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1 NEWLARP Fantasy LARP Rules Version 5.0 Written and edited by Joshua Egstad Contributors ------- Adam Steineke Dustin Brehmer Branden Holfinger Keith Niemczyk Dan Loos Copyright (c) 2010 by Joshua Egstad This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 License. This means that you are free to copy and reuse any of the content of this work (noncommercially) as long as you tell people where its from. A full copy of this license may be found at the end of this work.

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  • 1

    NEWLARP Fantasy LARP Rules Version 5.0

    Written and edited by Joshua Egstad

    Contributors -------

    Adam Steineke Dustin Brehmer

    Branden Holfinger Keith Niemczyk

    Dan Loos

    Copyright (c) 2010 by Joshua Egstad This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 License. This means that you are free to copy and reuse any of the content of this work (noncommercially) as long as you tell people where its from. A full copy of

    this license may be found at the end of this work.

  • 2

    Contents NEWLARP Fantasy LARP Rules System ............................................................................................................................................................. 5

    Organization ................................................................................................................................................................................................ 5 What happens at a Game Day? ................................................................................................................................................................... 5

    Character Creation ........................................................................................................................................................................................... 7 Beginning Steps ........................................................................................................................................................................................... 7 Character Creation Steps ............................................................................................................................................................................. 7 1. Choose a Concept .................................................................................................................................................................................... 7 2. Starting Character Points ......................................................................................................................................................................... 7 3. Purchase a Race ....................................................................................................................................................................................... 8 4. Buy Merits and Flaws .............................................................................................................................................................................. 8 5. Buy Starting Skill Group Packages ........................................................................................................................................................... 8 6.Buy Starting Skills ..................................................................................................................................................................................... 8 7.Choosing Professions ............................................................................................................................................................................... 9 8. Choosing a Religion ................................................................................................................................................................................. 9 9. Body Points .............................................................................................................................................................................................. 9 10. Starting Life Force .................................................................................................................................................................................. 9 11. Starting Money and Equipment ............................................................................................................................................................ 9

    Races............................................................................................................................................................................................................... 10 Humanoid Races ........................................................................................................................................................................................ 10 Animal Kin ................................................................................................................................................................................................. 13 The Shape Shifters ..................................................................................................................................................................................... 14 Creating a new animal kin species ............................................................................................................................................................ 15 Racial Trait Descriptions ............................................................................................................................................................................ 17

    Merits and Flaws ............................................................................................................................................................................................ 20 Skill Groups ..................................................................................................................................................................................................... 22

    Package Alternative: Prime ................................................................................................................................................. 23 Assassin Skills Group ................................................................................................................................................................................. 23 Mage Skills Group ...................................................................................................................................................................................... 25 Priest Skills Group ...................................................................................................................................................................................... 28 Rogue Skills Group ..................................................................................................................................................................................... 30 Warrior Skills Group .................................................................................................................................................................................. 32 General Skills ............................................................................................................................................................................................. 33

    Professions ..................................................................................................................................................................................................... 34 Profession List ................................................................................................................................................................................................. 36 Character Advancement ................................................................................................................................................................................. 47

    Learning on Your Own ............................................................................................................................................................................... 47 Event Experience and Ratio ....................................................................................................................................................................... 47 Experience Table ....................................................................................................................................................................................... 48

    Master Skill List ............................................................................................................................................................................................... 49 Spells............................................................................................................................................................................................................... 85 Rituals ............................................................................................................................................................................................................. 96 Mage Spell Lists ............................................................................................................................................................................................ 102

    Cantrips ................................................................................................................................................................................................... 102 Air Elementalism ..................................................................................................................................................................................... 102 Arcane Power .......................................................................................................................................................................................... 103 Body Control ............................................................................................................................................................................................ 103 Death Magic (Knowing and casting Death Magic is Illegal in most parts of the Empire) ........................................................................ 103 Defensive Auras ....................................................................................................................................................................................... 104 Earth Elementalism ................................................................................................................................................................................. 104 Fire Elementalism .................................................................................................................................................................................... 104 Healing Arts ............................................................................................................................................................................................. 104 Matter Control ........................................................................................................................................................................................ 105 Mind Control ........................................................................................................................................................................................... 105 Necromancy ............................................................................................................................................................................................ 106 Restraining Force ..................................................................................................................................................................................... 106

    Religions ....................................................................................................................................................................................................... 107 The Balance ............................................................................................................................................................................................. 109 The Gods ................................................................................................................................................................................................. 109

    Amneron ....................................................................................................................................................................................................... 110 Balahk ........................................................................................................................................................................................................... 112 Cephira ......................................................................................................................................................................................................... 113

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    Chadus .......................................................................................................................................................................................................... 115 Endivarr ......................................................................................................................................................................................................... 116 Jovius ............................................................................................................................................................................................................ 117 Kaervann ....................................................................................................................................................................................................... 118 Lucius ............................................................................................................................................................................................................ 119 Myrna ........................................................................................................................................................................................................... 120 Nameless One ............................................................................................................................................................................................... 121 Rivas .............................................................................................................................................................................................................. 123 Sevre ............................................................................................................................................................................................................. 124 Shaylo ........................................................................................................................................................................................................... 126 Varun ............................................................................................................................................................................................................ 127 Vestehar ........................................................................................................................................................................................................ 129 Vindicare ....................................................................................................................................................................................................... 131 Coinage ......................................................................................................................................................................................................... 132 Item Costs ..................................................................................................................................................................................................... 133 Special Item Properties ................................................................................................................................................................................. 134 Item Creation ................................................................................................................................................................................................ 136

    Item Creation Process .............................................................................................................................................................................. 136 Workshops ............................................................................................................................................................................................... 137 Item Creation Specializations .................................................................................................................................................................. 141

    Armor ............................................................................................................................................................................................................ 145 Wearing Armor ........................................................................................................................................................................................ 145 Types, Styles, and Enhancements ............................................................................................................................................................ 147 Basic Armor ............................................................................................................................................................................................. 147 Light Armors ............................................................................................................................................................................................ 147 Medium Armors ...................................................................................................................................................................................... 148 Heavy Armors .......................................................................................................................................................................................... 148 Enhancements ......................................................................................................................................................................................... 149

    Weapons ....................................................................................................................................................................................................... 150 Weapon Types ......................................................................................................................................................................................... 150 Sticks and Stones ..................................................................................................................................................................................... 155

    Shields ........................................................................................................................................................................................................... 156 Using a Shield .......................................................................................................................................................................................... 156 Shield Safety ............................................................................................................................................................................................ 156

    Potions .......................................................................................................................................................................................................... 157 Potion List ................................................................................................................................................................................................ 157 Poo Example ............................................................................................................................................................................................ 157

    Thrown Packets ............................................................................................................................................................................................ 160 Packet Colors ........................................................................................................................................................................................... 160

    Combat Rules ................................................................................................................................................................................................ 161 Safety ....................................................................................................................................................................................................... 161 Holds ........................................................................................................................................................................................................ 161 Physical Contact ...................................................................................................................................................................................... 161 Eye Protection ......................................................................................................................................................................................... 162 Flashlights ................................................................................................................................................................................................ 162 Combat .................................................................................................................................................................................................... 162 Allowed Weapons .................................................................................................................................................................................... 162 Wielding a Weapon ................................................................................................................................................................................. 162 Attacking with a Weapon ........................................................................................................................................................................ 163 Legal Targets ............................................................................................................................................................................................ 163 Dealing Damage ....................................................................................................................................................................................... 163 Damage Bonuses ..................................................................................................................................................................................... 164 Hit Points and Taking Damage ................................................................................................................................................................. 164 Special Defenses ...................................................................................................................................................................................... 165 Healing ..................................................................................................................................................................................................... 165 Battle relief .............................................................................................................................................................................................. 166 Maiming Blow .......................................................................................................................................................................................... 166 Killing blow .............................................................................................................................................................................................. 166 Attack Types ............................................................................................................................................................................................ 167 Unusual Effects ........................................................................................................................................................................................ 169 Divine Power Indicators ........................................................................................................................................................................... 170 Magical Walls........................................................................................................................................................................................... 170

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    Other Special Effects ............................................................................................................................................................................... 170 Death and Dying ........................................................................................................................................................................................... 171 The Winds of Magic ...................................................................................................................................................................................... 172

    Spell Casting ............................................................................................................................................................................................ 172 Memorizing Spells ................................................................................................................................................................................... 172 Casting Spells ........................................................................................................................................................................................... 172 Spell types ............................................................................................................................................................................................... 173 Spell Durations ........................................................................................................................................................................................ 173 Spell Packets ............................................................................................................................................................................................ 173 Cantrips and Words ................................................................................................................................................................................. 173 Casting Scrolls .......................................................................................................................................................................................... 174 Spell Defenses ......................................................................................................................................................................................... 174 Taking Damage from spells ..................................................................................................................................................................... 174

    Ritual Casting ................................................................................................................................................................................................ 175 The Casting of the Ritual ......................................................................................................................................................................... 176 Glyphs ...................................................................................................................................................................................................... 176

    Searching ...................................................................................................................................................................................................... 177 Picking Pockets ........................................................................................................................................................................................ 177

    Strength Effects ............................................................................................................................................................................................ 179 Strength Tiers .......................................................................................................................................................................................... 179

    Locks ............................................................................................................................................................................................................. 180 Lock Picking ............................................................................................................................................................................................. 181 Damaging Locks ....................................................................................................................................................................................... 181 Types of Locks ......................................................................................................................................................................................... 181 Lock Construction .................................................................................................................................................................................... 181

    Traps ............................................................................................................................................................................................................. 182 Disarming Traps ....................................................................................................................................................................................... 185

    Item Rep Construction .................................................................................................................................................................................. 186 Padded Weapons .................................................................................................................................................................................... 186 Construction Tips .................................................................................................................................................................................... 189 Other Types of Weapons ......................................................................................................................................................................... 189 Shield Construction ................................................................................................................................................................................. 190 Armor Construction ................................................................................................................................................................................. 190 Packet Construction ................................................................................................................................................................................ 190 Resources ................................................................................................................................................................................................ 191

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    NEWLARP Fantasy LARP Rules System This rules system is an ongoing project by a group of gamers with more than a decade of experience in live action role-play (LARP) gaming. Our goal is to build a framework that will allow the creation of an interactive story within a fantasy setting. At its simplest, LARP is improvisational theater where each person is able to create his or her own fantasy character. By reacting to various plot elements put before them, players work together to tell a story. The rules in this book give you the opportunity to play a fantasy character of your own creation. The rules are designed to make the game as fair as possible to everyone, and all players are expected to follow the rules to the best of their ability.

    Organization Plot Committee The plot committee is a group of people who write the story lines and organize the game-days so that they are fun, interesting, and have continuity. Marshals Marshals help facilitate the running of the story as well as various game mechanics that are used to keep things going smoothly and fairly. Most plot committee members also act as marshals. Non-Player Characters Non-player characters (referred to as NPC's) fill all the roles needed to breathe life into the fantasy world. NPC's are directed by Plot Committee members on what role to play and how to play that role. NPC's can expect to play a variety of monster roles that will engage in battle with the players. Not all NPC roles will involve combat though; there are plenty of other roles to fill. Player Characters Player characters (referred to as PC's) play their persistent character at an event. PC's are free to role-play their character and react to plot events however they wish within the bounds of the rules.

    What happens at a Game Day? A game day can be thought of as a big play, where the player characters are the main characters. Non-player characters act in the roles of all the antagonists and supporting characters with whom the players will interact. The non-player characters also act as the stage crew, making sure all the physical elements of the game are set up. The plot committee acts as the writers and directors for the game, orchestrating the adventures that the players go on.

    Upon arrival at a game day there will be a location set aside for people to check in and register. It's at this time participants have to make up their mind as to whether they will be player characters (PC) or non-player characters (NPC).

    After checking in, NPC's will report to "Monster Central", where the people who are organizing the game will brief them on the basic theme for the day and give out instructions on setting up any game locations or game encounters as needed. It is your responsibility as an NPC to make sure the player characters have a good time. In return, when it is your turn to play your character you can count on others to do the same.

    Once checked in, PC's will need to get their costumes on, get their weapons checked for safety, and wait for the game to start.

    The plot committee will start the game by giving out game day information and possible plot hooks, and then declare a start to the game.

    Once the game starts, PC's roleplay their characters, interact with NPC's, go on adventures, get into fights, and hopefully have a good time.

    At the end of the game day the plot committee will declare the end of the game followed by a wrap up session.

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    First Timer Recommendation Even if it sounds easier to be a PC, it is recommended for newcomers to NPC at their first game. NPC'ing gives you a chance to see what the game is all about, to try out various fighting styles and other aspects of the game. When you are new to the system, you are much more likely to meet an untimely demise, so why not get a feel for how the rules work before hand? If you're a first time player, let the person running monster central know that you're interested in testing a character type out and they may be able to arrange a suitable NPC for you. What to Wear If you're playing your PC, then you will be expected to bring a medieval fantasy appropriate costume of some sort. Wear whatever the character would wear. For new players a few props can be borrowed from monster central, but you are expected to bring your own costume. If you are playing as an NPC, you will most likely be playing a variety of roles, and basic costuming will be available at monster central. It is recommended that you come to the game wearing a dark t-shirt and comfortable pants. Avoid jeans and hats or clothes with advertisements' on them.

    Be aware of the weather and bring weather appropriate items. Bring footwear that is appropriate for a high activity sport. Footwear that visually fits the setting is best, but

    modern shoes are fine. No cleats. Reality Breaks Sometimes people need a 'reality break'. There will normally be a place set aside to be out-of-game'; a place free from having goblin hordes ambush you and subject you to their will. The bathrooms are always out of game' areas, as are certain other places that will be marked. You will also be informed about those areas at the pre-game briefing. Avoid breaking character as much as possible in in-game areas. Physical Disabilities The events can be taxing and most roles require being able to move around. However, there are always parts available for those who are not as limber or young as they would like, or who might suffer from some sort of disability. Though the camp setting is somewhat primitive, people confined to wheelchairs or suffering from some other challenge are still welcome. We recommend that you contact the plot committee prior to the event if possible, so that they can make arrangements to facilitate your involvement. There are more than enough parts that can be played by people with limited mobility; it's merely a matter of preparation. Night Time Multi-day games will normally run Friday night through Saturday afternoon, so you'll need to bring a sleeping bag or blankets. Bunks are usually provided within cabins, but those who wish to may bring tents to camp in. Out of Game Possessions While the game is going on, we try to keep to the idea that what you see is what you get. For example, if PCs see something on the ground, we want them to be able to pick it up and consider it an in-game item. Items that you wish to remain out of game need to be stashed in one place, and then marked obviously with "OOG" (Out of Game). This assures your personal property will not be touched. In Closing... That's about all we can tell you for now; the next step is for you to join us at our event. Feel free to contact us using our web page, www.newlarp.com. We have a number of people who would be happy to answer your questions and give you further advice. Also, as you read through the rules be aware that there is a glossary located in the back of the book that can help you understand some of the game terminology.

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    Character Creation This chapter will provide you with a general guideline on how to create your character and how to advance your abilities once you have played your character.

    Beginning Steps Character creation is not hard, but you should take your time and understand the process as your going along. Before you continue, there are a couple things you should know. Rewrite Rule This is one rule that can save you if you make a mistake or change your mind shortly after creating your character. Everyone has the opportunity to play his or her character without risk of being stuck playing something they don't want to play until they reach 3rd level. What that means is that if you make a character, you can play that character until you reach 3rd level and have one chance to rewrite or re-make your character entirely. If you are above 3rd level, you must either make a new character starting at 1st level or continue playing your original character.

    Character Creation Steps 1. Choose a concept 2. Starting character points 3. Buy a race 4. Buy merits and flaws 5. Buy skill packages and skills 6. Choose a religion (optional) 7. Calculate starting body points 8. Note your starting life force 9. Purchase starting equipment

    1. Choose a Concept Every character starts with a concept. A concept is the basic foundation of what you want your character to be or do. It could be as simple as, I want to be a healer or as complex as, I want to be a ritualist mage who can cast all the highest power spells. Goals You can also give your character a lot of depth just by defining some short-term and long-term goals. One common goal among warriors is knighthood. That is a good, but definitely long-term, goal. Short-term goals could consist of obtaining an item or weapon or simply some teaching for a skill you would like to learn. Costume Another thing to consider at this stage is costuming. To portray your chosen concept, you will need to have a costume that fits your vision of the character. For instance, a nobleman does not wear rags or torn clothing and an assassin would not usually wear plate mail. History Something else that can add a lot of depth to a character is a character history. If you write a character history and turn it in, you will receive 10 experience points. Writing a history at the time of character creation will amount to 1 character point (CP), if you are first level. There are no strict guidelines for character histories, but you should keep them within the realm of possibilities. Remember, you are a first level character.

    2. Starting Character Points All characters start with 30 character points. Character points (CPs) are what players use to purchase their race, merits/flaws, skills, and abilities.

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    3. Purchase a Race All characters must purchase a race using Character Points. Once you've decided on a concept, you should purchase your race. Humanoid Races

    Boggles (Cost: 5 CP) Dwarves (Cost: 9 CP) Elves (Cost: 8 CP) Goblins (Cost: 15 CP) Half-Elves (Cost: 7 CP) Half-Ogres (Cost: 13 CP) Half-Orcs (Cost: 7 CP) Humans (Cost: 5 CP) Orc (Cost: 9 CP)

    Animal Kin Races K'Tal (Cost: 10 CP) Rodere (Cost: 9 CP) Shagra (Cost: 10 CP) Create your own animal kin species (Cost: Variable)

    Shape Shifters Fenris (Cost: 11 CP) Gollus (Cost: 13 CP) Silene (Cost: 12 CP) Mussan (Cost: 11 CP)

    4. Buy Merits and Flaws Merits and Flaws are bonuses or hindrances to your starting character. You can buy up to 3 CP worth of merits and 3 CP worth of flaws.

    5. Buy Starting Skill Group Packages There are 5 different Skill Groups, each with its own set of skill packages. The skill groups are:

    Assassin Mage Priest Rogue Warrior

    A skill package costs 10 CP and gives you skills, abilities, access to group-only skills, and the in-group cost for all skills listed within that skill group. Alternatively you can purchase a 'prime' package for a specific skill group. A prime package gives you access to all skills in a skill group as well as the in-group cost for the skills in that group, but no bonus skills or abilities. Each prime package costs 6 CP.

    6.Buy Starting Skills Skills are listed in tables under each skill group as well as in the master skill table. For each skill there is a base cost and a group cost. Base Cost You can purchase any skill at the base cost from any group provided there is a value listed for the base cost. If the base cost for a skill is listed as N/A, you may not purchase the skill unless you have a skill package from that skill group.

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    Group Cost If you have a skill package from a skill group from which you are looking to purchase a skill, you get to buy that skill at the in-group cost. Certain skills have prerequisites that you must meet in order to purchase them. Those prerequisites are listed in the skill descriptions.

    7.Choosing Professions You have the option to start as a professional in a particular trade. These trades are listed in the professions chapter. Professions have abilities and skills available to them at different levels. Definitions and explanations can all be found in the professions chapter.

    8. Choosing a Religion If you purchase the initiated merit or a priest package, you may start your character as part of one of the game religions. The religion chapter outlines each religion, including the spell lists and powers that are available to initiates and priests. If you're character does not start initiated to a religion, your starting character may still choose to follow the tenants of a religion, or even choose one in the game.

    9. Body Points Body points are the amount of damage your body can take before you go unconscious. Your body points are recalculated each event to reflect any changes in your character. Body points are calculated using the following formula: ((Level * Average Multiplier of All Packages) + Base Body +/- Miscellaneous) * Other % modifiers (racial, merits, flaws, etc.) Base Body Each race has a base body of 5 points. Rounding All body points are rounded to the closest whole number. Package Multipliers Each skill group has a body point modifier attached to it. The modifiers of all the skill group packages you've purchased are averaged together before being applied in the body point formula.

    Package Multiplier

    Assassin 1.4

    Mage 1.0

    Priest 1.0

    Rogue 1.2

    Warrior 1.6

    No Packages 0.8

    Example: A 5th level Human with a Warrior package and a Mage package would have 12 Body. ((5 * (1.6 + 1.0) / 2) + 5) * 1.0 = 11.5 (rounded to 12).

    10. Starting Life Force Unless otherwise noted, all characters start with 3 Life Force. Each time you die, there is a chance you can lose life force. See the section on death and dying for more information.

    11. Starting Money and Equipment Starting characters receive 4 silver coins as starting money. This money may be used to purchase any equipment they can afford at the time of character creation. This includes weapons, armor, jewelry, potions, etc.

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    Races Each race is listed with its character point cost, bonus traits, negative traits, required costuming, and background. Bonus traits and negative traits that are not described in the race listing are described at the end of this chapter. Skill Bonuses and Penalties Many of the races have skill discounts or penalties listed. These cost adjustments will always be written as a plus or minus to the cost of a skill or package. For example, if a bonus is written as "Wear Armor skills cost -1/-2 CP", this means that the skill will cost 1 CP less than the group cost, and 2 CP less than the base cost of the skill.

    Humanoid Races Boggles Cost: 5 CP Bonus Traits

    Profession Affinity: Baker, Merchant, Cook, Farmer, and Tailor

    Thrown Weapon Skill The first level of Pick Pockets bought costs -1/-3

    CP Resist Death Magic* Lucky* Trap Dodge costs -1/-2 CP

    * Becoming an initiate of an evil god or learning spells from the Death Magic spell list will negate this ability. Negative Traits

    -30% Body points Cannot use two handed weapons but may

    purchase long weapons skills to use bastard weapons.

    The first Mage Package bought costs +2 CP Costuming and Appearance

    Boggles must significantly enhance their belly and eyebrows.

    Background The race of Boggles is one of carefree spirit and joy. Boggles try to spend every day enjoying themselves, whether through games, eating, or just taking a nice nap. They are a very curious race, often finding other people's goods within their pockets. It is also because of this curiosity that they find studying very boring, Boggle mages being few and far in-between. Because of their joyful nature, the gods of light and goodness favor them. Boggles are usually shorter in stature, standing only 32 to 48 inches high. Most are also plump, proudly patting their bellies that are full of baked goods.

    Dwarves Cost: 9 CP Bonus Traits

    +20% Body points Resist Disease (once per day) Profession Affinity: Weapon Smith, Armor

    Smith, Blacksmith, and Locksmith The Wear Light Armor skill is free at character

    creation Mineral Lore costs -1 CP The first Warrior Package bought costs -2 CP

    Negative Traits The first Mage Package bought costs +5 CP Each level of the Read Magic skill costs +2 CP to

    learn. Costuming and Appearance

    Dwarves must wear full beards in-game; either real, with a prop, or through makeup

    Background Dwarves are renowned for their exceptional crafting skills and prowess in combat. They originated from deep within mountain societies, but have integrated into the general population over the last several centuries. They are a hardy race that rarely becomes ill. Dwarves are short but stout, usually measuring between 40 to 60 inches in height. Both females and males proudly grow out their beards. Males generally either sport full bushy beards or braid them. Females usually only have the sideburns, often decorating them with trinkets.

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    Elves Cost: 8 CP Bonus Traits

    Resist Sleep (once per day) Resist Charm (once per day) One pick of the Mana +10 skill is free at

    character creation Sense Corruption* Plant Lore costs -1 CP The first Mage Package bought costs -2 CP

    * Becoming an initiate of an evil god or learning spells from the Death Magic spell list will negate this ability. Negative Traits

    -20% Body points Cannot wear heavy armors

    Costuming and Appearance Elves must accent their eyes with makeup Elves must wear pointed ears

    Background Elves are a race rich in magical energy. They originated from the deepest of the great forests and retain many of their nature traditions. Elves are said to be born with a natural affinity towards magic, some being able to cast spells at very early ages. Along with this comes a natural resistance to hostile magic. Elves have a lighter frame than humans, and are not able to properly function in heavy armor. They vary in height, ranging from 54 to 78 inches tall. Being so attuned to nature, Elves are able to sense out chaos and corruption. Goblins Cost: 15 CP Bonus Traits

    Start the game with 6 Life-Force Points Negative Traits

    Cannot use long blades or long hafted weapons, but may purchase long weapons skills to use bastard weapons one-handed

    -20% Body points Non-Citizen Soft Skull

    Costuming and Appearance Goblins must wear green pointed ears Green face paint is encouraged but not required

    Background Goblins are a primitive, tribal race, as opposed to the more advanced and civilized races. Goblins have just recently started opening themselves to civilization. Most of them still stay far away from cities, but some enterprising goblins have begun moving into the communities of the empire. They are a small, generally meek race, usually measuring between 36 to 53 inches tall. The race as a whole has yet to be declared citizens of the Empire, and this certainly poses problems for city goblins. The main redeeming quality of Goblins is their strong hold on life, seeming to outlive most of the other races. Half-Elves Cost: 7 CP Bonus Traits

    The first Rogue Package bought costs -2 CP One pick of the Mana +10 skill is free at

    character creation Negative Traits

    -10% Body points Costuming and Appearance

    Half-elves must wear pointed ears Background This race came about from the union of a Human parent, and an Elf parent. Half-Elves seem to carry some of the benefits of both parents, but at a weaker potency. They are of a lighter frame than humans, but not as much as Elves. Half-Elves retain some of their Elvin affinity towards magic. Being more lithe and dexterous like Elves, Half-Elves find the Rogue arts easier to master than most. Their height ranges anywhere within the Elven and Human ranges.

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    Half-Ogres Cost: 13 CP Bonus Traits

    Bigga is betta! +30% Body points Extra-thick skull

    Negative Traits 1 silver piece maintenance cost per month,

    collected at character check-in. If this is not payed, the character loses the Bonus Traits Bigga is Betta! and +30% body points for that game day

    The first non-warrior package costs +2 CP The first level of any profession costs +2 CP Read & Write costs +3 CP

    Costuming and Appearance Half-ogres must enhance their shoulders

    significantly (fur, shoulder pads, etc.) Background As the name implies, this is a race produced through the union of an Ogre and a Human. Half-Ogres are less worldly than their human counterparts, yet more in touch with civilization than their ogre kindred. Because of being part ogre, Half-Ogres have a harder time learning professions and skills requiring intellect or fine dexterity. What they lack in intelligence, they more than make up for with their brute size and strength. Because of their enormous size, Half-Ogres find normal sized weapons and armor unusable, and must buy specially made, extra-large, armor. Half-Orcs Cost: 7 CP Bonus Traits

    +10% Body points Berserker Rage (once per day) Thick Skull

    Negative Traits Read & Write costs +1 CP The first Mage Package bought costs +2 CP

    Costuming and Appearance Half-Orcs must wear either green face paint or

    tusks; wearing both is optional. Background Half-Orcs are a union of two races, Orc, and Human. Half-Orcs have qualities from both of their parents, but are neither as smart as a normal human, nor as strong as a full Orc. They are able to call upon their natural rage, but not as often as an Orc. Half-Orcs usually have trouble

    adapting to civilization, and are fairly uncommon in the cities of the empire. They bear some resemblance to their Orcish heritage, but not all Half-Orcs are alike. Some have tusks, some have greenish skin, and some have both. Their height is anywhere in the range of Humans and Orcs. Humans Cost: 5 CP Bonus Traits

    None Negative Traits

    None Costuming and Appearance

    No special requirements Background Humans are the most common race in the Empire. Humans are heralded for their diversity, and adaptability. You can find a human in any walk of life, from a lowly street beggar to the King of the Empire. Humans range in height from 60 to 77 inches tall. Orc Cost: 9 CP Bonus Traits

    +20% Body points Berserker Rage (twice per day) Thick Skull

    Negative Traits Read & Write costs +2/+3 CP The first Mage Package bought costs +5 CP The first Rogue Package bought costs +2 CP The first level of any Profession bought costs +1

    CP Non-Citizen

    Costuming and Appearance Orcs must wear green face paint and tusks

    Background Orcs are a primitive, tribal race of humanoids. They resemble humans, with a few differences. Orcs bear tusks, greenish skin, and a somewhat piggish snout for a nose. Orcs are rare in civilized areas, usually working as mercenaries, caravan guards and other combative jobs for which they are well suited. Being in almost constant conflict with other tribes, Orcs are a savage breed, able to call upon their inner rage to aid them in battles. They are somewhat larger in size than humans, ranging from 65 to 84 inches in height.

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    Animal Kin The Nameless One was the original creator of all Animal Kin. Taking animals and twisting them into half-man, half-animal creatures of chaos, the Nameless One used them as slaves, known commonly as beast-men, for many centuries. After generations of service, the final traces of chaos have been expunged from some of the Animal Kin lineages. With chaos no longer warping their sanity, many of these Animal Kin seek to join the cities of the empire and leave the wilds behind. K'Tal (kah-tall) Cost: 10 CP Bonus Traits

    The first Warrior Package bought costs -1 CP The first Assassin Package bought costs -1 CP +10% Body points Claws Pursue

    Negative Traits The first Rogue package bought costs +1 CP Cannot use thrown weapons Cannot use bows Teaching costs +3 CP

    Costume Requirements K'Tal must wear whiskers or cat-like ears K'Tal must wear a tail

    Background K'Tal are an old, proud race of warriors. K'Tal are a race of humanoids descended from a fusion of humans and the big cats, and still retain many feline features. K'Tal have a natural agility and grace that makes them well suited for battle. Their natural claws are formidable, and many K'Tal forego the use of weapons in favor of their natural armament. K'Tal have hands which are not as evolved as most of the humanoid races. This reduces their manual dexterity a significant amount. As a result, K'Tal find it impossible to use any sort of bow or thrown weapon. K'Tal tend to be impatient, and lose their tempers easily when frustrated. Rodere (roh-dare) Cost: 9 CP Bonus Traits

    The first Assassin package bought costs -2 cp Deadly strike (twice per day) Scenting

    Negative Traits Cannot wear medium or heavy armor Trap Dodge costs +2 CP Ritual Awareness costs +2 CP Non-Citizen

    Costuming Requirements Rodere must wear a rat nose. Rodere must wear a tail.

    Background Known for exploiting their opponents weaknesses, the Rodere are a deadly race that excels at stealthy combat. Born from the corruptive fusion of the rat packs of Guame with a sect of human assassins, the Rodere were originally created by the Nameless One to be disposable killers. The subject of heavy ritual conditioning, a Rodere was sent out into the world to slay their target, or die in the process. As countless years passed, many Rodere began to evolve free of their bonds of corruption, and set out for themselves. There is little organization amongst these Rodere, as they are often found travelling alone or in very small family groupings. Shagra (shah-gra) Cost: 10 CP Bonus Traits

    Amphibious Claws Elemental Kinship: Water

    Negative Traits -10% Body points Water Dependency

    Costume Requirements Male Shagra must wear red, violet, or black

    colored face paint. Female Shagra must wear light blue or light

    green colored face paint. Shagra must accent their eyes with makeup.

    Background The Shagra live in our rivers and lakes. Once creatures of legend, they now live amongst the land walkers. Shagra stand around six feet tall on average. They are thin and covered in a thin layer of scales. Males tend toward rusty red, dark violet, or black, while females tend toward lighter, more opalescent colors. Shagra eyes are always murky black, like the deeps that spawned them. They have sharp teeth, wide mouths, and almond shaped eyes. Shagra don't have ears as such.

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    The Shape Shifters The four shape shifter races all have the ability to change between two forms: human and half-animal. In human form, all of the shifters resemble humans exactly, and there is no known way to tell a human from a shape shifter in human form. In half-animal form, they resemble an amalgam between a human and an animal. They walk upright, but have many features of their particular animal race. In shifted form, shape shifters gain some animal abilities, such as natural weapons, and the ability to talk to animals. Shape Shifting Rules The process of shifting between forms takes five minutes, during which time the shifter must remain immobile, and may not enter combat. Once started, the process cannot be stopped. Because of this, shape shifters are very vulnerable while shifting forms, and usually will try to find some place very private and secure to do so. Quick Shifting A shapeshifter can lessen the time it takes to shapeshift, but this causes damage to the body of the shifter.

    For each minute of time reduction, the shapeshifter takes 1 point of body damage, up to a maximum reduction of 4 minute

    Fenris Cost: 11 CP Bonus Traits

    +10% Body points Shifted Form Bonuses

    Animal speech Scenting Claws

    Negative Traits May not shift forms while wearing metal armor May not wear metal armor while in shifted form

    Costume Requirements Fenris must wear a wolf snout while in shifted

    form Fenris must wear wolf-like ears while in shifted

    form Background In shifted form, Fenris somewhat resemble werewolves, but upon inspection are easily identifiable. Fenris in shifted form have the facial features of a wolf, perky triangular ears, and are covered in a fine gray fur. Their sense of smell is extremely sensitive, allowing them to identify creatures using smell alone. Fenris tend to be patient, focused individuals.

    Gollus (gol-lus) Cost: 13 CP Bonus Traits

    +20% Body points Shifted Form Bonuses

    Animal speech Thick Hide Thick Skull Claws

    Negative Traits May not shift forms while wearing metal armor May not wear metal armor while in shifted form Slow learner

    Costume Requirements Gollus must wear a large fur over shoulders

    while in shifted form Gollus must wear a bear snout while in shifted

    form Background A Gollus in shifted form resembles a short, humanoid bear. While shifted, they are covered in a short fur and have the facial features of a bear. The fur of a Gollus is black, brown, or white. Gollus are slow learners, and it takes them longer than most to understand new things. They also tend to be slow to anger, but when enraged, are hard to stop.

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    Silene (sie-leen) Cost: 12 CP Bonus Traits

    +10% Body points Shifted Form Bonuses

    Animal speech Flee 2/day Horns

    Negative Traits May not shift forms while wearing metal armor May not wear metal armor while in shifted form

    Costume Requirements Silene must wear deer antlers while in shifted

    form Silene must wear deer-like ears while in shifted

    form Background In shifted form, Silene resemble wild deer. Substantial antlers grow from their skull; their ears grow into large, furry, deer ears, and they become covered in a fine, short fur. Most Silene retain much of their human facial features, although there are some exceptions that look almost fully like a deer. In shifted form, the legs of the Silene grow much more powerful, allowing them to put on a burst of speed to flee from a dangerous situation. Silene tend to be very opinionated, and as a race they share a common love for the wilderness.

    Mussan (moo-sahn) Cost: 11 CP Bonus Traits

    The first Assassin package bought costs -1 CP Shifted Form Bonuses

    Animal speech Adrenaline strength Claws

    Negative Traits -10% Body points May not shift forms while wearing metal armor May not wear metal armor while in shifted form

    Costume Requirements Mussan must wear a weasel snout while in

    shifted form Mussan must wear weasel-like ears while in

    shifted form Background Mussan, when shifted, resemble humanoid weasels. Their faces take on much of the features of a weasel, and they become covered in a short fur. Mussan tend to be short with light bone structures. However, their metabolisms are very fast, and during combat some Mussan become whirlwinds of frenetic energy, dishing out punishment that belies their small stature. Mussan tend to think, talk, and move faster than other races. They become impatient quickly, and are always eager to find something new to do.

    Creating a new animal kin species Base Cost: 10 CP Bonus Traits: 8 points maximum Negative Traits: 8 points maximum Requirements: Must take a minimum of 2 Makeup or Costume requirement negatives. Restrictions: CP cost after choosing all bonuses and negatives must be 5 CP or greater. Creation Rules: Step 1: When creating an animal kin, the first step is to pick an animal. The animal should be a mammal, amphibian, or reptile. No birds, fish, shellfish, etc. No strictly water-bound mammals. For example, no sperm whales, no killer whales, no dolphins, etc. Optionally, you may also come up with name for the race. There is no option for any new animal kin species to be shifters. Step 2: Pick no more than the maximum allowed points in bonuses from the bonuses table below. These should be appropriate for the type of animal picked in step 1. Each bonus has a number in the Buy Limit column, and you may only purchase that bonus up to that many time, maximum. Each time you pick a bonus trait you add the cost of the trait to the total cost of your animal kin race. Step 3: Pick 2 costuming or makeup requirements that are appropriate for the type of animal picked in step 1. These apply towards the negatives maximum for the race. Each time you pick a negative trait you subtract the cost of the trait from the total cost of your animal kin race.

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    Step 4: Pick no more than the maximum allowed points in negatives from the negatives table below. These should also be appropriate for the type of animal picked in step 1. Each negative has a number in the Buy Limit column, and you may only purchase that bonus up to that many time, maximum. Each time you pick a negative trait you subtract the cost of the trait from the total cost of your animal kin race. Step 5: Add the 'Non-Citizen' Trait to the list of negative traits for your race. This is a 0 CP negative trait that all new animal kin species have. Step 6: Calculate the starting CP for your animal kin species (10 + bonuses - negatives) and then record all the info about the race in a clear, concise fashion. Step 7: Get your animal kin race approved by a marshal. This should be done by giving the race to a marshal at the start or end of a game day. Do not expect the race to go in-game on the game day you hand the race in. If the race is approved, it will become an official race for that species of animal and will be available for anyone to buy. Animal Kin Bonus Traits

    Cost Limit Description

    1 2 Class Aptitude

    1 2 Skill Aptitude

    1 1 Speak with animals

    1 4 Thick skull

    2 1 +10% body points

    2 1 Amphibious

    2 2 Deadly strike

    2 3 Hardy Beast

    2 1 Horns

    2 1 Scenting

    3 2 Blood Purification Organ

    3 1 Claws

    3 2 Pursue 2/day (Appropriate predator species only)

    3 2 Spit Poison

    3 1 Tough metabolism

    4 1 +20% body points

    4 2 Adrenaline Strength

    4 1 Elemental Kinship

    4 2 Flee 2/day (Limited to prey species only)

    4 2 Scales

    4 2 Thick Hide

    5 1 +30% body points. Costume Requirement: bulky shoulders or torso

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    Animal Kin Negative Traits

    Cost Limit Description

    1 4 1 makeup or costume requirement.

    1 1 Cannot Wear Heavy Armor

    1 1 Class Unsuitability

    1 2 Weapon Unsuitability

    2 1 -10% body points

    2 1 Cannot use weapon reps over minimum length.

    2 1 Cannot Wear Medium or Heavy Armor

    2 1 Metabolic Intolerance

    2 2 Skill Unsuitability

    2 1 Water dependency

    2 1 Weak Willed

    3 1 Animal paws

    3 1 Cannot Wear Light, Medium, or Heavy Armor (not including costume)

    3 2 Slow learners

    3 2 Weak metabolism

    4 1 -20% body points

    4 1 Cannot wear any armor (including costume)

    4 1 Large Size

    4 2 Weak

    6 1 -30% body points

    Racial Trait Descriptions Adrenaline Strength - A race with this ability may give themselves Tier 1 strength for 10 minutes per day. See the section on Strength Effects for more information. Amphibious - An amphibious race may swim through water as fast as they can walk on land. Animal paws - This racial negative means that a race has very clumsy hands. Players of this race must wear mittens of some sort at all times. Berserker Rage - This ability grants a +1 rage damage bonus to all melee attacks for 10 minutes. A character using Berserker Rage is free to choose who they attack, but is encouraged to role-play this ability accordingly. Blood Purification organ - Resist Alchemy 1/day (This ability is "smart", meaning you may choose when to use it or not use it) Bigga is Betta! - This ability grants a +1 damage bonus while attacking with a maximum length weapon rep (within 1" of maximum), and a +1 damage bonus while attacking with thrown weapons. Class Aptitude - This race makes very good . -2 CP Cost on the first package purchased under the specified skill group. Class Unsuitability - This race makes poor . +1 CP cost on the first package purchased under the specified skill group.

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    Claws - A race with this ability gains natural weapon claws (base damage 1), and the skill to use them in battle. To fight with two claws, they must purchase the florentine skill. Claws are not affected by drop, fumble, or break item spells. Deadly strike - A race with this ability may do +5 damage on a strike in melee combat once per day. Elemental Kinship - Pick one element. The race gains the knife and bolt spell for that elemental spell college for free. Elemental spirits of that element will not be aggressive towards you unless provoked. Elemental Kinship also includes the ability to speak with the spirits of your element. Elementals of the opposite element (fire vs. water etc) will always be openly aggressive towards you. Extra-Thick Skull - The skull of the character is far thicker than normal and provides 2 points of additional waylay protection. Flee - This ability allows a character to flee from combat. To use this ability, character must call out, "Flee", and then must run from the combat. The character cannot be attacked or chased while using the Flee ability. If a character is under the effects of a Fear spell when they use the flee ability, they can not stop running away, even when out of sight of being that they fear'. Hardy Beast - A race with this ability can resist disease once per day. Horns - Gains natural weapon (Base Damage 1) horns, and the skill to use them in battle. Limited to 1 weapon' (may not fight with two natural weapons if Florentine is purchased). Large Size - All weapons, food, and armor costs are doubled due to large size. Extra costume requirement: Bulky shoulders or legs. Lucky - This ability lets the user raise his/her body from negative to zero if they have completed their death count without receiving any healing or first aid. This ability can also be used to exactly mimic the effects of the Trap Dodge skill. This ability and can be used even while unconcious or incapacitated. This ability may be used once per day. Metabolic Intolerance - All poisons do double damage to the members of a race with this negative. Non-Citizen - A character with this racial negative does not have any legal rights within the Empire. This does not mean that a citizen can kill them without any consequences, but the law will usually side with the citizen if there is even minor proof of wrongdoing. Profession Affinity - A character with this ability is allowed to purchase rank 1 of a profession for a 2 CP discount. This profession must be one of those listed after the Craft Affinity skill found under the character's Bonus Traits section of their race. Pursue - Allows a character with this ability to chase after someone who is using Flee and attack them. Resist Charm - This ability will allow a character to resist the affects of a Charm spell or effect, once per day. The character does not have to use this ability, but must say Resist within five seconds of being struck by the Charm they want to resist. Resist Death Magic - This ability will allow a character to resist the affects of any effect listed on the Death Magic spell list, once per day. Examples include dark bolt, poison blood, and break limb. The character does not have to use this ability, but must say Resist within five seconds of being struck by a Death Magic spell or effect. Resist Disease - This ability will allow a character to resist the affects of any disease, no matter its type or source, once per day. The character does not have to use this ability, but must say Resist within five seconds of being infected. Resist Sleep - This ability will allow a character to resist the affects of a Sleep spell or a sleep carrier attack once per day. The character does not have to use this ability, but must say Resist within five seconds of being struck by the Sleep spell or carrier attack they want to resist.

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    Scales - +1 point of repairable natural armor. Unaffected by break item spells. Scenting - A race with this ability may say "Scenting, what race are you?" and can identify the race of a target within 25'. This ability may be used an unlimited number of times per day. Sense Corruption - This ability will allow the character to sense any magical corruption that may be affecting another person. The character using this skill must touch, or indicate they are touching, the target of their examination. Divine powers such as Unscry, and some special rituals, will allow the target to conceal their corruption from the person using this ability. This ability may also be used to sense corruption power within an item. Skill Aptitude - A race with this bonus has a -0/-3 CP discount to the group cost/base cost on one specified skill. Restrictions: May not be used to discount skills that can be purchased more than once. Also, the minimum out-of-group cost for the skill is limited by the highest in-group cost for the skill that exists in any of the skill groups. See chapter 6 for more information on group cost and base cost. Skill Unsuitability - A race with this negative has +2/+2 CP penalty to the group cost/base cost on one specified skill. See chapter 6 for more information on group cost and base cost. Slow learners - A race with this negative must study under a teacher for two months to learn a skill. Also, to learn a skill without a teacher, they must study for double the normal time. Soft Skull - The skull of this race is thinner and thus more susceptible to waylay attacks. A character with this racial negative has one less point of waylay protection than normal. Speak with animals - A race with this bonus can understand and speak with animals. Spit Poison - This racial bonus gives the ability to throw a Poison Bolt effect attack, once per day. Thick hide - +1 point of repairable natural armor. Unaffected by break item spells. Thick Skull - The skull of the character is thicker than normal and provides an additional point of waylay protection. Tough metabolism - This racial bonus gives +20 seconds to death count. See chapter 17 for more information on death and dying. Water dependency - A race with this negative has skin that dries out, and must be re-wet during the day. Characters must role-play soaking in water 10 minutes per day. This could be in a stream, or covered by wet towels. In dry environments the requirement is tripled to 30 minutes per day. Weak - Races with this negative are much weaker than normal. -1 damage dealt (minimum of 1) Weak metabolism - This racial negative confers -20 seconds to death count. See chapter 17 for more information on death and dying. Weak Willed - These spells have double duration on you: repel, avoidance, fear, sleep, charm, paralysis, drop, fumble, quiet, silence. Weapon Unsuitability - Races with this negative cannot use one specified category of weapons from the following choices: swords, hafted, bows, thrown weapons, or small weapons. Furthermore, you need to come up with a reasonable explanation of why your animal kin race has this restriction.

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    Merits and Flaws Merits and flaws can be purchased at the time of character creation. They can be a nice addition to a character. Sometimes a flaw can add depth to a character and really add to the role-playing experience. But be careful, some flaws may hinder your characters chances of accomplishing certain tasks. Merits can sometimes be the deciding factor in extreme situations, or just give you the extra edge in combat. Merit and Flaw Limits Each merit or flaw may be purchased only once unless otherwise noted. You are limited to 3 CP worth of merits, and 3 CP worth of flaws. Merits cost CPs, and Flaws give CPs back. So if you wanted to, you could take 3 points in flaws and start with more CPs, you could spend up to 3 of your starting CPs on merits, or you could have any combination thereof, to a max of 3 points worth in both categories. These are some examples of merits and flaws. If you wish to create your own, you need to first get it approved by the plot team. Roleplaying Merits or Flaws If you decide to take a merit or flaw that has a roleplaying aspect, you are expect to roleplay that merit or flaw during the game.

    Merits Cost Effects

    Disease Resistance

    1 Resist Disease once per day

    Extra body 1 +5% body points. This merit may be purchased up to 3 times.

    Extra starting money

    1 Three silver pieces of extra starting money. This merit may be purchased up to 3 times.

    Good intuition 1 You can learn skills and spells without a teacher at an accelerated rate. Subtract 1 month from the total self study time.

    Fast Learner 1 You can learn 3 skills (that require teaching) per month instead of 2

    Initiated 1 Start game initiated into any Religion (Note: All Priest packages and lesser power gods allow initiation without this merit)

    Multitasking 1 You can learn two skills or spells at the same time on your own instead of one

    Untrained oracle

    1 You can learn basic game day knowledge from a marshal at the start of a game day

    Favored 2 Start game with a major vestment spell and get a new one when the Winds of Magic occur

    Slow bleeder 2 +15 seconds to death count

    Strong spirit 2 A black marble or chit in your death bag is replaced with a white one

    Hard to kill 3 It takes two killing blows to kill you. You must say 'hard to kill' in a normal speaking voice after the first killing blow. The second killing blow must be done within 10 seconds of the first. If it is not, Hard to Kill takes effect again, with the new killing blow being considered the first killing blow.

    Royal relation* 3 You have personal ties, perhaps even blood ties with a member of a royal family or high level house. This merit does not grant the relative any written benefits other than the chance that assistance could be gained or favor earned.

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    Flaws Cost Effects

    Brash* 1 You are very hasty in making decisions and lack tact or sensibility

    Club hand 1 Must wear a mitten, or something similar, on one hand at all times

    Less body 1 -5% body points. This flaw may be purchased up to 3 times.

    Poor 1 Your character starts with 4 less silver pieces of starting money at character creation

    Cowardly* 2 You fear direct confrontation if there is any chance that it may end in violence

    Fast bleeder 2 -15 seconds to death count

    Lame arm 2 Cannot use one arm

    Magically dysfunctional

    2 All "smart" functionality of greater spell shields, greater guards and resists are lost. You must use up your shields, guards, and resists on the first spells or carrier/effect attacks that would affect you. You may still stack a greater spell shield on top of a normal spell shield to gain protection from the first two spells that would affect you.

    Weak spirit 2 A white marble or chit in your death bag is replaced with a black one

    Doomed 3 Immune to the Bind Spirit spell

    Lame leg 3 Cannot run at all

    Mute/Tongueless 3 This permanent wound prohibits the use of verbal speech and the casting of spells.

    *signifies that the merit or flaw is only for roleplaying purposes. It has no game mechanic effect other than flavor.

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    Skill Groups What are Skill Groups? Skill groups organize all the skills in the game into smaller collections of skills. Each skill group has a list of skills, and several skill packages associated with the skill group. Base Cost The base cost column shows the price of skills if a character has not purchased a package associated with that skill group. Group Cost The group cost column shows the price of skills if a character has purchased one of the packages associated with that skill group. Restricted Skills A skill marked as "N/A" in the base cost column may only be purchased if the character has purchased one of the packages associated with that skill group.

    Skill Group Body Point Multipliers

    Assassin 1.4

    Mage 1.0

    Priest 1.0

    Rogue 1.2

    Warrior 1.6

    No Packages 0.8

    What are Packages? A package is a way to buy into a skill group. By purchasing an initial package, this opens up all the skills in a skill group and allows for discounted prices of most basic skills. Skill groups also include special abilities and skills that are not otherwise available. Each item listed under a package is a skill or ability that comes with that package: Bonus Merits are free merits that do not count towards your maximum merit limit. See chapter 3 for the description of merits. Bonus Skills are free skills that come with the skill package. Some times there will be a choice of several skills, and you may choose one of them. Note that skill prerequisites must be met when choosing the bonus skill. Skill Discounts give you an opportunity to buy a skill, or a number of skills, at a cheaper cost than what the skills normally cost. Special Abilities are learned abilities that are usually unique to that skill package. Under each special ability is a limit section, which will indicate the number of times the ability can be used per day. Also under each special ability are instructions on the use of the special ability. Special Attacks are unusual attack moves that are learned as part of that skill package. There are special restrictions on using special attacks that are listed in the combat section. Under each special attack is a limit, which will indicate the number of times the attack can be used per day. Also under each special attack are instructions on the use of that attack. Note: You may not combine special attacks with each other. You can only use one special attack at a time. How to Learn Packages At character creation:

    A new character may purchase any packages they want to. After character creation:

    You can purchase any package in a skill group after you have been taught by another character that has teaching and a package from the skill group you want.

    You can spend CP cost + 1 months learning the package on your own. This works the same as self-taught skills. Note: You may only purchase a specific package once.

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    Package Alternative: Prime The Prime package is an alternative to buying one of the packages listed underneath the skills groups. There are 5 Prime packages, one for each skill group: Warrior Prime, Assassin Prime, Rogue Prime, Mage Prime, and Priest Prime. Cost and Details Each Prime package costs 6 CP, and gives access to the group cost for skills in that skill group. It also gives the regular body point multiplier for that Skill Group. The Prime package does not give ANY bonus skills or abilities. Example: Rogue Prime does not include the 2 base damage with short weapons; Mage Prime does not include cantrips, etc.

    Assassin Skills Group Group Cost

    Assassin Skills Base Cost

    Prerequisites

    1 Short Blades 2

    1 Medium Blades 2 Short Blades

    1 Short Hafted 2

    1 Medium Hafted 2 Short Hafted

    1 Thrown Weapon 4

    1 Natural Weapon 4

    1 Florentine 4 Short Blade or Short Hafted or Natural Weapon or Master Weapon Skills

    1 Apply Poison 2

    2 Identify Elixir 5

    2 Crossbow 4

    3 Back Stab Training N/A Any weapon skill

    4 Back Stab Damage N/A Two picks of Back Stab Training per pick of Back Stab Damage

    3 Wear Light Armor 6

    3 Wear Medium Armor 6 Wear Light Armor

    3 Tracking 4

    2 Tracking (+1) N/A

    2 Counter-Tracking (+1) N/A

    3 Waylay N/A Any weapon skill

    Special Ability: Disguise Poisonblade Every assassin package gets this special ability. It has the following effects: Limit: unlimited uses per day Usage: This assassin skill allows a character to hide the fact that a weapon is a poisonblade. This skill takes 10 uninterrupted minutes to use. During that time the poisonblade to be disguised must be in the open, in front of the assassin. Once the skill has been successfully used, the assassin does not have to have an (otherwise mandatory) green strip on their poisonblade. This effect is permanent until negated by another skill. The disguise poisonblade skill may also be used to discover if a weapon is a disguised poisonblade. This usage of the skill takes 5 uninterrupted minutes to do, with the weapon to be inspected in the hands of the assassin.

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    Assassin Packages Those who study the skills of the assassin learn to exploit the weaknesses of their enemies, as well as the art of applying poisons. Assassins have a range of select skills that are passed on from one assassin to another. All assassin packages cost 10 Character Points. Assassin A Bonus Skill: Choice of 'Short Blades' or 'Short Hafted' Bonus Skill: Choice of 'Medium Blades' or 'Medium Hafted' Special Ability: Resist poison Limit: once per day Usage: Allows a character to resist the effects of poison potions, either ingested, through traps, or otherwise. The character should announce "resist" or "resist poison" when you want to use this ability. Special Ability: Enhance Poison Limit: once per day Usage: An assassin may use this skill to add together the effects of two Poison potions. The resulting poison can be used for applying poison to a weapon, trap, or poisoning food or drink. Cannot use on an already enhanced poison. Special Ability: Disguise Poisonblade Assassin B Bonus Skill: Choice of 'Short Blades' or 'Short Hafted' Bonus Skill: Choice of 'Medium Blades' or 'Medium Hafted' Special Ability: Cripple Limb Limit: Twice per day Usage: To use this skill, the assassin must strike their victim from behind. The assassin must hit their victim on the limb to be crippled and say, "Cripple ". The victim then cannot use either the arm or leg that was targeted, until a Repair Limb spell is cast on the victim. The target may block this attack as per the effect attack rules defined in the combat section. Special Ability: Disguise Poisonblade Assassin C Bonus Skill: First Aid Bonus Skill: Counter-Tracking Special Ability: Find Vitals Limit: Once per day Usage: To use this skill, the assassin must strike the victim somewhere on the victim's back. When this skill is used, the assassin may add +5 damage to one of their weapon attacks. Special Ability: Disguise Poisonblade Assassin D Special Ability: Quick Kill Limit: unlimited uses per day Usage: This skill allows the assassin to kill an immobilized foe in one swift strike. To use this skill, the assassin must lightly set the tip of their weapon on the victim's torso and say, "Killing Blow One, Killing Blow Dead" to the victim. When used successfully, the victim receives a killing blow. Special Ability: Disguise Poisonblade

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    Assassin E Special Ability: Resist poison Limit: once per day Usage: Allows a character to resist the effects of poison potions, either ingested, through traps, or otherwise. The character should anno