Alliancerulebook PDF
Alliancerulebook PDF
Alliancerulebook PDF
Rule Book
version 1.2
1
Dedication
John Finnegans first encounter shorts and tennis shoes. He also tended
with LARPing was eventful: he gath- to be a lot more forgiving to players
ered his supplies, walked out into the who mess up or played bad guys. I
night and saw some other players walk- wanted to raise the bar for costuming
ing towards him. and role-playing, and wanted there to
Good eve, fellow travelers! How be real consequences for players who
are you? made mistakes. After some debate, I
The other players were from the asked him to step down as General
court of Capulus in Ravenholt, and they Manager (but not Head of Plot) and
immediately struck this new player John instead resigned from both.
down for his twelve coppers, showing This hurt me a lot, but I am happy
no remorse. to report that we did settle our differ-
John soon afterwards struck a ences soon thereafter. I told him that if
friendship with Baroness Aurora he ever wanted to come back to the
Blakeney, from the good guy barony Plot Committee, the invitation was al-
of Westmarch, who took him in and saw ways open. I asked John to serve as
his potential. Aurora Blakeney was General Manager of the Alliance,
played by my wife, Heidi Hooper, who which he accepted.
introduced me to her new court mem- As General Manager of the Alli-
ber. Im sure his experience with both ance, he helped me soothe many an-
baronies influenced his attitude toward gry chapter owners and work out prob-
what the game should and could be like. lems, and had a way of talking to them
This was in the very early days of the game Johns Baron later became the Duke, and that I just dont have to get things done. As a
NERO, of which Heidi and I were founders. we both learned something important at that member of the Alliance Rule Committee, he
NERO later split into NERO International and time: you need to have your most powerful brought his years of experience to bear and
the NERO Alliance (which has now become noble in-game be an NPC. As a PC, it just helped to bring about exciting changes and im-
merely The Alliance. Long story.) wasnt fair for me to give him extra money or provements to the game.
Around this time, I was running weekend armies that other PCs didnt get, but it also I cannot overstate the importance John
modules at a site in Cambridge, Massachusetts, didnt make sense in-game either. He was con- brought to the Alliance game. He was indeed
and John submitted a module to run which was stantly frustrated that the bad guys could get there from before the start, had more influence
full of great puzzles and encounters. I immedi- away with stuff because he didnt have the in- over it than anyone else (even me sometimes),
ately saw his skills and imagination, and we sat game power to challenge them like he should. and made his mark on the world in that way.
down and worked on the module together. So John decided that the best thing for the On St. Patricks Day 2008, John was found
Why are all these puzzles here? I asked. game would be for him to step down and run dead in his bed from a heart attack. He was only
Who made them, and why? You have to ex- Plot exclusively. We named an NPC Duke, 37 years old.
plain those things. Together, we rewrote it so which proved to be the right decision. This is Friends he had not seen for years heard
that the crazy dragon mage known as the something we have followed since and which I the news and expressed their sorrows on the
Chessmaster was behind them. It proved to be encourage all my chapters to follow as well. Alliance Bulletin Board. His funeral was so well
one of the most popular modules we ran at that When problems started arising between us attended that there was no room to sit, and
site. and the NERO establishment which tried to kick people were forced to listen from the hallways.
In 1992, Heidi and I decided that we had me out even though I was one of the founders, He had touched so many who remembered him
been too discouraged by the direction in which it was John who arranged meetings and tried to fondly and who wanted everyone to know what
the Ravenholt game was progressing and moved work out the problem, which he did quite ex- he meant to them.
to New York to start the Ashbury chapter. John cellently. I still find myself thinking, I need to talk
helped us move and helped form the Ashbury When it became clear that we were not to John about this problem, or John would
game. He wrote much of the background of the going to be able to resolve our differences, I know the best plot solution for this, and then
lands, joined the Plot Committee, and created had long discussions with John about what we catching myself a second later. John had been
memorable plotlines and characters that kept should do. John, along with Scott Kondrk, be- my friend for so long. When I moved to New
the players entertained. came my closest advisors, and we all decided York, he did too. When I moved to Stroudsburg,
John had one of the greatest senses of hu- to become the NERO Alliance at that point, Pennsylvania, he did too. We talked by phone
mor of anyone I knew and a massive knowl- separate from the other NERO. about once a week and often through e-mail.
edge of show music which he would sing at a John then helped create much of the new The game would not be where it is today
moments notice. world of Fortannis (along with his brother-in- were it not for John Finnegan. Everyone who
One time at the module site we ran in law Patrick Capuano, Jesse Grabowski, Scott, has said that is correct. No one is exaggerating.
Brooklyn, a local reporter came by to interview and others). John became the Head of the Plot Perhaps the best way to remember him is
us for an article. I had the reporter speak to John, Committee and helped to train and encourage through the quote from St. Augustine he used
one of the nicest and most eloquent members others in a way no other could. on his profile on the Alliance Bulletin Board
we had, who laughed and told her that he hoped He also later became my General Manager, which proved so appropriate:
to meet a nice girl through the game. That very and that unfortunately caused some problems The key to immortality is not having a
same day, he met Colleen, and their subsequent down the line when we argued over the direc- life worth living, but living a life worth remem-
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marriage ceremony was filled with joyous play-
ers wishing them both well.
tion we wanted the game to go. John, for all his
great talents, still liked to play while wearing
bering.
John Finnegan is immortal.
Acknowledgments & Introduction
by Michael A. Ventrella Moon, John Pariury, Rob Sachs, Chris
Although most of the words in this book Thetford, James Trotta, Christine Velderman,
are mine, I cannot take credit for writing all of Matt Watkins, Rebecca Watson, and John
the rules that over the last twenty years or so Wrobel.
have evolved into the current game. This is defi- There are so many other players who have
nitely a group effort, and the years I have lost contributed to previous editions of this book
in Rules Committee meetings is a good testa- and to all chapters over the years that I am afraid
ment to that. Thats why I always list myself as to specifically name a few for fear of missing
editor rather than writer. many many others. You all know who you are,
Rather than thank every single person who so please accept the thanks of me and all the
has contributed to the games development over players who benefit from your contributions.
the years, many of whom have fallen by the Its the behind-the-scenes people who make it
wayside or been eaten by trolls, I will instead happen.
concentrate on thanking those individuals who Finally, as always, I want to thank my wife,
have contributed to this edition of the Rule Heidi Hooper, who did a lot of the grunt work
Book. that no one else wanted to do, some of which
The late great John Finnegan was the while fighting cancer. She has been an inspira-
General Manager of the Alliance through much tion to many, and her enthusiasm, love, and
of the development of this version of the rules, support has made everything in my life worth-
and his ideas and vision helped to shape the while.
Alliance since its early years. He will never truly
be replaced. Some people look at this book and think
Along with John Finnegan, Scott Kondrk Too many rules! However, you should real-
has been the driving force behind the founding ize that much of the book contains advice and
of the Alliance and the overall feel of the game. examples. After all, there is no way we can write
Scotts emphasis on raising the bar on our stan- a rule to cover every single instance that may
dards has greatly improved the game, from in- occur; something will always happen to make
creasing costuming and props to never accept- someone think Well, now what? This isnt
ing the same old cliched plotlines. He and I have clear.
a lot in commonwe dont suffer fools and that have been added to the back of this book, So our Alliance Rules Committee has to
incompetents well, we demand perfection, and and deserves full credit for his tireless work in make rulings. And weve tried to include as
when we say we will get something done, we taking a rules system meant for LARPing to many of these clarifications in this edition as
get something done. (Scott gets the vast major- make it also acceptable for a more standard form possible.
ity of the credit for the Alliance Monster Data- of gaming. I hope that those of you who decide In real life, Im a lawyer so I see this ev-
base, for instance.) Scott has been my second- to continue playing your characters around a ery day. Thats what happens. No matter how
in-command and primary counsel for the re- table post some of your modules and send us well the law is written, something will happen
cent past, and his contributions should not be your comments about these rules so we can con- that needs a referee or a judge to determine what
overlooked. tinue to improve upon them. the rule means in that circumstance.
Previous members of the Rule Committee More thanks go to the many Alliance mem- But this isnt easy. Sometimes I have to
who added so much to the game include Scott, bers who posted their ideas and comments on fight with my own players over the rules.
Mike Hynes, Dan Lineaweaver, Mike Luther, the Alliance internet Bulletin Board. We do read Many gamers are so enamored with writ-
and James Pocklington. all players comments and appreciate them. ing rules systems that they forget that the rules
The most recent members of the Alliance Keep up the good work. are only there to enable the plot to proceed. It
Rules Committee (ARC) have worked their Thanks also go to those players who con- doesnt matter if you have the worlds most-
collective butts off helping to get this latest tributed pictures for this book from many Alli- thought-out and well-researched rules system
edition ready, and everyone reading this should ance chapters. Unfortunately, I dont know who if no one cares about or is bored by your plot.
thank Bryan Gregory, Sean Metzler, and JMike most of them are, as they were copied from When I played tabletop games, I some-
Chagnon for all their hard work. various Alliance web pages and sources. Please times found myself with gamemasters who were
Along with the ARC, there were many who know that we appreciate them. (A few people I more interested in the statistics of the game than
helped proofread this edition, especially Luke can name who contributed are Kristie Bianchi, what the game was actually about. They would
Goldsmith, Barbara Martin, and John Pariury. Holly Pariury, Mandy Sevetsky and me!) have charts, graphs, miniatures, and represen-
However, the Rules Committee can do And of course, there are the many players tations for every movement of the characters
nothing without the support, votes, and contri- who served on various Alliance National com- under their control, and the simple act of hit-
butions of the various owners of the Alliance mittees. This is an incomplete list, so please ting something with a sword would require fif-
chapters, some of whom went far beyond their dont be upset if youre not on it; I cant list all teen minutes worth of die rolling and chart
requirements to contribute to this process. the wonderful players who have helped!: Tom consultation. By the time the battle was over,
Michelle Stagnitta is the current Alliance Andary, Brian Bender, Seth Bird, Jessica we had forgotten what we were fighting about.
General Manager, and has done a teriffic job Brown, Matthew Byers, Mike Chagon, Rich These Rules Gnomes are the minority, but
coordinating between the chapters. Ditzler, Scott Edwards, Cory Fliegel, Paul often they present themselves as experts on
I want to especially thank Matt Watkins Foisy, David Glaeser, Jesse Grabowski, Robb the rules. They try to convince me that their
(Logistics Committee chair).
Mark Monack developed the tabletop rules
Graves, Jesse Hennessey, John Leino, Gary
Marvel, Tab Merkel, Mike Meeker, J. Cymryc
complicated system is necessary for the game
to run smoothly and to close loopholes. They3
mean well, but I take their advice only as sug- referees as unnecessary as possible. stead finding loopholes in the rules that will
gestions (After all, sometimes they are right). Information should always be obtained give them what they want.
A good rules system should be as abso- through role-playing means and not magical It is important that we dont let these Rules
lutely simple as possible. If you make the rules ones. Trials become very boring if you can use Lawyers control the game. They will be having
too complicated, players tend to spend their time magical or mental skills to determine who is a grand old time, but the rest of the players will
playing the rules instead of playing the plot. telling the truth, and valuable information be unhappy. Remember that the spirit of the
Marking each part of the body and deciding how needed to solve a plotline becomes fairly worth- rule is more important than the letter of the
many hit points each part has may be more ac- less if it is easy to obtain with a crystal ball. rule.
curate and realistic, but players are so busy con- At the same time, whenever possible a Let me clarify here before someone reads
centrating on what they have hitor arguing game should avoid rules that require players to into this more than what I am intending: I am
over whether the hit was in exactly the right play stupid. It leads to arguments about what a discussing rules, not plot. Players doing things
spot or notthat they might as well be sitting character knows as opposed to what the player I dont like plotwise is something I have learned
around a table rolling dice. knows, and more importantly is just not that to deal with. If the players all decide they dont
A rules system should be easy to learn. A much fun. like the king and they kill him, then they should
new player shouldnt have to study as if pre- Then, no matter how airtight you may think be able to do so. If they destroy the big bad guy
paring for an exam, but should be able to dive the rules are, there will always be Rules Law- before the Plot Committee had planned, noth-
right in and start playing. yers who will find loopholes in it and will at- ing should stand in their way. The Plot Com-
If you have a hundred people playing a tempt to use them to their advantage. (Rules mittee should always let the players do what
game, you will have a hundred different con- Lawyers are different from Rules Gnomes. they want (although there may be consequences
cepts on which rules are sacrosanct, which ones Gnomes want to create and build more rules, for doing so). It is imperative to never reverse
should be changed, and in which direction the and Lawyers want to take what the Gnomes action, say that never happened or try to re-
game should progress. The Rules Gnomes, if have built and find weaknesses in the structure.) write what has already occurred to make it more
given their way, will tinker with the mechanics Standing up to the Rules Lawyers is one to the Plot Committees liking. Players have to
of the game until it becomes unrecognizable of the most important lessonsand one of the know that their actions can affect the game.
and every time they create something new, it hardestI have had to learn. And it is a diffi- Its been over twenty years since I first
will affect the other sections so that patches have cult balance to meet. On one hand, if the play- starting running an earlier version of this game
to be applied and new connections have to be ers do something unexpected (like solve a prob- and we have gone through a lot of rules changes,
made, and you will eventually find yourself lem in a way that wasnt planned for), then they especially in the first few years when we were
shimmying down the jeffries tube trying to pre- should be allowed to do so. On the other hand, just figuring out how to this! I am very happy
vent a core breach. if the unexpected thing they are doing is inter- with this new edition of the book, and hope
Another main point with the rules is that preting a rule in a new way to their benefit, then that you will be too.
they should be written to prevent game holds they probably should not be allowed to do so. Post your comments and questions on the
unless absolutely necessary. Teleportation, The Rules Lawyers will play the rules and Alliance Bulletin Board, accessible from our
polymorphing, and scrying, for instance, all re- not the plot. They will attempt to solve prob- main web page: www.AllianceLARP.com.
quire players to hold and get a marshal. The lems that should be solved through plot means (Hey, did you know that Michael A. Ventrella
game should be self-regulating and make the (role-playing, fighting, puzzle solving) by in- is an anagram for The Alliance Marvel?)
Version 1.2
This edition of the Alliance LARP Rule Book is 2013 by Michael A. Ventrella, Esq.
ISBN #0-9669844-9-8
The Alliance LARP name, logo, and servicemark are the property of Michael A. Ventrella, Esq.
4
(electronic, mechanical, photocopying, recording, or otherwise) for the purpose of sale.
Purchase of this book implies acceptance of the above terms. So there.
Introduction 7
Role-playing
A Guide to Role-playing 13
How to be an NPC 25
The Game World 29
The Alliance Code of Conduct 34
Character Building
Races 38
Classes 48
The Skill System 49
Production Skills 55
Skills 57
Special Abilities 70
Mental Abilities 74
Items
Possessions 78
Armor 79
Weapons 81
Game Mechanics
Logistics 86
In-Game Limitations 87
Matters of Life and Death 90
Combat 93
Effects and Deliveries 96
Magic 99
Alchemy 107
Effects 110
Formal Magic 127
High Magic 134
Rituals 140
Traps 145
Stealing and Searching 147
Helping the Alliance
Goblin Points 149
Writing Adventures 150
Table Top Gaming Rules 156
Glossary 161
Index 5
163
cover photo by
Erick Ingersoll
Stroudsburg Foto (570) 421-2830
cover design by
Alison Buntemeyer
Alliance LARP
PO Box 349
6 Tannersville, PA 18372
www.AllianceLARP.com
Welcome to the Alliance!
only by the Amulet of Xylar. I was to meet The I screamed in pain as I felt the dagger en-
Stop, thief! Black Fox behind the Alchemists Shop where ter my side. My life was being sucked out of
The thick fog rolling off the lake made the he would take the Circles tabard from me and me! There was no escape!
dirty and uneven cobblestones slippery and provide me with a new disguise and an alibi. Unless...
treacherous that evening as I dashed past the Behind me, I could hear the assembled
Manor Hall. All the years of training with the mob becoming most unruly and arguing with Hold! I yelled. I need a rules marshal.
Thieves Guild were being tested at this point, the guards about which path I had chosen for My captors blinked and looked around.
and as I slipped from shadow to shadow, my my escape. I recognized the voices of many of Sometimes it takes a second or two to reorient
feet made little sound. my fellow guild members causing a majority of yourself after being your character for so long.
I darted past the Mages Guild hall and the distractions. I know where Bob is, said Dame Perisaor
tried to ignore the misty and mysterious scents I smiled as I turned the corner. This was rather Barbara now. She ran off as we smiled at
calling me in. Next door, the weaponsmith going to be easy! each other and waited.
peered through his window, so I flashed my Ah, here he is now! Bob arrived and came to me. Hes one of
cloak his way, covering my face in the process. A trio of nasty-looking longswords sur- the marshals who can make interpretations of
Behind me, I could hear the sounds of rounded me as I wisely skidded to a halt. Be- rules and can resolve disputes.
pursuit as the Town Guard gathered in force. It fore I could react, I heard a spell being cast and Bob, I softly whispered, Does the Dag-
seemed that a crowd of the local townsfolk, I felt the impact as my arms and legs refused to ger of Morganna actually drain my life if I have
eager for excitement and the possibility of re- move. A Web! a Shield spell?
ward, had also joined in the chase much to the The red tabards of my captors told me that Bob smiled. No, the dagger will only
annoyance of the Captain of the Guard. they were some of the local knights. Were they drain you if it gets to your Body Points. A Shield
He went that way! going to arrest me? Their smiles held no clue. spell counts as armor, not body.
Is there a reward for his capture? The Baroness raised an eyebrow slyly as I turned back to my captors, and as the
What happened? she advanced. I knew I had no chance to fight. marshal said Lay on! I laughed at their inef-
Hes stolen the Dagger of Morganna! I felt someone dig through my cloak and pull fectiveness and taunted them with some infor-
It was one of the Circle! out the dagger. Here it is, my liege. mation I knew could grab their attention to try
So far, all was going to plan. The Circle of I knew that voice. It was the Black Fox! to bargain my way out of this mess...
Aln would be implicated, and we of the Thieves That double-crosser!
7
Guild would finally have the Dagger of Thank you, the Baroness said to me as
Morgannathe magic item rivaled in power she took the weapon. Now lets see if it works.
There is nothing to compare with the feel-
Be All That You Cant Be! ing of playing for an entire weekend, twenty-
In Alliance games, you create a character four hours a day, along with possibly hundreds
concept for a fantasy story and actually play of other players, each with their own desires,
the character. It is much like improvisational fears, and aspirations.
theater in that you have a framework created As your character continues to adventure,
by the props and supporting characters and must you gain abilities and influence, and may one
develop your part as you progress through the day gain a noble title or great fame and wealth.
story line. Your characters attitudes, ambitions, Tales of your adventures may some day be sung
and history are yours to define. by bards, or retold time and again by storytell-
If the adventurous life is your calling, you ers sitting by the fire with a cup of spiced cider.
may play the part of a wanderer, meeting with What your character does is entirely up to
some friends in the tavern. Perhaps your party you. You decide what you want and where you
will get hired by a farmer in desperate straits, want to be. The future is yours to define and
and spend the afternoon slaying a foul necro- create.
mancer and his undead abominations.
If the epic life is not your style, then you
can play the part of a town merchant. You can
An Overview
make your money selling your waresand in- A lot of what you will read in the upcom-
formationfor the right price. ing pages may be confusing; there seems to be
Or perhaps you wish to be one who inves- a lot of rules, and they all rely on each other to
tigates the magical arts, selling your scrolls and a degree that understanding one makes no sense
potions to earn the money you need to continue until you understand the otherbut how can
your studies. you do both at the same time?
Or would you rather try and become leader Dont be discouraged. Its really a lot easier
of the Mages Guild? Maybe you want to be- than it seems. Here is a very basic overview to
come a ritual caster and control the elements? get you started:
The choice is yours. You, the player, will be portraying a char-
We are dedicated to the legendary days of acter for the duration of the event. Your char-
high fantasy, while running a fun and safe game. acter has certain skills. Some of these are us-
We have fierce warriors, crafty scouts, able constantly (such as your skill in a specific
powerful mages, loyal knights, and benevolent weapon) and some are usable only once a day
healers. There are smelly goblins, blood-chill- (like the ability to cast a spell). In order to learn
ing spectres, evil necromancers, villainous spies The Hold Rule: If you hear someone yell more skills, you will have to gain experience.
to fight ... and your very own legends to cre- Hold! stop everything you are doing and drop You will receive Experience Points (XP)
ate. to one knee. Holds should only be called if there for attending each event. These XP are then
is a real need, and are usually only for safety transferred into Build Points (BP). Build Points
are what you use to build your character and
The Four Most reasons. (page 36)
buy new skills. The number of XP needed to
Important Rules The Sneaking Rule: If you wish to sneak equal one BP changes as you get more power-
into a building or tent, you must have a mar- ful and gain levels.
This book has many rules and require- Your character also has a specific class
shal present. (page 148)
ments and for new players it can sometimes be (such as fighter, rogue, or scholar) which de-
overwhelming. However, some rules are much termines how much BP has to be spent for each
There are other important rules, but to in-
more important than the others. skill. This way, you can choose to be a special-
clude too many here would de-emphasize these
The rules listed below are required for us ist or a jack-of-all-trades.
top four. These particular rules are important
to continue to be a safe game, and there are no Your character also is of a specific race,
for safety and legal reasons.
exceptions to these rulesthey apply to all such as human, elf, or dwarf. Each race has its
Please follow these rules and report any-
players and NPCs. Breaking these rules may advantages and disadvantages.
one who does not.
require your removal from the game. Your character will start off with 6 Body
Points. These are the amount of points of dam-
The Body Contact Rule: Alliance games How It Works age you can take before your character is dead
prohibit all body contact during combat. All or unconscious. As you earn more experience,
In Alliance games, a cast of non-player
combat must take place with approved safe you will gain more Body Points (based upon
characters (NPCs) are used to set the tone and
weapons, and certain parts of the body (head, your class and race). You will also get Armor
provide background for the player characters
groin, hands) are not allowed to be hit. (page Points based on what type of armor you are
(PCs). They often serve important town func-
93) wearing.
tions (such as guild leaders or nobility) and oth-
erwise help to propel the plot and action. Much Sometimes you will get into battles. When
The Alcohol Rule: Alcohol, illegal drugs, swinging a weapon, you will call out the amount
of what happens at an event, however, is com-
and prescription drugs that affect your abilities of damage your weapon will do. A standard long
pletely decided by the PCs and the actions they
are absolutely forbidden, and you cannot use sword does 2 points of damage. When you get
take.
these off site and then come to the game drunk hit, you will subtract your Armor Points and
We use padded weapons to simulate ac-
or high. (page 35) your Body Points until you are at zero or be-
tual combat, and a magic system that uses
packets made of fabric and bird seed to rep- low. Your opponent will do the same.
11
preregister in a timely fashion in order to get a the sweat in your clothing may freeze and make
bed. you uncomfortable.
Spare Clothes When you start a new character, you must
Socks / shoes / boots
About The Alliance list that characters home chapter. This is the
Pants / Shirts The Alliance is a group of LARP (Live only place where you can have certain things
Underwear / long johns Action Role Playing) chapters that have joined done for your character such as buying back
Jacket / cloak together to provide the service of the best LARP deaths with your Goblin Points. (Were getting
Gloves / raincoat games possible. These chapters are located in to that, just be patient!)
Paper / pen / pencil the United States and Canada. Each Fortannis campaign is also limited
Scotch tape (for taping tags to weapons) Within these chapters there may be indi- in the amount and type of treasure they are al-
Deck of cards / dice vidual campaigns. For instance, the Fortannis lowed to put into game at each event. This is to
Garlic / wolfsbane (you never know ...) campaign is the main campaign for the Alli- provide a consistent economy from game to
ance, named for the in-game world in which game.
Keeping clean: Running around and play- the game takes place. Each game also has the right to create Lo-
ing our game can get you all sweaty and smelly, If you play in a chapters Fortannis cam- cal Chapter Only items (or LCO items).
even in the winter. paign, then your character can transfer to any These items are intended for use only in the
You may not think that you need to shower other chapters Fortannis campaign, meeting chapter which is named on the tag of the item,
during an event, but you will very likely be new people and having new adventures, with- and are usually plot-related items. Coins and
completely wrong. out having to worry about learning any new Production Point items can never be LCO.
The problem is that you cant tell when rules. You can even take your treasure with you
you smell most of the time because you get ac- and earn experience in this new chapter and Traveling Between Chapters: If you plan
customed to your body odor. However, every- bring that back with you to your original chap- on playing your character in another chapter
one else can tell. ter. running the same campaign, you must first con-
Please, if youre one of those people who This book contains the rules for the Alli- tact that other chapter. Each chapter reserves
says I never need deodorant! or I just spray ance Fortannis campaign. Any chapter that runs the right to set limits on character levels and
myself with lysol and Im good as new! then a game in the Fortannis campaign will follow in-game items, and you must abide by that
you are probably fooling yourself. Even if you these rules, without any variances. chapters rules and policies when visiting.
are not sure if this section is referring to you, Chapters may also run other campaigns, In-game, Fortannis is a huge planet and
isnt it better to be safe than sorry? taking place in other worlds, which will use the each chapter in the Fortannis campaign is situ-
After a long day, shower before you go to basic rules in this book but may have some vari- ated on its own continent, far from the other
bed so that you dont just transfer your smell ances (for instance, different magic systems or chapters. Players can travel between chapters
into your sleeping bag to linger all day. provisions for guns, or a range of new skills through magical mists which teleport them to
For the consideration of your fellow play- and spells). You will not be able to transfer char- their destination (sometimes against their char-
ers, please help clean up at the events ... and acters, experience, or items from one campaign acters wills). These mists prevent large groups
we mean you! into a different campaign. from traveling through, thus preventing one
Remember that were trying to create the While each Fortannis game abides by the chapter from declaring war on another or send-
days of yore as we like to imagine they were as rules listed in this book, this does not necessar- ing in large amounts of off camera NPCs to
opposed to the way they really were. Re-creat- ily mean that every single spell or elixir or magic influence another chapters plotlines.
ing the smell of the dark ages is something wed item is available in every chapter. For instance, This also explains why some items do not
rather avoid. you may discover upon entering a specific For- transfer from chapter to chapter, because the
tannis chapter that your Vertigo elixirs are use- magical mists do not allow them to.
Heres some extra advice for those who Organize your contacts. Let those who
want to increase their intake in the most effi- you trust know that you are looking for infor-
cient way: mation about certain things. Check with them
If you notice a weapon being disarmed and often and pay them for information they gather
then that person is killed or runs away to find a for you. Keep them loyal and quiet. In the same
new weapon, pick up the weapon, toss it into vein, if you discover some information that you
the woods, and come back a few minutes later. know one of your contacts would be interested
Chances are it will still be there. in, offer it to them to keep their loyalty. Some-
When people fall in battle, search them times spies need to work together.
quickly for anything you can get, give them a
healing potion, and then run off to help oth- Find reliable clients. You cant just spy
ers. for yourself now can you? Usually the people
If you have a cloak, drop it on a chair in who want spies the most are the nobles. They
the tavern on top of someones pouch. (This want to know whats going on in other nobles
works well if someone has fallen asleep with courts, in some of those seedy adventuring
their items next to them.) Later, pick up your groups wandering around town, and want to
cloak while grabbing everything under it, and know what the commoners really think of them.
simply walk out. However, nobles arent the only people look-
Look for people who have left things un- just plays cards all day? The typical adventurer ing for information; as you play, you are cer-
attended. Many people will leave a pouch, knap- who just happens to travel with lots of differ- tain to come into contact with visiting emissar-
sack, weapon, or even coins just laying around ent groups at different times? Guess how they ies and racial elders who may be looking for
on the ground or on a table. earn extra income. information. Most importantly, these clients
Dont forget to search common places must pledge to you that they will not reveal the
when no one is around. While the battle is rag- Dress appropriately. You should always source of their information.
ing, you should be checking the ground for any have a good set of all black clothing for when It is imperative that you find clients who
treasure that may have been dropped. Be the you need to sneak around. You dont want to can be as secretive as you can be, both in-game
first person up in the morning and check the wear this all the time (see above) but when the and out-of-game, or else all your spying is for
area, because people drop things during the occasion does rise when you will need to sneak, naught.
night but dont see them. And keep an eye on you dont want to be wearing jingling chain mail
the weapons and possessions people leave in or a brightly colored cloak. Protect your anonymity. If your informa-
the tavern. tion is such that it could be used to convict
Know how to eavesdrop. Obviously, the someone of a crime, you may be asked to tes-
trick is to look like youre busy doing some- tify before a magistrate or a noble. Demand that
Playing a Spy thing else. An accomplice is useful here, as you the person accused not be present and insist that
Some players want to be spies. Thieving can pretend to be deep in conversation while those present keep their mouths shut about the
skills come in very useful to those who go this actually listening intently. source of the information. If these provisions
route, but are not absolutely necessary. Being a Knowing where to hide is also important are met, cooperate fully. You do want them to
spy has more to do with your role-playing skills sometimes you can crawl under cabins and hear hire you again, dont you?
than your lockpicking or trap disarming skills. everything that is going on inside.
If you would prefer the profitable profes- Never lie about your information. If you
sion of spy, consider these pieces of advice. Always have an alibi ready. You will want to keep the assignments and money com-
need help here, preferably someone who will ing in, your information must be accurate and
Dont look like a spy. This is the most always say you were with them no matter what truthful. The first time your information is found
important aspect of being a spy: Not looking and who wont ask you questions about where to be faulty or you are caught lying will be the
like one. Wearing that hood over your face, you actually were. Along these same lines, al- last time anyone hires you. Your reputation is
sneaking around town, refusing to talk to people ways have a story prepared in case youre the product you are selling, and if your guaran-
and otherwise acting as suspicious a possible caught in the act. tee of truthfulness and accuracy is not upheld,
will not encourage people to hire you to get your clients will be demanding more than their
information for them. Keep your trap shut! No one will hire a money back.
The best spies dont look like spies. See spy who is known to tell the wrong people the
that loud inane gypsy who never shuts up? The information, and no one will hire a spy who Demand Payment. You are taking risks
drunk who sits in the corner of the tavern and talks about information, either in-game or out- here and you deserve compensation. Make sure
of-game. You may feel tempted to brag about you get the payment up front, but give a guar-
28
Magic Armor spells, armor (including
ACE: ACE stands for Average Charac- natural armor), and Shield spells are all affected
ter Equivalent. This number provides a rough before a monster can call No effect.
The Game World
The Alliance is trying to create and repre-
sent a fantasy world based primarily on medi-
eval Europe. However, this is merely the start-
ing point: the game encompasses much more,
and you will find as you play that there are so-
cieties in the game that are a mixture of real
world cultures and purely fantastic ones.
Remember that we are creating a world
here as we want it to be and not how it really
was, so dont be picky about historical inaccu-
racies. We have people wearing costumes that
would have been worn from 600 to 1600; we
have weapons that did not exist during certain
periods; we have laws and systems of govern-
ment that are modern in concept.
And thats how we want it. Lets face it,
once you bring magic into it, you have already
moved away from historical accuracy anyway.
Always keep in mind that the Alliance LARP is
not a re-creation game, but a fantasy game.
Discrimination
There is no discrimination allowed against
players in our game. You cannot be denied a
position as a noble, a member of the army or
any other plot-sponsored group on the basis of The highest noble in the land (usually a
your out-of-game race, religion, gender, age (as
Science king or queen) owns all of the land in the king-
long as youre old enough to play), handicap, How advanced is science? Well, scholars dom but may grant land to others in exchange
sexual orientation, or country of origin. are aware that our planet is not the center of the for fealty and promises to support the crown,
However, this does not mean that the in- solar system and that the world is not flat. They provide troops in times of war, pay taxes, and
game world is a egalitarian paradise. There are are also aware of the existence of real elements otherwise obey their liege. These people are the
countries and people who will discriminate (as opposed to the traditional magical elements vassals who in turn have vassals of their own.
against your in-game race, for instance. of Earth, Air, Water and Fire) and of basic These vassals, all of whom have titles ap-
For example, Untok the high orc hates all nonmagical healing techniques. Lenses for eye- propriate to their station (duke, baroness,
dwarves. He thinks they are the lowest form of glasses and telescopes are in existence but are knight, etc.) are nobles. All others are common-
life and he kills them whenever he gets the generally of poor quality. There are compasses ers. Commoners are the backbone of the soci-
chance. Players who have dwarven characters and navigational materials for traveling. ety. They are the farmers, craftsmen, healers,
that are killed by him cannot claim that they In general, scientific evolution in the world soldiers, and workers.
are being discriminated against, because this has been stunted by the prevalence of magic. Somewhere between the nobles and the
is an in-game discrimination only. Astrology and magic are considered scientific commoners are the adventurers. Adventurers get
All players should try to distinguish be- facts. their respect from the deeds they accomplish
tween in-game prejudices and out-of-game In most campaigns, you will find that the and usually because they have a fair amount of
prejudices. Steer clear of the issue altogether if science will be right at the verge of the renais- money (compared to the lowly commoner at
possible. sance, on the tail end of the Dark Ages. least).
Further, you should try to avoid making a Being an epic fantasy game, most of our
character history that may rely on real world players are nobles and adventurers, not com-
racial or cultural stereotypes. For example, if
Government moners. Although a real medieval town would
you want to play a wild elf based on an Ameri- Our present-day concept of democracy is have many commoners walking the streets sell-
can Indian culture, please make sure that you a foreign idea to the people of Fortannis. There ing their goods, tending the fields, and doing
know something about that culture. If you walk may be some places that have a very limited the other day-to-day tasks that a society needs,
around saying ugh and how and calling version of democracyfor example, the nobles no player wants to spend their time doing these
people keemosabe then you may be asked to are allowed to vote on certain issuesbut that roles. For game purposes, assume that all of
stop. Even if no insult was intended, the result is the extent of it. Even peasants who revolt these support people are out there doing their
could be taken that way, so if you are not sure, against unfair nobles never think to replace their jobs. You will meet NPCs playing these parts.
avoid it. government with a democracy, but only to re- Each noble owes responsibilities to the
The most important thing is to prevent place it with a fairer monarch. commoners as much as the commoners owe
your character from being insulting to other Most Alliance games will take place in a responsibilities to the noble. In return for taxes
players who, in real life, are from that culture. form of a medieval feudal society. This means and other services, the nobles are expected to
At the risk of saying we want PCPCs (Politi- that there is a strongly observed hierarchy. This
cally Correct Player Characters), please be care-
ful. Just think first.
is not a system of equality, but a system of duty
to ones superior in exchange for support. 29
protect the commoners from monsters, crimi-
nals, and invaders, to provide for their well-
being, health, and education, to promote jus-
tice, and to use their skills and income for the
betterment and protection of the people.
In exchange, the commoners are required
to pay their taxes, serve in the militia in times
of need, report criminal activity, and address
and treat all nobles with the respect they are
due.
Societal Conventions
The following four laws form the basic
customs of the society and are obeyed by all,
from the highest noble to the lowest peasant.
These laws are so ingrained that they are rarely
challenged. Any person found to have dis-
obeyed these laws would be shunned by all as
an untrustworthy villain.
Noble Powers
Nobility carries with it power and respon-
sibility. If you are able to work your way up the
chain of command to obtain a noble title, take
this seriously. Your actions will affect the game
greatly, and if you abuse your power (or fail to
show up for many events) you may find your
title removed.
Power is hierarchal. Everyone on the list
must obey the lawful orders of all nobles above
them on the list. For instance, a knight must
obey a baron, countess, prince, or king; how- would also owe fealty to all those to whom that Becoming a Noble
ever, an adventurer is not required to obey the knight swore.
orders of a squire, because a squire is not a If someone higher than you gives an or- Becoming a noble is a goal for many play-
noble. der, you are required to obey it unless that or- ers. Nobility offers many benefits, not the least
However, there is more to this than mere der contradicts an order already given to you of which is being in the midst of a number of
obeyance of orders: This is a list of status and by your liege. interesting plots. Nobility also provides in-game
respect, and all those lower on the list are ex- For example, Sir Terin has sworn fealty power and, in some games, an automatic in-
pected to show respect to those above it. By to Baron Finther. Baroness Darlissa walks by come.
that standard, an adventurer should always show and orders Sir Terin to accompany her as a Because this position provides such ben-
respect to a squire and should obey the squires bodyguard. Sir Terin is required to obey be- efits, it is not easy to obtain. To become a knight,
orders (but is still not required to). cause she is higher in the hierarchy that he is. you will have to prove your worth through a
Commoners owe respect to the nobles be- This is true even though he has not sworn fe- series of tests and challenges.
cause nobles protect them against marauding alty to her. Being a noble has little to do with your
monsters, ensure that there is a flowing If, however, Baron Finther had earlier fighting or spellcasting skills and everything to
economy, strengthen the lands ties to the given him a command to wait there for a visit- do with your role-playing skills. Stay in char-
throne, and generally maintain a status quo to ing dignitary, then Sir Terin could refuse Bar- acter, wear a great costume, and most impor-
keep the citizens one step away from anarchy. oness Darlissas command, explaining his rea- tantly, act like a noble.
Because of all this hard work, if a noble gives a son in the process. Earning your knighthood is a reward. Its
commoner an order, that person is obligated to A good example of this chain of command a quest. Its not a right. Take it seriously. All
obey it. Although there is no Oath of Fealty can be found in the modern day army of nearly players should respect you for all the hard work
between the commoner and the noble, the rela- every country. A private who is a member of you did to achieve knighthood even if their char-
tion is implied because of the services the noble Company A must still obey orders given by a acter doesnt respect your character.
provides to the commoner. sergeant of Company B. It is assumed that this
Does this mean that the nobles have free power will not be abused or misused. The Laws of the Land
reign over the commoners? Of course not. A To summarize then, all commoners (in-
noble who orders commoners to take suicidal cluding adventurers) must obey all nobles of There is a gray area in dealing with the in-
actions or who pushes them around for no rea- any rank, and must obey magistrates, sheriffs, game laws. Because of our modern ideas of jus-
son places himself or herself at risk of losing and guards when they are acting in their capac- tice, we cant use the traditional medieval ways
their noble title. The nobles lieges are obligated ity to make arrests and prosecute crimes. All of determining guilt or innocence, nor do we
to investigate any charges of wrongdoing by nobles must obey any nobles of a higher rank want to. In those days, trial-by-combat was seen
the nobility. provided those orders are not contradictory to as just because the hand of god guided the
Note that all Oaths of Fealty (even implied orders already given by their lieges. Serious
ones) extend up the chain of command. Thus a
squire who swore an Oath of Fealty to a knight
consequences could befall those who do not do
so. 31
righteous and made sure the good guy won. Ob- Here is where the role-playing can come
viously, in a religion-free game as ours this in. The suspect must produce witnesses and evi-
Economics
would not be acceptable. dence to convince the magistrate that maybe You will be earning game money in vari-
In some fantasy worlds, truth spells or the wrong person was arrested or that they didnt ous ways. You can sell the items you make with
other magical means can be used for determin- do it. your Production Points; you can earn money
ing guilt. However, these things cut role play- Think of it as the balancing scales of jus- from your Craftsman skill; you can beg, bor-
ing out of the equation. What need is there of a tice. We cant put exact numbers on this, but row or steal; and of course, you can find trea-
trial if a simple spell can solve the problem? imagine that the sheriff is giving the magistrate sure on monsters and in modules.
No matter how smart the criminal, he or she all of the evidence he or she has collected. Each For anything to be valuable it has to be
would always be caught, and thats not much piece of evidence pushes the scales farther and scarce. Diamonds would be worth little if they
fun. farther to the right, indicating guilt. It is practi- were as common as quartz. Monetary treasure
If you take truth spells and real medieval cally impossible to amass enough evidence to is limited for that reason. All chapters abide by
justice options such as trial-by-combat out make the scales tip completely to the right, but a strict treasure policy that limits what they can
of the equation, we are left only with role-play- once it has tipped more than 50%, it is certainly provide per event, based on the number of at-
ing as a way to determine guilt or innocence. worth the questioning of the main suspect. tendees and their average level.
We do not have at our disposal fingerprinting, If the suspect has a criminal record or a So what can you do with your money once
DNA sampling, lie detector tests, or any mod- seedy reputation, the scale tips a little more to you earn it? There are a number of things.
ern ways of gathering evidence. We cant even the right. (This of course happens in our mod- First of all, you will always need to pay
alchemize blood to tell what race the blood ern system as well.) for spells, potions, armor and other items you
came from! Now the suspect is brought in. If the sus- can buy from your fellow players. You may also
Therefore, absent crimes committed in pect is a good liar, perhaps the scales can be be paying fellow players for Formal Magic ritu-
front of witnesses, our chances of proving a tilted back to the left a bit. If the suspect has als to be performed, or for bodyguarding, or
criminal guilty beyond a reasonable doubt some reliable witnesses with good reputations for other services.
(the modern standard) are practically nil. who will testify on his or her behalf, perhaps Some players prefer to save their money
This doesnt make sense from a gaming the scales tip back a bit more. If the suspect is for late night gambling sessions in the tavern,
perspective. The chance of getting caught and able to tip the scales back enough so that there or for hiring bards to perform for them or write
being found guilty must be present in the game is sufficient doubt (not beyond a reasonable stories about them.
for two reasons: doubt) then it is likely that the charges will And then there will almost always be mer-
First, the characters who commit crimes not be pressed. chants coming through town from time to time
need to face a risk for them to have fun. The This is all assuming the suspect is actu- selling their wares or holding an auction of
adrenaline rush and the plot associated with ally guilty. If the suspect is innocent, it should magical items.
committing the perfect crime and getting not be too difficult to really produce reliable The Guilds usually have items for sale as
away with it are exciting, but greatly lessened evidence and witnesses to prove itunless of well, from ritual components and magic items
if the chance of getting away with it is too course the suspect is being framed. to spells, potions, and scrolls. And of course,
easy. Bungee jumping is exciting too but not The bottom line is that your game will in- you will have to pay for your resurrections and
so much if youre only jumping a few feet and clude a legal system that provides the greatest identifications (usually a gold or so for each).
know that you have no chance of getting hurt. amount of role-playing without being unfair to You may also have to pay bribes to get
It would be like only fighting goblins all the either the accused or the lawgivers. information you receive, and you may wish to
time no matter how high level you are. contribute your wealth to a worthy cause such
Without a challenge and a risk, there is no as an orphanage or healing center.
excitement.
Transportation You can also buy items that will help you
Second, and related to the first, the play- Moving through the fantasy world of For- round out your character history concepts as
ers whose characters try to capture and expose tannis is slow, as it was in the medieval days. well as help you with plot submissions, such as
the criminals need to know that they have some Your character may decide to travel between horses, homes, ships, and other out-of-play
chance of success as well. No one wants to feel events and see the country, and a good horse or items. These items are meant to be for role-play-
like they have wasted their time or that they are cart can greatly affect your travel time. ing purposes only, such as for plot submissions.
fighting an unwinnable battle. Generally speaking, a caravan or single You will receive a tag for each of these items.
Therefore, the legal system in most Alli- rider with provisions can travel about 30 miles You can lend or sell the item to your friends by
ance games system has to be fair to the players a day cross country. This assumes good weather giving them the tag.
while at the same time (a) making sense in-game on good roads. Bad weather and bad or no roads Note that you will not be given a tag for
given our medieval fantasy world and (b) al- can cut that in half easily. every bloody item you have! We dont want to
lowing there to be a chance that characters who A single rider dressed light without many have to make tags for every lamp in your house
commit crimes might actually get caught. provisions can travel maybe ten to twenty more. and every stray cat you take in. The tags are for
The obvious solution is, especially since A messenger pushing a horse can do about 80 items that could affect your character in mean-
we do not have modern investigative tools at miles a day, but the horse will not be good for ingful ways.
our disposal, not to use modern standards. much use for quite some time afterwards. Following are some of the things you can
We instead turn the burden of proof around A hiker with provisions can travel up to buy. Your campaign may have other items as
in dealing with in-game justice. 25 miles without a horse, but there will be plenty well and prices may vary in your game based
Instead of the sheriff having to prove a sus- of resting the next day. on local economics.
pect guilty, if there is a preponderance of the Traveling by water is similar, depending These items can be purchased at Logistics
evidence against the suspect, then the burden on the type of ship, the water being traversed, or through in-game merchants, or may be given
is on the suspect to prove his or her innocence. and whether one is traveling upstream or down- as rewards or found as treasure.
(This is also a lot more historically accurate.) stream or against the currents or with the cur- All costs are in coppers and are the basic
rent. costs for these items. By spending more than
36 items hidden.
It is possible to hide items in areas that
discussions can affect the plot that can later
occur during a game.
Here are some rules for participating in
these on-line conversations:
Infractions Role-playing Infractions
Role-playing Infractions are not as com-
1. In-game, when your character sleeps, Infraction warnings may be given by a mon as Combat Infractions, and only apply
he or she can enter this dream world and com- marshal when a dangerous situation is observed. when there are blatant violations which harm
municate with others who may be many miles Warnings are given to inform players of the atmosphere of the game to such a degree
away. Whatever your character says or hears in their actions in an effort to improve a players that you are ruining the fun of other players.
this world can affect the live action game world. attention to becoming a safer and better player. Examples include:
Players are allowed to use whatever informa- They are not given to humiliate or embarrass a Talking loudly about OOG things in an
tion is obtained within these conversations later player but merely to make everyone more aware IG area
when they meet live. This also allows players of the requirements of the game. Smoking in a prohibited area
from all campaigns to discuss their plotlines, Infractions are classified into Combat In- Not wearing the appropriate costume (for
no matter how far away they may be. fractions and Role-playing Infractions. There example, wearing jeans and tennis shoes)
2. Characters may not act anonymously or are two specific types of Combat Infractions: Refusing to role-play effects upon you (for
with a false identity without prior permission Dangerous Combat Infractions and Illegal Com- example, walking away yawning while under
from their home chapters Plot Committee. bat Infractions. These may also be seen as forms the effect of a Fear)
Characters must always sign their name to posts of cheating, especially if they reoccur. Even in- Role-playing your race incorrectly or not
made to these lists. This is very important be- dividually, they may be considered as grounds wearing the required racial makeup and/or
cause many players have more than one char- for disciplinary action. costume
acter. If the Plot Committee cant tell what char- Were not here to be your drama coaches
acter posted the message, then it didnt get Dangerous Combat Infractions and you will not be punished for bad acting.
posted in-game. Any intentional misuse of ano- A Dangerous Combat Infraction is any- The purpose of this is to ensure that you show
nymity or a characters identity may result in thing that results or could result in an injury to respect to your fellow players and not destroy
your immediate removal from the Bulletin a player. their game enjoyment.
Board and consequences for your Alliance Dangerous Combat Infractions include:
membership. Doing this may be considered
cheating.
Throwing packets too hard in such a way
as to result in personal injury
Adjudications
3. We want to encourage online commu- Charging In any game, especially one as complex
nication in general but disallow communica- Shield bashing as a live-action role-playing game, rules mis-
tion that would allow a character an unfair ad- Use of a weapon that has not been safety takes and misinterpretations are always an is-
vantage; for example, if your character has been checked sue. Because of this, the Alliance has the policy
kidnapped and is being held prisoner some- Use of packets that are too large or filled that any player may ask for an adjudication of
where, you cant go online and post a message with illegal packet materials IG results of such problems.
saying, Here I am in Greystone, come get me! Dangerous acrobatics which may harm Such adjudications must be written up and
4. Remember that this is not an online others (sliding, rolling towards players, not turned in to the Rules Committee of the game
game. It is an in-game Bulletin Board where paying attention to others around you) where the incident occurred within 30 days of
messages can be posted. You cannot see any- Hitting too hard with a weapon the incident. Occasional exceptions to the 30-
one there, so dont ask What do I see? or type Striking opponents at full combat speed day rule are allowed, such as when the player
something like An elf in chain mail walks in and strength while they are known to be inca- was not aware of the rules question until a later
the door. There are no battles that can take pacitated (webbed, paralyzed, etc.) date. Adjudication requests should include a
place in this dream world, and if you have never Repeated or deliberate striking of illegal complete description of the incident, the people
met a character who has posted something, you areas (head, hands, groin) involved, and the contested result.
will have no idea what that character looks like. Throwing items in anger Once submitted, the Rules Committee then
Basically, the bottom line is that this is for Screaming at other players, intimidating either makes a decision or chooses other staff
information exchanging only. or dangerous behavior members to decide if a possible bias is present
Finally, please understand that we do not (for example, if a Rules Committee member was
wish to police any of the boards or mailing lists. Illegal Combat Infractions involved in the incident). The player is then in-
Just keep in mind that this is a live action game Illegal Combat Infractions are behaviors formed of the ruling, and the situation recti-
which takes place at the events. The on-line and habits that are explicitly indicated as in- fied.
chats are there to enhance your role-playing fun correct in the Rule Book, but typically are not Because of the nature of the game, the
and not replace them. performed intentionally. They do not cause a original event is never deletedPlot events
Email can also be used as a way for you risk of injury, but are mistakes that can affect are often used to explain the change in the final
and your friends to submit plot write-ups and the game significantly. Examples include: outcome. For example, if your character died
decide what your characters are doing between Failure to finish an incant before releas- her permanent death and then had it adjudicated,
events. You can decide to travel to some other ing a packet the Plot Committee will write some way for
place or meet with other characters and even Failure to call damage clearly your character to return to the living without
have adventures (of course, no XP or treasure Failure to use a 45 degree arc when swing- having to make everyone else in-game pretend
can be rewarded). Contact your local Plot Com- ing, or swinging too quickly (machine gunning) that the death never happened.
mittee for details. Failure to call off defenses within the des- Note that adjudications are for rules vio-
What you cant do is expect the Plot Com- ignated time lations and misinterpretations, not plot deci-
mittee to follow up on such things if they are Not taking attacks, or failing to properly sions. You cannot adjudicate because you think
not privy to the information. If its not copied take effects that the Plot Committee didnt scale the encoun-
to them for approval, they reserve the right to Casting scrolls, using potions, or other- ter properly or because you thought the puzzle
ignore it and say, That didnt happen. Please wise using items for which you have no tag and/ they wanted you to figure out was too hard.
understand the Plot Committee never wants to or no physical representation
have to say that, but will in certain circum-
stances.
Using scrolls incorrectly, with or without
proper light 37
Races
The human race is not the only race in the Role-playing requirements: We expect Humans are not listed here because, in
world of Fortannis. There are many mythical you to play your characters race properly. High essence, they are the default race. Humans have
and unusual races, such as elves, dwarves, orcs should be slow witted, barbarians should no advantages over the other races, but then
hoblings, sarr, and other more exotic races. act uncouth, and dark elves should shun the again they have no disadvantages either. If you
Within each race, there are various cultures that sunlight whenever possible. are playing a human, you never have to worry
define the race even further. This provides for You must abide by your racial character- about whether you are playing your race cor-
the widest possible amount of character devel- istics. You cannot write your history to be the rectly. Since youve been a human in real life
opment. outsider of your race and be the one barbar- for so many years, youre pretty good at it by
Playing your race means knowing and un- ian who is a elocution professor, the one gypsy now!
derstanding your races culture and society in who is quiet and shy, or the one biata who hangs
your particular campaign. (Not all elves are out in the Mages Guild.
alike any more than all humans are alike.) Some There is no such thing as a true half race.
Monster Characters
races have their culture based on certain soci- If your character history has your father as an Many players have the dream of playing
eties in our own world and other races are purely elf and your mother as a gypsy, that is fine, but monster characters as their PCs. The thought
fantastic like sarr or hoblings. Others are based you can only take the attributes of one of those of playing a goblin PC or werewolf PC or vam-
on popular mythology or folklore. Other races races. You can tell everyone youre half elf/ pire PC can be lots of fun for the player, but is
such as the biata have been created from scratch, half gypsy if you want, but in our game, you not allowed by the Alliance rules.
providing a unique aspect to our game. are one race or the other. You must then take The Alliance game system is designed to
Descriptions of each race follow. There are all the advantages, disadvantages and physical be fairly balanced between all of the classes.
more detailed race packets available to down- characteristics of that single race and none of Monster abilities were never meant to be given
load from the Alliance Bulletin Board, and your the unique characteristics of the other. It should to players, because it would certainly throw that
local campaign will have information on the always be very clear to everyone exactly what balance off.
local culture(s) of that race. race you are. PC monsters only foster unwanted con-
Nor can you be raised by another race and flicts between players. PCs playing these mon-
Make up Requirements: If you wish to thus take on the characteristics of that race. A sters are bound to be attacked or hunted down
play one of these races, you must wear the ap- hobling raised by gypsies will still act, look, by other players, and the hard feelings that erupt
propriate makeup to distinguish yourself. All and dress like a hobling. After all, a dog raised from players who are trying to play true to their
exposed skin must be covered with the appro- in a house full of cats may become more toler- monster form often turn into out-of-game ar-
priate makeup. If you dont want to paint your ant to felines, but he will never meow or ask guments.
hands, gloves are a good substitute. for a saucer of milk. PC verses PC conflicts are important to
Any props (such as elf ears) must be worn Remember, the Alliance uses the word the game, but when one PC is seen as having
at all times, even under a hood or when hidden race differently from the real world meaning. an unfair advantage due to powers that cannot
by hair. You cannot use makeup to represent Races in the game are unique species, evolving be achieved by other PCs, then the OOG argu-
biata eyebrows, high ogre and high orc teeth, (or being created) in vastly disparate ways. They ments ensue.
or hobling sideburns. If you have a real beard are not merely minor variants of the same crea- Most importantly, it should be noted that
and wish to play a dwarf, the beard must be ture. A biata is not a human with feathers. monsters are all controlled by the Plot Com-
braided so that it is clear you are a dwarf and These role-playing rules are put in place mittee. This allows us to monitor and properly
not just a bearded human. (If your beard isnt to allow players to make assumptions about the scale events to make sure that the challenges
long enough to braid, then you will have to wear races. When you see someone wearing pointed out there are proper for the level of the player
a fake beard over your real one.) ears, you know that they may have certain abili- base. It also allows us to decide when NPCs
The rules were specifically designed to ties such as Resist Command and that may are to enter the game and how they will act,
take into consideration the relative discomfort change your strategy with dealing with them. and when to pull them if things are getting out
and bother these things will give you and to You can conclude that every biata you see will of control or if the direction of the game needs
compensate you accordingly with beneficial dislike celestial magic and every dwarf will ap- tweaking.
skills and plot for your race. Thus, if you want preciate and study well-made weapons. Every PC monsters throw all that out the win-
the benefits of your racial skills, you must take race must act like and be identifiable as that dow, because unlike NPCs, PCs have free will.
the disadvantages (which include the make-up) race by all other players. By adhering to racial With PC monsters out there, the Plot Commit-
as well. You cannot be a gypsy all dressed in characteristics, this fantasy world of ours be- tee spends all its time trying to deal with these
black or a high orc without protruding teeth. comes much more real. wild cards instead of running its own plots.
You must not only act the race, you must also This adds up to more fun for you as well. (Believe us, this is not just a worry; its based
look the race. If you do not, you will not be By playing your race properly, other members on experience. Weve learned from our mistakes
allowed to continue playing the race and will of that race (and the NPCs of that race) will be in the past.)
be forcibly changed into a boring human. more willing to role-play with you, get you in- If you become cursed to turn into a vam-
You cannot wear makeup to disguise your- volved in their plots, and otherwise include you pire or werewolf in-game, you will be com-
self to appear as a race you are not, nor can you in the goings-on of that race. pletely under the control of the Plot Commit-
act in such a way as to mislead others as to your tee for the time when you are cursed. You will
race. If you are not playing a barbarian or a The chart on the next page gives a brief only be allowed to change into your new form
gypsy, for instance, you cannot dress, talk and overview of the advantages and disadvantages when the Plot Committee tells you. Once
act like one. of each race. It does not list makeup and pros- changed, you are a temporary NPC under the
thetic requirements as disadvantages because control of the Committee and must act as the
Classes are used to describe your to become an expert at damage from any direc- studies. Spells are a bit harder for them than
characters natural talents. This may or may not tion. They may not be able to do as much as Scholars and weapons a bit harder for them than
have anything to do with your characters pro- Fighters and Rogues at their level but versatality Fighters, but at higher levels, Templars are a
fessionfor example, not all rogues are thieves can make up for that. Scouts can avail them- good match for either of those two classes.
and not all scholars are spellcasters. selves of skills available to rogues at a reason-
Your own physical characteristics and able price and at the same time learn basic fight- Artisan: The Artisan class is exception-
abilities need not match those of your chosen ing skills which can be useful, making them a ally tuned to the manufacturing and sale of trade
character but it can help you in your adventur- threat from front and back. items. The Artisan has power not through spells
ing career if your actual physical skills are con- or weapons but through wealth. Artisans do not
gruent with your characters fantasy skills. Still, Rogue: Rogues have a natural bent to- excel in weapon use or spellcasting, but can be
you are encouraged to be all that you cant wards dexterity based skills. The lower Body excellent merchants, craftsmen, and pure alche-
be in the Alliance. Points, lighter armor and relatively high costs mists.
The three main classes are Fighter, Rogue, for combat skills does not make them well suited
and Scholar. Then there are the three hybrid for front line combat roles, but Rogues always
classes: Scout is a cross between Fighter and find a way to make up for this injustice. If you
Changing Your Class
Rogue, Adept is a cross between Rogue and wish to play a sneaky, backstabbing, and cun- These classes are out-of-game categories
Scholar, and Templar is a cross between Scholar ning character, this is the class for you. to determine the amount your character will
and Fighter. Finally, there is Artisan which is a have to pay for their skills. As such, they can
class all by itself. Adept: When it comes to skills required change so long as the skills themselves stay the
Choosing which class you wish to play to get a task done, the Adept is most likely to same. At any time prior to the start of an event,
should be based upon what skills you wish to use the fastest and most expedient means avail- you can choose to change your characters class
purchase, as your class is out-of-game. able. Their ability to cast spells, use alchemy, by speaking to the appropriate staff member of
backstab, and use many other skills makes them your characters Home Chapter. Your actual
very, well, adept in adventuring. They are most skills will not change; only the amount you have
Classes successful when using a combination of spell- spent to obtain them.
Fighter: Fighters take naturally to the casting and backstabbing. Additionally, a character may swap their
physical combat arts and rely mainly on strength choice of Primary and Secondary schools if they
and stamina to accomplish their goals. They can Scholar: Scholars are good at many men- reach a point where doing so would work to
wear any type of armor and can learn a number tal skills and the magical arts. You will find their advantage in terms of build point alloca-
of interesting battle skills to aid them with their Scholars in the midst of battle throwing their tion.
chosen weapons. If being on the frontline and spells, on the outskirts healing those in need, You must have enough Build Points avail-
bashing in the enemy is what you want, this and deep in study in the guilds researching ar- able to make the change, and cannot go into
class will give you the most power to accom- cane texts and documents. Scholars cannot wear negative Build Points. Therefore, if you wish
plish that goal. heavy armor, and weapon skills are difficult for to change your class, you may have to wait until
them, but for sheer spell power, none can com- you have enough free Build to make the change.
Scout: The swashbuckling Scout can learn pare. It is easier to change to and from related
both fighting and rogue skills easily and so tends classes (fighter to templar or scout) than it is to
Templar: Templars are spellcasting fight- go from one of the primary classes to another
48
ers who can use a weapon as easily as they can (fighter to scholar or rogue).
throw a spell. Their combat training leaves them Individual chapters may have additional
better able to fight but takes away from their out-of-game requirements not listed here.
The Skill System
Personal skills still come into play, of
Gaining Skills courseif you just stand there holding your
Game Abilities
This is literally a fantasy game. It is a com- weapon, you are going to lose every battle. Even As you read this book, you will see refer-
pilation of rules and policies by which we al- if you buy the skill allowing you attempt to dis- ences to Game Abilities. This refers gener-
low people to simulate doing things that they arm a trap, you still have to disarm the trap. ally to the skills you buy for your character with
cannot really do. And having powerful spells does you no good Build Points.
You should not be fooled into thinking that if you cant hit your target with your throws. This is important because some effects can
your personal skill equates to the character skill Still, the purpose of our game is to be all prevent you from using your Game Abilities.
it represents. Your characters skill may be far that you cant be by buying skills for your char- If you are under the effect of Nausea, for in-
greater or far less than your own real life skills. acter. stance, you cannot cast any spells, fight, or
For instance, you must have the One You can purchase these skills with Build throw any gas globes since all of these are
Handed Edge weapon skill before you are al- Points to help enhance your character. As you Game Abilities. However, you can still talk,
lowed to use a sword. If you do not have this gain Build Points, you can then buy more skills. drink a potion, activate a magic item, or per-
skill, then you cannot even use the sword to The learned skill allows you to perform a form other actions that are not specific skills.
block blows. This skill represents an ability that particular task or group of tasks. Many can only The only exception to this is Read and
your character has spent hours of practice a day be used a limited number of times per day. Some Write. Although this is a skill purchased by
for months to gain. When such an individual is skills allow you to improve your abilities when Build Points, once you know this skill, you can
faced with a person totally unskilled in weapon the skill is bought multiple times. always read things like potion vials even when
use, they would easily strike the person down. In any case where a skill can be used only under an effect which removes your Game
Similarly, the proficiency system repre- a certain number of times per day (such as a Abilities.
sents a level of skill that the player might never Slay or spells), you must keep track of your skill Game Abilities (for items not otherwise
obtain. We use it as a way to artificially give a use per day. defined under PC-obtainable abilities and skills)
character an advantage over another character On a full weekend event, the day runs also covers anything that is usable a certain
not as skilled, regardless of the players skill 24 hours from when the game starts (approxi- number of times per day.
with the weapon. mately) and so the time you may pick up new
If this were not the case, a talented and card with your new skills is usually at 6 p.m. NPC Game Abilities
experienced player with a 1st level character This is known as the start of the game-day. This rule also applies to NPCs even though
could easily defeat a player with a 20th level On an adventure day module, the game- most do not buy skills with Build Points.
character, and thats not what the game is about. day starts before the module in which you par- For NPCs, Game Abilities would include:
It is the skill of your character that you will be ticipate. An adventure day module that runs for Duplicates of PC Game Abilities (such
role-playing after allnot your own personal more than one real day is considered the same as Dodge or One-Handed Edge)
skills. game-day. Times per day abilities which they may
choose whether or not to activate, such as Phase
or Entangle.
The ability to strike or block with Claws.
The ability to rip from various binding
effects.
It does not cover any abilities an NPC
might have which are not activated a certain
number of times per day, or which they have
no choice when to use or not to use.
For example, NPC Game Abilities do not
include:
Times per day abilities which auto-
matically activate, such as Magic Guard or Ven-
geance
Monster strength
Threshold
Natural Armor
Immunities
Vulnerabilities
Effects delivered via the Magic and Ar-
cane qualifiers and the mechanism of activat-
ing a Magic Item are both exempt from nega-
tive effects which restrict Game Abilities. For
both, you must be able to at least move your
mouth to vocalize (though the Magic and Ar-
cane qualifiers may be used while under the
effect of a Silence).
49
Point. As you can see, the higher level you get, tions used for scaling encounters and figuring
Experience Points the more XP you will earn per event but at the out how many XP equal a BP. In-game, your
Experience Points (XP) are used for the same time the more XP it will take for you to character should never refer to his or her level.
advancement of a players character. earn one BP.
Whenever you attend an event, you will These BP are calculated individually based
receive Experience Points. The XP you receive on the XP and not as a group. For example:
Learning Skills
is determined by your current total Build Points Fred Player has a character named Terin who Your character will start with 15 Build
(see below), including the initial 15. has 24 BP. He goes to an event and earns 48 Points, which you can use to buy whatever skills
If you currently have 40 Build Points, then XP (24 per game-day). Since he is at 1st level, you want. In order to learn a new skill after
you will receive 40 XP for each game-day. On the first 3 XP equals 1 BP. That extra BP now that, you will have to find another character with
a typical weekend, which consists of two game- puts him at 25 BP total, meaning he is now 2nd the skill Teacher and the skill you want to learn.
days, you will receive 80 XP. On long week- level. Now it takes 7 XP to equal 1 BP. He has The teacher will get one Teaching Card per
ends (three game-days), you will receive 120 45 XP left, so that gives him 6 more BP plus 3 game-day for each time the skill is purchased.
XP, and for an Adventure Day module, you will XP left over, which will be saved. Terin thus When teaching a skill, the teacher will fill out
receive half of a game-day reward (or 20 XP in started the event with 24 BP and ended with the card and give it to the student who can then
the example). 31, with 3 XP remaining. turn in the card at the end of the event.
Note that levels are out-of-game descrip- Skills that can be purchased multiple times
do not have to be taught separately. These skills
Build Points are listed with an asterisk in the Skills chap-
Total BP Level XP / BP
Experience Points are automatically con- ter.
verted to Build Points (BP), which you then 15 - 24 1 3 Example One: Darlissa has a 2nd level
use to buy skills for your character. Each skill 25 - 34 2 7 Spell Slot. She wants to buy another 2nd level
you buy costs a certain number of Build Points. 35 - 44 3 12 Spell Slot. She does not need to find anyone to
The amount of Experience Points needed 45 - 54 4 18 teach it to her.
to buy a Build Point is based on your level. Example Two: Rendal has the skill Criti-
55 - 64 5 25
Your level is determined by how many Build cal Attack. He does not need a teacher to learn
Points your character has. It takes 10 Build 65 - 74 6 33 more Critical Attacks, but when he is ready to
Points to gain a level. All characters start with 75 - 84 7 42 learn a Weapon Proficiency, he must find a
15 Build Points that are used for initial skill 85 - 94 8 52 teacher.
purchase. Therefore, 1st level is from 15 to 24 95 - 104 9 63 Example Three: Finther has Alchemy 1.
BP. 105 - 114 10 75 He can keep buying levels of Alchemy for as
You do not have to spend all of your Build long as he wants without having to procure
115 - 124 11 88
Points at any one time, and you do not lose your another teacher.
BP if you do not spend them. After all, some 125 - 134 12 102 Fighting skills are not weapon sensitive
skills require saving up BP to be able to pur- 135 - 144 13 117 for teaching purposes. A fighter with a Weapon
chase them. 145 - 154 14 133 Proficiency in One Handed Edge can teach the
All classes start off at 1st level with 6 Body 155 - 164 15 150 skill Weapon Proficiency to a student who wants
Points. Your total Build Points determine your 165 - 174 16 168 to use it in Archery. Weapon skills, however,
Body Points thusly: are weapon sensitive. You cannot teach the skill
175 - 184 17 187 One Handed Edge if you do not have it. If you
Fighter: 1 Body Point every 5 BP 185 - 194 18 207 have Weapon Master, you may teach any
Scout: 1 Body Point every 7 BP 195 - 204 19 228 weapon included within.
Rogue: 1 Body Point every 8 BP 205 - 214 20 250 Racial skills are separate skills that can-
Templar: 1 Body Point every 9 BP 215 - 224 21 273 not be taught as regular skills. A hobling with
Adept: 1 Body Point every 10 BP the skill Racial Dodge, for example, cannot
225 - 234 22 297
Artisan: 1 Body Point every 12 BP teach the skill Dodge.
Scholar: 1 Body point every 15 BP 235 - 244 23 322 You cannot combine Backstabs and Pro-
245 - 254 24 348 ficiencies in order to meet a prerequisite. To
Thus, a fighter would receive an extra 255 - 264 25 375 learn Riposte for instance you must have four
Body Point at 20 Build, a Templar at 24 Build, 265 - 274 26 403 Backstabs or four Weapon Proficiencies, not a
and an Artisan at 27 Build. 275 - 284 27 432 combination of the two. Further, for skills that
require a certain number of prerequisites (As-
285 - 294 28 462
Levels 295 - 304 29 493
sassinate, Disarm, Dodge, Evade, Eviscerate,
Parry, Riposte, Shatter, Slay, Stun Limb, and
Your level determines how many Experi- 305 - 314 30 525 Terminate), the prerequisites are required for
ence Points you need to get a Build Point. The 315 - 324 31 558 each purchase of the skill.
table to the right shows the characters level 325 - 334 32 592 For instance, Rendal purchased his first
based on the total BP. It also shows the number Parry after he got Weapon Proficiency +2. He
335 - 344 33 627
of XP needed for the next BP. cannot purchase his second Parry until he has
For example, at first level, for every three 345 - 354 34 663 Weapon Proficiency +4.
Experience Points you earn, that will translate 355 - 364 35 700 It is very unusual to not be able to find
into one Build Point. At second level, it will 365 - 374 36 738 someone in-game able to teach you any skill
take seven Experience Points to equal one Build 375 - 384 37 777 you want. There are always at least a few NPCs
385 - 394 38 817 who have the skills needed. Sometimes they are
50 395 - 404
405 - 414
39
40
858
900
one-time only NPCs traveling through town for
that specific purpose.
If completely lost as to where to go to learn yet have the capacity to use. first have two more Spell Slots on the level
a skill, your character should always start with For example: Belthivis heads to the below in order to support it. Imagine the pyra-
the appropriate guilds. Keep in mind that these Mages Guild and pays them to copy the spell mid as needing the proper support to keep it
people may require in-game compensation or Prison into his spell book. Even though it is in from collapsing from being top heavy.
favors for teaching you the skill. his book, Belthivis will not be able to cast that Basically, you have very little choice in
There are two exceptions to all of these spell until he learns a 9th level Spell Slot the manner in which spells may be purchased
rules: The skill Craftsmen does not have to have and a Spell Slot is a skill that must be taught to when you are starting out; if you have three 1st
a teacher because it is primarily a role-playing him using the system described next. level Spell Slots and two 2nd level Spell Slots,
skill and there are so many possible crafts to the next Spell Slot you will have to buy is 3rd
learn. Similarly, racial skills (such as Resist level. Your ability to vary wont occur at low
Command) do not have to be taught. However,
Spell Slots levels.
in-game, your character should still try to learn There are special rules for spell acquisi- Once you have purchased four Spell Slots
these skills from someone elsewe are a role- tion that are unlike most other skills in the game. of any particular level, you need not buy any
playing game, after all. What you actually do is learn the ability to cast more Spell Slots of that level. Imagine now the
Note that even though a skill is taught a spell of a particular level, and not the specific pyramid being an obelisk like the Washington
in-game, the character will not be allowed to individual spell. Monument.
use the skill or teach it to others until the char- This is known as a Spell Slot. You can You may buy more than four Spell Slots
acter has been updated in the database and you then fill that Spell Slot with any spell you can per level but there must always be at least as
are given a character card showing that skill. In memorize of that level. many Spell Slots below that level in order to
essence, this means that you should choose your For example: Belthivis purchases a 1st support the new amount. Further, the pyramid
skills and find a teacher even before you earn level Spell Slot. He has a spell book with three must be constantly building, which means that
the Build Points. 1st level spells in it. He picks one spell at that the level above must have only one less than
If you have a skill taught to you before level and memorizes it for that day. The Logis- the amount you are buying.
you have enough Build Points, it will be on tics staff checks his spell book to make sure he So in order to buy a fifth 2nd level Spell
your character card but have a value of 0 has the spell in front of him to memorize and Slot, you must have a fifth 1st level Spell Slot
where it will remain until there are enough Build then gives him a tag for that particular spell. and a fourth 3rd level Spell Slot.
Points for it to be purchased. You may not use Belthivis later learns another 1st level For example: Belthivis has a 3rd level
any skill with a value of 0. Spell Slot. He can now cast two 1st level spells Spell Slot, two 2nd Spell Slots, and three 1st
These teaching rules do not apply to spells from his spell book or can memorize that same level Spell Slots. His pyramid is fine (see figure
and alchemical recipes. To use a spell or al- spell twice. one).
chemical recipe, you must have the proper spell Spell Slots are purchased in a proportional
51
book or recipe book. You can actually have pyramid as described in the examples below. If
spells and recipes in your book that you do not you wish to buy a particular Spell Slot, you must
be proficient in and four Critical Attack skills.
3 5 To learn Alchemy, you must first know how to
2 2 4 4 Read and Write and must know Herbal Lore.
1 1 1 3 3 3 These charts are organized based on the
(figure 1) three main classes (Fighter, Rogue, Scholar) and
2 2 2 2 the classes that come between them. Since a
1 1 1 1 Scout is a cross between a Fighter and a Rogue,
He wants to learn a 4th level Spell Slot (figure 4) it is listed between those two classes, and since
eventually. He must build the foundation of the an Adept is a cross between a Rogue and a
pyramid so it can support a 4th level Spell Slot. Scholar, it is placed accordingly. A templar is
First he buys another 1st level Spell Slot level Spell Slot, in that order. between a Scholar and a Fighter, and Artisan
and another 2nd level Spell Slot. He must next If Belthivis has all of the Spell Slots listed stands alone.
purchase another 3rd level Spell Slot (see fig- in figure four and then decides that he wants a Each class is the best at something. Fight-
ure two). fifth 2nd level Spell Slot, he must first buy an- ers specialize in Weapon Proficiency. Rogues
other 1st level Spell Slot to support the 2nd level specialize in Backstabs and Waylays. If you
Spell Slot. After that, he must buy the 3rd level want both Proficiencies and Backstabs, the
3 3 Spell Slot (see figure five). Scout is the best. Scholars are the best at spells,
2 2 2 and Adepts are best at a combination of spells
1 1 1 1 and Backstabs. Templars are best at a combi-
5 nation of spells and Weapon Proficiencies, and
(figure 2) 4 4 Artisans are the best at Alchemy.
3 3 3 3 Your character will probably be more well
Now his pyramid is ready for the new Spell 2 2 2 2 2 rounded and take more than one basic skill, so
Slot. The foundation of support for the 4th level 1 1 1 1 1 the best thing to do is to pick the skills you
Spell Slot has been made by making sure there (figure 5) would really like to eventually have for your
are two 3rd level Spell Slots below. He can now character and then figure out which class is best
buy his first 4th level Spell Slot (see figure for you.
three). Note that the pattern is very set as to which Remember: This is not a computer game
Spell Slots have to be purchased unless you or a battle game; its a role-playing game. Dont
wish to buy more than four Spell Slots of any create your character based on what statistics
4 one level. will give you the most power. Decide what kind
3 3 There is potentially no limit as to the num- of character you would enjoy playing first and
2 2 2 ber of Spell Slots per level that can be purchased then decide which skills to buy. Choose a race
1 1 1 1 as long as this pattern is maintained. and a personality and it will help you decide
(figure 3) You can have a pyramid with nine 1st level the skills that would go along with that charac-
Spell Slots, eight 2nd level Spells Slots, seven ter.
3rd level Spells Slots, and so on up to one 9th If you are choosing many types of skills,
If Belthivis wants to buy a 5th level Spell level Spell Slot. you may end up with numbers which show that
Slot, he can do so without buying any more 1st there is not much difference between the classes.
For instance, if you are making a character that
level Spell Slots because four is the maximum
required. He must support the 5th level Spell
Skill Costs is a good fighter, can throw spells, is good at
Slot by buying a 2nd, 3rd and 4th in that order Below and on the following pages are the backstabs, and can throw alchemy, you may not
to make the pyramid (see figure four). charts listing the Build Point costs for each skill be able to tell which class is best for you until
Belthivis now has a perfect pyramid and based on each class. Note that any class can you decide how you will eventually start spe-
is the envy of all his friends. If he wants, he can buy any skill; they just might have to pay more cializing in one of these things. Just keep pick-
stop buying 2nd level Spell Slots, as four is the BP for it. ing skills until it is obvious that one class is
minimum required. His pyramid will then When buying skills, be sure to check the better than the others, and then when you cre-
progress with the purchase of a 3rd level Spell prerequisites. For instance, to buy Weapon Pro- ate your character at 1st level, you will know
Slot, then a 4th, 5th and finally his first 6th ficiency, you must first have a weapon skill to which class is best for your long term goal.
TRADES & CRAFTS Fighter Scout Rogue Adept Scholar Templar Artisan PREREQUISITE
Alchemy 6 5 3 4 4 6 3 Herbal Lore
Blacksmith 3 3 4 4 4 3 3 none
Craftsman (Type) 2 2 2 2 2 2 2 none
Create Potion 6 6 6 4 3 4 3 Earth spell slot
Create Scroll 6 6 6 4 3 4 3 Celestial spell slot
Create Trap 6 4 3 4 6 6 3 Legerdemain
Herbal Lore 6 5 3 4 4 6 3 Read and Write
Legerdemain 10 8 4 8 10 10 8 none
Merchant 3 2 1 2 3 3 1 none
Teacher 1 1 1 1 1 1 1 none
Wear Extra Armor 1 1 1 1 1 1 1 none
52
RACIAL SKILLS Fighter Scout Rogue Adept Scholar Templar Artisan PREREQUISITE
Break Command 2 2 2 2 2 2 2 Biata, MWE, Stone Elf
Claws 8 8 8 8 8 8 8 Sarr
Gypsy Curse 2 2 2 2 2 2 2 Gypsy
Racial Assassinate 4 4 4 4 4 4 4 Sarr
Racial Dodge 10 10 10 10 10 10 10 Hobling
Racial Proficiency 10 10 10 10 10 10 10 High Ogre, High Orc
Racial Slay 6 6 6 6 6 6 6 High Orc
Resist Binding 4 4 4 4 4 4 4 Dryad
Resist Command 4 4 4 4 4 4 4 Biata, Dark Elf, Elf
MWE, Stone Elf
Resist Element 3 3 3 3 3 3 3 Barbarian, Dwarf
Resist Fear 2 2 2 2 2 2 2 Barbarian, High Orc
Resist Magic 5 5 5 5 5 5 5 Dark Elf
Resist Necromancy 4 4 4 4 4 4 4 High Ogre
Resist Poison 4 4 4 4 4 4 4 Dwarf, Hobling, Sarr
FIGHTING SKILLS Fighter Scout Rogue Adept Scholar Templar Artisan PREREQUISITE
Assassinate 8 3 3 4 8 8 8 Backstab x2
Back Attack 6 3 3 3 8 6 6 weapon skill
Backstab 6 6 3 6 8 6 6 Back Attack x4
Critical Attack 3 3 5 6 8 3 6 weapon skill
Disarm 2 2 2 3 8 3 8 Backstab or
Weapon Proficiency
Dodge 8 6 5 6 8 8 8 Backstab x2
Evade 8 3 3 4 8 8 8 Backstab
Eviscerate 5 7 14 14 14 7 14 Weapon Proficiency x4
Florentine 4 6 6 6 8 6 6 none
Parry 4 4 8 8 8 5 8 Weapon Proficiency x2
Riposte 5 5 5 6 8 6 8 Backstab x4 or
Weapon Proficiency x4
Shatter 3 3 3 4 8 4 8 Backstab x3 or
Weapon Proficiency x3
Shield 6 10 10 10 12 10 10 none
Slay 4 4 8 8 8 5 8 Weapon Proficiency x2
Stun Limb 3 3 3 4 8 4 8 Backstab x3 or
Weapon Proficiency x3
Style Master 10 15 15 15 20 15 15 weapon skill
Terminate 12 6 4 6 12 12 12 Backstab x 4
Waylay 12 8 6 8 12 12 12 none
Weapon Master 15 20 20 20 25 20 20 none
Weapon Proficiency 3 6 6 6 8 6 6 Critical Attack x4
53
SCHOLARLY SKILLS Fighter Scout Rogue Adept Scholar Templar Artisan PREREQUISITE
Read and Write 6 6 6 3 3 3 3 none
Read Magic 8 8 6 4 4 4 6 Read and Write
HEALING SKILLS Fighter Scout Rogue Adept Scholar Templar Artisan PREREQUISITE
First Aid 2 2 2 2 2 2 2 none
Healing Arts 6 6 4 2 2 2 4 Read and Write, First Aid
CELESTIAL (Primary) Fighter Scout Rogue Adept Scholar Templar Artisan PREREQUISITE
Celestial Level 1 3 3 2 1 1 1 1 Read Magic
Celestial Level 2 3 3 2 1 1 1 2 Celestial Level 1
Celestial Level 3 6 6 4 2 2 2 2 Celestial Level 2
Celestial Level 4 6 6 4 3 2 3 3 Celestial Level 3
Celestial Level 5 9 9 6 3 3 3 4 Celestial Level 4
Celestial Level 6 9 9 6 4 3 4 4 Celestial Level 5
Celestial Level 7 12 12 8 5 4 5 5 Celestial Level 6
Celestial Level 8 12 12 8 5 4 5 6 Celestial Level 7
Celestial Level 9 15 15 10 6 5 6 6 Celestial Level 8
Formal Celestial 12 12 8 4 3 4 4 Celestial Level 9
CELESTIAL (Second.) Fighter Scout Rogue Adept Scholar Templar Artisan PREREQUISITE
Celestial Level 1 6 6 4 2 2 2 2 Read Magic
Celestial Level 2 6 6 4 2 2 2 4 Celestial Level 1
Celestial Level 3 12 12 8 4 4 4 4 Celestial Level 2
Celestial Level 4 12 12 8 6 4 6 6 Celestial Level 3
Celestial Level 5 18 18 12 6 6 6 8 Celestial Level 4
Celestial Level 6 18 18 12 8 6 8 8 Celestial Level 5
Celestial Level 7 24 24 16 10 8 10 10 Celestial Level 6
Celestial Level 8 24 24 16 10 8 10 12 Celestial Level 7
Celestial Level 9 30 30 20 12 10 12 12 Celestial Level 8
Formal Celestial 24 24 16 8 6 8 8 Celestial Level 9
EARTH (Primary) Fighter Scout Rogue Adept Scholar Templar Artisan PREREQUISITE
Earth Level 1 3 3 2 1 1 1 1 Healing Arts
Earth Level 2 3 3 2 1 1 1 2 Earth Level 1
Earth Level 3 6 6 4 2 2 2 2 Earth Level 2
Earth Level 4 6 6 4 3 2 3 3 Earth Level 3
Earth Level 5 9 9 6 3 3 3 4 Earth Level 4
Earth Level 6 9 9 6 4 3 4 4 Earth Level 5
Earth Level 7 12 12 8 5 4 5 5 Earth Level 6
Earth Level 8 12 12 8 5 4 5 6 Earth Level 7
Earth Level 9 15 15 10 6 5 6 6 Earth Level 8
Formal Earth 12 12 8 4 3 4 4 Earth Level 9
EARTH (Secondary) Fighter Scout Rogue Adept Scholar Templar Artisan PREREQUISITE
Earth Level 1 6 6 4 2 2 2 2 Healing Arts
Earth Level 2 6 6 4 2 2 2 4 Earth Level 1
Earth Level 3 12 12 8 4 4 4 4 Earth Level 2
Earth Level 4 12 12 8 6 4 6 6 Earth Level 3
Earth Level 5 18 18 12 6 6 6 8 Earth Level 4
Earth Level 6 18 18 12 8 6 8 8 Earth Level 5
Earth Level 7 24 24 16 10 8 10 10 Earth Level 6
Earth Level 8 24 24 16 10 8 10 12 Earth Level 7
Earth Level 9 30 30 20 12 10 12 12 Earth Level 8
Formal Earth 24 24 16 8 6 8 8 Earth Level 9
54
Production Skills
To create game items such as potions,
scrolls, elixirs, weapons, traps, and armor, you
must first buy the appropriate skill with your
Build Points. Each time you buy the skill, you
get five Production Points to spend each
game-day.
Production Points do not carry over from
day to day or event to event. You cannot trans-
fer or combine your Production Points with an-
other player.
To make an item, go to Logistics with your
character card showing your skill level. You
must also pay a copper piece per Production
Point. This game money represents the raw ma-
terials and other costs associated with making ties of a Journeyman plus the abilities of a Workshops: It is possible to become more
the item. Master. productive in making Production Point items
After you have purchased ten levels of any The charts here and on the next page show if you have access to a workshop that special-
skill, you are considered a Journeyman, and what can be made with Production Points in izes in making them. A workshop will double
after twenty levels, you are a Master. These lev- specific skills. To actually make an item on these your base Production Points, thus making it
els will provide extra bonuses, such as being lists, you will have to determine the item you possible to produce more of an item than nor-
able to make items at a reduced cost or being wish to make and then make sure that you have mally possible.
able to identify them quicker. The skills are the Production Points and coins necessary to There are specialized workshops for (a)
cumulative; at Master level, you gain the abili- do so. making alchemical items, (b) making and re-
Alchemy*
Alchemy allows the character to create
non-magical elixirs, poisons, oils, and solvents.
For each time Alchemy is bought, the character
gets five Production Points as detailed on page
54.
In order to mix a substance to be ingested
into a food or drink, or to apply a contact gel or
weapon coating, you must have Alchemy 1.
Anyone can use an ingested substance if
not mixed into food or drink. In other words,
anyone can drink an Intoxicant elixir straight
from the bottle, but you must have Alchemy 1
in order to mix that elixir into a drink or food.
To employ a gas requires at least Alchemy
3. All gas packets must be orange to differenti-
ate them from spell packets (which cannot be
orange).
Alchemy cannot be used to determine the
presence of an alchemical substance or magi-
cal potion in a creatures bloodstream.
The list of substances that can be made
with the skill Alchemy and their Production
Point cost is on page 55. The Alchemy chapter
starts on page 107.
Advanced Use: A character with 10 or An Assassinate can only be inflicted from You may announce special qualifiers that
more levels of Alchemy is considered a Jour- behind but can be blocked by a Parry, a Dodge, your weapon may possess, such as Silver,
neyman, and only spends 4 copper for every 5 or a Riposte. A Magic Armor spell also pro- Magic, or Flame.
production points of Alchemy. A character with tects the wearer from an Assassinate.
20 or more levels of Alchemy is considered a Using an Assassinate with a hand that has
Master and gains the ability to identify alchemi- a Prepare to Die skill active will immediately
Back Attack*
cal substances (with the Herbal Lore skill) in expend the Prepare to Die skill. This skill allows the character to inflict two
30 seconds as opposed to the usual 60 seconds. The back includes the buttocks, rear of extra points of damage against any one oppo-
the arm (triceps area from shoulder to elbow) nent from behind for the duration of the battle
Archery and rear half of the calves and thighs from heel
to buttocks. You must be behind the victim to
(which is defined as Line of Sight as ex-
plained on page 98) once per day for each time
This skill allows the character to use a inflict an Assassinate; you cannot reach around the skill is taken.
simple bow and a crossbow. from the front. By its nature, an Assassinate This bonus applies to any weapon in which
For safety reasons, real bows and cross- cannot be held active nor may it switch targets; the character has the skill. When used with a
bows are not used in our game. Instead, archers it can only be used for one strike. It does not thrown weapon, bow or crossbow, the attack
use padded physical representations for the have to be by surprise. only does one extra point of damage but does
bows and crossbows, and blue packets to rep- An Assassinate inflicts base damage of 10 not have to be from the rear.
resent arrows and bolts. plus 20 times the number of Assassinates the The back includes the buttocks, rear of
character has. For example: Finther has bought the arm (triceps area from shoulder to elbow)
Assassinate* 3 Assassinates. When he uses his Assassinate
skill, he will call 70 Assassinate. This amount
and rear half of the calves and thighs from heel
to buttocks. You must be behind the victim and
This skill enables the character to inflict is figured by first taking the number of Assassi- be able to see the victims shoulder blades to
one powerful attack of damage in one blow once nates he has (3) and multiplying it by 20, giv- inflict a Backs Attack; you cannot reach around
a day for each time the skill is bought. Assassi- ing him 60. Then he adds the base damage of from the front.
nate may be used with any weapon in which 10. After a character has earned the fourth
the character has the skill. It can be purchased When calculating the amount of damage, Back Attack, the character can trade them in
once after every two Backstabs a player has. you do not add weapon damage, Endows, and buy a Backstab (see below). The character
When used with a bow, crossbow or thrown Vorpal Coatings, or any other modifiers. An
57
weapon, the attack does not have to be from Assassinate will always be a round number like
the rear. 30 or 50.
may then begin learning Back Attacks again.
For example: Finther the Rogue has
worked his way up to the point where he has
learned Backstab. He now inflicts two extra
points of damage for every hit from behind with
any weapon he can use. He then begins to learn
Back Attacks again. For each Back Attack he
learns now, he can inflict another two points of
damage to one opponent, so when he uses these
skills, he adds four points of damage.
Backstab*
This skill allows a character to do an extra
two points of damage to any foe they can hit in
the back while standing behind the person. The
back includes the buttocks, rear of the arm
(triceps area from shoulder to elbow) and rear
half of the calves and thighs from heel to but-
tocks. You must be behind the victim and be
able to see the victims shoulder blades to in-
flict a Backstab; you cannot reach around from
the front.
It applies to any weapon in which the char-
acter has the skill. When used with a thrown
weapon, bow or crossbow, the attack only does
one extra point of damage but does not have to
be from the rear.
You can purchase a Backstab for every Logistics 25 copper pieces and Logistics gives Strengthening a weapon, shield, or
four Back Attacks you possess. When you pur- him the tags. wand: Strengthening a weapon, shield, or wand
chase a Backstab, you must trade in your Back allows it to withstand Shatter, Destroy, and
Attacks. Refitting: Refitting a suit of armor takes Acidic Skin effects as well as explosive traps.
The skill can be bought multiple times and a complete uninterrupted minute during which Once strengthened, the item will withstand two
the effects are cumulative. you can perform no Game Abilities and cannot such attacks. When hit with one of these ef-
walk around. The player must kneel or crouch fects, the person with a strengthened item must
and adjust their armor to represent the act of say Resist.
Blacksmith* refitting. If you are refitting someone elses ar- A weapon, wand or shield can only be
This skill allows the character to create mor, both players will have to kneel. This should strengthened once, giving it two resists to these
weapons and shields as well as forge and refit be role-played out, perhaps by pulling out a effects. After those resists are used, it can be
suits of armor. (Technically, this skill can also small bag of tools and accessories, or at least strengthened again but can never have more
be used to create regular clothing and leather by pounding at your chest or otherwise taking than two resists at any one time.
armor since those are also covered under the actions to make it clear that you are repairing To strengthen an existing weapon, wand
Armor Point tag rules.) armor and not just kneeling down. or shield, the smith must pay an extra 50 Pro-
For each time this skill is bought, the char- For example: Rendal and Ena each have duction Points and 50 silvers.
acter gets five Production Points as described suits worth 15 Armor Points. They are attacked
on page 55. The person with this skill can then by an evil ogre and each take 20 points of dam- Advanced use: A character with 10 or
either make weapons or armor or any combi- age before the ogre is defeated, thus reducing more levels of Blacksmith is considered a Jour-
nation of both up to their maximum Produc- their armor values to 0. Rendal, who has the neyman, and only spends 4 copper for every 5
tion Points. skill of Blacksmith, kneels over, gets out his production points of Blacksmithing. Silvering
Example one: Finther has Blacksmith 4, repair kit, and spends a minute refitting his ar- and strengthening do not benefit from this re-
giving him 20 Production Points per game-day. mor while Ena stands guard. When he is done, duction in cost.
He checks the chart in the Production Points he spends another minute refitting her armor. A character with 20 or more levels of
section on page 56 and sees that he can make a When the two minutes are done, both have suits Blacksmith is considered a Master and gains
9 point suit with his 20 Production Points. He that are good as new and worth 15 Armor the ability to refit armor in 30 seconds as op-
goes to Logistics and pays 20 copper pieces Points again. posed to the usual 60 seconds.
and is given a 9 point armor tag.
Silvering a weapon: Silvering a weapon
Example two: Finther has Blacksmith 5,
giving him 25 Production Points per game-day. allows the weapon to harm monsters than can
Break Command*
He tells Logistics that he wants a 5 point suit only be hurt by silver, such as certain undead. With this skill, a character can break all
of armor, a staff, and a shield. A 5 point suit To silver an existing weapon, the blacksmith active Command effects on another creature
will cost him 10 Production Points, the staff must pay 15 Production Points and 15 silver once per day for each time the skill is taken.
will cost him 5 Production Points, and the shield pieces. Silvering an existing arrow or bolt costs The Command effects are Berserk, Domi-
will cost him 10 Production Points. He pays 1 silver per arrow or bolt and 1 Production nate, Fear, Love, Shun, Sleep, and Vampire
Point. (Note that these costs are separate from Charm.
58
the costs of the actual creation of the weapon It does not include Greater Command ef-
itself.) Once applied, the silver can never be fects such as Enslavement, Euphoria, or Love
removed to be reused. Potion #9; however, it does include Terror.
You must be close enough to touch the
affected person (actual physical contact is not
necessary and may very well be unsafe), and
must spend ten seconds of role-playing con-
versation with the victim to remove the effect.
If you perform any other Game Abilities
during this time, if the victim is attacked, or if
the conversation is halted, then the Break Com-
mand is unsuccessful.
Attempting this action on a character that
had not been under the effects of a Command
will still result in the ability being used for the
day.
You cannot use this skill upon yourself.
Celestial Magic*
This skill allows the character to cast a
celestial magic spell of whatever level has been
bought. This skill is a Spell Slot as described
on page 51.
Claws
This skill allows a character to use a one-
handed claw. The base damage for a claw is cannot be destroyed. During the time he was thing as Herbal Lore, and Craftsman: Leather-
two points. This skill only allows the use of getting the phys reps, he was completely in- smith is covered under Blacksmith.
one claw unless the character also has Two game and could not call a Hold or refuse to Be logical in your choice. Dont take
Weapons or Style Master, at which point the take any damage that may have hit him. He Craftsman: Calligrapher if you havent pur-
character can use either two claws or a claw will be calling two normal with his claws chased the skill Read and Write, and dont take
and a weapon. unless he has a Proficiency, in which case he Craftsman: Formal Magical Research if you
You may use any fighting skill with the will call the appropriate damage. If hit with a cant even cast a Pin spell.
claw (such as Weapon Proficiency, Evade, Evis- Disarm spell, he will say no effect (unless, Craftsman skills include (but are not lim-
cerate, etc.). However, the claw cannot be used of course, he has a Spell Shield active, which ited to) actor, architect, artist, astrologer, baker,
to perform a Waylay. would then be used up). bard, barrister, bookbinder, bookkeeper,
All claws must be short sword length and This skill is not the same thing as the mon- brewer, builder, butcher, calligrapher, candle-
must abide by all weapon construction rules. ster ability Base Claw/Body Weaponry. maker, carpenter, cartographer, cartwright,
They must be covered with red colored tape. cobbler, farmer, farrier, fisher, fletcher, forester,
Claws cannot be silvered or strengthened
by the Blacksmith skill. The claws may not be
Craftsman (type)* gambler, glassblower, gravedigger, hatter,
hunter, innkeeper, jeweler, lenscrafter, lumber-
disarmed, shattered, stolen, confiscated, or de- This skill is used to add flavor to your jack, mapmaker, mason, masseuse, money-
stroyed. character. It cannot be used to give a character lender, musician, miller, miner, navigator,
Characters who are hit in their claws with any extra power in-game nor does it guarantee painter, potter, rat catcher, sage (specify field
weapons, bows, or arrows do not take damage any information from the Plot Committee, al- of study), sailor, scout, scribe, sculptor, silver-
from the attack. In this sense, claws are treated though the Plot Committee may take it into con- smith, singer, tailor, tavernkeeper, tracker, trap-
as weapons and can receive weapon coatings sideration when distributing information or per, undertaker, veterinarian, and weaver.
and be used with Blade spells. plotlines. For instance, if you have Craftsman:
The claws are retractable and can be re- Sailor and a module involves capturing a boat
tracted and activated without a count. The time from pirates, your skill could come in handy.
Create Potion*
it takes a player to acquire the phys reps out- For every Craftsman skill bought, a char- This skill allows the character to create an
of-game is the time it takes the character to ac- acter will receive one silver piece at check-in earth magic based potion. The character must
tivate the claws in-game. for each game-day. This represents income you have access to the spell in a spell book but does
You are not allowed to call a Hold to re- receive from your skill. Therefore, Craftsman not have to be able to actually cast the spell.
trieve your claws or to pick up a claw that you skills must be skills that would provide an in- Making a potion costs Production Points
have dropped from your hand during combat. come. Craftsman: Good Looking or Craftsman: and in-game money and falls under the rules
The time it takes you to obtain them is the time Lazybones would not be acceptable. set forth in the section on Production Skills on
it takes you to be able to use them, just as if You can buy multiple levels in any Crafts- page 55.
they had been retracted. If there is no replace- man skill. If you have Craftsman: Astrologer, You receive 5 Production Points for every
ment available, then you cannot use the skill you can earn a living at it, but if you have pur- time you purchase this skill.
until a replacement is obtained. chased that particular Craftsman skill ten times,
Carrying a claw phys rep and a weapon then youre one of the top astrologers around; Advanced Use: A character with 10 or
phys rep in the same hand is not allowed. after all, you earn a gold a day just from that more levels of Create Potion is considered a
For example: Aslahe the sarr is in a battle skill!
and his sword is destroyed. He can then reach When choosing a Craftsman skill, you
into his backpack and pull out his red phys reps
to continue fighting, using them as claws, which
cannot duplicate or imply other in-game skills.
Craftsman: Herbalist is pretty much the same 59
Journeyman, and only spends 4 copper for ev-
ery 5 production points of Create Potion.
A character with 20 or more levels of Cre-
ate Potion is considered a Master and gains the
ability to identify a potion (using the Healing
Arts skill) in 30 seconds as opposed to the usual
60 seconds.
Create Scroll*
This skill allows the character to create a
celestial magic based scroll. The character must
have access to the spell in a spell book but does
not have to be able to actually cast the spell.
Making a scroll costs Production Points
and in-game money and falls under the rules
set forth in the section on Production Skills on
page 55.
You receive 5 Production Points for every
time you purchase this skill.
negotiate out-of-game for a different Curse. non-gypsies look foolish is a favorite gypsy trip, giggle or sneeze uncontrollably, or will oth-
However, he or she must eventually accept one pastime.) The character who needs the Curse erwise abide by the requirement of the curse.
of the listed Curses. removed should probably not be aware that all
In order to bestow a Curse, the gypsy must of these things are unnecessary, for what gypsy Deformities: (Individual Prefix) if you
be able to see the victim and must be able to would reveal a secret like that? do not _______! Fill in the blank with some-
speak. Note that this skill is not packet-deliv- Spell defenses do not block Gypsy Curses, thing along the following lines: Grow a pigs
ered. nor can they be Dodged or Resisted. Gypsy tail, grow warts upon your face, sprout the mane
You may not bestow a Curse if Silenced, Curses are not magical, and so cannot be re- of a lion, etc.
unconscious, or blindfolded. The gypsy can moved by a Dispel Magic, or even the Destroy Effects: The player must wear the appro-
even be bound or magically held and still be Magic effects of Formal Magic. priate makeup or mask to simulate the change
able to cast a Curse as long as they can still talk Gypsy verbals are unlike spell verbals, al- of appearance. These items must be supplied
and see the victim. The Curse will pass through though like spell verbals they must be stated in by the gypsy bestowing the Curse.
a Ward, Wall of Force, Wizard Lock, Circle of a voice that is heard and understood by every- A player may refuse to wear a mask or
Power, or any other magical barrier since the one. They all begin with a little personalized appendage if he or she feels it may be a hin-
curse is not magical. prefix of the gypsys choice, such as May a drance in combat or a safety hazard, and can
The Curse takes effect immediately upon thousand ills befall me if. . ., May my favor- refuse to wear makeup in the case of allergies
the completion of the Curse verbal. The victim ite horse break all his legs if. . ., May I suffer or similar reasons. In these cases, the gypsy may
has to hear the Curse being given by the gypsy. a long and painful death if. . . and so on. Gyp- replace the Curse with another from the Curse
(Unconscious victims cannot be Cursed.) The sies are encouraged to come up with their own list, such as an Uncontrollable Action or Per-
effects arent noticeable until the victim is given colorful prefixes. sonality Change.
all applicable props, instructions, etc. A Hold Gypsy Curses are all role-playing Curses A Deformity curse may not be used to
should not be called unless absolutely neces- only. The Cursed player should not allow the simulate the appearance of another race or
sary. Curse to hinder or prevent the use of any Game monster (no vampire fangs, no elf ears, no
The Curse will remain in affect until re- Ability in any way. You can still fight, cast, use ghouls claws, etc.). It may only be used to simu-
moved by a Remove Gypsy Curse or by the res- alchemy, perform ritual magics, and use any late the features of real life animals or deformi-
urrection of the victim. skill while Cursed. The Curse is not intended ties. No such deformities can ever be used of-
In order to remove a Curse, a gypsy must as a combat effect and should never affect safety fensively as weapons.
simply touch the Cursed character and state in combat. This Curse cannot be used to disguise
Your Curse is Removed. The Cursed charac- The Cursed player should try to act out someone. Anyone affected by the Curse should
ter must be willing and conscious. Note that the effects of the Curse as often and completely still be recognizable as their character.
this uses one of the characters Gypsy Curses as possible. The Curse is intended as an in-game
for the day. One Remove Gypsy Curse will rid nuisance, embarrassment, and hindrance. Personality Changes: The following two
the victim of all active Gypsy Curses. Following is a list of Curses that are al- Curses can affect how your character thinks or
Ideally, removal of the Curse should be lowed. You are not allowed to create your own acts in-game. It is entirely up to the affected
role-played out with the kind of great theatrical curses. player to decide how to properly role-play a
spectacle that gypsies love. Lots of bell ring- given Curse, not the gypsy who bestowed it.
ing, incense burning and requiring the person Uncontrollable Action: (Individual pre- 1. (Individual Prefix) if you do not help
who is having the Curse removed walk back- fix) if you do not ______ with every thing you those less fortunate than yourself!
wards or do other silly things fits right in with do and say! Fill in the blank with some incon- Effects: The affected character will attempt
the gypsy character even if these things do not sequential but annoying action like the follow- to aid any non-hostile player they see in trouble
actually remove the Curse. (After all, making ing: Rhyme, bark, laugh, jump, sing, sneeze, or that requests help.
skip, cough, whistle, limp, trip, spin, cry, etc. 2. (Individual Prefix) if you do not be-
Legerdemain
This skill allows the character to attempt sold in-game. Merchanting only recovers the Weapon Proficiencies.
to arm a trap, disarm a trap, or pick a lock. It production point value of an item, not its entire Parry may be used with any weapon in
does not guarantee success. crafting cost. which the user has the appropriate skill. It can-
You must have this skill to even attempt not be used with a crossbow, thrown weapon
to set a trap, disarm a trap, or pick a lock. You or shield. You may not use a Parry if you do not
may not even cut an obvious trip wire without One Handed Blunt have a weapon in your hand or if your weapon
this skill. This skill allows the character to wield a is not free. A two handed weapon must be held
A person without this skill can detect one handed blunt weapon. This includes any in both hands to be able to use a Parry. A bow
whether a trap is present but will have no idea blunt Small, Short, or Long close combat is considered a one handed weapon when us-
how to disarm that trap. For example: Rendal, weapon. A blunt weapon cannot be used for ing this skill.
a big strong fighter, does not have the skill Leg- thrusting, and any thrust with the tip of the You may only Parry a blow you could logi-
erdemain. He sees a trip wire crossing the path weapon does no damage. cally parry at the point where the strike is given.
which is attached to a mouse trap. Out-of-game, Your weapon must be able to reach the
it is plainly obvious how to disarm this trap attackers weapon, otherwise the strike is too
but in-game, Rendal is stumped. One Handed Edged far away to parry. If you actually interpose your-
This skill allows the character to wield a self between your mage and a fighter trying to
slay him or her, you may call a Parry and nul-
Merchant one handed edged weapon. This includes any
lify the attackers blow. However, you cannot
edged Small, Short, or Long close combat
This skill allows the character to place an weapon. It also allows the use of a one-handed call a Parry while standing at the other end of
accurate value on certain in-game items. It will spear which may only be used as a thrusting the battle, nor can you parry a blow meant for
not identify whether those items are magical, weapon. someone else if you were at that time engaged
but only how much they might fetch on the open in a fight with a third person. You also may not
market. use a bow to Parry a blow intended for some-
This is usually accomplished by consult- One Handed one else at a distance.
Using a Parry when having a Prepare to
ing an out-of-game list that your chapter will
keep. The list will contain the in-game items
Weapon Master Die skill active will not void the Prepare to Die
that have a game number, along with their mon- This skill allows the character to use all skill, which will remain active. You must say
etary value. Obviously, items that are not from one handed edged and one handed blunt weap- Parry when using this skill.
that chapter will not be on the list, and so a ons. When buying this skill, you must sell For example: Terin is walking through
character finding such an item will be perplexed back any skills that are included within it. town when suddenly he is attacked by Vorin
by the material or technique and thus unable to the Assassin who says 70 Assassinate! Since
identify its worth.
This skill also allows the character to sell
Parry* Terin did not have a Magic Armor spell on him,
this amount would kill him, so he decides that
game items (potions, scrolls, alchemical sub- A Parry allows the character to defend this would be a good time to use that Parry.
stances, armor, weapons, and traps) to Logis- against any one physical weapon delivered at- Parry! he announces, thus letting the assas-
tics during normal Logistics periods for their tack, including arrows, bolts and thrown weap- sin know the attack was unsuccessful.
Production Point value in game money. Items ons, but not a Waylay. Using a Parry against a
swing for Massive will not stop the character
that are not produced through the Production
Point system (components, ritual scrolls, magic from taking damage. It cannot be used against
Polearm
items, etc.) cannot be traded in, and must be traps (except for weapon traps) nor can it be This skill allows the character to wield any
used against a packet delivered attack except hafted two handed weapon with a blade on the
64
arrows and bolts. far end (a meat cleaver on a stick). This includes
A Parry may be purchased for every two weapons like two handed axes and halberds.
scrolls up to the characters highest level of call Resist when struck by the attack.
Racial Assassinate celestial spell ability plus four. The character must be conscious to use this
This skill functions in the same way as the Thus, if you have the skill Read Magic skill and it is obvious to all that the skill was
skill Assassinate, except that it may only be pur- and have no celestial spells, you can use up to used. You may not say Resist (an out-of-game
chased once ever. It is considered cumulative and including 4th level magic scrolls. If you statement) and then have your character pre-
with any other Assassinates for purposes of cal- know one celestial spell level, you can now use tend to fall affected in order to fool your at-
culating damage, although it is not factored scrolls up to and including 5th level, and so on. tackers.
when determining how many Assassinates may To use a magical scroll, you must actually
be purchased. hold the scroll before you, have enough light
to be able to read it, actually read the scroll, say
Resist Element*
the verbal incant out loud, touch the spell packet With this skill, a character may resist one
Racial Dodge to the scroll, and then throw the spell packet. elemental effect no matter how delivered for
This skill functions in the same way as the each time the skill is purchased.
This includes anything with the words
skill Dodge, except that it may only be pur-
chased once ever. It is not factored when deter-
Resist Binding* flame, stone, ice, lightning or elemen-
mining how many Dodges may be purchased. With this skill, a character may resist one tal in the verbal as well as flame-based traps.
Binding effect no matter how delivered for each It also includes the spell Dragons Breath.
time the skill is purchased. If the elemental effect is one that would
Racial Proficiency The Binding effects are Bind, Confine, normally trigger a spell defense, then the spell
This skill functions exactly like the skill Entangle, Pin, Release, Repel, and Web. defense will be lost before the Resist.
Weapon Proficiency and is considered a Profi- If the Binding effect is one that would nor- For example, Barinor the dwarf has a
ciency when determining prerequisites for Slays mally trigger a spell defense, then the spell de- Spell Shield active but it is his last one and he
and other such skills. It can only be purchased fense will be lost before the Resist. You cannot is hoping not to have need of it any time soon.
once. save your spell defense because you would not He is hit by a Flame Bolt spell. Even though he
have been affected by the Binding effect. would prefer to use his Resist Element ability,
For example, Dina the dryad has a Spell the Spell Shield will be used first. All spell de-
Racial Slay Shield active but it is her last one and she is fenses are used as soon as applicable, and you
This skill functions exactly like the skill hoping not to have need of it any time soon. cannot decide when to use them.
Slay, except that it may only be purchased once. She is hit by a Pin spell. Even though she would In order to use this ability, the player must
It is considered cumulative with any other Slays prefer to use her Resist Binding ability, the Spell call Resist when struck by the attack.
for purposes of calculating damage, although Shield will be used first. All spell defenses are The character must be conscious to use this
it is not factored when determining how many used as soon as applicable, and you cannot de- skill and it is obvious to all that the skill was
Slays may be purchased. cide when to use them. used. You may not say Resist (an out-of-game
Using a Racial Slay with a Prepare-to-Die In order to use this ability, the player must statement) and then have your character pre-
skill active will immediately override and ex- call Resist when struck by the attack. tend to be affected in order to fool your attack-
pend the Prepare-to-Die skill. The character must be conscious to use this ers.
skill and it is obvious to all that the skill was
Read and Write used. You may not say Resist (an out-of-game Resist Fear*
statement) and then have your character pre-
A character without this skill will not be tend to be affected in order to fool your attack- With this skill, a character may resist one
able to read even the simplest written signs, ers. Fear or Terror effect no matter how delivered
scrolls, or numbers. A character may be able to for each time the skill is purchased. This in-
cludes anything with the word fear or ter-
interpret a map based on drawn landmarks but
not read any writing on the map.
Resist Command* ror in the verbal.
With this skill, a character can read any- With this skill, a character may resist one If the Fear effect is one that would nor-
thing except magical writing on Formal scrolls, Command effect no matter how delivered for mally trigger a spell defense, then the spell de-
which requires the skill Formal Magic (school). each time the skill is purchased. fense will be lost before the Resist.
It does not allow a character to compre- The Command effects are Awaken, Ber- For example, Ena the barbarian has a
hend foreign languages they do not know, nor serk, Charm, Dominate, Fear, Love, Shun, Spell Shield active but it is her last one and
does it decode coded messages. It does how- Sleep, and Vampire Charm. she is hoping not to have need of it any time
ever allow the character to try to decode or It does not include Greater Command ef- soon. She is hit by a monster calling Magic
translate the message. fects such as Enslavement. Fear. Even though she would prefer to use
Note that if you have this skill, you can If the Command effect is one that would her Resist Fear ability, the Spell Shield will be
still read even if you are prohibited from using normally trigger a spell defense, then the spell used first. All spell defenses are used as soon
Game Abilities. For instance, you can read defense will be lost before the Resist. You can- as applicable, and you cannot decide when to
potion labels even if you are under the effects not save your spell defense because you would use them.
of a Nausea. not have been affected by the Command. In order to use this ability, the player must
For example, Darlissa the biata has a call Resist when struck by the attack. The
Spell Shield active but it is her last one and character must be conscious to use this skill
Read Magic she is hoping not to have need of it any time and it is obvious to all that the skill was used.
This skill is required for anyone wishing soon. She is hit by a Sleep spell. Even though You may not say Resist (an out-of-game state-
to learn celestial magic spells, use a wand, or she would prefer to use her Resist Command ment) and then have your character pretend to
cast magic scrolls. ability, the Spell Shield will be used first. All be afraid in order to fool your attackers.
It does not allow you to read Ritual Magic spell defenses are used as soon as applicable,
scrolls.
With this skill, a character can use magic
and you cannot decide when to use them.
In order to use this ability, the player must 65
A Riposte may be purchased once for ev-
Resist Magic ery four Weapon Proficiencies or Backstabs.
This skill allows a character to resist one Riposte may be used with any weapon in which
effect delivered by incanted spell, Magic <ef- the user has the skill. It cannot be used with a
fect>, Spell Strike <effect>, Activate <ef- crossbow, thrown weapon or shield.
fect> or Magic weapon damage calls. This You may not use a Riposte if you do not
skill does not allow you to resist arcane deliv- have a weapon in your hand or if your weapon
ered effects, potions, formal ritual magic or any is not free. A two handed weapon must be held
other effect not delivered by one of the five in both hands to be able to use a Riposte. A
qualifiers listed above. bow is considered a one handed weapon when
If the magic effect is one that would nor- using this skill.
mally trigger a spell defense, then the spell de- You may only Riposte a blow you could
fense will be lost before the Resist. You cannot logically parry at the point where the strike is
save your spell defense because you would not given. Your weapon must be able to reach the
have been affected by the spell. attackers weapon, otherwise the strike is too
For example, Nala the dark elf has a Spell far away to riposte. If you actually interpose
Shield active but it is her last one and she is yourself between your mage and a fighter try-
hoping not to have need of it any time soon. ing to Slay him or her, you may call a Riposte
She is hit by a Prison spell. Even though she and reflect the attackers blow. However, you
would prefer to use her Resist Magic ability, cannot call a Riposte while standing at the other
the Spell Shield will be used first. All spell de- end of the battle, nor can you riposte a blow
fenses are used as soon as applicable, and you meant for someone else if you were at that time
cannot decide when to use them. ing ingested elixirs) as well as all monster at- engaged in a fight with another person.
In order to use this ability, the player must tacks that use the word poison. It does not You also may not use a bow to Riposte a
call Resist loudly and clearly when struck by include Oil of Slipperiness or Paste of Sticki- blow intended for someone else at a distance.
the attack. ness. The riposted attack can be blocked by a
The character must be conscious to use this If the poison effect is one that would nor- Parry, Dodge, or Magic Armor, or be Riposted
skill and it is obvious to all that the skill was mally trigger a spell defense, then the spell de- back to the original target of the swing. How-
used. You may not say Resist (an out-of-game fense will be lost before the Resist. You cannot ever, you cannot use this skill twice on the same
statement) and then have your character pre- save your spell defense because you would not weapon attack. Using a Riposte when having a
tend to be affected in order to fool your attack- have been affected by the poison. Prepare to Die skill active will not void the Pre-
ers. This skill can only be purchased once. For example, Aslahe the sarr has a Poi- pare to Die skill, which will remain active.
son Shield active but it is his last one and he is You must say Riposte when using this
skill.
Resist Necromancy* hoping not to have need of it any time soon. He
is hit by an alchemical gas globe. Even though For example: Terin is walking through
With this skill, a character may resist one he would prefer to use his Resist Poison abil- town when suddenly he is attacked by Vorin
necromantic effect no matter how delivered for ity, the Poison Shield will be used first. All spell the Assassin who says 70 Assassinate! Since
each time the skill is purchased. defenses are used as soon as applicable, and Terin did not have a Magic Armor spell on him,
If the necromantic effect is one that would you cannot decide when to use them. this amount would kill him, so he wisely de-
normally trigger a spell defense, then the spell In order to use this ability, the player must cides that this would be a good time to use that
defense will be lost before the Resist. call Resist when struck by the attack to let Riposte. Riposte he announces, reflecting the
For example, Lido the high ogre has a the attacker know. blow back upon Vorin. Vorin says Magic Ar-
Spell Shield active but it is his last one and he The character must be conscious to use this mor and is unharmed by the Riposted blow.
is hoping not to have need of it any time soon. skill and it is obvious to all that the skill was
A necromancer throws a Drain spell at him. used. You may not say Resist and then have
Even though he would prefer to use his Resist your character pretend to be affected in order
Shatter*
Necromancy ability, the Spell Shield will be to fool your attackers. This skill allows the player to shatter a
used first. All spell defenses are used as soon possession of the target after a valid weapon
blow. This skill has the same rules as the Shat-
as applicable, and you cannot decide when to
use them.
Riposte* ter effect. A landed blow does no damage.
In order to use this ability, the player must A Riposte allows the character to defend This skill can be purchased once a char-
call Resist when struck by the attack. The against any one physical weapon delivered at- acter has purchased three Weapon Proficiencies
character must be conscious to use this skill tack, including arrows, bolts and thrown weap- or Backstabs.
and it is obvious to all that the skill was used. ons, but not a Waylay. Using a Riposte against The Shatter applies to only one landed
You may not say Resist (an out-of-game state- a swing for Massive will not stop the charac- blow, and will remain active until the blow is
ment) and then have your character pretend to ter from taking damage. landed or ten minutes pass. When first activat-
be affected in order to fool your attackers. It cannot be used against traps (except for ing the skill, the character must say Prepare to
weapon traps) nor can it be used against a packet die, Shatter <item>! Once declared, this skill
delivered attack except arrows and bolts. must be called with every swing (or thrown
Resist Poison* A Riposte will reflect all damage and/or weapon/arrow/bolt, including when wielding
With this skill, a character can resist one effects from the blow back onto the one who two weapons or swapping out weapons) or it is
poison effect for each time the skill is bought. swung the blow, in a similar fashion to a Re- considered expended. Using other skills that do
This includes all alchemical substances (includ- flect Magic spell. A Riposted Disarm, Shatter, not involve swinging your weapon (such as
or Stun Limb retains the originally called tar- casting a spell) do not interrupt this skill.
67
A Slay does base damage of 10 plus 20 of Prepare to die). 50 Slay! he says as he
times the number of Slays the character has. swings. He hits the second troll and this troll
dies. Terin has now used up his Slay, so when
swing. By its nature, a Terminate cannot be held
Staff lar damage.
If ten minutes had passed from the time active nor may it switch targets; it can only be
This skill allows the character to wield a Terin called out Prepare to die, and he did used for one strike. It does not have to be by
staff. Staff use is restricted for safety reasons, not have a chance to use his Stun Limb, then surprise.
so a player using a staff must keep both hands the Stun Limb would be used up. He would not The user must announce any applicable
gripped within the middle three feet of the staff. be able to just run around indefinitely looking special qualifiers (such as silver, magic or
You cannot trip people with a staff or per- for something else to hit. The Stun Limb has flame) with this skill.
form many other staff moves that would be used become inactive, and he must give up the tag
in real life. Thrusting with a staff is not allowed. from his skill ring.
A staff has two edges for the purposes of A Magic Armor, Parry, Riposte, or Dodge Thrown Weapon
Weapon Coatings. protects against a Stun Limb and uses it up in This skill allows a character to use hand-
the process. thrown missile weapons which must abide by
Once declared, this skill must be called
Stun Limb* with every swing, or thrown weapon/arrow/
the rules in the Weapons chapter for safety.
This skill allows the character to stun the bolt, including when wielding two weapons
limb of the target after a valid weapon blow. or swapping out weapons, or it is considered
This skill has the same effect as Wither and fol- expended. Using other skills that do not in- Two Handed Blunt
lows all rules for that effect; however, a Stun volve swinging your weapon (such as casting This skill allows a character to wield a two
Limb is obviously not necromantic in nature. a spell) does not interrupt an active Prepare- handed blunt weapon.
A landed blow does no damage. To-Die skill. Using a Stun Limb with another
This skill can be purchased once a char- Prepare-to-Die skill active will immediately
acter has purchased three Weapon Proficien- override and expend the previous Prepare-to- Two Handed Sword
cies or Backstabs. Die skill. This skill allows a character to wield a two
As in the effect Wither, only the arms and handed sword, and only a two handed sword.
legs can be affected, and if not healed through
a Restore spell or potion, the stunned limb will
Style Master Any other two handed edged weapon falls un-
der the Polearm skill.
recover on its own in ten minutes. If the limb is With this skill, a character gains use of the
not indicated in the call, then it is up to the Shield, Florentine, and Two Weapon skills.
victim to decide which limb was stunned. You When buying this skill, you must sell Two Handed
do not actually have to hit the limb in order for back any skills that are included in Style Mas-
the skill to be effective. ter.
Weapon Master
The Stun Limb applies to only one landed This skill grants the character the ability
blow, and will remain active until the blow is to wield all two handed weapons covered un-
landed or ten minutes pass. When first activat-
Teacher* der the skills Two Handed Sword, Two Handed
ing the skill, the character must say Prepare to This skill is required in order to teach an- Blunt, Staff, and Polearm.
die, Stun <limb>! Once declared, this skill other character one of the skills you already When buying this skill, you must sell
must be called with every swing (or thrown know. See page 50 for more details. back any skills that are included in Two
weapon/arrow/bolt, including when wielding Handed Weapon Master.
two weapons or swapping out weapons) or it is
considered expended. Using other skills that do
Terminate*
not involve swinging your weapon (such as This skill allows the character to knock a
Two Weapons
casting a spell) do not interrupt this skill. target to -1 Body Points after a valid weapon This skill allows the character to hold and
Example: Terin runs into battle and strikes blow from behind. This damage may be healed use two weapons in combat, one in each hand.
at a bugbear, saying Prepare to die, Stun Right and/or first aided as normal. This blow reduces Neither weapon can be a two handed weapon,
Arm! The bugbear manages to prevent Terin the victims armor to 0 and removes any Bless and one of the weapons must be a Short or Small
from landing a blow by blocking with its shield or Shield spells. weapon.
and otherwise jumping out of the way. Terin Terminate can be purchased once for ev- If different damages are being delivered
continues to shout Stun for each swing. Sud- ery four Backstabs. with each weapon, then you must call out dif-
denly, the bugbear dies from a spell thrown by Terminate can be blocked by a Parry, ferent damages when swinging the weapons.
Belthivis the Mage. Terin is getting pretty sick Dodge, or a Riposte. A Magic Armor spell also If an archer has the Two Weapon skill and
and tired of Belthivis taking away all his tar- protects the wearer from a Terminate and ex- is using a short bow, then they may use it with
gets but has not yet used his Stun, so he turns pends it in the process. a Long weapon or with a one handed spear.
to Belthivis and says, Active Stun Left Leg! Like a Back Attack, Terminate must be per-
formed from the back. The back includes the
(Note that he does not say Prepare to die
again as those words are only used at the very buttocks, rear of the arm (triceps area from
Waylay
beginning to indicate that the skill is being at- shoulder to elbow) and rear half of the calves This skill allows the character to attempt
tempted. Note as well that Terin is allowed to and thighs from heel to buttocks. You must be to sneak up on another character or monster
switch his target from arm or leg or from left to behind the victim to inflict a Terminate; you and knock him, her or it unconscious. This is
right at any time, even on the same victim.) Terin cannot reach around from the front. usually done with the padded hilt of a weapon
successfully hits Belthivis, who hops away When used with a thrown weapon, bow (see below) but a foam phys rep of a rock or
screaming like a little girl. Terin has now used or crossbow, the attack does not have to be from bludgeon can be used as well.
up his Stun Limb, so when he turns to fight the rear. The victim of a Waylay will be uncon-
another opponent, he will be calling his regu- Using Terminate with a Prepare to Die scious for ten minutes unless given an Awaken
skill active will immediately override and ex- spell or potion.
Costuming
A good costume is an easy way to help
you establish the personality of your character
and to stay in character. Once you look the
Photo courtesy of Creative Crossroads
part, it doesnt take much to become the part.
Your costume need not be elaborate, but
Starting Items Physical you must have one. Cutting a hole in a sheet
and throwing it over your shoulders like a tab-
When you play your first event as a new Representations ard is not sufficient and your lack of enthusi-
character, you are given certain starting mate- asm will certainly have an effect on how other
rials that your character should have in-game. If you acquire any potions, scrolls, poi-
sons, or alchemical substances during your ad- players will treat you.
After that, youre on your own. If your armor Blue jeans, t-shirts, and white tennis shoes
gets destroyed (for instance) youll have to get ventures, they will have a tag attached. If you
create your own through the Production Points are prohibited. Black jeans and black tennis
new armor tags in-game by buying, stealing, or shoes are accepted but discouraged.
making new armor. system, then you must supply a physical repre-
sentation (phys rep) for the item, and the tag Theres really no excuse for not putting a
You start with twelve copper pieces and small effort into looking the partthere are
tags for the armor you are wearing. must be attached. This physical representation
can be stolen, at which point the thief will take many inexpensive and wonderful places where
You are also given one weapon tag for you can buy costuming cheap. You can get a
every weapon skill you possess. For instance, the tag and the item.
The tag by itself is not the item. If some- nice flowing shirt for under $50, and your lo-
if you buy the skill One Handed Edged, you cal department store will have tights for $10 or
will get one tag for a one handed edged weapon one hands you an out-of-game potion tag and
says Here, drink this! you should reply Drink so. These will also be a lot cooler in hot weather
of your choice; if you buy the skill Florentine and much more comfortable than jeans and a t-
or Two Weapons, then you will get two tags what? since nothing is being shown to your
character in-game. This rule exists because af- shirt. At the very least, get black sweat pants
since those skills need two weapons. You will and long sleeved shirts and cover those with a
not be given a tag for every physical weapon ter all, these things take up room and add
weight. You cant carry around a hundred po- nice tabard.
representation you bring into game. Hats are also a great way to look good
For archery, you will be given a tag for a tions as easily as you could a hundred tags.
However, it should be noted that the tags cheaply. A good medieval cap can add tremen-
bow or crossbow and for one quiver full of ar- dously to your costume and help you get into
rows or bolts. themselves are stealable even if they are tech-
nically out-of-game. This is because it is not character, and thats what its all about, isnt it?
You will also be given a spell book with Keep in mind that your costume must be
as many spells in it as Spell Slots you have. For fair to punish the thief for the disobeyance of
the phys rep rule by the thiefs victim. practical as well. Youre not going for a nice
instance, if you have two 1st level Spell Slots, walk through the Ducal Mansion hereyoull
your spell book will have two 1st level spells Thus, if you have a bunch of tags that you
have not attached to phys reps and someone likely be doing some running around in the
in it of your choice. woods. Fancy silk shirts are probably not a good
If you have the skill of Alchemy, you will searches you, you must turn them over. Fur-
ther, these tags can be destroyed by traps even idea when playing our game (although there
be given an alchemy book with recipes of your may be times, like during a fancy ball, that such
choice up to the amount of Production Points though they are not attached to a phys rep.
The bottom line is that there are absolutely a thing would be wanted).
in Alchemy you have. For instance, if you have Please dont wear your watches, cell
Alchemy 2, which gives you 10 Production no advantages (but lots of disadvantages) for
not having phys reps for each of your tags. It phones, or other anachronistic devices. (You
Points, then your recipe book will contain reci- can sometimes hide a watch under an arm
pes worth up to 10 Production Points (that is, can never work in your interest to not have phys
reps for all of your items. guard.)
either one recipe worth 10 Production Points Eyeglasses are obviously allowed for
or two recipes worth 5 Production Points each). You must provide your own phys rep for
magical weapons as well, although there may safety reasons if nothing else, and in fact, they
be times that it will be provided in-game. Once have been around since the 13th century.
Armor Points
Once a marshal has assigned your Armor
Rating, you may use an armor tag with up to as
many Armor Points as you have Armor Rating.
If you remove a piece of armor at any time
during the game, your Armor Rating is reduced
by the appropriate amount.
Armor may be damaged during a battle.
You must have the skill of Blacksmith to be
able to refit armor. (See page 58 for more de-
tails.)
Head armor provides protection from the
Waylay effects even if armor is breached but
the armor wont provide protection from the
damage caused by the Waylay.
80
Weapons
ticular weapon will or will not pass in their
chapter.
If your weapon phys rep breaks during an
event, then in-game, your weapon has broken
as well. You cannot call a Hold to go get an-
other phys rep, and you must turn over the
weapon to a marshal. If, however, the weapon
was unshatterable in-game, then a short Hold
can be called to replace the phys rep if another
is immediately available.
All exposed core must be rendered safe
with tape and padding. In a melee, it is pos-
sible to accidentally hit someone with the pom-
mel or crossguardso even these parts must
be protected. The only exception to this is the
grip, which may be left unpadded if desired
though you may use tape, leather or other ma-
terials to provide a more comfortable and se-
cure grip. A weapons unpadded grip should
only extend to parts of the weapon which are
never expected to come in contact with oppo-
There is no combat with anything other provide your own phys rep for the weapon if nents. In general, a good rule of thumb is to
than a weapon in any Alliance LARP game. you wish to use it. leave no more than one-quarter of the length of
Safety is the main concern here; we are using If you disarm a weapon or shield from an the weapon unpadded for a grip, though this
our weapons to represent battles, not to actu- NPC during a battle, you can pick up that depends on the specific type of weapon. For
ally cause damage. weapon or shield and use it for the duration of example, polearms will often have a longer
Therefore, every weapon must be in- that battle even if there is no weapon tag at- length of core left unpadded, but keep in mind
spected and approved by a duly appointed Mar- tached. (This assumes of course that you have that padding should exist on significant por-
shal before every event. It is your responibility the skill in that particular weapon.) Once the tions of the core below the head as those parts
to make sure your weapon has been approved battle is completed, you must return the phys of the weapon will often come in contact with
before you start playing. If anyone is hurt from rep to the NPC. others. You must always wield cored weapons
your unsafe weapon and you did not get it Please be fair about thisdont go taking by their designated grip. Remember that safety
checked and approved beforehand, you will be all of the NPC weapons in order to prevent the is our main concern here.
held responsible. NPCs from coming back into the battle as other All weapons which are intended to allow
monsters. If you are not using the weapon, you thrusting must have a thrusting tip. A thrusting
must give it back to any NPC who is out-of- tip consists of at least two inches of open cell
Weapon Tags game and needs a weapon to come back into foam padding beyond the end of the pipe insu-
Every weapon must have a tag that shows game as another monster. lation. If the foam tip is too small, opponents
that the weapon is in-game. When you purchase could get hurt with a stiff thrust. If the tip is too
a weapon from a blacksmith or from Logistics large, it could easily break off or fold over,
with your Production Points, you will be buy- Weapon Construction making it useless. A thrusting tip may not be
ing this tag to place on your own weapon. All weapon construction is viewed with longer than its diameter and should collapse
Some weapons can be strengthened to the idea of safety foremost. The weapon design about half of its length when pressure is ap-
withstand Destroy or Shatter effects. When you specifications are intended to represent the bare plied.
have this done to your weapon, you will be minimum necessary for a weapon to pass safety A player may choose to add or not to add
given a specific tag which must be placed on inspection. Be aware that even the safest a Waylay Tip to their weapon. This follows the
your weapon. weapon could cause injury if improperly used. same rules as a thrusting tip and is put on the
Therefore, in addition to weapon construction, pommel end of the weapon. A weapon without
practice in the use of the weapon is needed. a Waylay Tip may not be used with the Waylay
NPC Weapons Every weapon must be checked for safety skill. Latex weapons follow the same rules
Most NPC weapons are useless as trea- by a Marshal at every event it is brought to. they may only be used to Waylay if they have a
sure, because otherwise the game economy Weapons break down over time, and a weapon valid Waylay Tip.
would be ruined. After all, if all of the goblins which is safe at one event may not be safe at All crossguards must be below the blade
you were fighting had valuable weapons that the next. Local marshals may, at their discre- or shaft of the weapon. Crossguards can be
could be used, then of what use is the skill tion, require additional measures be taken to made of open cell or closed cell foam. All
Blacksmith? ensure a weapon is safe for Alliance use. It is weapon heads or protuberances above the
Youll just have to pretend that most NPCs always best to consult your local marshals to crossguard must be made of foam with no core
use crappy weapons. determine their expectations when you are regardless of size. As always, safety is para-
However, sometimes you can find NPC designing or looking to purchase a new
81
weapons that can be taken as treasure. You weapon. Since specifics on weapon safety
should take the tag and leave the physical rep- might vary chapter to chapter, only a marshal
resentation (phys rep) with the NPC and then from a specific chapter can verify that any par-
mount and protuberances which are Overall Length Base
found to be unsafe will be rejected. Weapon
Min Max Damage
All striking surfaces of the weapon
Ranged
must be protected with at least 5/8" thick
closed cell foam. If 5/8" foam is not avail- Short bow 25 in / 63.5 cm 33 in / 83.8 cm 2
able two layers of thinner foam may be Long bow 33 in / 83.8 cm 58 in / 147.3 cm 3
used if the combined thickness is greater Light crossbow 14 in / 35.6 cm 25 in / 63.5 cm 3
than 5/8". In addition, all non-striking Heavy crossbow 25 in / 63.5 cm 32 in / 81.3 cm 4
surfaces which may come into contact Thrown weapon 2 in / 5.1 cm 40 in / 101.6 cm 2 or 3
with another player (such as the shaft of One Handed
a blunt weapon or polearm, crossguards,
and the flats of sword blades) must be
Small weapon 20 in / 50.8 cm 28 in / 71.1 cm 1
protected with sufficient closed cell foam Short weapon / Claw 28 in / 71.1 cm 36 in / 91.4 cm 2
to ensure safety should accidental strikes Long weapon 36 in / 91.4 cm 48 in / 121.9 cm 2
happen with those areas of the weapon. Spear 48 in / 121.9 cm 58 in / 147.3 cm 2
Weapons which do not have sufficient Two Handed
padding on non-striking surfaces will Polearm 62 in / 121.9 cm 72 in / 182.9 cm 3
absolutely be disallowed from play. If Staff 60 in / 152.4 cm 72 in / 182.9 cm 2
you are unsure what qualifies, its always
best to stick with a minimum of 5/8" thick
Two handed blunt or edged 48 in / 121.9 cm 62 in / 157.5 cm 3
foam on all sections of the weapon above
the grip. the weapon is safe. This is often the case with use paisley prints or other silly colours. The
Take this point very seriously! If you do metal pipes or when the pipe diameter is too cloth should be sewn very tightly and not be a
not have your weapon checked and you hit large for the weapon type. If the pipe insula- loose covering.
someone and your weapon breaks and hurts tion on the shaft is too compressed, the weapon Note that if a sword is to have a weighted
them, it will be your responsibility. The legal will hit harder than desired and will fail a weap- pommel, that pommel must be thickly padded
release you sign does not cover you if you do ons check. since it could potentially do more damage than
not follow our safety rules. One common mistake is to use foam of a a normal weapon blade.
smaller diameter than the pipe being used, forc-
Weapon Construction ing the foam over the pipe. This makes the
weapon too hard. Another common mistake is
Weapon Guidelines
Weapon construction requires some prac- to wrap the duct tape around the foam too Thrown Weapons can be of many differ-
tice, and it is very likely that your first few at- tightly, or even in a spiral pattern up the blade. ent shapes and sizes. They must be constructed
tempts will be rejected by your local marshals. This tends to make the insulation too stiff and with no core and may not be internally weighted
Although we endeavour to have weapons avail- gives unwanted weight. The insulation should with hard materials. These weapons can never
able for loan or sale, we cannot guarantee that slide easily over the pipe, but fit snugly so that be used as a melee weapon in a fight; they must
any will be available. Be sure to bring extra the weapon will not rattle if the pipe is shaken. be thrown. Because they can be odd sizes and
weapon building materials with you so that you The foam should be taped lengthwise, us- shapes, they must be approved on a case-by-
can repair your weapon in order to get it passed. ing 2 inch wide duct tape and overlapping about case basis. All Thrown Weapons may be used
Weapons are generally made with a PVC inch. This will use the least amount of tape, to Waylay.
pipe core covered with pipe foam. Alternative keeping the weapon light and safe. Vinyl elec- Thrown Weapons with any single measure-
cores made of fibreglass, graphite or carbon trical tape has less give than duct tape; how- ment over 24 in. / 61 cm. should be tagged as a
such as fishing poles or kite spar are sometimes ever, it is acceptable for use in noncontact ar- Heavy Thrown Weapon and will have a base
used, but this is at the discretion of each chap- eas of the weapon as decoration or grips. damage of 3 instead of 2.
ter. Light aluminium can be used for two handed In addition, you may want to cover your Chapters may rule that some specific
weapons (except staffs) but never for one weapon with cloth after it is completed. You Thrown weapons, called Boulders, may only
handed weapons. Aluminium is not flexible should keep in mind that it is a weapon and not be lifted by creatures with Superhuman Strength
enough for shorter weapons. Heavy aluminium and the skill Thrown Weapon. Boulders are
pipe, wood and metal wire are never accept- usually represented by garbage bags full of
able weapon making materials. wrinkled paper or open cell foam and will be
All weapons must be fairly rigid so as not tagged appropriately.
to act as a whip when swung quickly. Because
of this rule, inch PVC tends to be unaccept- Claws must be primarily red. While small
able for weapons over 32 inches long in total decorations of other colors are allowed, all
length. Under most circumstances, a weapon claws must be easily recognizable as red from
tip should not bend more than 6 inches from a distance without asking whether the weapon
true when a moderate weight is applied to the is a claw. Other weapons may not use red as
tip and the grip is held level. their predominant color and should leave no
All weapons must also have some give to question that they are not claws when seen from
them when contact is made. The core should any range.
flex somewhat. If the core does not flex, then Claws usable by the PC skill Claw must
you may be required either to use a smaller di- be of short weapon length. Some monsters may
ameter pipe or add more padding to insure that have long claws or even two handed claws, but
must follow the rules standard rules for fight-
Archery
Archery is represented with a packet de-
livered attack. Each packet must be blue.
Using the skill: When using a bow, the smaller than 1". A foam phys rep of a quiver
Bows are made of a curved phys rep, pad- arm holding the bow must be held straight out may also be used. For each multiple of the maxi-
ded like a regular weapon. No string is attached. and aimed at the target. A crossbow may be held mum quiver volume, a quiver can hold an ad-
It is considered a Two Handed Weapon for at- with arm bent, but must still be aimed at the ditional 20 arrows or bolts.
tacking purposes; in other words, both hands target. The arrow or bolt packet must be touched You may carry as many quivers as you are
and both arms must be free to utilize a bow. to the bow/crossbow and then brought up to able.
The grip of the bow must be in the bows the chin/shoulder area before being thrown. The
center and the bow may only ever be utilized packet may be held at the chin/shoulder area Ammunition: Arrows are used exclusively
while holding the grip. A Bow phys rep is not for as long as desired and then thrown. If the by bows. Bolts are used exclusively by cross-
required to have open cell tips on its ends. How- packet leaves the chin/shoulder area, it must be bows. Arrows and bolts are treated exactly the
ever, as with all weapons, sufficient padding touched to the bow/crossbow again. same as far as the rules are concerned, except
must be in place that the core of the weapon The archer must finish the damage verbal that they may only be used with their respec-
may not be felt and a marshal judges the weapon before throwing the packet. If the packet is not tive weapon. Arrows and bolts are on tags simi-
to be safe in combat. thrown, it is still consumed. Shields and weap- lar in design to armor tags, and when used, you
The bow phys rep can be used for block- ons will block an archery attack. must rip off the amount of arrows or bolts used
ing defense with one hand. If the archer has the Head shots from archery packets do not in the battle.
Two Weapon skill and is using a short bow, then count. Hand shots do not count if a usable
they may use it with a long weapon or with a weapon is in that hand, as the hand is consid- Arrow and Bolt Loss: Arrows and bolts
one handed spear. A bow may not be used for ered part of the blocking weapon. Shots to a are consumable. Once the verbal is stated, the
melee attacks or waylays. hand without a weapon in it, or a weapon that arrow or bolt is lost even if it is not thrown, and
the target cannot use, or one hand on a two the appropriate number of arrow or bolt tags
Crossbows are made of closed cell foam handed weapon, are considered hits. must be given up after each battle. Like spell
onlyno PVC core is allowed. No string is packets, you can retrieve arrow or bolt packets
attached. A crossbow cannot be used for block- Quivers: An archer may not have more in a Hold but you cannot call a Hold in order to
ing. It is considered a Two Handed weapon for arrow or bolt tags on them than they have room retrieve them.
attacking purposes; in other words, both hands for in their quivers. One quiver may hold up to
and both arms must be free to utilize a cross- 20 arrows or bolts. A quiver is defined as any
bow. In our game, the crossbow is meant to be
a lighter, more portable counterpart to the bow.
pouch or container whose dimensions are a
minimum volume of 64" with no dimension 83
spears, polearms, and two-handed swords). 3: Cut a piece of open cell foam that is
How to Build a Tape over the open ends of pipe to remove the two inches square and at least two inches tall.
Basic Weapon sharp edges and to prevent foam from packing
into the tube.
Materials you will need:
or inch PVC pipe
5/8 inch wall pipe insulation
Two 2 inch or larger cubes of open cell
foam
Hacksaw, scissors, knife, marker, tape
measure
Duct tape or cloth tape
Electrical tape (optional)
85
Logistics
The Alliance is a game that relies upon physical representation. Logistics will cross off
honesty. Your character can be the most rot-
Tags all spells from the list that you do not have,
ten, cheating, scum of the planet, but you must All items are represented by tags. This al- leaving the ones available for you clear.
be absolutely honest and trustworthy. We rely lows you to buy, sell, steal, or trade items with New spells can be added to your book by
upon the honesty of our players to make the other players. paying money to the appropriate Guild, at which
game run efficiently, and other players rely upon When you use your item, you must then time they will give you a new spell book tag.
you to keep track of your skills and spells so turn over the tag to an NPC or marshal, or oth- They can also be obtained as treasure.
that no one is getting an unfair advantage. erwise destroy it.
You will be given a character card when Each tag lists which game you are playing Alchemy recipe book tags work in a simi-
you check in. On that card will be your skills. in. (It may be the name of the chapter or the in- lar way, except that you do not have to pay to
Attached to that is a Battle Board. game name of the campaign.) add new recipes.
Here are some examples of the tags you
will see: Weapon tags are taped directly to your
Battle Boards weapon. The tag type must match the weapon
You will be given a new Battle Board Armor Point tags list the points your ar- being used exactly. If a weapon does not have
for each game-day. All the skills and spells your mor is worth. one of these tags, it cannot be used (except by
character possesses that are expendable will be You can never have more Armor Points NPCs).
printed on it. You must carry that card with you than the points the marshal has assigned to the A regular weapon that is not magic, sil-
at all times and must update it whenever it armor you are currently wearing. If your armor vered, or unshatterable will have those sections
changes by filling in the bubbles next to the was assigned 12 points and someone gives you crossed off. If a weapon is silver, then the sil-
skill or spell used. A marshal can always ask to a tag worth 15, you cannot use it unless you ver section will be circled.
see your Battle Board at any time to make sure trade it in for a tag worth 12 points (usually at
you are properly keeping track of your spells logistics). Trap card tags will list the type of trap,
and skills. the amount of damage done, and, if a gas trap,
These Battle Boards are unique and per- Item tags will only have one use, as the will have gas globe tag(s) attached as well.
sonal for each character so they will not all look tags are meant to be attached to the physical These must all be signed by a marshal, and can
alike. representation of the item. A potion tag or elixir be made by anyone with the skill or found as
If your character does not possess physi- tag must be inserted into the potion vial or se- treasure.
cal skills, the spells will be spread out across cured in some other manner (tape, rubber band).
the entire board. If your character has celestial Workshop tags represent alchemy labs,
spells, the battle board will also have bubbles Gas globe tags are not kept on the pack- scroll libraries, blacksmith forges, and the like.
that will show up under the wand charges sec- ets that we use to represent alchemical gas They are purchased at Logistics and will state
tion. Elementally and Magically Augmented globes for safety reasons, but may instead be the in-game owner of the workshop, the in-game
spells will appear on your characters battle kept on a tag ring. After a battle, you must turn location of the workshop, and the signature of
board just like regular spells, but will say over the tags that were used. the Logistics marshal who approved the sale.
Magic or Elemental next to the spell name. These tags are stealable items even though
In the above example, the player has cho- they are not on a physical representation. Other tags are there to represent posses-
sen to take a Magic Augmentation on a spell. Further, if someone steals your gas globe sions not covered by the other tags: horses,
This requires two High Magic points to do, so physical representations, you must turn over the ships, houses and other items with value. They
the player will crossed off both of the bubbles appropriate number of tags to represent that are sellable in-game (if you can find a buyer).
next to the characters formal magic levels. which has been taken.
There are other tags you will encounter in
A Cure Disease spell will only cure the page even until you are 18. Some chapters do
Time
game effect Disease. It will not cure cancer, get not allow pages at all. In Alliance games, time passes in-game at
rid of athletes foot, or hide your bald spot. This Most chapters have Page policies similar the same rate as it does out-of-game. If a month
gives some players fun at role-playing frustra- to the following: has passed between events, then a month has
tions of being sick: You mean they can bring 1. This must be pre-approvedno passed in the in-game world.
me back to life after dying but they cant cure showing up at the door and asking to be a page. Strange how life can be so boring for a
the common cold?!! 2. The pages parent or legal guardian few weeks, then suddenly all the monsters start
Pregnancies in-game are completely a role- must be present and must be a PC or NPC dur- attacking on Friday nights, isnt it?
playing issue controllable by the player in- ing the entire event. Legal guardian is a legal Actually, in-game, there are monsters at-
volved. The most important thing is to follow term and does not include older brothers or sis- tacking all the time, and though things might
all rules of good taste! Being pregnant in-game ters. be heightened during an event, life still goes
will not change in any way any of the rules in 3. The parent or legal guardian is re- on.
this book. Using healing skills to detect the ex- sponsible for the pages actions and must re- It is assumed that your character is still
istence of a pregnancy is also up to the player move the page from the site if asked. The par- fighting monsters and doing adventurous deeds
involved, although one should remember the ent or legal guardian must keep track of the between events. Where does the money go that
limitations of medieval medicine. Healing Arts page. your character earns during this period? Why,
is not a magical skill and cannot be used to de- 4. Any page who is disruptive, does not it pays for all the food, lodging, and healing
termine an unborn childs sex, race, or heritage. obey these rules, or in any other way is deemed your character needs during these off times!
A doll used to represent an infant is con- to be harmful to the game will be asked to leave.
sidered a personal possession (if carried) in There is no appeal.
regards to the rules. 5. All pages must wear an orange head-
Weather
band with the word page written on it promi- Sometimes the weather at an event can
nently.
Monster Size 6. Pages cannot enter combat in any
make the wearing of armor impractical or even
dangerous. Hot weather can cause heat exhaus-
All monsters are the size of the NPC or way, including pouring healing potions in un- tion and dehydration, while wearing metal ar-
phys rep playing the part. There are no nine- conscious bodies during a battle. (After a battle mor in extremely cold weather greatly increases
foot tall trolls unless there is a nine-foot tall or way off on the sidelines is fine.) the chances for hypothermia. Under these con-
NPC playing the part or nine-foot tall appara- 7. Pages cannot purchase any combat, ditions those running the game may declare a
tus built for that purpose. weapon, or casting skills. Pages can purchase No Armor Day.
For that matter, all players are the same role-playing skills such as Read and Write, Until the No Armor Day is ended, play-
size as their characters as well. A six-foot tall Healing Arts, Craftsman and such. Alchemy can ers may use Armor Point tags as if they were
player with a dwarven character in-game is a be purchased but no gasses may be thrown. wearing the armor that they would have nor-
six-foot tall dwarf. Pages cannot carry weapons at all. mally worn that day. The player is then consid-
8. Pages can carry in-game items (ex- ered to be wearing that armor and get all of its
cept weapons) and can be searched.
Pages 9. In order to kill a page, a player must
benefits except for waylay protection.
At any time, a marshal may ask you to pro-
Each Alliance game is allowed to set its stand near the page and call out their effects duce the armor that you would have normally
own age limits to play. Underage players are and weapon damage but cannot hit the page been wearing to verify that you are using the
called pages. directly in any way. It is assumed that every correct amount.
In most Alliance games, a page is some- weapon and packet attack hits the page. The
89
one who is at least 14 years old and less than page can call out any protective spells the page
16 years old. In some chapters, you must be a has and can yell for help or try to run away
Matters of Life and Death
Unconscious: If you are reduced to ex-
No Killing Blow Killing Blow
actly zero Body Points, you are unconscious.
You will regain consciousness (at one Body Unconscious Dying
Point only) after ten minutes. Minutes (at 0) (at -1)
For example: Terin has a total of 14 First Aid brings to 0
Points, including his Armor Points, Body 1 (unconscious); Any
Points, and all protective spells. He is in a fierce
battle and takes exactly 14 points of damage.
healing will work
He falls to the ground unconscious. Nobody 2 Life spell needed
gives him any curing, so he awakens in ten min- 3
utes with just one Body Point. 4 Any healing Life spell needed
You cannot make sounds at all while un-
5 will work
conscious or dying. If people do not notice that
you are on the ground, they do not see you ly- 6
ing there in-game as well. You cant moan or 7
say Well it looks like Im unconscious. 8
If you wish, your character may opt to stop 9
struggling to regain consciousness and die.
Upon being reduced to zero Body Points, you
10 Must be Must be
can declare that you are choosing to die (this Regains resurrected resurrected
is an out-of-game statement). At that point, your 11 consciousness
Body Point total drops to -1 and you begin dy- with 1 Body Point
ing. This option is to allow you to not be cap-
tured by your enemies who probably will not at zero Body Points (unconscious) and will survive death are Gypsy Curse, Vampire Charm,
want to waste a Life spell on you. wake in ten minutes with one Body Point (the Amnesia, Enslavement, Entangle, Euphoria,
If you are unconscious, all effects that may one represented by the Alive flag on your Life Love Potion #9, Paste of Stickiness, and some-
be on you will still affect you and any new ones Ticket.) times, a Curse of Transformation or an Infec-
will as well. For example: Terin takes 20 points of dam- tion. Note as well that a dead body is still sub-
For example, Terin gets hit with a Con- age in the battle and falls to the ground. He is ject to magical and non-magical barriers such
fine spell in battle and then gets hit with ex- now dying with -1 Body Points. He begins as a Ward and Circles of Power.
actly enough points to reduce him to uncon- counting down in his head the minute before Only a Life spell (or effect) delivered
sciousness. He remains confined while uncon- his death. Before he gets to 60 he is reached within five minutes of death can restore a dead
scious. He is then hit by a Drain spell. Sud- by Darlissa who gives him First Aid. After a person. Even if a Life spell is administered, all
denly his friend Darlissa notices him and gives complete minute of receiving First Aid, he will your active spells, alchemical substances and
him a Cure Light Wounds spell. He is now at 2 no longer be dying and will now merely be other effects (except those listed above) are lost.
Body Points but is still confined and under the unconscious. In ten minutes, he will awaken If the five minutes pass without a Life spell,
effects of a Drain spell. at one Body Point. then you must immediately become a spirit and
A curing spell will immediately bring you can only be brought back by a resurrection.
Dying: Any time you are reduced below to consciousness without the minute needed for For example: Terin takes 20 points of dam-
zero Body Points, you drop to -1 and no fur- First Aid. age and, being at -1 Body Points, begins the
ther, even if the last blow on you would have For example: Terin takes 20 points of dam- death countdown. One minute goes by and no
reduced you to -48. Once you are reduced to age and falls to the ground. He is now at -1 one gets to him with First Aid or any curing.
-1, your character is dying. You will die unless Body Points. He begins the death countdown He now begins a five minute countdown in
given First Aid or curing within one minute. but almost immediately is hit with a Cure hopes that someone casts a Life spell on him.
This one-minute is referred to as your Wounds spell (worth 5 Body Points) from If no Life spell arrives within the five minutes,
death countdown. Darlissa. Since he has no Spell Shield defen- he becomes a spirit and must be resurrected.
The skill First Aid takes a complete unin- sive, he is affected by the spell, and he jumps It should be noted that a Life spell will
terrupted minute to be successful. Once First back up and runs back into battle. He now has only work on the physical representation of the
Aid has begun, the one-minute death countdown 4 Body Points. body needing the spellnamely, you. If your
freezes. While you are dying, you are still under character is in need of a Life spell, another PC
If you receive more damage while in this any effects that were affecting you before, and cannot cut your characters hand off and go
condition, then the First Aid is interrupted and Spell Protectives will always go off. running off pretending to hold a severed hand
you will continue the death countdown from and get the Life spell cast on the hand. The spell
where it was interrupted. Dead: If you are reduced to -1 Body Points must be cast upon you, and if they want to drag
Another attempt of First Aid will again and you are not given either First Aid or some your sorry body all over the place to get a Life
freeze your death countdown, but another full sort of curing spell before your death count- spell cast for it, they will have to abide by the
minute will need to be spent to complete it. down reaches 60 seconds, or if you have been rules for carrying another body (no running
If the First Aid is completed, you will be given a Killing Blow, you are dead and need a except for a few seconds with an Endow spell,
Life spell. etc.).
All of your active spells, alchemical sub- It is generally impossible to burn or oth-
94
der the effects of a Silence spell, you must still Vorpal Coatings) can be used with a Blade spell.
call out any damage you deliver so your oppo- However, if you have any other type of Weapon
Coating poison (such as a Weakness poison)
and you choose to use a Blade spell instead,
then the poison is lost and you cannot use the
poison as part of the weapon swing verbal. Re-
member, you can only call one type of damage
per swing.
If you use an effect such as Endow or
Vorpal Coating to add damage to a weapon,
then the effect is used up regardless of whether
the blow was successful. You add the amount
the spell would add to the damage. You do not
have to announce the spell or coating.
For example, Terin has a long sword
which does 2 points of damage, so he calls out
2 Normal! with every hit. When he adds a
Light Vorpal Coating, it is still normal dam-
age, so he now calls 4 Normal!
Utilizing any damage call other than the
one associated with a specific Prepare to Die
skill will cause the Prepare to Die skill to be
immediately expended.
Note that like spells, alchemy, and every-
thing else, you can never fake your weapon
calls. You cannot swing your dagger in the air
and call out 15 Magic when in reality all it much confusion, but in any case, this should sufficient. The blow cannot be struck on a mov-
can do is 1 Normal. always be attempted to assure fair playing by ing target.
all. If you have Waylaid someone, you must
Calling Defenses wait for the body to come to rest before you
can deliver the Killing Blow.
You must always call your defensive spells
Killing Blows A Killing Blow can be delivered by any-
and skills immediately when used, and may only There are many ways in our game to ren- one, whether they have a weapon or not. You
ever use one of a particular defense against a der an opponent completely helpless. These in- can do this with your bare hands.
single attack. clude effects like Web and Paralysis, tying them Some creatures are immune to normal
For example: Terin has two Ripostes and up physically (thus making them immobile from weapons. To be effective, the Killing Blow must
one Parry every day. He is attacked by a hid- the neck down), or just hitting them until they be applied with a weapon that can damage the
eous monster swinging for 12 Chaos. He drop unconscious. creature. A carrier from a Wand may not be used
uses a Riposte to turn the creatures blow back Once a person has been incapacitated, it to apply a different type of killing blow, nor
on itself, calling Riposte! Unfortunately for is not too difficult to kill them. This is repre- may a per-day ability (unless it changes the car-
Terin, his enemy also has a Riposte, and sends sented by a Killing Blow. rier type of a weapon, in which case a weapon
the attack back at poor Terin, calling Ri- To give a Killing Blow, you must stand may be used to apply that carrier).
poste! to do so. Terin cannot use his second over the victim, placing your weapon or your For example, if a creature is affected by
Riposte at this point, since he has already used hand on their torso, and remain that way while silvered or magical weapons but not normal
a Riposte against this attack. He can, however, you recite Killing blow one; killing blow two; weapons, the Killing Blow must be applied with
call his Parry, since thats a different defense to killing blow three. This should be done in a a silvered or magical weapon. In such a case,
use on this attack. normal speaking style and should take at least using a hand to perform the Killing Blow would
Most defenses that are used at the three seconds. This is to allow others to try to not work. When using such a weapon on such
characters discretion (Evade, Parry, Dodge, Ri- stop you from giving the Killing Blow. a creature, you must state the weapon type; for
poste, Cloak, Bane, Phase) can be used where If anyone strikes you during the count instance: Killing blow one, killing blow two,
applicable before expending a first applicable (even if the strike does not affect you), or knocks killing blow three Silver.
effect defense, such as Spell Shield, Reflect your weapon away, then the Killing Blow is A Killing Blow cannot be Dodged, Par-
Magic, Poison Shield, Elemental Shield, or interrupted and fails to kill the intended vic- ried, or otherwise avoided through Game Abili-
Magic Armor. Resists such as Resist Poison, tim. Most spell attacks will also prevent the ties or spells. It will bypass all protectives such
Resist Binding, Resist Charm or Resist Magic killing blow from succeeding. (Damage caus- as Magic Armor. However, a Killing Blow may
can only be used after such defenses are ex- ing spells definitely will, but a Disease will not, be defended against with a Cloak or Bane verses
pended or bypassed (such as with a consumed for instance.) the carrier (such as a Cloak verses Necromancy
poison). If more than one person attempts to give a against someone performing a Killing Blow
Killing Blow, it is the person who starts first with a Drain carrier), assuming all other rules
Calling Hits who will get the credit for the kill. The sec-
ond person cannot come along, say the Killing
are followed; for instance, you cannot call a
Cloak if you are unconscious.
Calling hits against yourself is strongly Blow faster, and then claim to be the victor. Administering a Killing Blow while you
encouraged by saying got it or ouch! If you are given a Killing Blow by some- have a Prepare-to-Die skill active will immedi-
Acknowledging which hits you are accept- one who was not aware that you had already ately expend the Prepare-to-Die skill.
ing and which ones you feel you blocked will been given one, do not say no effectjust
help reduce disputes from your opponent. In remain silent.
large melees this is not always possible, as there
are too many swings coming at you and too
A Killing Blow must be struck on the torso
of the victiman arm, leg, or shoulder is not 95
Effects and Deliveries
Every call in our game is based on two spell and a Poison Shield active from an elixir. For example: Ena is still fighting undead
things: The effect and the delivery. The effect You can, however, have one of each Blade when another runs up and attacks, saying
describes how your character will react and the spell active, as well as one of each reversible Spell Strike Bind! This undead also hits her
delivery tells how that effect was given to you. spell (such as a Chaos Blade and an Earth sword, but since her sword is one of her pos-
Deliveries are important for defensive pur- Blade) since they are separate effects. sessions, the spell affects her.
poses. Certain effects will negate certain deliv- The newest identical effect will always As with any weapon strike, all weapon
eries. For instance, A Spell Shield will negate a override the older ones. This resets the dura- safety rules must be followed.
magical delivery and a Magic Armor will ne- tion of the effect if it had a timed duration. When this power is used, the player will
gate a weapon delivery. For example: Rendal is hit with a Paraly- call Spell Strike <spell name> and will de-
However, once the effect affects you it does sis gas thrown by a troll. Five minutes later, he liver a safe hit. In all ways, this skill works like
not matter how it was delivered. is hit with a Paralysis spell from a goblin. Even the ritual Channel.
For example: Finther is hit by a Weak- though one was from a gas and one was from a The ability can still be used even when
ness gas and now suffers from a weakness ef- spell, the effects are the same. Rendal will have Silenced. This call is out-of-game but in-game,
fect. He can have that effect removed by a Re- to restart counting the ten minute duration from the effect is recognizable to all who hear it.
move Weakness, a Purify, or a Dispel. The fact the time he was hit by the spell. Since Spell Strike is a weapon delivered
that the effect was caused by a gas and not a spell attack and not a weapon damage attack, it
can be countered with a Spell Shield, Spell
spell makes no difference to the treatment.
Deliveries Parry, Dodge, or Phase but not a Magic Ar-
Packet: All packet attacks are delivered
Effects by throwing a packet or by touching a packet
mor.
You cannot Evade a Spell Strike attack.
There are a lot of effects, from monster to a target. This includes spells, gas globes, and Parrying or Riposting a Spell Strike attack will
abilities to spells to alchemy, and the sheer num- some arcane attacks. The packet only needs to always cause the attack to affect you.
ber may seem overwhelming to new players. touch the target or any possession of the target A Spell Strike can never be touch-cast.
However, these effects are consistent and fol- to have an affect. Archery packets obey the Some creatures can generate unusual dam-
low easy to understand patterns. weapon rules (see below). age by using body weaponry or claws which
Some effects can be Resisted, Cloaked, or Poison attacks (whether through alchemy will affect a victim if the attack does body dam-
Baned depending on the delivery, qualifier, and or from a monster) are represented by orange age. The effect is called with the weapon strike
effect group. If the effect is Reflected or Baned, packets. Arrows and bolts are represented by instead of the usual normal verbal. The crea-
the one who used the Reflect or Bane is now blue packets. Spell packets, therefore, can never ture will call out the carrier attack with every
the official caster. Bane will act as a Cloak be orange or blue. swing, even if the power may not affect you on
when used against Ingested delivery, a trap, or that particular swing.
a Killing Blow. Weapon: This includes all blows from all These attacks do not work unless the dam-
For example: Belthivis has a magical item weapons including arrows, bolts, thrown weap- age they do is applied to your Body Points. In
that gives him the power to Cloak Binding once ons, and claws. other words, the monster must get through all
per day. If he is hit by any Binding effect from If a weapon attack includes a damage num- of your Armor Points and all of your defensive
the Binding group, the Cloak will negate it. It ber or is a fighting skill that requires the words spells and damage your Body Points with their
makes no difference how the effect was deliv- Prepare to Die, then the blow needs to hit a claws to be effective.
eredit could have been through a spell, a valid target. If the monster only has claws, the carrier
monster attack, alchemy, or a magical weapon For example: Ena is fighting against a attack must be channeled through the claws. For
attack for instancehe will be able to Cloak group of undead. that are calling 4 Normal example: A ghoul with claws and the carrier
it. so she takes all damage that hits a valid target. attack Nausea may only swing Nausea. It may
Most effect defenses are simple Protective One undead swings at her saying Prepare to not swing Normal.
spells. If you are hit with an attack and have Die, 50 Slay! She blocks the swing with her If the monster can use weapons, the mon-
more than one automatic Protective that could sword, and so takes no damage because her ster may call either the carrier attack or the
protect you from the attack, you may choose sword is not a valid target. weapons properties. For example: A death
which Protective to call. Prepare to Die calls such as Slay and knight with the carrier attack Magic and a sil-
For example: Darlissa has a Magic Ar- Eviscerate are not considered effects and ver longsword may call 10 magic or 10 sil-
mor and a Poison Shield spell active. Accord- should be called even when using another ef- ver. It may not call 10 normal.
ing to the rules, these will be used up auto- fect. If the monster has claws and can use weap-
matically if she is hit with the appropriate type Example 2: Ena has a Sleep Poison on ons, the monster must channel its carrier attack
of damage. She is hit by her enemy Vorin swing- her weapon and decides to slay a troll with it. through the claws, but may call either the car-
ing a sword and calling 5 weakness poison. She would say Prepare to die, 30 Sleep poi- rier attack or the weapons properties when us-
She can choose which protective to call (al- son slay! ing a weapon. For example: A vampire with
though note that she must call one of them). Example 3: Ena knows the monster she is claws has the carrier attack Drain. It also has
Identical effects do not stack. No person fighting is only affected by magic, so she de- a normal longsword. With its claws, it must call
may have a second copy of the same effect ac- cides to use her Disarm skill with the Magic 5 drain. If it uses its sword, it may call 5
tive at the same time, whether caused by a spell Blade spell that was cast on her. She would say drain or 5 normal.
or alchemy or any other source. Therefore, you Prepare to die, Magic Disarm. If a character has multiple carriers that
cannot have both a Poison Shield active from a Weapons can also be used to deliver cer- could be applied, such as Normal (for the
tain effects such as a ritually created spell weapon), Magic (for a Damage Aura), and
96
strike. In these cases, the weapon needs only Stone (for an Elemental Aura), the character
to touch the target or any possession of the tar- may choose which carrier to apply to their
get in order to have an effect. swing.
weapons (such as Sleep or Disease) only affect
the target if damage is done to Body Points.
A target will take a maximum of four times
damage from any single attack no matter how
many effects they currently have that may
double damage.
Body, Earth, and Chaos carrier at- through the woods when a strange monster
Effect Durations
tacks bypass all Armor Points (including Shield jumps out at her and hits her shield with a All effects have specific durations. Some
spells) and do damage only to the Body Points weapon, saying Spell Strike Confine! She are instant, some last 10 minutes, some require
of the victim. (Other carrier attacks do not.) knows that her Spell Shield will protect against a caster to concentrate, and so on.
When struck by these specific carrier attacks, that, so she says Spell Shield and starts fight- These durations are the same no matter
the damage indicated is subtracted directly from ing back. what caused the effect. For instance, the dura-
your Body Points with no damage to your ar- tion of a Weakness is not dependent on whether
mor or Shield spells. Poison: Effects delivered this way are it was caused by a spell or a gas.
If you are incapacitated or unconscious, blocked by Poison Shield or Resist Poison and The use of the word caster in the ex-
then they merely have to touch you for the at- can be Cloaked or Baned (depending on the amples that follow includes anyone who caused
tack to affect you. effect). the effect to come into use; for instance, a mon-
Characters can never benefit from carri- These can be delivered by alchemical sub- ster swinging 4 Web would be the caster
ers, including High Magic Augmentation ef- stances such as gas packets, elixirs, contact poi- for purposes of the effect.
fects. For example, a creature healed by flame sons, and weapon coatings, or through mon-
cannot be healed by a creature swinging 12 ster abilities with the word Poison in the ver- Concentration: This effect lasts as long
Flame. bal. as the caster maintains concentration. While
concentrating, the caster cannot run or use any
Ingested: All ingested attacks are deliv- Elemental: Effects delivered this way are Game Abilities. Examples of Concentration ef-
ered by placing a potion or elixir phys rep next blocked by an Elemental Shield. They may also fects include Chaos Storm and Repel. If a char-
to the mouth of the target or by having the tar- be stopped by a Cloak or reflected by a Bane, if acter loses the ability to use Game Abilities
get consume a prepared item. Ingested deliver- the Cloak or Bane is applicable to the attack. while they have a Concentration effect active,
ies always ignore protectives, even if taken Examples of Elemental attacks are 12 Elemen- the Concentration effect is broken.
while unconscious. They cannot be Dodged or tal Ice and Elemental Sleep. This means that such things as Prison,
Evaded but can be Resisted, Cloaked, or Baned. Sleep, Nausea, Paralysis, will all break a Magic
Arcane: Effects delivered this way can- Storm, Repel, or other Concentration effect.
Radius: Radius deliveries include traps, not be blocked by any protective but can be For the purposes of this rule, refitting ar-
contact poisons, and monster abilities such as Resisted, Cloaked, Dodged, or Baned. mor (whether physical or Arcane/Celestial)
eye contact or sound of voice. Usually a Hold This is a monster ability only, unavailable should be considered a Concentration effect.
is called when a radius attack takes place and to PCs, and will be represented by the word The recipient of a Concentration spell that
everyone partially within the radius is affected. Arcane in the verbal. requires physical requirements (such as arms
Radius attacks can never be Dodged or Evaded. crossed or in the air) may choose to decline the
Damage: These are effects that cause dam- spell simply by not applying the physical re-
age that reduce the Armor Points and Body
Qualifiers Points of the victim. This is the most common
quirements. All normal spell defenses must be
used first.
Qualifiers specify the type of effect given form of attack, usually delivered by a weapon. For example: Vorin throws a Desecrate
by any of the above Deliveries. These can be blocked by a Magic Armor, spell at Terin. Terins Spell Shield goes off.
and can be Resisted, Cloaked, or Baned (de- Vorin angrily throws another one at him. This
Magic/Spell: Effects delivered this way pending on the accompanying effect). one is effective, but Terin chooses not to have it
are blocked by Spell Shield, Resist Magic, or When delivering damage attacks, only one affect him simply by refusing to cross his arms
Cloak and can be reflected by Reflect Magic effect can be used at a time, and the choice as over his chest as required by the spell.
or Bane. All spells come under this category, to which effect to use can be made at the time In no cases can these spells be used to force
as well as abilities with Magic <effect>, of the attack. an unwilling target to break another spells
Spell Strike <effect> or Activate <effect> For example: Rendal has a magical sword physical requirements.
in the verbal. that has been silvered. He also has an Earth For example: Terin has a Repel active
Note that the Spell qualifier works ex- Blade spell active. When in battle, he can against Vorin. He holds his hand before him as
actly as the Magic qualifier except that it does choose to call either Magic, Silver or
not cover Magic Carrier attacks.
For example: Darlissa is wandering
Earth but not a combination of the three.
Note that any additional effects on these 97
required by the spell. Vorin throws a Desecrate The caster or victim cannot close his or her eyes Damage: Cause Damage, Cause Light
at Terin, knowing he has no Spell Shield, in an or hide behind someone else to break Line of Damage, Cause Serious Damage.
attempt to disrupt the Repel. Terin merely Sight.
chooses not to accept the Desecrate, and his If the caster or victim breaks Line of Sight Eldritch Force: Banish, Circle of Power,
Repel is still active. by imposing a very large object such as a build- Fortress, Lesser Investment, Light, Prison, So-
Unlike most spells, Storm spells (Magic ing or large tree between the caster and the vic- lidify, Subjugate, Wall of Force, Ward, Wizard
Storm, Chaos Storm, and Earth Storm) involve tim for longer than five seconds, the spell is Lock.
throwing multiple packets for a single casting broken. If the view of the character is resumed With eldritch force I (build a) <effect>
of the spell. For those ritual enchantments which before the five seconds is up, then the spell con- (you).
will hold a spell (such as Enchant, Expanded tinues.
Enchantment and Spell Store), a Storm must These effects will cease immediately if the Evocation: Dragons Breath, Elemental
be cast directly into the item to charge it. This caster falls unconscious, including being af- Blast, Flame Bolt, Ice Bolt, Ice Storm, Light-
does not allow someone to both charge such fected by a Sleep or a Waylay. ning Bolt, Lightning Storm, Magic Storm, Stone
an enchantment and throw multiple packets Examples of Line of Sight effects include Bolt, Stone Storm.
from the same casting. In addition, due to their Bind, Confine, Pin, and Web. I call forth a(n) <effect>.
unique casting style, these spells do not switch
casters when Baned or Reflected. Only the
single packets worth of damage will be sent
Effect Groups Gift: Death, Life.
I grant you the gift of <effect>.
back to the caster. Effect groups are important because cer-
tain defenses can block any effect from its re- Greater Command: Amnesia, Love Po-
Timed: Timed effects will end in a spe- lated group. tion #9, Enslavement, Euphoria, Terror. These
cific predetermined time, anywhere from five For example, a Resist Command can block can only be removed by the appropriate anti-
seconds to five days. If hit by two timed ef- any effect from the Command group, whereas dote (if it exists), although Terror can be re-
fects, both will run at the same time. a Resist Fear only blocks the Fear effect. sisted by a Resist Fear and removed by a Break
For Example: Finther is hit by a Paralysis A Purify will remove all harmful effects Command. All except Amnesia are removed by
gas that will last ten minutes. Five minutes later, upon the spirit, which includes everything in resurrection.
he is hit by a Drain spell which also lasts ten the effects groups Alteration, Binding, Com-
minutes. He is still paralyzed, but once the Pa- mand, Curse, and Necromancy. It does not cure Healing: Antidote, Cure Critical Wounds,
ralysis wears off, he will be affected by the any damage caused by any of these effects. Cure Disease, Cure Light Wounds, Cure Mor-
Drain for five more minutes. A Dispel will remove all effects, even ben- tal Wounds, Cure Serious Wounds, Cure
You cannot have two of the same effect eficial ones, except those in the Greater Com- Wounds, Destroy Undead, Earth, Earth Blade,
on you at the same time, so the most recent one mand group and the effects Circle of Power and Earth Storm, Harm Undead, Healing, Purify,
will always prevail. Ward. Restore, Sanctuary, Turn Undead.
For example: Finther is hit with a Shun, An Antidote will remove all effects from I call upon the earth to <effect>.
which holds him at bay for ten minutes. Nine the Alteration group. Other cures not mentioned
minutes into the spell, he is hit with a second here are listed within each individual group. Necromancy: Cause Critical Wounds,
Shun. The timer begins all over again. The following lists all of the Effect Groups. Cause Disease, Cause Light Wounds, Cause
Examples of Timed effects include Circle After each group, if applicable, is the spell ver- Mortal Wounds, Cause Serious Wounds, Cause
of Power, Disarm, Hallucinate, Paralysis, and bal for that group. Wounds, Chaos, Chaos Blade, Chaos Storm,
Ward. Control Undead, Create Undead, Desecrate,
Alteration: Feeblemind, Hallucinate, In- Drain, Help Undead, Wither. These can all be
Instant: The duration of this effect is in- toxicate, Laugh, Nausea, Paranoia, Vertigo. resisted with the Resist Necromancy skill.
stantaneous, but its effects may be permanent. These are all cured by an Antidote. I call upon chaos to <effect>.
Thus, any damage is permanent until cured.
Examples of Instant effects include Binding: Bind, Confine, Entangle, Pin, Protection/Enhancement: Bless, Detect
Awaken, Cause Damage, Death, Flame Bolt, Release, Repel, Web. Magic, Dispel, Elemental Shield, Elemental
and Ice Storm. With mystic force I <effect> you. Blade, Endow, Magic Armor, Magic Blade, Poi-
son Shield, Reflect Magic, Shield, Spell Shield.
Indefinite: An effect which is Indefinite Coating: Alchemical Solvent, Liquid I grant you the power of a(n) <effect>.
remains permanent until the effect is used up Light, Light Vorpal Coating, Oil of Slipperi-
or the victim dies. All Spell Defenses are in this ness, Paste of Stickiness, Quicksilver, Serious Remove Curse: Remove Destruction,
category. Vorpal Coating, Vorpal Coating. These can all Remove Paralysis, Remove Silence, Remove
Examples of Indefinite effects include be removed by an Alchemical Solvent and are Weakness.
Bless, Elemental Shield, Quicksilver, and Spell unaffected by a Poison Shield or a Resist Poi- I rid you of your <effect>.
Shield. son.
Remove Greater Command: Enslave-
Line of Sight: This effect lasts as long as Command: Awaken, Berserk, Charm, ment Antidote, Euphoria Antidote.
the caster could see the victim from wherever Dominate, Fear, Love, Shun, Sleep, Vampire
the caster is located. It also lasts if the victim Charm. These are all removed by an Awaken Summoned Force: Disarm, Destroy,
could see the caster. Basically, if you can draw or with the Break Command skill. They can all Enflame, Shatter.
a straight line between the caster and the vic- be resisted with the Resist Command skill. I summon a force to <effect> your <item>.
tim without the line being obscured by any ob- I command you to <effect>.
stacles, then the Line of Sight is still in effect. Other: Acid, Assassinate, Body, Eviscer-
Curse: Destruction, Paralysis, Silence, ate, Explosive, Flame, Ice, Lightning, Magic,
98 Weakness.
I curse you with <effect>.
Massive, Mechanical, Normal, Silver, Slay, Stone,
Stun Limb, Terminate, Waylay.
Magic
What would a fantasy game be without allows someone to memorize a spell for cast- of spell packets. In-game, he sees magic en-
magic? Theres more to life than hitting your ing at a time of the readers choosing. A scroll ergy floating around her fingertips and knows
enemies until they fall down, you know! allows the reader to immediately cast the spell that she has called up the powers within her
Even if you are playing a stupid fighter written on it if they choose to do so. to be ready to cast at a moments notice if
who cant tell the difference between a magic needed. Hey, stop that! says Finther. Darlissa
spell and the proverbial hole in the ground, you,
the player, need to know how magic works in
Spell Packets frowns but puts the packets back in her pocket.
In-game, Finther has seen her turn off the magic
Alliance games. You are certain to be hit by Spell packets are constructed with bird energy. She can still reach into her pocket and
these spells during your time adventuring, and seed and fabric. The bird seed should be the pull them out, but the extra time it will take her
you want to play fairly while at the same time small variety, with no large sunflower seeds or represents the channeling of energy needed to
not take damage from something you didnt other heavy or sharp items that could hurt. cast the spell.
have to unnecessarily. Example two: A foul and evil liche has
captured our heroes and has placed them in a
Spell Books cell. He sees Belthivis, the partys mage, with
magic energy floating around his fingers. If
As a spellcaster, you will have a spell book you dont call back that energy, says the liche,
that lists the spells you can memorize. Within I will kill my captive. Belthivis grudgingly
this spell book is a card from Logistics that lists pulls the energy back (by putting the packets
every spell. Each spellcasters individual book back in his pocket.) The liche cannot take the
will have the spells that the caster does not know packets away from the mage as they are not in-
crossed off the card. This book must be taken game.
to Logistics when you choose your spells for You can not carry more spell packets in
the game-day. your hand than you can actually cast at that
This card must be kept with a real spell moment (although you can have plenty of ex-
book physical representation. Spell books must tra packets in your pouches or pockets). In other
be bound; a sheet of paper is not sufficient. You Do not use replacements! Rice, for in- words, you cannot have a cauliflower hand
must provide your own spellbook phys rep. stance, can get wet and turn into a hardened with forty-two spell packets between your fin-
Someone who steals a spell book may keep ball. If you are caught using something other gers if you only have the ability to cast three
the card but bring the book to Logistics for re- than bird seed, you will have your packets con- spells at that time (including magic items or
turn to the player (unless otherwise stated by fiscated and will lose your spells for the rest of scrolls at the ready).
the player on the same page as the card). The the day.
out-of-game book is personal property. The birdseed is placed in the center of the
If you do not have a spell book with you fabric, and the fabric is gathered around it and
Casting Spells
when you study for your new spells at the start held together with tape or a rubber band or sewn To cast a spell, the caster must have a spell
of the game-day, then you will have to borrow shut. If there is a tail, it must not have sharp packet in hand. The hand and arm with the spell
someone elses or ask the respective guild for tape extending past the end of the tail, and no packet in it must be free. Hands that are hold-
the use of theirs. Be prepared to pay game metal or plastic tie wraps may be used. ing something else, are broken, or are tied or
money for the use of the book. Packets should be loosely packedtight bound either physically or with a binding spell
You cannot make your spell book unsteal- balls of birdseed can hurt! You should never are not free.
able by writing it in a different language or in use so much material that the resulting packet The caster must then correctly recite the
code; the tag can be taken and placed in a new cannot fit into a 35mm film canister (Remem- short phrase associated with the spell in a voice
book easily enough. ber those?). Packets that are larger than that will loud enough to be heard by the intended target.
Some guilds allow their members free use be confiscated by a marshal. Within two seconds after finishing the verbal,
of the guilds book for studying, but guild mem- The spell packet may be of any color ex- the caster must then throw the packet and hit
bership and guild policy are handled in-game. cept orange or blue. (Orange packets are used the target or the targets direct possessions, in-
The inks used in the writing of a spell book to represent alchemical gas globes and blue cluding cloaks, shields, weapons, pouches, or
will cost approximately two coppers per level packets are for arrows and bolts.) a carried object.
of the spell that you are copying. This may vary You may want to personalize your spell You must finish the verbal before throw-
based on your local campaigns economy. You packets in some way by using a distinctive cloth ing the packet, otherwise the spell is blown.
cannot get your spell(s) authorized until you or writing on the packets. This is a good way to The short phrase or incantation of the
pay the requisite game money. make sure you can get your packets back after spell is spoken in plain English. In-game, these
You must have the original from which you a battle without arguing with other spellcasters words are understood by anyone, but have a
are going to make the copy (either another book about whose packets are whose. magical effect associated with them that makes
or the guild book), as well as the book into Spell packets are visible in-game as an them different from normal speech.
which you want the spell copied. opaque colored aura of energy only when held Even though you can speak the language,
The magical ink is not school specific. For in the hand. In-game they are visible but they you cannot fake a spell incantation or other-
example, ink bought in the celestial Mages do not produce any light. They are not in-game wise bluff the casting of a spell. You also can-
Guild can be used to scribe healing spells. items and cannot be stolen, disarmed or re- not start the incantation to a spell you do not
You cannot cast spells directly from your moved. have memorized.
spell book, nor may you copy scrolls into your Example one: Finther is walking down the
spell book. Spell books and scrolls are two in-
dependent ways to record spells. A spell book
road when he sees Darlissa the healer coming
towards him. He notices that she has a handful 99
fine, Paralysis, Prison, or Web. You are allowed
to touch-cast when your feet are bound, or un-
der a Pin effect, since you have at least one
hand free enough to perform the casting. This
includes touch-casting on yourself.
For example, Belthivis is hit with a Bind
spell which forces his arms to his sides. He has
a Release spell in memory but he cannot cast it
(or even touch-cast it) so hes just plain stuck.
If he had been hit by a Pin spell, he would still
be able to cast.
Touch-casting can only be used for an in-
canted spell, a magic item, or for skills with the
verbals of magic, elemental, or arcane.
It cannot be used with gas globes or the poi-
son attack.
Schools of Magic
Whenever your character begins learning
magic, either Celestial or Earth, you must se-
Spellcasters lose the power to cast a spell fense and then later realize that you did, it is lect which of the two is your primary school of
as soon as the incantation has begun. You can- still used up. This is to prevent cheaters from magic. The other will be the secondary, costing
not start the incantation for a spell, change your conveniently forgetting to use their Spell more to learn. There is nothing preventing you
mind, and then still have that spell. You must Defenses except when they really need them. from learning both Earth and Celestial magic
wait until the following game-day to restudy but a separate spell pyramid must be built for
and store the mystic power to cast the spell
again.
Touch-Casting each school.
A spellcaster can continue casting spells To touch-cast, hold a packet and place it
even while being hit and taking damage. Thats against the target you wish to affect. Touch-cast- Spell Rules
why it is often a wise idea in any battle to take ing thus avoids the chance of missing your tar- The spellcaster is not immune to his or
out or Silence the spellcaster first! get. her own spells. A spell that is reflected back
The recipient of a touch-cast spell may will affect the caster.
choose to accept the spell, thus letting it past
Spell Defenses their Spell Defenses such as Spell Shield or
Nor can a caster automatically dispel or
deactivate their own spells, unless specifically
There are a few spells and effects that will Reflect Magic. (You have no choice but to ac- noted in a spells description. (For instance, a
protect the recipient from incoming spells or cept a thrown spell; it will always set off your mage can drop his or her Prison or Circle of
attacks. Each can protect against one spell or Spell Defenses.) Power.)
effect only. They are cast upon the recipient in The recipient must be conscious to accept Example: Darlissa casts a Web spell at
advance and stay with the recipient until acti- a spell. An unconscious persons Spell Defenses Vax the goblin. She then questions him while
vated by the effect they are meant to prevent. will always go off. he is webbed. She cannot at the end of her ques-
The Spell Defenses are Elemental Shield, For example: Terin falls in battle and tioning say I hereby cancel the spell. She
Magic Armor, Poison Shield, Reflect Magic, drops to -1, but since he was not hit by any must cast a Dispel, Purify, or Release spell or
and Spell Shield. In-game, you are always aware spells, he still has an active Spell Shield. Dar- must leave the area as required by the spell.
of what Spell Defenses are active on you and lissa runs over, touches him, and casts a Cure
should note them on your Battleboard. Wounds upon him. Because he is unconscious, Spell defenses carry over from adven-
Once a Spell Defense is active, then it will he cannot consciously accept this spell. His ture to adventure. A character who has a Shield
affect the next applicable incoming effect, re- Spell Shield is now used up and he remains spell active at the end of an adventure weekend
gardless of whether or not you would have been unhealed. will still have that spell at the beginning of the
affected by it. It will then be used up. The decision to accept a spell through next event. This rule applies only to spell de-
For example: Terin is hit by a Control touch-casting is made immediately after the fenses that are active upon you and are indefi-
Undead spell. Not being an undead, it would spell is cast. This is to prevent a caster from nite in duration. There can be no Wards or
have no effect upon him. However, it will still tricking an unsuspecting victim. Wizard Locks active at game start.
use up his Spell Shield. The recipient of a touch-cast spell can al-
If a Spell Defense activates while the vic- ways refuse the spell by saying refused. This Many effects are visible to those observ-
tim is sleeping normally (not from a Sleep ef- will use up the spell, but have no effect what- ing them. Bind, Confine, Entangle, Paralysis,
fect), the victim will wake and be aware that soever on the recipient. Pin, Prison, and Web are all visible while they
the Spell Defense is gone. For example: Terin is Confined by his arch are in effect to any viewer who takes the time
All Spell Defenses must be called correctly enemy Vorin. Vorin laughs and approaches and to observe them. This means you have to ask
(for example Reflect Magic or Magic Ar- touches Terin with a packet and says snottily the person who is standing there things like Are
mor) to be effective and must be called within I grant you the gift of death! Since this was you paralyzed? This is an out-of-game ques-
two seconds. touch-cast, Terin can accept this spell or refuse tion and answer, so both parties can ask and
If you forget you have a valid spell de- it. He wisely chooses to refuse the spell. answer this even if affected by Silence. You can-
You may not touch-cast if both of your not ask What do I see? You must ask if you
100
hands are bound in any way, either physically observe each individual effect until you get the
or through binding effects such as Bind, Con- right one or are stumped.
Note that Bind, Confine, Entangle, Pin,
and Web do not affect the head, so the affected
person can yell out things in-game like Help!
I am pinned! However, if you are affected by
Paralysis or Prison, you cannot speak at all in-
game and cannot volunteer to people nearby
that you may be under the effects of a Paraly-
sis or a Prison. They must notice you standing
still and then ask you out-of-game.
In addition, the spells Wall of Force, Wiz-
ard Lock, Ward, and Circle of Power are also
visible, provided that the physical representa-
tion can be seen and the viewer takes the time
to observe them.
You cannot call a Hold to determine
whether any visible effects are present on some-
one.
The amount of time it takes to ask if your
character sees the effect is the amount of time
it took your character to notice the effect.
For example, Finther sees Rendal stand-
ing perfectly still. He runs up to him and exam-
ines him, represented by asking him out-of- Photo courtesy of Creative Crossroads
game questions such as Are you prisoned?
and Are you paralyzed? Rendal may answer
out-of-game yes or no. He can not stand there casting necromantic spells such as Create Un- The most accepted in-game explanation is
and say something like I am paralyzed! over dead, youd better be ready to face the serious this: Imagine the planet going through its sea-
and over again to let people know, because the in-game consequences if caught. (The penalty sons normally from year to year. Healing spells
effect that is on him must be observed by oth- for casting necromancy is almost always at least go with the flow of this cycle and do not dis-
ers and cannot be brought to their attention by one death.) rupt the orderly process of living and dying that
his words. are part of this orderly system. Necromancy
goes against the flow of this cycle by tapping
This applies only to the effects listed here.
You will not see any effects from someone who
Healers vs. Undead into the chaotic forces that are not part of this
is Charmed, for instance. In the battle against the foul undead, the system. Creating undead, for example, requires
healer has a very powerful weapon. Undead that a spirit behave in ways that are contrary to
Spell Defenses are visible in-game as a creatures are the reverse of living beings, and the orderly flow of the cycle.
flash when they are used. so are affected by healing spells in a reversed This in-game theory has been used in the
In-game, it is obvious to anyone looking manner. Any curing spell cast upon an undead past to explain large numbers of undead ran-
at you that you were protected from an attack- will instead do damage to them equal to double domly appearing (The chaos in this area is so
ing spell. You must state what the defense is at the amount of healing. Any damage-causing strong that the cycle is being completely dis-
the time by saying Reflect Magic or Spell necromantic spell will heal the undead for rupted!) as well as aberrant weather (This cold
Shield, for example, thus informing all observ- double effect. wave this time of year can only be caused by
ers that the spell was unsuccessful. Thus a Cure Light Wounds spell will do 4 too much necromancy being cast!).
Saying flash or no effect is not al- points of damage against an undead, and a Of course, there are many scholars who
lowed. (Bless and Shield, which merely add Cause Wounds spell will heal the undead for believe that this theory is a load of goblin dung
Body or Armor Points, do not have to be an- 10 points. and that bad weather and undead rising are all
nounced.) Note that this does not work in the oppo- part of the normal cycle. It is up to you to de-
site way: It only applies to undead, who take cide as your character how you feel about the
double damage from healing and get cured issue.
Reversible Spells double from necromancy. Your character will Assume for game purposes that there are
Many earth magic spells are reversible (for not take double damage from necromancy. A many learned treatises on both sides and that
example, Destroy Undead and Create Undead). Cause Light Wounds spell cast upon you will people have been arguing the point for many
These spells do not have to be learned or do 2 points of damage, not 4. thousands of years (although the people argu-
memorized separately. In fact, there is no way ing in favor of necromancy not being harmful
usually have, shall we say, ulterior motives).
to separate the two spells. If you know the spell
Cure Wounds, you automatically also know
Necromancy Characters debate this issue often, and we en-
Cause Wounds. You cannot forget how to cast Is necromancy evil? Not every person on courage this; gray areas are always more fun
necromantic spells or otherwise honestly claim Fortannis thinks soin fact, it is perfectly le- than black and white issues.
to only know one side of a reversible spell. gal in some places. Necromancy may be legal in some of the
You can decide at the moment of casting However, necromancy is illegal in most NPC countries that exist on the world of For-
which spell effect you will use (with the proper parts of the world because many people believe tannis, but it will always be illegal in the main
incantation, of course). it draws upon the decaying and dying aspects area in which the game takes place. The main
The reverse of many healing spells are nec- of the earth and thus prevents the earth from reason necromancy is illegal is for game bal-
romantic, identifiable by the word chaos in acting naturally. Further, those who cast nec-
101
their incant. Beware however, that in-game laws romancy often tend to get, shall we say, power
exist against necromancy; if you are discovered mad.
ance; if characters were allowed to throw these
powerful spells without restriction, well, why
wouldnt everyone be a healer, able to harm bet-
ter than a celestial caster and be able to heal as
well?
In-game your character can try to get your
local authorities to make necromancy legal, but
you the player must understand that out-of-
game, this will never be done.
The existence of laws against necromancy
are an unalterable rule of the game. Further,
you cannot complain if your character is caught
casting necromancy and is sentenced to a death
(or worse) because of it. You have been warned,
and its the risk you decide to take on your own.
104
E 3 Harm Undead Instant
E 3 grant you Sanctuary 10 Minutes
E 4 Cure Serious Wounds +10 Potion Instant
E 4 Turn Undead 10 Minutes
E 6 Cure Critical Wounds +20 Potion Instant
E 6 grant you an Earth Blade 10 Minutes
E 6 Restore your limbs Potion Instant
E 7 Destroy Undead Instant
E 8 Cure Mortal Wounds +30 Potion Instant
E 8 Purify you Potion Instant
E 9 summon an Earth Storm Concentration
105
Level Celestial Earth
Disarm Cure Disease / Disease
Fortress Cure Light Wounds / Cause Light Wounds
1 Light Disarm
Stone Bolt Endow
Lightning Bolt Bless
Magic Armor Cure Wounds / Cause Wounds
2 Pin
Repel
Magic Armor
Pin
Shield Repel
Bind Bind
Ice Bolt Harm Undead / Help Undead
3 Lesser Investment
Shatter
Sanctuary / Desecrate
Shatter
Wall of Force Weakness / Remove Weakness
Awaken Awaken
Banish Cure Serious Wounds / Cause Serious Wounds
4 Elemental Blade
Flame Bolt
Poison Shield
Shun
Shun Turn Undead / Control Undead
Release Release
Spell Shield Silence / Remove Silence
5 Stone Storm Spell Shield
Web Web
Elemental Shield Cure Critical Wounds / Cause Critical Wounds
Enflame Earth Blade / Chaos Blade
6 Lightning Storm
Magic Blade
Elemental Shield
Restore / Wither
Sleep Sleep
Charm Charm
Confine Confine
7 Destroy
Ice Storm
Destroy
Destroy Undead / Create Undead
Subjugate Destruction / Remove Destruction
Dispel Cure Mortal Wounds / Cause Mortal Wounds
Dragon's Breath Paralysis / Remove Paralysis
8 Reflect Magic
Solidify
Purify / Drain
Reflect Magic
Wizard Lock
Circle of Power Circle of Power
Elemental Blast Earth Storm / Chaos Storm
9 Magic Storm
Prison
Life / Death
Ward
106
Alchemy
though they cannot be made by characters can ings, which do not affect the metabolism, are
Creating Alchemy still be used. not effected by a Poison Shield or a Purify and
Characters with the skill Alchemy can use For example: Finther kills an alchemist can only be removed by an Alchemical Solvent
and create alchemical substances. and discovers a potion phys rep with a tag for or a Dispel.
Creation of any alchemical substance is Vertigo contact gel and a Death gas tag. These You cannot have more than one active
based on the Production Points system as de- tags are all signed by a marshal and are la- contact gel or Vorpal Coating on your weapon
scribed on page 55. In order to make the sub- beled as LCO (Local Chapter Only). Finther or any other item at any one time, and only the
stance, you must have a recipe book and the can use these but cannot make new ones. most recently applied will be effective.
specific recipe for that substance.
Your recipes must be in a book similar to
the type of book used by spellcasters and must
Alchemy Rules Mixing Elixirs
abide by the same rules. Anyone can drink an elixir or feed one to Only elixirs from the Alteration, Com-
This book is an in-game item and can be someone else. One level of the Alchemy skill mand, Curse, Damage, or Gift effects groups
stolen. If you lose your book, you lose all the allows you to mix elixirs into food or drink or can be mixed into food or drink.
formulas within. You will have to find some- to apply contact gels or weapon coatings. Three Mixing two elixirs does not cancel them
one with the recipes and recopy them into your levels of the Alchemy skill allows you to use all. If a food or drink has more than one elixir
book again before you can create any new al- gasses. present, all elixirs will affect the victim.
chemical substances. Note that unlike spell Characters can be affected by alchemical Contact gels, however, cannot be mixed
books, you do not have to pay game money to substances in various ways, but the effects are with each other.
use a special ink to write the recipes into the always instantaneous. Cause poisons do body When a container of food or drink is so
book, although the person from whom you get damage only, since they bypass armor, whereas poisoned, all food in that container will remain
the recipes may demand payment in-game. certain Weapon Coatings must get through ar- poisoned for the next ten minutes. Anyone in-
Recipes are not specific to the form of the mor to be effective. gesting any of the food or drink during that ten
alchemy. In other words, if you learn the recipe Alchemical substances that affect metabo- minutes will be affected.
for weakness you can then make a weakness lism will have no effect on certain creatures such Poisoned food does not heal or provide
gas, elixir, or weapon coating. as undead or golems. any beneficial effects such as increasing Body
It is impossible to determine the recipe for Many substances can be reversed by a spe- Points or removing other effects.
an alchemical substance by studying the sub- cific antidote if taken after exposure to the sub- For instance, a group of creatures who are
stance. You cannot, for instance, alchemize a stance. healed by the Sleep effect do not gain any ben-
Paralysis elixir and determine the recipe. The spell defensive Poison Shield will not efits from drinking a bottle that has been poi-
It should also be noted that there are some stop ingested substances from taking effect, but soned by a Sleep elixir.
alchemical substances which can never be made will stop all other attacks with the word poi-
by characters. For instance, your character will son in the verbal. One use of the racial skill
107
never find a recipe book containing Enslave- Resist Poison will block all alchemical sub-
ment or Euphoria. It is possible, however, to stances present.
find unusual gas globes or elixirs which al- Note that contact gels and Vorpal Coat-
Alchemy Types
Contact gels: Contact gels can be repre-
sented by a gel-like substance that can be
smeared on the object to be trapped. (Petro-
leum jelly works fine.) The tag must also be
applied to the item.
Contact gels will last until used or until
the phys rep disappears (in the case of petro-
leum jelly). Once touched and thus activated,
the effect will last for the normal duration for
that type of effect. A Sleep contact gel, for in-
stance, would last ten minutes while a Death
contact gel would be instantaneous.
The minimal time needed to apply a con-
tact gel is the actual time to apply the petro-
leum jelly or tape the tag onto the item, but never
less than three seconds.
If only the tag is placed on the item, it must
be prominently placed in such a way that a per-
son inspecting the item could see it and know
that there was something on the item. If petro-
leum jelly is used, the tag can be hidden, but
the contact gel will not be active after the gel
dissipates. Out-of-game, the petroleum jelly can
be reapplied if the contact gel has not been
touched; the important thing is that the contact
gel must be observable by someone taking the
time to look, either through a prominent tag
taped to the item or a good amount of petro-
leum jelly.
For example: Finther sees two locked
boxes in front of him. The first one has a promi-
nent Oil of Slipperiness tag placed upon it. This
tag represents the contact poison on the box.
Since Finther has Herbal Lore, he can inspect
this gel tag for a minute and tell that it is an
Oil of Slipperiness. He doesnt see a tag on the
second box so he picks it up and then feels the
petroleum jelly. Oops! He looks closer at the then it is used up. If you call something else is used up.
box and sees, taped to the back, a Paste of instead, the weapon coating is still used up. A character with Alchemy 1 and an al-
Stickiness tag. He immediately realizes that his You must have Alchemy 1 in order to ap- chemy lab workshop can place weapon coat-
hands are stuck to the box for ten minutes. ply a weapon coating. To apply a weapon coat- ings on arrows/bolts at the rate of two arrows/
If the person applying the substance comes ing, you must tape the tag to the weapon after bolts per weapon coating. This must be done at
in contact with it, he or she will be affected by ripping off the unused flag. This takes time Logistics but does not cost any Production
the substance. to apply. It cannot be done with a quick touch Points. The logistics person will initial the al-
in the middle of battle. The taping of the tag chemy weapon coating tag and staple it onto a
Weapon Coatings: Some substances can onto the weapon represents the time it takes, tag of two arrows/bolts, ripping the unused
be applied to a weapon to affect the type or which may never be less than three seconds. If flag from the alchemy tag. If your missiles are
amount of damage the weapon will inflict for you do not have the tag taped to your weapon, stolen, shattered, or lost, the tags for the coated
the next strike. This only applies to the striking the weapon coating is not effective. A new tag missiles must be turned over first.
surface of any weapon, so that a weapon coat- must be put on the weapon each time a new Some weapon coatings affect the weapon
ing cannot be used with Waylay. weapon coating is applied and there can never itself (Quicksilver, Vorpal Coatings). When
Weapon coatings will remain active on the be more than one active coating on a weapon at using these, you merely call the extra damage
weapon until used. If a weapon is Destroyed or any one time. If using a staff, you must indicate or replace the word normal with silver.
Shattered, the coating is also destroyed. You which end of the staff has the weapon coating Other weapon coatings merely use the weapon
must have the weapon skill in order to use a by attaching the tag to that end. as the delivery device for the poison.
weapon thus coated. A swing in the air does To place a weapon coating on an arrow or In order for a target to be affected by these
not use up the weapon coating but hitting a tar- bolt, you must rip the unused flag off the tag weapon poisons, the strike must do body dam-
geteven a shield or a sworddoes. You can- and then attach the tag to your skill ring next to age to the target. This effect is for one strike
not save the weapon coating for a good hit. your arrow or bolt tags. This represents that one only and can be resisted or blocked by a Poi-
If the coating is not called on the first swing, of your arrows or bolts has been covered with son Shield or a Magic Armor (or in the case of
the weapon coating. Once a missile has been certain races, possibly by racial Resists). If a
so coated, it can be used at any time. Each coat- Poison Shield, a Magic Armor, or a racial Re-
108
ing will cover only one missile. If you do not sist stops the weapon poison, the target will not
call the coating in your verbal, then the coating take any damage from the weapon blow. When
Substance Effect Group Antidote
Alchemical Solvent Coating
Amnesia Greater Command Dispel, Purify (either within 10 minutes)
Antidote Healing
Berserk Command Awaken, Dispel, Purify
Cause Damage Damage
Cause Light Damage Damage
Cause Serious Damage Damage
Cure Light Wounds Healing
Death Gift Life (within 5 minutes)
Dominate Command Awaken, Dispel, Purify
Enslavement Greater Command Enslavement Antidote
Euphoria Greater Command Euphoria Antidote
Feeblemind Alteration Antidote, Dispel, Purify
Hallucinate Alteration Antidote, Dispel, Purify
Intoxicate Alteration Antidote, Dispel, Purify
Laugh Alteration Antidote, Dispel, Purify
Liquid Light Coating Alchemical Solvent, Dispel
Love Command Awaken, Dispel, Purify
Love Potion 9 Greater Command
Nausea Alteration Antidote, Dispel, Purify
Oil of Slipperiness Coating Alchemical Solvent, Dispel, Paste of Stickiness
Paralysis Curse Dispel, Purify, Remove Paralysis
Paranoia Alteration Antidote, Dispel, Purify
Paste of Stickiness Coating Alchemical Solvent, Dispel, Oil of Slipperiness, Release
Poison Shield Protection/Enhancement Dispel
Quicksilver Coating Alchemical Solvent, Dispel
Sleep Command Awaken, Dispel, Purify
Vertigo Alteration Antidote, Dispel, Purify
Vorpal Coating Coating Alchemical Solvent, Dispel
Weakness Curse Dispel, Purify, Remove Weakness
using these weapon poisons, the correct call is and every bite will cause the effect anew for as game, can be disarmed, destroyed, shattered,
<damage> <poison name> Poison. long as the food or drink is poisoned and stolen. If you steal someones gas globes,
For example, Finther, who has Alchemy One use of the racial skill Resist Poison you may then either go out-of-game to the per-
1, applies a Weakness contact gel to his dag- will block all elixirs, even if mixed, and one son from whom you stole the globes in order to
ger by taping the tag to the weapon and rip- Purify or a Dispel will remove all effects. get the tags, or you can get a Marshal to do it if
ping off the unused flag. He runs into battle you wish to remain anonymous. If you have
with his short sword in his right hand and his Gasses: Gasses are delivered by an orange more tags than the gas globe phys reps that were
dagger in his left. He hits at his arch enemy packet. Unlike a spell packet, gas containers stolen, the tags must be turned over in a ran-
Vorin with his short sword until he is certain are in-game. All gas packets work on a single dom fashion.
that he has gotten past Vorins armor and then target only, indoors or outdoors. They are only Note that all of the tags you are carrying
strikes with his dagger, saying 1 Weakness effective against creatures with a metabolism. around with you are considered in-game even
Poison. Vorin has a Poison Shield however, Before throwing the packet, the user must if there is no corresponding gas globe physical
so the poison has no effect and Vorin will take announce <Type> gas poison for example representation. See page 78 for more details on
no damage from that blow. Sleep gas poison. This phrase simulates pre- phys reps.
paring the gas. Gasses can also be put into gas traps by
Elixirs: Elixirs can be administered or The verbal is not in-game so even a si- someone with the skill of Legerdemain. See the
consumed by anyone; a skill in Alchemy is not lenced or mute character may use one. If the section on traps on page 145 for more informa-
required. verbal is not said properly then the attack is tion.
A person with one level of Alchemy can unsuccessful as the gas was not prepared prop-
mix elixirs in food or drink. This is signified
by either attaching the tag to the underside of
erly. (Imagine preparing a hand grenade.) Even
though the verbal is not in-game, the effect
Alchemical
the food vessel, placing a token in the food, is recognized by anyone who hears it. (In-game, Substances
pouring food coloring into a drink, or having a assume each gas has a different color and tex-
The chart above shows the alchemical sub-
marshal witness you make pouring motions over ture associated with it to allow for identifica-
stances that are available. For more details on
the food or drink. tion.)
each, see the Effects chapter.
If the food or drink has more than one The packet must hit the target or the
elixir present, all elixirs will affect the victim. targets possessions and otherwise must follow
One bite of food or sip of a drink is suffi-
cient for any elixir that is mixed to take effect,
all spell packet rules.
Note that gas globes, since they are in- 109
Effects
This chapter lists all of the effects in the on the ground and plays with daisies. While he
game except for weapon effects. is on the ground, a ghoul hits him for 3 Nau-
Some are spells, some are alchemical sub- sea. He is now vomiting while playing with
stances, some are monster abilities, and some daisies. Finally, someone throws a Paralysis
are all of these things. spell at him and he becomes paralyzed.
Below the name of the effect are the fol- Darlissa runs over and feeds Finther an Anti-
lowing symbols, indicating whether an effect dote. Both the Feeblemind and the Nausea are
can be made by a Player Character into a spell, removed; however, this does not cure the dam-
alchemical substance, elixir, gas, and so on. age caused by the weapon nor does it remove
Note that just about any effect can be a mon- the paralysis.
ster ability, and some of these can only be NPC
abilities (such as Enslavement or Vampire
Charm).
Awaken
s spell s p c
p potion
Command Instant
This effect awakens the recipient from a
Waylay and removes all Command effects but
c scroll
not Greater Command effects.
e elixir I command you to Awaken.
Celestial 4 Earth
g gas
c contact gel
Banish
w weapon coating s
Next listed is the Effect Group followed Eldritch Force Line of Sight
by the effects duration. This spell forces a creature not native to
After the description of the effect will be the current plane to return to its home plane or
a verbal if the effect is a spell, and following expend a significant amount of energy remain-
that will be an indication whether the spell is ing where it is. Creatures already on their home
Celestial, Earth, or both. Between these is the Victims can be aware that they cannot re- plane are immune to the Banish effect.
spell level. member anything for that period and may rea- This spell usually only affects elementals,
Some descriptions here use the word sonably assume that they have been given an fey, and extraplanar creatures (NPCs should
spell when the effect is primarily a spell; how- Amnesia elixir. check the creature type on the monster card),
ever, this should not be interpreted to mean that For the first ten minutes, beginning at the but may affect other types at the discretion of
the effect is only a spell. time of the Amnesias administration, the Am- the Plot Committee. PCs may be affected by
nesia elixir may be countered and memories of this spell in certain circumstances to be an-
the period returned by either a Dispel or a Pu- nounced beforehand by the Plot Committee.
Alchemical Solvent rify. Lesser elementals, lesser fey, and lesser
After the ten minute period, Amnesia be- extraplanar creatures affected by this spell in-
c comes incurable and the recipient permanently stantly dissipate as if slain, leaving behind any-
Coating Instant loses their memory of the 60 minute period. thing carried. An affected creature with the abil-
This solvent, covering one square foot per Biata and stone elf role-playing racial skills ity to Rift In or Rift Out may not use that abil-
dose, will remove everything in the Coating cannot remove the effect of an Amnesia elixir, ity until the next game-day.
effect group. nor can any NPC mind abilities. For example: Sparky is a Lesser Flame
It can also release a victim of an Entangle. Neither a Life spell nor a Resurrection will Elemental who has decided to visit his
Once used, the entire dosage is consumed. restore the memory of the recipient even if it friends on Fortannis on Friday night. Belthi-
occurs during this ten minute period. vis thinks little of this and casts a Banish at the
creature, who dissipates instantly, unable to
Amnesia visit Fortannis again until the next game-day
Antidote
e e
(usually the next night, after Logistics).
Greater elementals, greater fey, and greater
Greater Command Instant extraplanar creatures affected by this spell take
Victims of this elixir cannot remember Healing Instant 50 points of damage. If slain by this damage, the
anything that occurred 60 minutes prior to its One dose of an Antidote will remove all affected creature cannot Rift In or Rift Out un-
administration. lasting effects in the Alteration effect group til the next game-day.
In the place of the now inaccessible memo- (Feeblemind, Hallucinate, Intoxicate, Laugh, This spell usually has no effect on normal
ries is a blank spot within the memory. Nausea, Paranoia, and Vertigo). It does not living or undead creatures, but, like all spells,
matter how those effects were caused. will still remove a Spell Shield or Reflect Magic.
110
For example: Finther is hit by a Feeble- With eldritch force I Banish you.
mind gas thrown by his enemy Vorin. He sits Celestial 4
dividual must be at 1 Body Point or higher. If
Berserk not, the player should say No Effect. This
Cause Serious
e spell cannot be used to revive an unconscious Damage
person.
Command 10 Minutes
This effect drives the victim into an in-
A Bless spell will be ineffective if cast
upon a character who does not have at least one
e g
sane mindless killing fury, causing the victim Damage Instant
Body Point, causing the target to call No Ef-
to attack all creatures in the vicinity, starting This substance inflicts 10 points of body
fect as they are an invalid target. The Body
with the closest, friend or foe. damage. It does not affect armor.
Points added by a Bless spell act in all other
The victim will use no daily Game Abili- ways as per normal Body Points (including in-
ties except basic weapon skills (including teraction with other carrier effects). Cause Serious
shields and claws). A character with no weapon I grant you the power of a Bless.
skill will simply scream in rage and run around 2 Earth Wounds
with fists clenched.
The victim of a Berserk will not throw
spells or alchemy and will not use Resists, Cause Critical Wounds s p
Necromancy Instant
Dodges, Banes, Cloaks, Parrys, or any other
defensive skill. Spell Protectives will still work s p This spell inflicts 10 Body Points of dam-
age. It does not affect armor.
as normal. Necromancy Instant Against undead, this spell cures 20 Body
A person under the effects of a Berserk This spell inflicts 20 Body Points of dam- Points.
will not stop to give a Killing Blow or search a age. It does not affect armor. I call upon chaos to
victim, but will immediately turn to find some- Against undead, this spell cures 40 Body Cause Serious Wounds.
thing else to attack once an attack victim falls. Points. 4 Earth
For example: Ena is hit by a Berserk ef- I call upon chaos to
fect thrown by a monster. Ena uses her weapon Cause Critical Wounds.
to attack the nearest person. She is able to use 6 Earth Cause Wounds
her proficiencies but is so mindless that she
cannot think to take advantage of any Critical
Cause Damage s p
Attacks, Slays, or other daily skills that she Necromancy Instant
could use. She is hit by a troll for enough dam-
age to take her down, but cannot think to use
e g This spell inflicts 5 Body Points of dam-
age. It does not affect armor. Against undead,
her Parry against it. Damage Instant this spell cures 10 Body Points.
It lasts ten minutes and like all Command This substance inflicts 5 points of body I call upon chaos to
effects can be resisted by a Resist Command or damage. It does not affect armor. Cause Wounds.
removed by Break Command, Awaken, Dispel, 2 Earth
or Purify. Only one Command effect may be Cause Light Damage
active on the victim at any one time. The most
Chaos Blade
recent Command effect takes precedence.
e g
Bind
Damage Instant
This substance inflicts 2 points of body
s
Necromancy 10 Minutes
damage. It does not affect armor.
s c
This spell allows the recipient to transform
a weapon into a temporary chaos-enchanted
Binding Line of Sight Cause Light Wounds blade.
This spell snares the arms of its victim, The recipient chooses when to use the
binding them straight to its sides. The victim
may talk freely, but may not use any Game
s p Chaos Blade, and announces the total damage
of the swing while saying chaos instead of
Abilities requiring the use of arms, including Necromancy Instant normal or silver.
using a weapon or shield, casting a spell, or This spell inflicts 2 Body Points of dam- It may be used on any weapon, even bows
activating a gas globe. The victim may walk, age. It does not affect armor. and crossbows.
run or leave the combat area as desired. Against undead, this spell cures 4 Body This spell lasts until dispelled or ten min-
This spell does not prevent the victim from Points. utes pass, whichever is first.
being searched or being given a Killing Blow, I call upon chaos to Note that this spell only affects creatures
although a moving victim is unlikely to allow Cause Light Wounds. who are harmed by chaos and does not heal
either action. 1 Earth those normally healed by chaos. Damage by-
With mystic force, I Bind you. Cause Mortal Wounds passes any armor on the target and does direct
Celestial 3 Earth Body Point damage.
s p I call upon chaos to
Bless Necromancy Instant
grant you a Chaos Blade.
6 Earth
This spell inflicts 30 Body Points of dam-
s p age. It does not affect armor.
Against undead, this spell cures 60 Body
Protection/Enhancement Indefinite
This spell gives the recipient 5 extra Body Points.
Points beyond the characters maximum. These I call upon chaos to
points are the first Body Points lost to damage.
In order to be affected by a Bless, the in-
Cause Mortal Wounds.
8 Earth 111
the victim into a mindless robot, but does re- pleted Circle. This spell cannot be cast until
Chaos Storm quire the victim to stay by his or her new the phys rep is complete. Anyone who steps on
s friend and follow all suggestions given by
the caster. Unlike Enslavement, the victim is
the phys rep while it is being raised will be
pushed inside or outside of the Circle (players
Necromancy Concentration unaware of the effect. choice), along with all possessions.
At the time of casting, the caster plants Victims cannot refuse to obey orders with The phys rep does not have to make a per-
both feet. As long as both feet remain planted, the explanation that they wouldnt do that even fect circle, but if the phys rep is too big, or if
the verbal is stated, and the spell is not disrupted for my best friend. This spell overwrites the the ends are not almost touching, then the spell
as per normal spell rules, the caster may throw logic of the brain. If your new best friend tells is blown.
packets. While the spell is in effect, the caster you to hand over all your items, you will do so A Circle of Power stretches up to 6' in ra-
can perform no other skill nor cast any other without question. dius and 10' tall and is a cylindrical dome with
spell. a flat bottom. The Circle has about the same
Each packet thrown counts as a separate amount of friction as a normal wall or floor,
spell which causes 10 points of chaos damage, although objects and creatures cannot lean
which goes directly into Body Points and is not against, rest against, or be placed on top of the
blocked by armor. The caster must say Chaos Circle.
Storm with each packet thrown. Larger Circles can be made by having
This spell will only damage creatures who multiple spell casters casting the spell simulta-
are damaged by chaos and may not be used to neously. For example, a Circle up to 12' radius
heal undead creatures. Like all spells, this spell and up to 20' height may be made by two cast-
will use up a Spell Shield or Reflect Magic even ers. The casters must say the incant at the exact
if the target is immune to the spells effect. same time for this to be effective.
I call upon chaos to summon a It is possible to surround a Circle with a
Chaos Storm, Chaos Storm, larger Circle, but a smaller Circle can not be
Chaos Storm... placed inside an already existing Circle. A
9 Earth Circle inside of another Circle is considered its
own space; you are not considered to be inside
Charm the exterior circle.
Nothing may enter or leave the Circle once
s it is cast, including spells, thrown gasses, weap-
ons and creatures. Traps placed near the Circle
Command 10 Minutes will not affect anyone or anything inside; simi-
This spell makes the victim view the caster larly, traps within the Circle will not affect any-
as his or her best friend in the world. No amount one outside the Circle.
of logic or role-playing will convince the vic- Spells may be cast within the Circle, but
tim that they are indeed charmed, and any or- cannot be thrown through the Circle. Air may
der given will be justified and make perfect pass through, but other gasses may not.
sense in the mind of the victim. The victim will When the spells duration ends, the vic- A gaze attack such as a Vampire Charm
not remember the casting of the spell. tim remembers everything that happened ex- can be effective through a Circle of Power. A
An attack on the victim by the casters cept the actual casting of the Charm spell, and Gypsy Curse can also be used through the
companions will not immediately break the will almost always realize that he or she had Circle. Creatures inside a Circle are still con-
charm but if the caster does not attempt to stop been charmed. sidered inside Line of Sight.
it and if no good reason is provided for the at- This effect can be removed by an Awaken, The spell lasts for one hour, but may be
tack, the charm may be broken. A direct attack a Break Command, a Dispel, or a Purify. Note dropped by the caster at any time if he or she
by the caster will always break the charm, as as well that only one Command effect may be touches the Circle and states circle down. If
will attempting a Killing Blow. An order to kill active on the victim at any one time. The most there is more than one caster in a larger Circle,
yourself would also break the spell. recent Command effect takes precedence. This any one of the casters may drop the Circle. The
A victim of this spell will not do anything spell is not strong enough to override any statement circle down is out-of-game, al-
absolutely contradictory to their own race or Greater Command effect such as Enslavement. though any observers who hear the statement
nature (such as cast necromancy). If given an I command you to be Charmed. are aware that the Circle was dropped, and they
order to attack their own party, the victim would Celestial 7 Earth might know who dropped it.
have to also be given a very good and convinc- The Circle will also go down if the caster
ing reason. (The victim will, however, protect leaves the Circle magically or dies (needing a
the new friend from attacks, no matter who Circle of Power Life spell). If there is more than one caster, the
from.)
This spell only works on creatures that s Circle will remain up until all of the casters
leave or die.
have a mind as defined by the game. Many crea- Eldritch Force One Hour The Circle is not affected by a Dispel.
tures (such as lesser undead, golems or insects) This spell allows the caster to inscribe a This spell can also be used to create a
do not have a mind that can be affected by this Circle of protection against harm. Before cast- Circle that can be used for the casting of a For-
effect. Further, the victim must understand the ing the spell, a visible, physical representation mal Magic ritual. If a ritual is started within
language of the caster in order to follow the of the Circle must be drawn in the dirt or repre- one minute of the Circle being cast, the dura-
orders. sented by something physical like chalk, a rib- tion of the Circle of Power is extended to one
Unlike Dominate, this effect does not turn bon, or some string. This physical representa- hour and one minute.
tion is in-game and can be erased, moved or With eldritch force I build
112
stolen at any time before the spell is cast. a Circle of Power.
The caster must be fully within the com- Celestial 9 Earth
Confine
s
Binding Line of Sight
This spell snares the arms of its victim,
binding them straight to its sides, and immobi-
lizes the victim completely. The victim may talk
freely, but may not use any Game Abilities re-
quiring the use of arms or legs, including using
a weapon or shield, casting a spell, or activat-
ing a gas globe. The victim may not walk, run,
or be moved in any way. This victim can be
searched and can be given a Killing Blow.
The main distinction between a Confine
and a Web is that certain monsters that can break
free from a Web cannot necessarily do so from
a Confine.
With mystic force, I Confine you.
Celestial 7 Earth
Control Undead
s age with any weapon attack. It cannot cast spells against a necromancer and his undead abomi-
Necromancy Ten Minutes nor converse (although it may be commanded nations. He is at -1 Body Points. He lies there
This spell allows the caster to control one to parrot a particular phrase given it by the for a minute but no one comes to him with First
lesser undead for ten minutes. Tasks may not caster). Aid. (Terin is keeping track of the time.) At the
involve anything a trained animal could not be If the newly created zombie has no end of the minute, he is now dead and all of his
taught: Guard this is fine, but Count all the weapon, then it will be able to attack with Spell Protectives gone. The necromancer sees
leaves on the tree requires sentience and will claws (short sword-sized weapons covered Terin and then casts a Create Undead spell on
not work. This spell will also remove all Turn in red duct tape) doing two points of damage him. Terin rises as a zombie. He attacks his
Undead effects. When used on an undead of each. The caster must provide the physical rep- party, and the battle lasts more than two min-
higher than low intelligence, it will force the resentations for the claws. utes. During this period, they throw Life spells
affected undead to become temporarily able to The zombie created will have half the at him, but they have no effect because he is a
understand only simple commands. Body Points the victim had in life (not includ- zombie. Finally, they knock him back down to
The most recent Control Undead effect ing enhancement spells such as Bless), as well zero Body Points. He is no longer a zombie and
takes precedent if there is a conflict. as any armor that is left on the corpse. Any miss- is merely a dead body. Since the five minutes
This spell will not affect a living target, ing or withered limbs will also be temporarily since the time of his death are not up, a Life
although it will remove a living targets Spell regenerated for the duration of this spell. spell will still save Terin, but because the one
Shield or Reflect Magic. The zombie is considered Undead in ev- minute period for First Aid has expired, he can
I call upon chaos to Control Undead ery way, and has the standard immunities and no longer be saved by First Aid or a curing spell.
4 Earth vulnerabilities of Undead. These include being The death countdown did not stop when Terin
immune to Alteration, Command, Death, Ice, became a zombie.
Poison, Paralysis, and Waylay. The ten-minute spell duration cannot be
Create Undead In addition, the creature will take double extended by any means, even by Formal Magic.
s damage from healing and be healed double by
necromancy. The zombie will have no metabo-
I call upon chaos to Create Undead
7 Earth
Necromancy Ten Minutes lism and will be affected by undead-specific
This spell only works on a corpse that has spells such as Turn Undead and Sanctuary.
neither previously been animated nor is perma- The creatures visual appearance does not
Cure Critical Wounds
nently dead. It will pull the characters spirit
back to reanimate its former body. The result-
change immediately, but the victim will move
slowly, shambling along, as a zombie should.
s p
ing zombie will then follow the casters com- (A zombie fights with normal speed but cannot Healing Instant
mands as if a Control Undead spell had been move fast enough to chase anyone who runs This spell restores up to 20 Body Points
cast upon it. away.) but never more than a characters maximum.
Note that this spell must be cast within the If the zombie is reduced to zero Body It restores an unconscious or dying char-
five-minute period between a characters death Points, or if the ten-minute duration of the spell acter but does not resurrect a dead one. It in-
and the point where the spirit heads to the Earth is met, then the body and the spirit return to the flicts 40 Body Points of Damage to undead crea-
Circle for resurrection. condition they would have been in had the Cre- tures.
This spell will not affect a living target, ate Undead not been cast. I call upon the earth to
although it will remove a living persons Spell If during the five-minute Death Count- Cure Critical Wounds.
Shield or Reflect Magic. down you are killed as the undead and then 6 Earth
If you are raised, you cannot then choose given a Life spell, you will reawaken alive but
to die.
113
with no knowledge of your time spent as an
The zombie uses none of the skills that undead.
the character has. It inflicts two points of dam- For example: Poor Terin falls fighting
Desecrate
s
Necromancy 10 Minutes
This spell will remain in effect as long as
the subjects hands are crossed over the chest
and no body damage is taken, or ten minutes,
whichever is shorter. The recipient is protected
against all weapon attacks from living creatures,
including arrows and bolts. It does not protect
against Spell Strikes.
You cannot run while affected by a Des-
ecrate. You can not do anything that requires
the use of your hands, such as cast spells, use
weapons, use poisons, feed someone a potion,
or pick up items. The only exception to this is
touch casting on yourself or activating a magic
item.
You can be fed a potion and you can con-
tinue to hold things that were in your hands at
the time the Desecrate began.
I call upon chaos to Desecrate you.
3 Earth
114
I grant you the gift of Death. I summon a force to Destroy <item>.
9 Earth Celestial 7 Earth
If a Paste of Stickiness was applied to the
Destroy Undead item up to ten minutes prior, the item will re-
Dispel
s main in your hand, but the Paste of Stickiness
will be used up in the process. The Paste of
s c
Healing Instant Stickiness tag must be taped to the item. The Protection/Enhancement Instant
This spell will destroy any one lesser un- proper call to use in this circumstance is no This effect will dispel all active effects on
dead creature. Greater undead will take 50 Body effect. a given creature or object whatever the cause,
Points of damage. A Spirit Linked item will not be dropped, whether beneficial or harmful.
This spell will not affect a living target, but cannot be used for five seconds. The victim It will not remove Wards, Circles of Power,
although, like all spells, it will remove a living must place the weapon behind his or her back or anything from the Greater Command effects
persons Spell Shield or Reflect Magic. for the five seconds. group (Amnesia, Love Potion #9, Enslavement,
I call upon the earth to Euphoria or Terror) with the exception that it
Destroy Undead. will remove the effect of Amnesia if adminis-
7 Earth tered within the first ten minutes.
Dispel will remove Wizard Locks, Walls
of Force, and Prisons.
Destruction A Dispel thrown at a person will not re-
s p move effects on any items held by that person.
For instance, Belthivis is hit by a Dispel. All of
Curse 10 Minutes his spell protectives are now gone. However,
This spell will cause the victim to take the Weakness Weapon Coating he has on his
double damage from all attacks that would af- dagger is still active.
fect them, either physical or magical. This ap- A Dispel thrown at a caster will not stop
plies only to damage causing attacks; for in- already existing effects of that casters spell.
stance, a Bind spell would still affect the vic- For example: Darlissa casts a Shun at a gob-
tim normally. lin. She is then hit with a Dispel. All active spells
This effect is not cumulative; if a victim is on her are now gone, but the Shun is still in
hit by two Destruction spells, the second one effect.
will have no effect except to restart the time I grant you the power to Dispel
period before the Destruction expires. Celestial 8
This spell will not affect a creatures
threshold or other defensive mechanisms, nor
does it make a creature vulnerable to attacks Dominate
that would normally not affect it.
This effect will last for 10 minutes or until e g
removed by a Remove Destruction, a Purify, or Command 10 Minutes
a Dispel. This effect makes the victim subject to
I curse you with Destruction. specific commands of the person who admin-
7 Earth You cannot avoid this spell by borrowing istered the effect. For the elixir, it would be the
a weapon and thus claiming that the spell person who administered the elixir, which
would include placing it within food or drink,
Disarm doesnt affect you because the weapon isnt
even if that person is not in view at the time.
yours. Nor can you avoid it by dropping the
s c weapon to the ground or throwing your weapon
up in the air just before the packet is about to
The target of a Dominate will not attack
the person who administered the Dominate
Summoned Force 5 Seconds while it is in effect.
hit you, thus claiming that the weapon was not
This spell causes the target to drop one The administrator can give the target mul-
in your possession at the point of contact of the
specific hand-held item. The dropped item may tiple commands within the ten minute period,
spell.
not be picked up by the victim for five seconds. but the victim will only follow the last one
I summon a force to
The caster decides what the item is that is given.
Disarm your <item>.
to be disarmed. A general description like While following these commands the tar-
Celestial 1 Earth
weapon is fine, although if the target is hold- get is in a trance and performs the last order
ing two items that match the description, it is until that order has been completed. Afterward
the targets choice as to which to drop. If the Disease the target will stand and await the next order.
target is only carrying one thing, then item is After ten minutes (or after the effect is
sufficient.
Shields, arrows, and bolts are not consid-
s p countered), the victim comes out of the trance
Necromancy 10 Minutes and acts as normal, and has full knowledge that
ered weapons for purposes of this spell, al- This spell will infect the recipient with a he or she was dominated and what was done
though a bow or crossbow is. If the caster debilitating disease. The infection is not conta- during that time.
wishes to disarm a shield, arrow or bolt, then gious, but makes the victim unable to run. While dominated, the victim must perform
the specific item must be stated in the verbal. Against undead, this spell will remove the actions to the best of his or her ability and
Spell packets cannot be affected by this effects of a Cure Disease spell. knowledge, including the use of spells and
spell, but gas globes can be. This spell might not be effective against skills. The victim does not have the ability to
Disarm is strong enough to overcome any creatures without a metabolism. pick and choose less effective abilities to use,
rope or chain that may be attached to the hand. I call upon chaos to
If the chain is unshatterable then it will become
115
cause Disease.
unrung. You cannot avoid this spell by tying 1 Earth
your weapon to your hand.
nor may they choose to not perform certain
commands due to their personality or race. For
example, if the victim knows that the person
who Dominated them is undead, and that per-
son commands the victim to heal them, they
will not only cast necromancy on that person
but will not be able to choose to use less pow-
erful spells if they have more powerful ones
available that are needed. Similarly, if a Flame
Elemental Dominated someone, and that char-
acter knew that Flame Elementals are healed
by Flame, they would do their best to use Flame
to heal the Elemental if commanded.
The victim can defend themselves from
any attackers, but if the caster attacks the vic-
tim the Dominate effect ends.
This effect can be removed by an Awaken,
a Break Command, a Dispel, or a Purify. Note
as well that only one Command effect may be
active on the victim at any one time. The most
recent Command effect takes precedence. This
spell is not strong enough to override any This spell lasts until dispelled or ten min-
Greater Command effect such as Enslavement.
Dragons Breath utes pass, whichever is first.
The death of the administrator will not nec-
essarily end the Dominate. For instance, s c Note that this spell only affects creatures
who are harmed by earth, but does not heal those
Darlissa is Dominated to Vorin who commands Evocation Instant normally healed by earth. Since all players are
her to heal him. She stands behind him and This spell allows the caster to throw a bolt not undead, they will not be affected by any
throws healing into him as he needs it in battle. of magical flame which inflicts 40 points of fire creature calling earth damage. However, this
Vorin is killed by Rendal, and Darlissa imme- damage to the victim. The flame is eldritch in spell will set off a Magic Armor even if the tar-
diately throws a Life spell at Vorin and then origin and will not otherwise set anything alight. get is immune to the spells effect.
heals him up. Vorins death did not stop the I call forth a Dragons Breath. Damage bypasses any armor on the target
Domination. Celestial 8 and does direct body damage.
This spell only works on creatures that I call upon the earth to grant you
have a mind as defined by the game. Many crea-
tures (such as lesser undead, golems or insects)
Drain an Earth Blade.
6 Earth
do not have a mind that can be affected by this
effect.
s p Earth Storm
The only valid commands that a caster can Necromancy 10 Minutes
This effect will introduce impurities into
give a target while they are dominated are listed
below. Note that the wording of a command the victims blood. The victim is left extremely s
does not need to exactly match the following weak, and unable to fight or move faster than Healing Concentration
but it should be similar enough to it so that the normal walking speed. The victim becomes un- This spell allows the caster to throw earth-
target can understand what is meant. able to use any Game Abilities. based damage spells.
Defend me: The target must protect the It can be removed by a Purify or a Dispel At the time of casting, the caster plants
caster from all attacks to the best of their abil- or by the death of the victim. both feet. As long as both feet remain planted,
ity, even if it requires using spells and magic If this spell is cast upon an undead crea- the verbal is stated, and the spell is not disrupted
items. During this time, the target will not at- ture, it will have the same effect as a Purify has as per normal spell rules, the caster may throw
tack anyone who is not attacking them or the on a living creature. In this capacity, Drain will packets. While the spell is in effect, the caster
caster. remove Healing effects instead of Necromancy can perform no other Game Ability nor cast any
Follow me: The target must follow the effects. other spell.
caster. The target will not attack anyone who is It may be ineffective on certain creatures Each packet thrown counts as a separate
not attacking them. that have no metabolism. spell which causes 10 points of earth damage,
Give your <item> to me: The target must I call upon chaos to Drain you which goes directly into Body Points and is not
give the named item to the caster. 8 Earth blocked by armor. The caster must say Earth
Heal me: The target must make every at- Storm with each packet thrown.
tempt to heal or Life the caster. During this time Earth Blade This spell will only damage creatures who
the target will not attack anyone and will do are damaged by earth and may not be used to
everything possible, including fighting their
allies, to prevent the healing from being
s heal. Undead will thus take 10 points of dam-
age per packet (not 20!), while most living crea-
stopped. Healing 10 minutes tures will not take any damage. However, like
Return to normal: This command ends the This spell allows the recipient to transform all spells, this spell will use up a Spell Shield or
Dominate effect. a weapon into a temporary earth-enchanted Reflect Magic even if the target is immune to
blade. The recipient chooses when to use the the spells effect.
Earth Blade, and announces the total damage I call upon the earth to summon an Earth
116
of the swing while saying earth instead of Storm, Earth Storm, Earth Storm...
normal or silver. It may be used on any 9 Earth
weapon, even bows and crossbows.
break free, or to break someone else free, from You cannot be enslaved to ignore other
Elemental Blade an Entangle. However, doing so immediately effects; in other words, the enslaver cannot or-
s expends the benefit of the spell. You must state
Endow, I break you free when doing so. This
der you to never be affected by Fears or Domi-
nates or Intoxicates or any other effect that
Protection/Enhancement 10 Minutes is an out-of-game statement and can be made would normally affect you. The victim contin-
This spell allows the recipient to transform while under the effects of Silence. ues to obey the commands until cured. Enslave-
a weapon into a temporary elemental-enchanted This spell can also be used to perform cer- ment can only be removed by the specific anti-
blade. tain limited role-playing tasks such as quickly dote or through resurrection.
The recipient chooses which element and dragging an unconscious or debilitated creature Characters cured of Enslavement will re-
when to use the Elemental Blade, and an- for five seconds without having to literally per- member having been enslaved. This does not
nounces the total damage of the swing while form the task out-of-game. You must state En- override any applicable Amnesia effects.
saying <element> instead of normal or sil- dow when doing these actions. This is an out-
ver. of-game statement and can be made while un-
Available choices are ice, flame, lightning, der the effects of Silence.
Enslavement Antidote
or stone. It may be used on any weapon, even
bows and crossbows.
Endow does not allow you to break a lock
or other item, throw creatures, break down
e
This spell lasts until dispelled or ten min- doors, or jump long distances. It does not al- Remove Greater Command Instant
utes pass, whichever is first. low you to hurt a monster that can only be dam- This antidote is the only thing that releases
I grant you the power of aged by magical weapons. a victim from the effects of an Enslavement ef-
an Elemental Blade. I grant you the power of an Endow. fect other than resurrection.
Celestial 4 1 Earth It will not remove role-playing-only biata
or stone elf mental affects.
Elemental Blast Enflame
Entangle
s s Binding 10 Minutes
Evocation Instant Summoned Force 5 Seconds Some monsters can shoot a substance that
This spell allows the caster to affect a tar- This effect causes any hand-held item to uses a physical means to trap victims (such as
get with a bolt of magical stone, lightning, ice, flare with painful magic, causing 20 points of sticky strands of silk). The effect of this is like
or flame, doing 45 points of eldritch damage. damage to the person or creature carrying the the effect Web except that it is not normally
The caster of the spell may choose which item. It will also act as a Disarm effect towards magical in any way. Unless otherwise specified
type of damage to throw at the time of the cast- that item if the creature is affected by the dam- by an explicit delivery type, it is entirely a physi-
ing, signifying such through the verbal. age. Since this effect is in the Summoned Force cal effect and as such is not stopped by any Spell
I call forth a(n) <flame, ice, effect group, only defences against Summoned Protections.
lightning, or stone> Blast. Force are applicable. An Oil of Slipperiness applied to the body
Celestial 9 If you are not holding a hand-held item, less than ten minutes beforehand will protect
then this spell will do no damage to you (al- against one such attack.
Elemental Shield though, like all spells, it will remove your Spell
Shield or activate a Reflect Magic). Claws are
A Release spell, an Alchemical Solvent, or
an Oil of Slipperiness will free a victim. It can
s p c not considered a hand-held item.
I summon a force to Enflame <item>.
also be removed by a Dispel. A Purify will not
release the victim, as this is not an effect on the
Protection/Enhancement Indefinite Celestial 6 spirit.
This spell protects the recipient from the The victim can be cut by someone using
next effect with the word elemental in the
verbal. It is then immediately used up. Enslavement an edged weapon, but this takes at least three
seconds (One I cut you out, two I cut you out,
This spell cannot be used to protect the Greater Command Indefinite three I cut you out.).
recipient from a flame or acid trap or from el- The victim of this effect is enslaved to the You can use an Endow to break free, ex-
emental-based Evocation spells. person administering the effect and obeys ab- pending the spell or skill in the process. Some-
I grant you the power of solutely any and all commands given by the per- one else with an Endow effect can likewise
an Elemental Shield. son to whom they are enslaved. break you free.
Celestial 6 Earth If administered by a poison, the victim will
be enslaved to whoever did the poisoning, even
Euphoria
Endow if that person is not in view at the time.
The victim will even commit suicide, cast Greater Command Indefinite
s p necromancy, or otherwise act out of character
in pursuit of the commands.
This elixir is highly addictive. It gives the
victim a feeling of euphoria that lasts about an
Protection/Enhancement Indefinite An enslaved person will never attack the hour. Any time the addicted character does not
This spell endows the recipient with the person who enslaved them unless ordered by get one dose of Euphoria in a 24 hour period,
ability to inflict two extra points of damage if the enslaver to do so. one Body Point is temporarily deducted from
the swing hits the target. If enslaved and given an order through a that characters maximum Body Points.
The total damage must be announced Charm, Dominate, or through any other effect The 24 hour period is calculated from the
while swinging. which contradicts an order given by the en- time of the initial ingestion of the Euphoria
Once called, the spell is used up whether slaver, the Enslavement will always take pre- elixir.
the blow succeeds or not. cedence. If there is no conflict then the enslaved
The recipient may choose when to use an
117
victim must still obey all rules of other control-
Endow. ling magics. The most recent Enslavement ef-
An Endow will also allow a recipient to fect takes precedence if there is a conflict.
This maximum Body Point deduction can- the victim will stay as far from the attacker as
not be cured as long as the person is still under possible. Even if Line of Sight is broken, the
Flame Bolt
the effects of the drug. The cumulative maxi-
mum Body point deduction damage will not
effect lasts ten minutes or until the creature is
dead.
s c
take place between events or at events not at- For example, Ena gets Feared by a vam- Evocation Instant
tended. pire. She runs screaming around a corner and This spell inflicts 20 points of eldritch
A victim who reaches -1 Body Points will five seconds later (as per the Line of Sight flame damage to the victim.
die, needing a resurrection (a Life spell will not rule), she feels calm again. She reaches into I call forth a Flame Bolt.
work, as their maximum Body Point total is still her pouch to pull out an Awaken potion but the Celestial 4
-1). vampire then appears around the corner. Ena
The grip of Euphoria can only be broken is once more feared to the point where she can Fortress
if the character is given the specific antidote, do nothing but run screaming again, trying to
or by resurrection. Receiving the Antidote will
allow for healing up to the victims maximum
break Line of Sight, as the ten minutes are not
up.
s
amount of Body Points before the Euphoria. The racial abilities Resist Command and Eldritch Force 10 Minutes
Resist Fear can be used as a defense against This spell provides its target with limited
this ability and an Awaken, Dispel or Purify will immunity to weapon attacks. The spell will last
Euphoria Antidote free someone who is Feared. The fear can also ten minutes or until the target breaks the spells
physical requirements.
e be broken by a Break Command.
Note as well that only one Command ef- The target of the spell must plant his or
Remove Greater Command Instant fect may be active on the victim at any one time, her feet and raise both arms above the head
This antidote is the only thing other than and the most recent Command effect takes pre- without crossing them. Moving either foot or
resurrection that releases a victim of Euphoria. cedence. lowering an arm ends the spell.
It will restore the victims normal Body Point Any body damage taken also breaks the
maximum but does not cure any Body Points Fortress.
lost during the addiction. Feeblemind The target may touch-cast spells (on them-
selves only) but may use no other Game Abili-
Fear
e g w ties without breaking the protections of the For-
Alteration 10 Minutes tress.
Command 10 Minutes This effect lowers a characters intelli- While the Fortress lasts, the target is im-
Some creatures have the ability to invoke gence to that of an idiot for ten minutes. mune to weapon blows of 10 or less.
a magical fear. A Feebleminded person is still smart For example: Belthivis finds himself sur-
The feared victim must attempt to break enough to run away from obvious danger but rounded by undead. He holds his hands over
Line of Sight and cannot perform any Game too stupid to use any Game Abilities (even Read his head and casts a Fortress. An undead hits
Abilities while trying to escape. and Write) or use potions, scrolls, elixirs or him for 9 Death and Belthivis says no ef-
If breaking Line of Sight is impossible, magic items. fect because it is less than his Protection Aura
A Feebleminded person can never take ac- of 10. Another undead hits him for 11 nor-
118
tions to cure the Feeblemind. It can be removed mal but that only affects his armor, and so the
by an Antidote, a Dispel, or a Purify. Fortress is still active. Belthivis touch-casts an
Armor spell and a Spell Shield on himself while
ture to one Body Point and the creature is not
still in the Fortress. After ten minutes the For-
tress will expire if he does not lower it himself
Ice Storm forced to resurrect. Only this spell can save
or take any body damage.
With eldritch force I build a Fortress.
s c someone who has been given a Killing Blow
or hit by a Death effect.
Celestial 1 Evocation Instant This spell will not normally affect a living
This spell inflicts 35 points of eldritch cold target or an undead creature, nor a permanently
damage to the victim. dead character. Like all spells, it will remove a
Hallucinate I call forth an Ice Storm living person or undead creatures Spell Shield
e Celestial 7 or Reflect Magic.
This spell must be cast upon the players
Alteration 10 Minutes
This alchemical substance causes the vic-
Intoxicate body to be effective. Once the spell is cast, the
entire body reforms and any parts elsewhere will
tim to hallucinate. They will see pink elephants
and other strange things for ten minutes. The
e dissipate. See page 92.
I grant you the gift of Life.
victim will probably be aware that they are un- Alteration 10 Minutes 9 Earth
der the effects of a poison but will be unable to This acts as a strong alcoholic drink yet is
do much about it. odorless and tasteless. It will render the victim
Hallucinate is a role-play effect which af- quite drunk and will affect all characters and Light
races, even those that for role-playing reasons
fects all of the users perceptions, not just their
sight. A blindfold might block out visual hallu- are immune to alcohol. It can be removed by s c
cinations (or it might not), but it would not block an Antidote, a Dispel, or a Purify. Eldritch Force 5 Days
out the characters other senses, which are also This effect produces a glowing light and
affected by the Hallucinate. Laugh allows the person activating the effect to kindle
When under its effects, Game Abilities can a light wand. The light can then be used by any-
be used, but the player will most likely use them
against imaginary creatures, and may even read
e g w one.
This will not work without a phyical rep-
potion labels and scrolls incorrectly in their de- Alteration 10 Minutes resentation. You cannot cast a Light spell at a
lirium. This effect will cause the victim to laugh person or tree and have the person or tree glow.
It can be removed by an Antidote, a Dis- and giggle repeatedly for ten minutes, during There must be a flashlight or other out-of-game
pel, or a Purify. which time no Game Abilities can be used. light source provided.
The victim can still run from the area and If using a flashlight for this spell, the lens
can still speak between giggles and thus call of the flashlight must be covered by a cloth,
Harm Undead for help, activate a magic item, or drink an An- tissue paper or a gel to diffuse the light. Do not
tidote.
s It will affect all characters, even stone
shine the light in anyones face.
This spell (like all spells) will remove a
Healing Instant elves. It can be removed by an Antidote, a Dis- Spell Shield or Reflect Magic.
This spell inflicts 20 Body Points of dam- pel, or a Purify. With eldritch force I build a Light.
age to an undead creature. Celestial 1
This spell will not affect a living target, Lesser Investment
although it will remove a living creatures Spell
Light Vorpal Coating
Shield or Reflect Magic.
s c
I call upon the earth to Harm Undead.
3 Earth Eldritch Force 5 Days
This spell must be cast by a caster who is
w
Coating Indefinite
invested in a Ward or Wizard Lock. While in- Putting this contact gel on a weapon makes
Help Undead side that Ward or Wizard Lock, the caster may the weapon inflict 2 extra points of damage once
use this spell to invest others into the Ward or
s Wizard Lock. Any who are inside when the spell
for the very next strike.
The tag must be taped to the weapon.
Necromancy Instant is cast are invested and may enter and leave at This cannot be combined with any other
This spell will heal an undead creature for will or recognize others into the Ward or Wiz- weapon contact gel such as other vorpal coat-
20 Body Points of damage. ard Lock. ings.
This spell will not affect a living target, In no event will this spell last longer than
although it will remove a living creatures Spell the Ward or Wizard Lock to which the person is
Shield or Reflect Magic. invested. If a Ward is created on Day 1 and a Lightning Bolt
Lesser Investment is cast on Day 4, both will
I call upon chaos to Help Undead.
3 Earth expire on Day 5. s c
With eldritch force I build Evocation Instant
a Lesser Investment. This spell inflicts 10 points of eldritch
Ice Bolt Celestial 3 lightning damage to the victim.
s c
Life
I call forth a Lightning Bolt.
Celestial 2
Evocation Instant
This spell inflicts 15 points of eldritch cold
damage to the victim.
s
I call forth an Ice Bolt. Gift Instant
Celestial 3 This spell must be cast within five min-
utes of a creatures death. It restores the crea- 119
Magic Blade
s
Protection/Enhancement 10 Minutes
This spell allows the recipient to transform
a weapon into a temporary magic-enchanted
blade, allowing damage against certain creatures
which can only be harmed by magic. It may be
used on any weapon, even bows and crossbows.
The recipient announces the total damage
of the swing while saying magic instead of
normal or silver.
I grant you the power of a Magic Blade.
Celestial 6
Magic Storm
s
Evocation Concentration
At the time of casting, the caster plants
both feet. As long as both feet remain planted,
the verbal is stated, and the spell is not disrupted
as per normal spell rules, the caster may throw
packets. While the spell is in effect, the caster
can perform no other skill nor cast any other
spell.
Each packet thrown counts as a separate
tance. This potion is not an aphrodisiac.
Lightning Storm It lasts ten minutes and like all Command
spell which causes 10 points of damage. The
caster must say Magic Storm with each packet
s c effects can be resisted by a Resist Command or
Resist Poison and removed by a Break Com-
thrown.
Like all spells, this spell will use up a Spell
Evocation Instant mand or an Awaken, Antidote or Purify. Shield or Reflect Magic even if the target is
This spell inflicts 30 points of eldritch Note as well that only one Command ef- immune to the spells effect.
lightning damage to the victim. fect may be active on the victim at any one time, I call forth a Magic Storm,
I call forth a Lightning Storm. and the most recent Command effect takes pre- Magic Storm, Magic Storm
Celestial 6 cedence. Celestial 9
Love
s p c
Protection/Enhancement Indefinite Oil of Slipperiness
e This spell will protect the wearer from the
next single weapon strike. The recipient must c
Command 10 Minutes state Magic Armor. Coating 10 Minutes
This causes the victim to fall deeply in love The attack and the Magic Armor are then When this contact gel is placed on an item
with the next member of the appropriate sex expended. no larger than a weapon, it prevents that item
seen. This does not protect against a Killing from being held for ten minutes from the time
The victim will not act out of character Blow or a fall, nor does it work against any the item is first touched. This can be counter-
while in love; he or she may flirt, ask the new traps other than weapon traps. acted by an Alchemical Solvent or a Paste of
love out for a romantic dinner, write bad po- A Magic Armor will be used even if the Stickiness. If placed upon the body or clothing,
etry, or perhaps merely pine away from a dis- amount of damage called is zero. this substance will resist one Entangle attack,
I grant you the power of a Magic Armor. after which it will be expended.
120 Celestial 2 Earth For example: Terin is getting ready to go
into a battle against giant spiders. He is aware
that they can throw entangles, so he takes out now used up, so the next Disarm spell will af- Any creature sealed within a Prison will
his Oil of Slipperiness and applies it to him- fect him as normal. call No effect to all effects (except Dispel and
self. This is represented by taking the tag, rip- A victim hit with an Enflame spell will still the Massive carrier), nor will they take any dam-
ping off the unused flag. He runs into battle say resist to the disarming magics of the spell age from physical attacks or traps. Healing Arts
and is hit by an entangle. Resist, he replies. but will still take the physical damage from the or First Aid will not work through a Prison. A
The Oil is now used up so any other such at- spell. creature within a Prison cannot be searched.
tacks will affect him as normal. If used on a weapon and the weapon is No Game Abilities, including High Magic
Note that this will not protect against a destroyed or shattered, the holder will be stuck abilities, may be used while under a Prison ef-
Pin, Bind, Web, or Confine spell. with the weapons pommel in his or her hand fect.
for the duration of the Paste of Stickiness and However, the Prison does not provide
cannot hold anything else in that hand during complete and absolute protection against harm.
Paralysis that time. Out-of-game, you should drop your The victim will suffocate if placed underwater
s e g weapon phys rep but hold your hand in a fist
for the remainder of the ten minutes.
(assuming the victim needs to breathe to sur-
vive). The Prisoned creature may also be in-
Curse 10 Minutes jured or slain from overwhelming damage such
This effect completely immobilizes the as falling from a great height, at the judgement
victim. The target cannot move any part of their Pin of a Marshal or Plot member on the scene.
body and may be given a Killing Blow while
thus trapped. s c A Vampire Charm or other gaze attack will
still work provided the Prisoned creatures eyes
This can be removed by a Remove Paraly- Binding Line of Sight were open at the time the Prison was cast.
sis, a Dispel or a Purify. A Release spell will This spell will instantly root the targets As with a Ward, no gasses other than air
not remove the effect. right foot in place. If the targets foot was off can get inside. The barrier is not a frictionless
This spell only works on creatures that the ground at the time the packet hit, then the surface, and has as much friction as a normal
have a metabolism. foot will be forced to the ground. The target creature.
Some creatures, such as undead, golems may pivot their body 360 degrees but may not A victim of the Prison is completely aware
or some elementals, are not affected by this move their right foot. of his or her surroundings and unless uncon-
spell. It can be removed by a Dispel, a Purify, or scious or otherwise impaired will remember all
I curse you with Paralysis. a Release. that occurred while Prisoned.
8 Earth With mystic force I Pin you. Only the caster may deliver a Killing Blow
Celestial 2 Earth to the recipient. The caster must say Prison
Paranoia Down after delivering a Killing Blow. (Kill-
Poison Shield ing Blow one, Killing Blow two, Killing Blow
e g w s e
three, Prison Down.) If the Killing Blow fails
(for example, the creature inside is immune to
Alteration 10 Minutes the casters attack), then the Prison will drop
This causes the victim to think that every- Protection/Enhancement Indefinite as soon as the Killing Blow is completed and
one is conspiring and plotting against them. This effect protects the recipient from the the creature may then defend itself.
Players should react as they think their charac- next attack with the word poison in the ver- A Killing Blow delivered with the Mas-
ters would to this knowledge. Paranoia will bal. It is then immediately used up. It will not sive carrier will still take a Prison down,
never force a player to cast necromancy or oth- protect against ingested elixirs, Weapon Coat- whether it succeeds or not, and whether per-
erwise act out of their true nature. ings, or Contact Gels such as Oils of Slipperi- formed by the caster of the Prison or not.
It can be removed by an Antidote, Dispel, ness or Pastes of Stickiness. For safety reasons, you are never allowed
or a Purify. I grant you the power of a to lay the Prisoned victim on the ground, re-
Poison Shield. move the Prison, and then beat the victim to -1
4 Earth
Paste of Stickiness points.
With eldritch force
c Prison
Celestial
I build a Prison.
9
Coating 10 Minutes
When this contact gel is placed on an item s
no larger than a weapon, it causes anyone touch- Eldritch Force 10 Minutes Purify
ing it for more than three seconds to become This spell seals the victim into a rigid,
stuck to it for ten minutes.
This can be counteracted by an Oil of Slip-
form-fitting and unbreakable barrier, trapping
him or her within. The victim cannot move,
s p
Healing Instant
periness, an Alchemical Solvent, or a Release speak, or perform any Game Abilities, includ- This effect will remove all harmful effects
spell. ing High Magic abilities. from the spirit, leaving protectives. Harmful
A Killing Blow will not remove this effect It lasts for ten minutes, but may be dropped effects includes everything in the effects
but a resurrection obviously will. by the caster at any time if he or she touches groups Alteration, Binding, Command, Curse,
If placed upon a weapon or item, this sub- the victim and states Prison down. This state- and Necromancy.
stance will resist one Disarm or Enflame at- ment is out-of-game, and can be used even if It will not remove effects in the Greater
tack, after which it will be expended. the caster is Silenced or inside the Prison. Any Command group even though those effects are
For example: Terin is getting ready to go observers who hear the statement are aware that on the spirit. It will not cure any damage pre-
into a battle, so he places a Paste of Stickiness the Prison was dropped, and might know who viously wrought by any effect.
on his weapon. This is represented by taking dropped it.
the tag, ripping off the unused flag. Terin A Dispel will bring down the Prison, but
runs into battle and is hit by a Disarm spell.
Resist, he replies. The Paste of Stickiness is
will not dispel any other effects on the creature
inside.
121
Purify will not remove effects that are not cliff or walk towards a magical rift or do any
on the spirit (such as Entangle, Prison, Wizard
Remove Destruction other action which would cause harm.
Lock, or Walls of Force).
This spell will affect an undead as a Drain
s p This spell does not create a ten foot magi-
cal circle around the caster which is effective
affects the living. It is also a very good in-game Remove Curse Instant only upon the victim; if the victim has to come
cure for an in-game hangover. This spell will cancel all Destruction ef- closer than ten feet in order to get away (for
I call upon the earth to Purify you. fects. example, to pull close to the caster in order to
8 Earth It will not restore any lost Body Points. get to an exit), then that is permissible.
I rid you of Destruction. While within that ten foot area, however,
7 Earth the victim can take no in-game actions against
Quicksilver the caster.
w Remove Paralysis With mystic force I Repel you.
Celestial 2 Earth
Coating Indefinite
Putting this contact gel on a weapon makes
s p Restore
the weapon inflict silver damage once for the Remove Curse Instant
This spell will cancel all Paralysis effects.
very next strike. The damage call is <damage>
silver. I rid you of Paralysis. s p
8 Earth Healing Instant
This spell causes the targets limbs to be-
Reflect Magic
Remove Silence come restored. One casting of this spell can
s p c
s p
restore all affected limbs.
This spell is also the only way short of a
Protection/Enhancement Indefinite Life spell or a resurrection to restore a limb that
This effect will reflect the next effect de- Remove Curse Instant has been severed or amputated, or to restore a
livered by the spell qualifier cast at the re- This spell will cancel all active Silence broken hand or arm.
cipient back upon the caster, after which it is effects. When cast upon undead, it has the same
used up. The recipient must say Reflect Magic I rid you of Silence. affect as a Wither has on living victims.
to inform the caster that the spell was returned. 5 Earth I call upon the earth to
This spell lasts until used or Dispelled, and Restore your limbs.
cannot be used in conjunction with a Spell Remove Weakness 6 Earth
Shield. If you have a Reflect Magic active, you
may still accept spells that are touch-cast.
When you Reflect, Bane, or Riposte an
s p Sanctuary
Remove Curse Instant
effect that has already been Reflected, Baned,
or Riposted, the target of the effect is once again This spell will cancel all active Weakness
effects.
s
the original target. You may never Reflect, Bane, Healing 10 Minutes
or Riposte an effect more than once from the I rid you of Weakness. This spell will remain in effect as long as
same effect. 3 Earth the subjects hands are clasped above the head
I grant you the power of a
Reflect Magic. Repel
Celestial 8 Earth
s c
Release Binding Concentration
This spell requires the caster to hit a tar-
s c get with a spell packet and hold the hand used
to throw the packet palm out, facing the recipi-
Binding Instant
This spell will release a creature caught in ent. The victim and the target should then stay
a Bind, Pin, Web, or Confine effect as well as at least ten feet apart while the spell is in effect,
negating all active Paste of Stickiness effects and the caster must keep the hand held out to-
upon the creature. It will not free someone un- ward the target.
der the effects of a Paralysis or a Prison. The outstretched hand cannot be used for
This spell will remove all active binding any other purpose, although the caster may use
effects, including Entangle, as well as hand- the other hand for in-game skills.
cuffs, ropes, stocks, etc. When the spell is first cast, the recipient
It will not unlock a door. must move ten feet away from the caster. After
A Hold can be called if you are physically that, neither the recipient nor the caster may
tied up and need time to remove the item con- approach within ten feet of each other; the caster
stricting you. cannot approach the recipient any easier than
With mystic force I Release you. the recipient may approach the caster. Either
Celestial 5 Earth could back away.
If the victim is within ten feet when the
spell is cast, the victim must move away, but
never in a manner that will endanger the victim
s c
not initiate attack on the caster while the spell
is in effect, and the victim will immediately
ity and removed with a Break Command. Note
as well that only one Command effect may be
Summoned Force Instant move at least ten feet away from the caster and active on the victim at any one time, and the
This spell will destroy any weapon, shield stay at least that far away while the spell is in most recent Command effect takes precedence.
or any object up to the size of a shield, render- effect. I command you to Sleep.
ing it useless. It cannot be used to create a If the victim is within ten feet when the Celestial 6 Earth
shield-sized hole in an object larger than a spell is cast, the victim must move away, but
shield. The phys rep will not become unrecog- never in a manner that causes direct harm or
nizable, only unusable. endangers the victim.
Solidify
This spell can target a suit of armor and
will destroy the armor completely if the suits
In other words, the victim cannot be made
to jump off a cliff or walk towards a magical
s
maximum value is 20 points or less. The armor rift or do any other action which would cause Eldritrch Force Instant
cannot be refit and is ruined forever. Should harm. This spell forces a gaseous form to become
the armor have a maximum value of greater than This spell does not create a ten foot magi- immediately solid. The creature may be able to
20 points, it will be unaffected by the Shatter cal circle around the caster which is effective turn gaseous again if it has the skill.
(and the owner should call No Effect). only upon the victim; it merely makes the vic- This spell will not work on certain crea-
The spell will not work on a permanent tim attempt to stay at least ten feet away. tures who are gaseous normally, such as
magic item or a magically protected item such If the victim has to come closer than ten noncorporeal undead or air elementals.
as a Wizard Locked door. feet in order to get away (for example, to pull With eldritch force I Solidify you.
Shattering a trapped item will set off and close to the caster in order to get to an exit), Celestial 8
destroy the trap if the trap was set. then that is permissible. While within that ten
The target item must be named, and only foot area however, the victim can take no in- Spell Shield
the target item will be Shattered. Items that are game actions against the caster.
contained within or attached will not be af-
fected.
This spell is a Command spell and can be
resisted with the racial ability Resist Command,
s p c
If there are two or more items that fit the and it can be cured with an Awaken, Dispel, Protection/Enhancement Indefinite
description of the incant, then a hand-held item Purify, or Break Command. Only one Com- This spell will cancel the next effect de-
will be affected before one simply carried on mand effect may be active on the victim at any livered by the spell qualifier cast at the re-
ones person; thus if a caster says I summon a one time, and the most recent Command effect cipient, including beneficial spells, after which
force to shatter your weapon then the sword takes precedence. it is used up. It will also protect against attacks
that is being carried will be shattered rather than I command you to Shun me.
123
the dagger strapped to the back. Celestial 4 Earth
If the item that is being carried is protected
that have the word magic in their incant. get is under complete control of the caster and Return to normal: This command ends the
It does not protect the recipient from a performs the last order until that order has been Subjugate effect.
magic weapon blow. For example: Finther is completed. Afterward the target will stand and With eldritch force I subjugate you
hit by Vorin who is using a magical weapon. await the next order. Celestial 7
4 Magic says Vorin. Finthers Spell Shield After ten minutes (or after the effect is
countered), the victim comes out of the control
will not protect him from this blow.
You must say Spell Shield immediately and acts as normal, and has full knowledge that
Terror
when this spell is used. Spell Shield cannot be he or she was Subjugated and what was done Greater Command 10 Minutes
used in conjunction with a Reflect Magic. during that time. The target of a Terror effect is over-
If you have a Spell Shield active, you may While Subjugated, the victim must per- whelmed by fear and confusion. These emo-
still accept spells that are touch-cast. You can- form actions to the best of his or her ability, tions are so intense that the character will at-
not accept spells that are thrown at you, nor including the use of spells, skills or innate abili- tempt to flee the area and break Line of Sight,
can you accept spells when you are uncon- ties. Note that this spell cannot force a target to then fall down and curl up with fear. The char-
scious. cast or use items that are not in his or her na- acter is unable to make any conscious decisions,
I grant you the power of ture or ability to use. including activating magic items or using skills.
a Spell Shield. The victim can defend themselves from For all intents and purposes, they are helpless.
Celestial 5 Earth any attackers, but if the caster attacks the vic- Terror is a Greater Command effect that
tim, the Subjugate effect ends. lasts ten minutes. It can be resisted only through
This effect can be removed by a Dispel. the Resist Fear racial skill, and is cured only
Stone Bolt The death of the caster will end the spell effect. through a Break Command or character death.
s c Only one Subjugate effect may be active
on the target at any one time. The most recent
For Example: Terin attacks a powerful
undead creature which throws a packet at Terin
Evocation Instant effect takes precedence. with the call Arcane Terror. Terin is defense-
This spell inflicts 5 points of eldritch stone Subjugate is an Eldritch Force effect, and less against this attack and runs away scream-
damage to the victim. as such does not counter or override any Com- ing until he can no longer see the undead crea-
I call forth a Stone Bolt. mand or Greater Command. Note as well that ture. Terin then falls to the ground moaning,
Celestial 1 all golems are immune to Command effects. role-playing the intense fear his character has
For instance, Belthivis has managed to been gripped by. After ten minutes, he will come
Stone Storm have himself Spirit Stored into an iron golem to his senses.
body. He is hit with a Subjugate spell by his
s c arch enemy Vorin and is ordered to guard Vorin
and his party. Belthivis immediately does ev-
Turn Undead
Evocation Instant
This spell inflicts 25 points of eldritch
erything he can to comply. A member of Belthi-
vis party then kills Vorin and the spell effect
s
stone damage to the victim. ends, freeing Belthivis. Healing 10 Minutes
I call forth a Stone Storm. Greater elementals may have the ability to This spell will affect one lesser undead
Celestial 5 resist the effects of the Subjugate spell. creature, causing it to run from the caster as if
The only valid commands that a caster can affected by Fear (see page 118). The undead
Subjugate give a target while they are Subjugated are listed will immediately attempt to break Line of Sight
below. Note that the wording of a command and can use no Game Abilities while trying to
s does not need to exactly match the following
but it should be similar enough to it so that the
escape.
If breaking Line of Sight is impossible,
Eldritch Force 10 Minutes the undead will stay as far away from the caster
target can understand what is meant.
This effect allows the control of either a as possible. Even if Line of Sight is broken, the
Guard: The target must protect the caster
golem or elemental who is subject to specific effect lasts ten minutes or until the creature (or
or any person or object he is told to guard from
commands of the person who administered the caster) is dead. The undead will defend itself if
all attacks, theft or harm to the best of their
effect: In the case of the spell, this would be cornered and unable to escape.
ability, even if it requires using spells, skills,
the caster. A Dispel or Control Undead will rid the
magic items or innate abilities, as long as it
The target of a Subjugate spell will not creature of this spell, allowing it to return. One
doesnt go against their nature. During this time,
attack the person who administered the Subju- casting of Control Undead will remove all Turn
the target of the Subjugate will not move un-
gate while it is in effect. The administrator can Undead effects.
less to protect the object or person theyre
give the target multiple commands within the Greater undead are not affected by this
guarding.
ten minute period, but the target will only fol- spell in the same manner, although they will
Follow: The target must follow the caster
low the last one given. The caster of the spell be affected as if a Shun were cast at them.
or anyone the caster wishes followed. The tar-
may order the target to stop any command once This spell will not affect a living target,
get will not attack anyone who is not attacking
it has been given without explicitly ordering although it will remove any creatures Spell
them.
the target to return to normal. For example, a Shield or Reflect Magic.
Attack: The golem or elemental will at-
caster could order a target to Carry that per- I call upon the earth to Turn Undead.
tack a chosen target of the casters choosing,
son, and then Stop carrying that person. 4 Earth
even if it requires using spells, magic items or
Creatures who are spirit stored in golems
innate abilities. Once the target of the attack
as defined by the game are also affected by the
spell. This includes Player Characters.
command is on the ground, the golem or el- Vampire Charm
emental will not attack and will wait for its new
While following these commands, the tar- Command 10 Minutes
orders.
Carry/lift: The target will carry or lift ob- A creature with this ability can charm a
124 jects and or people if it has the necessary person if they can maintain eye contact for five
strength to do so. seconds. This power does not require body con-
tact.
It may also be delivered by other means or Shattered. Normal traps will not affect it. must be an actual unmovable structure such as
as well (for example, it could be packet deliv- Nothing may pass though the Wall once a building, a tent, or an unmovable wagon.
ered). the Wall is cast, including spells, thrown gas- When the spell is cast, a magic barrier will
If you are charmed by such a creature, then ses, weapons and creatures. Air may pass then appear enclosing the area. All portals into
you must obey all commands the creature gives through, but other gasses may not. A gaze at- the area are sealed by the barrier, including win-
you. These commands are absolute and are tack such as a Vampire Charm can be effective dows.
much more powerful than a Charm spell; in- through a Wall, as will a Gypsy Curse. Nothing may enter or leave except for air
stead, it is comparable to an Enslavement. If a itself. No gaseous forms, gases, weapons, spells
vampire tells you to commit suicide, you will nothing.
do so unquestioningly. If you are asked to cast This spell allows only one portal into the
necromancy, you will. structure when cast by a single caster. To indi-
Spell defenses will not stop a Vampire cate the presence of a Ward and the location of
Charm; however, the racial skill Resist Com- any portals, a large W must be placed on each
mand will protect the character from this effect portal which allows access in and out of the
and the skill Break Command will remove it, Ward.
as will Awaken, Dispel, and Purify. A Ward may be enhanced by multiple si-
Unless stated differently on the monster multaneous castings. These castings must be
card, the effect lasts ten minutes. The vampire performed by separate individuals and the spells
can renew the Vampire Charm within that pe- cast at the same time. When multiple casters
riod. are involved in a Ward, the spell is affected in
Only one Command effect may be active two different ways. First, each caster beyond
on the victim at any one time. The most recent the first may designate an additional portal
Command effect takes precedence. through which the Ward may be accessed, us-
ing the same rules as for the initial portal. Sec-
ond, additional casters will increase the size of
Vertigo the Ward as follows: A single Ward may cover
e g w a building up to the size of a small home or
large cabin. Larger buildings, as determined by
Alteration 10 Minutes the local chapters staff, may require multiple
This effect will cause the victim to lose Wards to be cast to cover the entire building.
balance and be unable to remain standing for Players are encouraged to check with their lo-
ten minutes, during which the victim can not cal staff beforehand to determine if multiple
use any Game Abilities. Wards will be required. You cannot mix a Ward
The victim can still speak and thus call with a Wizard Lock in this fashion.
for help or activate a magic item but cannot The W must be placed on the portal prior
walk away. It can be removed by an Antidote, to casting this spell, and this must be performed
Dispel, or a Purify. in-game. Any observers will thus be aware that
you are attempting to place a Ward or a Wizard
Vorpal Coating Lock on the building.
As soon as the spell is cast, the names of
w the persons who are invested must be written
on the marshals notes attached to the back of
Coating Indefinite the door.
Putting this contact gel on a weapon makes All persons within the Ward when it is cast
the weapon inflict 5 extra points of damage once are invested into the Ward. They may then en-
for the very next strike. The tag must be taped ter and leave the Warded building at any time
to the weapon. while the Ward is in effect. Once the Ward is
This cannot be combined with any other cast, an invested member can, within the 5 days,
weapon contact gel such as other vorpal coat- cast Lesser Investment to invest other people
ings. The wall will last for ten minutes, but may into the Ward.
be dropped by the caster at any time if he or In order to allow others to pass into or out
Wall of Force she touches the phys rep and states Wall of the Ward, they must be recognized by an
down. This statement is out-of-game, although invested member of the Ward. The invested
s c any observers who hear the statement are aware
that the wall was dropped, and they might know
member must clearly gesture, touch, or name
the subject creature and must state the Ward
Eldritch Force 10 Minutes
who dropped it. recognizes you. This is an out-of-game state-
This spell creates an invisible barrier that
The Wall will also drop if hit by a Dispel. ment, so it can be made while Silenced. The
will stretch no more than ten feet across. This
With eldritch Force I build a Wall. effect is understood in-game by all who hear it.
spell must be cast on a doorway or other portal
Celestial 3 Upon being recognized, a person must
of up to ten feet across and 25 feet high.
immediately enter or exit the Ward. If the rec-
The floor of the Wall of Force must be
ognized person does not immediately act upon
marked in some way (such as by a rope, chalk Ward the recognition, then the recognition will ex-
mark, or ribbon) to indicate to all observers that
a Wall of Force is in place.
Once the Wall of Force has been cast, the
s pire.
125
Eldritch Force 5 Days
physical representation cannot be moved. Nei- This spell magically seals a single room
ther the Wall nor the frame may be Destroyed or an entire building. The object so affected
Invested members who are unconscious
(or conscious, yet unwilling) will not pass
through the Ward unless recognized by some-
one else.
When using combat skills or spells, you
must be completely inside or outside of the
Ward. For example, you cannot begin a spell
incant while inside the Ward, and then step out
and throw your packet.
If the Ward is somehow destroyed and re-
placed with a new one, an out-of-game notice
must be placed upon the Marshals Notes on
the door.
It is possible to Ward or Wizard Lock a
smaller room within the Ward as long as the
two rooms do not share the same portal. The
outer Ward or Wizard Lock must be cast first.
Wards are not affected by Dispel. The only
way to remove a Ward is through ritual magic.
The only way to tell if a building has been
Warded or Wizard Locked is to observe the W
on the portal. The people inside a Ward will
not know that the Ward has been removed until
they observe that the W is no longer on the
portal.
With eldritch force I build a Ward.
Celestial 9
Weakness
sp e g w
Curse 10 Minutes
This effect will curse the victim to inflict
5 points less damage with every weapon attack
(minimum damage being zero, of course). It will tim from being searched or being giving a Kill- limbs but will also remove all other magics upon
first reduce strength bonuses, then weapon pro- ing Blow. the recipient.
ficiencies. With mystic force I Web you. If this spell is cast upon an undead crea-
It affects all weapon damage in the same Celestial 5 Earth ture, it will have the same effect as a Restore
way, including ranged attacks, and regardless has on a living creature.
of whether the weapon is used with one hand
or two.
Wither I call upon chaos to
Wither your <limb>.
This effect lasts for ten minutes or until
removed with a Remove Weakness, Dispel or
s p 6 Earth
Necromancy 10 Minutes
Purify.
I Curse you with Weakness. This effect causes the targets limb to be- Wizard Lock
3 Earth come aged and infirm. The limb should be
specified by the caster (right or left leg or arm). s c
If the caster does not specify, or if the ef- Eldritch Force 5 Days
Web fects are from a potion, it is the victims choice This spell is identical to a Ward spell ex-
as to which limb to have withered; however, cept that it is cancelled by a Dispel.
s c you may not choose a limb that has already been If you wish to upgrade your Wizard Lock
Binding Line of Sight withered. into a Ward, you must first dispel the Wizard
This spell snares the arms of its victim, You can have up to four Wither spells ac- Lock. In all other respects, this spell follows
binding them straight to its sides and immobi- tive upon you at a time. If further Withers are all of the rules for a Ward, including the use of
lizing the victim completely from the neck cast upon you, then the earliest Wither will be Lesser Investment.
down. replaced and you must start counting the ten The building must be visibly marked with
The victim may talk freely, but may not minutes from that point. a large W to indicate the presence of a Ward
use any Game Ability requiring the use of the No weapon may be wielded by that limb or Wizard Lock.
arms, including using a weapon or shield, cast- nor may the limb be used for locomotion or There is no way to tell the difference be-
ing a spell, or activating a gas globe. spellcasting. Only an arm or leg can thus be tween a Ward or a Wizard Lock just by looking
The victim may not walk, run, or be moved withered. Tentacles or similar appendages are at it; the only way to tell is to cast a Dispel at
in any way. This spell does not prevent the vic- considered arms for this purpose. The head, the portal and see if it remains. You must have
tongue, or any other such organs do not count a marshal present in order to do this.
126
as limbs. With eldritch force
A Restore or a Purify will heal all with- I build a Wizard Lock.
ered limbs. A Dispel will likewise restore all Celestial 8
Formal Magic
You have mastered the power of battle known as necromancy. A spellcaster focuses the player convenience. A ritual scroll may actu-
magic, and now it is time to delve into the higher raw elements of magic into a specific, under- ally constitute several pieces of paper with a
realm of what is called Formal Magic. standable aspect, which produces a specific ef- coded top sheet that prevents people without
Each time the Formal Magic skill is pur- fect. the Formal Magic skill from reading it. Players
chased, it increases the chance that any ritual Formal magic, however, has four aspects: should not look into the scroll sheets within
you cast will be successful. More purchases of celestial, earth, necromancy, and general. A the laminated pouch unless they possess the skill
the skill also affects your High Magic abilities caster uses ritual magic to focus the raw ele- Formal Magic.
(see page 134). ments of magic into one of these specific as- Although ritual scrolls do not expire, al-
Characters who have reached the point pects. most all ritual scrolls are consumed immedi-
where they can cast Formal Rituals often give When a caster learns the skill Formal ately after use. Those that do not will be so noted
themselves a title of Wizard. Some wizards Magic, that skill is identified with a specific on the scroll.
add a personal bit to this title such as Wizard aspect: either celestial or earth. In order to cast After use, the ritual marshal will take the
of Earth Magics or Wizard of Might and a ritual with a celestial aspect, the caster must ritual scroll to Logistics to verify its validity.
Power or Wizard of Life Healing. It is up to possess the Formal Magic skill with a celestial The use of an invalid scroll will cause a ritual
each character to decide how pretentious this aspect. In order to cast a ritual with either an to immediately fail and may subject the caster
title should be. Some refuse to use the title at earth or necromancy aspect, the caster must pos- to disciplinary proceedings.
all, and prefer Sorceress or Warlock or sess the Formal Magic skill with the earth as- All ritual scrolls are for use in the local
some other title of their own making. pect. Any caster with either aspect of the For- chapter and campaign only. The use of a ritual
Most people dont bother wizards about mal Magic skill may cast rituals with a general scroll outside its chapter of origin is strictly for-
their titles; after all, it isnt a good idea to have aspect. bidden to ensure that a chapter can properly
a spellcaster that can cast rituals mad at you. Some general aspect rituals affect the per- validate its own ritual scrolls as genuine.
formance of other rituals (for example, by ex- Every scroll contains the following infor-
The Most Important Ritual Rule: The tending the other rituals duration). Upon cast- mation:
Formal Magic system can provide fun, excite- ing, the caster must decide which aspect of other
ment, and enjoyment to all players. It is not de- rituals shall be affected. If the caster chooses Validating information: Ritual scrolls are
signed to provide players with an excuse to un- an earth aspect, for example, any celestial as- always signed by at least two members of a
balance, destroy, or otherwise ruin an Alliance pect rituals within the rituals area of effect will chapters staff and may have a specific code to
game. The Ritual Marshals, adjudicators and not be affected. If the caster chooses to affect be used by the chapter to ensure its validity.
other chapter staff have the final word as to the earth aspected rituals, necromantic rituals will
results of all rituals and their effects within their also be affected. Name: The rituals name may not ad-
chapter as they see fit, particularly where there For example: Belthivis the Wizard has a equately describe the effect, so casters and mar-
are disputes about the meaning of a rule. weapon with two separate rituals cast upon it: shals should always refer to the description of
While they may not violate the spirit of an earth aspect damage aura and a celes- the effect, rather than just the name. For ex-
the rules (just as the players are bound by the tial aspect Spell Strike Ice Storm. Both ritu- ample, a Conjuration scroll might conjure any
word and spirit of the rules), the decision of a als will expire in one months time. When type of elemental, even if the ritual name says
staff member who feels that the ritual rules are Belthivis attempts to cast a Permanent Dura- only Summoning.
being abused must be obeyed. tion ritual on the rituals on his weapon, Belthi-
Some examples of behavior by players that vis must first designate an aspect for the Per- Aspect: This lists whether the ritual is
often require staff members to intercede include: manent Duration. If he selects earth aspect general, celestial, earth, or necromancy.
Players who try to force their interpre- (and the ritual is successful), his Damage
tations of a rule on other players; Aura ritual becomes Permanent. If he selects Difficulty Rating: Unmodified, this num-
Players who try to use technical defini- celestial aspect (and the ritual is successful), ber represents the level of the ritual, which is a
tions of the rules to obtain advantages not in- his Spell Strike ritual becomes permanent. number between 1 and 10. This number might
tended by the Alliance or chapter staff and Necromantic aspected rituals are visually be adjusted at the time of casting by the actions
which therefore violate the spirit of the rules; recognizable as necromantic, even if the invo- of the ritual caster or other factors, as specified
Players who perform actions that could cation does not use the word chaos. Any in- in the description of the effect.
be harmful or damaging to the plot or back- dividual observing a ritual may ask the out-of-
story of the local campaign or its players. game question, Does this ritual look necro- Type: This indicates where and on what
Moreso than other rules, Formal Magic mantic? The Ritual Marshal should answer the ritual can be cast.
allows much room for interpretation. This in- yes or no and may provide an in-game de- Body: cast on individuals with spirits, but
terpretation is done by the Plot Committee, not scription such as Dark flows of energy can be affects only the physical body. When the indi-
the player. Players who argue with or harass seen swirling within the Circle of Power. All vidual resurrects, the effect vanishes.
staff members with whose interpretations of items that are created using a necromantic as- Physical: cast on items but not on people.
Formal Magic rituals they disagree may have pect are given earth aspect tags. Spirit: cast on individuals with spirits, but
the Formal Magic skill removed. affects only the spirit. The effect survives the
individuals resurrection.
Ritual Scrolls Location: cast on a specific location. Staff
Aspects All formal magic requires a ritual scroll, members must approve any adjustments to the
Battle magic (the magic cast by spell- which contains the description, directions and location of a ritually active area (such as the
casters who have not yet mastered Formal limitations for the specific ritual. The ritual
127
Magic) is separated into three aspects: celes- scroll will typically appear in a laminated pouch
tial, earth, and the perversion of earth magic that can be easily inserted into a notebook for
Photo courtesy of Creative Crossroads
location of a Healers Guild Circle) due to out- order to give other players enough time to at- Reagents required for a specific ritual are
of-game concerns. For instance, if a cabin as- tempt to stop its invocation. usually generated randomly so no two ritual
signment must be changed due to out-of-game Some rituals refer to a batch of rituals. scrolls are ever identical, even if they have the
considerations, rituals cast on the cabin should This is defined by the character casting the ritu- same name. Even copies of a scroll will require
transfer to the new assignment. als, which are all of the same Aspect and cast different components (and thus the wording on
Universal: cast on either an item or an in- no more than five minutes apart. If more than the copy will change). If a scroll can be spell-
dividual. On an item, the ritual is deemed to five minutes passes between rituals intended to crafted, the scroll will specify how many of the
possess the Physical Type. On an individual, be part of the same batch, the batch is closed specified reagents listed on this entry (usually
the ritual is deemed to possess the Body Type. and a new batch must be started. one to three) are required for spellcrafting.
Extenders may be cast at any time during
Duration: The categories of durations are: the ritual batch. If an extender is cast as the Failure: This specifies the possible flaws
Instantaneous: the effect occurs immedi- last ritual in a batch, the Difficulty/Reagent Cost and backlashes that might occur if the casting
ately after casting and then ceases. is calculated off of the previous rituals which fails.
Until Used: the effect is in abeyance until were successful and on the item. Every scroll has completely different flaws
invoked, according to the description of the ef- If a ritual is cast at the beginning or any and backlashes. The ritual marshal will write
fect. Sometimes, a time limit is placed on the time in a batch other than as the last ritual, the any long-term negative effects on the players
effect, within which the effect must be invoked. Difficulty and Reagent cost of the extender is character card. Some backlashes and flaws may
Five Days/One Year/Five Years (etc.): the based off the intended number of rituals in the simply say See Plot. Others may have effects
effect lasts the specific time from the casting of batch and is not modified by failing rituals that will only appear in that particular chapter.
the ritual. which occur after the extender is placed. Backlashes are always detrimental, and
Permanent: Permanent rituals last until the may even include the casters death. Backlashes
item, body or spirit is destroyed or other speci- Ritual Instructions: This explains the ef- can affect the caster, those inside the Circle
fied criteria occurs. fect of the ritual and how Logistics will be re- during the casting, and even those watching the
quired to resolve the effect in-game, as estab- ritual. All possible results are printed on the
Casting Time: If no casting time is listed lished by the Plot Committee. It will also indi- ritual scroll itself, so a caster knows in advance
on the ritual scroll, the casting time is five min- cate if the ritual can be spellcrafted and whether what the risks of casting the ritual are.
utes. No ritual will have a casting time exceed- the ritual requires Plot Committee approval or Flaws are not always negative in nature.
ing one hour. Ritual scrolls with a casting time notification before invocation. Sometimes a flaw may even enhance the effect
of one hour are rare and are usually that long in of the ritual.
Components: This identifies the specific Flaws and Backlashes that affect a char-
128 reagents and catalysts required for the ritual, acter count as targeting the characters spirit
which is never less than three. only if the source ritual were targeting a spirit.
Otherwise, Flaws and Backlashes are consid- Cariosus (also known as Ghoul Truesilver (also known as Lodestone):
ered to be targeting the characters body. Grease): Cariosus can be found in a powder, Truesilver is a substance with a mysterious ori-
Note that Destroy Magic backlashes tar- or in a greasy, or gaseous form on many ani- gin. It is said that truesilver might be some form
geting the caster will destroy all rituals on the mated dead creatures. Called the essence of of quicksilver or a form of silver that has be-
casters body and/or spirit. unlife, cariosus is frequently found in grave- come magic upon the blessing of an ancient
yards and on the bodies of the undead. Cariosus ruler. Truesilver adds purity to many rituals. It
can be very delicate, and it is sometimes even can be found within and on many stones and
Ritual Components necessary to preserve the entire decaying limb, rocks, and even small traces of truesilver can
Ritual components are the fuel for ritual hand, or finger to preserve the cariosus upon it. endow common stones with power.
casting and spellcrafting. The ritual scroll will It can often be found in vials as a liquid or gas,
designate the specific type of ritual components as its states are extremely chaotic. However, Wands: Certain types of wooden and even
needed. Substitution is not allowed. The fail- cariosus is not necromantic. metallic crafted items possess an innate power
ure to use the exact ritual components listed on for channeling the power of magic during ritual
the scroll will cause the ritual to automatically Fangtooth (also known as Blood- casting. Wands are found from these innately
fail and to backlash. thorn): Fangtooth components vary wildly, magical substances. This is not to be confused
Components are easily recognizable by the and are often found from a diverse group of with the magical wands used by celestial cast-
civilized races as well as savage races and mon- carnivorous creatures. Any predatory creature, ers.
sters alike. Any person who picks up a ritual including civilized races and even the thorns
component can immediately see a clear and dis- of some dangerous plant creatures, can produce
tinguishable pulsing soft glow and hear a mild a fangtooth.
The Circle of Power
hum. Circles of Power can be generated through
Out-of-game, this power is represented by Feyander: Feyander are plants that grow the use of the ninth-level battle magic spell
a popsicle stick attached to the component along in natural settings abundant with magic or con- Circle of Power or through the use of a formal
with documentation needed by the ritual mar- nected with the faerie world, such as near se- ritual. Ritual casting must be conducted within
shal. The popsicle stick will also identify the rene ponds, near mushroom rings, or verdant a Circle of Power and will automatically fail if
type of component it is. Anyone who finds one forests. Many races often gather feyander for attempted anywhere else. If a Circle of Power
can identify what it is and that it is a ritual com- its magical properties. Any plant can be is destroyed or otherwise ends during the ritual
ponent (although not which rituals in which it feyander if it is naturally infused with magic. casting, the ritual will automatically fail.
may be used). Once the ritual begins, no individual may
After a ritual has been completed, the ritual Heartstone: Heartstone is typically asso- enter the Circle of Power (except through the
marshal officiating over the ritual will collect ciated with gems and other forms of rare met- rituals Spirit Walk or Spirit Recall, or through
any components used and return them to Lo- als. The magical transformation of a gem or appearing as a spirit needing a resurrection) or
gistics to be compared against the list of com- metal into heartstone is fairly rare, making these else the ritual will automatically fail. If more
ponents that have been distributed by the cam- items known for their value even if they were than one ritual is cast inside a Circle of Power
paign so their authenticity will then be verified. not infused with magic. Heartstone is the es- simultaneously, the ritual that was commenced
Any player who uses components of du- sence of the earth itself. later will automatically fail.
bious origin may be disciplined. A battle-cast Circle of Power will last for
There are two types of ritual components: Jetsam (also known as Hydrite): Jet- one hour, which is often more than enough time
reagents and catalysts. sam is the essence of the ocean, typically found for a wizard to cast several rituals before it ex-
Reagents do not hold their magic forever, in shells and other waterborne and blessed ar- pires. Ritually cast Limited Circles of Power
and will expire after approximately five years. ticles that have spent a long time in the sea or and Greater Circles of Power can last anywhere
Any ritual using an expired reagent will fail. beneath the water. from days to years, or even be permanent.
The expiration date is clearly marked on the Limited or Greater Circles of Power al-
popsicle stick. Nightshade (also known as Goblin- ways possess either an earth or celestial aspect.
In certain specific cases, a catalyst may be bane): Nightshade is typically found in the When one of these Circles of Power is ritually
required, which is a very rare component dis- form of poisonous mushrooms cultivated on the cast, the caster determines the aspect of the re-
tributed with very close supervision by the Plot darkest nights, within places where many liv- sulting Circle of Power according to the aspect
Committee. While reagents are transferable be- ing creatures have died. One may find night- of Formal Magic that the caster possesses. A
tween all Alliance chapters within the specific shade on battlefields, graveyards, or even in fal- caster who possesses both earth and celestial
campaign, catalysts may only be used in the low fields. Nightshade also includes semi-poi- Formal Magic may choose the aspect of such a
chapter in which they are distributed. Catalysts sonous substances such as belladonna, man- Circle of Power.
do not expire. drake, and wolfsbane. Only rituals possessing a general or celes-
Catalysts typically have unique names tial aspect may be cast in a Circle of Power with
such as Essence of a Falling Star or Shard Penna (also known as Windkiss): a celestial aspect. Only rituals possessing a gen-
of a Heros Tomb. Each ritual that requires a Penna are feathers kissed by the wind. Some- eral, earth or necromantic Aspect may be cast
catalyst has a specific catalyst assigned to it, thing magical happens when the wind strikes in a Circle of Power with an earth aspect. Ritu-
designated on the specific ritual scroll. the feathers of magical creatures, causing them als of the wrong aspect will not begin in a Circle
to become endowed with a mystical quality. of Power of the wrong aspect.
Penna can be found in nearly any location where
Reagents avian creatures frequent. Penna is frequently Investment: Investiture is a ritual that
There are ten categories of reagents, al- called the essence of the wind. must be performed upon a person while present
though the physical representation of each cat- in the Circle of Power into which the person is
egory may take different forms. For example, Pyrotis (also known as Lastember): to be Invested.
Feyander is a magical plant. It could come in Pyrotis is a black substance typically found near
the form of a flower or even an acorn. The ten
categories of reagents are:
areas of great fires or where intense heat con-
verts a substance into the very essence of fire. 129
An Invested member of a Circle of Power Points. During the ten minutes, it is apparent to Gather Resources: The caster should take
can walk in and out of the Circle unimpeded at all observers that a resurrection is occurring, the time to make sure all of the required re-
any time, unless that member is unconscious but the exact identity of the person being resur- sources are ready. Failure to have any of these
(or conscious yet unwilling). An unconscious rected will be unknown to all but the Invested prerequisites available at the time of ritual cast-
or unwilling member of the Circle of Power member performing the resurrection. ing means the ritual cannot be conducted, and
will not pass through the Circle unless recog- For more on resurrections, see page 91. the ritual marshal may confiscate and break one
nized by another Invested member, even if the ritual component in the casters possession. The
member requires a Life spell. caster is responsible for ensuring that the fol-
Individuals who are not Invested may not lowing items are available when a ritual mar-
enter or exit a Circle of Power unless recog- shal is sought to officiate:
nized by an Invested member of that Circle of A physical representation for the Circle
Power. The Invested member must clearly ac- of Power (if the caster is not using a Greater
knowledge that permission to enter or exit the Circle of Power);
Circle of Power has been given, by gesturing A copy of this Rule Book;
to and saying recognized. This is an out-of- A 10-sided die;
game statement, and it can therefore be made The ritual scroll or scrolls to be used.
even when Silenced. Upon recognition, the in- The caster must have at least a one in ten chance
dividual must immediately enter or exit the of successfully casting the ritual;
Circle of Power. The recognition expires almost The ritual components required for each
immediately after being recognized. ritual scroll;
An individual who seeks to use combat- Valid recipients for each ritual, whether
related Game Abilities (such as while fighting items or persons. Any item to receive a ritual
or spellcasting) must be completely inside or casting must already be an in-game item, either
outside of the Circle of Power throughout the marked with a chapters item number or an in-
action. For example, a player may not begin a game weapon, armor, or other approved item;
spell incantation while within the Circle of Any additional players or NPCs required
Power and then step outside to throw the packet; for the ritual;
nor can a player stand within the Circle of Power The casters player card, as well as the
and swing a weapon at a target located outside player cards of any ritual casters aiding in the
the Circle of Power. ritual casting.
Wizards need not be Invested in order to
cast a ritual in a Circle of Power, although ob- Obtain Ritual Marshal: A ritual marshal
viously they must be recognized in. is a staff member approved by the chapter in
which the ritual is to take place. It is important
Greater Circles of Power: Greater Circles to remember that ritual marshals can be very
of Power are usually found only in Healers busy, so it is the casters responsibility to take
Guilds and Mages Guilds. Raiding a Circle of the time to make sure everything is ready to
Power requires the player to adhere to all of the proceed before obtaining a ritual marshal and
rules applicable to raiding a cabin. to minimize the amount of time a ritual mar-
An Invested member of a celestial Greater shal will be needed. Depending on the ritual,
Photo courtesy of Creative Crossroads
Circle of Power may perform an Identify on the caster may also need to request a magic
items or individuals an unlimited amount of item temporary tag from the ritual marshal.
times per day, as long as the item or individual Players should be quick, professional and cour-
to be Identified is completely within the Circle teous when conducting a ritual.
at the time. If performed on an item, Identify
Ritual Casting
tells the caster whether the item has any magi- Ritual casting is a complicated process. If Get Ritual Ready: Upon arrival, the ritual
cal properties and how the item works. If per- every component, if every element, if every marshal will take the following steps, with
formed on an individual, Identify tells the caster action is not taken properly, the ritual will fail. which the players involved should cooperate:
what active effects or rituals are present and Any player seeking to cast a ritual must follow Ritual marshal identifies the primary
will also Identify any magic items the individual the following steps and have the appropriate caster and any additional casters who will as-
is carrying or wearing. (Note: some powerful staff member(s) present: sist in the ritual;
magical creatures cannot be Identified.) Iden- Ritual marshal reviews the casters player
tify does not reveal background, race, age, class, Inform Plot: If possible, casters who in- cards to note how many levels of the appropri-
skills, monster abilities, favorite color, or any tend to ritual cast at an event should alert cam- ate school of Formal Magic they possess. Note
other information other than what has previ- paign staff well in advance that a ritual may that a Ritual Caster may choose to not use all
ously been mentioned. occur at the event. Some rituals require the of their Ritual Levels when casting if they so
An Invested member of an earth Greater campaigns Plot Committee be notified, espe- desire;
Circle of Power is capable of performing an cially if the ritual requires NPCs to perform ac- Ritual marshal reads the first ritual scroll
unlimited number of Resurrections each day, tions, or if the ritual requires a member of the thoroughly, asking relevant questions. For ex-
as long as the member and the spirit to be res- Plot Committee to provide information or other ample, if the scroll has the ability to cast a more
urrected are completely within the Circle of support. Some ritual scrolls require the notifi- powerful form of the ritual, the marshal should
Power. A resurrection requires ten minutes to cation of the Plot Committee prior to ritual cast- ask the player what level of the ritual the caster
complete and brings the recipient to full Body ing, and failure to do so many mean that you is attempting;
will not be allowed to perform the ritual that Ritual marshal confirms that all the re-
131
The caster, ritual scroll and all required the ritual scroll or any of the components;
components are not in a Circle of Power; The ritual scroll or ritual components
marshal must follow the rules set forth below
under the heading Unwilling Targets;
3. The ritual marshal makes sure that ev-
eryone in the Circle of Power is awake out-of-
game;
4. The ritual marshal assures that the
ritual can properly begin;
5. If the ritual has not yet failed or au-
tomatically backlashed, the ritual marshal tells
everyone in the Circle of Power, There is magic
all around you;
6. The ritual marshal calls Lay on;
7. The ritual marshal rolls the ten-sided
die once where the caster can observe the die
roll. As the die roll takes place before the ritual
completes, the caster has in-game knowledge
of whether something is not going well with
the casting and may use Terminate Casting to
abort the ritual based on the die roll;
8. The ritual marshal determines if the
ritual fails for any reason other than the die roll;
9. The ritual marshal waits the duration
of the ritual casting, in case a condition occurs
that would cause an automatic backlash;
10. Assuming the ritual has not automati-
cally backlashed, the ritual marshal announces
either You have successfully completed the
ritual (if the ritual succeeded) or Something
has gone dreadfully wrong (if it does not).
The Ritual has now ended.
Must be able to cast two 9th level spells from memory for every
Cloak <effect group name> 1
purchase of Cloak <effect>
Foresight 3 Formal Magic level 4
Formal Link 1 Formal Magic level 1
Must be able to cast one 9th level spell from memory for every
Magic Augmentation 2
purchase of the Magic Augmentation
Celestial aspect only, Must be able to cast four 9th level spells
Elemental Burst 1
from memory
the Logistics period. specific effect from among those in its Effect Earths bounty
Characters must possess levels in celes- Group as if the effect were encountering a Spell This ability grants an earth caster an in-
tial Formal Magic to use this ability. This abil- Shield or Magic Armor. crease by 5 of total maximum Body Points.
ity may not be purchased more than once in a The Cloak effect is on the casters body These points are the first Body Points lost due
single Logistics period. The foundation element for the purpose of targeting. The effect will al- to damage. This ability can be purchased a maxi-
selected to be channeled must be declared at ways be on the body part containing the spirit mum of three times, providing 15 additional
the time of selection in Logistics. if parts of the body are separated. When the Body Points to the caster. These points can be
body is reformed through resurrection, the healed to maximum by normal healing means.
Cloak Cloak will immediately expire. The aspect of In all respects, this ability is as if the caster
Each time this ability is selected it pro- this effect will always be the same as that of the was of a higher level with the extra Body Points.
vides protection against all attacks of a specific ritual caster. This ability may be purchased once
135
Effect or Effect Group (but not the effect group for every two 9th level spell slots a caster can
other). The Cloak will completely nullify the memorize.
Elemental Augmentation Foresight When Oak of the Arcane is chosen, the
This skill is only available to those with When this ability is chosen, it allows a caster must choose an element which the packet
the Formal Magic (celestial) skill. Those with caster to re-roll one backlash on a failed ritual attacks can channel (stone, lightning, ice or
only Formal Magic (earth) cannot purchase this attempt for each time this skill is purchased. flame). Base damage for Oak of the Arcane is
skill even if they have evocation spells. Multiple purchases of Foresight may be used one plus an additional one for every 9th level
Each time this ability is selected, the caster all at once (and the final result taken) or split spell slot a caster can cast from memory.
chooses one of their battle magic spells from up as desired. The number of packets available for use
the evocation Effect Group that has already been You must have at least four levels in For- with Oak of the Arcane is shared with the total
memorized for that Logistics period. mal Magic of one aspect in order to purchase number of packets the celestial caster has avail-
This augmentation changes the verbal re- this ability. able when using wands under the wand rules.
quired to deliver this single spell, which can Having a staff shattered, lost or stolen does
now be delivered as Elemental: <spell name>. Formal Link not end the Oak of the Arcane effect. A caster
An Elementally Augmented spell which is Spell Each time this High Magic ability is cho- would need to find or purchase another staff to
Stored is later a normal Activate <spell>. This sen, it adds one additional formal caster level continue to use this High Magic ability.
will follows all effects and deliveries rules. The to another ritual caster of the appropriate school
augmented spell must be declared at Logistics (Earth or Celestial) in helping to assist in the Rebirth
and marked appropriately on the spell tag. casting of their rituals. (When Formal Link is This provides a personal Life spell for the
The Augmentation will persist up to five not chosen, a caster trying to assist another char- caster in extreme emergencies. An earth caster
days until used or otherwise expended, so long acter performing a formal ritual only provides sets aside a Life spell from his or her memory
as the caster does not swap out the Augmented just one level of their formal casting ability to at Logistics. This Life spell can no longer be
spell from their spell selections. the primary ritual caster.) used except for use with the Rebirth skill and
This ability may be purchased once for ev- Bonus levels added through Formal Link must be stapled to the Rebirth tag.
ery 9th level spell slot a caster can memorize. are cumalative and last throughout the dura- A Rebirth will automatically activate the
Note that this is for one spell only for each tion of the purchase. Life spell on the caster as if it had been touch-
time it is purchased. A caster who has memo- cast and accepted during their death count at 4
rized five Flame Bolts and buys this skill once Healers Resolve minutes 59 seconds. However, the caster always
for a Flame Bolt does not have the power to This High Magic ability grants a caster the has the option to resurrect as normal and forgo
cast all of the Flame Bolts in this manner. ability to heal either living or unliving targets using this High Magic ability in order to save it
by touch-cast. For every purchase of this abil- for a later time.
Elemental Burst ity the earth caster gets 15 points of healing If a Rebirth is used while Engulfed, your
This High Magic ability allows a formal into her healing pool. The caster may pull death count may be reset. If a Rebirth is used
caster to use and create a single packet attack from this pool to affect targets by touchcast only, while under the effects of a Create Undead, the
in one of the four elements (stone, ice, light- choosing one of the following incants: X Life spell is wasted.
ning, or flame). Magic Healing or X Magic Chaos. Each use The proper call for using rebirth is Acti-
For every purchase of this ability the ce- may have its type and amount (in a multiples of vate Rebirth.
lestial caster gets 25 points of damage into his 5) chosen at the time of use. The amount may
burst pool. The caster may pull from this dam- not exceed 5 times the number of 9th level spells Ritual Manipulation
age pool to throw elemental damage with the the caster is capable of memorizing. In order to use this ability, you must have
following incant, X elemental <element>. Note that since it uses the Magic quali- ritual scroll you wish to manipulate, all reagents
Each elemental packet may have its element, fier, this ability may be used even when under required to cast it, the catalyst (if required), and
and damage number chosen at the time of use, a Silence effect. the appropriate amount of formal levels.
with the following restrictions. Each time this ability is taken, the caster
Element types are limited to Flame, Ice, Magic Augmentation will receive one tag with the name of the ritual
Lightning, and Stone. Each time this ability is selected, the caster to be manipulated, the specific manipulation,
The damage number must be a multiple chooses one of their battle magic spells already the name of the caster, and the expiration date
of 5 (5, 10, 15, 20, etc.), and may not exceed memorized that Logistics period. This augmen- of the effect (which is the end of the event).
ten times the number of 9th level spells the tation changes the verbal required to deliver this This tag must be handed to the ritual marshal
caster is capable of memorizing. single spell. This spell can now be delivered as along with all other requirements for casting
You may augment an Elemental Burst from Magic: <spell name> and follows all effects the ritual when it is cast. The prerequisite for
the ritual by the same name with damage from and deliveries rules. The augmented spell must each type of manipulation must be met indi-
your pool up to your maximum value for a be declared at Logistics and marked appropri- vidually on a scroll to caster basis.
single attack. ately on the spell tag. The Augmentation will The types of manipulations and their pre-
The burst pool also has the following persist up to five days until used or otherwise requisites are listed below and are arranged
effects when it is at or above the following val- expended, so long as the caster does not swap according to the number of levels needed of
ues: out the Augmented spell from their spell selec- Formal Magic above the ritual to be cast.
100: +1 Damage on all wands tions.
200: +2 damage on all wands This ability may be purchased once for Casters Mark: This allows the caster to
300: +3 Damage on all wands every 9th level spell slot a caster can memo- add a small sigil or rune on the target of the
+3 is the maximum. rize. ritual. This can be no larger than 3" on a side.
A celestial caster must have the ability to This Mark will remain as long as the ritual with
cast four 9th level spells before being able to Oak of the Arcane this ability remains on the item, and cannot be
use this High Magic ability. Oak of the Arcane allows a celestial caster removed from the item while any rituals of this
to use elemental energies in a similar fashion batch remain.
in which they do with wands, but instead with This ability may only be taken once. Plot
137
can supercharge the ritual they are casting,
Spirit Link which requires 4 reagents: a True-
granting a greater effect for twenty-four hours
silver, a Wand, a Penna, and a Heartstone. He
healing).
If contradictory flaws exist, the item is ren-
dered unusable. Flaws are applied to an item,
not to specific rituals. Thus, so long as an item
retains any rituals (and thus a Magic Item tag),
all flaws on that item remain.
The caster must have fifteen levels of For-
mal Magic from the appropriate school above
the difficulty of the ritual to be cast.
Note: Flaws do not apply if a player does
not know about them, however, any communi-
cation about the items powers (such as Identi-
fication or handing an item off from one per-
son to another) must include an OOG commu-
nication detailing the flaws.
For example: Terin picks up an unidenti-
fied item. He doesnt know the flaws or ben-
efits yet. Later he goes and gets it Identified. At
this time, hes given the tag and the flaw is told
to him (You take double damage from effective is up to the local Plot team. The more True Empowerment: This allows the caster
Flame). Terin then sells the item to Ena, tell- impressive role-playing and ritual casting per- to supercharge the ritual they are casting,
ing Ena only about the benefits in-game (Look, formed, the greater the Empowerments. granting a greater effect for a maximum of five
this does a Purify twice a day!), but when he This ability cannot be stacked with other days, which cannot be extended by any means.
hands over the tag he also is required to tell Empowerment abilities. After the five day duration, these items re-
Ena OOG about the flaw. The caster must have twenty levels of For- turn to their base ritual stats as the magic settles
The intent of this clarification is that play- mal Magic from the appropriate school above down.
ers with knowledge of any powers of the item the difficulty of the ritual to be cast. The exact nature of how a ritual is more
should also (even if only OOG) be informed of effective is up to the local Plot team. The more
the flaws of the item. True Conservation: This allows the caster impressive role-playing and ritual casting per-
to use two less components. All components as formed, the greater the Empowerments.
specified on the scroll must be present at the Different kinds of Empowerments cannot
Obvious Power: This allows the caster to
time of casting. After the ritual has been suc- stack on an item. Only one type of Empower-
create an item which has a flaw added to it where
cessfully cast, the caster may choose and retain ment (Spark of Empowerment, Touch of Em-
anyone who inspects the item is able to iden-
the component(s) which were not consumed due powerment or True Empowerment) can be on
tify the Aspect of the magic (Earth, Celestial or
to this Ritual Manipulation. any one item at a time. Also, only one Empow-
Necromantic) without the need for a Greater
For example: Belthivis wants to cast a erment of the same type can be on one item at a
Celestial Circle of Power or a Lore ritual.
Spirit Link which requires four reagents: a time.
If an Obfuscate ritual exists on an item or
Truesilver, a Wand, a Penna, and a Heartstone. If a flaw duplicates a ritual effect (such as
is added to the item at any later time while this
He uses a point of High Magic for Ritual Ma- Cloak, Bane, <Effect> per day or times ever,
ritual is still active, this ability will be removed.
nipulation: Conservative Casting on the ritual. etc.) it must be counted against the twenty ritual
The caster must have fifteen levels of For-
When he casts it, he must have all four reagents limit of an item. Flaws which do not duplicate
mal Magic from the appropriate school above
as specified on the scroll to begin the casting ritual effects will not count against the twenty
the difficulty of the ritual to be cast.
(as per the rulebook). However, after he suc- ritual limit of an item.
cessfully casts it, he can pick one reagent of his Unlike other Empowerment abilities, when
Terminate Ritual: This ability allows the
choice which is not consumed in the casting. a True Empowered ritual fades back to normal,
caster to voluntarily end the ritual casting with
This can only be purchased once and can- it will leave behind a beneficial Flaw on the
no ill effects. At any time during the ritual, the
not be combined with any other skill that al- item subject to the discretion of the Plot Com-
caster may activate the ability, ending the cast-
lows a reduction in component cost. mittee.
ing and retaining possession of all the ritual
The caster must have twenty-five levels This Flaw will remain with the ritual for
components and scrolls as if the ritual had not
of Formal Magic from the appropriate school its entire duration and is not subject to the five
been started.
above the difficulty of the ritual to be cast. day expiration.
The caster must have twenty levels of For-
The caster must have thirty-five levels of
mal Magic from the appropriate school above
Alternate Component: The caster may add Formal Magic from the appropriate school
the difficulty of the ritual to be cast.
one additional base component to the scroll, above the difficulty of the ritual to be cast.
allowing them to gather resources easier.
Touch of Empowerment: This allows the
For example, Belthivis has a scroll requir- Casting Insight: This ability allows the
caster to supercharge the ritual they are cast-
ing three components: Wand, Pyrotis and Jet- caster to roll twice to determine the success
ing, granting a greater effect for a maximum of
sam. With this skill, he can now add Feyander chance of their ritual. The caster can then
five days, which cannot be extended by any
to the list. He needs twenty-four components choose whichever die roll result they prefer of
means. After the five day duration, these items
total for the ritual, so now he can mix and match the two. These results are taken before any other
return to their base ritual stats as the magic
from these four reagents as long as there is at Manipulations or High Magic abilities are used.
settles down.
least one each of the Wand, Pyrotis and Jetsam This ability may only be purchased once
The exact nature of how a ritual is more
listed on the scroll. per ritual.
The caster must have thirty levels of For- The caster must have forty levels of For-
138
mal Magic from the appropriate school above mal Magic from the appropriate school above
the difficulty of the ritual to be cast. the difficulty of the ritual to be cast.
Spellcraft crafting tag is lost. If a ritual casting is placed shows the person behind the desk his ritual
Each time this ability is chosen it provides on a recipient who has already received a scrolls. He is then given a signed tag for each
one point of spell crafting power for a caster to spellcrafted ritual, the spellcrafted ritual imme- ritual studied and goes in-game.
use with ritual scrolls that allow spellcrafting. diately expires. Only the most recently spell- Wishing to let Belthivius use his limited
The ritual scroll must be studied before crafted ritual is active on an individual recipi- Circle of Power, Vorin casts a spellcrafted In-
an event just as a spell caster would study battle ent. vest ritual on him and hands him the
magic spells. However, the caster must study If a person is spellcrafting a ritual that spellcrafting tag. Belthivius is now invested in
the ritual scroll itself rather than the casters stores a spell or ability, then a person with the the Circle until the next Logistics period.
spell book. Like spell books, ritual scrolls are ability to use that ability or cast that ritual must, Later, Vorin wants to cast his Create Mi-
not consumed after studying (with a few ex- immediately after the spellcrafting, touch the nor Undead (Skeleton). He tells Plot and NPCs
ceptions that will be noted on the scrolls). recipient and declare the name of the spell or are made ready. Vorin then casts it while inside
At Logistics, the caster hands the required ability to be stored. his cabin using the floor as the target. Because
reagents to the Logistics staff, as specified on The recipient is not affected by the spell he did not target a graveyard as required by
the ritual scroll. The caster must also give the or ritual being stored and the person with that the spellcrafting rules, the casting fails.
ritual scroll to the Logistics staff, who will verify skill or spell should only utter the name of the
that the ritual scroll is valid. Logistics will then skill or spell, not the verbal that invokes the Spirit Store
give the player one tag for each ritual studied. effect. The spell or ability tag must then be at- This High Magic ability functions in a
The tag states the ritual studied, the casters tached to the spellcrafting tag and carried by similar manner as the Spirit Store ritual. It only
name, and the last date of the event. The caster the recipient person or attached to the recipient works if there is no spirit already present in the
then has until the end of the day written on the item. golem. The primary caster and any other caster
tag to cast the ritual. If the player does not cast If the casting is successful, it can take up who assisted by using their Formal levels in
the ritual before the end of that event, the abil- to one hour for a summoned or created crea- the create golem rituals may use this High magic
ity is lost until it can be studied again. ture to appear. The spellcrafted ritual does not effect to store themselves in a ritually created
Spellcrafted ritual scrolls are cast like expire until one hour after the NPC comes in- golem. Once stored within the golem body, the
battle magic scrolls. All spellcrafted rituals must game. When casting any of the spellcrafted ritu- caster gains that bodys full abilities in addi-
be cast in-game. als that last one hour or less, the scroll is con- tion to the casters own. Memories, skills and
The verbal for casting a spellcrafted ritual sumed and should be immediately torn in half knowledge are transferred with the spirit.
is: I call upon the power of <type> magic to and given to a ritual marshal. When the spirit is stored within a golem
craft the ritual. When spellcrafting an item, the caster must body it will impose its features upon it, so a
Example One: Belthivius the mage spell- attach the spellcrafting tag to any item upon spirit within a golem will be recognizable as
crafts the Cloak ritual against command effects. which a ritual is cast. The ritual expires if the the spirit within.
I call upon the power of celestial magic to item is destroyed, the spellcraft duration expires Characters stored in a golem are still con-
craft the Cloak Command ritual, he says. naturally, or the spellcrafting tag is lost. Only sidered to have all of the attributes of their char-
Example Two: Darlissa the earth mage the most recently spellcrafted ritual is active on acter card in addition to the bonuses for being
spellcrafts the Investment ritual. I call upon an item. a golem. A living character in a golem is still
the power of earth magic to craft the Invest- Any rituals that summon, create, or ani- considered living for the purposes of Des-
ment ritual, she says. mate creatures require Plot approval before they ecrate and Domain of the Defiled. A sarr char-
Example Three: Vorin the earth mage can be cast and the casting will consume the acter in a golem is still affected by the sarr Ra-
spellcrafts the Summon Undead ritual. I call ritual scroll. This ensures that NPCs and ap- cial Reaver, and a kobold stored in a golem is
upon the power of chaos magic to craft the Sum- propriate monster cards are available. still affected by a kobold Slayer.
mon Undead Skeletal Warrior ritual, he cack- The Plot Committee may decide that a The casters spirit being stored and the
les evilly while rubbing his hands together. spellcrafted ritual automatically fails if NPCs golem body into which the spirit is being stored
When casting, the ritual scroll must be in and/or monster cards are not available at the must be within a Circle of Power to activate
the hands of the caster and a packet must be time of casting. Under that circumstance, the this High Magic ability. At the end of the dura-
touched to the scroll before it is used. All ritual scroll should not be consumed and the tion of the Spirit Store (or if the Spirit Store
spellcrafted rituals must be touch-cast onto a Plot Committee and the caster should work out effect receives a Destroy Magic effect), the
valid target. If that target has a spirit, the indi- a more convenient time for the invocation of stored spirit will return to its original body with-
vidual must state accept or refuse. Spell- the ritual. out the occurrence of a death.
crafted rituals are treated as battle magic spells Players who are to role-play the sum- If the original body has been destroyed,
in all other ways. moned, animated or created creatures need to or if the golem body into which the spirit is
Any special rules for casting specified in see a member of the Plot Committee prior to stored is destroyed anytime before the duration
the description of the effect must be followed entering the game to establish the creatures per- of the Spirit Store has ended, the spirit must
for the spellcrafting to be successful. For ex- sonality and reactions. proceed to an Earth Circle and attempt resur-
ample, in order to Invest someone in a Circle When creating undead, a Plot-approved rection.
of Power, the caster must already be Invested graveyard is the only proper recipient of the A Spirit Store will temporarily override a
and the caster and the recipient must be in that ritual. Undead creation may also involve the Controlled Spirit Store, moving the spirit out
Circle of Power. consumption of some coins. Any such require- of the characters bottle to the golem.
Spellcrafted rituals generally expire afrter ments are listed on the ritual scroll. Due to the nature of storing ones spirit in
five days. Spellcrafted rituals cannot be ex- For example: Vorin has five levels of earth a body not your own, this High Magic ability
tended in any way. Formal Magic. He decides to study four ritu- lasts only until the Logistics period following
The recipient of a spellcrafted Ritual must als to spellcraft during the event. He selects the time you stored your spirit inside your
carry the tag throughout the duration of the two Invest rituals, one Minor Channel, and one golem.
ritual. The ritual ends if the person resurrects Summon Undead (Skeleton). These rituals to-
(unless the ritual is of the Spirit Type), the du- tal four levels of Formal Magic. At Logistics,
ration expires naturally, the recipient receives
a subsequent spellcrafted ritual, or the spell-
he hands over the appropriate number of ritual
components as set forth on the scrolls and 139
Rituals
Player Rituals
The following rituals are available for
players, assuming you can find the scrolls and
components. More details of each ritual are
found on each individual scroll.
Arcane Armor
The Arcane Armor ritual allows the for-
mal caster to construct a powerful barrier of
protection similar to a suit of armor around a
target. This armor may be bonded to the spirit
of the individual or made into an item.
Refitting Arcane Armor does not require
a blacksmith. To refit Arcane Armor, the indi-
vidual must kneel for one minute and concen-
trate. They may not utilize Game Abilities while
refitting and if interrupted must restart their
minute of concentration.
The recipient of an Arcane Armor ritual
does not need to wear a physical representa-
tion of the protection the ritual bestows.
If cast upon the spirit, the ritual continues
to exist on the possessors spirit for the dura-
tion of the ritual even after resurrection.
The Arcane Armor grants protection based
upon the number of components used and the tective, or whenever the user desires to utilize Chaos Aura
Difficulty Rating attempted by the caster. its protective power. It applies to a specific type A Chaos Aura bestows a weapon with the
Whether cast upon a spirit or an item, the of effect (binding, command, evocation, etc.). chaos carrier attack, which inflicts body dam-
Arcane Armor will not function for an indi- When used, the recipient must state age upon any creature with a metabolism.
vidual if its protection value is greater than the Bane instead of Reflect Magic.
sum of the maximum armor permitted by their Circle Lock
class plus their wear extra armor skill plus one Banish to Other Plane This ritual, when cast upon an item, pre-
point for each Formal Magic level they pos- This ritual will banish one or more beings vents the item from being removed from the
sess. to another plane of existence for a minimum Circle of Power by any means. (This is a good
Arcane Armor cannot be utilized at a lower duration of one years time. You must contact way to create an in-game non-circulating li-
level of efficiency. the Plot Committee prior to casting this ritual. brary.) Only the destruction or expiration of the
For example: Belthivis the scholar creates Circle will allow this item to be removed.
an Arcane Armor 30, but unless he possesses a Boost Duration
significant amount of Wear Extra Armor skills This ritual extends the time you have be- Cloak
and/or Formal Magic levels, he may not utilize tween rituals in a given batch. Cloak is a protective ritual acting exactly
this item. like the effect Spell Shield, with the exception
Multiple Arcane Armor rituals may never Channel Spell that you can choose when to use the Cloak.
be combined. Only one Arcane Armor ritual A Channel Spell ritual is also referred to Cloak thus can be called before any pro-
may be active upon a possessor at one time. as a spell strike. This ritual places a spell into tective, or whenever the recipient desires to use
a weapon and allows the spell to be delivered its protective power. It applies to a specific type
Audible Projection by the weapon instead of by packet. The user of effect (binding, command, evocation, etc.).
This ritual allows the caster to create an must call Spell Strike <spell name> and at- When used, the recipient must state
enchantment upon a target that will deliver a tempt to hit a target. Missing a target consumes Cloak instead of Spell Shield.
specific verbal message in a certain predeter- the channel. This cannot be combined with any
mined manner under certain predetermined other skill.The spell placed inside the channel Cloak of Darkness
conditions. ritual is chosen at time of casting. Cloak of Darkness is a ritual that, when
Note that even though the effect is deliv- placed upon a target, allows the recipient to
Bane ered by weapon instead of packet, this is still walk during the hours of daylight without any
Bane is a protective ritual acting exactly considered a spell attack and not a weapon at- ill effects.
like the effect Reflect Magic, with the excep- tack. Weapon defenses such as Magic Armor
tion that you can choose when to use the Bane. or Parry do not protect against it, whereas magic ConjureArtifact
Bane thus can be called before any pro- protectives such as Spell Shield or Reflect Magic This ritual allows the caster to summon
do. an artifact of amazing power from the mists.
Using a Spell Strike with a Prepare-to-Die The caster determines who may use the artifact
144 Darkening
This ritual renders a building incapable of
being illuminated by any means.
municate with each other as if they spoke the
same language. It does not allow for speech with
creatures without a language.
Traps
You may find traps that need disarming
while playing the game, but you can also make
your own traps. In order to make a trap, you
must have the skills Legerdemain and Create
Trap. Create Trap is a Production Point skill
as described on page 55.
All trap designs must be checked and ap-
proved by a properly authorized marshal. All
traps must make a noise or flash of light or oth-
erwise be constructed so that it is obvious when
the trap is set off.
All traps are meant to be immobile and
cannot be used in combat as a weapon. You
cannot create traps to use as hand grenades, nor
can you trap yourself, even if you are standing
really, really still.
Areas of Effect
Most traps will affect a five foot radius
from the trap container. Anyone within that ra-
dius will take the effect. This includes any pos-
sessions being held by the person or clothes
worn by the person. off and may be re-armed by anyone with the ger must always connect to the trap in some
For example, Finther tries to disarm a trap Legerdemain skill without paying the cost to way.
and fails. Terin is standing more than five feet rebuild them. These traps destroy all fragile items
away; however, he is holding is weapon in such Weapon coatings may be applied to the within their radius, unless they are protected
a way that the weapon is within the five feet weapon used in a weapon trap. These coatings within a sealed metal container. Common frag-
radius as is Terins cloak. Terin will take all of are consumed as normal when the trap is set ile items include scrolls, potions, papers, glass
the damage from the trap. off and must be re-applied when the trap is re- items, ritual components, and other non-metal
It might help to imagine a trap sending out armed. non-weapon/shield/armor items. Ritual scrolls
packets in a five foot circle, and, like a spell, if Weapon Traps may not be blocked by a are not destroyed. Only in-game items are de-
a packet hits your possessions, it will affect you. weapon or shield, but can be Evaded, Parried, stroyed by this effect.
Similarly, if you are affected by a trap, all ob- Riposted, Dodged, or stopped by the Magic Flame and Acid traps are not elemental in
jects on you are subject to the rules for being in Armor spell. nature, and therefore are not stopped by an El-
the traps radius. emental Shield. However, flame traps may be
For example: Rendal extends a ten-foot Mechanical Traps: Mechanical traps rep- resisted with a Resist Element, Cloak Flame or
pole into a room and sets off a fire trap. Rendal resent collapsing ceilings, rockfalls, giant Bane Flame.
takes all of the damage from the trap even scythes, and other such contraptions. They are This trap is destroyed when it detonates.
though he may have been more than ten feet completely immoveable once set and have a
away. The pole is destroyed, as are any non- minimum size of 3' by 3' by 3'. Explosive Traps: Explosive traps repre-
metal items in his possession, and hesuffers the Anyone struck by any part of the trap when sent a container filled with a volatile substance.
appropriate amount of damage. it goes off takes the full damage of the trap. When set off, this trap will destroy all destruct-
Mechanical traps must be rebuilt after they are ible in-game items within a five foot radius (as
set off and cannot be re-armed. the Destroy spell.) This includes armor, weap-
Types of Traps Mechanical traps are usually represented ons, coins, scrolls, potions, etc.
Weapon Traps: A weapon trap contains with pillows, plastic trash bags filled with news- Sealed containers will not protect items
a weapon on a spring mounted mechanism. This papers, and other soft items. from explosions unless the container itself is
must be mounted on a large or heavy object, indestructible. Explosive traps cannot be
such as in a crate or a trunk, or onto a door. Flame/Acid Traps: A flame or acid trap avoided by Cloak Summoned Force or Bane
Once armed, a weapon trap cannot be moved. represents a container, which when detonated Summoned Force.
Out-of-game, the trap merely has to have sprays a burning or caustic liquid in a five foot This trap is destroyed when it detonates.
a standard trap trigger (a light or noisemaker) radius. Anyone inside this radius when it deto-
and a weapon with a valid item tag must be nates takes the full damage of the trap plus the Gas Traps: The Production Point cost for
attached. additional effects listed below. creating a gas trap does not include the cost of
The weapon does not have to actually In addition to a trigger and detonating the gas itself. The trap builder must include a
spring forward and hit you for the trap to be mechanism, there must also be a physical rep- dose of the gas poison in the trap itself. The
effective. Weapon traps do not have an area of resentation of the oil/acid container. The deto- trap must contain both a trap card and the gas
effect and will only do damage to the person nation mechanism must be attached or adjacent poison tag(s).
who triggered the trap. The mounted weapon to the container. The radius effect is measured
must be any standard approved weapon.
Weapon traps are not destroyed when set
out from this container even if the trap trigger
is in a different location. However, the trap trig- 145
tion is held by the marshal, must contain a trap
card.
A trigger can be something as simple as a
mouse trap with a thread going across a hall-
way that, when tripped, sets off the mouse trap.
A better trap can be made with a springed
clothespin, two tacks, some thread, two pieces
of wire, a nine-volt battery, a cheap electric
buzzer, and a small piece of cardboard.
Attach wires to the base of each tack. Pull
the clothespin apart and push a tack through
each part of the clothespin so that when the
clothespin is closed, the two tacks will touch
each other and make a connection.
Attach the wires to the buzzer mechanism
and a battery and you will hear the buzzer go
off.
Next, take a small bit of cardboard and
poke a hole in it. Tie the thread through the
hole and then place the cardboard between the
jaws of the clothespin, thus preventing the tacks
from touching each other.
The other end of the string can be run as a
tripwire or attached to the top of a box so that
when the thread is pulled, the cardboard is re-
moved and the tacks connect, causing a con-
nection, which makes the buzzer go off.
148 an adventure he knows about. Since this is all are for marshals only, and only when marshal-
in-game material, Finther can steal the book. ing a thief into the cabin.
Goblin Points
The Alliance is staffed with volunteers, so work done at a rate of at least one per hour (more worth 20, and a short sword worth 25.
the more you put into it, the better it is! for more stressful, responsible, or undesirable How did your character get all these things
Think of your own skills. You probably jobs). You may also earn Goblin Points by do- all of a sudden? Maybe you inherited them;
have something to offer in real world skills that nating or making props. The amount of Goblin maybe you found them on a dead goblin; maybe
you have. Are you a carpenter? You can make Points you will receive for donating items will you stole them from the Sheriff of Notingame.
boxes and props for us. An electrician? Make be determined by the Props Committee. It will We do not provide the physical represen-
some interesting traps. A writer? Come up with not be an outrageous amount. We cannot allow tations for any of these things, only the appro-
some modules. A computer nerd? Help us with richer people to simply buy their way to Gob- priate tags. You must supply the actual scroll,
our web page. Let us know what you can offer. lin Point heaven. potion vial, armor, or weapon.
Here are some suggestions as to things we Goblin Points can be collected and used Note that you cannot use your Goblin
always need done. Always check with the staff at your convenience with certain limitations. Points to purchase a silvered or strengthened
first before making, purchasing, or donating The database keeps track for you when you earn weapon or to have your own weapon silvered
anything to be sure it is needed and wanted. and spend them. or strengthened.
You can spend your Goblin Stamps in the Since a Production Point is worth one cop-
Write events. And help run them. We are ways listed below. Your local chapter may also per, you may also turn in your Goblin Points
always looking for writers who can produce have some additional ways not listed here. for coins. One hundred Goblin Points would
good plotlines and modules for our players. then be worth a gold piece.
Resurrections: You may trade in Goblin
Help us find cheap stuff. We always have Points to buy back a resurrection that your Event Points: You may trade in your Gob-
to buy trap materials, batteries, paper for the character has experienced. This will reduce your lin Points to receive Experience Points for any
computer, makeup, masks, and other supplies. risk of permanent death. In other words, the event your character did not attend. These Ex-
amount of black stones in the Resurrection Bag perience Points can only be awarded if your
Make or donate props. Generally speak- of Chance will be reduced by one. player did not receive any XP at that event.
ing, we can always use weapons, spell packets, There are some limitations on this use of For example, if you were an NPC for a
and basic costuming (tabards, shirts, sweat Goblin Points: First, you can never buy back weekend event, you may use your Goblin Points
pants). your first two resurrections. (In other words, to buy Experience Points for your character for
See what junk you may have sitting around you have to wait until you have at least one that event. You cannot do this if you were a PC
in the attic. Furniture, old clothing that could black stone in the bag.) Second, you may not there.
be used for NPCs, large piles of moneywe buy back a resurrection once your character has The Goblin Point cost for Event Points is
will gladly take them off your hands. pulled a black stone. Third, you cannot buy back sixty per regular event. A long weekend will
a resurrection once your character has been re- cost ninety Goblin Points. Remember that you
Help us publicize the Alliance. Let us generated. Finally, no character may ever buy can only get these Event Points if your charac-
know if there is any sort of medieval faire or back more than ten deaths in this manner. ter did not attend the event.
other event in your area where we can hand out For logistics purposes, you can only buy Example one: Fred Player comes to a
our literature. If you are going to a science fic- back resurrections in your home campaign. weekend event and plays NPCs all weekend.
tion or gaming convention, take some of our The cost of buying back resurrections with He earns 60 Goblin Points for doing so. He
flyers. If you know of a gaming club, see if we Goblin Points is as follows: 40 Goblin Points may then apply all 60 to buy Experience Points
can make a presentation to them. to buy your first resurrection, 80 for your sec- for his character as if his character were there.
If you are going to school, let us know if ond, 160 for your third, and so on. The price Example two: Fred Player has his char-
there is a festival or fair at the campus that we doubles for each additional resurrection. acter go through an Adventuring Day module
can use to hand out flyers. See if your local and get Experience Points from it. The next day
comic book store or gaming supply store will Production Points and/or Coins: For he shows up and plays an NPC in that same
let us put our flyers there. If you have connec- each Goblin Point turned in, you can receive module (which is running for two days). He can-
tions in the media, use them for us. You can one Production Point which can then be used not apply the Goblin Points he has earned to
also help by talking us up on the internet, mak- to purchase coins, scrolls, potions, elixirs, that event as he has already used that event.
ing your own web page for your character or gasses, traps, weapons, or armor. During check- These Goblin Points are non-transferrable.
group, and otherwise keeping the Alliance in in, state what you wish to use the Goblin Points You cannot use your Goblin Points to buy Event
the public eye. for and Logistics will provide the item(s). Points for a friend. Further, you can only spend
You cannot spend more than one hundred Goblin Points in the chapter in which you
Be an NPC. Obviously! We always need Goblin Points per regular event (two game- earned them.
NPCs. There is a definite correlation between days). For modules (25% Experience) you can You may only purchase Event Points three
good events and a large number of NPCs. You spend twenty-five; for long weekends (worth months prior to the current date, and may not
can never have too many NPCs! 150%), thats one hundred and fifty. purchase events for the same date from two dif-
Note that you will not be given random ferent chapters, even if you attended one of the
Be creative. Youve probably already Production Points that you can store away to events as a player. For example: Fred Player
thought of something we havent. Let us know! be used any way you want in the future. In ac- PCs an event in the Minnesota chapter. He can-
tuality, no Production Points will be handed out. not then use his Goblin Points from the New
If you turn in 100 Goblin Points, Logistics will
Compensation say Thats 100 Production Points worth of
Jersey chapter to buy XP for an event that took
place the same weekend.
People who work for the Alliance are com- something. What do you want? You can then
pensated for their efforts with Goblin Points.
Goblin Points are usually rewarded for
say Ill take a Death elixir worth 45, a Cure
Wounds potion worth 10, a Flame Bolt scroll 149
Writing Adventures
Writing live action games is unlike any- rid of the giant rats in her barn; it could be a
thing else you may have written in the past, treasure map that is hidden in the tavern just
mostly because in a live action game, you are waiting for someone to find it; it could be in-
not the only writer. Every single player can formation a monster has that it will give you if
shoot the storyline off in a different direction, you promise not to kill it. These hooks are ba-
and sometimes all you can do is watch and sically available for all players. Some hooks are
scratch your head in amazement as the plotline targeted to specific players or groups. For in-
you developed evolves into something com- stance, the Mages Guild may be seeking guild
pletely different. members to investigate a strange rift that has
We are always looking for good writers, opened in the woods; the local sarr leader has
but you need to know what you are getting into gathered all the sarr adventurers to help her
before you submit anything. destroy a local gnolls lair; the local under-
The advice in this chapter is to help you ground is seeking thieves to help rob the house
get started by writing weekend encounters and of a particular merchant who is causing trouble;
modules (set adventures). Once you have had a an NPC is coming into town in search for a
few of these accepted by the Plot Committee, specific player to follow up on something writ-
then you can start on the harder stuffweek- ten in a character history.
end long adventures and long term plotlines. These modules may encompass many
But lets start off slow, shall we? NPCs and use lots of props and special effects.
A weekend encounter is a simple plot that There is a definite plot and a quest involved
usually only requires a few NPCs and very little and it may sometimes be something that has an
setup. These encounters are always in demand, effect on the main plot.
and are very important because they give the Because of these reasons, there are more
NPCs reasons to be out there instead of merely restrictions on modules. Here then are some
go out and find some players and fight with pieces of advice for writing these modules (al-
them. The Plot Committee is always looking though in general the same advice goes for en-
for weekend encounters, and they can be as counters). These are not rules, but guidelines.
short as a paragraph or two. Here are a few ex- You may come up with a new twist or way of
amples: doing a module that goes against one or more
Example one: As a party nears the grave- of these suggestions, and that is finebut dont
yard late at night, they hear cries for help. As pin your hopes on having it accepted. When in
they get closer, they see that a group of four doubt, dontespecially if its your first mod-
goblins is fighting six zombies and losing. The Photo courtesy of Creative Crossroads
ule.
party can do nothing, wait to see who wins and
then go after the winners, or jump in to help. If Think of a plot first. Sounds simple, but
they help the goblins, the goblins will not at- down lots of names. As soon as you have as you may be surprised at the amount of modules
tack the humans. If after the zombies are killed many as you think safe, or as soon as the Town we get that are well written except for one thing:
the goblins are not attacked, they will thank Guard starts to eye you, you will hightail it out They have no real plot. They are simply a se-
the party for their help, allow them to keep the of town to run your scam somewhere else. ries of encounters or fights with no real con-
treasure on the zombies and offer to give the Example three: You are a ritual caster who tinuing thread. A good module should have each
party some old chicken bones they have (they has gone mad. You will take your two iron encounter build on the one previous. Every
have nothing of value). If however the party golems into town and demand that the town encounter should be there for a reason.
attacks, the goblins will of course defend (or surrender to you. Of course, they will not, and Imagine a module as a short story, with
run away). If the party takes a lot of damage in you will then give the iron golems the order to motivations for the characters and the NPCs,
the battle and the goblins think they may be attack anything that moves! The first thing unexpected plot twists, and a build towards an
able to beat the party, they will attack the party they see moving is you, so they will beat you exciting conclusion. If there is an encounter in
despite what the party has done for them. down quickly then go after the players. If the your module that does not build toward your
Example two: You are a poor old beggar players stand completely still, the golems will ending, then it would probably be better off
walking through town asking for coppers. If walk past them and look for moving targets. being removed.
someone gives you a silver or more, say Ah, Writing encounters is a good way to start The question to always ask yourself when
you are very kind. I will grant you one wish. off your Alliance writing career. It shows the writing a module is Why? Why did the bad
Take out a piece of paper and write down the Plot Committee your creativity and gives them guy act this way? Why is this puzzle here? Why
characters name and the wish, and tell them easy to run encounters that can be used when- do these monsters stay in this room waiting for
that their wish will be granted in the morning. ever there is a lull in the action. players to enter? If you dont have an answer
(Do not write the players name; this must be Modules are a bit more complicated, usu- to every why then you have some more writ-
completely in-game.) Soon that person will ally containing more than one encounter. Mod- ing to do. Have a reason for everything and the
probably tell his or her friends and you will ules usually take place in separate buildings and module will be a lot more fun.
soon be getting lots of silvers and be writing areas away from the rest of the players. Players Dont forget that there must be motiva-
will find the hook to the module and a small tion for the party to go on the module as well.
group will then be able to participate. Players find it very frustrating when they have
153
all the time. what they are dealing with.
Later, other patrons will come to the bar Once the players know what password gets
(the NPCs who were playing the bad guys ear- them past the Audible Projection and what com-
favorite seat in the casino. It is only a decora-
tive sword but it looks like it is worth a lot. It is
firmly attached and anyone trying to remove it
will have to spend at least a minute doing so,
and it will be painfully obvious to anyone who
looks that way.
The sword can be Shattered or Destroyed.
It is not really worth much (Its just gold paint).
Ivan has a long and somewhat boring story
to tell about how he got it, and while telling the
story he can be fairly distracted about what else
is going on around him. The story itself has
nothing to do with the module.
At one point early on, Percival must tell
Ivan that he needs some more money from the
office. Ivan must then loudly proclaim that he
is going to get it (to give the players a chance
to get out of the way), pull an obvious key out
of his pocket, walk to the office door, and then
eventually go back to his seat. This is to estab-
lish to the party that he has the key in his pocket.
Ivan is a minor operative in the Fist. He is
not as powerful as the Secret Service believes.
He is, however, a major money laundering cen-
ter and his place of business services as a
fence for Fist steals. less to her once the ink disappears. Of course, convince him to go to another room. He didnt
Candy may come back for revenge at a later get where he is by being too trusting.
Candy Came date Note also that Randolph has to be the vic-
Candy is a traditional James Bond girl. tim of a waylay as the module begins; other-
She loves fast men, money and danger. She will Colonel Randolph wise, he would be fighting those Dockside
attach herself to the handsomest man in the party The Colonel is a military man, upper class, members alongside the players.
and flirt with him constantly and will attempt stuffy, been in the military since he was a boy.
to put a Love poison in his drink. He likes to gamble, but doesnt care much for Monique
What she wants is the little black book held the ladies, so Candy has been unable to get him Monique is a little French waitress who
by Colonel Randolph. If the players ask about since her Love poisons seem to only make him flits from place to place with her tray and who
the book, she will try to change the subject but swoon over the handsome gypsy card shark at is often seen dusting high places much to the
if pushed will state that Randolph is a slaver the next table. Plus he distrusts her and rightly delight of Gino. Players will assume that her
and the book lists his slave routes. She must thinks shes out to get something from him. dumb demeanor and attitude is really a cover,
emphasize that merely stealing the book is cer- Randolph supplements his income by hav- butsurprise!she really is what she seems
tain to get the Colonels attention and this would ing the army look the other way when the slaves to be.
cause everyone in the place to be searched, but come through. Hes not a nice guy. Monique dislikes Ivan because Ivan mis-
she has no idea how to go about getting the He always keeps his lucky black book next treats her. A few days ago, Ivan took a piece of
damned thing. to him on the table but keeps a wary eye on it, jewelry from Monique that was given to her by
She will not admit who she works for but and often places his cards on top of it. He never a gambler at the Casino who she really cares
will do everything she can to convince the play- opens it though, so will be unaware that some- about. Monique knows that the jewelry is in
ers that she is working for anti-slavers. one has replaced his book with another (like the Office. She doesnt know the combination
She tells her victim that she will do a the one from Ivans office!) or the Audible Projection word. It is important
favor for him in return. If her victim asks about He doesnt know anything about whats that Monique does not mention the piece of jew-
the Casino office, she will admit that she knows in the office or the safe. He likes Ivan but has elry until after Ivan and Percival have done their
the combination. She cares nothing about Ivan. no business dealings with him and is unaware bit with the key.
If the players refuse to turn over the book, that Ivan has anything to do with the Fist. If the party makes it known that they need
she will refuse to give them the combination. He is an elf and has six Resist Commands, the key, Monique will offer to help them get it
Once she gets the book, she will leave immedi- so if the players try to Dominate him to give up if they promise to give her the piece of jewelry.
ately, giving them some treasure as a reward. If his book, he will merely resist and call for the Its not worth much and its not magical so even
the party follows, they can attempt to take her guards. Candy will of course disavow any the greediest party should have no problem
down right outside the Casino, but if they dont knowledge of the players or the book if that handing it over to Monique.
act fast she will be seen getting into a carriage happens since she doesnt want to be questioned If the party does not make it known that it
that was waiting nearby. If the party does at- by the guards. wants the key, Monique will go to a likely mem-
tempt to get her, she will scream for help and If the party doesnt replace the black book ber of the party who looks helpful and will cry
otherwise attract the attention of those inside. with another that looks just like it, he will no- out her troubles to him or her. She will com-
One option for the players is to try to copy tice and demand the return of the book, and plain about how Ivan treats her and will ask the
the book for her with the Quill and the disap- everyone will then be searched. Even if the book player to help get the piece of jewelry back from
pearing ink, thus making the information use- is not found on the players, it is sure to make the Office. If the party looks lost she can drop
everyone watch the players with a bit more cau- hints and will say Only Ivan has the key and
Suspended Actions
Some Actions are not opposed until much
long after they have been taken. For example, a
rogues trap is not opposed until someone at-
tempts to disarm it. Someone who Conceals
himself may not have a chance of being No- 5 (modified to 7). Bolger rolls a 4 and Haley for another target. If successful, the opponents
ticed for minutes or hours. In such circum- rolls a 2 (both Bolger and Haley have Eyes attack hits the characters weapon (which usu-
stances, the character should roll the d6 nor- Traits of 3). Accordingly, nobody spots the hid- ally results in a foiled attack). Any attempt to
mally at the time of taking the Suspended Ac- den sarr. deflect a packet-based attack (whether it repre-
tion, and add the appropriate Trait and other Lahr leaps menacingly from the brush and sents a missile, spell, alchemy or monster abil-
modifiers to the roll. The Director should note demands the travelers they drop their gold and ity) incurs a 2 penalty. Deflect is opposed by
the result. Later, when the Action is opposed, flee. He summons aura into his hand to encour- the opponents Hands for a weapon-based at-
the opponent should roll the d6 and add the age the travelers to think he might be ready to tack and Eyes for a packet-based attack. A De-
appropriate Trait and modifiers. Only then can cast necromancy. The Director rolls Lahrs In- flect is not the same as the Parry Skill and its
it me determined whether the Action succeeds. timidate (Face). he Director rolls a modified use precedes any need to call defensive Skills
If the Suspended Action is one that re- 6. Since PCs cannot be intimidated with dice, like Evade, Parry or Dodge. Deflect may only
quires the characters attentiveness (for ex- neither Dorothea nor Tto need roll the oppos- be used against attacks from the front or from
ample, Hide), the Director may require peri- ing Trait of Heart. However, he does roll for the same flank as the arm wielding the deflect-
odic Heart checks to see if the character can both Bolger and Haley. Bolger rolls a modi- ing weapon.
maintain the concentration needed to preserve fied 2 and Haley rolls a modified 4. Both of
the Action. them fail to successfully oppose and the Direc- Pull (Face): A character may choose to
tor has them quake in their boots. If they had draw an opponent out of its ranks (thus allow-
Example: Bolger has led Dorothea, Tto, money, they would drop it and run! ing the characters allies to break the opponents
and a young stone elf knight named Haley that Dorothea notes that Lahr did not cast any lines, or for any other reason). Pulling is op-
they have befriended, into the middle of a dark spells and thinks that a bit odd. She decides to posed by the opponents Heart. Success causes
forest. Along the way, Bolger tells his compan- try to confront Lahr. Dorotheas plea is effec- the opponent to move five feet forwards. An
ions that the forest is known to be the home of tive, and soon Lahr is tearily apologizing to opponent cannot be lured into a Ward, through
a pride of necromantic sarr. Nevertheless, this the party and begging for their help in saving a Wall of Force, or into the range of a Shun or
is the only way to Margarets castle. his kingdom. Soon they realize they have a com- Repel.
Unknown to the PCs, there is a sarr earth mon enemy when Lahr reveals that the necro-
scholar lying in wait for them. His name is Lahr, mantic Sarr are lackeys of a certain High Orc Push (Heart): A character may try to force
and he is not a part of the necromantic pride. wicked sorceress an opponent backwards (to break a line, or to
He is in fact the rightful ruler to kingdom in force an opponent into a corner, or even into a
perilous situation, such as over a cliff or into
which the forest sits. The necromantic sarr have
usurped his throne and turned all his court into
Combat Actions quicksand). Pushing is opposed by the
undead. Only he escaped but, friendless, he has There are a number of things a character opponents Feet. An opponent cannot be forced
been reduced to banditry to survive, while he can do during an Action. Including the Actions to enter a Ward, through a Wall of Force, or
tries to formulate a plan to get his kingdom specified above (that can be performed in a into the range of a Shun or Repel. If successful,
back. single Round), following are some of the more the opponent moves five feet backwards.
Lahr has previously hidden himself. The common Actions taken during combat:
Director had previously rolled Lahrs Hide Strike (Hands): This is the roll applied
(Feet) and he rolled an 11 (Lahr has Feet of Deflect (Hands): A character may choose for any non-thrown weapon-based attack,
5). When the party approaches, they are each to hold his Action and use a weapon to deflect whether it is for damage, or to deliver a
asked to roll a Notice (Eyes) check. If any one another characters attack. The deflected attack spellstrike, or to deliver a specialized weapon
of them rolls a natural 6 (which always suc- need not even be directed against the Deflect-
159
ceeds) or a modified 11, Lahr will be spotted. ing player, if it is within reach. A Deflect may
Dorothea rolls a 1 (modified to 3). Tto rolls a also be used to catch a thrown packet intended
Skill such as Eviscerate, Disarm or Stun Limb. learn the system as a single cast of the die is all takes damage!
This Action is opposed by Feet. An opponent that is needed for any Round.) Lahr Throws (Eyes) another Pin at Mar-
with a defensive Skill, such as Evade, Parry or Finally, Dorothea, Tto, Bolger, Haley and garet (Feet). Lahrs 9 loses to Margarets 12!
Dodge need not invoke use of this Skill until Lahr have stolen into Margarets castle and Haley Strikes (Hands) the third guard
after it is determined if the Strike succeeds. Use have come upon Margaret herself and six Orc (Feet). Haleys 4 loses the guards 6.
of such defensive Skills does not count as a guards. The hallway in which they fight only Margaret Throws (Eyes) a Dragons
characters Action for that Round. Most com- allows three people to stand abreast. Tto, Haley Breath at Bolger (Feet). Margarets 6 loses to
batants in Alliance LARP are able to swing more and Bolger make the front line, with Dorothea Bolgers 7.
than once in a six-second interval. Accordingly, and Lahr in the back. They face two rows of Dorothea spends her action retrieving the
the Strike Action assumes the character is guards, with Margaret behind them. The two scroll. Since it is within five seet, she can pick
swinging multiple times. The damage inflicted sides spend a few moments taunting each other, it up with one action. It is a scroll of Ice Bolt.
by a successful Strike (unless it is a Spellstrike) but it is clear that this encounter will not be Again, the Director narrates the action,
should be doubled. This does not apply to avoided without the shedding of blood. When as orcs and allies grunt in pain and magic con-
ranged attacks. Margaret summons aura to her hands, every- tinues to fly. On to Round 3!
one else draws claws and weapons. Bolger Strikes (Hands) the first guard
Throw (Eyes): This is the roll applied for The Director asks everybody to roll Ini- (Feet). Bolgers 4 loses to the guards 6.
any Thrown Weapon or packet-based attack, tiative (Feet). The Director decides to roll a Tto Strikes (Hands) the second guard
whether it is a spell, alchemy, missile or mon- single initiative for the guards. In descending (Feet). Ttos 7 beats the guards 6. The guard
ster ability. This Action is opposed by Feet. An order, the modified initiative rolls are Bolger takes damage!
opponent with a defensive Skill, such as Evade (9), Tto (9), guards (8), Lahr (8), Margaret (8), The first guard Strikes (Hands) Bolger
or Dodge need not invoke use of this Skill until Haley (4), Dorothea (4). Combat proceeds as (Feet). The guards 4 beats Bolgers 6. Bolger
after it is determined if the Strike succeeds. Use follows (all numbers are modified): takes damage!
of such defensive Skills does not count as a Bolger Strikes (Hands) the first guard The second guard Strikes (Hands) Tto
characters Action for that Round. A negative (Feet). Bolgers 8 beats the guards 7. The guard (Feet). The guards 8 beats Ttos 5. Tto takes
modifier of 1 is added to the Throw roll for loses Magic Armor. more damage! Hes in bad shape.
every five feet that a packet is thrown over ten Tto Strikes (Hands) the second guard The third guard Strikes (Hands) Haley
feet (i.e., a 3 modifier is applied to a throw of (Feet). Ttos 4 loses to the guards 6. (Feet). The guards 7 loses to Haleys 9.
25 feet). No throw over 40 will ever succeed. The first guard Strikes (Hands) Bolger Lahr Strikes (Hands) Tto with a Cure
(Feet). The guards 6 loses to Bolgers 7. Light Wounds. Since Tto is within reach of
The second guard Strikes (Hands) Tto Lahr, and Lahr accepts the spell, the Director
Combat Modifiers (Feet). The guards 8 beats Ttos 5. Tto loses rules it operates automatically. Tto thanks
While the application of any modifiers Magic Armor. Lahr for the healing.
rests in the firm and absolute discretion of the The third guard Strikes (Hands) Haley Haley Strikes (Hands) the third guard
Director, following are modifiers that are not (Feet). The guards 9 beats Haleys 6. Haley (Feet). Haleys 7 beats the guards 5. The guard
uncommon in combat. loses Magic Armor. takes damage!
Lahr Throws (Eyes) a Pin at Margaret Margaret Throws (Eyes) a Dragons
Modifier Condition (Feet). Lahrs 8 beats Margarets 7. Margaret Breath at Bolger (Feet). Margarets 9 beats
-3 Actor attacks opponent bearing a loses her Spell Shield. Bolgers 8. The spell utterly depletes Bolgers
shield from the front or from the flank Haley Strikes (Hands) the third guard Body Points, reducing him to -1! Bolger
bearing the shield, where the shield (Feet). Haleys 7 beats the guards 7. The guard screams in pain and collapses to the floor.
is not a valid target for the attack. loses Magic Armor. Dorothea Throws (Eyes) the Ice Bolt at
-2 Opponent takes cover behind object Margaret Throws (Eyes) a Disarm at Margaret. The Director rules that as she had
(like a tree or table). Bolger (Feet). Margarets 7 beats Bolgers 5. to move five feet back to retrieve the scroll, the
-1 Opponent flees field rather than Act. Bolger loses his Spell Shield. throw is subject to an additional 1 modifier.
-1 Actors second attack due to Dorothea Spots (Eyes) for anything to Dorotheas 8 beats Margarets 7! The Director
Florentine or Two Weapons Skills. help. Dorotheas 8 beats a prior Stow (Hands) checks Margarets NPC card and notes that she
+1 Opponent affected by Pin or Bind. and she spies a scroll tucked under a bucket on has a special vulnerability to ice-based attacks,
+2 Opponent affected by Feeblemind or the window sill. which cause her double damage. The ice bolt
otherwise unable to use game The Director narrates the action as blows causes her 30 Body Points of damage, killing
abilities. are exchanged, spells course through the air her. Screaming in pain, she drops to the floor.
+3 Actor attacks opponent bearing a and magical defenses fall to the wayside. Now Dorothea asks the Director if she can
shield from the front or from the flank for round two! speak in response to this and the Director
bearing the shield, where the shield Bolger Strikes (Hands) the first guard agrees. Dorothea demands the orcs surrender.
is a valid target for the attack (Feet). Bolgers 8 beats the guards 7. The guard Normaly, a Face check opposed by the orcs
+3 Target affected by Nausea. takes damage. Heart might be warranted, but the Director had
+4 Target is unable to move (i.e., affected Tto Strikes (Hands) the second guard already decided that Margarets defeat would
by Confine, Sleep, Vertigo or Web), (Feet). Ttos 9 loses to the guards 6. The guard demoralize the Guards. In fact, they always
but attack is thrown. loses Magic Armor. secretly hoped someone could end Margarets
The first guard Strikes (Hands) Bolger cruel rule. Huzzah! shout the orcs, Mar-
Example: (Please note that the following (Feet). The guards 6 beats Bolgers 6. Bolger garet is dead! Long live Queen Dorothea!
description of combat may seem a bit drawn loses Magic Armor. (Meanwhile, Lahr quickly begins performing
out. In fact, combat in Alliance Tabletop should The second guard Strikes (Hands) Tto First Aid on the scorched Bolger.)
move swiftly once the Director and players (Feet). The guards 8 beats Ttos 7. Tto takes
damage! A Tabletop Character sheet can be found
Cauliflower Hand: Somebody endowed Hook: The thing that gets the players into
with so much aura that the spell packets in their a module. It could be an NPC hiring them, or a
hand seem like a stalk of cauliflower. treasure map found, or any number of interest-
ing plot devices.
Character Card: Your character card lists
your current skills and all other important stats. Huzzah!: The medieval version of hoo-
Keep your Character Cards after each event like ray! Usually cheered by crowds at tourna-
a receipt and that way you can keep track of ments.
your characters progress.
IG: In-game
Cheese: To be a rules cheat by insisting
upon the letter of the rule instead of the intent In-Game: What really happens to your
of the rule or to otherwise try to bend the rules character. Not everything on a weekend or a
to fit what you want. module is in-game. During a battle, the dam-
Effect Groups: Every effect in the game age you call is out-of-game but the damage
Death Countdown: When your character falls into a group. For example, in the effect caused to the character is in-game. Two play-
reaches -1, you start your Death Countdown. group Binding you will find effects like Con- ers may talk between weekends, say something
For the first minute, any healing spell or heal- fine, Pin, and Web. This provides consistency incriminating, and decide for the fun of it to
ing elixir can bring you back to consciousness. for spell verbals, specific defenses, and cures. treat it in-game as if their characters had said
After that minute, you are dead and need a Life it. In-game also refers to knowledge your
spell. After five minutes with no Life spell, you Experience Points: These are points you character has as opposed to you the player. Out-
must attempt to resurrect. This Death Count- trade in for Build Points. You earn these every of-game, you can read and write but in-game
down continues even if you are raised as a zom- time you play. you cant, for instance.
bie and only stops if you are healed or given
First Aid. Fishbowl: When random weekend NPCs In the Bag: A character who already has a
need a reason to be out there, pre-written en- chance of drawing a black stone from the Bag
Doughnut: A player without a clue. Ap- counters can be pulled from a fishbowl to fill of Chance. I cant afford to die! Im already in
parently began when one monster said to a clue- the need. the bag!
less PC I eat people like you for breakfast!
Youre a doughnut! Fizzrep: See Phys Rep. LARP: Live Action Role Playing.
Dragon Magic: A spellcaster who can cast FOIG: Find Out In-Game. Said fre-
Formal Rituals as if they were standard spells.
PCs may never possess this skill and only the
quently to players who ask in-game questions
while out-of-game.
161
Logistics: Logistics is where you get your game. Certain areas may be out-of-game as well, Scaling: Modules are often scaled so
tags, spend your Production Points, update your such as the bathrooms, the module set-up ar- that different party levels will be properly chal-
character, and take care of all the out-of-game eas, and the NPC camp. lenged. A group of goblins may challenge a first
paperwork that must take place for the game to level group but be a big yawn to a tenth level
run smoothly. Phys Rep: Short for Physical Represen- group so the higher level groups will encoun-
tation. There must be a Phys Rep for every ter monsters and traps appropriate to their level.
Machine gunning: A machine gunner item your character possesses. In other words,
stands next to his or her victim and moves the you must have a small bottle or container and Shadow Magic: This skill is similar to
weapon only with the wrist, bringing the not merely the potion tag in order to use a po- Dragon Magic, but the caster may only cast
weapon back a few inches and striking repeat- tion. Formal Rituals of one school as a regular spell.
edly while yelling damage as fast as possible. This skill is also NPC only.
This is not allowed.
Spell Defense: Spell defenses are spells
Marshal: A staff member who is versed that are cast upon you for protection and stay
in the rules and can make decisions on rules upon you until used up. The spell defenses are
interpretations when there are questions or con- Bless, Elemental Shield, Magic Armor, Poison
troversies. Marshals are certified on a chapter- Shield, Reflect Magic, Shield, and Spell Shield.
by-chapter basis. Sometimes they are also called Protectives.
Mee Wee: A Mystic Wood elf. Stats: Your characters statistics, which in-
clude level, skills, number of deaths and the
Metagame: To use out-of-game knowl- like and are found on your character card (or
edge to help your in-game character. This is on a Monster Card).
cheating!
Stick Jockey: A player who only cares
Module: A set adventure. On an adven- about fighting.
ture day, the module takes up your day as you
go through several encounters. On a weekend, Sword and Board: Fighting with a sword
a module may be only one encounter. and shield.
Mundania: The real world. (You know Tag Hold: A Tag Hold is held after a battle
where we go when were not playing Alliance PC: Player character. Everyone who is not for the purpose of collecting the many tags and
games.) an NPC (see above). adjusting each players Battle Board. The game
continues on for purposes of role-playing, first
Mundane: A person who does not play PC Basher: A player who earns game aiding, armor repair, and so on, but NPCs may
Alliance games; especially one who does not money and items primarily by killing and rob- be walking around out-of-game collecting used
understand why people enjoy these thingslike bing other players. Not a very well-liked per- tags. This is different from a regular Hold where
our bosses and teachers. son. everything stops and you cant even role-play
or first aid.
Newbie: A new player, usually identified Popcorn Battle: Sometimes a group of
by the Gosh Wow expression on his or her NPCs is sent out for a battle. Each NPC is given Ten Percent Club: A club no one wants
face at the first event. This is not meant to be a certain number of lives. When they die, they to join, consisting of characters who have per-
an insulting term. Everyone was a newbie once. wait to be searched (if applicable) and then they manently died on their first draw from the Bag
go out of the battle area OOG and come run- of Chance.
Nounverber: A character with a typical ning back in as another monster. The players
fantasy name such as Dreamseeker or are surrounded with enemies coming at them Time Bomb: An NPC who sneaks into
Shadowwalker or Deathbringer. from all directions and feel like they are in a town and attacks for no in-game reason, sud-
popcorn popper. denly exploding. This is bad. Do not do this.
NPC: A non-player character. NPCs are
all controlled by the Plot Committee. NPCs in- Prepare to Die Skill: Certain battle Turtling: Crouching down and hiding
clude all monsters. A few people who serve im- skills require you to concentrate, and when us- behind a shield so that no legal targets are avail-
portant functions in the town may also be NPCs, ing those skills, you can use no others until the able for your opponent to hit. This is not al-
such as the major nobles and guild leaders. To blow is successfully landed or countered. The lowed. Do not do this.
all outward appearances, all non-monster NPCs Prepare to Die skills are Disarm, Eviscerate,
should look and act just like PCs. Shatter, Slay, and Stun Limb. Unslept: A player who has stayed up all
night playing, powered by caffeine or adrena-
OOG: Stands for Out-of-Game. Not to Reversible Spell: Some spells are revers- line, and now looks half dead. Not as bad as a
be confused with the sound you make when hit ible. A spellcaster learning Cure Wounds also Greater Unslept (usually identified by their staff
too hard in the stomach by a barbarian with a automatically knows Cause Wounds. However, cards).
huge club. not all reversible spells have a necromantic
counterpart. Wave Battle: Battles that simulate hav-
Out-of-Game: Information obtained by a ing more participants than NPCs by having
player (as opposed to a character) is out-of- Rumor Sheet: An out-of-game sheet of NPCs attack in waves. Its the opposite of a
paper containing in-game rumors that your char- popcorn battle.
163
Binding effect group 98 Coating effect group 98 Divestiture 141
Blacksmith skill 58 Code of Conduct 34 Documentation, NPC 27
Photo courtesy of Creative Crossroads
Blade Spells 161 Coins 10 Dodge 61
Eternal Forest 144 Heal Golem 141 Light Vorpal Coating 119 Obliteration 142
Euphoria 117 Healers Resolve 136 Lighters 35 Obvious Power 138
Evade skill 61 Healers Verses Undead 101 Lightning Bolt 119 Oil of Slipperiness 120
Event Points 149 Healing Arts 63 Lightning Storm 120 One Handed Blunt 64
Eviscerate skill 61 Healing effect group 98 Line of Sight Duration 98 One Handed Edged 64
Evocation effect group 98 Heartstone 129 Liquid Light 120 One Handed Spear 83
Expanded Enchantment 141 Heavy Metallic Armor 79 Local Chapter Only 12 One Handed Weapon Master 64
Expanded Enchantment Ritual 144 Help Undead 119 Locations, Armor 79 On-Line Roleplaying 36
Experience Points 50 Helping 149 Lodestone 129 OOG 162
Explosive Traps 145 Herbal Lore 63 Lord 30 Other effect group 98
Extend Battle Magic Duration 141 High Intelligence 28 Lore 142 Out-of-Game 36
Extraplanar Creature, Summon 143 High Magic 134 Lore Answer 137 Overlord 28
Eyeglasses 78 High Ogre 44 Love 120 Ownership Ritual 144
F High Orc
Hirelings
44
33
Love Potion #9
Low Intelligence
120
28 P
Fangtooth 129 Hits, Calling 95 Loyalty, Law of 30 Packet Attacks 94
Fear 118 Hobling 45 Lumberjack 59 Packet Delivery 96
Feeblemind
Fey Curse
118
71
Hold rule
Honor, Law of
36
30 M Packets
Packing for events
99
11
Fey Mark 71 Hook 161 Machine Gunning 94 Page 89
Feyander 129 Hospitality, Law of 30 Magic Armor 120 Pantherghast 143
Fighter 48 Hostile Circle 92 Magic Augmentation 136 Paralysis 121
First Aid 61 Housing 33 Magic Blade 120 Paranoia 121
Fishbowl 161 Huzzah 161 Magic Items 103 Parry 64
Flame Bolt 118 Hydrite 129 Magic Storm 120 Paste of Stickiness 121
Flame Traps
Flames
145
35 I Magical Creature, Summon
Magical Qualifier
143
97
PC Bashing
Penna
35
129
Florentine 61 Ice Bolt 119 Magistarium Elemental, Summon 143 Permanent Duration 142
Fodder 28 Ice Storm 119 Magistrate 30 Personality Changes 62
FOIG 161 Identical Effects 96 March of the Untiring 144 Phase 73
Food at events 11 Identify 130 Mark 142 Phys Rep 162
Food chain 18 Identifying Potions 63 Mark, Fey 71 Physical Representations 78
Foresee the Weather 144 IG 161 Marshals 34 Pin 121
Foresight 136 Illumination 144 Massive 72 Pink Elephants 119
Formal Link 136 Immune to <Type> Weapons 72 Master 28 Pinning Weapons 93
Formal Magic 127 Immune to/from <Damage Type > 71 Master Construct 142 Planar Asylum 142
Formal Magic skill 61 In Genre Armor 79 Master Crafted Armor 79 Planar Gate 142
Fortannis 12 In the Bag 161 Matches 35 Plant False Emotions 77
Fortress 118 Incantation 99 Materials, Armor 79 Platinum Piece 10
Foundation Elemental, Summon 143 Indefinite Duration 98 Matters of Life and Death 90 Plot Submissions 19
Freeze mental ability 76 Infection 72 Mechanical Traps 145 Plot, Getting 14
Full Boat 161 Infractions 37 Medical Page 89 Poison Qualifier 97
G In-Game
In-Game Limitations
161
87
Mee Wee
Mental Abilities
162
74
Poison Shield
Polearm
121
83
Gas Traps 145 Ingested Delivery 97 Merchant skill 64 Polearm skill 64
Gaseous Form 71 Inheritance 30 Merchant, title 31 Popcorn 162
Gasses 109 Innate Pyramid 72 Metagame 162 Potions 102
Genius 28 Innate Reflect Magic 72 Mind meld 75 Potions, Identifying 63
Getting Information 19 Insert Component 137 Mind reading 74 Preparation 17
Getting Plot 14 Instant Duration 97 Mindless 28 Preserve Duration 142
Ghoul Grease 129 Intoxicate 119 Minion 28 Prince 30
Gift effect group 98 Introduction to rules 8 Mist Sense 144 Princess 30
Gift of Life 141 Investiture 141 Mixing Elixirs 107 Prison 121
Globe, Gas 109 Investment 130 Module 150 Production Points 55
Glossary 161 Item Recall 141 Monster Card 28 Props Nashing 35
Goblin Munchies 161 Items, Out-of-Game 36 Monster Characters 38 Proscribe 142
Goblin points
Goblinbane
149
129 J Monster Size
Monster Slayer
89
142
Protection Aura
Protection/Enhancement group
142
98
Gold Piece 10 Jetsam 129 Most Important Rules 8 Protectives 100
Good Sport Rule
Goodman
34
31 K Muhahahaha
Multiple Characters
151
88
Purify
Pyrotis
121
129
Gossip
Government
35
29
Keep
Killing Blows
33
95
Mundania
Mystic Wood Elf
162
45 Q
Gravedigger
Greater Circles of Power
59
129
Killing off your character
King
92
30 N Qualifiers
Queen
97
30
Greater Command effect group 98 Kinship, Law of 30 Natural Armor 72 Quicken Casting 137
Greater Obfuscate 144 Knight 30 Nausea 120 Quicksilver 122
Greater Spell Store 144
L Necromancy 101 Quivers 83
Greater Wand
Group Mind
141
71 Lackey 28
Necromancy effect group
Nightshade
98
129 R
Guard 30 Lady 30 Nobility 30 Races 38
Guidelines, Weapon 82 Languages 88 Noble Powers 31 Racial Assassinate 65
Guildmaster 30 Lastember 129 Noble Titles 30 Racial Dodge 65
Guildmistress 30 Laugh 119 Noisemakers 144 Racial Proficiency 65
Gypsy 43 Laws 31 Non-Corporeal Form 73 Racial Reaver 142
Gypsy Curse 62 LCO 12 Nonlegal Targets 94 Racial Slay skill 65
H Learning Skills
Legal Targets
50
93
Normal Intelligence
Nounverber
28
162
Racial Transform
Radius Delivery
142
97
Hack and Slash 161 Legerdemain 146 NPC Advice 25 Ratcatcher 59
Half Race 38 Legerdeman skill 64 NPC Only Rituals 144 Read and Write 65
Hallucinate 119 Lesser Investment 119 NPC Weapons 81 Read Magic 65
Harm Undead 119 Levels 50
O Reagents 129
164
Harmed by <Effect> 71 Life 119 Real Weapons 35
Haven of the Living 141 Light 119 Oak of the Arcane 136 Rebirth 136
Heal from <Effect> 71 Light Metallic Armor 79 Obfuscate 142 Recipes 107
Recognized
Reduced Damage
130
73
Shield, Not a Weapon
Shield, Strengthening
80
58
Thrown Weapon
Thrown Weapons
68
82 W
Reeds 41 Shields 80 Time 89 Wall of Force 125
Refitting Armor 58 Shun 123 Time Bomb 162 Wand, strengthening 58
Reflect Magic 122 Sight, Line of 98 Timed Duration 98 Wands 102
Regenerate 142 Silence 123 Titles, Nobility 30 Wands (ritual components) 129
Regeneration 73 Silver Piece 10 Torches 35 Ward 125
Release 122 Silvering a Weapon 58 Touch of Empowerment 138 Warder Glyph 143
Remove Block 75 Sir 30 Touch-Casting 100 Wave Battle 162
Remove Curse effect group 98 Skill Costs 52 Transfer Enchantment 143 Waylay skill 68
Remove Destruction 122 Skills, Learning 50 Transform to Undead 143 Weakness 126
Remove Emotions 76 Slay 67 Transportation 32 Weapon Attacks 94
Remove Greater Command group 98 Sleep 123 Trap Containers 144 Weapon Coatings 108
Remove Gypsy Curse 62 Small Weapon 67 Trap mental ability 75 Weapon Construction 84
Remove Paralysis 122 Smoking 35 Trapping Weapons 93 Weapon Delivery 96
Remove Silence 122 Societal Conventions 30 Traps 145 Weapon Master 69
Remove Weakness 122 Society 29 Travel Time 32 Weapon Proficiency 69
Render Indestructable 142 Solidify 123 Traveling Between Chapters 12 Weapon Traps 145
Render Indestructable Improved 142 Spark of Empowerment 137 Triggers 146 Weapon, Silvering 58
Renew Skills 73 Spell Books 99 True Conservation 138 Weapon, Strengthening 58
Repair Blast 76 Spell Chart 104 True Empowerment 138 Weapons 81
Repair Emotions 77 Spell Defenses 100 Truesilver 129 Weapons, Pinning 93
Repair mental ability 75 Spell Packets 99 Turn Undead 124 Weapons, Real 35
Repel 122 Spell Parry 142 Turtling 80 Weapons, Stealing 147
Resist 73 Spell Rules 100 Twist 76 Weapons, Trapping 94
Resist Binding 65 Spell Shield 123 Two Handed Blunt 68 Wear Extra Armor 69
Resist Command 65 Spell Slots 51 Two Handed Sword 68 Weather 89
Resist Destroy Magic 142 Spell Store 142 Two Handed Weapon Master 68 Web 126
Resist Element 65 Spell Strike 96 Two Weapons 68 Werewolves 70
Resist Fear
Resist Magic
65
66
Spellcraft
Spells, Casting
139
100 U What Do I See
Whispering Wind
26
144
Resist Necromancy 66 Spirit Farewell 144 Unconscious 90 Windkiss 129
Resist Poison 66 Spirit Forge 142 Uncontrollable Action 62 Wipe mental ability 76
Resonance 144 Spirit Home 144 Undead, Summon 143 Wither 126
Restore 122 Spirit Link 142 Underage Players 89 Wizard Lock 126
Restore Emotions 76 Spirit Lock 143 Universal Speech 144 Workshops 55
Restore mental ability 75 Spirit of the Rules 34 Unmark 143 Writing adventures 150
Resurrections 91 Spirit Recall 143 Unslept 162 Wylderkin 47
Resurrections, Buying Back
Return Emotions
149
77
Spirit Store
Spirit Store Ritual
139
143 V X
Return Moral Code 77 Spirit Vessel 144 Vampire Charm 124 XP to BP chart 50
Reverse Life Force
Reverse Metagame
142
22
Spirit Walk
Spores
143
41
Vengeance
Verbal
143
100 Y
Reversible Spells 101 Spy 24 Vertigo 125 Your First Event 9
Revive
Rift
73
73
Squire
Stable Foundation
30
144
Visible Spells
Vision
100
143 Z
Riposte 66 Staff 83 Vorpal Coating 125 Zombie 113
Ritual Casting 130 Staff skill 68
Ritual Channel 144 Starting Items 78
Ritual Manipulation 136 Stats 162
Ritual of Woe 142 Stealing 147
Ritual Scrolls 127 Stealing Advice 24
Rogue 48 Stick Jockey 162
Role-Play Only Rituals 144 Stone Bolt 124
Rules, Spirit of 34 Stone Elf 46
Rumors 20 Stone Elf mental abilities 76
S Stone Storm
Store Ability
124
143
Sacrifice 142 Strengthening a Weapon 58
Safety, Armor 80 Stun Limb 68
Safety, Combat 93 Style Master 68
Safety, Shields 80 Subjugate 124
Sage 59 Suicide Ability 73
Sanctuary 122 Summon 143
Sarr 46 Summoned Force effect group 98
Scaling 21 Superhuman Strength 73
Scholar 48 Sword and Board 162
Schools of Magic
Science
100
29 T
Scout 48 Tabletop rules 156
Scrolls 102 Tag Hold 162
Scrolls, Ritual 127 Tags 86
Searching 147 Tags, Weapons 81
Second Chance 137 Tavernkeeper 59
Seek the Whole 144 Teacher skill 68
Serious Vorpal Coating 123 Teaching Skills 50
Servant 28 Teamwork 16
Shadow Magic 162 Templar 48
Shatter 123 Ten Percent Club 162
Shatter skill 66 Terminate Ritual 138
Sheriff 30 Terminate 68
Sheriff of Notingame 149 Terror 124
165
Shield 123 Thief Advice 23
Shield Bashing 80 Thorns 41
Shield skill 67 Threshold 73
Werewolves, barbarians, and misguided gob-
lins stand in the way of Terin's attempt to resolve
three contradicting prophecies.
If he can live that long...
Accompanied by his fellow squires, Rendal, an
expert swordsman, and Darlissa, a biata spell-
caster, Terin sets out to obey his Duke's orders
orders that go against everything he believes. Can
fulfilling the barbarian prophecies help him find a
way to morally obey the Duke's orders as well?
The prophecy said that the hero would save the duchy of
Ashbury from the evil gryphons that were about to escape from
behind the magical arch.
Too bad they got the wrong guy.
When cowardly young bard Terin Ostler is called before the
Duke and told that he fits the description of the hero of the proph-
ecy, he is certain there has been a grave mistake. When the
Dukes own men later try to kill him and he is forced to go into
hiding, he realizes that it may be his own grave that is in ques-
tion.
This is a tightly written and plotted work that will keep the
reader enthralled until the last word is read. - Christopher
Hoare, Muse Book Reviews
You dont need to know the background material to enjoy the range
of stories from the talespinners assembled here. It has plenty of adven-
tures that end with a twist that leave you shaking your head in pleased
surprise. Ill be happy to look for many of these writers in days to come.
- Jody Lynn Nye, author of View From the Imperium and Dragons Deal
Available in paperback, e-book, nook, and kindle format
through Amazon and other retailers
Double Dragon Publishing www.MichaelAVentrella.com 167
ALLIANCE TABLETOP CHARACTER SHEET
Player:____________________________________________________ Character:________________________________________________
Race:__________________________________ Class:__________________________________ Level:_______________________________
Build:_____________ XP:________________ Armor Points:________ Body Points:_____________
Left Damage:________ Right Damage:_______ 2-Handed Damage:_________ Throw Damage:_________
TRAITS
Brain () () () () () () Eyes () () () () () () Face () () () () () () Feet () () () () () () Hands () () () () () () Heart () () () () () ()
DEATHS: () () () () () () () () () () () ()
RACIAL SKILLS ACADEMIC SKILLS WEAPON SKILLS FIGHTING SKILLS SPELL PYRAMID
Break Command__________ First Aid________________ Archery_________________ Assassinate______________ Celestial Earth
Claws___________________ Healing Arts _____________ Florentine _______________ Back Attack _____________ Formal__________________
Gypsy Curse_____________ Herbal Lore______________ One Handed Blunt_________ Backstab________________ 9th_____________________
Racial Dodge_____________ Legerdemain_____________ One Handed Edged________ Critical Attack____________ 8th_____________________
Racial Proficiency_________ Merchant________________ One Handed Master________ Disarm_________________ 7th_____________________
Racial Slay______________ Read and Write___________ Polearm_________________ Dodge___________________ 6th_____________________
Resist Binding____________ Read Magic______________ Shield__________________ Evade__________________ 5th_____________________
Resist Command__________ Teacher_________________ Small Weapon____________ Eviscerate_______________ 4th_____________________
Resist Element____________ Staff____________________ Parry____________________ 3rd_____________________
Resist Fear______________ PRODUCTION SKILLS Style Master______________ Riposte_________________ 2nd_____________________
Resist Magic_____________ Alchemy________________ Thrown Weapon__________ Shatter__________________ 1st_____________________
Resist Necromancy________ Blacksmith______________ Two Handed Blunt_________ Slay____________________
Resist Poison ____________ Create Potion_____________ Two Handed Edged________ Stun Limb_______________
CRAFTSMAN SKILLS
Create Scroll_____________ Two Handed Master________ Terminate_______________
________________________
Create Trap______________ Two Weapons____________ Waylay_________________
________________________
Weapon Master___________ Weapon Proficiency________
________________________
168
Dominate_______________ Laugh________________ Paralysis_______________ Vertigo__________________
Cause Damage____________ Enslavement Antidote______ Liquid Light_____________ Paranoia________________ Vorpal Coating__________
Cause Light Damage_______ Euphoria Antidote_________ Love___________________ Paste of Stickiness_________ Weakness________________