Shadow Realms
Player=s
Manual
SR LARP Manual
Revised Second
Edition
Plot : Matthew Kraus
E-mail:mattkraus55@hotmail.com
Live action role
playing at Shadow Realms is an experience unlike any other you could
experience. Fantasy live role playing combines the natural beauty of the
outdoors with the mystical atmosphere of a wizard=s legend. The only difference is, you take part in the
legend when you enter into Shadow Realms.
Your first night at
Shadow Realms will be a night you=ll remember for years. When you arrive at the gaming site, you=ll find yourself in a
medieval village, seemingly stolen from a fantasy novel and placed on at a
picturesque 50 acre forested site. Once there you will go through the logistics
process, which includes creating a character to play and getting some starting
money . You will also receive any weapons you might need, as well as
professional medieval costuming. The plot member you enter with will explain to
you the exact nature of the skills you have chosen for your character and how
they will help you interact with the rest of the world and its inhabitants.
When you have
finished creating your character, you will enter the game itself. You will
arrive at the medieval village with whatever friends you have brought as
allies...though perhaps they shall betray you? You will be overcome by awe as
the feeling that you are entering into a fantasy novel overtakes you. You will
begin to notice that there are people gathered in the village square, clustered
in groups around roaring fires. These people are the wizards, elves and
warriors who inhabit the world you all share. Some will be friendly, and some...evil
incarnate.
AWho goes there?!@ the cry goes up from one of the fires as men in dark cloaks draw swords
and prepare for combat. You realise they are talking to you. Not wanting a
fight, you call out the name you have chosen for your character.
AI am Drelwind Anthalas, of the Elven kingdom Arborthost and I come in
peace.@ you state loudly into the
night.
AWell met friend.@ Comes the reply.
Just then you hear a
woman scream from the other end of the village as harsh cries bite into the
night air. AOrcs!@ yells one of the men. The
people near the fires are pushed back as the first tide of green skinned
warriors tear into the town. They scream savagely, chain mail glinting in the
firelight. They hair is matted with war paint, their green faces contorted in
battle frenzy.
AFour normal, four normal!@ one of them screams as he hacks into you. You quickly deduct 8 points
of damage from you armour point total, leaving you with 14 points of armour
left. That means you can=t take too many more hits and still walk out of this encounter. You draw your twin short swords and begin to
defend yourself as you see your allies do the same. One of the orcs screams in
pain as a mage launches a lightning bolt into its chest, and it falls to the
ground in a heap. Soon there are men and elves all around you, and the few
remaining orcs fall into flight.
AWell met, Drelwind.@ states one of the men as he claps you on the back. AWelcome to Holds Keep.@ Only then do you notice the
small keep huddled against the cold wind. In front of the keep you see an older
man tending the wounded, and you realise the orcan threat is over.
This story is a short
example of what your first night at Shadow Realms could be like. The only way
to see what your first night will really be like is to enter into Shadow Realms
and begin the adventures that await you there.
Creating
a Character
Creating a character
is really what this game is all about. You create a persona, an individual with
unique ideas, beliefs and personality quirks. All of this character's motives,
abilities and actions are up to you. The first thing to do when creating a
character is to form a general idea of the character's personality; are they
smart, curious, vengeful, restless etc. This persona is represented by the way
that you act and interact with other players in the game. If you create a
character who is vengeful and belligerent, you should not act timidly or be
nervous. This is your chance to let loose, to show people your character=s personality through the
way you present that character to other players. When you create your
character, you create an alternate personality. This personality is your character,
and you the person are the player. Your character needs to have a past,
you come up with where they were born, what culture they grew up in, what
resources they had available to them and in general what has occurred in their
life up to the point that they enter the game.
When you first make a character, you should
(not required) write up a character history. This is essentially a letter to
the plot members describing your characters life up to the moment the game
begins. You can explain who your character is, what has happened to him/her so
far in their life, their personality, their goals, and any other information
about them that you want the plot members to know. Information from these
character histories might be used in game later on. For example, if you write
in your character history that you stole a magical ring from a powerful mage,
you could start the game with the ring
- not knowing what it does, and
perhaps with a mage hunting you! So be careful what you put in your character
history, and have fun with it.
You must also choose
a race for your character, and a particular array of skill dots. Skill dots
represent the areas that your character has been trained in, and the types of
skills that they will be able to learn in the future. When you make a
character, you are given 5 skill dots to place in any of the class categories;
magic, faith, general, weapons, and stealth. All characters have one extra dot
(for a total of 6) in the Ageneral@ category. The placement
of these skill dots determine what
skills you may purchase, as well as how many body points your character has.
Every time you attend an event, you are given 3 experience points. Everyone
attending the event gets the same number of points. These experience points are
spent on skills that your character will use during the game. Starting
characters get 30 experience points to spend on skills. The only skills you are
allowed to purchase are those skills that fall into the categories you have
placed your skill dots into. So if I want to buy the skill AWeapon Master@, a skill that falls into
the third dot of the weapon category, I first need to have placed three of my
starting skill dots into the Aweapon@ category. If I want to buy
the skill Abasic Alchemy@, a skill that is in the
second dot of the Ageneral@ category, I first need to
have placed two of my 6 skill dots into the Ageneral@ category. It is possible to purchase more dots with experience points
later in the game.
Body
Points
Body points are a
numerical representation of your character=s physical health, how much damage they can take as
well as how close they are to dying. To determine the number of body points a
character starts with and gains each level you must count up how many dots you
have in each skill category. Which-ever two categories you have the most dots
in are the ones that determine your
body points. You add the numbers corresponding to these two categories
to determine the number of body you gain each level, and add that number to the
starting body of your race to get your starting body.
Body
Point Table
Weapon: 2
Stealth: 1
General: 1
Magic: 0
Faith: 0
A quick example: The
player wishes to play a shadowy character that always has a trick up his
sleeve. He selects Elf as his race and he puts 3 dots in stealth, 1 dot in
general, and his last 2 dots in magic. So the skill types that he has the most
dots in are Stealth and Magic, stealth earning him 1 point , magic gaining him
none. This gives him a total of 1 Body a level, plus (-1) Body (Elf
Disadvantage) each level to a total of 1 Body a level. If a character has a tie
for his two highest categories (i.e. has 2 dots in general, magic and weapons)
then he uses the two that are most to his advantage.
Body
Point Table
Body/Level Level
1 2 3 4 5 6 7 8 9 10 11
1 1 2 3 4 5 6 7 8 9 12 11
2 2 4 6 8 10 12 14 16 18 20 22
3 3 6 9 12 15 18 21 24 27 30 33
4 4 8 12 16 20 24 28 32 36 40 44
+ (5) Human, (4) Elf, (6) Dwarf, (3) Halfling or (6)
Half Orc
Death
and Dying
Sooner or later,
everyone enters combat. When you do so, you will need to know what how to react
if you are defeated in a battle. Body points represent your character=s physical health, and when
you run out of body points, your character suffers. This list shows what state
your character will be in when you are at low levels of body points.
1 Body and above: Able
to do all skills, fully conscious.
0 Body: AUnconscious@.
Characters in this state are unable to use any skill, or perform any action.
They are unconscious, they cannot sense anything going on around them. When a
character is at zero body points, they remain unconscious for 5 minutes, after
which time they gain one body point and regain consciousness at 1 body point.
Unconscious characters can be healed, but cannot be shaken awake.
-1 Body or less: ADying@. When a character reaches
-1 body points, they are said to be dying.. During this time, the character is
near death and has no awareness of the waking world. This state lasts for 5 minutes,
during which time the character can be can be healed. This count will progress
into a more serious state if left unattended for the 5 minutes. If these 5
minutes pass without the character recieving any healing, they die, and begin
what is known as the Adeath count@.
Death Count:
Characters in this state are dead. They have 5 minutes before their spirit
leaves their body and they take a death. So, a dead character can still be
healed. The only healing that affects a dead character is the spell ALife@. If these 5 minutes pass without the character being
healed, then the character has Ataken a death@.
Taking a Death : This happens if a character remains dead for 5 minutes or more. Once
this happens, the character must leave all of their in-game possessions (i.e.
money, scrolls, weapons etc) at the place of their death. They must then go Aout of game@ and find a marshall who
shall guide them through the resurrection process. Each character can take 2
deaths and still be resurrected. After taking 2 deaths, the character flips a
coin each time they take a death. If it comes up heads, they are able to be
resurrected. If it comes up tails, they take their final death and must make a
new character.
Races
Racial Characteristics:
This must be represented through make-up or
prosthetics.
Racial Abilities:
All Racial Skills must be purchased by seventh level.
Racial skills costing 4 experience or more cannot be bought until fifth level.
Racial Abilities allowing for discounted skills are optional. Other racial
skills can be bought at third level.
Racial Disadvantages
Are effective at character creation.
Required Skills:
Some races have
one skill group that must be chosen to at least the Basic level.
Life Expectancy
This range represents the average life-span of members
of that race.
Human
Humans in Shadow Realms are just like humans here.
They are fairly sturdy folk who are able to become adept at any craft. They
gain no special advantages, and suffer no special disadvantages.
Starting Body: 5
Racial Characteristics: None
Racial Abilities: None
Racial Disadvantages: None
Required Skills: None
Life Expectancy: 52-90 (50+2d20)
Half-Elf
Half-elves are a mix of human and elven blood. They
usually have pointed ears, but this is not a racial necessity. They are usually
at home in the woods, although they are as widespread as humans and are
comfortable in most settings. They gain archery for half price, and also gain
one of the two following racial benefits. They gain one of : resist enchantment
for 3, or forest-walk for 8. They gain body as a human, but are rather
weak in their youth.
Starting Body : 3
Racial Characteristics : None
Racial Abilities : archery
for 2, as well as one of : resist
charm(3) or forest-walk(8)
Racial Disadvantages : None
Required Skills : None
Life Expectancy : 205 -
600(201 + 4d100)
Elves
Elves are generally tall, lithe creatures, with a
mystical elegance. They have fair skin and pointed ears. They are excellent
hunters, as they usually learn archery at a young age, and seem to have an
almost magical ability to disappear in any wooded area. They usually form
cities in woodland areas, and are usually uncomfortable outside of a woodland
setting. Many elves are quite adept at magic and are some of the best sorcerers
in the realms. Elves also have a natural resistance to mind affecting spells
and all types of charm. They may purchase archery at half price(round down),
they may purchase forest-walk at fifth level for 6, as well as resist charm for
2. They are of a weaker stature than humans, and as such do not gain as many
body points per level as a human of the same skill array would.
Starting Body: 4
Racial Characteristics: Pointed Ears
Racial Abilities: Purchase
Archery at 1/2 price(round down), Resist Resist Enchantment for 2, Forestwalk for 6
Racial Disadvantages: -1
Body each level, minimum of 1 Body each level
Required Skills: Magic
Life Expectancy: 620-1000
(600+20d20)
Drow
Drow, or Dark Elves, are a race long ago outcast from
normal elven society. Now they survive beneath the earth=s surface through magic and
treachery. As such, the other races tend to be wary and distrustful of them,
and rightly so. The majority of Drow are evil, although there are some who are
lawful and altruistic. Drow have a natural resistance to magic, and as such
have developed an arrogance that spans virtually the entire race. They make
excellent thieves, for they have, after centuries of subterranean life, learned
to hide themselves in virtually any shadows they find. They, like all elves,
are expert archers.
Starting Body: 4
Racial Characteristics: Pointed Ears, Black Skin
Racial Abilities: Purchase
Archery at 1/2 price(round down), Resist Magic and Shadow walk for 4 each
Racial Disadvantages: -1 Body each level, minimum of 1 Body
each
level, total body is halved during the day (6am-6pm)
Required Skills: Magic
Life Expectancy: 620-1000
(600+20d20)
Dwarves
Dwarves are usually shorter than the average human.
Most of them have broad shoulders and flowing beards. Young dwarves and females
have wispy whiskers that may or may not form complete beards. Considered to be
hard workers and strong fighters, Dwarves generally shun play in favour of
labour. Dwarves are generally as dependable as the rock they carve and loyal as
the steel they forge. Dwarves live in mountain fortresses or in hill forts near
mountain ranges. They are not a subterranean race, although they are at home
around caves, rock and soaring mountain ranges. Dwarves are sturdy folk who
have natural resistance to poisons. Dwarves love to build things, to work with
their hands, and as such must spend a portion of their time learning to make
things. They distrust magic and will never try to learn it.
Starting Body: 6
Racial Characteristics: Full
Beard for males. Wispy half beard for
youths and females.
Racial Advantages: Body
Bonus: 3, Smithing: 3, Resist Toxin: 3
Racial Disadvantages: Dwarves
may not purchase Read Magic, and must spend 1/10 of all Character Points to
purchase Production Skills (smith, alchemy, potion making)
Required Skills: Smithing
Life Expectancy: 240-440
(220+20d10)
Halfling
Halflings, despite their name, are generally only
slightly shorter than a short human. The vast majority of Halflings are
civilized and cultured. Because of their nimble fingers and agile feet, they
are usually pictured as consummate thieves. Halflings are adept at all walks of
life, though they tend away from being warriors. Most halflings are unassuming
folk whose quick feet and powerful immune systems keep them out of the trouble
that their wits get them into. They usually have a very positive outlook on
life and have trouble realising that trouble can actually reach them.
Starting Body: 3
Racial Characteristics: Furred
tops of feet. Full sideburns for males, wispy ones for youths and females.
Racial Abilities: Resist
Fear: 1, Resist Toxins: 3, Dodge:6.
Racial Disadvantages: -1
Body Points every level. Cannot purchase scribe. No Heavy Weapon Skills.
Required Skills: Stealth
Life Expectancy: 120-180
(100+20d4)
Half
Orc
The other races usually shun the tragic results of
Orcan brutality; Half Orcs. Half Orcs generally stand well over the average
human and are exceptionally strong. Many become pit fighters or bandits. They
suffer many of the same prejudice as Drow, because they tend towards chaotic,
selfish behaviour. Half-orcs can live anywhere, in any culture, although
wherever they go, prejudice seems to follow. Most of them find the greatest
acceptance among orcs, though even then they are regarded as weaklings. Life
for half-orcs is usually difficult, but these strong half-breeds sometimes
flourish and fight back against a life that trods down upon them. They hate
magic and will never learn secular magic, though they sometimes find faith.
Starting Body: 6
Racial Characteristics: green
skin, fangs or large incisors.
Racial Abilities: +1
Strength costs 1/2, Body Bonus: 3
Racial Disadvantages: No
Magic Skills allowed.
Required Skills: Weapon
Life Expectancy: 10-28
(8 + 2d10)
Race
of Choice
If you want to play a race that is not listed here,
feel free to do so. You can hand in a write up of the race to the head of plot.
This write up must include all of the races benefits, flaws, starting body and
so forth. Try to make sure the race is equally as powerful as the rest of the
races, if it is designed just to be more powerful than everyone else it will
not be allowed. The marshalls have final say in any changes to the race and as
to whether or not it will be allowed.
Shadow
Realms Skill Chart
Weapon Skills
One
Dot Skills
Skill Cost Pre-Requisite
Basic Weapon 4 None
Buckler 2 None
Florentine 2 Basic Weapons
Two Weapons 3 Florentine
Shield 3 Buckler
Archery 3 Basic Weapons
Light Hafted 2 Basic Weapons
Light Blades 3 Basic Weapons
Two
Dot Skills
Weapon Damage +1 10 Weapon Skill
Basic Skill Strike 2 Weapon Damage +1
Disarm
Precision Strike
Body Blow
Duel
Intermediate Skill Strike 3 Weapon
Damage+2,Basic Skill Strikex2
Shatter
Parry
Critical Strike
Focus
Heavy Hafted 4 Light Hafted
Heavy Blades 4 Light Blades
Extra Body 2 None
Style Master 10 Basic Weapons
Tower Sheild 3 Sheild
Ambidexterity 2 Two Weapons
Three
Dot Skills
Weapons Master 16 None
Master Damage +1 14 Weapon Skill
Advanced Skill Strike 4 Weapon Damage +3, Inter. Skill
Strike x 2
Dismember
Berserk
Regenerate Self
Advanced Attack
Greater Skill Strike 5 Weapon Damage +4, Adv. Skill Strike x 2
Critical Slay
Wall of Steel
Mastery
Dexterity Armour 5 None
+1 strength 12 human,dwarf,1/2 orc
Stealth
Skills
One Dot Skills Cost Pre-Requisite
Appraise 2 None
Buckler 2 None
Florentine 2 Weapon Skill
Basic Weapons 4 None
Light Blades 3 Basic Weapons
Archery 3 Basic Weapons
Disarm Traps 3 None
Open Locks 2 None
Light Hafted 3 Basic Weapons
Two Dot Skills
Backstab +2 10 Weapon Skill
Basic Skill Strike 2 Backstab +2
Disarm
Precision Strike
Body Blow
Waylay
Intermediate Skill Strike 3 Backstab +4, Basic Skill Strike x 2
Stun
Vital Blow
Shadow Walk
Maim
Dexterity Armor 5 None
Two Weapons 3 Florentine
Three
Dot Skills
Master Backstab +2 14 Weapon Skill
Advanced Skill Strike 4 Backstab +6, Inter. Skill Strike x 2
Disembowel
Knockout
Dodge
Forest Walk
Greater Skill Strike 5 Backstab+8,Advanced Skill Strike x 2
Death Blow
Silent Strike
Avoidance
Dodge 5 Dexterity Armour x 2
Forest Walk 5 Dexterity Armour x 2
Magic
Skills
One Dot Skills Cost Pre-Requisite
Basic Weapons 4 None
Read Magic 5 Read and Write
Petty Magic 2 Read Magic
Sense Magic 4 Read Magic
Two
Dot Skills
Basic Magic 6 Petty Magic x2, Sense Magic
Scribe 4 Petty Magic
Advanced Magic 10 Basic Magic x 2,Scribe
Three Dot Skills
Greater Magic 14 Advanced Magic x 2, Identify
Ritual Magic 6 Greater Magic x 2
Faith Skills
One Dot Skill Cost Pre-Requisite
Basic Weapons 4 None
Light Hafted 3 Basic Weapons
Buckler 2 None
Shield 3 Buckler
Novice Faith 2 Medical Arts, Read/Write
Create Potion 4 Novice Faith
Two
Dot Skills
Intermediate Faith 6 Novice Faith x2, Create Potion
Blessing 4 Intermediate Faith
High Faith 10 Int. Faith x2, Blessing
Three
Dot Skills
Sacramental Faith 14 High Faith x 2, Prayer
Divine Faith 6 Sacramental Faith x2
Prayer 5 High Faith x1
General Skills
One
Dot Skills
Basic Weapons 4 None
Read and Write 2 None
Herbalism 8 Read and Write
Disarm Traps 4 None
Medical Arts 3 Bandage
Bandage 2 None
Craftsman Skill 2 None
Smithing 4 None
Tracking 2 None
Two
Dot Skills
Basic Alchemy 5 Herbalism
Light Blades 3 Basic Weapons
Archery 4 Basic Weapons
Create Traps 4 Disarm Traps
Three
Dot Skills
Advanced Alchemy 5 Basic Alchemy x 4
Chemistry 5 Advanced Alchemy x 4
Racial
Skills
Note : Any racial skill costing 4 build or more cannot
be bought until 5th level, and all racial skills must be purchased by 7th
level. Skills cheaper than 4 experience points can be bought at third level.
Skill Cost Pre-Requisite
Body Bonus 3 Dwarf, Half Orc
Resist Enchantment 2/3 Elf/Half-Elf
Resist Fear 1 Halfling
Dodge 6 Halfling
Resist Magic 4 Drow
Resist Toxins 3 Dwarf, Halfling
Forestwalk 6/8 Elf/Half-Elf
Shadowmeld 4 Drow
Skill
Descriptions
Racial
Skills
Body Bonus
Available to Dwarves and Half-Orcs, this skill grants
a +1 body for every level the character has obtains after purchasing the skill.
Resist Enchantment
Available to Elves and Half-Elves, once per day per
purchase they may resist any spell from the Enchantment spell list, which
includes Fumble, Fear, Sleep and Charm. Also allows them to resist any mind
affecting alchemical attacks, as well as any mind affecting assaults.
Resist Fear
Available to Halflings, once per day per purchase they
may resist any spell, innate ability or alchemy, which has the effect Afear@.
Resist Magic
Available to Drow. Once per day, per purchase, the
drow may resist any one non-Ritual magic spell or innate ability.
Resist Toxin
Available to Dwarves and Halflings, once per day per
purchase they may resist any alchemy or the effects of a poison/disease/nausea
attack.
Dodge
By stating "Dodge" the character can use his
catlike reflexes to avoid any one attack, be it physical, magical or
alchemical. Essentially defends the user against any one attack of any sort.
(Except some ritual magics). One use per day per purchase.
Forest Walk
This skill is similar to Shadow Walk except that it is
also usable in the day and brightly lit areas. The character must state
"Forest Walk 1, Forest Walk 2, Forest Walk 3" to enact this ability.
The count must be broken if any others spot the character during the activation
count.
Weapon
Skills
Florentine
Allows the use of a small weapon in combatants
off-hand. ie Now you can use two weapons, as long as one of them is small.
Basic Weapon
This skill allows the use of the following weapons;
thrown rock, club, sling, staff and hand to hand, as well as any small weapon.
Does not include stiletto or hand crossbow.
Buckler
Allows the use of a
buckler; a small shield, no more than 1.5 feet in any dimension. The arm
with the buckler on it can still be used to wield a weapon, as long as the
weapon is a small weapon. (dagger etc) and the wearer has the skill florentine.
Any magical or alchemical attack striking the buckler affect the wearer with
full effect. If the buckler suffers 20 or more points of damage in one single
attack it is destroyed. The buckler will stop any physical attack.
Shield
Allows a character to use a shield. Shields will stop
physical strikes from boffer weapons only. Shields will also stop any packet
delivered attack that states "physical" as a prefix. If struck in the
shield by alchemy or spells, then the wearer takes the effect of the spell or
alchemy. Maximum size is 3 feet in any dimension. If the shield suffers 40
damage or more in one single hit, it is destroyed.
Tower Sheild
Allows a character to use a larger shield, maximum
size is 5 feet in any dimension. Any magical or alchemical attack striking the
shield affect the wearer with full effect. If the shield suffers 60 or more
points of damage in one single attack it is destroyed.
Archery
Allows use of any bow or crossbow.
Light Hafted
Allows the use of any one handed mace, axe, spear,
club, hammer etc..(any one handed weapon with a haft) whose base damage is 2 or
less.
Light Blades
Allows the use of any one handed bladed weapon whose base
damage is 2 or less. (includes stiletto, axe, thrown dagger, and any one handed
weapon with a cutting edge)
Two Weapons
Allows the dual use of two weapons, provided that one
of them is of short sword length(34") or less.
Ambidexterity
Allows the use of any one handed weapon in either
hand.
Skill Strike: Disarm
Once per day, per purchase, after striking a held
item, or the target=s
body, and stating "Skill Strike: Disarm", the target must drop held
object, as if struck by a disarm spell. There is no duration.
Skill Strike: Precision Strike
Once per day, per purchase, may add 12 points of
damage to any one weapon attack. May not be used in conjunction with any other
Skill Strike.
Skill Strike: Body Blow
Once per day, per purchase, may swing for +4 body for
one weapon attack. May not be used in conjunction with any other Skill Strike.
Skill Strike: Duel
Once per day, per purchase, may swing for +2 for one
fight against one foe. May not be used in conjunction with any other Skill
Strike. If combat is exited for 60 seconds skill is used up. Changing targets
ends the skill=s duration. This skill may
be ended at will.
Weapon Damage +1
Increases damage called for by one, in chosen weapon
category.(light hafted, basic weapons etc.). Note that this skill can be bought
multiple times to achieve +2 damage, +3 damage etc. for the same price as a +1
proficiency.
Intermediate Skill Strike: Shatter
The warrior may break any item shield size(3 foot
circle) or smaller, so long as the item is hit. Note that the target=s body can also be hit in
order shatter a hand held item or an item on their person. The declaration is
"Skill Strike: Shatter". This skill is usable once per day per
purchase. The shattered item could be a weapon, scroll, potion, necklace etc.,
and is permanently destroyed.
Intermediate Skill Strike: Parry
Will deflect any one "physical@ attack, including touch
casting, but excluding any packet delivered magical attacks. Stops any weapon
attack or any attack beginning with the pre-fix "physical". You can
parry alchemy. Used by stating "Parry". After an attack has been
parried, it is used up. You can parry any attack upon any target within your
weapon=s reach.
Intermediate Skill Strike: Focus
Once per day, per purchase, may swing for +2 damage
for one fight against all foes. May not be used in conjunction with any other
Skill Strike. If combat is exited for 60 seconds skill is burned. Focus may be
ended at will.
Intermediate Skill Strike: Critical
Strike
Once per day, for one weapon attack per purchase, the
warrior may multiply damage swung for
by five (+ five). For example a warrior swinging for "5 normal" may
swing for "30 Normal" (5x5=25, +5=30), once per day, per purchase.
Advanced Skill Strike: Dismember
Once per day, per purchase, the warrior may strike an
opponent on any limb and call "Skill Strike: Dismember". The opponent
loses that limb and suffers body damage equal to half of the targets total body
points. Target regains limb when they regain all of the body lost by the
attack.
Advanced Skill Strike: Berserk
Once per day, per purchase, the warrior gains the
ability to go into a berserker rage. The berserker swings for plus four damage
and doubles his body points for the duration of one fight, during which time
the warrior indiscriminately attacks the nearest target. The berserker will
attack his friends if they come too close. If the warrior exits combat for a 60
second count the skill is used up. Berserk may be exited at will. Upon the
ending of the skill, the warrior is dropped to 1 body point, regardless of the
damage he suffered. This skill is not usable in conjunction with any other
skill strike.
Advanced Skill Strike: Restore Self
Once per day, per purchase, the warrior may rest for a
1 minute count and heal himself of all Body Point damage. During this rest no
combat or other active skills (casting, using skillstrikes, fixing armour etc.)
may be performed. The warrior may not run but may walk, read and use any
passive skill. This skill has no effect
on poison or other maladies, although you can heal damage caused by poison.
Advanced Skill Strike; Advanced Attack
Once per day, per purchase, the warrior may multiply
his damage by ten for one swing. For example a warrior swinging for seven would
call "Seventy Normal".
Heavy Hafted
Allows the use of any two-handed hafted weapon
including maces, hammers, spears, axes etc. as well as any hafted weapon
inflicting more than 2 base damage. This skill is needed to wield any hafted weapon
dealing more than 2 damage.
Heavy Blades
Allows the use of any two-handed bladed weapon,
including swords, axes, scythes, as well as a bastard sword and broad sword,
whose base damage is greater than 2.
This skill is needed to wield any bladed weapon dealing more than 2
damage.
Extra Body
Each time this skill is purchased the warrior gains an
additional three body points, permanently.
Weapons Master
Grants proficiency in all weapons.
Weapons Master +1 Damage
Grants a plus one damage in all weapons that the
character is proficient in.
Greater Skill Strike; Critical Slay
Once per day, per purchase, the warrior may multiply
his damage by fifteen for one swing. For example a warrior swinging for seven
would call "One Hundred and five
normal".
Greater Skill Strike: Wall of Steel
Once per day, per purchase, the warrior may plant his
feet and so long as they don't move and his weapon is drawn he is immune to all
physical attacks, as per a parry. He may fight normally, minus the footwork of
course, but may not use other skill-strikes except Amastery@. Does stop alchemical attacks. If someone tries to physically move the
player, he can parry the attack.
Greater Skill Strike; Mastery
Once per day, per purchase, the warrior may add a six
to his damage for one fight and double his body point total. For example a
warrior normally swinging for eight swings for fourteen for the duration of the
one fight. This may not be used in conjunction with any other Skill Strike,
with the exception of Awall of steel@ and
Aparry@. If the warrior exits
combat for one minute the skill is burned. The extra body gained is lost at the
end of the skills use, but will not injure the warrior. ie will not bring him
below his total body if he was above before the skill wore off.
Dexterity Armour
Each purchase grants the user 5 points of Dexterity
Armor. These points represent the character=s agility, and are counted as body points or as armour
points, whichever is most beneficial to the combatant. These points regenerate at a rate of 5
points per 30 minutes of rest.
+1 Strength
This skill grants the player a +1 strength bonus,
which allows the to overpower weaker foes. In addition, this skill grants the
player one extra point of damage on all physical attacks. They may also use one
physical representation size smaller for a large weapon. That means that if the
player is using a broad sword in-game, the player may use a long sword phys.
rep. If the player is using a two-handed sword in-game, they may use a bastard
sword phys. rep. Characters with this skill can rip free of a Apin@ spell in a 3 count while suffering one point of body
damage. The player with plus one strength can rip others free in a 3 count,
inflicting 1 point of body damage to that person. This skill costs half for
half-orcs. This skill may only be purchased once.
Stealth
Skills
Appraise
Allows the player to spend one minute examining any in
game item and determine its in game value, if it is a non-magical item. Certain
items cannot be appraised. If it is an item the appraiser cannot identify, such
as an unknown alchemy or scroll, they are unable to appraise it.
Buckler
Allows the use of a
buckler; a small shield, no more than 1.5 feet in any dimension. The arm
with the buckler on it can still be used to wield a weapon, as long as the
weapon is a small weapon. (dagger etc) and the wearer has the skill florentine.
Any magical or alchemical attack striking the buckler affect the wearer with
full effect. If the buckler suffers 20 or more points of damage in one single
attack it is destroyed. The buckler will stop any physical attack.
Florentine
Allows the use of any small weapon in combatants
off-hand. i.e. Now you can use two weapons, as long as one of them is small.
Basic Weapon
This skill allows the use of the following weapons;
thrown rock, dagger, staff and hand to hand, as well as any small weapon.
(excluding stiletto and hand crossbow).
Light Hafted
Allows the use of any one handed mace, axe, spear,
club, hammer etc. whose maximum base damage is 2.(any one handed weapon with a
haft).
Light Blades
Allows the use of any one handed bladed weapon whose
maximum base damage is 2. (includes stiletto, axe, thrown dagger, and any one
handed weapon with a cutting edge)
Two Weapons
Allows the dual use of two weapons, provided that one
of them is of short sword length(34") or less.
Archery
Allows use of any bow or crossbow.
Disarm Traps
This skill allows the player to, after spending one
minute performing the task, to disarm any explosive trap or massive physical
traps. If the player disarming the trap
has the skill herbalism, they are also able to disarm alchemical traps.
Open Locks
Grants the ability to open any non-magical lock after
a one minute count of lock picking. (AI pick the lock 1, I pick
the lock 2,...@)
Backstab +2
Grants the user a plus 2 damage from behind and a plus
.5 from the front. This bonus is applied to one weapon group that the character
is skilled in. Both shoulder blades and
the small of the back of the target must be visible to gain the extra 2 damage.
All damage from the front attack bonus is rounded down. The two bonuses are not
cumulative.
Basic Stealth Ability: Disarm
Once per day, per purchase, after striking any hand
held item, or the target=s body, and stating "Skill Strike: Disarm", the player can
cause the target to drop the object, as if struck by a disarm spell. There is
no duration.
Basic Stealth Ability: Precision Strike
Once per day, per purchase, may add 12 points of
damage to any one weapon attack. May not be used in conjunction with any other
Skill Strike.
Basic Stealth Ability: Body Blow
Once per day, per purchase, may swing for +4 body for
one weapon attack. May not be used in conjunction with any other Skill Strike.
Basic Stealth Ability: Waylay
Once per day, per purchase, may swing for
"Waylay". This must be a rear attack and strike 'gently' between the
targets shoulder blades. The butt of the weapon may be used for this attack but
it is not necessary. The target is knocked unconscious for ten minutes and
loses one body point. Has no effect on some targets such as undead or golems.
Intermediate Stealth Ability: Stun
Once per day, per purchase, by stating "Skill
Strike: Stun" and striking the target, the target is rendered
"Stunned". He must drop all hand held items, is rendered unable to
use any skills, and cannot move faster than a crawl for 10 seconds. Has no
effect on some targets such as undead or golems.
Intermediate Stealth Ability: Vital Blow
Once per day, per purchase, user may multiply damage
swung for by 3 and change the damage type to body. For example a character that
swings for 8 from the rear would now swing for "24 Body" for one
weapon attack per purchase.
Intermediate Skill Strike: Maim
This skill grants the rogue the ability to once per
day, per purchase, attempt to maim his opponent. By stating "Skill Strike:
Maim" and with a successful limb shot the player can render the target unable to use the struck
limb, as well as inflicting 2 Body Points of damage. The limb may be used once
the body damage has been healed.
Intermediate Stealth Ability: Shadow
Walk
Allows the rogue to effectively hide in shadows and
become "invisible" to most targets. Some creatures, such as undead
will be able to spot the life force of the rogue. This skill lasts as long as
the theif is within arms reach of any object (tree, building, extremely dense
brush, statue etc.) that is at least as large as the rogue. Rogues cannot use
people, light brush or transparent objects as their AHiding Object". This skill is only usable at
night, usually between 9pm and 6am, or in extreme darkness. Cannot be used
indoors if the room is lit. This skill ends if the area the rogue is in becomes
well lit, or if the rogue is successfully attacked (struck by an attack), or if
the rogue speaks, uses any active skill such as casting or attacking, or if the
rogue makes any large noise or leaves the range of the skills usability. Takes a three count of "I enter the
shadows 1, I enter the shadows 2..." to use. Characters in a Ashadow walk@ who are not visible to
other players must indicate that they are invisible to other players by placing
their hand or weapon on the top of their head, and by stating that they are Ashadow walking@.
Advanced Stealth Ability: Forest Walk
This skill is similar to Shadow Walk except that it is
also usable in the day and brightly lit areas. The character must state
"Forest Walk 1, Forest Walk 2, Forest Walk 3" to enact this ability.
The count must be broken if any others spot the character during the activation
count.
Advanced Stealth Ability: Dodge
By stating "Dodge" the character can use his
catlike reflexes to avoid any one attack, be it physical, magical or
alchemical. Essentially defends the user against any one attack of any sort.
(Except some ritual magicks). One use per day per purchase.
Advanced Stealth Ability: Disembowel
Once per day, per purchase, by striking the target and
stating "Skill Strike: Disembowel" the target suffers body damage
equal to the attacker's normal attack damage multiplied by 6. If you normally
swing for 8 normal from the rear, you get one attack of A42 body@ from the rear.
Advanced Stealth Ability : Knockout
Once per day, per purchase, this skill allows the
character to strike a target and call ASkillstrike Knockout@. This skillstrike will render the target unconscious for 10 minutes,
similar to the sleep spell. The target may be shaken awake(takes 1 minute).
This skillstrike causes one point of body damage.
Greater Stealth Ability: Death Blow
Once per day, per purchase, by stating "Skill
Strike: Death Blow" and striking the target, the target is placed in his
death count.
Greater Stealth Ability: Silent Strike
Once per day, per purchase, while using a Shadow walk
or Forest walk skill the rogue may use the Silent Strike in conjunction with
any other attack without disrupting the Shadow walk/Forest walk. Ex:
"Silent Skill Strike: 12 normal". Note, if the rogue uses this in
conjunction with another skillstrike, both are lost. For example, you are a
rogue who is currently shadow walking next to a band of ogres. One of them
turns his back to you, almost begging to be struck. You Can hit him with a
disembowel, and leave the shadows, or you could use a ASilent Strike@ and remain hidden. You can still use the disembowel, and you=d call ASilent strike 42 body@. This would use up your
silent strike as well as your disembowel. Keep in mind the target knows they=ve been hit, just not by
what.
Greater Stealth Ability: Avoidance
Once per day, per purchase, the rogue becomes
remarkably agile for a short duration. When struck by any attack, the rogue may
state "Avoidance" and treat the attack as though it were just dodged.
This skill grants the user three dodges, provided they are used on consecutive
attacks. As long as the rogue uses no other skills for the duration, the
character is granted three dodges. These must be used on consecutive attacks.
If 30 seconds pass between attacks, any remaining dodges are lost. No skills
may be used until all of the three dodges are used, or all of the remaining
dodges become used up.
Master Backstab +2
Identical to ABackstab +2", except that this bonus applies to all weapons the
character is proficient in.
Dexterity Armour
Each purchase grants the user 5 points of Dexterity
Armor. These points are counted as body or as armour, whichever is most
beneficial to the combatant. These
points regenerate at a rate of 5 points per 30 minutes of rest.
Dodge
By stating "Dodge" the character can use his
catlike reflexes to avoid any one attack, be it physical, magical or
alchemical. Essentially defends the user against any one attack of any sort.
(Except some ritual magics). One use per day per purchase. This skill can be
purchased after buying 10 points of dexterity armour for the first dodge
purchase, and after every single purchase of dexterity armour after that. Note
that forest walk can be bought in place of a dodge, but not as well as a dodge.
Forest Walk
This skill is similar to Shadow Walk except that it is
also usable in the day and brightly lit areas. The character must state
"Forest Walk 1, Forest Walk 2, Forest Walk 3" to enact this ability.
The count must be broken if any others spot the character during the activation
count. This skill can be bought after two purchases of dexterity armour, and
after every single purchase of dexterity armour after that. Note that a dodge
can be bought in place of a forest-walk, but not as well as a forest-walk.
Magic
Skills
Read Magic
This skill allows the user to read magic scrolls and
spell books. The mage can read any magic scroll, but can only cast scrolls that
are up to one level above what they can normally cast. Thus a mage with just
the Read Magic skill and no spells can cast any Petty Magic spell off of a
scroll. In order to cast a scroll, a mage must be able to cast a spell of the
same school as the scroll. This spell can be no more than one level below the
level of the spell on the scroll. So if I have a fireball scroll, in order for
me to be able to cast it I must know the spell ice bolt. This is because ice
bolt is the spell that is of the same school as the spell on the scroll, and is
one level lower than the spell on the scroll.
Sense Magic
This skill allows the character to determine if an
item is magical after a 60 second examination. It does not tell the character
anything about the item beyond whether or not it has any magical properties.
Scrolls and clerical potions are magical, mithril weapons and alchemy are not.
Identify
This skill allows the character to determine if an
item is magical and what the exact
nature of its magic is. It will allow a character to determine what
spells or magic enchant an item, what its capabilities are and how powerful it
is. Note that there are some magical items that have hidden powers that cannot
be detected using this skill, but such items are very rare and quite powerful.
Scribe
Scribe is a production point skill, which grants 2
production points each event per purchase. This skill allows the character to
create scrolls, or scribe spells into a spell book. To scribe into scroll form a spell the mage must be able to cast
that scroll. The production point cost is equal to the Power Point cost for the
spell. So to create a pin scroll, you need 1 production point and the ability to
cast the pin spell. To enter spells into a spell book requires access to that
spell in either scroll or spell book form, and costs 2 production points per
spell point cost of the spell. So to scribe a bind spell into a spell book
costs 6 production points. If a spell is scribed into a spell book it is
destroyed.
Ritual Magic
Ritual Magic may be purchased once two levels of
Greater Magic spells are known. Ritual Magic is magic far more powerful than
any of the spells listed in this book, this is the magic used to create golems
and magical weapons. Any other knowledge must be discovered in game.
Petty Magic
See AMagic System@.
Basic Magic
See AMagic System@.
Advanced
Magic
See AMagic System@.
Greater Magic
See AMagic System@.
Faith
Skills
Create Potion
This is a production point skill, which grants the
character two production points per purchase. It allows the character to create
potions that perform certain spell functions. Potions can only be made from the
schools protection, augmentation, alteration and healing. The cleric can only
create potions of spells they can cast, and the production point cost of the
ption is equal to the casting cost, in faith points, of the spell.
Divine Faith
Divine Faith may be purchased once two levels of
Sacramental Faith spells are known. Divine Faith allows the character to
perform demi-god like feats, such as restoring life to someone who has taken a
death or making someone immune to normal weapons. Any other knowledge must be
discovered in game.
Blessing
This skill grants the character the ability to use a
certain spell-like ability, the exact nature of which depends upon the deity
they worship. See the APantheon of Gods@.
Novice Faith
See AMagic System@.
Intermediate Faith
See AMagic System@.
High Faith
See AMagic System@.
Sacramental Faith
See AMagic System@.
Basic Weapon
This skill allows the use of the following weapons;
thrown rock, sling, staff and hand to hand, as well as any small weapon.
Buckler
Allows the use of a
buckler; a small shield, no more than 1.5 feet in any dimension. The arm
with the buckler on it can still be used to wield a weapon, as long as the
weapon is a small weapon. (dagger etc)
Shield
Allows a character to use a shield. Shields will stop
physical strikes from boffer weapons only. Shields will also stop any packet
delivered attack that states "physical" as a prefix. If struck in the
shield by alchemy or spells, then the wearer takes the effect of the spell or
alchemy. Maximum size is 2.5 feet by 3.5 feet.
Light Hafted
Allows the use of any one handed mace, axe, spear,
club, hammer etc..(any one handed weapon with a haft).
Heavy Hafted
Allows the use of any two-handed hafted weapon
including maces, hammers, spears, axes etc. as well as any hafted weapon
inflicting mote than 2 base damage.
Prayer
This skill allows the cleric to enter into a deep
communication with their God. This is similar to meditation and normal prayer,
and takes a minimum of 10 minutes to achieve the desired state of
consciousness. The cleric may ask their deity one appropriate question, which
the deity will (probably) answer. There must be a marshall present when this
skill is used.
General
Skills
Basic Weapon
This skill allows the use of the following weapons;
thrown rock, dagger, staff and hand to hand, as well as any small weapon.
(excluding stiletto and hand crossbow).
Disarm Traps
This skill allows the player to, after spending one
minute performing the task, to disarm any explosive trap. If the player
disarming the trap has the skill herbalism, they are also able to disarm
alchemical traps. You cannot disarm massive physical traps unless you spend 10
minutes doing so.
Read and Write
This skill allows the character to read and write in
one specific language; usually common. You may purchase this skill several
times for several languages, although being able to read and write a language
doesn=t mean you can speak it.
Herbalism
This skill allows a character to identify, at a
glance, the nature of any given alchemical substance. This gives the character
the knowledge of plants and herbs they need in order to be able to locate the
specific ingredients for alchemical potions and elixirs. This skill also demonstrates
the character=s familiarity with all forms
of alchemy to the point that they can apply them. This means that characters
with this skill can throw gas globes, apply contact gels and so forth. Note
that to throw gas globes the skill basic weapons is also needed.
A player with this
skill as well as Medical Arts gains the ability to Aslow poison@. This ability allows the player to spend all of their energies on a
poisoned character to ensure that the poisoned character loses no body points
from the poison that afflicts them. During the use of this skill Aslow poison@, neither the poisoned
character nor the healer may use any active skills or move at all.
Bandage
This allows the character to bandage an injured
person. If the injured person is not in their death count, but they are dying,
then a character with this skill can raise them up to 0 body points after one
minute of bandaging. If they are in their death count, this skill does nothing.
If a character has medical arts as well as the bandage skill, then they can
raise a semi-conscious (0 body) character to 1 body point after one minute of
medical attention.
Medical Arts
This skill demonstrates a character=s familiarity with all forms
os sickness and injury. After one minute of examination, the character can
identify how many body points the target has left, how many they=ve lost, whether they are
poisoned, paralysed, under the influence of a sleep elixer and so forth. A one
minute examination will let the character know all health facts about the
target. Targets must be willing or unable to resist. This skill also allows the
character to bring a semi-conscious character(0 body) up to one body point
after one minute of giving aid.
A player with this
skill as well as Herbalism gains the ability to Aslow poison@. This ability allows the player to spend all of their energies on a
poisoned character to ensure that the poisoned character loses no body points
from the poison that afflicts them. During the use of this skill Aslow poison@, neither the poisoned
character nor the healer may use any active skills or move at all.
Craftsman
This shows proficiency in a chosen field, such as
bricklaying, carpentry or sewing. This skill guarantees an income of 2 silver
pieces per event per purchase.
Tracking
This skill
allows the player to identify tracks by the race that made the tracks, the
number of creatures making the tracks, the direction of the tracks, and the age
of the tracks. Every purchase of this skill allows the character to follow the
tracks for an additional 50 yards.
Light Blades
Allows the use of any one handed bladed weapon.
(includes stiletto, axe, thrown dagger, and any one handed weapon with a cutting
edge).
Archery
Allows use of any bow or crossbow.
Create
Traps
This is a production point skill, giving 4 production
points per event per purchase. With these production points the character can
create several different types of traps. All traps must remain stationary once
placed, and must have a trigger that is audible (such as a mouse-trap). All
traps must have an in-game phys-rep, whose size depends upon the type and power
of the trap.
The three types of traps are : massive physical traps,
such as pit falls, explosive traps, which are essentially jars of volatile
liquid that explode in a 10 foot radius when the trigger goes of, and
alchemical traps, which spray a certain alchemical effect in a 10 foot radius.
When creating traps there is a monetary cost involved;
the character must buy the correct items for the trap set-up. The cost to make
traps is 1sp per pp. The normal sale price of traps is 3sp per pp.
Production Points Total Production
Trap Min. Damage Max
Damage Per damage point Points
Massive 15 50 1 15-50
Physical
Explosive 6 30 0.5 3-15
Alchemical - - - See Below
Massive
Physical Traps
These traps are usually deep pits full of spikes. To
construct these traps takes 3 minutes per point of damage if built during an
event. They may be built before an event, in which case the placement and
decision to do so must be made at the end of the prior event. These traps take
up an area of 1 square
foot per 5 points of damage, and require a string
outline (which may be concealed) as well asa trigger and tag stating the type
and effect of the trap. These traps last for the whole event, so anyone setting
them off at any point over the course of the event takes full effect of the
trap.
Explosive
Traps
These traps are built from jars of explosive liquid
rigged to break open and explode when triggered. These traps need a phys rep,
which must be a vial or bottle that is 1 cubic inch per 5 points of damage.
These traps explode in a 1o foot radius when triggered, dealing full damage to
all characters within that distance. After that, the trap is used up and is no
longer of any use.
Alchemical
Traps
These traps are clever devices that spray an
alchemical gas globe in a 10 foot radius, effecting all characters within that
range with the alchemical effect. These traps require a 1 cubic inch vial (film
cannister) as well as one gas globe of the desired type. (And obviously a
trigger.) The production point cost for these traps is triple the production
cost of the alchemy used.
Smithing
The smithing skill grants 5 production points per
purchase. This allows the character to create armour and weapons, and to repair
armour. It takes 1 minute to repair 5 points of armour. This can only be done
with the appropriate tools (small hammer, small pry bar, and steel cutters).
When making any weapons or armour there is a monetary
cost involved. Any steel item(normal
weapons and armour) that is made costs 1silver piece per 5 production points
for the materials. The sale price of steel items is 1sp per 2pp. Wood items
cost 1sp per 10pp to make, and sell for 1sp per pp.
Armour
When a player starts the game, they are given a
certain amount of armour based upon the armour they are wearing in their
costume. They can also find armour in game to protect them. Armour is not
permanent, it wears away with use. When a suit of armour has been reduced to 0
points, it is said to have been Abreached@.
When a suit is breached, it can still be repaired to offer some armour points.
The breached suit loses 5 points permanently from its original total; these
points can never be repaired or regained. Suits can be repaired, so that they
regain their points, except for the 5 that are permanently lost if the suit is
breached. To repair armour one must have the skill Asmithing@. One level is enough. A player can repair 5 points of armour in one
minute. To do so requires the use of smithing tools; a small hammer and bar. In
terms of armour production, it costs one production point to make one point of
armour. So to make a 20 point suit of armour costs 20 production points.
Wearing
Multiple Suits of Armour
Characters can wear multiple suits of armour
simultaneously, but only so long as the armour point total of all of the suits
combined is 20 points or less. In order to wear more than 20 points of armour,
the character must be wearing only one suit. So if you have a 10 point suit and
a 15 point suit, you can wear the 15 point suit, as well as 5 points of the 10
point suit for a total of 20 points. In this situation, you would still have 5
points of armour left over that you cannot wear.
Weapons
List
Weapons Damage Skill Production Cost
Hand to Hand 1 Basic Weapons -
Thrown Rock 1 Basic Weapons -
Staff 2 Basic Weapons 1
Dagger 1 Basic Weapons 1
Club 1 Basic Weapons 1
Thrown Dagger 1 Light Blades 1
Stiletto 1 Body Light Blades 10
Short Sword 2 Light Blades 5
Long Sword 2 Light Blades 7
Bastard Sword 2/3 Heavy Blades 9
Broadsword 3 Heavy Blades 9
Two Handed Sword 4 Heavy Blades 14
Mace 2 Light Hafted 6
Hammer 2 Light Hafted 6
Two Handed Mace 3 Heavy Hafted 12
Two Handed Hammer 4 Heavy Hafted 14
Polearm 3 Heavy Hafted 12
Bow 3 Body Archery 20
Crossbow 4 Body Archery 25
Light Crossbow 2 Body Archery 16
Heavy Axe 3 Heavy
Blades, or Hafted 12
Axe 2 Light Blades or Hafted 7
Heavy Hammer 3 Heavy Hafted 12
One Handed Spear 2 Light Hafted 6
Two Handed Spear 3 Heavy Hafted 12
Arrow/Bolt(5) - - 1
Tension Bow 4body(need +1
str)Archery 40
Buckler - Buckler 5
Shield - Shield 10
Lock Picks Pick
Locks 10
Armour Repair Tools Smithing 14
Alchemy Production Tools Alchemy 14
Tower Shield - Tower Shield 14
Alchemy Lab (doubles alchemy production points) 150
Special
Weapons
Mithril Weapons : These weapons cost 1.5 times as many
production points to make, and the character must have access to that many
production points of raw mithril. The monetary cost to make these weapons is
seven times normal. The sale price is also seven times normal.
Shatter Resistant Weapons : These come in three
varieties; Resist Destroy x1, x2, or x3. The production cost is x2, x3, and x4
respectively. The monetary production cost is x7, x14 and x20 respectively.
Sales costs are also x7, x14 and x20 respectively.
Master Craft : These weapons are created with such
skill that they inflict one extra point of damage; that is, the base damage
increases by one. They cost 8 times as many production points as normal. The
monetary cost is 15 times normal, as is the sale price.
Note : Characters can make weapons that are mithril,
shatter resistant and master-crafted. To figure out the production points
necessary, simply add the multipliers, and then multiply. For example, I want
to make a master crafted long sword that can resist 2 shatters. The multiplier
for resist 2 shatters is x3, and the multiplier for master craft is x8. So the
final multiplier is 11 (3+8). So the long sword costs me 77 production points
to make.
Alchemy
General
Alchemy Rules
Each time a character buys the skill Aalchemy@, be it basic, advanced or
chemistry, they attain 4 production points. These points are then used to
produce alchemy with the use of several tools (mortar and pestle, distillation
tube, etc.). In order to produce alchemy, the character must have these items.
There are certain items, and certain quality of items that allow the character
to make alchemy more easily, but these must be found in game.
When a character makes alchemy, there are 3
forms it can take; 3 methods of application. These are ingested; such as
potions and elixers, gas globes; which are thrown vials (packet delivered
attacks), and contact gels; which are smeared on the item they are affecting.
Some alchemical recipes can only be made in one form, others can be made in
several.
******************************************
Contact Alchemy : must be applied with a 30 count.
Ingested Alchemy : must be swallowed.
Gas Globes :
are packet delivered and must be accompanied with a declaration of the Alchemy
Name, Damage and Type. Example; "8 Corrosion Gas Globe", "Sleep
Gas Globe" or "Oil of Destruction Gas Globe".
When characters make
alchemy, they must spend a certain amount of money to attain the correct
ingredients for the recipe. This is done prior to play during logistics.
Cost to Make : 1 silver piece (sp) per 3 production
points(pp).
Normal sale price : 1sp per 1 pp
So it cost 4 sp to make a sleep gas globe, which can
be sold for 12 sp normally.
Alchemy
Production Chart
Basic Alchemy Production Cost Type
Intoxicant 2 Ingested
Hallucinoid 3 Ingested
Cure Wounds 2 Ingested
Poison 6 Ingested
Strength 8 Ingested
Vorpal 4 2 Contact
Oil of Impact 6 Gas Globe
Liquid Light 2 Contact
Advanced Alchemy
Acid 9-15 Gas Globe
Weakness 6 Gas Globe
Major Strength 16 Ingested
Vorpal (12) 8 Contact
Forget I 30 Ingested
Purify Blood 6 Ingested
Oil of Destruction 10 Gas Globe
Sleep 12 Gas Globe
Mortal Poison 10 Ingested
Corrosion 9-15 Gas Globe
Poison 12 Gas Globe
Poison 18 Contact
Alchemical
Descriptions
Intoxicant
This is essentially one very strong alcoholic drink.
Drinking one will make the character drunk for 15 minutes. The character slurs
their speech, loses co-ordination and takes on all the symptoms of intoxication
that occur in real life.
Hallucinoid
This is basically the same as taking several tabs of
LSD. The character feels very out of place, everything seems incredibly surreal
and fantastic. Small things cause extreme fascination and disbelief. The
character also sees things that aren=t there, and sees things that are there in different ways. This makes
combat extremely difficult, as the character will attack the air, trees, or
even his own allies. The effects last half an hour per use.
Cure
Wounds
Heals 4 body points.
Poison
Poisons the imbiber. They suffer 1 body upon
consumption, as well as an additional 1 body per minute until cured or killed.
While poisoned, the target may not run. This alchemy is identical in effects to
the spell Apoison blood@.
Strength
This increases the character=s strength by +1 for a duration of 5 minutes.
Vorpal
4
This is a paste that can be smeared upon any weapon=s striking surface. The next
attack with that weapon inflicts +4 damage.
Oil
of Impact
This is a gas globe which causes 10 points of physical
damage to whatever it hits.
Liquid
Light
This creates a glowing paste which can be smeared on
any object to illuminate the area. Lasts for 12 hours. May not be used to blind
targets. Phys rep can be a glow stick or a flashlight with tissue paper over
the end.
Acid
This gas globe inflicts two point of body damage as
well as two point of normal physical damage to the target per three points
spent on the gas globe. So if the alchemist spends 15 production points on it,
he creates a gas globe that inflicts 10 normal, as well as 10 body. The call for
this would be A10 physical acid.@.
Weakness
This gas globe inflicts the target with a -2 to their
strength score.
Major
Strength
This elixer grants the user +2 strength for a duration
of 10 minutes. Effects are cumulative with other strength enhancers, but not
this specific one.
Vorpal
12
This creates a paste that can be smeared upon a
weapons striking surface, causing the weapons next attack to inflict +12
damage.
Forget
1
This potion causes the target to forget everything
that happened within the last half hour. All events, dealings, acts, every
occurrence. The alchemist can replace this memory with a ten word description
of the last half hour. For example AWhile dealing with a merchant, we were ambushed by orcs.@ This description is usually
fairly vague, and this may lead to people realizing something is not quite
right.
Purify
Blood
This removes all poisons and toxins from the targets
system. It will not heal any damage, but will cancel the effects of any alchemy
such as weakness, poison and so forth.
Oil
of Destruction
This gas globe is identical to Aoil of impact@, except that it inflicts 20
damage.
Sleep
Puts the target to sleep for 10 minutes. They cannot
be shaken awake, although a purify blood will awaken them.
Corrosion
This creates a gas globe that permanently destroys 2
points of armour for every three production points the alchemist spends on the
gas globe.
Mortal
Poison
This alchemy is identical to minor poison, except that
under the influence of this alchemy, the target cannot use any skills.
Chemistry
This is an extremely advanced form of alchemy.
Chemists are rumored to have discovered the secret of turning lead into gold,
and of having created plagues that nearly wiped out the entire Free World.
Pantheon
of Gods
There are three Alignments that the Gods fall into,
those being Good, Neutral and Evil.
Good
Kayleth (Male): God of Justice, Mercy and Righteous Warfare
Allowed Schools: Order, Healing, Protection,
Alteration, Confining and Augmentation
Weapons Allowed: All.
Blessing: Order Blade: swing for 1 Order(body) for
every 10 Faith Points + Weapon Skill Bonus (minimum damage is base weapon
damage). 1/day, lasts 1 combat.
Kayleth(and his
priests) are noble, just, honest and loyal. He stands up for what is right, and
is willing to fight for it if necessary. He does not seek combat, but realises
that in order to establish Good as the predominant world power, there will have
to be war. He believes in forgiveness and mercy, but he will not hesitate to
smash those who will not abandon their evil ways. He will give his life for his
cause, and will stand up to overwhelming odds if it is in the name of justice.
Gyellina (Female): God of Peace, Earth and Protection
Allowed Schools : Order, Healing, Protection,
Alteration, Confining and Enchantment
Weapons allowed : Basic, Light Hafted, Archery
Blessing: Bestow Threshold : Threshold is equal to
1/10 of total Faith Points. 1/day, lasts 10 minutes.
Gyellina
(and her priestesses) are honest, down to earth people who protect the weak and
try to stop conflict. They would rather find a peaceful solution that doesn=t satisfy everyone than
fight for the perfect solution. If one party has to settle for the lesser
share, then its worth it as long as there is peace. They try to seek stability
in all things, and go out of their way to protect the weak.
Mellina (Female) : God of Healing, Life and Growth
Allowed Schools : Order, Healing, Protection,
Alteration, Enchantment and Augmentation
Weapons Allowed : Basic, Light Hafted
Blessing: Aid: Adds 1 Body for every 2 Faith Points.
May exceed maximum body total. 1/day, last until destroyed.
Mellina (and her
priestesses) are vivacious, open minded people who are interested in curing the
wounds of the world. They want to spread life and growth, and they do so by
healing and helping those who need it. They hate sickness and disease, and as
such many of them work in churches healing those who are brought to them.
Neutral
Mishra (Male): God of Magic, Knowledge and Wisdom
Allowed Schools : Order, Healing, Protection,
Alteration, Elemental, Confining and Enchantment
Weapons Allowed : Basic, Light Hafted, light blades,
archery
Blessing: Higher Knowledge: Grants ability to cast one
spell a level above character=s casting ability in that school. Casting takes no faith points. 1/day,
1 casting.
Mishra (and his
priests) are very intelligent, enlightened people. They are among the great
learners of the world, many of them run libraries and antiquity outlets. They
seek to store knowledge, and are more interested in this than in any worldly
affairs. They hold themselves above the concerns of the world, and regard
themselves as the keepers of knoeledge and ancient secrets.
Dilonysus (Male): God of Music, Wine and Pleasure
Allowed Schools : Order, Healing, Protection,
Alteration, Confining and Enchantment
Weapons Allowed : Basic, Light Hafted, light blades,
archery
Blessing: Gods Voice; -1 casting cost for Enchantment
Spells, (min cost of 1). Permanent.
Dilonysus (and his
priests) are happy, carefree people. They care less about responsibilities than
about having a good time. Many religious ceremonies end in drunken orgies, or
hazy nights involving mind altering substances and sensuous pleasures. They
were the precursor to the cliche Asex, drugs and rock=n=roll@.
Rathelle (Female) : God of Nature, Conflict and Evolution
Allowed Schools : Order, Chaos, Protection, Elemental,
Enchantment and Augmentation
Weapons Allowed : All.
Blessing: Forestwalk. 1/day.
Rathelle (and her
priestesses)are among the few who are truly open to any experience, be it
pleasant or painful. They are at one with nature, and as such understand that
death, sickness and decay are a part of life. They aren=t afraid to cut away the weak so there is more food
for the strong, for they see life as a great struggle to prove one=s strength. Conflict shows
who the strong are, and evolution demands that the weak become food for their
betters.
Evil
Sirethe (Female) : God of Treachery, Deceit and Betrayal
Allowed Schools : Necromancy, Chaos, Protection,
Alteration, Enchantment and Confining
Weapons Allowed : Basic, Light Blades, Light hafted,
archery
Blessing: Invisibility 1/day.
Sirethe (and her
priestesses) are devious, subtle and conniving. They prefer trickery and subterfuge to open violence or
confrontations. They often befriend their enemies to keep them close at hand,
under surveillance and within easy reach. They excel at lying and politics, for
they are often very charismatic.
Kagent (Male) : God of War, Destruction and Chaos
Allowed Schools : Necromancy, Chaos, Protection,
Elemental, Confining and Augmentation
Weapons Allowed : All.
Blessing: Chaos Blade: swing for 1 Chaos for every 10
Faith Points + Weapon Skill Bonus. (min damage is weapons base damage.) 1/day,
last 1 fight.
Kagent (and his
priests) are wild, angry beings who thrive on pillaging, razing and
annihilating all things. They seek never-ending battle and are extremely war
like. They want nothing but to smash all things to dust, to bring down anything
which represents order, peace or well-being. They cannot be reasoned with, they
are driven by their most basic desires; to kill and destroy.
Necros
(Male) : God of Death, Night and Necromancy
Allowed Schools : Necromancy, Chaos, Protection,
Confining, Healing and Enchantment
Weapons Allowed : All.
Blessing:
Zombies created by Raise Dead add +1 Strength and +10 Body for every 20
Faith Points. Permanent.
Necros (and his
priests) live in a reality permeated by darkness, death and the
underworld. Communication with the
dead, and indeed the living dead are commonplace for them. They separate
themselves from the living world, relying upon their undead servants to carry
out their bidding.
Magic
System
Before a mage is able
to purchase any spells, he must first purchase the prerequisites to the spell
level he desires to buy. There are four spell levels; petty being the lowest,
basic, advanced and greater, which is the highest.
In order to buy one
petty magic spell, the mage must first buy the skills read/write, and read
magic. This allows him to start buying petty magic spells. In order to buy
spells of a level above petty, the mage must build his
spell slots in a pyramid fashion. That is, in order to
buy one basic spell, the spell level directly above petty, he needs to already
have two petty magic spells. In order to buy one advanced spell, he must
already have two basic spells and three petty spells.
Also, each level has
its own prerequisite the mage must buy before he can start to learn spells of
that level. Before a mage can buy basic spells, he must buy the skill Asense magic@, before a mage can buy
advanced magic spells, he must first buy Ascribe@, and before he buys any greater spells he must buy the skill Aidentify@.
There are six schools
of magic; protection, alteration, elemental, charm, augmentation, and
confining. Each school has four spells in it; one per level. If a mage wants to
buy a basic or advanced spell, he must first possess all spells of that school
that are of a level below the level of the desired spell. Thus, in order to
cast bind, the basic level spell of the school confining, a mage must first
have the spell pin, the petty spell of the confining school, as well as one other petty magic spell that
will fill his pyramid. In order to cast confine, the greater confining spell, a
mage must know pin, bind, and web, as well as a total of two advanced spells,
three basic spells and four petty spells.
So, lets make a mage
who will buy some spells. My character has 25 points to spend on skills. He
buys all magic. So, in order to cast any spells, I need read/write and read
magic. That allows me to start buying petty magi spells. The spell I really
want is fear; a basic level charm spell. In order to buy fear, there are some
other spells I need first. I need two petty spells, one of which has to be
disarm, the petty spell of the charm school. So I buy pin and disarm as my two
petty spells. Now, in order to start buying basic spells I must buy the skill
sense magic. I buy the skill, and am now able to buy the spell fear.
In order for a mage
to cast spells, he needs spell points, or SP=s. Every time a mage purchases spells, he gains a
certain number of sp=s.
Mages get 1 SP per build spent on the
spell. So when he buys a petty magic spell, he gains 2 sp=s. When he buys a basic
spell, he gains 6 sp=s,
when he buys an advanced spell he gets 10 sp=s, and when he buys a greater spell he gains 14 sp=s. So if a mage has 3 petty
magic spells, two basic magic spells, and 1 advanced magic spell, he has 28
spell points. [(3 petty magic spells x 2 sp=s each) + (2 basic spells x 6 sp=s each) + (1 advanced spell
x 10 sp=s each)]. Every time a mage
casts a spell, he uses up spell points. To cast a spell, the mage must utter a
certain incant, dependent on the spell, and use up half as many spell points as
the spell cost in experience points. So petty magic spells cost 1 sp to cast,
basic magic spells cost 3 sp=s to cast, advanced magic spells cost 5 sp=s to cast, and greater magic spells cost 7 sp=s to cast. The mage can cast
any spells that he knows until he runs out of spell points. A mages spell point
total can never go below zero.
Priests advance in
just the same pyramid manner as mages do, but their prerequisite skills are
different. In order to cast any priest spells at all, you need read/write,
bandage, and medical arts. The four levels of priest spells are, from lowest to
highest: novice, intermediate, high,
and sacramental. In order to buy any intermediate spells, you must buy Acreate potion@. Before you can buy any
high faith spells, you must buy the skill Ablessing@. And before you can buy sacramental spells, you need to buy the skill Aprayer@. Mages gain spell points,
clerics gain faith points, or FP=s. They are gained in the same manner, the same amount per spell and are
used in exactly the same manner.
Spell
Books and Holy Symbols
Mages in Shadow
Realms require no spell books or grimoires. When a mage learns a spell,(i.e.
buys the skill) he has learned the art to a level necessary to cast that spell.
He can cast that spell as many times per day as he likes, as long as he has
adequate spell points. He now knows the spell inside and out; he has truly
mastered it, in such a sense that he never has to memorize it or copy it to and
from spell books.
A Holy Symbol is a
physical symbol of the priest=s faith, and represents his link with his God. This symbol stores the
priests faith points and must be touched during casting. Holy Symbols are
detected as magical items, and are immune to any form of destruction, be it
magical or physical. If a priest loses his Holy Symbol, he loses all his faith
points for that day and cannot cast until he gets the Symbol back and rests for
a day. One day of prayer will create another Holy Symbol, however this will
also cause the destruction of the prior symbol. Performing this feat uses up
half of the priests faith points for that day. So if I lose my Holy Symbol on
Saturday, I lose all spell points that day. On Sunday I can create a new
Symbol, but I=ll only have half of Sunday=s faith points to use on
spells.
Spell
List
Spell Schools Petty Basic Advanced Greater
Alteration Light Invisibility Dispel Magic
Gaseous Form
Augmentation
Ogre Strike Giants Strength Mithril Might Ench. Blade
Confining Pin Bind Web Confine
Elemental Lightning Bolt Ice Bolt Fireball Earthquake
Enchantment Disarm Fear Sleep Charm
Protection Magic Armor Shield Magic Ad. Magic
Armor Reflect
Priest Spheres Novice Intermediate High Sacremental
Chaos Cause Wounds Poison Blood Wither Limb Berserk
Healing
Cure Wounds Purge Being
Restore Life
Necromancy Chill Raise Dead Desecrate Death
Order Repel Purify Imprison Sanctuary
Spell
Descriptions
Alteration: I transmute this to_________ .
Light
Effect: Causes an inanimate object to shine. A
flashlight or glow stick may be used as the light source. If a flashlight is
used, it must remain pointed directly at the ground, never up towards people or
in any direction other than straight down. The light may be extinguished and
re-lit throughout the spell's duration. If cast at a living target, target is
blinded for 10 seconds. If target is a subterranean (i.e. Drow) creature the
duration extends to 60 seconds
Duration: 12 hours.
Invisibility
Effect: Target is rendered invisible until target uses
an active skill(attacks in any way), speaks or draws attention to themselves.
This means that the target cannot talk to anyone, attack in any way or perform
any other active skill without breaking the spell. The target may drink
potions, cast protection, healing or augmentation spells ON THEMSELF, walk
around or perform any passive action that doesn=t draw attention to themselves. If the invisible
person causes a loud noise, attacks someone or performs any other active
motion, the spell is dispelled.
Duration: 10 minutes.
Dispel Magic
Effect: Has two possible effects. 1)If used in combat,
it removes all spell effects with duration other than instantaneous that exist
on the target. i.e. Dispels any augmentation, protection, alteration spells on
the target.
2) If cast on a friendly party, this spell can counter
any charm, confining, necromancy, order, or chaos spells that are affecting the
target.
Regardless of the effect used by the spell, it can be
stopped by a shield magic or a channel spell.
Duration: Instantaneous
Gaseous Form
Effect: Caster is effectively Astral. They leave the
physical realm and enter a non-physical dimension that overlaps and permeates
this dimension. They may pass through physical objects and reappear anywhere
during the spell's duration. They remain visible, but are intangible. They can
only be hit by magical weapons for the duration, but may not attack, use items,
or physically interact with their surroundings while the spell is in effect.
They cannot cast except on themself. The target decides when to end the spell,
so a mage could cast the spell, then cast protective spells on himself, enter a
locked cabin, and then re-enter the physical realm.
Duration: 10 minutes.
Augmentation: I Augment you with (a(n)) _______
(Note that no augmentation spells are cumulative with
each other.)
Ogre Strike
Effect: Target receives +4 strength for one action or
strike.
Duration: Delayed, 1 hit or action.
Giants Strength
Effect: Target receives +1 strength and +10 body for 1
fight. This body cannot be healed, and it lasts until it is destroyed. This
skill can be activated at the target=s will, it does not come into effect immediately upon casting.
Duration: Delayed, 1 fight.
Mithril Might
Effect: Target gains +2 strength and +20 body for the
duration of the battle. In addition to this, any weapon the use during that
time swings for mithril. Note if the target already has a magical weapon, they
have the option of swinging for magic or mithril. This skill can be activated
at the target=s will, it does not come
into effect immediately upon casting.
Duration: Delayed, 1 fight.
Enchanted Blade
Effect: Target gains +6 strength for one battle, and
their weapon swings for magic. This skill can be activated at the target=s will, it does not come
into effect immediately upon casting.
Duration: Delayed, 1 fight.
Confining: I Restrain you with a __________
Pin
Effect: Target=s right leg is fasted to the ground. May rip out with
+1 strength and suffer 1 body of damage in a three count.
Duration: Line of Sight
Bind
Effect: Target=s arms are immobile. Elbow must touch sides and fists
remain closed. May rip out with a +3 Strength and suffer 3 body of damage in a
3 count.
Duration: Line of Sight
Web
Effect: Target is immobilized in webbing from the neck
down. Speech is permitted. May rip out with +5 Strength and suffer 5 body
points of damage in a 3 count.
Duration: Line of Sight
Confine
Effect: Target is rendered completely immobile. No
movement at all is permitted, though others may move target. Nothing can rip
free of a confine.
Duration: Line of Sight
Elemental: I unleash an Elemental __________ .
Lightning Bolt
Effect: 5 elemental lightning
Duration: Instant
Ice Bolt
Effect: 20 Elemental Ice
Duration: Instant
Fireball
Effect: 40 Elemental Fire
Duration: Instant
Earthquake
Effect: 70 Elemental Earth
Duration: Instant
Charming: I cloud you mind with
___________ .
Fumble
Effect: Forces the target to drop all hand held items
and ignore them for a duration of 10 seconds. Can be used to make a fighter
drop a weapon, a mage drop a scroll, or a rogue drop an alchemical gas globe
for example.
Duration: 10 count
Fear
Effect: Target must flee caster until the caster is
out of the target=s
line of sight. After this time, the target cannot attack the caster, and must
remain at least 10 feet from the caster for 10 minutes and react in a fear
filled manner towards him.
Duration: Ten minutes.
Sleep
Effect: Any living target is rendered unconscious.
Cannot be physically shaken awake. Caster can end spell at will.
Duration: 10 minutes
Charm
Effect: The target will obey the caster to the death.
Any and all commands given to the target by the caster will be exactly followed
to the best of the targets ability. The target can still perform any action not
countermanding the orders given by the caster.
Duration: 10 minutes
Protection: I Protect you with a ___________
Note that a player may only wear one of each
protection spell at a time.
Magic Armor
Effect: Will stop the next physical attack, including
alchemy, traps, weapons, and any attack beginning with the prefix
"physical".
Duration: 2 days, or until used.
Shield Magic
Effect: Will stop the next magical attack, including
spells, spell-strikes, or any attack with the prefix "innate".
Duration: 2 days, or until used.
Advanced Magic Armour
Effect: Operates the same as magic armour, but is
activated on an attack of the wearer's choice rather than the next physical
attack. The call for this is "advanced magic armour".
Duration: Delayed, one use.
Reflect
Effect: Will reflect any one spell or magical attack
of the target=s choice back at the caster.
This causes the attacker=s spell to actually hit the attacker without needing to throw a packet.
Duration: Delayed, one use.
Chaos: With the Power of <Chosen
Deity> I _______(your)________
Cause Wounds
Effect: Inflicts 4 body points of damage. Heals undead
4 body.
Duration: Instant
Poison Blood
Effect: Curses the target with a poison which inflicts
1 point of damage every minute, including 1 at time of casting. Target may not run , but can still use all
of their skills.
Duration: 2 days
Wither Limb
Effect: Target=s specified limb is withered and unusable until
restored, and the target suffers damage equal to half their total body.
Duration: Permanent
Berserk
Effect: Target receives double body and +4 Strength.
They will attack the closest target until the spell expires, or the target dies
at which time the target will move on to the next target. Target will not
attack the caster.
After the spell ends, the target is reduced to 0 body.
Duration: Until target is unconscious or 10 minutes.
Healing: With the Power of <Chosen Deity> I
_______(your)________
Cure Wounds
Effect: 4 body is healed. Inflicts 4 body to undead.
Duration: Instant
Purify Blood
Effect: Cleanses target of all poisons and malignant
potions.
Duration: Permanent
Restore
Effect: Heals everything except for death.
Duration: Permanent
Life
Effect: Heals everything including death.
Duration: Permanent
Necromancy: With the Power of <Chosen Deity> I
_______(your)________
Chill
Effect: Inflicts -2 Strength. Non-cumulative.
Duration: 5 minute
Raise Zombie
Effect: When cast upon a corpse(i.e. a body in its 5
minute death count), the corpse rises as a mindless zombie and obeys simple and
direct commands from the caster. Raised Zombies have 20 body and swing for base
weapon damage plus a Strength Bonus of 1. Zombies remember nothing of their
past life. This spell can only be cast on a dead body that is in its Adeath count@.
Duration: 10 minutes or until slain.
Desecrate
Effect: Creates an aura of evil around the caster
which stops any living being from coming within 10 feet of the caster. At the
time of casting all undead within the radius heal half their total body points.
Duration: Concentration
Death
Effect: Drops any creature into their death count.
Duration: Permanent
Order: With the Power of <Chosen Deity> I _______you
Repel
Effect: Target must remain 10 feet from caster's
raised hand.
Duration: Concentration
Purify
Effect: Inflicts 12 points of body damage.
Duration: Instantaneous
Imprison
Effect: Creates an impenetrable energy field which
surrounds the target and all of his held/worn items. This energy field deflects
all forms of attack, all spells and all effects of any kind, except for the
spell Adispel magic@. This means that the target
cannot be affected by any means save formal magic or the spell Adispel magic@ while in the imprison. The
force field holds the target immobile for the spell=s duration, and although they can still see and hear
what is going on outside the imprison, they are powerless to affect anything or
to be affected by anything. Any active
spells on the target are paused, so if the target was poisoned when they were
imprisoned, they take no further damage from the poison until the imprison
spell ends. Any effects working on the target are still present after the
casting of the imprison, but they don=t have any effect during the imprison.
Duration: Caster=s will or 1 hour.
Sanctuary
Effect: The caster must lay a rope or some other
physical object in an unbroken circle on the ground, prior to casting, which is
10 feet in diameter or less. At the time of casting an energy field is erected,
with the rope indicating where the walls of the field are. This force field may
not be moved. Nothing may pass through the force field except for beings who
are permitted by the caster. To do this the caster must say AI grant sanctuary to (the
person=s name).@ This means that no spells
or any forms of attack can pass through the force field, nor can any
individual, even astral, gaseous or other dimensional beings. The only thing or
person that can pass is one who is granted sanctuary by the caster. Note that a
dispel magic will dispel this force field.
Duration: 12 hours.
Miscellaneous
Rules
Hold
The most important rule in the game is the AHold@ rule. If you hear someone say AHold.@, it essentially means APause Game@. So stop whatever you are
doing, stay where you are and wait for the call A3 - 2 - 1 - Lay on.@ to restart the game. This Ahold@ rule is used when people get hurt, so it is very important that you don=t use the word AHold@ unless you need the game to stop for a moment. This
pause rule is also used if someone doesn=t understand what attack they=ve been hit with, if there is a rule misunderstanding
or a rule dispute. You cannot call a Ahold@ to repair armour, ask
in-game questions or to do anything in-game. After a hold is over, everyone
must go back to where they were when the Ahold@ was called before the game can be restarted. Use a Ahold@ if you get hurt, are about to get hurt, or if you don=t understand the rules at a
particular moment. To end the Ahold@, that is, to restart the
game, a plot marshall or the person who called the Ahold@ must state loudly A3 - 2 - 1 - Lay on!@ to restart the game.
Meta-Gaming
Meta-gaming is using information that you the player
has as knowledge that your character has. For example, Mark is playing a human
mage, Ceryk. Mark overheard the NPC=s talking about sending in lots of undead at dusk. If Ceryk, Mark=s character, goes around
warning people about an upcoming undead assault, then Mark has meta-gamed. He
used knowledge that he has as a player as if it were knowledge that his
character had. Another example is if mark is hanging out in-game (as Ceryk)
near his campfire when he sees an NPC approach. The NPC is wearing a white
headband, indicating that they are out-of-game (not there to Ceryk). If Mark
(or Ceryk) keeps track of the NPC and remains weary of them, where they are
going and so forth, then he is meta-gaming. If the NPC were playing an
invisible attacker who suddenly became visible and attacked Ceryk, there would
be no element of surprise, because Mark was watching the NPC that Ceryk wasn=t aware of. Meta-gaming is
considered a serious offense and will be dealt with.
Out-of-Game
This is not so much a rule as an expression you=ll hear a lot while playing.
If someone sais they are out-of-game, that means that they are there as people,
but not as any NPC or PC. If someone is out-of-game, they are to be considered
not playing. These people must tell you that they are out of game, and will
indicate this either by placing their weapon on their head, by wearing a white
head-band, or by saying that they are out-of-game.
Plot
Member, Marshall
These terms apply to those people who write the script
for the events. These people are impartial judges who can be consulted about
the rules, any disputes, character histories, pretty much anything about the
game. The primary plot member at the moment is Matthew Kraus, who can be
e-mailed at mattkraus55@hotmail.com if you have
any questions, comments or concerns.
Combat
Rules
When a character
enters into combat, there are several things he should keep in mind. He has to
keep his armour points and body points in mind, as well as any spell
protections he may have active on him. When a character is successfully
attacked(hit) by a physical attack such as a weapon strike, the character will
lose points from his armour first, and then from his body points. Let=s look at an example. I have
5 body points and 15 armour points. I am attacked by an orc swinging for A6 normal.@ In a spurt of combat, I am
struck three times by the orc, who then flees from my formidable assault. I
take 18 points of damage total. First, I take points off my armour. I only have
15 points of armour, so I lose all of them. There are still 3 points of damage
left, which I lose from my body points. I have a total of 5 body points, and
after losing 3 of them I am left with 2 body, and no armour points. I can be
healed to regain the 3 body points I lost, and I can repair my armour. However,
it has been breached (see Aarmour@, in the General Skills
section). Now the suit is worth 10 points, but I can only use those points if I
repair the suit.
When in combat, a
character will be assaulted by a variety of attacks.
There are physical attacks, magical or innate attacks,
and toxic or alchemical attacks.
Examples of physical attacks include : any
weapon delivered attack, any alchemical gas globe attack, any attack starting
with the word Aphysical@, any damage taken from any
sort of trap. All physical attacks are stopped by the magic armour spell, the
advanced magic armour spell, the dodge skill, or the parry skill.
Examples of
alchemical or toxic attacks include : any ingested alchemy, any attack ending
with Apoison@. These attacks can be
stopped by the resist toxin racial skill only. If a character is hit by a
weapon swinging for A3
poison@, they can resist only the
poison aspect of the attack with the skill resist toxin, they still take A3 normal@. If this attack is
delivered through any other method than ingestion, it can be stopped by the
dodge skill.
Examples of magical
or innate attacks are : any spell, any attack starting with the word Ainnate@. These attacks can be
stopped by the dodge skill, a shield magic spell, or a channel spell.
Weapon
Attacks
When being attacked
by weapons, players will hear a variety of damage calls. The basic types of
weapon damage are : normal, mithril, and magic. ie. A5 normal.@ etc. These attacks all go to armour first and then body points. There
are several other forms of weapon attack, all taking the form Anumber form of attack.@.
Body : anyone hit by
such an attack (A4
body.@) would take damage straight
to body points, this attack does not effect armour at all.
Poison, paralyse, wither
limb, corrosion : These attacks effect armour first. However, once they break
through a suit of armour and affect body points, they become much more
dangerous. Then they effect the player with a certain form of alternate attack.
For example, I have 5 body and 5 armour. I am struck for A6 poison.@ . So this attack has
breached my armour and affected
my body points; I have taken body damage from this
attack. Now, as well as taking 6 damage, I am struck by the attack Apoison@, which is the same as the
spell Apoison@. This means that I cannot
run or use any skills, and I suffer 1 body per minute until the poison is
healed. If I was struck by A6 paralyse@ I
would become paralysed. ( Unable to move for 10 min.)
Boffer
Weapons
Weapons Max Length Min. Length Min
Width(Blade/Head)
Hand to Hand 12" 6" -
Thrown Rock Spell
Packet
Staff 78" 54" -
Dagger 24" 12" -
Club 44" 24" -
Thrown Dagger 12" 4" -
Stiletto 12" 6" -
Short Sword 34" 24" -
Long Sword 44" 34" -
Bastard Sword 52" 44" -
Broadsword 44" 34" 4"
Two Handed Sword 66" 52" 4"
Mace 44" 24" 6"
Hammer 44" 24" 6"
Two Handed Mace 78" 50" 12"
Two Handed Hammer 78" 50" 12"
Polearm 78" 50" 6"
Bow Any size,
max. pull is 30 lbs.
Crossbow Any
non-hand crossbow, max pull is 30 lbs.
Light Crossbow Any hand
crossbow, max pull is 30 lbs.
Heavy Axe 54" 40" 8"
Axe 44" 24" 6"
Heavy Hammer 54" 40" 8"
One Handed Spear 52" 48" -
Two Handed Spear 78" 52" -
Arrow/Bolt(5) 36" 4" -
Counted
Actions
In Shadow Realms, characters
can perform many actions that the player may not be able to do. For example, a
character may want to kick down a door that the player cannot, or does not
want, to kick down in real life. To simulate this action, the player uses a
counted action. They would state loudly and clearly AI kick the door down 1, I kick the door down 2, I kick
the door down 3!@ . The in
game effect of this is that the door becomes kicked in. Many actions can be
performed this way, such as tearing from confining spells, lifting someone or
something heavy, picking a lock, or virtually anything else that cannot be done
in real life or is too awkward in real life to actually do. Most counts are a 3
count, while others can be a minute or longer.
Killing
Blow
This is a specific type of
counted action. This can only be done to a character that is helpless and
unable to resist. The count is AKilling
blow 1, killing blow 2, ... killing blow5!@. This 5 count can only be done with a
weapon that the character is proficient in. This count
represents the attacking character killing the helpless character, stabbing
them in the heart, or hacking their body to pieces, slitting their throat or
some such. The in-game effect of this is that the player struck by the count is
sent directly into their death count, so that the only healing that will save them
is the ALife@ spell. Most NPC= won=t
use this because it is so powerful, although some very evil or powerful NPC= will.
Body
Contact
The body contact rule at
Shadow Realms is very simple. THERE IS
NO BODY CONTACT!! This means you cannot grab someone you are fighting,
you cannot tackle someone, body-check, push, shove, or in any way have physical
contact with someone in a combative manner, this includes grabbing weapons and
hand-held items. Obviously, you can still hand shake and have friendly body
contact with people, just no sort of physical attack.
Charging
Charging is not allowed in
Shadow Realms. Charging is defined as running at an opponent and putting them
in a situation where they are forced to either dodge the runner or be run down.
This is body contact and is therefor illegal.
Fire
Building
Players are allowed to build
fire pits and to have camp fires, as long as there is a pit dug into the ground
at least 6 inches and a plot member is told.
Buildings
and Construction
Often times players want to
have their own cabin or building. We do not as yet have enough structures to
allow each player to have one, but we do allow construction on the property. If
you want to add a building to the property, or if you wish to build anything,
talk to me, the head of plot; Matthew Kraus and we=ll work something out.
Logistics
At the start and end of
every game we do logistics. Log-in occurs before the start of every game.
During this time, all players receive character sheets, as well as any tags
that their characters will need to represent in-game items and money. Players
can spend the build that they earned at the previous event at this time.
Log-out occurs at the end of
the event. The player gives back all of their money and tags, as well as their
character sheet to the plot members, who hold these items for them until the
next event.
During weekend events, there
is another log-in period on Saturday afternoon. In-game this represents the
players memorising their spells to regain spell points, and practising their
weapon skills to regain skill strikes. At this time, all times per day skills
are regained, as are all spell points and faith points, all production points
for alchemy, traps and so forth.
Dragon
Wings creak on biting wind
as fire flies in ancient
skies
repentent see they=ve sinned
as dragons fly and man dies.
Blade
Forged from steel, iron cage
spinning wheel, pensive sage
cutting edge and lovers grip
from life=s blood I will sip.
AAll
drow were born with the same birth defect. They weren=t born with a sword in their backs.@ - Halizar the Bloodeless, Elven
assassin.
AAn
orb of power is a powerful tool. We must not let this fall into the wrong
hands.@ - Selythscor, Acolyte to the dark
priest of Necros.