60 Bracelet 20 40 200 Broach 20 40 200 Cloak 6 12 60 Common Apparel (shirt, pants, doublet, etcetera) 4 8 40 Necklace 20 40 200 Ribbon (per foot) 1 2 10 Ring 5 10 50

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Gems and Stones Standard PP Cost Quality PP Cost Master PP Cost Black stone (onyx, jet, etcetera) 15 30 150 Diamond 20 40 200 Lead weight 1 2 10 Moonstone 15 30 150

Lighting and Illumination Standard PP Cost Quality PP Cost Master PP Cost Candle 3 6 30 Candle Holder 4 8 40 Lantern/Lamp 6 12 60 Torch 1 2 10

Tools Standard PP Cost Quality PP Cost Master PP Cost Chain (per foot) 3 6 30 Flint and Steel 1 2 10 Hand Tools (Hammer, Saw, Tongs, etcetera) 4 8 40 Rope (per foot) 1 2 10 String/Twine (per ten feet) 1 2 10 Large Tools (Shovel, Pick, Scythe, etcetera) 3 6 30

Miscellaneous Standard PP Cost Quality PP Cost Master PP Cost Altar 15 30 150 Bell 5 10 50 Book 15 30 150 Bowl 2 4 20 Chalk 3 6 30 Fountain 20 40 200 Hourglass 15 30 150 Ink 4 8 40 Ink Pen 1 2 10 Mirror 12 24 120 Mug 2 4 20 Parchment (per sheet) 1 2 10 Plate 2 4 20 Spyglass 20 40 200 Whetstone 1 2 10 Phys Reps Artificer items do not have strict Phys Rep requirements unless the player wishes to wield them as ad hoc weapons using the Skill Small Weapon. In that instance the Artificer Item must conform to the Phys Rep requirements used by any other weapon. Outside of that specific instance, the only real requirement is that the Phys Rep appear periodesque — by that what is meant is that the Phys Rep should look appropriate within the High Fantasy setting of Legacies. For example, a flash light won’t pass for a lantern but an LED light installed inside of a lantern in place of an actual flame would be fine as it provides a reasonable illusion of an item that fits in the In Game setting of Legacies. Fine Mechanics Fine Mechanics represent locks and lock related mechanisms. The locks of the Legacies world are by no means the equivalent of modern padlocks. They are much more primitive tumbler based designs with reasonably simple keys. Rather than use a modern Phys Rep, there are special guidelines for developing Lock Phys reps that allow a simulated form of Lock Picking. Fine Mechanics Lists Below is a list of the production costs of various Fine Mechanics. Each Fine Mechanic costs 3 Copper Pieces per Production Point to produce; for example, a Standard Crafted Lock costs 10 Production Points so would also cost 30 Copper Pieces (10 PP * 3 Copper Pieces per PP). Fine Mechanics made out of alternate materials, for example silver instead of steel, cost 6 Copper per Production Point rather than 3. Details on alternate materials can be found at the end of the chapter. Locks have two potential upgrades, which are mutually exclusive — “Additional Level of Difficulty” and “Double Keyed” both discussed in further detail below. A Lock may have one but not both of these upgrades. When making the lock the player may specify that they wish to add one of the upgrades and it will be added to the production cost that they must pay.

Item Production Point Cost Fine Mechanics Standard PP Cost Quality PP Cost Master PP Cost Key 3 6 30 Lock 15 30 150  Double Keyed1 N/A 20 20 Lock Pick 15 30 150

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Manacles or Leg Irons 15 30 150  Double Keyed1 N/A 20 20 Portcullis N/A 50 250  Winch1 N/A 50 50 1 The production point cost to add the Double Keyed or Winch additions to items does not increase with the various item grades. These additions may only be made during the production of the modified item – they cannot be added once an item tag for the item has been issued. Locks When a Lock Item Tag is created a unique code will be written on the front of it, representing the tumbler arrangement for the lock. Keys produced alongside the lock will have the same code, tying the key to the lock. When a character wishes to open the lock they must use a key whose code on its item tag matches the code on the lock’s item tag. New keys or locks with the same code can be made so long as the character has either an item tag for a lock or a key with the desired code.

Locks may be placed on a chest, box, case or other closing Phys Rep so long as the Phys Rep has a corresponding Item Tag. The chest may only be opened if a character has a key, or destroys the lock or chest with an Effect that destroys items. Locks may also be placed on any door in a building, or on a Portcullis (see below). When placed on a door or Portcullis characters must have a key to open the entry way when opening from the side that has a lock, but do not need a key to open the entry way on the side that does not have the lock. In order to prevent the entry way from being freely opened from the other side a separate lock must be placed on it. Locks on Portcullises do not prevent the Portcullis from being lowered; only raised. Double Keyed Locks As an optional upgrade to Quality and Master Crafted locks, a character may choose to make the lock double keyed. Two codes will be written on the lock, though the corresponding key only needs one of the codes in order to open the lock, though keys for double keyed locks must also be either Quality or Master Crafted. The most common scenario where this would be used is multiple locks that share one code, but where the second code is different. That way the lock can have a master key so one person can open them all, and a separate key unique to each lock so that the owner of that key may only open that particular lock. Phys Reps The Phys Rep for a lock should start with a base of foam, wood, metal, or similar substance in the shape of the body of a primitive padlock. Actual primitive padlocks may also be used as a base, and look best should the player be able to find one. Off of the top of the base, attached to both the left and right side should be a 14 gauge wire with a ½” radius washer on it. The wire should be bent in roughly 90° angles in various directions every inch. The wire may go more than an inch without an angle, but it may not go less. The intent is to create a difficult, though not impossible, path for the washer to travel from one side of the base, up the wire, and down to the other side of the base. The length of wire exposed on a lock may not exceed 6 inches in length for Standard Crafted locks, and 12 inches in length for Quality and Master Crafted Locks.

Optionally characters may simply use a normal lock as a Phys Rep, however doing so has great disadvantage. A character with the Skill Lock Picking may open the lock with a simple Sixty Count Counted Action, rather than having to actually pick the lock. Should a player chose to Phys Rep a lock in this manner, and use it to actually lock a latch shut, they must include the key for the on a lanyard attached to the lock, and wrapped in orange tape. The key is considered Out of Game and needs to be present to open the lock should it be picked.

Keys should be Physically Represented by a periodesque key if possible — something antiquated or antique looking. If players can’t find a periodesque key they may use simple, unadorned modern keys as Phys Reps, but they are recommended to not use keys that actually go to homes or cars in case they lose they Phys Rep at event.

Lock Picks should be Physically Represented with a continuity tester with alligator clips at the ends, a simple device to measure the electrical continuity of a circuit. They can be found at most home improvement stores and can also be made fairly easily from directions found on the Internet. Lock Picking A character needs four things in order to pick a lock: the Skill Lock Picking, both the Phys Rep and Item Tag for a set of lock picks, and a Logistics, Rules, or Plot Ref to adjudicate the scene. If a character has all of these things they may pick an appropriately Physically Represented lock by attaching one of the clips of the continuity tester that represents the lock picks to an end of the wire on the lock, and the other clip to the washer. Should the washer come in contact with the wire it will trigger the continuity tester, either causing it to make a sound or light up depending on the design of the tester. The goal is to get the washer from one side of the wire up and around all of the bends in the wire and down to the other side of the base without triggering the continuity detector. If the detector is triggered they must return the washer to its starting position and may try again. If the character successfully gets the washer to the other side they have unlocked the lock gaining access to whatever it was protecting, and may optionally take the lock if they wish.

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Manacles and Leg Irons Manacles and Leg Irons are similar to locks in that each one receives a unique code representing its tumbler mechanism and a corresponding key with the same code. The same rules apply with regards to this tumbler code as with locks, and manacles and leg irons may be optionally upgraded to be Double Keyed.

When put on a character the Manacles or Leg Irons may only be removed if unlocked with the associated key, or if picked. Unlike locks they do not use the wire and washer method to simulate lock picking, but rather allow a character with the Skill Lock Picking and a set of Lock Picks to open the Manacles or Leg Irons with a Sixty Count Counted Action. Phys Reps The Phys Reps for Manacles or Leg Irons must be designed in such a way that the player held by them may easily free themselves. They may hold the character In Game but for safety reasons may not actually restrain the player Out of Game. The break free cuffs for the old toy “My Pet Monster” work well if painted, though a set of Velcro cuffs with rope connecting them also work. Escaping In order to escape from Manacles or Leg Irons the character must either be the target of the Spell Release, or have the Skills Escapology and Lock Picking as well as access to Lock Picks. In the latter case, they may escape in a Sixty Count Counted Action. They may also be freed if the manacles are either unlocked with a key or by another character picking them, or if the character uses a Feat of Strength from the Racial Ability Strength. Portcullis A Portcullis is a dropping barrier that prevents ingress and egress through an entryway or passage when lowered. It can represent the dropping grate that protects the entry into a castle, a falling rock deadfall in a mine, or similar barrier. In order to be effective the Phys Rep for this trap must drop or slide in front of an entryway, though the Phys Rep should be constructed to move easily so that players can leave Out of Game. Once in place living characters may not enter or leave through the blocked entryway except in circumstances delayed below in the section “Escaping/Opening”. Characters may pass through the obstruction freely as a Spirit or if they are Intangible via the Monster Racial Ability Intangible.

If the Portcullis Phys Rep lands on a character they do not suffer injury but are trapped in the room protected by the Portcullis. Escaping/Opening Once a Portcullis is lowered it may be raised up via two methods only: the Racial Ability Strength and a Winch which may or may not be present. If the Portcullis had the Winch upgraded added during the production of the Portcullis, the winch may be used to raise the Portcullis up. If the Winch upgraded has not been added, or the character does not have access to the winch (for example, they are on the opposite side of the Portcullis from the Winch) the Racial Ability Strength may be used to lift up the Portcullis. If the Portcullis has had a lock attached to it and the Character opening the Portcullis is on the same side of the barrier as the lock, the lock must either be opened or destroyed before the Portcullis is raised. If the lock is on the opposite side of the Portcullis from the Character the Portcullis may be opened as if there were no lock present.

If a character wishes to pass beyond a portcullis but lacks the means of opening it they may use the Skill Escapology and a One Hour Counted Action in order to squirm past the barrier. If characters lack Escapology their only options are to wait for someone to raise the Portcullis or take drastic measures and become a Spirit in order to pass. Phys Reps The Phys Reps for a Portcullis are among the hardest to construct in the game as they must be safe but must also mechanically function. The Portcullis Phys Rep consists of two components: a triggering mechanism that is tripped to deploy the Portcullis and the Phys Rep to actually block the doorway. The most common triggering mechanisms are trip lines, pressure plates, or levers. Trip lines must be set up carefully so as to break free rather than actually trip a player, and may not be at head or neck level. Large sheets of upholstery foam are ideal materials to make the actual barrier out of, as they are large enough to block a doorway, but are easily movable and not likely to injure a person. They may also be easily decorated to look like granite slabs, steel doors, or the more traditional grilled Portcullis. It is suggested that players interested in making a Portcullis start a discussion on the Legacies Forum to solicit further advice (http://legacieslarp.org/forum/index.php). Several of the players have experience creating them for Legacies and are generally happy to share their observations and ideas on the forums.

If a Winch was added to the Portcullis there needs to be an actual working mechanism to lift the Portcullis, though it does not need to be the traditional rope and crank. The Phys Rep can be as simple as a rope attached to the top of the Portcullis that the character manually pulls, a much more complicated gear and crank system, a jack system similar to what is used to raise cars, or other mechanism to lift the Portcullis.

The Phys Reps for a Portcullis must be inspected by the Head of Safety each event that they are used, to ensure that both their design and deployment is safe.

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Enhancing Items Smiths may choose to make certain enhancements to the items that they produce; some of the enhancements are free to make while others either increase the cost in Copper Pieces, or the cost in both Production and Copper Pieces. Alternate Materials During the creation of an item a character may choose to make the item out of an alternate material, usually with the intent of allowing the item to exploit vulnerability in a particular monster that would not otherwise be injured by the item. It has the biggest benefit on weapons, as these are the items most likely to come in contact with a monster. For example, werewolves are vulnerable to Silver and most Fae are vulnerable to cold iron (iron forged without heat), so a character might opt to make a sword out of either material instead of the normal steel or iron that it is made out of. Doing so does have a drawback, as it increases the Copper Cost per Production Point to make an item from 3 Copper Pieces per Production Point to 6. Only Quality and Master Crafted Items may be made of alternate materials.

Optional alternate materials include Silver, Cold Iron, Gold, Copper, Bronze, Lead, Stone, Bone, and wood. For many of the materials the item is only considered coated in the material, as it isn’t viable to make a sword entirely out of Lead, for example. Exotic Materials In addition to mundane Alternate Materials listed in the previous section, Smith made items can be made out of a handful of Exotic Materials that convey special benefits. The benefit conveyed is dependent on the type of object constructed, detailed in the tables below. With these benefits comes a cost; items made from exotic materials must be Master Crafted and have the Production Point cost to make the item doubled. Additionally, the items cost 6 Copper Pieces per Production Point rather than 3.

For example, a Master Crafted 1 Handed Edge weapon would normally cost the smith producing the weapon 60 Production Points and 180 Copper Pieces. If it was instead made out of Mithril (see below) it would cost 120 Production Points (60 Production x2 because it is made from an Exotic Material) and 720 Copper pieces (120 Production Points x 6 Copper Pieces per Production Point).

There are two Exotic Materials that are available for use: both are metals, Mithril and Adamantine. Mithril is a light but strong silvery metal. Adamantine is a very dense and resilient dark metal. Special Metals Item Benefit Mithril Adamantine Edged Weapons  +2 Base Damage (example, a 1 Handed Edge does base  No benefit to damage damage 4 instead of 2)  Acts as a Cold Iron Weapon for the purpose of harming  Acts as a Silver Weapon for the purpose of harming creatures creatures susceptible or resistant to Cold Iron susceptible or resistant to Silver  Weapon should either be black/very dark grey in color or  Weapon should either be silver/grey in color or obviously obviously painted painted Blunt Weapons  No benefit to damage  +2 Base Damage(example, a 1 Handed Blunt does base damage 4 instead of 2)  Acts as a Silver Weapon for the purpose of harming creatures susceptible or resistant to Silver  Acts as a Cold Iron Weapon for the purpose of harming creatures susceptible or resistant to Cold Iron  Weapon should either be silver/grey in color or obviously painted  Weapon should either be black/very dark grey in color or obviously painted Armor (Chain, Rigid,  Only ½ of the Armor’s Armor Points are counted when  The Armor has double its normal Armor Points. For example, and Mixed only) determining if the character is Lightly Armored. Example, a a Master Crafted Chain Shirt normally has 70 Armor Points, Mithril Chain Shirt has 70 Armor Points, but for the purpose but if it was made of Adamantine it would have 140. of determining if the character is Lightly Armored on 35 Armor Points are counted (70 / 2).  Armor should either be black/very dark grey in color or obviously painted/covered by another material  Armor should either be silver/grey in color or obviously painted/covered by another material  RESTRICTION: Only one piece of Adamantine may be worn per area of the body. For Example, a character may not count an Adamantine Chain Shirt AND an Adamantine Breastplate over the chain shirt. A character may wear Adamantine armor in this stacking manor, but only the outermost layer counts for the double armor point benefit.

 RESTRICTION: If a character is wearing ANY piece of armor made out of Adamantine it takes twice as long to reset the armor after it has been damaged (120 Seconds if resetting alone, or 60 Seconds if resetting with the assistance of another Master Smith)

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Shield  Mithril Bucklers may be up to 24” in diameter, rather than  Adamantine Shields act as an Immunity Countermeasure to 18”. Crush Damage blocked by the shield.

 Shields should either be silver/grey in color or obviously  Shields should either be black/very dark grey in color or painted/covered by another material obviously painted/covered by another material Maker’s Mark A player may choose to put a unique mark on any Master Crafted Items that they produce with Smith Production, identifying that their specific character is the one that made the item. This unique mark can be any design they choose, so long as it does not obscure the labeling on the Item Tag, and this is the only instance that a player may write on an Item Tag. Putting a Maker’s Mark on an item does not require production. Ritual Symbols For 100 Production Points a character with the Skill Master Smith may inscribe a Ritual Symbol for any of the high magic rituals (see “Chapter 5: Wizard and Scribe”) into a Master Crafted Item. This can be done when the item is created or after the fact. The Ritual Symbol will cost either 3 Copper per Production Point or 6 Copper depending on whether the character wants it to be made of an Alternate Material (see above) or not. If inscribed into an item made of an Alternate Material the Ritual Symbol must also be made of an Alternate Material, though the symbol can be made of a different Alternate Material than the item. A character with the ability to read Ritual Scrolls and the associated Ritual Scroll must draw the symbol for the Smith first, so that the smith knows what it looks like.

The nature of the inscription is up to the Smith. It can be painted on, carved or burned into the item, embroidered into the item, or any other method the Smith can conceive of.

Prior to applying a Ritual Symbol to an item, the player must first contact the Head of Logistics to make sure that the item is allowed to have a permanent symbol attached to it. Spell Focuses As a Smith is producing a piece of Armor, a Weapon, or an Artificer Item they may imbue it with a special quality that allows the owner of that Armor, Weapon, or Artificer Item to use it as a Spell Focus (for more information on Spell Focuses see “Chapter 5: Wizard and Scribe”). This must be done while the Smith is still working on the item; if the item is complete and an Item Tag has been issued for it the Smith may not add a Spell Focus to the item retroactively. So long as the item is still being made a Smith can add as many Spell Focuses to the item as they wish, for example a sword may have all seven levels of Spell Focus if the Smith is willing to invest the Production Points.

The cost to include a Spell Focus in an item is affected by whether the item is Quality or Master Crafted. It is more expensive to include a Spell Focus in a Master Crafted Item than it is in a Quality Crafted Item. The Copper Pieces cost to produce the Spell Focus does not increase if the item is made out of a Special Material (see above) however.

The production and copper cost for Spell Focuses are listed below.

Spell Focus Cost in Production Points (PP) and Copper Pieces (CP) Level Quality Crafted Master Crafted 1st 10 PP and 30 CP 50 PP and 150 CP 2nd 20 PP and 60 CP 100 PP and 300 CP 3rd 30 PP and 90 CP 150 PP and 450 CP 4th 40 PP and 120 CP 200 PP and 600 CP 5th 50 PP and 150 CP 250 PP and 750 CP 6th 60 PP and 180 CP 300 PP and 1000 CP 7th 70 PP and 210 CP 350 PP and 1150 CP

Unlike Scribe produced Spell Focuses the Phys Rep for a Smith produced Spell Focus does not need to bear any writings or markings to indicate that it is a Spell Focus. Unfortunately, at the same time, a Smith produced Spell Focus may not be used by a Scribe or Apothecary to produce Spell Scrolls or Potions.

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Chapter 8: Thief Everyone wants something for free and some people will go to great and questionable lengths to avoid paying. For the less than honest characters, Legacies has a system for allowing one character to steal from another In Game while avoiding one player stealing from another Out of Game. As with real life, the citizens of the Legacies game world do not take kindly to opportunistic thieves, so while theft is possible within the game it may not come without repercussions.

Note: Because theft between characters is possible, including in a character’s sleeping area, players must keep Out of Game possessions or possessions belonging to characters they are not currently playing under their bunk or in bins clearly marked Out of Game so as to prevent their accidental theft. Additionally, real world money and other valuables should remain in cars where there is little possibility that they will be lost or misplaced. Taking Items Generally all items outside of a character’s cabin or sleeping area should have both a Phys Rep and an Item Tag, though if simply transporting Item Tags to another cabin for another character there is some leniency in this rule. As mentioned in “Chapter 1: The Basics" the purpose of the Item Tag is to establish that the character actually owns an item within the game world, rather than just a prop in real life, and do not represent the item itself. Instead the Phys Rep is the representation for the item, and generally if a character is trying to take an item it is the Phys Rep that they should take. As an exception, when burglarizing a cabin many of the items will not have corresponding Phys Reps and it is acceptable to take only the Item Tags. Additionally, if searching an incapacitated character it is ok for the player of the incapacitated character to simply hand over the item tags if they wish; it is their prerogative to determine if the thief also takes the Phys Ref. If the Item Tag is taken but not the Phys Rep the victim must acquire another Item Tag before continuing use of the Phys Rep.

Items that are linked to a character by the Rituals Spirit Link or Spirit Shackles may not be taken more than a couple feet from the owner. See the description of each Ritual for details.

Phys Reps with Item Tags If a Phys Rep has an Item Tag physically attached to it than the owner intends for the two to stay together. Through the course of the event the thief should keep the Phys Rep to represent the item, though they should treat it with care as ultimately the prop is not theirs. At the end of the event they should approach a Plot Ref to find and talk to the owner, to see if they would like the Phys Rep returned without the Item Tag. The owner may choose to allow the Phys Rep to remain with the thief, however in doing so they absolve the other player of liability toward the Phys Rep between games. It should be noted that the Plot Ref will not disclose who took the item, so this judgment call may not be made with the benefit of knowing who is taking the item home. Alternatively they may ask for the Phys Rep back and allow the thief to find their own Phys Rep for the next game. Finally, they may offer to bring the Phys Rep back to the next game for the thief to borrow, going to the Plot Ref to take the Phys Rep back to the thief. In the latter option, the thief should still bring their own Phys Rep incase the original owner does not show up to event.

Item Tags should only be attached to a Phys Rep via some temporary means as it will need to be removed and ripped up if the item is ever destroyed or if the item is stolen and the owner is not comfortable with the Phys Rep going home with another character.

Phys Reps without Item Tags Not all players wish for their Phys Reps to be used by other players, and some Phys Reps are simply hard to attach an Item Tag to (Example: Chainmaille, jewelry, etcetera) so it is fairly common for a thief to abscond with a Phys Rep lacking an Item Tag. Should they do so, the thief should take the item to a Plot Ref and ask the Ref to return the Phys Rep to the owner in exchange for the corresponding Item Tag. When the Ref does so, the owner can either hand over the Item Tag and accept the Phys Rep back, or hand over the Item Tag and ask the Ref to bring the Phys Rep back to the thief to use to represent the item similar to the scenario where the Item Tag is attached to the Phys Rep.

The Phys Reps for common Artificer Items may not have an Item Tag if the player never intended for the item to have any meaningful impact within the game world. In this instance the Phys Rep will be returned to the owner without the thief having anything to show for it. Coins, gems, Spell Scrolls and Ritual Scrolls can be taken and kept, without the intervention of a Plot Ref.

Item Tags without Phys Reps With the exception of finding Item Tags lying around or within a cabin (see below) a thief should never take the Item Tag directly as it does not represent the actual item. Many players keep their item tags for all of their items on their person bundled together in a small case or tin that they then put in a pouch they carry with them. Pick pocketing the character and taking this tin would not automatically grant the thief the armor the character is currently wearing or the sword at their side. Thieves should not intentionally take Item Tags except in the scenarios discussed at the beginning of this section. If they accidentally do so, they should ask a Plot Ref to return the Item Tags.

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Finding Items Generally if a player finds an Item Tag lying on the ground or otherwise separated from its owner they may keep it, provided that they do not know who the tags came from and that the tag is not partially or fully torn to represent that the item has been destroyed. If the Item Tag lists the item as being linked to a character via the Rituals Spirit Link or Spirit Shackles it must be returned to that character. If a player finds a character card along with the item tags (Example: a pouch containing a character card and items belonging to another player broke off their belt), saw a character drop the tags, or otherwise knows who the tags belong to they should be returned to the player or, in the instance of tags accompanied by a Character Card given to a Plot, Logistics, or Rules Referee. While Item Tags may easily fall of a player’s person, the Items they represent do not as easily fall off.

If a player finds a Phys Rep without an Item Tag and want the Item Tag they should take the prop to Plot. Plot generally collects lost items during event so that they may be returned to the owner. When the prop is returned to the owner Plot will follow the above rules for Phys Reps without Item Tags. If the player had temporarily discarded the Phys Rep because the item was destroyed by an Effect, or similar circumstance, than the finder will not receive the Item Tag. If the finder simply wishes to return the Phys Rep and is not looking to get the Item Tag they may first ask around looking for the owner and take it to Plot if the owner can’t be found.

If a player finds a Phys Rep with the Item Tag, the above rules should apply. At the end of an Event a Plot Ref will try and locate the owner. Robbing People There are two different scenarios where a thief may rob a person — when the person is incapacitated per the rules for Counted Actions, and when the potential victim is not. The two scenarios have different rules governing them. Incapacitated Targets Should a thief come across an incapacitated character, as specified for the rules of Counted Actions, they may go about relieving the victim of their possessions in two ways. If both the player of the victim and the player of the thief are comfortable, the thief may actually physically search the victim, rummaging through pockets, taking off armor, and that sort of thing. All items on the victim should by Physically Represented, and may be hidden anywhere the Phys Rep fits provided it is not an area covered by a swim suit. Underwear and bras are not acceptable hiding spots and the thieving character should neither have to look in those spot, nor chose to do so. Alternatively, if one or both players are not comfortable with that situation than Counted Actions may be used to simulate the search and subsequent liberation of possessions. There are two different applicable Counted Actions detailed below. Actual searching and Counted Actions do not need to be mutually exclusive. For example, the victim may specify that they want the person to actually search them, but perform a Counted Action to take off armor. General Search A General Search ten second Counted Action (“Searching one, Searching two… Searching ten”) represent the thief pawing through pouches and obvious pants pockets to find money and small Physically Represented items located in those places. At the end of the Counted Action the victim should hand over all of the coins and gems they have kept in those locations, as well as the Item Tags for the Phys Reps located in those locations. Optionally they may also hand over the Phys Reps if they wish for the character taking the items to have the props. As with all Counted Actions, the thief must pantomime the action they are performing. Detailed Search A Detailed Search represents two different actions. In the first, the thief performs a ten second Counted Action similar to a general search, but specifying a specific area they can easily paw around (Example: hands, doublet, and so forth). At the end of the counted action the victim should turn over Item Tags for all items present in that area that are easily removed (Example: rings, necklace, anything in a pocket in a doublet). The second action represents removing more difficult items, such as armor. The Counted Action takes as long as it takes the victim to actually remove the armor, plus an additional ten seconds to represent that it is a lot easier for the victim to remove the armor than for a thief to pull it off a character who is offering no assistance. For example, if it took the victim 50 seconds to remove their chainmaille shirt the thief would have to count to 60 seconds in order to be considered to have taken it. As with other scenarios, once the item is removed the victim must give the thief the Item Tag, and optionally may offer them the Phys Rep. A thief must first remove any armor or similar restrictive Phys Reps if they wish to perform a detailed search below the armor (example: if a character is wearing a shirt with pockets, and chainmaille over the shirt, the thief must first remove the chainmaille in order to search the shirt). As with all Counted Actions, the thief must pantomime the action they are performing.

In all instances if the Phys Rep is offered along with the Item Tag and the thief is unwilling to take it, they may not take the Item Tag. Non-Incapacitated Targets For a target that is not incapacitated by some Effect, the thief must actually lift the Phys Reps off of the character, hopefully without being noticed. The thief should never try to take the Item Tags or any Out of Game items (Example: a player’s inhaler or glasses that they might carry on their person).

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Robbing a Cabin In most cases robbing a cabin follows the rules for Taking Items detailed above, with one exception: Item Tags found without any corresponding Phys Reps (Example: a stash of alchemy tags with no vials or red birdseed packets around) may be freely taken. With that said, thieves do have restrictions on where they may look when searching through a cabin. Thieves may not look under bunks as all items stored under a bunk are considered Out of Game. Additionally, any boxes, bags, or items covered in orange duct tape or surveyors tape are considered Out of Game, as are their contents. If a thief accidentally gets into the personal possessions of one of the inhabitants they should immediately put the items back and be certain to inform a Plot Ref at the conclusion of the burglary. The intent is for the thieves to only steal from the characters, but not the players staying in the cabin. The thief should keep a rough tally of what was taken from where, and once the scene is finished should notify Plot in the event that the inhabitants try to Scry on the theft. They should also notify Plot of any protective measures, such as the Elixir Obfuscate, that were used during the theft, and give Plot the item tag for said preventative measures. Failure to notify Plot of the burglary in order to avoid disclosing the crime is cheating.

As previously mentioned at the beginning of this chapter, players are strongly advised to keep personal valuables (cellphone, wallet, etc.) in their car instead of their cabin. Out of Game items the player may need access to for convenience (makeup supplies, street clothes, etc.) should be kept under the bunks or in clearly marked Out of Game storage containers. Underwear and other private garments that the player does not want people pawing through should similarly be kept in Out of Game areas, though Item Tags, In Game Currency, and other valuables belonging to the character the player is currently playing must be in In Game areas. Entering a Cabin with Locks If a cabin has In Game locks mounted on the outside of the door the thief has two courses of action. If they possess the means to destroy the locks with an appropriate Skill or Spell (Shatter Spell or Shatter Strike Skill for Standard and Quality Crafted Locks, Shatter Unshatterable Skill for Master Crafted Locks) they may do so and rip the Item Tag for the Lock designating that it was destroyed. The lock should be taken off the door, and immediately following the burglary when the thief is detailing their actions to Plot they should include the fact that they destroyed the lock.

If the thief wishes to pick the locks instead they must get a Logistics, Rules, or Plot ref as a witness. This provides accountability that the thief was successful of picking the lock, and prevents their efforts from being called into question. The process of picking locks is detailed in the “Locks” section in “Chapter 7: Smith”.

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Chapter 9: Monster The Game World of Legacies is filled with more than just the Player Characters, and encompasses a world much greater than the small locale that the Player Characters inhabit. There are many other denizens of the world, many of which are of Races far different than the ones available to Player Characters. The Plot Referees (collectively Plot) are responsible for representing this greater world and its inhabitants. Plot The Head of Plot is the Referee in charge of Plot and is responsible for choosing the Plot Referees that work with him or her on Plot. Between events Plot collectively plans for what they intend to do at event and make the necessary preparations. The Head of Plot will also work with other players between Events to adjudicate any special actions that the other players’ characters might be taking (Example: a character in the army traveling to speak with superiors). Finally, between events the Head of Plot will review any recently submitted character histories and either OK the history for play in the game, or provide feedback on how it should be changed to be accepted. All Character Histories and correspondence with Plot should be sent to [email protected].

At Event Plot adjudicates all draws from a Chance Bag, as well as the associated Ability that triggered the draw, and answers questions from the Skill Lore. They are also in charge of bringing the greater game world into contact with the characters that live in the town. This can take the form of broad story lines — themes or plots that involve the other players in a loosely directed chain of events. While called story lines, these plots are not strictly dictated by a preplanned script. Rather Plot can influence what initial elements are involved and what the actors under their own control do, but they are not in a position to dictate how the Player Characters act and must instead react to the actions of the other players. Plot may also take a much more localized approach to representing the bigger world, bringing in just a handful of characters through the town from outside who don’t have any greater purpose than to represent characters passing through the town.

Regardless of whether Plot is using isolated characters or directing larger storylines, their primary tools are Non Player Characters. An important concept for both Plot and the rest of the players to keep in mind is that while Plot may provide adversity for the other players, at no point are they playing against the other players. Ultimately their job is to provide a game world with equal parts reward and punishment for the other players, doled out as appropriate for the actions of the Player Characters, and represents both the helpful and the ill-intentioned elements of that world. NPCs Non Player Characters are introduced briefly in “Chapter 1: The Basics” where they are defined as characters under the control of Plot rather than specific players. On a more fundamental level Non Player Characters are played primarily to generate experiences for the other players, rather than for their own experiences as a Player Character is played. They are the biggest tool at the disposal for Plot both supportive and adversarial experiences for the Player Characters, able to represent both local farmers and marauding Orcs. While NPCs are a tool of Plot to accomplish specific goals, they should also be characters in their own right, with realistic actions, knowledge, resources, and behavior for what they represent. Both Plot and the Player Characters that interact with NPCs should consider NPCs as living denizens of the Game World, the same as Player Characters. This means that PCs shouldn’t react with bias against an NPC simply for being an NPC, but would be justifiably be biased if the NPC represented a monster or behaved in a very questionable way.

Primarily NPCs are played by members of Plot, however other players may choose to temporarily take a break from their own character at an Event and help Plot by assuming the role of an NPC for a couple of hours. While often times Players not on Plot will assume the role of adversarial NPCs who attack the Player Characters, they should remember that they are also not playing to beat the other players but rather to represent the character that they are currently playing no matter how limited the character may be played. Monsters The Player Character Races are not the lone inhabitants of the Legacies game world — they are not even the lone sentient inhabitants. The world is filled with other creatures both mundane and fantastic. Most other creatures want nothing to do with the PC Races and work to avoid them much as most animals in the real world try to avoid interaction with humans. Some live harmoniously alongside the PC Races or at worst are nuisances and pests, however many view the PC Races as a source of opportunity, as pawns, as competitors for resources, or as food. The stories that parents tell children within the world of Legacies are often not metaphorical tales of caution but instead are as literal as they are dark. The Legacies Players’ Guide delves much more into what the actual world of Legacies is like, and what monsters stalk both the shadows and broad daylight. Monster Racial Abilities Similar to Player Characters Races, the Monster Races have Abilities granted to them just by nature of their race. The various Monster Races can possess any of the PC Racial Abilities as appropriate for their race, but also have their own list of Racial Abilities that are not available to Player Character Races. Many of the Monster Racial Abilities are designed to be as flexible as possible — many contain multiple delivery methods and duration. This is to allow Plot to apply one ability to a wide range of monsters that may have similar Abilities in concept but widely different ways of using the abilities. While there may be multiple delivery methods and durations in the description of the Racial Ability, the actual monsters that possess the Racial Ability will have specific constraints placed on them that Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 123 of 133 Legacies Rulebook, Winter 2013 all players playing an NPC of that Race must abide by. For example, the Monster Racial Ability Life Drain has multiple delivery methods, including Packet, but a player playing a Vampire may only use Life Drain via a Three Count Counted Action despite the other delivery methods listed in the description of the Ability. NPC character cards must explicitly state the delivery method of the Racial Abilities and the player of the NPC may not use any delivery method that is not explicitly stated. Additionally, unless otherwise noted on the NPC character card all limited use Racial Abilities (denoted by “X per Event” in the descriptions below) have a single use per instance of that NPC. Both the limitations on delivery method and the limitations on number of uses apply to NPCs with PC Racial Abilities in addition to Monster Racial Abilities. Racial Description The descriptions are presented in the following format. As noted just above, Abilities may have multiple Uses, Duration, and Delivery listed in their description, to signify that Plot has flexibility in how the Racial Ability is used. The Character Card for each monster will be specific about how a Racial Ability should be used. For Racial Abilities with multiple durations, the player of the NPC should tell any targets of the Racial Ability what the duration is for their specific Monster.

 Racial Name: The Out of Game name for the Racial Ability.  Description: A general summary of what the Racial Ability does. This is not intended as a description of how or why the Effect works In Game.  System: The game mechanics for the Racial Ability, describing how the Racial works Out of Game. These are the detailed rules describing how the ability works within the Legacies rules framework.  Signature Call: The game call used to notify other players that the Racial Ability is being used. All Signature Calls are considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game Signature Calls actually are said by the character rather than player, and any Effect In Game that would prevent the character from speaking would prevent the use of these particular abilities.  Uses: The number of times per an Event that the Racial Ability may be used. X per Event means that the character may use the ability X times over the course of an Event. Constantly means the Racial is always in use. Whenever means the character may use the ability as many times as they wish, but need to specify when they are using it.  Duration: How long the Racial Ability has effect once it has been used. Instant duration means that the effects of the ability resolve the moment they are used.  Delivery: The means in which the ability is used on another character, if applicable. Delivery methods are discussed in “Chapter 1”. Many Racial Abilities have multiple delivery methods listed, however each NPC may only use the delivery method specified by Plot and no others. Abiotic Description: This Racial Ability signifies that the character is either not living, or is a Constantly form of life very different than typically living animals, monsters, and PC Races. Duration: N/A System: This character has an Immunity Countermeasure to the Skills Waylay, First Delivery: N/A Aid, Killing Blow, and Resurrection, the Spell Wrack, the Alchemy Ailment, Sleep Gas, Countermeasures: N/A

and Numb, and the Racial Ability Life Drain. These Abilities have no effect on the character. Signature Call: “No Effect”

Alchemical Effect Description: This Racial Ability allows the character to innately use a specific Alchemy X per Event, Whenever without needing the actual Alchemical Compounds. Duration: per the Compound System: The character may use the specified Alchemy a number of times per event as Delivery: Packet, Applied, or Ingested, noted on the NPC Character Card. This ability must be delivered via the method listed per the description of the Alchemical in the description of the Alchemical Compound associated with this ability. Compound. Signature Call: “Alchemical Effect ” Countermeasures: per the Compound.

Control Minion Description: This Racial Ability allows the character to control all nearby Mindless Whenever NPCs. Duration: Indefinitely System: All characters with the Monster Racial Abilities Mindless that hear the Delivery: Special command when given must obey it. There is no restriction on the length of the Countermeasures: None

command though it must be simple enough that characters with the Racial Ability Mindless may understand and carrying it out. Plot may further restrict this ability to controlling only certain types of Mindless creatures, for example only allowing it to work on Mindless Undead. Signature Call: “Control Minion

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Control Undead Description: This Racial Ability allows the character to control the actions of intelligent X per Event Undead. Duration: Indefinitely System: Once affected by this Ability a target with the Racial Ability Undead must Delivery: Packet, Touch, Conversation obey all of the commands of the character using the Ability until the character or target Countermeasures: Resist Charm is killed, the character releases control, the Effect is cured, or another character uses the same Ability. A target may only be controlled by one master at a time. They are aware of the compulsion but cannot knowingly work against it or the controller unless compelled by a more recent Mind Altering Effect. This is considered a Mind Altering Effect and Undead characters that have the Racial Ability Mindless are immune. Signature Call: “Control Undead”

Create Undead Description: This Racial Ability allows the character to create an undead minion. X per Event, Whenever System: The character touches the corpse of another character that is Dead , a Spirit , Duration: Until Killed or Sundered and the corpse rises as an Undead. The character will provide the target Delivery: Touch with a Character Card for a specific Mindless Undead representing what abilities the Countermeasures: N/A target has as an Undead. The target remains Undead until killed. If they were Dead prior to becoming Undead they resume counting down the time until they become a Spirit at the point they stopped when turned Undead. The character using this Ability may command any Undead they create without needing the Monster Racial Ability Control Minion. Signature Call: “Create Undead”

Dream Sending Description: This Racial Ability allows a character to place a dream in the mind of a X per Event sleeping target. Duration: N/A System: This Racial Ability may be used in three manners. The character may give the Delivery: Special target a note Out of Game detailing a dream that the target will have once they are Countermeasures: None asleep. Alternatively the character using Dream Sending may wake up the player of the target and verbally convey a dream and interact with the target. Finally, the player of the target may be woken up and asked to dress and come to a module that Plot has set up to represent the dream, and actually play through the dream sequence. In this final instance Plot may specify what items the target may bring with them. The target may use any Skills, Spell Slots, and Racial Abilities in the dream, as well as items that Plot has allowed them to bring. If the character dies in a dream represented by a module Plot may chose for them to die in the game world as well, however Plot may not cause a character to actually die with the first two methods of delivery. Signature Call: N/A

Engulf Description: This Racial Ability allows a character to consume or envelop a target. X per Event System: A target consumed by the character immediately becomes Dead and has five Duration: 5/10 Minutes minutes before they become a Spirit unless they are under the effects of the Alchemy Delivery: Touch, Three Count Stabilize at which point they have ten minutes. If the character using Engulf is killed Countermeasures: None the target may be cut free with a Sixty Count Counted Action. If the target becomes a Spirit their body is considered to have been destroyed, unless the NPC Character Card specifies otherwise and the NPC notifies the Spirit of such. Even if the target’s body is destroyed their possessions are not and may be cut free from the character that engulfed them with a Sixty Count. This is an Instant Death Effect. Signature Call: “Engulf” if touch, “Engulfing One, Engulfing Two, Engulfing Three” if Three Count Counted Action.

Emotion Control Description: This Racial Ability allows the character to inspire a particular strong X per Event emotion in the target. Duration: 10 Minutes System: The target should act as if they are filled with the specified emotion, as dictated Delivery: Packet, Touch, Eye Contact, on the NPC Character Card. The emotion is a single word, for example hate, rage, love, Conversation or joy. The character using this Ability may not control who the emotion is directed at Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 125 of 133 Legacies Rulebook, Winter 2013

(Example: they may not force a target to hate a particular individual), nor how the target Countermeasures: Resist Charm, responds to a particular emotion. The target determines how they behave once Clarity of Thought consumed by the particular emotion. Unless specified otherwise on the NPC Character Card this Ability should be Packet Delivered. Signature Call: “Emotion Control

Entangle Description: This Racial Ability entangles a target so that they may not move or act. X per Event System: The target is immobilized and may not use any Touch, Packet, or Weapon Duration: 10 Minutes, One Hour Delivered Effects, any Avoidance Countermeasures, or the Skill Rush. A character with Delivery: Packet, Touch the Skill Escapology may free themselves with a Sixty Count Counted Action and a Countermeasures: N/A character with the Racial Ability Strength may use one use to immediately free themselves. The character may be freed by the Spell Release or the Alchemy Oil of Slipperiness, or another character with the Skill Escapology may perform a Sixty Count to free them. Typically this Racial Ability has a duration of 10 Minutes, however if the NPC Character Card says that it lasts for One Hour the character using the ability should notify the target of such. Signature Call: “Entangle”

Fleetness Description: This Racial Ability allows the character to dodge an Effect and then X per Event immediately turn Invisible. Duration: 10 Seconds System: This ability may be used as an Avoidance Countermeasure to any Packet, Delivery: N/A Touch, or Weapon Delivered Effect provided that it is not a Racial Ability and then turn Countermeasures: N/A invisible per the rules for the Racial Ability Shadow Cloak for 10 seconds, complete with the hand sign for Shadow Cloak. As an exception, characters in fleetness may move as fast as they wish or make noise without having an adverse effect on their invisibility. Optionally this ability may be used to turn the character invisible without first avoiding an effect. Signature Call: “Fleetness”

Heal From Description: This Racial Ability allows the target to heal from a particular type of Constantly damage rather than take harm from it. Duration: N/A System: On the NPC Character Card Plot will specify a particular type of damage which Delivery: N/A can be as broad as Magic, Alchemy, or Weapons, or as specific as Fire Damage or Countermeasures: N/A

Silver Weapons. Any numeric damage that the character takes of the specified type heals them for the amount done, rather than wounding them. This acts as an Immunity Countermeasure even though rather than being immune the character is actually reaping benefit from the attack. If Magic Damage is specified the character will heal from attacks with Magic Weapons as well as all attacks from Damage Dealing Spells. Signature Call: “No Effect” when hit by the specified damage

Infection Description: This Racial Ability allows a character to turn another character into a X per Event specific type of monster. Duration: Until cured or transformed System: The target character will begin a transformation that will ultimately lead to Delivery: Touch, Three Count them becoming a monster race, for example a vampire or werewolf. The nature of the Countermeasures: Constitution transformation and the steps (if any) to halt it are adjudicated by Plot and will vary from monster to monster. Typically the transformation will take several months. The NPC Character Card will specify if this infection may be Touch Delivered or via a Three Count Counted Action. Signature Call: “Infection” if Touch or “Infecting One, Infecting Two, Infecting Three” if Three Count

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Intangible Description: This Racial Ability allows the character to become intangible similar to a X per Event, Whenever Spirit. Duration: N/A System: Characters that are Intangible may not physically interact with the world Delivery: N/A around them, nor may the world around them physically interact with them. Intangible Countermeasures: N/A characters may pass through doors and traps as if they weren’t there. They are generally not affected by Touch, Packet, or Weapon Delivered Effects, including Racial Abilities, while Intangible, with the exception of Spells and weapons that deal magic damage. Similarly Intangible characters may only affect physical characters with Spells, weapons that deal magic damage, and the Monster Racial Abilities Life Drain and The Kiss. Intangible creatures are considered to have an Immunity Countermeasure to all non-magic Touch, Packet, or Weapon Delivered Effects. All characters must wear a blue headband while Intangible to signify that state (see “Chapter 1: The Basics” for information on headbands).

Plot may optionally enable certain NPCs to switch between a physical form and an intangible one, and back again, with a Three Count Counted Action. The NPC Character Card will state if this may be done. Intangible characters may not enter a room protected by the Spell Sanctuary or the Ritual Safe Haven, however in the latter case if they assume a physical form they may enter and revert back to the intangible form. Signature Call: “No Effect” if hit by non-magic Touch, Packet, or Weapon Delivered Effects while Intangible. “Intangible One, Intangible Two, Intangible Three” and “Manifest One, Manifest Two, Manifest Three” to switch back and forth between physical and intangible forms.

The Kiss Description: This Racial Ability sends the target to Spirit. X per Event System: The target instantly dies and becomes a Spirit. Additionally, they lose 1 Duration: Instant permanent body point. This is an Instant Spirit Effect. Delivery: Three Count Signature Call: “Kiss One, Kiss Two, Kiss Three” Countermeasures: None

Life Drain Description: This Racial Ability sucks the life out of the target. X per Event System: The target is reduced to 1 Body Point and suffers the effects identical to those Duration: 10 Minutes of the Alchemy Ailment though they are not affected by Ailment specifically for the Delivery: Weapon, Packet, Touch, Three purposes of Countermeasures. The target has an Immunity Countermeasure to all Count Healing Effects that are not also Life Effects, and cannot be healed by them. Life Effects Countermeasures: Mortal Parry if will remove the effects of Life Drain and restore the target to full Body Points. If the Weapon Delivered, None otherwise character does not receive a Life Effect within ten minutes of being affected by this Racial Ability they become Dead. Similarly, if the character is killed through other means they will bypass the Bleeding to Death stage and immediately be Dead.

Unless specified otherwise on the NPC Character Card this Racial Ability is delivered via a Three Count Counted Action. If Weapon Delivered it must hit Body Points to have effect. Signature Call: “Life Drain” if Packet or Touch delivered, “ Life Drain” if Weapon Delivered, “Life Drain One, Life Drain Two, Life Drain Three” if Three Count

Mind Control Description: This Racial Ability allows the character to control the actions of the target. X per Event System: The target must obey the commands of the character using Mind Control. Duration: 10 Minutes, All Event, Until Generally the target is unaware that they are being compelled, though Plot may specify the command is carried out, until the that they are. Regardless they cannot act on this knowledge. NPC is dead Delivery: Packet, Touch, Eye Contact, The specifics of Mind Control should be specified on the NPC Character Card. By Conversation default the compulsion is a single command that lasts ten minutes, or until the command Countermeasures: Resist Charm, is completed, whichever is first. It may take the form of a standing compulsion where Clarity of Thought the target must do everything that the character says which will last all event, or longer,

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 127 of 133 Legacies Rulebook, Winter 2013 if specified by Plot. Typically killing the character using Mind Control as a prolonged compulsion will result in the compulsion being broken unless specified otherwise by Plot. It will not prevent a single command from being carried out however. This Effect will persist even if the target becomes a Spirit. Signature Call: “Mind Control ” or “Mind Control Compulsion” followed by commands throughout the event.

Mindless Description: This Racial Ability means the character has no thoughts or free will. Constantly System: Characters with Mindless are not capable of acting independently. Their Duration: N/A actions must be directed by other characters though they may perform simple actions Delivery: N/A without further instruction once directed. Mindless characters may not speak but have Countermeasures: N/A

Immunity Countermeasures to all Mind Altering Effects, the Racial Ability Fear, and the Spell Wrack. Undead characters that are Mindless may be directed via the Spell Deads’ Commandment or the Racial Ability Control Undead. Other Mindless characters will have a Plot defined control method specific for the type of creature they represent (Example: a golem might be controlled by a Phys Rep representing their animus or control rod). Signature Call: “No Effect” when hit by an Effect they are immune to.

Pathogen Description: This Racial Ability delivers a communicable disease to the target. X per Event, Whenever System: When the target comes in contact with a character with Pathogen they contract Duration: 10 Minutes, One Hour, Event, a communicable pathogen (Example: bacteria, virus, or fungus) defined by Plot. They Until Cured will be given a 3” by 5” card explaining the nature of the pathogen, what effects their Delivery: Touch, Three Count character suffers, and its duration. The duration and nature of a specific pathogen is Countermeasures: Constitution determined by Plot but must be cleared by the Owners before being used In Game. Certain creatures may pass Pathogen by Touch, while other pathogens require more prolonged contact in the form of a Three Count Counted Action. This is also defined by Plot. Signature Call: “Pathogen” or “Pathogen 1, Pathogen 2, Pathogen 3”

Petrify Description: This Racial Ability turns the target into stone. X per Event System: When hit the target turns to stone for 10 Minutes. They must stay in the Duration: 10 Minutes position they were in when hit by the Racial Ability. At the end of the 10 Minutes the Delivery: Packet, Touch, Eye Contact stone crumbles into dust and the target becomes a Spirit just as they would if their body Countermeasures: None was destroyed in any other manner. This can be prevented and the character may be returned to flesh via the Elixir Stone to Flesh which returns the character to the same state that they were in prior to becoming stone. Only the character is made stone, not the items on their person, so those items are not destroyed at the end of the duration. If delivered via Eye Contact the character using Petrify and the target must both be looking at each other’s faces when the character says the Signature Call. Signature Call: “Petrify”

Poison Strike Description: This Racial Ability allows a character to deliver poison with their attack. X per Event, Whenever System: This Racial Ability may only be used in conjunction with claws or other natural Duration: per the Compound weaponry granted by the Racial Ability Claws. When the character attacks they may Delivery: Weapon use the suffix Venom to deliver an Alchemy, Poison, or Elixir per the rules of Venom Countermeasures: see the description of defined in “Chapter 4: Warrior”. Plot will define what effect is delivered and how many Venom in “Chapter 4: Warrior” times the ability may be used. Signature Call: see the description of Venom in “Chapter 4: Warrior”

Possession Description: This Racial Ability allows a character to inhabit the body of another X per Event, Whenever character and direct their actions. Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 128 of 133 Legacies Rulebook, Winter 2013

System: When successfully used, the character using Possession must put on an Orange Duration: 10 Minutes, One Hour, Event, Out of Game Headband to represent inhabiting the body of the target character. They Until Cured may then issue vocal commands to the target character directing the actions of the Delivery: Touch character. Other characters do not hear the commands nor see visible signs of Countermeasures: Resist Charm, possession. Possession is one of only very few abilities that may be used on characters Clarity of Thought that are currently Spirits, though it may only be used on a Spirit actively being Resurrected and Plot must explicitly state such on the character card of the monster using Possession. Only Spirits actively being resurrected are considered prone for the purposes of Counted Actions. If there is not explicit permission to affect Spirits, the player playing the character may only use the ability on corporeal characters. Plot should also explicitly state the duration of the Possession on the character card – if no duration is stated the duration is assumed to be 10 minutes. Signature Call: “Possessing 1, Possessing 2, Possessing 3”

Reduced Effect Description: This Racial Ability renders the target resistant to certain Effects. Constantly System: This Racial Ability may be used in three ways: “half effect”, “no effect”, and Duration: N/A “only affected by”. On the NPC Character Card Plot will specify a particular category Delivery: N/A of Effects which can be as broad as Magic, Alchemy, or Weapons, or as specific as Fire Countermeasures: N/A

Damage or Silver Weapons, and a particular mode of use. For “half effect” any effects from the given category are only half as effective. Numeric Damage is cut in half (Example: if a creature takes half effect from blunt weapons an attack with a mace that would normally do 10 would do 5 instead) as are durations (Example: the Spell Pin would last for 5 minutes instead of 10). Effects with a duration of Instant are unaffected by this and resolve normally.

For “no effect” the character has an Immunity Countermeasure to the specified category. “Only affected by” is similar, however it means that the character is only affected by the specified category and has an Immunity Countermeasure to all other Effects. For example, a character only affected by Alchemy would be immune to Spells and Weapons. Regardless of which mode this Racial Specifies, or which category is specified, the character is always affected to the full extent by Racial Abilities and Rituals. Weapons that deal magic damage will hurt creatures only affected by magic, but will deal no damage to creatures immune to magic. Signature Call: “No Effect” if hit by an Effect the character is immune to

Regeneration Description: This Racial Ability allows the character to heal Body Points. Constantly System: With a Sixty Count Counted Action the character has all of their Body Points Duration: N/A restored. This can be used even if the character is Unconscious, Bleeding to Death, or Delivery: N/A Dead. All creatures that have Regeneration must have a weakness that can kill them if Countermeasures: N/A they are subjected to it while in the Sixty Count (Example: werewolves are susceptible to silver weapons). Plot will specify on the NPC Character Card whether this is detectable via the Skill First Aid as well as the vulnerability that ultimately kills the character and whether attacking the character while they are regenerating has any effect. Signature Call: “Regeneration” after a Sixty Count.

See Invisible Description: This Racial Ability allows the character to see invisible creatures. Constantly System: A character with this Racial Ability may see other creatures rendered invisible Duration: N/A by the Racial Ability Shadow Cloak or the Monster Racial Ability Fleetness. They may Delivery: N/A interact with those characters normally. Countermeasures: N/A

Signature Call: N/A

Shape Change Description: This Racial Ability allows the character to turn into another form. X per Event, Whenever System: This Ability allows the character to assume the form of monsters as well as PC Duration: N/A Races, including the scent of the Race with regards to the Racial Ability Pack Sense. Delivery: N/A Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 129 of 133 Legacies Rulebook, Winter 2013

The player using the Ability must be able to Phys Rep the costuming for the form they Countermeasures: N/A are shifting into. The NPC Character Card will specify which form(s) the character may turn into, whether the character receives the Racial Abilities of the form they have shifted into, and whether they will remain in that form if they go to Spirit. The character may switch between forms with a Three Count Counted Action, however the transformation is not complete until the player has assumed the costuming for the new form. Signature Call: “Shifting One, Shifting Two, Shifting Three”

Spell Effect Description: This Racial Ability allows the character to innately use a specific Spell X per Event, Whenever without using a Spell Slot. Duration: per the Spell System: The character may use the specified Spell a number of times per event as noted Delivery: Packet or Touch, on the NPC Character Card. This is an innate ability and the Spell is not considered to Conversation, or Eye Contact be Cast, so the character may not be interrupted as if they were using a Spell Slot nor Countermeasures: per the Spell may they cancel the Spell once it has taken effect. The Racial Ability Glamour does not affect the use of this ability. By default this ability may be delivered via either Touch or Packet as the character wishes, however the NPC Character Card may specify that it may or must be used via conversation or eye contact. Signature Call: “Spell Effect

Spell Skin Description: This Racial Ability conveys the Effects of a Spell to anyone attacking the Constantly character. Duration: per the Spell System: Each time an attacker strikes the character with a melee weapon they take the Delivery: Special Effects of the specified Spell as noted on the NPC Character Card. If used with a Spell Countermeasures: per the Spell that affects items (Example: the Spell Shatter) the weapon that struck the character takes the Effects regardless of whether the weapon was a missile or melee weapon. This Spell is not considered to be Cast and may not be cancelled once it takes effect. Signature Call: “ Skin” each time the character is hit Example: “Shatter Skin” or “Paralyze Skin”

Spell Strike Description: This Racial Ability allows the character to deliver the effects of a specific X per Event, Whenever Spell when attacking with their Weapon. Duration: per the Spell System: The character may use the Suffix Spell Strike in conjunction with a weapon Delivery: Weapon attack a number of times per event specified on the NPC Character Card. The Spell Countermeasures: see the description of delivered with this ability is also specified on the NPC Character Card. For more Spell Strike in “Chapter 4: Warrior” information on Spell Strike see “Chapter 4: Warrior”. Signature Call: see the description of Spell Strike in “Chapter 4: Warrior”

Spirit Taint Description: This Racial Ability immediately sends the target character to Spirit and X per Event, Whenever complicates attempts to resurrect the character. Duration: Special System: Once affected the target character immediately goes to Spirit, bypassing the Delivery: Three Count other stages of Death (see “Chapter 3: Life and Death”). When the character is Countermeasures: None

Resurrected they have an additional Black Stone added to the Chance Bag, however once the character is Resurrected they suffer no additional effects. Prior to Resurrection the character is not aware of this added risk, but once the Resurrection starts both the affected character and the character performing the Resurrection are made aware of the presence of the Spirit Taint. Should the Resurrection be interrupted or either character abort the Resurrection the affected character loses 1 permanent Body Point but is cured of the Spirit Taint; the character performing the Resurrection contracts the Spirit Taint however, immediately becoming a Spirit themselves and suffering the effects of this Racial Ability during their own Resurrection. The use of the Racial Ability Nine Lives may be used to avoid going to Spirit and contracting Spirit Taint, either when the Racial is initially delivered or in the event the Resurrection is aborted or interrupted. If a character is brought back to life by the Racial Ability Healing rather than a Resurrection Spirit Taint is cured. Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 130 of 133 Legacies Rulebook, Winter 2013

Signature Call: “Spirit Taint One, Spirit Taint Two, Spirit Taint Three” Note: per the rules of Resurrection the two characters involved in a Resurrection may not communicate to each other during the Resurrection; thus the decision on whether or not to abort the Resurrection may not be made with the consultation of the other character potentially affected by the decision.

Suicide Ability Description: This Racial Ability allows the character to destroy their self at will. 1 per Event System: When the character uses this ability they either go straight to Spirit if they have Duration: Instant remaining Resurrections or they Sunder if they do not. Their body is destroyed in the Delivery: N/A process, however any items on their person remain after the character uses this ability. Countermeasures: Shield Spell if Optionally the character may include a Damage Call that injures character touching damage is included. them when they use this ability. The Damage Call, if any, will be specified on the NPC Character Card and may be resisted by the Spell Shield. Signature Call: “Suicide”

Tolerance Description: This Racial Ability makes the character resistant to physical damage. Constantly System: Characters with this Ability subtract a specified amount of damage off of every Duration: N/A Damage Dealing Effect that affects them as noted on the NPC Character Card. For Delivery: N/A example, a character with a Tolerance of 10 would subtract 10 from every Effect that Countermeasures: N/A deals damage to them. If this reduces the damage to 0 or below, then the attack has no effect and this ability acts as an Immunity Countermeasure. Signature Call: “No Effect” if the damage dealt is reduced to 0 or below.

Transport Description: This Racial Ability allows a character to move from one location to X per Event another nearby, without crossing the intervening space linearly. Duration: however long it takes to System: The character says the Three Count Signature Call and either puts on an orange actually move between the two locations headband or makes the hand sign representing that they are out of game. They then Delivery: N/A move to a new location, repeat the Three Count Signature call, and either take off the Countermeasures: N/A headband or drop the hand sign to represent that they are back In Game at the new location. When saying the signature call the character should include the method of conveyance that is taking them from one location to the next (Example: flying, digging, etcetera). Signature Call: “Transport One, Transport Two, Transport Three ” Example: “Transport One, Transport Two, Transport Three Digging”

Undead Description: This Racial Ability makes the character undead. Constantly System: The character is considered Undead with regards to all Effects that target Duration: N/A Undead specifically (Example: the Spells Turning of the Dead, Deads’ Fortification, Delivery: N/A Deads’ Commandment, Deads’ Destruction, the Elixir Holy Water, and the Monster Countermeasures: N/A

Racial Ability Control Undead). The character is also Abiotic, and gains all of the benefits of that Monster Racial Ability. Signature Call: “No Effect” when hit by an Effect the character is immune to.

Weakness Description: This Racial Ability causes the target to physically weaken. X per Event, Whenever System: The target no longer gets the benefit of additional damage granted by the Skills Duration: 10 Minutes Critical Strike and Back Strike when using weapons for the duration of this Ability; Delivery: Packet, Touch they do still get damage enhancements resulting from Spells, Elixirs, and Magic Items. Countermeasures: Strength

If the target has 10 Critical Strikes, uses a 1Handed Edge weapon, and has had the spell Enchanted Blade cast on the weapon, they would normally deal 15 Damage with the weapon (10, + 2 for the weapon, +3 for the spell), however after being hit by this Ability they would only deal 5 damage (2 for the weapon, +3 for the spell). This affects all physical damage calls and is applied to all specialty strikes. Signature Call: “Weakness” Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 131 of 133 Legacies Rulebook, Winter 2013

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 132 of 133 Legacies Rulebook, Winter 2013

Appendix 1: Detailed Examples To aid the understanding of more complex rules and scenarios, this appendix presents various detailed examples. If anything remains unclear, or if there is not an example on a scenario a player has a question on, the player should either post a question on the Rules Forum on the Legacies Website (http://www.legacieslarp.org/forum/index.php) or email [email protected]. The general playership is happy to field questions on the forum — they were new to the game once as well. Racial Abilities Divination Gypsy Gustav sits down and peers into his crystal ball- having spent time to set up the scene with characters around him and having invited a member of Plot to adjudicate. Gustav tells plot "I am trying to focus on scenes in Fortnight over the next several days, trying to see what adversity will face us. My intent is to discern what big threat we have to worry about this weekend". This is Gustav’s first Divination of the event, and he has a nice scene with his crystal ball out on a small wooden table and the other characters situated on pillows in front of the table. Since this is the first divination and Gustav has done a fair job creating the ambiance of a gypsy reading fortunes from a crystal ball, his Chance Bag has no black stones in it. Gustav draws a blue stone and the Plot Ref answers with some flavor text along the lines of "You see a vast storm raging down from the north unchecked by all in its path — it triggers a massive flood that now acts as a harbinger of the storm to come, savage green waters that bury settlements and drown all who stand in its path — you see fortnight in its path, the citizens prepared for the onslaught, but the image fades before you see whether their preparations were sufficient", This would essentially correspond to some great movement of power out of the wastes, with a vast army of Orcs and goblins at the front of the attack. Gustav could then divine specifics for more clarity now that he has this information, however each additional use of Divination does bring with it increased chance of failure, and if he performs another Divination before the Cool Down from the current Divination expires, that will also increase the chance of failure. An alternate scenario is that Gustav could use Tarot cards with Plot grabbing the deck and arranging the order they are drawn, while whispering to Gustav the symbolism of each draw and what combined they may imply.

Later that weekend Gustav wants to divine on the leader of this attack and where that leader will be in two days. Gustav had performed two other divinations prior to this so he would normally have two black stones in place of two blue stones (one for each previous attempt) — however he already knows who the leader is, and moreover has through previous encounters obtained the dagger that belongs to that leader, Chullack Brokenfang. Gustav explains that he is using the dagger to attune himself to Chullack Brokenfang so it is easier to center his crystal ball on the villain, and plot decides this is well above and beyond what is expected, so converts one of the black stones back to blue. Gustav also has lore "Prominent Ogre Magi" and Chullack Brokenfang happens to be a prominent ogre magi, so the Plot Ref further converts a black stone back to blue, so despite this being the third attempt that weekend Gustav is sitting pretty with no black stone.

Copyright 2012 © Anna McDermott, Chris Melton & Josh Brown-White Page 133 of 133